September 2007
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Aurel Mihai
- [DESIGN] Where massive? John Buehler
- [DESIGN] Where massive? Damion Schubert
- [DESIGN] Where massive? Aurel Mihai
- [DESIGN] Where massive? Richard A. Bartle
- [DESIGN] Where massive? Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Roger Hicks
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Christopher Lloyd
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore andMMOs) Mike Sellers
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Vincent Archer
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) John Buehler
- [DESIGN] Character Growth Models (Was: Removing the almighty experience point...) Ian Hess
- [BIZ] Community-building books Mike Rozak
- [MEDIA] Intel Purchases Game Tools Firm Havok Mike Rozak
- [MEDIA] Intel Purchases Game Tools Firm Havok Jon Mayo
- [MEDIA] Intel Purchases Game Tools Firm Havok Peter Keeler
- [DESIGN] Factor of 16 Mike Rozak
- [DESIGN] Factor of 16 Aurel Mihai
- [DESIGN] Factor of 16 Michael Hartman
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content Lachek Butalek
- [DESIGN] Player-generated content Darryl Woodford
- [DESIGN] Player-generated content cruise
Thus spake Lachek Butalek...
> Create the system well and it will self-adjust. Make the players spend
> their own resources on the rewards (or a 1:1 convertible resource,
> like 1GP = 1XP) so you don't have unnecessary inflation. Ensure that
> it is beneficial for more accomplished players to create quests for
> less accomplished players rather than performing the task themselves.
See, it's that "Ensure that it is beneficial" bit I'm asking about :P
What incentives can you offer the quest-creating player? If there's a
reward, how do you stop players from starting numerous easy quests for
the reward they get back?
The thought I keep coming back to is some way of automatically rating
the difficulty of content, but I can see that being fraught with issues
- has anyone tried that before?
> You may be able to create a user rating system to rate what quests are
> worth compared with how difficult they are to carry out. Let's say X
> makes a quest "bring 100 lumber from A to B, reward is 50 gold". Y
> might come along and go "huh? that's really hard, and should be worth
> much more". They vote "thumbs down" for the worth of that quest,
> indicating to a novice that the quest doesn't pay out what it should,
> and to the quest giver that maybe they should adjust the rate.
So players will simply "thumbs down" every quest so the reward rate has
to go up before anyone does it. It's unforuntate, but you cannot ever
trust the players, it seems. Unless we perhaps borrow the web of trust
ideas from the social networking websites - players can be rated by
others, and the higer their rating, the more their rating counts? Still
abusable, but much harder, at least.
Another thought is perhaps to offer quests anonymously. If a player
creates a quest and the reward, it goes up on the lists mercenary-guild
(or whatever) with no name attached and you have no control over who can
take it. If you create an easy quest with a fabulous reward then you
can't guarantee the character you're trying to twink is the one that
will get the quest. - [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content Damion Schubert
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player skill vs. Character Skill [was: Player-generated content] cruise
- [DESIGN] Player-generated content Vincent Archer
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content Caliban Darklock
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content Tom Hudson
- [DESIGN] Player-generated content Matt Chatterley
- [ANNOUNCE] MetaPlace cruise
- [ANNOUNCE] MetaPlace Caliban Darklock
- [ANNOUNCE] MetaPlace Ammon Lauritzen
- [ANNOUNCE] MetaPlace cruise
- [ANNOUNCE] MetaPlace Bristle
- [ANNOUNCE] MetaPlace Shannon Sullivan
- [ANNOUNCE] MetaPlace Dave Scheffer
- [ANNOUNCE] MetaPlace Raph Koster
- [ANNOUNCE] MetaPlace Morris Cox
- [ANNOUNCE] MetaPlace Matt Chatterley
- [ANNOUNCE] MetaPlace Dana V. Baldwin
- [ANNOUNCE] MetaPlace Matt Chatterley
- [ANNOUNCE] MetaPlace Morris Cox
- [ANNOUNCE] MetaPlace Vincent Archer
- [DESIGN] Spore and MMOs Michael Hartman