Developing Online Games: An Insiders Guide (Nrg-Programming)
| When examining under these circumstances, one wonders if it is worthwhile to examine the problem from another angle. It becomes clear that the goal of designers may well be to design a game that hard- core players feel compelled to play less ”admittedly a stance that most designers are unprepared to take. Ultima Online ( UO ) was the first major MMP to recognize that and to experiment with changing the paradigm of player advancement dramatically. In UO , a player advances significantly faster during the first hour after he/she logs on. The results were starkly positive: Players would still log in daily, but they would spend only an hour advancing their character. During that time, they were guaranteed to see meaningful advancement of their character and were ensured a taste of success. After they had done their daily advancement, players would either log off, feeling good about their success, or they would engage in the more fun and less work-like aspects of the game's design: role-playing, socializing, and exploring the world, for example. Both of these possible outcomes are better than the days of the endless treadmill. This is not to say that UO 's implementation of power hour didn't have problems:
Despite these negatives , power hour was perceived to be a strong success among the team that was supporting UO , as it was extremely effective in empowering casual players and reducing the overall tedium of the game. This was despite a huge amount of skepticism about the feature among many designers at Origin ( myself included) before the feature was implemented. However, the lesson from power hour is simple: If there is a particular play pattern that you feel is ideal for your game, then don't just hope players don't act that way ”enforce the behavior in code. If you don't want players to advance too quickly, cap them. If you don't want players to spend all day online macro-ing, then limit the effectiveness of such tactics. If you feel it's important to have control of these aspects of the game, then take control of them. |