lull

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  • Siege of Orgrimmar and the waiting game

    by 
    Matthew Rossi
    Matthew Rossi
    03.25.2014

    I've played World of Warcraft for the entire history of the game, since about a month after launch (my wife actually played in beta, and she's the one who got me into WoW in the first place) and I've raided for pretty much the entire time - I took a few months off after The Burning Crusade dropped, and had to catch up in BC raids. Since that time, though, I've raided - I was in my server's most progressed guild in Wrath, switched servers but ended up in the same situation in Cataclysm, and have settled down to a still well progressed but less aggressive heroic raid in Mists of Pandaria, cruising at 10/14H and working on Thok. We have one pally, so Thok's a bit of a gigantic cinderblock wall, but we're still plugging away. Being that I've been raiding so long, I sometimes see patterns. There's one I saw in BC, and repeated in Wrath and Cataclysm - the end of expansion lull. Once we get into the last tier of content, there's a surge of interest and everyone leaps to get in there and work on it... and that lasts a couple of months. After that, however, interest starts to wane. Players get burned out, stop playing, need to be replaced. Each player who needs to be replaced causes tension as the guild slows down due to the losses. Recruitment means bringing in people with less gear, less experience, and even if you manage to get a player with both the gear and the experience, it doesn't always mean they know how you do things. I was once recruited, after my Horde guild had killed all of Heroic Dragon Soul, by an Alliance guild that was on Spine. I took the jump because I wanted to play Alliance again - and even though I was geared as well or better than they were, I still had to relearn the fights based on their strats, and make suggestions based on my own experience that meant delays as they learned these new ideas. This can lead to a feedback loop - players burn out, leave, this stresses the guild, more players get burned out. It's always present in raiding - churn is inevitable, recruitment must be continuous - but the promise of future content to come creates a counter pressure. You don't just raid to see the current content, you do it to be ready to get into the guts of the new stuff when it drops. But when you get into the last tier of raiding, there is no new content to keep you interested. And so, when that last raid tier takes months and months - sometimes, as in the case of ICC in Wrath, over a year - it becomes very difficult to keep guilds focused on progressing through it. Talking on twitter about all this after reading multiple posts on the issue, I started thinking about how it works out.

  • The Daily Grind: How do you sustain your interest during lulls?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.03.2013

    No matter how devoted you are to your game of choice, you will hit a lull. Patches will slow down, new stuff will be further off, and you'll find yourself unsure of what to do next because all of your major goals have already been accomplished. Maybe you're waiting for the next set of dungeons in Final Fantasy XIV or the next major update to EVE Online, but whatever game it is, you find yourself lacking anything new to do. So how do you sustain your interest during these lulls? For some players it's just a matter of logging on less often until the game's content starts catching up again. Others find new challenges to explore or new hobbies to pursue. Still others focus on an area of the game they've never explored before. But let's not just deal in hypotheticals -- how do you handle it? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Analyst: WoW to add a million players in a year

    by 
    Mike Schramm
    Mike Schramm
    10.15.2008

    At least one person who claims to be in the know believes that WoW ain't done yet: Colin Sebastian, an analyst at Lazard Capital Markets, believes that by the end of 2009, World of Warcraft will have picked up at least another million players around the world, in addition to the 10.9 million he says are already in the game. The launch of Wrath of the Lich King and the surge in popularity of the game in China will bring the game up to as much as 12 million players before the end of 2009.There's no question that WoW's population has slowed down lately -- the last time we heard an official update from Blizzard was way back in January, and while this analyst claims there are more nowadays, there's no question that things have plateaued for the moment. But maybe there are some more folks out there who haven't played yet, and maybe Wrath of the Lich King will bring them into the fold.He also mentions Warhammer Online, as you might expect (isn't that pretty much a requirement anytime you talk about MMO populations these days?), but he's landed on the same conclusion both Blizzard, Mythic, and all of their players have already ended up at: WAR isn't really going to affect what WoW does, and vice versa. "Core WoW users," apparently, have "limited interest" in the other big MMO out there at the moment.