Many online games use the pursuit of better loot and character development as ways to keep players interested in playing for the long-term. Since these don't apply to Tactica Online in the traditional sense, what are some of the hooks built into the design to make players addicted to the game and keep coming back for more?
What degree of transparency are you planning for the game? Will players be able to reliably tell at a glance how effective a skill will be? Or will it be a guessing game?
It has been mentioned that through guilds, players can "share" experience, equipment, and characters. Some seem to think this means trading in the traditional MMORPG sense (which, within a guild, is commonly just giving rather than trading), while others believe that sharing may be something temporary. Could you elaborate on what is exactly meant by "sharing"?
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
Comments
Many online games use the pursuit of better loot and character development as ways to keep players interested in playing for the long-term. Since these don't apply to Tactica Online in the traditional sense, what are some of the hooks built into the design to make players addicted to the game and keep coming back for more?
Silicor
What degree of transparency are you planning for the game? Will players be able to reliably tell at a glance how effective a skill will be? Or will it be a guessing game?
It has been mentioned that through guilds, players can "share" experience, equipment, and characters. Some seem to think this means trading in the traditional MMORPG sense (which, within a guild, is commonly just giving rather than trading), while others believe that sharing may be something temporary. Could you elaborate on what is exactly meant by "sharing"?
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss