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Feedback and Suggestions / Is GoI Unfinished?
« on: June 03, 2013, 10:44:07 pm »
Hola,
After playing this game for a couple of days I've had a couple arguments with my friends who I've gotten to try this out but were unsatisfied with their experience. Their reasons being is that the game feels incomplete in the sense that it doesn't have the right amount of content to make them feel that the $20 price tag is fulfilling. Me being a fan of the game, I obviously threw in my arguments that you guys at Muse are constantly adding new content, tweaking issues, etc. and that the game is made by an indie developer who got most of their funding being Kickstarted. Irregardless of my argument, my points were diminished at the point of, simply, it feels unfinished. I wanted to make this post to, hopefully, get it read by someone at Muse that'll take my ideas into consideration for the game so that I can eventually pull my friends into enjoying this game as much as I do:
Competition in Games
GoI is an awesome casual experience. By this I mean; that's literally all it feels like - a casual experience. One issue that I feel doesn't help pull in a big part of the demographics in gaming is the competitive edge this game has the potential of having. I'm not saying to take away all that makes this a casual experience but it would help encourage a bigger group of players as well as give the game a much larger span of longevity. So what can we do?
1.) Ranks - The idea of ranks that you guys have in this game is common, however it doesn't paint a clear path for a player to follow. There should be some sort of counter for the ranks and how to progress in the game. This allows players to gauge where they're at with each rank and how to achieve each one; always giving them something to work towards. I'm assuming the position titles have something to do with these ranks as well?
2.) Player Scores - Creating score sheets in game when players access the player list via [TAB], will allow people to be able to see each players score which is calculated off their work they've done during that match. This is obviously calculated by kill shots, assist shots, and rated by the most important work from their particular occupation they've done (ie: An engineer repairs a broken engine +2, repair hull +1, etc.) based on its importance. This allows people to see what their crew members have done to help the team as well as give that competitive level of play for people to get the highest scores in a match.
3.) Accolades - Accolades are awesome for in-match achievements players can get and add to an accolade scrapbook in their player sheets. These can range from crew/team MVP to Highest Accuracy, Best Gunner, Engineer, Pilot, etc. based on their score sheets in the match.
4.) Leaderboards - These are the most legendary way for players to compete as the best in games. It adds a level of competition while not getting in the way of the casual playing experience of other players.
Social Experience
Obviously GoI has the basic structure of a solid social experience but it isn't quite fitting the bill as far as what it could become. By this I mean, it doesn't cater to party sessions, guilds or the like which can all help build a stronger and more intimate social life in GoI. What can we do?
1.) Parties - Allowing players the options of starting parties (you could call them gangs, even) will allow them to coexist with their friends and join games on the fly much easier than finding games where they have to look for crews with enough open slots for the friends they have.
2.) Guilds - Guilds/factions/clans are essential in any multiplayer world and are a great way to expand the social experience of players. This can also be a good way for Muse to keep some income going! Let's say we can start our own clan for $1, the clan leader can make their own 3-4 letter clan tag which will appear in brackets next to players names and they have their own clan chat, logo, and more (ideas are there for the developers). Logos would be a fantastic way to add customization to your ships like having flags off the masts with the clan's logo it also gives players an opportunity to create families within GoI strengthening the social core of the world.
Up The Ante
What if we made Guns of Icarus... Faster? Hang on, bear with me! Let's say, like the guns, we have tiers of ships: light, medium and heavy all with their own attributes. In a sense, that's already present in GoI but what if we take away the concept of only 4-player ships? What if there were additional slots of 3, 2 and 1-man ships all with their own roles? Let's say we have a single-man plane that goes around harassing the larger ships? They are vulnerable to heavy attacks and can't launch heavy assaults of their own, but they could take out gun decks to allow the larger ships to come in for the kill? Not only can we have co-op on the decks of each ship but we can take it to the next level with the role of your team and the ships captains choose as well.
Like I said, I love the game, seriously - it's fantastic but there's always room for more and this game has tons of potential for being an even more massive game. I don't want to say what timeline Muse should follow but I think they should really think about perfecting the multiplayer experience of this game to draw the attention of even more players. I swear, if you present half these ideas with the way you guys develop and throw them on Kickstarter for a round 3, you'll get the funding for sure as myself as one of your backers.
Keep up the good work guys, I hope you guys read this and find some of my ideas interesting and thanks for the great game!
After playing this game for a couple of days I've had a couple arguments with my friends who I've gotten to try this out but were unsatisfied with their experience. Their reasons being is that the game feels incomplete in the sense that it doesn't have the right amount of content to make them feel that the $20 price tag is fulfilling. Me being a fan of the game, I obviously threw in my arguments that you guys at Muse are constantly adding new content, tweaking issues, etc. and that the game is made by an indie developer who got most of their funding being Kickstarted. Irregardless of my argument, my points were diminished at the point of, simply, it feels unfinished. I wanted to make this post to, hopefully, get it read by someone at Muse that'll take my ideas into consideration for the game so that I can eventually pull my friends into enjoying this game as much as I do:
Competition in Games
GoI is an awesome casual experience. By this I mean; that's literally all it feels like - a casual experience. One issue that I feel doesn't help pull in a big part of the demographics in gaming is the competitive edge this game has the potential of having. I'm not saying to take away all that makes this a casual experience but it would help encourage a bigger group of players as well as give the game a much larger span of longevity. So what can we do?
1.) Ranks - The idea of ranks that you guys have in this game is common, however it doesn't paint a clear path for a player to follow. There should be some sort of counter for the ranks and how to progress in the game. This allows players to gauge where they're at with each rank and how to achieve each one; always giving them something to work towards. I'm assuming the position titles have something to do with these ranks as well?
2.) Player Scores - Creating score sheets in game when players access the player list via [TAB], will allow people to be able to see each players score which is calculated off their work they've done during that match. This is obviously calculated by kill shots, assist shots, and rated by the most important work from their particular occupation they've done (ie: An engineer repairs a broken engine +2, repair hull +1, etc.) based on its importance. This allows people to see what their crew members have done to help the team as well as give that competitive level of play for people to get the highest scores in a match.
3.) Accolades - Accolades are awesome for in-match achievements players can get and add to an accolade scrapbook in their player sheets. These can range from crew/team MVP to Highest Accuracy, Best Gunner, Engineer, Pilot, etc. based on their score sheets in the match.
4.) Leaderboards - These are the most legendary way for players to compete as the best in games. It adds a level of competition while not getting in the way of the casual playing experience of other players.
Social Experience
Obviously GoI has the basic structure of a solid social experience but it isn't quite fitting the bill as far as what it could become. By this I mean, it doesn't cater to party sessions, guilds or the like which can all help build a stronger and more intimate social life in GoI. What can we do?
1.) Parties - Allowing players the options of starting parties (you could call them gangs, even) will allow them to coexist with their friends and join games on the fly much easier than finding games where they have to look for crews with enough open slots for the friends they have.
2.) Guilds - Guilds/factions/clans are essential in any multiplayer world and are a great way to expand the social experience of players. This can also be a good way for Muse to keep some income going! Let's say we can start our own clan for $1, the clan leader can make their own 3-4 letter clan tag which will appear in brackets next to players names and they have their own clan chat, logo, and more (ideas are there for the developers). Logos would be a fantastic way to add customization to your ships like having flags off the masts with the clan's logo it also gives players an opportunity to create families within GoI strengthening the social core of the world.
Up The Ante
What if we made Guns of Icarus... Faster? Hang on, bear with me! Let's say, like the guns, we have tiers of ships: light, medium and heavy all with their own attributes. In a sense, that's already present in GoI but what if we take away the concept of only 4-player ships? What if there were additional slots of 3, 2 and 1-man ships all with their own roles? Let's say we have a single-man plane that goes around harassing the larger ships? They are vulnerable to heavy attacks and can't launch heavy assaults of their own, but they could take out gun decks to allow the larger ships to come in for the kill? Not only can we have co-op on the decks of each ship but we can take it to the next level with the role of your team and the ships captains choose as well.
Like I said, I love the game, seriously - it's fantastic but there's always room for more and this game has tons of potential for being an even more massive game. I don't want to say what timeline Muse should follow but I think they should really think about perfecting the multiplayer experience of this game to draw the attention of even more players. I swear, if you present half these ideas with the way you guys develop and throw them on Kickstarter for a round 3, you'll get the funding for sure as myself as one of your backers.
Keep up the good work guys, I hope you guys read this and find some of my ideas interesting and thanks for the great game!