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Once players like Emily have gotten comfortable with the mechanics of the game, they're ready to dip their toes into the social features. Early social challenges should be easy to complete in a single play session, like small raids that can easily be defeated by a random pick up group. Instead of just ramping up the difficulty to force players into groups, though, the game designer should give bonus rewards to players who work together (even if it's something as small as increasing their chance of getting better loot) without making solo missions impossible. Hitting this balance between low effort social tasks and better game rewards makes the player feel comfortable and confident about reaching out to other players, which is crucial to move them onto the next stage of social curve design.
Recommended for you!
Extra Credits - Easing Players into Communication
Social Difficulty Curve: http://bit.ly/1GHgSAG
Extra History - Byzantine Empire: Justinian and Theodora
From Swineherd to Emperor: http://bit.ly/1J4vFWU
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Tagged under: Extra Credits (Award-Nominated Work),social curve,social design,social game,game design,design analysis,game design basics,MMO,MMORPG,online games,-op games,MOBA,social difficulty,game chat,design tutorial,social curve design,James Portnow,Daniel Floyd
Clip makes it super easy to turn any public video into a formative assessment activity in your classroom.
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