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. 

Back at the LOTRO Cap

My Champion hit level 75 in LOTRO, which brings me back to the level cap, albeit for a relatively brief time.  I finished the main story from the Isengard launch, but plenty of content remains, including the entire Great River zone and large portions of the sidequests of Isengard. 

Not much new to report here, but one minor quirk - because Turbine's model offers free players access to the current level cap, exterior zones, and epic story, it is important that I finish this content now, rather than after the expansion.  There's no option not to purchase the new level cap, and therefore no option NOT to advance beyond it until I've run out of content.  Ah well, at least it's been a good ride thus far.