An interesting source of competition found in League of Legends and I'm sure in other game is who gets credit for a kill. In the game if a player on team A is the last one to damage another player on the opposing team B before that player dies, then the player on team A is rewarded with more in game gold. If a second player on team A is also damaging the player but does not get the killing strike, then they will get credit as assisting the first player, yet no additional gold is given. The idea of being rewarded for successfully dispatching an opponent is something put into games in order to encourage player vs player (or PvP) interactions, but one side effect of this is competition among players on the same team for kills. The side effect in league of legends is that players become angry at someone who over and over again swoops in last second to land a killing blow and takes the reward for them self, which leads to that player becoming stronger and better equipped, which leads to them getting even more kills because of an imbalance in team strength. Luckily the effect is not long term as games rarely last longer than 45 minutes, but in games like and Aion where the world is persistent and having better armor drastically increases ones abilities in game it becomes a serious problem.
So the question for me is how will I address this in Hexwars. First of all I don't think keeping statistics on the form of something like a leader board is a good idea. I may have personal stats that each player can see how well they have done, and game stats at the end of a round. There is the natural reward of stopping enemy players from harassing your side, and depriving them of needed resources, but these rewards are faction based rather than individual based. So instead of angry players refusing to work together, there will be willing teammates who will work to support one another.
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