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I'm designing a new game. It's an online multiplayer strategy game. Inspired by feudal Japan. There's a game world (a big island) with a number of villages. A few of them are "Capitals". They're towns with extra bonuses. The game world would be relatively small (100 - 200 towns), but you only need to capture all the capitals to "win" the game. Then the world will end and you have won. So it's a game where everyone will try to capture capitals.Players who own one or more capitals will get a titel. They are leader of a "house". Other players will have the titel of "rebel".But the only scenario I see is that all rebels around a capital will try to capture it. They will cooperate to destroy the leader of the house. Then there will be a new leader, which will be destroyed by his former friends. Because everyone wants to win (for what else would you play?).
How can I create such a bond of loyalty, trust and pride in my game?
provide a benifit to both the holder of the capital and the vassal holder of the town if they dont attack each other during a settling in period.....perhapes some sort of commerce bonus or military bonus...Or alternatively you could give the holder of the capital a defence bonus against the vassals .... or the towns an attack negative against the new lord....
finally dont underestimate small groups abilities to work together for extended periods of time towards a shared goal
Also, I think you're going to have an abuse system here as it will take a LONG time for any single person to capture 100-200 towns.
I think the real 'root' of the issue here is that the system enforces it as the only method of 'winning.'
Perhaps you should think about altering the goals of your game to include some cooperative goals. Maybe it's not just about controlling the capitals but gaining 'reputation' from the local villages as well? Maybe, instead of total control, a player wins if they control 10 capitals and have a high reputation score for each of their respective territories?
In this manner, the game changes from one of complete conquest to a mix of conquest and diplomacy. Maybe the system remembers those who rewarded the game's previous winner and gifts them with a special title that their account holder may use, or they get a 'leg up' on the competition with bonus starting resources or something to that effect. In this way, you will want a strong player that you support to win the game.
Also, it should be stated that if you go with the reward system, you should NOT reward the game's winner with anything but a cosmetic gift. A title or something of that nature. Rewarding them with something as suggested for their supporters in the previous paragraph gives them an advantage against their competition where they already, clearly, had an advantage in the previous game. And, besides, winning the game should be reward enough, right?