My main alone has 255 days, and I've taken a few breaks.
dk_dunkirk wrote: »So there's an interesting post on the Reddit sub where people are posting some sort of Xbox end-of-year summary for their time spent in ESO.
https://www.reddit.com/r/elderscrollsonline/comments/1hle86b/my_year_on_xbox/
The OP shows a screenshot of this EOY summary which shows that he had 266 hours in the game. That's an average of about 5 hours a week. That doesn't sound like a lot to me, yet this put him in the top 4% of all players. With just a few other people chiming in, there are other fascinating takeaways. One person has 1113 hours, which breaks into the top 1%. If I were to use those 2 points to create a graph to show hours in game per week versus the percentage of the player base -- and given that we know there are lunatics who multi-box this thing and put more hours into it than there are in a week -- it would look something like this:
Suddenly, a lot of the activity in game make more sense, like how I'm a member of 5 guilds which are maxxed out at 500 people each, and yet there are usually only a fraction ever logged in at the same time.
There are takeaways on every post, like how Champion of the Gold Road was only obtained by 0.11% of players, and Hero by only 0.06%! Dreadsail Reef has only been completed by 0.29%?! And yes, I understand that these figures are specifically about Xbox, but just like with the Steam chart and basic statistics being what they are, these numbers are absolutely representative of every platform. You can't tell me that, oh, I don't know, say, HALF of the number of people who play on console do trials compared to PC. People are playing the game relatively the same way across all platforms and regions.
A major part of making a commercial product -- a critical part -- is identifying your customers. So who is the ESO customer that ZOS/Microsoft is targeting? Is it the people at the left side of the rise? The bulk of the people with accounts? Or is it the handful of people at the right side, who probably spend all the money? Or is it somewhere in the middle of that tiny section between a handful of hours a week and, say, 50 hours a week, which would be basically all the usable time outside of a full-time job?
Why is this important to understand? Because the people who play 5 hours a week want a lot more bang for their buck. They want maximum return on their time invested. The people who play 50 or more hours a week are "captured." They are obviously unphased by rewards or endeavors or pursuits. They're playing the game no matter what. So it seems to me that ZOS has to balance these two groups. Where's the tipping point? We can see over the past years what they have responded to and what they have done. What does this tell us about who they're catering to in terms of the amount of time spent in game?
The ultra-casual player *IS* their target audience.
dk_dunkirk wrote: »So there's an interesting post on the Reddit sub where people are posting some sort of Xbox end-of-year summary for their time spent in ESO.
https://www.reddit.com/r/elderscrollsonline/comments/1hle86b/my_year_on_xbox/
The OP shows a screenshot of this EOY summary which shows that he had 266 hours in the game. That's an average of about 5 hours a week. That doesn't sound like a lot to me, yet this put him in the top 4% of all players. With just a few other people chiming in, there are other fascinating takeaways. One person has 1113 hours, which breaks into the top 1%. If I were to use those 2 points to create a graph to show hours in game per week versus the percentage of the player base -- and given that we know there are lunatics who multi-box this thing and put more hours into it than there are in a week -- it would look something like this:
Suddenly, a lot of the activity in game make more sense, like how I'm a member of 5 guilds which are maxxed out at 500 people each, and yet there are usually only a fraction ever logged in at the same time.
There are takeaways on every post, like how Champion of the Gold Road was only obtained by 0.11% of players, and Hero by only 0.06%! Dreadsail Reef has only been completed by 0.29%?! And yes, I understand that these figures are specifically about Xbox, but just like with the Steam chart and basic statistics being what they are, these numbers are absolutely representative of every platform. You can't tell me that, oh, I don't know, say, HALF of the number of people who play on console do trials compared to PC. People are playing the game relatively the same way across all platforms and regions.
A major part of making a commercial product -- a critical part -- is identifying your customers. So who is the ESO customer that ZOS/Microsoft is targeting? Is it the people at the left side of the rise? The bulk of the people with accounts? Or is it the handful of people at the right side, who probably spend all the money? Or is it somewhere in the middle of that tiny section between a handful of hours a week and, say, 50 hours a week, which would be basically all the usable time outside of a full-time job?
Why is this important to understand? Because the people who play 5 hours a week want a lot more bang for their buck. They want maximum return on their time invested. The people who play 50 or more hours a week are "captured." They are obviously unphased by rewards or endeavors or pursuits. They're playing the game no matter what. So it seems to me that ZOS has to balance these two groups. Where's the tipping point? We can see over the past years what they have responded to and what they have done. What does this tell us about who they're catering to in terms of the amount of time spent in game?
I'm in the top 1% on Xbox, with 1.000+ hours this year and more than 3 per day on average.
What I want to say is: I don't think it's a "Zos problem" but a gaming-industry-wide problem. It seems they are more willing to cater to those who never touched a game than to those who have been part of the gaming community for decades - it feels insulting and self-destructive, I will never understand why this is going on and I won't share those people views on this matter.
Note: as I said I am not talking about Zos specifically in this case but about the gaming industry in general.
Also, gaming is not the only one affected.
Zodiarkslayer wrote: »I think it is nonsensical to expect ZOS to cater to anyone.
Zodiarkslayer wrote: »Doing something unexpected or innovative is the best way to get new players. Catering to existing players only serves to make the game stale.
What I want to say is: I don't think it's a "Zos problem" but a gaming-industry-wide problem. It seems they are more willing to cater to those who never touched a game than to those who have been part of the gaming community for decades - it feels insulting and self-destructive, I will never understand why this is going on and I won't share those people views on this matter.
dk_dunkirk wrote: »So there's an interesting post on the Reddit sub where people are posting some sort of Xbox end-of-year summary for their time spent in ESO.
https://www.reddit.com/r/elderscrollsonline/comments/1hle86b/my_year_on_xbox/
The OP shows a screenshot of this EOY summary which shows that he had 266 hours in the game. That's an average of about 5 hours a week. That doesn't sound like a lot to me, yet this put him in the top 4% of all players. With just a few other people chiming in, there are other fascinating takeaways. One person has 1113 hours, which breaks into the top 1%. If I were to use those 2 points to create a graph to show hours in game per week versus the percentage of the player base -- and given that we know there are lunatics who multi-box this thing and put more hours into it than there are in a week -- it would look something like this:
Suddenly, a lot of the activity in game make more sense, like how I'm a member of 5 guilds which are maxxed out at 500 people each, and yet there are usually only a fraction ever logged in at the same time.
There are takeaways on every post, like how Champion of the Gold Road was only obtained by 0.11% of players, and Hero by only 0.06%! Dreadsail Reef has only been completed by 0.29%?! And yes, I understand that these figures are specifically about Xbox, but just like with the Steam chart and basic statistics being what they are, these numbers are absolutely representative of every platform. You can't tell me that, oh, I don't know, say, HALF of the number of people who play on console do trials compared to PC. People are playing the game relatively the same way across all platforms and regions.
A major part of making a commercial product -- a critical part -- is identifying your customers. So who is the ESO customer that ZOS/Microsoft is targeting? Is it the people at the left side of the rise? The bulk of the people with accounts? Or is it the handful of people at the right side, who probably spend all the money? Or is it somewhere in the middle of that tiny section between a handful of hours a week and, say, 50 hours a week, which would be basically all the usable time outside of a full-time job?
Why is this important to understand? Because the people who play 5 hours a week want a lot more bang for their buck. They want maximum return on their time invested. The people who play 50 or more hours a week are "captured." They are obviously unphased by rewards or endeavors or pursuits. They're playing the game no matter what. So it seems to me that ZOS has to balance these two groups. Where's the tipping point? We can see over the past years what they have responded to and what they have done. What does this tell us about who they're catering to in terms of the amount of time spent in game?
Major_Mangle wrote: »The target audience for ESO has always been, and most likely will be, the players who check out the lates update/chapter (maybe buy some cosmetics/crowncrates etc), play for 3-4 weeks and then leaves.
Zodiarkslayer wrote: »I think it is nonsensical to expect ZOS to cater to anyone.
Not really. Games often thrive on having a consistent playerbase. Thus, things are often "Catered" to that playerbase to ensure their continued to play.Zodiarkslayer wrote: »Doing something unexpected or innovative is the best way to get new players. Catering to existing players only serves to make the game stale.
Catering to existing players has nothing to do with the staleness of a game.
You can do unexpected or innovative things while catering to an existing playerbase. By simply... Designing those unexpected or innovative things around what the current players do or expect.
Since catering the existing players doesn't mean "Copy/paste the same content ad nauseum"
Massively changing how things work to "Pull in a new audience" can (And often does) lead to alienating the core playerbase (This was very notable with something like the Saints Row reboot which flopped because it tried to change the underlying tenets of the game which made it not popular among Saints Row fans while not being notable enough for non-fans to actually start liking it)
An example of a game that did this well would be Elden Ring. It still catered towards its normal playerbase, with the punishing action gameplay. But it did the unexpected innovation that was creating the open world with a mount system.
With additional design features added that helped bring in a wider audience (Spirit Summons to make bosses easier, more forgiving Site of Grace locations to provide less frustration, the nature of the open world allowing more straight forward freedom of tackling content in different orders, improved online play reducing frustrating invasions and enabling much better Jolly Cooperation etc.)
None of these additional design features degraded from the core experience, the underlying game was still largely the same as in all prior titles, with its punishing action gameplay that enamored not only this audience but gave rise to an entirely new genre of game (The "Soulslike"). Yet it was still able to be fresh and exciting, enough that non-fans started to play it and actually enjoy it (Some became fans of the genre itself because they were eased into this core gameplay design)What I want to say is: I don't think it's a "Zos problem" but a gaming-industry-wide problem. It seems they are more willing to cater to those who never touched a game than to those who have been part of the gaming community for decades - it feels insulting and self-destructive, I will never understand why this is going on and I won't share those people views on this matter.
It comes down to the heavy corporatization of industries. With less focus on "Creating a good product/service" and more focus on "Please the stockholders"
Stockholders want the impossible; to have infinite growth. Thus companies are incentivised not to improve their quality, but to simply reach larger quantities. More people paying is the easiest way to increase revenue (Especially as there are pushbacks to price hikes, understandably so)
It's really noticeable for the video gaming industry since it's young enough that there are people who can actually recall its introduction.
Back before it became infested by corpos, when it was about people with a passion for games making good games because they wanted to play good games.
While nowadays, we have the AAA scene that is entirely focused on pushing out slop that is heavily monetized to maximize profits while minimizing costs.
It's worth noting, that this isn't necessarily developers, but rather executives - Especially those of publishers. Many developers, including those at AAA studios, still want to make the best games possible. They're just handicapped by the decisions of executives. Decsions like unreasonable deadlines, small amounts of funds or deciding what type of game a studio needs to make (So you get studios that have made a name for themselves with amazing single player games that are univsersally loved and then they have to make some live service slop that no-one asked for and importantly, no-one wants)
But it is widespread among all industries. Whereby the key focus is always "Make the most profit" and never "Make the best product" and as such, there's a lot of push to universalize things to try and gain a larger and larger audience.
Zodiarkslayer wrote: »I think it is nonsensical to expect ZOS to cater to anyone.
Doing something unexpected or innovative is the best way to get new players. Catering to existing players only serves to make the game stale.