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« on: June 05, 2003, 10:49:03 pm »
you mentioned 4 things there that the study found addictive. Levelling, Quests, Intense Fighting and PKing.
I\'ve never seen anything in an MMO outside of fighting my way through a dungeon to whack the boss that I\'d really call a quest, so lets just say for a moment that this is lacking, so far most mmos have 3 of the points you were talking about. Now... Intense fighting, if you\'re actively involved like in an FPS or something like PSO where you have a lot of real-time control over the combat almost every fight is intense in some way but when it\'s like DAoC or Diablo or whatever, it\'s \'tension\' mainly comes from watching a stupid energy bar and freaking out when it looks like it might not last the fight :rolleyes:
My suggestion is to make the levelling take care of itself and be more subtle (more analogue, less digital) while increasing the emphasis on quests and just generally intense stuff as much as possible. You don\'t read cool epic stories about how Kaleff sat in a field killing monsters all day to reach her 27th level and put some points into archery, you read stories about how she killed the dragon after fighting off it\'s endless minions, dodging the mountains various traps. The fact she gets better as she does this is in the background, it\'s the feat of killing the big bad boss and knicking his treasure that you really care about =3
If you really want to go whacking the psychology stuff you\'ll find that people have 4 primary elements in what they look for in a game, and these levels differ from person to person. They are...
- Challenge
- Curiousity
- Fantasy
- Control
based off what I enjoy it pretty much reads that I have high levels of curiosity and fantasy medium levels of control and pretty low levels of challenge
Guys in general tend to have higher levels of Challenge, that\'s where most of these games are aimed, especially with this levelling crud ><
anyways... there\'s a point buried in this post somewhere, I\'ve just went and lost it ^^;
I\'ve never seen anything in an MMO outside of fighting my way through a dungeon to whack the boss that I\'d really call a quest, so lets just say for a moment that this is lacking, so far most mmos have 3 of the points you were talking about. Now... Intense fighting, if you\'re actively involved like in an FPS or something like PSO where you have a lot of real-time control over the combat almost every fight is intense in some way but when it\'s like DAoC or Diablo or whatever, it\'s \'tension\' mainly comes from watching a stupid energy bar and freaking out when it looks like it might not last the fight :rolleyes:
My suggestion is to make the levelling take care of itself and be more subtle (more analogue, less digital) while increasing the emphasis on quests and just generally intense stuff as much as possible. You don\'t read cool epic stories about how Kaleff sat in a field killing monsters all day to reach her 27th level and put some points into archery, you read stories about how she killed the dragon after fighting off it\'s endless minions, dodging the mountains various traps. The fact she gets better as she does this is in the background, it\'s the feat of killing the big bad boss and knicking his treasure that you really care about =3
If you really want to go whacking the psychology stuff you\'ll find that people have 4 primary elements in what they look for in a game, and these levels differ from person to person. They are...
- Challenge
- Curiousity
- Fantasy
- Control
based off what I enjoy it pretty much reads that I have high levels of curiosity and fantasy medium levels of control and pretty low levels of challenge

Guys in general tend to have higher levels of Challenge, that\'s where most of these games are aimed, especially with this levelling crud ><
anyways... there\'s a point buried in this post somewhere, I\'ve just went and lost it ^^;
