1) What will make players want to keep coming back?
2) What elements that discourage players should I avoid?
Persuasion expert Dave Lakhani makes a clear definition between the process of persuasion and manipulation. "Persuasion is about creating an environment that lets two or more people to find common ground in belief. The fine line between persuasion and manipulation revolves around intent."
Manipulation achieves a short-term benefit to the manipulator alone, leaving the manipulated feel cheated and angry. He also points out that the world is getting smaller, and manipulators always lose out in the end. When dealing with your player community, always strive to persuade, rather than manipulate. If both parties benefit, the relationship between the two will inevitably be longer.
Manipulation achieves a short-term benefit to the manipulator alone, leaving the manipulated feel cheated and angry. He also points out that the world is getting smaller, and manipulators always lose out in the end. When dealing with your player community, always strive to persuade, rather than manipulate. If both parties benefit, the relationship between the two will inevitably be longer.
Two points stuck out to me: People like to feel exclusive, and noone likes to think they may have made a bad decision. The fear that leaving a community might feel like a bad decision afterwards will oftentimes keep players from taking that step in the first place. And if they do, it provides a strong pull to draw them back in.
Let's talk about exclusivity. Players love it, and who wouldn't? Being part of an elite group feels great and enforces loyalty to a game. Simply owning an in-game item most other do not have makes quitting that game feel like a shame and a waste. Take away the eliteness of the membership or rarity of the item, and you are taking away a players incentive to remain loyal. When Blizzard made end-game raid items available to solo-players via daily quests and rep farming, members of raiding guilds didn't feel so exclusive anymore. The result was a general atmosphere of stagnation that lasted well into release of the next expansion. When Blizzard made leveling from 1 to 60 so easy any idiot could do it in just a few days, it made long-term players feel less exclusive, as if the hard work they put in was a waste of time. When Perfect World Entertainment practically made experience points a cash shop item, players who had earned their levels felt outraged and cheated, and rightly so. Legendary gear also became cash shop items, and players who had earned those were diminished. Especially if you've advertised, like PWE did, that the cash shop will be for "shineys" like fashion items or mounts only, breaking that promise and disrespecting the hard work of "honest" players felt like a slap in the face to many, and I know several of those who don't play anymore because of it. Remember the difference between persuasion and manipulation? Only one side benefited, and the relationship ended prematurely.
My advice: Give players something special if they deserve the reward, and then never ever give that same reward to lots of other people for next to nothing. Remember that fear of making a bad decision by leaving? You destroy that fear if you devalue a player's efforts. Players who work hard to achieve in your game are in it for the long haul, as long as you respect and reward their efforts. This is so much a no-brainer that I'm astonished at how often this is ignored.
"... it is much easier to persuade that person in the future, because you have benefited him and he trusts you..."
- Dave Lakhani
Here's a tip I wish someone had given countless games that I have left over the years: Be consistent!
Inconsistency is the best way to make people not feel at home in your game. While players usually have to accept a EULA to use their account, developers have no such official obligation. There is, however, an unspoken agreement between publisher and player that protects the player's right to be treated with fairness and consideration. Break that agreement and it is very likely the player will ban you from being played by him again in future.
Players who have been with a game for a little while don't like sudden change, especially the kind they have no control over. Even bad rules and mechanics shouldn't be abandoned without warning. Players tend to feel cheated or have a sense of "This isn't what I signed up for!". You could scare away a good chunk of your playerbase if you already have a good thing going.
Here is an example: World of Warcraft and Guild Wars were released at around the same time. When that happened a lot of players from other games flocked to them. I was an avid Everquest II player at the time. I was already playing Guild Wars Beta, my intention was to continue playing both. Here's what changed my mind.
Within a week, EQII changed in several significant ways. Armor and weapons, which everyone was used to passing to lower guildies or alts, was suddenly bind on equip, a new concept to EQII at the time. The crafting system, which was intricate and in no way broken, was tossed out and replaced by a new one. The newbie-zone we were so fond of, the Isle of Trials, was removed completely. None of these were technically bad moves, sometimes you have to replace chunks of a game to improve on the whole. The problem with suddenly binding equipment was that players felt the game difficulty had been drastically altered without warning or their consent. Players who had worked hard mastering the crafting system felt their efforts were not only unrewarded but a worthless waste of time. The disappearance of the Isle of Trials was just the final nail. Players who have an attachment to their character feel like a part of that character's past, a part of what made them who they are, is gone.
Within that week 3 guilds I was associated with disbanded, their members closing accounts and moving away in sheer frustration and anger. We felt the message from SOE was very clear: We have no consideration for our players. Sony has every right to make changes to their products as they see fit, no argument there. This is about making players relearn the gaming process once they are already integrated. When a player is comfortable with the way he plays, and you then rip out core elements from under his feet, you make that player feel unimportant. And we don't level our butts off and gather epic loot to feel unimportant. The point is, if you show no regard for your player community, your player community will find someone who does. And so, we and many others, abandoned ship. Not because we were lured away by Warcraft, but because we were driven away by Everquest.
My advice: If you don't make changes to your running game, it stagnates and people get bored. So make changes, but give the player community a feeling of involvement or importance. Sometimes it's just enough to make an announcement on a website or forum and people wanting to appear knowledgeable will spread the news and prepare the way. But your best bet is to make players themselves responsible for the change. Integrate it into a storyline that the players can explore and bring the change upon themselves as part of the plot. Make the change part of an expansion that isn't required immediately to continue playing, but comes coupled with rewards common players don't have access too. Randomize those rewards. Remember how important feeling exclusive is? By the time the new content becomes required to play the integrated players will do the work in convincing the rest of the players that the change is worth it for you. Let the players choose to allow change, or at least create the illusion of choice. Remember railroading? Nobody likes that.