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It's Gonna Hurt: Metagame Management in 'War Robots'
Genshin Impact, Destiny 2, AFK Journey, War Robots what do these games have in common? They are all GaaS, designed for long-term play. To maintain engagement, they must regularly offer new content: heroes, weapons, robots, etc. However, developers eventually face the question: "Okay, we've already created 100 weapons in our game. Why would players need the 101st?"nnAt War Robots, we encountered this challenge in the fourth year. Now, eleven years into the game's life, we believe we have found the answer. And it may not please everyone: to maintain players' interest, sometimes you need to force them to engage with different content. For that you have to change the current meta. And this, unfortunately, is always gonna hurt.nnWe will explore different approaches to balancing content in GaaS, take a look at the analytical "toolbox" that we use for monitoring metagame, and share our best practices for changing it.
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