Re: Suggestion - Warning
Posted: Wed Dec 12, 2012 5:47 pm
Yeah, I don't get that interpretation from that data either.
If anything, it shows that people are frustrated they died and are going to "Play the damn dungeon until I beat it". Designing a game to be as "engaging" as possible is the wrong metric. It should be as "enjoyable" as possible, which will itself result in engagement.
Focusing primarily on engagement results in the same kind of manipulative mechanics that cause Facebook and MMORPG games to be so compelling, while simultaneously being boring.
That isn't to say you're manipulating us of course. I do believe you're trying to make the best game possible. But imagine for a second that the game is F2P with micro-transactions. In that case, no death warning would be the best possible option since it would cause people to lose gold and then make a payment to purchase more. Or, should I say, best possible option for the bottom line.
If anything, it shows that people are frustrated they died and are going to "Play the damn dungeon until I beat it". Designing a game to be as "engaging" as possible is the wrong metric. It should be as "enjoyable" as possible, which will itself result in engagement.
Focusing primarily on engagement results in the same kind of manipulative mechanics that cause Facebook and MMORPG games to be so compelling, while simultaneously being boring.
That isn't to say you're manipulating us of course. I do believe you're trying to make the best game possible. But imagine for a second that the game is F2P with micro-transactions. In that case, no death warning would be the best possible option since it would cause people to lose gold and then make a payment to purchase more. Or, should I say, best possible option for the bottom line.