Gdconline experience sharing focus on player needs is the way out

Source: Internet
Author: User
Keywords Player player this this attention attention begging begging player this attention begging players players players this this this attention attention attention begging players begging begging this attention player this ask for attention player ask for this player attention this begging attention begging player player player player this this this this attention attention attention attention players begging begging begging begging this attention player ask player this this attention player attention ask for this attention player beg ask This attention begging player this attention begging player this attention begging players this attention ask for player this attention ask player this attention ask player player this this attention attention player request ask this attention beg player this attention begging player this attention begging
(Compilation/Sky White) at the inaugural Game developer Online Game Selection award (GDC online) ceremony held October 8, some of the old game developers shared the secret of how they retained the player and how to keep the game alive. "Really!" he said. From the day the game was sold, and even until a year later, we developers are still serving it, "Lorin Jameson, development director of Sony Online Entertainment," Loringiamsen, "your vision will shift from looking for a new customer base to a more understanding of your existing players." But it's a tricky business, and it's important to understand and gain the core players that align with your commercial brand. "The Secret of Eve's longevity is that we focus on serving the core players," says Nathan Richardsson, development Director of Eve, Nansenrichard. About 20% of our existing players have been playing this game since the game was tested, and they are very good core players. Then he added: "EVE's development team has never been more powerful than it is now." "Jeff Sicoman (Jeff Hickman), executive producer of EA mythic. "The biggest task for developers is to keep an eye on the needs of gamers and put the game in the first place," he stressed. It sounds easy, but it's not really the case, especially in today's competitive environment. You have to be wary of your competitors chasing you all the time, and this kind of competition sometimes makes the developers try their best to dig out the core players from other competitors. But don't try to change the core of your game! Rich Vogel, director of BioWare Studios, agrees: "Changing the very core of your game is the real danger." "In order for the game customer base to keep bringing in fresh blood, developers have to start from a small place and constantly add attractive elements."  While the developers present are playing different business models, they all agree that getting players into the registration page and registering an account is one of the most important things in game development. Sicoman for "Genesis Ol" while working, although the game has many years of experience in the hardcore core players, but he still has a new client for the game, including some games introduced. "Is it really useful?" Of course! Sicoman said: "You have to make sure that your players are easy to get into your game." "Lord of the Rings ol" and "Dungeons and Dragons ol" development director Jeff Steefel said he had given the game to increase the free mode and charging mode coexist, surprisingly this move to the game brings a lot of new players. "It all comes down to the more flexible choices you give to consumers, and then they suddenly get involved." Whether it's a biographyThe game or money to buy mall props, as long as players participate, then this will drive them to spend money. "As mentioned earlier, it's a tricky thing to get more players involved, especially in a competitive marketplace." "Eve," said Richard, director of Eve, released a free documentary to keep the players. With the release of free data, the player loses this data almost to nonexistent. Our move is not to throw money, but to reflect the value of players, so that they like the game more. Mingin, vice president of South Korea's Nexon company, who has developed "Adventure Island", said: "For that type of console game, players are concerned about what may be new costumes, and for ordinary online games, players tend to be more concerned about the content of the game." "Announcing the game Content update program is a good way of showing the player's value," says Richard. "The best way to remind players why he has to pay you is to publish the update schedule frequently." "(Edit/Ming)
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