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Thread: Ghost Recon has to "find its place" in a "post-CoD world" - Ubisoft | Forums

  1. #1
    atacms's Avatar
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    Ghost Recon: Future Soldier "fits the market expectations of gamers these days" but is nonetheless "more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do", UK brand manager Matt Benson has told OXM.

    "The last Ghost Recon game came out in 2007, and as we all know Call of Duty has... in a post-COD world, we have to find our place in terms of gameplay, demands on the player, style and tone," he said.

    http://www.oxm.co.uk/31137/new...t-cod-world-ubisoft/

    What does Matt Benson mean? He's referring to changes made to make the game more accessible. SO what Ubisoft has done to the Ghost Recon franchise is: we've taken out all the overly complicated micromanagement, and the guys have worked hard to tune up the AI.

    "You're not going to be babysitting your squad, you're not going to be dealing with a million buttons to press," Benson explained."

    The problem with removing squad commands is that Ghost Recon then just becomes a third person shooter. Not a third person squad based combat shooter.

    He defends the decision by saying that, "Although I think Future Soldier's more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do." I believe he's implying that since the Ghosts are elite, it's actually a more accurate representation of elite forces to NOT have to micromanage them.

    I agree with him TO A DEGREE. The Ghosts are elite and you shouldn't have to babysit them. The AI should engage enemies autonomously. Having said that, what's also an accurate representation of being THE Ghost leader is that there is SOMEONE in charge. At some point as the squad leader you should be able to give commands.

    In fact, I mentioned in another post how GRFS should imitate the real life Bin Laden raid. The SEALS trained and PLANNED extensively. WOuldn't it be cool to have Kinect/controller to establish waypoints and commands intuitively to your fellow Ghosts?

    ----In your application of military force, be just, fair, precise, but to conquer your enemies' will, heart and mind, seek to improve his lot- atacms-----
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  2. #2
    atacms's Avatar
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    Ghost Recon: Future Soldier "fits the market expectations of gamers these days" but is nonetheless "more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do", UK brand manager Matt Benson has told OXM.

    "The last Ghost Recon game came out in 2007, and as we all know Call of Duty has... in a post-COD world, we have to find our place in terms of gameplay, demands on the player, style and tone," he said.

    http://www.oxm.co.uk/31137/new...t-cod-world-ubisoft/

    What does Matt Benson mean? He's referring to changes made to make the game more accessible. SO what Ubisoft has done to the Ghost Recon franchise is: we've taken out all the overly complicated micromanagement, and the guys have worked hard to tune up the AI.

    "You're not going to be babysitting your squad, you're not going to be dealing with a million buttons to press," Benson explained."

    The problem with removing squad commands is that Ghost Recon then just becomes a third person shooter. Not a third person squad based combat shooter.

    He defends the decision by saying that, "Although I think Future Soldier's more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do." I believe he's implying that since the Ghosts are elite, it's actually a more accurate representation of elite forces to NOT have to micromanage them.

    I agree with him TO A DEGREE. The Ghosts are elite and you shouldn't have to babysit them. The AI should engage enemies autonomously. Having said that, what's also an accurate representation of being THE Ghost leader is that there is SOMEONE in charge. At some point as the squad leader you should be able to give commands.

    In fact, I mentioned in another post how GRFS should imitate the real life Bin Laden raid. The SEALS trained and PLANNED extensively. WOuldn't it be cool to have Kinect/controller to establish waypoints and commands intuitively to your fellow Ghosts?

    ----In your application of military force, be just, fair, precise, but to conquer your enemies' will, heart and mind, seek to improve his lot- atacms-----
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  3. #3

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    That would require that they:

    1) CARE about their franchise
    2) Actually PUT THOUGHT into things instead of aping the competition
    3) Listen and communicate with their fans

    Since none of the above happen AT ALL, well...

    The sad thing is that the crap they have shown will sell. People don't EXPECT anything better anymore. Not from Ubisoft. People will buy it and Ubi will continue to make more of the same, just because they can. That is all that matters to Ubi.

    Quality? HA!
    Replayability? HAHA
    Realism? HAHAHAHAHAHAHAHA

    Ubisoft's stock with most gamers now? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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  4. #4
    Dude your an idiot plain and simple you can't judge a game before it has even come out. Your just prob one of those gamers that sucked at it so much now you have to try and ruin it for other people. If you don't like the game get the **** off the forum.
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  5. #5
    I don't believe any of that "has to find it's place" nonsense. GR already has a place. It's the alternative to the hyperactive run and gun casual shooters. It's the alternative for people that want a game where getting a kill actually feels satisfying because it's based on skill. It's people like Mr. Benson that are ultimately going to kill the Tom Clancy games.

    Quit being cowards Ubisoft and have some freaking faith in your game and the development studios pouring hours into it. You've got your fanbase out there and waiting for you! You know who your customers are and what you need to do to make a game they want.

    It's like baseball. Ubisoft is getting pitched a slow ball and all they have to do is swing the bat and they can knock it out of the park...but ultimately they tie their shoelaces together, miss the ball, and end up getting beaned in the nuts.

    Back to the article though, indeed, I firmly believe that in a properly done tactical shooter you should never have to "babysit" anybody. We should be given teammates that can move, shoot, and communicate and do logical things. Problem is in most tactical shooters developers usually give us squads that seem to be compromised of army privates in the middle of basic training. One moment they act wonderfully, the next they're doing something completely stupid.

    If my team gets whacked it should be because we were legitimately outmanuevered or I made a bad plan. Accidents happen but overall my highly trained Spec Ops team (veterans of multiple conflicts and proudly wearing Airborne, Ranger, and SF tabs) should be able to drop a guy fifteen meters away without wasing a whole mag on them.

    Improve the AI, yes, but do NOT take away my ability to lead them.
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  6. #6

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    But leading people is complicated and too hard for modern gamers who just want shoot shoot shoot, run, die, respawn.

    Ubisoft is utterly clueless about the treasure they had, and now they are throwing it away. Idiots.

    Ah well, I wasn't going to play it anyway.
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  7. #7
    Senior Member shobhit7777777's Avatar
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    @DanHibikifan
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">If my team gets whacked it should be because we were legitimately outmanuevered or I made a bad plan. Accidents happen but overall my highly trained Spec Ops team (veterans of multiple conflicts and proudly wearing Airborne, Ranger, and SF tabs) should be able to drop a guy fifteen meters away without wasing a whole mag on them. </div></BLOCKQUOTE>



    The ideal system they should go for is one where you Macromanage.
    YOU decide the ROE
    YOU outline the basic plan (Flank L, Fall back, Cover me)
    and the AI executes it using the newfound autonomy....they cover themselves accordingly, they move according to the ROE etc.
    IMO if GRAW 1 PC had a ROE changer (Stealth/Assault mode) it would have been a much better game. The Ghosts there were pretty autonomous....slightly brain dead but still..



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    But that is HARD...

    It means players have to THINK about what they are doing!

    That is bad. Players these days just want to hold their buttons down, run from cover to cover, spray and pray. Lather, rinse, repeat.

    Some of us find that...wait for it...



    BORING!

    But oh well, if you enjoy such a game, go for it. I am sure that Ubisoft will welcome you with open arms when you buy their COD clone and enjoy it.

    All the fancy tech toys in the world cannot change the fact that their gameplay has CHANGED. It is not longer about thinking, planning, acting. Now it's about 'activate cloak, hide for a moment BLAST EVERYTHING IN SIGHT! RUN, shoot, RUN, shoot, hide behind cover, RUN, shoot'.

    You can suggest anything you want, and then they will ignore it just like they have ignored every other positive or constructive feedback that they have been given.

    They made a kiddie shooter. It is what they wanted to make. Fine. Some of us wanted Ghost Recon, but we are screwed because we don't matter. We are a minority after all, people who wanted GHOST ******* RECON instead of COD with a Ghost Recon label.

    But we should have expected this. Ubisoft doesn't make games anymore that require thought. Just hold the buttons down and everything will be fine...
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  9. #9
    atacms's Avatar
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by shobhit7777777:
    @DanHibikifan
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">If my team gets whacked it should be because we were legitimately outmanuevered or I made a bad plan. Accidents happen but overall my highly trained Spec Ops team (veterans of multiple conflicts and proudly wearing Airborne, Ranger, and SF tabs) should be able to drop a guy fifteen meters away without wasing a whole mag on them. </div></BLOCKQUOTE>



    The ideal system they should go for is one where you Macromanage.
    YOU decide the ROE
    YOU outline the basic plan (Flank L, Fall back, Cover me)
    and the AI executes it using the newfound autonomy....they cover themselves accordingly, they move according to the ROE etc.
    IMO if GRAW 1 PC had a ROE changer (Stealth/Assault mode) it would have been a much better game. The Ghosts there were pretty autonomous....slightly brain dead but still.. </div></BLOCKQUOTE>



    Agree with both Dan and shobit's points. Are fellow Ghosts represent spec op operators who should know what they're doing. Having said that, as team leader you have the command.

    As shobhit mentioned, we should have stances that change the AI behavior of our teammates according to the PLAYER's battleplan and setting of the ROE and the AI's autonomous reaction to what the enemy is doing.

    Here's where I think Kinect would work greatly with the gameplay. If the player used hand gestures, he could change the team's formation from line, staggered, etc. He would also be able to designate waypoints and rally points. and also with hand gestures or voice commands, tell his team mates to flank, fall back, etc.

    Also what would help make the game more immersive is have your AI team mates give you audio feedback as to what is occurring. This should happen also in MP with bots.

    A scenario would be an MP map with bots as teammates and your mission is to take out some armored vehicles. You've put two of your squad to recon ahead and they tell you that an armored vehicle is approaching or relay to you via audio feedback that a footpatrol is near their spider hole and they want to engage them via knife kills. YOu authorize it and they tell you, "target neutralized." what would make this immersive is that this is happening not in the single player, but would be spontaneous since it's a different situation in MP.

    Those are the AI teammates I want!

    ----In your application of military force, be just, fair, precise, but to conquer your enemies' will, heart and mind, seek to improve his lot- atacms-----
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  10. #10
    Agree. There is no reason why we can't have good AI and squad commands. Your squad won't be stupid so you don't have to go "move there" all the time. Instead you could have Flank Left/Right, Tactical Retreat, Breach Room and Follow. In R6V2 they kinda came close to this, when clearing a room your squad was great with them moving properly and taking down enemies quickly. However they were rubbish in general play and I often had to put them out of the way. Can't see why they don't include squad commands and just improve AI.
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