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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[EVE Evolved: Power players and player retention]]></title><link>http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/</guid><comments>http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/eve-evolved/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/powerp-title.jpg" vspace="4" /></a></div>
As I mentioned in our coverage of the <a href="http://www.eve-online.com"><em>EVE Online</em></a> <a href="http://www.massively.com/tag/eve-fanfest">Fanfest</a>, the best part of the experience for me was discussing <em><a href="http://massively.joystiq.com/category/eve-online/">EVE</a></em> with players who are as involved in and enthusiastic about the game as I am. On my first night there, I got into a fascinating discussion with a few players on a topic I hadn't really considered before -- power players. Every MMO has players who get heavily involved in their chosen game. <a href="http://massively.joystiq.com/tag/fanfest-2011/"><em>EVE</em>'s Fanfest really highlighted this</a>, as around a thousand of <em>EVE</em>'s power players flew to Iceland just to talk about the game, contribute ideas in roundtable discussions and find out what the future holds for the game.<br />
<br />
Ultimately, the fate of <em>EVE</em> lies in its community. <em>EVE</em>'s main strength as an MMO is the fact that <a href="http://massively.joystiq.com/2011/03/29/the-soapbox-the-industrys-obsession-with-shards/">with so many players in one game universe</a>, people form very real ties with each other. Corporations and alliances are more than just collections of people; they're sub-communities with their own aspirations, internal politics, playstyles, personalities and even senses of humour. These organisations give people support and a place to call home in an unforgiving universe, and it's the power players of <em>EVE</em> who make all of that possible.<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/eve-evolved/"><em>EVE Evolved</em></a>, I explore the importance of power players in MMOs and what the concept means for <em>EVE</em>'s development.<p><a href="http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/" rel="bookmark">Continue reading <em>EVE Evolved: Power players and player retention</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/">EVE Evolved: Power players and player retention</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 03 Apr 2011 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19891353/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>communities</category><category>community</category><category>corp</category><category>corporation</category><category>corporations</category><category>corps</category><category>development</category><category>emergence</category><category>emergent</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>followers</category><category>leaders</category><category>leadership</category><category>online-communities</category><category>opinion</category><category>organisation</category><category>organization</category><category>player-retention</category><category>players</category><category>power-players</category><category>retention</category><category>subscribers</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 03 Apr 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Do alts help or hurt game retention?]]></title><link>http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/</guid><comments>http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-daily-grind/"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/alts.jpg"  alt="" /></a></div>
I'm going to share with you something I've struggled with and then ask for your professional opinion, Internet Friends.  As a natural altoholic, I'm forever filling up my character select screen with a wide variety of heroes.  And by heroes, I mean "experiments."  Having a main is all fine and dandy, but sooner or later the winds of whimsy wash over me, and I feel the uncontrollable urge to roll up an alt.<br />
<br />
My struggle is this: Is my altoholic nature helping me stay in the game longer or hurting my interest overall?  On one hand, having a single character to focus on helps me to bond strongly with that toon, explore high-level content, and dedicate myself to a focused journey through the game.  On the other hand, having alts adds the spicy variety that I crave and lets me explore the game in new ways.<br />
<br />
But I've noticed that several alts can erode that tight attachment I have to an MMO, especially if I keep bouncing around between them.  Does this happen to you?  What do you think: Do alts help or hurt game retention for you in the long run?<br />
<br />
<img hspace="0" vspace="0" border="0" align="left" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" alt="" style="padding-right: 10px;" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/">The Daily Grind: Do alts help or hurt game retention?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 20 Feb 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19851477/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/20/the-daily-grind-do-alts-help-or-hurt-game-retention/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alt</category><category>altaholic</category><category>alts</category><category>internet-friends</category><category>opinion</category><category>retention</category><category>tdg</category><category>the-daily-grind</category><category>variety</category><category>variety-is-the-spice-of-life</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Sun, 20 Feb 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What's a good player retention level?]]></title><link>http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/</guid><comments>http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://massively.joystiq.com/tag/the-daily-grind"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/conanquityou.jpg" alt="" /></a>It's curious how the exact same data can be taken as brilliant news, confirming a game's enduring appeal, and terrible news, dooming the game to oblivion, depending upon who you ask. Take <em><a href="http://www.ageofconan.com">Age of Conan</a>,</em> for example. Not so long ago, <a href="http://massively.joystiq.com/2008/08/25/erling-ellingson-confirms-age-of-conan-subscriber-numbers-says/">we saw a video</a> that confirmed <em><a href="http://massively.joystiq.com/tag/aoc">AoC</a>'s </em>current subscribers at around the 400,000 mark. With 800,000 boxes sold, that's around a 50% retention rate. Yay, we win at math.<br /><br />But what's far less cut and dried is whether this figure is <a href="http://www.mmocrunch.com/2008/08/25/aoc-yep-it-really-did-halve-its-population/">really bad</a>, or <a href="http://www.darkdemonscrygaia.com/showthread.php?p=52580#post52580">really good</a>. Everyone, it seems, has an opinion on the matter. It's worth observing here that you can't expect everyone who picks up a game to stick with it. If a game loses half its players every quarter, that's terrible; but if it keeps half of all players who buy it, that's a very different story.<br /><br />So we're throwing the question open to the players: what do you think is a healthy retention level for an MMO, in terms of keeping players after their first free month? And while we're on the subject, has a game ever surprised you with its retentiveness? Have you ever <em>tried</em> to quit and gone back after a while?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/">The Daily Grind: What's a good player retention level?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 10 Sep 2008 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1307634/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/10/the-daily-grind-whats-a-good-player-retention-level/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>retention</category><category>the-daily-grind</category><dc:creator><![CDATA[Adrian Bott]]></dc:creator><pubDate>Wed, 10 Sep 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[Is Age of Conan a rousing success or a stinking failure?]]></title><link>http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/</guid><comments>http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://classygamer.blogspot.com/"><img hspace="4" border="1" align="middle" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/aocquefull7808.jpg" /></a><br /></div>
There's plenty of doom and gloom discussion surrounding Funcom's <a href="http://ageofconan.com/"><em>Age of Conan</em></a>. The <a href="http://massively.joystiq.com/2008/07/06/xfire-age-of-conan-statistics-eschew-easy-classification/">hours played and reported by X-fire users plummeted</a> since it hit desktops. Possibly <a href="http://massively.joystiq.com/2008/07/01/female-avatar-dps-bug-will-take-weeks-to-correct/">the wackiest and most critical bug ever seen in an MMOG ever</a> won't be fixed anytime soon. Unfinished content has diminished <em>Age of Conan's</em> reputation in the later parts of the game. The rap sheet goes on; however, a strong demand exists for a new MMOG as <a href="http://massively.joystiq.com/2008/06/30/age-of-conan-surpasses-700k-registered-users/">an astonishing 700,000 accounts were registered</a> in the first month alone. That number is quite a feat, but the overall number of subscriptions four or six months down the road comes into question as <a href="http://massively.joystiq.com/2008/06/25/the-daily-grind-has-aoc-earned-your-money-for-another-month/">most players that leave after their first month</a> tend to be very unforgiving. <br /><br /><a href="http://stroppsworld.com/">Stropp, an MMOG blogger</a>, remains optimistic in his post entitled <a href="http://stroppsworld.com/2008/07/08/why-age-of-conan-will-succeed/">"<em>Why Age of Conan Will Succeed</em>"</a> and points out all the advantages that <em>Age of Conan</em> and Funcom possess. While Stropp did cancel his <em>Age of Conan</em> account he believes the game will not die anytime soon and projects long-term success. Funcom is certainly a capable company with experience, but how many subscribers are needed to claim rousing success or do the crude pitfalls from an all-to-soon-launch already make <em>Age of Conan</em> a failure from a business standpoint? You decide.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/">Is Age of Conan a rousing success or a stinking failure?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 Jul 2008 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://stroppsworld.com/2008/07/08/why-age-of-conan-will-succeed/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1249186/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/08/is-age-of-conan-a-rousing-success-or-a-stinking-failure/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>conan</category><category>funcom</category><category>metrics</category><category>opinion</category><category>retention</category><category>stropp</category><category>subscription</category><dc:creator><![CDATA[Matt Warner]]></dc:creator><pubDate>Tue, 08 Jul 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: The retention game]]></title><link>http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/</guid><comments>http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://massively.joystiq.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/cancelingyoursubsadorc.jpg"  title="You made the orc sad! How can you leave now? Look at him!" alt="" /></a> </div>
<p>The conventional wisdom in any service-driven industry is that it's <a href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" mce_href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" target="_blank">far, far cheaper to retain an existing customer than to recruit a new one</a>. This is especially true in the MMOG industry, where your business model is largely dependent on maintaining a long-term subscriber base. The concept also applies to <a href="http://igg.com/" mce_href="http://igg.com/" target="_blank">transaction-driven</a> and <a href="http://www.guildwars.com/" mce_href="http://www.guildwars.com/" target="_blank">episodic games</a>, where you need your customers to want to stick around and continue spending money. <a href="http://massively.joystiq.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" mce_href="http://massively.joystiq.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" target="_blank">Box sales are great</a>, but ultimately they're pretty useless except as an indicator of how many people actually bought the game -- returning players are the bread and butter of the MMO world.</p>
<p>In fact, that's exactly why companies are so interested in finding out <a href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" mce_href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" target="_blank">why you're quitting their game</a>. If they can fix issues that are making a lot of people quit, they can retain more customers and drive up their revenue. Surprisingly, Blizzard is the only company I know of which actually <a href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" mce_href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" target="_blank">makes people fill out an exit survey</a> in order to cancel a subscription. It's not that annoying and it gives them great information about how to make their game better for <em>you </em>(so if you're adamant on copying Blizzard, that's a good thing to copy). Unfortunately, Blizzard keeps notoriously quiet about their internal numbers like that. So why exactly <em>do</em> people quit MMOGs, and what can and should game companies be doing to keep you interested?</p><p><a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark">Continue reading <em>Player vs. Everything: The retention game</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/">Player vs. Everything: The retention game</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 02 Jun 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1212996/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business</category><category>featured</category><category>game-design</category><category>game-development</category><category>gameplay</category><category>guild-tools</category><category>guilds</category><category>joystiqfeatures</category><category>moderation</category><category>player-vs-everything</category><category>retention</category><category>revenue</category><category>social</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 02 Jun 2008 17:30:00 EST</pubDate></item></channel></rss>
