Showing posts with label Rift. Show all posts
Showing posts with label Rift. Show all posts

Belated Predictions For 2013

Last year's predictions did not go so well.  I predicted that it would not be a great year for new subscription MMO's, but I also thought that SWTOR would skate by as a high churn subscription title, and that WoW could not afford to leave Cataclysm sitting on the shelf beyond early summer.  Even so, I've found that I have a fair number of predictions either scattered through my blog and other peoples' comment sections, so I figure there's no harm in collecting all of my comic inaccuracy in a single spot.

Anyway, here are my belated predictions - I don't know if this makes my job easier because I have a month of additional information (see first item, below) or harder because there is less time left for the predictions to come true.  In any case, if I have predicted bad things for your favorite MMO this year, rest assured that my lack of accuracy well have guaranteed your game's smashing success.  :)

Rift Goes Free To Play in 2013
First up, a minor cheat by exploiting information that only became available in late January.  Two days ago, I would have said that Executive Producers Scott Hartsman's position against turning the game free to play would be enough to keep it from happening in 2013 - even if Trion's views eventually changed, failing to work ahead on the conversion would keep it from launching this year.

Then came news that Hartsman has departed from Trion Studios.  In the last week, we also learned that Trion's MMOFPS Defiance plans to launch with a buy-to-play model featuring a $60 box and no recurring subscriptions.  We already knew that the online strategy game End of Nations - assuming it survives being in-sourced into Trion proper - was going to be Free to Play.  Going back to last year, Rift already has an in-game store, and then there were the layoffs at Trion and the former End of Nations developers.

Moving this particular game to free-to-play is debatable, but Trion has investors to answer to.  As long as things are going really well, Trion has the ammo it needs to justify why they are continuing to buck the overwhelming industry trend.  If things have started to go downhill - and the layoffs suggest that they have - then we can expect Rift to lose its subscription in 2013.

LOTRO: Helm's Deep Or Bust
As I've previous written, I think LOTRO is under a lot of pressure to increase revenue THIS year.  Turbine's 2008 press release indicated that they have the license through 2014, with options to extend the term out to 2017.  We don't know whether the terms of the option years are favorable, and presumably the studio's new owners at Warner Brothers are capable of re-negotiating a reasonable deal if this is worth their time. 

That makes 2013 the year in which Turbine has to prove the game's worth.  LOTRO will not fold in 2013, but if things go badly it could very well close when the license issue comes due in 2014.  To this end, I expect the following:
  • Unlike last year's Great River update or the F2P relaunch's Enedwaith region, we will NOT see a new region added at the current level cap.  The price point on these new optional areas has generally been low, and that makes it a questionable investment that would be better saved for the next expansion.
  • Speaking of which, I expect the new expansion to require a minimum purchase of $50, up from $40 last year and $30 the year before.  As with last year, Turbine will offer plenty of opportunity to pay full price early and then discount the thing by 50% for an end-of-year sale once the early adopters have paid up.
  • The expansion will bump the level cap to 95.  LOTRO has lots of level-scaling content in past expansions that could be used to level to the new cap and skip buying the new content.  Making the cap higher makes that option less desirable because you would have more levels to grind out.
  • The actual battle of Helm's Deep - which, as in recent years, may get delayed to a patch after the expansion launch - will be presented from multiple different perspectives so that solo, group, raid, and monster players can all participate in this iconic bit of the lore.  
I probably won't be bored enough to count come 2014, but we're almost certainly not done with Turbine pushing something aggressive and unpopular into the cash shop and then gauging whether to backpedal based on the customer feedback.  It seems like we can expect this sort of thing roughly every other month.

Asheron's Call 3 Announced
It's possible that Turbine dusted off AC2 just as a lark of a weekend project.  Then again, we know that they've been working on a mystery title for a while, and it would make a lot of sense for them to work in their own IP so that they are not at the mercy of some rightsholder.

Blizzard Updates
This is a Blizzcon year, which means we will probably get some announcements in addition to the oft-delayed Starcraft II expansion.  My guesses:
  • WoW's next expansion announced, but will not be ready for beta in 2013.  After years of promising to try and get expansions out in a more timely fashion, Blizzard finally concedes that it's going to be 20+ months like the previous attempts. 
  • Blizzard announces a console based non-subscription spinoff of one of its existing IP's.  A recent rumor suggested that this was the real nature of Titan, the long rumored online followup to WoW, but that was supposed to be an original IP.  We know they've been flirting with consoles for years now, and I'm guessing that this is a separate effort.  It will be interesting to see whether it runs on current generation console hardware, as Blizzard's development cycle is so long that next generation consoles will probably arrive before this game does.
  • Titan will finally be announced, but will not be playable or in any way suggesting it will debut in 2014. Blizzard has had time to ponder how DIII went for them and see the way the wind is blowing, so this game will NOT have a subscription.  It will instead be designed from the ground up with something - content, characters, etc - that people can purchase to keep the revenue flowing.
Funcom goes out of business in 2013, probably taking its titles to the grave
I'm not going to belabor my analysis from last week - this studio was on shaky footing before TSW disappointed, and I'm not convinced that layoffs alone can balance the books, especially if they hurt the ability to deliver future updates.  I'm not sure what EA does on a day to day basis as the publisher for TSW - if they own the servers, billing system, etc, that would be a major impediment to any attempt to sell the title off. 

New Subscription MMO's
If an MMO studio asked me for advice, I'd say that attempting to launch a new MMO with a box price and a monthly fee is really poorly advised.  However, I don't think the industry is quite ready to let this approach die just yet.  Looking at two major upcoming releases that have yet to announce business models:
  • Wildstar: Will definitely have a box price at launch.  I predict it will not charge a subscription by the end of 2013 - either they'll be smart and not try or they'll be forced to reconsider between launch and the end of the year.
  • Elder Scrolls Online: With all the hype they're already firing up for this game's beta, this game shows all the signs of having a large budget, and they are declining to state their planned business model.  It's possible that they are going to go buy-to-play with frequent paid DLC and are saving this piece of news to build anticipation for the inevitable pre-purchase campaign. Still, GW2 aside, I will believe that a big budget MMO like this one is willing to voluntarily surrender the monthly fee when I see it.

    So I predict Elder Scrolls WILL launch with a monthly fee.  They will probably still have it through at least the end of 2013, but that may have more to do with launching late in the year than with the game's success.  (I do predict they will launch this year - even Blizzard doesn't start its beta process an entire year in advance of release.)   
Kickstarter Chaos
After proudly proclaiming 2012 the year of the Kickstarter-funded game - and cheerfully pocketing 5% of the proceeds with no obligation to help ensure that backers get what was promised - Kickstarter is due for a reckoning.  At least one video game product that received $1 million in backing will go bankrupt before delivering the promised game in 2013.

Kickstarter will make some token changes in response to the backlash, but will remain constrained by their business model - they make money when projects are successfully funded, not when they force creators to post information that dissuades people from backing risky and/or poorly thought out efforts.   Expect some minimal token effort before returning to business as usual, but the incident will cost the site some of its hip status within the blogosphere. 

No big winner, but perhaps balance?
Overall, I don't see a single MMO emerging as the big winner in 2013, the way that Guild Wars 2 arguably won the half of 2012 after its release.  When you look at Syp's list of new MMO's to watch in 2013, half either aren't traditional MMO's or else are unlikely to release in 2013.  As a result, we're likely to get at least 8-9 months into 2013 without a major event launch with the traditional cycle of hype - and all too often disappointment.  (We could go the entire year if I'm wrong and Elder Scrolls slips into 2014.)  Even the slate of major expansions is going to be relatively quiet since many of the big players released something in late 2012.   

This is a real opportunity for MMO's that are currently sitting in the middle of the pack.  Players will still wander from game to game, and now is the time where an existing product, with most of the rough edges from launch already smoothed out, can potentially make a big impression.  Even if all of the things I've suggested come to pass, 2013 could be a good year on the balance if we come out the other side with a solid pool of games that are quietly getting the job done.

    New Year's Resolutions for 2013

    My annual New Year's Resolution post is usually lengthy but not that insightful - half of the items are short term goals that get done soon afterwards and the other half are more pie-in-the sky things that don't happen at all.  My year for 2012 can be summarized with two lines of facts:
    • Prior to October: Level capped characters in seven different MMO's simultaneously, posting on the blog every 2-3 days (11-18 posts/month)
    • Post-October: Level capped characters remain in only three MMO's due to expansions I have yet to catch up to, posting to the blog once or twice per week, +1 infant
    I'm happy with this turn of events, but it does put realistic constraints on what I can aspire to in-game during the coming year.  A few resolutions, which are more qualitative than specific:

    Work on what I have
    2012 wasn't all bad when it came to trying new things.  I started and capped characters in STO and SWTOR, along with some very brief (often one-evening) visits to Aion, Tera, EQ1, and TSW.  That said, it was a tough year to carve out time for anything new, and that does not figure to change in 2013.

    I currently have what I need (access and game time as appropriate) for content I have yet to use in WoW, LOTRO, DCUO, TSW, DDO, STO, and SWTOR.  I don't expect any of these titles to fold in 2013, but it really makes more sense to focus on my backlog at this point.  I'm fine with my budget where it currently sits, but it's pointless to collect more stuff that I don't have time to play - the best sale price is still a waste if I don't use the content.  

    Learn when NOT to beat the business model
    While my time is scarce, I do get enjoyment out of snagging a good bargain.  Sometimes, when the payoff is high enough, it can make sense to grind in-game to "beat the business model".  

    For instance, according to SWTOR Spy's Cartel calculator, I have unlocked more than 10,000 Cartel Coins' worth of stuff by purchasing the relevant unlocks on the GTN for in-game credits.  This would have cost me $80 in the cash shop, while species and inventory unlocks I picked up for alts during my last month of subscription time could potentially have cost another $40.  I did spend a fair amount of extra time in game sending my companions on slicing missions and farming daily quests (which also awarded several high end pieces of gear for my main) to pay for all of these unlocks, but this was definitely a major payoff for my time.  
    Even so, cash shops are a reality of the market today, and I should really make better use of them.  If an unlock is purely cosmetic, it makes sense to do without or set it aside as a reward for earning the credits in game.  When it comes to exp potions and other things that affect the rate of advancement, it's worth asking whether the game is worth playing if it's worth paying to play it less.  However, when an unlock actually impacts quality of life - e.g. not being able to harvest materials I encounter in the world because one of my crewskill slots is locked - it really makes more sense to pay a couple dollars and move on.  

    Focus on my perspective
    This blog will celebrate its 1000th post early next year and its fifth birthday in the spring.  While limited time has been the most immediate cause for my current drop in posts, the results are somewhat positive. 

    I don't view reporting the news as one of this blog's strengths.  I will post immediate reactions sometimes, especially if I have an opinion I'm not seeing from other folks, but often the "breaking news" of the MMO world does not even come with enough detail to support in-depth analysis.  Because I know that most of my posts will not be timely, I'm free to spend most of my limited time working on more of the big picture, such as trends that tie recent developments into past experiences.  

    I intentionally don't have a set format or schedule for the blog, because this is a hobby and I prefer flexibility to write what I want.  That the schedule happens to support the kind of posts that I like to write is a happy coincidence.

    Thanks to all of my readers, best wishes, and a happy new year!  

    2012 MMO Expenditures

    I've been keeping detailed logs of my MMO spending for roughly two years now, and I elected to publish them for the first time last year.  My experience probably isn't typical, as I spent a total of $275 on eight different MMO's in 2012, where most people probably stick to a smaller number of games.  That said, two broad observations:

    • Game time for specific two subscription titles - WoW and SWTOR (well, it was) - represents about half of my total ($125, counting the first $15 of the SWTOR box cost as payment for the first 30 days).  This number is higher than it could have been due to the annual pass.  Even so, my spending on these two games EACH nearly doubles the next highest item on my ledger.  
    • Setting aside those two subscription payments (WoW's was technically discounted), I did not pay full price for anything that I purchased this year - I'd estimate that I paid about half of the asking price overall.  Some of these savings come from retailers looking to dump stock, but many of them were provided directly from the publishers.  It's not accurate to look at all of this as lost revenue for the studios - some of the lower priority titles would not have made the cut at full price.  Even so, sales are a reality of the business, and are going to be a factor for anyone looking to base their business model primarily on one-time buy-to-play transactions.  As the number of games I play increases, it is easier and easier to wait for the sale before pulling the trigger, especially if there is any reason to be concerned about quality/polish.  

    And now for the full ledger.  My accounting practice is to bill purchases of content and cash store currency in the year they were paid for, but to bill game time in the year in which it is actually used.  Titles are listed in chronological order.

    World of Warcraft: $80 (+$60?) (+$35 to 2013)
    I wrote an annual pass post-mortem when the year of game time I purchased through that promotion lapsed.  The short form is that I don't regret the approximately $80 for ten months of game time that I used in 2012, but the $60 Diablo III purchase (which I'm not counting against my MMO budget because it isn't an MMO) that I made in order to get that deal was a bit of a fail.

    One big difference between this and past expansion cycles was the early availability of holiday discounts on the brand new expansion.  Through holiday sales and promos, I was able to snag the Pandaria box and a 6o day time card with which to play it for $35. (I have yet to use these things, so I'm counting them for next year.)

    Rift: $10.72
    As a brief recap, I had paid for the box at launch last year, ended the included month at level 36 or so, and leveled the rest of the way to the game's cap using Trion's frequent free retrial weekends.  Just when I was thinking of coming back for a month, I ran into a firesale on game time cards - 90 days for less than a single month.  Perhaps they were afraid they'd be stuck with unsold inventory if the game went free to play?  In principle, I still have some time left, though I'd have to purchase the expansion - even if I did want to re-roll, I'd probably want access to the new souls.

    Star Trek Online: $11.40
    I went foraging for an old retail box of this game to snag one month's subscription time.  This is useful because you get to keep any additional storage granted by being a subscriber at each rank (10 levels) tier.  I also spent $5 on the smallest quantity of Cryptic points so I could purchase an early increase to my duty officer cap.

    SWTOR: $70
    I waited until patch 1.2, which was widely viewed as the patch that was going to finish all of the odds and ends that didn't get done in time for release.  As a reward for my patience, I got the account key direct from EA for $40 instead of the list price of $60.  (I also somehow qualified for the "loyalty" bonus minipet that was granted to current subscribers for sticking with the game during the early months, despite having shown up that week.)  I subbed up for an additional month to get my first character to the level cap, and subbed up again just prior to the free to play relaunch in order to take advantage of some of the grandfathered perks former subscribers get.

    EQ2 AND DCUO: $20
    I don't remember exactly why I chose to throw $20 at a station cash sale sometime around April/May.  Through a series of sales so aggressive that they forced all content and game time out of SOE's in-game stores for good, I ended up turning that $20 into the $40 Age of Discovery expansion and 6 months of subscription time in EQ2 (I forget the exact discount you get for six month subs, probably $75ish).

    (I also snagged the three DCUO DLC packs I did not already own at the time of the "we are taking DLC out of the cash store because our marketing people have broken the payment model" final sale in August, but I think that was from the Station Cash leftover from last year.)

    Setting aside the absurdity of how long it took SOE to notice this was going on, I'll be the first to admit that the status quo could not continue.  EQ2 may also have finally tweaked its payment model to the point where paying on a non-subscription basis is worthwhile.  That said, some of EQ2's recent expansions have been so thin that there really wasn't much more than a month's worth of entertainment that a solo player could carve out of them.  It's hard to justify $50-60 for an expansion box plus either subscription time or unlocks if I'm going to get so little time out of them compared to all the other titles on this list - no wonder Smedley wants to get out of the content creation business.

    LOTRO: $43
    I paid $8 for a small Turbine Point bundle to snag the barter wallet upgrade.  It is irritating that Turbine is so heavily focused on charging for fixes to longstanding design issues (in this case, their addiction to non-stacking character-bound token rewards), and I probably could have earned the Turbine points in game, but I decided solving this problem was worth the $8.

    Then Turbine decided that the first expansion to player inventory since 2007 would be exclusive to the $70 Rohan expansion bundle for several months.  Fortunately, Turbine can be counted on to discount expansions aggressively, so I just waited a few weeks and got the bags and whistles edition for 50% off, i.e. less than what people paid for the regular edition at launch.  This bundle also included a fair number of Turbine points, which I will no doubt need to spend on unlocking basic UI improvements over the next year.

    DDO: $25
    Speaking of Turbine expansion discounts, I also snagged the DDO expansion for 50% off through a Steam sale.  Apparently I was lacking in patience, as Turbine slashed the price further down to 75% off for Black Friday.  I hadn't spent any real world money on this game since mid-2010 (albeit only playing the game sporadically during that window), I suppose a few extra bucks isn't the end of the world.

    One could argue whether I actually needed this expansion in the first place, as I do not have any high level characters.  The one thing that I have gotten a fair amount of use out of is one of the bonus throw-ins: a greater tome of learning.  I generally don't favor paying for experience boosts, but this particular bonus actually changes the way that you play the game by adding a hefty bonus to each quest the first time you complete it (reset if you true reincarnate).  This effectively removes the requirement to repeat midlevel content for exp.  I'm happy to repeat DDO's content eventually, but I'd rather not do it immediately, and now I don't have to.

    The Secret World: $15
    I was poised to skip every single MMO that launched in 2012 until a last minute switch in payment model, followed by an Amazon sale offering the newly buy-to-play title for $15, made TSW too intriguing to pass up.  I had initially passed on this title as much due to my crowded schedule and a few rough edges during my very brief visit to the beta as to anything on the game's merits (such as its subscription model).

    The game-changer with the buy-to-play switch is not the amount of money, but rather the amount of time I would need to invest immediately to determine whether the product is worth future subscription payments.  I've spent a few hours with the game so far and it does show some promise, especially as a secondary title.  I can't see how my one-time payment suddenly props up the game's finances, but I suppose it couldn't hurt?

    Grand Total: $275 (not counting DIII)
    Subtotal for Content/Currency Purchases: $123 (includes $25 of the $40 SWTOR box price)
    Subtotal for Game Time: $152

    Rift Expansion Sounds Like Guild Wars 2?

    After hearing MMO Reporter's PAX Interview with Scott Hartsman, I'm struck by how his description of the leveling experience in the Rift expansion sounds like what I'm hearing others say about the leveling experience in Guild Wars 2.  Hartsman's declaration that MMO's should be about being able to play with all of your friends all of the time sounds like precisely what we've been hearing from ArenaNet. 

    The Rift expansion will raise the level cap and add two new continents with solo quest content and a story quest arc.  However, Hartsman suggested that it would be more fun to do the other activities that focus more on exploration.  One example he gave was a quest alternative called "carnage" that does not require the intervention of a questgiver to get credit for killing mobs - a feature of Guild Wars 2 (and, as Tobold points out, something that Warhammer Online notoriously promised but largely failed to deliver).  Hartsman states that players will likely get the exp they need from completing one of the two continents, plus all of the side exploration and carnage bonuses and other activities.   

    It's possible that Trion agrees with my speculation that GW2 may be a threat to their game due to some similar mechanics, and began planning a response well in advance of the competitor's launch.  If so, one potential downfall might be all of the currently existing content in the game.  Based on the interview it sounded like both continents were for the level 50+ crowd (though I'm not sure if this has been explicitly confirmed).  Trion's answer to GW2 cannot be gated behind 50 levels of old content if they want it to be effective. 

    What I'm Not Currently Working On: Rift and Others

    More stuff from my labor day roundup, this time featuring Rift and other stuff that I'm not playing now.  EQ2 should have happened before this, but I was working on the bonus exp weekend over there and I finished writing the below material first. 

    Rift
    Much as I like my level 50 Cleric on paper, I'm thinking I may have chosen horribly in terms of class.  Cleric melee is slow and plodding.  Cleric casting is powerful, but includes so much passive healing that the content feels trivial.  I actually enjoyed Purifier healing, but it seems you don't actually need that level of healing power, and could have gone for something paired with Justicar that does more damage instead.  Ironically, the game's relatively open soul system just leaves me wishing I could pick from ALL the souls, instead of merely a quarter of them.

    If there is indeed a new parallel leveling path in the expansion, the best bet to hold my interest would be to re-roll with a different calling.  The downside would be fifty levels just to get back into the the new expansion endgame content, and there's limited evidence that I actually enjoy soloing in Rift that much.

    Others
    Ironically, my next major new release may be Borderlands 2.  I don't ordinarily play first person shooters, but I got a free copy for purchasing a new nVidia 660 Ti graphics card.  I may or may not like the game, but at no cost to me I think I'd at least give it a try to see how it looks with the new hardware.


    Guild Wars 2 is a question mark - I like some of the things I've been hearing, but I wouldn't mind seeing how the game holds up as people get out of the newbie areas.  Access to the game's beta was unusually structured in terms of how much of the content players could see and how often they'd be allowed online, so I don't think we have any information to judge the game's longevity yet.  If I had time, this would be a tougher call, but I don't have time.  Ironically, being an MMO tourist makes it EASIER to sit out a major launch, because it isn't GW2 versus "same old" in one game, it's GW2 versus "same old" in eight different games, at least one of which I'm not going to be done with at any given time.  

    Amongst other MMO's, in principle I can sign back onto Vanguard, but I don't know that the monthly fee was what was keeping me away from that game after trying it out last year anyway.  Allods remains vaguely on the list of major non-subscription MMO's I have yet to try.

    Finally, the console roundup - I'm currently working on Assassin's Creed Brotherhood.  Other games on my radar if/when I replace the console due to broken disc drive include Infamous 2, Uncharted 3, FF XIII-2, and possibly the two remaining Assassin's Creed games that will be out by then. 

    Most Threatened By GW2: Rift?

    Wilhelm has an interesting post about current events in Rift that got me thinking about the week's major release. While Blizzard is making their traditional obligatory response to the Guild Wars 2 launch by rolling out a new patch tomorrow - there is a tradition to uphold, after all - I'm wondering that WoW may not be the game with the most to lose this week.  When you look at what distinguishes the remaining MMO's - and in particular the surviving subscription games - I'm much more worried for Rift. 

    My personal experience in the world of Telara was that it was technically well executed but very dry solo.  Where the game shined was in groups, and I spent more time leveling with other people than I have in any other MMO before or since.  When I read over accounts from people who have stuck with the game, it seems that most have done so because their friends or their guilds have chosen Rift precisely because it is at their best when enjoyed in good company.

    Now, in Guild Wars 2, you have a game that was supposedly developed under a philosophy where the first question was always how systems would affect players' ability to cooperate.  Servers and levels, probably the biggest barriers between players, are functionally gone.  The subscription fee is gone, and with it the constant financial incentive to quit the game.  Tapping mechanics that cause other players in the area to become competitors rather than collaborators are gone.  Open world events that encourage cooperation are in.  Ironically, Blizzard dodges a bullet by having a major competitor choose not to tackle WoW head-on, while Trion's model is most similar and most in the crosshairs. 

    The Trion Response
    Wilhelm says that his Rift server got pretty deserted during the GW2 prelaunch events, which is certainly anecdotal and probably a common experience around the MMO world this week.  However, the approach that the GW2 devs had planned was no surprise given the game's lengthy and relatively public development cycle.  Thus, Trion has had time to respond. 

    Within a few months of GW2's anticipated release, Rift has added a popular auto-mentoring system (much like GW2's approach), removal of faction barriers to grouping (which GW2 intentionally never had), and a new world PVP system (albeit with some kinks) to join longstanding features like free instant server transfers and cross-server groups.  And yes, incidentally, a discount on a year-long subscription paired with an expansion - a move that Blizzard tried at the SWTOR launch, when it was widely regarded as a transparent attempt to lock in revenue before players canceled their subscriptions to go play a new game.  The fact that the competitor lacks a monthly fee can't help that math any. 

    I don't expect Trion to fold anytime soon.  Even so, they may have as much riding on where the dust settles after this launch and their forthcoming expansion as any other game on the market. 


    Rift To Remove Player Factions

    Today, Trion announced plans to functionally all but remove factions from Rift.  As far as I can tell, all guilds, group content, instanced PVP (the random groupfinder already puts "mercenaries" into cross faction groups, so this is only a change to queueing), chat, and most other functional portions of the game will now be shared between factions.  Quest content, lore, and the two capitol cities will remain in place, presumably because re-writing all of the above would be a prohibitive amount of work. 

    Trion is spinning this as the two factions recognizing the need to come together against common foes after having beaten four of the six elemental dragons.  This isn't actually new - we saw it in the game's first world event, back in March 2011, and frankly the faction system added so little to the game that I was questioning what purpose it served before launch even happened.

    One area that may be kind of screwed up is non-instanced PVP.  Residents of PVP servers will be locked out of most of these features - good I suppose if you rolled on that ruleset because you really like it, but bad if you are being left behind for PVE purposes.  At least Trion offers free server transfers?  There could be some odd quirks in terms of faction spying, trash talking, etc, but some of these are already possible.  Trion also recently added a three-way PVP system where players choose to join one of the sides independent of their racial faction alignment, so I suppose they may intend for this system to replace the game's original lore. 

    As always, tip of the hat to Trion for doing what they think is necessary, rather than allowing a situation they clearly felt needed to be corrected to continue - most developers would not consider doing something this dramatic to a launched game.  As long as the two factions are always fighting the same enemies anyway, there is very little value to the two faction system.  Since developers don't really have the time to develop completely separate content for their factions, this is a logical alternative. 

    (Meanwhile, Blizzard is supposedly ramping the Alliance/Horde rivalry back up, other than the detail that the Horde's hated warchief is the final boss of the expansion.  The whole Galactic War thing kind of rules out merging the SWTOR factions.  I don't know that anyone is going to come scrambling to follow suit in retrofitting their games, but it will be interesting to see whether future developers stop doing two factions simply because that's how WoW did it.) 

    Gameplay Trumps Business Model

    The conventional wisdom in discussions about the future of the subscription MMO is that the continued success of World of Warcraft proves that players are willing to pay each and every month for a quality product.  I think the quality of the product and the experience ultimately trumps the business model, which is precisely WHY I'm not buying this theory. 

    What if the truth is that every MMO that has succeeded under the subscription model has done so because that game - at the time - offered a compelling experience that was not available elsewhere?  Looking at MMO history through this model, have games succeeded DESPITE the monthly fee - because players had nowhere else to go to get that particular experience - and not because of it?  What portions of the conventional wisdom survive under this alternate model for events, and which fall by the wayside?   

    Survivors of the Subscription Era
    According to MMORPG.com's list of all games by business model, there simply aren't that many MMORPG's with a mandatory subscription fee left on the market.  Many are either abandoned veterans that aren't worth the money it would cost to relaunch them or newbies that have yet to prove they can last under a subscription model.  Setting aside the 9.1 million subscriber gorilla for a moment, let's look at the highlights:
    • Eve Online: Poster child for this model, whether it's space piracy, corporation scheming, hardcore PVP, or fully player-driven wars for galactic domination, Eve always has offered something that no other game on the market attempts.
    • Rift: Technically speaking, having a well-produced game that sets and meets achievable goals and therefore delivers the most consistent update schedule in the industry isn't part of the in-game experience. 

      What I'd suggest is unique - based on my experience playing the game and comparing it to the other quest-based MMO's on the market - is the focus on playing with other people.  Soloing in Rift is 100% feasible and supported, but it just feels flavorless compared to all the other solo quest MMO's.  By contrast, Trion has made it easier than any other game to join groups, and I've had more fun grouping - including while leveling and even healing PUG's - than any other recent MMO I've played. 

      (Incidentally, if I'm correct, Guild Wars 2 may be a bigger threat to Rift than WoW, since its content is closer to what Trion does well.) 
    • Darkfall: I don't know exactly what their state of financial success is, as the game is currently charging a reduced monthly fee and no price to create an account.  Again, though, the game offers hardcore sandbox PVP of a kind that "mainstream" games run screaming from.
    • FFXI: Another title where I'm not so informed about current success.  In the past, though, this game has been the rear-guard of numerous old school mechanics like harsh death penalties, lengthy travel, and grinding mobs to level, but without the PVP focus of other more sandbox-ish games.  (FFXIV is harder to gauge because it only began charging a fee recently.) 
    • Warhammer Online: At the risk of kicking a game that's down, I'd suggest that this demonstrates the flipside of the model.  Things like solo quests, group dungeons, and instanced PVP warfronts would NOT have been enough to sustain a subscription game because there were alternatives with these features on the market in 2009.  The unique portion that they did attempt to provide - RVR - proved less than compelling due to incentive and population balance issues.  
    I'm not going to try and rehash this analysis for the heyday of every MMO in history, but a cursory examination looks promising.  Everquest brought the Diku MUD model into 3D.   Dark Age of Camelot did the open PVP thing correctly, with a third faction to balance populations.  LOTRO, back when it was moderately successful while charging a mandatory subscription, combined solo-accessability with a far more immersive story experience than the competition had to offer in 2007.  Games that failed to catch on often have a reason - poor execution (e.g. Vanguard) or lack of differentiation (DCUO versus similar action-based gameplay in non-subscription console games, many of which are even online these days). 

    What about WoW?
    All of which brings us back to WoW and the conventional wisdom.  At its launch, WoW fit the model to a T - it was the only game on the market offering the virtual world experience to players who wanted to solo or otherwise shed the inflexibility inherent in past group-oriented MMO's.  Today, though, every game that launches is derided as a "WoW Clone".  What is this dinosaur still doing if a subscription game indeed cannot endure viable competition?

    I would suggest that modern WoW offers two things that its contemporaries don't:
    1. Critical Mass.  While diminished by years of attrition, Blizzard's game still has the largest playerbase.  The success of Facebook does not mean that any competing social network can succeed simply by fielding a better product because the userbase is part of the value of the product.  In some ways, Blizzard's game remains an easy consensus choice because they successfully support the major forms of gameplay - solo, group, raid, PVP - under one roof.
    2. Production Values.  No other game has the luxury of two-year expansion cycles with multiple months of non-NDA'ed public testing.  Many MMO's struggle for the resources to support all the major playstyles and ultimately end up doing one or more poorly.  It's very possible to fault Blizzard's decisions, and the game does still have the occasional bug or rough edge, but it's hard to fault Blizzard's execution in comparison to the rest of the market.
    Do these things really add up to a compelling game experience not available elsewhere?  Both have their downsides - the broad playerbase makes it harder to please everyone, while the long development cycles mean lengthy droughts with no new content.  These are certainly not as big of a revolution as introducing solo play to the genre - and perhaps that's a part of the game's slow but inexorable decline.  

    Back to the big picture
    If the bottom line is that the game, and not the business model, defines success, how have we arrived at the era of the free to play conversion?  Entry barriers and flexibility are almost certainly part of the story - it's hard to be so worthless not to be a bargain at some reduced price.  For some games, like DDO, it's possible to have such a low profile that the free to play relaunch is actually many gamers' first chance to make a first impression.  Moreover, in the early days of the F2P switchover perhaps payment model flexibility was unique enough to be a selling point.

    Today, however, many of the games that appear to have failed to compete at the price-level of the monthly fee have all made the switch.  Still charging a fee may or may not be a dealbreaker, but it's harder to spin the lack of a fee as a selling point (especially if the "optional" fee is not so optional).  In that case, the real question going forward is: When will we see a major F2P relaunch fold?  Perhaps not so soon, since many of these titles are owned by larger developers who can keep the lights on relatively indefinitely, especially propped up with a cash shop.  Still, if I'm right this question will begin to loom large in the coming years, because there just aren't that many subscription titles left to fail to sustain the subscription model. 

    The Free Side of the Force

    In February, EA announced that SWTOR had sold 2+ million copies and retained 1.7 million subscribers.  Executives claimed that 500,000 subscribers was the break-even point, and that "At a million, we'd be making a profit but nothing worth writing home about".

    In May, they announced that the number was down to 1.3 million.  This was followed by two rounds of layoffs - the first rumored to be 40% of the staff - and mergers of 90% of the game's servers.

    On today's conference call, EA described the numbers as below 1 million but "well north of" the 500,000 subscriber break-even point.   It's not clear whether any writing home took place, but they did end the lengthy and unusually public discussion of the game's business model by announcing that it will go free to play sometime around November. 

    The Path to the Free Side
    Just from the public and not especially hard numbers, we now know that the game has failed to retain over half of its customers and has almost certainly set an all-time record for fastest MMO to lose a million customers (in fairness, partially due to how few games have sold a million copy).  If you make up numbers of 2.1 million total copies sold and 700K current subscribers - which are completely fake but plausible given what we've been told - you're looking at more like two thirds attrition within six months. 

    In response, they will be converting the game to a payment model that the studio heads had previously said would not support the scope of their product. Let's be clear, the studio didn't go bankrupt and leave the state of Rhode Island on the hook for a nine-digit bill.  Setting aside the connotations of the word "failure", reasonable people can agree that this was not the outcome that EA had in mind when they ponied up a nine-digit sum of money to have this game made. 

    As I wrote last week, the game may be a victim of its times.  Non-subscription payment models are lowering the cost of switching games and may be diminishing the appeal of the repetitive mechanics that previously sustained subscriptions.  It's certainly possible that large numbers of copies were sold to non-MMO players - fans of Star Wars and/or Bioware's single player efforts - who were predisposed against paying a monthly fee.  Even so, the numbers EA cited today are staggering.  If 40% of players who quit cited the subscription on the survey and over a million players have quit, you're talking about potentially hundreds of thousands of votes specifically against the subscription. 

    (If memory serves, you're required to complete the survey in order to cancel your subscription, obviously the impact of the number would be greatly reduced if I'm wrong and this step is optional.)

    Outlook
    The details are sparse, but the forthcoming SWTOR free to play model appears to be the industry standard for F2P conversions not owned by Turbine - no fees for content or the level cap, with restrictions on quality of life for non-subscribers (races, currencies, etc) and possibly a complete lock-out from endgame group content.  If the game's problem was that players were finishing the game's single player story and then quitting, I fail to see how a payment model that does not charge until players have completed the single player story is going to work out for them. 

    While I personally will most likely pay less for SWTOR under the new model, I'm not celebrating.  SWTOR is a quality product, albeit one that may have been especially ill-suited for the subscription model.  The quality and direction of the game's future development, with the reduced staff and revised business model, are likely to suffer. 

    More generally, if you are a subscription MMO that has been around for at least a year and you are not named WoW, Eve, Rift, or possibly Final Fantasy (the jury remains out on XIV after it launched so poorly that Square had to decline to charge for an entire year), you're either trying to retrofit a new payment model or abandoned in maintenance mode.  I get that there is more to the current MMO scene than the catastrophes of Copernicus and Prime and the disappointments like SWTOR and DCUO.  Even so, as someone who has very much enjoyed and benefited from playing in an era of multiple high profile MMO's, I can't say that I'm liking the way things are going.

    Musings At The Six-Fold Cap

    In my post about re-acquiring the level cap in LOTRO, I failed to mention a minor milestone; I now have eight current max-level characters in six separate MMO's.  These are:

    WoW: Greenwiz (85 Gnome Mage) and Greenraven (85 Tauren Warrior)
    LOTRO: Allarond (75 Human Champion)
    Rift: Telhamat (50 High Elf Cleric)
    DCUO: Green Armadillo (Level 30 Sorcery Hero)
    Star Trek Online: Green Armadillo (50 Federation Engineering) and Narilya (50 KDF Tactical)
    SWTOR: Aldabaran (50 Cyborg Trooper)

    Allarond just graduated from a shorter list of characters who had previously been max level prior to some previous cap increase.  The folks remaining on that list are:
    EQ2: Lyriana (90 Fae Dirge - current cap is 92, increased in April 2012)
    WoW: Greenhammer (70 Human Paladin, capped during TBC) and Cheerydeth (80 Gnome Death Knight, wiped at the end of the Wrath beta in 2008, but I count her for posterity's sake)

    What I did mention was that I expect this achievement to be temporary.  LOTRO and WoW both have expansions out in September, Rift has an expansion slated for "fall", SWTOR plans to increase its cap in a patch "this year", and EQ2 (assuming I get back to the cap in the first place) will almost certainly have another expansion this year (though it is unknown whether the cap will rise again).  I'm half tempted to focus on EQ2 solely because it may be my last chance to claim seven different MMO's with capped characters for a while to come. 

    I don't know that there's anything bad about my current plight - indeed, it's probably for the best that games are adding new content.  If anything, there may be upsides to having the cap increase more frequently but by smaller numbers of levels (2-5); some games have struggled to generate enough leveling content for larger increases, and many have suffered to come up with any significant changes in the way characters play at higher levels.  That said, yet another reason why I'm struggling to find time to try new games (though I'm certainly tempted).

    A few random superlatives:
    • Most time spent in groups while leveling: Rift, courtesy of public groups, and later an instance finder - I even healed
    • Least time spent in group while leveling: SWTOR and STO - as far as I can recall, none of my capped characters in either game has ever joined a group for any reason (my low level sith warrior alt once took a blind invite from someone who needed a second warm body to collect a datacron).  
    • Most time in endgame groups: hands down WoW  - worth noting that EQ2 is the only other MMO where I've spent significant amounts of time in endgame group content
    • Most time in PVP: Other than a few weeks playing a LOTRO Warg back in 2007, WoW is probably the only entrant here.  
    • Favorite Crafting: EQ2, best crafting-related content
    • Favorite minigame/system not already named above: STO Duty Officers
    • Favorite Story: LOTRO, they have an unfair advantage in the license, but they have executed well given the opportunity
    • Least Memorable Lore: Rift.  Unfair I suppose since the competition is Azeroth, Norrath, and a bunch of licensed IP's, but nothing about Telara sticks out in my mind
    • Best Races: I'm still inclined to tip the hat to EQ2 here with its selection of scaly and furry races, but I have to admit that WoW is doing about as well these days with the non-Tolkien races.  LOTRO has an excuse, but what does everyone else have to say for themselves?
    • Lowest Mob Life Expectancy: WoW - even con mobs for your typical kill ten quest are lucky to survive for ten seconds each.  It's probably not a coincidence that WoW is the only game where I have a pure ranged character for a main - I'm willing to kite on special occasions, but I find it tedious if that's what I'm doing every mob.
    In an unrelated story, MMOGC has a post up today along similar lines.

    Blizzard's Response to Guild Wars

    A few weeks back, I predicted that Blizzard would start the public testing of World of Warcraft's patch 5.0 around the August 28th launch of Guild Wars 2.  This seemed like a good bet given Blizzard's responses to Rift in 2010 and Warhammer in 2008.  For once, however, Blizzard actually moved faster than I expected.  Public testing went live last week, and the expansion now has a September 25th release date.  Working backwards, an August 21st launch date for patch 5.0, placing the new expansion's talent revamp and other features in players' hands before Guild Wars 2 can roll out (along with expansions in LOTRO and Rift), looks reasonably likely. 

    I had a conversation with Spinks and Suicidal Zebra via Twitter about the release possibilities a few weeks ago.  I wonder if Blizzard felt they had to get the expansion out with non-zero time remaining in the annual passes of players (like myself) who signed up when the thing was first offered.  They never committed to doing so, but having a month of pre-expansion launch event and a month after the expansion arrives within that one-year window is a bit of a difference, since many of us would have paid for that time anyway.  Then again, perhaps the portion of the populace who are not annual pass subscribers - most likely the majority despite the surprisingly large number of annual subscribers - are the biggest flight risk.

    Other than my lack of interest in Guild Wars 2, I suppose I'd be the kind of relatively inactive annual pass player that they might be targeting with this launch window.  I don't know that I would have changed plans based on the date, but I'll definitely to see how my characters fare with the new talent system.  As long as I have some Cataclysm-era stuff to wrap up anyway, there's no reason not to wait and combine that with test driving the new systems. 

    Canada Day Resolutions For 2012

    Another half year has gone by, and Canada's national holiday remains well positioned for a mid-year look at my New Year's Resolutions.  Let's see how things have gone.

    WoW (Pre-Pandaria)
    • Complete quests of Cataclysm: I'm still not finished with Hyjal, Twilight Highlands, or Firelands on my main - I tend to work on dailies first, and there are enough dailies that I haven't gotten around to these.
    • Finish out armor set from 4.3 heroics
    • Use the raid finder to kill Deathwing
    • Cap out TBC-era dungeon reputations: Most of these rep's stalled out at Revered when the content was new.  Two expansions later, these heroics are quick and easy rep farming.
    These have gone remarkable as predicted.  As of now, I have completed the quests of Hyjal and Twilight Highlands, I have beaten the raid finder, and five-man dungeons hold no more loot for me.  I have not yet completed the Firelands storyline, primarily because it's gated by daily quests.  I also have a way to go with both Therazane and Wildhammer factions.  Overall, if the sun sets on the Cataclysm era, I won't have many regrets in terms of goals.

    Pandaria, on the other hand, seems poised to arrive no earlier than late August and possibly as late as October, with Blizzard's announcement that the expansion cinematic will be unveiled on August 16th.  Not exactly what I was hoping to hear, though I suppose I should have known better to hope that Blizzard could manage an expansion in a "mere" 20 months. Meanwhile, I suppose I might as well go on the record now and predict that the 5.0 PTR will hit within a few days of the 28 August Guild Wars 2 launch, since that's how Blizzard always does it


    LOTRO
    • Reach the new level cap on my main (currently 67 of 75)
    • Don't feel obliged to "save" content for future level cap increases
    LOTRO is an odd duck out this year.  I'm currently at level 70, halfway though the new levels for the Isengard expansion even though I'm only just barely into its content.  I would really like to finish the remaining content before the next expansion so that I'm not once again forced to choose between skipping high quality content and outleveling the new stuff.   Unfortunately, LOTRO never quite seems to make it to the top of my plate.  I plan to work on this one sometime over the summer.


    Rift
    • Finally reach the level cap
    • Investigate the endgame
    I did reach the level cap, but I continue to find the game's solo content (and especially the dailies) underwhelming.  The lore has failed to make any impression on me, and solo combat feels like it drags out - probably intentional so that the second and further players in a leveling group actually have something to do.  As an aside, I'd rate this game as probably the best out there if you're spending most of your time in a group (small or raid) of folks you know, but unfortunately that's not me.

    I'd say that the monthly fee is what is holding me back, but I've actually got a time card in my back pocket and I haven't even been tempted to use it.  Perhaps with the new expansion?

    EQ2
    • Enjoy world events on my main without having to subscribe
    • Try to complete current dungeon content
    • Betray to the evil side to see content, collect houses, perhaps try the Troubadour
    This entire heading was somewhat blindsided by the surprise decision to raise the level cap in April's game update.  As far as I can tell, this is the new content that wasn't ready in time to be included in the "optional" expansion last fall - it feels quite a bit like it was balanced for players who have access to "optional" mercenaries.  Fortunately, I was able to abuse the triple station cash + SC store sale loophole to pick up the expansion and six months worth of game time (a loophole they have finally closed, albeit with typical poor communication) for $20.  Sometime between now and November I'd like to reach the new cap and also betray over to the evil side to test drive troubadour (probably betraying back to good and Dirge before the gold time runs out). 


    DCUO
    • Gear my main up for DLC content
    • Work on one or more alts to see the other storylines
    After hitting the level cap, this game has largely fallen off my plate.  The focus of the game is grinding group content for gear, and, unlike most MMO's, SOE has thus far stuck with strict tiering requirements.  New DLC content continues to strictly require gear from the old instances - even the solo content in the DLC I paid for can't be accessed without grinding gear in PUGs that frankly don't want players like myself in their groups.  Oh well, at least I can spend my SC in SOE's other offerings.  

    SWTOR
    • Play one or more storylines
    So far, so good, Trooper story complete, Sith Warrior in progress. I will almost certainly do the Agent story next, since that's a well-regarded plot that covers an additional class buff archetype, allows the Chiss race, and would also let me try a class that can heal.  I could hypothetically chart a course through all eight class stories, but I'm not inclined to go quickly, with new legacy options potentially opening up over time.

    Star Trek Online
    • "By the time the dust settles, there will probably be at least a dozen major MMO's I haven't played that originally launched as subscription games - I could literally try a different one every month for 2012."
    I'm nowhere near a dozen, but I have one in Star Trek Online. Ironically, the main reason why I tried it when I did was because of an anniversary promo for an Odyssey-class cruiser that I eventually cashed in and christened the U.S. Faydwer.  I'm definitely spending much less time in game now, but there were enough unique things about this game that I'm glad I took the time to try it out.

    Other MMO's
    DDO is perennially in this category, because I'm still sitting just shy of level 8 on my highest level character.  Everyone gets a free respec as part of the new expansion, but there are also a fair number of things that got blown up - changes to hit and spell mechanics, with more changes to the entire enhancement system yet to come.  DDO is very unforgiving when it comes to respecs - for the most part they are cash store only - so I'm inclined to wait and see what happens with the enhancement revamp before I mess with any characters, new or old.

    I've also spent about an evening each in Aion, EQ1, and the Secret World Beta.  I haven't really played Runes of Magic, in which I have a mid-level character and which now offers a new race with new classes.  I will probably try Mechwarrior Online when it goes live for the free-to-play masses. Vanguard is going free to play, though I didn't exactly stick with it when I paid for access last year. 

    Beyond all of that, I hesitate to predict what other MMO's I may or may not try over the year.  I have a fair number of clients for free to play games that I have yet to try installed on my computer.  I'm not chomping at the bit to be first in line for either Secret World or Guild Wars 2.  The bottom line continues to be that any new game is really going to have to fight for more than a one night trial on my current schedule.

    PS3
    So far, I've finished off Assassin's Creed II, Arkham City (though I enjoyed this enough to try it again on the higher "new game plus" difficulty, which allows use of all the bat-gadgets from the beginning), and a chunk of the Tomb Raider trilogy.  The push for Uncharted 3... did not end so well.  Other games on my playlist include Infamous 2, Assassin's Creed Brotherhood, followed by Revelations (and eventually followed by ACIII), and perhaps FFXIII-2.

    PC Building
    I did indeed build my first desktop gaming PC this winter.   Overall, it's been a pretty big success so far.  I am still running with an old graphics card salvaged from my old desktop, primarily because it doesn't seem to have any problems with any of the games I'm playing.  I'm in wait-and-see mode on the nVidia GTX 660/660Ti, which will supposedly blow the current mid-range cards out of the water - or at least drive their prices down dramatically, such that I could snag an upper-mid-range card.  I'd be in more of a hurry on this front except that I just am not finding that I need the increased performance on any games that I play. 

    The Blog
    I published 84 posts in the first half of the year, which continues a bit of a downward trend.  I haven't hit 15 posts in a month since February.  Part of that trend may be that I stuck with both STO and SWTOR beyond the points in either game where I have significant new things to say about them on a near-daily basis.  Part of it is longer posts like this one.  And part is life - a trend that I don't expect to change (in fact, quite the contrary).

    In any case, thank you for reading, happy Canada Day to our neighbors in the True North, Strong and Free, and here's to the rest of the year!

    Return of the 400,000?

    There is much chatter about how SWTOR has - as Azuriel cleverly put it - lost an Eve Online's worth of customers in the last quarter.  This is roughly the first half of what I predicted at the beginning of the year - high churn.  The second half of that prediction - recurring revenue as those players return to replay the game - remains to be seen. 

    Bioware is looking like it now owns the fastest MMO ever to acquire a million former players (in fact, Bioware-Mythic would own the top two slots if only Warhammer had actually made it to a million in the first place).  Many of the studio's games are well known for replayability, and this appears to be no exception - two factions, and four class stories (albeit with generic content padding out the leveling curve that is shared within the faction).  If you are coming back to experience the story, having more story left to experience is a good thing. 

    That said, the short term looming crisis is to stop the bleeding.  The game is still most likely the number two Western subscription MMO, but knowing that the subscriber base is dwindling that rapidly puts a lot of what we've seen in the last months - the aggressive free game time campaign, complaints of poorly populated servers and the corresponding priority to implementing character transfers and guild features - into context.  Some of the solo-replay market won't care if they come back to a largely dead server in a game that's being viewed as a sinking ship by the "core" MMO community, but Bioware definitely does not want this to continue.

    The Tough 2012 Schedule Continues

    I hadn't really planned on spending the better part of two months working on the level cap in Star Trek Online, which has probably another month or so left of content in the game between missions on my Federation and Klingon characters.  This detour, marking the fifth MMO where I have a current level capped character - only drives home a point about how crowded the MMO marketplace is these days.
    • In LOTRO, I'm still working on Enedwaith, the pre-expansion content prior to the Isengard expansion.  Remaining in front of me are the entire Isengard expansion (which I already own access to) and the newly released pre-expansion content for this fall's Rohan expansion (which I would have to purchase with Turbine Points).  I hate to skip content in this game given that it's both high quality and relatively limited in quantity compared to other games.  That said, I'm already way over-level for Isengard as a result (currently 68 and climbing).  I'd say that finishing all of this content before Rohan hits is a top priority so that I can do the next expansion at the correct level. 
    • EQ2 is rolling out a new zone next month with a two level increase to the game's cap.  While I continue to have misgivings about the direction this game is going, this content is effectively free to me, as I have enough Station Cash to pay for unlocking the new gear that will mostly likely come with the inevitable gear reset. 
    • While I see no reason to be present for the inevitable week or so of bugs and issues with SWTOR's patch 1.2, that game remains high on my to do list.  I'm also still waiting for a graphics card, but again, high on my list.
    • Diablo III lands on May 15th, and, well-advised or not, I own access to this thing on launch day courtesy of the WoW annual pass.  It also seems reasonably likely that the Pandaria beta will kick off at some point in the near future (less clear is how quickly annual pass customers will get in), though that was a comparatively small consideration in my annual pass purchase, and I never intended to spend large amounts of time on this.  I do expect to continue to duck into Azeroth proper intermittently, and have a larger chunk of time penciled in for after the expansion launches. 
    • DDO's expansion lands in mid summer.  Realistically, I don't own a max level character in DDO, and I'm not near owning a max level character in DDO, so this is relatively a non-issue, but the emerging hoopla only reminds me that this game continues to be somewhere on my to do list. 
    • Games where I have max level characters not yet mentioned in this post and no immediate plans include DCUO (where I have some shared Station Cash balance with EQ2) and Rift (where I have a pending time card). 
    • Free to play or newly free to play games currently on my radar include Lineage 2, Aion, Allods, and possibly Forsaken World (or one of the other Perfect World F2P titles).  Major AAA releases scheduled for the remainder of the year include Guild Wars 2, Tera, Secret World, Wildstar, whatever they're calling Prime/Dominus these days, and Copernicus/Amalur. 
    Overall, it's a pretty good time to be an MMO player, other than the potential for crippling indecision, and a really tough time to be competing for a share of players' attention.

    A MMO Valentine Wedding

    I was vaguely aware of Trion's plans to hype their in-game marriage system for Valentine's Day, but I wasn't expecting a world event prompt.  There happened to be someone in the guild getting married, so I stuck around to "liveblog" it.

    The ceremony took place outside the Hammerknell raid instance.  I assume no raid mobs are going to come charging out the gates to kill everyone, but you can never tell with an MMO.  The happy couple happens to be a male and female character, but the NPC officiant refers to them as the spouse of the Sun and Moon to get around dealing with the marriage gender issue.  Apparently it was a Dwarven ceremony, as the priest proceeded to bless a mug of ale and then instruct the couple to "forge a hammer" in the ritual of the Heart Forge.  The thing is also fully voiced, complete with harp-like wedding elevator music. 

    Anyway, I received an achievement for witnessing this shindig.  Also included are booze, cake, and a wedding souvenir collection item.  No wedding guests were killed during the festivities.

    Trion asks that you hold your divorce proceedings for 24 hours so they can get a count for their PR stunt.
    That said, I wonder if this level of MMO-Valentine's festivities is more than your average player wants to see.  People who are actually spending the time with loved ones aren't in game.  People who are in game - especially anyone observing Involuntary Singleness Awareness Day (I-SAD) - may be there precisely because they would rather have a break from this over-commercialized holiday.  What do you all think?  There's a poll up on the sidebar of the blog if you don't feel like doing more than clicking on this question.

    Triumph of the Plain-er Horse

    Telaran riding school requires that you stick your right elbow out to the side just so.
    Having hit level 50 in Rift, I was finally eligible to snag the top 110% speed mount.  By virtue of the "digital collector's edition" (which is suspiciously like a microtransaction), every character on my account gets a 60% mount for free the moment they can access a mailbox.  There is a boost to 90% available for 35 Plat at level 30 (I think it may have been higher at some point?) but I decided to set my sights on the 125 Plat for the maximum mount speed. 

    This was actually the first time in recent memory that I actually went farming for the purpose of collecting gold/plat.  Stacks of crafting materials from most harvesting nodes in Shimmersand sell for something between 3-10 Plat on Byrial Guardian side, so this was not especially painful.  While I don't think I have really done this since about 2007 (the first epic flying mount in WoW, launch era LOTRO), I didn't really mind it.  If anything, having a "primary" goal of traveling the zone to harvest more cash actually made it easier for me to convince myself that I might as well finish the quests that require killing the mobs guarding my loot.  This is something that has gotten lost in more recent MMO's, where it feels like I usually have all the cash I need as I need it. 

    Since I haven't capped out any endgame factions yet, my two choices were the weird two-tailed lion-cat thing that Guardians can get in Sanctum, or a horse from the scholar faction that I apparently capped through world events the week the game launched.  I decided to go with the plain-er option because my CE turtle mount and the raptor mount I got from a world event both scale to the speed of my fastest mount for when I want to look more exotic.  On the plus side, I now have three separate appearances for my top riding speed.  On the down side, most faction mounts are set to cost the full 125 plat if I ever reach the required faction level.  Perhaps I will eventually be awash in plat, but for the moment this approach (which World of Warcraft fixed with riding skill back in 2006) would seem to discourage additional mount purchases.

    Anyway, I'm now free to roam Telara at a noticeably faster speed.  This impacts travel times for everything - quests and especially zone events - in a way that makes me wonder if someone (myself or Trion) made a mistake in designing this in such a way that I was hobbling around at the lower speed until now.  Now that I have the upgrade, getting such a large boost in one shot is rewarding, but this was definitely something that was harming my enjoyment of the game up through this point.

    Telaran Riding Tip: Lean to one side or the other so you can see around the giant thing on your horse's head.

    Rift At 50

    Telhamat, my Rift Cleric, finally hit level 50 this week.  In addition to a welcome back weekend, Trion handed out 3 days of game time to anyone who has an account as compensation for changing their passwords after a hacking incident late last year.  As a result, of all these freebies, I was able to reach the game's level cap without any additional paid time beyond the initial month - certainly no grounds to complain about the value I got for that purchase a year ago.

    Soso Solo
    I have soloed characters to the level caps in WoW, EQ2, DCUO, LOTRO (though I have yet to catch up with the latest increase), and now Rift, so I'd suggest that I have a fair amount of experience with solo PVE play.  Unfortunately, I can't recommend Rift all that highly in this department.

    There's no way for Trion to balance content around all possibilities in the soul system, but any of the four DPS Cleric souls paired with 10 points in Justicar can chain-pull 3 mobs at a time with limited to no downtime or consumables.  (I didn't even realize there were drinks I was supposed to be purchasing and consuming until someone mentioned how many they consumed on a dungeon run.)  The game's zones are extremely lengthy and linear, so there's limited opportunity to push the envelope on better optimized solo builds by attempting more challenging content.

    Meanwhile, the game's exp curve is inexplicably weighted in favor of killing mobs over completing quests.  If you have rested exp, you will get significantly more experience for killing 10 rats than for riding halfway across a wide zone to turn in the quest to kill the 10 rats.  Quest reward gear is generally much worse than what you can get at the same level from zergable Rift events.  Overall, zones are pretty, quests and lore are reasonably well written, but overall the long and non-challenging quest grind feels the opposite of rewarding.  Nothing about what I've seen makes me excited to work on the endgame solo daily quests.

    The group flexibility niche?
    My seldom-active Rift characters happen to be parked in Ferrel's raiding guild, Iniquity.  Having seen my level 50 achievement notice in guild chat earlier that evening, the guild invited me on a farming run that very night.  The group had some empty slots in an excursion back to farm the old River of Souls instance for raid currency etc, and they figured there would be unclaimed loot that could be handed to a blogger/tourist.

    Telhamat, with her new hammer
    The random loot table obliged, and I ended up with a belt, a pair of gloves, and a 2-handed hammer.  (I also snagged a level 50 purple helm with currency from a past world event).  Perhaps more valuable was a hint of what exactly this game has that other games do not.  Through the soul system, Rift players have unprecedented flexibility to find something they can do with the players they have, rather than attempting to find players to satisfy the needs of the content.

    Healer has to sign off?  No problem, the tank will go heals and a DPS will switch to tank mode.  Freshly dinged 50 who can't hit anything due to lack of gear?  At least I can switch to a healing role and contribute somehow, since heals can't miss.  Not enough players to run this zone?  There's a smaller one that still has some tokens and loot, or the even less structured outdoor content. 

    None of these ideas are original or even that impactful individually.  Taken collectively, though, I'm starting to see why this game seems to draw the older-school crowd from the days when MMO's were more of an activity than a game. 

    Going forward

    I'm actually not done with Rift just yet - I happened to snag a very good deal on some game time earlier this month.  It appears that the biggest thing I need to do with this time is to stop trying to solo.  I have more fun in this game when I play as a healer than as a DPS (perhaps in part because I have built a Purifier that heals a lot like my WoW mage does DPS).   Trion will take my money as a solo MMO tourist, but they will never hold my attention in that role because that's just not the direction they have chosen to take their game. 

    In a lot of ways, Rift is the exact opposite of the direction I'm going as a player - subscription in an era of non-subscription options, group-friendly when that does not fit my schedule.  The fact that the game makes me at least interested in trying it anyway suggests that they're doing something right. 

    Guide to Moving/Copying MMO Client Installs

    As I've been setting up and testing the new computer, one of the questions I ran into is how to avoid re-downloading the 100+ GB of MMO clients I had installed on my old machine.  I tried Googling the question of how to move/copy an MMO installation and got very incomplete/fragmentary information which varied by game.  I decided it would be quicker to break out the portable hard drive and test for myself.

    All testing was done on a fresh 64-bit Windows 7 install.  I was able to log into a character on every game except where noted below.  This is presented for informational use only, and PVD takes no responsibility for any technical support or performance issues.

    World of Warcraft
    • Game Version: Cataclysm Patch 4.3
    • Files copied: Entire WoW directory (28.3 GB, including screenshots and UI mods)
    • File to launch: Launcher
    • Comments: No issues, game immediately launched as if it had always been there.
    Lord of the Rings Online
    • Game Version: Rise of Isengard, Update 5
    • Files Copied: Entire Directory (14.3 GB)
    • File to launch:  Turbine Launcher
    • Comments: The first time I tried to log in, the launcher crashed just after selecting my server.  Undeterred, I tried again, and got in fine.  I'm pretty sure I remember the same thing happening on my other machine the last time I did a clean install. 
    Dungeons and Dragons Online
    • Game Version: Update 12
    • Files Copied: Entire Directory (6.46 GB)
    • File to launch:  Turbine Launcher
    • Comments: Same issue as LOTRO, probably unsurprising since both are the same engine.  Second login attempt went fine
    Runes of Magic
    • Game Version: 4.0.6
    • Files Copied: Entire Directory (10 GB)
    • File to launch:  Runes of Magic
    • Comments: No issues - real relief to have this one installed fully patched, because their patcher is a very slow and painful process.  
    EQ2 (streaming client)
    • Game Version: Game Update 62 (Age of Discovery launch update)
    • Files Copied:EQ2/assetcache folder (14.2 GB)
    • File to launch:  Launchpad
    • Comments: I did this one by downloading the installer for the streaming client, installing it, and then closing the downloader.  I then added the assetcache folder to the new install.  This folder contains all of the fixed data about content (e.g. textures, music, etc).  After copying this over, I re-launched the downloader and let it mop up what was left, which was under one GB.  No issues.  
    DCUO
    • Game Version: Game Update 8
    • Files Copied: Entire Directory (17.7 GB)
    • File to launch:  Launchpad
    • Comments: This time I encountered an issue - the launchpad took my login and downloaded the updates, but I did not have any version of DirectX installed on the machine and was not able to launch the client.  I downloaded the DCUO installer from the DCUO website, and it offered the option to "repair" an existing installation (rather than install a new one or uninstall an existing one).  I selected this option, it downloaded the missing DirectX, and the game launched smoothly with extremely limited download time.
    Rift
    • Game Version: Don't remember, probably 1.5 or 1.6.
    • Files Copied: Entire Directory (~10 GB)
    • File to launch:  RiftPatchLive
    • Comments: I initially tried running the "Rift" executable before I got DCUO up and running and received the same error message for missing DirectX.  Apparently DCUO installed a version that Rift was happy with because the game launched without issue.   It's entirely possible that Trion also offers a repair tool that could have rescued this issue, I just happened to have done DCUO's first. 

      Update: I initially copied this to Program Files on my SSD for faster loading, but noticed that screenshots were not saving, apparently because Windows does not want the client writing to the program directory.  I moved the game to Users/Public/Games and the problem was resolved.  
    SWTOR (see note)
    • Game Version: Thanksgiving Beta Weekend
    • Files Copied: Entire Directory (18.5 GB)
    • File to launch:  Launcher
    • Comments: I don't actually own an SWTOR account yet, so I don't know for sure whether this works.  The patcher patched itself and gives me a login screen, but I can't download the updates (or log in, obviously).  This entry is included primarily because people often find posts like this through Google months after they've been written - I will edit this once I actually have a SWTOR account to verify that it works, but I do not anticipate issues. 

    Conclusions I've heard conflicting things about whether MMO clients could be copied without issues, but it appears that the modern MMO patcher is able to recreate whatever it needs to function (e.g. registry keys) if deposited in a new location with minimal issues.  This has a few practical implications:
    • If you're moving from a still-functioning older machine to a new one ,you can move the data over via a portable hard drive, network sharing, or whatever other means are at your disposal.  You could probably even use multiple DVD-R's for clients that won't fit on one disc, as long as you can break it up and reassemble it correctly.   
    • If you are using an SSD that has room for some, but not all of your MMO's and you do not play all of them every month, it is possible to copy over your current favorite, and send it back to the data drive the next time your subscription lapses.
    • If you have just the one hard drive (with enough empty space available to duplicate the clients you want to copy) and you need to reinstall Windows for whatever reason, you could, in principle, create a new partition and send your clients (and/or other files, though I would definitely back up anything that can't be easily re-downloaded given time) into that area for temporary storage.  Then you can format the original system partition, reinstall windows, recover the files, and remove the partition. 
    Breaking news?  Probably not, but it was useful for me, so perhaps it will be useful for someone else out there.

    How Much Can A Class Change?

    Ferrel points out a fundamental issue with Cleric DPS in Rift: any DPS soul can currently pick up a set of abilities that causes a percentage of their DPS to be turned into passive healing for their entire group.  This puts a ceiling on how good Cleric DPS can be for obvious reasons - no one would want a pure DPS if clerics dealt as much damage AND provided free healing - and Trion has apparently recently attempted to add a new stance that increases DPS and reduces healing to help work around the issue.

    Dr. Ferrel's prescription: Nerf the "broken" Justicar soul (which provides the passive cross-role healing), to clear the way for "unique" fixes to increase the DPS of the four DPS souls (rather than the non-unique buff), so that once the dust has settled Trion can remedy a lack of love for the three healers (in particular the Purifier, which Ferrel claims "needs a redesign" due to a "terrible" signature mechanic/"gimmick"). 

    Personally, I haven't spent enough time with Rift to conclude whether any - or all eight - of the Cleric souls are in need of such dramatic changes.  That said, the discussion raises a design question that goes beyond the current state of one class in one game - how much is it fair to change the way classes play and feel in a live MMO? 

    Changing the game
    My limited experience suggests that Ferrel is absolutely right about the constraints the passive healing builds (called *-icar because you're tacking some Justicar onto whatever soul you're actually playing) place on the design for the rest of the class, or even the entire game.  One of my comments from the game's launch was that the sheer amount of passive healing generated by solo DPS builds - including Clerics - appeared to be harming the challenge of the non-instanced group content.  (There was a nerf along these lines in the game's first major patch, but Ferrel's post would suggest that the problem persists.)  Meanwhile, the value of free-form customization is greatly diminished when every Cleric build that will ever solo or DPS must spend most of its off-tree points in a specific soul. 

    That said, my character is a Cleric because I actually like the current playstyle.  The types of changes Ferrel proposes - such as moving key abilities deeper into the tree - would have a huge effect on the leveling experience for all clerics.  Moreover, the philosophy behind the adjustments would dramatically alter the way the class feels - from a slow DPS'er with zero downtime due to a constantly regenerating health bar to hopefully a higher DPS class that is more dependent on active healing to survive. 

    My opinion as someone who hasn't been a fulltime player of Rift since its first month doesn't really matter all that much, but how many others who are still in game chose the current Cleric class because they preferred its slower pacing?  If there are significant numbers who would be dissatisfied with the change even if it results in a mathematically superior (better exp/hour or whatever) class that loses the current feel, how do their needs balance against the arguably more severe consequences being suffered by players who would trade the survivability for DPS?  (To what extent did the current abundance of disgruntled Cleric DPS directly result from the ease of leveling the current Justicar splash builds?) 

    Parting Caution
    Two parting caveats to this discussion:
    1. In my experience with class balance as an MMO player since 2004, this is not the first time I've seen players of a specific class argue that one mechanic of their class should be nerfed to clear the way for future buffs.  The nerfs that even players of that class agree are needed generally happen.  The compensatory buffs don't always materialize. 
    2. Speaking more generally, I can think of one big example of a company which believes that classes can and should be radically redesigned every time the team feels that just one more revamp will solve the problems.  I know of relatively few players who are entirely satisified with this aspect of World of Warcraft, even when they agree the the problems with the status quo are legitimate and the proposed changes are objectively superior. 

    Three Predictions for 2012

    Here are a few predictions on the state of MMO's in the coming year.  Ironically, though I hadn't planned it this way, the three topics I came up with address (albeit in a different order) Wilhelm's top three questions for 2012

    Go Big, Go Small, Go Free, or Go Home
    The subscription MMO isn't dead, but there are basically two very specific circumstances under which it can work:
    1. Have a nine-figure budget like the reported $100 million in venture capital that founded Trion or the even larger figures that EA is rumored to have spent on SWTOR.  Ever notice how the three corporations able to foot this type of bill - Blizzard, Trion, and EA-Bioware - are the ones who are still touting the subscription model?
    2. Serve an un-filled niche, such as sandbox PVP (see Eve, Darkfall, or perhaps the forthcoming Dominus) or old-school group MMO (see Vanguard, lots of room for a newcomer in this genre).  The big-budget one-size-fits-all MMO that includes solo, group, raid, and PVP has to make compromises  to fit all these activities under one roof.  This makes it possible for a more specialized game to offer something that the big guys cannot.  However, as CCP found out last year, this also means that your entire company lives or dies by its ability to continue to keep one segment of the market satisfied.
    Note what's not on that list.  The best licensed IP's out there don't guarantee you $15 a month - see DCUO and LOTRO.  Neither does implementation of a specific feature in what's otherwise a one-size-fits-all MMO (e.g. RVR in Warhammer and PvPvE in Aion).  Even the huge budget is no guarantee of success - probably the most remarkable thing about Rift's progress is how much discipline the team has shown in implementing only what they can actually accomplish and accomplish well.

    The bottom line is that if you have yet another fantasy MMO, you're not solidly in one of the two categories above, and your business plan depends on collecting a $15 monthly subscription - FFXIV and Tera come to mind, along with Copernicus if they're not thinking F2P - you are in for a rough time in today's crowded market.  Of course, you're also in for a tough time in the crowded free market, but at least the bar is lower to get potential customers to actually try your product.   

    SWTOR will have high churn... and high revenue
    Both sides of the discussion on SWTOR's longterm prospects tend to assume that the game will be a failure if there is a mass exodus by the 90 day mark.  Ironically, there has never been another MMO so well-positioned to handle a high rate of churn. 

    Yes, the game has guilds and PVP and dungeons/raids, all the traditional MMO trappings that tend to do poorly with high churn.  As long as Bioware was spending whatever ungodly amount they spent on this game, there was no reason NOT to support these playstyles and collect the associated revenue.  However, the core thing that has everyone raving is the Bioware story.  With the past Bioware games, the customer pays once for the box, and maybe once more if the expansions/DLC are worth purchasing, no matter how long it takes the player to complete the game or how many times they replay it.  With the monthly fee, EA gets paid every month for every playthrough and replay, regardless of how little or how much content Bioware actually adds to the game in future patches.   

    With such a focus on a highly replayable single player story, SWTOR doesn't need half a million year-round subscribers.  They can get the same effect with 1.5 million players who pay 4 months out of the year when new content is added - or when players choose to replay the old stuff.  I don't see how Bioware can lose here - which is probably why they got so much of EA's money to spend in the first place. 

    Mists of Pandaria Will Ship This Summer, Or Heads Will Roll
    Many intelligent people are predicting that Pandaria won't ship until Q4, and there is strong basis for making this call - Blizzard is not known for shipping its products on time.  This round, however, I think the stakes are higher. 

    Blizzard spent 2011 losing subscribers by the millions - to Rift, or wherever else - and SWTOR will not help this situation.  No amount of spin about how the lost players are in the less lucrative Asian markets, or how players have returned to WoW after the launches of past competitors, can change the reality that Blizzard will continue to lose customers and money until something changes.  A scenario in which the content that was available in early December 2011 is still the only content available in early October 2012 is unacceptable. 

    My guess is that we will see the paid closed beta phase of Pandaria (courtesy of the annual pass) kick off in May-June, with an aim for an early Q3 release.  Delaying this product further is not like delaying Starcraft II or Diablo III, which do not have monthly fees - every month means more subscribers lost from the current live WoW service.  I'm prepared to believe that Blizzard might let the expansion slip anyway, but I think that there will - and frankly should - be consequences if this occurs. 

    What do you all think will happen in 2012?