The gaunlet is probably the hardest event. And this iteration is the hardest to date imho.
I have wiped out several times on many nodes. Every time I wiped out, I cursed at the MPQ AI. (Sometimes throwing my phone… Into my pillow.) Everytime I clear I felt a sense of achievement.
That made me wonder about the role of failure (or wiped out) in games. What kind of difficulty is the best.
I found this research article and found it very interesting. Beware it’s a long article.
http://www.jesperjuul.net/text/fearoffailing
The TL:DR version is that some losses are essential for player engagement. If there are no failures, players lose interest quickly because there is no challenge.
The summary quote is here:
“I have argued that failure is central to player enjoyment of games. This is not that surprising, given conventional wisdom that a game should be balanced to match the skills of players. However, it is notable that failure is more than a contrast to winning – rather failure is central to the experience of depth in a game, to the experience of improving skills. The study supports the idea that growth, the experience of learning, of adjusting strategies, of trying something new, is a core attraction of video games. Hence the desire for game balance, losing some, winning some, is also a desire for variation in the challenge and difficulty of the game. Failure adds content.”
There are other interesting parts of the article such as
- Feeling slightly responsible for the failure is good for the player engagement. As they are able to learn to improve. If the game is too hard, the tendency is to drop the game entirely.
- the players in a single player game (which MPQ qualifies in my opinion) “WILL NOT use ANY mechanic they do not need to use”.
This got me thinking about the characteristics of MPQ.
The Bad:-
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players often are unable to tell how they can do better.
When they lose it always seem to be due to cascades. As the player has very little influence about cascades, they will end up blaming the program for cheating. -
When a player loses on the node, they inevitably have to replay again. When they loses a few times they will inevitably feel frustrated. Coupled with 1, they will then blame the program for cheating or stacking the odds against them.
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there will always be a wall for all players, regardless of their strata. Even if you have the best roster, you end up hitting your head against the zombie hoarde. If you are a 3* roster you end up against the 4* wall. This means that eventually every player will feel frustrated.
The Good
4) As players tend to stick to what they know best, they won’t explore interesting combinations.having the essential nodes and buffed character rotation, incentivise the players to try out. Some may feel that this is enforced, but I personally have felt like I learnt new combinations playing with different characters.
I feel that there needs to be some fundamental shift in terms of gameplay, to break out of the problems in 1,2,3. The Ultron pve sorta helps. The gauntlet also helps (since you only need to clear the node once).
So the question I have for the community is this, bearing in mind that (some) failures are essential for a game, which aspects of the game would you like to tweak to ensure player engagement?