TallBlondeDude
Librarian
Minecraft IGN:
TallBlondeDude
Auralock
Dark Follower
Phoenix
Serpent
Vampire
Werewolf
NOTE: This is feedback, not a suggestion
I could write a whole paper on the benefits of intrinsic motivation and or positive/negative motivation, but the gist is that people prefer positive motivation to have fun and retain interest, which is (I'm hoping) the goal of Potterworld. This is the big issue, people don't want to "waste" their time on going in one direction for 10+ minutes, often encountering nothing special to make it even slightly worth it. It's a pretty well known fact the world is mostly empty and the only exploring that gets done in higher levels (post broom acquisition) is exploring the air above the treeline. And the alternative to wasting time flying above the treeline? Spending gold. Unsurprisingly, people are not deriving fun from a system with a lose lose options. I don't claim to know the solution to it (hence why this is feedback), but I do think its pretty clear there is a problem. I also want to compare this to games like runescape or other MMOs. When you do the grinding, it is often motivated by the idea of getting something, like a new gear or level, not avoiding something. Frankly the removal of quick teleportation to "Encourage Exploration" has absolutely not had that effect, unless like I previously stated, the air above the trees needs explored.
I could write a whole paper on the benefits of intrinsic motivation and or positive/negative motivation, but the gist is that people prefer positive motivation to have fun and retain interest, which is (I'm hoping) the goal of Potterworld. This is the big issue, people don't want to "waste" their time on going in one direction for 10+ minutes, often encountering nothing special to make it even slightly worth it. It's a pretty well known fact the world is mostly empty and the only exploring that gets done in higher levels (post broom acquisition) is exploring the air above the treeline. And the alternative to wasting time flying above the treeline? Spending gold. Unsurprisingly, people are not deriving fun from a system with a lose lose options. I don't claim to know the solution to it (hence why this is feedback), but I do think its pretty clear there is a problem. I also want to compare this to games like runescape or other MMOs. When you do the grinding, it is often motivated by the idea of getting something, like a new gear or level, not avoiding something. Frankly the removal of quick teleportation to "Encourage Exploration" has absolutely not had that effect, unless like I previously stated, the air above the trees needs explored.