STO's Buggy Anniversary

I haven't played much Star Trek Online since capping out one character on each faction last year.  I enjoyed the duty officer minigame far more than the space and ground combat that made up the traditional portions of STO, but I mostly ran out of stuff to do with my duty officers.  Thus, the annual anniversary event, with free starships for each faction as a rewards, was an opportunity for Cryptic to get me back into the game.  Unfortunately, they blew their chance to make a good impression through several bugs.

The Case of the Missing Bridge Officer Skills
Empty bridge officer skill slots - not a good plan, as you kind of need these.  (This was actually due to a second issue, see the end of this post.)
First up, I signed in to discover that none of my bridge officer skills were available in the space combat window.  I spent 10 minutes trying to mess with settings to figure out what I was doing wrong - time that proved unnecessary because the anniversary mission does not feature any combat in your regular starship, but that's beside the point - and eventually fired up Google. 

Apparently, this was an intentional bugfix of some sort made in a patch back in November but that incidentally requires that the player unassign all of their bridge officers from their slots once and then reassign them.  The comment from Cryptic when players complained on the forums was that they had mentioned this fix in the patch notes.  That would have been a somewhat unsatisfactory way to communicate if I had been actively playing at the time, but it was especially underwhelming several months later, when I could not find those patch notes if I wanted to read all of them. 

If you are going to break people's characters, however temporarily, you really need to provide some sort of pop-up notification that includes how to fix the problem.

The Mission That Would Not Complete
Having successfully reassigned the bridge officer skills that I turned out not to need, I headed off to complete the new anniversary mission.  A free ship is a reasonably big deal in a game where new ships are generally reserved for the cash shop.  In fact, the second anniversary festivities were what convinced me to try the game in the first place shortly after its free to play relaunch, and I was happy that I took part when I finally got to take my Odyssey class cruiser out for a spin at level cap. 

The new mission was a spinoff from a highly popular episode of TNG and featured a guest appearance by one of the show's original cast to voice their in-game character.  Most players had a good experience.  My experience was good... until I got to the end of the mission and did not receive credit for completing it.  I tried again, and was sent back to the mid-point of the mission to repeat a bunch of puzzles and story scenes... and not get credit again.  I tried and failed a third time. 

After this, it was back to Google for a second time in the evening.  It took a bit of digging to find the right search terms, but I eventually found half a dozen threads on the STO forums started by other players who got stuck in exactly the same place on the 3rd anniversary mission.  I saw no official confirmation from Cryptic that there was a bug or any plan to fix it, but a commonly re-posted workaround was to assign your NPC companions to tackle tasks that are NOT the tasks they say they are good at.  This is non-sensical, but it worked for me.  At least I knew the mission like the back of my hand at that point and was able to complete the Klingon version in under 20 minutes. 

As a little added thank-you bonus, the mission separates you from your normal bridge crew and therefore I ended the evening as I began it, with my bridge crew slots once again emptied for reasons beyond my control. 

Quality Assurance FTL?
Bugs happen, and sometimes Google is your friend - in my case, apparently the failing was to assume that I had done something wrong - twice in one evening - rather than immediately jumping to the conclusion that the game was broken and Google could tell me how to fix it.  I also get that you can't sell bugfixes for an additional fee in the cash store, and that is going to be the focus of a free to play game.

Even so, for an anniversary event like this one that is designed to bring back returning and/or curious players, a little quality assurance really might have made a difference.  If things had been fun, I might have settled in to work on some of the numerous missions that I never completed in my first trips to the game's cap.  As it was, I used up the extra time they could have spent trying to sell me on returning to the game trying to find workarounds for significant bugs.  I don't know whether that's more my loss or Cryptic's, but it's unfortunate. 

Hard Sell for the NDA'ed Marvel Heroes

A few weeks ago, a $20 starter pack to the upcoming Marvel Heroes game was on the list of things I was thinking I would probably purchase later this year - I figured that if the game was worth my time at all, it was going to be worth $20 to play as the characters I like rather than the free characters.  Seeing how they've run the marketing campaign since calls into question whether the studio is pushing hard to make money now, before the NDA comes down.  It also leaves no question that they are treating their customers in a way that I am not willing to be treated.

Better buy fast, before we make the deal worse
The initial presale plans were announced on January 9th.  At the time, the $20 single-hero package was described as "over $30 in value" including one hero, two costumes (one of which presumably comes standard on the hero, so really 1 extra costume), $10 in currency, and $10 in "bonus currency" (the larger packages came with correspondingly larger amounts).  The announcement stated that it was a "limited time" offer that "won't last forever".  

Apparently, the "limited time" ran out two weeks later with no advance notice, on January 23rd, and the "bonus currency" disappeared from all of the packages without any announcement.  There was no public comment on the situation for a few days, and then the studio came back on January 28th with a new offer.  In response to "huge demand", they're adding only $5 in "bonus currency" back to the bundles, noting that the original offer was higher for their "earliest adopters".  

The new announcement specifically alludes to how short the first "limited time" was, but declines to provide a firm deadline for the new offer.  They also made the new offer retroactive to January 23rd, suggesting that some players paid for a package in the interim and only noted after the fact that there had been an un-announced change to what they got for what they got for their money.

Context: What is lurking behind the NDA?
While all this is going on, there is also some sort of testing conducted under a non-disclosure agreement.  All we know are a few tidbits from a press tour that did not go so well.  A few articles:
  • Forbes' Erik Kain: "Marvel Heroes fails to provide a rewarding, fun action game experience - at least so far."  
  • Massively's Justin Olivetti: "I recognized what it was trying to be almost instantly: a superhero-flavored Diablo.  And you know what? That's what it is. Whether that's a horrible, shirt-rending event or something that sounds like a cool mix is up to you. "
  • Massively's Eliot Lefebvre: "Marvel Heroes isn't a heroic marvel" (article title)
  • Rock Paper Shotgun: And throughout there was one thought in my head: why did they let journalists look at this now? It’s possibly not the most positive thought."
Almost all of the pieces make the point that the game remains in development and could improve (Eliot suggests the issue is a design flaw that may not be fixable).  Still, I'm struck by how consist all of the reviews were.  This mid-December press tour is all the information that we have about a game scheduled to launch in "Spring 2013".  If the developers know that what's hiding behind the NDA is not going to be well-received, that certainly puts a different spin on their push to collect people's pre-purchase money ASAP, and especially before they are forced to drop the NDA.

Purchasing decisions in the pre-purchase era
As a Marvel fan, I would love for this game to be fun to play.  Instead, the picture I'm getting is a game that is neither a good action game (too grindy - kill 100 mobs!) or a good use of the Marvel setting (characters that are basically cosmetic covers over a small handful of archetypes, even if that means the Hulk can't punch harder than a non-super-powered street thug).  On the merits alone, I do not think it is a good idea to make a $20 non-refundable purchase to secure an extra $5 in currency.

As to the marketing effort, pre-order and pre-purchase campaigns are relatively established.  Historically, these promotions could be good for the consumer in the specific case where resources were limited.  When the store is going to sell out of NES cartridges or the server is not going to have the capacity to handle the launch rush, it's perfectly reasonable to allocate these scarce resources to those who were most dedicated and most willing to sign up in advance.  Over time, though, we're seeing more and more deadlines like the one that Marvel is offering that do not appear to have any basis in scarcity or benefit to the consumer and do appear to be timed to encourage a decision with as little information as possible.  MMO players are as individuals critical thinkers who are seldom reluctant to share an opinion, and I continue to be surprised that we as a group tolerate this treatment.

(Tangentially related story - we are now a month past SWTOR's expansion "pre-order" deadline, with no release date and no meaningful information about the expansion's content.  Questionable reasoning aside, I suppose one cannot fault Bioware's communication - they said the five days of "early access" would be reserved for those to paid before January 7th, and there has not been any hint to suggest that customers who pay in full between January 8th and whenever the expansion comes out will be allowed into the new content any faster.  I suppose someone might spin this as an improvement over the game's original launch, in which players were admitted to the headstart in the order in which they paid, but with no transparency as to when exactly that was going to occur.)

January Round-up and February Outlook

With the first month of the year mostly out of the way, what have I been up to?  I previously tracked this sort of thing on Twitter, but it was somewhat cumbersome to review my notes that way, so I figured I'd try a post format instead.

The two biggest shares of my gaming time in January went to the two great financial disappointments of 2012 - SWTOR and TSW.  In TOR I've been leveling my Agent Operative alt with the benefit of numerous unlocks but without the benefits of the subscription - my initial impression is that the penalties to exp as a non-subscriber are steep and potentially problematic, but I'd really like to get to the upper-mid levels before I draw too much of a conclusion on that front.  In TSW, I've cleared out Kingsmouth and Savage Coast and moved on to the Blue Mountains, where I'm finding my build perhaps too effective - I'm almost looking forward to being forced to change to deal with other types of foes down the road. 

I also put some time into pet battles in WoW, which I considered oddly a prerequisite for entering the new expansion because I did not want to go to Pandaria and constantly walk past pets that I could not yet tame.  Actually journeying forth into the new content was something I set aside for when I could clear out some time to dedicate to the task, and that time is tentatively coming up next month.  Blizzard is not confirming or denying whether there are new five-mans in the future patch 5.3, which makes it sound like many of the current endgame activities could cease to be meaningful if I wait too much longer. 

Other things on my calendar for next month include Star Trek Online, which will launch a new featured episode that awards a special anniversary starship reward, and possible Dungeons and Dragons Online.  I've been ducking into DDO from time to time for an evening when I want a change of pace, and the next game update is scheduled to overhaul/improve loot in some of the mid-level content that is next on my list of things to do.  As always, this potentially leaves everything else I could be working on - including my games of choice from this month - sitting on the sidelines, but such is the era we live in.

What are you all looking forward to specifically in the month of February? 

Pay For Content Vs Pay For Service

Ferrel of Epic Slant and Chris of Game By Night have a new podcast titled MMO Radio.  The show differs from their previous efforts with the Multiverse (where they invited me to guest twice) in that they have gone with the increasingly popular shorter format and also include segments on tabletop gaming.  The new format appears to be working for them in the form of more frequent updates - in the time it took me to listen to last week's episode and type up this response, they've recorded and released a new one.  All of that plugging aside, back to last week's episode

Describing Business Models By What You Are Paying For
Chris suggests that "Buy to Play" might be more sustainable than "Free to Play", and cites LOTRO as an example.  I have far more concerns about the sustainability of "Buy to Play", and I'd hold up LOTRO as the poster child for these concerns.  To understand why, we need to take a step back and look at how these models actually work.

If you go back into the old days - EQ1, early WoW, etc - MMO's charged for two things.  You would pay one-time fees for access to content (i.e. the game box and expansions) and recurring fees for services used to access that content (i.e. the subscription time, which was mandatory).  These core parts of the business actually haven't changed all that much with all the time that has passed and all the new terms and user interfaces that have been added since.  What has changed is how the charges for content and service are presented.

In today's non-subscription market, recurring fees for use of the content do not necessarily take the form of a straight up charge for a fixed dollar amount.  When your game's cash shop requires the use of consumables to clear death penalties, improve new gear as you obtain it, travel around the world, etc, that is how you are paying for the service.  For the question Chris asks about sustainability, the important point is that this is recurring revenue that the developer will continue to receive from you for as long as you pay for the game. 

The other extreme in non-subscription games is to sell off your content - and sometimes game features - as one-time unlocks that do not require any ongoing payment as you continue using them.  One big advantage to this approach when relaunching an existing game with years of content already created is that there is a lot of stuff already in game for new players - or existing players who are dropping down to non-subscriber status - to buy.  This is roughly how I see Turbine's model today - heavily focused on one-time unlocks for content (and sometimes features) with almost nothing in the way of one-time payments for ongoing use of the service. 

So which of these two approaches is more sustainable?  Whether pay-for-content is sustainable depends heavily on how frequently you are able to produce content.  As Ferrel pointed out on the show, DDO's adventure packs are perfect for this approach because Turbine can push them out every other month year-round.  If, on the other hand, you are in the business of making large open zones that you can only finish once or twice per year, perhaps the rate of content generation is not the best thing to tie your income to long term.  In this case - which is true for most MMO's - the only way for the business to be sustainable is to somehow charge people for continuing to play the game. 

Aside: "Pay to Win"
Many players who are or were a raiders in a subscription MMO have a profoundly negative view of the free to play cash shop model, which they widely dub as "Pay to Win".  This view makes sense when you look at what it means for them personally. 

The subscription fee does not scale with how much you play the game - in fact, sometimes the developer WANTS you to play more so you will stay engaged and stay subscribed - while paying through an item shop means that you are very likely paying in proportion to how much you actually play the game.  If you are used to paying the same subscription fee as everyone else and yet having the developer spend disproportionate attention making raid content for your single digit percentile of the population, then yes, in the short term, you'd rather have it the way it was in the old days.  Whether this ultimately pushes the entire genre in directions that you do not like is more of a long term problem....