Sophie The Cat Burglar
Exotic Items Recovery Specialist
First, I would come up with a Welcome Back package aimed at drawing back players. It would contain items designed to help a person returning to the game after a long absence, with the goal of keeping such a person active and happy for about 8 weeks. Once ready, the promotion would go out to every email on file for an account inactive more than a year.
Second, I would design a Returning Player Questionnaire. I want to know what returning players like, what they dislike, and what would make their game experiences better. If the person intends to quit again, I want to know why. This questionnaire would go out with the Welcome Back promotion.
If I get back enough Questionnaires to matter, I would review them and try to find trends. I suspect DDO has two gigantic problems.
Problem 1: New and returning players get lost. These players are overwhelmed with the character construction system. Once they get out into the world, they are not sure what quests to run. DDO is poorly written with a very weak narrative thread. Other games of this type offer far less character customization and a much more coherent story on rails. DDO does not fit the fantasy role playimg game paradigm players expect.
Problem 2: New and returning players cannot find other people to play with in a meaningful way. There are not enough groups. Based on pure character power, rhe grouping system throws together the equivalent of Level 1 and Level 100 characters. That results in a horrible play experience for the Level 1 character player.
I would not spend even one second considering the opinions of veteran players on these matters. I would also remain open to my suppositions being completely wrong. If I want to diagnose a problem with new and returning player retention, I need to get feedback from new and returning players.
If I get useful feedback, I would make changes to make the game more friendly to new and returning players. My goal would be to make such changes very decisively and rapidly. With that done, I would repeat the cycle. After the first cycle or two, if changes are working and retention is up, then I will lean more heavily into attracting truly new players through aggressive marketing.
The entire program would play out over two years. It would run concurrently with another program to reinvigorate play for veteran players.
Second, I would design a Returning Player Questionnaire. I want to know what returning players like, what they dislike, and what would make their game experiences better. If the person intends to quit again, I want to know why. This questionnaire would go out with the Welcome Back promotion.
If I get back enough Questionnaires to matter, I would review them and try to find trends. I suspect DDO has two gigantic problems.
Problem 1: New and returning players get lost. These players are overwhelmed with the character construction system. Once they get out into the world, they are not sure what quests to run. DDO is poorly written with a very weak narrative thread. Other games of this type offer far less character customization and a much more coherent story on rails. DDO does not fit the fantasy role playimg game paradigm players expect.
Problem 2: New and returning players cannot find other people to play with in a meaningful way. There are not enough groups. Based on pure character power, rhe grouping system throws together the equivalent of Level 1 and Level 100 characters. That results in a horrible play experience for the Level 1 character player.
I would not spend even one second considering the opinions of veteran players on these matters. I would also remain open to my suppositions being completely wrong. If I want to diagnose a problem with new and returning player retention, I need to get feedback from new and returning players.
If I get useful feedback, I would make changes to make the game more friendly to new and returning players. My goal would be to make such changes very decisively and rapidly. With that done, I would repeat the cycle. After the first cycle or two, if changes are working and retention is up, then I will lean more heavily into attracting truly new players through aggressive marketing.
The entire program would play out over two years. It would run concurrently with another program to reinvigorate play for veteran players.