Well, I added farming to Driftwurld, but one player expressed concerns you could just keep earning farm goods all day long. In a way I wanted it to be that way - I wanted it that on the first day the player could earn enough goods to trade for enough logs to (bear with me) trade for a crawler transporter.
I'm not sure how I want to do it? Put a cap on the first day that's high enough for the crawler trade, then a lower cap every following day?
The fact is, I'm not even sure alot of players will play it enough to earn enough to go to the next step. Perhaps I'm missing a social element - I'd banked on the ability to raid other farms as being that. Speaking of that, I set each raid on another farm as a skill roll - but I'm wondering now whether a failed roll at the start means another registered player who ceases playing? Certainly I heard that world of warcraft stats showed that if a player died when first trying the game/failed, they often ceased playing.
Anyway, might lower the requirement for a crawler transport. Though it seems players just like to latch onto the first part of the game they come across, rather than complete the first section they come across and migrate to a newer section. Certainly other browser games roughly work that way - the first section you come across, you'll be there in five hours time (with higher stats, but it'll still be the same).
On the other hand, perhaps I'm expecting too much uptake? It'd be interesting to look at the stats of urban dead and see how many players just don't continue after a few clicks. Certainly that's a game where you click about 30 times and miss the zombie pretty much most of them.
That's it, I'll put in the cliche of the moment - zombies! Have to kill some around your farm! And co-incidentally, they have cash on their rotting corpses! Hehe!
Driftwurld
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