Psychological manipulation #2 Big numbers
This is a fine balancing act for players but the goal of the matter is to keep going for the big numbers and keep the big numbers with them getting bigger, and bigger then you get the picture. With this not only having one set of numbers get bigger but having the other numbers get bigger as well. You need some form of system to keep the players wanting the numbers to get bigger.
For idle clicker games you use the reset system to get the player coming back; with the MMORPG system you scale down those numbers in updates so you can keep numbers getting bigger or use the shared power system for the players to use.
Personally I like using an XP reset system; once the XP hits max for the level, the XP subtracts from the XP cost bringing it down to 0 and as thus allowing that big number of XP to still feel big. Then you might be asking about the player leveling up which there is always the COD reset level system where once the level hits a big enough number you have it where the progress is reset for the sake of giving the player a tool they can flex with. Now you're starting to get the picture, those levels and those systems turn into forms of XP themselves where players are gaining those numbers to gain other numbers.
However; what if the players only care about more power? Then you only have two choices; put in actual effort and expand upon the ideas (ugh), add more game mechanics so you can make other numbers bigger (I'm addicted to this kind of system with having a ton of stats, ngl) and then you have the keep digging down, double down, no triple down on it! (Do this!)
Players at that point will have invested so much time, money and effort into your game that it honestly doesn't even matter anymore if they leave your game or not because they're too invested.
You have to remember to make the numbers get bigger slowly overly time, make them feel like they're investing into your game as if they're actually being paid.
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