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MMO 雜談 Community
從一篇新聞開始 EVE Online:New PCU Record of 54,181 Pilots
EVE Online 遊戲性質佔 MMO 市場不到 2%
近七年來付費人數持續成長
EVE Online ,[object Object],[object Object],[object Object]
Best Community of 2009  ,[object Object],[object Object],[object Object]
EVE Online ,[object Object],[object Object],[object Object]
國外遊戲普遍重視社群
League of Legends  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
League of Legends  vs  Heroes of Newerth
Mortal Online ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
結論 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Mmo雜談

Hinweis der Redaktion

  1. EVE online 在 2009 年 12 月發了這則消息 " new pcu record of 54,181 pilots " ,在 12 月的第一個周日, EVE online 的最高同時上線人數 (Peak Concurrent User) 打破了他們的紀錄,達到了同時有 54,181 人上線的紀錄。
  2. MMORPG 有超過五萬人的 CCU ,乍看之下好像不少遊戲也有這個成績,但是以 MMO 市場來說, EVE Online 這類型的 Space Sci-Fi RPG 所占的人口比大概只有不到 2% ,能有這樣的線上人數實在是很可觀的
  3. 市面上的遊戲,除了少數幾款是付費人數會持續成長之外,大多的遊戲都是在開始營運後一陣子爬到頂峰,然後隨著時間開始下滑,而 EVE Online 從 2003 年開始,這六年多來持續的成長,在現今這個線上遊戲生命普遍不長的環境中,算是蠻特殊的一個存在 ( 當然還是有其它的遊戲也是如此 ) 一個遊戲能夠持續的成長,除了遊戲本身的內容、深度、耐玩性之外,開發公司的持續更新也是維持人數的重要原因 ( 看看 wow) ,但有另外一件很重要,台灣遊戲公司卻很缺乏的事,就是與玩家溝通,也可以稱做社群。
  4. 在遊戲網站  Ten Ton Hammer   的 Best of 2009 Awards 評比中, EVE Online 獲得了 Best Community of 2009 的獎項,也許可以作為其玩家人數持續成長的證據之一。 在 EVE Online 的官方論壇上,玩家們與 EVE Online 的開發人員有著良好的互動,玩家們的建議會與開發人員討論,進而開發、實行、測試、上線,形成一個互贏的局面。 EVE Online 最近的資料片 Dominion 就是一個完美的例子,它是透過開發人員與玩家緊密的溝通、合作,進而讓遊戲有良性的發展而產生的作品。
  5. 另外,超過百萬篇的文章,這也可以證明 EVE Online 的論壇是相當受到玩家的喜愛,也是它緊緊拉住玩家的一個證據。而特別的是, EVE Online 在官網上提供了所有開發人員的連絡方式,有的甚至還有 blog ,客服、測試、美術、網頁、遊戲設計、程式人員 ... 等等所有你想要找的人,都可以在官網上找到連絡方式,這是對自己的產品有無比的喜愛與信心,才能做到的事。而玩家也沒有辜負了 EVE Online developers ,其付費人數持續成長就是最好的回答
  6. 事實上,重視社群,重視與玩家溝通,這在國外遊戲早已行之有年, Blizzard 的遊戲早在 Beta 時期就會有 Beta Forum 讓玩家討論,而 Dev 也會參予其中,就是因為如此,才能做出抓的住玩家的遊戲。而 Blizzard 對於他的遊戲在各地發行時的要求也都是一樣,都是相當重視與玩家溝通,當初 TWOW 也被要求正式營運前一定要讓論壇先上線。在 2009 年六月時, Blizzard Taiwan 徵人時也列了 Community Representive 這個職缺,去負責 SC2 論壇以及 Bahamut, GameBase, Mobile01 上的社群經營
  7. 近年來才出現的 Dota Like Game 類型中的 League of Legends ,除了官方論壇之外,還提供了 IRC 與 Ventrilo Server ,前者可以讓玩家即時得到幫助或訊息,後者則是讓玩家可以用語音對話。除此之外,像是 官方 Blog 、 Facebook 、 Twitter 等等社群運用, LOL 也都有在使用,算是很有心在經營的,並不是做好玩的,沒多久就荒廢掉。
  8. 而 League of Legends 在美國的注目度,也在其努力下漸漸爬過了其對手 Heroes of Newerth.
  9. 同樣重視社群的 Mortal Online ,其 CEO  Henrik Nystrom   多次在 MO 官方論壇表達了他對玩家意見的重視,也曾多次針對一些遊戲內容開放投票讓玩家決定,目前還在 Paid Beta 中的 MO ,論壇註冊人數將近九萬,有快三萬篇的文章與六十多萬篇的回覆,可說是相當黏玩家的。而其官方開設的 IRC Channel ,在幾次 Beta Patch 時,還有過人多到上不去的狀況,可見使用人數之多,像一些比較即時的訊息,如工程師聖誕節跑回公司修 server 的狀況,也都是從 IRC 裡即時傳出的。 在 2009 年六月 eBay 的一個商品拍賣,也許可以表現出 Mortal Online 的玩家對遊戲的熱誠。 Mortal Online 製作公司 Star Vault 將 MO 典藏版第一套拿到 eBay 上去賣,與其他典藏版不同的就是這套典藏版一號可以終生免繳月費、還可以去瑞典與開發組喝酒 ( 旅費自付 XD) ,而拍賣所得將捐給無國界醫生組織。這套 Mortal Online 典藏版一號最後結標的價錢是 USD 5100 ,遠遠超出開發組當初預期的價錢,而且買的人根本連玩都沒有玩過 MO ,會花了這麼多錢,除了他老兄錢多很大的原因就是在於 Community 。
  10. 參與社群活動 光是有專人負責經營社群是不夠的,最好全體人員都能跳下去,看看玩家在說什麼,在想什麼,不要怕被罵,被罵是因為還有人在關注,等沒人罵這遊戲也倒了。 與使用者互動 接續上面的參與社群,光看是不夠的,需要給使用者回應,讓使用者知道他們的話有人在聽,有人在重視。 提供管道讓使用者提出建議 光是客服信箱、客服電話是不夠的,需要有可公開讓所有使用者看到、討論的地方。 傾聽使用者的聲音 有了管道讓使用者建議,還需要有開放的心胸可以接受建議,讓產品朝正面發展,其實說來容易但是最困難的,就是聽進使用者的建議了。 對產品做改進 接續上面的傾聽,很多人收到意見後只會敷衍了事,即使這是多數玩家共同的意見,反映了也不見得有用,當然很多時候遊戲公司會有一些難處 ( 如原廠、政策 ) ,但是這時候需要的是更多的努力 ( 努力溝通、努力解決問題 ) ,而不是空洞的官樣文章 ( 使用者最度爛的 ) 。 重視使用者經驗 其實這點與上面幾點多少有重複,但還是必須提出來,遊戲最重要的是給予玩家樂趣,若能讓玩家體驗到難忘的經驗,那絕對更有助於拉住使用者。閉門造車是不夠的,現在已經有越來越多公司會將開發中的遊戲釋出讓使用者去嘗試,以蒐集資料進行修改,讓開發中的東西正式上線時能更完備,這就是運用社群的力量最好的例子。