I was recently reading a post on Bio-Break about strategies to revitalize Warhammer
. And I got to thinking about the shiny-chasers - you know, the gamers (I fear I may be one) who chase each new game, try it, become disillusioned, and leave, never to return. And I wondered about the chances of revitalizing a game, using strategies aimed at the gamers you originally lost. I think it can't be done that way. I think a game (an MMO, to be precise) gets one shot to get the hardcore gamers, and ninety-eight percent of them blow that chance. But it seems like we're now seeing some methods for revitalization that are working - moving to a free-to-play model, for example, brings in a whole group of people who won't pay $15 a month, but who might pay something. And it brings back a small percent, I think, of the original wave, who come because they can (it's free, right?) There's also the Eve method of revitalization, which isn't really a method, nor really a revitalization - they just keep going, and after a while people come because, let's face it, people like polish, and polish takes time, and if you just keep at it long enough your game will acquire polish (assuming any level of competence and assuming you don't completely destroy the game (Star Wars Galaxies, anyone?)) But I'm not sure that expecting the people you attract at the beginning of the cycle to come back is ever a good plan - but then, I'm not totally clear you ever wanted those folks in the first place - WoW certainly seems to do better with care bears.
Labels: eve online, marketing, massive games, mmorpg, WoW