Ten
Ton Hammer: What do
you find is the biggest hurdle to retaining players at this stage in
Atlantica’s life cycle? Is there a specific point in the game
you can identify as problematic? If so, what are you doing to remedy
that?
Peter:
Player retention is always difficult, and it’s no secret that
the average player sticks around for only a few months in most F2P
games. In game, the biggest hurdle is always offering enough exciting
content updates in a timely manner to prevent players from hitting a
wall. But as I mentioned earlier, the team is working hard to churn out
quality, content-filled updates.
Another hurdle is ensuring a smooth ride to the top. Currently,
leveling slows down at 95 and it doesn’t really pick up until
you hit 100. So we’re working out the kinks and eliminating
some of the grind to provide a more enjoyable experience.
However, one of the real keys to retaining players is creating a strong
community, hence a lot of the features that encourage players to engage
with other players.
Ten Ton Hammer: I have
said before (http://www.tentonhammer.com/node/49528) that the Atlantica
item mall does a good job of selling convenience items instead of items
necessary to succeed in the game. You confirmed that is the direction
Atlantica will continue to take in your recent interview with ZAM
(http://www.zam.com/story.html?story=17198). You really mean it? I will
never have to purchase an item to play Atlantica?
Peter:
Never—we feel that implementing necessities would only reduce
our player-base and alienate others. The problem with adding items
other than convenience items is that it can ruin the balance that is
already hard to maintain. And to provide a fair environment for
players, we feel keeping the Item Mall limited to convenience items is
the way to go.
Ten Ton Hammer: Based on
feedback from multiple players, bonus Gcoins (the item mall currency)
are now spent before any Gcoins we paid for. The bonus Gcoins were
given away with the purchase of the original Gcoins. Why did you decide
this policy needed to be changed even though it might cost you money?
Peter:
Simply put, it wasn’t a popular policy. So we changed it. If
we support the players, the players will support us in return.
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