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Posts Tagged ‘RPG’

Borderlands

March 24, 2010 Leave a comment

Problem: Once players are a few levels apart, they can’t effectively play together anymore.

Borderlands offers a lot of ways to play: single-player, drop-in multiplayer, and local splitscreen, and you can take one character and level them up in any mode. Starting a new game and playing with a friend works great…but if one player plays more than another, the fun starts to break down. Once the players are more than 4-5 levels apart, one of them is going to feel useless.

One option is for the lower-level player to host the game. But then the gameplay is trivial for a higher-level player, because their enemies don’t pose a challenge. They’ll rack up tons of kills, but feel bored doing it.

Or, the higher-level player can host the game. This is even worse – the lower-level player will die in just two or three hits, and their weapons will be unable to damage the foes they meet. It’s not just that they’re weak – they’re essentially not even playing the game anymore.

The players could agree to only play with each other, and make sure they keep their levels equal. But the ability to carry one character from single player to local multiplayer to online is one of the best features of Borderlands, and it’s not fair to expect the players to abandon that feature.

Solution: Equalize the characters’ levels, but offer the high-level players the high-level rewards they deserve.

When multiple players connect, the lowest-level character automatically sets the difficulty for the game. All of the enemies the group fights will be scaled to the lowest-level member. The higher-level characters take a penalty to their health, shields, damage, and skill effectiveness to bring them in line with a character of that level. The characters keep their skills, levels, and weapons; they’re just not as effective.

The twist is, the higher-level players continue to receive higher-level rewards. If a level 45 player is playing with a level 20 character, and kills a level 20 enemy, they receive XP as if they had killed a level 45 enemy. This may sound like a huge bonus, but remember – with the level-lowering, defeating a level 20 enemy should be as difficult for this player as defeating a level 45 enemy would normally be. XP is really a reward for the player, not the character, so they should receive a reward that makes the time they spend playing worthwhile.

Loot is a bit more complicated, since every player usually sees the same items. Rather than changing the loot drops, create a new way for high-level players to use low-level items.

Place a new vending machine in various cities around the world. Players can sell items to these vending machines, but they won’t receive money – instead, they’ll receive Loot Tickets. The number of tickets is based on the difference between the item’s level and the player’s level, and the player can’t receive tickets for an item that’s within 5 levels of their own, or a higher level than themselves. These tickets can then be traded in with these vending machines.

When checking this vending machine, every player sees a unique inventory screen, customized for their character. The machines show a broad selection of weapons and items that are appropriate to the character’s level and class, as well as an option to just give the player a random level-appropriate loot item. They can trade their Loot Tickets for these items.

In this way, the player has a reason to play with lower-level characters and pick up low-level items. The game still has challenge, and they can meaningfully cooperate with their teammates instead of overpowering them. They can continue to advance their characters at a meaningful rate, and transform the low-level items into stuff they can actually use.

Categories: Game Design Tags: , , , , , , ,

Phantasy Star 0

March 21, 2010 Leave a comment

For this post, I’m just talking about PS0’s single-player campaign.

Problem: Once the player hits the boss, they have nowhere to gain XP.

After adventuring through a dungeon for two hours, the party reaches the area’s boss. Unfortunately, the boss kicks their butt, and sends them back to their home base. The teleporter out of their base will return them directly to the boss fight, and in the meantime, they have nowhere else they can go to earn experience.

The player has two options. They can throw themselves at the boss again, but with no way to gain experience and power, they’re sure to lose. Or, they can abandon their quest and gain XP elsewhere – but they’ll have to spend another two hours going through this dungeon if they want to fight the boss again. (And even then, they have no way of knowing if they’re strong enough yet.)

The main source of this problem is the final boss. She waits at the end of a 2-3 hour dungeon, and is significantly harder than anything else in the dungeon (or in the game.) It’s entirely likely that the player’s party will be eradicated the first few times they meet this boss. I had to gain about 10 levels to beat the final boss, and I tried fighting her every 3 levels or so – that meant that I ran through her entire dungeon 4 times before I was strong enough to beat her.

Solution: Allow players to access XP-building zones while in the middle of a quest.

Phantasy Star 0 has two mission types: quests, and ‘access field.’ The quests have plots and progress the storyline, whereas the field allows the player to run around an area¬† just to adventure and level up. The player can only be on mission at a time, and must abandon their mission to start a new one.

To fix the boss frustration, that restriction should be raised so that the player can be on one quest and one field mission at the same time. That way, if the player gets stuck in their quest progress, they can set the quest aside for a while and run through fields to gain levels and items. Whenever they feel like testing their strength against the boss, they can do so. They’ll jump straight to the boss fight, and the only cost for failure is their time and the cost of the items they use.