Casual social game
feature draft
Introduction
This is a rough draft of a feature designed for
casual social game like Second Life. This feature is intended for players
already familiarized with the game mechanics and it is designed to create an
incentive for the players to spend money on the game, socialize with others and
invite their friends to the game.
Note that the vampire theme chosen in this
particular documents is in no way necessary for the whole concept to work. The
narrative part of this feature might as well be a generic VIP setting or
something similar. Given that, the vampire theme used here was not chosen by
accident – the vampire mythos became quite popular in past few years (the Twilight
franchise for example) and it is a great setting for creating semi-closed
communities that compete with each other (think Mafia Wars). Also, use of a
supernatural vampire motive in a casual social game might generate quite some
publicity, if enough PR effort is made.
Become a vampire!
Players can choose to change their avatars,
which are human by default, into vampires and become a part of a vampire
community, getting access to new, exclusive for vampire players content and
becoming a part of or creating their own bloodlines.
Both vampire and human players have to manage a
blood resource, which is expended on several occasions and can be transferred
between vampires and from human to vampires. Assuming that vampires have at
their disposal 100 blood points, humans would have 20 blood points. Of course
using this resource brings no harm to vampires or humans. Human players
regenerate blood by themselves at a very slow rate.
How to become a
vampire?
There are two ways of becoming a vampire. First
way is to find a player who has already become a vampire and then convince him
to share his blood. This way the changed player becomes a member of his
“parent’s” family.
Second way is a bit more complicated – the
player wishing to become a vampire first has to purchase using the in-game
currency a Tome of Vampirism (or something like that) and then find five human
players, which already spent at least few hours on the game, willing to became
donors. All they have to do is spend few hours in the game getting some
experience in-game, become friends with the vampire wannabe and then confirm
their willingness to help him. A player can become a donor only once in a while
as his blood resource, which is spent on this occasion (20 points – all of it),
regenerates quite slowly.
Note that vampire player has to spend 100 blood
points to change someone and as a newborn vampire has no blood resource at his
disposal - it has to be acquired from other vampires or humans - “I change you,
you change me” scenarios are rather hard to achieve.
Why become a vampire?
There are several reasons for a player to want
to become a vampire:
-
access
to exclusive content like face expressions and animations (showing off fangs,
biting necks, changing into a bat, etc.)
-
access
to exclusive areas like vampire-only clubs and meeting places (cemetery, old
mansion, etc.) – human players can receive an one time invite to such a place
from their vampire friends
-
opportunity
to be a part of an elite community
-
opportunity
to create your own bloodline by recruiting human players then changing them
into vampires and therefore members of your family
-
opportunity
to compete with others in a popularity contest (whose family is bigger and
cooler?)
-
being
a part of a family gives the player access to additional ways of earning
in-game cash
Vampire families
Some players will want to become vampires just
so they can enjoy all of the game’s content, role play the undead or become a
part of a more close-knit community. But some of them will want to become
leaders of their communities and compete with other similar minded players.
They can do this by creating their own bloodlines and, just like in Mafia Wars,
recruit their friends and strangers alike to their side and compete in
popularity with other families.
Large enough bloodlines can acquire through
their combined wealth and influence their own special areas (havens) which
could serve as a visible proof of their status and prestige. Vampire leaders
will be able to choose a distinct name for their bloodline and perhaps even a
symbol.
Rivalry between families is driven by a struggle
for influence and resources. Havens that become property of a particular family
can generate in-game cash for all of its members. The more members a family
have, the more havens it can have and produce more revenue for its
members.
Invite your friends and
make new friends!
Introducing new players to the game is a
crucial part of the whole vampire gameplay. Players wishing to change
themselves into vampires will encourage their friends to start playing so they
can became donors. Vampire players will encourage their friends to start playing
so they can strengthen their bloodlines and grow their provider herds.
Organizing player communities into semi-closed
groups that make their members feel special and chosen makes bonds between
players that more stronger. Common property like family name or family haven
encourages players to keep on playing and makes them feel like they matter and
belong.
Monetization
Vampire players have to manage carefully their
blood resource and spend it wisely on introducing new members to their family
and perhaps bartering with other vampire players. There are two sources of
blood for vampires.
First one is the obvious one – humans. Vampire
players wishing to extend their bloodlines will tend to gather a herd of human
providers which will give their blood to the vampire for an invitation to a
vampire-only area, promise of being changed into a vampire themselves or for a
completely different reason (in-game cash?). Humans regenerate their blood very
slowly by playing the game, but this regeneration can be boosted with certain
foods and drinks on which players may want to spend money. Second way for a
vampire to get some blood is to visit a blood bank and purchase there a blood
pack.
By making blood regeneration a more cost
effective way of acquiring blood than buying blood packs, the game mechanics creates
an additional incentive to socialize with others – vampire players would rather
buy food for their human donors than spend their money on blood packs.
Also, buying the Tome of Vampirism for the
in-game currency would be quite expensive. which is a great reason to spend
money.
Closing comments
This very basic description of an idea for a feature
in a casual social game is in no way a complete design, as creating such a
document would require much more insight in already planned or implemented
features and main game mechanics of the particular game. Also, there is a
problem with the blood mechanics that remains to be solved – it would seem that
the game would require a constant influx of new players to maintain its human
payers to vampire players ratio and if not, the whole system would collapse
similarly to a financial pyramid scheme.