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General Discussion Forum » The Pub at MMORPG.COM » What is the most motivating gameplay factor? (poll)

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29 posts found
  Jaedor

Advanced Member

Joined: 8/17/09
Posts: 1109

4/23/13 11:59:00 AM#21

I chose Other because the reason I'll log into a game and play for hours is because I'm thoroughly engaged. When hours fly by, I'm into it and that's why I'll log in again and again. What I'm engaged in can change from minute to minute; discovery, challenge, design, wealth, group endeavors - these are the "what" rather than the "why".

  Phaserlight

Hard Core Member

Joined: 7/18/04
Posts: 804

Do you want to improve the world? I don't think it can be done. -Lao Tzu

 
OP  4/23/13 1:39:39 PM#22
Originally posted by Loktofeit
Originally posted by Phaserlight

Let's assume the game is fun (why else play it?).

That aside, what is the biggest motivating gameplay factor for you in any MMORP game?  It could be new or old, real or imagined, experienced or looked-forward-to.

Is it...

Progress - gear, statistics, accomplishments, standing...

Influence - other players, guild-members, enemies...

Skill - muscle memory, situational awareness, strategy, practice...

Wealth - becoming a benefactor, heir, steward...

Discovery - revealing the world, research, exploration...

Design - seeing an original plan come to life...

Fame - recognition, monuments, legacy...

The particular games I've played aren't important to this poll, but I've played a few and spent nearly a decade in my game of choice.  These are the primary motivating factors I could think of to continue playing any MMORPG.  I'm interested in hearing what motivates others in their gameplay activities.

That you missed Socializing, Combat and Story leads me to believe you either recently read something that you interpreted poorly or you're asking your question in a very strange and unclear way. 

 

It could be that I'm asking the question in a strange way?

The background to this is that I was designing an event which had a successful first run, but one player complained that the reward wasn't high enough.  This got me thinking about why it is that people play online games at all; I'm very interested in psychology and game design, and have some schooling in mathematics and social theory.  I expected one player's reward could be another player's per-diem.  Anyhow, that's what led me to ask this poll.

Regarding combat: I consider this to be even too general for what I'm asking.  There can be many aspects to combat; i.e. is the enjoyable aspect finally having the right sword, ability, stats or whatever to defeat a powerful enemy (progress)... or is it more about developing the right muscle-memory, "connecting" to the game in the right way (skill)...

Take a look at an older game like Contra; most of the "boss battles" involved memorizing the enemy's "pattern" and dodging in the correct manner or sequence.  Pretty archaiac in one regard, but I don't think I'd be too far off the mark by setting this up as an adjacent design philosophy to a game like... Final Fantasy, where one's ability in combat involved managing character's health bars, mana, etc.

Similarly with socialization, one could say that even socialization is a means to an end.  Over the years certain games have built up entire virtual societies, complete with their own economies, castes, backgrounds, what have you... my poll is aimed more at the question why socialize?  Is it the feeling of helping others on their way, making their journey easier, or keeping an eye on something valuable (wealth)... or perhaps rising through the ranks in a regimented military structure (progress)... being part of a secret society pulling the strings behind the scenes (influence)...

Likewise, story might be about discovery, or it could be more about design or fame given the structure of any game...

It's not a perfect poll, and I expect there to be some cross-over between categories, but I think the key-words provide a decent cross-section without having one or two "obvious answers".

Thanks for the responses so far!  The results are pretty enlightening, and some of the answers have been very insightful.

"To be what you are not, experience what you are not." -Saint John of the Cross
Authored 110 missions in Vendetta Online
Check it out on Steam

  BrucyBonus

Spotlight Poster

Joined: 3/30/13
Posts: 224

4/23/13 1:43:19 PM#23
Given the options it is discovery, and I don't just mean exploring a map; I think this incorporates a number of the other items:  Discovering builds, story, lore (if it is worth discovering which in most mmo's it is not), skills etc.  
  Leiloni

Apprentice Member

Joined: 11/16/12
Posts: 420

4/23/13 1:48:40 PM#24
By the OP's description of Influence I take that to mean Socializing as well as having community/political influence, so in that social aspect of it I voted for that. The truth is I can enjoy myself in a lot of games, even if they aren't the perfect game for me. But what keeps me in one game over another for a long period of time is the ability to enjoy that game with friends. For me, games become very boring very fast if I don't have people I enjoy playing it with.
  JasonJ

Apprentice Member

Joined: 3/19/13
Posts: 414

4/23/13 1:53:08 PM#25

Other.

Variety of gameplay.

If the game locks me into a limited view, that means the ability to play how I want, when I want and no amount of progression or anything else will make up for it. Nothing is worse than a game made by someone that feels they must guide every step a player makes.

  elocke

Spotlight Poster

Joined: 6/15/04
Posts: 4198

4/23/13 1:53:16 PM#26
Voted discovery but progress is my second choice.  It's why I play MMOs at all.  Exploring a vast unique world filled with mystery and intrigue and beauty all while growing my character in multiple ways such as skills, gear, achievements, story completion, exporation completion, pvp ranks, housing and items that go with, trophies, artifacts,crafting, fishing, mini games and so on.

http://www.twitch.tv/elockethemmoaddict

https://twitter.com/MMOAddicted

  Adamantine

Advanced Member

Joined: 1/07/08
Posts: 3480

War is not the ultima ratio, but the ultima irratio - Willy Brandt

4/25/13 9:40:03 AM#27

Definitely progress.

Skill is definitely part of progress, though.

  Arakazi

Novice Member

Joined: 5/23/09
Posts: 864

4/25/13 9:44:07 AM#28
To crush your enemies, see them driven before you, and to hear the lamentation of their women.

<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/11.jpg></a></p>RL][/CENTER]

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 8028

4/25/13 10:15:01 AM#29
Originally posted by Phaserlight

Regarding combat: I consider this to be even too general for what I'm asking.  There can be many aspects to combat; i.e. is the enjoyable aspect finally having the right sword, ability, stats or whatever to defeat a powerful enemy (progress)... or is it more about developing the right muscle-memory, "connecting" to the game in the right way (skill)...

Take a look at an older game like Contra; most of the "boss battles" involved memorizing the enemy's "pattern" and dodging in the correct manner or sequence.  Pretty archaiac in one regard, but I don't think I'd be too far off the mark by setting this up as an adjacent design philosophy to a game like... Final Fantasy, where one's ability in combat involved managing character's health bars, mana, etc.

Similarly with socialization, one could say that even socialization is a means to an end.  Over the years certain games have built up entire virtual societies, complete with their own economies, castes, backgrounds, what have you... my poll is aimed more at the question why socialize?  Is it the feeling of helping others on their way, making their journey easier, or keeping an eye on something valuable (wealth)... or perhaps rising through the ranks in a regimented military structure (progress)... being part of a secret society pulling the strings behind the scenes (influence)...

Likewise, story might be about discovery, or it could be more about design or fame given the structure of any game...

It's not a perfect poll, and I expect there to be some cross-over between categories, but I think the key-words provide a decent cross-section without having one or two "obvious answers".

Thanks for the responses so far!  The results are pretty enlightening, and some of the answers have been very insightful.

Well if combat is the core of your game then clearly improving the quality of that will have the greatest impact on the overall fun of the game.  Removing obstacles that prevent combat from being fun, and adding obstacles which cause combat to be an interesting pattern to unravel.

But you've said it is fun, and further clarified that this is just a user complaining about rewards.  That implies you had a certain effort-per-reward ratio, and it dropped with this particular event.  And so it's a simple matter of maintaining an equal or greater effort-per-reward ratio.  You just have to approach it from the player's viewpoint of how much effort it took to get the reward compared with how much the resulting reward helped them -- and compare that with earlier content.  

Presentation is also a possible factor.  If bosses normally leave a Treasure Chest when they die, but an event boss left a Massive Treasure Pile when it died, then clearly you're driving a different sort of player expectation (so even if effort-per-reward was balanced, you're driving an expectation that it shouldn't be.)

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