Post by Azherae on 2022-05-17 14:47:06
We have not received permission from JamesSunderland to share the quoted post.
It's partially the opposite, from the designer perspective.
There are four metrics designers are 'supposed' to use when making these systems, and player retention is the WEAKEST of them, so 'people leaving' is not the thing you focus on. The fourth does not apply to Ashes, we'll ignore it.
Attracting new players is the first, and it's tied directly into the second, maintenance of power gaps. The third is player behavioural type in game.
A game with BDO's system attracts new players by offering catchup mechanics, and the P2W is part of that. Players can make an initial investment as 'part of their game purchase' and count on all the ingame catchup mechanics to get them to a mid-level. I don't spend money on BDO, for example, I just leverage all their 'daily logins' and 'free stuff' to power up. The important part is that if they did not offer those things, I would not PLAY.
Maintenance of power gaps is the second issue but it's the PvE power gaps. You must retain the gap between a player at X level/skill and the mobs, or everything becomes easy. While item destruction prevents market saturation and seems to cause this, it also causes something else, because of the third thing.
Player behaviour type is what destroys games like BDO and ArcheAge. The player feels that 'not having X tier of gear implies that they are wasting their time'. This leads to doubly avoidant behaviour, where players who don't have the time or wish to achieve that tier at the moment, don't want to join growth-based guilds or groups because they don't want to feel like they are holding the group back, and those groups start to be taken advantage of by players who DO leech off them.
Players quitting isn't the problem that is actually created. Its entirely possible that more players play the game, but what 'the game' is, changes, usually for the worse, in this design, by creating a real incentive for players to be risk-avoidant.
"Why even buy blue gear and enchant it? Just grind with the bare minimum until you can afford better/low meta gear?" - This sort of thing resonates with a lot of people.
A lot of BDO's 'history' also is hard to find because the game has transformed so much almost entirely due to the enhancing system, yet there are many players out there like myself who never spend any money, and can't even 'complain' that others spending money matters, because the catch-up is so strong. The RNG though, is just 'a hurdle that some people push through or get RNG-carried through' and for everyone else it might as well be randomly swimming in shark water. Sure, USUALLY you won't get bitten, but when you do...
Some people just don't enjoy gambling enough to play these systems the way they are 'meant to be played', and this skews the outcome of the system. If the target audience was more predisposed to gambling like yourself, it would work better and be a flatly positive addition to the game even though this design style is unnecessary.
As it is, Intrepid will need to consider the fact that they may be enforcing a risk-avoidant mechanic in a game that is supposed to encourage it.
https://www.youtube.com/watch?v=YGhgkc-MKAQ
https://www.youtube.com/watch?v=tPZiKnIymOI