How to create interactions between players in the digital world?
In a digital world inhabited by players, interaction between them is inevitable and essential, especially in MMORPGs. Just like in the real world, where social interactions are constant, players also seek to connect in the virtual world. In this scenario, it is crucial that interactions are aligned with the game's playful proposal, and that is where the game designer plays a fundamental role. He must create and balance interactions, ensuring that they do not cross the line between desired engagement and pressure on the player.
Many interactions between players occur naturally in the digital world, especially when there are reasons for it, such as economy, dungeons, hunts, world bosses, monster spots, resource collection, tradepack delivery, caravans, and maritime activities. These are some examples of mechanics that naturally favor interaction between players, whether in the formation of groups, conflicts over resources, PVP or PK to steal resources in transport.
However, when it comes to creating less organic interactions, such as content that requires groups without adequate tools for forming them, attention must be doubled. For example, if a game requires group activities but doesn't offer an easy way to create groups, many players may avoid the content because they don't have friends or don't want to interact with strangers. It is important, therefore, to offer tools that facilitate the formation of groups, allowing players to choose who to play with and create more stable bonds.
In the case of creating PVP interactions with a PK system, it is crucial to offer reasons for players to engage in this type of activity, as well as establish punishments for those who act outside the law. For example, when becoming an "outlaw" player, he may be the target of a hunt, be prevented from entering cities, lose access to teleports and only be able to sell resources obtained in PVP on the black market. Furthermore, it is important to offer subtle incentives to become an outlaw, such as competing for a resource spot, stealing tradepacks (which will be sold cheaper on the black market) and progressive reduction of fees on the black market according to the PK score. .
In short, it is interesting to create incentives for interactions between players, but without making them feel obligated to have unwanted interactions. Interactions should be seen as natural and unconscious choices made by the players themselves, making the experience more engaging and fun for everyone.
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