
How to reward activity in an otherwise idle multiplayer game without leaving casual players behind (article)
This is somewhat of a follow-up of my previous post on opportunity cost.
TLDR:
I originally designed Orion Online - a tick-based browser mmorts currently under development - for idle players, with a targeted playtime of 10 minutes per day. Early playtest show that some players like to play much more than that. This is very welcome, but it poses an interesting issue: How to keep both idle and active players engaged, while maintaining agency and relevance for all players.
The article takes up possible ways to address the issue at hand, and goes into the new Masteries system in Orion, which is a talent tree that players unlock abilities in as they do actions in their current alignment/role.
In short, I propose that you can find alternative ways to reward active players beyond making them more powerful, which tends to compound and snowball, such as offering them a player journey, a completionist system, or as in this case, a progression system.
I do recognize that the masteries systems is a form of power reward, but it does not compound (is self-feeding) as other systems tend to do, and my intention is to pivot the system towards more of a tech-tree with unlocks rather the raw % multipliers in the future.
Would love to have some interesting discussions about this if anyone else has experience or an interesting take on this issue.