eLunateJoin Date: 2014-07-29 Post Count: 13268 |
I'm not a game developer, so I want to hear your input on this.
If Valkyrie (If you're not sure, ask) were to try and implement a cross-game rewards-based currency as an incentive for player loyalty and achievement, would you try to adopt it and implement it in your game?
If it were to be implemented:
* Everything would be automatic. Developers would not be able to abuse the system, because any developer-driven actions are already limited in how much they can give and abuse can be identified and stopped.
* Players would be given the currency by showing game loyalty; they can earn a certain amount per day by playing Valkyrie-enabled games for some time up to a maximum time where it stops giving them rewards for playing excessive sessions. This would not only encourage people to play games that implement the currency more often, but it would also stop people from abusing it and level out the playing field for idle gain.
* Players would be given the currency by achieving; developers can already give points to players through Valkyrie by rewarding their achievements, giving players bragging rights and encouraging player engagement, in a way that is limited per game to be balanced and encourage players to actually -play- the games. Valkyrie 'credits' (as it were) would be able to be distributed to players as they earn achievements based on a scale of how easy the achievement is to get (How many people get the achievement, how soon they get the achievement (in comparison to total play time on the game), how many points the achievement is worth). This would encourage engagement in the games, and would probably give you a much more dedicated player base.
What it would mean for developers:
* People would see a Valkyrie game and they'd think "Ooh, I can get rewards for playing this game", and that's exactly what you want. You want players to play your game, to be engaged in your game, and to come back for more.
* People would have an incentive to achieve. People would come back simply to do better, simply because it feels rewarding.
* Higher player engagement = Higher player count retainment = Higher rankings for longer. You do the math.
What this is not:
* This is not Player Points. Player points were an awful attempt at encouraging user engagement through bragging rights. It was a great idea, but it was driven by point shops and eventually meant nothing to players or developers. In the end, it was a gimmick that was short-lived for good reasons.
* This is not some black-market side-alley currency that people are going to trade behind your backs for R$. It's not. There is no trading of points, there is no buying of points, there is no abuse of points. It's not happening.
I want to know your opinions, as developers, on this sort of idea. And I want to hear what you think is bad about it, what you think is good, and what you think it should/shouldn't do.
I also want to know if you would consider implementing it in your game if it was adopted and developed, why and what for. |
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"If Valkyrie (If you're not sure, ask) were to try and implement a cross-game rewards-based currency as an incentive for player loyalty and achievement, would you try to adopt it and implement it in your game?"
Idk, I don't have much experience in creating games at all and playing them sooo....
ok. |
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Explain to me how you would go about doing this from a technical standpoint. |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
Well, I've got a VPS over at crescentcode which handles all of Valkyrie's metagame requests. Here's how it would work:
* Player joins, Valkyrie tells the Valkyrie server that the Player joined said server -> Valkyrie server starts tracking play time. If they've already hit their limit, it won't bother worrying about giving them more Valkyrie credits.
* Valkyrie server gets told that a Player was just given an achievement. It checks if the achievement can be given, the stats for the achievement and the stats for the game, and gives the player points/credits accordingly.
* Player leaves, Valkyrie works out how many credits they earned simply from playing (no achievements) that session and gives them to the player.
* Player tries to buy something in a game, game asks Valkyrie if they have enough credits. If they have enough credits, Valkyrie says yes, the game tells Valkyrie that the item was given and then Valkyrie removes the credits from the player and attributes them to the game and the global pool for redistribution. |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
Necessary attention-stirring impatience bump. |
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This is definitely interesting, then. I don't see any plausible way for this to become a tool available for distribution, as I fear that giving developers full control and access over a multi-game currency would end badly.
However, this would be a great feature to see game studios use. For instance, say you run a studio with two or three games, and each game features its own premium currency. Using Valkyrie, it sounds like you would be able to unify the three premium currencies into a single one that could be used on any of those games.
So yeah. Definitely give this a shot, but at least limit the permissions other developers would have over it, if not make it exclusively for yourself. |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
You treat me like I'd give developers full control.
Developers only have control over how users can spend it in their games, not how they can gain it. |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
Afternoon-opinion-grabbing bumperino |
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Sounds cool, I'd implement it. But have you even released anything to do with Valkyrie yet?
Oh, also, how do you intend to prevent abuse? I'm not familiar with Valkyrie, but it sounds like accessing the currency would have to be read-only to keep random people from messing with it, setting a player's balance to 0, giving them infinite money, etc. Are you planning to only give access to trusted devs? |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
The problem I have realised is that you're so simple that you don't think I can engineer this kind of thing. |
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eLunateJoin Date: 2014-07-29 Post Count: 13268 |
Not-dead-yet bump |
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Engineer it, then. Everyone supports it, no one's stopping you. |
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chimmihcJoin Date: 2014-09-01 Post Count: 17143 |
It's open source.
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