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A Comment On 3 Years Team Fortress 2
Written by Unknown on 14.02.2011 Time 18:23

TFPortal Fanstuff Special - Part 7: A Comment On 3

 

Years Team Fortress 2

Welcome to Part 7 of the Fanstuff Special. Today's topic is a comment to 3 years Team Fortress 2. If you've missed one of the previous parts, just click at one of the links below.

Part 1 - Websites

Part 2 - Webcomics

Part 3 - Fanart

Part 4 - Mods

Part 5 - Do It Yourself

Part 6 - Retrospective

Part 7 - A Comment On 3 Yars Team Fortress 2

A Comment On 3 Yars Team Fortress 2

Team Fortress 2 celebrated its 3rd anniversary in October last year. To reflect the accomplishments the community as well as the developers has accomplished, we gave you a compilation of all kinds of TF2-realted stuff, ranging from websites, comics, mods and even a retrospective. Today we shall end the special with something special: a comment on the 3 years we’ve experienced with the game.

I’d like to thank everyone for their comments. Even though some people didn’t make it in time or were too busy to write something, I’m proud to present you a compilation of 4 comments none the less.

If you want to write your own lenghty comment, you can do so in this topic in our forums. (Because writing your opinion of 3 years worth of playing in a comment wouldn’t really work, right?)

 

MeeB, webmaster of TFPortal

Wenn man bedenkt, dass Team Fortress 2 nun mehr als 3 Jahre alt ist, dann ist es teilweise schon erschreckend, dass ein Spiel einen immer wieder einfangen und temporär bannen kann. Was ein Spieler für den Erwerbspreis von TF2 über die Jahre geboten bekommen hat, ist legendär.

Persönlich verbindet mich das Schicksal um TF2 auch mit meiner Webseite TFPortal. Genau wie TF2, hat sie sich in den letzten 3 Jahren enorm weiterentwickelt und verändert. Aus wenigen aktiven Mitgliedern ist eine große Community entstanden. Aus Ideen, wurden schöne Features der Webseite, Realität. Mit Team Fortress 2 durfte ich fast nur schöne Momente erleben. Sei es zu sehen wie die Webseite wächst, die genialen „Meet the Videos“ allen voran das Meet the Spy Video. Das Soldier vs. Demoman Update, dass eine ganze Game-Szene miteinbezogen hatte. Das Interview mit Robin Walker, Erfinder von Team Fortress. Oder erst kürzlich, die Erwähnung von Azureguy‘s Fanstuff Special im TF2-Blog.

Doch auch die Arbeit an der Webseite,die ich dank TF2 durchführen darf, bleibt mir bei einem Rückblick in guter Erinnerung. Speziell das ETF2L Finale in der wir mit TFPortal TV und n2oTV eine Konferenzschaltung durchgeführt haben und bis zu 350 Zuschauer begrüßen durften war ein persönliches Highlight. Dass das Match am Ende dann noch so spannend wurde, hatte den Abend insgesamt abgerundet.

Nur dank Team Fortress 2 durfte ich viele Menschen kennenlernen und mit Ihnen zusammenarbeiten.

Für die kommenden 3 Jahre hoffe ich sehr, dass Valve in Zukunft seine Updates und neuen Items mit Bedacht auswählt und sinnvoller ins Spiel integriert. Die Spielbalance leidet momentan sehr darunter, da es zu viel neuen Input gibt. Auch neue Spieler, die sich Team Fortress 2 zulegen, haben Probleme sich ins Spiel einzufinden.

Masse ist halt nicht immer klasse!

Dennoch danke ich Valve für dieses grandiose Spiel und Azureguy dafür das er mich um meinen Kommentar gebeten hat.

Daedalus, creator of TF2 - Mass A.I 

TF2 was quite an interesting game to me back in the day. Before launch, developer interaction was a little thing I really loved. The way Valve talked about how they thought up and laid out rules on how all 9 characters would be distinguished from one another was great. You usually didn't get to see what was happening behind the scenes in the making of a game. The trailers preceding the launch did a very good job of hyping players, considering that facial animation like that wasn't really seen in in a multiplayer fps before. Before preordering even started you just couldn't wait to get your hands on the game.

When it came to gameplay, what gave the game longevity was how different each class played compared to the others. The spy was one of my favorites since I've got this inexplicable attraction for things that go invisible. You couldn't really get bored easily because you'd just switch classes, and by the time you were done with half of them, you were already interested in the ones you already thought you knew everything about.

Now I loved the earlier updates, but the newer ones just seem to stray from Valve's original principles. My main gripe right now is with the market and the hats. Hats just drive away from the main point of the game and along with the weapons hap-hazardly thrown in add to visual clutter. Take a look at the people selling unusual hats for money, all the trade/idle servers in the browser and you'll kind of get what I mean. The game is still fun to me now, but only in smaller doses.

Drunken F00l, creator of tf2items.com

I got into Team Fortress about 10 years ago with Team Fortress Classic. It was there where Team Fortress 2 captured my attention. Team Fortress 2 was to be entirely different from TFC and the TF2 we know today. The game turned out being nothing like their first announcements, but it was definitely worth waiting for.

When it was released over three years ago, I was incredibly excited. I ran a beta server and I still have the logs from the very first games. They are fun to look back on and revisit my first kills and listen once again to everyone’s reaction to the game finally being released. It is surprising to think that the game is still relevant and fun to play. Other games come and go, but TF2 maintains a strong player base.

If you had asked me then what TF2 would look like three years from that beta release, I wouldn’t have thought so much would change. Hats, upgradable dispensers, airblasts, sandvich picnics, cart pushing; there is so much new content that the game may be hard to recognize to someone who hasn’t played since beta. However, whether you remain poor and irish, or are now undeniably wealthy, I think you will find that game is still as fun to play as even the latest PC games.

azureguy, TF2 fanstuff expert

I’ll be straight: I’m a pure public gamer who plays on Toy Fort and Orange X most of the time. As a result, I generally like everything Valve is doing with Team Fortress 2. That doesn’t mean that I don’t understand the arguments some players use against the trading system and hats, but I’ll be straight once again: The game is more then just this, and I’m able to see beyond that. Besides, the community always found a good reason to complain about the game (before there was trading, there were hats, and before that there were achievements).

For me, the game offers a vast amount of tactical choices possible through the different weapons. I tend to switch classes if I think that the situation has changed and a special class is required to save the own team. The hats are one thing, but the new weapons are beneficial to the game since they expand the tactical nature of the game even more. Thanks to the GRU and Fists of Steel for the Heavy, I can optimize my performance with additional speed or protection, for instance.

Aside from the new weapons, Valve gave us 40 new maps (13 of those are community-made) and 4 new game modes – for free! I especially like the Medieval Mode and the fact that everything you write in the chat turns into medieval gibberish language.

But Team Fortress 2 is more then just a normal game, it has become a cult classic and its influence is felt everywhere. You can find references and fans everywhere on the Internet, especially on Kotaku whose Shop Concests almost have at least one TF2-related entry. The official videos and comics from Valve are just the top of the iceberg, there are tons of fan-made machinima, comics, fanart, mods and even music tracks. And of course parodies, lots of parodies.

The game has inspired me, changed me even, and no matter how much people are bitching around about the game right now, nothing will take away my memories from the game, from my work on TFPortal and my work on my two projects.

Trineas, Chief Editor of HLPortal.de

Ich kann mich noch erinnern als wäre es gestern gewesen, als im Juli 2006 der erste Screenshot von Team Fortress 2 veröffentlicht wurde. Diese neun Charaktere die man seit Jahren aus Team Fortress Classic kannte, sie wirkten so anders aber doch irgendwie vertraut. Und während in den Foren die ersten hitzigen Diskussionen zum Grafikstil entflammten, wusste ich bereits, dass ich dieses Spiel lieben werde.

Daran hat sich auch knapp dreieinhalb Jahre nach dem Release nichts geändert. Team Fortress 2 ist für mich weiterhin mein bevorzugtes Multiplayer-Spiel. Natürlich gab es immer Phasen, wo ich es seltener oder gar nicht mehr startete, ausgelöst durch andere, neue Spiele, die einen für kurze Zeit mehr reizen oder durch Updates, die einem zumindest auf den ersten Blick nicht gefallen. Das wohl maßgeblichste war für mich ausgerechnet das letzte Klassenupdate, das den Engineer mit einer Dauer-Spam-Waffe ausgestattet hat, die ich nach wie vor für eine große, eigentlich die größte Fehlentscheidung des Teams rund um Robin Walker halte. Meine absolute Lieblingsmap (die es übrigens auch schon in TFC war), Dustbowl, wurde damit fast unspielbar gemacht. Glücklicherweise wird sie heute wesentlich seltener eingesetzt, was die großartige Balance des Levels wieder halbwegs hergestellt hat. Gerade in den letzten Wochen bin ich somit wieder auf den Geschmack gekommen und spiele soviel wie schon lange nicht mehr.

Doch noch eine Entwicklung gab es in diesem Jahr, die ich hier nicht unerwähnt lassen möchte und die mich wirklich nervt: Items. Oder um es präziser auszudrücken: Leute die sich über die Items aufregen. Es fällt mir schwer nachzuvollziehen, wieso Hüte oder von der Community erstellte Waffen das Spiel weniger spielenswert machen sollen. Ich gehe die Sache ganz pragmatisch an, finde ich einen neuen Hut oder eine Waffe dann freue ich mich und probiere sie aus, wenn nicht, na dann eben nicht. Ich mache keine Tauschgeschäfte und kaufe auch nichts im Shop - und trotzdem habe ich Spaß am Spiel. Und daran hat sich, wie eingangs erwähnt, auch dreieinhalb Jahre und hunderter zusätzlicher Items nach dem Release nichts geändert.

Robin Walker, Developer of Team Fortress 2

I've seen the comments from the various valuable community members, and agree with many of their thoughts about what we've done right and wrong over the years. I thought it might be interesting to comment on something that's unique to the development team itself. Ages ago, after we shipped Team Fortress Classic, we tried to keep a team working on it to release more content. But we didn't anticipate one of the biggest challenges of this kind of ongoing support: keeping the development team excited and motivated. Put simply, it's really hard to keep working on the same thing for years. If the game hasn't shipped, you can motivate yourself by thinking about how players will react when they finally get their hands on all your work. But if the game has already shipped, players have seen it all, spent their time with it, and moved on.

So when I look back on the last 3 years of TF2 releases, in addition to the things that other commentators has said, one of the successes I'm most happy with is that we're all still excited to go to work on TF2 every day. I think there are two main factors that have kept our excitement alive. The first is that we've been able to take TF2 to some interesting places, trying out new things that we could never have anticipated back when we first released. The second is that the TF2 community has done as much work as we have, and the amazing level of creativity out there has constantly revived us. Every day someone at work sends out a link to the latest TF2 related artwork, movie, analysis, photoshop, song, mod, webpage, joke, feedback, etc. It's fun to build something vibrant, that encourages other people to be creative, but it's even more fun to see the fruits of that creativity every day. Thanks for keeping us going!

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