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Fender Bender
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Re: Defining Home's "It" Game

Jun 19, 2012

Aasyranth wrote:

It would be nice if leaderboard champs could win rare rewards.

I would like to see more rewards earned by accomplishments in the games aside from just levelling up. There is something to be said for persistence but skill should be recognised as well.

Take Sodium 2, for example. The rewards are based solely on attaining levels through repetition. Although I was already at level 40 when the rewards were released and I received them all immediately, it seemed a little disappointing that there were no rewards given for performance. Why not have rewards for acheiving benchmark times on different tracks? The same point applies to Aurora, Cutthroats and other games, I imagine. The only thing being rewarded is persistence and repetition, turning so many games into XP-grindfests. Digital Leisure seems to be taking a more balanced approach with the Casino.

Developers should reward players for working to master their games as well as people who just put in the time to gather XP. The financial incentive would certainly be there, given that people would be more likely to buy upgrades for better scores. I finished all 100 levels of Aurora and the only upgrade I purchased was the hoodie for double XP. I could have completed it sooner with more game upgrades but I never really cared about my Orb Runner or Island Defence scores enough to do so. I regularly bought upgrades and boosters for Sodium 2 simply because I liked the game and challenging myself to improve.

castle3
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Re: Defining Home's "It" Game

Jun 19, 2012

superlatives wrote

Could you define the term "social rewards"?

Based upon your citation of the Sodium 1 t-shirt, my GUESS is that it has something to do with a "real life" item. But I ask for an explanation since I'm assuming it's more than just a t-shirt.

But using the t-shirt paradigm right now - even that could be prohibitively expensive. Over and above the the shirt itself, the cost to design and "master" the t-shirt costs more than people realize.

If the term "social rewards" refers to "IN Home", then the ONLY example I can think of is the Casino Hall of Fame as described by DL in this thread: http://community.us.playstation.com/thread/4694599?start=0&tstart=0

The Hall of Fame thing isn't a "reward item" as such; but it's still in Home.

Let us all know what you mean and I'd be happy to chime in! :-)



Social rewards from a developer, to me, take on two different approaches:

1. Sending some sort of physical reward to a player who achieves something spectacular. I remember winning an nDreams contest a while ago and having an Aurora t-shirt mailed to me, which was epic cool. Granted, it's also a costlier and more time-consuming process, so it's something that would be comparatively rare.

2. Something in Home which publicly showcases a top performer, and/or extremely unique virtual items which can only be acquired via in-game achievements. A good amount of this already takes place.

I do agree with Liza's point that rewards for simply achieving level tiers aren't as satisfying as rewards which require unusual levels of performance to achieve. On the flipside, do those sorts of easy-to-attain rewards help drive the masses of players who look at the leaderboard and might otherwise be dismayed because they feel they'll never win?

NorseGamer

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Fender Bender
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Re: Defining Home's "It" Game

Jun 19, 2012

NorseGamer wrote:

I do agree with Liza's point that rewards for simply achieving level tiers aren't as satisfying as rewards which require unusual levels of performance to achieve. On the flipside, do those sorts of easy-to-attain rewards help drive the masses of players who look at the leaderboard and might otherwise be dismayed because they feel they'll never win?

Not to be flippant about your flipside but my answer to that would be...who cares?

As I ranted earlier in the thread, I see no reason why every reward should be easily attainable by every user. Home is well stocked with participation rewards. There's nothing wrong with a few rewards that recognise people who've achieved something through practice or skill. The Hall of Fame rewards at the casino or the Red Midway jacket are the perfect examples.

Sodium 2 offers a gamut of rewards for simply collecting XP including the gold trophy and Legendary Racer outfit for maxing out at Level 40. Why shouldn't they have a few rewards for reaching the leaderboard or completing the tracks in designated times? If I can cross the Industrial Sector finish line in under 49 seconds (or whatever), maybe I deserve a trophy. If somebody else isn't capable of that feat, they don't deserve the trophy.

Trust me. There would be MANY trophies on Home that would be beyond my reach if they were dependent on skill and practice. In fact, there already are. It doesn't mean that others don't deserve them though. And I'm fine with that. The people that win the high-end stuff have my admiration, not jealousy.

castle3
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Fender Bender
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Re: Defining Home's "It" Game

Jun 19, 2012

I think theres a simple reason why we dont (and probably wont) see many "skill trophy" on home. It's simply not "cost effective"

No matter how many zillions home accounts Sony's brag around. We know theres only a handful (or maybe two for new spaces) of top players on each game. Creating a number of exclusive items for them while the vast majority of players know they dont stand a chance wont produce enough revenue. Poker is a different game. It's not a "real" computer/console/electronic game but a card game.

Now I agree with you. It would be FUN to see more of those rewards. I'm just trying to see the dev side.

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Real freedom is the power to say yes.


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Fender Bender
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Re: Defining Home's "It" Game

Jun 20, 2012

I'm sure that Sony and Veemee would love for No Man's Land to be their next "It" game.

I wonder if Veemee's developers had the foresight to design their game according to many of the fine suggestions in this thread. Sticker price aside, the early reviews have not been stellar to say the least.

Lockwood's scouts had better take some notes before calling Mercia out of the bullpen.

castle3
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Re: Defining Home's "It" Game

Jun 22, 2012

decent rewards are a huge factor in a games success or failure in Home.

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