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

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13 comments, last by cupeTG 9 years, 8 months ago

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.

"We should have a great fewer disputes in the world if words were taken for what they are, the signs of our ideas only, and not for things themselves." - John Locke
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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.

I've now created an 'upcoming updates' page for an idea of what we want to do next: http://www.textgangsters.com/updates/

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)

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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