Persistent stats are an integral part of any game, and electronic games are no exception. However, a key evolution in video games is that permanent stats are implemented in the hopes of supporting both publisher’s and designer’s contentions that the game has a long play life, rather than simply analysing play results, as used in other types of games. Since long play life is a key sales feature of video games, persistent stats become an important marketing tool.
From a marketing perspective the longer a player is engaged, the better for the longevity claim. Simply put, the more hours played, the stronger the claim. However, using hours played as a key ranking stat, would be too obvious. A less obvious measure is needed. Points, instead of hours, can become a thinly veiled but effective alternative. First, points can allow some variation from a simple hours tally. More importantly, it is obvious that the longer a player plays, the better a player becomes and the more points a player acquires. Hence, points can be legitimized. Rank is the name of this legitimacy, or so, that is the marketing contention.
Whether or not the marketing contention itself is legitimate depends entirely on how the stat system is designed and implemented. And it may be in the design, and not the implementation that the problems in ETQW permanent stats rest.
As can be demonstrated, the stats system, as implemented, does not support the premise that the better the player, the higher the rank. Several key reasons why this is so:[ol][li] ETQW contends that objectives are at least, if not more important than points. Yet, in a typical player point tally, points from completing objectives accounts for only about 10% of the tally, yet points determine rank.
[/li][li] Points are not aligned with how difficult it is to obtain them. That is, some points are more difficult to get than others, yet that difficulty is not reflected in the tally.
[/li][li] There exists an ability to manipulate the game dynamics to maximize points at the expense of other, possibly more important, game elements.[/ol]
[/li]To get the discussion started, here are three, of possibly many, solutions that might work:[ol][li] If completing objectives is more important, assign 10x the current number of points to objectives completion[]Infantry kills are much harder than vehicle kills, so assign 5 pts per infantry kill and only 1 per vehicle kill.[]include stats such as: Number of TKs of Team-mates Working On An Objective (to prevent TKing just to personally complete the objective)[/ol]
[/li]This thread can hopefully explore these issues further, identify key characteristics of good stats, discuss how to fix bad aspects, and possibly show how future systems can benefit from these insights.