On Wed, 2010-07-14 at 10:14 +0200, david blanchard wrote:
> I would not say that players are not interested in controlling the
> web, from what I've seen of playtests and discussions. 

That's not what I meant. When I talk about "controlling the biggest part
of the Web", the emphasis is on "biggest" - controlling 2-3 sites makes
people react, but owning as many websites as possible is not something
very interesting in itself.

> I've seen that players are not interested in chain hacking web sites
> and earning hack points, that is right. 
> But given that to do that, currently in the game, there is no reward,
> no challenge, no perspective, weak accessibility, it is hard for me to
> jump to the conclusion that players are not interested in the whole
> concept of gaining control on the web.

Gaining control, yes - but then after 20 seconds, the question that
always come up is "what can I do with the websites I've hacked?", which
I'm trying to answer now. I don't think just adding rewards, challenges,
perspective and accessibility alone will do the trick.

> Usually, the 'promise', even if the word itself can be discussed, is
> the sum up of the experience of the player, what the game offers him,
> this is why it is put first in documents, before the description of
> the game exp in length, the target, of the features.
> And, to keep discussing word choices, I don't think our game should
> have a global  'message', the game is providing an experience where
> the player will find the message he wants. Providing a 'message' is
> politics for me, and our game should provide ambiguity and freedom of
> choice according to me.

Ok, maybe "message" is the wrong choice of word - what about "point of
view" ? A good point of view provides with ambiguity and freedom, no?

> All in all, I think that  "Things you own end up owning you" is an
> interesting line that can cover some part of the game, but it's not
> the message/promise/catchline (whatever the name we give it) that
> describes the overall experience. 
> For me the overall exp is still an adventure on the web where I
> discover and interact with AIs and, in the process, gain control over
> the web which provides me resources and knowledge that will in return
> enrich my relation with AIs... Well, this is absolutely not yet a
> catchline, just trying to gather my thoughts on what I see currently.

We're not necessarily very far away here - the overall experience you
are describing seems compatible with what I wrote, and I like it.

For me, this could very well be incarnated in a gameplay point of view
with a Sims-like/ARG hybrid, with Farmville-like mecanisms to make you
come back the next day. No?

>  I'm not sure about the AI incarnating a web site, I still think it is
> interesting to keep the distinction between the web sites that the
> player owns (which act as resources, a little bit like apples or cows
> in farmville - not same mechanism though) and the AIs, who can exist
> as NPCs, or mission givers, or tools that help me own sites.

Yes, exactly - both are not the same, but an AI can't exist without a
website. They literally live "on" the Web.

> It's interesting.  I agree with the fact that the ARG is great as an
> upper layer that provides adventure/storyline and part of social (not
> all social, because I see exchanging resources/fighting for
> resources/teaming up for control of sites as possible social
> features). And that below this ARG layer, we need basic mechanisms
> that make the player come back everyday, based on exploiting
> territory, using the resources that are produced on this territory,
> expanding this territory, etc. Yes this is a sim, but I'm not sure
> between a sim life like sims, or a sim like simcity, or something
> different. I need to think more about the overall objective for the
> player in order to get back to you on this with more ideas.

Sounds good - I think we are getting close to something very good!

Xavier.

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