eRepublik: Entertainment or Encumbrance?

Day 793, 17:36 Published in USA USA by Cody Franklin

First of all, eRepublik, credit goes to Chris Shnitzel for inspiring the title of this article.

Now, then, on to business.

eRepublik is a game. That much we know; however, a lesser-known fact is that, for a game to be successful, it must be enjoyable. People must get a kick out of signing on every day to go about their business in the New World. If I am incorrect here, I urge someone to set me straight.

The problem is not necessarily that people don't see this as a game; rather, they simply derive no pleasure from participating in it.

One of the most recently sparked debates concerns player retention: how to obtain, entertain, and ultimately retain a massive pool of new players. One of the most recent propositions concerned the allocation of funds for the construction of a large number of hospitals, in the hopes that providing for the wellness of American civilians would somehow encourage them not to leave/feel ostracized by the "fortress" strategy. By no means am I instigating a debate over hospitals, but I feel as if we're approaching the problem of retention from too unrealistic an angle.

Think about it like this: For a long while, the newer players share very little ground with more experienced players, apart from being citizens of the same country. They cannot fight, write, or run for political office. Unless they are willing to drudge through almost countless days of two-clicking, they won't see many of the benefits of sticking around; furthermore, many of those that do remain unexposed to the "finer things" in this world.

As it so happens, much of the enjoyment of this game is in the feeling of distinction from earning recognition from other players - that sense of importance is a driving force in the careers of many players; however, the fact remains that only a small minority of players will achieve that recognition, with a far larger number constantly striving to get it - not to mention that most of the players who gain such recognition were already "celebrities" in their own right - Jewitt, Josh Frost, and Emerick are three fairly nice examples. While there's no reason to hold any sort of grudge against them (as if anyone could feasibly argue that Emerick isn't great), it goes to show that much of the upper echelons are populated with the most popular, rather than providing a fair opportunity for all.

Naturally, I understand that most of the aforementioned (and others who go unsung) were completely qualified for the office which they held, but I still find it ghastly that lesser-known names hardly stand a chance. Such is the way of politics, I suppose.

Additionally, the same could be said for the media. I hate to bring up the example, but I wrote an article not too long ago as a consolation to the soldiers who participated in Heilongjiang; it was honest, sincere, and to-the-point. A similar article was written, employing the same sort of rhetoric, overall thesis, and even the same references to a certain quote from Abraham Lincoln; however, the latter article received more attention than the former, simply because a prominent player, Eugene Harlot, chose to shout the article for whatever reason. I use this example not so much to garner pity, but rather to prove a point. I've worked hard on this newspaper, as I'm sure many have done in their papers, their parties, or whatever other interests they pursue - however, when it comes down to it, a lot of the effort of lesser-known players goes unrewarded, as none of them ever see the bright lights and fast living that eFame brings.

How much fun is that?

Yet another issue that new players face is that, while older players are willing to take care of them, very few of the veterans tend to point younger players in a good direction. The natural reaction of most will likely be to point me to the Mentor program; in response, I ask: why should the responsibility of aiding new players be restricted to a group of government-sponsored individuals? As players, we must realize that we are obligated to ensure an enjoyable experience to players who aren't guaranteed to "wait it out". Think about it: how intimidating is it to walk into a world where so many others are light-years ahead of you in terms of skill, knowledge, finances, etc.?

Without embarking on a bombastic rant concerning the difficulties surrounding player retention, I feel it necessary to point out that, in a game, players are supposed to have fun; however, in this world, there is very little fun to be had for the newer players. They're hardly able to pursue their political or military interests, their right to express themselves freely through media cannot be properly exercised, and their ability to connect with older players is hampered by the "generational gap", the likes of which is naturally created through the accumulation of in-game experience.

Ultimately, this game is not an inviting one for newbies. While many older players manage to find some kind of niche in this world, the game seems to lack a tangible appeal to the younger generation, especially to those who are indecisive as to whether staying or going would be the best decision.

For the veterans, eRepublik is entertaining. For the rookies, it's an encumbrance; if I'm wrong, I invite you to correct me; but, whether you agree with me or not, I'd just like to remind you: truth takes no sides.