by VDZ » Sat Feb 27, 2021 6:39 pm
I too believe the early game is by far the most fun; I lose interest once I run out of things to do other than goals that seem futile (endlessly just raise quality numbers) or unachievable (found a kingdom, do PvP (not being member of a large faction)). However, I don't think killing players is the solution.
The biggest issue that prevents death from being a reset is the fact that most of your progress is in your base. Even if your character were to get obliterated without any chance of inheritance, as long as you still have access to the area (i.e. you have an alt there you can play on or use to spawn a new main), most of your progress is already made. You'll have to grind back up a little to get to your previous state (which is a lot less fun than actual early game play) but then you're back on your feet again, having had very little downtime. You'll probably have lost your best gear, but that's generally a minor setback.
That leaves the alternative of your entire base getting razed. While solving the above problem, it's a real feelbad solution, and many (most?) players just stop playing when this happens, sometimes permanently (for newbies especially). While giving you a new set of goals, it doesn't really encourage you to go at it again. (Ironically, the end of the world implicitly destroys your entire base too, but due to a different framing (a new world!) it does encourage players to start anew.)
But let's say you don't get discouraged, or just take a little break and then return to the game. While you are starting anew, the rest of the world is not. Struggling to get some tar as is common in the early game? No worries, your friendly neighbor will just hand you a barrel for free because at this point there's plenty anyways. Your tools are low-quality, and you have no advanced tools? You can just skip the whole crafting chain by just trading some bulk materials with someone. Oh, you found an abandoned settlement! Now everything you've worked on for the past week is obsolete because everything you find there is much better than what you have. The state of the world greatly accelerates the early game, and your own efforts frequently being rendered worthless due to this acceleration is discouraging. This effect increases as the world ages (around the end of the world I can just straight up buy my way to progress beyond what I managed to achieve at the start of the world for very little cost), and is then topped off by the existence and semi-unpredictability of world resets; I'm not starting right now as I anticipate there will be a reset soon which would invalidate any progress I do make in this reduced-fun environment.
I see only two ways of solving this issue:
1) Design something to give players interesting goals to work towards even after becoming able to craft practically every item, build practically every structure, collect every forageable, get decent quality on everything etc. What and how? I don't know; the typical solution used for this is just endlessly adding new content, but with a two-man team and Haven's design (which revolves around more interesting activities that make 'just add another raid boss' not an option) this doesn't seem feasible. A more open system like PvP could work, but designing it to be accessible (voluntary PvP is essentially restricted to the top players, involuntary PvP harms players and makes you feel like a dick) is not at all trivial and I have no idea what could be added to make something like this work.
2) Encourage players to voluntarily reset. I've mentioned this before in other threads, but Kingdom of Loathing has a unique system called 'Ascension'. After finishing the main quest (at which point you have access to most main content), you can choose to be reborn as a new character. During the rebirth process, you can make some choices that provide access to unique content (e.g. being born under certain moon signs allows you to visit the Gnomish Gnomads which among other things have a unique quest to unlock a unique new equipment slot) or give you special challenges (e.g. you can do a 'Hardcore' run which prevents you from accessing your old items or trading with other players), and as a bonus for ascending you get a permanent buff to all your future characters (you get to make one skill 'permanent' which makes it available to all your reborn characters even if the skill would be incompatible with the character's class). While intimidating for new players, it allows you to repeat the actual game progression while feeling you are making progress rather than losing it. (You get to keep all your items (though they're inaccessible during Hardcore mode and temporarily unavailable until some time after being reborn in softcore), just your character and the status of all your quests is reset.) A 'voluntary reset to make progress' system could work for Haven & Hearth to keep players interested beyond the initial buildup (by just repeating the initial buildup indefinitely). However, the 'most progress is in your base' issue would be a problem here as well; sacrificing only your character would do very little if you get to keep your high-quality gear, tools, structures, curios and food, allowing you to recover easily and making the rebuilding a grind rather than a proper and fun buildup.
Unless the devs managed to design something interesting that would provide either solution for replayability, I think regular world reset are the way to go. Perhaps world resets can be made more fun, particularly in the time shortly before the world reset; as it is now, an impending world reset just prevents people from playing. Having some kind of score system to work towards having some lasting result ('I was the #53 player last world!') or some way to 'win' at the end of the world to work towards ('I achieved X in world 13!') could encourage players to play specifically when the end of the world is near, which in turn could make pre-planned world resets more interesting (as you would be working towards a good end-of-world result rather than just losing everything when it ends).