Building a bit off this post from Az (link coming later, site blocked due to work network) about winner and loser motivation in Crowfall today, but a quick note first: I think Az is missing or discounting the fact that ‘jumping in’ to a winner world (which itself will only work in the faction vs faction worlds, as you can’t join the winning side in the FFA or Guild vs Guild worlds) isn’t that helpful in Crowfall based on the (granted, very limited) info we currently have.
You build up what you can potentially walk away with over time on a world, and already the devs have indicated that even if you are on the winning side, if you joined late your reward percentage is diminished. If scaled correctly, you should earn more reward for your time finishing strong on a losing world than jumping into a winning one late. And if you are abandoning your work on a losing world to play an alt on a new world (to jump in early for max reward), there is always the chance that you don’t end up picking the winner this time either. We’ll see if reality aligns with expectations, but at least on paper the system isn’t critically flawed (no 4th pillar or manifesto here, at least not yet).
I think what is critically important however is to get the reward scales ‘right’, and by right I mean not making winning too good, and not making losing a “quit the game now” situation. After all, winning itself feels good. You don’t actually win anything when you beat everyone else in a boardgame, but you still feel good about it right? That feeling along has value, so even if everything else was equal, the winner feels better than the loser.
We know the winners in Crowfall will get a larger percentage of their stashed loot, but really this percentage doesn’t need to be huge. Rewarding the winner by making it easier for them to win again is a recipe for disaster, and it’s why almost all professional sports leagues ‘reward’ weaker teams with better draft picks; parity is far more entertaining than utter dominance by a select few (sorry that the Pats are so much better than the rest of the NFL that they still dominate in spite of this, but that’s what happens when the greatest QB of all times is paired with the greatest coach of all time.)
Another aspect of rewards is you don’t need to make them help you win the next time. ‘Fluff’ rewards work, as do leaderboards. In addition to just the feeling of winning, a guild or player will be additionally motivated if it means getting their name in history, or on some score sheet. In WoW, the top guilds compete for world firsts, even though there is no ‘real’ reward for doing so; the loot isn’t better the first time a boss is killed, and imagine how much worse the raiding scene would be if that was the case? If the first few kills rewarded better items? Crowfall needs to avoid this, or create additional systems (seeding based on previous performance?) to counteract it.
What’s new and interesting in this entire mix with Crowfall is the length of time too; we are talking months per world, and we haven’t seen how the average player will react to that length of time. We have plenty of examples of far shorter timeframes, be it arenas or battlegrounds in MMOs, or now the average MOBA match. We also have EVE and its decade+ of warfare, along with other ‘forever’ examples in MMOs. If you want to count ‘soft’ resets (increase in level cap) in themeparks, those are often years apart as well, and are a borderline apples/oranges comparison. But we have never seen what happens when the clock is set to months, and that alone is a huge unknown.
Hell, right now, even I’m not sure how I’ll feel about it really. I think I’ll love it, because to me it sounds like a long-enough timeframe to get really invested, but not so long that the next reset seems like it’s never going to happen, but maybe once the game is live I’ll feel completely different. It’s an exciting prospect, but also incredibly dangerous. If it feels ‘wrong’, Crowfall might be doomed regardless of everything else. Quite the gamble, but that’s what the MMO space SHOULD be about.