Saturday, December 8, 2012

Sustainable gamer retention relies on gamer comfort

The disadvantage of developing a competitive MMO is, it’s a competitive MMO. Sure, the individuals enjoying it are still enjoying a Blizzard activity, but now you have two growth categories, two launch schedules, etc etc. One way around that is to not contend – once WoW 2 is on the landscape, you shutter WoW. This then results in further concerns. Do we get to transfer our characters? All of them? Do we transfer them one after the other, or all at once?


At what factor is this less like a new activity, and more like us just providing all of our old activity along for a new ride? In reality, you could fairly easily argue that even if Blizzard desired to upgrade WoW from the floor up, they should not contact it a new activity and should proceed the policy of retaining players and their numbers, even ones that are not currently enjoying. Having the capability to come returning and perform after a break has kept players fascinated and invested in World of warcraft, and losing that might be more issues than it’s value.


In the end, despite my notorious hate for certain old personality designs and wish to see certain techniques go the wayside, I do not see why we’d need a whole new WoW to achieve that. What exactly is having returning design changes like those is often not the experience engine, but rather a wish to avoid alienating quite a while players. Another World of warcraft does not seem necessary for that same objective. Would I like to see another MMO from Blizzard? Absolutely. But I do not think it should just be an up-to-date World of warcraft, because I think WoW has proven it can do the job of upgrading itself.

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