>>5926189>>5926681>disempowerment story>game where you start off strong, end up weaker and weakerI am in gun fetishist mode lol from nonstop playing the extraction shooter Arena Breakout, the game is so brutal I am so unskilled and terrible at it lol, but it is super addictive
The previous hell map was Armoury, I actually solo run extracted from it twice completely by myself (the only way to live is by hiding like a coward in a tunnel for the entire round, waiting it out, wait for all the full gear four man deathsquads to kill each other). I have only played the new map TV Station twice and died both times (ran out of health, bandages and surgical kits and bullets the second time lol). It is insanely expensive entering into the map and the best mental approach is to imagine it as Valhalla (you are going to inevitably die, just fatalistically accept that all your best and most expensive armour, weapons gear and items are all going to be lost the moment you joined the match, so for a few mins you just FIRE EVERYTHING THROW ALL THE GRENADES and try and kill as many of the utterly merciless brutal computer and human opponents as possible lol before all your limbs are broken apart nooo)
So maybe an alternative take on the disempowerment narrative, you could create a game called KILLCOUNT, it could be a SUICIDE RUN mission, you just need to achieve some objective maybe it is eliminate as many hostiles as possible. Think the final hopeless gunfight in Halo Reach that only ends one way hehe.
>>5927671>move out, and pray that it's not too lateSomething I really enjoy (but also frustrated by lol) in the tactical shooters is because many of the fights are completely haphazard asymmetric and brutal (sudden ambush, scythed down by a hail of bullets from nowhere) and the fights are so unfair (eg you are on a no gear scavenging run with a pistol or a shotgun or crap smg or SKS, you encounter four player full armour ballistic visor assault rifle death squad) so a lot of the gameplay becomes this strategic map positioning thing. You are literally just hiding and running away (if you can see an enemy, you are probably dead as they can shoot back at you). The ideal fight is to shoot the enemy in the back whilst they are distracted, if you engage in any head-on confrontation it is generally a losing outcome. Another thing is you have to stay constantly mobile (if you dally too long looting, eventually you will attract either computer bots and some noise is going to give you away, which is a death sentence).
So I think these are all interesting elements of a "disempowerment game" you need to encourage players to create and invent some form of situational ambush, hit and run etc.