a multiplayer game of parenting and civilization building
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This information was culled from the public data logs. I'm sure all kinds of other analyses are possible.
Each of these graphs are binned by "players who first played in a given month." So you can see how the play patterns of "new players who joined the game" changes over time. All the graphs are averages over all the new players who joined in that month.
This graph shows playspans. What fraction of people didn't play longer than a given span?
Total playtimes:
Another playspan graph. What fraction of people played longer than a given span?
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So what does this all mean? what does it tell us?
Longterm players are getting less? or am i understanding something wrong?
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For many of these graphs, as we near the present, the data gets less and less useful. How many people who jointed the game in October 2019 played more than 60 days? ZERO, obviously.
And even for less recent months, like August 2019. How many of the people who started playing in August quit after 2 months? We don't know if they've really quit. Maybe their last game was on October 1, but maybe they'll play another game in November.
So the "playspan" and "quit fraction" graphs will naturally have a downward trend no matter what.
The "fraction who played X hours" will not have that problem as much, though obviously, it will still have some of that for recent months. How many people who joined in October 2019 have played more than 1000 hours already? Again, zero. Now imagine a subset of players who plays the game once per week, for one hour per week. Given enough time, they will eventually play 20 hours each. But the ones who started 6 months ago are much further along than the ones who started two months ago.
The "hours played during X span after ownership" does not suffer from any such effects, except when we're asking about the "X months of ownership" for recent months where X months haven't even passed yet.
But anyway, there's an obvious "bad" jump in all these graphs around the Steam launch. Steam players make impulse purchases and don't stick with games as long, it seems.
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So the "playspan" and "quit fraction" graphs will naturally have a downward trend no matter what.
Huh? The "quit fraction" has an upward trend in that the fraction ratio has increased. To get things clear, I mean this one: https://i.imgur.com/OK2noh0.png
Danish Clinch.
Longtime tutorial player.
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But anyway, there's an obvious "bad" jump in all these graphs around the Steam launch. Steam players make impulse purchases and don't stick with games as long, it seems.
I don't think so.
I was playing when Steam players came in and it was a very stressful experience - for 10 people one knew what he was doing.
I remember my brother who tried to put iron in the blacksmith's oven with his hands.
Then for the first time in a long time I died of hunger as an adult several times, because most players ate only and could not do anything.
It was a very traumatic experience, and I think that's why so many Steam players have abandoned the game. Who wants to play the hunger dying simulator?
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jasonrohrer wrote:But anyway, there's an obvious "bad" jump in all these graphs around the Steam launch. Steam players make impulse purchases and don't stick with games as long, it seems.
I don't think so.
I was playing when Steam players came in and it was a very stressful experience - for 10 people one knew what he was doing.
I remember my brother who tried to put iron in the blacksmith's oven with his hands.
Then for the first time in a long time I died of hunger as an adult several times, because most players ate only and could not do anything.
It was a very traumatic experience, and I think that's why so many Steam players have abandoned the game. Who wants to play the hunger dying simulator?
So, the idea of this game as 'challenging' has already gotten tested and basically failed, since players didn't want that sort/level of challenge. I mean that's what it sounds like. I didn't play during that time myself, so I'll have to take your word on that.
Last edited by Spoonwood (2019-10-25 20:21:21)
Danish Clinch.
Longtime tutorial player.
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It's something to be excepted. The last updates are about to make game harder. It pleases veterans, but discourages newbies.
Just making game back easier would not solve the problem, as veterans would leave. The solution is to strengthen the parenting side of the game. But how to encourage veterans to babysit and teach newbies, when they are only taking care about survival?
1. Give bonuses basing on survival rate!
The new skill update will provide the first such a mechanism. Earned genetic score will increase number of available skills. But maybe allow to spend earned genetic score to talk as toddler? Next 20 minutes of life? What if blessings would also increase genetic score, when curses would decrease it?
2. Make parenting easier.
Simultaneus carrying both a toddker and basket is a classic, required change. Only basket/bowls and toddler would be allowed to be carried simultaneously. =It is to honor the classis graph
Make held babies grew faster/speak earlier. Benefits of being cared so much!
Give planned parenthood. This allows players to keep babies only when ready. If fathers included, more caretakers would be more common. Male players would help much their own kin, than common babies.
Suggestions: more basic tools, hugs, more violence, day/night, life tokens, yum 2.0
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