by Itanu » Mon May 16, 2016 7:51 am
The problem with player retention at the moment is not the static map- its simply lack of things to do. Having the map change over time won't help player retention at all. Does it really affect whether I wan to keep playing if the leaves on the trees change colour, or new rocks are generated? Sure some of these things are necessary for a persistent world, but they won't help keep players interested indefinitely.
What's fun about starting a new world is that you are forced to do different things, and everyone is on an even footing. At the start of a new world, people racing to get rage, frantically pumping surv to find good nodes, and just experiencing noob life, if only for a short period of time, is really enjoyable.
The bottom line is, being in an established village is often repetitive and boring. The thrill of bringing down your first bear early world cannot be compared with bringing home 20 in one hunting trip, then spending hours butchering them. The joy of finally getting barley off your drying rack is nothing like harvesting thousands of grain over and over again.
Basically, with the game as it is, semi regular resets (3-6 months) are the only way I can see to keep player population up. What would be even cooler is if each world was even more unique than it was at the moment. Imagine the fun and surprise of starting the new world, only to find it is an archipelago style map, or alpine, or something else never seen before. World reset can be made into something positive, especially if there are more unique things happening each time. Perhaps even map objectives- slay the dragon, conquer the underworld. Who knows.