Keeping Recourse Collection Entertaining
#1 Members - Reputation: 396
Posted 07 September 2012 - 07:38 AM
Chopping down trees with a swinging accuracy button?
Whack a mole style fishing?
Other minigames? Automation? Hiring others to do it all? "Attacking" the recourse with an axe/pickaxe?
#2 Members - Reputation: 429
Posted 07 September 2012 - 09:13 AM
#3 Moderators - Reputation: 2933
Posted 07 September 2012 - 02:58 PM
Ugh, I don't like that approach at all. It's boring because it's more repetitive and less strategic than it needs to be. Resource collection absolutely should be rethought to make it fun. Combat is expected to be fun for dozens or hundreds of hours, there's no reason resource collection can't be the same. The simple proof of that is that resource collection can be done through combat. But that's not a solution in and of itself, because resource collection would be better utilized as an alternate activity to give the player a break between combat sessions. An what is an alternate activity to give the player a break between combat sessions? A minigame!Does it need to be fun? Resource collection is in general a means to an end, and not an end in itself. It's something that you have to do, but not something that you want to put too much effort into doing. With it being such a repetitive task, there's no way around it eventually becoming boring. Most games just jump right past that eventuality, and try to make resource collection as unobtrusive and simple as possible.
I personally am a big fan of resource collection and crafting done through well-designed and developed minigames. No, not something half-assed like an accuracy button while chopping trees or the usual pathetic minigames. It needs to be a proper highly-replayable and fun game of its own, on the level of things like tetris, pinball, a turn-based solitaire, etc. Something the player wants to do for its own sake, and would even log on just to play minigames for half an hour then log out again and not feel deprived that he didn't fight anything in his gaming session.
Edited by sunandshadow, 07 September 2012 - 02:59 PM.
I have a general interest in 1. games involving pet breeding or farming, and 2. interactive story romance. If you'd like to discuss one of these you may PM me.
#4 Members - Reputation: 270
Posted 07 September 2012 - 09:17 PM
As a matter of fact, the mini-games were so well thought out that they were pre-released (I bought them) and you could incur quite a stash of cash (or debt if you weren't careful). They (Lionhead Studios) even incorporated things like debt to the lender into the game. They'd send people out after you to collect their dues.
I might turn that game back on tonight....
#5 Members - Reputation: 910
Posted 08 September 2012 - 12:21 PM
You could do quest based resource transport where a base wide upgrade done by a distant structure could give a personal upgrade to a resource collection unit if the resources are brought from a specific location personally by one of the resource collection units to the structure used for the upgrade. Just a bit of micro control added to the automated process.
#6 Marketplace Seller - Reputation: 9297
Posted 08 September 2012 - 12:52 PM
It think it would be good to automate it, but also allow 'playing' it. Example: You hire fishermen to fish for you, and they do so at a fixed rate (with some random variance to keeps things interesting). Say: 1 fish per fishermen every 2 1/2 minutes.Does it need to be fun? Resource collection is in general a means to an end, and not an end in itself. It's something that you have to do, but not something that you want to put too much effort into doing. With it being such a repetitive task, there's no way around it eventually becoming boring. Most games just jump right past that eventuality, and try to make resource collection as unobtrusive and simple as possible.
But, you can go and fish yourself, which provided two benefits: You can catch more than one fish every 2 1/2 minutes (maybe 10 fish a minute), giving you instant-gratification when you need extra fish. Plus, it can be that you are "training" or "motivating" the fishermen, who are watching you fish. Depending on how you do (on a scale from -5 to +5), for the next 15 minutes after you 'showed' them, the Fishermen either fish better or worse (by adding your last results to their current fishing level), before gradually returning to their original 'Level 5' scale of fishing.
You can also upgrade fishermen by paying money for better equipment - So the Fisherman might be level 5 by default, but after fishing for 10 hours leveled up to level 6, but also you bought him a really good fishing pole which increases his level by 0.75, and a really sweet looking fishing hat, which increases a further 0.5 (making him level 7.25). Then, since you recently fished in his area, and you scored a +3.5 (on the -5 to +5 scale) in the fishing minigame, all the fishermen at that pond, including this Fisherman, gained +3.5 to their levels which wears off gradually over the next 15 minutes, and the Fisherman with the sweet hat is now temporarily level 10.75, making him fish you a fish every 1 minute, 20 seconds, instead of every 2 1/2 minutes.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#8 Moderators - Reputation: 2933
Posted 09 September 2012 - 02:42 PM
Combat pretty much is a minigame. A minigame is just a part of the gameplay that has its own UI, control scheme, and possibly some measurements of score, time, ap/movementp/hp/magicp that aren't relevant to the main mode, which is usually the exploration mode.I'd say that you treat it the same way people treat combat, although you may require a bit more ingenuity. Don't make minigames. Make actual games that you put into the main game.
I have a general interest in 1. games involving pet breeding or farming, and 2. interactive story romance. If you'd like to discuss one of these you may PM me.
#9 Marketplace Seller - Reputation: 9297
Posted 09 September 2012 - 03:57 PM
While what you said is true, and his wording was rather ambiguous, his point seems to be don't treat resource collection as self-contained and detached from the rest of the game, but make it thematically integrated with the rest of the game, in the same way combat is usually thematically integrated with the rest of the game. So don't have a serious dead-pan world and then toss in a cheery colorful fishing minigame that clashes with the rest of the game's theme and feels like a self-contained flash game found on the web was copy+pasted into your game.Combat pretty much is a minigame. A minigame is just a part of the gameplay that has its own UI, control scheme, and possibly some measurements of score, time, ap/movementp/hp/magicp that aren't relevant to the main mode, which is usually the exploration mode.
I'd say that you treat it the same way people treat combat, although you may require a bit more ingenuity. Don't make minigames. Make actual games that you put into the main game.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#10 Members - Reputation: 910
Posted 09 September 2012 - 04:19 PM
#11 Moderators - Reputation: 2933
Posted 09 September 2012 - 05:06 PM
Edited by sunandshadow, 09 September 2012 - 05:06 PM.
I have a general interest in 1. games involving pet breeding or farming, and 2. interactive story romance. If you'd like to discuss one of these you may PM me.
#12 Members - Reputation: 1020
Posted 09 September 2012 - 05:41 PM
I like the idea of it being optional, but you get a low yield for auto-fishing etc. I think playing it should allow a better yield or special items. You could also add special events to keep it interesting. For example one giant catfish that you need to find, find it's routines, get special equipment and tactics for, etc. If you don't put in the effort... well, you catch a regular fish. No harm no foul, but there are bragging rights to landing the big one. And special things can be crafted from it.
#13 Members - Reputation: 396
Posted 09 September 2012 - 08:26 PM
You can also upgrade fishermen by paying money for better equipment - So the Fisherman might be level 5 by default, but after fishing for 10 hours leveled up to level 6, but also you bought him a really good fishing pole which increases his level by 0.75, and a really sweet looking fishing hat, which increases a further 0.5 (making him level 7.25). Then, since you recently fished in his area, and you scored a +3.5 (on the -5 to +5 scale) in the fishing minigame, all the fishermen at that pond, including this Fisherman, gained +3.5 to their levels which wears off gradually over the next 15 minutes, and the Fisherman with the sweet hat is now temporarily level 10.75, making him fish you a fish every 1 minute, 20 seconds, instead of every 2 1/2 minutes.
This in particular caught my attention, the idea that you can upgrade the way you collect recourse so it's a balancing act: "Do I get a better axe for my wood-collecting or do I invest in better fishing poles??" - in my game money is hard to come by so this makes a lot of sense.
#14 Members - Reputation: 361
Posted 09 September 2012 - 08:44 PM
#15 Members - Reputation: 319
Posted 10 September 2012 - 06:02 AM
Lower amounts harvested is something to look into as I know it is often the case in the real world that gold miners are extremely happy to find a pea sized nugget. Yet when we play games the ground that we mine just have large chunk after large chunk of ore to pull out of the ground? Not aiming for realism as that would result in needing to make mining a really REALLY fun activity, but something a little less bloated.
#16 Members - Reputation: 291
Posted 10 September 2012 - 07:58 AM
Gathering resources (cutting trees, fishing, mining, etc) is fun because you gain levels through the gathering. And after a certain level you can gather better/more expensive resources which make you want to reach That needed level.
That's the number 1 reason why resource collecting in that game is fun. The second one is that they use quests.
For the quests you need a some requirements.(example: you need level 17 woodcutting, 10cooking, 35mining).
The quests give nice rewards meaning you also want to get those levels.(and you still gather resources on a fun way)
And then the third reason, when you reach around 90+ in a skill you can collect very expensive resources which you can sell to get rich fast. :-)
#17 Members - Reputation: 399
Posted 10 September 2012 - 01:52 PM
In an RTS resource collection is done alongside everything else, you have to keep a watchful eye on your resource collectors, protect them from attacks. It's something you have to be constantly aware of, and it's just a part of the 'main game'.
In MMOs like World of Warcraft, or Guild Wars 2, resources are scattered around so that while you're going about your other business you can snatch a bit here or there. You don't have to do it if you don't want to. If you focused solely on it, it can become tedious.
In shooters you (may) gain money simply from playing the game, and that allows you to buy upgrades. It's not something that the player necessarily thinks about, but you have to think about the balance of cost/return. You don't want to end up encouraging the player to 'grind' something endlessly for cash, or even worse - forcing him to do so.
If you need to resource collect constantly, then it needs to be integrated into the gameplay seamlessly. It should just be 'part of the game' and if the game is fun, then it will be too.
If resource collection is optional then you need to think about how often the player is going to want to collect resources because even the best game in the world can become tedious, especially if it doesn't fit into the rest of the game. If you were playing Guild Wars and every time you wanted to mine for iron you had to stop and play a game of pacman then it'll get old very quickly. It doesn't matter if pacman is a fun game if the player really wants to just play Guild Wars.
Resource collection doesn't need to be standalone. But at the very least, it shouldn't make the rest of the game less fun.
#18 Members - Reputation: 291
Posted 10 September 2012 - 09:54 PM
From my experiences at gaming that game has the most fun resource collecting so please, tell me your opinion about this topic...
If you vote someone down it's gentle to comment the reason with a quote or something.
#19 Marketplace Seller - Reputation: 9297
Posted 10 September 2012 - 10:29 PM
You can click on the number (the -1 or +1) and see who rated you down (retaliatory ratings are frowned upon by the community, though).
Meh, people will rate people down - sometimes they don't have enough time to respond properly (running out the door, or at work, or on a device like a smartphone where it's harder to type), but still want to participate through rating.
I rated you and PyroDragn up to compensate, since I think your contrary opinions add to the discussion.
[/off-topic]All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#20 Members - Reputation: 361
Posted 11 September 2012 - 02:29 PM
To the one that votes me down: isn't Runescape a good example?
From my experiences at gaming that game has the most fun resource collecting so please, tell me your opinion about this topic...
If you vote someone down it's gentle to comment the reason with a quote or something.
You're saying that you can make something fun by adding levels, and rewarding the players for it and for leveling up. Other than the fact that I think it's obvious someone would do that, it's vague and by itself doesn't help that much.
Resource collection doesn't have to be fun in and of itself. It depends on the style of the game, and how much resource collection you have to do.
In an RTS resource collection is done alongside everything else, you have to keep a watchful eye on your resource collectors, protect them from attacks. It's something you have to be constantly aware of, and it's just a part of the 'main game'.
In MMOs like World of Warcraft, or Guild Wars 2, resources are scattered around so that while you're going about your other business you can snatch a bit here or there. You don't have to do it if you don't want to. If you focused solely on it, it can become tedious.
In shooters you (may) gain money simply from playing the game, and that allows you to buy upgrades. It's not something that the player necessarily thinks about, but you have to think about the balance of cost/return. You don't want to end up encouraging the player to 'grind' something endlessly for cash, or even worse - forcing him to do so.
If you need to resource collect constantly, then it needs to be integrated into the gameplay seamlessly. It should just be 'part of the game' and if the game is fun, then it will be too.
If resource collection is optional then you need to think about how often the player is going to want to collect resources because even the best game in the world can become tedious, especially if it doesn't fit into the rest of the game. If you were playing Guild Wars and every time you wanted to mine for iron you had to stop and play a game of pacman then it'll get old very quickly. It doesn't matter if pacman is a fun game if the player really wants to just play Guild Wars.
Resource collection doesn't need to be standalone. But at the very least, it shouldn't make the rest of the game less fun.
Did you click on the link in the OP? You're missing the entire point. The point is to make resource collection fun as a central part of the game.






