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Essays 03 April 2020, 16:17

95% Chances of Success and I Missed?! Game Mechanics We Hate

Yes, we love games. But there are times when the only sensible reaction seems... throwing the keyboard out the window. Some of the mechanics have been under the players' skin, and today, we're exposing them all.

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Killstreaks – Massacre of the Innocents

After the premiere of Call of Duty Warzone, I returned to the multiplayer of this, otherwise well-received, installment of the well-known series. My depression and suicidal thoughts came back, because it took a few games to remind me what kind of a vegetable I was in online shooters.

Juggernaut is the SOB that we can unlock for 15 frags without death. - 95% Chances of Success and I Missed?! Game Mechanics We Hate - dokument - 2020-04-03
Juggernaut is the SOB that we can unlock for 15 frags without death.

You see, I can only hear in one ear, which is why playing with headphones doesn't really help me at all. While I can comprehend the idea of spatial sound, I cannot experience it. I can't tell you where the footsteps are coming from and I almost always turn the wrong way. So, I've grown to associate noise with chaos and fear.

I can sometimes mold the fear into irritation or impatience. This was the case with Warzone. The killstreak is a nice addition and it makes the game even more exiting, but it's also a tool that makes the winners even bigger winners. The better a player you are, the more kills you can get, the more powerful reward you acquire. It can be a radar that will temporarily reveal enemies on the map, or a drone that will disrupt their interface, but it can also be a variety of air raids, automatic turrets, robots that will chase you till the end of times, and finally, a power armor with a minigun.

The problem with killstreaks is purpose – promoting players who are already winning makes little sense from the perspective the people who play only occasionally. It can literally turn into a massacre of the innocents. Some games – such as Homefront – flirted with a much healthier approach. The idea was simple – curb the top players by revealing their position. Before you say it's not fair towards the winner, think how fair is it towards others to give the winner a convenient way of completely dominating the game.

Matthias Pawlikowski

Matthias Pawlikowski

The editor-in-chief of GRYOnline.pl, associated with the site since the end of 2016. Initially, he worked in the guides department, and later he managed it, eventually becoming the editor-in-chief of Gamepressure, an English-language project aimed at the West, before finally taking on his current role. In the past, a reviewer and literary critic, he published works on literature, culture, and even theater in many humanities journals and portals, including the monthly Znak or Popmoderna. He studied literary criticism and literature at the Jagiellonian University. Likes old games, city-builders and RPGs, including Japanese ones. Spends a huge amount of money on computer parts. Apart from work and games, he trains tennis and occasionally volunteers for the Peace Patrol of the Great Orchestra of Christmas Charity.

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