2009-11-06 11:35:07
Browser game forum 2009
part 1, Florian Bohn, Eike Klindworth, Coffee Break
ceo travian
games
florian bohn
player suport and community management
pitfalls and
challenges
each game, market and developer has different solutions and
challenges
external factors
barriers of languages, cuture and
custom
style of communication
native language of
customers
different regulatory frameworks
time and calendrical
differences:
time zones
different distribution models
Internal
challenges:-consistent communications
marketing
product
management
player support and community requries up to date
informations
payment service providers
media
partners
solutions
decentral support - different
cultures
regulatory frameworks
: adjust reg for specific coutries
time
differences central support 24/7 with shift operation
local support
team
consistent mature cross-departmental
communication
up2date
internal communications channels
knowledge
management tools
increasing quality standards
decreasing response
time
new technical challenges and requirements: chat video
e.g
think about customer support when you start designing a
MMO
-----------
Eike Klindworth-InnoGames
Balancing in
Browsergames
(german talk)
Challenges
protect new players from bi9g
players
success has to be possible with late start as well
old players
have to get advantages for their investments
old players should not grow
quicker
solutions
Hard caps
beginners protection
hard
cap
alternative leagues
soft caps
less rewards
protection through
distance
attack deduction (moral
challenges
non-linear growth
makes big players stronger (?)
players do not like linear growth
happens
quickly
solutions
continuously impede growth(higher levels, each town
gets more expensive)
squander away from capitol
new challenges for big
players(alliance administration, complex fight systems)
challenges
the
hardcore players get ahead faster
casual gamers lose
interest
solutions
the main task are doable in few minutes on a daily
basisi
inactive players get experince, resources boost
limited amount of
action points
casual gamers achieve little successes quikly different ones
from hardcore players
challenges
players are not online at the same
time
solutions
night bonus for defenders
defenders can choose
default settings in advance
no big advantage for activity during
fights
give the defender a fight bonus
challenge
players can play
more than one account
prohibited but hard to control
players support their
own accounts
players interation is extremly
important
solutions:
same starting conditions
limitations via
distance
game play limitations caps
technical limitations
volunteers
control multiaccounts
challenges
too high gameplay advantages make
non-payers quit
too low gameplay advantages make players not even want to
pay
players are more likely to quoit, because they join without
costs
solutions
prefect first five minutes
sell advantages that
reduce activity
the more advantages one buys the less it is worth it
do
not sell the precious things(ranking points, cities etc.)
early
prototype, trial & error