[MUD-Dev] Codename Blue & Facets - Nick Yee's new studies
Scott Jennings
scottj at mythicentertainment.com
Thu Apr 25 08:27:08 CEST 2002
Things that jumped out me on Yee's reports:
1) The fact that Shadowbane had a very low recognition factor
surprised me. I honestly thought they had done a better job of
"guerilla marketing". Maybe I'm biased by being squarely in the
target market (obsessive powergaming killer/political type).
2) The suggestion that games with low downtime such as DAoC
discourage relationship building. This is the reason games with
high downtime have traditionally given for it - again, interesting
to see it justified. As a game player mind you I don't
particularly want to be forced into a given behavior by being
"punished". As a student of human nature it doesn't surprise me
that it's an effective way for this to happen.
3) Achiever types tend towards addictive-style gameplay. Well,
duh.
4) It REALLY surprises me that games like UO with a high immersive
factor score the lowest on "addiction". Again, my own personal
experience disagrees with this (I am probably the only person I
know that disliked Dungeon Siege solely because of its lack of
immersion). I wonder if in Ultima Online's specific case the age
of the game itself is a factor. I would hazard a guess that at
this point UO has a higher proportion of "true believer" hard core
players still playing than any other MMO on the market simply
because it is the least "shiny" of the games.
5) Relationship builds retention. Again, duh. These games are
social experiences first and foremost. Everything else is really
secondary.
---
Scott Jennings
Programmer
Mythic Entertainment
http://www.camelotherald.com/
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