1. What is your age?
2. Which statement most accurately describes you?
Casual gamer(that puts in a lot of hours)
3. What are your preferred game systems? Multiple Choice
Gameboy SP(if I'm in a waiting room)
4. What kinds of games interest you / you play? Some games may fall into multiple categories. Multiple Choice
Hunting (Deer Hunt: 2005 Season)
Action (Castlevania: Symphony of the Night)
Combat (Armored Core: 1 / Master of the Arena / 2 / Another Age / Nexus / Nine Breaker / Last Raven)
Fighting (Soul Calibur)
Flight (Vanark, Tyrian)
MMO (Shaiya, DKO)
Open World (Fallout: New Vegas, Oblivion)
Platformer (Crash Bandicoot: 1 / 2 / Warped, Spyro)
Puzzle (Sheep Raider, Project Eden)
Racing (Gran Turismo 4, Road Rash: Jail Break, Flatout 2)
RogueLike (FTL, ADOM)
RPG (Shadow Tower, FFIX, FFI, Vagrant Story)
Real Time Strategy (Starcraft)
Sandbox (Minecraft, Phun, Factorio)
Simulation (The Sims / Spore / SimCity 2000 / Goat Simulator)
Strategy RPG (Fire Emblem)
Strategy (Master of Orion II, XCOM: Enemy Unknown)
Survival Horror (Resident Evil Revelations, Resident Evil 4, Parasite Eve)
Third Person Shooter (Ratchet & Clank, Apocalypse)
Misc. (Tenchu II, Worms Armageddon, Bomberman, Yu-Gi-Oh: Forbidden Memories / Duelists of the Roses, Kingdom Hearts 1 / 2, Tomb Raider I / 2)
5. Could you briefly explain why this/these game genres appeal to you?
Some have a lot of depth strategically, some have fun mini-games in them, my favorite thing about some of them is the amount of secret areas or uncommonly known features and how well they are hidden (relying less on strategy guides and more on 'I wonder I can actually reach that ledge, there might be something behind the waterfall or, does sliding THEN jumping make me go higher?', intuition (Tomb Raider) or experimentation, I love games with experimentation like body/weapon builds in Armored Core or gummy ships in Kingdom Hearts).
One overarching thing that makes me pick one game over another is style. I don't play games that don't feel serious, that don't have depth, that reference other things (piggybacking fame), that ruin immersion (almost anything with achievements, aka all new games, Minecraft uses them as a tutorial which makes it actually pretty cool), that don't have a satisfying mix of concepts and that seem too goober (anything on the Wii). I like games that start with action then keep switching between fairly challenging to brisk ass-kicking.
Part 2: The following questions relate to the design of a Multiplayer Third Person Shooter / Fighter.
1. Do you have any design preferences in regards to:
(This may refer to visual designs, new or overdone concepts etc. Answer with N/A if you’re unsure or have no particular preferences)
- a. Character / Class design? I like there being a small assortment of classes with selection of gender and very basic features.
- b. Weapon / Armour design? For rpg: tiers ranging from ghetto material/quality and rustic rogue design to royally adorned and mystical, for shooter weapons, I would just copy what resident evil 4 does.
- c. Map design? The only thing to consider in map design for a multiplayer is lag (few large maps vs. many smaller? maybe many instances?) and vantage points (hills, overhangs and walls), no one looks at the scenery. Single player games are different, map design makes for half the fun and interest of the game.
About 6, less than that is a bleak variety, more than that is difficult to juggle.
3. How should these classes be obtained?
(ie. Available from beginning, unlocked through a story-mode, bought etc.)
All classes are always available due to the fact that they deal with different play styles. Different for single player games however. Why? Because you spend the majority of time in multiplayers grinding and spending money, in single players it's about trying new things the next round of playing the game is when you try a new play style.
Multiplayer is more about the long run, having a lot of freedom to chose what type of play style you want in the beginning then playing and upgrading them until the end of time.
4. What type of payment models should be considered for PC’s & Mac’s? Multiple Choice
I've given this tons of thought because my friend and I were trying to open our own rpg server.
Keep it free to play, make it where people who don't pay could still kill people that spend lots of money, the thing is that if you spend money, you attain things you would normally attain through gameplay but a lot quicker and also give them things that make them slightly more powerful.
In short, give an incentive for players to pay, but don't make the paying players invincible to the non-payers, make it fair to some extent. Servers that charge for you getting on the server don't get a lot of people playing, servers that give very good things to big payers annoy the people who don't have as much money or have no money(with friends that could potentially play the game and pay, networking).
5. List (if anything) features or types of gameplay which would interest you.
(ie. Equipment, set / chosen skills & weapons, player rankings, a particular game mode etc. Answer with N/A if unsure / would not be interested)
If we're talking about shooter multiplayer, add a lot of aesthetic customization for the character, allow a couple of gun upgrades for hard work put in or money, have guns fill niches of strategy.
If we're talking about an rpg, have skills but don't make them upgradeable or anything weird like that, just attainable by reaching a level. In terms of gear upgrades, make them take somewhat a while in game but make players pay to upgrade quicker. In terms of gear, make most gear attainable in game but make players pay for some good gear (lot's of people don't mind paying if it's a long-term investment). I find pets stupid, I find paying for temporary buffs stupid, I find a massive list of little buyable items stupid (if you want a million unnatainable in-game items, add them as perks to buying long-term things with money like 'buy a mount, get 3 errr scarfs/fireworks/eyepatches/poof balls/upgrade catalysts').
Not sure on crafting systems, maybe make normal stuff farmable and make better crafted items by farming doodad items over a longer period (I like how Dragon Knights Online does it, mobs drop blueprints and items and you take them to craftsmen, fairly typical but..). It also annoys me when they have bosses that rarely spawn and the same elite group farms it all the time, there needs to be ways for everyone to have pretty good access to farming and leveling. I like any rpg mmo where you link gems to gear and enchant weapons. Not too sure on variable base stats on equipment, seems a little overdoing it.
When it comes to player rankings, things can get really complicated because a lot of people exploit with glitches, programs, and multiple instances to get kills. Possibly add a small power advantage to high-ranked players but nothing too crazy. There still has to be some incentive to be high rank, it being for bragging or aesthetics isn't enough.