In a multiplayer module for Neverwinter Nights 1 that I have been working on (as a hobby) I included the ability to change the character's appearance as the player liked. All dyes and materials are availabel from the start, however, some dyes and materials cost more.
So players can make their avatar look how they like, but it costs them a bit to do so. This discourages them from just changing their look every time the log on, but still allows them to do so if they really want.
As development continues, I will be haveing the certain dyes and materials in different places in the world to encourage exploration. However, even new players will potentially have access to alal the materials but they just have to go look for them.
Quote:However, I think just changing the dye is not enough, unless different dyes result in special properties or something. |
I think that seperating style from functionallity is a good thing. It encourages a metagame (that is beying the gameplay) competition among some players to design and look the best. This actually encourages comunity building as they try to out do each other.
Think of how modifications to cars (and computer cases) brings groups of people together to discuss what they ahve done and admire those that excell at such custom jobs. Also Clans can set up a kind of "uniform" that members could wear and identify themselves with. If appearance is tied to any gameplay mechanics/functionality, then none of this can easily occur.
One thing that MMOs try to do is give the players a reason for wandering around the world and looking for things. Usually this is done by Quests. By having the player have to complete quests and wander far and wide to do so, the developers soak up time from the players and also encourage them to wander aroudn teh see the world that they created for you. By having an appearance system that has some hidden or remote objects that are desirable, you can achieve the same effect, but make the journy much more personal for the player.
I think it is the impersonal nature of the quests tha makes the grinding so hard to bear. When a player has to travel 30 minuts in game from one town to the next, just to drop off 15 goblin ears, it doesn't really engage them. But if they had to do the same journy but for their own reasons (to get that bling they want, or to get the dye that will show that they are a member of the Tailors guild), it maks the journy more interesting.
Humans are social creatures, why not allow player to express this in games? Fassons, style and standign out form the crown are all very important to the psychy of humans. If they can engage this in game, then this can only be a good thing.
Quote: Perhaps you want clothes customization as a partial reward, rather than a main component of a reward. |
I don't think that avatar customization should be an integral part of the quest reward structure. Players should still have to work to get the customization, but not as directly part of a quest's reward.
Completeing a quest might give them the funds to afford the customization, but this is an indirect reward rather than a direct reward for questing.
By having such an indirect reward from questing it give the players a long term goal other than just advancing their characters' experience levels.
If instead of making the work not about aquireing the resources (dyes etc) to customize the avatar, but have the costs in changing the style and colours of the avatar, then you create a situation where regular changing of styles is the indicator social standing (as this indicates that you have the resources to afford to do this).