A New Kind of Event Part 2
In A New Kind of
Event, I spoke about how any new features should be built as flexible toolkits.
As features take so much time to develop, you ideally want each feature to accomplish
lots of different things. To recap, the new kind of event is a rebirth and reimagining of
the Daily Event concept, featuring:
- Shorter, quickfire events
- Event choice providing more opportunities to use different cars
As the events themselves are quick, players can join whenever suits them, making this feature more accessible for single gameplay sessions and other time zones.
So far these are differences in cadence and style. A new kind of event should also offer something different in substance. We wanted to find ways to make these new events feel distinct from our current events, while building off what already works. We looked towards the community, observing event behaviour, engaging in discussions about events, listening to the suggestions that kept coming up, and we saw the opportunity to introduce some of these ideas into gameplay.
1) There's no i in Top Dryves
Player really like working together in events, protecting their friends and targeting…well, everyone else. We wanted to lean into this emergent gameplay and introduce more people to the idea of working together. The result is an event structure that is about more than individual competition, it’s also about team success.
2) Tickets? We don't need no stinkin' tickets
We’ve been exploring the popular idea of an unlimited mode you can always play, even if it’s for reduced rewards. We settled on the idea that this event type would not use tickets, relying instead on car servicing.
Not only would there be no tickets within an event, we wanted to go further and say you could choose to enter multiple events each day.
3) Leoni will remember that
With the idea of unlimited play, and with working on others, we really wanted the focus to be on winning. Further, we wanted the story to be about more than individual races, but about the event as a whole. So we have been exploring the idea that, in a small way, results affect your future event choices.
From this we began to see a different kind of structure evolve: it’s about small events, with new strategic choices, that you can play more, working together and against others.