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How long duration for a match is too long in a lobby based game?

Started by May 26, 2012 12:27 AM
16 comments, last by PhilLiu 12 years, 8 months ago

[quote name='glhf' timestamp='1338019794' post='4943424']
Like report.. They must have a big team of employees if they are supposed to have to watch a recorded video of every single report.. or how else would they check?


They check only a few cases by themselves. The majority of the cases goes to a system called "the tribunal" where all experienced players(lvl 30) can read the cases and chose if they want to punish the players, or not. They get some ingame currency for voting. However, the system is kinda being abused, because the most voters are going to press punish without reading the cases...

[/quote]

Statistics shows that only 50% of the cases reviewed by the tribunal end up in a punishment or a warning. Plus, about 10 person review the cases before its considered ''reviewed'' so its not like a single person decides on the fate of a person its a jury and they vote

[quote name='Inukai' timestamp='1338022239' post='4943429']
[quote name='glhf' timestamp='1338019794' post='4943424']
Like report.. They must have a big team of employees if they are supposed to have to watch a recorded video of every single report.. or how else would they check?


They check only a few cases by themselves. The majority of the cases goes to a system called "the tribunal" where all experienced players(lvl 30) can read the cases and chose if they want to punish the players, or not. They get some ingame currency for voting. However, the system is kinda being abused, because the most voters are going to press punish without reading the cases...

I'm not sure about the length of the rounds.. It depends on your game, but IMO 2 hours are too long. There aren't many casuals who would play your game at all, when a single round last this long
[/quote]

Yep, That's what I thought.

So the discussion is really if I or anyone who have a similar idea have to simply forget about it and create something that lasts around 30 mins avg at most.
Or if it's possible to design it in a way like the 2nd post i made in this thread.. what is the best situation you can make out of it.
[/quote]

I think that really comes down to a discussion of the game mechanics you're using. Without you describing the idea, there's no real way to give you feedback on if someone can provide any idea that could reduce game duration while keeping the fun.

In mmo concepts, maybe it's as simple as adding a stacking buff that makes units do more damage and/or take more damage at certain time marks in the game.

In rts concepts, maybe it's a matter of lowering the unit cap so your core gameplay could remain unchanged but people would be reach the cap quicker and feel an incentive to attack sooner.

There are lots of good ideas out there of how make a game shorter or longer but since you're the only one who knows your idea, you're the only one who can think of ways to maintain the fun factor while adjusting the duration.
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[quote name='glhf' timestamp='1338025290' post='4943435']
[quote name='Inukai' timestamp='1338022239' post='4943429']
[quote name='glhf' timestamp='1338019794' post='4943424']
Like report.. They must have a big team of employees if they are supposed to have to watch a recorded video of every single report.. or how else would they check?


They check only a few cases by themselves. The majority of the cases goes to a system called "the tribunal" where all experienced players(lvl 30) can read the cases and chose if they want to punish the players, or not. They get some ingame currency for voting. However, the system is kinda being abused, because the most voters are going to press punish without reading the cases...

I'm not sure about the length of the rounds.. It depends on your game, but IMO 2 hours are too long. There aren't many casuals who would play your game at all, when a single round last this long
[/quote]

Yep, That's what I thought.

So the discussion is really if I or anyone who have a similar idea have to simply forget about it and create something that lasts around 30 mins avg at most.
Or if it's possible to design it in a way like the 2nd post i made in this thread.. what is the best situation you can make out of it.
[/quote]

I think that really comes down to a discussion of the game mechanics you're using. Without you describing the idea, there's no real way to give you feedback on if someone can provide any idea that could reduce game duration while keeping the fun.

In mmo concepts, maybe it's as simple as adding a stacking buff that makes units do more damage and/or take more damage at certain time marks in the game.

In rts concepts, maybe it's a matter of lowering the unit cap so your core gameplay could remain unchanged but people would be reach the cap quicker and feel an incentive to attack sooner.

There are lots of good ideas out there of how make a game shorter or longer but since you're the only one who knows your idea, you're the only one who can think of ways to maintain the fun factor while adjusting the duration.
[/quote]

I wasn't looking for ideas on how to make it shorter though..
I was looking for ideas if it's possible to design it in a way to it's possible to have 1-2 hour long matches where casual gamers can play as well and keep the game as competitive as possible.

I wasn't looking for ideas on how to make it shorter though..
I was looking for ideas if it's possible to design it in a way to it's possible to have 1-2 hour long matches where casual gamers can play as well and keep the game as competitive as possible.


Short answer is no. And we cant help you further without knowing how the game works.

I wasn't looking for ideas on how to make it shorter though..
I was looking for ideas if it's possible to design it in a way to it's possible to have 1-2 hour long matches where casual gamers can play as well and keep the game as competitive as possible.


Ah, ok. With that goal in mind, I'd say you need a way to make the game enjoyable for the people who won't or can't play for the full match. So reward or recognize players for the things they accomplish during their play time (make sure you're counting more than just match wins and losses). If it fits in your game, going turn-based breaks lengthy games into discrete rounds that can be short, yet entertaining.

I wasn't looking for ideas on how to make it shorter though..
I was looking for ideas if it's possible to design it in a way to it's possible to have 1-2 hour long matches where casual gamers can play as well and keep the game as competitive as possible.


In the FPS "Team Fortress", a match takes place on a single map and can lasts for hours. But casual players can easily join, play a little, and leave.

You can still keep it competitive by not counting the match outcome. But instead count things like kills, how many times the player captured the flag etc.
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With out knowing what kind of idea it is or what kind of game you want to make then I'm going to say its too long.

  • For FPS 5-10 minutes I've always found to be best epically if there is no respawn.
  • Fighting games 60 seconds
  • RTS slightly tricky as they tend to last for around 30-60 minutes but are usually decided by the opening gambit. So within 5 minutes there is a good chance the winner has already been decided.

    The time of a round comes down to the standard for that type of game and the amount of meaningful activity. No one would play a version of tekken that over an hour to win a single match. Like wise how much of 1 to 2 hour match is meaningful? If its nearly impossible to win if I do badly in the first 10 minute what is the point of sticking it out for another 2 hours? If only the last 10 minutes matter then why can't I speed to that point. If it is incremental where each move matters like in chess then you can't have people dropping in and out during a match.
You expect to develop a competitive video game to appeal to super casual gamers?

There are casual league of legends players, but a session takes on average 35 minutes. I wouldn't expect someone who is on the casual level of angry birds to enjoy playing league.

To appeal to "angry birds" casual gamers, your game probably needs to meet the following criteria:
1. Start and stop the game at any time
2. "Pause" the game
3. Easy to learn and teach
4. Make player feel good about themselves
5. Appealing visually

To appeal to competitive gamers, your game must have the following:
1. Deep strategy
2. Involved mechanics (enough to separate skilled players from for-fun players).
3. Matchmaking
3a. Ladder rankings
4. Clear, easy to understand visuals.

A game with involved mechanics and deep strategy is not easy to teach and learn.
A PvP game with matchmaking and ladder rankings will not make a casual player feel good about themselves.

This is pretty much impossible, and you will not see this happen at all. You will, at best, attract the non-competitive avid gamers with a competitive game.

They expect:
1. Game is fun
2. Game is decently challenging
3. Game is visually appealing.

This is why SC2 and LoL are so successful. They inherently offer a challenge by making the game PvP and matchmade. They always get a challenge that is not terribly easy or terribly hard. SC2's ladder system allows people who aren't good still feel good about themselves (leagues), as they can progress in their own league/division and not worry about their global ranking. This keeps the non-competitive gamer coming back because they want to progress. On the other hand, the best players are in a national league of the top 200 players. This keeps the competition strong.

Now, to address your problem:
If your game is 1v1, penalize the other player for leaving by assigning him a loss and decreasing his points (like sc2)
If your game is XvX, penalize the leaving player by blacklisting him as a leaver after a certain leave:game ratio. If the player is a leaver, pair the player with only leavers until they salvage their leave ratio to be better than the limit. For example, if the acceptable leave amount is 4% and the player exceeds that amount, they would have to reduce their leave % to something like 3% before they get un-blacklisted. If their leave ratio becomes too high, ban the leaver.

This will definitely NOT appeal to casual gamers, but it will appeal to both competitive and non-competitive avid gamers.

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