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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

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