There has been suggestion, ever since their introduction, that trophies and achievements should add some sort of value to the games they are attached to. Idea’s like each platinum or one thousand gamer score of a game should garner you a few dollars in store credit. Others have been looking for something a bit less monetary, seeking stuff like themes, costumes and other in-game goods.
There have been many games that do this in some fashion, such as Dragons Crown and its artwork after completing levels and quests, Halo and Gears of War giving you avatar helmets, shirts and other accessories as well as many games now a days giving you pre-order skins, weapons or themes for your console. Before we jump into, what I consider to be, the positive aspects of Ubisoft Club lets take a moment to reflect on how Uplay was the first incarnation of their system and how god awful it was.
Uplay, Ubisofts attempt at DRM, launched way back in July of 2012. While initially it was being touted as a distribution service, similar to Steam or EA’s Origin but it was quickly found out that Uplay was actually Usucks. As a DRM service it quickly became clear that Ubisoft were more focused on trying to control the experience as well as compete with the previously mentioned services as well and just as quickly as the DRM aspect was found out its user base found the service to be incredibly poor.
Not all was lost however, as Uplay introduced, and ultimately became the system I want to talk about here today which is Ubisoft Club. To give a bit of context, Ubisofts Club program which tracks, if you are signed up, your games progress across multiple platforms. As you get trophies or achievements within the game or complete in-game quests or challenges. What does this do for you? Well it gives you an app currency call units, which allows you to purchase in game items. Examples are things like gun skins for Rainbow Six Siege or character costumes in South Park: The Stick of Truth. Like stated above, there has always been a drive to see our trophies or achievements reward the player in some stance, and while it would be nice to see a monetary value I highly doubt that will ever happen. What I can see becoming the norm across all gaming platforms is something like Ubisoft Club, let me explain why.
First off, lets talk about the potential negative aspects for a system like this being implemented across all platforms. The immediate though it sectioning off content from the main game to use for this system, much like some believe DLC content is being used. To be fair we have seen companies play on both sides of this fence and some of the less scrupulous one would opt to take the easy way out. Another aspect of this is watered down versions character creators or customization within the game as the developers would want you to play through as much of your game to unlock these options.
The other potentially negative aspect of this system is the cross-pollination rewards from the same developer. Ubisoft already does this as when you are going through one game, such as The Division, you see rewards for being a part of the alpha or beta for that game as well as having a copy registered of another game, such as Rainbow Six Siege in this example. Some may consider this to be a moot point, as you could make the argument for, “If I don’t want the game, I won’t buy it” and that argument is valid. However I do have the worry that this point couple’s in with my first point on sectioning off the best content to these essential pay walls.
Considering all of the negative aspects though, I personally think there is potential for this type of service/system to be a net positive overall. Obviously, if you don’t care about the cross promotional items then not having them will be a moot point, which goes double for customization options in general if that is not an important feature to you. What I think could be the driving force behind this however is the ability for each dev to give more to the players without really raising the costs of their development.
There is obviously the initial investment of setting up this Club type system but once that is in place on one game, you can start to streamline the process across all your other titles. Giving your players who beat the single player campaign of their game a new character skin or weapon skin is just a small piece of the picture. You could include themes or wallpapers. If you want to move away from Collectors editions you could include the soundtrack once you have platinum/1000 gamer score a game, or completed it on the hardest difficulty.
Coupling the single player aspects into multiplayer could also bring about significant longevity to a game as a new skin or taunt animation from single player could have some of us going back in to grind/work for it while multiplayer-centric unlocks and items could not only be tied to, once again, trophies or achievements but to quests or missions you carry out in the game. A perfect recent example of this is For Honor, which has a mission system in its game already, and once that could be easily modified or copied over to Ubisoft Club’s platform to keep people invested in said game much longer. Rainbow Six Siege already has this function enabled, and gives you in-game currency and experiences points.
While I am not sure if this will ever happen, to me it seems like a smart move as a publisher to start looking into something like this because at the end of the day, don’t you want a higher retention rate on your games? Maybe the gamification of games can help with that.