Lowering The Price of EQ2

In EQ2, SOE has the dubious distinction of developing the only major MMO that I otherwise enjoy playing but routinely do not play due to their business model antics.  That said, a questionable business model attached to a product that is worth playing is one sale away from being a done deal.


This weekend is a 50% rebate sale on EQ2's Station Cash store, which includes expansion packs and non-recurring paid subscriptions.  This is not an especially great time to buy Station Cash - a double SC sale, which happens more frequently, lets you pay half as much for the SC you want, while a rebate sale requires you to pay the regular price and gives you SC back afterwards.  It is, however, a spectacular time to SPEND Station Cash.

A few weeks ago, I decided to spend $20 for 6000 SC at the last triple SC sale - enough to cover the 4000 SC expansion and a one month non-recurring subscription for 1500 SC so I wouldn't need to start paying for gear unlocks again until I hit the new level cap.  For some reason, though, I held back on spending the SC after paying for it.  My patience paid off.

That $20, tripled and then instant-rebated, bought me the $40 expansion, three months of subscription status (3897 SC) and still over 2000 SC left from the most recent purchase (4352 total counting a previous balance).  The tough call now is whether to extend my subscription out from August through November (leaving me with around 2000 SC left after the rebate) or hold onto the balance in anticipation of being charged 4000 SC for another expansion in December.

Anyway, PSA: If you already have SC and are looking to buy stuff in EQ2's store, this is a good weekend to do so.

Marginal Return on Content

Anjin asks whether the layoffs at Bioware are a sign of trouble or business as usual.  I'd suggest the answer is a bit of both - losing staff is business as usual for a game that lost about a quarter of its customers in the previous quarter.  This move comes at about the game's five month mark, which is a bit late for the traditional ship-then-sack treatment.  At a minimum, the game's subscription performance can't have helped their case to keep more people on board.  That said, the game is still the number two subscription MMO at the moment, which would seem to make it a bit early to be abandoning ship.

The more concerning possibility, then, is that EA does not like what they're seeing in terms of return on investment for new content.  We know from the beta that Bioware has great tools in place to map out how content is used.  These tools may now be telling them that daily quests aren't helping them retain players who are out of story content.  Meanwhile, my experience has been that the solo content on a planet runs for a couple of hours, which can't be a great return on the development investment needed to create that much content. 

Overall, it is going to be very interesting to see whether the game ever focuses on advancing the solo story content beyond its current set of endings, or whether they continue to focus on quality of life features and concede that players will simply leave as they finish the story.  

What Diablo III Is and Is Not

Reading over the blogs, I wonder if Blizzard's biggest mistake with Diablo III was keeping the name.  This is not to say that players have not cited valid reasons for their lack of enthusiasm, but it feels like a disproportionate amount of the commentary has focused on what the game is not. 

Diablo III is not (note: cited complaints are not the whole contents of the linked posts):
  • Available offline (see: Syp amongst many others after the rocky launch week)
  • Sufficiently different in scenery from DII.  (See: Wilhelm)
  • Sufficiently similar in character skill design from DII.  (See Pete, more on this in a minute)
  • A game, but more of an interactive movie (See: Gevlon)
  • Being evaluated fairly by reviewers, but rather being given a bonus based on its title (See Tobold)
  • Reasonable about unlocking difficulty - three complete playthroughs are required to unlock the highest difficulty (See: Spinks)
  • Arriving in 2002, when the incremental improvements from DII would be more consistent with four years versus the fourteen it actually took.  (See: Ferrel)
  • Torchlight 2 (Pete, Arbitrary, several others - I suppose a real credit to Runic that this was such a common observation.)
So far, I've only played through level 11, but from what I've seen so far DIII is a good quality, polished, and fun game.  In some ways, it reminds me of SWTOR - you are definitely experiencing someone else's story, between the heavy involvement of NPC's and the relatively non-customizeable player characters, but the story experience and production values have been excellent.  Two tidbits that I've especially enjoyed:

Voiceover Lore: Those lore tidbits normally found in books that I never read in game?  In DIII, they are saved to my journal and an NPC will read them to me as I continue on my path of destruction.  As a result, I've been exposed to far more lore than I would ordinarily be tracking this early in the game.  This system is a huge step forward from tweet-length boxes of quest text.  Every MMO that is not planning on Bioware-style branching dialog trees needs to look at this.

Skill system: I am solidly in Camp Spinks on this one.  DII had one of the worst implementations of a skill system that I can ever remember tolerating - with no respecs and no requirement to spend more than one point per low level skill, DII basically dictated that players not use any skill points until most of the way through the game's normal difficulty.  In its place, Blizzard has created a system that offers tactical versatility without the dead weight and false choices - many options and almost all of them bad.  With the new system, I'm re-building my character in some way almost every level, and it sounds like I'm not alone in that experience.

Do I expect to be playing DIII every day for months or years?  No.  But that's another thing that DIII is not and does not need to be - a MMO with a lengthy commitment. 

(P.S. My tag-thing for contacting me in game is pvdblog#1183.) 

SWTOR At One Month

My first month in SWTOR has just about wound up - minus some time due to real life scheduling conflicts but plus a few days due to the referral trial program.


My first character is sitting at level 34, having completed the class story on Balmorra and collected four of my five companions.  This means that I'm done with seven of the twelve planets I will visit as part of my class story (not counting Ilum, which is PVP only as far as I'm aware).

There is still solo content left on about half of the planets I have visited, but I have chosen to forge ahead as my level permits in the name of preserving challenge.  I'm continuing to tackle content that's 2-3 levels above my head in search of an appropriate difficulty level.  In principle, this all means that my next Republic character could have a significant amount of content that I have not seen previously (assuming that I don't go back and power through the old stuff to farm companion affection for legacy unlocks).

Based on this timeline and rate of advancement, I'm probably looking at about six weeks of real time per level 50 character, and about four playthroughs (two per faction, and, coincidentally enough, one for each mirrored class pairing) before I'm really scraping the bottom of the barrel for content I have yet to complete.  I have not yet started a single alt due to how the Legacy system rewards work, but to Bioware's credit the only hard part about my next character will be the choice of which of the six classes (excluding Bounty Hunter because it's the mirror of my Trooper) to play next.

Is it ideal for Bioware if I ultimately pay for six months' worth of game time before wandering off into the double-sunset?  Perhaps not, but it's hard to call that a real failure either.  I suppose I should also be worried about whether all the legacy perks will harm the difficulty level (though I may have gone extra easy on myself this first round by playing a tank-spec with a healing companion).  Overall, though, I'd call my first month in the Old Republic a success.