Game Information
Game Name: FireFall (In-Development)
Game Publisher: Red5 Studios
Game Platform: PC
Game Overview:
“Firefall is a sci-fi MMO shooter set in a future Earth… Uniting in the form of armies, players will need to collect resources to craft weapons and vehicles to fight back the apocalyptic threat of the Chosen invasion. Special Nano-technology suits of armor called Battleframes enhance the human race in this future Earth and allow players to jumpjet across battlefields, wield a variety of exotic weapons of heavy destruction, and employ special abilities to reclaim the world.”
Effectively, FireFall is a cooperation-oriented MMO shooter that attempts to combine the extrinsic and submission-focused appeal of MMO’s with the intrinsic engagement of the modern FPS.
What did this game do that was different from its predecessors?
FireFall is attempting tocombine standard MMO dynamics with the intrinsic satisfaction of FPS gameplay. In addition, FireFall champions cooperative play, emphasized by a Left 4 Dead-reminiscent system that allows players to be rescued by other players when they fall below zero HP. The game also features jetpack-assisted traversal, giving players the ability to explore the game world vertically as well.
Red5 has also put ample focus on marketing FireFall, as seen at PAX11 and PAX12 (left) with large displays, commissioned cosplayers, and playable demos. When compared to similar predecessors, such as Hi-Res Studios’ Global Agenda, this improved publicity helps build a stronger pre-launch testing community.
My favorite part about the game
In the moments where FPS gameplay peaked, I found myself particularly engaged by the fact that aiming was required for combat effectiveness, and movement became significantly more important to survival than in standard MMO combat systems.
I also greatly appreciated Red5’s effort to implement a UI that players can rearrange (similar to many third-party mods for other MMO’s). This shows an increased effort to appeal to end-game and meta-game enthusiasts, and I imagine Red5 will be carefully watching the modding community for further UX improvements.
My least favorite part about the game
When I first started the game, the number of stimuli fighting for my attention was overwhelming; one character was speaking at me while several UI windows were cuing me to perform verbs (some of which I wasn’t actually capable of performing at the time). This pattern of excessive prompting continued as I played, and often led me to miss important details needed to progress in the game.
How I would change the game to make it better
The first problem that occurred to me was the blatant UX failure – too many stimuli were fighting for my attention. To improve the play experience, Red5 will need to space out the player’s starting experience such that there are only a small number of demands made on the player in a given moment. It would also help immensely to remove the audio-based prompts, as this emphasizes the conflicting stimuli further, and makes it so that players need to pay attention to that particular stimulus before it is no longer accessible.