Post by JustVine on 2021-06-21 11:34:55
This is a very good question that strikes at the heart of AoC's game play loop. I was discussing with Azherae about this not too long ago and we came to the conclusion that there was a relatively easy way to increase the game play loop without spending too many resources on it development wise (Azherae can correct me if I missed any points.) While loss rates will almost assuredly be tweaked and tested during Alpha 2 and Beta 1, I feel this solution needs to be on Intrepid Studio's radar as a possible approach to not just player retention but making AoC feel more like a living world.
Refugees and Quest:
An enemy attacking a node should and probably will have some form of preparation time for the defending players. During this preparation period it would be great if there were quests that spawned in surrounding nodes of npc's sympathetic to the situation. This could possibly spawn a quest to help fortify the area in some way. Upon victory, this would result in some form of 'increased confidence in alliance' between the two nodes. Upon defeat, this would result in the sympathetic party offering to take in the player as a refugee in some outskirts outside of town to temporarily store their stuff and possibly offer some form of limited temporary citizenship to give some access to vital utilities.
Why do this:
There are a few reasons why this makes for an effective game play loop.
Overall, I think this will really flesh out AoC's game play loop. Even in the real world we have refugees after catastrophic battles. Giving a way for players to have a tent outside a familiar enough area and some access to essentials for getting back on their feet is a great way to both make the world feel like a constantly changing and fleshed out place and mitigate some of the real player psychology challenges that arise from AoC's core gameplay. Not only that, but the quest writing and generation is quite easy to do without expending a lot of resources. Even just the quest itself without the refugee status will almost assuredly lead to a less negative and more immersive game play loop for some section of players.
Refugees and Quest:
An enemy attacking a node should and probably will have some form of preparation time for the defending players. During this preparation period it would be great if there were quests that spawned in surrounding nodes of npc's sympathetic to the situation. This could possibly spawn a quest to help fortify the area in some way. Upon victory, this would result in some form of 'increased confidence in alliance' between the two nodes. Upon defeat, this would result in the sympathetic party offering to take in the player as a refugee in some outskirts outside of town to temporarily store their stuff and possibly offer some form of limited temporary citizenship to give some access to vital utilities.
Why do this:
There are a few reasons why this makes for an effective game play loop.
- The type of person who owns a house in a node and gets emotionally upset at losing their home is likely to be the sort heavily invested in the PvE, questing, and crafting side of the game. They are economic contributors adding real value and capital to the game.
- A quest in a surrounding area gives the player a mental default as to where to retreat to and lessens the devastating effect of not just losing a large chunk of your property, reward, and feeling of progress in the game, but all the utilities that made it possible to be an effective economic actor as well.
- Such quests offer a sense that connections to surrounding nodes are important and expand the players scope of what they are investing in. In other words if you are interested in a surrounding area not just one specific place at any given time, it is harder to fall into the emotion that you have truly lost everything.
- It also helps reshape the context of REBUILDING. Rebuilding after loss is part of the gameplay loop. Losing your stuff and home can be extremely demoralizing. Changing the context to 'being a refugee on your back foot amongst allies with somewhere to go and refocus your efforts' can be inspiring.
- When a player is emotionally upset it's harder to think clearly. Having a quest to nudge the player to a default area (that they chose through their own agency by starting the quest) provides an anchor point while they mentally regroup and get back to what 'fun' is for them.
Overall, I think this will really flesh out AoC's game play loop. Even in the real world we have refugees after catastrophic battles. Giving a way for players to have a tent outside a familiar enough area and some access to essentials for getting back on their feet is a great way to both make the world feel like a constantly changing and fleshed out place and mitigate some of the real player psychology challenges that arise from AoC's core gameplay. Not only that, but the quest writing and generation is quite easy to do without expending a lot of resources. Even just the quest itself without the refugee status will almost assuredly lead to a less negative and more immersive game play loop for some section of players.