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.
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 Players:Additionally, some inactive players who joined the teams were uncooperative, negatively impacting the experience for other players.
If I had the opportunity to redesign this event, I would work to avoid these issues. Here are the solutions:
- Inactive Players: For inactive players, we should set a participation threshold or allow teammates to vote to remove and replace uncooperative team members.