Should You Want To Pay?
Should we as players (i.e. consumers) of MMO's want to pay for our games? Most people who can count will have some level of selfish desire to pay less, get more, and somehow have the developers not go out of business in the process. That aside, should you want to play a game where you are paying your fair share? Equally important in the era of non-subscription payment models and cash shops, should you NOT want to play games that are structured in a way where you are not paying much?
My complaint about SWTOR's new model - which should not be a surprise to longtime readers since I have raised the same objection to several SOE games that have taken a similar approach - is that I actually want to pay them more. Bioware does not think it's in their interest to allow non-subscribers to pay for a fully unimpaired experience in their product. If the only two options are to subscribe or suck up quality of life penalties and pay nothing more once I've unlocked the handful of things Bioware is willing to sell, I may just go ahead and freeload. That's not really the happiest outcome for either myself or Bioware.
I would argue that studios have done themselves a disservice by hyping the "free" angle on for-profit products that have to make money somehow. The games can never be completely without cost, and there will always be one restriction that is the most onerous one left no matter how many things the studio relaxes. (EQ2 may be running into this wall today after several years of doing the dance that SWTOR is doing today.) Meanwhile, the dual business model creates a variety of expectations, with most non-subscribers misguidedly begrudging every penny and subscribers insisting that their $15 should be the only money anyone is allowed to ever pay and anything more would be "pay to win".
And so we have the talk of whales, mounts that have gone from $10 outrage to $25 sparkle ponies and perhaps $50 soon, and the ongoing slippery slope of cash shops as studios claim that more revenue is needed and the majority of players rush to say "not it!". I'm not about to run out and pay hundreds of dollars for premium stuff, but in general I think that players who are not supporting the product can expect to be disappointed with its future direction. Perhaps the middle ground was the old world in which everyone paid $15 and the developers did whatever they wanted to with the proceeds, but that ship appears to have sailed. If the result really is a generation of games whose primary revenue stream is catering to the highest cash store bidder, I don't think anyone (other than that one big spender) will be happy with the result.
My complaint about SWTOR's new model - which should not be a surprise to longtime readers since I have raised the same objection to several SOE games that have taken a similar approach - is that I actually want to pay them more. Bioware does not think it's in their interest to allow non-subscribers to pay for a fully unimpaired experience in their product. If the only two options are to subscribe or suck up quality of life penalties and pay nothing more once I've unlocked the handful of things Bioware is willing to sell, I may just go ahead and freeload. That's not really the happiest outcome for either myself or Bioware.
I would argue that studios have done themselves a disservice by hyping the "free" angle on for-profit products that have to make money somehow. The games can never be completely without cost, and there will always be one restriction that is the most onerous one left no matter how many things the studio relaxes. (EQ2 may be running into this wall today after several years of doing the dance that SWTOR is doing today.) Meanwhile, the dual business model creates a variety of expectations, with most non-subscribers misguidedly begrudging every penny and subscribers insisting that their $15 should be the only money anyone is allowed to ever pay and anything more would be "pay to win".
And so we have the talk of whales, mounts that have gone from $10 outrage to $25 sparkle ponies and perhaps $50 soon, and the ongoing slippery slope of cash shops as studios claim that more revenue is needed and the majority of players rush to say "not it!". I'm not about to run out and pay hundreds of dollars for premium stuff, but in general I think that players who are not supporting the product can expect to be disappointed with its future direction. Perhaps the middle ground was the old world in which everyone paid $15 and the developers did whatever they wanted to with the proceeds, but that ship appears to have sailed. If the result really is a generation of games whose primary revenue stream is catering to the highest cash store bidder, I don't think anyone (other than that one big spender) will be happy with the result.
Punishment or Gameplay?
"In an earlier draft of F2P, we had it so that F2Pers couldn’t use spacebar inside cutscenes and we almost had a riot inside this building. So we being listening to feedbacks the whole way."As context for those who have never played SWTOR, the space bar is used in cut scenes to interrupt the NPC who is talking and make them start their next line of dialog. This can be used when you have to repeat a conversation - for example if you do a quest over (either an alt or as a repeatable quest) or cancel out of a dialog because you were unhappy with the results. However, the main association that SWTOR players have for "spacebar" as a verb is for the equivalent of refusing to read quest text. The only difference is that in SWTOR, that "text" is the result of expensive voice acting that had a huge impact on the game's budget.
- Dulfy's transcript of a Bioware Q+A
Having explained that, I have absolutely no idea what Bioware's business people - who unlike myself are presumably paid a decent salary to know what they are doing on this front - could be thinking. The very idea of using the hallowed "fourth pillar", Bioware's epic story, as a punishment that non-subscribers would have been forced to endure boggles my mind. Bioware has not been afraid to think outside the box for good or for ill - and more often (e.g. restrictions on hotbars) for ill - but this one is absurd.
During the past week, including the Q+A, Bioware has relaxed more of the restrictions imposed on preferred non-subscribers (i.e. lapsed players and those who have spent money in the cash shop). Preferred players will now have four hotbars - the number the game launched with - and six character slots (up from two currently, and close to the eight that subscribers had at launch, though this limit is supposedly per account rather than per server).
On the one hand, they're willing to give away a tremendous amount of stuff that would have been worth paying for. However, they're on the record as unwilling to budge on things like credit caps, mail restrictions, and content pass pricing that greatly reduce how attractive it is to pay for anything as a non-subscriber. I get that Bioware is very afraid of being dependent on creating new content for revenue, and would prefer for players to subscribe. It just seems strange that every change they make shifts the game away from a state where people who won't subscribe are still paying for the game and closer to a state where a single one-time payment is all most players will ever need, want, or have the opportunity to make.
Is the SWTOR Credit Cap Killing Unlock Resales?
A few weeks ago, I pondered whether SWTOR's credit cap was going to cause issues for the game's business model. It's a bit early to tell, but the answer may be yes.
To recap, non-subscribers cannot ever have more than 350,000 credits on their person - in context, it's easy to make over 100,000 credits per day doing endgame daily missions. By design, every item in the cartel market is available for re-sale, subject to a several-day waiting period to deter fraud. This includes the items whose purpose is to lift restrictions on non-subscribers. These items have zero value to subscribers (except if they can be flipped for a profit), so the only real market for them are non-subscribers (who cannot pay more than 350,000 credits by definition) and subscribers who are stocking up because they plan to let their subscriptions lapse in the near future. The latter demographic is limited because the game's model in general discourages people from playing at all while unsubscribed.
Right now, the market is distorted by large grants of cartel coins that were granted to existing subscribers, many of whom seem to feel that these should immediately be spent, rather than saved to pay for future additions to the marketplace. As a result, my server at least is seeing the global trade network flooded with unlock items that cost several dollars worth of cartel coins but that cost well under 350,000 credits.
An especially egregious offender is the unlock for access to Section X, the new daily quest area and also the home to the quest to claim the HK-51 droid companion. This unlock costs 600 cartel coins in the cash shop (roughly $5-7 depending on your exchange rate), but the item is also available as a (presumably unwanted) reward in the "cartel pack" gambling boxes. As a result, unlocking this area for my main would currently cost me rough 75,000 credits, or less than the credits that I can earn back by doing all of these quests once each.
The sector X unlock may be a special case because of the decision to include it in the gambling packs, which players are purchasing in large quantities for the other possible rewards. Demand for this particular item may be especially skewed because subscribers don't need it and neither does anyone below level 50. That said, I cannot imagine that a secondary market in which players actually fork over several dollars worth of cartel coins for a day or two's worth of daily quest rewards is in any way sustainable. If I'm right, either supply will drop to the ground as players realize that cartel coins cost money and stop wasting them, or else something will have to be done about that credit cap on non-subscribers.
To recap, non-subscribers cannot ever have more than 350,000 credits on their person - in context, it's easy to make over 100,000 credits per day doing endgame daily missions. By design, every item in the cartel market is available for re-sale, subject to a several-day waiting period to deter fraud. This includes the items whose purpose is to lift restrictions on non-subscribers. These items have zero value to subscribers (except if they can be flipped for a profit), so the only real market for them are non-subscribers (who cannot pay more than 350,000 credits by definition) and subscribers who are stocking up because they plan to let their subscriptions lapse in the near future. The latter demographic is limited because the game's model in general discourages people from playing at all while unsubscribed.
Right now, the market is distorted by large grants of cartel coins that were granted to existing subscribers, many of whom seem to feel that these should immediately be spent, rather than saved to pay for future additions to the marketplace. As a result, my server at least is seeing the global trade network flooded with unlock items that cost several dollars worth of cartel coins but that cost well under 350,000 credits.
An especially egregious offender is the unlock for access to Section X, the new daily quest area and also the home to the quest to claim the HK-51 droid companion. This unlock costs 600 cartel coins in the cash shop (roughly $5-7 depending on your exchange rate), but the item is also available as a (presumably unwanted) reward in the "cartel pack" gambling boxes. As a result, unlocking this area for my main would currently cost me rough 75,000 credits, or less than the credits that I can earn back by doing all of these quests once each.
The sector X unlock may be a special case because of the decision to include it in the gambling packs, which players are purchasing in large quantities for the other possible rewards. Demand for this particular item may be especially skewed because subscribers don't need it and neither does anyone below level 50. That said, I cannot imagine that a secondary market in which players actually fork over several dollars worth of cartel coins for a day or two's worth of daily quest rewards is in any way sustainable. If I'm right, either supply will drop to the ground as players realize that cartel coins cost money and stop wasting them, or else something will have to be done about that credit cap on non-subscribers.
MMO Black Friday 2012
U.S. Black Friday is upon us, and there are some discounts to be had.
- For those willing to brave the stores, WoW's Pandaria expansion will be 50% off. Blizzard does not feel obliged to offer a similar discount online, so presumably this is in part to help retailers move their boxes. Not sure if this is technically a sign of weakness, as WoW's last two expansions were not timed right to be discounted on Black Friday, and digital sales are almost certainly a bigger piece of the pie this year.
- As is traditional, Turbine is offering deep discounts on expansions, including 50% off of the six week old Rohan expansion in LOTRO and 75% off of this summer's DDO expansions.
Both products bundled various extras that may or may not be of interest to players in order to justify higher price tags ($50 for the cheapest DDO bundle that includes the new class, $70 for LOTRO's legendary bundle, which was the only way to get the sixth inventory bag until recently). Both become attractive upsells when the price is slashed 50%. In LOTRO, the $40 base edition comes with the content and 1000 Turbine Points, while the $70 edition comes with the sixth bag (which costs 995 TP itself and is specifically excluded from this week's sale on inventory upgrades), an extra 1000 TP (for a total of 2000), and some various cosmetic miscellany. At half off, you're getting those extras for $15 and still paying less than the full price on the base edition.
Various other MMO's have launched expansions probably too recently to offer deep discounts - both Rift and EQ2 rolled out last week. I don't expect major discounts on Guild Wars 2 because they don't have a subscription fee that would motivate them to dump boxes (though Amazon is currently offering it for $45). However, we could see some cash store sales in various games that don't have a dirt cheap expansion on offer. If you know of anything interesting, leave a comment and I'll add it to this post assuming I'm not in a turkey coma or fighting for my life in stores at the time. :)
Happy Thanksgiving everyone!
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