SOCIAL EVENT

co-op & competitions is a double-edged sword

Vision

In Live Ops games, designing multiplayer events is undoubtedly a double-edged sword. On one hand, it significantly enhances hard- core player’s stickiness; on the other hand, it can create pressure for casual players who prefer solo play.


I have designed various multiplayer events, including Guild Wars, player co-op, and group competitions. Some require all players to be online simultaneously, while others allow for participation at different times. Some events demand strategic organization, while others are more casual, enabling random teaming with strangers.


Ultimately, these designs must align with the game’s positioning.


Kingdom Raiders

Here, I want to mention a relatively unsuccessful case I worked on, which was the anniversary event called Kingdom Raiders in Mythic Heroes.


The basic logic of this game is that every 5 players are grouped together, and 4 groups are automatically matched for a match. Players earn points through battles and can use these points to occupy spaces on the board or spend more points to take over opponents' spaces. Ultimately, the number of spaces occupied will determine the number of rewards for each group, and the top-ranking group will advance to the next round.

Reason For Failure

I summarized the reasons for this event's failure.


- Mistarget: The main reason for failure was that the event required players to cooperate and discuss strategies. However, many players participated without fully understanding the game rules and mechanics, resulting in poor experience.


- Inactive PlayersAdditionally, some inactive players who joined the teams were uncooperative, negatively impacting the experience for other players.


- issue of Time Zone : Another important factor was that, since the game is globally distributed, players are in different time zones, making it impossible to choose a specific time for the event. This created significant challenges for player coordination, communication, and competition.



Possible Solution

If I had the opportunity to redesign this event, I would work to avoid these issues. Here are the solutions:

- Mistarget: We should change it to solo mode.


- Inactive Players: For inactive players, we should set a participation threshold or allow teammates to vote to remove and replace uncooperative team members.


-Time Zone Issue : This issue is very difficult for most globally distributed

games, which is why very few live-ops games today design cooperative competitive events that require multiple players to be online simultaneously. Unless the servers are divided into regions such as Asia, the Americas, Europe, and Australia from the start, with events held at different times for each region. This also requires the game to have a higher number of active players.