Read moreSomething has been bothering me for a long time now from watching podcasts, listening to interviews, reading posts, etc.
GGG seems very obsessed with player retention. It is obviously a very important metric for them since they constantly bring it up when comparing leagues. It's also setting a trend in league challenges. They are getting longer and longer, with the most extreme example of Betrayal's "Atlas Objectives" challenge. This challenge in particular requires players to either run A LOT of maps, or log in daily for the majority of the league to get it done.
The reason I have a problem with this is because I do not want to play Path of Exile full time. ARPGs are a bit of an anomaly when it comes to player behaviour. Generally players will play for "short" stints and then quit to go play other games but consistently come back for the next league/season/ladder reset. With GGGs constant focus on player retention it worries me that they will get playe...
When we refer to Player Retention here we are actually referring to what you are calling the Player Return Rate.
In fact, the central thesis of the talk is that it's better to get players to want to return next cycle than it is to try and keep a player playing forever.
So a lot of what you said actually summarises the talk we are giving.
If there is a trend for challenges being harder each league, I can assure you that it's not intentional.
Let me ask you this question: If I told you to create some challenges that are intended to take players a 1 month to complete, how accurately do you think you would be able to hit that target without having a a month to test it? Yes, you can do some modelling in excel but quite honestly it's not easy to make predictions accurately over that kind of time scale. Players tend to always find ways of doing things faster than we expect, so the designers of challenges tend to err on the side of making them harder.
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