So how do we handle experience point
(XP) awards in Solar Echoes? We wanted to make sure that combat was
still fun and rewarding, and yet we didn't want the focus to always
be on killing everything that moves. Our goal was for Solar Echoes to
be a mission-focused game, so that players would strive to work
together on a team to accomplish the goals of the mission as the top
priority, rather than worry about racking up XP to level up their
characters. We actually borrowed a little from the Bioware concept
mentioned earlier this week, where we decided NOT to award XP for
killing something, unless
killing a specific target was an actual mission goal (sometimes it
will be, in assassin missions.) In the end, the result was much more
successful than it would be in a video game environment—rather than
just weave around enemies to avoid battle if there was no XP award
for killing them, in a tabletop environment, players had to make
choices. Can they handle a combat situation with the enemy, or would
they rather try to outsmart the enemy with clever persuasion attempts
in a dialogue encounter? Perhaps sneaking past the guards would be
the best option, or if the guards are robots, maybe hacking them into
submission would be the best approach? In Solar Echoes, we reward XP
for innovation in the game and for achieving preset goals. At the end
of every mission, XP awards are listed for each mission goal. If the
goal was to defeat the gang of pirates and retrieve stolen firearms,
“defeat” doesn't only mean killing—it also includes bypassing
and outsmarting.
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