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Friday 11 November 2016

Titanfall 2: Multiplayer Map Design

I’ve already spoken a little about the disappointing multiplayer map design of Titanfall 2 in my review, but I wanted to take a more in-depth look and explain why, when compared to the maps in the original, those in Titanfall 2 kind of … suck.

As I said in my Titanfall Retrospective, Titanfall is a game of multi-layered gameplay and a strong aspect of its appeal is the interplay between Pilot and Titan combat. Maps in the original game were perfectly designed to accommodate both pilot and titan gameplay.

They did this by carefully balancing what we shall call ‘pilot terrain’ and ‘titan terrain’. Whilst all the maps had open areas and channels to accommodate titan movement and combat, they also featured areas and pathways that were only accessible to pilots.

This ‘pilot terrain’ allowed those not in a titan to traverse the maps with a degree of safety. Not only could titans not access these areas, they were often unable to target pilots moving within them. It granted vulnerable pilots the ability to traverse, relocate and evade.

The maps in Titanfall 2, unfortunately, strike a terrible balance between pilot and titan terrain. There are very few, if any, ‘safe’ pilot pathways to traverse the maps. All of the maps, to one degree or another, favour titan gameplay over pilot, and this is an issue that I consider to be a serious flaw in the map design of Titanfall 2.

The Amped Hardpoint mode, in particular, suffers for this poor map balance. On many of the maps, every domination point is either located within titan terrain, or accessible to titan line of fire. But, ultimately, all modes, even those that are less objective focused, suffer due to this imbalance between pilot and titan gameplay.

Titan domination is the key to victory in nearly every mode. The team that can control the titan terrain, effectively controls and wins the match. I know it can be argued that this was also the case in the original game, but it was never this easy.

A team without titans could still traverse the maps with relative ease. They could evade, relocate and strike back. But with some maps in Titanfall 2 featuring what I would estimate to be less than 10% pilot terrain, there’s very little opportunity for a team without titan control to respond.

The lack of pilot terrain also causes serious issues with pilot spawns, as pilots either respawn in open titan terrain – an easy target – or within a very small ‘safe’ area which is nearly always separated by open terrain, allowing titan players to effectively contain their opposition within a single location.

In the original game, pilot terrain was designed to allow fairly safe traversal from one side of the map to the other through the use of tunnels, narrow passageways and rooftops, all of which interconnected. But in Titanfall 2, the few areas of ‘safe’ pilot terrain are nearly always separated by open titan terrain, meaning there’s no safe way for a pilot to traverse the maps without continually exposing themselves to titan observation and line of fire.

Verticality was also a key aspect of the maps in the original. It allowed pilots to traverse the terrain far more quickly than if they were in a titan, often either above or below the titan terrain where they couldn’t be reached. But in Titanfall 2, the maps are far more ‘flat’ with many featuring only one or two levels, and both fully accessible to titans.

And whilst the maps of the original did adhere to the ‘three lane’ structure of design, it was never so apparent as it is in Titanfall 2 due to the verticality and interconnections of pilot terrain. Titanfall 2 severely lacks that key balance between pilot and titan terrain and as a result, it lacks the important balance between titan and pilot gameplay.

I don’t think the maps of Titanfall 2 are terrible, but they don’t serve the multi-layered gameplay of Titanfall. They don’t provide the necessary balance. Whilst their visual and environmental variety is an improvement on those of the original Titanfall release maps, their design is far more simplistic and poor in terms of balance.

The maps of Titanfall 2 are easily its most serious weakness, which is quite disappointing when compared to the original game, where they were one of its greatest strengths. We need maps with a split balance between pilot and titan terrain. We need maps with far more verticality, with multiple levels both above and below. We need objective and spawn points to be more carefully considered. And we need far more complex maps, with interconnected pathways allowing for fluid pilot traversal beyond the traditional ‘three lane’ design.

I would happily pay for a map pack with updated versions of all of the original maps in Titanfall 2, because as great as I think the game is, I can’t deny that it’s seriously lacking in a key area that is vital for its long term prospects and appeal. We need new maps. We need better maps. As fantastic and satisfying as I find the multiplayer of Titanfall 2, all of it falls a little flat without the maps to properly accommodate it.

If there’s one thing I’ve seen that even dedicated fans of the game can all agree on, it’s that ‘the maps kinda suck’. I can only hope the developers are listening and understand why.

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