Risk and Reward
Risk and Reward is one of the strongest tools in a level designer's tool chest, however it is often forgotten as designers build levels. Some of the benefits of Risk and Reward is that it can turn a bland level into something much more powerful by presenting the player meaningful choices. By allowing the player to make the choice to take upon risks and challenges to receive the reward, you create more meaningful gameplay. This tool should be used in both multiplayer and singleplayer levels to enhance gameplay.Risk and Reward is a meaningful choice to better the player's advantage upon successful completion of a challenge. A task that requires the player to continue by overcoming a challenge is not Risk and Reward, though it is often good level design. Risk and Reward is not necessarily allowing the player alternate path within the environment, however giving the player choices in his environment is always good level design.
There is a difference between choice and risk / reward. Normally choice within the environment can be presenting the player with a decision with more than one equal outcome. For instance in Bioshock, some environments allowed the player to go in many directions, however all the paths led to the same ending. Risk and Reward is a more meaningful choice, this choice however leaves the player stronger than before he was presented the decision. If the designer removed the risk, the path to the reward would be the obvious outcome every time with the players.
To have a successful Risk and Reward, some steps ought to be followed to make it more meaningful. Present the choice to the player clearly. Visual noise can often clutter the intended message to the player. Extra props and shadows can hide the Risk and Reward. If the player does not clearly see the possibility and reward, the meaningful choice is not there. Balance the risk. If the challenge is too hard, the player will likely ignore the reward. Or worse, if the player is constantly failing he will be breaking his immersion through frustration over the game. Players need to have a fair chance to succeed. Give a competitive reward, matching the state and challenges of the game. If you are giving a close quarter weapon upgrade when he is defeating enemies from a long distance, you are inappropriately rewarding him. Likewise, giving health packs to the player when he is in the middle of solving environmental puzzles, does not efficiently reward him.
Looking around at my game library, I can identify successful examples designers have used to create Risk and Reward. Some generic ideas are chasms. Threatening the player with falling to his death if he does not succeed is often a solid choice. The designer does not need to cheat the player with random events causing the player to fall. In Halflife 2, the player was presented with crawling under a bridge. After getting final art integrated with the level, they found that play testers had a sense of vertigo making them take their time to overcome the challenge. When the player falls to their death on their own, they do not get angry with the developer. Instead, they challenge themselves to do better next time.
Other than chasms and deep falls, designers can set up areas where the player has to expose themselves to enemies to gain the reward. Some adventure games use the elements, such as fire, to create timing puzzles the player must get through to recieve the reward. There are many creative ways to introduce challenges for the player. As long as the reward and risk are clearly communicated to the player, you will have a meaningful choice for the player.
This particular multiplayer map is a great example of Risk and Reward. This game type does not allow the player to respawn if he dies. Players must rely on Medics from the team to keep players healed. In the event that the team is not sporting any medics or all they are all dead, the players still have the opportunity to grab a 'health pack'. The player is required to balance on a log over a chasm to get the 'health kit'. If they fall, they fall to their death. Quickly players leaned of emergent strategies. Pyros can light opponents on fire and encourage them to risk their lives to trying to heal themselves.
In Farcry's singleplayer, enemy AI will investigate break out fires. While this is a good advantage for the player, fire spreads in the environment and is influenced by random winds. The fire is also able to light the critical path on fire. Fire easily destroys vehicles the player may need later to quickly travel. While there is a distinct advantage, the player has to weigh his options and choose what is best for him.








Let me begin by saying that I really wanted to enjoy this game for its promising Level Design and revolutionary 1st person camera. If I had only played the first five chapters, I certainly would've left the game with an amazing sense of achievement and reward. Since I chose to turn off 'Runner's Vision', which highlights the suggested player's path, my sense of accomplishment was intensified. Sadly, the last four chapters left a sour taste in my mouth that made me question both the Game and Level Design decisions of Mirror's Edge. Despite the frustrations of the latter part of the game, the design felt solid and successful in the early chapters.

