9Dragons

Game Play Demo: http://www.youtube.com/watch?v=urB9H3aMvVw

Lenses Used:

1. Flows
2. Chance
3. Challenge
4. Cooperation
5. Griefing

Flows

  • Goal in this game is reaching maximum level as fast as possible and player versus player (PVP) where user can get different karma
  • Hardly there is not much difference in player’s goal and developer’s goal. If players start to move away from the desired goal, developer will introduce new stuff to make the player focus back.
  • This game does not really have parts that can distract players till they forget their goal. Players usually do stuff that helps to achieve their goal in a better way.
  • This game does provide a steady stream of gradually increasing challenges. There will not be something cases where all the sudden players find it impossible to complete.

Chance

  • Drops in this game are truly random which some item drops from all monsters in the game.
  • Randomness will give players both positive and negative feelings. Feel good if is something rare, and feel bad if it is junks.
  • Slight change in probability distribution curves is good. Too much will render some stuff useless.
  • Enchanting is an interesting risk activity. Weapon is destroyed when failed and nice boost in damage if success.
  • The relationship between chance and skill is inverse proportional. Lower chance means need to work hard to improve skill.

Challenge

  • Some challenges in this game are leveling skills and dungeons.
  • For each dungeon, there will be three difficulties to suit each player capability.
  • Challenges in this game depend on gears more instead of skill levels.
  • Time taken to level up a skill increase by a each time player succeed in leveling one level.
  • The variety of challenges in this game is just nice. If there are too many challenges, players may find the game too hard.
  • Maximum for dungeon is 3 and skill is 10.

Cooperation

  • Have hero band (similar to guild in other game) but only limited to same clan.
  • Communication can be improved if different clan can join the same hero band.
  • Most players started as stranger. To help break the ice, developer can create quests that required multiple players to finish.
  • It will be synergy when players work together. Most of the time in this game, players in a party help each other till all of them get the same benefit.
  • Usually in this game different role are required in a party. For example, they will have tanker, healer, and damage dealer.

Griefing

  • Player killing is the most common griefing method in this game.
  • To make griefing boring, penalty can be imposed for killing the same person again within a certain time.
  • No loophole shall be ignored as griefing can cause unhappiness in players.

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