Live Fire (PvP Gamemode)
Key Details
Project: Titanfall 2
Feature: Live Fire - PvP Pilot Elimination Game Mode
My Role: Pitched, Designed, and Scripted Game Mode.
Released: February 23th, 2017
Feature: Live Fire - PvP Pilot Elimination Game Mode
My Role: Pitched, Designed, and Scripted Game Mode.
Released: February 23th, 2017
Work Overview
- Pitched, designed, and scripted game mode.
- Worked with Level Designers to integrate mode into maps.
Live Fire Design Breakdown
Live Fire was a 6v6 pilot-only PvP game mode I designed as a post-launch content for Titanfall 2. It was inspired by a form of competitive paintball known as "speedball." It's a round-based elimination mode played in a series of 60-second lightning rounds. Players win the round by either eliminating the enemy team or by holding the "neutral flag" when the timer hits zero.
I proposed Live Fire as a competitive pilot-centric mode. It was specifically tailored to enhance the strengths of a series of small arena maps built by the level design team. I wanted to create a mode that was fast-paced but low-chaos by Titanfall standards.
I started by delivering an elimination mode with fixed spawn points. Dynamic respawns continually introduce threats from unexpected angles. This is manageable in larger maps, where spawns have breathing room. In very small maps with highly mobile players, players will almost always spawn on top of each other. The chaos factor is magnified. Fixed spawns with elimination resolves this by keeping combat focused and giving the maps sidedness. You know the enemy always starts on the opposite side of the map.
However, elimination modes create frictions for certain audiences. Eliminated players can become impatient waiting for the next round. The wait is especially tough for players used to deathmatch pacing. Further, elimination promotes caution, which runs counter to the general pace and feel of Titanfall combat. Elimination modes need pressure mechanics that incentivize players to take calculated risks.
I dampened the frustration with 60-second rounds. This made rounds intense and elimination minimally frustrating. A round this short would feel abrupt in most games, but it's ample time for a game played at Titanfall speeds.
I then introduced the neutral flag mechanic to dissuade overly cautious play. The team that possesses the neutral flag when the timer hits zero wins the round. Picking up the flag incurs risk, as both teams can always see the position of the flag.
The final result is a mode that tests a combination of gun skill, mobility, and team tactics. Live Fire offers elimination gameplay without departing drastically from the existing player base's expectations. It distills pilot PvP gameplay into a focused experience you can't find anywhere else.
I proposed Live Fire as a competitive pilot-centric mode. It was specifically tailored to enhance the strengths of a series of small arena maps built by the level design team. I wanted to create a mode that was fast-paced but low-chaos by Titanfall standards.
I started by delivering an elimination mode with fixed spawn points. Dynamic respawns continually introduce threats from unexpected angles. This is manageable in larger maps, where spawns have breathing room. In very small maps with highly mobile players, players will almost always spawn on top of each other. The chaos factor is magnified. Fixed spawns with elimination resolves this by keeping combat focused and giving the maps sidedness. You know the enemy always starts on the opposite side of the map.
However, elimination modes create frictions for certain audiences. Eliminated players can become impatient waiting for the next round. The wait is especially tough for players used to deathmatch pacing. Further, elimination promotes caution, which runs counter to the general pace and feel of Titanfall combat. Elimination modes need pressure mechanics that incentivize players to take calculated risks.
I dampened the frustration with 60-second rounds. This made rounds intense and elimination minimally frustrating. A round this short would feel abrupt in most games, but it's ample time for a game played at Titanfall speeds.
I then introduced the neutral flag mechanic to dissuade overly cautious play. The team that possesses the neutral flag when the timer hits zero wins the round. Picking up the flag incurs risk, as both teams can always see the position of the flag.
The final result is a mode that tests a combination of gun skill, mobility, and team tactics. Live Fire offers elimination gameplay without departing drastically from the existing player base's expectations. It distills pilot PvP gameplay into a focused experience you can't find anywhere else.
In this video, a player provides a concise explanation of Live Fire.