"We learned a lot about what kind of objectives are necessary, what number, how to assign them, [and] how they [worked] with larger groups of players in MAG," he told me. While Zipper "had an idea before" of how to implement objectives, Jones explained, the unprecedented scale of MAG allowed the studio to try "a bunch of new stuff" and "really [perfect] it."
But MAG wasn't the only source of inspiration and paradigms to follow for SOCOM 4. According to Jones, Zipper not only looked at its own previous titles, but also at other games within Sony.
Thank God for MAG. Because we know what SOCOM is, and we've done it for a long time, and I think we've done it really well. But in adding a lot of the new elements that we did, I think we looked to titles that we've developed internally ... and said, "What are they doing that players have really latched on to, that has made the game better for them?" And [we] looked to incorporate some of those elements as well.
One of those elements is an increased focus on making the tactical gameplay of SOCOM accessible to modern shooter fans. For more details, hit up my preview. SOCOM 4 launches for PS3 on April 19th.
can cause it. You can fix it by adding *.disqus.com to your whitelists.