{"id":16219,"date":"2018-03-29T22:45:00","date_gmt":"2018-03-29T22:45:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/315964"},"modified":"2018-03-29T22:45:00","modified_gmt":"2018-03-29T22:45:00","slug":"video-retaining-player-retention-in-runescape","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/03\/29\/video-retaining-player-retention-in-runescape\/","title":{"rendered":"Video: Retaining player retention in Runescape"},"content":{"rendered":"<p>Retention is important\u00a0to the success of online and free-to-play\u00a0games, but it isn&#8217;t only achieved through reducing churn: It&#8217;s just as much about effectively winning back lapsed players. So how can designers boost retention for\u00a0live games by\u00a0focusing on returning players?\u00a0<\/p>\n<p>In this 2015 GDC session, Jagex Game Studios&#8217;\u00a0Phil Mansell describes the wide\u00a0range of design and product management techniques for improving retention rates\u00a0of returning players in\u00a0online games by taking a look at <em>Runescape<\/em>.<\/p>\n<p>Mansell\u00a0uses\u00a0case studies and data from\u00a0game initiatives to explain what worked\u00a0and what didn&#8217;t\u00a0across game content, community events and communications, offering\u00a0tips on how other designers\u00a0can capitalize on the potential of returning players.\u00a0<\/p>\n<p>Developers interested in learning how <em>Runescape<\/em> retained an active community can now <a href=\"https:\/\/www.youtube.com\/watch?v=3LnrzbqX_Xc\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Retention is important\u00a0to the success of online and free-to-play\u00a0games, but it isn&#8217;t only achieved through reducing churn: It&#8217;s just as much about effectively winning back lapsed players. So how can designers boost retention for\u00a0live games by\u00a0focusing on returning players?\u00a0 In this 2015 GDC session, Jagex Game Studios&#8217;\u00a0Phil Mansell describes the wide\u00a0range of design and product [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":16220,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-16219","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/16219","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=16219"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/16219\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/16220"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=16219"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=16219"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=16219"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}