Re: Looking back at 5 years of BFN and why it failed to match Garden Warfare.
12. Map design, flanks, and verticality.
The maps in bfn just arent that good let's be honest.
A problem with a lot of bfn maps is that most are reused from pve and it shows blatantly.
I've said it before but change the artstyle and they become call of duty maps with how they're designed. Not much verticality, decentish cover in open areas, and designed to be ran through to find an opponent where close to mid ranged combat is incentivised.
In turf not many flank routes are good they don't diverge from the main path enough to be worth the effort for attackers and defenders can't really hold the line. The ai itself prioritizes rushing the front instead of bothering to flank and there is only one pot on these flank routes to defend them.
In a map like seeds of time the first point has two pots on both sides of the point to defend the flanks while protecting from direct assault to an extent. Gw1 on several points bothered hiding pots around corners for bonk choy/doom shroom setups. Bfn however leaves alot of them alone in a random spot on a flank. The preserve pastures finale has pots that wont even see action if nobody stops following the gargs.
In bfn there's no real reason to take a flank as there's very little tactical value outside of potentially catching someone off guard.
In gw teleporters incentivised flanking as they allowed your team to cut travel time to the point in half.
The flanks also allowed gw players to gain the high ground to attack enemies or flat out get all the way behind them such as Zygpt in seeds of time or driftwood shores buildings.
While gw2 maps weren't the best they also were more varied in locations as we had space, modern, and ancient times. The maps also had features to impact gameplay and shake them up much more than gw1.
The space maps have low gravity in outside areas, sandy sands has a sandstorm blow through the map obscuring vision, great white north has a snowstorm on one point, frontline flats has cannons, z tech factory has portals and the zombot roaming around, and more.
Bfn has minecarts, ooze, and cheese but nothing else and they're mostly ideas that have been done before better.
Also why does a nighttime pressure pier exist in pve but wasn't just copy and paste as a nighttime map in multiplayer? You're already reusing pve so just go all the way.
The sprint sections in turf are also mainly filler from what I've seen. Rarely any fighting happens in them and the game eventually spawns you far closer to the point. The 3rd capture point on peachy district's museum is a perfect example of this.
Why do cactus and deadbeard finally get verticality options in a game with nowhere for them to go!?
13. Behind the scenes disasters, the YouTube effect, and hero shooter burnout
So bfn is a mess but why they had three years since gw2 and it's the same team?
Well in the time between of three years another game was being made at popcap vancouver codenamed project hot tub.
This was an ambitious singleplayer title that I've already covered in a post below.
It was canned and a lot of money flushed down the drain so put on your tinfoil hats here.
With hot tub down and money gone the studio panicked and hastily threw together bfn to try and make money. We even see several things from this project make there way into bfn such as 80s outfit and plant/environment designs.
So bfn had poor marketing but why didn't youtube atleast help it somewhat? The zackscott gw videos had millions of views yet his bfn series petered out quickly.
Well I think this was do to the audience. The new game and character videos did well but afterwards just sputtered out. Sure they came back up in views when actual content came out for the game but overall youtubers said the game was not as good as gw1/2 for views.
There were sponsored videos from youtubers like glitch productions and h20delirious but the game still didnt skyrocket from sponsorship players.
I think most effective advertising is on TV anyway as not everyone watches youtube or specific YouTubers.
For the average viewer bfn doesnt really do anything new and outside of arena and pve thus offering no new gameplay experiences to rope them in. The artstyle and effects for explosions are less visually interesting to watch from a spectator's perspective.
Upgrades don't do enough to be interesting to a viewer and a new viewer who doesn't understand the system might think its just base kit.
Wolfy was probably the most well known example of this as he has stated multiple times he didnt think bfn was as fun as gw2 and even stopped playing it during its updates and while some gave him flack for this I think deep down a lot of players agreed with the mentality. He still plays gw2 every once in a while by comparison.
Krook also made a video interviewing multiple community youtubers and the mentality with all of them was the same: Bfn just wasn't as good or profitable for views as gw.
https://youtu.be/S2JDeQVCLm0?si=ymsQA28-T1Ycz0SP
Another thing I think hurt bfn was that we've seen it before a dozen times.
If I wanted to play a half baked overwatch with forced teamplay mechanics why would i not just play modern overwatch at this point?
The hero shooter genre has mostly run itself into the ground. People are tired of it being put in games where it didn't even really need to be, remember black ops 3/4 or battlefield 2042 with their unique specialists over a random soldier?
Adding new characters can seem cool but overtime roles start to overlap and muddy the waters of what characters are actually viable. Why pick just a healer when I can choose a far better healer who can actually damage people? That's what happened to Mercy in overwatch.
Why pick a hard sniper when sniper hybrids who are far better in 1v1s and group fights exist. Look at 80s vs deadbeard in bfn.
A lot of hero shooters try and have unique characters to stand out but a lot of them are frankly underdeveloped or bland especially since some corporations like blizzard have actively removed things from their games in order to avoid offending anyone. This leads to a lot of characters feeling a bit milquetoast.
Tf2 got it right but its characters aren't a really family friendly bunch and a lot time and effort went into the character design to make it distinct. This was 2000s valve after all.
Bfn came out at the time the genre had already ran itself into the ground and people were getting tired of it. Bfn also didnt really do anything unique or interesting enough that it wouldnt just blend into half a dozen other hero shooters. Pvz in 3d also isn't some new exciting idea anymore.
Payload and attack and defend maps? Ha, never seen that in a shooter before.
Even now we're seeing the collective groan with games like Concord. I remember a reddit comment saying "Looks like every other live service game we’ve gotten the past 5 or so years, but with mid-2010’s MCU dialogue".
The games steam and twitch numbers are not good with some even calling it doa.
The character designs are also getting blasted as just being unappealing.
Update: the game is below 60 players at times and its revealed this game was in development for 8 years aka back in 2016 when OW stormed the market. They struck with an iron that isn't even cold its frozen over at this point!
Also a 40$ live service in a genre where the most popular ones are free was doomed from the start.
Another update as of september 3rd: Concord is going offline. It died not even two weeks from launch.
After how badly blizzard fumbled overwatch 2's pve promises there could be a place for someone to take the crown but given how incompetent and malicious the modern gaming industry we will probably not see it, atleast not from a modern triple A developer.
The modern game market is also insaney competitive, and adding demanded fixes even a month or two after launch is long enough to have a lot of people walk away from the game before updates come. Halo infinite died on the spot when a ton of features fans requested were added in SEVERAL MONTHS after launch or not at all.