[MUD-Dev] Long-Term Rewards [was: Better Combat]

Ben Hawes cruise at casual-tempest.net
Sun Aug 8 15:43:23 CEST 2004


John Buehler wrote:
> cruise writes:

>> But by eliminating the cumulative rewards, they may as well be
>> playing a single-player game, for the most part. While, yes, the
>> level-grind, trying-to-keep-up-with-everyone-else style gameplay
>> is problematic, having some way to compare yourself, and be
>> /better/ than others, is also a huge part of the draw. Take away
>> these bragging rights and I think you'll use a lot of your
>> players. No matter how good the actual game is.

> I find it interesting that the very metric that you're applying to
> business success of a game is the same one that you apply to
> in-game success: being better.

> The game I'm describing needn't be better.  It needs to provide an
> experience that will attract players.  Not EverQuest players, nor
> Ultima Online players.  Just players.  If the recipe is right and
> people can be talked into spending enough money in return for an
> entertaining online experience, then the game is a success.

Uh - I wasn't talking about the /game/ being better - that line
referred to the players. Players want to feel good about themselves,
they want to feel like they have /and can continue to/ accomplish
something. Taking away or reducing long-term rewards of limits this
feeling. I'm not saying that there aren't people who will continue
to play a game that just provides "entertainment" - but I think
you'll limit your market, as there is no real difference between
that and an offline game at that point - unless socialisation is the
core /and/ entertainment. At which point it's now IRC :P

--
	"quantam sufficit"
[ cruise / casual-tempest.net / transference.org ]
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