Source: http://wargaming.com/ru/articles/all/world-of-tanks/personal_missions_in_wot/
Hello everyone,
Wargaming’s corporate blog posted an article on how the IM’s came to be. Let’s check it out. The bold parts are highlighted by me.
The first part of the post deals with what are the IM’s. Nothing really new there. But then comes the history part.
The idea for this new made was tied to the development of team battles and clanwars (or, rather, clan functions). In Spring 2014, team battles were already implemented, as was the CW mode and stronkholds were under development. But solo players didn’t have any long term goals in the game, apart from playing random battles to unlock new tanks. This caused a wave of discontent amongst solo players – they complained that they are at an disadvantage to clan players, especially when it came to handing out special reward tanks for campaigns, all the while there was no way to get these solo.
Development
The IM concept came to be in very early 2014 and did not change ever since – the concept was that the players would complete long chains of missions and would be rewarded with attractive prizes for them. The model was then developed and existed in many interations, but the backbone, the concept remained the same.
The mechanism of having to start the IM’s manually was added intentionally, because with regular missions, it was percieved as a problem that the players didn’t have to do that and that they could just complete a mission without even knowing about it. The IM’s introduced a concept of knowingly having to accept the conditions of the mission, also knowingly setting a goal for next few battles, the players have to see what they have to do and what will their reward will be. This was done to psychologically and emotionally tie the players to the missions. When a player accepts the goal himself, he gets more positive emotions and is interested in staying in the game longer.

