I think the fatal mistake of ET:QW was forcing a mission down a person’s throat by default. At first it sounds nice that every newbie gets a mission and is not lost. But in reality, lots of them doesn’t care and will not care. Why does it bother me ? Because each time I pressed Tab or looked into top right of the screen I saw a lot of teammates apparently on a mission. Yet few or no one of them cared. I was never able to determine which players actually cared about missions assigned to them, so I stopped caring. Perhaps missions worked as a way to help newbies, but they sucked at telling me what other teammates were trying to do.
I think it would be better for missions to be opt-in: that is, no one is assigned to a mission by default. That way, only people who cared about communication or xp would enable it.
A bit of thread hijacking. Let’s talk about evolution of XP system in Splash Damage’s games.
Wolfenstein: Enemy Territory
Xp is introduced as an incentive to make players perform team-beneficial activities. Rewards are meant to be helpful, but skill should clearly trump them.
I think it worked well, with two exceptions.
First, balance of some rewards was bad. Infamous example was adrenaline, which halved all damage taken in addition to enabling unlimited running. Other rewards could be too weak. Some rewards were in theory nice to everyone, but helped medics much more than anyone else (+15 max health, extra ammo clip, extra grenade; medics were balanced by having low starting ammo).
Second, players could get xp rewards for taking care of minor objectives long after they stopped mattering (destroying footbridge after the door was blown up etc). It would just require more detailed scripting and more special cases to fix.
Anyway, never before W:ET I have seen so many players care about objective. I think it really worked, especially while the game was new. The rewards were mostly nice, but not overpowering. At the same time, you could get them without focusing too much on one particular role, you could even “graduate” in multiple classes in the same campaign. If you wanted to be “most highly decorated”, it encouraged switching.
Enemy Territory: Quake Wars
Just like W:ET, but with important difference I don’t like. Rewards needed a lot more xp, even after a patch that lowered requirements. Suddenly getting level4 Light Weapons required a Plan and a lot of dedication. (hitting enemy deployables with grenade launcher) It started to feel like grind to me.
Brink
Persistent rewards.
One of design goals of W:ET rewards was to make them only temporary and not very strong, and I think they succeeded. Temporary rewards mean level playing field.
Brink throws W:ET wisdom out of the window. It’s not a secret to anyone familiar with MMORPGs that they’re so succesful because they reward mediocre players. Any mediocre player can get to max level with time. Today, MMORPGS reward mostly patience and dedication of time. Few or none of them reward skill. Most likely, a player with high level rewards in Brink will just mean a lot of patience, not a lot of skill.
I don’t like that. In theory, I could see ways to make xp growth strongly dependant on skill and performance, but I doubt that’s where Brink is going. I think the rewards are a nod to mediocre players. Unless, perhaps, all reward gadgets require high skill to use… and we know Brink is a console game with PC port.