Finish your game before launch. If the launch date can’t be pushed back, remove the unfinished portion of the game and get it done right. For example, if the last 20-30 level chunk of your game has (basically) no quests, and quests were previously the method to gain levels, change the level cap to end when the quests end. If the content can’t fill out as many levels as the mechanics, you pretty much have to go with the weakest link and temporarily lower the level cap.
If a decision can logically be altered, let the player change their decision. Certain aspects of a character are essentially set in stone in most fiction, such as race choice; these aspects don’t need to be changeable. But, anything that makes sense to change (and is technologically feasible) like talent or achievement choices should be alterable by the player later in the game. Other examples are hair style choices, faction selections (depending on their importance in a game), and where their home recall point is.
Players should be making informed decisions. If a player is asked to make a meaningful choice, such as selecting their class or race, they must be informed. Give them all the information they need to ensure they’re making a “good” choice (in their perception), or they’ll be anxious about making it in the first place. This applies at every step along the way, particularly if the choices are permanent, and it can be quite tough to do effectively at character creation. But, whenever a player is making a decision, they need to know what the consequences and possible outcomes are before they are asked to make it.
Too many options are too many. A lot of us experienced players love having options. We like to choose our skills, increase our stats manually, and micromanage every little detail of our character and play because it’s part of the fun for us. For most people, that isn’t the case. Even for the people like me, there’s a point that there are just too many options, and I become gun-shy about making bad choices. Too much of anything is simply too much, and if you want an accessible game, avoid giving players too many options.
A “required feature” for your game’s genre may not be required for your game. Sometimes new features appear in almost every new game of the same genre. Mounts, for example, seem to be required as a baseline feature for a traditional MMO. Are they? Of course not. Not all burgers need cheese to be delicious, and not all MMO games need mounts to be great. An example in the FPS genre is BioShock — it doesn’t have all of the features of an FPS (or any other genre), but it’s still an amazing game. Never include a feature in a game because you think it’s a core feature to the genre; always include a feature in a game because it’s a core feature of your game.
Play your game. It sounds natural, but it isn’t always easy. Play your game like a player does, not just on your GM account, because the lack of power makes it a whole different ballgame. You need to at least understand the perspective that players have, which is hard to achieve when you know all the numbers — all the intricacies of the game — but lack the insight about how players really play. I know it’s hard to play your game that way when you made it (and to find the time to do so), but it’s a skill that you have to nurture. And, your employer better let you play while you’re at work, or they don’t know what’s good for them.
Perception is reality. When it comes to game balance, what really counts is how it feels while playing the game, not what the numbers tell you. It may be perfectly mechanically balanced–you have all the numbers, you’ve made all the calculations, and it is balanced. But, if that’s not how it feels when you’re playing the game, it isn’t balanced and needs to be changed. This is one of many reasons that it’s 100% vital that you play your game as a player does (a lesson unto itself).
Make it easy to come back. If someone has quit your game (See: Lesson #26), make it so easy to come back they can’t believe they quit in the first place. I’ll apologize right now for not making this lesson short and sweet like I usually do, but this one’s worth elaborating on. I’ll start with what you shouldn’t do, then I’ll give a few ideas for what you could do to make coming back easier than ever. Continue Reading »
Make cancellation easy. Seriously, don’t make it difficult in the least. The worst thing you can possibly do is make someone call to cancel their subscription. It may yield you an extra month of their subscription money since people are generally lazy, but it will leave such a horrible taste in their mouth that they will NEVER come back. Ever. Feel free to ask for brief (key word #1), voluntary (key word #2) feedback, maybe a series of check boxes that they can select for why they quit. But, make it a simple, easy to understand, quick, painless process. If you do, the player will be infinitely more likely to come back if and when they get the itch.
A game is only as strong as its weakest feature. Games are more often judged by their weaknesses than their strengths, just like anything else. Any incomplete feature or complete but crappy feature will leave a bad taste in players’ mouths. Reviewers will dwell on anything that isn’t up to par in your game far more than they will dwell on all the positives. Do not be afraid to get rid of features, even if you’ve already implemented them. This goes for more than just features: If a quest sucks, fix it or get rid of it. If a zone sucks, fix it or get rid of it. If anything sucks, fix it or get rid of it. It may make you shed a tear for all that lost work, but it’s better than leaving it in.