Cooperative gameplay has been on the rise in shooters lately. Whether they let friends experience the campaign together, or give them specially crafted scenarios to fight through, most shooters today seem to have some kind of mode that lets a player bring a buddy along to fight against enemy NPCs. Typically, when playing co-op, player death is delt with differently than when playing solo. The purpose of this thread is to discuss the merits of one of these alternate approaches: revival(and yes, I understand that the player is not technically dead).
How does being able to revive a teammate affect the gameplay of a shooter? How does it affect the strategies and tactics employed by players to complete their objective? Negatively, in my opinion.
Giving players the ability to simply pick up their allies after taking too much damage robs a game of any need for good tactics. Flanking from opposite sides? What if your ally gets shot? You both should've stayed together so you could revive each other. Splitting up to cover strategic points? What if you're ally gets taken down? You both should've camped the same room so you could pick each other up. Creative tactical decisions are stifled by the overbearing fact that, no matter what you do, you are better off sticking together.
Also, the ability to revive drains intensity and excitement from gameplay. Does the outcome of that shotgun battle with three Locust really matter if your friend is a few steps and a button tap away from getting you back into the game? Are you going to play as carefully knowing that if you get hit, all you have to do is crawl behind a rock and wait for your ally to come lay down next to you and hold a button down?
In Gear of War 2's Horde mode, the best method was always to get all five people to camp out behind a big wall. Sure each player could only be revived a limited number of times per wave, but it took a while to reach that limit. In Modern Warefare 2's Spec Ops, players who stayed within crawling distance of each other were virtually garunteed to avoid failure. Hell, did anyone else notice that the Spec Ops levels where one player got control of a chopper turret or an AC-130 were actually harder than levels where he played as another infantryman? That's because your partner couldn't pick you up from a helicopter. When a standard footsoldier turns out to be preferable to an attack aircraft, something has to be wrong.
Anyway, that's my opinion. Tell me how you feel about the subject.
(Note: I don't consider Left 4 Dead to fall into this genre. I know at least one person was thinking of that.)
How does being able to revive a teammate affect the gameplay of a shooter? How does it affect the strategies and tactics employed by players to complete their objective? Negatively, in my opinion.
Giving players the ability to simply pick up their allies after taking too much damage robs a game of any need for good tactics. Flanking from opposite sides? What if your ally gets shot? You both should've stayed together so you could revive each other. Splitting up to cover strategic points? What if you're ally gets taken down? You both should've camped the same room so you could pick each other up. Creative tactical decisions are stifled by the overbearing fact that, no matter what you do, you are better off sticking together.
Also, the ability to revive drains intensity and excitement from gameplay. Does the outcome of that shotgun battle with three Locust really matter if your friend is a few steps and a button tap away from getting you back into the game? Are you going to play as carefully knowing that if you get hit, all you have to do is crawl behind a rock and wait for your ally to come lay down next to you and hold a button down?
In Gear of War 2's Horde mode, the best method was always to get all five people to camp out behind a big wall. Sure each player could only be revived a limited number of times per wave, but it took a while to reach that limit. In Modern Warefare 2's Spec Ops, players who stayed within crawling distance of each other were virtually garunteed to avoid failure. Hell, did anyone else notice that the Spec Ops levels where one player got control of a chopper turret or an AC-130 were actually harder than levels where he played as another infantryman? That's because your partner couldn't pick you up from a helicopter. When a standard footsoldier turns out to be preferable to an attack aircraft, something has to be wrong.
Anyway, that's my opinion. Tell me how you feel about the subject.
(Note: I don't consider Left 4 Dead to fall into this genre. I know at least one person was thinking of that.)