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all those things seem to me like ways of interacting with players, not characters
One of the things that browser based games seem to miss compared to more graphical games is the immersion element, especially where it comes to social situations. Sure, you can provide message boards, pm boxes, or ajax style chat, but all those things seem to me like ways of interacting with players, not characters. There just seems to be too much of a gulf between people playing browser games
Let me clarify what I mean. In some games, if I'm looking for, say a cleric, I can find the cleric. I can see the cleric. I can ask him for help, and my character will be talking to the cleric. Yes, we're both aware that the other is controlled by a player, and neither of us may be roleplaying, but it still feels like a conversation is going on between two people.
I don't know, maybe it's just a matter of what you're used to, but I think there's something missing in the browser games I've played. I have played MUDs, and in those the interaction seems much better, as long as it's face to face.
it doesn't feel like you're still playing the game when you do it.
I'm assuming this is something you do in the game, not a cross promotional thing with some Japanese restaurant's delivery service.
I recognize that you probably have much more practical experience than me, but I'm afraid I don't agree with you.
First, I'm not talking about roleplaying, I'm talking about immersion. They may be related, but not necessarily interdependent.
Immersion is important in almost any game. I see in your signature a link to "Samurai MMORPG". Why make a game about Samurai and Ninja? Why not just call it "buttons you can click to change some numbers to other numbers"? Obviously you thought it was worth having at least a basic story to give the system meaning. On your front page you promise players can "Go on a journey and meet mythical creatures from Japanese folklore" or "Take a bath every day and eat tasty food in the inn". Don't you think that the same mindset that leads players to want to "eat tasty food"* in a game might lead them to want to talk to people in a game?
ancient japanese inn i would expect some twangy chord style instrument being played around in the background, maybe older gentlemen playing some sort of domino or board game, maybe some geisha or some um "relaxation therapists" to put it lightly, some random drunk etc
- Theme seems the most important factor, I have another game (fantasy) with very similar setup but the immersion there is very low. People complain about eating food feature, while I never got any complain about the same feature in Samurai, in addition no one ever complained that some options are disabled before you take a bath. I also noticed higher level of immersion in my other Wild West themed game. I would make a hypothesis that fantasy worlds are lost case when it comes to immersion, the best seems settings that are realistic and truly exist/existed on our world.
QuoteI'm assuming this is something you do in the game, not a cross promotional thing with some Japanese restaurant's delivery service. ROFL I read that and almost got myself into trouble at work from laughing so hard.
I think the problem your thinking of and unable quite to explain is the lack of association with the game environment itself. The problem with all games in general is they solely depend on 2 sense's for immersion into the game words, Visual and Audio.(Smell being the strongest of them all and thank god we cant smell some of the hardcore players, lord knows how long they've been sitting there)So for a semi dynamic game because lets face it unless you go 2d or 3d you can only do so much visually. The idea for a "local" chat is always a good idea,also the to each developer what they feel qualify or gives the appropriate feel to there lil game world,a game with the tavern is also another good example, because with that "area" you could always give the page a more visual appearance ie a picture of a tavern layout and you can now click on the activity's in said area that you want to do, or maybe even add some low volume(don't want to give anyone heart attacks now) midi or some kinda of sounds to go with the area. Seeing as it is a personal preference I write everything on paper first,so grab sheet of paper and make a list of what you would expect from the game if it was say a full 3d environment, and then you simply make another list of ways you could bring that list to your game.
Also some smaller things would be maybe a chat icon or identifier or color that signifies the class etc of the player,giving you the ability to see what the players are around without even asking and without running the risk of user loaded avatars,unless of course you plan on doing a small pool of generic ones for everyone.
Using Chris's ancient japan game as a example(I have't even played it or looked at the link even so dont shoot me) For like a ancient japanese inn i would expect some twangy chord style instrument being played around in the background, maybe older gentlemen playing some sort of domino or board game, maybe some geisha or some um "relaxation therapists" to put it lightly, some random drunk etc Now visually of course you cold try to recreate some or all of this, but you could use the local chat from earlier and do random sayings from all the occupants in the inn, like the drunk would randomly have a line inserted in the local chat spouting off some nonsense, the old men may be fighting over someone cheating, or talking about lord knows what old guys talk about, the bartender yelling at his "Relaxation therapists" to get back to work whatever I am sure you can see how all of this would add to the game environment feel
It's OK to have unpractical, inefficient or even plain wrong attitude/assumptions, as long as you realize it and know the implications and have a plan to counter them.
I see, so you go for lighter version and if players decide to not talk the "proper way" it won't hurt the game world.
Indeed... when you mentioned it, Samurai appear to have quite high immersion level. Players there even call me admin-san/sama when I pop up Cheesy On thing to note, this is not a very good game from game owner's perspective, if it was my only game I would have to close it because of finances. I do not konw if it is connected to immersion, but might be...So, how the immersion was reached in Samurai:- Theme seems the most important factor, I have another game (fantasy) with very similar setup but the immersion there is very low. People complain about eating food feature, while I never got any complain about the same feature in Samurai, in addition no one ever complained that some options are disabled before you take a bath. I also noticed higher level of immersion in my other Wild West themed game. I would make a hypothesis that fantasy worlds are lost case when it comes to immersion, the best seems settings that are realistic and truly exist/existed on our world.- There never was any intention of my to make players communicate special way, but they did it on their own (althrough this still is a minority). It was just a possibility for this due to huge amount of shoutbox (3 kinds of inn, bathhouse, training dojo, etc), also NPCs talk specific way and some players followed the convention. Again, simlar thing was done in fantasy game and there players ignored it and went for slaying monster's fest instead.- There are some non gameplay flavour only features (eating, bathing, some locations)