I would rather hear about adjustable FOV.
No Steam info
Not yet talking about specific PC stuff. That time will come...
Will your game have traditional dedicated servers on the PC? If not, then I don't have a persistent community to be a part of. I think that's a fairly straightforward drawback. This is largely something consoles have done without, so it may not seem like a big deal. But you can ask any player who has played Battlefield, Counter-Strike, or Team Fortress; persistent communities add to the experience in a major way.
We have dedicated servers for all platforms, hosted on Microsoft's cloud.
Here's an article Jon Shiring wrote after E3 to explain it a bit. Your response still makes the assumption that big player counts = community servers. Having been a part of quite a few PC FPS communities, I know exactly what you like about them, why they're good, and why they're different than the average P2P matchmaking system.
AI may not mimic players, but you are saying they add to the experience. I say that, for me personally, they really don't. In DOTA, creeps are an interesting minigame on their own. Will Titanfall have a metagame of sorts where you must decide whether or not you want to help move your AI across the map or seek out other players? So far it has been explained that they provide atmosphere and a way to ease casual players into the game. That doesn't appeal to me as a player or customer but I'm just one set of preferences among millions.
Having not played the game, I assume?, you probably shouldn't yet say they don't add to your experience. You very well might not like them in the game, but again - save judgements until playtime! That said, they do provide more than just "cannon fodder". Thats one thing they do provide for newer players, but they are a source of earning XP, earning your Titan faster, and other things that we haven't yet talked about. They aren't some huge "OMG GUYS WE FOUND THE ANSWER", but they do add flavor and a unique angle to the game that aren't currently available in other games; at least none that I've been playing.
You are asking me to quantify the human experience. What makes a large party more fun than a small one? What makes sharing a fun experience with friends better than being by yourself? Clearly it has some strange allure, because we see large scale in many games and not just shooters. I understand that it is vexing as a designer to be told that "well, it's better" and then not given a clear reason why. I would say for me, the most important factor is that my enemy is controlled by a player and I explained why. I think having more of these players on the field makes it even more fun, with more chances for interaction between actual humans, good or bad.
Yes I am! Its a really tough nut to crack. Not everyone likes big parties. Or maybe only some times? Its not vexing to be told an opinion. Whats hard is figuring out the root cause of that opinion. Plus, I just like to ask questions...
What did you find in your playtests that made 6v6 a clear win? What was it about 12v12 that didn't appeal to people? I'm just as curious, if you are willing to share. I am a competitive player. I've played in tournaments, clans, squads etc.. for nearly every game I've given a lot of attention to. I grew up on nothing often less than 16v16. That's the style of game I like and the perspective I have.
Its mostly the consistency of firefights. Lower player counts and there starts to be too many lulls in the action, too many "Hrmm... where to go now..." thoughts going through your head. Higher than it and there's just too much. You lose the ability to "keep it all from spilling over", so to speak, in your brain. 6v6 hit upon the sweet spot of being able to keep track of everything you're seeing, all the information coming in from your POV, the mini map, the obituary scroll, your teammates chatter, etc. Most players are usually still feeling quite in control of what they're doing, where they're going, and what they want to accomplish. Beyond 6v6 and it quickly turned into much more of a random mosh pit of "How did I die?" and feeling like there was nothing that could have been done to NOT die. Thats an important distinction to make.
A driving mantra for this game, as cheesy as it sounds, is what we dubbed MLLM. Minute to Learn, Lifetime to Master. Like Chess, or Go. Players quickly feel like they can get in and have fun. Thats not the "hard" part to accomplish with this. The hard part is, after 5, 10, 20, 100 hours - what is the player learning? Are they feeling like they have the ability to increase their skill at the game, or have they hit a ceiling? Are their wins and losses based on something they have control over, or is it purely luck/chance? Higher than 6v6 was really fast ruining this goal.
I have a CE reserved and am not sure if I really want to see it through now. I have never experienced a small scale online shooter that I've liked. I was the type of person who played Ground War 24/7 for the scale and the feel of a big team, not because I enjoyed so much spam. I really hope there is a beta or demo.
I really feel like you guys could open up to a whole new set of gamers by moving to something like 12v12. If you don't want to, and think that compromises your design vision, then by all means ignore those of us asking for it. At the end of the day it is your product to launch and your vision. Maybe Titans just aren't fun with four or five on the map at once. Maybe the pilot and grunt balance doesn't scale well, and results in things being less fun. Those are valid reasons to not pursue higher player counts. I just selfishly wish you'd open up the hood, turn on the options, and let the players decide what is best. Some really weird people like 64 players in a phone booth sized map. You don't want that to be what your players experience when they first play the game, obviously, but the option for those who like it has never hurt anyone.
I want nothing more than to be wrong. Titanfall was my most hyped game of 2014. But I find myself turned away by this news, and the Battlefield crowd I personally play with is scoffing at it as well. What matters in the end is how it plays, and if you are confident that you've got it nailed, then I can't wait to try it.
Glad to hear you've got it preordered, sad to hear this news makes you question it. I'd suggest holding on to your preorder
ROTFLMAO!
Heart Pounding 6 vs 6 multiplayer action confirmed!
Blame it on my heart and laugh at it all you want, but its the truth