
Issue #31 - 03 October 2009
Risk Versus Reward
Written by Xela
You are fighting the strongest ship in the galaxy. The biggest, most powerful ship ever built. You and two friends are climbing over the outside of the ship in your most expensive battle mechs, in a daring attack plan that could leave any or all of you as cinders in the interstellar wind.
The three of you crawl up towards the weak point that you recently identified after spending a lot of credits on a schematic and the designer's bribe, the weak point where a well aimed and expensive plasma bomb can burn through to the reactor tubes and cause a fatal overheat. Suddenly, your friend's cloaking shileds fail, and he becomes visible to sensors for a moment. All hell breaks loose as the capital ship activates all the hull defense autoturrets and obliterates your ally's craft before starting a scanner sweep that will reveal your exact location in a matter of minutes.
There's no time and you'll never make it out of the system before the long-range weaponry locks on and blows you into dust. The only chance you have is to pilot your mech over to where you ally's craft left a gaping hole in the outer armour - its plasma bomb exploded and left a new chink in the behemoth's armour: an exposed conduit that if disrupted will cause the main engines to overheat.
Quickly, you ram your plasma bomb into the area surrounding the exposed conduit and signal to your friend to get the hell out of there. He doesn't make it, as the capital ship's scanners pick him out and obliterate him - their final act before the bomb detonates and the reactor begins to overload, shutting off power to the entire ship and yet not preventing the meltdown that devastates the dreadnought.
You're the only one of your group to survive, but you did it. You destroyed the strongest ship in the galaxy. Now, time to collect your booty: one picture of a space pie (very interesting, a picture of an invisible object) and a strawberry cheesecake...
It doesn't sound right, does it? When we play MMOs, we expect the rewards for our actions to be in line with the risk or effort we put into them - whether it be killing a huge monster or cutting a lot of trees in RuneScape. If a chicken gave the same drop as fighting the Kalphite Queen then there'd be a lot less dead bodies in the Kalphite Lair!
The balance of risk and reward is very important in MMORPGs, and balancing is a nightmare for any QA team. If an update is too difficult, then nobody will attempt it and it will be shunned into obscurity. If an update is easily exploitable for XP rewards or vastly powerful items, then that skill can be devalued or the market prices for competing items can be completely destabilised. Who still trains thieving using pickpocketing, when there's the lovely speed of Pyramid Plunder or blackjacking? Who still uses dragon weapons when godswords are available for rent easily enough? Equally, if we were still using rune weapons as the best in the game, a lot of us would have become bored a long time ago. It all falls down to how rewarding an update is compared to what we as players have to put in.
Apart from bugs in updates, changes to the risk and reward involved in popular activities (especially PKing) get the RuneScape community talking like nothing else. Mainstream PKing is a high-risk game, and tiny tweaks can cut off some people's methods of making money, as well as providing hidden pitfalls where the unwary can lose millions. That's on top of a play style that is at the end of the day very heavily influenced by pure luck. It's the sharp end of the scale when it comes to risks in RuneScape, but the rewards are great and a skilled PKer with lady luck on his side can amass a vast fortune that a skiller could never hope for.
That's not to say that everyone has to be a PKer to see the scale of risk and reward in motion, and certainly most players choose to stick to skills instead. As Olifers said, "in an MMO not everybody wants to play in a multiplayer environment. Most MMO players, they like the multiplayer environment, but solo. " (Source) While the riches you can gain in a day are considerably lower as a skiller to a PKer or even a slayer, the risk of death and losing your hard earned items are very much lower, and a lot of skillers play for XP and levels which can never be lost.
So, how does this all relate to MechScape? Well, with the mystery non-grinding mechanic, combat and boss fights may well make up a lot more of the game. The story I wrote about mechs climbing over a giant ship? There has actually been a Jagex job posting looking for an animator to make models for boss fights on massive creatures. (Source) Of course, this means that if there is more combat, then Risk and Reward will take a bigger role in the game as it is in combat areas where there is actually something fighting back at you that it becomes more prominent.
Without an XP count, it is possible that our skills themselves could be at risk if we die, thus making high level combat situations all the more dangerous - you can go into dangerous situations without your best armour on, but your XP always stays with you and is so always at risk. For example, if MechScape follows a skill tree for progressing your character, a death could set you back a few tiers.
However, regardless of what skill progression system MechScape uses, getting the crucial balance between risk and reward will be a tough nut to crack for the QA team at Jagex, and it's likely that combined with evening out the species, getting these various balances right is the "polishing" that MechScape needs before it is released. In fact, in an interview with Eurogamer, Olifers says "We constantly playtest the game, invite people to help and run focus tests to find out what they like so we can adjust." (Source) which sounds a lot like Jagex are trying to find people's views on the balance to perfect it before the game is released. This is probably a good thing as it could be fairly catastrophic if one strategy or race had an obvious advantage at the start of the game; the majority of players would probably pick up on it quite quickly and the future demographics of the game would probably be skewed for a long time.
So, what do you think? What are your views on risk and reward - would you go into a combat situation if your hard earned XP was at risk? Do you agree that it's a good reason to hold MechScape up? I'd love to see your views.
~Xela
MechScape and Community News
Name Changing Feature Released
The new name changing feature has been released across all Jagex products. (Read more)
Previous Issues:
MechScape Post #30: The Tale of ThirdScape
MechScape Post #29: Competitiveness in MMORPGs and Real Life
MechScape Post #28: Jagex's Technology Capabilities
MechScape Post #27: A Mech Called Murrie
MechScape Post #26: Solo Play Versus Team Play In MechScape
MechScape Post #25: MechScape and the 4X Genre
MechScape Post #24: MechScape and its future competition
MechScape Post #23: Jagex's use of Social Networking Sites
MechScape Post #22: Basics of the Four Playable Species
MechScape Post #21: The Mecherican Dream
MechScape Post #20: Desert City Art Review and New Beginnings Review
Footnotes
Contributors: Brenden, Ren (Content Research Team); Max, mike470, Xela(Writing & Editing Team).
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.