About that "maximizing time played metric"

So…this is going to get long. But hang in there, I’m gonna get there.

People have been saying for a while that it’s pretty clear that Blizzard is purposely designing the game around lengthening how long it takes to do things on a daily basis in little increments wherever they can. They point to things that frustrate, accumulate and ultimately drive away players towards this end like:

  • Purposely difficult to navigate terrain with unintuitive paths, dead ends, widely-spaced resurrection points and winding, looping flight paths that rarely go directly to where you need to be
  • Delaying flight (at first entirely, and then until as far into an expansion’s launch as could be done without provoking open riot and sharp subscription loss)
  • Open-world iLvl scaling, where even trivial mobs in the open world get stronger with you as your equipment gets better
  • Making many types of content depend on reputation grinds
  • The removal of long-standing portals that enable quicker access to many areas of the game

The theory behind this goes, Blizzard has stopped reporting the number of subscribers for Warcraft (and specific player numbers for many of their other games that have seen significant player loss) but that they need other metrics to show shareholders that the company is still worth investing in because they have steady, reliable users, so they started reporting not just MAUs (Monthly Active Users across the entire Blizzard franchise) but also “engagement”, a.k.a. how much people liked the game. Now, correlating how much someone is enjoying something and is likely to stick around directly to how long they take to do something is a bad gauge, since people could be engaged in unenjoyable slogs that would wear down their tolerance over time, and the metric can be “gamed” or affected directly by putting useless, un-fun time sinks in tiny increments everywhere. Which…happened. Once the metric went in, so did all of the things above with increasing frequency.

I’ll give an example. During a Horde Nazmir incursion, the endcap quest involves getting on a plane. Launching out to a flight carrier where the vehicle inexplicably circles around some kind of structure on one end of the ship at least once before landing. Getting in another flying vehicle and flying to the other end of the zone, and then finally being able to actively play again. After painstakingly shooting and bombing things to fill a slow-moving bar for several minutes, you fly to yet another area way out in the water, kill a surprisingly infrequently spawning boss in an area full of other random hostile mobs, and then you finally get to fly back to the other end of the zone, at which point there is no turn-in, it just marks your quest complete. The final long flight can’t be skipped.

Each one of these delay-tactics doesn’t add a huge amount of time. Some just 5-10 seconds, some a minute or two. But cumulatively, across everything, it adds up. A minute here or there adds up to maybe fifteen extra minutes a day, maybe an hour a week, maybe a handful of hours a month.

But why would Blizzard care? How long people spend in game has no direct relationship with how much money people spend, because it’s not a FTP game where you can pay cash for faster travel or to skip around grinds. Subscribers don’t pay for their subscriptions by the minute, the monthly rate is the same if you spend ten seconds or a hundred hours a month logged in. And once people see that they’re being frustrated and delayed on purpose for no actual gain it would probably make them mad and more likely to give up on the game all together, wouldn’t it? Because the payoff for the time invested would be getting steadily lower and lower, and as the lives of the aging playerbase grow more complex they have less time or tolerance for that specific kind of nonsense.

And so people say that the theory that Blizzard is intentionally making things longer to accomplish isn’t true. It implies a depth of fundamental misunderstanding about why and how people play video games, particularly ones with unlimited playtime for ongoing monthly subscription fees, that surely no triple-A game development company would have. And to back this up, they’d go on to say that Blizzard only cares about and reports Monthly Active Users, and they’ve denied doing this on purpose, so that solves that, right?

…right?

I’m just gonna direct everyone’s eyeballs to ~https://investor.activision.com/news-releases/news-release-details/activision-blizzard-announces-first-quarter-2019-financial~

In particular, the section labeled “Deep Engagement

In particular, the first bullet point.

  • “For each of Activision, Blizzard, and King, daily time spent per user increased year-over-year. For the Company overall, average time spent was approximately 50 minutes.”

So to all the people who insist that Blizzard couldn’t possibly have implemented a widespread design directive at every level of game development to lengthen the time that players spend in game even if it’s done to the detriment of player’s patience, tolerance and ultimately subscribership for no monetary or profitability gain for the sake of having a metric to report to shareholders that looks like it might, but ultimately doesn’t matter, I say…

Nuh-huh.

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That’s just a BS metric. It might exist, but I’m sure the core game is not designed around that. It is designed to be fun and keep giving you goal so you don’t feel obligated to make alts if you don’t want to. Blizzard may have dropped the ball, but they are trying thier best, I respect that considering we expect so much from them and everyone has different views on how the game should be designed.

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Looks like they failed on both part.

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Except that’s simply not true. Everytime they have made a decision that artificially inflates player travel time, they get massive backlash on it… and then they do it anyways. COT was mentioned MULTIPLE times in the THOUSANDS of posts the blues responded to as a big issue with the Portal removal. Blizzards response? They removed it and then promised to add it back in, “in a later patch.”

Whether that happens or not they just added 5 minutes a week to every player that goes to any COT raid/dungeon on a regular basis. (Farming lifebinder for example) That’s 20 minutes per month per player. Assuming only 1% of Blizzards estimated 5 million subscriptions (not players just subs) actually go to COT regularly, that’s still 50 thousand players or 1 million minutes per month towards that played metric.

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It’s a metric for investors.

MAU are people who are exposed to the products, which fore most of the games seem to be micro transactions.

The most time you are online. That’s more time you may buy a mount or buy a loot box or a pack of cards.

Nothing wrong with it. But they make a good bit of money from those items.

I don’t see anything wrong with it. Im all up for Blizzard wanting to increase player time played. The world is well designed and flight paths are well placed.

Nuh-huh. It’s right in the earnings call, reported as the top, most important gauge of how “engaged” with their products people are.

Now, with a game like Candy Crush or Call of Duty (both of which go on to be called out specifically for how much more time people are spending on them in the next few points) daily time spent might be a better metric, because neither game has appreciable time sinks or delay tactics being implemented…I assume on the CoD side anyway. Candy Crush I actually play, and unless you count my iPhone just slowing down on occasion, there’s nothing in it that feels like it’s in there just to waste your time for the sake of making you watch the screen for a bit. Not that there couldn’t be, they could make it so you couldn’t skip past the level-ending tally or something, and now I’m afraid that since I said it they’ll go, “Hm!”

But I really don’t think you can say that how long players spend in-game is any meaningful metric of overall for a game with unlimited time for a monthly subscription as long as the developers have shown that they’re willing to throw in everything but the kitchen sink just to improve that metric at the expense of real player engagement.

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We play in a time where we expect too much from Blizzard. Portals and flying increase make the world feel small and sometimes you have to make hard decisions. Honestly I’m glad Blizzard didn’t give into pressure.

Ooo I forgot about that one…that’s going in the list!

Except no. A game is supposed to be a fun experience. Anything that detracts from the fun is a bad decision and should not be implemented.

Removing that portal didn’t make the world feel bigger, it made it feel MUCH smaller since i don’t go to COT and therefore southern Kalimdor anymore. It’s not worth the headache for a 1% chance at a mount.

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It’s adorable how you’ve absorbed the usual talking points on such a deep level that you can reflexively quote them, but I’ll just quote the usual counterpoint back - if portals and flying bother you, don’t use them.

Meanwhile, the rest of us have stuff to do and limited time between switching out the laundry, running errands and preparing presentation slides to do it in, and we don’t enjoy having that time carved away by slivers on arbitrary timesinks that add nothing to the game or the company’s bottom line but a number for shareholder reports.

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I personally like the ilvl scaling. I remember before we had it, there were 1-2 zones that ended up being relevant to the endgame, and everything else I just instantly murdered. Once I leveled through Howling Fjord and Grizzly Hills in WotLK, those zones became irrelevant as I was unkillable, I only went there to farm supplies.

I like having the whole expansion continent be meaningful as I quest and farm, as well as being able to do the zones in whatever order I choose.

And the people who leave over flight were not going to stick around anyway. If flight is the defining element between yes fun or no fun, then those players were not super involved to begin with. Flight is nice but the world is easily traversed without it.

When it comes to portal consolidation, I am honestly torn. I have spent my share of time flying out to Gadgetzan / CoT and it IS a pain. But on one hand, MMOs are about world exploration and travel. It IS a gameplay element whether we get tired of it or not. So I don’t personally mind flying / running to where I need to go, even if I find it annoying at times. There is still a portal that can be taken to Uldum, and then just a quick skip over to the adjacent zones. And plenty of other portals that can get players to most areas they need.

On the other hand, having portal hubs for players that have finished certain areas so that they don’t have to travel out each time is a nice convenience, especially in cases of mount farming or doing old dailies.

So IDK about the portals. There is no right answer. Unwinnable tossup between players who prioritize immersion and players who prioritize efficiency. Myself, I hardly ever use fast travel or the like in other games, so I don’t mind taking mounts and zepplins /ships to wherever I need to go.

So you…like that farming taking longer than it would if we didn’t have iLvl scaling? Why would you have gone back if iLvl scaling was on? To use random mobs as target dummies? How does something taking longer for the sake of it taking longer make it “meaningful”?

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The core game’s feature of Allied Races is tied directly to it… lmao

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Lol which developer are you?

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MAU’s are aggregate across all platforms and all games. For Activision and King playing the same game on different platforms counts you as multiple users. For Blizzard playing multiple different games counts you as multiple different users.

Now, I don’t play Candy Crush or Hearthstone or Overwatch or any of the other titles but how long does a Candy Crush game take? Or a Hearthstone match? If 20M people play mobiles games for 5 minutes while pooping and 2M people play WoW for 3 hours then the average time played is going to fall closer to the 5 minute mark than the 180 minute mark.

TLDR: Keeping WoW players playing longer makes the other games that usually have shorter sessions look better.

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Here’s the issues that arise from your type of thinking, and keep in mind, I’m not saying you’re 100% wrong, just coming at it from a different viewpoint:

  1. Scaling kills the sense of power progression. It doesn’t ruin the game to take 2 more seconds than before to kill mobs, but it does make you feel like you’re not really gaining strength when you go back to a place you quested in (for example) months ago and you don’t dump all over those mobs.

  2. “Meaningful” is entirely debatable. Was it meaningful the first time you explored the zone? Of course. The 12th? Maybe. The 112th? Likely not. Again with a personal example, I loved the Aztec-style pyramid that is Dazar’alor, but having to take a flight path to get to my follower table for the 1400th time really doesn’t make the game meaningful unless the goal is to meaningfully annoy me.

  3. People who leave over flying not sticking around anyway is a fallacy I see used repeatedly on the forums. You don’t know what’s in people’s heads. Some may very well have bailed eventually, but I’d wager a good portion of those who did are simply tired of having to re-earn what we already spent a great deal of time earning.

  4. This is the one on which I’ll really disagree with you: there is absolutely zero and I mean ZERO excuse for this portal garbage. This game is 14 and a half years old. Only the tiniest minority of the player base finds exploring 14 year old content meaningful. It is not in any way fun to have to spend an extra 10 minutes getting somewhere for something I’ve probably done before that didn’t take that much time a couple months ago. And I say that as a MAGE; it’s even more heinous on my alts who can’t self-teleport.

  5. There is most definitely a right answer and it’s more portals, not less. When you need to get to that crazy out-of-the-way island, it’s a /sigh moment as it is, made only worse by having to take even more time out to do so. I’m not arguing we need 5,000 portals, but reducing what we have to like 7-8 is not only inconvenient, but it’s insulting since we already had them and they were taken away. Most definitely a “feels bad” moment; ironic as the devs say they want to lessen those…

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I would love to see an official Blizz post, news report, anything backing up this time played metric claim.

The fact is, all of us hard core, casual, and those that simply love this mmo are going to play. We hated Cata, and played through it. We hated WoD, and played through it. And mow we are on yet another “red headed step child” of an expansion, and guess what, we are playing through.

Some come and go based on the perception of quality of the product. Others suffer through the crap, which would screw up the numbers in that metric.

Now here is my list of what I believe would improve the quality of the game right now.

Make the whistle work world wide & once you level one character from 1 to max, it works on all low alts.

Pathfinder only has a part one

Remove all rewards for turning warmode on

Stop the “get crafting mats from instances” crap. Some players don’t want to run them, they only want to farm mats and sell the crafts on the AH, let them.

I have more, but that’s enough for now. It’s time for me to go push my time metric up some more.

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Are peoe still crying about this?

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The fact is, and this is proven via there subscription numbers from Cata to WoD and their MAU numbers since that there are fewer and fewer players coming back though.

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