Originally Posted by Wyrmdog
First is greater interaction with the community.
... Second is the inclusion of more carrots. Now, before anybody goes crazy and talks about all the vanity items or complains about the new PvE requirements, I can't even begin to list the people I've gotten to try this game only to be turned off by their feeling that they weren't progressing once they hit 20. Be it through loot or character abilities, the carrots were just too subtle to draw most of them in. For some it was the idea that they were as good as they'd get and that gave them the sensation of completion, like they'd beaten the game even though the majority of the storyline remained to be discovered. Whether through loot, alternate advancement paths or whatever, people need to feel as if they are accomplishing something. What's in place works for most of the resident crowd, but not for all. I'm not advocating a specific method yet, just the need for some sort of essentially perpetual reward system. A little tangential, but there you go. |
I'm not against adding more incentive for time. The important thing is once you hit level 20, do the attribute quests and spend a little time getting collector weapons you're as strong as your going to get. Anything after that which increases strength of a character I don't like. Rewards for pure vanity aren't nearly as strong as rewards for increased power, but adding those kinds of rewards bring in more problems then they're worth.
As for a solution I'm not really sure. As you said the rewarded with cool looking gear works for me but not for others. My answer is generally make the game more fun in its own right, just like pvp is fun in its own right. Beyond all of those comments though, which I think really work but are beside the point, looking cool rewards are the only ones I can really endorse.
I think what ANet is looking to do in GW2 is make a game with a large or infinite strength reward system, but are trying to attack its problems individually. Maybe this is a step in the right direction? Personally it sounds alright to me, but not really what I want. Mainly because of a natural competitive nature of social games. A game that adheres more to skill based gaming is something I'd be far more interested in.Perhaps the best route is trying to make a character more invested in the world, so they naturally want to continue. Like by being a crucial part in town building or other communities in games.