Moo Tang Clan: April 2010

Tuesday, April 6, 2010

Measuring progress thru the story

If asked "how far are you into the story and lore of [some expansion]", most players wouldn't be capable of giving a concise and succinct answer. Apart from not knowing how much more there might yet to be encountered (fair enough), they'd also not have a strong grasp on just what they have accomplished.

If asked "how far are you into getting to the level cap", most players would be able to give an exacting answer. Some would even be able to tell you their XP/hour rates and projected play times. All the numbers are there.

When I look at a few of the top MMOs, the reason why is pretty plain: the latter is measured in game, while the former is presented only ephemerally. Once you've completed various quests, they are wiped from your in-game quest log UI. There is no built in mechanism for remembering whether you've met various NPCs or not. A cursory exploration of a zone unlocks and reveals all of a map, and deeper and more thorough exploration is not rewarded beyond that.

There's an untapped opportunity to take a future game design in a new direction.

Sunday, April 4, 2010

Quick, while he's distracted!

Fun boss fight mechanic I've not seen yet .. every time a player dies, have the boss start some elaborate process (eg. a ritual of raising a ghoul, dragging the body to some ejection chute or hungry pet, or simply teabagging the corpse,) ... during which time he's not doing damage or is even more vulnerable.

Ah, those noobs in your pug raid are useful after all.

Permadeath vs twinking

If you had a friendly guild that could fully twink out any new character you roll, even helping out with power-leveling and such, would that soften the blow of permadeath?