![]() The existence of the server browser invites players to take individual matches less seriously, because servers are a hangout rather than an individually portioned measure of skill. Team Fortress 2 also has levels and XP now, but how players perceive a game's purpose is a harder thing to shift. You're encouraged to always be 'on' to perform at your best and never mess up.Ī face of pure indifference. While there are benefits to this, it can be exhausting. More than that, the individual tracking and reward structures that were built to incentivise repeat play-K/D ratios, win rate percentage, XP and levels-give a heightened meaning to both individual and team performance. Matchmaking is a performance, where you queue up and get one shot to impress the people that you're grouped with. Yes, Team Fortress 2 has matchmaking now, but its heart is still the server browser-a rare and beautiful thing for a game with a still-active playerbase. Just queue up for a round of 2Fort and it will happen sooner rather than later. ![]() Outside of play, the game can at times feel like a 13-year-long brainstorming session. But if that cohesion doesn't exist, then you're likely in for a bad time. Its round times are longer than most hero-shooters, which, if both teams are properly rebalancing around each other, can make for thrilling last-minute plays that change the course of the match. This is where Team Fortress 2's template can break down. Some people are just beyond help, no matter what game you play. Sometimes, you are going to be matchmade onto a team with six Spies. You encounter problems that your current team composition can't handle, and make changes as needed. ![]() I use Scout more than any other class, but have no qualms about switching if I'm staring down the barrel of a sentry nest. Team Fortress 2 doesn't have this, at least to the same extent. More deeply, though, it's harder to master a large roster's range of quirks and abilities and counters, meaning players trend towards picking a single 'main', or at least a handful of characters that they feel most comfortable with. ![]() For starters, the loss of your ultimate ability's charge means there's a cost for making a change. Each class comes with a similar in-built weakness, usually in the form of another class that acts as a hard counter, in a way that-in my experience of pub games, at least-creates more of an unspoken sense of team cohesion than in other games of its type.Ī problem that Overwatch has never elegantly solved is incentivising players to switch heroes based on the team they're facing. The Heavy's minigun might be able to cut down swathes of enemies, but it comes with inherent compromise: slow movement, a long spin-up time, a large, dominating hitbox. It's too blandly effective for a game built around player limitation. (Image credit: Valve)Īrguably Valve's boldest design decision-one that's remained steadfast throughout TF2's lifespan-was not to include an assault rifle. Most importantly, you'll still get the clarity of purpose and personality of its nine classes, who retain their role and at-a-glance design, even as their arsenals and accoutrements have grown over so many updates. You'll still get sniper wars and W+M1 Pyros. ![]() You'll still get intractable 2Fort stalemates, as players abandon the objective in favour of an endless deathmatch. Load into a match and you'll still get teammates in your home spawn accusing every player of being a Spy. In a handful of crucial ways, though, this is still the TF2 that became the most influential online shooter of the 21st century so far. There is more now: more maps, more weapons, more customisation options, more effects. Nevertheless, returning after years away, I'm struck by how much of the core appeal remains. It's evident in everything from the menus to the way you start a match. It would be absurd to suggest that Team Fortress 2 hasn't changed it was arguably the poster child for games-as-a-service design. ![]()
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