On Fri, 2011-02-04 at 12:28 +0100, david blanchard wrote:
> 1) Levelling
> * This includes the trust level management and missions.
> * Example of what could be done : there are different level of trusts. 
> Among each level, a set of missions is available. Some missions (...) must 
> be completed before the player can reach the next level

Yup, we definitely need this feeling of progression in the missions. I
think that's one of the main things that are missing to get a push to
come back.

Maybe to link to the rhythm of the missions in time: within a certain
level, you get new missions with time (typically once a day). Someone
talked about replacing the hack notifications by something more
interesting - maybe we could announce new missions this way.

Do you think that we could already test a bit those things with what we
already have? Ie is it possible to imagine a progression tree with the
existing set (even if we have to add or change a few missions)?

> Campaign of missions : several missions related to each other. In order 
> to start the mission n°2, the n°1 must be completed, etc.
> Items : some missions provide items on top of the trust points. These 
> items can for instance be buffers for the trust gauges; maintaining 
> these gauges at a high level so that the trust points are earned 
> quicker. This is also a good first step i think towards introducing 
> virtual currency.

I think we need to try out a bit the leveling gameplay to see how we can
add items. I'm not really clear about what would make sense from a
player perspective then - getting feedback on that part first would
really help.

> 
> 2) Multiplayer
> Big one this one :)
> * We could start with adding multiplayer in the missions :
> Missions that the Gaia one, where player review actions performed by 
> other players

Yup, maybe a good step here would be to try to improve the Planet Watch
mission - we have got comments about it that give a few leads.

> Missions that involve collaboration : for instance, two players must 
> perform complementary actions in order to validate their own missions. 

Would be good yup - do you have ideas?

> Or missions that involve more players collaborating, for instance by 
> winning at a mini-game a certain number of times in a given period, this 
> number requiring at least n players playing during the same day in order 
> to attain the number.

Yes. The only thing is that at this stage we can't easily rely on a
number of players each day, so it limits the tests. But I'm sure we can
find things of this sort - cf for example the idea from April to build a
mosaic.

> Missions that involve competition : through mini-games, or through 
> spying the actions of another player, etc.

Here it's less obvious to me what this could give with what we have. Do
you have something specific in mind?

> * In order to contextualize the implementation of these multi features, 
> we could relate them to the departments of the humanityproject 
> organization : these departments can collaborate or be rivals, depending 
> on the situation. And each mission is related to a given department. 
> Then, completing missions for a department A which is rival of 
> department B would justify that if I focus on A missions and another 
> player focuses on B missions, he and I will have the opportunity to play 
> some competitive missions together.

It's an interesting way to categorize yes. Given the number of missions
that we have, I would give the priority to the leveling though.
Departments may especially become helpful when the number of missions
increase, or if we identify very different profiles of players.

> * Then, as a next step, I'd really like to see factions in the game, 
> that the player can join after some time. Will these factions be 
> departments of the organization or other organizations, I don't know.

If players have to join something, I'd rather it be a guild - something
of a much smaller scale that allows to create real ties between players.
It creates a large part of the social aspect in MMOs, and has a very
strong effect on retention.

But like you I don't know yet how this could materialize in the game.

Xavier.

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