FAQ - General MMOG Phillosophy
18.1.14 If the punishment factor is low enough, is a rule that rewards players for doing things the designers want (e.g. not spending all their time in 1 dungeon) worth it?
Hrm. Tough one.
In general, I think it's much better to use positive reinforcement to get people to move around: the path of least resistance should also be the most fun path.
That said, I've seen trophy systems work, and we may experiment with them.
Some forms of diminishing returns (trophy systems, trivial loot code, etc.) are accepted much better when they exist at the game's inception as opposed to added later.
Beta will be fun!
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