RandomBattle

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  • SWG's "Buddy Program" is a win-win-win-win situation

    by 
    Chris Chester
    Chris Chester
    12.27.2007

    If ever there was an optimistic expression of the seductive power of the MMO, it's in the trial program. All game makers have to do is offer a way for existing subscribers to give a taste of their product to their friends, and these new players will fall head over heels into the pile of paying customers. It's a sound marketing strategy really; who knows better which kinds of people will be weak to the siren song of an MMO better than their friends, co-workers, and family members? In politics, they call this micro-targeting.According to Cameron Sorden over at Random Battle, the thing that sets SWG's Buddy Program apart from the competition is that instead of offering incentives in the form of free playtime (as with the popular Tabula Rasa Recruit a Rookie program), they offer in-game rewards to players. By Sorden's logic, most gamers already consider their subscription fees a sunk cost, so the greatest incentive is something that will enhance their in-game experience. He takes it a step forward and suggests that rewarding players for recruiting whole networks of new players, would provide the greatest return to all parties involved. It's an interesting perspective, though personally I would probably stop short of the whole pyramid scheme idea.

  • Are random battles more annoying than useful?

    by 
    John Bardinelli
    John Bardinelli
    03.29.2007

    Random battles have been a staple for many role playing games since the early days. Final Fantasy and Dragon Quest were some of the first to popularize the mechanic, and since then it's been stuck to the genre like Jack Thompson on Take Two. With the video game experience becoming more important to developers (and players), is it time to put jarring random battles out to pasture?Random battles simulate the unpredictable nature of going on an adventure in the wild. One moment you're walking along questing after the Magical Boots of Magic +5, the next you're ambushed by a bunch of zombies and have to whip out the swords. This forces you to be prepared for the worst while out-and-about. But the sudden interruption isn't part of the story and doesn't enhance the overall experience. Most random battles aren't even a challenge -- just hold down the "confirm" button and keep attacking for the win. Where's the fun in that?A few games have gotten the battle structure just right: Earthbound, Elder Scrolls IV: Oblivion, and Chrono Trigger to name a few. Battles are either planned or random, but you can see enemies ahead of time avoid them if you aren't in the mood. The feeling of danger is still present but not at the cost of maintaining the game's flow.Are random battles an integral part in the role playing experience or should they be left in the dust?