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cupeTG

Looking for feedback to add more of a 'point' to our game

14 posts in this topic

We have started developing a text-based game designed around the organised crime world (performing crimes, pimping, drug dealing, gambling at the casinos, flying around the globe etc) and so far so good.

 

Players have the ability to purchase items (with cash earned from crimes etc) to upgrade atk/def which is used to fight other players in an attempt to steal their cash. A number of different stats combine to give an overall 'score' that we use on the Leaderboard page, automatically updated through SQL.

 

For reference sake website is: http://www.textgangsters.com/

 

The 'How to Play' page lists all the different things you can do so far.

 

What we're stuck on at the moment is creating more of a reason to play.

 

So we're seeking some feedback from others on what enhancements we might be able to code in that will give players of the game a stronger sense of purpose for leveling up and continuing to play.

 

Any feedback is welcome (provided it's not abusive/negative) as any suggestions may spark more ideas.

 

Thanks in advance all!

 

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Maybe I'm being too broad, but isn't being the biggest, meanest, most criminally-organized crime family enough of a reason?  I'm no Mafioso, but I imagine it is a kill-or-be-killed profession.  You're either expanding or being overwhelmed -- a zero-sum game of sorts.

 

I've played and enjoyed many games with less of a point.

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Thanks very much for the replies, everyone.

 

We have been developing even more since posting here and will take on further suggestions during the future development.

 

Very much appreciate everyone's feedback with this. It helps a great deal!

 

smile.png

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"You are on your own and need some cash. Type .crime pp or .crime punch"

 

Good life advice, really. laugh.png

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You need quests.  You need to direct people what to do when they first play the game.  I just tried your game, and found myself having to consult the manual a lot just to find out what I can do or cannot do.  And I have done a lot more reading than what most people would be willing to do.

 

As a level 1 thug, I can only pickpocket or punch, which only netted me ~$20/action.  When can I move on and do something else?  What commands should I enter to get to those?  I tried buying some drugs, and it tells me to get a container, and after consulting the manual (again), I can't find containers anywhere else in the shop.

 

Tell players exactly what to do:

"You are on your own and need some cash.  Type .crime pp or .crime punch"
> .crime pp
"You stole $100 from wandering tourists!  Awesome, let's buy some containers so we can get drugs later.  Type .shop buy container"
> .shop buy container
"You spent $10 on a container. Nice! Your buddy Joe asked you for some cash. Type .crime punch Joe to tell him to go away, or .debt add Joe to loan him some cash"
> .debt add Joe
"You loan $20 to Joe.  He said "I appreciate it" and left.  You now have $50. Go rob more tourists"
> .crime pp
"You stole $150 from wandering tourists!  Now let's try to trade some drugs"

You get the idea.  After players get a hang of the game with some commands, then you can let them go in the open world.

 

This is excellent feedback! We'll look at adding more RPG element to it so new users understand more.

 

We are also going to be adding missions which will give users a number of tasks to complete.

 

Thanks for your input smile.png

Edited by cupeTG
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the goal should be to increase the size of your gang. Start with knives or something and players need to work up to own more businesses and buy bigger and better stuff. you need to buy more buildings to house your gang members ext.

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I second the quest idea.  In a bit more of a generalized sense, I suggest that the key concept is getting the player to have a plan.  (Inspired by Jesse Schell's talk at D.I.C.E. Summit 2013; direct link to the part where he talks about plans.)

 

When players acquire or develop a plan in their mind, they'll typically be eager to execute that plan.  And importantly the plan also helps know how to begin executing that plan.  Anything in your game that can provide them with a plan (i.e., a quest), hint at a plan, or give them the ingredients to construct their own plan, will go a long way toward getting people into your game, and keep them playing it.

 

Sometimes you don't even need to be explicit.  Just let them passively observe another character (player or non-player) who is executing or has executed a plan.  Maybe a bit of dialogue explaining how a local crime boss rose to his position of power.  Or a character talking about how he's thinking of making money, or how he tried to make money and was oh so close, but some part of his plan failed.  This will put ideas into the player's mind about their own possible plans.  Of course, you'd need to make sure that the hinted plans are actually executable given your game mechanics, or else it'll just confuse the player.

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We've had an idea similar to this.

 

The main actions in the game are crimes (an extensive list), pimping, flying to new cities, buying shop items, drug dealing, gambling at casinos and attacking other players.

 

The idea for missions I've had is a mixture of those things at random.

 

For instance: Fly to New York, buy 2 units of Cocaine, fly them to Cairo and sell them. At Cairo, buy 5 units of Heroin and fly them to London and sell them.

 

And a variation of everything: Train your whore twice in Seoul then gamble $10000 at the casino in Dubai etc etc etc etc

 

 

The idea is to say something like '.mission' and the mission is determined by what you can do at your XP level, and provided at random. Once you complete it you get a cash payoff and your Mission statistic increases by 1 completed mission each time.

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Lol, a chatbot that holds the game :D

 

Anyway, stealing from another game that i suspect holds some resemblance to your game(-mechanics, not the chatbot)

There were events that had to be "solved," the players gained some reward for helping out and when the event was "solved" there was some additional rewarding for being the #1 "solver" in your "league"(character-level)

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Lol, a chatbot that holds the game biggrin.png

 

Anyway, stealing from another game that i suspect holds some resemblance to your game(-mechanics, not the chatbot)

There were events that had to be "solved," the players gained some reward for helping out and when the event was "solved" there was some additional rewarding for being the #1 "solver" in your "league"(character-level)

 

That's not a bad suggestion. Maybe some kind of treasure hunt or trail of clues that leads to something, which will force users to fly to different cities.

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