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  3. [Dev Note] Part-11 : Game Mode Development

[Dev Note] Part-11 : Game Mode Development



[h5][ Intro ] [/h5]

Hello, everyone. I am Kwon Dae Ho, the executive producer of Black Stigma.

We have been working continuously to make our shooting game more enjoyable, and we've shared many directions for improvement through our developer notes.

Today, ahead of the upcoming playtest, we would like to introduce the 'game modes' that we are fine-tuning until the very last moment. Based on the reactions from players during the last Global Testing Tour, let's see what game modes you can experience in the next test.

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[h5][ Reactions to Existing Game Modes ] [/h5]

In previous tests, we featured the 'Kill 'Em All' mode, a free-for-all style mode, and the 'Team Death Match' mode, where teams compete for the most kills within a time limit. We thought these modes provided familiar fun with simple rules, as proven in other PVP games.

However, we were able to see that most users were enjoying the 'Kill 'Em All,' and 'Team Death Match' had very low usage unless specific events were held on the mode. We intended 'Team Death Match' to be a fun chaos where beginners and skilled players could mingle casually. But, judging by its low usage rate and player feedback, we realized this mode did not convey our intended experience.

Also, despite the popularity of 'Kill 'Em All' mode, there were many complaints and suggestions regarding the enjoyment factors. The main issues were the lack of crucial mechanisms to turn the tide and the unfair advantage for campers using the third-person view.

To address these issues, we added several elements to enhance the fairness, and the possibility to turn the tide in 'Kill 'Em All' mode, and worked to replace the 'Team Death Match' with a newly developed game mode.

[h5][ Improvements to 'Kill 'Em All ][/h5]

To resolve the existing key issues, we added two systems: 'Revival' and 'Detection.'

Revival System: Allows limited revivals per round by teammates. Imagine reviving your teammates stealthily even when outnumbered. Just by restoring the outnumbered situation to even the numbers, you might already be carrying your team!



Detection System: This system was developed as a booster that reveals all nearby enemies for a certain period of time, even those hiding behind structures! We believe this detection booster will make the game more dynamic and strategic.



[h5][ New Game Mode: 'Get ‘Em All ] [/h5]

Get ‘Em All' can be summarized as a 'cash grab' concept map.

The goal of this new mode is to 'provide an objective other than killing and to allow beginners and skilled players' to enjoy together. Here are its features:

1) Victory Objective: The team with the most money wins.

While killing enemies helps secure money, other actions can also yield significant funds. Players can collect randomly spawned money or steal money accumulated by the enemy to contribute to their team.





2) Total of 9 players fight in a 3 vs. 3 vs. 3 Format.

Unlike traditional 'Red team vs. Blue team' matches, a three-team format increases the chances of dynamic and unpredictable gameplay that will make the skill of a player even more important. Depending on the situation, other teams could be enemies or allies. Tactical and strategic decisions will be more crucial along with pure combat skills.


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[h5][ Conclusion ][/h5]

In the upcoming playtest, we will present these improved and newly developed game modes.

Kill 'Em All,' with its enhanced comeback potential and fairness, will be a battleground for testing each other's skills, while 'Get ‘Em All,' with its unpredictable and chaotic nature, will be a mode that anyone can enjoy casually.

We hope you play both modes extensively in the next playtest and share your thoughts and suggestions for further improvement.

Thank you.

Best Regards,
Producer Kwon Dae Ho


https://store.steampowered.com/news/app/1277530/view/6182957324233432539