Can better flavor increase player engagement?

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Albert B. Rampage
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Albert B. Rampage
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Can better flavor increase player engagement?

Post Post #0 (ISO) » Mon Dec 21, 2020 2:25 pm

Post by Albert B. Rampage »

We've all been there. Lurkers, players not paying attention, and players replacing out. It hurts the flow of the game and diminishes the fun.

What can mods do to reduce this?

Maybe one tool that's underutilized is flavor.

If mods can capture the imagination of the players, make them feel like they are the protagonists of an exciting story, this could increase their engagement and stickiness.

When the players feel that the stakes are high, instead of getting bored midway through, and regretting having signed up for the game, they will want to participate, and progress the plot of the story. They matter.

As a mod, I've suffered from losing interest in writing flavor past day 2 on occasion, and lacked a repeatable structure that kept the tension as the game progressed. Maybe it's just me but maybe this applies to you too, if you don't know what flavor to write.

It made me think of creating a flavor template for mods.

One of these templates is
"The Heist"
as a storytelling device to frame the mafia game.

The flavor would follow a general outline and vary in the specifics, but would contain the tropes that have stood the test of time in terms of their enjoyability.

All the players have assembled to attempt a crime, but they unknowingly have members among them that are planning to betray the group and make off with the rewards, leaving but a trail of dead bodies behind.

Here's the Plan
(Pre-Game)
The Client (mod) has put together a team of crack shots and specialists to carry out a daring plan. One last job for the veterans, one and done to save a loved one for the reluctant protagonists, and finally making it into the major leagues for the rookies.

We're In
(Day 1)
Each member of the team executes their job to perfection, the scapegoat is sacrificed according to the plan, and the team has begun their infiltration, until...

Something's Not Right
(Night 1)
Somebody dies. Tension grows.

Status Report
(Day 2)
The team must regroup and adapt or keep dying.

It's Now or Never
(Night 2)
The object of the heist is in sight. Time to make the move. A callback to the initial motivations of the members, so that they can imagine life after the mission, thinking they are so close to a better future.

The Twist
(Day 3)
What you thought was going to be just another mission has now completely morphed due to a twist. It's time to improvise. A new solution must be worked out to overcome the new problems, or all is lost.

Fly You Fools
(Night 4)
They've got the object! Now they need to escape. Fight your way out. Chase scene. Explosions.

Go to Ground
(Day 4)
They stand in a circle facing each other. Only a fraction of the original team remains standing. It's time for each person to go their separate ways, but they have to figure out the traitor(s) for them to be safe.

The Hunt
(Onwards)
They are still being hunted by someone(s) with intimate knowledge of their modus operandi.
Guard your honor. Let your reputation fall where it will. And outlive the bastards.
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Awoo
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Post Post #1 (ISO) » Mon Dec 21, 2020 4:47 pm

Post by Awoo »

This is the Las Vegas effect.

A casino with a theme encourages patrons to spend more money by appealing to their sense of imagination and make-believe. This effect is, of course, named after all the themed casinos in Las Vegas. (Caeser's Palace, Circus Circus, Excalibur...). It would make sense that the same effect extends to mafia. At least in my experience, everyone loved a game I hosted that had flavour in a site where most games were flavourless.

I read an article about this. Sadly, I can't find the article right now, since any keyword containing "Las Vegas" is inundated with coronavirus nonsense. Thanks, SEO.
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