Join the forums now, and start posting to receive access to our Scripts Vault!
Which model is better and why/when?
- when you get better, you actually have a chance to get among top players - in everlasting they will be just too far
In general, everlasting games emphasize the "persistent world" aspect, while reset-based games emphasize the "game" aspect.
Knowing that the same world will be there tomorrow and next week and next year adds significantly to my enjoyment of it
However, everlasting games have a corresponding advantage over resetting games, specifically because of their less-competitive nature: You can take your time, explore, and still see everything. If you have a game with content that requires, say 500 hours to reach (leveling up, gathering resources, whatever) and that game resets every six months, then anyone who plays less than 20 hours/week on average will never be able to access that content, nor will anyone who spends most of their in-game time interacting with other players or the game world in ways which don't advance them towards it. For an everlasting game, however, it doesn't matter whether you play 10 hours a day or 10 hours a year, it doesn't matter whether you push hard to advance while in-game or you just socialize and pick virtual flowers, everyone will eventually be able to access that content regardless of their schedule or preferred play style.
I though, the major goal of a designer is to prevent a player to ever see the whole content? So the player have an incentive to stay and play.
The biggest question about everlasing games is, how do they prevent content being used up? Like items. You level up and get all the items and... you have nothing else to get!
How about average lone developed games? For example I played Afterdoomsday, a small everlasting game, they have such problem, very few items, no resets and players complaining they have nothing to do. The game deteriorated with old players sitting and complaing (but still staying because they are used to it or for other reasons ). I wonder how that game would turn out if they had regular resets...
If you get destroyed, you go on the perpetual server, where players who have played longer get a disavvantage in resprod among other things, so new rulers keep upthrowing the world
Interesting structure, but one likely problem jumps out at me:Quote from: pixlepix on September 26, 2010, 07:48:25 PMIf you get destroyed, you go on the perpetual server, where players who have played longer get a disavvantage in resprod among other things, so new rulers keep upthrowing the worldThat disadvantage should be based on current power level (e.g., something like the "unrest" mechanic in most Civ-style games, which requires you to divert an ever-increasing proportion of your resources to keeping your population happy as you get more powerful) rather than on the age of your account. Doing it based on age means that, after a player has been overthrown, they would have no chance to rebuild and take over again because they'd still be suffering from the age penalty.