While Zynga and others tend to leave us with a bad impression when we hear the words “social game”, that doesn’t mean we can’t use some aspects of that, tastefully, to our benefit. So, if you have any ideas that blur the distinction between single-player and multi-player (etc.), post them here.
Saving the following from IRC before I forget about it/xchat runs away with the log:
<marcavis> Hmm, what if the stats system let us know how many frogattos each enemy has killed... then we'd pick the one with the highest death count, and give him a crown or something :P Or perhaps a quest to capture it, from Mortimer
<Sirp> that'd actually be interesting. :)
<Sirp> we'll already get a 'heat map' of deaths though
<Sirp> which will give us a big clue
<marcavis> hmm, true
<Sirp> still, being able to show a screenshot of the one enemy who kills the most frogattos would be cute
<marcavis> that does include death by inanimate hazards, but yeah :D
<Sirp> certainly though the enemy that killed the most frogattos would be a boss.
<marcavis> yeah, we'd probably want to skip those, or it'll be sword-kitty, sword-kitty, milgram, milgram, ad infinitum
<marcavis> some social aspect in showing the data of the enemy in a poster in the village, for example, would be cool; say, "Wanted this week: Fumper, last seen on Bon Bosque"
<marcavis> Of course that'd take it a bit further in expecting we compute that information every week or so, etc. Dunno where you envisioned where we would display that screenshot of the enemy with the most kills