How Do Puzzle Games Reward the Player?
Hello all. As you may note, I am a new member, and this is my first foray into the online community of game design - but don't worry, I waited an hour before posting!
TL;DR
I know this is a long post, and I apologise for the inconvenience, however, I feel that if I don't go all out and explain the whole idea, people aren't going to be able to provide relevant feedback. However, if you're pretty much a mind reader, the TL;DR of it is:
I'm making a puzzle action game that plays like Gauntlet, but uses a follower system like Dragon Age: Origins. The integral feature of this concept is that each follower is essential to certain puzzle and combat scenarios in the game. My problem, however, lies in player reward and character progression. I am struggling to find a way to significantly reward the player without classic RPG elements such as experience levels, skill upgrades and equipment.
To quote my last paragraph, "How do puzzle games reward the player? Other than items, experience levels or skill upgrades, what can I give to the player to make them better and more bad ass whenever they complete a puzzle, defeat a bunch of baddies, or rescue the princess? "How do other puzzle games achieve constant and significant rewards?"
Quick Description
Anyway, let's start at the beginning. My current game-design-love-child is a puzzle action game. It looks like Diablo III, plays like Gauntlet (played the new one yet? So good), but feels like Dragon Age: Origins, and is set in a Majora's Mask-type world (living, breathing world), with puzzles that are mostly optional (think latest Tomb Raider). Try to imagine playing as Link in Diablo III, except with Morrigan, Alistair and Sten available to trade places with you at the push of a button and a quick 2-second channel. As for gameplay, you'll use WASD for movement, LMB, RMB, shift and spacebar for abilities, E for interaction, and tab for bringing up a radial menu of followers in your party.
Each character takes an RPG archetype and attempts to spin it into something new and exotic with potential for fun. While a number of them have been heavily inspired by other games, I feel confident that the inclusion of these concepts in a completely different universe would be refreshing rather than tacky. To describe just a few, the acrobat has the ability to jump on top of people and shoot them full of arrows (Legolas style), the scientist can create portals in the ground to transport people and cause utter destruction for her enemies, and the necromancer has been possessed by a daemon and plays similar to Gnar from League of Legends. Hot tip: don't get her angry. Also, there's the wizard, who uses shift, spacebar and RMB to add a primal element into their spell, providing them a specific spell for a specific combination - think the Wizard from Gauntlet or a wizard from Magicka.
The 'Play as Anyone' Concept
But here's the kicker (and the source of all my problems, argh!): The player may start the game as one of three possible characters, each with their own personalities, skill-sets and play-styles. The characters the player doesn't choose for that play-through will show up in the game as followers, and the story will evolve dynamically around how the player interacts with them. There are way more than three followers in the game, but not all followers are available to the player on their first play-through. The others are locked, and must be unlocked within the game by completing their side-story. This varies for the follower, but may involve enlisting them into the party instead of someone else (who may also be a follower), or finishing the game with the outcome in their favour (one follower is particularly nasty, and would be quite happy to see the world destroyed if it meant he was better off for it).
Strengths
I am really in love with this concept. It seems to work seamlessly well with a two-player multiplayer feature, as the portion of the game prior to finding another follower would be the tutorial. The player's friend could join their game for some co-op campaign action at any point after the tutorial.
The concept also provides a unique twist on the old key-and-lock puzzle scenario. For example, as much inspiration as I take from the Zelda series, I can't help but twinge at Zelda's current layout for puzzles. Quickly do I tire of the old, Link traversing into a temple, exploring for a while, coming to several dead-ends that require a certain item to get past, eventually finding a mini-boss that drops that item, getting past previously blocked areas with new item, getting to the boss, and finally killing the boss with that item. Instead, imagine how much more immersive the story would be if Link were to find portions of the Fire Temple closed off to the public due to archeological dig sites, and by exploring the rest of the place, he were to bump into an archaeologist who had been kicked out of the operation due to a huge misunderstanding? Link could listen to his story, decide that helping the archaeologist is his best chance to get into the dig site and further into the temple, and help him out. Once his quest is complete, the archaeologist could join Link's side and have a skill-set that contains the necessary tools to get past the barriers and beat the boss. While still adhering to the lock-and-key principle, I feel that this concept gives the game a much better chance at being a medium for storytelling, instead of a medium for repeating the same mundane task several times over.
Even once out of the temple, the archaeologist could contribute to the player's journey in numerous significant ways, such as by expanding dialogue options, offering different styles of gameplay in combat, and providing a deeper understanding into the story. Perhaps this follower knows all about the history of the town that the story takes place in, and by talking to him, the player can find out all about it. I often enjoy transfer of information when it's through characters much more than I do when reading about it on loading screens, listening to it in huge, long, unskippable cinematics, or reading about it in in-game books (The Elderscrolls was great and all, but I didn't play it to read novels).
Look, I've only scratched the surface here, and there are plenty of other ways I can imagine the ability for the player to play as any follower is beneficial for gameplay. It increases replayability, provides a way for the player to pick their preferred play style, enables the game to offer increasing difficulty level through the characters the player picks, enriches the game with better storytelling, etc. If I were to go into it all, I'd never get around to considering the limitations.
Limitations
Unfortunately, there is a facet to game design that I have been stuck with for a long time now, and it's not a small consideration: character progression. Essentially, this is how the player is rewarded for playing the game. In my opinion, a good game that you can keep coming back to, has constant rewards and significant rewards. In Dragon Age: Origins, the player was constantly rewarded for just exploring the levels with blank vellums and random business ledgers they could sell for a tidy profit. They got significant rewards when they killed things, completed quests, etc., because they would level up, and be able to improve their stats (enabling them to wield better weapons), upgrade their skills, and unlock new abilities. In Skyrim, the constant rewards were similar, although somewhat too constant. The game would reward the player for killing things by giving them their entire inventory. You'd get to a point where all the swords and the shields and the 50 helmets and the carrying around 5 hammers just so you can make some cashola became just a bit too... menial. Although they did other constant rewards very well. For example, wandering around Skyrim, you could pick flowers and plants that you could turn into potions or poisons, encouraging the player to really get immersed in the game world. As for the significant rewards, the game awarded levels to the player for doing specific actions repeatedly: this meant that by just playing the game, e.g. attacking, getting attacked, talking to people, the player was rewarded in big ways.
Anyway, I have found an inherent problem with puzzle games, in that significant character progression doesn't seem to fit well with it. Typically, such a reward is done using stat and level progressions, skill upgrades, multiple tiers of items, or any combination of the three. Most RPGs tend to do all three to some extent, featuring an experience system, a skill tree, and a plethora of different items, possibly with item crafters and other assorted artisans. In my game, I have found that in order to keep the game uncomplicated, and allow the player to just focus on the storyline and the gameplay, there can be none of these. This is my reasoning:
1 - Puzzle Design.
Puzzles make a solid third of the game, which means they must feel good. Typically, a puzzle is a puzzle because it has one solution - the correct solution - and the player is tasked with finding it. In order to write a good puzzle, I need to know exactly what tools are at the player's disposal at the time of attempting the puzzle, in order to encourage them to use their tools in abstract ways. To this end, allowing the player to choose what equipment they wear and how it affects their characters puts an unrealistic expectation on them to appropriately equip their characters for the next puzzle. Immediately, equipment loses its appeal as a way to customise characters, and mixing-and-matching becomes standard as they must constantly have the right tool for the puzzle. This significantly limits the scope of the puzzle design.
2 - Character Customisation Not Necessary a Good Thing.
As previously mentioned, my game design does not use items for puzzles, combat or any kind of gameplay. Instead, it uses followers with unique abilities - the archaeologist can blow stuff up, the thief can pick pockets and unlock locks, etc. If the game enables the player to equip followers with different items, it's going to subtract from the uniqueness of their skill-set, essentially broadening how they play and making every follower able to play the same way, albeit with varying effectiveness. This, I do not care for in my game. Character customisation is great in most games, but in this, it's just going to deduct from each character's specialties. It's also not very immersive. Let's not go trying to give the little boy prodigy who was casting flames at age 4 a massive two-hander claymore, shall we?
3 - Counter-Productive Rewards.
Which brings me to skills. Considering follower skills are the bread and butter of the player's arsenal, I imagine upgrading those skills would be like having items specific to that player. If they were to be upgraded through repetitive use of that skill, the upgrade should not radically change how the skill works, otherwise all the puzzles involving that follower will be misaligned to the character's capabilities. I fear that if some puzzles need an un-upgraded skill to get through, as soon as the player upgrades that skill, the reward will be counter-productive to its purpose, and make the player regret playing the game in that way.
Basically, all of these limitations boil down to one overarching theme of considerations: how do puzzle games reward the player? Other than items, experience levels or skill upgrades, what can I give to the player to make them better and more bad ass whenever they complete a puzzle, defeat a bunch of baddies, or rescue the princess? Does unlocking new followers act as a significant reward, or should there be more? How do other puzzle games achieve constant and significant rewards?
The End
Thank you for tuning in to my wearisome wall of words, and I look forward to your feedback. I'm not necessarily looking for a supreme answer to any of this; you can just give me a nod that you like my idea, or a shake of the head that you don't, and that would be great as well
Also, if this concept has got you as captivated as it has me, I'd appreciate any ideas you may have about it! Even if it's just something you would love to see in a game like this, or something that personally would make you play it a whole lot more, I'm all ears.