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Respawn Dev Justifies 6 Versus 6 Limit On Titanfall, Answers Fan Questions

January 8, 2014 by Ryan Parreno

Respawn explains the choice was not a matter of server limits as much as it was about the overall gaming experience.

Anonymous Respawn developer DKo5 has presented a mini Q&A of sorts regarding Titanfall. Mainly, he took to the web to defend the company’s decision of limiting PvP to 6-on-6 on their upcoming Microsoft exclusive, Titanfall.

First off, nothing new about the PC version. He didn’t deny a question about an FOV changer, but he said no comment. Sorry.

Now, DKo5 was asked again about servers, and so he linked back to Respawn’s explanation from last June, which we covered for you here. He does acknowledge that he understands why PC players like community servers for game sessions with big numbers of players.

DKo5 wants fans to keep an open mind about the use of AI. As he explained earlier, the AI are not there to take the place of human players, since sessions are limited to 6-on-6. He reveals they will be there to help players earn XP, and hence get their way to their Titan, faster. However, Respawn has some surprises in store in terms of using the AI, and he believes it is a unique angle not found in other games.

Now, justifying 6 versus 6 itself. DKo5 explains that having too little or too many players affected the main game experience adversely. With a 12 player limit, any one player will have a balanced experience, such that they will be able to keep track of their minimap, stats, etc., while focusing on playing well. They want to avoid the situation of players getting stuck in a mosh pit and not understanding how they died. Overall, Respawn designed Titanfall to be MLLM: Minute to Learn, Lifetime to Master.

DKo5’s other replies here are small talk, but it’s interesting to get further insight on otherwise stark details on Titanfall development. Personally, I don’t believe we’ve gotten this much information on the game since, well, they posted about servers on their blog.

 

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