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27807: RE: [MUD-Dev] Metrics for assessing game design
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From: "Jeremy Gaffney" <jgaffney@ncaustin.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 24 Jul 2003 11:22:48 -0500
Organization: Kanga.Nu
From: Ron Gabbard [mailto:rgabbard@swbell.net]
> If you're looking for a good metric for evaluating anticipated
> acceptance of a product by a specific market (very important as
> Matt pointed out above), do some reading on factor analysis and
> conjoint analysis. While this is about the best tool used by
> marketing people in planning product development, it's still going
> to have some shortfalls in dealing with MMOGs as it doesn't handle
> subjective/qualitative (artsy) features well, e.g.., is the
> gameworld dark and gloomy or oompa-loompa-land? (Focus groups are
> typically used for these types of features.) However, if you're
> looking for a tool to help determine the acceptance of a game
> based on PK+ vs. PK- , number of playable races, skill-based
> vs. class-based character progression, etc. in your target market,
> these tools could be extremely helpful if used properly.
The metric I've used to separate marketing effects from product
quality is:
Number of users at game launch: marketing & product quality
(primarily as how it impacts PR/beta)
Retention rate after launch: entirely product quality (except the
factor of how it matched users' expectations grown through
marketing) Growth rate after launch: Product quality and
marketing.
YMMV.
-jg
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