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. _______________________________________________ Farsides mailing list - [email protected] Wiki: http://farsides.com/ List: http://farsides.com/ml/ Forum: http://farsides.com/forum/ Ideas: http://farsides.com/ideas/ Chat: http://farsides.com/chat/

