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Why We Focus on Getting Players Into Games

The DayKnight community comes from all sorts of backgrounds and interests. Some of us are streamers or competitive gamers, some are artists and musicians. Students, professionals, of all ages, we are drawn together in large part due to our love of gaming. We are a global community that has games as a common language. However, we don’t always get the opportunity to interact as much, whether due to schedules or time zone or just the whims of everyday life. The Festival is intended to provide a chance to set aside a few hours on the calendar to relax a bit and just play games with each other. It introduces new members of the community, and provides some of the glue that holds the community together.

We have streamers that donate their time and their stream to encouraging people to join games. However, we’re not just interested in getting people into the games that are being broadcast. Actually, this is just a side component of the event. Our primary goal is getting people playing games together, regardless of stream. We use streams to organize the community in an organic fashion, based on what they want to watch or games they want to play. We use streams to bring artists and musicians together, not just to get them more visibility, but also to encourage members of the community to try new things or work on their own projects.

Now, speaking just about games, many already have mechanisms for getting players interacting. Whether a solo queue system in a team-based game or a raid-finder in an rpg, these game-centric tools can be quite effective. You play some matches, find some players who are cool to play with, and add them to the friend list in-game.

At the level of the individual member of the community, this is how we measure the success of the Festival.

The Festival, in contrast, is a community-centric tool for getting people into games, and talking about them. It’s designed to help people find fellow members of the community that play the games they are interested in, just like the community Discord server. As a community, we try to foster an environment of inclusion, of fun and learning, and of being respectful of our fellow gamers. The Festival is just one way to extend that community into the games themselves.

So, having said all of that, if you were to define a metric for the success of the event, it would be what fraction of the community continues to play games with each other after the event is over. This is kind of a fuzzy idea, and a tough thing to measure. However, one of the perhaps easiest goals to reach, given the potential audience for the event, is that for every game being streamed with members of the community, we’d like to see one extra game being played with players who have put the game together without the help of the streamer. We’re hoping that tools like the DayKnight Discord server will help facilitate this.

The true measure of success, though, is not really in the numbers, despite how much fun making graphs can be. True, we analyze streamers before and after the event, keeping track of viewership metrics, and we help them develop their streams. This is as much for the benefit of the event as it is for the streamers themselves. But if we could pick a community member at random, for example a long-time viewer of Day9tv who just discovered the DayKnights, and they said they played games during the event, that’s a win. Even better, perhaps they found a new streamer to follow, or found a few other players to start a campaign with. At the level of the individual member of the community, this is how we measure the success of the Festival.

The Festival is intended to feel like a special event, something unique for the community that they can be proud to be a part of. It’s an event that we want the community to look forward to, and we can’t wait to see you there!

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