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Wacky Idea: Competition Version
Mackey
#1 Posted : Wednesday, January 25, 2012 4:54:09 PM
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The little discussion about the Hall of Fame got the wheels spinning, and I came up with this little idea for how to make the game more "competitive" -- which for many (most?) people would make it more fun. I think that for the most part it uses the existing game mechanics, with a few extras bolted on, so from a programming perspective I think it might be possible.

To allow competition, the game needs (1) a clear objective, and (2) a specific means of measuring and comparing achievement.

To be appealing, particularly to newer players, the objective needs to be finite and not over-whelming in scope -- something that could be completed within a few days possibly. Various possibilities exist, so players could attempt different challenges, and for each one they could attempt it numerous times to try to improve their score. Here are some possibilities:
a) Create and develop a party with all members at least level 40 (or 30 or 50 or w/e).
b) Find the Secret Room on the first 6 levels.
c) Collect "x" number of a specific item (something that drops from monsters).
d) etc.


The "measurement" (i.e., the player's score) could be the number of "turns" it takes to reach the objective. (Using specific actions is more precise than measuring time, for various reasons.) The goal would be to achieve the objective in the fewest number of turns.

Different actions would contribute different amounts to the players score. Here are some ideas:
(1) Each rejected character when creating a new player: +1
(2) Each week spent resting at an Inn: +1 per character.
(3) Each person healed in House of Healing: +3.
(4) Each exit from the dungeon into the Tavern: +20.
(5) Bury a dead character: +50.
(6) Resurrect a dead character: +25.
(7) Each item bought or sold in Grundig's Store: +1.
(8) etc.

Actual game play -- running around in the dungeons, killing mobs, managing equipment, etc. -- would not affect the score. It would be the above "cheats" that would be costly. The result is that the player would have to manage their characters and resources as much as possible, and decide when to take risks and when to play it safe. IMO this would bring a whole new level of strategy and intrigue to the game.


Beyond those basics, a few other "rules" would be imposed, again to add some challenge and intrigue:
For example:
(1) To start the game, the player would choose "Begin a New Campaign" from the main menu. If multiple objectives are offered (see above), the player would make their selection from the list. At that point they would start with a new instance of the game -- empty tavern, no characters, no items in inventory. Each Campaign would be saved as a separate entity and would not affect any other characters or Campaigns. (This is probably the biggest design change from the existing game. This would obviously require database modifications to create specific groupings of characters and their inventory.)
(2) They would create their party. The party would consist of exactly 8 characters -- one from each race. This would be enforced at the dungeon entrance. ("Enter the Dungeon" fails if party is not properly composed.) If a character dies in the dungeon, it would need to be replaced the next time the party enters the Tavern.
(3) The Temportal Portal could not be used. The game would be played in a linear fashion only (i.e., start to finish) so that the "score" is uncompromised.
(4) The game would be "over" and the final score locked in when the objective the party has returned to the Tavern with the objectvie successfully met. This score would then be (optionally) submitted and published in the Hall of Fame or some other appropriate Leader Board.


Obviously this would take some programming, but I think that most of it could be added as new, separate screens, so wouldn't need to affect the existing screens. Easy! (heh)




There ya go. That's off my chest now. ;)

Mackey
#2 Posted : Thursday, February 9, 2012 4:55:23 PM
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Hah! Interesting... 80 views and not one reply. The wall of text is daunting, no doubt, but is it that? Or is it just a terrible idea?

I guess the thing is, I was only starting to get into Level 6 and was already having that "been-there-done-that" feeling. It seems (to me) like the game doesn't really progress. The more you play, it's just more and more of the same, just with bigger numbers and different mobs, the odd new item, and focus on higher level spells. But the basic game (story line and/or specific goals) doesn't really ever change. I think this lack of milestones or specific objectives -- things that measure and signify (and proclaim!) progress -- is a bit of a weakness. I think those "signpost" moments are pretty important for motivating players. I also think competition is a great motivator, and that's also very subtle in the current incarnation of the game. Am I alone in these opinions?
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