Game Design: Engaging Players - Desgining Group Contests

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2 comments, last by Cambios 14 years, 2 months ago
It always amazes me that modern MMO developers do not make more use of events, global contests, etc. I wrote this MMO design article to address that issue and explain why group contests can be such a powerful and fun type of content. Engaging Players - Desgining Group Contests for your MMO Players Let me know what you think.
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Good question. Why won't Massive Multiplayer Online games let players play each other? In other words, why do MMOs fail at being _games_?

They suck as games because they try to be more than a game, they try to be _real_ like. A game is supposed to be a light thing you experiment with and laugh at the surprising results. MMOs throw all that out outright by wanting to accumulate player's actions over a long period. Small wonder designing mmo pvp is an awkward enterprise.

[Edited by - Diodor on February 7, 2010 11:49:47 PM]
My friend ran (and still runs) a server for a popular game, modified to run as an MMO. Although the server is largely focused on role playing, building alliances, accumulating wealth, holdings, in-game status symbols, etc., he also holds non-RP events now and then. Often these are the best thing on the server, and events have ranged from themed deathmatches to drag races to dogfights - all of them unrelated to the core gameplay. These events were some of the best times on the server when I played, but notably, as the player base expanded, it became increasingly impractical to run such events; people would log out randomly at key moments, or mess around pre-game. With a larger, more popular game, I imagine those problems would become increasingly rife.

So perhaps the answer is 'too difficult'. It certainly causes all sorts of stress and hard work for a designer that it wouldn't otherwise do. Of course, in a professional situation work is equal to money. Running an event might cause a boost in profit, but I doubt it would be enough to offset its costs in a commercial MMO with a playerbase much over 10,000.
Dulce non decorum est.
Quote:Original post by Delphinus
So perhaps the answer is 'too difficult'. It certainly causes all sorts of stress and hard work for a designer that it wouldn't otherwise do. Of course, in a professional situation work is equal to money. Running an event might cause a boost in profit, but I doubt it would be enough to offset its costs in a commercial MMO with a playerbase much over 10,000.


For developer intense events, I agree. But there are all sorts of "fire-and-forget" events that are totally scalable because all you do from the developer side is get it started, and wrap it up.


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