BMWaugh said:
Miki91 said:
As for your solution, I'm not so sure. If I where to collect all those skill bonuses and only get the benefits for a few missions before being reduced to where I started and having to start all over again I'm sure I would feel unjustly treated. If you are to spend something like double the time of the story-focused player because you want to have higher skills, than they should no doubt be a permanent thing.
This is what I was thinking as I read the last page of the article. It just wouldn't seem right that you'd put all that time in to get those boosts, then eventually get back round to the storyline, and, despite having put in all that time, possibly several hours or more, you'd get to the 'Silver tier' and be in the exact same situation as the storyline-focused player who got there in, let's say, half the time.
Of course, you put an achievement along with those collectibles, and some people will do it regardless of whether they get any benefit for any amount of time.
Oh hooray, some people noticed the same thing I did before me. Yes, you guys are right - that's highway robbery. Let's use an example with two players: Collectivist and Campaigner.
Let's say that the Collectivist spends, say, 2 hours grinding up to 100% Bronze power, then he/she does the bronze tier missions in 20 minutes. 2:20 to get to Silver 0%. The Campaigner spends an hour and a half doing all those Bronze missions, and gets to Silver 0%. Huh. Notice the disparity. Noone's had more or less fun than the other - both paths are valid for their respective players. But it looks to me like one will be much more efficient than the other - Campaigner got to the same power level as Collectivist, but spend 50 less minutes.
Obviously, those numbers are arbitrary and I just made them up. But surely they're in the right ballpark - you wouldn't make your missions so unforgivingly hard that you HAVE to grind if you're going to follow the dualistic philosophy that Mr Tynes (or is it Scott Tynes? I'm unsure) proposes.
So what I have to conclude is that we're not done yet. The proposed
Hard Solution is not sufficient to solve the problem. Not quite, at least. But I think it can be salvaged in a couple of ways. Oh, please note that I'm thinking in a Singleplayer mindframe, not MMO.
BMWaugh proposed that we add in an Achievement for maxing out each Tier's stat. That's a great idea for balancing it out. And it's a great example of "mechanically empty" rewards, which I like. But not everyone is just after Achievements, which go into the tally. They're very abstract. So let's throw down some other rewards for maxing out a tier which won't diminish the enjoyment of Campaigner, but -will- reward Collectivist. That's our objective, right? Keep both paths fun for their own players.
So first up, Achievements, as mentioned. Lots of them. One for maxing out each Tier. One for finishing the game with -all- Tiers maxed out. These appeal hugely to Collectivist, because they transcend the boundaries of the game, and are affixed to his universal profile. GamerCard, PSN Account, Steam page, whatever. They're permanent, and they're -shiny-. They're -great- for players that way inclined. But I'm certain that there are Collectivists who aren't. So we need something else, as well.
Secondly, let's drop in some superfluous rewards. They don't make a difference in mechanical terms, but do in aesthetic terms. That is to say: unlockable skins. Trophy items for your base, if the game has such. Unlocking cheats, skins, music or minigames are all tried and true methods of making grinding more fun. But they don't quite do it by themselves - merged with Mr Tynes' solution, they begin to make the Collectivist's time input more valuable. And it's important to not underestimate how significant these can be - some concept art doesn't do much, but a new, slightly more badass skin, or unlocking an mp3 file for the battle theme, these are some wicked ideas for rounding out the Collectivist experience.
I considered suggesting that we add in story-related bonusses for questing about and grinding to 100% on each tier. You'd get a "better" (or just different) ending, perhaps. But that's a really -bad- thing to do, because it hurts Campaigner. Not giving a reward is the same as a punishment, in this case. But if we stick to these ethereal, incorporial rewards, some players will miss out on that surge of power they get under that method of rewarding. So it'd be best to maintain something like that. But then we run into balance issues. I believe I have a fix; it's an iteration on the advancing difficulty model of compensation.
With the collection of the one hundred orbs scattered across the land, you gain the power of the world, but the seals on the evil monster's prison weaken. Or perhaps, when you were off collecting orbs, so too was the enemy faction? So when you do fight at the end of the tier or game, the boss is stronger. But so are you. It's a more epic fight, which has the same narrative outcome. This is going to be difficult to balance. Players have to know what they're doing, and they have to -see- the difference in power between the villains before and after they got their powerups. Otherwise, it's just harder and the time spent gaining power meant nothing. But like I said, the balance is very hard to get. Because now, Campaigner might be missing out. So it has to be handled delicately.
So, with the addition of "aesthetic rewards" and "transcendental rewards", if we balance the numbers right, Collectivist will have the same amount of enjoyment for time invested as Campaigner. And by making the time invested more than mechanically meaningless, but at the same time not at all detrimental to those who don't, we prevent people from considering their exploits a meaningless endeavour. And -that's- the real goal, right? Campaigner, who cares only for the story, is rewarded by the story. Collectivist, who only cares about collecting stuff, is rewarded by more non-essential stuff, and a more "mechanically powerful" experience, befitting the time spent.
That's my iteration on your
Hard Solution, Mr Tynes. Thanks for writing - these articles are always very interesting thought exercises.