Original Post
This week I've been playing Plant Tycoon and thinking about the Harvest Moon series, as I often do when pondering how to design an MMO with a lot of good farming and breeding sim content. I've previously described the concept of each avatar having an 'estate' that traveled with them, stored in some sort of magical hyperspace when not in use. The player would unpack the estate onto the ground whenever the player wanted to work on their house, entertain inside their house, do various kinds of crafting, manage their item storage, play with their garden or stable of pet monsters, etc. This concept of the estate is somewhat based on the collection of outbuildings, fields, appliances, and monuments that players amass in A Tale In the Desert.
One of the fun things in the Harvest Moon series is that you get plots of land covered in junk and have to clean them up before you can farm them. Sometimes you find useful stuff or plot items among the junk, so it's like exploring a new area in an RPG. In some of the HM games additional plots of land are unlocked when certain in-game objectives are accomplished. And as a player, I tend to value each bit of land more when it's handed out in tiny amounts; this also makes it take longer for me to get bored of farming, I don't get bored as long as I have more things I want to do with the land than land to do it with. So I was thinking, why not use land as a currency the game can use to reward the player in an MMO? This especially could be useful to a level-less MMO where XP has been removed as a player reward and needs to be replaced somehow to motivate players to keep playing. It fits nicely with a dynamic where players are climbing a personal tech tree rather than leveling up and getting gear to match their new levels. But it could be good in a regular level-based MMO too.
So, my overall question is, can you all think of any downsides or hazards to rewarding the player with small quantities of land which can then be used for farming or constructing outbuildings or expanding the main building within the player's estate? Also, how would you handle giving the land to the players as rewards?
One of the fun things in the Harvest Moon series is that you get plots of land covered in junk and have to clean them up before you can farm them. Sometimes you find useful stuff or plot items among the junk, so it's like exploring a new area in an RPG. In some of the HM games additional plots of land are unlocked when certain in-game objectives are accomplished. And as a player, I tend to value each bit of land more when it's handed out in tiny amounts; this also makes it take longer for me to get bored of farming, I don't get bored as long as I have more things I want to do with the land than land to do it with. So I was thinking, why not use land as a currency the game can use to reward the player in an MMO? This especially could be useful to a level-less MMO where XP has been removed as a player reward and needs to be replaced somehow to motivate players to keep playing. It fits nicely with a dynamic where players are climbing a personal tech tree rather than leveling up and getting gear to match their new levels. But it could be good in a regular level-based MMO too.
So, my overall question is, can you all think of any downsides or hazards to rewarding the player with small quantities of land which can then be used for farming or constructing outbuildings or expanding the main building within the player's estate? Also, how would you handle giving the land to the players as rewards?