Use fun as the foundation for Soulbound game design

Summarized on behalf of ABBBBBBB Soulbound should focus on fun and engagement over a play to earn model. Using this paradigm, apartment holders should receive continuous premium benefits as long as they hold their apartments and monetization can be achieved by offering some of these benefits to non-holders for a price. Economy adjustments - Remove trading of most common items/materials to avoid botting problems. - With trading removed, implement measures to let players speed up their progression with effort (e.g., remove energy system so players can grind as much as they want) Gameplay adjustments - Continue to develop and refine existing systems to maximize fun (e.g., make farming the next Stardew Valley experience, make dungeons the next Vampire Survivors experience) - Promote individuality with time limited and soulbound achievements/trophies/cosmetics based on in game accomplishments (e.g. via clothing or furniture) Utility and Monetization - Offer basic permanent benefits to apartment holders akin to a "super battle pass" or game expansion (e.g. improved inventory storage, unique furniture, colored names, exclusive emotes, etc.) - Offer subscription based benefits to apartment holders that help with gameplay progression (e.g., exclusive daily lootboxes with stuff ranging from average mats to exclusive pets or cosmetics similar to counterstrike, and these could be NFTs and tradeable). These could be seasonal so that eventually, the stuff from one set of lootboxes is no longer obtainable and is extra rare. - Monetize the game by making some of these benefits available to non-holders for a price

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Status

In Discussion

Board

πŸ’‘ Feature Request

Date

Over 1 year ago

Author

abbbbbbb

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