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  GDC Online: MMO Devs Need To Remind Customers What They're Paying For
by Kris Graft [PC, Console/PC, GDC Online]
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October 8, 2010
 
GDC Online: MMO Devs Need To Remind Customers What They're Paying For

At GDC Online on Friday, MMO veterans from major developers shared key tips on player retention, engagement and keeping a game going strong after launch.

"Really from launch, even from a year afterward, it's still part of the development process," said Sony Online Entertainment Executive Director of Development Lorin Jameson. "…You kind of transition from looking for the audience you want to understanding the players that you have."

But keeping players engaged is the tricky part. "Understanding and getting to that core audience that really identifies with your brand … is very important," said Jameson.

Nathan Richardsson, executive producer at EVE Online developer CCP, said that focusing on a game's core audience has been one key to EVE's longevity. "About 20 percent of the people who played at launch are still playing EVE, so there is a very strong core audience." He added, "The EVE development team has never been bigger than it is today."

Jeff Hickman, executive producer with EA Mythic, stressed that developers need to stay focused on their audience, and also on what makes their game appealing in the first place. That can be difficult when competing with so many other MMOs, he said.

"One of the biggest things that you struggle with is chasing everybody else," said Hickman, and this struggle sometimes leads MMO developers to make drastic changes in an effort to appeal to another game's audience. "Don't fuck with the core of your game," Hickman advised.

BioWare Co-studio Director Rich Vogel agreed, "Changing the fundamental core of your game is really risky to do."

But in order to have players to keep engaged, developers need to be able to attract the initial base. While the panel speakers all work on games with varying business models, they agreed that accessibility –- from the first click registering for the game –- is crucial.

Hickman, who works on titles like Ultima Online, said the game has its very hardcore audience that has been playing for years, but attracting new players included the introduction of a new front-end client, which exists alongside a "classic" client.

"Did it widen our reach? Absolutely," said Hickman. "…You have got to make sure that it's very easy for players to get into your game."

Jeff Steefel, executive producer at Lord of the Rings Online and Dungeons & Dragons Online developer Turbine said the subscriber base for the studio's games has gone up "significantly" since it started offering free-to-play and microtransactions as an option. He said the studio was surprised at the results, but Turbine realized the new model made the games more accessible with less commitment.

"It all comes down to giving flexibility to the consumer -- then all of a sudden they're much more engaged," both in terms of playing the game and spending money, Steefel said. "…Engagement is what drives how they spend money."

But player engagement is tricky, particularly in such a competitive space. EVE Online's Richardsson explained that his MMO's regular free expansions have been key to retaining players. With the release of the free expansions, "churn goes down to nonexistent," he said. Richardsson argued that CCP is not just "throwing money away" with free expansions, but it shows players value, and that keeps them playing the subscription-based game.

Min Kim, VP at MapleStory developer Nexon America said, "The console player always cares what new and hot-looking etc." But with MMOs, it's more about "the content [the game] gives to them" over a longer period of time.

And showing players the value that the content offers is important. Richardsson said, "Remind the customer why he is giving you money. Always. … A frequent schedule of releases is the best way to do it."
 
   
 
Comments

Franklin Brown
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What's the point of interviewing people from MMO's that don't actually succeed?

sean lindskog
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What's the point of reading comments from people who don't actually have brains?

Kris Graft
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That's a really uninformed comment, Franklin.

Nick Green
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I have to agree that this was a thoughtless comment.

I don't think this was an interview, so the inclusion of staff from less successful MMOs wasn't the author's choice.

But the few comments quoted from less successful developers were insightful, eg. Turbine tells us offering players more choice in payment model has improved their profits NOT "Our games have been raging successes, come partake of our game development wisdom"

Of course everything they said is nothing more than common sense, but it's nice to see that as a whole, game developers are finally catching up :P

William Holt
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SOE (EQ, EQ2, CoH, Vanguard, etc), CCP (EVE Online), Mythic (Ultima Online, Warhammer Online), BioWare (Upcoming SW:tOR), Turbine (LotRO, D&D:Stormreach) and Nexon (Maple Story) all commenting on how to build successful MMOs? Sounds like a winner's lineup to me. These games have staying power, regardless of any perceived invalidation from switching to a F2P model, or not being able to live up to their hype of WoW killer.

Further, these games not having been as successful as they could have been only further adds value to what their developers have to say. You learn far more from mistakes than you do from successes, after all.

Kevin Gadd
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Whether or not a given title succeeds has almost nothing to do with the qualifications of individual team members. These people being qualified (or not qualified) to participate in an interview or a panel has everything to do with their experience and skills and nothing to do with whether the title they worked on happened to be a hit.

Aaron Truehitt
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Sometimes I pay the subscription fee to an MMO and wonder, "Ok, so what did I get this month that was worth the price after already paying the box price?" You pay a sub to a magazine, and you get something every month for it.

MMOs..you just get access to the same content you already paid $50 for...

David Fried
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Yeah, that's the reason I stop playing an MMO when I hit max level and the only thing left to do is repeated quests or huge raids that I don't have the guild or time for.

Chris Johnson
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Keeping core players happy is certainly a top priority but you can still reach out of new/different players. There area always 2 or more types/camps of players that push the game to take slightly, but critically different directions.

At Realm of Empires, where we also have a strong core of fans, we've dealt with this by creating a sister game to the original product thus being able to satisfy both camps.

If you keep the same code base, you can greatly reduce the overhead and can keep both games updated with new features easily. We've written about this on our blog http://realmofempires.blogspot.com/2010/10/roe-mmo-user-experience.html

Simon Ludgate
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It's also important to keep the duration of subscriptions in mind and not merely the number of subscriptions. For example, if you make a radical change to your MMO that alienates 50,000 "core" subscribers into canceling but gain 250,000 new subscribers, this might seem like a good trade; but not if the 50,000 core subscribers would have gone on to play the original unchanged game for a year (600,000 "subscription months") versus the 250,000 subscribers who cancel after 2 months (500,000 "subscription months"). EVE Online has shown the value of a long-term development approach: by focusing on keeping subscribers subscribed rather than on big subscription pushes, the game continues to grow at a slow, steady (and profitable) pace.

Ian Uniacke
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It's a valid point but you also have to consider "new core" players that you might attract. For an example, take WoW. Sustained subscriptions continue to rise even though some of the "original core" players have been alienated.

I'm not convinced about the approach of tailoring to your core crowd on any game, since the obvious risk is long term attenuation, and the eventual death of your franchise.

Maojie Zhou
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You have a hardcore players are wolfs. You also have casual players are sheep.
You need have a balanced environment to let them live together.
You cant change the core of your environment, because it's your identity. Otherwise all living things will die.
Wolf can bully sheep but cant kill sheep, because wolf will die if there is no sheep.
You can also have micro transition model to convert sheep armed as wolf :)

Tui Popenoe
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An MMO should not remind you why you are spending money. If a game causes you to actually think of the money you are spending on it, you are questioning the value that you get from it. A game should be engaging enough and ultimately changing enough so that money isn't even a consideration.

Jonathan Lawn
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That's a nice idea, but I think in practice most people have to weigh up the money and time they are spending on an MMO against other games they could be trying out, so they are likely to consider whether a game is still worth it regularly, even if the answer is always yes.

David Fried
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The only games where money isn't a consideration are the ones that are free to play. Ironically, those are also the games I spend the most money on. Particularly if the game is good.

Ken Reinertson
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The MMO game base is both shrinking and growing at variable rates. But over time with the current models I do not see anything but a shrinking player base. At the heart of all MMORPGs is a very simple and standard model. Make XP, Get Gear & Items, Do Quest for XP, Do Raid, Get Better Gear, Make More XP, Grind for Gold, Rince Repeat. This simple repeated play in various formats is the core of all current MMORPGs. At this time the end game is just more of the same in every MMORPG. Since the days of DAOC to WoW to LOTRO to SWO to even EVE.O the format is clear. The Story is hardly ever the driving factor in these games which shows that there are really only two reason why people play MMORPGs. Social Interaction or Player Immersion outside Real Life or Player Competition either Goal Oriented or against other Players. So what does a MMORPG need to stay alive?

- Update Player Goals so that new goals are available and motivation to get these goals exist.
- Improve PvP elements in PvP direct competitions (Arena etc.) or PvP Awards in a PvE realm (Guilds vs Guilds).
- Improve methods for players to interact with other players to motivate social interaction. This includes the fluffy stuff that is not necessary for game mechanics. This includes better Guild tools, Emotes, Pretty Armor and Weapons. Stuff that is nice and facilitates social interaction but isn't necessary to play the game mechanically.
- Lastly is Player Immersion through either good graphics or nice sound or screen cinematic etc. Basically something to help the player feel a bit more invested in a game emotionally rather than simply competitively.

In my opinion, when you boil down an MMORPG to it's basic key sets, those four are it. Master those four things and people will continue to come back over and over again. But if you continue down the path of Grind/Raid/Repeat then eventually everyone will get tired of that. There is a reason I've stopped playing MMORPGs and it's because no one has figured out a way to really move past that model or at least make the four points as stated above better.


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