Although I'm about 11 months late,
I have finally entered the modern age and started playing Mass Effect 3. I dove straight into the multiplayer last weekend
and was greeted with near-PTSD severity flashbacks.
The multiplayer itself isn't bad. You and up to three other players fight to
survive increasingly powerful waves of opponents, using many of the powers and
abilities available in the single player campaign. Even with a few powers at your disposal, it doesn't really feel worthy of the “Mass Effect” name (the overall vibe feels
much more fitting for a Call of Duty title), but there’s nothing intrinsically
wrong with the basic structure.
What caused my initial impression
to be generally bad was likely overreaction, but it came about because this
multiplayer experience combines two questionable
trends in the modern gaming world. Each
trend has the potential to add something spectacular to an online game, but it
must be handled carefully to avoid obliterating the experience.
Leveling in Multiplayer
The most obvious instantiation of one
of these trends is the existence of multiplayer levels. In each match that you play, you gain some
experience towards unlocking more potent powers. It makes sense in the context of Mass Effect,
where a character’s innate skills grow more powerful with experience, but in
other games, it doesn't fit with the narrative quite as well (assuming there is
one).
What really frustrates me about
multiplayer levels is the fact that, in many cases, a low level player simply
can’t compete against a high level player.
This issue is particularly relevant for competitive multiplayer games
(Call of Duty again comes to mind), where a level disparity translates to
better weapons and perks for others to use to kill you. It gives new players a bigger barrier to
overcome to enjoy the game; not only do they have to overcome the experience
gap, but they must also deal with fewer in-game benefits.
What’s worse is that these
leveling systems tend not to reward skillful play, at least not in the long
run. While it’s true that you will get
more experience points for better performance, many of these games will give
you points just for completing a match.
During the first few days and weeks after a game’s release, these levels
may accurately reflect a player’s success in-game, but they quickly become a
measure of how much time a player has dedicated to online play. Contrast that with the ladder system in a
game like Starcraft 2 – when you lose a match, you lose points, which can drop your ranking. After a brief stabilizing period at the start
of each season, those ranks are pretty accurate representations of players’
relative skill levels.
These issues become less damning in
a cooperative game, like Mass Effect 3, but they may still deter newer
players. When I started, I had a tough
time killing any enemies or even surviving their onslaught, but I would see my
teammates trotting around the stage destroying enemies with ease. It was definitely a frustrating experience,
but not nearly as frustrating as if I had been facing off against those trotting masters of destruction.
But, then again, Mass Effect 3
does some things to implement this system well.
First and most excitingly, the points you gain towards a new level are
shared among all members of the team. You
don’t have to worry about kill-stealing or trying to outperform your
allies. Instead, the game rewards a
successful team, so that barrier for
new players gets smaller at a much faster rate.
Mass Effect 3 also does something
impressive in terms of the unlockables that you earn while leveling up. The biggest problem with in-game advantages
based on player level comes from the fact that, in many of these games, you
must reach level 37 before you can use this awesome weapon or ability. On the one hand, it may motivate some players
because they want to melt faces in the same way, but on the other hand, it can
be downright degrading.
Ideally, I’d say that level-based
unlockables shouldn't have effects on the game itself. Superficial unlocks like new weapon skins or
new character models would allow players to show off their high level without
also crushing low-level players even more easily. The next best thing would give players points
to unlock items or perks of their choosing as they level up (last summer’s
Hybrid is an example). That way a player
can tailor their unlocks to their particular play style; if you like using
shotguns, unlock all the shotguns by level 10 and be set for life. This sort of system gives high-level players
an advantage because they have more options, but it doesn’t force low-level
players to conform to the developer’s whims.
Mass Effect 3 uses this system, following the course of the series’
campaigns, as you get skill points for each level and can allocate them however
you want. That small bit of control over
your unlockable skills makes a huge difference in the overall feel of the
leveling system.
To this point, I haven’t mentioned
the weapon system in Mass Effect 3’s multiplayer. There are, of course, a number of guns with
different statistics available, but you don’t unlock them as you gain
levels. Instead, you use the other
recent gaming trend…
Microtransactions
An increasingly common tactic in the development of online
games is the use of microtransactions to allow players to purchase in-game
items for small sums of real-life cash. In
many cases, the game itself will be free-to-play, but you can buy new gear or
abilities to give you an edge. Perhaps
the most infamous example is the free-to-play MMORPG MapleStory, but the more
recent MOBA genre has followed suit (League of Legends is likely the most
popular, and Happy Wars is the most recent).
This trend terrifies me, as it allows players to bypass a
large chunk of the game for a price. It’s
like buying cheat codes, which is fine by me if players want to affect their
single-player experiences, but giving an advantage to the player willing to
drop the most money on a multiplayer game is disturbing.
There are obviously varying degrees of in-game impact. Some of these cash items are purely
superficial, like special hats or color schemes, and I have no problem with
those. Some allow you to unlock items
earlier than you might ordinarily earn by playing the game (by gaining levels,
for instance); my distaste for this system is directly proportional to the
difficulty of obtaining the items through “normal” play. Occasionally a game will even give you
otherwise unobtainable buffs (Happy Wars does some of that). I’d say that one is universally terrible.
Mass Effect 3 uses one of the tamer microtransaction methods
out there. The in-game mechanic uses
credits; you earn credits for completing missions, and then you can spend those
credits to buy item boxes. These item
boxes contain random items, including consumables (like medkits) and new
weapons and characters, with more expensive boxes containing rarer goodies.
If you’d like, however, you can bypass the credits
altogether and shell out a dollar or two to get one of these boxes. It’s not terribly offensive because you can
earn enough credits for the most expensive box within a couple hours, and it
would cost you $3 to buy it, so it’s not skipping too much game time to get
this bonus now. It’s also not a sure thing; you’re gambling,
just as if you spent credits, so buying the boxes doesn't afford a huge
advantage. Of course, that’s not to say
that I like the system as it is (I think the boxes should have been a little easier to come by in the game, or
they should have had a slightly better selection of loot), but the
microtransaction part of the deal isn't egregious.
Basically, Mass Effect 3’s multiplayer component does some
things that initially make me cringe, but it does them about as well as is
possible. Many other games take these trends
to silly levels, and I fear for the day that games take leveling and
microtransactions to their extremes (“pay $5 to reach level 2!”), but with some
clever design, I think developers can use these systems to enhance players’
experiences all around (or at least not to affect their experiences). As with many things, though, it’s easy to
screw it up. Here’s hoping the easy
cash-ins and high-level-preferred competition don’t become the industry
standard.
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