Counter-Strike: Global Offensive, Battlefield 1, and Player-Driven Design: Execution Matters
Hey folks,
Today's the start of a new series called 'execution matters', where I focus on a concept I like to call player-driven design. I think this is an approach to game design that works well in building successful esports. Hope you enjoy!
Twitter: https://twitter.com/brownbear_47
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References
-- https://www.reddit.com/r/GlobalOffensive/comments/24jl1g/why_do_pro_players_do_that_weapon_to_knife_switch/ (pro players switching weapons in match)
-- https://www.vg247.com/2016/06/29/battlefield-1-heres-how-bullet-drop-and-critical-hits-have-changed-sniping/ (BF1 distance / damage)
-- https://www.vg247.com/2016/08/22/battlefield-1-interview-dice-talks-fantasy-war-realism-and-respect/ (BF1 art style)
-- http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf (GDC talk about CS:GO economy)
-- http://www.gamasutra.com/view/news/289181/YookaLaylee_devs_7_biggest_game_design_changes_since_the_N64_era.php (limitations in older games vs. ability to do anything in modern ones)
-- https://www.battlefield.com/news/article/earning-medals-in-battlefield-1 (medals announcement)
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