View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008054 | Valley 1 | Gameplay Idea | May 23, 2012 10:04 am | May 23, 2012 2:26 pm | |
Reporter | Bluddy | Assigned To | |||
Status | strongly considering | Resolution | open | ||
Product Version | 1.029 | ||||
Summary | 0008054: Stats and scores | ||||
Description | Here's an idea to make character death and just about every part of the game more engaging. Each character will have a score that's tracked. You increase your score a tiny bit by fighting mobs, but get more from bosses missions and overlords. Once a character dies you're back to zero. Character scores are displayed universally per difficulty level based on a characters majority difficulty level, so you can see the chars with the highest score and the highest scoring char in the current world. You get multipliers from doing funky things like killing a whole bunch of specific monsters really fast. In addition, stats are tracked for every mission based on different things depending on the type of mission. Random seeds will be uploaded to a central server and some missions will spawn based on existing random seeds at which point you can see how others did on that mission and try to do better. In multiplayer, mission seeds can be saved so that one player can try a mission and then other players can try that mission again to compete with the score. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I love it. |
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Yes yes yes and yes. |
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I love it too! It will make dying more hurtful if you knew you were close to beating your score. |
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I like that three people love it (Chris perhaps notwithstanding) but no-one voted it up! |
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This needs more discussion for a specific implementation, but it's definitely The Flash Of Insight that I've been waiting for someone to have, I think. Kudos, Bluddy. :) I put up a topic on the forums to let most of the discussion take place there: http://www.arcengames.com/forums/index.php/topic,10778.0.html I think that this needs to wait until after our 1.1 release just due to timing nature and so that we have a mature design before this makes it into an official build (that would be 1.2), but this is definitely a Big Deal Thing to me. :) |
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I had a similar reaction! (As is probably evident by now.) |
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Sounds good, though I wouldn't want score to then track back into the game in terms of character effectiveness; essentially, it becomes a bragging reward / visible achievement tracker rather than something else to farm. |
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zebramatt: Definitely. :) BenMiff: Absolutely, I think that's inherent in the premise. If staying alive longer makes it easier to stay alive longer, that's a problem. Or if staying alive means that you feel really gut-punched when you die, that's also bad. The death should be a bittersweet moment of "no, not Judge Glass!" mixed with "awesome new score!" |
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Multipliers are a must, I'd say. That way at the very least YOUR ABILITY TO IMPROVE YOUR SCORE increases with the time you're alive. (You could almost certainly pivot other things on that core idea too. Some sort of system of fame within the world would be brilliant, for example - where you start off as a relative unknown (with an appropriate title and reactions from NPCs/enemies/etc.) but become increasingly well known throughout the world. You might even then have enemies react to you based on that level of fame, making the game harder. At which point you definitely COULD give the player bonuses for their longevity to offset the heat you've generated. But I digress.) |
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Yeah, that sort of fame system would be brilliant, actually -- it would play into a lot of the things we've wanted to do with the game for a long time, and would also serve to make it so that keeping a character indefinitely gets harder and harder. With something like an endless runner (Canabalt, etc) your speed goes up as your score does, so it gets progressively harder to get the highest scores. That sort of feedback system is really important, I think. That would let us build in a system of: 1. Named ranks for hero fame, as you noted (which people would love). 2. Extra monster agression and difficulty arising from increased fame (thus making death truly inevitable and keeping a character around for a really long time a tricky proposition -- and yet more reason for the Retirement scrolls mentioned elsewhere). 3. Some minor benefits from fame for your character, so that you feel more powerful and special from the fame even if the world is ganging up on you because of that fame. That's a more complex system, but I think that's really worth it. That's something that is really striking me as a feature for 1.2 rather than 1.1, but it's going to be one of those changes-everything features for that version. Because then it really _would_ feed back into gameplay, in both positive and negative ways, and the fact that your actions matter get reinforced in a whole new way. |
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I added a new Mantis for that, as it's such a tangential idea! 0008056 |
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Makes sense to me! |
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I really like this idea too, :) good going bluddy! and was thinking that part of what makes this so nice, is if i'm not as good as someone that has had their character around a longer time, then if the game is harder for them, and they like that, then 'my' game isn't hard because of their scores. In other words if hard core gamers want a harder game they can get it that way, but it doesn't steam roll the newbies. I'm not a newbie, just a casual gamer that is not as good as the hard core people. |
Date Modified | Username | Field | Change |
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May 23, 2012 10:04 am | Bluddy | New Issue | |
May 23, 2012 10:31 am | Chris_McElligottPark | Note Added: 0024685 | |
May 23, 2012 10:37 am | tigersfan | Internal Weight | => Feature Suggestion |
May 23, 2012 10:37 am | tigersfan | Note Added: 0024686 | |
May 23, 2012 10:37 am | tigersfan | Status | new => strongly considering |
May 23, 2012 11:15 am | MouldyK | Note Added: 0024688 | |
May 23, 2012 11:23 am | zebramatt | Note Added: 0024689 | |
May 23, 2012 11:26 am | Chris_McElligottPark | Note Added: 0024690 | |
May 23, 2012 11:28 am | zebramatt | Note Added: 0024691 | |
May 23, 2012 11:34 am | BenMiff | Note Added: 0024694 | |
May 23, 2012 11:35 am | Chris_McElligottPark | Note Added: 0024695 | |
May 23, 2012 11:37 am | zebramatt | Relationship added | related to 0008017 |
May 23, 2012 11:52 am | zebramatt | Note Added: 0024699 | |
May 23, 2012 11:52 am | zebramatt | Note Edited: 0024699 | |
May 23, 2012 11:59 am | Chris_McElligottPark | Note Added: 0024700 | |
May 23, 2012 12:06 pm | zebramatt | Relationship added | parent of 0008056 |
May 23, 2012 12:06 pm | zebramatt | Note Added: 0024701 | |
May 23, 2012 12:29 pm | Chris_McElligottPark | Note Added: 0024706 | |
May 23, 2012 2:26 pm | Teal_Blue | Note Added: 0024719 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |