I postulated you can never effectively increase game time by drawing things out. You always have to add new rewards to justify it. Thoughts?
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Replying to @Ghostcrawler
@OccupyGStreet Consider the opposite. If you reduced leveling time to 1 kill per level, and raised all drop rates to 100%...5 replies 0 retweets 1 like -
Replying to @Celestalon
@OccupyGStreet ...That would reduce total game time, no? If so, it's a continuum, and we try to hit a sweet spot in the middle.17 replies 0 retweets 6 likes -
Replying to @Celestalon
@Celestalon I think there is an expectations of rewards per unit X. If you just increase the distance between milestones it feels shitty.10 replies 0 retweets 5 likes -
Replying to @Ghostcrawler
@OccupyGStreet I think that's true other than extreme situations, after the fact. Before release, when deciding reward rate, X is unknown.7 replies 0 retweets 0 likes -
Replying to @Celestalon
@Celestalon If you just increase the time it takes to get a sword, players just have a sense that it's off. You have to add more swords.4 replies 0 retweets 3 likes -
Replying to @Ghostcrawler
@OccupyGStreet@Celestalon Then you get to the stage were the player has loads of swords and the uniqueness of each is diminished.1 reply 0 retweets 0 likes
@OccupyGStreet @Celestalon Of course there's a balance, but as an example I think WoW has went too far in the fast gratification direction.
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