As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Monday, July 7, 2014
Experience Rewards in RPG's (part 1)
The traditional model for RPG-type games is to reward “experience points” for killing an enemy. In video games, it is common to see a system designed to present increasingly difficult enemies that are focused on killing the player's character. If the player defeats one of these enemies, a certain number of experience points are rewarded to the player's character for that kill. Once a pre-determined number of experience points are earned (usually this is represented onscreen by a progress bar or number,) the character in the game “levels up,” earning new rewards and abilities. This design works very well, and the carrot-on-a-stick approach of these rewards encourages the player to keep playing, slaying hordes of enemies to level up and make his character more powerful, usually so it is easier to slay hordes of enemies. Of course, as the character progresses through the game, the enemies become tougher to match the character's level, so it is a perpetual drive forward and challenge until the game is solved. However, is this formula the only way?
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