The forums have discussed a lot about incentives to go to war and theorized about crisis of conflict with scarce resources, but I would like to discuss some of the collective knowledge about the success and failures of previous games and what led to them. All games have a natural flux of active players at various points in the game, and those numbers are often due to more than just advertising. Moral seems to have a significant effect on the health of a game and its player base. A person will naturally weigh if the challenges in the game (like bugs/ playability) is worth the enjoyment of playing the game itself.
What are some of the challenges that other games have run into and deterred players from enjoying their game? Did recent games like Atlas, Planetside Arena, or Angels Fall First miss the mark for the playerbase? Were the exploits in Worlds Adrift so brutal that it ended the player base?
Inversely, what are some of the positive aspects of games that helped gloss over similar challenges? Was World of Warcraft's inherent reward for completing small goals so addictive that it didn't matter that you had to bring a torch into the night to play? Was EVE's perceived empire building so rewarding that it didn't matter that you need to devote a lifetime to accomplish that goal?
Obviously we won't be able to cover all of the nuances of making or breaking a game, but highlighting some of the challenges that tipped the scale might be beneficial or not.
The natural follow-up to this discussion is what can be done to address these challenges or invite these rewards into Starbase?
What are some of the challenges that other games have run into and deterred players from enjoying their game? Did recent games like Atlas, Planetside Arena, or Angels Fall First miss the mark for the playerbase? Were the exploits in Worlds Adrift so brutal that it ended the player base?
Inversely, what are some of the positive aspects of games that helped gloss over similar challenges? Was World of Warcraft's inherent reward for completing small goals so addictive that it didn't matter that you had to bring a torch into the night to play? Was EVE's perceived empire building so rewarding that it didn't matter that you need to devote a lifetime to accomplish that goal?
Obviously we won't be able to cover all of the nuances of making or breaking a game, but highlighting some of the challenges that tipped the scale might be beneficial or not.
The natural follow-up to this discussion is what can be done to address these challenges or invite these rewards into Starbase?