So this post happened, along with 40+ comments. Give it all a read.
Easy multiple choice question time: When you run out of ‘stuff to do’ in a game, what do you normally do?
A: Keep playing/paying for the lulz
B: Stop playing/paying
The correct and only answer is B.
Now sometimes you quit even when you still have ‘stuff to do’, but that’s better than the game basically ending for you due to the content running out, right?
Raids you might never see, for most players, count as ‘stuff to do’ in MMOs where raiding is ‘the point’. WoW in its prime was very much a ‘raiding is the point’ game. Yes, it had a nice leveling curve and a pretty decent PvP game (especially in retrospect and seeing what we have now in themeparks), but let’s not kid ourselves, raiding was ‘the point’ in WoW vanilla/TBC (you know, those years when the game was still growing).
Now whether it was realistic for the average player to get deep into raiding or not (it was because in a 40 man raid, 10-15 people carried the rest), that content was still stuff to do, with unique bosses, unique loot, and unique locations they had not seen that were ‘important’ to see. That keeps people playing/paying. It’s also far less effective to expect the average player to grind away in a brutal ‘hard mode’ to see the same boss again just with a gimmicky twist. Challenging content is PART of raiding, yes, but it’s not THE only reason, and when that’s all there really is to your true ‘end game’, you are going to lose people (like, you know, the millions WoW has lost since the TBC days).
What’s funny about today’s themepark MMOs is that they took all of the established lessons from earlier games, forgot them, and are doing everything they possibly can to lose people after 1-3 months. As I said in the comments over at TAGN, unless you are in the charity MMO business, giving people a reason to keep playing/paying is a pretty solid strategy IMO.
I also think this topic confuses people a bit with some of its history. For instance, Nax40 in WoW was indeed poorly used content. It was AWESOME content, but it came out way too close to TBC ‘resetting’ the game, so outside of world/server first guilds, it wasn’t viable content for most people. Had it been released 6 months earlier, or TBC was delayed for 6 months, those Nax40 usage numbers would have greatly increased, and it would have accomplished what AQ40 and BWL did before it; kept people playing/paying.
To bring this topic into 2014, myself and 99.99% of all League of Legend players will never see/experience Challenger-level ‘content’ like tournaments, streams, and the balance/meta game that exists at that level. And it’s a level that Riot spends a serious amount of time, effort, and money on. So while it’s not exactly apples to apples, just like the pro level of LoL helps bring in new players and keep existing players interested/involved, those 5-10% raids do something similar for your MMO, especially now with Twitch being so popular. People can watch those at a higher level, and because they are watching a video game vs something like professional basketball (where no matter how hard you try, you just won’t grow tall enough to dunk the ball), they actually CAN work to get better and get closer to that level.
And closer, rather than actually reaching it, is really the key here. So long as you can improve, and so long as you still have a reason (content) to keep improving, you will keep playing/paying. That is the model right? At least at the major league level of the MMO genre?
(And just to clarify, the ‘more content’ doesn’t 100% have to be raiding. Raiding works however because the dev-time to player-consumption ratio is reasonably sustainable, unlike questing or new zones. Now maybe when someone finally figures it out and makes a PvE sandbox MMO :cough: we’ll have a different example of sustainable, worthwhile PvE content, but until that day raiding is it.)
#WoW #MMODesign #LoL