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Dhruin
Stranger In A Strange Land
Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia |
Wish: Diary #1 @ RPG Vault |
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RPG Vault has kicked off a new Wish feature series with Mutable Realms' Producer James C. Moffet, IV (impressive) writing a <a href="http://rpgvault.ign.com/articles/458/458798p1.html" target="_blank">diary</a> that discusses how Wish will be made "sticky":<blockquote><em>Sticky is an industry term that equates to a product's ability to retain customers for a long period of time (years).
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<br>If you asked a seasoned game designer about what it would take to make a game sticky, you would most likely hear that it is important to promote bonding with other players through shared experience. Indeed, this is what makes a massively multiplayer game different from other genres, and therefore the game design should cater to bringing people together at all levels.</em></blockquote> |
Thu Nov 13, 2003 6:42 am |
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methusala
Tempered Warlord
Joined: 06 Jun 2003
Posts: 281
Location: Odinwald |
The only thing a mmorpg needs to keep players playing for a long period of time is "content".The more you add,the newer it gets.If I walk down a road a hundred times and always see the same things,it dosen't matter who I'm walking down the road with.If I can trust that the dev. team is always adding to my game then maybe the hundred and first time I walk down that road I might find a treasure chest that wasen't there before with something unique that I can wear or maybe a spell scroll,etc.Its all about having more and more to explore that wasen't there before,at least for me it is. |
Thu Nov 13, 2003 6:50 am |
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