![]() We deliberately tried to design something that felt different and that solved some of the main complaints about the existing multiplayer FPSs on the market. ![]() We all played FPS games from Unreal Tournament and Half-Life to Vietcong and Battlefield. When we designed The Ship it was out of a typical and oft-heard indie developer desire to bring something new to the FPS genre. Bizarrely enough an orderly queue formed straight away. He demanded his angry teammates should crouch down and simulate a sex act in return for their freedom. I can remember a game of Call of Duty 2 where a griefer stood in the doorway of the bunker where his team was spawning in and just prevented anyone from getting out. When developers reacted by offering server options such as turning friendly fire off, griefers found new ways to exploit that. In the FPS genre and beyond they’ve forced developers to come up with new spawning systems and new tools to allow players to police the game.Įarly FPS releases were positively packed with griefing tactics from spawn camping to friendly fire massacres. Any game designer working today has to consider the best way to deal with griefers. It would not be an overstatement to say that griefers have influenced the direction of game design heavily. Griefers were not a new concept for me, it’s just that when you develop a new game it’s easy to have the naïve idea that people will play it the way you intended.
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