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Titanfall lead designer explains how a 12-player cap is the best balance for the game

Posted on January 9, 2014 AT 01:53pm

In an effort to assuage concern over Titanfall’s 12-player cap for 6-on-6 matches, lead designer Justin Hendry explained how the count is a carefully decided balancing choice in an interview with Polygon.

“The higher the player count, the more uncomfortable the game gets,” Hendry told Polygon. “Unlike in most games where you can sit there and guard the two ways in, in Titanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings.”

According to Hendry, Titanfall maps come in a variety of sizes, and at least two of them are “really big” and one “is huge.” And with up to 12 AI-controlled combatants on each side in each match, plus 12 players, plus potentially 12 Titans—one for each players—matches are anything but underpopulated.

“When people start playing Titanfall like Titanfall, the player count becomes a non-issue,” Hendry added.

Titanfall launches on Xbox One, Xbox 360, and Windows PC March 11 in North America, March 13 in Europe.

Source: Polygon

Chris Holzworth, News Editor
Chris Holzworth has wanted to write about games all his life. He first cut his teeth writing for enthusiast sites such as RPGFan, and after writing for just about every other enthusiast website he could came across, wound up as EGM's east coast news correspondent (read: editorial intern) before relocating to LA to serve as news editor. You can follow his rants about storytelling on Twitter @manadrive.[Meet the rest of the crew]

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