Date: 2010-01-16 06:59 am (UTC)
tatterpixie: do epic shit (epic-shit)
From: [personal profile] tatterpixie
AS YOU KNOW (Bob), I am deeply psyched about this game. <3333 Here is my tuppence on fings an' also stuff:

* Akuniku is an AWESOME name for youma hunters. <3

* Limits on Kings and Kirin and the waiting period and delay and activity levels are all very good ideas. Like you said, you don't want people feeling like they missed a shiny, yet if the player count stays fairly low, you don't want to have such important roles sitting vacant. Very good plan, very wise. ^_^

* Max character numbers and rationing of certain character types = also very good and wise planning. I totally agree that with a world this big and epic and diverse, players would have more opportunities for interaction and awesome plot if they had more characters, and six is a nice number. <3

* Activity quotas: In this game, it might be a necessity, especially since you don't want people grabbing a key character like a King or Kirin and then dropping off the face of the planet. I think 1000K/quarter is very reasonable -- 1000K sounds like a lot, but it so isn't! And that's speaking as someone who doesn't really consider herself a writer. XD Heck, I can crank out 1000K without breaking a sweat!

One angle to consider is separate tiers of activity depending on character type. In one of the Pern games I used to play in, if you had a ranking character (like a bronzerider or a queen, or the head of a craft or something), you had a higher activity requirement -- I can't remember the exact numbers, but it was basically "you have a shiny, you have to continue to earn that shiny". That starts getting into serious granularity, though, and behind-the-scenes work for the game guru(s) and might possibly be too big a pain in the arse for you to administrate.

I've already showed you River Twine Holt, which has an activity requirement very similar to what you're contemplating, and it works quite well. It used to be much more strict, much higher, but they found that people were stressing over it and not having fun -- and when a game's not fun, why play?

(Funnily enough, River Twine is run by some of the same folks behind the Pern game mentioned above. XD What they found worked in the Pern setting didn't work so well in the Elfquest setting -- and they didn't want to drive off potential good players, or drive themselves spare with monitoring player activity.)

So yeh. This is all very logical and sense-making, both from a player perspective and from how the game is organized and managed behind the scenes. ^_____^ I hope this is helpful! <3
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