# redesigning tactical intervention as a non serious fps
a postmortem of the interesting failure of tactical intervention by minh "gooseman" le and suggestions for improvements along non serious lines
unfashionably obsolete by design
minh le should of used ir considerable talent reputation and industry experience to go in any other completely new direction than the one ey did
nobody needs yet another hyper-militaristic fps run n' spam t-bag simulator circa 2005; minh's attempt to go in new creative directions ey felt counter strike was unable and unwilling to take did not take into consideration that anything born of or that feels like counter strike is still as artistically conservative
the only way to innovate in counter strike is to have nothing whatsoever to do with it
too little too late
it was a bad move to even suggest that tactical intervention was remotely connected to or in any way a rival to counter strike. when it did finally appear what was there seemed laughably out of date in comparison - especially graphically
too weak out of the gate
tactical intervention was not 'yet fully formed enough' when it did finally emerge; you know you're in trouble when a generally poor garme needs serious tweaking to get it up to the default (middling) standard it was unfortunately aiming for from the outset
no community integration
the strength of counter strike lies in its fanatical community; tactical intervention's community (what little there was) seemed cynically bolted on rather than fully integrated from the outset
smeared with free to play
publishers like those behind tactical intervention seem grubby two-bit fly-by-night operations content to hoover up all nearest available crapolaware 'content' and flog it out covered in ftp spit
had tactical intervention been entirely community focused they would have provided minh with all the support (monetary and otherwise) ey needed as an indie developer. the lesson here is devs need to be careful who they sign with
too realistic(tm) / not crabby enough
with its (comparatively) low level of graphical fidelity tactical intervention's attempt to market itself as really serious (complete with po-faced "we all tactical n' sh#t" trailer) was a conceptual disaster of 'epic' proportions
// video here
one can only speculate at the set of decisions responsible for marketing t.i for a traditional c.s crowd which seems to have been formed along the lines of "here's more of the same stuff you already like enough not to switch from"
yet tactical intervention works best as an entirely non serious garme space - full of amusing unexpected scenes of emergent player chaos. it should increase rather than tweak or patch out its jankyness (crab-like animations uneven weapon handling potential cool graphical glitches etc.) release the source code; massively increase teh garme's friendliness to modding
// video here
redesigned garme description
here's how tactical intervention should describe itself
tactical intervention is a casual entirely free online team-based fps. with less focus on tactics and more on odd fast paced anti-tryhard garmeplay it's infinitely more laid back than your average everyday 'serious hardcore 1337' video garme
packed with interesting environments multiple garme modes badly modelled weapons crabby animations occasional fart noises and large unnecessary explosions tactical intervention is an gentle evolution of the team-based amusing fps genre
players will get behind the driver's seat shoot hanging out of vehicle passenger windows call in rabid attack dogs and use rappel ropes to gain the upper hand on other players. civilians can be taken as hostages and used as meat shields. while it's up to you and your team to 'strategize' and eliminate targets the general idea is log on chill out and have weird fun
// republic of bob