Contents
Gameplay Design Fundamentals: Gameplay Progression
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [50]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk - A Postmortem [2]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Gameplay Design Fundamentals: Gameplay Progression
by Mike Lopez
0 comments
Share RSS
 
 
November 28, 2006 Article Start Previous Page 4 of 5 Next
 

Practical Gameplay Rewards


More and more games these days are following the old-school RPG and fighting game model of unlocking practical new content pieces that directly change, expand or improve the way the game is played. Fighting games may unlock new characters, attacks or powers, while racing games may unlock new vehicles, vehicle upgrades or race courses and combat games unlock new weapons, multiplayer maps, or environments. The reason more attention is being paid to rewards these days is that players have come to expect them in many instances, but also that practical gameplay rewards lead the player through the game and are the most effective means to encourage continuation and replay (vs. decorative rewards or just beating the game). An excellent example of structured practical rewards in my opinion is in Burnout: Revenge, where new modes, new tracks and new vehicles are all unlocked at a structured pace (the rate seems fast at the start and progressively slower through the game), with a few nice awards very soon after starting the game. A well planned and executed practical reward structure is extremely helpful in enticing player continuation and replay and ultimately in increasing review scores.


It is extremely important that the player be able to understand the rewards system. Some games present rewards just after completing a level, while others award money at the end of the mission, race or level and then allow the user to purchase new content, and in these cases the rewards system needs little or no explanation. Other games tabulate experience points or other categories which either automatically unlock the reward at a predefined pace, or allow the user to select which reward they wish to purchase; either way these systems of points need to be explained more clearly (or at least presented with the reward input / output organized in a table) since they are not as intuitive. For a combat game like any of the James Bond or Medal of Honor games, the mission results screens usually tabulate categories like shot accuracy, remaining health, enemy kills, or enemies escaped, and in any such game there should be a point value associated with the performance in each category that serves as a system explanation, because the user can see the relative weights of each category (see Figures 5a/b for some fictional mission results examples); a player can use the category information and relative values in their future gameplay strategy in order to improve their ability to earn rewards. Keeping the system as obvious and simple as possible will reduce the amount of explanation feedback the interface will need to provide.

Advertisement

Ideally, the player should also get a glimpse at the rewards content that lies ahead (either the next few or all remaining practical rewards) in order to encourage their long-term continuation and replay. It is great to know the next reward (say a key character model unlocked for play in multiplayer). It is even better if the player can see that mysterious and intriguing new team gameplay mode or crazy character or weapon that is available several awards down the line (see Fig 6) because they might want that one so bad they will extend their play in the current sitting or at least keep playing long after they might otherwise, just to gain that item and be able to experience it in gameplay.


These days it is increasingly more important that the main content unlocking system of the game feature Practical Gameplay rewards only. Decorative Ancillary Rewards (Trophies, etc.) do add value but should be presented separately from Practical Rewards; if it appears that Decorative Rewards are stuck into the system to fluff up the appearance of Practical Rewards then the chat forums and reviewers may respond with comments like some of them are ‘useless’ or ‘cheap’. Decorative Rewards can supplement the Practical Rewards, but they should be kept separate and not treated as equals.

 
Article Start Previous Page 4 of 5 Next
 
Comments

none
 
Comment:
 


Submit Comment