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Bat0u89
Bat0u89 - - 1 comments @ 6 steps to play with player's mind - some thoughts

So what's the solution to the problem? It's the element of risk right? Imagine a game like e.g. Eve Online the more expensive your ship the greater the chance you'll be successful as a pirate but loosing it could be a major setback maybe worth a month's work, that's where all the excitement comes from. You see this in Lineage in the form of EXP penalty whenever you die, you see it in your pvp stats also in different online games... Suddenly it doesn't make much sense to grind for the next mediocre generic achievement, you either plan your risks or in any case even if there are no risks involved have always a long term goal in mind (like getting good pvp gear). Problem solved right? No I don't think so... The problem is that this solution creates a competitive and somewhat demanding environment and some people just like to grind... Another solution would be creating an intriguing story which SWTOR online achieved pretty well. The player's reward would be the unfolding of the story and not continuous exp rewards but is an online mmo really the place for this? So basically my opinion is that the two things an mmo gameplay should be based on is collaboration (raids) and competition (pvps). If the target audience does not enjoy a competitive environment and is not mature enough to collaborate for a tough raid there's really not much the developer can do... he'll simply use cheap tricks...

Good karma+1 vote