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Glen Swan
keeps his eyes on the MMO gaming industry.
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Trends are very interesting because they can break down into
many different categories that either best relate to your customers or
best relate to your organization. For me, I work in the community
management field. A lot of the top trends I’m experienced with come
directly from the community itself. And most of the time, those trends
are just reflections of the top MMOG trends as a whole.
For
example, I can break the community trends down into 2 categories called
pre-launch and post-launch. The trends I notice from pre-launch are
normally hot new feature requests that players want from either the
game they are currently playing or previous games they have played
within the genre. One of the biggest requests from that specific
category is the infamous crafting or profession system. Then when you
talk about the other category you normally always see requests for new
content additions like new raids or quests. These are what I consider
common community trends that of course impact the overall game when we
either follow or rebel against the trends within our own little bubble
of Funcom.
But, what about the trends within the MMOG industry as a whole rather
than those pesky community trend reflections?
A
lot of the most noticeable trends that I’ve caught on to have been with
player services (or paid services) and how they’ve been developing
across the board in the MMOG industry. The amount of player services
(or paid services) has doubled, possibly tripled, over the past 5
years. It’s not uncommon to find a MMOG that offers extra character
slots or paid character transfers between servers, and it’s not
uncommon to find those infamous cash shops that drop insane amounts of
player services for everyone to enjoy. We’ve noticed them too, and we
have, of course, followed suit in adding our own line of player
services across our games on things like character transfers, extra
character slots, etc.
We’ve found that players want services
like these and respect them a great deal if they're
maintained
correctly. We’ve also found that players want more of those services
depending on the current demand or top trends within the industry. So
we both looked at the top trends within the MMOG industry as well our
customer needs to offer a new line of services that best fits our games.
Now, how about [discussing] the trends our company rebel against and
why?
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"Top
new trends may be popular in the industry as a whole, but maybe not as
popular within our own customer base. Not every player community is the
same and their needs or demands are not always the same either."
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When
you talk about hot new trends in the industry you are normally
referring to a wave of new features or services your competitors are
adapting to their games. For us, we try to keep on top of all the hot
new features and services other developers are adding to their own
games. It’s important we stay on top of those things because we know
our customers are not always just restricted to just one MMOG. Thus, we
are always trying to find ways to enhance our players experience with
the
k new additions.
But, we aren’t always so lucky.
Some things are not as appealing. Some things are not as easy to follow
or offer to our customers because games, much like people, are not
all built the same. Developers don’t all use the same tools to
develop their games and not everyone has the same amount of time or
resources to dedicate to adding that hot new feature or service. So,
when we rebel against the popular new trend, it’s mostly because we may
not have the time, resources or even tech (tool compatibility) to
complete the job.
However, we also have to think about the
customers. Top new trends may be popular in the industry as a whole,
but maybe not as popular within our own customer base. Not every player
community is the same and their needs or demands are not always the
same either. It’s important that we don’t follow some big
trend
just because it’s well, umm...trendy. It’s also important that we try
to keep our players' interests at heart with the things we
know
we can implement that hopefully keep our players happy with our
endeavors.
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