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Originally Posted by CM Hooe |
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This is quite literally the exact opposite of what was previously described to me by my colleagues who previously worked on Madden as late as M17.
MUT has better retention due to better user onboarding, daily content updates, and special promotions. The first-time user experience is relatively short guided process which clearly explains the mode to new players, provides them easy challenges which are fun to complete (most of the time the first challenge has to do with replicating a scenario from the past year's Super Bowl), and gradually opens up more of the mode (sets, daily events, PvE challenges, PvP challenges, salary cap) to new players as more things are explained to them. This lets them get a feel for what they are doing without getting overwhelmed and without accidentally stumbling into an ***-kicking online at the hands of a MUT veteran. Further, Daily Events and collection building gives MUT players something new and rewarding to do every day, and pack promotions like Most Feared, Big Freeze, and the Easter Egg Hunt have been incredibly successful in bringing back old users as well. Salary Cap Ranked adds a level of complexity in team building for elder players to keep them in the game as well, as does the new Chemistries mechanic. MUT is actually incredibly well-designed from top to bottom.
On the other hand, Franchise has suffered from a massive user retention problem because it was never built with new users in mind. As of Madden 16, half the mode's users weren't even getting through the first preseason. The first-time user experience was previously non-existent; the game dumped new players in the mode and basically told them "here are a bunch of options, figure it out, good luck". This is why features such as Big Decisions, Weekly Training, and Play The Moments were added: Big Decisions guides new users to different points of the mode easily and in a manner which helps them successfully operate their franchise; Weekly Training stands in for daily events in always providing players something to do in a given week with rewards upon completion; and PTM gets users further along in the mode faster. Retention has apparently improved 100% year-over-year according to Rex thanks in part to these changes. I still doubt it retains better than MUT because the first-time user experience, though better now, is still pretty overwhelming; the first thing you see in franchise once you get past setup is a massive screen with like 15 actions on it (be it Big Decisions, depth chart, news, or what have you) and unlike MUT there is no actively-guided on-boarding whatsoever.
Admittedly we could be talking past each other as to what retention means; I come from mobile games, where retention is how long a brand-new player keeps playing a game. If CFM retains elder players better than MUT retains elder players, fine, but MUT is easily the better-built mode for general-case new user retention.
To the general spirit of your post, Franchise is indeed important because it's the most-played mode by total users, and apparently by a large margin. To that end Franchise is probably responsible for more people buying the game in the first place - especially at release (Madden has two major revenue windows wrt copies sold, release week and Christmas) - and a user obviously can't spend money in MUT if he doesn't buy the game in the first place.
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To each his own opinion on how 'easy' MUT is to onboard. From my experience with 17, which is the first time I bothered with MUT, the instant setup was not good. And, it's not madden's fault, it's just that mode encompasses a lot of random crap. I bought the game when it came out. I'm a total CFM guy. But, with 17, I thought I'd give MUT a shot and build a team, try to get a Julio Jones card or something. Why not? So, I log into the game mode. You're right that they have a tutorial, but it truly encompasses too much. U have to open a million packs to get started. Lol. That, right there, took me out of the zone. But, that being said, the connectivity between your actual team, the stupid team binder, gold, silver, elite, etc., that stuff is too much at the start. And, the adding/moving of players between the team screen and binder screen is a little off/clunky, imo. Once u get used to it, its fine, but still has clunky moments trying to move players around some. And, no tutorial can fully explain all of the upgradeable elements and the team challenges, the trade-in stuff, madden coins, etc. U kind of just have to experience it to get it, imo. After having to open so many packs and whatever else at startup and clicking through multiple tutorial screens, I still didn't have a team to play with, and the team I would've had sucked (lol, as all early MUT teams do), so I said, 'peace out' on this lame mode. I'm gonna start my franchise.
I totally understand where you're coming from and the video game models u tend to talk about (specifically, on the financial side of things), but for any avg, idk, teen and above? (Not sure what the avg age is of a madden newbie). That person is going to have some semblance of knowledge about a pro sports team season, regardless of having ever played madden before. And, as I've mentioned a few times here and there, madden should be picked up mostly by football fans. These people should be able to easily pick up season mode in any sports game. And, it's extremely quick to simply play your first preseason game, or sim to your first season game. If u sim, it will prompt u to get rid of players u may need to, etc. So, starting CFM, and simply playing your first game is much quicker than MUT and makes much more instant sense in that you're doing something that you've already seen in real life with a real life team.
MUT is this wonky conglomeration of card packs, team building, challenges, and card collections for trading up 'stuff' (that part of MUT is the strangest item upon first glance and a new user may lose a few cards in the wrong trade binder or whatever and get upset about, lol, as I did. [emoji6]). I think your args are mostly steered towards absolute newbies, maybe, and I understand from a money making standpoint, madden wants new users so they have to cater to them, some. But, I think something's missing in terms of what people already should know going into a game. And, no matter how much they want new users, there should be no reason to create a game for nonfootball users. Lol. U know? People who know nothing about football shouldn't want to play the game and shouldn't waste their money on it. Again, at its core, it's a football game based on real life football. It's #1 goal should be to replicate the sport. This is done through gameplay and CFM, first. After that, they can add more to CFM, they can create MUT, and/or more modes to engage users, new and old.
All that being said, MUT got me around Christmas with the Deion freeze pack stuff. And, ultimately I enjoyed the mode, although I never was able to get the Deion I wanted because it's impossible to simply do the challenges and get certain cards which I only learned after doing every challenge I could and was supremely depressed at that point, lol. No game should lose their core audience. Maddens core is football fans on a general level, so they should always include a franchise mode to accommodate the most basic aspects of football 'life'. They, and other game companies would be wise not forget this. There are other games, shooters, for instance that have moved away from their core and lost out. And, as a general opinion, the more any game tries to include everyone, the worse the game gets. Lol. Loses its uniqueness.
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