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Currently I devote myself to the community on building and try to identify some strategies on including World of Warcraft. The whole plan is to serve as food for thought for those who operate or even a community.
World of Warcraft is one of the most successful online games of all time. Current value of paying more than 11 million players worldwide speak clearly and figures make it clear that this game has to exert a special fascination for the gamers. The underlying is a great game (yes I was once addicted, but now am clean again: o)) and mainly a phenomenal community concept. For this reason, I have tried to identify the most important aspects of this game and to show how does the manufacturer Blizzard millions of players to aquire and keep them happy.
Active development - no fixed end goal
To create a logical point to a successful game for years is the continuous development. Thus offers World of Warcraft (WoW) already from the beginning a lot of development opportunities for the virtual characters of each player. In addition, there are regular updates to incorporate new elements always in the game world. Thus, there is no ultimate goal fixes, there is always new goals for the players.
Social pressure build - Group Tasks
The greatest influence in the game in my opinion, but the social component. In WoW there are many tasks that can only be addressed in the group. Partly for this reason that players are working together to close the so-called guilds. Within these guilds arise very often close social networks. It is common practice to chat next to the games via the "Voice over IP" software (such as Teamspeak) to fellow gamers. This exchange is used primarily for the rapid exchange of tactical strategies during the game. Although it is in total playing time of more than 200 hours per player, it is inevitable that form even more in-depth contacts. Seen in WoW is one of the largest social networks.
Just by resulting tight bond with his guild will often set up within the group not to be underestimated social pressure. Thus, often make appointments to meet, for example, where 25 players online at a specific task to fulfill. These tasks can often only be met but if players are online. Fall from a player, it can happen that 24 other players must wait. Therefore, many guilds are being devised a system to award points for the most reliable players. The player with the most points will receive the best rewards after a task has been fulfilled, etc. ... just go and then the players themselves in a cycle without that Blizzard needs to do something active.
Creation of virtual heroes
Finally, the community elects their virtual heroes. Thus, for example, particularly successful player guilds or in part world-wide known among hardcore gamers. Success on their own websites will be logged and recorded by other guilds. This heroism is enhanced by on-line viewable charts and statistics. The whole model is similar to the effect of sports stars in real life and also promotes the ambition of many players.
Conclusion
The 3 points are the World of Warcraft have been very successful enough. Of course there are many other aspects such as: the implementation of technically very good, rich details of the virtual world, many seasonal events like Christmas, New Year's Eve fireworks, etc.. In addition, there are also many "average players" who manage to play only occasionally, and those virtual models do not care. These players are then addressed in most cases by other aspects such as social contacts, etc..
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