As a request from student doing a thesis on “humanoid silhouettes on class based shooters”, we’ve uploaded our character’s T-Poses. Images after the break!
Yee ha! Our first teaser for Comrade In Arms is now released. It’s the first of 4 teaser that will introduce the 4 main characters of Comrade In Arms and also emphasize how important teamwork is.
Ok, instead of me babbling, I present to you the teaser video…after the jump!
In a previous post, I mentioned that the unique thing about Comrade In Arms is called Authorization. So what is it really and how will it effect gameplay? If you remember, I also mentioned that every team based sport in the world has passing as a central mechanic, which usually involves passing an air filled bladder of some kind. So how do we get this into a shooter? How do we make this a part of Comrade In Arms?
While reading up on Gamasutra, I came upon an article by Michael Fergusson, Playing with Fire: Ethics and Game Design. In it he referenced another article which talked about exploiting human weaknesses to monetize games.
Teut Weidemann from Ubisoft studio Blue Byte believes that “We are monetizing all the weakness of people”
He then gives 7 examples, linking the 7 deadly sins of Vanity, Envy, Gluttony, Lust, Anger, Greed and Sloth and how each of these particular human weaknesses can be exploited.