There is a fascinating game design conundrum that I have encountered twice now, which can summed up by “Reroll.” This is not rerolling in the MMO sense – although it is arguably an issue with WoW’s Legion expansion vis-a-vis Legendaries – but rather in the sense of creating new accounts to take advantage (or mitigate damage) of random rewards. It is a conundrum with no good solutions, and it’s harder still to even imagine which solution is least bad.
The first time I encountered the Reroll dilemma was with the mobile app Puzzle & Dragons. After spending 20-30 minutes going through the tutorial, the game gives you one free pull on the Crack Machine, aka Gashapon, aka Lockbox, aka et cetera. This always results in a super rare (or higher) monster from a wide list of such, and represents pretty much the only guaranteed way to get one of these super monsters as a F2P player before the heat death of the universe.
(You can earn cash-like currency for future pulls on this same machine, but they aren’t guaranteed to be as rare a result as the first pull.)
The problems are many, and there is a deep gradient of bad for all of them. First, you could get a weak monster. While any rare monster is better than the starter monsters you normally get, it’s a fact that some of the pulls are absolutely abysmal in comparison to what you could have received.
Second, in the worst case scenario, you could get an okay monster. This is the worst case because… what do you do? Settle immediately? Reroll? If a result is terrible, the course is pretty clear. When it is technically alright, but not great, it’s hard to justify any particular decision.
Now, imagine you get “best” result: a super rare, super strong monster. Congratulations! Now you get to enjoy not using it for 20+ hours. Each monster has a point cost associated with it, and stronger ones cost more points. The only way to increase the team point limit is to level up your account, which requires getting XP, which requires going through dungeons and such.
The very first time I played Puzzles & Dragons, I got a middling result and just kept it, not knowing any better. While it was a middling monster, it had a lower point cost, which meant that I could use it right away. And I did so for many, many gameplay hours. When I realized my “mistake” later on, I decided to reroll for a better result. After a few dozen rerolls, I finally got a fantastic pull… that I couldn’t use until much later. I ended up quitting the game altogether before I even got to the point at which I could even field the monster.
The second time I encountered the Reroll dilemma was here recently, after installing Shadowverse. I might do a larger post on Shadowverse later, but the short version is that the game is Hearthstone: Anime Boob edition. The relevant point though is that after an extremely quick tutorial mission (which you can even skip), Shadowverse rewards you with almost 30+ free packs of cards.
I think you can see where this might be going.
None of the packs you receive are guaranteed to have any particular rarity. That said, opening all your free packs usually results in around 4-5 Legendary cards, but you can technically get as many as 6-10. Like any other CCG, some Legendaries are better than others, and of course even the good class-specific ones might be “wasted” if you don’t like that class’s mechanics. And thus… reroll.
The sad part in Shadowverse’s case is that there is both a Steam and mobile version of the game. Rerolling on mobile is easy in the sense that you just have to delete some app data and you’re good. On Steam? No rerolling, as your account is linked to a Steam ID. Had I done some research ahead of time, I would have discovered you can reroll a bunch of times on mobile first, and then link your mobile data to Steam and basically be good to go. Instead, I am stuck with my poor Steam results, unless I want to only play Shadowverse on mobile from now on. Or create new Steam accounts for just Shadowverse.
Or perhaps it is better this way, e.g. no rerolling. If I could reroll, I would. Perhaps the designers are simply saving me from myself. On the other hand, getting a bad result is kind of demoralizing. And unlike with Puzzle & Dragons, Shadowverse is ultimately a competitive game where having weaker cards is a real disadvantage.
I am not really sure what the design solution is here. Fundamentally, the problem arises from the intersection of free (random) stuff for new players and ease of new account generation. Tying accounts to more permanent things such as Steam IDs (ala Shadowverse) is perhaps one way with resolving the latter issue, but A) limiting mobile is harder, and B) it doesn’t address the simple fact that random rewards can radically impact your power in these games.
Simply removing the free stuff “resolves” the whole issue, but then you lose out on the “first hit of crack” lockbox effect and generally make the new player experience arguably worse with no catch-up mechanisms. Removing the random element might also “work,” but just changes the baseline and removes any sense of excitement.
So… yeah. dilemma.
I have been playing the Battlefield 4 beta these last few days, and I’m not quite sure what to think.
It certainly isn’t the jump in quality from Battlefield 2 to 3, that’s for sure, although there are some interesting moves. For example, the default rocket launcher has a tracking mode that activates when the Recon class designates a target with their binoculars; this sort of solves the incredible power discrepancy between Engineers that had unlocked the, er, lock-on launcher versus newbie players.
Another interesting change was how they gave the Recon class (aka snipers) C4 charges. While this makes roof-top campers extremely annoying – they can drop C4 at the elevators and wait for the door opening sound for an auto-kill – it also creates an amazing tension in the class. Do you run out and C4 that tank while risking being caught in close-quarters with a sniper rifle, or do you hang back and try and snipe with a tank blowing you and your team up? Giving snipers claymore mines and assault classes C4 makes more thematic sense, but reversing those roles makes for more interesting gameplay decisions. Even better, the thermal Binoculars you get not only lets you lock on to vehicles for your teammates to kill (you get bonus XP when they do so), but it lets you more easily spot enemies running around that are too far to hit. Or, honestly, that you aren’t skilled enough to hit. Just spotting them is basically 1/4th a kill though, and it’s a useful service to do so.
However, some design changes have gone in the wrong direction. Technically, it was Battlefield 3 that “introduced” the concept of the medic class having to actually unlock their core ability, i.e. to revive people, but Battlefield 4 is taking that to ridiculous extremes. It takes 11,000 Assault-class XP to unlock the Defibrillator, which I hope to god is a placeholder value. Perhaps if smaller maps were available it might not be so bad, but actually getting that amount of XP on a class that otherwise brings nothing interesting to the table is a massive chore; not only do the other classes have easier ways of racking up easy XP, but remember that BF4 (and BF3) made the change to a regenerating HP model too. Between that and the near-zero Time To Kill numbers, the ability to throw a Med-Pack is only ever useful when you find yourself dueling someone from behind cover.
The unlocking situation gets even more ridiculous when you look at the Support class, aka the ammo guy. While I suppose it was annoying/immersion-breaking when a single Support dude could drop an ammo box and spam infinite grenades over the wall, putting the ammo box behind a 52,000 (!) XP grind-wall is an extreme overreaction. The most obvious trickle-down effect is that it makes every class weaker by extension: what good is an Engineer without rockets? Given how you respawn with full ammo, the smart move is then to play both aggressively and carelessly by spamming everything you have and then effectively suicide yourself for Round N+1.
While there has also been some grumblings over the idea of “Battlepacks” – random lockboxes filled with camos, dog tags, XP bonuses, etc – as someone who played Mass Effect 3’s multiplayer for a while, I don’t see it as such a big deal. Yes, it is a cynical cash grab given how you can pay money to buy those things. However, as far as I can tell, you do not actually unlock more powerful weaponry from these boxes. Which automatically makes them less of an issue than ME3’s lockboxes where opening a rare Widow or Carnifex/Paladin was basically the start of your game.
Beta is beta though, and this one is more restrictive than most. Overall, I can’t say that I’m too impressed. It’s honestly been so long ago that I uninstalled BF3 that I forget if being able to spawn inside a vehicle from the Deploy screen is something new to BF4 or not. And, really, that’s kinda what it comes down to: why do we need Battlefield 4 again? Once all the maps are unlocked, then perhaps we’ll see where the differences lay. Plus, supposedly Commander Mode is back.
But right now I do not see any reason why I would be compelled to purchase Battlefield 4 on Day 1 as opposed to when they bundle the game + first Map Pack together. Or, really, when they bundle the game + Season Pass.