Difference between revisions of "Left 4 Dead series"
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== Gameplay == | == Gameplay == | ||
− | The goal for most types of game modes in the series is to [[Survive]] attacks by the infected while [[Traverse|Traversing]] game levels. | + | The goal for most types of game modes in the series is to [[Survive]] attacks by the infected while [[Traverse|Traversing]] game levels. The exceptions are the [[#Survival Mode|Survival Mode]] which replaces the [[Traverse]] goal with a [[Time Limits|Time Limit]] goal and the [[#Versus Mode|Versus Mode]] when players having the role of special infected have the [[Preventing Goals|Preventing Goal]] of hindering those playing uninfected humans. The game levels are arranged into groups that define several different campaigns, giving the games [[Narrative Structures|Narrative Structure]] (in [[Left 4 Dead 2]] these campaigns are also diegetically linked). All game modes except [[#Survival Mode|Survival Mode]] follow the campaign structures of the levels although the [[#Versus Mode|Versus Mode]] runs each game level twice before proceeding to the next level so that both teams can play both as humans and as special infected. Completing a campaign gives one of the [[Achievements]] in the games and there are additional [[Achievements]] for completing the campaigns at the most difficult level (and one additional one for completing it in [[#Realism Mode|Realism Mode]] for [[Left 4 Dead 2]]). |
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+ | The players take the role of one of four [[Avatars]] which are diegetically different but have the same abilities within the game. The game always starts with all four [[Avatars]] in game, using [[Agents]] when not enough humans are playing. Through making it possible for people to temporarily give over control of their [[Avatars]] to [[Agents]], the series shows that one can provide individual [[Game Pauses]] in [[Multiplayer Games|Multiplayer]] [[Real-Time Games]], although of course the overall gameplay continues. This, and the fact that players can log-in and take over [[Avatars]] that were controlled by [[Agents]] initially provides the game with [[Drop-In/Drop-Out]] possibilities. | ||
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+ | The infected that passively wait for the characters, or come charging in hordes, are the [[Enemies]] in the game. These are mixed in with the rarer special infected that function somewhat like [[Boss Monsters]] in that they are tougher opponents with special abilities but they are not only present at the end of levels or campaigns. | ||
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+ | [[Game Lobby]] | ||
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[[Cooperation]] | [[Cooperation]] | ||
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The games rely heavily on [[Achievements]] to provide [[Replayability]] of the levels and campaigns. Some of the [[Achievements]] are simply gained by completing the campaigns, others one can gain more or else through [[Grinding]] since they are based upon achieving a certain event (e.g. killing zombies with machine guns or honking the noses of zombie clowns), and others through actions that require [[Timing]] or [[Game Mastery]] (e.g. throwing Molotov cocktails on a special type of zombie or killing witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in [[Left 4 Dead 2]]. Although some of the [[Achievements]] can be seen as [[Optional Goals]], these and the goals of completing levels and campaigns might effectively become [[Incompatible Goals]]. | The games rely heavily on [[Achievements]] to provide [[Replayability]] of the levels and campaigns. Some of the [[Achievements]] are simply gained by completing the campaigns, others one can gain more or else through [[Grinding]] since they are based upon achieving a certain event (e.g. killing zombies with machine guns or honking the noses of zombie clowns), and others through actions that require [[Timing]] or [[Game Mastery]] (e.g. throwing Molotov cocktails on a special type of zombie or killing witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in [[Left 4 Dead 2]]. Although some of the [[Achievements]] can be seen as [[Optional Goals]], these and the goals of completing levels and campaigns might effectively become [[Incompatible Goals]]. | ||
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[[Limited Resources]] | [[Limited Resources]] | ||
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The series allow [[Betrayal]] in that players can opt to run to safe rooms or the escape vehicles while leaving the other players to their fate, choices that have persistent effects since only the survivors of a campaign get the [[Achievements]] associated with it. | The series allow [[Betrayal]] in that players can opt to run to safe rooms or the escape vehicles while leaving the other players to their fate, choices that have persistent effects since only the survivors of a campaign get the [[Achievements]] associated with it. | ||
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[[Cooperation]] | [[Cooperation]] | ||
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=== Campaign Mode === | === Campaign Mode === |
Revision as of 12:26, 15 December 2009
Contents
Brief
The Left 4 Dead series[1] puts players in the roles of 4 characters trying to get to safety in a world where the majority of all people have been infected with a disease making them homicidal maniacs. Although similar to zombie movies as Dawn of the Dead or even more so infected movies such as 28 days later, it adds the concept of some infected being mutated to get various abilities. These mutants are simply referred to as special infected. Overall, the gameplay is similar to most first-person shooters but with heavy emphasis on co-operation and getting from one safe house to another.
The series currently consists of Left 4 Dead and Left 4 Dead 2.
See wikipedia entries[2][3] for more detailed description of the games.
Gameplay
The goal for most types of game modes in the series is to Survive attacks by the infected while Traversing game levels. The exceptions are the Survival Mode which replaces the Traverse goal with a Time Limit goal and the Versus Mode when players having the role of special infected have the Preventing Goal of hindering those playing uninfected humans. The game levels are arranged into groups that define several different campaigns, giving the games Narrative Structure (in Left 4 Dead 2 these campaigns are also diegetically linked). All game modes except Survival Mode follow the campaign structures of the levels although the Versus Mode runs each game level twice before proceeding to the next level so that both teams can play both as humans and as special infected. Completing a campaign gives one of the Achievements in the games and there are additional Achievements for completing the campaigns at the most difficult level (and one additional one for completing it in Realism Mode for Left 4 Dead 2).
The players take the role of one of four Avatars which are diegetically different but have the same abilities within the game. The game always starts with all four Avatars in game, using Agents when not enough humans are playing. Through making it possible for people to temporarily give over control of their Avatars to Agents, the series shows that one can provide individual Game Pauses in Multiplayer Real-Time Games, although of course the overall gameplay continues. This, and the fact that players can log-in and take over Avatars that were controlled by Agents initially provides the game with Drop-In/Drop-Out possibilities.
The infected that passively wait for the characters, or come charging in hordes, are the Enemies in the game. These are mixed in with the rarer special infected that function somewhat like Boss Monsters in that they are tougher opponents with special abilities but they are not only present at the end of levels or campaigns.
The games rely heavily on Achievements to provide Replayability of the levels and campaigns. Some of the Achievements are simply gained by completing the campaigns, others one can gain more or else through Grinding since they are based upon achieving a certain event (e.g. killing zombies with machine guns or honking the noses of zombie clowns), and others through actions that require Timing or Game Mastery (e.g. throwing Molotov cocktails on a special type of zombie or killing witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in Left 4 Dead 2. Although some of the Achievements can be seen as Optional Goals, these and the goals of completing levels and campaigns might effectively become Incompatible Goals.
Some of the gamers actions in the games are both Extended and Interruptable Actions, specifically those that help the other players. Helping other players while they are hanging from heights or healing them takes time and can be interrupted by zombie attacks (and is best done with yet other players having the Supporting Goals of protecting them). Besides providing Time Pressure these actions can also be seen as a form of Delayed Reciprocity since there is typically an unstated understanding that the helped players while in the future be helpees. Healing oneself with bandages is also an Extended and Interruptable Actions in the game, but since this also is best done when guarded by other players it also encourages team work.
The series allow Betrayal in that players can opt to run to safe rooms or the escape vehicles while leaving the other players to their fate, choices that have persistent effects since only the survivors of a campaign get the Achievements associated with it.
Left 4 Dead 2 adds some tangible Shared Rewards through cases with special ammo that can be handed out to all players.
Campaign Mode
Survival Mode
Added in an update of Left 4 Dead but present from the release of Left 4 Dead 2, this mode gives the gamers a Survive goal where specific medals are achieved by being alive beyond specific Time Limits (4, 7, and 10 minutes for bronze, silver, and gold medals respectively).
Versus Mode
Single-Player Mode
Realism Mode
Added in Left 4 Dead 2, this mode removes all the glowing outlines (i.e. the Non-Diegetic Elements) around the PCs, weapons, and health equipment. The ammo dumps are an exception to this. By doing so the game both makes Exploration to find items (i.e. fulfill Gain Ownership goals) more difficult and increases the risk of friendly fire (i.e. makes Cooperation more difficult).
Other Noteworthy Aspects
Developer
Valve Corporation (Windows version) Certain Affinity (Xbox 360 version)