a multiplayer game of parenting and civilization building
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This is a good question.
Original title was:
ONE DOLLAR ONE HOUR ONE LIFE
This aspect of the game was modified based on commercial considerations.
Even without the dollar part, if you died early, and had to wait 45 minutes to play again, you would likely get frustrated and quit. And as much as I hate to admit it, games that cause players to quit don't make very much money (because quitting players don't keep telling their friends about a game).
The best way to make money with games, assuming that you don't have a giant PR budget or enormous buzz around your game for other reasons, is to make a game that many people will play for hundreds of hours.
Games that people quit after 5 minutes are not that kind of game. And a game that lets you play for 5 minutes before waiting 55 minutes to play again is a game that most people will quit playing.
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This is a good question.
Original title was:
ONE DOLLAR ONE HOUR ONE LIFE
This aspect of the game was modified based on commercial considerations.
Even without the dollar part, if you died early, and had to wait 45 minutes to play again, you would likely get frustrated and quit. And as much as I hate to admit it, games that cause players to quit don't make very much money (because quitting players don't keep telling their friends about a game).
The best way to make money with games, assuming that you don't have a giant PR budget or enormous buzz around your game for other reasons, is to make a game that many people will play for hundreds of hours.
Games that people quit after 5 minutes are not that kind of game. And a game that lets you play for 5 minutes before waiting 55 minutes to play again is a game that most people will quit playing.
You're assuming people will quit playing your game but are you really sure about it?
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Gosh, I don't know.
I'm also---probably---not brave enough to find out, given that I'm supporting a wife and three children....
But yes, it would absolutely solve a bunch of problems in the game.
But imagine how mad you'll be if you get grief-murdered.... Though a would-be griefer would hesitate, since they'd be facing the same downtime. (Though one griefer might be able to take several people down before being stopped, thus trading one of their hours for ruining the hour of three people).
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I could totally see that as a secondary server, almost like a permadeath feature. I say shelf that idea, not trash can it.
Abundant resources on the map, but death carries a large penalty. You'd play there when bored or maybe your first game of the day.
Last edited by Psykout (2019-05-14 22:21:34)
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I would personally say not to risk it -- in the first place, it's hard enough to make a popular game to begin with -- and OHOL having a steady stream of players (especially the "casuals", which often get ignored here on the forums) is critical for its well-being.
OHOL doesn't really work when you have a total playerbase of only 100 people. You need thousands (which really only comes out to only a hundred of them online at once) to sustain this kind of game where one generation creates the next.
It's a tempting idea from an intellectual perspective, but I kinda doubt if it's really a commercially viable one.
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Gosh, I don't know.
I'm also---probably---not brave enough to find out, given that I'm supporting a wife and three children....
But yes, it would absolutely solve a bunch of problems in the game.
But imagine how mad you'll be if you get grief-murdered.... Though a would-be griefer would hesitate, since they'd be facing the same downtime. (Though one griefer might be able to take several people down before being stopped, thus trading one of their hours for ruining the hour of three people).
I hear you on the money issue, and the game still has to be popular or else what's the point of making a game that only a few people will enjoy.
But also keep in mind that currently the whole game is based on the fact that death doesn't really matter and you can get instantly reborn anyway.
I mean seriously you have the numbers, why are there so many deaths?
People die for a yes or no, is finding food that hard?
Why are Eve's from the garden of eden popping in places filled with mosquitoes or killer boars and wolves?
Yes, yes a mother griefer droping her kid on a snake this would be a little harder to solve, but would it be impossible?
You spend a lot of time on area/lineage bans /dies and other gimmicks so the players can chose where they want to be instead of finding why they dont want to be here.
When "griefers" go to prison they have time to reflect on what they did and the reason they did it, some come out and start "griefing" again and some change and "start a new life".
Do you think it would be the same if the jailor just gave you the key and said "Bye, see you next time."?
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You have a whole community to help you in that direction, giving ideas on all the various ways to make it work.
But right now all these ideas seem like they benefit a direction that leaves a bad taste, it's partly the game you want it to be but not really.
Also i get the impression that a lot of the opposition from the community is due to your vision not being expressed clearly enough, and truly understanding why you want the game a certain way.
An example i've seen post about members thinking you want to promote or encourage griefing, you talked jokingly about it being part of the jobs in town, but without going more deeply in the subject, i can understand the opposition if it's not clear as to why you do these statements.
I could bet that a major part of the community would support you if they really understood why you want to make the game the way you want to make it.
And i guess in some cases understanding comes from doing and in this case playing.
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