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First Impressions:MAG – Game play experience (Part 2)
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Wednesday, October 14, 2009

 

Like all things in life, the first impression can be the make or break of any relationship.

Being involved in a Beta has given me a look and has left me an impression on Sony’s Massive Action Game by Zipper Interactive.

Please note, the time I spent on MAG was limited to two weeks, Monday to Friday from 6pm to 9pm (GMT). This is not a preview nor would my experience be universal to other beta players.

I also did not take any footage or photos.  At the time of the beta I was not sure if I was allowed to discuss the experience. If I am still involved in future betas, I will take photos and add to this piece and future pieces.

This is the second piece of three parts: Game play experience.

For those who might be interested in what I think click below

 

 

 

The experience of playing MAG over two weeks allowed me to reflect over how MAG has taken ideas from other FPS games and applied them into their Game Design.

Firstly, the pace of the game is faster than Killzone 2 and the Battlefield franchises but lacks the heart pumping, finger twitching experience of Modern Warfare.

The graphics (for a beta) are clean it’s not difficult to spot players lying in the shadows.

Lying prone can be used to gain a slight advantage with the environment however, you cannot “blend” into the high grass or bushes and like many FPS, the environment is not destructible.

Shooting from the hips is possible but a well placed shot to the head always downs a player quickly. Looking through your iron sights slows your turn speed but with a scope attached, the enemy is magnified thus making the target easier to hit.

The grenade (throwing) distance is lacking and I do have issues with the damage dealt by the grenade attachment that you unlock as the final tier on your rifle (Valor faction).

I was able to knock-out four players with a tossed grenade but when I used my grenade launcher, it hardly had any area of effect. I don’t know if this was intentional with balancing weapons but I did find it silly that a hand grenade would do more damage than a grenade launched form a rifle. In the end, I felt using my skill points to unlock the grenade launcher was a waste of time as the standard grenade seem to deal more damage.

The revive element was pretty much like Killzone 2; point the upgraded medic gun from a certain range and you partner would pop up. The time it took for another shot of revival was short and in a game where you could possible have 128 players shooting wildly, I think that’s a good thing.

I liked seeing players slide into a prone position under a truck or behind a boulder after running from one point to another. With all the bullet lines spraying across the screen, it created a real sense of dynamic in the game.

The controls were pretty standard; L1 for iron sights, R1 to fire (though I disliked how they hot keyed the prone/crouch button to triangle). I also disliked having to cycle through the weapon list using R2 or gadgets using L2 buttons.

Nothing was more frustrating than cycling through medic gun, to get to grenade, to get to anti-tank mines. I think the gadgets and secondary weapons should be accessed to the D-pad (which is used for communication) for instant access. When you are rushing to plant anti-tank mines, you don’t want to waste the precious few seconds to equip the item by scrolling.

The communication element is a big part of MAG. Often I would hear “medic - I need a medic” and someone would reply “where are you?” and the ‘downed’ player would state “near a boulder” or “behind a shed” or “near the river”.

The map is littered with boulders, rivers and sheds. Which one precisely are you at? They may benefit from adding a grid scale to the radar? And that is where the next problem lies.

The radar can turn into an entity of its own. Your radar starts with red markers to designate objectives to destroy (blue if you’re defending) and about a dozen blue dots (friendly). Once the action starts all these markers become mixed with red dots popping up everywhere as the action gets hot rendering the radar pretty useless as the detail is overloaded.

Emotions run high:

The thing about co-operative play is that when a side is losing, people start attacking each other. I’ve come to realise that forming a team isn’t about giving a group of people a common goal, nor is it about establishing advantages with certain key players in the squad (squad leaders and platoon leaders are given special abilities that can help the entire group).

An effective team is understanding how your role fits in and compliments the others. Every team sport has a position to be filled by a certain individual who can play that role effectively. The problem is nobody in MAG has an assigned role other than attack or defend which basically reduces itself to kill as many of the opposition as possible.

Planting charges or stealing the item becomes opportunistic rather than co-ordinated. When you do achieve your object, it is often done on your own. That is why the attacking team in the game modes Sabotage and Domination often lost because it requires you to co-ordinate and have the support of each squad to fulfil their objective (especially sabotage where both point A and B must be conquered at the same time).

Sometimes it was like watching an under-6 soccer team; everyone chased the ball – even the keeper.

Up against the odds:

MAG was a fun game to play, but it didn’t really set itself apart from the pack. In light of other franchises coming out, I find it hard to see how MAG could have the special X-factor to wow the audience.

       

In comparison to Borderlands where the co-op sounds better integrated into the story line and even in Operation Flashpoint 2: Dragon Rising where playing co-op with your mates is infinitely better than playing with an AI squad, I wonder if MAG can recreate that “band of brothers” experience that it is trying so hard to promote.

In the end, MAG was more like a Jack of all trades, master of none.

Next: Game Design

 
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Comments (6)
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October 14, 2009
Interesting write-up.

I'm curious, have you ever played Socom? It sounds like the weapon select system is the same, as well was the crouch. Wonder how similar they play? It is from the original developer of Socom.

The weapon select definitely sounds like it could use refinement. I think your d-pad suggestion would be a fair idea, except in a game with 128 people on one side (well, in theory), having a way to quickly access general on-screen orders is pretty important too. Not that I don't hope they don't find a way to improve the select.

Is the game realistic in a, one headshot, one kill with any gun? A bit disappointed the environment isn't destructable. Even trucks people are hiding under?
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October 15, 2009
hi Victor,

I've only played socom on the PSP so I can't really compare MAG against that particular build but you are right about its developers. As for the on-screen orders, I found that anyone who had a headset would suggest targets and approaches. As for people without mic, I don't think they used the d-pad for commands as such. Again, I haven't played enough to really explore the command function so I may be attacking it from the wrong angle.
As for the environment, some trucks (fuel tanks etc) can be destroyed but I haven't seen anyone destroy old ships beached on the side. The game is fun, it's just hasn't really brought anything to the table that you don't already own.

As for the damage intake, if you get a headshot they're pretty much down for the count.

I think its less forgiving then certain FPS games but not merciless that its like Arma II or Flashpoint.
Are you an Ex Socom player? I really wanted to get involved, but feared that the online community might be quite close and might have been hard for me to break into it the group.
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October 16, 2009
Thanks for the response Chris.

In terms of the d-pad orders, it seemed like in the previews I've seen, that people who get are lucky enough to be 'commanders' and such, would be able to issue to general orders across the board to everyone on their side. So issuing a text command to a hundred people probably makes more sense (strategically) than via mic. But again, I don't know how it all works.

Good to hear that certain objects are destructable, as they were in the earlier Socoms. Speaking of which, I had a lot of time with Socoms 1-3. Haven't really been active with them for over 3 years though.

Speaking of which, Socom 1 is probably the best of the 3, in terms of balance and weapon effectiveness. Socom 2 is pretty great too, it addresses the mountain of bugs and exploits that kinda ruined Socom 1, but also added some of it's own, and the weapon balance between Seals and Terrorists is kinda skewed a bit too favorably to the Seals. Socom 3 is a mixed basket. The weapons are balanced, there's even vehicles now. But if you're playing round based matches (no respawning until next round), the maps are huge and you may end doing more watching than playing, unfortunately. Also, if I remember, the rank system was prohibitively difficult.

I haven't played the PS3 one yet. The list of bugs and missing features kept me away. A friend of mine who did pic it up seems to be enjoying it though.

So yeah, it's been a while since I've been playing. But if you want to check any of them out, you may want to ask around to find out how many people are still playing the PS2 ones. I think all 4 are probably still active. There are a few things taboo (at least when I was still playing). 1) Don't use the MGL or M203 grenade launcher. People really hate that. 2) Bring a mic. 3) If you're using pmn mines, call 'em out, so when a team mate steps on them, they don't have anyone to blame but themselves. 4)If you do TK someone, they sometimes expect an apology. That's up to you.
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October 16, 2009
Wow! you know a lot about Socom :D

That's really good to be told about the about general online etiquette in Socom - makes a world of difference to learn about what is and isn't acceptable with the online community.

I'll definitely do some research on the ps2 versions though if I do enter socom, it'll probably via the ps3 because I noticed the PS3 Socom has recently announced new DLC so I guess the developers are still investing in that product.

Really enjoyed reading your thoughts! I'll do a search for articles written by you, and if you haven't posted on bitmob then I think you should! I've gained a lot from your comments alone.

thanks,

p.s. Also makes sense about the d-pad used at a later stage in the build :D
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October 17, 2009
Hey, no problem, your impressions were informative as well.

A couple of caveats. Probably goes without saying, but etiquette may have changed in the years I've been away, but don't be too concerned about offending people. It happens, and some people will get pissed at you regardless in any game.

And the PS3 Socom was actually developed by Slant 6, not Zipper. Although, it sounded like they made an effort to emulate the best parts of the PS2 versions closely. The good news is, the incomplete mess they released last fall sounds like it's been patched up pretty well and you can probably find it for around $30 bucks or less, and I'm sure there's still plenty of people playing.

Enjoy!
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October 17, 2009
Oh, one more thing...

Most people in Socom play round-based matches (again, when I played). Which means, 1 life per round. It makes things intense and every kill and death mean something. But also, it means you might end up watching more than playing, if you're not careful.

Fortunately, there's usually casual rooms set to normal respawning where you can practice a bit more easily, if you need it.
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