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Message ID: 11759
Date: Mon Dec 13 19:37:25 GMT 1999
Author: Perhaps a Princess...
Subject: RE: Re:Re: Guise of the Deceiver (Longish)
>-----Original Message-----
>From: James Schuldes [mailto:jgs@...]
>Sent: Monday, December 13, 1999 11:27 AM
>To: 'eqbards@onelist.com'
>Subject: RE: [eqbards] Re:Re: Guise of the Deceiver (Longish)
>
>
>From: James Schuldes <jgs@...>
>
>The 'absolute' part is debatable - imho. We have heard snippets of "we
>were shocked that players got level 50 in xx days played..." makes me think
>that they (Verant) are concerned with 'how hard' it is to make levels, etc.
>Like why have hell levels? If they want to have some kind of milestone, it
>should be a positive re-enforcement - not a negative. If they want to
>retain players, that is. More than half of my friends who I started this
>game with have pretty much ended their EQ careers because it got to be just
>too hard (and too boring) to make progress. In short, it was no fun any
>more. A few others have made level 50 - the level of nothing to do. And so
>they re-start chars in other classes.
>
>Here are 2 scenarios:
>
>EQ-X: hard to play. Serious players make lev 50. It takes you 6 months of
>concentrated playing. You start a couple twinks and play them to upper 20's
>and a new game comes out somewhere else that is more fun than then next 10
>levels killing aviaks. So you semi-retire your 50 and maybe do occasional
>dragons. But then you get sick of all the guild email about stuff
>you don't
>care for and you quit.
>
>EQ-Z: fun to play. Still quite a challenge but acceptable to the
>people who
>want to play 2 or 3 hours at a session and still do pretty good. So they
>make level 50 in 5 months. And then start a new char of a different class
>or try a char on a Race War team or PvP server. Things are challenging but
>still fun - not frustration. So they get this next char to 50 in 3 months.
>And then they decide to start another char and see if they can do
>it without
>twinking and do some role playing. Now they are good for another couple
>months.
>
>Retention rate of your customer base is gonna depend on the fun
>factor - and
>that will be the 'absolute' of all absolutes. This is after all the
>entertainment business. When it's no longer entertaining, you are out of
>business.
>
>
>
> -----Original Message-----
> From: kim@... [mailto:kim@...]
> Sent: Monday, December 13, 1999 1:07 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Re:Re: Guise of the Deceiver
>(Longish)
>
> From: <kim@...>
>
> The problem with adding/removing things purely on the basis
>of
> "fun" is that for the most part, it looks at only the
>relative
> side of things (will the players be happier after the change
> than before?). Unfortunately, the prisoner's dilemma and
> tragedy of the commons are very real, and thus create
> situations where stuff that makes the players unhappy can be
> better for the game.
>
>
>>Please send submissions for the eqbards newsletter to
>lol@... with the subject submissions.
>