

Pf cpurse then you have to ask, "Do I still need to allow them to kill one another? What does that add to the game? What does it take away?" If they have common need, which is lost if enemy or dead, then that encourages them to NOT needlessly deathmatch, even if allowed. "Does this draw players together or not?" You can create a design which attempts to make players NEED each other. Perhaps a good design for a multiplayer survival game needs to have a requirement for all design components. Although youre on the right track- removing automatics is one way, but not enough by itself. (I will add a comprehensive list to start giving you ideas). However, it is your game so instead let me show you the survival games that stray from deathmatch and toward survival. I could give some ideas to help move it to survival and less deathmatch. Part of what makes fps survival games deathmatch are too many guns, too powerful guns (automatic, tons of ammo, lack of realistic recoil like red orchestra), multiplayer, pvp, and ffa mode (as opposed to coop or team based). They are deathmatch timesinks for kids with too much freetime on their hands. Survival games are my favorite type of game, favorite theme. Id be more interrested if it was either singleplayer survival or void of pvp (and you competed in other ways, such as through limited supplies or competition for needs).
