TrackMania Devs Trying to Bring that Feel to A Shooter
Recharging ammunition, a limited glide ability and innovative terrain-based weaponry are systems designed to ensure that players start on a relatively level playing field while still providing headroom for competitive gamers to developer their skills.
Nadeo studio director Florent Castelnerac said:
That’s not just for the sake of the beginner, but also for the sake of the advanced player. If you master the systems of a game and they make you too powerful then you can be in a position where you don’t just beat a new player, you humiliate them.
Being humiliated is not fun and so this initial experience might cause them to drop out and never play the game again. This can reduce the player base and further decrease the chances of a beginner player becoming an intermediate player or an intermediate player progressing to the level of expert.
So, the goal was to make systems that anyone can understand but that an expert could utilise strategically. It’s a bit like someone that can run fast compared to the 100m world-champion: there might only be a one-second difference but it’s enough to set apart the good from the truly great. In this way, there should never be a massive gulf between great players and beginner players.
Map-making will obviously be a big part of ShootMania, given its spiritual ancestor, and maps take just a few minutes to create, preview and edit. However, Castelnerac said:
We always assume that 90% of players will not create anything and so, first and foremost, we approach the game from the angle of a player that’s just looking to get into the game and have fun. But for those that do want to create, the editors will provide them with the tools to do so.
ShootMania is being build around innovative concepts; I do hope Nadeo succeeds in making a great shooter.