

The dramatic re-balancing patch for Dawn of War II (read all the nitty gritty details here) adds a new menu option from the main screen labeled "Last Stand". Click it and you'll see three brand new heroes, fresh out of the Warhammer Hero Academy and rarin' to go. They all have that level 1 gleam in their eyes and a couple of bits of equipment to choose from.
When you go online, you'll be matched with two more heroes (Last Stand is always and only played with three heroes at a time). Your task is to stay alive while waves of enemies roll into the arena. There are two capture points in here, each of which adds x3 to your scoring multiplier. As you stay alive, a survival multiplier increments with each wave, resetting as soon as someone dies. Finally, there's a multiplier that counts down over time, encouraging you to hurry up with the killing. The point is points. Each kill, modified by the multiplier, improves a score shared by all three heroes.
When one of the heroes die, a buddy can resurrect him. But when all of you die -- and all of you will die -- your score is converted into experience points. As your hero levels up, he unlocks new pieces of equipment and new skills. For the early levels, there's very little variety. But as you advance, you'll get more options for how to equip your character.
Last Stand brings to Dawn of War II the same co-op gameplay as Gears of War 2's horde mode, Halo 3: ODST's firefight mode, and Uncharted 2's co-op survival mode. It highlights how effectively the developers at Relic have created an RTS that supports the same action-oriented gameplay as a shooter. But it has an extra ingredient that reminds me of Resistance 2's under-appreciated co-op mode, which also featured three types of characters who leveled up and unlocked new powers as you played. In an insidious touch that shows developer Relic knows how powerful that RPG hook can be, the post-game screen for your hero always shows you the next piece of equipment you'll unlock. It's like a small strong voice inviting you to play again because you've got a treat coming.
By fizzbang at 1:40 PM ON 10/15/09
I've been arguing for a while that even though the "level up" mechanic came from RPGs, it can and should applied in some fashion to any game in any genre. It's a perfect solution for one of my personal design mantras: "Never Waste The Player's Time."
With a slow-but-persistent system for player/character rewards (through XP, reputation, unlockables, etc), you make sure that any time the player spends playing your game is rewarded in some way. It minimizes players' frustrations at failure, because at least they made tangible progress towards the next reward, and it promises dedicated players a benefit for their time investment.
Furthermore, it also provides a boost to the player's power level and artificially increases their progress up learning curve, which is shown to be one of the more common sensations of fun for players. Of course, player skill still has to be the strongest determinant to success, but skillful players will be able to leverage the most out of such a system of leveling.
By Tom Chick at 2:09 PM ON 10/15/09
Well put, fizzbang.
Your comment about rewarding player skill makes me think of the score multiplier, which is an aspect of arcade games like Geometry Wars, Burn Zombie Burn, and Zombie Apocalypse. It's challenging enough to just survive. But a player's skill is definitely rewarded with a higher score when he can also maintain a high multiplier. The new Last Stand for Dawn of War II does this very well.
By Dangerman at 2:09 PM ON 10/15/09
I would agree with Fizzbang's comment. Take driving games for example. I'm not a super fan, but if I try one that has unlockables where you can buy or win, upgrade and sup up your car, I will enjoy it moreso than a game where you just buy a new car and that's it.
Looking back in video gaming history, some of the first games I played, loved and still remember are the ones with character progression. Metroid, Kid Icarus, Dragon Warrior. I played many games, but the ones with depth were responsible for my longterm interest in gaming.
By someone at 3:10 PM ON 10/15/09
This sounds like 'Stonewall', the survival mode in Relic's other and better RTS game, Company of Heroes: Tales of Valor.
By mutait at 3:12 PM ON 10/15/09
Re: Fizzbang's comment, I'm having a great time right now playing the My Player mode in NBA 2K10, which essentially works like a pro-sports RPG with skill points instead of XP and games and drills instead of combat and quests. I've seen it done in other Sports games, and it's a little difficult and buggy, but it's also really fun. I find myself thinking about my "character" and his progress and story much like I would in an RPG. Yay, unexpected hybrids!
By Seanbtwo at 5:56 PM ON 10/15/09
Does anyone know if there are any plans to release new races for this game??? I was very dissapointed to see Chaos almost totaly cut out of this game...
By Mr. Tinned Peach at 12:28 PM ON 10/16/09
@ Seanbtwo: Yes, Chaos will be in the forthcoming expansion pack, Chaos Rising. Due out Spring 2010.
I'm loving The Last Stand, despite how hard it is. I've only made it to Wave 10. :(
By Geoff at 2:20 PM ON 10/16/09
Dangerman mentions Metroid, which has one of the most compelling implementations of that character progression, because the "power ups" don't just add +x% damage to your pew pew, they allow demonstrably improved action. Double jump. Bombs. Freeze ray. New stuff that does new things.
This also has the added benefit of introducing gameplay options gradually, so you get a chance to master each element as you go along, without feeling overwhelmed at the beginning.
Geoff:
Dangerman mentions Metroid, which has one of the most compelling implementations of that character progression, bec...More »