On Friday,
ArenaNet announced a "Welcome Back" month for
Guild Wars 2. More than a month, in fact; five weeks, starting Monday March 25.
It was a very low-key announcement, nothing more than a forum post. Surprise was expressed. Shouldn't there be some kind of awareness campaign? Rubi Bayer, who appears to have drawn the short straw after Gail Gray's unceremonious dumping, clarified:
"There will be livestreams, guides, and some more surprises that I won't
spoil now, but there will be a full outline and schedule on our site
Monday morning. Today's post is just a heads-up on various channels to
get the word out a little bit in advance, so those who are interested
but don't remember their login info can work with our CS team to get
that taken care of. It's so frustrating when you want to participate in
something that has already started and can't remember your password, so
we thought a head start for those people would be less stressful."
Does that make sense? Are people who can't remember the password for a game they no longer play likely to be on the forums in the first place? Or following Twitter or Facebook or whatever those "various channels" might be?
Maybe they sent out emails as well. I get a lot of emails from MMORPGs I haven't logged into for years, telling me about their promotions and events. Of course, since I tend to use unique adresses for registering games, adresses I never visit and don't link to my main account, I only see those offers on the very rare occasions I log back in to check something. Usually years too late.
Still, it's a well-established route for marketing departments. A back channel to the past. As Holly
Windstalker Longdale openly acknowledged
in that recent PC Gamer interview, for an aging MMORPG, luring former players back into the fold is a higher priority than attracting people who've never played before.
It really does make sense. After all, as a six-year old game, let alone one twice or even three times that age, you'd have to assume that just about anyone who was ever going to give you a run would have gotten around to it by now.
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No need to feel blue. We're still here. Waiting. |
The first few years post-launch offer a handful of well-known opportunities for new account acquisition. You can bring your game to a different platform - console conversions must be expensive to produce but they do open a door to an entirely fresh market. Less spectacular but worth a shot is a
Steam launch. Steam isn't really a famous breeding ground for MMOs but it's not nothing.
If you were canny enough to start off with some kind of entry barrier, a box or digital download with an up-front fee, say, or maybe even an actual, honest-to-god subscription, always assuming that decision didn't sink your entire operation, there's a major PR opportunity available when you announce your game is going Free to Play. That's a one-time deal, though, and it can smack of desperation.
Last and very definitely not least, you can run some kind of permanent free trial, allowing the curious and uncommitted to try before they buy. That became pretty much industry standard log ago.
Whatever you do, even if you eventually try all the options, in the end you run up against the same buffer: your game is old and getting older. Potential customers have either heard of it and already rejected it or they are just now discovering it only to find out it's been running for years and everyone playing is way, way ahead.
Your elderly MMORPG already starts with the major disadvantage that, from the perspective of a new player, the graphics look sub-par. Possibly stone age. For those who can get past that, the staggering amount of legacy content, all of which comes before you even get near to the part of the game everyone else is playing, is more than enough to bring the shutters down.
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Did I mention we have sitting in chairs now? Tempted? |
In recent years companies have tried all kinds of bootstrapping to get new players over the hump - super-fast leveling, instant max-level characters, flat-leveling the entire gameworld. They all come with issues of their own. You can accelerate or remove the leveling process but there's no way to instantly install all the necessary knowledge of systems and mechanics your end-game players take for granted. It's not much more fun floundering at the top than at the bottom.
That's why people who used to play but don't any more are seen as a more realistic commercial prospect. There's the currently-hot nostalgia ticket to sell them for starters. Re-working your game so it looks a lot more like the one returning players remember seems to be well worth the expense, if you get it right.
Your game probably needs to have been around for quite a while before you play that card. The current Live game needs to have diverged so far from the original conception that bitter veterans hate it and all it stands for. If you alienate them just enough you can bring them back on board as advocates when you appear to bow to their conviction that things really were better back in their day.
Rift probably failed mainly on that count. Once the new server reached the first expansion,
Storm Legion, there just wasn't enough difference between Prime and Live. The game never had enough periodic content to run a true Progression server. It might have done better with a straight Classic server, maybe even one with an expiry date, which would wipe and re-start every so often, allowing transfers to Live first, of course.
Starting over clean can be a big draw. Sometimes a Fresh Start server is all that's needed to re-kindle interest. You don't even have to play the nostalgia card with a retro-revamp. A level playing field is enough. Maybe a few tweaks, perks and inducements along the way. A slight variant ruleset. Some titles. A leaderboard. The big risk there is fracking your existing playerbase into smaller shards but with luck you'll give everyone a jolt of excitement and when it all settles down you'll have a few new customers on the back of that buzz.
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There's no need to worry. You won't feel silly. We all feel silly. |
Brand-new servers have one immense advantage when it comes to persuading former players to return. Everyone starts in the same place. It's almost the same as a new game except for one thing: when confused and lost players plaintively ask questions in general chat, instead of crickets chirping or, worse, sarcastic trolls suggesting a swift return to
WoW, they'll get help and even encouragement.
I'm seeing this every day on
EverQuest II's
Kaladim server. The population is a good mix of current, active players on vacation from Live, lapsed members of the flock re-discovering their religion and a sprinkling of "
I wish I''d tried this game years ago". Questions don't just get answered, they spark amiable discussions and often lead to reminiscence and general bonhomie.
It's a well-trodden path by now. Any marketing department worth its red suspenders should be able to slot in several pre-fabricated options, tested and found successful in other games. At worst it's a burst of publicity for cheap. At best it's a shot in the arm for sales and retention.
For a few MMORPGs, though, there's a roadblock standing in the way of those easy wins. Classic, Progression, New Start: all those options come with a suffix. Server. What if your game evolved to the new normal of a few years back and did away with the entire concept of separate shards?
When you threw that bathwater out the possibility of farming the nostalgia market went down the drain with it. So did any chance of starting over on a clean page. You put all your eggs in one megabasket and your chickens hatched and came home to roost.
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There are things you can get on top of that you never got on top of before. This isn't one of them but trust me. |
All MMORPG hobbyists know what a hurdle re-starting on a Live server presents. All the new systems you don't understand. All your old assumptions that don't follow any more. The drops and rewards that mean nothing to you. The jargon in chat you can't unpick. All that stuff in your bags and banks you don't know whether to destroy or broker or sell or salvage. The understanding that you know less than everyone around you and they probably don't care, just that you stay out of their way.
If you run a campaign to get former players to log in again but all you can offer them when they do is a world that looks familiar but feels alien, what are the chances they'll hang around long enough to acclimatize?
The good news from ANet's perspective is that
GW2 hasn't really changed all that much. You can still fight centaurs and Sons of Svanir until the dolyaks come home. You can do the same events on the same maps that you did in 2012. You can join the World Boss train and knock over a giant loot pinata every fifteen minutes with thirty new best friends you'll never have to talk to.
The races haven't changed, the Personal Story is the same and if you haven't bought either of the expansions there aren't even any new classes and hardly any new maps. Other than a bunch of giant gerbils and lizards running everywhere with player characters clinging to their backs it all looks - and plays - pretty much the same.
If you like it enough to pay some money and buy the expansions or the
Living Story packs, well you'll be on exactly the same terms as the rest of us were two or three or four years ago. All the maps are still active for the group stuff when you need it, although most of it was single-player content anyway and, while Anet's claim that they have the best community in MMOs may be somewhat overblown, by and large it
is pretty welcoming. If you have questions you'll get answers, provided you ask nicely.
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When you get right down to it, though, nothing much has changed. |
So what's the point of this five week long "Welcome Back" event? Better than not having one, I suppose. And it co-incides with the annual rerun of the ever-popular S
uper Adventure Box, something I'm sure is no co-incidence. There will be plenty of drop-ins for that so why not see if some of them can be persuaded to hang around?
I'd be very surprised to see this result in any significant, lasting uptick in activity, all the same. GW2 has just about the lowest barrier to re-entry of any MMORPG I've ever played. People drop in and out literally all the time. I see names every day that I haven't seen for years. My friends list flickers and sparkles like witchfire and always has.
I wonder how many how many genuine ex-GW2 players there can be, anyway? People who really did stop playing a long time ago and never came back. And of that demographic, how many ever would? It can't be that they wanted to but it was too expensive or too awkward, surely? It's free and simple and always has been. It's the Hotel California of MMOs.
If anyone did leave for good, most likely it was because they never enjoyed the game much anyway or didn't like what it turned into once the short trip to the cap was done. Has any of that changed? Not really. Endless fractals. Dead dungeons. Gutted WvW. Grind, without end, for everything, everywhere, always.
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Same as it ever was. |
Raiding, I guess, but if you'd left because no raids wouldn't you have come back when raids? And if you left because raids, well, we still have them. Worse luck. No, it all seems much the same to me. Except I'd take a Launch State Classic server in a heartbeat so I guess I may have been boiled in my tank.
Tomorrow we'll find out if ANet have anything more up their sleeves to entice former players to give the game another shot. There's some speculation about things like rentable gliders or mounts in Core Tyria open world to tempt returners into ponying up for the expansions but they'd still have to pay for the real thing. Maybe a sale on
Heart of Thorns and
Path of Fire? Or the two as a bundle?
If there's no financial or in-game incentive it's hard to see the value of a promotional push that comes down to just some streamers saying how much fun the old game can be. You probably know that if you ever played. Or you disagree, in which case I don't see much to convince you otherwise.
And even if a promotion succeeds in getting players invested it's hard to keep them feeling the love. The huge boost in numbers World vs World saw as a result of the recent, super-hyped introduction of the
Warclaw mount (plus a double WvW XP week) has already dissipated, leaving nothing more behind than bad feeling and disgruntlement to show it ever happened.
Still, better to try than not try, I guess. We'll find out tomorrow if there's anything to get excited about. I'm not holding my breath.