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Incentive To Keep Playing MMORPGs?

Thanks to RPGDot for their opinion piece discussing why gamers would want to continue playing MMORPGs over long periods of time. The piece asks: "What is the best way to keep a player in an MMORPG? Reward their effort? Players will never have enough rewards to satisfy them for long periods of time. Remove all advancement limits? Players will complain that there is no goal. Reward their patience? Sure, but the gameplay has to be pretty engaging, if skills are gained through time instead of effort", but concludes without a definitive answer, begging the question - is there one?

2 of 56 comments (clear)

  1. like this by August_zero · · Score: 4, Insightful

    I think the first asheron's call had the right idea: create an epic storyline, with quests and events, and the base the outcomes on what the community does.

    For example, in AC1, there was a period during which these shadowy beings began to invade. over a couple of months, these creepy floating fortresses started appearing outside towns, strange new monsters appeared, and new dungeons opened up. Over the coming months, quests and events precedeing the resurection of a demon-god began to appear. Some players swore to help revive the god, and others tried to defend the shirnes and prevent it. One server actually held back the march of darkness most of the month but finally fell and the entire world was assaulted by this devil.

    I am simplfying it a lot but you get the idea. I had a lot of friends that started playing the game more than ever when this event was going on, and I think something like thisis the key to keeping your customers.

    The "sandbox model" in which players are just let loose in a static world to kill respawning mobs over and over isn't appealing to about 90% of the potential MMORPG players (that is anyone that plays RPGs) If they want to grab that market, they need to make the game as interesting as a brandnew epic RPG every month. "new content every month? that will cost a fortune!" you say. But I say "whoever figures out a way to do it without breaking the bank or hiking subscription costs will be the one that comes out on top"

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    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
  2. Let players contribute to worlds and run servers by agentk · · Score: 5, Insightful

    The best thing, IMO, is to let players start running their own worlds/servers at some point. The company could even move on to something else, and just keep selling client software (or not). It could even move into the new world of independent servers and sell game items and services, or contract tools and services to the people running independent servers. (On the other hand, maybe they would just be putting themselves out of business, I don't know :)

    This is generally where I'd like to see online gaming/entertainment go, maybe a mixture of free and commercial software, but with low barriers on people who want to run servers. This is how the Web happened :)

    reed

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    VOS/Interreality project: www.interreality.org