Difference between revisions of "Encouraged Return Visits"
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[[Encouraged Return Visits]] assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports [[Drop-In/Drop-Out]] gameplay, and typically this is done through a [[Persistent Game Worlds|Persistent Game World]]. | [[Encouraged Return Visits]] assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports [[Drop-In/Drop-Out]] gameplay, and typically this is done through a [[Persistent Game Worlds|Persistent Game World]]. | ||
− | There are several different ways of encouraging players to return to games. [[Extended Actions]] or [[Delayed Effects]] are probably the easiest, simply making the period before the effect takes place long enough forces players to leave the game for real world reasons but they still need to return to see the effect. Planting and harvesting crops in [[FarmVille]] is an example how this can be used in games. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] can be seen as a way of making [[Continuous Goals]] have more [[Challenging Gameplay]] when the actions can be interrupted. [[Investments]] is a more specific way of achieving actions with [[Delayed Effects]] while [[Collecting]] is an activity that can support [[Encouraged Return Visits]] because the [[Resources]] are not always available and appear at [[Spawn Points]] or other types of [[Resource Generators]]. | + | There are several different ways of encouraging players to return to games. [[Extended Actions]] or [[Delayed Effects]] are probably the easiest, simply making the period before the effect takes place long enough forces players to leave the game for real world reasons but they still need to return to see the effect. Planting and harvesting crops in [[FarmVille]] is an example how this can be used in games. These may be [[Interruptible Actions]] but this adds a [[Risk/Reward]] component to departing the game - in fact, [[Encouraged Return Visits]] can be seen as a way of making [[Continuous Goals]] have more [[Challenging Gameplay]] when the actions can be interrupted. [[Investments]] is a more specific way of achieving actions with [[Delayed Effects]] while [[Collecting]] is an activity that can support [[Encouraged Return Visits]] because the [[Resources]] are not always available and appear at [[Spawn Points]] or other types of [[Resource Generators]]. Having [[Events Timed to the Real World]] is another option for [[Encouraged Return Visits]] since players need to wait for the real world event to happen before they can perform certain actions and complete certain goals in the game world. While [[Events Timed to the Real World]] give rise to specific [[Ephemeral Events]], these in general can used also as long as players can become aware of them, e.g. through [[Extra-Game Event Broadcasting]]. [[Extra-Game Event Broadcasting]] can also be used to remind players of their own actions that need doing and thereby strength how they provide [[Encouraged Return Visits]], but [[Extra-Game Event Broadcasting]] of other players' actions can in itself encourage players to return to the game by simply reminding them of its existance. |
[[Persistent Game Worlds]] add two other options. First, if they have [[Evolving Rule Sets]] due to designers often adding or modifying parts of the game, players will need to return regularly to keep up with the changes in the game or be disadvantaged. Second, if they support [[Altruistic Actions]] players may both want to return to see if others have return the favors they've given or feel that they might now owe other players to help them. | [[Persistent Game Worlds]] add two other options. First, if they have [[Evolving Rule Sets]] due to designers often adding or modifying parts of the game, players will need to return regularly to keep up with the changes in the game or be disadvantaged. Second, if they support [[Altruistic Actions]] players may both want to return to see if others have return the favors they've given or feel that they might now owe other players to help them. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[ | + | [[Events Timed to the Real World]], [[Extra-Game Event Broadcasting]], [[Investments]] |
[[Collecting]] together with [[Resource Generators]] or [[Spawn Points]] | [[Collecting]] together with [[Resource Generators]] or [[Spawn Points]] | ||
− | [[Persistent Game Worlds]] together with [[ | + | [[Ephemeral Events]] together with [[Extra-Game Event Broadcasting]] |
+ | |||
+ | [[Persistent Game Worlds]] together with [[Altruistic Actions]] or [[Evolving Rule Sets]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 18:49, 16 February 2011
Game structures making players wanting to return to certain places or activities in the game.
Some games are created so they cannot be finished in one play session. This of course risks that players never return even if they are playing with or against other players. To make the players of these games return they can be designed to have Encouraged Return Visits, i.e. as part of their gameplay players do plan when they should play again.
Contents
Examples
When players of FarmVille place crops or animals in their farm they are also committing themselves to returning to the game after a certain time since each such placed object only can be activated after a certain waiting period. To further encourage players to return often, there is only a certain harvest window before crops wither and not many crops or animal have the same waiting periods.
Persistent game worlds such as World of Warcraft can have certain quests and items only available at times matching certain dates in the real world (e.g. New Year's Eve, Oktoberfest, and the Day of the Dead), encouraging players to at least play then. Mafia Wars did a similar thing in having a special challenge mission related to the world championship in Soccer 2010.
Using the pattern
Encouraged Return Visits assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports Drop-In/Drop-Out gameplay, and typically this is done through a Persistent Game World.
There are several different ways of encouraging players to return to games. Extended Actions or Delayed Effects are probably the easiest, simply making the period before the effect takes place long enough forces players to leave the game for real world reasons but they still need to return to see the effect. Planting and harvesting crops in FarmVille is an example how this can be used in games. These may be Interruptible Actions but this adds a Risk/Reward component to departing the game - in fact, Encouraged Return Visits can be seen as a way of making Continuous Goals have more Challenging Gameplay when the actions can be interrupted. Investments is a more specific way of achieving actions with Delayed Effects while Collecting is an activity that can support Encouraged Return Visits because the Resources are not always available and appear at Spawn Points or other types of Resource Generators. Having Events Timed to the Real World is another option for Encouraged Return Visits since players need to wait for the real world event to happen before they can perform certain actions and complete certain goals in the game world. While Events Timed to the Real World give rise to specific Ephemeral Events, these in general can used also as long as players can become aware of them, e.g. through Extra-Game Event Broadcasting. Extra-Game Event Broadcasting can also be used to remind players of their own actions that need doing and thereby strength how they provide Encouraged Return Visits, but Extra-Game Event Broadcasting of other players' actions can in itself encourage players to return to the game by simply reminding them of its existance.
Persistent Game Worlds add two other options. First, if they have Evolving Rule Sets due to designers often adding or modifying parts of the game, players will need to return regularly to keep up with the changes in the game or be disadvantaged. Second, if they support Altruistic Actions players may both want to return to see if others have return the favors they've given or feel that they might now owe other players to help them.
Consequences
Many of the reasons for players to have Encouraged Return Visits also make them have Grinding. However, since Encouraged Return Visits makes players return again and again to games it provides the basic requirement for Social Interaction, that people can meet and interact with each other.
Relations
Can Instantiate
with Continuous Goals
with Interruptible Actions
Can Modulate
Continuous Goals, Drop-In/Drop-Out, Persistent Game Worlds
Can Be Instantiated By
Events Timed to the Real World, Extra-Game Event Broadcasting, Investments
Collecting together with Resource Generators or Spawn Points
Ephemeral Events together with Extra-Game Event Broadcasting
Persistent Game Worlds together with Altruistic Actions or Evolving Rule Sets
Can Be Modulated By
Extra-Game Event Broadcasting, Interruptible Actions
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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Acknowledgements
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