Quote:Even if the game ends up being a pretty good job, I don't think there is a big chance of it inspiring enough player commitment for a clan/guild type affair in the normal sense. Looking beyond the launch, I see a potential problem in player count occasionally dropping so low that they don't have opponents and will leave. This is self perpetuating.
Original post by Discord
Thank you for the replies so far. Obviously the biggest advice is not to make it just a gimmick. If that happens then we would just release it as a fan thing and not market it as a serious game.
I am curious about thoughts on the other ideas that could be done to make it more serious. I think trying to establish a community through forums, ranking system, clans or guilds, and stuff like that really add to the life of a game. What are things along those lines that could really work for a FPS?
I'd shoot for accessibility. Make it dead easy for a fan to jump in the action. Creating an account and other such roadblocks should either be removed or seriously streamlined. If you end up with versions of the game for different bands, by all means, in addition to keeping individual scores, pool the scores from everyone who plays a given band's version. (This doesn't have to mean team play inside the game.) "Band vs band" is a natural division and might inspire a good amount of fans to try to keep theirs at the top. Make these scores "fade" over a week or so, so that at any given time, it doesn't take impossible effort to tilt them. I would also consider putting some NPC enemies in the multiplayer levels to give people something to do while waiting for opponents.
How about special events once a week or once in every two weeks where a band member (obviously, rotate different members) plays a superpowered version of himself for an hour, and the fans try to take him down as many times as possible? If you do this early in Saturday afternoon, there will be a ton of players online for the evening after the event.