Added by Nilstilar 3 weeks ago
Added by Tamarea 2 weeks ago
Agenda[Presentation] Ryzom's marketing plan: increase player loyalty[Presentation] Silan Refactoring project
Added by Tamarea 2 weeks ago
Added by Tamarea 2 weeks ago
Added by Nilstilar 1 week ago
A 2021 marketing plan has been developed by the Ryzom Team, which pursues three goals: 1. Win players' loyalty 2. Get more subscribers 3. Attract new playersWe will detail today the actions undertaken by the team to achieve the first objective, and your suggestions to enrich them will be welcome.We are losing too many players, including high-level players, because of the lack of new content to motivate them to log in, because the long-promised additions are still overdue, and because the pace of maintenance remains slow.That's why we decided to focus on the projects already underway and on maintenance. Specifically:• To complete ongoing and long-announced projects: new launcher/installer, Boss refactoring, outpost battles refactoring, Marauders' gameplay, balancing of range weapons (see information given during previous Ryzom Forge meetings).• To add new events to the Storyline on a regular basis, each leading to new permanent gameplay content.• To not neglect maintenance: fixing bugs, adding new rewards, etc.The upcoming patch will begin to put some of this content into play, with the activation of the test outposts of the Nexus and the gradual addition of the new Bosses.• To encourage roleplay which, while remainining of course optional, is one of the raisons d’être of the MMORPG Ryzom. So, to make roleplayers want to stay, the team is working on two axes: • School of initiation to role-playing (in project) • Regular (weekly) events, impacting or not the History of AtysDo you have any questions or comments about these actions?
In order to increase player loyalty, in addition to offering more attractive game content, we will work to better guide new players. We actually lose a lot of them shortly after they arrive on the tutorial island of Silan. After investigating the causes of this, we agreed on a possible remediation. This is how the Silan refactoring project was born, which will not result in a big change but only in various adjustments and improvements.The objective of this refactoring is twofold:• on the one hand, give the desire to new players to go further (at the moment very few of them take the step - i.e. pass to the continent);• on the other hand, try to make the global experience of the game more homogeneous (at the moment, as Dorothée – may she be thanked – pointed out during the RT meeting preparing this one, there are too many differences between the game on Silan and the one on mainland).Said Improvements and adjustments are planned for:• The map of Silan Island. To make it more useful for beginners it: • will no longer be shown to players alone, but with the general map of Atys; • will allow the player to zoom in on the Ranger Camp (as is the case on the mainland towns); • will display icons showing the location of NPCs useful to players (at their stage of progress).• Texts describing missions that are currently unclear, such as those that present a team-building suggestion as a necessity to players who cannot (or do not know how to) form a team.• Damages from creature attacks near the Ranger Camp. They will be reduced as it currently causes too many deaths. Character dying too frequently suggests to players that the game is not for them, or that they have misunderstood the rules, increasing the risk that they will abandon Ryzom without delay.
Actually, few players take the time to read everything (this is natural: the excitement of discovering a new game pushes them to immediate action, not to think about its mechanisms). So I'm going to show you what we have planned to overcome the disadvantages of this understandable haste.We won't rewrite the mission texts: it would require too much time. But I've noticed, when accompanying players who don't know Ryzom in their first session, that displaying an adapted screenshot on their screen was often more efficient than giving them a long speech to explain them such or such gameplay mechanism.This is why we will introduce the concept of schools (or academies) whose function will be to provide in-game "Academic Knowledge" that will be available, at any time, to all players and delivered in the form of practical lessons that will guide them, in a visual and playful way, in the accomplishment of the missions as well as in their actual learning. Each school will contain several pieces of information about a gameplay topic (e.g., the mastery of magic or that of jewelry) or a more general topic (e.g., the game's interface, or even, as mentioned above, role-playing).Below a prototype, for the school of "Melee fight mastery", of a window showing in game the information made available by a school.It presents a teaching plan with four sections (or lessons), which can be activated (if your progress allows it) or not (greyed out) so that you do not get lost in a long list. When you activate a lesson, a list of exercises to do (presented in the form of cards) will be proposed to you. Once you have completed all the exercises on this list, you will be offered a reward.You will find below a prototype, for "Elementary Movements", of a sheet describing such an exercise.It is composed of four parts displaying respectively:• A title with a short explanation in subtitle• An illustrated goal, optional (button to click for acceptance)• A small reward, optional (button to be clicked for recovery once the goal reached)• A set of pictures to make it easier to understand how to reach the goal.Why, you may ask, propose an objective and a reward and not only the explanation and the illustrations? Quite simply because proposing an action in exchange for a reward is more motivating and fun, much more so than a long explanation text.Do you have any questions?
Edited 4 times | Last edited by Nilstilar (1 week ago) | Reason: FR typos
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