Posts Tagged ‘battlefield’

In last week’s Game Design II lecture, a major topic we discussed during class was reward systems in video games.

What is a reward system you might be wondering? Simply put, it is a system that rewards players in a unique aspect to interest, capture and motivate the player to play further. There were several examples covered in the lecture of the different types of reward systems that are found in today’s games.

In my blog post, I will be more specifically discussing my personal favorite reward systems in some games.

Materialistic Rewards/In-Game Content Rewards

What I mean by this type of reward is in certain games, you unlock certain items. Keep in mind, I consider unlocking items very different from getting rare items in other games. I think there’s a huge difference and preference when it comes to how certain items are actually acquired. What do I mean by this? Well…

When it comes to getting items through finding them in loot in MMORPGs, I’m not as much as a fan. There are reasons why I don’t like this reward system as much as unlocking items. A good example of this is World of WarCraft. Back in the day when I played WoW (dark and endless days in my room), there would always be rare items when doing large quests/raids. These items are randomly dropped and have very low drop rates, and then if you’re in a group you have to either Greed or Need roll for the item. In the end, getting an item is a lot more challenging, and you also never know what you would get.

I believe the core aspect of random loot/rewards for players that I dislike is the fact I don’t know. It is basic instinct of humankind to fear what we do not know; therefore there is a negative stigma of not knowing what lays ahead of you.

Screenshot of the old days of my low level mage from WoW.

On another note, I will now talk about the unlocking item aspect of the materialistic reward system. A good example of this is Battlefield 3. There is a very nice layout on the battlelog online which shows you all the current weapons you have, and how you’re doing in progress of unlocking the next best thing.

Not going to post my gamer tag, but as you can tell I kind of suck haha. But moar guns means moar motivation to get better and play MOAR! 

I enjoy this reward system of new items from Battlefield 3 much more than a random drop aspect of World of WarCraft.

“But wait Calvin! That’s not fair comparing a MMORPG to a FPS! Your argument is irrelevant!”

Actually no, they both involve materials/items a player uses in game. But to support my argument of random drop versus a structured unlock guide, is Team Fortress 2. TF2 has random drops for items as well! And once again I am not a huge fan either.

Overall I find presenting the player with all the potential rewards he/she can reap is a much more effective reward system for players. This will encourage players to “get one more kill” and play a bit longer to unlock another item; versus a player aimlessly playing, quietly praying for a random rare item drop. Anyways enough of my discussion/ranting about reward systems!

What’s your favorite type of reward system?


I’ve been putting off writing this post for a while now, always thinking I’ll do it later but then totally forgetting about it and pushing it further and further back. Well I’m going to write my post now about last weeks adventure during my Game Design II class.

For this class, it was a bit different since it was outdoors. We were lucky enough to do an activity which involved the outdoors, versus being crammed in the small classroom during lectures. This already looked promising.

Next we were assigned our activity, which was, as a group we must create a game which involves a large ball, small ball, and a rope circle. The objective of the game had to be:

  • The small ball had to in a rope circle
  • The team must have the large ball in their possession
  • Cannot be a game that already exists to our knowledge
  • Probably some other details that I forgot

In addition to these core rules, we had to add a bit of a Battlefield twist to it. We had to include “classes” from Battlefield, to our game, and overall had to make their inclusion make sense and have a function to the game.

As our team was discussing possible ideas, I thought of the old idea of planting a bomb, and getting intel/codes for the bomb. So I decided to make a ball game out of this idea and here are the rules and setup as follows:

  • The field resembles a soccer field, where it is rectangular, rope circles placed at ends of the field, and there is a half line
  • The rope circles represent the teams’ headquarters
  • The large ball (Intel) is placed on one side of the half line, and the small ball (Bomb) is placed on the opposite side
  • Teams have 2 players each (we only had 5 players, 1 ref, 4 players)
  • Each team will have 2 classes, Support and Assault
  • The goal for a team is to plant the Bomb into the opposing team’s circle and return to their own HQ with the Intel

Sounds easy enough yea? Well this is where the classes come in to give the game a bit more of a twist. Here is what each class entails:

  • Only Assault is allowed to carry and plant the Bomb
  • Only Support is allowed to carry and take the Intel
  • When in the opposing team’s half of the field, you are allowed to double hand tag the enemy
  • When tagged they must drop the Intel/Bomb if in possession and return to HQ to “respawn”
  • Only Assault is allowed to tag Support and Support to tag Assault

These classes and rules actually changed the game up quite a bit, and indeed did make it a lot more interesting. Players were running for their appropriate balls, and while in enemy territory trying to avoid their opposing class in getting tagged.

Here’s some media from the day’s activity below!

Here’s me trying to draw up some plans and rules for the game. There was a lack of table space outside. Jason looks happy.

Getting Jason to read over the rules to make sure it all makes sense so we can play! I’m holding the pen quite aggressively.

Here is the Hello Kitty Intel ball planted in the middle of the field. Must be of some use right? It’s Hello freaking Kitty.

And a video of the game in action!

Note: I do have permission from Mike Antonakes, the original owner of this media and fellow group member, to use it in my blog post.