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Author Topic: limitation on time spent in game  (Read 2568 times)

AWW_boss

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limitation on time spent in game
« on: Jun 10, 13, 02:31:42 PM »

What do you think about this mechanics i would like to implement into my mmo if it gets released. I would like to mandatory limit the time player can spend in game to (for example) 3 hours a day. Once the player reaches the limit, the game autodisconnects him and wouldn't let him back until the next day.
This way players could benefit in two ways
1) to prevent people getting addicted
2) to give equal opportunity to those who don't have a lot of free time.
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DragonFist

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Re: limitation on time spent in game
« Reply #1 on: Jun 10, 13, 02:48:07 PM »

I think you won't have any players.  I wouldn't play a game that tried to decide how long I should play it.  The first time I realized I was being kicked for a time limit would be when I uninstalled the game.

Sorry if this comes across harsh.  I understand what you're trying to solve.  Nonetheless, the above would be my reaction.
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HE-Cooper

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Re: limitation on time spent in game
« Reply #2 on: Jun 10, 13, 02:51:28 PM »

There have been 2 relatively common systems in the past to mimic this behavior. Diminishing returns systems, and golden time systems. In the newer era, they attempt to create the behavior by creating daily interactions, and caps associated with them.
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Amanda_Brooks

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Re: limitation on time spent in game
« Reply #3 on: Jun 10, 13, 02:58:36 PM »

What do you think about this mechanics i would like to implement into my mmo if it gets released. I would like to mandatory limit the time player can spend in game to (for example) 3 hours a day. Once the player reaches the limit, the game autodisconnects him and wouldn't let him back until the next day.
This way players could benefit in two ways
1) to prevent people getting addicted
2) to give equal opportunity to those who don't have a lot of free time.

I don't think that would be a very good idea - there are more subtle ways of influencing player behavior than that.
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TGSRofar

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Re: limitation on time spent in game
« Reply #4 on: Jun 10, 13, 04:46:00 PM »

Add me to the list of people that think this kind of mechanic could be a big mistake.  It would be best to implement something that is along the lines of what Cooper is saying.
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Ron Farrell
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Triad Game Studios

FI-ScottZ

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Re: limitation on time spent in game
« Reply #5 on: Jun 10, 13, 06:06:55 PM »

Quote
Diminishing returns systems
That is an interesting approach.  If you can do that, you don't have to kick people, but you can still reduce the advantage someone gets by playing for a long stretch versus others with less time.
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Scott Zarnke
Lead Programmer, Visions of Zosimos
CTO, Forever Interactive, Inc.

Thazager

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Re: limitation on time spent in game
« Reply #6 on: Jun 10, 13, 08:09:19 PM »

I played an online game back when they were first coming out in 1990s. http://en.wikipedia.org/wiki/The_Shadow_of_Yserbius They had a system that was pay per hour for playing. This was limiting many who wanted to play.
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DragonFist

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Re: limitation on time spent in game
« Reply #7 on: Jun 11, 13, 11:29:34 AM »

I played an online game back when they were first coming out in 1990s. http://en.wikipedia.org/wiki/The_Shadow_of_Yserbius They had a system that was pay per hour for playing. This was limiting many who wanted to play.

Gods! I remember that!  I was addicted to it and Neverwinter on AOL.  Though, from my memory it was the service that charged per hour not the game.  There where numerous other games on the service and they eventually dropped the per hour charges due to losing out to AOL's monthly charge.
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keeperofstars

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Re: limitation on time spent in game
« Reply #8 on: Jun 12, 13, 12:01:59 PM »

Ah the lovely power hours in UO.
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