Tom Clancy's EndWar
isn't coming to the Wii, but the developers adopted a philosophy from one of Nintendo's most well-known franchises -- Mario Kart
. Ubisoft representative Julian Gerighty told Shacknews
that the company was concerned about making the game fun for the player who wasn't in the lead. Rather than be dejected by an insurmountable deficit, Ubisoft wanted the losing player to feel like they could come back at any time.
Thus, the developers channeled Mario Kart
. Thinking of how certain items could help even the last place player feel like they're still in the race, Ubisoft developed a system that lets the losing player unlock WMDs first, and then fire off their cache before retaliation. As we haven't yet played this RTS, we're not sure exactly how that works or if it's as extreme as it sounds. Shacknews reports, though, that in their experience the leading player still won but it kept things fun for both sides.
What do you think of the Mario Kart
philosophy? Do you think it's necessary for players to feel like they can catch up at any time? (The item system is clearly skewed to give those in the back better objects, for example.) Or, are you usually the one in first that hates this kind of luck-based turnaround? Also, how do you feel about other games adopting a system like Mario Kart's