Something I’ve seen a lot of controversy about recently is the whole “No one plays only one game mode” idea.
People get outraged by this- say, how can ArenaNet be so out of touch?
But then, where they get this information is clearly from their data. Big D.
Data can be powerful, but also very easily misinterpreted.
Take, for example, a player that spends most of their time in WvW. If they want a shiny new aesthetic, they must look elsewhere. For example, dungeons, or PvP. That doesn’t mean that they enjoy the other game modes, or consider themselves a serious player of them. They’re making an investment into the other game mode to get what they want, and then they return to their preferred game mode.
Data will say that this player clearly is not solely a WvW player. And that would be technically correct. However, I mostly play PvE, but do my dailies in WvW. It seems that the data would consider us to be equal in terms of game modes played. But just as the WvW player couldn’t really tell you the aspects of PvE teamcomp, speedrunning, and strategies, I could never even dream of trying to explain the complexities of WvW.
The person who primarily plays WvW, would naturally identify as someone who solely plays WvW, even if they’ve dabbled here and there in other content, or get pulled into dungeons occasionally by guildies.
I would identify as a PvE-er, despite having Tiger rank in sPvP, and Rank 244 in WvW. I don’t find either of those game modes particularly enjoyable for myself, and I probably couldn’t help you with the finer details of either as well.
So, what does this mean?
When data shows that players are all playing the different game modes, and that people who play sPvP have a higher retention rate, you still have to ask why.
Correlation != Causation.
I “play” pvp. I’ll be honest, I just farm dailies with friends on private rooms. Those friends are players that have played for a very long time as well. This does not mean that we are interested in sPvP. It just means that sPvP is a practical way of getting achievement points and rewards for low effort.
Similarly, just because I got in a golem and took a tower with a friend in WvW yesterday, doesn’t mean that I play WvW, or that I participated in or even enjoyed the golem event. Someone left a couple golems at spawn, tower capture was a daily, and we said why not.
Yet another example- Silverwastes. You could argue that Silverwastes has the highest consistent density of players in open world PvE. Is this because the events in Silverwastes are that much more fun? Is it because players find chest farming to be so enjoyable? No. As has been a consistent issue with GW2, the effort/reward level of Silverwastes is such an oasis, that despite it being mindnumbing, it is still extremely profitable for very little effort. Yet when we saw the beta of Verdant Brink, there was already a similar system to Dry Top and Silverwastes in place (yes it’s a beta, yes things change, and hopefully things will change). .
Priority based on misguided conclusions due to data makes the game stuck. Feel empty. Where despite content updates, everything still feels the same.
There’s a Catch 22 here.
Players will usually play new content en masse, regardless of what it is.
New content also has exciting rewards, and high profitability long after the release. Data says that players are playing this content.
People look at the data, and say, players must be enjoying this content if they’re playing it so much!
More content similar gets developed and prioritized.
Other types of content, i.e. dungeons, gets left behind.
Players get bored of old high effort, low reward content that hasn’t been updated in years.
Data says fewer players are playing such content.
People look at the data, and say, players must not enjoy this content.
And it receives less priority.
And then everything just cycles.
Those that play and enjoy the old content become the “vocal minority” because there are fewer people overall playing the content.
Those that play other types of content become the majority, even if they do not enjoy said content. And when the vocal members of those communities speak out, they are given higher priority since they are members of the majority.
This already was a disturbing trend during the Scarlet clockwork events- when the most profitable thing to do was just run around and farm champions at events. It was absolutely boring as heck after the first few times, yet it seemed as though those at ArenaNet thought people were enjoying it immensely due to data.
So please, please please, ArenaNet. Look not only at the data correlations, but also take the time to look at the causation.
(edited by Ltomato.8649)