Ok, here's my take:

From the feedback we got so far, it's clear that most of the players find the idea intriguing but many of them do not find themselves engaged enough and they quit rather fast.

So, here are my ideas to increase player engagement.

* Build some sort of a "single player campaign". Right now, every player can play all missions. In a campaign we will have certain missions that are locked. The way to unlock missions will be to complete previous missions and / or reach certain gauge levels. Also, due to the nature of our missions (each mission is fixed, solve it once and there's no incentive to solve it again), we ned to find some way to make the campaign playable again. We can achieve this by having "crossroads" in the campaign (for example you reach a point where you unlock 2 missions. each of those mission unlocks different missions making the campaign paths diverge).

* Introduce the notion of "items" or "skills" to the players. You finish a mission you get an item. That item helps you afterward in other missions etc.

* Wrap it all up in a more "aggressive" social aspect. Promote the site list a little more. Add a "Share on facebook button" etc.

I think the first 2 suggestions will take the game into a RPG zone, but it can be good thing.

Vlad

On 2/25/2011 1:03 PM, Xavier Antoviaque wrote:
Hi,

I've put together all the feedback we've got on the Mozilla version of HPO:

http://farsides.com/wiki/Feedback_-_HPO_alpha3.0_(Mozilla) <http://farsides.com/wiki/Feedback_-_HPO_alpha3.0_%28Mozilla%29>

As discussed in the weekly meeting, the goal is to decide the priorities for the next deadline (the street demo in two months).

To do that, we need to do the following before next week's meeting:
1) Replay the game to have it fresh in mind
2) Reread the feedback
3) Post what each of us think should be the priorities for the next two months

The meeting next week will help to decide, if there is not already a consensus on the mailing-list by then.

Thanks!

Xavier.


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