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On the
surface, Battlefield: Bad Company 2's Conquest mode and Modern
Warfare 2's Domination mode are similar. Both are 2-team game-types
with the emphasis placed on the control of three (sometimes 4 in the
larger Conquest maps) points. Once captured, these points stay in the
control of the capturing team until the other takes it away. Both are my
favorites (currently, at least) in each game's multiplayer suite. So
what makes Conquest so much better than Domination?
The Premise
Domination involves the
same maps used in MW2's Team Deathmatch modes, but the conditions for
victory are that teams gain points for the amount of time certain points
on the map are 'controlled'. These points are, of course,
multiplicative--the more points controlled, the faster the points rack
up. Capturing (and re-capturing) involves camping within about five
meters of the designated point unopposed for a few seconds.
Individual XP is racked up via kills (as in Team Deathmatch) with
triple points (150 v. 50), but the sole condition of victory for the
team are the points racked up by holding the capture locations.
Conquest has points that are captured using the same basic
premise, but the prime difference are the victory conditions. Each time,
not counting the initial spawns, has 100 'reinforcements'. Every time a
team member dies, the re-spawn uses up one of those reinforcements. In
this sense, Conquest is more akin to Team Deathmatches than
Domination--despite the initial similarity.
Superiority and Incentivization
Anyone
who's played both can feel the difference in gameplay, yet it's a
justified comparison. Is the difference just in the victory conditions?
Let's dig a little deeper.
I'm a decent MW2 player in terms of deathmatches, but I probably
fall into the bottom third of global players (and where I normally place
in the lobby. Yet when it comes to Domination, I'm normally in the top
third--if not consistently the top two in the lobby. Because capturing a
point is worth three times what a kill is--so my kill/death ratio can
actually be worse and I still earn better XP if my primary focus
is on capturing points.
Likewise the victory conditions. K/D ratio isn't as important as where
the killing is done. It's a singular emphasis put on control, but the
way it skews gameplay is interesting. Normally I'm a pretty cautious
player, slinking around the edges with a silenced assault rifle. Yet
Domination turns me into a constantly sprinting, grenade-launcher
wielding, throw caution-into-the-wind animal. The ebb-and-flow is nearly
always chaotic.
In contrast, Conquest's ebb-and-flow is more balanced. The key to
understanding it lies beyond the difference in victory conditions, but
also in the difference in player motivations. Like Domination, player
incentive is skewed in favor of capturing (and defending), but nowhere
nearly as much. Capturing a firebase gains 80 points versus 50 for a
kill--much less of a difference in incentive. This, especially when
combined with the victory conditions, gives players the incentive to be a
lot more cautious.
Capturing bases is worth more, yes, but all it really does in
terms of the match as a whole is give your team a tactical advantage.
That has to do with another interesting aspect of Conquest. Whereas in
Domination, players spawn at random points using (to the player, at
least) the same basic logic as in a deathmatch, players can choose their
spawn point using the following criteria:
- the initial base, or "deployment" area
- if you chose to join a sqaud, you can spawn on any of your living
squadmates
- you can spawn in the vicinity of any currently controlled firebase
So, not only do the victory conditions contribute to gameplay that is
more balanced between offense and defense, but spawning mechanics
encourage teamwork. In fact, the only time I ever spawn at the original
deployment base (which is usually pretty far from the action, at least
by foot) is if a new vehicle has spawned to replace those destroyed in
the opening minutes of battle. Otherwise, I spawn on top of my
squadmates, or wherever the action is hottest.
I can understand Infinity Ward's motivations in designing
Domination the way they did. Faced with the prospect of self-interested
players, how do you encourage teamwork? You make helping the team worth
more than simply keeping your kill/death ration up.
But DICE's concept with Conquest is a much more fulfilling
experience, and makes you feel like you're on a real-life battlefield.
This is a combination of having a shared pool of lives, the spawning
mechanism, and individual incentives. The Frostbite engine doesn't hurt
either. In MW2, sightlines are always the same, but capturing a firebase
that's been shelled to pieces late in a Conquest match is sometimes a
fun proposition--there's nowhere left to hide.
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I can't tell you the number of times I've heard, "if only..."
Development wise, you go with the features and functions you have designed, manage and improve as you go along. Sometimes, if you're lucky, you have time or a review that helps clarify and improve, but most times you've got a build going out or in test and you don't have time to test any major changes that might alter the schedule and impact other schedules.
If anything, last year and the current year release titles show a good range of new but also different implementation of features. This gets embedded and knocked around a bit, but on the whole a sort of Natural Selection process occurs. What remains tends to be different from what came before...better is determined by market sales.
~Ken
P.S. Doesn't mean that you won't get the odd Dodo or two as combination or considerable modifications don't always translate to successful sales. Man...this is going to be an interesting year...
But the coverage I've read about Halo: Reach shows that they're spot on with the changes I've always wanted.