Jesse Aldridge
02-23-2007, 12:00 PM
I've been thinking about how to add a system of rewards into my current project. One of the most commonly used rewards is to make the player stronger - leveling up, getting a bigger gun, etc. This is possibly my favorite sort of reward, however I see a big problem with it: it makes the game easier for people who are good and harder for people who suck. Kinda seems like it should be the other way around.
For example, in a Space Shooting game, say you get powerups that make your gun bigger. Whenever you take a hit you lose one level of powerup. Crappy players lose their powerups more quickly and the game becomes much harder and more frusterating. Good players get lots of powerups and the game becomes much easier to the point of becoming nearly mindless.
I was wondering if anyone had any ideas on how to deal with this issue?
One thing I was thinking of was having different difficulty tiers. Each tier could be exponentially more difficult than the one before, so it would be pretty much impossible to compete without having aquired a certain amount of strength rewards. If a player didn't collect as many powerups, they would keep playing the game, but at a lower difficulty teir. The player would be accomplishing more "grand" goals in the harder tiers (i.e. tier one = defending against the onslaught, tier two = pushing the enemy back, tier three = attacking the enemy's homeland). A problem with this, however, is that the amount of content needed increases exponentially.
Maybe I should abandon strength based rewards and focus on other sorts. I could have a trophy system or something. Somehow, though, it doesn't seem as satisfying when the reward doesn't affect the actual gameplay.
Just some quick rambling thoughts I had on this issue. Anyone have any others?
For example, in a Space Shooting game, say you get powerups that make your gun bigger. Whenever you take a hit you lose one level of powerup. Crappy players lose their powerups more quickly and the game becomes much harder and more frusterating. Good players get lots of powerups and the game becomes much easier to the point of becoming nearly mindless.
I was wondering if anyone had any ideas on how to deal with this issue?
One thing I was thinking of was having different difficulty tiers. Each tier could be exponentially more difficult than the one before, so it would be pretty much impossible to compete without having aquired a certain amount of strength rewards. If a player didn't collect as many powerups, they would keep playing the game, but at a lower difficulty teir. The player would be accomplishing more "grand" goals in the harder tiers (i.e. tier one = defending against the onslaught, tier two = pushing the enemy back, tier three = attacking the enemy's homeland). A problem with this, however, is that the amount of content needed increases exponentially.
Maybe I should abandon strength based rewards and focus on other sorts. I could have a trophy system or something. Somehow, though, it doesn't seem as satisfying when the reward doesn't affect the actual gameplay.
Just some quick rambling thoughts I had on this issue. Anyone have any others?