The general consensus from the community seems to be that adding compulsory complications to the targets takes away options, and subsequently makes them less fun to play (which I agree with). What people really wanted from Elusive Target Arcade was to be able to experiment and mess around with Elusive Targets, as this is something that a lot of players, due to the threat of permanent failure, don’t want to risk doing on a regular Elusive Target mission.
Here are some changes that I would make to Elusive Target Arcade that I think would give it more depth, replayability, and just simply make it more fun.
First of all, I think it would be a good idea to have a separate “Free Play Mode”, where players are free to play the Elusive Targets with no restrictions or permanent failure conditions. This allows players the maximum amount of freedom, but also gives players an opportunity to practice a particular mission before taking it on for real in the Arcade. Of course, Arcade rewards cannot be unlocked when playing in this mode.
Moving on to the Arcade itself, I think that grouping the targets up into sequences of 3 or 5 is fine. However, it would be better if players were able to choose the order in which they engage the targets. When beginning the campaign, players are asked which target they would like to engage first. Once they complete this contract, their first pick is removed, and they can then choose from the remaining targets. This continues until all the missions have been completed. This way, if players have a particular Elusive Target that they want to test themselves on, they can find a campaign that has that target and simply select that target first. This would be a good alternative to a Free Play Mode if IOI doesn’t want to go down that route. It also plays into another of my ideas, which I’ll elaborate on later.
For the complications, I think they simply don’t work in their current form. They require some more depth, and need to be designed more congruously with the mode itself. It should be noted that the following are not entirely my own ideas, and borrow some suggestions I’ve seen from other users. Nonetheless, here is my suggestion:
Players should be able to select which complications they want to use in their missions. Choosing to have no complications at all is also a valid option. Each complication grants a score multiplier; the size of the multiplier depending on how difficult the complication’s requirements are to meet. The player would have something like 20 complications to choose from; categorised into Easy, Medium, and Hard. Additionally, there should probably be a limit of, say, 3 or 4 complications per contract, as too many could cause balance issues, or even end up breaking the game in some way. Complications are all optional and will never cause the mission to fail. However, adding a complication and then failing to meet its requirements will cause the player to be limited to a 4-Star Silent Assassin (as well as missing out on their multiplier). This creates a risk/reward system where players who want the highest scores will have to prove themselves by beating the contracts with the most challenging complications activated. Conversely, players who don’t want to take risks can simply play without any complications, but do not receive any score multipliers. It also gives complications like No Recordings or Don’t Get Spotted actual meaning for Silent Assassin seekers, as failing to meet their requirements will have a significant impact on the player’s overall score, one that, unlike in regular gameplay, cannot be undone.
Additionally, once the player uses a complication, it cannot be used again for the rest of the campaign. This synergises with my previous idea of allowing the player to choose the order in which they engage the targets, as it means they not only have to carefully decide which complications to use, but also WHEN to use them. If the player blows a high-scoring complication at the wrong time, they risk being stuck with low-scoring complications, or worse yet, being forced to use a hard complication on a mission that makes it much more problematic. For example, adding a Hide All Bodies complication to The Collector would be challenging, but is definitely manageable. However, adding it to something like The Bookkeeper would be crippling and make the contract extremely difficult; especially given that you only get one chance per day. Another example would be the Perfect Shooter complication, which would cause problems on a camera-heavy map like Sapienza, but would basically be free points on a camera-free map like Dartmoor.
Designing the Arcade in this way allows for a much greater scope of strategy as players can not only experiment within the missions themselves, but also in preparations for said missions. Players can mess around with different combinations to try and find the most efficient ways to score the maximum amount of points with the minimum amount of difficulty.
Below are some ideas for complications that players can select, as well as some vague suggestions for the multiplier values. The complications are all optional, and have been categorised into Easy, Medium, and Hard; with Hard complications rewarding the most points. It should be noted that some complications will conflict with one-another and cannot be selected simultaneously.
Easy Complications:
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[x1.1] Targets Only: Do not eliminate any non-targets.
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[x1.15] No Bodies Found: Do not allow any dead or unconscious bodies to be found. Does not include victims of accidents, lethal poison, or sedatives.
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[x1.1] No Recordings: You must erase the evidence if you are recorded by a security camera.
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[x1.2] Headshots Only: All shots fired at NPCs must be headshots.
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[x.1.15] No Smuggled Items: Agency Pickups and Hidden Stashes are not available.
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[x1.1] No Hiding: You cannot hide inside any containers. However, you can still use containers to hide bodies.
Medium Complications:
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[x1.25] Perfect Shooter: All fired shots must hit NPCs.
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[x1.3] Do Not Get Spotted: Don’t get seen performing any suspicious or illegal actions.
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[x1.4] Restricted Loadout: You must start the mission with no items in your inventory (except the camera).
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[x1.4] Limited Pacifications: You cannot perform any more than 2 pacifications.
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[x1.4] Limited Disguise Changes: You cannot perform any more than 2 disguise changes.
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[x1.35] Additional Enforcers: Certain NPCs have become enforcers for particular disguises, in addition to already present enforcers.
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[x1.35] No Emetics: Do not poison anybody with Emetic Poison. Sedative and Lethal poisons are still allowed.
Hard Complications:
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[x2] No Disguise Changes: You must not change out of your starting disguise at any time during the mission.
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[x2.1] No Pacifications: You must not pacify anyone. This includes the target(s).
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[x1.8] Hide All Bodies: All dead and unconscious bodies must be hidden.
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[x2.5] Suit Only: You must begin the mission in your suit, and remain in your suit for the entirety of the mission.
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[x2.3] Loud Eliminations Only: All targets must be eliminated in explosions or with non-silenced firearms. Kills with Breaching Charges do not count.
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[x1.9] Accidents Only: All targets must be eliminated in accidents.
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[x1.7] Melee Only: All targets must be eliminated with melee weapons, fiber wire, or a neck snap. Thrown melee weapons do not count.
So for example, if a player started a mission with No Disguise Changes (x2), Hide All Bodies (x1.8), and Targets Only (x1.1) activated, their final score for the mission would be multiplied by 3.96 (assuming they met the requirements for all the complications). So a final mission score of 180,000 would become 712,800. Their score from all the campaign’s individual stages would be added up to give their final score.
Players will obviously want to use as many Hard complications as possible if they want the highest scores. But, as previously mentioned, they must be careful about which complications they choose and when.
I also had another idea of something like ‘Perks’ that provide benefits to the player, but incur a score penalty if used. These could be things like fewer enforcers, more items being considered legal, or increased player movement speed. Although these would probably make the mode too complicated, so perhaps this isn’t advisable.
In terms of rewards, unlocks should be tied to score thresholds, with better rewards being tied to higher thresholds. There could also be unlocks for meeting certain requirements within the missions, such as:
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No Fun Allowed: - “Complete an Elusive Target Arcade campaign while having the maximum number of complications active on all levels.”
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Masochist: - “Achieve a 5-star rating on an Elusive Target Arcade level while having at least 3 Hard Complications active.”
It might also be a good idea to include challenges that encourage play-styles other than score maximising, such as:
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Speed Demon: - “Complete an Elusive Target Arcade campaign with a total time of less than 15-minutes.”
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A Personal Touch: - “Eliminate all targets with Fiber Wire in any Elusive Target Arcade campaign”.
I’m not a game designer, so I can’t really say how all this would turn out were it to be made. But conceptually, I think this would be a lot more fun that what we got. I suppose it isn’t too late for IOI to make some design changes to Arcade, at least I hope it isn’t. To me, this design is a lot more congruous to the structure of the mode, as well as the Elusive Target missions themselves. Not only can it be as easy or as hard as you want, but it would also allow a much greater scope of experimentation; even delving into forms of experimentation that haven’t been explored in the Hitman series as of yet. This is the sort of mode I’d want to come back to and keep playing.