Starglider wrote:Analysis that would be meaningful to professional game designers must account for why this was so, how to recreate it, and if you do perceive glaring flaws you must explain why the game managed to succeed despite those flaws and why trying to take those flaws out is less risky than just reproducing the original formula.
IIRC, Rainbow Six and it's quick near-sequel Rogue Spear worked because:
- It was one of the first shooters to have near completely unique levels, with very little texture or object reuse.
- Several of it's levels were rather atmospheric, especially the ones where you had to coordinate near-simultaneous assaults at the same time in order to achieve your objectives.
That said...the industry caught up rather fast with R6, and it was also horribly flawed; like the aforementioned people hanging up at corners and the fucking stealth missions.
Rainbow Six 3 killed the franchise because it made opening doors a lethal action, because you:
Put away your weapon or device to open the door (or pick the lock, or plant an explosive charge); and you couldn't get your weapon back until you had done an elaborate animation, at which point the bad guys inside had noticed the explosion and shot you fifty billion times as you slowly put away the detonator trigger.
Seriously, how hard is it to hand off the detonator to the third guy in line in your squad and tell him by voice to blow the door; or hold your MP5SDKAFAJS one-handed while you turn the doorknob?
That said, if I was designing a 'spiritual sequel' to Rainbow Six; I'd focus on unique locations that place great value on dynamically entering from multiple locations simultaneously; and try to incorporate a deeper strategic layer into the game itself.
Instead of the strategic layer being a simple planning map where you place waypoints; put the player in charge of the counter terror operation itself; and give him options that change the way the shooter portion plays out.
Get the option to string along the terrorists in order to gather more information on them and the layout of the location in question; have the choice of cutting the power to the building, or playing rock music extremely loud; so that when you assault at 3 in the morning, everyone inside has gotten less than 20 minutes of sleep in 48 hours, slowing their reaction times, stuff like that.