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<The Importance of Player Housing in MMOs: A Closer Look at Development>

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History and Premise Setup

Having engaged with MMOs since the late 20th century, I've observed key factors that contribute to player retention. Years of gameplay foster deep attachments and memories, as humans inherently seek to create a legacy. In real life, this might manifest through children or societal contributions. In gaming, it often translates to achievements like hall of fame entries, being recognized as "first" in a realm, or gaining notoriety among a vast player base. This connection is strengthened as players embody their avatars, sharing emotional experiences through triumphs and setbacks—a fact evident when observing reactions to losses.

For many gamers, this legacy is encapsulated in a trophy hall or a memorial to their in-game efforts. The essence of MMOs lies in the presence of other players, necessitating social interactions. While some may view these interactions as mere transactions, for many, they form the foundation of their gaming experience.

As time progresses, life evolves both inside and outside the game world. I've lost numerous friends and acquaintances in various ways, be it through personal decisions, game abandonment, or even death. One notable friendship blossomed over 11 years in World of Warcraft, where I considered someone my best friend and later shared a home with them, only to find myself in a court dispute with them a year later—a reminder of how complex human relationships can be. Conversely, I also met my wife through WoW.

Life indeed unfolds, and for some, it brings companionship, while for others, it does not. Those who criticize MMOs often cite a lack of support from other players as a reason for their disinterest, especially in games where teamwork is crucial.

The narrative of a game—whether through books, films, or quests—plays a pivotal role in player engagement. A well-crafted storyline resonates deeply with players, forming emotional connections that can evoke memories years later. The sensory triggers associated with these experiences, like specific smells or sounds, further enhance their impact.

So, let's address the main point: enhancing the player experience through the inclusion of housing and guild halls is paramount. Not only does this foster enjoyment, but it also reinforces the desire to continue playing—something every game developer should recognize as beneficial.

For my part, my history with MMOs is extensive, though there are others who have played even more hours:

  • Champion Online: minimal playtime but noteworthy.
  • Dynasty Warriors Online: approximately 200 hours.
  • Elder Scrolls Online: 1,061 hours.
  • Eve Online: likely over 2,000 hours, having played for 8 years.
  • Final Fantasy Online (original): around 100 hours.
  • FFXIV: 373 hours.
  • Guild Wars 1: roughly 400 hours.
  • Guild Wars 2: 843 hours over 2,822 days and still counting.
  • Istaria: Chronicles of the Gifted: about 300 hours as a dragon.
  • Neverwinter Nights HotU: 400 hours focused on building.
  • No Man’s Sky: 825 hours.
  • Riders of Icarus: 95 hours.
  • Robocraft: 102 hours.
  • Rust: 224 hours.
  • Tera: 39 hours.
  • Trove: 74 hours.
  • Warframe: 1,677 hours.
  • Wildstar: minimal playtime due to shutdown.
  • World of Warcraft: 6,600 hours and ongoing since launch.

This represents a significant investment of time. Games that celebrate player achievements tend to have better retention rates and community reputation than those that overlook these elements. Major titles like WoW often have impressive retention statistics, and one wonders how much more effective they could be with a focus on player housing.

Player housing and guild halls should be standard features in all MMOs.

I understand the challenges; developing such systems requires time and funding. However, after decades of various MMOs experimenting with these concepts, I believe viable solutions can be found to support their implementation.

This topic is complex, rooted in human social dynamics and balancing real-world finances with entertainment. Yet, it is achievable.

Quick Reason Why I Write This

This piece adapts a forum post I authored on Blizzard's site regarding World of Warcraft. I began playing on its release day, and the game is nearing its 20th anniversary—an impressive milestone! While some games are older, few maintain the same level of popularity.

The crux of the issue is the absence of player housing and guild halls.

My Tauren Horde Warrior, boasting over 6,600 hours of gameplay, remains homeless. As another forum user aptly described, we are all essentially homeless wanderers, seeking refuge in whichever inn happens to be nearby. Yet, even that is a mere cramped room, lacking any indication of where millions of players rest at night.

My character currently sleeps against a wall in a small inn. While NPCs honor me with titles like Commander, my resting place is little more than a corner in a dilapidated building.

My inventory is overflowing with mementos from my journey. I still possess one of the first Obsidian Edged Blades from the Molten Core raid, which once made me a top-tier warrior on Doomhammer. Each trophy from my battleground exploits brings a smile, representing countless hours of effort. The shiny items in my bags symbolize months of hard work and cherished memories.

This is why I am compiling this discussion. After nearly 20 years, I still lack a true home in the MMO that has consumed the most of my time. And for those ready to reference Garrisons, that does not equate to housing. While they had some appealing elements, they do not fulfill the criteria of actual housing. Class Halls and Covenants also fall short of the housing or guild hall experience, serving more as solitary instances than communal spaces.

The Hook for Blizzard and its Managers/Developers

Blizzard, you are potentially overlooking a lucrative revenue stream by not implementing a housing or guild hall system. This goes beyond mere micro-transactions; it can significantly boost player retention, warranting serious consideration.

You need not launch a comprehensive system all at once; phased rollouts allow for gradual integration, particularly when player feedback is gathered from those actively using the system.

Blizzard, disregard the detractors. They won't contribute to your revenue, whereas even a basic housing or guild hall system will yield financial benefits and positive player feedback.

However, execution is crucial. Start with a few foundational rules to guide the overall system, which are complex but essential:

  • Non-expansion dependent, incorporating elements from each expansion.
  • Modular and expandable through both in-game and micro-transactions.
  • Accessible to players at basic levels for free.
  • Centered on themes of remembrance: trophy walls, memorials, and emotional connections.
  • Allow players to invite others (as seen in Garrisons).
  • Include long-term projects that encourage teamwork and continuous contributions (for Guild Halls).
  • Offer decorations through world collection and micro-transactions.

Part 1 Conclusion

This establishes the groundwork for our discussion. Future installments will explore several MMOs and my experiences with their approaches to player housing and guild halls. Specifically, I will address Garrisons, Class Halls, and Covenants, along with proactive suggestions to enhance the system. It’s not enough to merely highlight shortcomings; we must strive to advance the conversation.

In Part 2, we'll delve deeper into specific ideas and examples:

Now, I will take a moment to critique those who neglect to include player housing or guild halls in MMOs. In today's gaming landscape, there is no valid excuse for this oversight, and it represents a missed opportunity for development funding.

If you found this engaging, I have more game-related articles in the pipeline!

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