Warning! Wall of text, and none of it is anything you're interested in! The below is nothing but me rambling on about the problems I see in the current version of Plunder Gnome. Some of it may be interesting to game developers, as it shows the kinds of things which can keep players from getting into your game. To the average BYONDer, though, this post is useless.
This post is about player retention in general, and Plunder Gnome (PG) specifically. Getting a person to give your game a try doesn't automatically mean that they'll become a fan, even if you have the best game in the world that they're guaranteed to have fun with.
If the player has a bad experience right off the bat, they'll leave, before they've even seen what the game is actually like. This is the problem I've been seeing with PG. I'll list a couple examples.
First, joining the game. PG is a competitive game. If there's no one to compete against, then you can't play. If a new player logs in, joins the red team, for instance, and then hits the "Go" button to start the game, they'll be told "Please wait until both teams have an equal number of players". They then might sit around for a minute or so. If no one comes around, they log out. Potential fan lost.
So what if a user does join the game, and gets to play a round? BYOND users expect tile-based movement, and PG doesn't have it. Pixel based movement is, arguably, PG's best feature, but it can be confusing if you've forgotten what non-BYOND games are like. A new user starts the game, and presses down. Their gnome moves down by three pixels. Instead of holding down the down button, they try to mash it quickly; this is an annoying control scheme for any player. Next, they get caught on a bush (this happens all the time); instead of simply moving down until their hat clears the bush, and then moving left, they keep trying to move left and into the bush. Diagonals would make even more sense (they'd slide around the bush) but that isn't how a BYOND player think. To them, they're in the turf below the bush, so the bush doesn't matter anymore. The problem is, PG doesn't use turfs, at all. If you're touching the bush graphically, you're touching the bush. The player logs out.
So what if a player can find someone to play against, and gets the fact that it's pixel based movement? Well, they might be presented with the snow board. The snow board has no friction, so Gnomes fly all over the place, and often get stuck on corners and sides of buildings. Again, their experience with tile based movement tells them to simple move down, but they're being held up by something on their left. Why they never decide to press right and get unstuck is beyond me... especially considering that often there are people telling them exactly how to get unstuck, but for whatever reason they ignore the output window. The snow board is a nice and appreciated change of pace for fans (it mixes things up) but it turns off new users. The player logs out.
So what if the player likes pixel movement, and gets a good normal board? Well, why would they ever read what the game is about! Bump into radishes to collect them. Bring them back to your door. You can carry 5, max. Steal radishes from the opposing team's door. Bump into a gnome from the side or behind to stun him. Have the most radishes at the end of the two rounds. You now know exactly how to play. In fact, someone is probably telling the new player exactly how to play, but why would they read the output window? Instead, they wander around for a couple moments getting their pixel legs, collect a couple radishes, and then come to the terrible realization that this game is about gnomes and vegetables. The player logs out, not enough jutsus.
So what if the player likes vegetables, and read the rules? Well, someone might try to show them how to stun someone. "Just walk up from the side, and bump your opponant. They'll be stunned for a couple seconds". The player then gets so pissed off that someone had the gall to stun him, that he logs off. Also, the thing that stunned him might have been the computer controlled character that ran into him, like the crab on the sea-side board (again, loved by long time players, but bad if a new player gets it). I don't know what it is, but players respond violently to getting stunned, even though it's such a fun part of the game. They just have this "NOBODY stuns ME" mentality.
So what if a player reads the rules, sees how simple it is to play, and enjoys bashing people? Well, what if there's only two players around? PG is best 2v2 or 3v3. You can play 1v1, but the matches are lop-sided. The player plays three rounds, looses all of them, and logs off.
So, what are all the ways I can loose players? I can make my game about vegetables and gnomes (instead of power levels and genin exams). I can use pixel based movement, instead of tile based. I can leave out a single player mode, meaning that I need two people to log in at the exact same time in order to play (or friends can invite each other, this is normally how it works). I can remove player selection of boards, meaning that new players are presented with expert boards which they can't handle. I can forget to give the player any incentive or notification about reading the rules, or how to even find the rules (is the question mark button not obvious?).
Some of these problems are beyond my control, they are based on the psychology of the player (the stun/ego problem is the best example of this). Some of these are within my power to change, but represent a major overhaul of every part of the game. Level selection, for example, would require remaking the entire interface, the inclusion of some sort of voting system, I'd need to put players who'd joined the match somewhere else instead of taking them directly to the map, I'd need some way of presenting, graphically, the maps which can be chosen, and all sorts of other problems. None of these are trivial changes. Or, I could just remove the 'fun' boards, leaving only the default styled ones. I've already started that process by increasing the frequency of the default board, and adding another one which is very similar.
That's all for today. Got a suggestion?
Until I read more of the post, my only suggestion would be regarding the spelling of "loses".
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Lummox JR wrote:
Until I read more of the post, my only suggestion would be regarding the spelling of "loses". Done. Thanks for the help with spelling; I've always been weak in that department. |
I'd squeeze a link to the help files in next to the Join and Spectate buttons. The ? button in the corner is nice and I don't know if it should be removed, but I think it might be too far from a player's focus.
I also just posted in the forum with a suggestion to make readers more likely to finish reading help files. |
IcewarriorX wrote:
Textwall sucks, I liked your Gettysburg Address better. Those of us who can type pretty fast (regardless of spelling) can express ourselves just as well, and just as quickly, through text as through the spoken word. To people accustomed to the inability to write more than one sentence per minute, my posts may seem like text-walls. Hence the warning at the top. |
You start off paragraphs with, "So what" or some variation there-of waaaay too much.
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Popisfizzy wrote:
You start off paragraphs with, "So what" or some variation there-of waaaay too much. It's a motif for his rant. Also, you look like a stud Iain. ;o At any rate, I wouldn't worry about trying to cater to the playerbase that's so easily dissuaded. |
I'm a very big fan of having player-level AI in any game that would normally require more than one human player... In fact, I'd almost call it a necessity... (and indeed, one of the reasons I very rarely play any games on BYOND is that far too many of them offer no singleplayer mode... I won't even bother to wait for others if I open a game and find that I can't play without them)
So my most emphatic suggestion is to whip up some AI for computer-controlled gnomes and allow players to fill the ranks with them (to either play entirely by themselves, or to supplement a less than 2vs2 or 3vs3 player count) In more general terms, though, my advice is to look at what you've just written... You know numerous potential problem areas, and a solution for each... The path you therefore need to take should be a no-brainer... I'm not suggesting that you fix/change things that you feel are important/unique aspects of the game (the pixel movement, for instance, can and should remain, regardless of complaints; much like I'll never remove the hard-to-get-used-to, and oft bemoaned player eye shifting from Murder Mansion), but anything that makes sense to change (no matter the effort involved) should probably be changed... I can definitely empathize with not wanting to make changes that seem to require more work than they're worth, but when you find yourself with a known problem, a desire to fix it (especially one that's strong enough to ask for public advice), and some clear paths to doing so, you've really run out of excuses...lol Nike's slogan comes to mind... |
ACWraith wrote:
I'd squeeze a link to the help files in next to the Join and Spectate buttons. The ? button in the corner is nice and I don't know if it should be removed, but I think it might be too far from a player's focus. Yeah, I was playing and only noticed that button because I remembered this comment. |
Players are fickle beasts, I won't take it as much of a personal affront if they can't bring themselves to spend much time in my game.
However, it's ever been on the forefront of my mind lately that it's a good idea to have something for the player to do even if they're only one player there. Even if it's a mini-game. The very best scenario (and of course this wouldn't work for all game designs) is to have the game always on and ready to challenge as many players are there, even allowing players to join games in progress. What is an MMORPG if not this? So yes, that and these other things you've already mentioned are very good points. ;) |
SuperSaiyanGokuX wrote:
So my most emphatic suggestion is to whip up some AI for computer-controlled gnomes and allow players to fill the ranks with them (to either play entirely by themselves, or to supplement a less than 2vs2 or 3vs3 player count) Seconded. Plus, the mole team already has some pretty good AI, it just needs to be extended to the red and blue teams. Also, my suggestion would help a little when people get bored waiting for players :P |
So uuh... I happen to notice that there's no in game indication for when someone has logged on...
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Of all the games on BYOND, PG is probably one of the most accessible multiplayer games; meaning there is little more you can do.