by ALWAYS » Mon Nov 19, 2012 4:31 pm
This is looking very interesting, and I'm glad there's people like btaylor, and Jackard to ask the hard hitting questions. I'm only concerned about the implications of having players able to be "vampires", "werewolves", "dragons", or whatever other fantasy creatures you described. If there isn't something to force alignment of "evil", or a high reward for being aggressive towards other factions this could devolve into a silly game where people take creatures for X advantages and disregard how the game was meant to be played.
But in general there isn't a whole lot of criteria that I'm concerned about that this game has to be meet for it to be interesting to me, so here's a short list:
- In-depth crafting system; Haven & Hearth has (that I've seen) one of the best crafting systems. It is easy enough to pick up, and understand, but synergizes itself well with everything in the environment, and how the game functions
- RPG "levelling" elements. I want to feel as though I'm accomplishing something when I perform repetitive tasks, and the "quality" factor really did this for me. I found this game to also be 20x more rewarding with instant gratification of gaining immediate "experience" everything I did, which could then be turned in to experience into things that I really enjoyed doing.
EDIT: Here's a great example of how this applies: Minecraft. Minecraft has no quality, and limited levelling features. Though the emphasis is on free-building and massive-scale interaction with the environment (unlimited world, etc.), once you've got diamond, and you've made your base.. what is there to do anymore? The survival mode just falls totally flat here for me, you might as well just play on a creative server with friends, or a community you like, because while there is a good 30-50 hours of playtime in survival mode once you get to that top tier- that's it. This seems to be the defining factor that gives H&H 500-1000+ hours of gameplay time in a survival-based sandbox game (and Minecraft does have equally severe death penalties, if you haven't noticed), and Minecraft's survival mode 50+ hours. And this comes from someone who has still dumped roughly a year into survival mode, despite how totally repetitive it was. The only real joy was starting a new world, and seeing how quickly I could get built up again.
- Value in effort; When you do something, it should have value, and it seems like everything you do in Haven & Hearth can have a strong positive impact on everyone you're playing with. Even the simplest things like foraging, and gathering lumber has a high value, and takes effort. This is something a lot of games seems to disregard, and they want to cut this out, and make it so that early game efforts are only applicable in the early game.
And I also got 15 FPS rendering 500 "simulated humans"; 200 or less barely dropped me down from 60 FPS and I'm using Firefox, with a single-core Pentium garbageprocessor XXIV that I can't remember. It's like 2.2GHz and sucks balls.