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A question of the playerbase

Author
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#1 - 2015-12-27 15:42:30 UTC
Since TMC's editor in chief will be writing an article soon about player retention strategies and I personally have wondered about it for the longest time - what are strictly speaking the most effective ways to retain players?

And we're not just talking about newbies fresh off the clone table we're talking all players including long time vets.

Personally I don't find the game very engaging any more, personal goals have almost all been reached and I'm finding other games more entertaining. Fleets formed to kill towers don't excite me, nor does endless station game bullshit. I certainly could grind for more ISK but that's still not what gets the blood pumping. Am I just a bitter vet? What kind of terrible death is this ennui and how can I escape it and by extension be retained by CCP?
Solecist Project
#2 - 2015-12-27 15:54:25 UTC
Goons don't attract quality.
KarmaFleet is full of below average cheap labour only here because of bread and circus ......

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Lathael
Liga der aussergewoehnlichen Tattergreise
#3 - 2015-12-27 16:17:10 UTC
The magic of a space game was for me always "immersion".

As a small kid I had a lot of fantasy and games like Privateer entertained me with the feeling to explore and live in that universe.
And I want to have that feeiling again.

I started to play EVE Online at a time where not so many space simulators were available, space sim fans had no real choices.
But now competition has arrived and they do the immersion part better than EVE Online does.

Sure those games have other issues but if immersion is your big thing EVE Online does not cater.
EVE was always spreadsheets in space. And the immersion factor was never big considered.

You cannot walk in stations (I do not count the one room) or on planets or explore your ship.
The ships controls are indirect and you fly your ship from outside which is also not helping to be part of the universe.
And there is a general lack of small fluff things like people doing some repair work.

I cannot look into the heads of other people but I assume that it could be a point why people leave EVE Online and try other space sims.

I still hope that Dust514 and EVE Online is more merged in the future, because in Dust I had more the immersion feeling.

We will see what the future brings.


Paranoid Loyd
#4 - 2015-12-27 16:19:35 UTC
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Remiel Pollard
Aliastra
Gallente Federation
#5 - 2015-12-27 16:37:03 UTC
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.


This. Build the game they want to build, and retain the players that like what they produce.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#6 - 2015-12-27 16:42:47 UTC  |  Edited by: Ria Nieyli
Caleb Seremshur wrote:
Since TMC's editor in chief will be writing an article soon about player retention strategies and I personally have wondered about it for the longest time - what are strictly speaking the most effective ways to retain players?

And we're not just talking about newbies fresh off the clone table we're talking all players including long time vets.

Personally I don't find the game very engaging any more, personal goals have almost all been reached and I'm finding other games more entertaining. Fleets formed to kill towers don't excite me, nor does endless station game bullshit. I certainly could grind for more ISK but that's still not what gets the blood pumping. Am I just a bitter vet? What kind of terrible death is this ennui and how can I escape it and by extension be retained by CCP?


Tell people how good the EVE playerbase is when compared to other games. Disregard the existance of mechanically intensive or strategically/tactically complex games.
Tell people to welp ships in vastly unfavourable circumstances. Remember, losing is fun, and fun is all that matters.
Tell people that there's only a single correct way to play in a sandbox that offers varied choices.
If anyone actually manages to do anything remotely competent or shows any sign of commitment or researches their environment, call them autistic.

Seems to be working well so far.
Tisiphone Dira
Garoun Investment Bank
Gallente Federation
#7 - 2015-12-27 16:43:53 UTC
Have aura gank em and taunt them early on to cut the wheat from the chaff, then focus all resources on the wheat.

There once was a ganker named tisi

A stunningly beautiful missy

To gank a gross miner

There is nothing finer, cept when they get all pissy

Iria Ahrens
Space Perverts and Forum Pirates
#8 - 2015-12-27 16:46:22 UTC
Caleb Seremshur wrote:
Since TMC's editor in chief will be writing an article soon about player retention strategies and I personally have wondered about it for the longest time - what are strictly speaking the most effective ways to retain players?

And we're not just talking about newbies fresh off the clone table we're talking all players including long time vets.

Personally I don't find the game very engaging any more, personal goals have almost all been reached and I'm finding other games more entertaining. Fleets formed to kill towers don't excite me, nor does endless station game bullshit. I certainly could grind for more ISK but that's still not what gets the blood pumping. Am I just a bitter vet? What kind of terrible death is this ennui and how can I escape it and by extension be retained by CCP?


In the end it is not the MMO designers that keep the players, it is the players that keep the players. In other words, in is not game design that retains players, it is personal bonds and mutual need.

A lot of games will spend months designing an expansion that high end guilds blast through in a couple days. Then the players start crying out for more entertainment. Eve does the sandbox thing where players are expected to entertain themselves, this helps for a while for the self motivated player, but no matter how much someone likes something too much of it get repetitive and old. A person that loves bananas, but eats bananas with every meal, will soon tire of bananas for a while.

So it always comes down to the personal bonds. You could go form new bonds, or try things you never engaged in.

Now it seems to me that you're actually reluctant to go play other games etc. Don't be. Go play them, have fun. There is no imperative to play EVE. If you enjoyed it, but got tired of it. Quit, you'll be back because you enjoyed it before you tired of it.

After a few months of not eating bananas, those bananas will start to look good again.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Tyrendian Biohazard
The Bastards
Sedition.
#9 - 2015-12-27 17:27:18 UTC
Caleb Seremshur wrote:
Fleets formed to kill towers don't excite me, nor does endless station game bullshit. I certainly could grind for more ISK but that's still not what gets the blood pumping



I know I'll come off as snarky, but with that comment, and your signature, why is your killboard seem to be filled with nothing but tower kills and large fleets?

If you don't like it, don't do it? Or is there something more that is keeping you in Razor/null that you can't live without?

I had the same mentality when I lived in null. I was a line member doing those fleet, but wanted something more. I left to strike out on my own and have been 100% better off because of it. Frankly, had I stayed in the alliance, I doubt I'd still be playing today.

Twitch streamer and EVE NT tournament broadcaster.

Max Muni
Muni Corp
#10 - 2015-12-27 17:31:48 UTC
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.



This is actually a good idea because most the players (including myself) don't have a clue about balance. It's always what they think will help their personal play styles.

there's really no point to these threads, although they're fun to troll in.


It's fully understood that this game is just a place holder until Star Citizen is finished... The space game community knows it, CCP knows it, it's just the full time diehards that don't know it yet.
Doc Fury
Furious Enterprises
#11 - 2015-12-27 17:38:18 UTC
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.


This.
Right after they sack most of the management.

There's a million angry citizens looking down their tubes..at me.

Mr Epeen
It's All About Me
#12 - 2015-12-27 19:45:28 UTC  |  Edited by: Mr Epeen
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.
Are you sure?

If that had been the case, the door would be open, micro-transactions would be a lot more prevalent, blinks would still be thing, and a whole lot of other stuff that a majority of forumites pooped their collective pants over.

Mr Epeen Cool
Xotcl Gaterau
Center for Advanced Studies
Gallente Federation
#13 - 2015-12-27 20:04:10 UTC
Iria Ahrens wrote:
Caleb Seremshur wrote:
Since TMC's editor in chief will be writing an article soon about player retention strategies and I personally have wondered about it for the longest time - what are strictly speaking the most effective ways to retain players?

And we're not just talking about newbies fresh off the clone table we're talking all players including long time vets.

Personally I don't find the game very engaging any more, personal goals have almost all been reached and I'm finding other games more entertaining. Fleets formed to kill towers don't excite me, nor does endless station game bullshit. I certainly could grind for more ISK but that's still not what gets the blood pumping. Am I just a bitter vet? What kind of terrible death is this ennui and how can I escape it and by extension be retained by CCP?


In the end it is not the MMO designers that keep the players, it is the players that keep the players. In other words, in is not game design that retains players, it is personal bonds and mutual need.

A lot of games will spend months designing an expansion that high end guilds blast through in a couple days. Then the players start crying out for more entertainment. Eve does the sandbox thing where players are expected to entertain themselves, this helps for a while for the self motivated player, but no matter how much someone likes something too much of it get repetitive and old. A person that loves bananas, but eats bananas with every meal, will soon tire of bananas for a while.

So it always comes down to the personal bonds. You could go form new bonds, or try things you never engaged in.

Now it seems to me that you're actually reluctant to go play other games etc. Don't be. Go play them, have fun. There is no imperative to play EVE. If you enjoyed it, but got tired of it. Quit, you'll be back because you enjoyed it before you tired of it.

After a few months of not eating bananas, those bananas will start to look good again.


I like bananas.
HeXxploiT
Doomheim
#14 - 2015-12-27 21:33:13 UTC  |  Edited by: HeXxploiT
1:True sandbox.

2:Freedom and ability to choose going it alone or joining a vast armada to achieve great things.

(If either the ability to go it alone to achieve great things or the ability of large groups to achieve even greater things is stifled, interest wains. It's a fine balance and these are truly the things that make eve great.
Otso Bakarti
Doomheim
#15 - 2015-12-27 21:39:45 UTC  |  Edited by: Otso Bakarti
In a sense...after a fashion....I think where games get derailed is in getting confused about who the player base really is. It's widely known, for instance, since WoW's famous Panda Meltdown, the gaming world was infiltrated by WoW Refugees who take over the games community devices - such as forums - to agitate for their new home to be converted into their idea of what WoW should have been. We've not been immune to that. (Remember, "gank" is a WoW term, not an EVE term.)

That certain factions in EVE have taken it over is a result of EVE attempting to move toward the all-important (because some guy in Japan did a study) MT/F2P model. EVE has attempted to avoid the free to play, and pay to win aspects, but CCP is not innocent in trying to pander to an imagined PvP majority which in truth does not exist, and in this case, so trivializes the meta-features of the game, we did lose a tremendous amount of our serious, experienced players who just aren't coming back. Replaced by: If you don't know by now, you shouldn't be in this conversation.

The OP, however, does pose an interesting question, and my tendency falls in the "Hey, it's CCP's game. Surprise us!" camp, with the caveat we don't get player input that amounts to pandering to a thin minority (as is the present case). Also, I'd advise CCP to avoid jumping on the bandwagon and making the focus "using mom's VISA to buy stuff here and there for five bucks" approach the rest of the gaming world has chosen.

As always, the true holding power of the game is the developers' ability to create a game. This talent isn't widely shared. These sorts of minds cost a bit more than the standard, competent computer science grad student just out of university. And, getting this right has everything to do with what is a company willing to pay its talent. (I won't comment on the employment conditions with regard to this issue.) At this point is the nuff said.

I'm always playing the programmer. When I'm no longer playing the programmer who's presented something and said, "Beat this!" then, I'm pushing pixels around. That gets boring fast. Pay your talent, or lose your talent. Lose your talent, lose the game. So, the player base. As a member of this player base, I'm willing to put up or shut up. *If CCP needs help in obtaining or retaining this talent, I'm willing to pay double what I'm paying now for a sub.

*(If you pay by PLEX, you're no help. Go find a thread that needs flaming.
Leave this one to those who deal in the real world.)

There just isn't anything that can be said!

voetius
Grundrisse
#16 - 2015-12-27 22:05:38 UTC
Mr Epeen wrote:
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.
Are you sure?

If that had been the case, the door would be open, micro-transactions would be a lot more prevalent, blinks would still be thing, and a whole lot of other stuff that a majority of forumites pooped their collective pants over.

Mr Epeen Cool


Really! I usually agree with your opinions Mr Epeen but that is a non sequitur. I have to agree with Loyd that CCP should follow their own vision. Programmers are not in short supply, good game design is a lot harder to achieve.
Mr Epeen
It's All About Me
#17 - 2015-12-27 22:40:18 UTC  |  Edited by: Mr Epeen
voetius wrote:
Mr Epeen wrote:
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.
Are you sure?

If that had been the case, the door would be open, micro-transactions would be a lot more prevalent, blinks would still be thing, and a whole lot of other stuff that a majority of forumites pooped their collective pants over.

Mr Epeen Cool


Really! I usually agree with your opinions Mr Epeen but that is a non sequitur. I have to agree with Loyd that CCP should follow their own vision. Programmers are not in short supply, good game design is a lot harder to achieve.
I'm not disagreeing with Loyd. I'm just putting it out there that most of the people who hit like on his post are probably some of the most vocal whiners for keeping the status quo. And I bet I can find every one of the people who will agree with him in a post in one of the threadnaughts crying at what CCP is proposing or has proposed.

The reality with this player base is, "Just let CCP do what they want. As long as it's what I want".

Mr Epeen Cool
Tipa Riot
Federal Navy Academy
Gallente Federation
#18 - 2015-12-27 23:04:12 UTC
Not sure about that, some CCP teams (most do well) came up with some stupid changes recently like the new explorer interface, the new camera modes, manual flight fantasies ... showing a lack of understanding, how the game works. There needs to be a corrective measure by the player base.

I'm my own NPC alt.

Paranoid Loyd
#19 - 2015-12-28 01:48:13 UTC  |  Edited by: Paranoid Loyd
Mr Epeen wrote:
Are you sure?
No, I would have worded it differently if I was sure.

I can say with a fair bit of confidence there is a situation going on where there are too many cooks in the kitchen and the food is starting to suck because everyone wants their food flavored differently and the result is a product no one wants to eat. (it is quite possible this is an internal struggle that has nothing to do with the player base which is a big part of why i'm not sure)

I don't know how to fix it, the main reason I don't is because I don't have access to the information I would need to be confident about what I am doing. This situation is no different for anyone besides those employed at CCP.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Iria Ahrens
Space Perverts and Forum Pirates
#20 - 2015-12-28 03:59:09 UTC
voetius wrote:
Mr Epeen wrote:
Paranoid Loyd wrote:
Caleb Seremshur wrote:
what are strictly speaking the most effective ways to retain players?

Honestly I am starting to think the most effective thing they can do is stop taking advice from the playerbase.
Are you sure?

If that had been the case, the door would be open, micro-transactions would be a lot more prevalent, blinks would still be thing, and a whole lot of other stuff that a majority of forumites pooped their collective pants over.

Mr Epeen Cool


Really! I usually agree with your opinions Mr Epeen but that is a non sequitur. I have to agree with Loyd that CCP should follow their own vision. Programmers are not in short supply, good game design is a lot harder to achieve.



Burn Jita? Sometimes the devs fall in love with a vision that doesn't help the game. So I don't think they should ignore the players, and I don't think players should run roughshod over the devs. There should be this static tension between the playerbase and the devs, which is what we've had for a while.

So I try to avoid blanket statements one way or the other. Devs need the freedom to imagine a better game for us to play, but they still need to listen to the players, and they do. But not too closely, because there is a lot of irrelevant whining and shortsighted munchkin crafting.

Every fanfest they show us player activity graphs. And a lot of their presentations address how they modified a certain mod or ship because people were avoiding it. So they listen to the players, but not our words, they listen to our actions. And if everyone starts favoring a given ship, and it shows up in the graphs that the usage is out of line, then expect said ship to be nerfed. >> t3 dessies?

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

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