Expiring timed actions a good idea?
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Bart van Heukelom
on Game Development
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Published on 2012-08-17T21:26:39Z
Indexed on
2012/09/02
15:52 UTC
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We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing crops in Farmville or basically any action in the Sims Play4Free.
Now, however, there is the idea to let these processes expire, so if the player doesn't 'reap' them in time (e.g. within 4 hours) they are aborted. I'm a bit sceptical about this. How will this make players come back more often? Is not the reward of reaping the process enough for that? Can we expect players to fit their daily schedule around our game, maybe even set the alarm clock at night? Won't this just cause players to give up on starting these processes in the first place?
I realise this may be too subjective for this site, so I'll end with a concrete question: Do (m)any other online free-to-play games employ this technique?
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