Player vs. Everything: The retention game
Filed under: Business models, Culture, Game mechanics, Player vs. Everything
The conventional wisdom in any service-driven industry is that it's far, far cheaper to retain an existing customer than to recruit a new one. This is especially true in the MMOG industry, where your business model is largely dependent on maintaining a long-term subscriber base. The concept also applies to transaction-driven and episodic games, where you need your customers to want to stick around and continue spending money. Box sales are great, but ultimately they're pretty useless except as an indicator of how many people actually bought the game -- returning players are the bread and butter of the MMO world.
In fact, that's exactly why companies are so interested in finding out why you're quitting their game. If they can fix issues that are making a lot of people quit, they can retain more customers and drive up their revenue. Surprisingly, Blizzard is the only company I know of which actually makes people fill out an exit survey in order to cancel a subscription. It's not that annoying and it gives them great information about how to make their game better for you (so if you're adamant on copying Blizzard, that's a good thing to copy). Unfortunately, Blizzard keeps notoriously quiet about their internal numbers like that. So why exactly do people quit MMOGs, and what can and should game companies be doing to keep you interested?
At AGDC 2007, Damion Schubert gave a really excellent speech on MMO game design and player retention (which you need to go read if you haven't seen it before). Part of the speech talked about the "exit points" of an online game (his list is to the right), which are points or events in a play cycle at which players will stop playing. Now, the list he gives is a little fuzzy. I'd argue that some of those are exit points, and some of those are just convenient times to stop paying for the game, which won't happen unless the player has a reason to stop. Lets ignore the first two points for that reason. However, the last eight are all examples of reasons that a player might leave. A game designer's job is to reduce the likelihood that a player will want to leave at any given point.
It's important to note that those are hypothetical issues for a single player. Obviously, you and I probably aren't going to have problems with using our mom's credit card (I have my own credit card, thanks). People's reasons for quitting will vary a lot depending on their personal situation and preferences. What I think is really interesting, however, is that these points can be divided into three basic categories that could be applied to anyone's reasons for leaving: gameplay issues, social issues, and personal issues. For example, guild drama (or discovering that your hot elf friend is actually a man) are examples of social issues that might cause a player to quit, while hitting a wall in your advancement is a gameplay issue. Discovering girls, feeling like your gameplay is meaningless, or being unable to afford to continue playing are all personal issues.
Of these, gameplay issues are by far the easiest for developers to identify and fix. They're the ones that they can exert the most control over, and they're the ones that players will be most honest about when reporting reasons for quitting -- no one is going to admit that they're quitting because they're uncomfortable about accidentally flirting with a guy. In fact, developers seem to focus on identifying and fixing gameplay issues almost exclusively (which is what they do every time they patch the game), so that's not a problem.
However, the personal issues and social issues are very real reasons for why people quit games, and a successful company is going to be able to recognize that and try to curb them. Personal issues in particular are hard, because there are many of them that you can't and shouldn't be trying to prevent. Getting players to continue paying when they literally don't have the money for a $15 per month subscription is a terribly irresponsible idea, as is trying to prevent Billy from noticing girls -- stunting his growth in that area will probably cause him to become a bitter, hateful forum troll. Providing alternate subscription models for people who don't have credit cards, on the other hand, is a great example of solving a personal issue in a positive way.
Still, it's with the social issues that I think companies could really gain a lot of ground in the retention area. Social issues are harder to fix than gameplay issues, but much easier (and better) to try to fix than personal issues. While I don't have any numbers on this, I can say anecdotally that I've heard of many, many players quitting due to guild drama, a lack of people to play with, being unable to play with their friends (that one actually skirts the edge of the gameplay category), quitting due to jerks in the community, and the like. All of these issues can be influenced through good game design, if not fixed outright.
Some examples of ways that you could address social issues are by providing better guild tools (both for the recruitment of players and for organizational tasks), offering players a way to self-moderate within their community (which is rife with abuse potential but possible to design well), and providing better mechanisms to match up players who are similar in skill level and temperament to one another (as opposed to the totally random tossed-together mishmash we have now). Successfully identifying the problematic social issues and fixable personal issues in a given game are the first step towards eliminating them, and the best way to do that is to talk to the people who play it. If your endgame is designed in such a way that players frequently burn out, or if guilds often collapse due to drama, developers need to know that and understand why it's happening.
I think that the industry has spent the last ten years figuring out the gameplay part of the equation. Blizzard came in and showed us that gameplay can be polished to a brilliant sheen that makes millions of people want to play. Now, everyone is focused on that: polish, polish, polish your gameplay. Despite still being extremely important, that's old news. Everyone knows that now, and everyone tries to focus on it. There's still plenty to do in that area, but I think that the area where real innovation could be made in the industry right now are the other two aspects of retention: social and personal issues.
I'm starting to think that the next really big game isn't going to make huge strides on MMO gameplay, but it's going to be the one that comes in and shows us all how terribly awful the social and organizational aspects of our MMOGs are. They'll do it by designing that area in a way that's simply, elegantly, and beautifully better, and it's going to seem completely obvious in hindsight. Players won't be quitting their game because of the social and personal issues that plague games like World of Warcraft, and people will want to play it because it has fun gameplay and good social tools. After all, that's exactly what Blizzard did with gameplay issues, and look where they are now -- retaining 10 million customers per month with some serious player turnover thrown in. Fixing social issues and some personal issues could cut that churn significantly, which is what I'd wager many WoW players burn out on.
After all, gameplay is nice, but these are primarily social games, right? Shouldn't we be focusing on successfully doing the social part of the equation as much as, or more than, the game part?
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Cameron Sorden is an avid gamer, blogger, and writer who has been playing a wide variety of online games since the late '90s. Several times per week in Player vs. Everything, he tackles all things MMO-related. If you'd like to reach Cameron with comments or questions, you can e-mail him at cameron.sorden AT weblogsinc.com. |



















Reader Comments (Page 1 of 1)
LiQiuD said on 6:48PM 6-02-2008
NCSoft used to make you fill out a survey when you left CoH/CoV. Not sure if they still do, as I no longer have an active account that I wish to cancel.
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Cameron Sorden said on 6:51PM 6-02-2008
Yeah, NCsoft was mentioned when I informally polled people around here but someone told me it was an optional survey.
Teiraa said on 6:50PM 6-02-2008
SOE also has exit surveys for quite some time now (probably longer than Blizzard). In the beginning they were compulsory and quite annoying, but I think they have learned from their mistakes meanwhile.
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Cameron Sorden said on 6:51PM 6-02-2008
I don't think the compulsory part is a bad thing at all, provided it's very short and painless. I think what Blizzard does is fine.
I really don't think many people would bother with the survey, given the option, which gives you a skewed picture of why people leave.
Teiraa said on 6:53PM 6-02-2008
No, compulsory isn't necessary bad. But the SOE ones initially were compulsory "and" bad (i. e. long and full of strange questions). :)
Poxus said on 8:38PM 6-02-2008
I forget which game it was, but there was a game that offered partial refunds for time left on the account for filling out a form on why you were leaving. Was a good way to get some pretty usseful information about any problems they had with the game.
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Arkanaloth said on 11:35AM 6-03-2008
you know.. after hopping from several MMO's I find this article really hits the nail on the head. I have a WoW account but don't play it much (haven't really logged in since Nov.) I find myself playing GW more than ever after getting Nightfall and I'm actually on the verger of nixing my WoW account. This article made me ask the question "why", and the reason isn't gameplay.. it's really the social sphere that's doing it.
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Hades said on 11:44AM 6-03-2008
1.
Games require organized groups to advance and get the best stuff.
2.
Games limit good stuff drops and it takes months to gear out a guild while doing the same crap over and over.
3.
Every person that quits the guild causes those who remain to have to gear up a replacement, and run even more of the boring instances/dungeons. Eventually they burn out and quit.
4.
Too many games penalize you for outleveling your friends, and provide little to no in game tools for you to help them once they are out leveled.
5.
Adding group members often reduces your exp per hour, so people dislike grouping unless they actually have no choice. This is a factor whether you have a guild or not.
IMHO they should add exp bonuses for grouping.
All the surveys in the world, but its the social and guild issues that cost them the most customers. Generally when a guild leaves a game, the company loses 90% of the guild membership and the revenues they generated. LotD is 150 members, so when we leave it costs a game company $27,000 a year of lost revenue (assuming $15 per month sub).
Games need to be more guild friendly if they want guilds to hang around.
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Hades said on 11:48AM 6-03-2008
Oh yeah.........
Soulbound, no-trade, and level restricted items prevent members from passing down stuff to other members. That forces everyone into their own personal hell of gear grinding that simply isn't fun.
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Cameron Sorden said on 1:12PM 6-03-2008
Even though it causes MUDflation, I really enjoy passing down twink items to my alts. That used to be one of my favorite parts of EverQuest in the Kunark and Velious era: twinking out a newbie in level 50ish gear and kicking the crap out of lowbie dungeons with my brother.