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Discussion How Engaging/appealing is FoE for New Players?

Dessire

Regent
First impressions are important and videogames are not the exception.
Which are the impressions of FoE for new players?

- compare bronce/iron age music to tomorrow-space ages musics
- compare graphic/designs of buildings from venus to titan age to low ages buildings design. (in therms of details)
- compare the backgrounds during fights in bronce /low ages to end game ages
- compare the contient map of low ages in therms of drawing/graphics to space ages maps
- compare the military units.

but do not forget also what does find a new player at the begining:
- a world with thousands of guilds were probably 10% of those guilds are "active" and 3% of those guilds may be extremely active. (almost an empty world)
- a game with enough info to make you read hundreds of pages about how to play the game, what to do and not to do in the game, a game where most players will not give you the most important info. to progress in the game in therms of efficiency.

I do not know if Innogames knows how mobile games look in 2023 in therms of first impressions and graphics, but I can tell you, the main reason for a person to play FoE instead of other mobile games is because there are not many games about have a city and make it evolve through ages. Only speaking about music and the fact that you must hear the same "boring" and "uninspiring" music for a loot of weeks and months is a good reason to consider make an overhaul or a total remake of the begining of FoE.

and the tutorial . . .

Do you imagine start this game with a city in contemporary era, with a story and a tutorial which tells you what to do and how that story allows you see how your city moves to tomorrow era and then you keep doing the tutorial but then something horrible happens (in the history) and your city is about to dissapear and an NPC tells you that you must travel through time and avoid that problem and sends you to bronce age to finish the tutorial and then, after reaching tomorrow era, the history continues and you avoid that problem and see how you move to future era?

Tutorials can be entertaining/amusing you know? and sometimes, the tutrial can also be the key to make players stay in a game or leave it. . .

do you think FoE should have an overhaul, atleast for very low ages?
 

SlytherinAttack

Viceroy
Baking Sudoku Master
Only bad impression I can think of is, any new user just by researching "military tactics" opening gate to the pool of plunderers and acquire themselves also plunder ability.

Rest everything in the game can be handled however wished by the new user by knowing patience is a virtue.
 
this game is totaly not apealing for new players cuz it is based on patience. And in current world it is hard. New players want everything very fast so they get bored very fast
 

Kronan

Viceroy
@Grzechu Junior

Can't disagree with your premise, at all. In the modern world, acquiring a new game customer (from a pool of dozens of good to great city-building games), for a LONG TERM revenue stream is predicated and derived from pushing back on patience hard, by using money to counteract it.

FoE has shortcuts everywhere and veterans can teach them to newbies, but it's not enough sometimes to solve the "instant gratification culture" young people are in. Gen X, Gen Y, Millennials, etc aren't gifted with lots of free time either - unlike Baby Boomers or Greatest Generation members.

Veterans can also apply their excess items to help them. We all throw more FP on their buildings, give them goods, and teach them the game "ropes".


This entire game is designed to make you excited at your creation, but goes so slow you get bored, and spend money to fix that problem. Once you decide that's what you're going to do, you then have to find your Real Life, game life BALANCE so you can get your thrill here, and not neglect what RL has you doing that's more important.

If Inno would work harder at recognizing a RL/VL balance ebbs and flows, but MUST exist, they'do much better at prospect and customer retention.

Every person that leaves is a potential lost revenue stream. It may take hundreds of dollars each as Inno attempts to acquire each new customer for FoE.

Losing one that tried the game for a few weeks and didn't have the patience OR found dealing with the game crazy minutia was too much - is a lost opportunity to build a multi-year revenue stream.
 
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