Showing posts with label skill. Show all posts
Showing posts with label skill. Show all posts

Friday, January 18

Rainbow Six Vegas 2 Reward System

The following video discuss the reward systems behind Rainbow Six Vegas 2.



Pretty crazy huh? Allow me to break it down for you.

Persistent Elite Creation
PEC was part of the first Rainbow Six Vegas, and in Rainbow Six: Lockdown before that. But the system has changed quite a bit for Vegas 2. PEC allows players to create a uniquely aesthetic character while also allowing for personalization of gear and weapons load-out. A big change from the original Vegas is that PEC and all other reward systems will carry across all game modes, both offline and on. Playing any mode of the game will benefit players' characters. As R6V2 designer Phillip Therein said, "Every action, every objective, and every victory will earn you a reward."

There are actually a couple of different progression systems that all kind of work together. The first is Experience Points. Players earn XP simply by playing the game. The examples for gaining XP Therien gave were killing enemies and even reaching checkpoints. The bottom of the HUD will now include an XP bar that fills as you play, much like an MMO. This is a key aspect of the design. The idea is constant positive reinforcement; simply filling the XP bar is a constant reward. Therefore, the reward system is also a constant source of motivation and fun, on top of the more core shooting elements. Each time the XP bar fills, players gain another rank, unlocking new visual enhancments for their characters.People like progression. Xbox 360 Achievements are successful to no end. And Blizzard has mastered the reward system; there is a reason Diablo II and World of Warcraft are so popular, and fun. Ah, success. You can almost taste it.

Additionally, Ubisoft has broadened the reward system across all play modes, a simple, but genius design decision. Successful reward systems make players feel like their getting somewhere, like their progressing both in the game, and as players, as people. Thats why a good reward system is such a successful design element. It taps into a rudimentary truth of humanity, getting somewhere, progressing in life. When player's characters progress, the players themselves feel like their accomplishing something as well. Reward systems offer something not present in many games, something to show for your time. Players feel like they are earning something more tangible, acheiving more for their efforts. And we haven't even discussed the other half of the reward system.Avanced Combat Enhancement Specialization
ACES are rewards for "performing tactical actions." These are broken down into three categories. Which category players earn experience for depends on the actions players perform. The XP bar is the same, and players earn XP for their bar no matter what they do, but depending on specific actions, XP will be alloted towards one of the three categories. The three categories as are follows:

Close Quarters:
Players earn points in the close quarters category for performing close range kills (kills at less than 7 meters), and using flash bangs and smoke grenades effectively. Specifically, players will earn points for "killing a visually impaired opponent."

Assault:
Assault points come from multi-kills, killing with C4 and frag grenades, and other actions. Like "killing throuch cover."

Marksmanship:
Players earn marksmanship points for headshots, long-range kills (more than 25 meters), killing while using a rope, killing an opponent who is using a rope, and killing a sprinter.The categories come in levels as well. The reward for completing ACES levels unlocks weapons associated with the category in which you leveled-up. For example, performing marksmanship actions will earn experience in the markmanship category, which, upon completing levels, will unlock assault rifles or sniper rifles.The reward system in Rainbow Six Vegas 2 is similar to skill-based reward discussed early, about Jungle Beat. However, this reward system almost goes beyond being skill-based, reason being players are rewarded for doing almost anything. Still, there are intracacies. Earning points in specific categories will require specific gameplay maneuvers. But what Vegas 2 is doing above all is rewarding players for playing the way they want. Snipers will naturally earn points in the markmanship category, and therefore unlock weapons which serve their gameplay style best. Players who like to use the shotgun will eventually earn better and better shotguns simply by doing what they do best.

The reward system in Vegas 2 is top-notch. It does everything it is supposed to: Rewards players for playing skillfully. Rewards players for playing the way they want with gameplay additions that suit their play-style. And, most importantly, rewards players constantly.

Source:
GameTrailers
Gamespy
Diablo ii

Assassin Pwns

Thursday, November 15

Jungle Beat Game Design

I've been playing alot of Donkey Kong: Jungle Beat as of late. Jungle Beat is a title for the Gamecube developed by Nintendo EAD, the very same studio behind Super Mario Galaxy, as a matter of fact. Jungle Beat is an amazing game. Besides the fact that its just plain fun, the design behind the whole thing is nothing short of genius. Playing as Donkey Kong, players employ a bongo peripheral to roam through a series of side-scrolling levels. The game is divided into seventeen kingdoms, each represented by a different fruit. Each kingdom is divied into three levels that must be played in consecutive order to complete the kingdom as a whole. The first two levels of each kingdom are side-scrolling, platforming stages, where DK must reach the fruit at the finish of each stage to move forward. The final level of each kindgom is a boss fight.
This is an outdated screen. The bar along the top is actually in the bottom-right corner, in a much more aesthetic form.

The goal of the platforming stages is to earn "beats," which itself is achieved by collecting bananas. Bananas come in single form or in bundles; however, the quantity of beats players earn from bananas is determined via a combo system. And the combo system is entirely skill-based, and robust. For example, bananas net greater beats from being clapped than being touched. Also, players can string together combo points by chaining together aerial tricks; the bigger the combo chain, the greater number of beats will be awarded players per banana collected while the combo is in effect. After each stage is complete, players play a minigame to collect as many bananas as possible in a short time limit before the next stage begins.The final level of each kingdom is a boss fight. Here is where the game changes, and becomes so fascinating: no bananas and no beats can be earned from boss fights. Instead, the beat count from the previous two stages coalesce into a health bar for DK. The entire goal of the boss fight is to win without getting heart. Because each time DK is damaged during a boss fight he loses health, and therefore beats.When the boss is defeated and the kingdom complete the final beat count is tallyed. This final tally awards players a rank for that kingdom, given in the form of crests, of which there are either bronze, silver, gold, or platinum. Simply finishing the kingdom, one beat, awards players a bronze crest. 400 earns a silver crest, 800 a gold, and 1200 a platinum.

The crests serve to unlock new kingdoms. Kingdoms come in sets, four kingdoms to a set. Completing a set unlocks a new set. But crests unlock kingdoms within the sets. It may take 16 total crests, earned by completing multiple kingdoms, to unlock a higher kingdom.

The moral of the story is this is genius game design. The gameplay has a progression, which can be seen as follows.
  1. Player Skill
  2. Beats Earned
  3. DK Health Bar
  4. Boss Battle Skill
  5. Final Beat Count/Player's Score
  6. Crests Earned
  7. Kingdom Unlocked/Award for Player Skill
Thus, we can see that the player's skill in the core game feeds into everything else. Players who use the game's combo system and fight bosses effectively are awarded with a high final beat count, which doubles as a representation of their gameplay skills. Players are awarded with crests for playing well, and subsequently awarded with new kingdoms to play in. And the cycle begins again. See? Genius.

And this is what makes Jungle Beat so awesome. It focuses on what video games do best: gameplay. It utilizes a system both relient upon and rewarding of player skill. Therefore, players feel compelled to play well, for reward and for the satisfaction of that ever-elusive high score count. You can always play better.

Which brings me back to the beginning. All of this would be moot if Jungle Beat didn't have a robust combo system in place. The whole reason this progression system works is because the gameplay is so deep. The combo system is highly functional. Beats are reflective of player skill, and "skill" only exists because the gameplay was specifically designed to be dynamic, to allow for variance in play and play style.

Oh! And for the record this creates amazing replay-value, which people seem to value so highly these days. For some reason.

p.s. Sorry about the image-quality. All Jungle Beat images online are of this terrible quality; its the best I could do.

p.s.s. For more information on specifics of Jungle Beat please see Jorik Mandemaker's FAQ. Or just buy the game.

p.ssssssss....Can you believe the L-Block won!