Dude, a feature is a mechanic or a group of mechanics. The game features X mechanic(s). A feature can't be in a game without a mechanic there making it possible. You are interchanging the terms feature and mechanic. Multiplayer is a feature which utilizes most mechanics in a game, sometimes even offering entirely new ones. Cover based shooting is a feature that uses 1 or more mechanics.ElPatron said:Savagezion said:-Snip-
Jumping is a mechanic because parameters have to be set as to how high jumping makes the model "jump", if holding the button has any relevance to maximum height, if you can still control movement while jumping, etc.
Yeah there is, it is the only purpose for the mechanic. There isn't any knife juggling. The mechanic states, first person to knife the other wins. This has the parameters of distance that the knife will work at (range), aim tolerances for a successful kill, as well as time delay from button press (you can be killed mid-knife).Adding a knife does not create a "mechanic" because there is no knife-fighting.
Finally, you yourself have admitted it was not the same leveling system. It was new and different regardless of whether you liked it or not. I couldn't care less if you like BF2 over CoD. The fact remains that the leveling system used is different.This is non-sense, I am not saying that BF2 was the end-all, be-all of innovation. They just added ranks and unlocks the same year Call of Duty 2 was released.
Definition of INNOVATION
1: the introduction of something new
2: a new idea, method, or device
Thanks for proving my point.S'cuze meSavagezion said:Every game does that.-snip-
First Sergeant
Requirements:
Rank: Gunnery Sergeant
Score: 20,000
Awards: Basic Knife Combat Badge, Basic Pistol Combat Badge, Basic Assault Combat Badge, Basic Anti-tank Combat Badge, Basic Sniper Combat Badge, Basic Spec Ops Combat Badge, Basic Support Combat Badge, Basic Engineer Combat Badge, Basic Medic Combat Badge
This is a rank from BF2. You could only achieve certain ranks by completing badges. So they didn't judge the time spent playing alone, the Veteran badges also require a certain amount of actions IAR - In A Round.
No, a Wizard uses DIFFERENT mechanics than the warrior. That is why they are not the same. I will use your same ideology:I am trying to imply that the mechanics are not the same if you played in another class.Savagezion said:Again, not sure what you are trying to imply. Playing as a warrior in an RPG, same effect.
Here, again, you are shifting combat models.The core mechanics of thegamewarrior exist even withoutunlocksplaying as the warrior. But they do exist.
I am aware CoD only has 1 combat model, its genre is named after it. All shooters are guilty of that. What's your point you are trying to make with this?If you change classes in CoD, the mechanic is still the same.
You mean if you intentionally copied something else it would be similar? Wow, thanks for explaining such a hard concept to grasp to me.No, innovation is not on the engine.Savagezion said:I'll give you that but that doesn't mean no innovation happened. Not exactly sure why you are going into all that. This type of thing actually implies that the innovation is mostly in the engine to you. Even though you just said that you never said a game can't innovate within the same engine.
Parabellum, the short-lived free 2 play FPS developed with Unreal, played much differently than Unreal Tournament.
Same can't be said if I made a Unreal Tournament look-alike in Unreal. It would play the same even if I changed some characteristics in the weapons.
...You do realize a game can be MORE innovative than another game right? Innovation is a variable and not a constant.
Parabellum would have the same collision detection, scripting, AI, etc. I haven't played it but it may have used different "middleware" to achieve a difference.
The underlined part would make a great signature on a forum. Simple "arguments" tend to not be arguments at all but rather 'claims'. I can claim an elephant's trunk isn't long because a giraffe's neck is longer but that doesn't mean crap necessarily based on the context of the discussion. Saying something is more innovative, doesn't discredit a game that is comprised of many small innovations. Or hell, you are straight up trying to say CoD4 had NO innovation yet you still haven't shown why.Yeah, I didn't explain all the way trough.Savagezion said:Simple arguments don't beat complex ones. What even makes you think that? Logic dictates a argument's validity regardless of how simple or complex it is. Simple arguments are just easier.
Simple beats complex because complex arguments would take me a lot of time to develop. If I can express that Call of Duty did not innovate that much in a simplistic manner, it is better than wasting my time on a complex view that nobody would share.
At this point, I do believe you are attempting to troll merely by how much you have consistently avoided making a cohesive point. I don't mind though as I actually enjoy talking about this stuff with others and I rarely get to do it. I just wish your side of the discussion had a little bit more consistency.
Like the breakthroughs in leveling systems being more accessible to multiple play styles CoD4 offered?Let's assume Wolftenstein 3D had the same setting as Doom, and featured similar weapons.Savagezion said:You mean it wasn't the first to do it but rather, it expanded upon the idea?
Doom would be still a huge improvement because of the breakthroughs in level design that allowed for more complex levels and changed the way things are played.
It's about time.Since you focused so much in the multiplayer, I'll bite
That is a mechanic, not could be. It the mechanic of the silencer. (The silencer isn't a mechanic, it is a feature in the game that uses a mechanic.)Level ups aren't a mechanic. Unlocks due to racking up kills with weapon X? I don't know, could be. Let's assume they are.
I have mentioned how perks counter each other, and counter the helicopter. I did say it was a mechanic.
Attachments: the only real thing that matter are silencers in CoD4. The grenade launcher is just another weapon. But the silencer masks the shooting in the enemy UAV. That could be a mechanic.
"Level ups" aren't a mechanic, but the leveling system is. Unlocks are part of the leveling system. How can you say that "could be" but leveling isn't when it uses the leveling system to activate?
Also:
"The grenade launcher is just another weapon."
That utilizes gameplay mechanics of the combat model in order to fire and deal damage.
This is a design issue, its relevance to the mechanics is insignificant in this context. The fact is, the silencer has mechanics, it is not a mechanic of itself. Doesn't matter if there is a mechanic in the game to counter it or not, it is a mechanic all by itself.However, the only difference it makes is that there is an option for stealthier gameplay, and there isn't even a way to counter it. Doesn't sound like a mechanic if it's just an isolated feature.
You JUST said that the grenade launcher is not a mechanic but "just another weapon". I don't even think you know what you are talking about.If you skip to MW2, then yes, attachments are a mechanic. You have under-barrel shotguns, grenade launchers, foregrips, heartbeat sensors, silencers, FMJ ammo, extended magazines and optics.
You are merging design into mechanics now. This garble makes no sense. In there, you are implying that more primary weapons now DO make it a mechanic. The exact opposite of what you have been shouting at me despite the fact I never said it was a mechanic.Partially because you can also chose from several kinds of primary items to bring with you, instead of just grenades. It is a mechanic in it's whole, simply having different grenades doesn't make it a mechanic, add blast shields and then it becomes something that affects gameplay severely.