I find this to be a very good idea. Things like a new color for your coat, a new belt or a statue in your house if you have one. And and achievement that say's "This dude did the side quest and has a statue in his house!" It has no impact on the story what-so-ever so it wont "ruin" it for any of the two players, but the collecting player will still have something so show for his hard work while the other player won't. I still wouldn't be tempted to do the collecting part of the game but I'm sure some would, and this way we still go into the missions with the same starting point, except he's got a flashy new jacket and sneakers.Fenixius said: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: unlock-able skins. Trophy items for your base, if the game has such.
A good point - I personally, as a player, don't see this to be an issue. Of course, as a designer and writer, it could be, but as a player, it's not a bad thing to be overpowered. Now, if you want to talk about how to make collecting items more interesting (not just more balanced), then there is a point to this article, and that's how I viewed it.Woe Is You said:You know, one thing that puzzles me is the very idea behind the article: I just don't see why a player exploring the game can't or shouldn't be overpowered in comparison to their content. I mean, if the player spends all that time powering themselves, they sure as hell want to feel like they're demigods. Is it a problem? I don't think so myself.
Likely not, if all the rewards are based around "abilities". So that's one reason behind my idea for "transcendental rewards" - they are beyond the mechanics of the game. They're badges of honour, alternate outfits or attack animations, or maybe a new, even more badass battle theme. Personally, I think more out-of-game stuff should be awarded: wallpapers, songs, or on 360/Wii, Avatar accessories and apparel.Newbiespud said:We're talking about two extremes here, aren't we? The junkie who wants to collect everything and the cynic who wants to keep his hands clean of the whole business (the "Collectivist" and "Campaigner" respectively in Fenixius' post)?
What about the unimpressive MIDDLE of the spectrum? Those who wait until the Silver tier before thinking, "Hey, maybe I'll start collecting stuff now." Or the people who tried to get all the Bronze-tier collectibles and only got 92 out of the 100 before giving up and going back to the main story?
How would you BACKTRACK with this kind of collection structure? Maybe it's really simple and I can't get my head around it, but... I think the problem is the scale of the rewards at that point. If you're already at the Platinum tier with those abilities and whatnot, would the Bronze-tier collection rewards still be worth it?
- This one is a bad idea. Have you played Oblivion? Doing non-campaign stuff in that will result in more XP, which makes you stronger. Monsters level up at least at the same speed you do... net result: you never get any stronger. Your solution there sounds very similar.Shine-osophical said:1. Just have the enemies get stronger as you do, but at a slightly slower rate in each attribute (so if you get faster they get faster, if you get better defence, they get better defence etc etc). So if you grow 10 points in agility, make them grow 9 (or something similar).
- More interesting, but it sounds like you'd be unlocking abilities which you can't use? Or perhaps you "spend" XP like in Fable, in the system you're discussing, in which case you do indeed have a hard cap on power which is lifted as you go. This works.Shine-osophical said:2. Also, restrict abilities, so that you cannot have an ability before a story-line checkpoint. But save your exprience so that when the abilities are unlocked, you can upgrade them. This way, those who grind don't get over-powered abilities before their time but can still upgrade the abilities they have.
Shine-osophical" post="6.159149.4003447 said:3. Give each enemy a set of moves which they can learn, but apply the same method as '1.' so that getting upgraded abilities still puts you at an advantage even though getting new abilities for yourself helps them.- Aah, now this is the one I like. Enemies which get different and stronger as you do. Either by you taking the power from a seal which held them back, downloading a new file (but somehow inadvertantly letting the hostile AI do the same), or even just a global tech increase. This changes the gameplay based on the optional unlockables, but for neither strictly better nor worse - it's just cooler.
Nice ideas, there.
I'd say collecting things for unlockables beats paying for DLC. Also, it adds a bit of replay value.Miki91 said:Collecting stuff as a "side quest" in games has never caught my attention. I just do not see the fun in finding a number of flags, or killing 200 pigeons or whatever. I'm not even likely to do such a mission even tho it would result in me getting a flamethrower in Assassins Creed for example (or any other awesome/over powered weapon). The entire idea that publishers can "expand" their game just by throwing in some collectibles is to me laughable.
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.
But in the end a system where you can get higher skills before a mission than "you should" would have sort of the effects cheating would. In Jedi Knight: Jedi Academy, you having Force Grip 3 right away will make you far too powerful for anything you might encounter, this would still be the case even if you would do some "collect the light-sabers to get an extra force-point" side quest. But then again, collecting stuff in a game for a reward like you get in Call of Juarez: Bound in Blood won't make people want to even do the side quest (you get pictures if I'm not mistaken... PICTURES!)
Hmmm...
I agree, and I have a long-winded explanation on why.Naqel said:IMO Things you find as secrets should have minor or no gameplay impact and instead provide a different yet still satisfying reward.
Alternative costumes or weapons, artwork galleries...