Embed Notice
HTML Code
Corresponding Notice
- Embed this notice@menherahair Ah, arcade machines. Those can be meaningful if they're building whole cockpit like Mechwarrior one, but for the most part they're all still just glorified pachinko machines by design, which requires them to be as aggressive to player (and his intermediate currency) as possible, while maintaining the immutable state. This can sometimes be seen as beneficial, but most of the time just causes the same blind repetition of historical workarounds to historical limitations in whole genres, with shared-screen fighting games being the chief example. While certainly requiring skill, reaction times and understanding of strategies available to individual characters, those remain limited by the perspective even when being designed with network multiplayer from ground-up. A fighting game has every opportunity to benefit from first-person viewport and limiting information available to only subjective from that perspective, as demonstrated by Mount & Blade (and to a degree - Mordhau and Chivalry, but those also suffer from many console-centric decisions).