Well, everyone, I have been out of the picture in TW for about 5 months now. After coming back to be a "little" involved (getting into webdev, SOME actual gameplay), I think I may have an idea why trench wars numbers are dwindling. It all boils down to two things: too many options, not enough thought put into them.
It seems to me that every time we try to think of a solution to the decaying population of trench wars, we automatically assume that another event or league or tournament is going to draw in the masses. I think we need to re-evaluate this position.
No, I'm not being nostalgic.
I think we need to step back and take a look at the zone's strengths and capitalize on them. That said, here are what I think are the zone's strengths in order from most influential to least:
TWD
TWL
hosted events
pub
?go base, elim, wbduel, etc
TWD is great for a few of its characteristics:
1. Perpetuality. It never ends!
2. Accessibility. Anyone can play!
3. Competition. Since there are more teams in TWD than in any other trench wars event, competition is highest in TWD. You might think the competition is higher in TWL, but I say it's not. In TWD you are under constant pressure to keep your spot or you will lose it!
TWL is good for characteristics of its own:
1. TWL draws a crowd. This is the single best thing about TWL. The gameplay itself may be intense; the spoils, worthy, but the biggest benefit the zone sees is the amount of people that show up just to watch.
2. It keeps TWD alive. If not for TWL, TWD would be pretty hard to place much value on. Also, it gives TWD a nice surge of activity whenever TWL positions are being fought for.
3. Longevity. It keeps us old-timers at least somewhat interested in the zone.
Hosted Events are good because they add some spice to the zone that otherwise would not exist. Also Hosted Events (like TWD) have the benefit of bridging the gap between mere pubbers and the "elite" class of players.
Public Arenas are necessary for the player base ever to grow at all. If people don't like the public arenas, you can bet they won't make it as far as to look at anything else. Obviously the original pub design was a good one, because it drew so many of us in. I don't see any harm, though, in not having a "set" definition on pub settings. While pub is the place where newbies get used to the game, lots of people spend all their time in pub. Variety is a good think, and changing settings often has helped keep people playing. For every person that gets fed up about a new setting and leaves, I am betting there are several who, because of the new setting, become interested once again in the game. I say we should keep pub as a more dynamic aspect of trench wars.
?go base, (base)elim, wb/jav duel, etc are pretty much the same in concept. Their main use, believe it or not, is to give people a more organized way to talk trash. It also helps newer players mingle with the older players as events and divisions do. So, for those reasons these arenas are useful.
These are just some examples. The purpose I'm trying to get at here is that we need to look at what we have, find out what our strengths are, and replicate them in new and interesting ways. For example, starting a new draft league: BAD idea. Not because it wouldn't be fun or unique, but because it has proven itself not to work in TW. A new tw division? possibly a good idea. TWSD never took off, but so far overall TWD is batting .750.
So, the main idea here is again, let's focus on our strengths and use that to fuel our creativity. Coming up with new ideas is great, but we should keep in mind what has (and hasn't) worked in the past as a starting point.
It seems to me that every time we try to think of a solution to the decaying population of trench wars, we automatically assume that another event or league or tournament is going to draw in the masses. I think we need to re-evaluate this position.
No, I'm not being nostalgic.
I think we need to step back and take a look at the zone's strengths and capitalize on them. That said, here are what I think are the zone's strengths in order from most influential to least:
TWD
TWL
hosted events
pub
?go base, elim, wbduel, etc
TWD is great for a few of its characteristics:
1. Perpetuality. It never ends!
2. Accessibility. Anyone can play!
3. Competition. Since there are more teams in TWD than in any other trench wars event, competition is highest in TWD. You might think the competition is higher in TWL, but I say it's not. In TWD you are under constant pressure to keep your spot or you will lose it!
TWL is good for characteristics of its own:
1. TWL draws a crowd. This is the single best thing about TWL. The gameplay itself may be intense; the spoils, worthy, but the biggest benefit the zone sees is the amount of people that show up just to watch.
2. It keeps TWD alive. If not for TWL, TWD would be pretty hard to place much value on. Also, it gives TWD a nice surge of activity whenever TWL positions are being fought for.
3. Longevity. It keeps us old-timers at least somewhat interested in the zone.
Hosted Events are good because they add some spice to the zone that otherwise would not exist. Also Hosted Events (like TWD) have the benefit of bridging the gap between mere pubbers and the "elite" class of players.
Public Arenas are necessary for the player base ever to grow at all. If people don't like the public arenas, you can bet they won't make it as far as to look at anything else. Obviously the original pub design was a good one, because it drew so many of us in. I don't see any harm, though, in not having a "set" definition on pub settings. While pub is the place where newbies get used to the game, lots of people spend all their time in pub. Variety is a good think, and changing settings often has helped keep people playing. For every person that gets fed up about a new setting and leaves, I am betting there are several who, because of the new setting, become interested once again in the game. I say we should keep pub as a more dynamic aspect of trench wars.
?go base, (base)elim, wb/jav duel, etc are pretty much the same in concept. Their main use, believe it or not, is to give people a more organized way to talk trash. It also helps newer players mingle with the older players as events and divisions do. So, for those reasons these arenas are useful.
These are just some examples. The purpose I'm trying to get at here is that we need to look at what we have, find out what our strengths are, and replicate them in new and interesting ways. For example, starting a new draft league: BAD idea. Not because it wouldn't be fun or unique, but because it has proven itself not to work in TW. A new tw division? possibly a good idea. TWSD never took off, but so far overall TWD is batting .750.
So, the main idea here is again, let's focus on our strengths and use that to fuel our creativity. Coming up with new ideas is great, but we should keep in mind what has (and hasn't) worked in the past as a starting point.
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