This thread is
the result of a conversation in Goonies, which I was a part of, and I shall add
my contribution to this. I will split the subject into pieces to be able to
discuss them more deeply and I most likely will repeat some that brids already
wrote.
--Overview--
Through the
years I have been playing all type of browser games, where some idea has been
successful and others haven't. One of my first game, Utopia, is still living
and breathing, even after 12 years. But others is long gone, or just goes on
automatic with no one taking care of them. This is nothing unusual, everything
has it cycle and some longer then others. But it shall eventually end. Illyriad
isn't an exception to this rule, but its cycle may end sooner then intended and
this is what this thread is about: avoiding that.
----- Table of
content -----
1. Economy,
the real one
2. War
2.1. Losing
everything
2.2 Siege,
lose even more
3. Alliances
3.1
3.2
4
4.1
1. Economy, the
real one
The developers
of Illyriad do, like almost all other people in this world, have an interest in
getting something in return for thier work. This is nothing strange and I
assume most people are all right with that (there are some people who critizise
the possibility to spend cash to become better, but that is the socialist
jealous attitude). So our developers of this game has an interest in making
cash and therefore they added a currency in-game that is tied to hard currency.
Prestige they call it.
Now they need
to create an incentive for the players to actually spend thier cash to buy
prestige. First is to create a darn good game so the people gladly just buy
prestige to support the developers of the game, in order to be able to continue
enjoy this game. Second, one may create a situation in the game that might be
something the player rather avoid, that can be skipped if one spend prestige
(most people will think of speed (movement and building). I will return to this
later, but keep in mind that the developers wants revenue.
2. War
Consider all
games out there, every single one of them, and then try to name how many of
these has no conflict within them. I can assure you, all games, in some senses,
involve conflict. Conflict doesn’t always means violence and a like, but two or
more parties that wants a resource with limited supply and it is an extremely important
element of games. No conflict, no game, since you have nothing to solve or work
with. Illyriad is no exception, it NEEDS conflict or it will die. And I will
argue that it might already be dying.
There is of
course conflict in Illyriad and sometimes plenty of it. But the current game
mechanics makes most of the conflict just a destructive force with no return to
status quo. Conflict, in a game like this, must have ending when the loosing
side has a good chance of recovery.
2.1 Losing
everything
Brids took up
the example of the war between H? and White. This war was nothing but
completely and utterly destructive, as nothing good has yet come out of it. H?
may see themselves as a winner, but in reality, they where also on the losing
side, as was White of course, but also the game developers and all other
players. The result of this war is basically that White got destroyed, as it
today is a shattered alliance of inactive accounts.
H? won the
conflict but lost the game. They are completely uncontested as rank 1 and all
conflict they are going to have is someone bored with the game and want to
suicide. This is even a joke between some of the goonies players. “Just attack
H? and be done with the game”. Is this the mentality we really want to have in
Illyriad? Goonies, as rank 3, should be plotting and making strategically plans
on how to overcome H? and take the position as rank 1. And I assume that H? is
just trying to maximize their production and just fooling around, not making
defensive plans versus the closest ranking alliances.
The reason for
why this situation is several but the primary reason is: it is all or nothing. Win
everything or loose everything. A failed or successful attack results in that
the losing army loses EVERYTHING. There is no between. No attacks that result
in retreats. Your attack will either destroy the enemy or be destroyed by the
enemy. And then, the question is, what is the price if one win? The price is
that you are going to spend less time rebuilding then the attacker, some
experience for your commander/commanders and some resources perhaps. That’s it
and it isn’t an incentive at all for fighting.
2.2 Siege,
losing even more
This is
probably the most idiotic thing ever implemented in Illyriad (and many other
games). I cannot, in any perspective, understand why this ‘feature’ is
implemented. In its current form, it is nothing but destructive to the game. The
ability to siege someone and completely destroy a city only creates a mentality
of extreme caution and conservative gameplay. Alliances and players goes to
great length to avoid conflict, creates confederations and naps with everything.
Illyriad is a
game that is centred on conflict, yet it punish the loser(and sometimes the
winner) to such a degree that few people dares to do it. The risk isn’t even
close to the gains and this must be fixed if you, the developers, want to
create a game which people actually plays.
2.3 Conclusion
and suggestions
There must
always be a risk and a cost for losing a conflict, but the price cannot be
annihilation. Also, there must also be an incentive for having a conflict and
winning it. Experience for your commander and resources are not enough. Going
to post some suggestions on how to deal with it:
Attacker:
When
attacking, an option of retreat should be made possible ( 0 – 60% ). When
fighting and your numbers reach the % given, they retreat. A few more % should
be added as the forces are trying to retreat, but this gives the possibility to
fight another day. And if the battle didn’t go as expected, one doesn’t have to
loose everything. One should never, even if one wishes, loose more then 60% of
its units.
Defender:
Defender should
never lose 100% of its army and it should always have advantage on the
attacker. They know the area and they may have the fortifications. Even if the
attacker wins, the defender should never lose more then 50% or so of its army.
Siege:
I do not
possess particular much knowledge of how the siege works. But I would suggest
that a player who has been sieged and lost, should be able to have his city
fully operational in approximately two weeks. Say that buildings gets repaired
and it will take X amount of time per each building, depending on its type and
level. A low level player might be back on his feets within a few days, but a
high level player might need two weeks to recuperate. Two weeks might sound
little, but consider that most of his troops is gone and that is two weeks
without development. So it may still take up to a month before completely
recovered.
General:
Honor, glory
and fame! Being a country that puts high value on the great man and woman
should also be awarded as such. While opposite should be paying for their bad
manners! Meaning, there should be a honor variable, that gives advantages or
disadvantages, depending on ones playstyle. A player who constantly attacks
same player, which is nothing but a small, peaceful and quite town should be
awarded as the coward he is. Low reputation with the council of Illyriad for
its foul acts and for desecrating this beautiful world, however, the dark lord
of naughtiness who feeds on the suffering on innocents rewards his servants
with wicked power of the darkness.
Meaning: There
must be more incentive for the players to interact in conflict with each
others! Glory and fame, in different way, is usually a great way of
accomplishing this. This is also for conflict between players, not between
players and NPCs, but the NPC’s should react to players actions. And this will benefit the developers of
Illyriad, as it will keep players in the game, even when suffered a defeat in
war. Not as it is now, where the loser has to restart completely (which is
going to make them leave). It will also be more attractive to new players.
But the
extreme risk of conflict MUST go, or Illyriad will.
I shall
continue with next part when I have time.