The Game Developers Conference of the Friday, the great manufacturers of MMO research and development experts to share their game after the operation of the retention of the players, to maintain communication and enhance the game's successful experience. "The game is still part of the process of development," said Rollin Jameson, executive director of SOE Research and Development, "a transition from looking for a player to a deeper understanding and familiarity with the player," but it's a skill to keep players active. "Understanding and securing the core players is the essence of your brand ... It's very important, "Jameson said. Nessen Richardson, the executive producer of the Eve developer CCP, says that Eve's longevity comes from focusing on the core players of the game. "About 20% of people have not left since the eve of the quiz, which is a very powerful core player," he added. "This is the reason that Eve's research and development team has grown unprecedentedly today." Jeff Sickman, Eamythic's executive producer, insists that developers need to focus on their players continuously. And it's very difficult to keep that in mind as to which aspects of their game are attracted to players in the first time and in the face of many MMO. "The biggest problem you have to solve is to recruit players," said West, a problem that sometimes turns into an MMO developer who plays games to attract other gamers. "Don't mess with the core of your game." BioWare's director, Richie Fergo, agrees that "it's dangerous to change the core of your game" but to keep players, developers need to have the initial foundation appeal. Although the game development discussion group is familiar with the various business models of the game, they agree that the completion of the game comes from the first click of the game registration, which is crucial. Hickman, who used to work at UO, said that some of the core players played UO for several years, but what they introduced to new players was the newest front-end client, not the classic client. "Does this extend our influence?" Absolutely, "said West," you have to make sure that your game makes it easy for players to get started. "Jeff Steelf, the executive producer of the turbine company, the developer of the" Dragon and Dungeon Ol "and" Lord of the Rings ", said the number of users in the game studios" obviously "soared since the game began offering a free version. He said the studio was also shocked by the results, but the turbines could also understand that this is the new operating model that makes the game easier to use and doesn't cost much. "It's all about providing consumers with more convenience and flexibility--and then suddenly the number of participants in the game increases," adding to both the game and the pay. Steelf said that "the sense of participation is driving them to spend money" in this fiercely competitive field, retaining the player is indeed very complex and requires skill. Eve's Richardson explains that the free version of MMO expansion is a tough trick to keep players in the game, and when the free version is released, the loss of players is not even there. Richardson says the CCP is not "spreading money" on the free version, but rather to show the value of the players and keep them playing paid games. (Digging the shell net)
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