When designing Bulletstorm (2011), People Can Fly applied a unique
combination of emergent game play elements and progressive level design in an
attempt to encourage maximum engagement with a majority of audiences. Through
in depth examination of the Skillshot mechanical system within Bulletstorm in
regards to reward systems and flow theory, the strengths of Bulletstorm’s
design and how it differs from other similar games in terms of level design and
theoretical engagement can be examined.
Due to the complex nature of video games, designers must balance complex
rule based systems which allow emergent gameplay with natural, flowing
experiences. These two elements are known as “emergence” and “progression”
(Juul, 2002). Juul further defined emergence as relatively simple rules which
allowed for a large number of variations and progression as sequentially
ordered pre-designed challenges. By integrating both emergent and progressive
features in game mechanics, Juul suggests that designers can more effectively
create a balance between complexity and simplicity.
People Can Fly can be seen to use both emergence and progression within
their design of Bulletstorm. While the overall level design is very
progressively structured and similar to similar contemporary franchises like Gears of War or Halo, the
familiarity allows players quickly acclimate to the game world and serves to
further highlight the games emergent “core combat loop” or Skillshot system
(Chmielarz, 2010, 2011). The Skillshot system provides players with a small
number of set tools to use, and rewards them for combining these tools in
different and imaginative way. By rewarding players for trying different
combinations, Bulletstorm also create a highly positive feedback loop within
their game, but avoid any potential negative side effects as the Skillshot
system does not directly affect the game’s progression and players will always
receive at least a few points per enemy (Salen & Zimmerman, 2004; LeBlanc,
1999).
In-game reward systems are an effective tool for motivating players
within a game world and are, in many cases considered a necessary component for
player enjoying, as without reward systems players don’t feel like they are
accomplishing anything during play (Salen & Zimmerman, 2004). While there
are many different methods of rewarding players, some of these systems can be
broadly classified as glory, sustenance, access or facility. Glory systems
reward players with points or trophies that generally have no direct effect on
gameplay, sustenance rewards give players resources or items necessary to continue
the game. While access rewards simply allow players to progress to new levels
or areas and facility rewards allow the player to improve their character,
usually by enhancing player abilities or by adding new skills (Salen &
Zimmerman, 2004; Hallford & Hallford, 2001).
Though the research on reward systems focused mostly on role playing
games, Bulletstorm’s Skillshot system can be seen to operate in a similar manner;
as the system integrates multiple reward systems into its design. The Skillshot
system most notably combines a glory reward system of scoring player’s for
kills with aspects of sustenance and facility rewards by allowing players to
unlock new weapons and to purchase ammo throughout the game by using there
accumulated skill points. This use of score as a currency system is ultimately
used to make the system more compelling, encouraging players to experiment with
the systems and rewarding originality ensures that most players will experience
at least a range of the different emergent elements.
This focus on
engagement through an expansive reward system is ultimately a key component
within Csíkszentmihályi’s flow theory when applied to video games. Simply put, flow
is a mental state found in the correct balance between the level of difficulty
in a task and the ability of the player (Csíkszentmihályi, 1996). By ensuring
that a player is never so overwhelmed by a challenged, resulting in anxiety and
frustration, or too skilled for the situation, designers can increase the
appeal of their game. Rewards and feedback also form an important aspect of
flow by allowing designers to expand the range in which players will experience
the flow effect. If a player is feeling overwhelmed by the situation in game,
by adding positive feedback, glory rewards or sustenance rewards designers will
be able to offset negative emotions (Sun & Wang, 2011).
Bulletstorm’s Skillshot
system design directly contributes to the flow of the game in this regard. By
giving players more points for imaginative techniques and encouraging players
to try new methods of defeating enemies, with the promise of more points for a
new method than for repeating an old one, Bulletstorm makes it more difficult
for the player to become too skilled and therefore bored of the game. Feedback within
the game also forms an important part of the flow of Bulletstorm. The
instantaneous scoring in Bulletstorm forms an instant feedback loop with the
player by providing players with a score for each enemy; the player is less
likely to find the engagement to challenging. Finally, the positive emotional
affects of feedback (both accumulated feedback and instant) can serve to
prevent players from losing interest in the game through both anxiety and
boredom.
After examining the Skillshot system within Bulletstorm it is clear that
combining emergent gameplay elements with progressive level design allows
players to quickly accept and adapt to the game by providing a familiar
environment to ground players while providing a large range of expansion for
players to explore through the Skillshot system. This system, along with
Bulletstorm’s unique combination of normal reward systems encourages flow
within the game and provides an experience more likely to resonate with
players. The Skillshot system therefore provides Bulletstorm with a point of
difference from its rival combat based games, which mostly focus on progressive
elements like large scale, set piece level design and “realistic” combat to
express a narrative (Modern Warfare 3, 2011; Gears of War 3, 2011).
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