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Player Investment Systems aren't bad... | |
Posted By: RC Master | Date: 10/30/12 8:24 p.m. |
In Response To: Re: not informed properly enough for that rant (Cody Miller) It's all about execution. What is the core aim of aforementioned systems? To connect the disparate elements, individuals games and systems into a broader overarching narrative. One that gives you goals and feedback, and reasons to fulfil them. The idea being that while chasing after a goal it is easier to enjoy yourself than if you're just after 'more fun.' That once novelty wears off, a lot of players (a lot of people) are not good at figuring out goals for themself to further the enjoyment. And even if they are, if the pressure is coming only internally, they seem not as important or worthy, or difficult to quantify. Basic flow theory. With a bit of personal experience. FACT:
Sure, no-one used that nomenclature back then, but those little difficulty badges under the level names? They connected your entire campaign experience into the broader narrative of: "I want to get good enough to have all 3 badges on every mission." Bam. Investment. If you never did, there was a gratuitous gaping hole forever on your level-select screen. If you lost your profile, you would be pissed because the record of your achievement, the proof of your achievements, was gone. You would always have the skills you acquired along the way, but repeating it never had the same flare because it was something you felt you had already earned, a goal you had already completed, and you were just reclaiming what was rightfully yours. The RPG-esque XP-base leveling-style investment systems with which we now associate 'player investment' have risen to prevalence because they are easy conceptually and easy in implementation. They provide goals, feedback, they're official, and they give you rewards. Connecting all of your multiplayer matches together into an overarching narrative. But that does NOT make them objectively good. That does not mean there are not BETTER systems you could implement. That does NOT make hiding weapon and perk choices behind arbitrary mile-stones overall good for the game. Sure, it paces out the discovery and learning of new weapons so players don't feel overwhelmed. Thanks for the thought 343i, but I'm no newbie here. I can learn the weapons as they're paced in campaign, and I can deal with the perk choice - in fact I already know the ones I think will be most beneficial. Everything else? Don't think I've changed that much in 2 years.
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