So 1/4/07 has passed, and so too has the second staff-led April Fools. This time, the GA's had taken over, wiping out all of the staff with one fell banning, before going on a pink parade. Now, looking round, users noticed one thing...banned people posting. The joke fell quickly, but it led to a cheap laugh.
As a joke, it was still good - some newer users were fooled good - but it paled in comparison to the huge conspiracy that was 2006. Mr Leo Bloom still affects people today, and there are still some skeletons in the closet...
However, the day took a turn when Causa and F_F led a revolution, supported by the Galactic News Network. Dark matter and SOLID managed to find expose's on the GA Dictatorship, F_F found their secret base and with a crack squad, overran the GA's. Kodiak was powerless as Causa haxed his way to glory.
Now again, it was a bit obvious, but for cheap laughs, 2007 proved good in the end. But it paled to 2006, and users wait for another year to pass...
*end transmission*
Thursday, 5 April 2007
Monday, 2 April 2007
[Comment] A Way to Save OGame?
In recent months, as many have noticed (one, two)
or indeed caught on to the fact that the number of
players in almost all universes in/at OGame.org
has been declining for some time and shows now
sign of slowing with many dropping below the
2,500 mark.
Several people have offered potential solutions
to what many people see as a crisis within
OGame and the community surrounding it.
These range from changing the boundries and
rules surrounding protection of new players to
people being given more resourses at the start
of the game and removing the steep learning
curve surrounding players as they begin their
OGame career.
Now, "what's wrong with that?" I hear you ask.
Well, nothing is wrong with them as a temporary
stop-gap. Which is really all they are. An attempt
to stop the flow of players leaving the game and so
ceasing what mant see as the decline of OGame. They
are the response of a community that feels shunned
by GameForge. A community that feels it has lost its
voice and that the owners of OGame are doing nothing
to stop the stream of players becoming bored and leav-
ing.
Don't for a second think that I am saying that these
ideas are bad or wrong. In fact, I support many of them.
I just think it's futile and does not tackle the underlying
flaw in the mechanics of OGame, and in some cases, the
leadership in Karlsruhe.
The success of OGame can be narrowed down to
two basic factors. a) The community. The game has a
strong and vibrant forum community (which does not
seem to have been effected by player loss. Indeed,
many retired players are remaining on the forums to
contribute, give advice and talk with friends). It is full
of interesting people with varied opinions on all subjects
ranging from the war in Iraq to the price of Coffee. It
counts amongst its group artists and writers, all of whom
are friendly and always willing to help.
And b) the game itself (AFTER the intial learning curve,
once a player has settled in). The fact that each universe
appears to be its own self-contained political system
with shifting alleigences, grabs for power. They're
places where peace and trade flourish. Where
mutual cooperation is common place (even in war)
and the strategy of warfare can be played out on
a galactic scale with millions of ships battling it out,
vieing for control. With each alliance having its own agenda,
its own plan for conquest and each being different
and unique, it all makes OGame a game worth playing
and celebrating. But . . .
Despite all of this, there is still an underlying flaw in
the way OGame works. The reason player numbers are
falling. Many people have many different ideas on what
is wrong with the game. Arguments often include the fact
that 'once someone has been "crashed"[the term for being
basically, destroyed] it could result in potentially years of
work being lost in what is a infinitecimally small period of
time for reasons beyond the defender's control.' This often
results in players quitting the game. Others say that
OGame's steep learning curve puts players off joining
or staying to foster an account into a formidable one
able to strike other players. Critics of these arguments retort
that it's a war game, these things are to be expected but this fails
to account for why OGame is losing popularity, when other war
games are seeing a surge in popularity based on what is, to some
extent, the same formula.
Another common reason many put forward to explain the
decline in popularity is just the fact the game is simply boring.
They cite the fact that doing something repetatively for two
or more years becomes tedious and that OGame doesn't have
the depth to present new challenges to dominant and experienced
players. This results, goes the argument, in the process by which
original players are leaving and not being sufficiently replaced at
a rate high enough to maintain the number of players in a universe
at any one time.
But you know what I think is causing a dramatic drop in player
numbers? I simply think that OGame is not providing a
dynamic enough gaming experience for a modern person
with over 10 billion internet pages at their fingertips. When
it comes down to it, the game is simply some text on a screen
with some pictures. Granted, there is plenty of strategy involved
in creating a successful empire but a large percentage of new players
never get to that stage. They simply realise they have to wait hours
for an attack to land and get bored. They're off to find something
more engaging; OGame has serious competition in the MMO market,
with many free games offering graphical interfaces while using a
similar set up. In order to save OGame, GameForge needs to
(and has to some extent) realised that the status quo is not enough
to maintain an effective player base. They needs to realise, as have
members of the community, that in order to have a large, loyal fanbase
they need to entice the MySpace Generation to the game - to conv-
ince them not to play some game with shiny new graphics "because
it looks cool" but to play OGame; to use strategy to outwit their
opponents and to have the satisfaction of a large battle.
As mentioned, thre are signs GameForge has realised this, but has
perhaps not made the best decisions in relation to communication
and consulation. Recent months have seen the introduction of
the Battlecruiser which has been widely accepted but did nothing
great to increase player numbers and the extremely controversial
"officers" which saw more than 25,000 people sign a petition
against their introduction. One of the most controversial aspects
of this feature (apart from the concept) was that of its introduction.
It received all of one day's testing at ogame.pt before it
was introduced in .org. This lead to questions regarding how much
attention GameForge pays to the opinion of its consumer base.
Now I'm sure someone will have stopped there and said "hey, aren't
you contradicting yourself there? Didn't you just say they should try
and attract a new consumer with features that would appeal to them?
Surely they can't cater to both 'old skool' and new players alike." But to that
I argue that they can do both.
I believe that GameForge should have a consultation period
with the worldwide community of OGame. They should define
and realise what makes the game great and what attracts players
to it. They should also ask peoples' ideas on how to attract new
players while preserving the spirit of the game. This would not
be logistically difficult and would give the community a voice
through to which to channel criticism and suggestions.
A way to express ideas on how to save the great game. Maybe
together, both the community and GameForge can help make
the game be more popular than ever.
or indeed caught on to the fact that the number of
players in almost all universes in/at OGame.org
has been declining for some time and shows now
sign of slowing with many dropping below the
2,500 mark.
Several people have offered potential solutions
to what many people see as a crisis within
OGame and the community surrounding it.
These range from changing the boundries and
rules surrounding protection of new players to
people being given more resourses at the start
of the game and removing the steep learning
curve surrounding players as they begin their
OGame career.
Now, "what's wrong with that?" I hear you ask.
Well, nothing is wrong with them as a temporary
stop-gap. Which is really all they are. An attempt
to stop the flow of players leaving the game and so
ceasing what mant see as the decline of OGame. They
are the response of a community that feels shunned
by GameForge. A community that feels it has lost its
voice and that the owners of OGame are doing nothing
to stop the stream of players becoming bored and leav-
ing.
Don't for a second think that I am saying that these
ideas are bad or wrong. In fact, I support many of them.
I just think it's futile and does not tackle the underlying
flaw in the mechanics of OGame, and in some cases, the
leadership in Karlsruhe.
The success of OGame can be narrowed down to
two basic factors. a) The community. The game has a
strong and vibrant forum community (which does not
seem to have been effected by player loss. Indeed,
many retired players are remaining on the forums to
contribute, give advice and talk with friends). It is full
of interesting people with varied opinions on all subjects
ranging from the war in Iraq to the price of Coffee. It
counts amongst its group artists and writers, all of whom
are friendly and always willing to help.
And b) the game itself (AFTER the intial learning curve,
once a player has settled in). The fact that each universe
appears to be its own self-contained political system
with shifting alleigences, grabs for power. They're
places where peace and trade flourish. Where
mutual cooperation is common place (even in war)
and the strategy of warfare can be played out on
a galactic scale with millions of ships battling it out,
vieing for control. With each alliance having its own agenda,
its own plan for conquest and each being different
and unique, it all makes OGame a game worth playing
and celebrating. But . . .
Despite all of this, there is still an underlying flaw in
the way OGame works. The reason player numbers are
falling. Many people have many different ideas on what
is wrong with the game. Arguments often include the fact
that 'once someone has been "crashed"[the term for being
basically, destroyed] it could result in potentially years of
work being lost in what is a infinitecimally small period of
time for reasons beyond the defender's control.' This often
results in players quitting the game. Others say that
OGame's steep learning curve puts players off joining
or staying to foster an account into a formidable one
able to strike other players. Critics of these arguments retort
that it's a war game, these things are to be expected but this fails
to account for why OGame is losing popularity, when other war
games are seeing a surge in popularity based on what is, to some
extent, the same formula.
Another common reason many put forward to explain the
decline in popularity is just the fact the game is simply boring.
They cite the fact that doing something repetatively for two
or more years becomes tedious and that OGame doesn't have
the depth to present new challenges to dominant and experienced
players. This results, goes the argument, in the process by which
original players are leaving and not being sufficiently replaced at
a rate high enough to maintain the number of players in a universe
at any one time.
But you know what I think is causing a dramatic drop in player
numbers? I simply think that OGame is not providing a
dynamic enough gaming experience for a modern person
with over 10 billion internet pages at their fingertips. When
it comes down to it, the game is simply some text on a screen
with some pictures. Granted, there is plenty of strategy involved
in creating a successful empire but a large percentage of new players
never get to that stage. They simply realise they have to wait hours
for an attack to land and get bored. They're off to find something
more engaging; OGame has serious competition in the MMO market,
with many free games offering graphical interfaces while using a
similar set up. In order to save OGame, GameForge needs to
(and has to some extent) realised that the status quo is not enough
to maintain an effective player base. They needs to realise, as have
members of the community, that in order to have a large, loyal fanbase
they need to entice the MySpace Generation to the game - to conv-
ince them not to play some game with shiny new graphics "because
it looks cool" but to play OGame; to use strategy to outwit their
opponents and to have the satisfaction of a large battle.
As mentioned, thre are signs GameForge has realised this, but has
perhaps not made the best decisions in relation to communication
and consulation. Recent months have seen the introduction of
the Battlecruiser which has been widely accepted but did nothing
great to increase player numbers and the extremely controversial
"officers" which saw more than 25,000 people sign a petition
against their introduction. One of the most controversial aspects
of this feature (apart from the concept) was that of its introduction.
It received all of one day's testing at ogame.pt before it
was introduced in .org. This lead to questions regarding how much
attention GameForge pays to the opinion of its consumer base.
Now I'm sure someone will have stopped there and said "hey, aren't
you contradicting yourself there? Didn't you just say they should try
and attract a new consumer with features that would appeal to them?
Surely they can't cater to both 'old skool' and new players alike." But to that
I argue that they can do both.
I believe that GameForge should have a consultation period
with the worldwide community of OGame. They should define
and realise what makes the game great and what attracts players
to it. They should also ask peoples' ideas on how to attract new
players while preserving the spirit of the game. This would not
be logistically difficult and would give the community a voice
through to which to channel criticism and suggestions.
A way to express ideas on how to save the great game. Maybe
together, both the community and GameForge can help make
the game be more popular than ever.
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