Multiplayer Analysis: Tomb Raider

The multiplayer mode in the latest Tomb Raider pins two teams against each other in various game modes. Its gameplay allows participants to interact with the level in multiple ways.

The game mostly caters to the ‘achiever’ player type by providing many opportunities for them to level up, allowing them to unlock new characters, weapons, and skills they can utilize to further improve their inventory. I find myself falling into the achiever category when I’m part of a public game. Making sure I equip myself with the best possible load out; my main focus during the game is to complete the objective, be it achieving the most kills or finding health packs, as fast as possible in order to be rewarded with the greatest amount of exp. Accuracy is key when playing the game as it provides a multiplier to the exp points received, in addition to this players can gain extra reward by being the first to kill or engaging in a rivalry with an opposing team member. Players may also choose to focus their efforts on finding salvage in the level so that they can unlock stronger upgrades.

The levels are designed in a way that awards players for interacting with the area; ‘explorers’ can scavenge the area looking for different ways to traverse and interact with the environment picking up ammo along the way. When activated, the ‘Instinct’ feature highlights areas that can be interacted with in the level, reducing the time spent looking for them. I tend to start off my gameplay as an ‘explorer’ due to the promise of a special weapon tucked away somewhere in the level that will give me the upper hand when I face my opponents. When I find myself in a private match with my friends I take it as an opportunity to carefully survey my surroundings finding secret areas and traps that I can use in later matches.

When taking part of a private game I make use of the Xbox Live party feature and the game becomes a socializing platform for everyone involved. Discussion topics throughout the match ranges from sharing game tactics to something as a trivial to the game such as talking about progress in school. Although when the gameplay takes a serious turn friendly conversations may change to taunts.

Players can fall into the troll subsection of the ‘killer’ type by mocking their peers through the headset or be on the other end of the spectrum and keep quiet; choosing not to warn their teammates about traps that have been activated in the level. Not only limited to vocal interaction, trolls can set up the perfect trap for their opponents by activating the rope trap and eventually placing a mine underneath the suspended player insuring a kill; this method can also be used to kill teammates who are already suspended. They can always go about friendly fire in a simpler manner and open fire on their teammates causing their own team to fall behind.  Trolls can take advantage of the revival system in the game by constantly downing themselves forcing their teammates to risk being killed when trying to aid them; on the other hand trolls may choose to ignore teammates that require help and let them die which in turn will affect their exp points; something an achiever will not take lightly. Trolls are not limited to active gameplay when looking to frustrate their teammates and opponents; in the lobby they can delay the start of the game or even leave the match between levels.

As the other subsection of the ‘killer’ player type, competitors may challenge themselves by selecting a bad load out, choosing the weakest skills and weapons with the worst specifications. These players may test their own skills by exploring weapon choices; they may choose a bow and arrow, find a high ground and try to achieve as many headshots as they can or go with an automatic gun and choose to “run and gun” or even see if they can get through a level with only a pistol.  Keeping in mind that speed is an essential part of the gameplay, competitors may opt to play as a bigger character reducing their ability to maneuver around the level as quickly as their opponents. As a competitor, a player could decide to join the team that has fewer members or the least amount of combined experience as shown through their player ranks because they feel that this stacks the odds against them.

Players are not limited to a single play style; they can either show characteristics from more than one group or evolve from one to another. Personally, I feel if you start out your game with an ‘explorer’ mindset you can improve your ability to play the game as any of the previously discussed character types; knowing the ins and outs of the gameplay map will make it easier to level up because through your exploration you know, for example, that the ringing the bell in the chasm level will create a sandstorm, making it easier to take out your highlighted opponents which in turn will give you exp points. It will give you something to talk about with your teammates and you’ll be able to build up your knowledge on each map making it easier to troll the other players in the game.

I am a Bahraini product designer based in New York City. I am currently pursuing a degree in product design at Parsons the New School of Design. With a focus on furniture and housewares, I am very hands on in my design process; often designing through the manufacturing process. I continue to challenge myself by taking on projects as an opportunity to explore materiality and processes. Rather than hiding imperfections in a piece, I bring them to the forefront of the concept to highlight the manufacturing process.

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