Showing posts with label key players. Show all posts
Showing posts with label key players. Show all posts

14 April 2012

FPS, RTS, and fighting playstyles

Summaries of player types from gamerdna.com. Even though there is no scientific basis in those types, they show various types of gameplay and players to keep in mind when designing a game.

Multiplayer FPS playstyles

Support sniper protecting critical places or healer/supplier.
Commander strategist, guide.
Recon strike when least expected. Crafty, fast, sneaky, behind enemy lines.
Shock Trooper frontal attack

RTS playstyles

Rusher fast, micromanagement, keyboard shortcuts, predict and counter-attack opponent
Strategist thinker more than a doer, big picture, game knowledge
Turtle build a fortress/maze. Max out the tech tree and prepare a big explosion to win.
Commander playful curiosity over optimality.

Fighting playstyles

Tactician thinking, mastering characters, out-maneuvering the opponent
Speed Demon quick, keep out of harm's way
Brute massive force
Loose Cannon unpredictable, go with the flow, take advantage of openings

18 July 2011

Impact of updates on retention

It does not matter if WoW has around 12 million subscribers. What matters is how many users connect monthly to the game. As shown in my paper, half of the 40% of players who stop playing the game for more than 6 months never freeze their subscription (ie they keep paying but never login). Since they pay, some would consider them active.

Who are those inactive people? It is hard to guess. Therefore, let's flip the question: what are the patterns of (in)activity for various player demographics? By player demographics, I do not mean achievers, explorers, etc. from Bartle or any psychologically-based categorization of players. I would rather focus on the extent to which people play in relation to the game updates, in WoW raiding more particularly.

Category Ratio of total player pop.
(estimate)
Behavior
Pro gamers <0.05% Intensive play on PTR right before update deliveries. After four to six weeks, all heroic-mode bosses have been downed by their guild (with eventually some world firsts). Then they stop until the next update.
Dedicated raiders <10% This category could be called hardcore, but hardcore is an umbrella term that does not mean much. Those players eventually try out new bosses on PTR. Server-firsts are their goal. They raid three to seven times a week, and spend a considerable time looking for strategies or theorycraft data. Once active guild members have received most of the top-ilevel gear, the raiding activity decreases, and people log in less often. They take a break after 3 to 6 months depending on how dedicated and skilled their guild members are.
Amateur Raiders >90% Continuous raiding. They take their time to raid (once to three times a week), and their raids look more like spontaneous pick-up groups than organized expert guilds. Every body complains about the few who really do not pay enough attention and supposedly cause the wipes. Only patient officers spend time reading strategy guides and coach their guild members. These players have content at least until the next update.

Since amateur raiders make up the bulk of the WoW player population, this slow release cycle does not apparently harm the WoW player base so much. However, it seems to me that a diverse range of players (dedicated + amateur, for instance) gives more stability to the player base. Therefore, it might be worth it trying to retain dedicated raiders longer (say, a year's worth of content for each biyearly expansion).
Below, a totally fake graph to show how all this would look like.

Limitations

These qualitative categories may not be the most accurate, but they reflect trends observable in the game, in the few informal player interviews I conducted, and in quantitative studies.

The speed of updates may affect the retention rate of particular player demographics. Blizzard is known for taking its time to release well-polished updates every other year. SOE, on the other hand, has been releasing extensions for EverQuest three times faster: every 8 months on average. What does that mean for retention?

Each player category is affected differently by the gameplay (PvP vs PvE vs PvPvE vs sandbox vs ...). In this article I focused on PvE, but maintaining a top position in the PvP ladder on one's server takes dedication. Another example: the number of EVE Online players has been increasing steadily up to 350k subscriptions, possibly because fans of this kind of gameplay have to be very dedicated. Can these players be considered loyal, though?

16 July 2011

Hardcore/casual misconceptions

There are a few well-known gamer stereotypes out there. Let's review the misconceptions about those types and see which useful parts remain.

Hardcore

Dedicated, competitive, and often tech-savvy. Hardcore gamers are also social: they are in charge of their guild, debate on forums, and, more generally, want to be in. They do not only play the game, they also play the metagame. If they have a console, they may buy the latest console FPS or RPG, or at least try it out, and talk about it. If they only play MMOG, they watch for and try out betas, compare game designs, and complain about the lack of innovation. There might be console-fighting-game-only, MMO-only, FPS-only, and other types of hardcore players. Hardcore is an umbrella term for many and diverse player segments. A hardcore niche only makes sense with respect to a particular genre (e.g. FPS), game (StarCraft), or even gameplay mode (auction house golden boys of WoW). In a Marvel vs Capcom 3 tournament, the audience consists mostly of hardcore fighting-game players, not RTS hardcore players.

Pro gamer

Pro gamers are not hardcore gamers. First, they have a manager and are financially sponsored by a brand or a big game studio. Second, they do not share their strategies until they have applied them in tournaments. Lastly, although training is a key part of their success, they may actually play less than hardcore gamers because the metagame is often more important than the game itself. In WoW, for instance, the metagame for pro gamers involves tracking forum posts from game developers or playing only with the basic UI, as tournaments forbid UI addons. Pro gamer teams also track each other's stats.

Casual

Looking at online dictionaries, casual can have different meanings. For gamers, there's at least two distinct categories within the casual umbrella: occasional gamers, or unconcerned gamers.

MMO players who can play for a couple hours every other week are occasional gamers. They may be very focused and play really well during those few others, though. Post-hardcore gamers, who used to consider themselves as hardcore but have found a partner, just got a child, etc. have become occasional gamers. Others like to play games, but have little time to spend in them, and/or do not want to spend too much money in them. This last category of players is referred to as mid-core or softcore.

Unconcerned gamers do not play seriously. They know it's just a game, and the magic circle is often quite thin. As far as time is concerned, 1-minute games while waiting at the bus stop, in the doctor's office, during the commercial breaks, etc. may add up to hours of play per day. Of course, an addiction to Angry Birds does not sound as bad as neglecting one's kids to play Aion 18 hours per day. Short, easy (dumb?), and kawaii-graphics games spread out thanks to smart phone and Facebook apps. Some of those games eventually have a social component (e.g. trading resources in Farmville to complete quests), but it's not what makes them played.

Once again, many do not see the difference between midcore/softcore, post-hardcore, and unconcerned gamers. Casual is a large umbrella term containing many player types. So-called casual games such as Plants versus Zombies sometimes hide intricate mechanics (easy to understand, hard to master). A game like Mario Party 4 could be played very differently by four friends at a party: one could play nonchalantly because she's bored, another competitively because he rocked at the first Mario Party for N64, etc.

Conclusions

  • The casual/hardcore distinction is not deep enough (and sometimes inaccurate). Models such as Yee's motivations of play in online games or Bateman's player patterns seem more relevant.
  • I suggest the use of personas to conceptualize a typical player. Personas follow a player-centric approach based on qualitative assumptions. When market surveys and large datasets can be expensive, personas are cheap, and everyone in the team, from marketing to design or graphics can benefit from them.
  • All players are social. The difference relies in how they are being social.

18 January 2011

[Literature] Communities of Play, book 2: The Uru Diaspora

Celia Pearce and Artemesia. 2009. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. The MIT Press.



Some notes on the second book of Communities of Play by Celia Pearce. You can also read a summary about Book 1: Play, community and emergent cultures.

Chapter 5: An imaginary homeland

Ethnography conducted in the TGU hood (the Uru version of a guild) from March 2004 to September 2005, following a method for research that serves to inform game design.

Uru is the MMOG version of the Myst series. It was developed by Cyan Worlds and published by Ubisoft in 1993. Myst was the best-selling PC game until The Sims came out in 2001, it sacrificed speed and action for visuals and audio. Most Uru players were Myst players. Hence the typical player was around 45-year old, did not really play other games but liked puzzles. Many write poems (later analyzed by the researcher). In many game communities, players may not be aware of the values and ideologies that attract them to a game. Uru could be played multiplayer connected to a server or single-player locally. In the game, players live in neighborhoods, aka hoods. The game company created artificial drama between players through paid actors. Books are used to teleport avatars between places.

Uru has several places of particular interest:

  • Tutorial zone,
  • Home: contains player's items, a library with books and a teleport link to the player's hood. More features are added to the home as the player progresses through the game.
  • Hood: place where the hood (same name for the group of players) gathers. Contains a message board.
  • City: public, shared by all players, uninhabited and in a poor state of devastation
  • Ages: player-instantiated maps. Players can join other player's Age to solve the Age's puzzle collectively or chat. Seems similar to Furcadia's dreams.

Chapter 6: Identity as place

TGU was one of the biggest and most influential hoods of Uru. It formed during the beta of Uru and officially started accepting members in November 2003. At its maximum, it was so large (400+ members) its hood map required to be sharded in 3 different instances.

Invitations were sent to Myst players. A total of 10.000 players signed for the free beta and each beta cycle accepted 500 players of the waiting list, approximately every month (gating). Two clerical errors resulted in the entire beta list accepted in late December 2003 and late January 2004. Uru never made it to commercial release, it went on sale in November 2003 and the servers closed on February 2004. The last thing Uru players saw was a screen indicating an Internet error. Developer and publisher blamed the market for the lack of success of the game, players blamed the faulty technology and lack of marketing. Despite the 2.000 players who petitioned to pay a year of subscription in advance to keep the game running.

The Koalanet forum was opened by TGU members when the game closed. Members of TGU showed symptoms of posttraumatic stress, the shared trauma became a bonding experience. Poems expressed ethnic identity and diaspora. Players explored 2 alternatives: recreating Uru thanks to game development tools (eg virtools, VRML, Active Worlds, Atmosphere development environment or LSL scripts) or joining an existing ready-to-play virtual world (eg temporary text-based MUD, There.com or SL; EQ or Ryzom were considered too violent and competitive).

The hood leader joined There.com but said players could go anywhere, Koalanet would stay the main TGU hub. There.com's TGU club got up to 450 members, some not from Uru. The migration on a shard of There.com caused lag on this shard, hence griefing from indigenous. TGU became self-protective but There.com's community managers were accommodating. TGU members knew a permanent solution would be one not controlled by a corporation. Over time, TGU members integrated and some even became leaders in the There.com player culture.

One TGU player who wanted to program his own hood found that the fountain and water are attractors in public spaces. Other Uru players manage to reverse-engineer the game and were allowed by the developers to launch their own server "Until Uru". Some players did not want to come back to "Until Uru" because they wanted to move forward. Ubisoft and Cyan never attempted to intervene or interfere with any Uru player initiatives. In September 2005, the Myst franchise is retired, becoming a fan-owned and operated phenomenon.

Chapter 7: The inner lives of avatars

Avatar customization and animations matter. There provided little choice in customization, and SL animations were stiff. TGU players wanted to reproduce their Uru avatar. Avatars are intentional bodies, ie avatars' actions have been designed by the game makers (cf Taylor). If Uru avatars were humans, and not from any of the game's factions, it is because developers chose to position players as explorers, not as participants (unlike in WoW for instance). Because Uru came from Myst (a single player game), Uru avatars tended to look like an idealized version of players, hence little cross-gender (3 cross-gendered out of 450 TGU members).

The avatar was a re-embodiment for a player stuck in wheelchair. When the server shut down, players lost their virtual self and their friends. Avatars are a version of me that only exists in a particular mediated context. That part of the self expressed and projected through the avatar is as much a creation of the group as the group is the creation of the individuals within it. Avatar identity is an emergent collaboration between the individual player, the community and the designers, who present as the game and its ecosystem. UGC style and leadership of players were influenced by social feedback. A sense of social presence within the play space is more emotionally compelling to some players than a sense of physical presence.

Chapter 8: Communities and Cultures of play

A quarter of eligible (ie Myst) players signed up for the Uru beta.

Pearce challenges the Western assumption that play is a waste of time or "unproductive". She suggests that play may accelerate the process of social bonding. Uru players did not expect those bonds to happen. Disclosure of personal information was an indication of bonding. The game is virtual but connections between people are real.

Community of play: group of players who have switched from playing for the game to playing for the people. These communities share values. Intersubjective flow is the adaptation of Flow to a group of gamers. Selling user-generated content to other residents of Second Life or crafting elixirs for a WoW raiding guild are examples of intersubjective play. Intersubjective flow is an unconscious metagoal at the heart of play-based emergence. To achieve intersubjective flow, players need feedback and need to feel in a play practice, even if it's a professional activity. It can be solo play with the community in mind (eg crafting with raiding in mind).

Chapter 9: Patterns of emergence

Play styles are engines for emergence. Emergence is play beyond the original game design. Play styles can be: spatial literacy, exploration, puzzle-solving, cleverness and creativity, mastery, games within games, togetherness, wordplay and multimodal communication (ie voice + text chat), horseplay, dancing and acrobatics, spontaneous leadership, etc.

Chapter 10: Productive play: cultural production, meaning-making and agency

Productive play is creativity around play. Unlike Trekkies or cosplay, MMO fans can modify the world they come from. In the case of TGU, productive play consisted of inventing new games and practices, carrying their culture to other virtual worlds and UGC/artisans (ie creating game environments).

The Uru nostalgia increased group cohesion. Uru was also a source of creative inspiration: wherever Uru players went to, they created artifacts of their culture. Players who become versed in a game's content may [...] take possession of that content. Cyan, the owner of Uru, let players do their project. There were no pursuits for copyright infringement. Cyan was not only permissive but also supportive of fan creation. Original business models could leverage player creativity.

Chapter 11: Porous magic circles and the ludisphere

Arguably, each VW or MMOG is contained in its own magic circle. However, there are ludic leakages: TGU players carried and adapted their play style across magic circles. They had itinerant or portable identities: each person had avatars in many different online places. Intergame migration and multiworld identities could be useful for MMOG designers. Players who migrate a lot become particularly adept at spontaneously adapting new spaces to their own play requirements.

Chapter 12: Emergence as design material

The more agency players are given to design, the more emergence (and the more diverse). Emergence is an inevitable outcome of a large number of players within a network. More people means more emergence. Fixed synthetic worlds (MMOG) provide less emergence than co-created worlds (VW). Communities of play, social construction of identity, intersubjective flow, productive play and porous magic circles are contributing factors to emergence.

Addendum from Books 3 and 4

After having completed her PhD work dealing with the Uru Diaspora, Pearce was asked in Spring 2006 to do consulting for Cyan as to whether Uru could reopen. Uru later reopened in 2007, and closed again in 2008.

MMOG players have viewed their game's designers as deities of sort.

Designers should not try to step in to fix games that are already in the midst of emergent processes. The failure of The Sims Online is a prime example of a complete disconnect between designers and emergent cultures: researchers said player-made avatar skins were vital, and the designers went against it. The game industry has no such [ethnographic] research tradition, while big IT companies such as Microsoft or IBM have participatory or community design. Community managers have an important role to play in knowing the player community. Player representation can help.



Edit: PopMatters also has valuable reading notes.

13 September 2010

Ethnographic play on a 25-rate RO private server

I wanted to play RO for some days. Something quick, but not too easy, and with not too many people to have to talk to while leveling. Kind of a nostalgic try. So I picked a private server which drop and XP rates are 25. That means killing a monster brings 25 times more XP to the avatar than on the official servers, and a 1% chance to drop an item becomes 25% on this server. I conducted an «ethnographic» play: based on my (relatively extended) knowledge of the game I analyzed the server through player avatars in the game but also on the control panel of the website. I found the private server on ratemyserver.net (RMS), but I will not write its name here so that nothing bad happens to its administrator. Launching a private server is an illegal activity after all.


Demographics

At 3pm on Friday, the control panel showed 2 players were connected: T an Assassin and J a Hunter, both around level 80. These are the most solo classes of the game. When I logged in, it was not long before T arrived and, without a word, sent me an invitation to join guild G1, which he was the guild master of. I accepted, and saw in the guild panel that J the Hunter was also in the guild. Three days later, on Sunday night, there were 9 players connected on the server at 7pm. Among them, 4 belonged to guild G1, 2 to guild G2, 2 were not in a guild and 1 was an AFK merchant, used as a mule selling items to other players.

As mentioned before, the guild master of guild G1 was T, an Assassin. He had spent the last 2 days camping equipment on a low-level randomly-appearing monster called Ghostring. He had reached level 98 and had not made any other character. He was very confident and experienced in the game, and gave advice to the other 2 players he had recently recruited in his guild. IRL he was a 19-year-old jobless American. He started playing RO in 2007, had played on iRO Loki (official international server) and 5 other (much more populated) private servers, ranging from 6 to very high rates.
The sub Guild Master was J, the Hunter. He had actually played a lot and was now a lvl-96 Sniper. He had managed to collect a few Field Manuals in fishing, a custom activity of the server. When used by a player, manuals give 3 times more XP for 30 minutes. Although J seemed less confident than T, he said he started playing RO in 2006 on RuRO, the official Russian server. He gave spontaneously several items to other guild members. J and T talked quite much together in the guild chat. IRL, J was a 19-year-old Russian who worked in a call-center. He found his job boring and managed to play at work.
A was recruited after J. He was a lvl-90 Monk, a quite complex class combining support and high damage attacks. He was a basic member of the guild but talked a lot with J and T when he was connected. Each of them gave advice about where to XP or which equipment to get. He said he started playing on several euRO free-trial accounts in 2004, and tried another private server later. He looked quite unexperienced. IRL, he was a 19-year-old German working in a call-center as well (but not playing at work). When they realized through the guild chat that they were all the same age and two of them had the same job, they enthusiastically sent Facebook invitations to each other.
B was a lvl-96 Rogue recruited last. Rogues are a mixed class between Assassin and Hunter. B was not connected at that time.

In the other guild, the guild master was a quite experienced lvl-98 Hunter very in view on the forum. He had, among others, argued that the custom items provided by the administrator were balanced while another player thought they were not. The second player in the guild was a cheerful Bard, a support and/or high-attack version of Hunter. I was enrolled by him in the guild, and he even asked if I needed any piece of equipment. During week days, they were never connected before 5pm, I concluded they worked or went to school. Most of the time they were connected, the guild chat stood silent. When they happened to speak, it was in German to each other and out of the guild chat. Later, the Bard added that the 25-rate server opened following the wipe of a high-rate server. Maybe they knew each other before the low-rate server opened?

Server features

The capital city was Prontera. @go was given to players, but not @storage or @warp; this meant players had to go back to the capital to go where they wanted or use their storage. In my opinion, this increased the frequency of little social events that happened in the capital between players. The custom NPC were those usually found on any private server; they were:

  • The Warpra teleports players wherever they want for free. This solves the problem of long and boring transportation time when there is no player to teleport other players to their destination.
  • The Healer heals players and solves the scarcity of support-class avatars who, most of the time, need a group to XP quickly.
  • Stat and Skill Reseter: resets the avatar skill and stat points. If a player wants to change his character build (eg from a Support Paladin to a Tank Paladin), she can.
  • Job Master saves players the time to do job changing quests.
  • Banker, Identifier, Bonus skill giver (to save time to the player), Universal Renter (for Cart, Falcon or mount)

There was also a Kafra Employee that lets the player save his respawn point when dead or open his storage, but this is an NPC found on official servers as well. A vending zone had been added as well where Merchants could set up their shops, but the server population was too small to have any virtual economy. The guild versus guild event, the WoE, was supposed to happen twice a week but was deactivated by S, the administrator of the server, probably because there were not big enough guilds.

S was German, although his advertising for the server on RMS mentioned the server and forum language was English. He came on the forum once or twice a day to reply to suggestions or technical problems with the game. He did not harass players for votes or donations, and stayed remarkably quiet. In the game, his player account was the Monk A. As a Game Master, He never improvised any live event for the players. Technically, he designed and coded his own website and control panel, manipulated client-side files, added and edited a few small NPCs in the game, tried (and failed...) to balance his custom items (eg the fishing rewards) but never seemed to have modified the server source code.

Conclusion

Certainly, the players from this private server had different origins (Russia, Germany, France, US) and had different gaming expertise. However, all the players were all males of the same age (16-25) and had all tried official servers and/or private servers before. They all played solo but their belonging to a guild showed they wanted to socialize with other players. Alone Together.

This private server had several custom hats. They all required grinding at least a hundred items, and rewarded the player with unbalanced items (eg inflicting +12% damage on other players). Somehow, it was too easy, but players did not seem to see it this way, or at least they did not complain about it - for now... I doubt the administrator had the community management, game design, programming, and graphic skills required to make his server grow as much as he would like to, but I am sure he had the will. Private server administrators are a particular kind of consumer of MMOG company's products - they use the game client. Of course, this is an illegal activity, or maybe a not-yet-channeled activity. MMOG companies could choose to design their games and pay attention to these determined and skilled consumers. They could be included in the product community as content contributors.

26 February 2010

Mapping Marketers: Godin versus Goblin - 3/3

This post is the last of a series of three in which I am trying to map WoW marketer strategies to RL ones based on two marketer blogs. The first part deals with the methodology, I put the data in the second part and this last part contains the discussion, limitations and conclusion.

Discussion

Most of the time, the two marketers have strongly different strategies. But it happens that they agree on particular domains such as niche markets or lay offs. Their opinions also often differ about general topics such as respect or misunderstanding.

Image and communication

(Data)
Unlike Godin the RL marketer, Gevlon the VW marketer does not rely on his image to sell his products. This is particularly obvious when looking at the "Celebrity", "Offering Gifts" or "Donations" quotes, and when observing how they have decided to manage their increasing number of blog followers. At a certain point, managing their community has started to consume them a lot of (their precious) time. On the one hand, Seth Godin, careful with his image, disabled the comments on his blog so that he does not have to moderate or answer them. On the other hand, Gevlon stated he would stay quite involved in the moderation of his blog comments (I delete troll comments) and skim through his followers' mails (I'll have a very effective and anti-social mail policy [...] I know that I'll lose some readers because of that. But my own time is more important than reader count (especially when readers are in pretty large supply).). While Seth Godin keeps thanking his readers, Gevlon admitted that Most of my readers are not idiots and lot of them don't like me at all, they come here to bitterly argue and troll.

Moreover, while Godin promotes respect, tolerance and sharing knowledge, Gevlon pretends that business tricks are kept secret and he does not care about treating someone an idiot (see the "Sharing strategies" and "Respect" quotes). But actually, Gevlon shares if not all at least some of his strategies with his readers. So I think that both Gevlon and Godin have the same goal (keeping the blog followers), but they achieve it through different communication strategies (inspirational, pleasant and agreeable versus selfish, meritocrat and cynical).

Anonymous strategies

(Data)
Back to marketer strategies, a successful WoW marketer does not own a loyal customer base. When they need a particular item, Auction House buyers take the cheapest and do not really care for the vendor's name. This particularity echoes the unique rules in WoW economy mentioned by Gevlon: WoW has no second-hand economy mostly because of soulbound items, and no cartels are dictating prices because avatars' needs are not matter of actual life and death. Consequently, I could only find basic "anonymous" economic strategies shared between the two marketers.

First, niches are considered as successful economic strategies for both RL and VW marketers. Niches are small by definition, but small is larger than tiny, and potentially pays more. Both marketers agree that even though they pay less than mainstream marketing, niches are free from competition and easier markets because the customer base relies on the (most of the time) single vendor's products.

Second, choosing to sell in markets where the supply does not meet the demand is another strategy shared between the two. Gevlon explains it very simply at the end of a post. Let us say one vendor has a monopoly and sells overpriced items. The possible reasons for monopolies detailed by the two marketers are very similar. The main difference between RL and VW concerning monopolies is that in VW, monopolists can be pushed out of market. In WoW, a smart marketer simply enters a market in flooding it with lower-than-monopolist's but still high-priced items. This flood forces the former monopolist to buy all his/her concurrent's items to keep the monopoly. This means, the newcomer is selling to the former monopolist, hereby making profit! Seth Godin explains that for "nice" RL items or services (eg luxury hotels), customers are ready to pay the intrinsic "extra" for the "nice", but vendors can still make huge benefits. This does not seem to apply in WoW: any marketer can jump in the gap between the median/normal price and the current higher price and make profit, ruining other marketers profits. This strategy and undercutting make it usually rare for marketers to gain on mainstream "nice" virtual goods (eg glyphs).

Third, both marketers recognize that the customer is king. It is useless to try to sell unappropriate products to your customers. It is even more difficult to sell to people who do not want to buy your products, more particularly in VW where drinking water is not a matter of life and death...

Limitations

This study examined only two marketers. Even though each of them was supposed to be a somewhat representative sample of his respective marketer population, the samples' very small size raise obvious external validity issues. However, given the short time allocated to this study, I could only do with these small samples. I recognize that some WoW marketers disagreed with some of Gevlon's strategies, and Gevlon adressed some of them. While Gevlon does not hide his fight against "socials", Markco, a rival WoW marketer of Gevlon, claims his social side loud and clear: Don't Be Anti-Social says the left-wing panel of his blog. But at the same time, Markco wrote a book about how to make gold in WoW, and he certainly wants people to buy it. Yet another marketing blog used to effectively get customers ...

Still about external validity threats, I do not think this study relied on "perishable" materials (ie quotes that are not valid anymore). A few quotes from Seth Godin date from several years ago (2005) but I do not think that RL marketers change their opinion so quickly about efficient marketing strategies. As for VW marketer strategies, it is very possible that they change very often: one can use patches to make profit (buying in mass when cheap and selling after a patch when it becomes more interesting) and above all, one has to permanently come up with new strategies (because A single guy being aware of the trick can ruin it for you). However, all Gevlon's quotes but one are dated 2009 or 2010, so I think the collected quotes are still relevant today.

On his blog, Seth Godin has been talking about marketing for years, but he has also been effectively marketing (if not his company's products, at least his image). Gevlon has rejected advertising on his blog several times because he presumably simply wants to spread the goblinish widsom: Spreading goblinish ideas is a very selfish move: I convince people not to waste gold and time to M&S in the game. [...] "I want my hard-earned money to be mine. I don't want to support complete strangers just because they are poor." If enough people will say that, the world will be a much better place. As seen in the mapping framework, the motivations of the observed samples matter a lot. Indeed, keeping in mind throughout this study that the two marketers had somewhat different motivations helped me be particularly cautious when picking quotes, especially when dealing with the image and communication strategies.

The line was sometimes blurred between marketer strategies (the study interest), effectively marketing (eg "get my new book!") and blog followers management (eg "morons of the week"). This is a relatively small threat to reliability as I have been following these two blogs for over 6 months, and I have learned to detect when each of them looks for what. For instance, I realized that 2002 articles from Godin contain more links to/comments about external sources than nowadays's articles, and Gevlon's September 2008 articles had a less cynical tone and nearly each of them contained WoW everyday life screenshots. Even some of Gevlon's rants about bad groups were softer (well OK, World of Retardcraft was a particularly harsh post...). I guess people tend to speak more about themselves when they multiply by 100 their number of readers.

One can argue that me picking up myself particular post quotes to make my point introduces a severe bias. I think it was not: if we take a blog as a long and recurrent interview about various topics, quoting particular article lines was no different from selecting excerpts from traditional interviews. At the first glance, I found analyzing blog articles was a methodology that gave even more freedom to the analyzed individuals than unstructured interviews. Indeed, these bloggers have been writing spontaneously about what they want. I was definitely not obtrusive and there was no possible Hawthorne effect. However, there was no control of the data materials.

Finally, I have only considered the anonymous and somewhat basic Auction House trade chanel as it was the only one mentioned by Gevlon. I did not look at other possible trade chanels (friends, guild ...). I might be wrong, but I do not think that VW marketers can massively use other chanels than the one specifically designed for trading by the game designers, ie the Auction House for WoW. I agree that for Second Life, where people sell goods they created themselves to each other, one should not only take into account the B2C trade chanels, but also the C2C ones.

Conclusion

I have tried to keep in mind the mapping principle framework suggested by Williams throughout the study. Although the methodology of this short comparison of RL and WoW marketer strategies could largely be improved, I have found interesting mapping and non-mapping results in the direcionality VW to RL. Cutomer relationships do not exist in WoW because the current trade system was designed so that consumers can buy the cheapest item from any one at any time, independently of their previous purchase. However, some WoW strategies mentioned by Gevlon such as niches marketing seem to map to the RL strategies mentioned by Godin.

I do not pretend having done any top-research-quality work with this short study. Although I have tried not to spend too much time on this post, I have also tried to be as critical as possible, particularly concerning the methodology. Collecting quotes from blog posts was much more difficult than collecting data from interviews. Google Search mastery and Google Reader sometimes helped finding relevant posts, but this study took very VERY much time and did not bring that many satisfying results.

In the end, I think the mapping framework helped keeping in mind particular issues (eg motivations), but I do not think it should be taken as an article template to follow blindly.


Edit: Tobold, a WoW player, found in January 2010 that current posts from Gevlon contradict the ones Gevlon posted a year ago.

25 February 2010

Mapping Marketers: Godin versus Goblin - 2/3

This post is the second of a series of three in which I am trying to map WoW marketer strategies to RL ones based on two marketer blogs. The first part deals with the methodology, I put the data in this post, and the last part contains the discussion, limitations and conclusion.

I have found for each topic one quote from each of the observed marketers. These topics can be considered as my dependent variables, my independent variable being RL versus VW. I have divided topics into two broader areas: "Image and Communication" and "Anonymous strategies". I will refer to these areas later in the discussion section.

Image and communication

Topic Godin says Goblin says
Offering Gifts The key is that the gift must be freely and gladly accepted. [...] Plus, giving a gift feels good. in The hidden power of a gift In best case, giving gifts is just as good for the group as not giving. In the average case it produces some waste. In worst case: wastes all value. in Presents!
Donations I want to send you a copy of Linchpin (at my expense) three weeks before anyone else can buy one. [...] The first 3,000 people who make a donation to the Acumen Fund (at least $30) get one in Get a review copy of my new book all of the guys giving him [Kungen, a famous WoW guild leader,] gold are not premiere raiders wanted to get some tips [...] They were morons. in Celebrity
Celebrity Most marketers are opening acts. [...] Some marketers are rock stars. [...] I just went to see Keller Williams in concert. Without a doubt, he's a genius and a rock star. [...] If he was selling something, I'd buy it. in Opening acts and rockstars The celebrity followers are a masterpieces of stupidity. What does a goblin do if he sees a stupid? Takes his money! [...] The celebrity industry is a great indicator of human stupidity. in Celebrity
Sharing strategies Share your expertise generously so people recognize it and depend on you. from How to get traffic for your blog no one will teach you the recent business tricks, partly because you would use it against them, and also because they are usually immoral from Surgeons and goblins
Respect it doesn't matter who's "right". What matters is that giving people the benefit of the doubt and treating them with respect is not only more fun, it works better too. from You can always be mean later (respect works) I have no problem telling someone that "you are a useless dead weight and I want you out of my instance, idiot" from Women and hearts
Customer service Call your customers. Or write to them. [...] You'll end up doing a lot for your customers. Which is a wonderful privilege. Even for those that don't reciprocate. in Easiest cheap way to dramatically increase sales Standard M&S letter with the standard answer by Nicciter of Smolderthorn-US. Someone could make an addon to answer this automatically from Morons of the week
Misunderstanding It's almost impossible to communicate something clearly and succinctly to everyone, all the time. So misunderstandings occur. [...] If we're engaged with a stranger or someone we don't trust, we assume the worst. The challenge, then, is to earn the benefit of the doubt. in Benefit of the doubt he [another WoW marketer] offered a shady virus-ad [about WoW gold techniques], and when I declined that, he claimed that he's just been "misunderstood" [...] While this trick seems lame, I guarantee that it's not. Social people find it very hard to look someone's eyes and say: "you are lying!". They usually accept that "misunderstanding" happened. in No means no

Anonymous strategies

Topic Godin says Goblin says
Choosing a niche The reason you can make money in the niche pocket is that it costs far less to compete here. First, because there's less competition and the competition is less fierce, and second because it's cheaper and easier to reach your target market because they're choosing to pay attention. from The long tail and the dip The best things about niche markets is that no one cares for them. You mostly run without any competition. So you can list lot of items at once without fear for undercutting. [...] If you find a niche, go for it. It's all yours. from Niche markets
Niche size It's entirely possible that you will choose a niche that's too small. It's much more likely you'll shoot for something too big and become overwhelmed. When in doubt, overwhelm a small niche. from Make the world smaller If you need a better item, you may find a niche producer who sells a high-end product. Unfortunately they are extremely expensive, exactly because they have to make profit from a smaller customer base. from Premium products for valued customers
Monopolies There are three things that led to the monopolies we now enjoy:
1. The FCC limited the number of TV and radio stations in every market [...]
2. Copyright ensures that we can charge a lot [...]
3. The limited number of physical distribution outlets [...] guarantees that distributors with clout get more shelf space.
from Monopolies seven years later
There are some cases when the monopoly works.
* [...] If you are the only one on the server who have the recipe [...]
* The market is about to shift, usually because of a patch. This case the "monopolist price" is actually the "new market price". [...]
* Market of the fools: you can be a monopolist if your buyers are plain idiots.
from Monopoly
Unanswered demand if all I want, the only extra, is for someone to be nice to me when I visit your business, how much extra does that cost? [...] I think there's a huge gap between what people are willing to pay for nice (a lot) and what it would cost businesses to deliver it (almost nothing). Smells like an opportunity. from How much extra for nice? most of my profit comes from "top-scanning": seeking items that are mostly overpriced. If the auctions of item X are listed between 150% and 999%, then it's an item with increased demand. I find a way to supply to this increased demand. I find a way to craft the item in need and sell it in this boosting market. from Invisible Hand
Forcing consumers People don't adapt to what you make, they adopt it. They can't be forced to adapt, so they won't. from Five common cliches (done wrong) We must keep in mind that we are not needed. So we can't dictate prices. Our items may be wanted by players, but they can live without it. from Unique rules in WoW economy


You can read the discussion, limitations and conclusion here.

24 February 2010

Mapping Marketers: Godin versus Goblin - 1/3

This post is the first of a series of three in which I am trying to map WoW marketer strategies to RL ones based on two marketer blogs. This first part deals with the methodology, the second part contains the data, and the last part contains the discussion, limitations and conclusion.

Methodology

Following my last post about the Mapping principle, I tried to use, throughout this entire post (and the next one), the framework suggested by Williams to map marketers' behaviors. A few obvious questions came to my mind very quickly. Could a successful RL marketer be also successful in VW? What about the opposite? If there is no direct mapping, are there similarities between the two? These questions are too wide to be magically answered in one blog article. In fact, trying to answer these big broad questions require a minimum of expert RL economists, VW social scientists, VW economists and a few years of journal publications. I do not pretend being able to play all these roles, particularly for a single blog post. So I decided to simply look at what RL and VW marketers say about their business. No better place than blogs!

Crawling all possible blogs from RL and VW marketers to collect data would have taken really much time. Also, I planed to write a post and not a whole 10-page research paper, so I have looked for one representative marketer of each kind. I have chosen to follow Seth Godin's blog for the RL marketer, and Greedy Goblin for the VW marketer. I have been following both of these blogs for at least six months. Both are intense bloggers - they post every day - which means they provide a lot of data to analyze.

To be more explicit about the directionality of this study, I tried to detect if VW marketer strategies map RL ones. That is to say, if the real impacts the virtual (direction is offline to online). To my mind, it is very unlikely that VW economic strategies have been mapped to RL strategies. However, there might be a very interesting bi-directional connection between some RL and VW consumer behaviors (eg impulse purchase or conspicuous consumption), but this might be the topic of another post!

In VW, and more particularly in WoW, a marketer (also called gold maker in WoW) has to react to other marketers' actions and price fluctuations at the Auction House (a server-wide Wall Street). Consequently, even though he/she has to care for other players, a VW marketer is the only one who chooses which strategy to follow. Hence I consider VW marketers can be treated as individual entities. As for the RL side, I have only taken into account the RL marketer's opinion as an individual, not as a company spokesperson or a member of a group of RL marketers. However, I think it could be very interesting to compare RL marketer teams to VW cartels.

I should also explain how I compared topics between the two marketers. From their blogs, I have randomly read articles of the past 6 months - this was done easily in Google Reader. When I found a relevant article on one of them, I searched the other blog for an article about the same topic. I also thought about traditional economic principles such as monopoly or niche markets.

Seth Godin

Seth Godin is a New-York marketer. He is considered as a celebrity/guru and as of February 22nd, 2010, his website is the 127th most influential according to Technocrati and has the first ranking of the top English-language marketing blogs in the world (as of February 22nd, 2010, and out of 1092). Roughly 15k people visit his website every day. Many other famous marketers, if they do not agree with Seth Godin, at least they talk about him and his marketing strategies. After the publication in January 2010 of his last book, Linchpin, Godin talked with dozens of marketers and economists. Godin has been regularly mentioning other marketers in his posts. Hence, even though I am certainly not an expert marketer, I found Seth Godin's blog to be quite representative of RL marketers.

In a January 2010 article entitled The 2.0 media tour, he wrote:

You know by now that I haven't gone to any traditional media for the launch of my new book - no pitches to newspapers, magazines, or television. Instead, I went directly to my readers and the many intelligent voices online. I sent review copies by request to my readers - who were generous and creative in their reviews, and now we'll hear from the bloggers and other online denizens.
-- Seth Godin, January 2010

Seth Godin has not only been using his blog to talk about marketing, but also as an effectively marketing place. His target population is his readers. This seems like the first reliability issue. Even though in Death of the personal blog? (2008), he explains that a blog's point is to start a conversation that spreads, to share ideas and to chronicle your thinking, he has disabled the comments on his blog since 2006, so they will not be taken into account in this study. Intriguingly, even though comments are impossible on his blog, a large number of people keep following it anyway.

Gevlon the Greedy Goblin

Gevlon is the pseudonym of a Hungarian WoW player born in 1977 - he uses freemail.hu and mentioned Hungary a few times. His blog about making gold and soloing instances in WoW, and bashing altruists and other idiots, has reached more than 4k readers in February 2010. In the last 7 months, he has doubled his number of readers. Interestingly, this particularly misanthropic character stands as one of the most recognized WoW marketers: many other WoW marketers or players keep mentioning him. His prowess as a skilled player were even mentioned at wow.com. Being well-connected in the WoW marketing blogosphere, Gevlon's blog list suggests he follows many other WoW player/VW marketer blogs. I guess if Gevlon was a charlatan, he would not be so followed and cited in the WoW blogosphere.

Like Seth Godin's, Gevlon's articles mix personal opinions and business strategies: making gold, soloing instances and bashing altruists and other idiots is the motto written on his blog banner as of February 2010. As his blog has been growing older, Gevlon has been talking more and more about RL economic issues such as National Debt Crisis or Underwater loans, or about more trivial issues such as how stupid he found a recent comment on his blog. Same threat to validity as Godin's articles.

But unlike Godin, Gevlon's motivation is to share his ideas to have them improved by his readers' comments. That is maybe why he sometimes answer comments.

Data

You can read the data here.

26 January 2010

RO bosses

Appearances and atmospheres

The Mummies series follow the same principle seen with Doom II monsters. A Mummy can first be encountered on the second and third floors of Pyramid dungeon. Then, on the fourth floor of Pyramid dungeon, Ancient Mummies appear, along with Osiris, a MVP. The higher the pyramid floor, the more difficult the Mummies, until Osiris at the fourth floor of the Pyramid. In my opinion, putting in parallel a spatial feeling of "going up the floors" and increasing the monster difficulty makes the player excited about "what's next floor?" and "will I be strong enough to kill them?".

As I described before, the atmosphere really matters to introduce the boss. In a video from Doddler fighting one of the last boss, Nidhoggur Shadow, a particular importance is given to the NPC broadcast in the area. Naght Siegel, the MVP standing at the top of Endless Tower required to empty all the floors of the tower during 2 hours and a half.

The game evolves

RO Vanilla

Golden Thief Bug is one of the first bosses of RO. It has always been in the game since its first launch in August 2002, along with Baphomet or Eddga. But after 7 years for kRO and 6 years for iRO, the players have started to kill these MVP very fast: less than 15 seconds for Eddga, 40 seconds for Baphomet and Golden Thief Bug in 50s.

And even without being totally "overpowered", some players find ways to exploit/use the system to kill MVP, such as this wizard using the warp as a protection to kill GTB, or this wizard killing Turtle General in 5 minutes with Ice Wall. I am obviously not talking about high-rate-server no-cast Creators inflicting ridiculously big damage to any monster (but "Hakuna Matata" in Portuguese is really cool!).

Episode 10 and after

However, Gravity game designers have realized their 200,000-HP 3k-attack MVP were not a challenge for high-level players anymore, and they progressively increased the difficulty of the MVP they released such as Lord Knight Seyren (1.6M HP, 10k attack) in the Episode 10.2 of March 2006, Gloom Under Night (2.3M HP, 7k attack) in the Episode 11.1 of May 2007, or Satan Morocc (20M+15M HP, 32k attack) in the Episode 12 of December 2008. At the same time, Gravity game designers also increased previous MVP such as Orc Lord which was granted the Earthquake skill, inflicting ridiculous damage. As Doddler writes:

Basically, earthquake is an extremely powerful attack that strikes all players on screen. Its based on the monsters physical attack power, though it is calculated as a magical attack. The key feature of earthquake is that the damage it deals is split across all players on screen. The more people who are within range of the boss monster when it casts the skill, the less damage the player takes.

But groups in RO are limited to 12 players, and as Doddler wrote when commenting (look for the "Orc Lord on Valkyrie" post) a video he recorded while fighting Orc Lord,

Like many earthquake MVPs, Orc Lord basically doesn't do anything that can be seen as a challenge other than earthquake. Unfortunately, earthquake is really a bad thing to deal with when you have no cranials, immunes, and limited access to assumptio. As you can see, our strategy generally involved simply falling over when it did end up using earthquake. More than that, the plan was to burn it down in a way that it would never use earthquake while in power up. We were successful in that, though just barely. Another 2 seconds and we would have been toast.

However, RO game designers also tried to innovate and create group strategies to beat MVP. MVP are no longer solo-able but require highly-organized players to group together. This new MVP design provided a challenging non-PvP activity for guilds. As Doddler writes,

The MVP's that I think gravity has done a 'good' job in making fun requiring interesting strategies to beat are:

Beelzebub - For reasons mentioned above [even though it is hard to coordinate the group, his attacks can be countered and his hellflys should be tanked as well, see Doddler's post for a full description]

Fallen Bishop - Same as beelzebub really but scaled down to be easier. Pneuma blocks hells judgement, sanctuary blocks evil land, magnetic earth stops dark/holy grand cross. Tank holds the whole crowd with evil armor... Holy cross will hurt but its managable (crusaders have 50% resist to holy so they're the best tanks). You can counter critical wounds with sacrifice if you need to but its not required here. If you can kill the banshees with an AoE (like focus arrow strike), its even easier. Could probably be done in a killer/priest/bard/scholar/tank combo.

Ktullanux - Textbook boss control. Split mob/boss on different tanks, counter stormgust knockback by using the terrain, block physical hits with safety wall. Ever use magic rod to counter his waterball? Its pretty cool.

Gloom Under Night - Very powerful physically but his abnormally slow attack speed and reaction time highlight defensive skills.

Atroce - Throws around some hefty attack power at high speeds. Pulse strike keeps you watching where you're standing but can be blocked, and you have to watch out for his magnum break counter to being attacked by multiple melee attackers. His two hand quick is scary, but it can be dispelled.

Kiel-D-01 - High powered melee attack, a powerful fire attack and a deadly dark blessing make Kiel tough, but his mob can be reduced drastically, and constant safety wall will keep the tank safe from his relatively slow attacks. Don't forget green potions.

Memory of Thanatos - Weaker than most people give him credit for. His main strength is in his mob, which can be mostly removed without problem. Exile really means you need two people that can take his hits, but otherwise its a simple exercise in monster control. If you can dispel his two hand quicken, its easier to just tank him on a magnetic earth than to use safety walls, as the magic is more destructive than his melee.

This might seem a blunt copy/pasting of Doddler's post, but I could not formulate it better and with more details.

Complaints

As Doddler explains in a RO's MVP System and it's Flaws post in April 2008, weaker MVP's can be killed in a very small group, some are even easy enough to take solo, with the high tier bosses taking a sizable party with many player roles and coordination, and the higher tier MVPs are harder to deal with, usually requiring anywhere from 5-10 people to properly fight. This system of weak, medium and strong MVP seems to provide an appropriate challenge to lower-, medium- and higher-skilled players. However, bosses are free for all, that is to say bosses are what would be referred to as world bosses in other MMORPG's, bosses that appear within the game world where any other players in the game world can attack, influence and interfere with bosses as you fight them. Except for Endless Tower and Orc Recollection, there is no instance.

As a result, some players often stay "camping" on a map, they wait for the monster's re-appearance to kill it first and get the drops. While Heimdallr, a community manager on iRO's forums, wrote he was sure that instancing will become more common in RO as time continues, MVPs are still wandering freely outside instances and are still being camped. A very common strategy consists of sending the same Monk character, capable of inflicting much of damage in one shot, in suicide missions. A player writes Champ solo Atroce really, /memo, fist, inn regen, buff, warp back rince and repeat. I actually mention this problem in my paper about RO private servers. As one of the main activities for high-level players is hunting MVP (along with WoE), camping Champions are spoilsports. A potential solution could be to let many MVPs use the Full Heal skill: this skill can only be used in an idle state (ie not in combat) and regenerates the all the HP of a monster. This happens naturally for all monsters in other MMOGs such as WoW.

Doddler also complained about MVPs. He listed 4 major points to fix:

  • A too big contrast between frequently dropped mudflated useless items, and valuable rare (less than 1% drop chance) drops
  • Players should play by the boss set of rules, not the opposite (RO game designers tried to address this with the post Episode 10 MVPs, see previous section)
  • Ankle Snare, a Hunter skill used to trap monsters, works on MVP
  • Earthquake, especially when MVP are in Power Up mode (attack and def multiplied by 3, cf Episode 10.3 monsters), deals ridiculously big damage to players

Even though I have played RO, I am not a RO expert as much as Doddler. However, I think that Earthquake requires really good gears and can be tanked by a party. Bosses in WoW sometimes require weeks to understand, see for instance Yogg-Saron's world first by Ensidia. Not all monsters can use Earthquake, and maybe those who can use Earthquake require the group to follow specific strategies yet undiscovered? Nevertheless, I perfectly understand how frustrating it can be to keep facing failure when trying to kill a boss because not everyone in the group has godly equipments such as Asprika (reduces 30% of elemental attacks, ie 30% of the damage received from Earthquake!). But these god equipments require items (only collectible in very coveted guild castles) to unlock painful long quests to accomplish, such as The Seals or Fallacious Okolnir.

27 November 2009

Towards another community management feature

I detailed some of the current community management features in one of my previous post. Community management can also be done in an active and «preventive» manner instead of simply being reactive when events happen. For instance, Blizzard has organized its fourth BlizzCon in August 2009. During this, some Developer Panels showed to players how new levels were created. I do not know if there were particularly charismatic developers inside the Developer Panels. But if most of these panelists were unknown of the player audience, either work should be done to improve their visibility to the players or panelists should be people more visible. Also, I think that a close contact of the developers to the players from times to times may boost them because they see the mass of players they are working for and it is really rewarding. Including costumed players from the BlizzCon 2009 in game products like the Diablo III box is a very smart way to get Real-Life UGC and show your players/fans you care about them.

Moreover, I hope there were key players in the audience of the BlizzCon. By key players, I mean Tobold, Ensidia core guild members or Greedy Goblin. As an example, Greedy Goblin writes sarcastically about how to make money in WoW. His blog had 2k subscribers in June 2009 and 3.5k now in November 2009. His latest blog traffic graph shows peaks when he argued with Scott Jennings about layoffs in industry or when he showed his inventory and bank storage. Goblins are not easily one's friends, but if Blizzard manage to bring this Goblin to the BlizzCon in paying for him the flight and the hotel, Blizzard do not only get 1 more friendly player but 3.5k. Of course, each blog subscriber will not be affected the same way. But if the blog owner publishes nice comments concerning Blizzard, they will touch many players.
This point was actually suggested by Nicolas Ducheneaut in a discussion we had some weeks ago. I filled it with examples and included it into my post.

Finally, a crazy idea. Since MMO are attracting more and more people. Real-life player meetings change the way players see the game as they realize that there is someone behind the pixels. Some players even stopped insulting others after they met them IRL. So in a tupperware consultant style, why not organizing metings regularly in big cities? I heard about communities like DS in Paris who organize meetings in Paris Cafés where they play Nintendo DS games together. The Java User Groups (JUG) are monthly meetings where Java developers gather to talk about Java world news, learn new techniques, share knowledge or drink beers. Maybe MMO companies are not wealthy enough at the moment to pay for monthly buffets and refreshments in each of the 188 urban areas of the world counting more than 2 millions inhabitants. However, MMO companies could set up electronic tools on their websites to help their players organize local real-life meetings about their favorite MMO. This sounds like organizing raids, so developing the web app should not be too difficult.
I actually can write about the positive effects such IRL local meetings could provide as this kind of meetings actually happens/happened for some RO French private servers. Some active players or people in the server team sometimes organize real-life meetings called «IRLs» at Asian-culture conferences like the Japan Expo or simply in their home city when there are enough people to meet.

  • The GM team (aka the community management team) knows players faces, discusses IG issues directly and more openly than on a forum
  • The Development Team has direct feedback from players. Also, after the meeting, developers are no longer writing code for the fun of it, they realise that hundreds of people rely on them to have fun.
  • players realise who are the people behind the game, and demystification of the work is sometimes followed by admiration of the people: «they are human, they are doing something fun for me and they spend so much time on it»

So even if no developers can attend the MMO meetings, which is likely to happen very frequently, such events are a good way to promote the MMO company, especially when this company has sponsored/helped organizing the event. This is the way to transform the video of the left into the video on the right. The video on the left was done by an active member of the Alliance-RO French private server community to describe the game and attract new players. This video was done by a fan of the game and the server. The video on the right was taken by an active member of the community in Alger, Algeria. Players say in the video and in the written comment that they have uncovered the secret reason why gentimouton (yes, it was me), a Game Master of the server, does not understand them: he is 70 year old (French quote: nous avons percé le mystere mysterieux du GM:gentimouton ! encore fois °° !!). If you want it, you can ask me for a full translation of the video dialog. This video of a meeting of players in their city brought a precious (but late) feedback to the GM.