A completely fair progressive system is impossible

[ad_1]

Of course, the ranking progress system also has other, older influences.I contacted the Respawn Entertainment team, they are Apex Legend, For this article, I hope to understand how similar games try to balance their own progress system (and also have to deal with Unfair accusation). Via email, David Duong, senior director of product management at Respawn, and Aaron Rutledge, senior manager of experience design, responded that their “influence comes from a proven competitive basis inside and outside the game.”

“For competitive process systems, there must be some commonly established languages,” Rutledge and Duong said. “For example, the concept of precious metals and gems that represent prestige can be traced back to the original Olympic Games. You can see the same bronze, silver, and gold systems in various games and genres.”

Of course, fairness is an important part of competition. People often point out that video games that guarantee that our achievements are rewarded are fair to some extent, and life is often not the case. However, developers still insist on the fact that “fairness” means different things to different people. This cannot be reduced to a simple algorithm. For example, a student can work eight hours a day, while another person must work and take care of their children. Is this fair? In what ways can fairness and fun conflict? You can think philosophically about this: What is equal opportunity, and how do we achieve this condition? Or to be specific: how much experience should you gain to kill people like crazy? Rutledge and Duong said that fairness is an endless negotiation between developers and the community.

“As far as the way we measure it,’fairness’ is almost impossible to measure accurately,” Duong and Rutledge said. “Therefore, we use player and game test feedback, qualitative and quantitative research data on health doses, and some internal intuition to see what input is available to us in order to try our best to provide us with the right system. Players.”

Nevertheless, over time, developers have been able to discern certain principles. Loot boxes and random virtual items have been criticized for their similarities to gambling, and players hate the system that they think “pay to win”: in any game with paying and non-paying players, the idea of ​​paying more players is Have a competitive advantage. “The days of 100% clarity, like’this is the best weapon in the game, give us your credit card number and you will get it’ days are gone,” Bycer said. “Consumers have realized this, and so have developers: it has become more subtle.”

Rutledge and Duong of Respawn said that one of their ways to create a fair system for players is to understand that players play games at different speeds. Players can log in daily, weekly or monthly; therefore, players need to set short-term, medium-term, and long-term goals to achieve them. The game must have a rhythm. It is broken down into daily challenges and tasks. The weekly challenges end after they complete the daily challenges. Once they complete the weekly challenge, they can still earn XP for their overall account level. “Weekly challenges drive much of the progress of the Battle Pass. These weekly Battle Pass challenges stack instead of resetting every week, allowing players who don’t play often to still make meaningful and beneficial progress throughout the season,” Rattle Leach and Duong said.

[ad_2]

Source link