LOTRO's Conflicting Payment Plans
LOTRO's Isengard expansion has arrived, and it appears that my post on the pricing (which got quoted by Syp, who in turn was quoted on the Multiverse) turns out to be partially incorrect.
I had gotten the impression from Turbine's marketing materials that the two choices were to pre-order the expansion for $30 or to buy the expansion in the LOTRO Store for $60 worth of Turbine Points (albeit with the option to save money by declining to purchase the group content). Apparently there was a third option, which, in my defense, they chose not to emphasize. The $30 offer, minus a cosmetic cloak and an exp boost for low level alts, remains valid in Turbine's website store.
Long-term value of the VIP?
While I'm sure that Turbine didn't object to trying to pressure people into purchasing early, I think that Spinks (who also quoted me) was much closer to the mark than I was. This pricing model was aimed primarily at long-term subscribers (especially life-timers) who have excess points as a result of not spending their monthly stipends on consumables and fluff items. The Turbine store does not accept Turbine points, only additional real world currency.
This seems like an odd move. There's significant value in a single month of VIP subscription to LOTRO, because any character that has been played with a current subscription gets a bunch of permanent unlocks that cost well over $15 worth of points in the in-game store. There may even be value in subscribing for a few months to "rent" content that you intend to beat quickly and never play again. In the long run, though, you could permanently unlock almost everything that a VIP has through the Turbine Point store for less money than it costs to keep a subscription going for a year or longer.
By pointing out that additional cash is going to be heavily favored over Turbine Points - yes, there could be a discounted bundle later, but waiting three months will not be satisfactory to active, long-time subscribers - Turbine could very easily kick some of these folks over the fence to the Premium non-subscription side, costing themselves money in the long run.
(Incidentally, does anyone believe Turbine's excuse for the lack of a bundle - that they are technologically incapable of selling a bundle in the in-game store that will grant access to the future instances? You'd think they could implement some sort of place-holder if they wanted to.)
Arriving at the wrong conclusion
I was not alone in reaching the conclusion I did about Turbine's pre-order campaign, but I should not have been surprised. A 2009 pre-order deadline for Mirkwood also turned out to be a bluff that got extended, because Turbine priced the expansion and the price they wanted to sell the expansion at. There's very little incentive for Turbine to risk having late-comers decline to purchase some or all of the expansion after the price effectively doubled on launch day.
(Aside: The in-game store makes no mention of the out-of-game discount. Is it really a good idea to let players pay for $30 worth of Turbine Points to unlock the solo content, only to find out later that they could have had all the group content for the same amount of money?)
P.S.
All LOTRO talk aside, this was an interesting lesson for me in that my reaction focused on the specifics of my own situation, as a non-subscriber who was undecided about the expansion. By posting quickly, I missed the bigger picture of the story about VIP's. I don't think of PVD as a news site, but I do think there is some value in having my analysis up while the topic is still news. Then again, perhaps I would have caught more of the story if I had thought and waited a bit longer before posting (if for no other reason than because other folks figured it out). Ah well, perils of being a blogger I suppose.
I had gotten the impression from Turbine's marketing materials that the two choices were to pre-order the expansion for $30 or to buy the expansion in the LOTRO Store for $60 worth of Turbine Points (albeit with the option to save money by declining to purchase the group content). Apparently there was a third option, which, in my defense, they chose not to emphasize. The $30 offer, minus a cosmetic cloak and an exp boost for low level alts, remains valid in Turbine's website store.
Long-term value of the VIP?
While I'm sure that Turbine didn't object to trying to pressure people into purchasing early, I think that Spinks (who also quoted me) was much closer to the mark than I was. This pricing model was aimed primarily at long-term subscribers (especially life-timers) who have excess points as a result of not spending their monthly stipends on consumables and fluff items. The Turbine store does not accept Turbine points, only additional real world currency.
This seems like an odd move. There's significant value in a single month of VIP subscription to LOTRO, because any character that has been played with a current subscription gets a bunch of permanent unlocks that cost well over $15 worth of points in the in-game store. There may even be value in subscribing for a few months to "rent" content that you intend to beat quickly and never play again. In the long run, though, you could permanently unlock almost everything that a VIP has through the Turbine Point store for less money than it costs to keep a subscription going for a year or longer.
By pointing out that additional cash is going to be heavily favored over Turbine Points - yes, there could be a discounted bundle later, but waiting three months will not be satisfactory to active, long-time subscribers - Turbine could very easily kick some of these folks over the fence to the Premium non-subscription side, costing themselves money in the long run.
(Incidentally, does anyone believe Turbine's excuse for the lack of a bundle - that they are technologically incapable of selling a bundle in the in-game store that will grant access to the future instances? You'd think they could implement some sort of place-holder if they wanted to.)
Arriving at the wrong conclusion
I was not alone in reaching the conclusion I did about Turbine's pre-order campaign, but I should not have been surprised. A 2009 pre-order deadline for Mirkwood also turned out to be a bluff that got extended, because Turbine priced the expansion and the price they wanted to sell the expansion at. There's very little incentive for Turbine to risk having late-comers decline to purchase some or all of the expansion after the price effectively doubled on launch day.
(Aside: The in-game store makes no mention of the out-of-game discount. Is it really a good idea to let players pay for $30 worth of Turbine Points to unlock the solo content, only to find out later that they could have had all the group content for the same amount of money?)
P.S.
All LOTRO talk aside, this was an interesting lesson for me in that my reaction focused on the specifics of my own situation, as a non-subscriber who was undecided about the expansion. By posting quickly, I missed the bigger picture of the story about VIP's. I don't think of PVD as a news site, but I do think there is some value in having my analysis up while the topic is still news. Then again, perhaps I would have caught more of the story if I had thought and waited a bit longer before posting (if for no other reason than because other folks figured it out). Ah well, perils of being a blogger I suppose.
Merits of Intermission
One of the biggest lessons I've learned as a MMO tourist is to never finish your to do list. In general, the fun goals - e.g. run every dungeon at least once - get done early, while the less fun goals tend to get put off til later. When I stick around "too long", I find that I walk away from the game with less positive feelings and stay gone for longer as a result.
I'm at one of these crossroads in EQ2 at the moment - a bit over halfway through the non-raid dungeon progression, nearing the AA cap, and approaching the maximum on most of the current expansion factions (most of which I don't really need for anything, other than a passtime while I look for groups and some free AAXP). Groups are getting a bit harder to find as I move away from the easy dungeons of the expansion, and the side projects I can do while I try to get a group are getting less interesting (e.g. grinding Desert of Flames factions for an additional housing option, now that we can have multi-housing).
My subscription happens to be due, and now is about the time to cancel if I want to take advantage of the "winback" promotions that will most likely follow November's expansion - this year, the same amount of money spent on EQ2 would have netted me $20 worth of station cash and a vulture mount if I had planned my gaming schedule around EQ2's marketing promotions. In and of itself, that's not necessarily reason to re-arrange my schedule. Then again, if it happens to encourage me to take a break at a time that makes sense anyway, a little EQ2 intermission might not be a bad thing for everyone concerned.
Specifics of this case aside, I wonder if there is a niche for a game that actually plans on players wandering off every few months. A Tale in the Desert is notable for doing something almost like the season finale of a TV show, actually bringing down the servers at the end of a "telling". Obviously, no developer wants to not get paid during the "season break", and perhaps the effect on the community would be disruptive. Then again, there could be long-term gains in avoiding player burnout, and I could see the new trend of story-driven MMO's - SWTOR chief amongst them - being well positioned to taken advantage of a tourist-driven playerbase that will naturally wax and wane as content is released.
I'm at one of these crossroads in EQ2 at the moment - a bit over halfway through the non-raid dungeon progression, nearing the AA cap, and approaching the maximum on most of the current expansion factions (most of which I don't really need for anything, other than a passtime while I look for groups and some free AAXP). Groups are getting a bit harder to find as I move away from the easy dungeons of the expansion, and the side projects I can do while I try to get a group are getting less interesting (e.g. grinding Desert of Flames factions for an additional housing option, now that we can have multi-housing).
My subscription happens to be due, and now is about the time to cancel if I want to take advantage of the "winback" promotions that will most likely follow November's expansion - this year, the same amount of money spent on EQ2 would have netted me $20 worth of station cash and a vulture mount if I had planned my gaming schedule around EQ2's marketing promotions. In and of itself, that's not necessarily reason to re-arrange my schedule. Then again, if it happens to encourage me to take a break at a time that makes sense anyway, a little EQ2 intermission might not be a bad thing for everyone concerned.
Specifics of this case aside, I wonder if there is a niche for a game that actually plans on players wandering off every few months. A Tale in the Desert is notable for doing something almost like the season finale of a TV show, actually bringing down the servers at the end of a "telling". Obviously, no developer wants to not get paid during the "season break", and perhaps the effect on the community would be disruptive. Then again, there could be long-term gains in avoiding player burnout, and I could see the new trend of story-driven MMO's - SWTOR chief amongst them - being well positioned to taken advantage of a tourist-driven playerbase that will naturally wax and wane as content is released.
Perils of AA Inflation
Lyriana, my EQ2 main, first hit the game's level cap (then 80) in 2009, with 127 out of 200 possible AA points. Two expansions since have increased the level cap once and the AA cap twice, with a third increase in a two year period slated for November's expansion. Right now, Lyriana has 264 out of the current cap of 300 AA - when she gains thirteen more, she will be able to access the expansion's final ability (a two-point cost, which requires 275 spent elsewhere). Raiding guilds that advertise on Crushbone generally include this 277+ point ability as a pre-requisite for would-be recruits.
As it now stands, the daily quests that I do routinely while waiting to see if I can find a group get me enough experience for one additional AA. I don't mind the system, since it rewards me for stuff that I'm doing anyway, and it's not keeping me out of content - I'll have the AA's well before I meet the gear requirements. I could see how someone who had a guild waiting on them might feel differently.
That aside, there is one significant aspect of the way in which the AA cap has risen - each time it has done so, there has been a free respec, and additional respecs are available for a price. Meanwhile, in Telara, Trion apparently plans to increase Rift's not yet launched Planar Attunement cap at least once, if not twice, to unlock the second and third tiers that are currently sealed on the UI. Trion's system controversially does not allow respecs even though the game's entire class system is balanced around players changing roles at a click of a button.
I'm not entirely opposed to the lack of respec, especially since no one really knows how the system will play out. However, it does beg a philosophical question - when those additional tiers open up, will there be a respec? If not, should players who have cherry-picked the best abilities out of the current trees save up their planar attunement points to buy future abilities, rather than picking up less desirable abilities now? Bear in mind that we have no indication whether attunement point costs will be higher on future trees - higher costs would slow power inflation due to the system, but could leave players regretting a spending spree on filler points today.
At the end of the day, it is kind of fun to get the occasional new ability, whether it's through an increased level cap or alternate advancements. It just seems that the consequences - power inflation on the high end and an ever steeper curve for newbies on the low end - bear some watching.
As it now stands, the daily quests that I do routinely while waiting to see if I can find a group get me enough experience for one additional AA. I don't mind the system, since it rewards me for stuff that I'm doing anyway, and it's not keeping me out of content - I'll have the AA's well before I meet the gear requirements. I could see how someone who had a guild waiting on them might feel differently.
That aside, there is one significant aspect of the way in which the AA cap has risen - each time it has done so, there has been a free respec, and additional respecs are available for a price. Meanwhile, in Telara, Trion apparently plans to increase Rift's not yet launched Planar Attunement cap at least once, if not twice, to unlock the second and third tiers that are currently sealed on the UI. Trion's system controversially does not allow respecs even though the game's entire class system is balanced around players changing roles at a click of a button.
I'm not entirely opposed to the lack of respec, especially since no one really knows how the system will play out. However, it does beg a philosophical question - when those additional tiers open up, will there be a respec? If not, should players who have cherry-picked the best abilities out of the current trees save up their planar attunement points to buy future abilities, rather than picking up less desirable abilities now? Bear in mind that we have no indication whether attunement point costs will be higher on future trees - higher costs would slow power inflation due to the system, but could leave players regretting a spending spree on filler points today.
At the end of the day, it is kind of fun to get the occasional new ability, whether it's through an increased level cap or alternate advancements. It just seems that the consequences - power inflation on the high end and an ever steeper curve for newbies on the low end - bear some watching.
Technology Barriers to Aging MMO Demographics?
Chris at Game by Night argues that the MMO demographic is getting older, and acquiring real life responsibilities that preclude the time commitment of older games. It makes for a great quote, and I don't disagree with the sentiment - I wrote about the push for transient content last week - but I wonder about the premise.
Those of us who have been playing MMO's for 5-15 years have obviously gotten older during that time, but has the audience as a whole? Or, is there some other factor, such as entry barriers to even getting into an MMO, that is letting the dreaded WoW Tourists into the genre?
Getting Online
Back in the day, even a CD-ROM's worth of data was a hefty download and a game that required an always-on internet connection was tying up the only phone (a landline) in your house. I would suggest that there was no possible value added for the solo player demographic that justified going to this degree of trouble; the early MMO's focused on multiplayer because that was the only thing that would make it worth the bother of being online.
Maybe the demographics of being online at all skewed against people who were 30-40+ in 1998, and this in turn kept them out of the MMO market. Even so, I would suggest that this aspect of the audience was incidental to the era, rather than a conscious decision by people with mortgages, jobs, and families to spurn the genre.
Flash forward to today, where it is feasible for the largest of games to be delivered digitally and for single player games to require an always-on internet connection (to the chagrin of various customers) because it's safe to assume that even your television has its own broadband connection through one or more consoles. Today, the "cost" of a solo player going online is greatly reduced. In 2004, this trend opened the door for Blizzard to support solo play - albeit at a much less "supportive" level than what we see today - and started the genre down the slippery slope towards including as many paying customers as possible.
The barriers continue to come down
In some ways, the point of this point sounds self-apparent - making it easier to get into MMO's has allowed more people to get into MMO's. Then again, it seems to have taken a while for the model to catch up. It's now late 2011, and we have MMO vets like John Smedley and Scott Jennings proclaiming that the free to download, non-subscription model is the way to go because this is somehow still news to the people who write the business plans.
Streaming client downloads are the new standard, until it moves even further - Runes of Magic is developing a Facebook client that runs the full game. Companies have to be starting to hear the message that their game needs to be a special product indeed to cross the hurdle of having customers pay $50-60 for a one-month trial that lets them decide if they want to charge $15 to their credit cards every month from now til they quit.
Did the aging of the EQ1 and WoW 1.0 players bring the age (and life/responsibility) balance of MMO players closer to the general population? Perhaps, but those numbers are also swelled with the younger players that studios are eagerly courting. I would argue that we have players who only want to play easier games in the market today because it is getting progressively easier to actually get those games in the first place. Here, I agree with Chris' bottom line - this is one trend that won't be rolling back.
Those of us who have been playing MMO's for 5-15 years have obviously gotten older during that time, but has the audience as a whole? Or, is there some other factor, such as entry barriers to even getting into an MMO, that is letting the dreaded WoW Tourists into the genre?
Getting Online
Back in the day, even a CD-ROM's worth of data was a hefty download and a game that required an always-on internet connection was tying up the only phone (a landline) in your house. I would suggest that there was no possible value added for the solo player demographic that justified going to this degree of trouble; the early MMO's focused on multiplayer because that was the only thing that would make it worth the bother of being online.
Maybe the demographics of being online at all skewed against people who were 30-40+ in 1998, and this in turn kept them out of the MMO market. Even so, I would suggest that this aspect of the audience was incidental to the era, rather than a conscious decision by people with mortgages, jobs, and families to spurn the genre.
Flash forward to today, where it is feasible for the largest of games to be delivered digitally and for single player games to require an always-on internet connection (to the chagrin of various customers) because it's safe to assume that even your television has its own broadband connection through one or more consoles. Today, the "cost" of a solo player going online is greatly reduced. In 2004, this trend opened the door for Blizzard to support solo play - albeit at a much less "supportive" level than what we see today - and started the genre down the slippery slope towards including as many paying customers as possible.
The barriers continue to come down
In some ways, the point of this point sounds self-apparent - making it easier to get into MMO's has allowed more people to get into MMO's. Then again, it seems to have taken a while for the model to catch up. It's now late 2011, and we have MMO vets like John Smedley and Scott Jennings proclaiming that the free to download, non-subscription model is the way to go because this is somehow still news to the people who write the business plans.
Streaming client downloads are the new standard, until it moves even further - Runes of Magic is developing a Facebook client that runs the full game. Companies have to be starting to hear the message that their game needs to be a special product indeed to cross the hurdle of having customers pay $50-60 for a one-month trial that lets them decide if they want to charge $15 to their credit cards every month from now til they quit.
Did the aging of the EQ1 and WoW 1.0 players bring the age (and life/responsibility) balance of MMO players closer to the general population? Perhaps, but those numbers are also swelled with the younger players that studios are eagerly courting. I would argue that we have players who only want to play easier games in the market today because it is getting progressively easier to actually get those games in the first place. Here, I agree with Chris' bottom line - this is one trend that won't be rolling back.
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