Showing posts with label Quality of Service. Show all posts
Showing posts with label Quality of Service. Show all posts

The Myth of Voting With Your Wallet

I find the controversy surrounding the recent, rocky launch of the latest Sim City interesting due to parallels we've seen in online gaming over the past few years.  Much of the anger we have seen against DRM, DLC, cash shops, and item gambling boxes goes beyond the specifics of each individual episode.  Rather, these changing business practices - driven in part by increasingly visible online capabilities - are driving home to customers who purchase video game products that they have no effective way of directing the development of these products. 

One of the more interesting arguments raised during this controversy is the idea that customers' anger is misplaced.  On a recent episode of MMO-Radio discussing the launch, Chris (of Game by Night) lamented that EA had already gotten their money from sales of the title, and that the backlash is only punishing developers at Maxis who had nothing to do with the more controversial business decisions.    Pete at Dragonchasers also feels that the game is not getting a hearing from gaming journalists and fans, and suggests that people who do not like EA's decisions should vote with their wallets. 

The "vote with your wallet" argument is not new - Chris (a different one!) of MMO Reporter fame often cites it in discussions of the latest addition to LOTRO's cash shop.  The problem with this "vote" is that the ballot has only a single check box next to the word "yes".  When you are only interested in "yes" votes, you don't find out WHY people have voted no. 
  • In Sim City's case, this makes the longtime simulation fan who chose to avoid the game due to DRM and server issues indistinguishable from the non-customer (like myself) who never would have purchased the game for any reason.  
  • In the days of subscription MMO's a significant number of canceled subscriptions would be noticed, but this was at best a paradoxical way of conveying feedback - the only way for your vote on improving the game to be heard was for you to quit the game, and for the developers to believe they could get your business back.
  • In today's era of cash stores, DLC, etc, the issue is no longer voting with YOUR wallet but rather voting against OTHER people's wallets.  To actually register a "no" vote you have to withhold money that you would otherwise have spent on the game, the developer needs to be aware that this is why you are withholding the money, and the amount that you and your like-minded colleagues are withholding has to be greater than the amount that people are spending on gambling boxes or whatever it is you are protesting.  Simply refusing to purchase the stuff yourself if you aren't also willing to cancel your subscription or not purchase the next expansion is NOT a "no" vote because only the "yes" votes are counted.  
Perhaps the increased prominence of "indie" games in general and video game Kickstarter campaigns - with their underwhelming track record - in particular is not just a question of rooting for the creative little guy.  Perhaps these are viewed as one of the few venues where producers of video games are more directly responsive to what their customers want.  And, on the other side of the coin, perhaps the anger over Sim City's servers provided the rare situation in which there are enough "no" votes to be noticed. 

The protests may be unfair to the developers and they may be unlikely to achieve a result that satisfies the customer complaints.  Even so, I can't agree that the wrath is mis-directed.  When you deny people a say in something they are invested in, and leave things such that the only way for players to disagree is to burn down the review scores and tell everyone who will listen not to buy the product, you can't be surprised if once in a while the customers turn around and do just that. 

STO's Buggy Anniversary

I haven't played much Star Trek Online since capping out one character on each faction last year.  I enjoyed the duty officer minigame far more than the space and ground combat that made up the traditional portions of STO, but I mostly ran out of stuff to do with my duty officers.  Thus, the annual anniversary event, with free starships for each faction as a rewards, was an opportunity for Cryptic to get me back into the game.  Unfortunately, they blew their chance to make a good impression through several bugs.

The Case of the Missing Bridge Officer Skills
Empty bridge officer skill slots - not a good plan, as you kind of need these.  (This was actually due to a second issue, see the end of this post.)
First up, I signed in to discover that none of my bridge officer skills were available in the space combat window.  I spent 10 minutes trying to mess with settings to figure out what I was doing wrong - time that proved unnecessary because the anniversary mission does not feature any combat in your regular starship, but that's beside the point - and eventually fired up Google. 

Apparently, this was an intentional bugfix of some sort made in a patch back in November but that incidentally requires that the player unassign all of their bridge officers from their slots once and then reassign them.  The comment from Cryptic when players complained on the forums was that they had mentioned this fix in the patch notes.  That would have been a somewhat unsatisfactory way to communicate if I had been actively playing at the time, but it was especially underwhelming several months later, when I could not find those patch notes if I wanted to read all of them. 

If you are going to break people's characters, however temporarily, you really need to provide some sort of pop-up notification that includes how to fix the problem.

The Mission That Would Not Complete
Having successfully reassigned the bridge officer skills that I turned out not to need, I headed off to complete the new anniversary mission.  A free ship is a reasonably big deal in a game where new ships are generally reserved for the cash shop.  In fact, the second anniversary festivities were what convinced me to try the game in the first place shortly after its free to play relaunch, and I was happy that I took part when I finally got to take my Odyssey class cruiser out for a spin at level cap. 

The new mission was a spinoff from a highly popular episode of TNG and featured a guest appearance by one of the show's original cast to voice their in-game character.  Most players had a good experience.  My experience was good... until I got to the end of the mission and did not receive credit for completing it.  I tried again, and was sent back to the mid-point of the mission to repeat a bunch of puzzles and story scenes... and not get credit again.  I tried and failed a third time. 

After this, it was back to Google for a second time in the evening.  It took a bit of digging to find the right search terms, but I eventually found half a dozen threads on the STO forums started by other players who got stuck in exactly the same place on the 3rd anniversary mission.  I saw no official confirmation from Cryptic that there was a bug or any plan to fix it, but a commonly re-posted workaround was to assign your NPC companions to tackle tasks that are NOT the tasks they say they are good at.  This is non-sensical, but it worked for me.  At least I knew the mission like the back of my hand at that point and was able to complete the Klingon version in under 20 minutes. 

As a little added thank-you bonus, the mission separates you from your normal bridge crew and therefore I ended the evening as I began it, with my bridge crew slots once again emptied for reasons beyond my control. 

Quality Assurance FTL?
Bugs happen, and sometimes Google is your friend - in my case, apparently the failing was to assume that I had done something wrong - twice in one evening - rather than immediately jumping to the conclusion that the game was broken and Google could tell me how to fix it.  I also get that you can't sell bugfixes for an additional fee in the cash store, and that is going to be the focus of a free to play game.

Even so, for an anniversary event like this one that is designed to bring back returning and/or curious players, a little quality assurance really might have made a difference.  If things had been fun, I might have settled in to work on some of the numerous missions that I never completed in my first trips to the game's cap.  As it was, I used up the extra time they could have spent trying to sell me on returning to the game trying to find workarounds for significant bugs.  I don't know whether that's more my loss or Cryptic's, but it's unfortunate. 

Hard Sell for the NDA'ed Marvel Heroes

A few weeks ago, a $20 starter pack to the upcoming Marvel Heroes game was on the list of things I was thinking I would probably purchase later this year - I figured that if the game was worth my time at all, it was going to be worth $20 to play as the characters I like rather than the free characters.  Seeing how they've run the marketing campaign since calls into question whether the studio is pushing hard to make money now, before the NDA comes down.  It also leaves no question that they are treating their customers in a way that I am not willing to be treated.

Better buy fast, before we make the deal worse
The initial presale plans were announced on January 9th.  At the time, the $20 single-hero package was described as "over $30 in value" including one hero, two costumes (one of which presumably comes standard on the hero, so really 1 extra costume), $10 in currency, and $10 in "bonus currency" (the larger packages came with correspondingly larger amounts).  The announcement stated that it was a "limited time" offer that "won't last forever".  

Apparently, the "limited time" ran out two weeks later with no advance notice, on January 23rd, and the "bonus currency" disappeared from all of the packages without any announcement.  There was no public comment on the situation for a few days, and then the studio came back on January 28th with a new offer.  In response to "huge demand", they're adding only $5 in "bonus currency" back to the bundles, noting that the original offer was higher for their "earliest adopters".  

The new announcement specifically alludes to how short the first "limited time" was, but declines to provide a firm deadline for the new offer.  They also made the new offer retroactive to January 23rd, suggesting that some players paid for a package in the interim and only noted after the fact that there had been an un-announced change to what they got for what they got for their money.

Context: What is lurking behind the NDA?
While all this is going on, there is also some sort of testing conducted under a non-disclosure agreement.  All we know are a few tidbits from a press tour that did not go so well.  A few articles:
  • Forbes' Erik Kain: "Marvel Heroes fails to provide a rewarding, fun action game experience - at least so far."  
  • Massively's Justin Olivetti: "I recognized what it was trying to be almost instantly: a superhero-flavored Diablo.  And you know what? That's what it is. Whether that's a horrible, shirt-rending event or something that sounds like a cool mix is up to you. "
  • Massively's Eliot Lefebvre: "Marvel Heroes isn't a heroic marvel" (article title)
  • Rock Paper Shotgun: And throughout there was one thought in my head: why did they let journalists look at this now? It’s possibly not the most positive thought."
Almost all of the pieces make the point that the game remains in development and could improve (Eliot suggests the issue is a design flaw that may not be fixable).  Still, I'm struck by how consist all of the reviews were.  This mid-December press tour is all the information that we have about a game scheduled to launch in "Spring 2013".  If the developers know that what's hiding behind the NDA is not going to be well-received, that certainly puts a different spin on their push to collect people's pre-purchase money ASAP, and especially before they are forced to drop the NDA.

Purchasing decisions in the pre-purchase era
As a Marvel fan, I would love for this game to be fun to play.  Instead, the picture I'm getting is a game that is neither a good action game (too grindy - kill 100 mobs!) or a good use of the Marvel setting (characters that are basically cosmetic covers over a small handful of archetypes, even if that means the Hulk can't punch harder than a non-super-powered street thug).  On the merits alone, I do not think it is a good idea to make a $20 non-refundable purchase to secure an extra $5 in currency.

As to the marketing effort, pre-order and pre-purchase campaigns are relatively established.  Historically, these promotions could be good for the consumer in the specific case where resources were limited.  When the store is going to sell out of NES cartridges or the server is not going to have the capacity to handle the launch rush, it's perfectly reasonable to allocate these scarce resources to those who were most dedicated and most willing to sign up in advance.  Over time, though, we're seeing more and more deadlines like the one that Marvel is offering that do not appear to have any basis in scarcity or benefit to the consumer and do appear to be timed to encourage a decision with as little information as possible.  MMO players are as individuals critical thinkers who are seldom reluctant to share an opinion, and I continue to be surprised that we as a group tolerate this treatment.

(Tangentially related story - we are now a month past SWTOR's expansion "pre-order" deadline, with no release date and no meaningful information about the expansion's content.  Questionable reasoning aside, I suppose one cannot fault Bioware's communication - they said the five days of "early access" would be reserved for those to paid before January 7th, and there has not been any hint to suggest that customers who pay in full between January 8th and whenever the expansion comes out will be allowed into the new content any faster.  I suppose someone might spin this as an improvement over the game's original launch, in which players were admitted to the headstart in the order in which they paid, but with no transparency as to when exactly that was going to occur.)

SWTOR Pre-purchase Run Amok: You Should Have Bought Faster!

SWTOR has announced its first miniexpansion, and with it a pre-purchase ultimatum that is as far as I am aware unprecedented in MMO's.  From the page:
"Receive five (5) days of Early Access* if you Pre-Order by January 7, 2013 11:59PM CT // 5:59AM GMT!"
It's currently December 18th, so that gives you three weeks to decide... on paying in full in advance for an expansion scheduled to release in "Spring 2013".  As Syp notes, the fourth bullet point on why you should buy the expansion is that more information is "coming soon", so even Bioware acknowledges that relevant information for your purchasing decision is not yet available.  

EDIT:  Shintar notes in the comments that Bioware are NOT describing this as a "pre-purchase" in their marketing material.  I think that is the more accurate description if they're charging your payment now and not offering refunds (except possibly where compelled by law), but please let me know if you find evidence to the contrary.

Technically speaking, the ad does NOT promise that people who pre-order after the deadline will not ALSO receive the early access.  If so, it is merely badly misleading, trying to trick players into buying now through a false deadline.  That's the good scenario.  The bad scenario is that four months from now you log in and your guild is split into haves and have nots because some people failed to click buy fast enough.

Paid early access programs are ubiquitous for new MMO launches but rare for paid expansions - offhand, I recall one year where SOE gave retailers a one-week exclusive on an EQ2 expansion, in the process screwing over international players who could not physically obtain a box.  There have been a few games that have temporarily shut off additional sales because their servers could not accommodate more customers.  I know of no situation in which a live MMO with adequate server capacity has divided the community in order to teach them an object lesson that they should be paying in full for content before the details are released and months before it is ready.

Honestly, it makes so little sense that I'm assuming the marketing people are just lying through their teeth when they say there's a deadline in three weeks.  Is that really where you want your relationship with your MMO provider to be?  Is this a business practice you really want to support?  If this really is a fair price for a quality product (which is possible - though unknown at this early date), did they need to resort to this type of strong-arm hard-sell?

The Captive MMO Audience

Roger at Contains Moderate Peril suggests that MMO players tend to forget that they are also consumers.  He notes that we are fast to blame for-profit companies that kill games for monetary reasons, but slow to hold service providers we are otherwise fond of accountable for failure to provide services.  This sounds reasonable in the aggregate, but I don't find that I have either of these problems.  I also spend almost none of my time doing social activities, like raiding or PVP, that would tie me down to a specific product.  Perhaps these things are related? 

At issue are delays to the Riders of Rohan pre-purchase compensation package.  Roger correctly notes that Turbine accepted payment in full in advance for pre-purchase of a product with a promised date that Turbine failed to meet.  This might in most other circumstances be considered breach of contract.  Instead of complaining, I and various others actually praised the move as a way to deliver a more polished product at what may also be a more strategic time.   

The guys at Penny Arcade once quipped that Blizzard had developed a business model in which they rent players' friends to them on a monthly basis.  No matter how early or late, how buggy or how polished, everyone needs to buy the new content when it is released if they are to play together.  (This part isn't unique to MMO's - I've seen friends pester each other to buy new maps for FPS's, and I don't believe any of them ever received a cut from the games' publishers for this peer pressure marketing campaign.)  A player who does, as Roger suggests, feel that they are not getting acceptable service finds their friends held hostage - there may be various alternative games on the market, but the odds of reassembling the same group are low. 

By contrast, I have the luxury of acting like a pure consumer because there's no one waiting on me to get the new content to fill out their raid group.  I never considered pre-purchasing Rohan, because I know from past experience that Turbine will offer steep discounts within a month or two (the new date is not that far from Black Friday).  I'm not thrilled with Turbine's decision to bundle in a bunch of extras I don't want to justify a higher price tag for the expansion package, but I don't need to pay the premium that will be required of the captive portion of the audience. 

Ironically, the cost of expanding the MMO demographic beyond the traditional social, group-oriented player may have been that the market actually is less tolerant of the things that studios got away with in 2005 when it was a smaller but more loyal playerbase.  For good or for ill, perhaps millions of players are now free to quit games like WoW and SWTOR precisely because less of the MMO audience are captives.

The Uncharted 3 Spinning Ring of Doom and the Upside to Digital Downloads

We've seen a lot of commentary about the quirks associated with Blizzard's decision to take Diablo III online only.  Downtime prevents players from accessing the single player game.  Digital download purchase of the game are now being subjected to restrictions intended to prevent fraud involving stolen credit card numbers - though apparently the limitations were more severe than Blizzard intended and will be relaxed.  And, of course, there's the ever-convenient side-effect that an online-only game cannot be resold.  All of these things are true, but let's not over-romanticize the offline physical media era.

A cautionary tale
I purchased a physical copy of Uncharted 3 for my 2.5 year old PS3-slim and was shocked and disappointed to find that it would not load.  All the other disc-based games in my library play fine, so I assumed I was looking at a defective disc.  I was technically beyond the exchange policy at the retailer at this point, but my wife fears no customer service agent and she was able to convince them to swap out the disc for a new copy.

I brought the new copy home and was shocked to find the same symptoms.  The PS3 clock icon spins ineffectually long past when the game should have loaded, but the game never kicks in.  A trip to Google revealed that the PS3 forums call this phenomena the "spinning ring of doom"- convinced that it is an issue with either the coding or the manufacture of the physical game discs.  They may or may not be correct, but it appears that I am not amongst them.

I called PS3 technical support - not seriously expecting a solution to the problem - and at least came away with the real culprit.  My system will load all the other game discs I have handy.  It will load all the downloaded games on the device's hard drive.  Then the rep told me to load up a Blu-Ray movie and sure enough, the same problem emerged. My 2.5 year old system apparently has a broken disc drive. 

(Aside: The rep then attempted to give me the strong-arm hard sell for Sony's repair service, which cost over $100 - I don't remember if that included shipping or precisely how long I was going to be without my system as a result.  I pointed out that I can get a new system on sale for around $250 with a game and a controller that collectively MSRP for around $100, and the guy tried to put the scare tactics on me that my game and movie downloads would not work on a new console.  I pointed out that the PSN service specifically markets game downloads as tied to your account, and - caught - he said that they should but that he's heard that sometimes they don't.) 

Vestigial Points of Failure
Don't get me wrong, I'm not thrilled with how this experience played out, and the results do not leave me eager to spend more money on the PS3 platform.  I'm now out of pocket for a game that I can't return because it's been opened and can't play because my system won't load it.

However, the part that failed is not some fancy computing hardware or exotic cooling solution or even the machine's hard drive.  The point of failure is the optical drive - a vestigial appendage whose sole contribution to the endeavor of letting me play games is to load physical media from a physical store which is taking a substantial cut of the sale price for the privilege.

Can I hypothetically trade in my working disc for something else that may or may not run on my hobbled system?  Perhaps.  Somehow that's not a lot of comfort right now.