Sunday, January 4, 2015

Super Nerd Sunday Presents: Disengagement for the Holidays!



Holiday events feature prominently in the frameworks of many Free-to-Play games.  With holiday sales generating a substantial portion of the overall sales, and holidays demonstrably visible on major release schedules, it's not a shock.  But all too often, it's haphazard.  Neverwinter is an excellent example of this: Neverwinter's holiday event adds a new area to the game, wherein minigames are the sole currency.  Activities in this area require daily commitments that occupy the space that the game normally takes up in its players' lives: instead of running quests or completing dungeons, players are fishing, or fighting monsters on ice, or racing down snow covered slopes.  All fun activities, all great wastes of time, easily on par with Neverwinter itself, but all existing in parallel with Neverwinter itself, taking players away from the game they've been playing until this point.  The end result is a holiday event that actually disrupts, rather than encourages, play of a title.  Sure, maybe players will come out the other side with a sweet Frost Mimic hireling, but they'll have spent nearly two weeks playing a version of your game separate from the game itself; one twenty-sixth of their game time for a year, sucked into a black hole of non-parallel progress.

Then there are lesser offenders, who tweak their game slightly in order to encourage play.  PAYDAY 2 did just this, adding a cute little new heist about leading a drunk Santa Claus around while collecting bags of booty.  Cute, and well suited to the game itself, sure, but the way the mission structure works in PAYDAY 2 means that selecting the Christmas event heist requires moving away from gameplay you know and love already, making that first game a theoretical threat (will I like this new fucked up game type centered around a drunk Santa?) and follow-up games a step removed from normal play cycles.  If you and your buddies want to pull some Santa heists, you need to give up running those breezy Mallcrashers or tense Shadow Raids.  There's nothing wrong with it - it's just another kind of mission to enjoy, and it doesn't commit the cardinal sin that Neverwinter does, the sin of making your game into two separate games that your player base is now split between - but it's so insignificant that, in a sense, it barely changes play.  To those interested few, it can totally reshape the game, sure, but for most players these events are just additional options.  How many players tried Safe House: Nightmare once, and then left it to its own devices, and how many played it intensively, until they knocked that shit the fuck out on Overkill?  These holiday events find their audience, there's no question, but they're not going to get new seats into butts, or get butts that have given up on sitting to give sitting another try.

Enter Mechwarrior: Online.  Their holiday event was the latest in a stream of superlative dropkicks to my free time that they've been meting out masterfully over the last few months, a set of progress-increasing incentives that give players cool shit for playing their game the way they like, and encouraging them to try new things with it as well.

MWO did this in a simple way: they gave players who performed adequately a chance at getting a random goodie.  It could've been a nearly worthless part for your mech, or it could be a limited time cosmetic item, or it could be expensive shit that usually costs money, or it could be Premium Time, which encourages you to play their game even more.  MWO sets the bar for this low enough that you can have a bad game and still get a prize, as long as you did your job pretty well.  If you royally shit the bed, or drop a few minutes into the game, no goodies for you, but play well at the game type you want, and you'll get something extra.  Brilliant!

At the same time, they added caps to rewards for each game type.  That means that players have to move out of their comfort zone if they want to earn dope shit over the holidays, shifting away from playing just one type of game, and potentially experimenting with the new Invasion game type (which is strangely wonderful even in its nascent execution).  Players were brought in the door to play more MWO, gently encouraged to diversify their gameplay experiences, and incentivized to play more than usual and, potentially, spend more than usual; MWO's currency system has some steep thresholds, and doling out currency a bit at a time is a great way to trick players who would never spend hard earned real-world money on in-game shit to dip their toes into the waters of microtransaction lake.  Players are more engaged, more rewarded, and try new things in-game using both their new resources, and the new systems they're being gently nudged into trying.

All of this hinges, of course, on a conceit that not everyone agrees with: that holidays aren't about spending time with your family, that holidays are about playing video games alone for extended periods of time.  I think we all know that people who disagree with this contention are, in fact, philistines, unworthy of even the basest regard or compassion.

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