DayZ and the mastery problem

Disclaimer: It should be noted that these are my personal musings and reflections, and do not reflect the official stance on design for any project I am associated with, nor the official position of my employer. So last time I wrote I started to poke into the core game loop of DayZ, and some of the implications when looked at things through a more traditional game design perspective. One of the things we ended up touching on very briefly was the mastery problem. Now, while obviously there is a direct connection to the economy of DayZ and mastery - there are larger points here. Some of the oldest design struggles DayZ has had since the mod days were directly related to experienced players who "mastered" the progression path and essentially ran up against an issue with agency. As I had mentioned earlier, player to player interaction (of any degree honestly) is the great motivator - the main attraction when dealing with open world gameplay that leans heavily toward supporting emergent gameplay. The original economy within DayZ mod was significantly smaller in scope. While the world size was effectively the same, the majority of the space was more or less unused/open/dead…continue reading →