I’ve seen mentioned that once a character you created hits the cap he can earn XP for other characters.[/QUOTE]
Similarly, I wonder what incentive players will have to continue to behave as ‘team players’ once they have capped out at Level 20. I feel that Splash Damage’s proposed answer is some combination of the following:
- “You can earn xp for your other characters (up to a total of 16) even after you reach the level cap for one (or more) of your characters.”
- “We assume that players want to win. Team play is required for winning in Brink. These xp-reward-heavy behaviours both promote and are examples of team play. We hope that by the time a player reaches the level cap of 20 that we will have taught/guided them on a number of relevant methods to ‘be a team player’. We hope that gamers embrace the spirit of team play that we have demonstrated to them.”
Based upon these assumptions and the inferred responses, the question really becomes:
[B]What incentive is there for a player to be a team player in every single game they play, if they:
A. are already satisfied with their existing customized character classes and don’t care about additional xp rewards as a result
B. don’t care to adere to teamplay principles at a given time and aren’t extrinsically penalized for losing a match[/B]
My understanding is that, at this time, there are no incentives to motivate such a player. That is, there are no extrinsic motivators in place. There is nothing riding on the outcome of the game. Failure carries no present or future consequence of punishment. Should intrinsic player motivation take over at this point, from the perspective of the Splash Damage developers?
In my view, instrinsic motivation is usually derived from seeking pleasure (or avoiding pain), and among gamers, pleasure may be derived from a number of activities that have little to do with accomplishing the team objective.
For instance, gaming can be an outlet for players to feel powerful. What is more powerful than delighting in the frustration of others as you team-kill them? or follow stealthy team members around shooting to reveal their position? or insult them via VOIP (VOIP is turned off by default in Brink)? The feeling of power comes from the fact that your team members have little to no recourse in retaliation… certainly none that aids them in achieving the supposed team goal of winning the match. I’m not a foremost authority in psychology specializing in videogamer behaviour, so that’s as far as I’m going to go with this little example. It’s just a collection of things that I’ve experienced in my history as a gamer.
The point is, that there isn’t any punishment for failure in Brink to serve as an additional layer of motivation for gamer behaviour. Examples of punishment for failure sometimes include decreases in leaderboard statistics and/or demotion in an ELO league rankings.
Brink won’t be featuring persistent leaderboards, to the best of my knowledge. Likewise, I haven’t heard of any plans by Splash Damage to implement an ELO-based matchmaking system. So there you have it.