" It's key for players to feel that they have a unique role to play in a group of other characters, whether or not those are represented by real friends. That principle drives people to tend each other's crops in social games or share gifts with one another, RS 07 Gold
because they get a sense of contributing. It also can keep players engaged and motivated when they feel the characters in a game world rely on them, or when party members in an RPG interrelate. The principle can also work by giving a player a companion character that relies on them, such as Fable II's dog. "These are related to people staying and sticking around in your game," suggests Rigby. Relatively few games satisfy all three of these areas. In general, he says, group raids in MMOs are good at offering players a sense of mastery and belonging, but fail to give players a sense of autonomy satisfaction, as they're so tightly choreographed -- each person has a role, and limited movement outside of it. But World of Warcraft's flying mounts are so popular because they hit all three areas: Players experience a sense of mastery, since it's a reward for a high level achievement; they get autonomy, because they are now more free to navigate the world in a new way, and they have a new perspective on where they stand in the world relative to other characters.The Downside Of RewardsSimply giving players something they want doesn't work in the long term, Rigby warns. "Rewards are becoming a huge mechanic in online games and social games," he says. "A lot of it is really bothering me, to be honest, because our data suggests we might be going in the wrong direction. We need to give people things to get them to keep playing?" "Buy Runescape Gold
You start to focus on what's that external thing they're going to get, rather than on the experience themselves." he says. Arbitrarily giving players things does not, in fact, increase engagement. Without meaning, rewards can actually diminish long-term satisfaction and engagement.