Considering The Content Design Of Guild Wars 2
As a rule, generally accepted indicator of success is the number of subscribers
. Not unimportant, and the number of simultaneously playing users, but that number was usually hidden from the user, as it seems less rosy picture than the first number.
But what if your business model is not based on subscription and not directly to keep people in the game as long as possible by creating a passable difficult moments? Considering the content design of Guild Wars 2, we tried to establish a more unusual success factors - the ... pleasure.
If you take pleasure as the main measure of success, is it possible to reverse the usual understanding of the IMO and to create unique design solutions? Is it possible to create something that is so fun and exciting that it attracted again and again just because it's really fun? And in the case of choosing a path of development, how do you know that you have achieved success?
Guild Wars 2 is just such projects. In order to measure the index of the "joy" of the passage of this game, we had to ask users rather unusual question - "Are you having fun?"
This success rate has influenced many of our solutions in Guild Wars 2. Here are some examples:
Prey items. We are not creating jobs unbearable for rare items - they will not vital to continue to move forward. The rarest items have a unique look to your sense of accomplishment was the case. The essence here is that everyone does what he wants: want to collect artifacts - forward, no - you are not so much to lose in force. Not considered mandatory and the race for gear
Solutions. Every time passing dungeon, you get tokens that can be exchanged for the reward, which they themselves want, rather than to have a small chance to get the subject in the form of drops, because it is much more fun - get in return is that you wanted.
Development. You do not just walk in is like dungeons, as a vicious circle, but also become a member of random events. It gives a sense of reality in the process of winning awards, making your journey every time new and gives them a genuine interest.
Variability. Events and personal history to track changes in the development of your character, which is so important to you. During the passage of each character acquires its own unique content, and the world is filled with new experiences and storylines. This means that when you return to the place where you have been, you still get the pleasure of his "novelty", and create a new character with a different personal history, will also be exciting as the first time.
Gameplay. The pursuit of pleasure in the game forced us to make "justice" to the gameplay. For example, when killing monsters, all participants receive a reward actions, each awarded for random events that can be spent on just one item that you want, and not get a random, any participant can raise another, so you should look at the allies, both at the those who can get you back to life, everyone can gather resources, instead of chasing a race with other players that can steal your life. All this is made even more fun.
Like this to be the case in Guild Wars 2. We spend our time just to ensure that you get pleasure from the game, and you can only please us positive feedback. Remember, when you're playing one of the upcoming beta tests, and will see a pop-up window with the questions, tell us what you think. It really helps us to get a real idea of what you like and what is not. At the end of the beta test will not be too lazy to go to the beta forums and post your honest review - if you do something like it, tell me why, if something is not like it - too. We do read and listen to the reviews, trying to make the most exciting game, because we know that if you have fun, then the game (and the company), all will be good in the long run.
by: wuting
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