I tried listening to them for 10 years. Content creators leave all the time, and it's usually because they are burned out or don't see the changes they want, delivered in varying degrees from reasonable to whining. Because in the end, they are just players like you and me.manukartofanu wrote: »Erickson9610 wrote: »manukartofanu wrote: »DenverRalphy wrote: »Or, as is usually the case with every MMO or any online game ever in existence.. those very players/content creators just move on cuz life takes them in a different direction. Sometimes it's off to the next newest game/name in the industry. Sometimes it's other life events, like marriage, job promotion, children (college graduation is usually a biggie). And quite often, it's simply burnout/boredom.
In my experience, if it's due to lack of developer support, then those players/creators would have disappeared much much sooner.
The good news, is that quite often a new up and comer steps into the ring.
Content creators are people who spend thousands of hours studying a game. Yes, they study the game, not just play it. Viewers often don’t realize how much work actually goes on behind the scenes to create content, which leads to the false impression that switching to another game is something that can be done easily due to life circumstances—like changing jobs. But that’s not how it works. If such a change does happen due to life circumstances, it’s definitely not because of something like getting married or having a child. It would have to be something much more serious, like a catastrophic event resulting in a long and painful recovery or a battle for survival against a life-threatening illness.
And yes, out of boredom, someone might simply stop creating content. But if you see someone explaining why they’re leaving and giving their reasons, that’s a different story. For these people, this is a passion. They invest a huge amount of their time, and often money, into creating content for ESO. At some point, they may just become disillusioned with the state of things.
Creating content for ESO purely for money doesn’t make sense. People who create here do so out of a genuine passion for the game.
I don't see what is so dire about "the state of things" that people who have dedicated as much time as they have are leaving. What is so bad that a content creator switches to a new game, and why is it just now becoming a problem?
Don’t ask me. Maybe try listening to the creators who are leaving to hear what’s so bad about the state of things. Oh, wait—nobody’s listening to them, and that’s actually one of the reasons. Funny how that works. Why this is even a problem isn’t for me to answer. I wasn’t trying to judge the situation, just pointing out how the original message downplays what can really make a creator walk away from something they’ve poured so much into.
After a while you tune that stuff out and just rely on your own sense of enjoyment.
And I really struggle to see what's wrong with ESO in 2024 that wasn't wrong in 2023, 2022, 2021, 2020, 2019, 2018, 2017, 2016, and 2015.
It's not just streamers, a lot of veteran players are only logging in to raid with friends or taking a break from ESO.
It might be controversial,but the focus on attracting exclusively new and extremely casual (for the lack of a better word) players has done a lot of harm to this game. The game is doing a bad job keeping a dedicated playerbase that's interested in multiplayer stuff, be it pve or pvp.
I am organizing events in one very active and friendly social guild and that's what I see all the time: someone joins, they are excited about the game, we help them learn the basics, craft them gear... Everything's great until they hit cp and lose interest in the game because most of the content is mind-numbingly boring, vet dlc/hm content is too hard to approach and pvp... Well, I don't have to explain. At this point I must've removed 50 or so friends who stopped logging after cp160-300.
That and performance issues, of course.
Like it or not, but every business from shops to utility providers to gaming studios knows that there is more profit in catering to new customers, because A.) they outnumber the regulars and are easier to please, and B.) the current customers are either a nuisance anyway, or too lazy / caught in sunk cost fallacy to move on and start from scratch elsewhere.
What? You mention both how it’s more profitable to cater to new players and the fact that veterans got caught in the sunk cost fallacy. If veterans are getting caught in the sunk cost fallacy, doesn’t that literally mean that they are more profitable than a new player who can easily quit as soon as they see something they don’t like? Sunk cost isn’t just time investment, it’s very often thousands of dollars invested over the course of the game’s 10 years. That’s way more profitable than the new players who might play for 100 hours and quit.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing? Lol, eso keys can be bought for as low as $5 or so, $20 if you buy it without discounts. And most new players do not buy eso+ or any fancy cosmetics before they actually feel involved.
If you look at all the "should I buy ESO" threads, most people say "sure, try the base game, it's a lot of content". And that is what new players do.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing?
Rohamad_Ali wrote: »We discussed these problems long ago around 2016 and came to the conclusion zos is profit driven first, community second. When they dropped the subscription model and created the loot boxes and store, that was the signal we would end up here. More dedication goes into cosmetics then gameplay because profit always wins. Happens to all modern AAA mmo's eventually.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing?
For a business over 10 years? Yes it is. That money is spent, all that matters today is what you are willing to pay today and what you expect in return. It makes no economical sense to neglect new customers over an existing one who already has bought most of your products, they're not going to buy the rest of it and also may not like what you plan to sell next.
Not that I wouldn't like being favoured as a loyal customer, but that's the reality we live in.
Still, the overlap between wealthy cosmetics enjoyers and those that care about gameplay issues enough to stop playing might be smaller than you think.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing?
For a business over 10 years? Yes it is. That money is spent, all that matters today is what you are willing to pay today and what you expect in return. It makes no economical sense to neglect new customers over an existing one who already has bought most of your products, they're not going to buy the rest of it and also may not like what you plan to sell next.
Not that I wouldn't like being favoured as a loyal customer, but that's the reality we live in.
Still, the overlap between wealthy cosmetics enjoyers and those that care about gameplay issues enough to stop playing might be smaller than you think.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing?
For a business over 10 years? Yes it is. That money is spent, all that matters today is what you are willing to pay today and what you expect in return. It makes no economical sense to neglect new customers over an existing one who already has bought most of your products, they're not going to buy the rest of it and also may not like what you plan to sell next.
Not that I wouldn't like being favoured as a loyal customer, but that's the reality we live in.
Still, the overlap between wealthy cosmetics enjoyers and those that care about gameplay issues enough to stop playing might be smaller than you think.
Mmos need a constant population to exist, though. And unlike, say, bars, the amount of money veterans spend compared to newbies is pretty insane. $2000 is nothing?
For a business over 10 years? Yes it is. That money is spent, all that matters today is what you are willing to pay today and what you expect in return. It makes no economical sense to neglect new customers over an existing one who already has bought most of your products, they're not going to buy the rest of it and also may not like what you plan to sell next.
Not that I wouldn't like being favoured as a loyal customer, but that's the reality we live in.
Still, the overlap between wealthy cosmetics enjoyers and those that care about gameplay issues enough to stop playing might be smaller than you think.
I think this part of the discussion is pretty pointless without concrete numbers. I imagine many new and especially younger players aren't even willing to spend anything beyond the range of 5-20 $ in total before dropping the game (as heard from personal encounters), so the quoted 200 $/year can be absolutely worthwhile for the company. In the end these are fantasy numbers, we know nothing about the real traffic and actual spending habits.
A common error that many video game economists have made is to assume that their market includes newer generations and the customers just keep coming in constant proportions. But it isn't like this, as the last decade has shown. People aren't strictly deciding on games by objective preference, its also a question of their social environment. People play what their friends play, what they perceive as trendy, what is marketed to them as innovative. They stay in the games where they enjoy themselves, where they make meaningful connections and where they feel their time is well spent.
Many older single player games are effectively not bought by newer generations in significant numbers, even though the gameplay isn't bad - they just lack the other motivating factors I mentioned. Promotion through content creators can make a difference here, but the experience in game is what matters most. This is why it is important for online games such as MMOs to maintain an ecosystem with active veteran players. Seeing others making a long term commitment is comparable a "seal of quality". Having sufficient players to play through all available group content (independent of the pace) is also immensely important for the game to feel alive.
I have recently been re-playing two older MMOs that I played in the past. The player base in both is very small, but they each have very very dedicated veteran players. One group has been organizing non-stop weekly raids on 3-4 days per week for the last 9 years. This is the type of player you want to retain. You don't need to provide an endless treadmill for these people to run through, just steadily improve the game that they already like. Don't make it worse in the hopes of attracting less dedicated audiences. That is all it takes. The rest will follow.
Whether content creator XY made a video about a 20 % nerf to a bow ability is inconsequential to 99 % of new and veteran players. Most new players wont understand what that even means and most veterans know what is up without watching the video. I think this type of content is mostly relevant to the (to use the current terminus) "chronically online" social media-using fraction of the player base (which is probably overrepresented here). The knowledge shared in those videos matters far less than the publicity they bring to the fact that there are people who care about the game.
I think this part of the discussion is pretty pointless without concrete numbers. I imagine many new and especially younger players aren't even willing to spend anything beyond the range of 5-20 $ in total before dropping the game (as heard from personal encounters), so the quoted 200 $/year can be absolutely worthwhile for the company. In the end these are fantasy numbers, we know nothing about the real traffic and actual spending habits.
A common error that many video game economists have made is to assume that their market includes newer generations and the customers just keep coming in constant proportions. But it isn't like this, as the last decade has shown. People aren't strictly deciding on games by objective preference, its also a question of their social environment. People play what their friends play, what they perceive as trendy, what is marketed to them as innovative. They stay in the games where they enjoy themselves, where they make meaningful connections and where they feel their time is well spent.
Many older single player games are effectively not bought by newer generations in significant numbers, even though the gameplay isn't bad - they just lack the other motivating factors I mentioned. Promotion through content creators can make a difference here, but the experience in game is what matters most. This is why it is important for online games such as MMOs to maintain an ecosystem with active veteran players. Seeing others making a long term commitment is comparable a "seal of quality". Having sufficient players to play through all available group content (independent of the pace) is also immensely important for the game to feel alive.
I have recently been re-playing two older MMOs that I played in the past. The player base in both is very small, but they each have very very dedicated veteran players. One group has been organizing non-stop weekly raids on 3-4 days per week for the last 9 years. This is the type of player you want to retain. You don't need to provide an endless treadmill for these people to run through, just steadily improve the game that they already like. Don't make it worse in the hopes of attracting less dedicated audiences. That is all it takes. The rest will follow.
moderatelyfatman wrote: »@alpha_synuclein
Everyone goes on about ESO being 10 years old but GW2 is 12 years old, FF14 is 14 years old and WoW is 20 years old. If ZOS has put serious effort into maintaining their games and keeping the players happy, most of us would still be around for ESO's 20th Anniversary!
alpha_synuclein wrote: »moderatelyfatman wrote: »@alpha_synuclein
Everyone goes on about ESO being 10 years old but GW2 is 12 years old, FF14 is 14 years old and WoW is 20 years old. If ZOS has put serious effort into maintaining their games and keeping the players happy, most of us would still be around for ESO's 20th Anniversary!
I don't know about GW, but the other seem to be much better in supporting their current players over time (tbh my new player experience in FF14 was so great that I'm back here xd). New players are important, but I think that ESO have spend too much time focusing on attracting new players without the ability to keep them in. If you add ignoring the concerns of the players that were already there to the point when they start to leave, it ends up where we are. ESO really is a great game, but it took way too many avoidable [snip] on the way.
moderatelyfatman wrote: »The biggest difference in my opinion is the playerbase: both games have overwhelmingly good people but one is lively and the other is not. In my current GW2 guild based in Australia-NZ I do PvP raids twice a week and Trial and dungeon training runs once per week plus addition ASAP activities that pop up. Currently we are in an event and one of the leaders is running regular event activities during our nights.
moderatelyfatman wrote: »Currently I belong to three ESO guilds in the Aus-NZ region and they are struggling to get once a week events such as trials to occur. One guild was once primarily a PvP guild with raids into Cyrodiil and Imperial City going 4 days a week but has dropped off to zero in the last year. Trials are also struggling to get numbers for their weekly run because players don't know whether they can stay logged in long enough to finish.
So going back to the issue of Activity Leaders and the Brain Drain: ESO has lost most of their PvP leaders and PvE leaders are reaching a critical level, possibly past the point of no return. This is not normal for a MMO in a healthy state.
Tbh, I played before U35 as well. Combat wasn't exactly perfect and intuitive to the average player then, either.
They could have simplified it without the homogeneity added by hybridization. I prefer the current scheme to the old though. But it's not for everyone. They did too much all at once. Eq2 also had a combat system revamp and it was also hated. Been there, too.
However, what I don't understand, is why they felt the need to change it to begin with. I wasn't here at the time of the update.
Another thing; content creators ARE just players. The only real difference is they share their builds to the public. That's it. Yes, that means that not all of them are experts and gurus on any game they play. Only the game(s)' creators are the ones with guaranteed knowledge on how their creation works, regardless of how some people want to validate themselves by screaming that the devs don't understand their own game.
Update 35 was one of the best additions to the game aside from One Tamriel. Being able to use any skill or ability regardless of your build and still getting the most effect out of it was a game changer.
Before, if you were a stamina build, you wouldn't get much power from a magicka skill and vice versa, and had to spec into max stam and weapon damage to benefit the most. Now, you have so much more choice for how to build a character that it doesn't matter much what skills you use, or even if your scaling of max mag/stam and weapon/spell damage.
Update 35 was one of the best additions to the game aside from One Tamriel. Being able to use any skill or ability regardless of your build and still getting the most effect out of it was a game changer.
Before, if you were a stamina build, you wouldn't get much power from a magicka skill and vice versa, and had to spec into max stam and weapon damage to benefit the most. Now, you have so much more choice for how to build a character that it doesn't matter much what skills you use, or even if your scaling of max mag/stam and weapon/spell damage.
Another thing; content creators ARE just players. The only real difference is they share their builds to the public. That's it. Yes, that means that not all of them are experts and gurus on any game they play. Only the game(s)' creators are the ones with guaranteed knowledge on how their creation works, regardless of how some people want to validate themselves by screaming that the devs don't understand their own game.
SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
Update 35 was one of the best additions to the game aside from One Tamriel. Being able to use any skill or ability regardless of your build and still getting the most effect out of it was a game changer.
Before, if you were a stamina build, you wouldn't get much power from a magicka skill and vice versa, and had to spec into max stam and weapon damage to benefit the most. Now, you have so much more choice for how to build a character that it doesn't matter much what skills you use, or even if your scaling of max mag/stam and weapon/spell damage.[...]
SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
it helps sustain a certain qualified player base, nowadays its very difficult to actually raise a noob to a veteran player, easily accessible content like that made sure at least just by interest of research most people were able to get semi good. now its either questers & casuals or hardcore players that are leaving soon. eso has a population drain issue. unless ZOS does something about it fewer and fewer play will keep playing ESO.