Back in the day I played a lot of online FPS games, but one really stuck with me and earned most of my devotion: Enemy Territory, the free (and now open source) team, class and objective-based game. I remember during a late night session, one of my clan-mates said:
congusbongus always goes for the objectives eh?
It was the first time I really thought about how people play the same game in different ways, and enjoy different aspects of it. Later I would learn about Bartle’s player types and how that applies to all sorts of multiplayer games, and mechanics like different player classes or even weapon types clearly caters to different kinds of players. But herein lies a problem: how do you get different kinds of players to come together and interact, instead of running off doing their own thing? Players like me would do the objectives because that’s the goal of the game, after all, but what about players who don’t care about that, and instead might grief, camp or just mess around?
Plenty of mechanics prevent the most antisocial of behaviours. Spawn protection prevents the worst kinds of spawn camping, and limited ammo prevents players from camping advantageous terrain indefinitely. But I want to look at how map design can focus the action, provide good pacing, and enable dynamic gameplay so different kinds of players can shine and enjoy the game in their own ways. For that we need to first look at the classic Enemy Territory map Supply Depot.
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