How the Next One Can Suck Less

What can Sony Online Entertainment do to improve the release of the Planetside reboot?

Note to my non-gamer readers: Please indulge/ignore/mock me as I, once again, go full-on gaming-nerd with another post in my Planetside series.

What a flippant title, right?

It’s just a grabber. Anyhow, I wrote an overview of my experiences playing Planetside. The game held a lot of promise, but failed to live up to expectations. I’ve learned that a reboot of the game is coming, so what can SOE do to improve the game on the second attempt?


To recap: Here’s what the game action looks like

Disclaimer

That’s a loaded question, because every nerd has a different answer, and most of those answers are wrong. It stands to reason that I’m wrong, too. So, am I arrogant and presumptive enough to think I know how to separate the good from the bad?

Yes. No. Well, maybe. Anyway, I do have fevered delusions of competence. I’m sure that most of the following has been raised and dismissed in the official or fan forums, but I’m ignorant of all that. I hate random forums for the same reason I hate YouTube comments. So, join me on the well trodden path of ill-informed, geeky, internet gaming critiques. Don’t forget your shovel. You’ll need it.

Keep the Good Stuff

Gamers tend to focus on the bad more than the good, and elevate the bad’s importance too much. But, there are plenty of game mechanics that have been refined and work really well. Here are a few:

  • I almost never suffer stuttering or synchronization issues. I know absolutely nothing about netcode, but whatever they’ve been doing has worked. The first few years were bumpy, but tons of bugs have been squashed. I haven’t experienced a disconnect-error in a long time. The action is fluid even in very large fights, and I never see people ‘frozen’ due to a bad connection.
  • The certification system is the central mechanic of the game, and for good reason. Gaining character levels provide certification points to spend on a class of weapon, vehicle, or support tool. These certifications allow the player to get the associated stuff. Certifications may be reversed and re-spent, as well. There’s no mucking about with virtual currency. Just go to the console and choose it.
  • All characters have the same hit points and access to armor, and every weapon does the same damage, regardless of who’s holding it. This dynamic eliminates a whole class of griefer, and keeps the game focused on player skill and experience, not level climbing. For instance: Using my level 6 alternate character, I’ve routinely killed opponents ranked level 20 or higher, something completely unheard of in World of Warcraft.
  • The variety of combat and support skills makes it possible for people who are not primarily shooter fans to enjoy this game. If you lack an FPS-expert’s aim, you can still repair, heal, revive, lay mines, or use splash-damage weapons more forgiving of error.
  • The pace of combat is superb, but be warned: this is no twitch FPS game. Movement is slower and more deliberate, and overland travel isn’t instantaneous. Whether on foot or in a vehicle, the time expended to get from point A to B is balanced. The same goes for support times, whether healing someone, hacking a facility, or repairing a vehicle.
  • Planetside has the strategic combat department all wrapped up. Nothing is bolder in scope. There are countless options for bringing force to bear against the enemy. The squad that employs competent tactics backed with sound strategy will always beat a skillful, random, unorganized group.
  • The lattice system connects the bases on a continent. After you’ve captured a base, you can only claim the next base in the chain (see Figure 1). This focuses combat, and has worked very well since the initial lattice-redesign. In much the same way, the continents (or planets; whatever) are linked together.

Figure 1. The continental lattice system of the Searhus continent. Imagine there are a bunch of other continents, connected to one another in a similar fashion.

  • It happened late, but the addition of modules and facility benefits add more strategy to the mix. Which base do you choose to invade next? The answer determines what your empire receives while fighting on the continent, whether its shorter respawn times, base sensors, or shields.
  • There is no loot or resource farming. SOE has been fantastic in this regard. There are no +10 Lasers of Idiotic Leetness claimed only by people with the time for 900 man hours of instance-farming. You can use discarded enemy weapons if they fall into the same certification class, but, aside from that: there’s nothing – no junk with purple names, no currency, no pointless bragging rights. This keeps the game focused on action, and not so much on skinning boars for leather. Thank god.

Some Bitching and Moaning

Some nights, I arrive home from work and am eager to play a few hours, but I don’t. It’s usually due to one or more of the following things.

  • Getting into combat takes too long. This was mentioned in my previous post, but is worth repeating. Possibly, it’s worth tattooing backwards onto the foreheads of the lead designers. I don’t care what dumb sci-fi backstory you need to justify, just make it so I can say “hey, can I join you?” and then, boom, I’m in a gunner-spot. Time it, limit it, manage it somehow, just please, please do it.
  • Combat situations and locations can be repetitive. I can’t tell you how many times I’ve found myself on the same two continents over the course of a month. The flow of combat between empires feels like it rolls down a hill, with Cyssor at its base. This appears to be a geographic/lattice consideration, and should be addressable.
  • Improve the flying vehicles. Flying vehicles are effective and all, but they’ve never felt quite right. They’re too like ground vehicles, only they have an extra axis. I know it’s The Future™ and everything that flies can also hover, but it’s more dramatic and interesting when flying vehicles need to make passes like fighter-planes.
  • The caverns are a mess. Before the Core Combat expansion was released, we were teased by SOE’s promise of urban-style combat. Naturally, I expected, you know, buildings, walls, and stuff like that. I didn’t expect bizarre, unnavigable, crystal-buildings dumped confusingly at a variety of heights, sometimes carved apart by rivers of molten-rock (See Figure 2). Ziplines and teleporters speed travel significantly, but the destination is still to who-the-hell-knows-where. Navigating the caverns feels like moving through a more confusing, cluttered, asymmetrical M.C. Escher poster.

Figure 2: This image perfectly illustrates all that is wrong with the caverns. Imagine you needed to plan a trip like the one featured here. The yellow-zip lines allow you to speedily cross the chasms, but you must still meander toward your destination, because there are no straightforward paths. All the "urban" action takes place inside the crystal deposits, themselves. While you are confusedly navigating this terrain, enemy Cave Rats (highly experienced cavern-players) kill you with ease, sometimes from air vehicles that are horribly overpowered in such an awkward environment.

  • Giant robots are dangerous. We all know this. But, in this case, I’m talking about gameplay. The spectacularly botched release of BFR’s (Battle Frame Robotics) completely broke Planetside’s mechanics for many weeks. Giant robots stomped all over infantry. It’s what caused me to quit the first time, so maybe I’m just touchy. All I know is that robots really threw game-balance out of whack. Just further proof that robots cannot be trusted. So, be careful.

A Few Modest Proposals

Again, I’m just some random player, but I’m still going to offer a few ideas to all those developers not reading this post. To the rest of you: remember when I told you not to forget your shovel? Feel free to add your own ideas to this post.

  • Consider adding contests. This is quite minor, and more of a passing thought, but I always wondered if a whole military ‘contest’ could take place over the course of a week or two. Soldiers can respawn, so why not have repeating wars? Some throwaway story reasons would suffice. Here, I’ll make one up: Each war is another iteration of probabilistic outcome of the competition going on in the multiverse. There. Done.
  • Here’s how to fix the caverns. The bizarre juxtaposition of oversized, colored crystal deposits with human-style rooms inside them doesn’t work. Yes, it’s creative, but it’s also as goofy as a pulpy, D-grade sci-fi novel. Human-built structures built in and around crystal deposits would make more sense and allow for more rational, less confusing navigation. Keep what feels alien (the crystals, ziplines, etc) while still grounding it in the familiar (buildings). If nothing else, the cave terrain, ziplines, and teleporters must be simplified further.
  • Put us back on a single planet. I realize that having each continent on its own world allows you to effectively ‘shuffle’ the continents if you need to alter the lattice-network. It services the gameplay. But, the thing is, you can retain whatever lattice network you feel like even if the continents are back on one world. How? I dunno. Maybe forcefields, energy currents, whatever. Maybe the continents move? Is that really more ridiculous than a set of worlds, symmetrically dispersed in the cosmos, all have exactly one continent in a giant, global ocean?

The game development cycle is mostly opaque to we, the public. This is frustrating, so we wonder aloud in forums and on blogs. Developers are right to hold back from revealing too much, by the way. They must manage expectations. If they posted every damned fool idea they had, they’d generate buzz that they could never live up to. Spore, anyone?

Anyway, some images from the forthcoming game have finally slipped out. I hold out hope that we’ll learn more about any of the mechanical changes in due time. Next in this series, I’ll cover one thing that should have liquid nitrogen poured on it and then smashed with a hammer: the story.

Special thanks to my outfit-members at Section 8 for inspiring me with their thoughts.

Series NavigationManic-Depressive First Person ShooterThree more ways to improve Planetside 2

About Matt Warren

I'm a husband, father, gamer, and restless quasi-intellectual. My interests include reading, gaming, and juggling knives while blindfolded and barrel-running down a steep hill.