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OPINION<br />
BATTLEFIELD:<br />
BAD COMPANY 2<br />
Bar<br />
Fight<br />
KEN LEE on why<br />
multiplayer levelling<br />
unlevels the playing field.<br />
There’s a trend in online<br />
multiplayer games that I’m<br />
gradually getting tired of. I’m not<br />
sure how much longer I can deal with<br />
games that have persistent character<br />
progression and levelling. I’m not<br />
talking about MMOs, but rather<br />
games in the same vein as Call of<br />
Duty: Modern Warfare.<br />
When Modern Warfare was<br />
released in 2007, it felt like a breath<br />
of fresh air. It depicted war in a<br />
modern era. There were locales that<br />
mirrored current real-world places,<br />
and you could use current weapons.<br />
But the persistent character<br />
levelling in multiplayer was one of the<br />
most innovative things that Modern<br />
Warfare accomplished. It was one<br />
of the first games that combined<br />
an online shooter with character<br />
progression in an accessible manner.<br />
You could jump in any selection of<br />
game modes, and earn experience<br />
towards unlocking better weapons,<br />
gear and perks.<br />
There was nothing like this<br />
before. I was excited about this<br />
brand new way to play. Suddenly, all<br />
those deathmatch sessions meant<br />
something. There was something to<br />
achieve, something to strive for. It<br />
wasn’t just about your score or kill/<br />
death ratio in inconsequential games<br />
that were forgotten once the timer<br />
ran out. You worked and earned<br />
your way upwards, and you had the<br />
trophies to prove your veteran status.<br />
But every innovative idea<br />
eventually gets co-opted by everyone<br />
else, regurgitating it over and over<br />
until it dies a million deaths. Or so it<br />
felt to me, when other games started<br />
to incorporate persistent character<br />
progression into their online<br />
multiplayer components. Games<br />
such as Medal of Honor, Battlefield:<br />
Bad Company 2, Transformers: War<br />
For Cybertron and Assassin’s Creed:<br />
Brotherhood all copied the Modern<br />
Warfare model.<br />
This trend of character<br />
progression normally wouldn’t be<br />
a problem. I’ve taken my fair share<br />
of enjoyment out of these games.<br />
I’ve spoken at length previously<br />
about the number of hours I’ve<br />
sunk into Battlefield: Bad Company<br />
2. I can also understand why game<br />
companies implement such features.<br />
The second-hand game market is one<br />
that publishers and developers never<br />
directly benefit from. Encouraging<br />
gamers to not only buy first-hand,<br />
and hold onto those games is in the<br />
best interests of the developers.<br />
But it does mean that each game<br />
demands a huge time investment<br />
30 www.pixelhunt.com.au<br />
JANUARY 2011