Showing posts with label PVD. Show all posts
Showing posts with label PVD. Show all posts

Mysterious Motivations of Players

Are players that hard to understand?  Two talks at this year's Game Developer's Conference, given by directors of high profile online games, suggest that we are still a mystery to people who spend tens (hundreds?) of millions of dollars making products to sell to us. 
  • Former Diablo III director Jay Wilson stated that Blizzard dramatically underestimated how many players would use the game's auction house feature, how frequently they would use that feature, and what impact this would have on the game's gear incentive curve.  As Wilhelm notes, the game's loot table generally drops random junk under your level, while the auction houses allow players to get optimized loot for their level (the junk gets vendored) for affordable quantities of in-game gold (or cash if you're really so inclined). 
  • Bioware's Creative Director on SWTOR James Ohlen indicated that they dramatically underestimated the speed with which players would consume content multiple times over.  He claims this crucial misjudgement led them to feel that they had more time work on endgame content than they had in reality.  The team was not prepared for the possibility of half a million players at endgame within the first month.  
I can understand when bugs/exploits or poorly thought design choices creep through the testing process.  The crowdsourced efforts of hundreds of thousands of players will inevitably find something that internal quality assurance could not, no matter how much time you have.  It's a bit harder to understand why, eight and a half years into the World of Warcraft era, developers are still underestimating player dedication in this way. 

The reality is we do exactly what the incentives tell us to do.  If grinding out gear is long and tedious and there is a way to skip to the end - Blizzard's motivation for the real money auction house in the first place was recognizing that this would occur and thinking it would be better to cut out the illicit middleman - players will go that route.  If the single biggest selling point of your product is the story, and the only way to get the next chapter of the story is to continue playing, players will continue to play (in the same way you might stay up all night watching a full season of a TV show or reading a good book). 

Perhaps the real failing in both designs is that the primary incentive - chasing gear or story - is so inherently limited in terms of time.  Once that time has run out, players apparently did not feel that the underlying game was worth continuing.  As we've learned time and time again, incentives are very effective at changing player behavior, especially in the short term, but they are very ineffective in changing player preferences in the long term. 

Rise of Massively Multiplayer Online Gameplay Anthologies (MMOGA's)?

Blizzard's newly announced Hearthstone online card game is neither new to Blizzard (which has had a paper card game for years) nor online games (SOE has had online card games playable in several of its MMO's for years).  It is a natural fit for a company whose flagship MMO is increasingly a platform which hosts a range of distinct types of gameplay, as much as a single gaming product. 

Last week, my World of Warcraft mage hit level 88 doing a random Pandaria dungeon.  I'm generally reluctant to spend time running non-heroic versions of current expansion dungeons that I can expect to run repeatedly once I get to max level.  The thing that changed my mind was the realization that this expansion's solo content just isn't clicking for me, but that I'd rather be playing the five-man dungeon game.  (In fact, I'm currently running max level Hard Mode 4-man Flashpoints in SWTOR instead even though that expansion - and accompanying gear reset - is just over two weeks away.)

So I'm in when it comes to WoW's Pet Battles and 5-man content (and possibly its pick-up looking for raid, if/when I get that far).  I'm lukewarm on its solo game and indifferent to its crafting/cosmetics.  I've been out of its PVP (which itself comes in multiple different flavors) and structured raid games for years.  I may or may not be in when Hearthstone arrives (though this, unlike pet battles, is playable a standalone product without a WoW subscription - I'd be very surprised if the two products don't have tight cross-promotion).

If you look back at the old school PVE MMO's, I'd suggest that there was effectively one type of gameplay - killing mobs in groups - with some variation to be had in terms of how big the group and what you might do (e.g. crafting) to gear up for said.  With WoW - and other games that have tried to mirror the something-for-everyone approach with varying degrees of success - we increasingly have very different types of gameplay under one virtual roof, to the point where we're no longer playing the same game.  Rather, Azeroth is a platform that you go to in order to launch off onto one of the various gameplay options - some of which coexist in the open world, others of which build on its lore, and some of which are just about some good competitive fun.

Are we increasingly playing in a world of Massively Multiplayer Online Gameplay Anthoglogies (MMOGA's to pick an acronym that's vaguely pronounceable) rather than virtual worlds or traditional MMORPG's? 

P.S. Hat tip to Josh of the Game Diplomat blog and various podcasts for producing what is almost certainly the Internet's first Hearthstone podcast within days of its announcement.  :)

The Myth of Voting With Your Wallet

I find the controversy surrounding the recent, rocky launch of the latest Sim City interesting due to parallels we've seen in online gaming over the past few years.  Much of the anger we have seen against DRM, DLC, cash shops, and item gambling boxes goes beyond the specifics of each individual episode.  Rather, these changing business practices - driven in part by increasingly visible online capabilities - are driving home to customers who purchase video game products that they have no effective way of directing the development of these products. 

One of the more interesting arguments raised during this controversy is the idea that customers' anger is misplaced.  On a recent episode of MMO-Radio discussing the launch, Chris (of Game by Night) lamented that EA had already gotten their money from sales of the title, and that the backlash is only punishing developers at Maxis who had nothing to do with the more controversial business decisions.    Pete at Dragonchasers also feels that the game is not getting a hearing from gaming journalists and fans, and suggests that people who do not like EA's decisions should vote with their wallets. 

The "vote with your wallet" argument is not new - Chris (a different one!) of MMO Reporter fame often cites it in discussions of the latest addition to LOTRO's cash shop.  The problem with this "vote" is that the ballot has only a single check box next to the word "yes".  When you are only interested in "yes" votes, you don't find out WHY people have voted no. 
  • In Sim City's case, this makes the longtime simulation fan who chose to avoid the game due to DRM and server issues indistinguishable from the non-customer (like myself) who never would have purchased the game for any reason.  
  • In the days of subscription MMO's a significant number of canceled subscriptions would be noticed, but this was at best a paradoxical way of conveying feedback - the only way for your vote on improving the game to be heard was for you to quit the game, and for the developers to believe they could get your business back.
  • In today's era of cash stores, DLC, etc, the issue is no longer voting with YOUR wallet but rather voting against OTHER people's wallets.  To actually register a "no" vote you have to withhold money that you would otherwise have spent on the game, the developer needs to be aware that this is why you are withholding the money, and the amount that you and your like-minded colleagues are withholding has to be greater than the amount that people are spending on gambling boxes or whatever it is you are protesting.  Simply refusing to purchase the stuff yourself if you aren't also willing to cancel your subscription or not purchase the next expansion is NOT a "no" vote because only the "yes" votes are counted.  
Perhaps the increased prominence of "indie" games in general and video game Kickstarter campaigns - with their underwhelming track record - in particular is not just a question of rooting for the creative little guy.  Perhaps these are viewed as one of the few venues where producers of video games are more directly responsive to what their customers want.  And, on the other side of the coin, perhaps the anger over Sim City's servers provided the rare situation in which there are enough "no" votes to be noticed. 

The protests may be unfair to the developers and they may be unlikely to achieve a result that satisfies the customer complaints.  Even so, I can't agree that the wrath is mis-directed.  When you deny people a say in something they are invested in, and leave things such that the only way for players to disagree is to burn down the review scores and tell everyone who will listen not to buy the product, you can't be surprised if once in a while the customers turn around and do just that. 

Farewell To Pet Battle Forfeit?

Gaming has been derailed by various real life, and as a result I've been back at work on Pet Battles after a brief visit to actually playing World of Warcraft proper.  I've been focusing on an incentive which will be going away in patch 5.2, possibly next week - in this case, a seemingly technical change to forfeiting pet battles. 

Why Forfeit?
Pet Battle Auto Forfeit, my personal choice amongst add-ons for this purpose
There are three main reasons why you would forfeit a pet battle, in roughly increasing order of why they would not be considered desirable behavior:
  1. Your pets were obviously and catastrophically inappropriate for the battle.  This is moderately understandable, as it is an account-wide system, so you can enter a level 25 pet battle zone and forget that you had your level 6 pets on your active roster.
  2. To get an advantage over NPC tamers.  NPC's cannot alter their rosters - indeed, you are free and encouraged to catch and level pets to counter their teams - but they often have some  variability in which pet they start.  If they go out of the order you expected, you can either continue knowing your counters won't be ideal, sacrifice a turn and allow your foe a free hit on your incoming pet as you swap in the correct pet, or just forfeit.
  3. Because the wild pet/group you attacked does not contain anything you wish to tame.  You might still want to kill the pets to farm them for exp, but this will take time you could be spending looking for other pets to tame.  This being World of Warcraft, with its sometimes notoriously open scripting system, players have naturally coded UI add-ons to automate the process of determining whether the enemy team contains anything worth capturing.
Currently, there is no penalty for forfeiting, and therefore limited reason NOT to forfeit when these situations come up.  With the patch, all of the player's battle pets will take significant damage as a penalty to discourage the practice.

Better Design As Intended?
As with most places where players are acting in ways the developer did not intend, some responsibility for the situation can be blamed on the game design.  The NPC battle teams are tough - often higher quality than anything the player can obtain - and having to allow them a free hit on your group can be the cause of failure. 

As to grinding for wild pets, well, here's where there is good and bad.  Pets come in qualities - grey, white, green and blue - and, for those who really care about how those stats are distributed, in specific breeds as well.  Setting aside the question of breeds, personally I won't spend time leveling anything that isn't blue quality, and you're going to be battling many copies of each pet to meet this goal - some estimates run around a 1 in 12 chance of encountering a rare pet, and some of these pets are somewhat hard to find in the first place. 

If you know there is no way the pets you're fighting are the pets you want, and there's a good chance that someone else is going to come along and grab the other spawns while you spend the time on the fight, all of your incentives are in favor of throwing in the towel.  (Ironically, world pet spawns are about as heavily contested as non-instanced content gets in a game that doesn't come anywhere near this level of competition for anything else in the open world.) 

The changes may not solve the whole problem.  In an additional tweak, any pets that people do run away from will respawn in the world so that others can try their luck.  Thus, more considerate tamers can leave poor-quality pets in the world for those who just want to catch a copy of a pet they never intend to use, just to fill out their journals.  In principle, though, this could open the door to forfeiting, quickly healing your pets from all the forfeiting, and re-engaging the same pet at full health.

In any case, I can definitely see why the way the system was designed led to the epidemic of forfeiting.  Until the patch closes the door for good I'll be hard at work filling out as many slots in my journal as possible with the coveted rare pets (especially for any creatures I actually plan to use in combat).

Mixed Early Thoughts On Pandaria

When my initial impressions of WoW's Pandaria expansion were primarily negative, I made a conscious decision to hold judgement - and not post on the blog - while I tried to figure out why. 

I knew some portion of the issue was a disruption to my routine - after spending the overwhelming majority of my time in WoW during the last two years either running random dungeon groups or working on pet battles, suddenly the five new levels stood in between me and what I was used to doing for probably the first time in my MMO career.  Some portion was the learning curve associated with yet another major overhaul to the game's class system.  Some portion was that the story simply needed time to ramp up. 


I'm glad I took the time.  Having cleared the Jade Forest, and hit level 87 in the process, I have found truth in both the mitigating factors but also potentially some degree of disappointment with the expansion itself.

Changing the time-to-kill
Over the years, I've found that I'm notoriously bad at predicting what class I am going to like in a new MMO.  Many things that sound good on paper turn out to be not so fun in practice.  The one indicator that works most of the time is the time it takes to solo an individual mob - a seemingly highly technical thing to look at but a major impact on my personal playstyle. 

When individual mobs die very quickly, I would rather play a ranged character so that I'm not spending all of my time chasing after my next target.  (This was a particular problem for SWTOR melee because your NPC companion switches targets automatically, while I'm still trying to figure out what direction to run in.)  When mobs take comparatively long to beat down, I often prefer to play a melee character, as they are better suited to being in melee range and spend less time and effort kiting mobs around in an attempt to avoid damage. 

WoW has historically been a game that tended very strongly towards short mob life expectancy - in Wrath in particular, solo mobs could take no more than 2-4 hits and live a total of 10 seconds each - really short compared to soloing in any other MMO.  As such, it makes sense that I tried melee and ended up sticking with a mage.  With Cataclysm - and now especially Pandaria - it seems that they have made a conscious effort to slow combat down.  Health pools for both players and mobs are larger.  The mage has been given the tools to deal with this - all three mage specs can now have a snare on their primary nuke spell and access to previously spec-specific defensive abilities. 

POM, Ice Barrier, and Living Bomb, now all on one spec
Still, it's a big difference in feel, and this threw me for a real loop when trying to get back into leveling content.  In any other game, I would probably just switch over to one of my several melee alts (85 Warrior, 70 Pally, 45 Rogue, and instant Death Knight on the server of my choice), but with so many years behind this particular character as my main in WoW, that's a bit of a tough sell just because the class design winds are blowing in a different direction this year. 

Atmosphere of Pandaria

Assuming you don't hate the stylized graphics on principle, WoW has been getting prettier with every expansion.  Cataclysm's approach of tacking on a few new areas to fill in gaps within the old world map made the expansion in some ways disjointed, but they did a very good job of making each zone feel like WoW's take on a specific environment (desert, undersea, etc).  With a new, thematically consistent continent, Blizzard has tackled one consistent theme - China - and done so with some of their best results to date. 

On the downside, the story definitely took a while to grow on me. One Pandaren in Warcraft III was cool, and the idea of an expansion of them sounded cool, but the reality of an entire continent of bears talking in Chinese-accented English going on about the serenity - and comic appetite - of their people may be overusing the gimmick after all. 

Meanwhile, the story has inadvertently driven home how absurd WoW's current faction setup really is.  The majority of the expansion's content, as with past years, pits players against common foes, often on behalf of neutral NPC factions.  There is a strong effort to push individual storylines for the Horde and Alliance, but this only drives home how these are NPC factions that players are forced to live with. 

Players have no more influence over the actions of "their" side of the conflict than they do over the numerous groups of NPC's.  It is immediately obvious from the narrative that enlisting the local population to fight a war on a land where negative emotions can take physical form with catastrophic results is not a good idea.  However, your NPC's are no less hapless than any of the others in avoiding this outcome, and for this we divide the playerbase permanently in half, only to once again be sent off to kill common enemies once the storyline is complete.  At this point, the game would be better served leaving the two sides in place and having player characters be a third faction who can hang out with whichever group of NPC's they prefer for story purposes.

Moving Onwards
With the preliminaries resolved - the initial zone, two of the five levels, and yes, incidentally, taming pretty much every battle pet that moves on the continent so that's no longer competing with PVE questing for my attention - it'll be interesting to see how the experience shapes up.  The thing that's odd about my Pandaria experience is that I'm clearly not tired of the sandbox PVE experience - that's what's competing for my time in numerous other games.  It's possible that in another month, I'll be back to my routine of hitting the dungeon queue and doing whatever else strikes my fancy while I wait for the group to form.  Or perhaps I need to face reality and switch to a melee character. 

Regardless, my path forward in WoW is murky in a way that it hasn't been for years. 
At least there are Chinese dragons to collect?

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....

Revisiting Cartel Resale Prices

Back in November, I correctly predicted that quirks to SWTOR's non-subscription model would drive down the re-sale prices for unlocks used by non-subscribers.  I then made an unfortunate attempt to apply basic macroeconomic supply and demand principles, concluding that the poor return on investment would discourage people from purchasing the unlocks to resell, thus gutting supply.  I therefore concluded that the time to buy was ASAP, before there was nothing left to purchase. 

I now own account-wide unlocks for basically all of the unlockable restrictions, other than the guild bank (which I don't need because I don't tend to take my guild's stuff even when it's offered)
Here at PVD, I'm not just the author of the analysis - I actually use it for my own purchasing decisions.  In this case, following my own advice caused me to overpay by probably at least two million credits for all of the stuff that I have since unlocked, when compared to better prices I have seen since.  It's hard to complain about that outcome when you consider that the credits I earned while playing at max level with one month of subscription time (some of which I spent starting new alts) turned into permanent account-wide unlocks for almost every feature available in the Cartel store - all without spending a single Cartel Coin.  The total would have been over 9000 Cartel Coins, at a real world cost of at least $80.

A lopsided "exchange rate"
I have been very surprised that the going rate for Cartel market items has gotten so low - many unlocks that run for around $5 in real money are available on the Global Trade Network for prices that non-subscribers can pay (i.e. no more than 350K credits due to the cap).  I would not have figured that people would open up their wallets for so few credits.  More surprising, this trend is not limited to the more expensive unlocks.  Some of the rarest items in the random gambling packs - items that people have not been able to get after spending $200 - are available for maybe 1-2 million credits. 

A few possibilities jump out to explain what we're seeing here.  It's certainly possible that some of the inventory was purchased before people realized how little demand there would be, and that folks have been stuck with stuff they can't sell for months since.  It's also possible that some subscribers do not place any value on the stipend of Cartel Coins that is included in their monthly fees.  Meanwhile, my perception of what credits are worth is defined by what I can get on my max level main, but many newer players are limited to low level income.  Finally, the random packs do mean that some players are going to end up with rare items they don't want, which will go on the market. 

Overall, it begs some interesting questions about who is paying for the Cartel Coins.  I get that there is a demographic that is categorically opposed to daily quests for any reason - I might even count myself in that number if not for the fact that they provide something to do while waiting for the random daily dungeon queue (which I actually enjoy running).  That aside, there's a real possibility that some players who do not own a max level character are dropping substantial amounts for real world money to get their characters set up with relatively modest amounts of in-game money for their leveling experience.  If so, it's a fascinating experiment in dev-sanctioned real money transactions.

Power Escalation In TSW

I'm currently about halfway through the Savage Coast zone in TSW, and I've had a bit more time to play around with the game's skill system.  One of the things that I find very interesting is how the developers try to expand your skill options as you gain more ability points without blowing the power curve out of the water. 

A key part of this plan is that higher end abilities tend not to do more damage/healing/etc.  Rather, they offer different and often more advanced secondary effects which might eventually add up to better performance if combined appropriately.  For example, sword-based finishers: 
  • Balanced Blade, the basic AOE attack that everyone gets to start with, does AOE damage around the player and then gives back some sword resources if any targets were impaired (a debuff that happens less frequently because it also blocks actions by the victim)
  • Five Petal Lotus, a mid-range ability does the same damage, but can center the attack anywhere the target happens to be, rather than just on the player
  • Clearing the Path (CTS), a few steps further down the tree, still does the same damage but also always counts as an armor-penetrating hit against targets that are afflicted with damage over time
CTS is more powerful in that you can combine it with one set of abilities that make all your enemies afflicted, and then use your passive skill slots to load up on benefits that trigger when you penetrate armor.  All the secondary effects do a lot for your survivability, and even some additional damage.  All of this is incidental to doing the same damage as your base entry level skill.

No Respecs - good or bad?
One other point that seems to annoy some players is the lack of a respec option.  There is no limit on how many ability points you can get (well, until you run out of abilities to buy), and there is no increase in the amount of exp required to get ability points.  (The high end abilities do cost more ability points, but higher difficulty content awards more exp.)  As a result, the claim is that there is no need to refund spent points, because you will always have that the abilities you unlocked available as future options (including passive abilities, some of which are beneficial even if you do not use the weapon you got them from). 

I was a player who would completely switch soul builds in Rift every few levels just to see what I could do with more soul points.  As such, this system does not bother me much - I'm more than halfway through unlocking all the basic "inner wheel" abilities for all of the weapons (even the ones I'm not using often), changing out my weapons as I go (I've stuck to blade and experimented with pistols, fist, blood, and now rifles).  Because of the relatively flat power curve, I don't think I'm suffering too badly from this - someone who power-burned straight to an optimal cookie cutter build may be objectively more powerful, and I do occasionally hit a wall (usually prompting a build swap) but in general I'm not having problems.

That said, I can also see how someone who picked a single pairing early and did not spend any points outside those two choices could end up frustrated at mid levels with no way to jump ship on a build that is no longer cutting it.  If you just straight up swap into two weapons you have never used before, you'd in principle have to go all the way back to newbie land to start repeating content - though it's probably faster to take a step down in difficulty and bank up enough points using your existing gear to get started with your new combo.  Then again, if you really dislike your current build that could get frustrating, especially if you are similarly disappointed with your second attempt.

Overall, I don't think it's a bad system because it offers an incentive - but not a requirement - to try different things (you can always buy abilities for weapons you never intend to use if you need a specific passive ability).  Increased options are a fun reward that is probably worth the price to me personally... but then I guess I like the system to begin with.  

Blizzard Pays For Overemphasizing Item Level

Via Blizzard tweet, we learn that WoW's patch 5.2 will remove the ability to upgrade the quality of endgame epic gear which they added to the game in patch 5.1.  The studio was forced to backtrack not due to the design merits of the system, but rather because they have spent years emphasizing the importance of item level (ilvl) in the game's incentive structure.  They have no one to blame but themselves that players are now over-reacting to anything that affects this meta-statistic.  To understand why, we need to look at both the history of ilvl and how it has been used as an incentive.

Making a book-keeping stat into an incentive
Item levels were originally an internal number used to determine how many stats each item got.  In principle, you could use this meta-stat (after accessing it via third party database or UI add-on) to compare gear (or to argue on the forums that a specific item should have higher stats based on its ilvl), but in practical terms it was irrelevant to players for years post-launch.

Ilvl shot to prominence midway through the Wrath of the Lich King era when players began using a third-party add-on called "Gearscore" to add up the ilvls of a player's gearset as a quick and dirty way to check whether the player's gear was plausible for the content your group intended to complete.  Gearscore was not without controversy, but Blizzard brought it into the game's base UI anyway, adding the average ilvl of the player's gear to the UI and using it as a screening mechanism for the random group finder in patch 3.3.

This change happened comparatively late in that expansion cycle, and applied primarily to content that players were already routinely and trivially completing (easy 5-man heroic dungeons).  Going out to get gear specifically to meet a minimum ilvl to be allowed into content came later, most prominently with the addition of the raid finder in Cataclysm's final patch.  During the same window, we've seen each raid expand to three separate tiers of loot - differing primarily in ilvl and associated minor bump in stats - that only further emphasize that increasing ilvl is an incentive in its own right, and not just something that happened incidentally as you upgraded your gear.

Comment Update: Commenters point out that ilvl scaling is actually less linear than I remembered, making the upgrade system too powerful, not too weak.  The rest of the reasoning in this post about why focusing on ilvl as an incentive is a bad idea stands (and actually makes more sense with the correction).
A Technical Increase In Power
The new item upgrade system in patch 5.1 crossed an important line - increasing the ilvl of gear (along with marginal bumps to its stats) was explicitly used as an incentive.  The intent was to extend the benefits of continuing to earn valor points (from daily quests, random dungeons, etc) by allowing them to be used for small upgrades to certain gear.  A bump of 8 ilvl's may sound significant until you consider the context.

In the launch game, ilvl's corresponded roughly to the level at which the player obtained the item.  However, max level group content at each of the game's level caps led to dramatic inflation of item levels, such that gear at level 90 is approaching ilvl 400.  As a result, the new system was only a 2% boost to the ilvl of one of your pieces of gear (out of 15-16 depending on whether you use a two-handed weapon).

Even if you did eventually get this bump across the board (I'm not familiar with whether every single slot could actually be upgraded this way), a 2% increase in ilvl for all of your gear does not directly lead to a 2% increase in DPS or other output.  Other factors, including your inherent base statistics, scaling rules for increased combat ratings, and most importantly actual player performance are also going to impact character performance.

In short, this mechanic was technically an increase in character power, but functionally small enough that it's all-but cosmetic.

Running into the "optional" debate
Blizzard's defense of the item upgrade system hinged on two arguments.  First, they state that players will quit if there is not stuff for them to do, and that many players will not do any in-game activity that does not increase their character power.  I think we can agree that this is mostly sound reasoning, with the caveat that most players would really prefer that "stuff for them to do" take the form of new content on a more frequent basis, rather than incentives to run the old stuff into the ground.

Having said all of that, Blizzard tried to have it both ways by saying that the upgrades, while intended as an incentive to convince players to get valor points, are optional.  This argument is sound from a game design perspective for all the reasons I discussed above about the actual significance of such a small boost to ilvl.  Unfortunately for Blizzard, the correct design approach lost a battle of perceptions brought on by their own decisions to emphasize item level in incentive structures.

Players were already complaining that they felt daily quests were not optional because the resulting reputations are required to purchase entry level gear to start raiding.  Allowing item upgrades exacerbated the situation because players eventually either run out of reputations to grind or else acquire superior gear by other means.  I don't believe the system worked on all gear, but it worked on enough gear to make these players feel that they were now obligated to continue doing stuff they did not want to do in order to get valor points to pay for the upgrades.

I don't think Blizzard's position was wrong from a design perspective.  However, as I wrote a few months ago, I think they lost this battle for the same reason that they lost the battle over dungeon difficulty early in Cataclysm.

Failure of the skinner box
Blizzard is still in the business of trying to sell a service to customers, and you can only get so far by telling a customer who is dissatisfied that the merits of your design trumps their preferences.  If you tell the customer that they need ilvl - directly through minimum requirements for the raid finder and indirectly by using ilvl as an incentive - you should not be surprised that they believe they need ilvl.  Once that has happened, it is natural for these customers react poorly when told that they have to do something they do not want to do in order to get the ilvl they think they need.

As Tobold points out in a post examining the motivations for botting, MMO's have increasingly misused incentives as a means of pushing players into trying other forms of gameplay - daily quests, dungeons, PVP, etc - that they do not enjoy.  History has shown time and time again that this CAN change player behavior, but DOES NOT change player preferences.  The numerous unsavory reactions - joining PVP matches only to try and sit AFK for the currency rewards, requiring gearscores far in excess of what content was designed for, and threatening to cancel because you feel "forced" to do daily dungeons - are a natural response.

I recognize that studios are struggling to produce enough material to keep people paying, and that they need to get each player to use as much content as possible.  I recognize that incentives can be the difference between enough players in the dungeon queue to fill groups in a timely fashion and leaving newcomers high and dry.  In the long term, though, reducing the game to a "Skinner box" activity that you do only because it is a prerequisite for something you actually want to do (e.g. raiding with your friends) is a recipe for burnout and churn.  This particular example of pushing an arbitrary number far beyond its functional significance was an extreme case, but it is by no means the end of the issue.

Early Impressions of TSW Post-Buy-To-Play

With its business model out of the way, I've given the Secret World another look.  The game still has some rough edges - in particular a relatively steep learning curve.  Given a bit more time (and a lot more out-of-game research), I'm starting to see the game's strengths - a story experience and the skill-collection minigame that serves as the class system.  I'm also wondering that these strengths may not be well suited for longevity. 

Learning Curve
My initial impressions of TSW pre-launch were not overly positive.  Part of the issue is documentation.  The game offers embedded YouTube video tutorials, but these often feel more promotional than instructional.  Some of the challenges are due to ways in which TSW does things differently from other MMO's.  A few examples:
Nicholas "Brevane" Brevane - named for a continent in the Rift expansion I have yet to play, and Templar resident of the Arcadia (RP) server
  • The text at character creation informs you that your first and last names are cosmetic and that your nickname is your unique character identifier.  I spent a while beating my head against the system trying to generate nicknames that sounded like actual names and were not taken, only to find that most players in-game seem to be using nicknames that sound more like social media handles. 
  • Pressing the X button toggles a "sprint" ability that doubles as your mount-equivalent.  There was a brief tooltip on this, but it did little to explain how it worked.  It does not seem to be necessary to hold the button down to continue running - not sure how I got the idea that this was the case, but this happened - but the function does break when you enter combat.
  • It's possible that I did not click on the correct Youtube link, but currently 100% of my understanding of the game's stat and gear systems comes from having read out of game guides.  Gear is statted for tanking, damage, or healing, but some characters (especially solo) will want to take a more hybrid approach to their gear.  On a related note, there was a tutorial on how to attach glyphs to gear, but I did not remember how to do this by the time I found non-tutorial gear I wanted to glyph.  
  • There is a buyback function for accidentally vendoring items, but I had to google to find out where it is hidden.  (Answer: a nondescript button on the bottom of the "sell" panel of the vendor UI.)  
I'm starting to learn the ropes - again, overwhelmingly through out-of-game reading - but the game certainly does not do new players many favors.  

The Story and World
Through a combination of art, sound, and writing, TSW presents a very distinctive world experience.  You may or may not like their specific vision - in particular, I did not find the NPC's for two of the game's three factions in any way people that I wanted to be working for over any extended periods of time - but I definitely tip my hat to them for making the environment and feel of the game stand out. 

That said, one quirk to the game is that most (all?) missions are repeatable.  The quests are also non-linear, in that there are not enforced levels, or a specific order in which they must be completed.  There are definite advantages to this approach, as it leaves the door open for players to replay content (either alone or to help friends), especially if they find they need more character advancement before they can forge onwards.  The catch is that when you do quests in the "wrong" order and/or repeat too many quests just because they are conveniently located, you might try to pick up a piece of the story only to find that it is no longer challenging or rewarding due to your character's progression.

Collecting Skills
The skill system is another area with a major learning curve.  The tutorial gives you a weapon with some basic skills and enough skill points to purchase a few more skills.  This is a trap.  Instead of advancing down the offered vertical path, you are supposed to immediately pick up a second weapon.  Almost all DPS weapons generate free resources for both of your two skillsets, so you are really at a disadvantage in terms of character power and versatility if you fail to branch out. 

This hurdle aside, the system is a fun skill collection minigame.  I started with a sword - a somewhat tank-oriented weapon - and a pair of pistols.  An early passive ability on one of the pistol trees turns unused pistol resources on mobs you kill into free passive healing.  I'm experimenting with several other combinations, but at least I appear to have a better understanding of what you're aspiring towards in character builds.

As with other parts of the game, though,. one a caveat for the future: the problem with progression systems which allow you to pick which skill to get next is that you will (hopefully) get the skills you want first.  Once you have something that works, it's always fun to tinker, but there is a risk that future upgrades will be less rewarding if you don't really need them.

Outlook
Overall, I certainly don't regret my purchase - all $15 of it.  Thus far the game has been a fun and unique experience.  That said, I can also see how longevity might be limited as players complete their main storylines and skill decks.  This is by no means a unique challenge for TSW, but it might help explain part of the game's limited success under the old subscription model. 

Pet Battle Progression

My recently concluded holiday travels provided a good opportunity to get back into WoW's newly added pet battle system.  Between its bite-sized gameplay and ability to run on less beefy systems, I was able to sneak in some pet battles between various family shindigs. 

In the process, I functionally completed the pre-Pandaria portion of the pet battle game.  My pet collection currently stands at 340 unique pets and counting, including all but three of the pets that can be captured prior to the new expansion content - the overwhelming majority of these are green or blue quality.  (The three stragglers are the Qiraji Guardling, which only spawns in summer, and two highly camped rare spawns, the Minfernal and the Scourged Whelpling.)  I have beaten all of the trainers up to the Cataclysm era (including the new Darkmoon Faire pet master) and leveled my first half dozen pets to the max level of 25. 

The real progression in the pet battle minigame is not just the highest level individual pet you can field, but also the overall diversity of your stable.  In general, wild pet battles will occasionally throw in something you weren't expecting, and the NPC pet masters are especially likely hit you with tough line-ups.  You can in principle tame and use whatever you find locally - indeed, a few of my pets are recent captures who started above level 20 - but you will likely need to catch and raise some pets to deal with high level pet battles. 

That said, there are a few downsides to the system:
  • Because this system was added to the game in its fourth expansion, players looking to jump right into Pandaria will need to spend a fair amount of time catching up before they can actually battle the pets in the expansion content.  My approach - spending basically a month doing an extremely thorough world safari - is overkill, but the time is significant.  
  • Account-wide progress is a blessing and a curse.  It is nice to be able to park alts in locations with rare spawns or account-level daily quests to re-battle the pet masters.  Perhaps I would have burned out on this system if I had felt that I needed to regrind it on any alts.  That said, short of creating a new account I will never have the option of starting over with a clean slate - any character I ever play will have all of these max level pets at their disposal.  
  • Competition for rare spawns in the world can be somewhat unfortunate.  The two pets I just can't nab are constantly camped with multiple players at seemingly all hours of the day.  Because only a fraction of spawns are the coveted rare quality (there are items to upgrade pets later, but these are rare and expensive), pet completionists are not intended to stop at just one.  It's a bit jarring, because this level of competition does not occur anywhere else in WoW at the moment, so it's odd to see it rear its head in a minigame.  
Overall, I enjoyed my time in pet battles thus far, and look forward to being able to tame the new critters of Pandaria when I head over there.  That said, I don't know that the system will hold up in terms of longevity.  I can always level more pets and try to upgrade more greens to blues, but the benefits to doing so diminish as the power of my existing stable grows.  Blizzard is not done trying new things in this system just yet - a recent addition adds pet drops to some old raid content - but overall I don't expect pet battles to take up nearly so much of my time beyond the initial rush to catch everything in Pandaria. 

Everquest's $200 Legacy

"Our opinion is that today's MMOs, and I'd include ours in that mix, are stagnant and stuck in this model that we frankly helped create with EverQuest, where we put new content in the game, and they go through it at an incredibly fast rate because of sites like Thottbot and that kind of stuff," Smedley said." - SOE's John Smedley

Keen has some commentary up on Smedley's latest views, including his philosophy on business models.  While the model of killing ten rats to loot and wear their stuff is indeed a core part of MMO's today, I'm wondering if a curious side effect of the old subscription model doesn't cast a larger shadow over the state of games today.  With its monthly fees and expansions, Everquest and the other subscription games appears to have created an expectation amongst a significant segment of the market that the maximum they should be asked to pay is roughly $200/year (i.e. 12 months at $15 per and the occasional expansion).

Under the circumstances, we should have foreseen the downfall of the subscription model for all but the few games that still retain a quorum of the old MMO core.  If you can't make more from your core, you must expand the market, and that means lowering entry barriers.  I don't think it's a coincidence that core MMO players are now standing around wondering what happened to their sandboxes of old.  By holding the line at $200, they voted against this model with their wallets. 

The irony, though, is that Smedley may be wrong.  It's one thing to bring in less dedicated players, but quite another to retain them in an increasingly crowded marketplace - why should I spend $15 for a cosmetic mount, when the same sum will grant me access to an entire different game?  It's distinctly possible that the old core MMO player - the one who chooses the MMO for the community where their friends are playing rather than the one that is the current best game - is still the best option for stable revenue. 

What portion of the churn and instability that we are currently seeing in the market comes out of increased reliance on players with fewer ties, who are more likely to churn out?  How much of the drive for content - which Smedley now maintains is unsustainable - comes from the attempt to retain players who by their nature cannot be retained?  I don't know how to answer these questions, but the bills do eventually need to be paid somehow. 

SWTOR Pre-purchase Run Amok: You Should Have Bought Faster!

SWTOR has announced its first miniexpansion, and with it a pre-purchase ultimatum that is as far as I am aware unprecedented in MMO's.  From the page:
"Receive five (5) days of Early Access* if you Pre-Order by January 7, 2013 11:59PM CT // 5:59AM GMT!"
It's currently December 18th, so that gives you three weeks to decide... on paying in full in advance for an expansion scheduled to release in "Spring 2013".  As Syp notes, the fourth bullet point on why you should buy the expansion is that more information is "coming soon", so even Bioware acknowledges that relevant information for your purchasing decision is not yet available.  

EDIT:  Shintar notes in the comments that Bioware are NOT describing this as a "pre-purchase" in their marketing material.  I think that is the more accurate description if they're charging your payment now and not offering refunds (except possibly where compelled by law), but please let me know if you find evidence to the contrary.

Technically speaking, the ad does NOT promise that people who pre-order after the deadline will not ALSO receive the early access.  If so, it is merely badly misleading, trying to trick players into buying now through a false deadline.  That's the good scenario.  The bad scenario is that four months from now you log in and your guild is split into haves and have nots because some people failed to click buy fast enough.

Paid early access programs are ubiquitous for new MMO launches but rare for paid expansions - offhand, I recall one year where SOE gave retailers a one-week exclusive on an EQ2 expansion, in the process screwing over international players who could not physically obtain a box.  There have been a few games that have temporarily shut off additional sales because their servers could not accommodate more customers.  I know of no situation in which a live MMO with adequate server capacity has divided the community in order to teach them an object lesson that they should be paying in full for content before the details are released and months before it is ready.

Honestly, it makes so little sense that I'm assuming the marketing people are just lying through their teeth when they say there's a deadline in three weeks.  Is that really where you want your relationship with your MMO provider to be?  Is this a business practice you really want to support?  If this really is a fair price for a quality product (which is possible - though unknown at this early date), did they need to resort to this type of strong-arm hard-sell?

Choosing SWTOR Alts

One of the quirks to SWTOR's new business model is that players who know roughly what their alts are going to be in the future can save some money by subbing up for one month, and using that time to start new characters. 
  • Species locks are not enforced retroactively, so you are free to create premium race characters and keep them after your subscription lapses.  There is also the option to unlock races - including ones that cannot normally be used for all classes - using credits (either directly - for 1.5 million a piece, or for whatever the cash shop unlocks are selling for in your local GTN - as low as 400-600K on my server).  Due to the credit cap, this is also a subscriber-only feature.
  • Non-subscribers cannot mail credits, even within their own legacy.  This is allegedly to deter credit farming on free accounts and more likely to make it harder for non-subscribers to get around the credit cap by shuttling credits to alts.  (You can mail items - one at a time - to your alts and then try to auction them.)  I typically spend around 100K credits setting up a new alt with legacy perks, such as mount access at level 10, entry level affection perks for companions, basic gifts, etc, and this option is not available without a way to send your alt the credits.  (Note that you should check the GTN for mounts before buying one from a vendor.  You may be able to find one of the more common options on sale for less than the 8,000 credits required to buy a standard mount from the vendor.) 
  • Nonsubscribers cannot purchase inventory upgrades using credits, only cartel coins (or GTN purchases of cartel coin unlocks, which will cost significantly more for your first few space increases).  Personally, I don't find that I need more than 40-50 slots, YMMV.
  • TEMPORARY: Currently, non-subscribers are capped from creating more than two characters on their entire account (i.e. NOT per server), but lapsed subscribers can access as many pre-existing characters as they have.  It's somewhat inexplicable that Bioware launched free to play without implementing the item that lets you purchase more slots.  Now they're going to have to spring the restrictions on people down the line.  Note that this bullet will become moot when they do implement the character cap, at which point free players will have the two slots and preferred nonsubscribers will have six.
With all that in mind, I set forth on a side project to start up alts during my one month subscription.  I already had a level 50 Trooper Vanguard (tank) that I really liked and a level 19 Sith Warrior (DPS) alt that I hated because of how much time he spent running between targets that my NPC companion was killing.  I decided to roll through to the six character cap, with the thinking that I won't repeat either of the two archetypes I already had for now.  The good news is that all four alts are ready to go.  The bad news is that now I have to figure out which one(s) to play.  
  1. Amargosa, female Rattataki Sith Sorcerer (caster DPS/healing): Purple force lightning aside, this advanced class is interesting in that it's a ranged DPS with regenerating energy that does not depend on how much energy you have remaining.  All of the other ranged classes use a mechanic where how quickly your ammo/etc regenerates scales with how much you have spent.  One downside - your initial companion appears to actively hate you, which I'm guessing could get old. 
  2. Kalestra, female Mirialan Jedi Consular Shadow (stealth melee/tank): I chose to make this the tank because I think the Jedi ranged caster path - somehow miraculously finding the same sized debris to throw at foes with telekinesis - looks really stupid. On the downside, I didn't like the other melee class because of how quickly individual targets die in this game, so the consular could suffer the same flaw.  Meanwhile, I was initially underwhelmed with all the rambling about the Jedi code on Tython, but the story picked up a bit as the planet's class story unfolds.  
  3. Mirish, female Chiss Agent Operative (healer/ranged DPS): The agent is universally hailed as one of the best storylines, the starting companion is a relatively normal character, and there are a few interesting mechanics going on here including a ranged tree, a stealth melee tree, and full out heals.  One question mark is whether I will start to find the cover mechanic irritating, as right now I seem somewhat limited if I don't have something to hide behind.
  4. Chulak, male Twilek Smuggler Gunslinger (ranged DPS): Almost an afterthought, but one of my favorite stories, with a very good Star Wars feel.  I arguably should have flipped the advanced classes on this pairing, as I'm now lined up to have all three healing specs on the Empire and all three tank specs on the Republic, assuming I ever get that far.  Oh well.  One big downside, though, is that I'm really not all that fond of my starting companion, and apparently I'm stuck with him for a bit.  
And so I'm on the fence.  Ideally, I'd choose one Empire and one Republic representing one each of the two archetypes and then backtrack to deal with the last round.  Or I guess I could in principle give the poor Sith Warrior another chance.  What I don't want to do is level more than one alt on the same faction due to how much content is shared.  It's also unfortunate that I seem to be having so much trouble matching up all three of a class story, gameplay style, and supporting cast that I can live with on the same character.  Ah well, I guess trial and error will eventually prevail - at least I'm not paying by the month at the moment? 

Information Access and Gaming Journalism

A recent "feature" article of dubious quality on SWTOR's new business model has prompted Scott Jennings to critique the state of gaming journalism.  The situation has not changed much since his comments from four years ago regarding coverage of Tabula Rasa's collapse.  I remember that post because I had planned to comment on it at the time but never got around to it.  Apparently this is a week for dredging up years-old relics, so here are my thoughts.

When it comes to publicly available information and analysis, the professional gaming press sites are always at a disadvantage compared to the crowdsourced masses due to sheer force of manpower.  The place where the media outlets have an advantage is in information provided directly from game developers/publishers.  This serves a valuable function for the gaming public, but it also puts the gaming press in a very different position from those who cover politics or finance.  When all the real information is coming from the people you are covering that - not the product placements or full-screen ads - inevitably affects the tone of the coverage.

It's not impossible to do real investigative journalism when it comes to online gaming - Unsubject's work to back up what many of us are thinking about Kickstarter with real numbers comes to mind.  It's also unavoidably subjective because the information you'd really need to make a correct call is not public and will never become public.  More often than not, you end up with something that looks more like my recent post about Turbine - the best speculation that can be cobbled together using old, vague, and limited data.

You could argue that gaming isn't actually important enough to deserve real journalism, but there is a real demand.  Whether a company is actually going to deliver what they're telling the press they plan to deliver matters, because it affects purchasing decisions.  When we get to the point where - even as my income has gone up to the point where I can reasonably afford as many games as I feel like playing - the default purchasing decision is "wait and see" for lack of information, it's the folks who made the product that doesn't get the sales or subscriptions it merited who are going to suffer.

Examining SWTOR's endgame

When I first hit level 50 in SWTOR, I was in no hurry to try the "elder game".  My leveling path went solely through solo story content - I don't believe I joined a single group - and I was not in the mood to make the transition to grinding dungeons and farming daily quests.  Having returned, I have been pleasantly surprised to find the game well-designed and executed.  

However, given how much progress I made in a single month, I can see why Bioware is touchy about calling its max-level content the "endgame".  SWTOR's high production value story-driven content is especially vulnerable to growing stale with repetition, and its incentive curve is already buckling under the pressure of how to accomodate new players. 

Grouping for An Assassin
The HK-51 companion has some interesting design.  The droid is a specialized DPS beast designed to chew through the stronger mobs in daily quests - for each five mobs HK-51 damages, he can open the next fight by one-shotting a "strong" level mob, which can save a lot of time and danger. 
My immediate incentive to jump into SWTOR's group content was the addition of the HK-51 assassin droid in last month's patch 1.5.  Though NPC companions are only used while solo - they take up a slot that is almost certainly better filled with a human player in max level content - the quest to obtain this new companion has multiple steps that require group content.  Worse, two of the steps that basically require a second player occur in special instances that are specific to this questline.  With no incentive to ever repeat this content in the future, I rushed out to complete them ASAP for fear that it would no longer be possible to find players who still needed them. 

Setting aside the issue of whether players will ever be able to complete this quest chain in the future, Bioware got what they wanted.  I claimed the free level 50 starter gear from the mission terminal (at the time, there was only PVP gear, but now you can supplement this with some PVE stuff), respecced my character into the DPS tree that sounded easier to play, and jumped into the hard mode flashpoint queue. 

The first few groups got a lousy deal with such a green newbie.  When solo players complained that this arc required groups, many players responded by arguing that grouping should be required for something in a MMORPG.  I'd be curious how many of those players would have changed their minds and concluded that they would rather not have had me taking up a slot in their party.  The good news is that the learning curve settled down eventually, I enjoyed the flashpoint game enough to continue beyond the required two hard mode runs, and eventually I picked up enough gear - and perhaps experience - to vaguely carry my weight. 

Incentives ahead, but short-lived?
Triumph of the very blue speeder bike, obtained for running each hard mode flashpoint once
Your first few group zones at max level in an MMORPG are generally pretty rewarding, as everything is an upgrade.  After running around a dozen hard mode flashpoints - each of the eight options once, and a few repeats - my character has left behind almost all of the endgame starter gear.  Most of my Tionese gear (the PVE starter set - I actually bought this stuff with dungeon tokens, but players now receive it for free) has since been handed down to my companions, while I'm wearing mostly Columi stuff (originally found in the easy mode of the game's first raids), and a few pieces from the next tiers up. 

Unfortunately for the game's longevity, very few outright upgrades remain for me in flashpoint content.  A few pesky drops aside, most of the upgrades that I can still obtain come from the "black hole commendation" vendor.  Like WoW, SWTOR hands out raid quality gear as an incentive to keep players running the flashpoints (and also at least some daily quests).  I could see this getting old really quickly given how much non-skippable story dialog happens in the flashpoints. 

The other goal I've been pursuing are cold hard credits.  On a good day, I pull down several hundred thousand credits, which I've been able to use to purchase a variety of stuff - legacy perks, and F2P unlocks to use when my subscription expires.  This too has a limit, especially for the non-subscriber with the strict limits on currency. 

Overall, it was a fun month, and perhaps there's another month or so worth of stuff to do at some point, but this endgame does not feel sufficiently robust to continue for month after month.  Perhaps it should have been no surprise that the game's subscriber retention suffered as it did. 

A Critical Look at Turbine's Status

Roger at Contains Moderate Peril has a summary of some of the recent developments indicating that all may not be as well as gamers believe at Turbine, makers of Lord of the Rings Online and Dungeons and Dragons Online.  The fate of any one studio or project aside, Turbine's status matters because DDO's relaunch kicked off the modern wave of free to play revamps.  Bloggers like myself frequently cite the company's content-selling approach as an alternative to the more subscription-driven models at studios like SOE and Bioware. If Turbine's situation goes south, there are implications for the entire industry.

The missing context of DDO's revival
Turbine's success is often taken as gospel based on press statements that lack context.  Yes, revenue increased by 500 percent over the first two months after the famous DDO re-launch.   Yes, even the subscriber numbers went up 40%.  What these relative numbers lack is a baseline.

For a nine month period while Turbine was revamping the game, no new content was added - a situation which would be tailor-made for increased subscribers after the next big patch, even if there had not been the hype of a relaunch.  Revenue would almost certainly have been further depressed by some players choosing to cancel their subscriptions and await the relaunch before paying more.  If we assume that Turbine's press people chose the most favorable numbers - which is their job after all - then that 5-fold increase is not a realistic baseline.

None of which matters if the increase in revenue were sustained.  I've been arguing since 2010 that the limited data we have does not bode well on that front.  According to a 2010 Game Developer's Conference talk - to my knowledge, the only such information Turbine has disclosed - the DDO's top ten revenue items included five one-time account unlocks, and three additional purchases (character slots, supreme +1 and +2 tomes) that are paid for only once per character.

We don't know whether this trend continues.  That said, my experience with the Turbine model has been that customers can expect somewhat high one-time costs in setting up their accounts, but longterm savings that are significantly below the price of the subscription.  This year to date, my total expenses are $25 for DDO and $40 for LOTRO, and both purchases will carry me well into next year.  I'm not a heavy player of either game, but those numbers pale in comparison to what even an infrequent subscriber will spend.  To the extent that my experience is representative, I suspect that Turbine's revenue has definitely dropped off from that one-time re-launch peak.

(As an aside, one analysis of the studio's 2010 sale to Warner Bros indicated that the studio had previously raised at least $100 million in investment capital, which would make the rumored $160 million sale price an underwhelming return on investment.  While I'm largely ignorant of how investors compare annual operating profit to the purchase price of a company, my guess is that there is an upper limit to how well the games can have been doing at that time.) 

What we can tell about today
As Roger reports, what little we know of Turbine's status this year includes layoffs, hiring of senior officials with job descriptions like "responsible for our digital technology platform that helps drive online engagement and monetization", and the termination of foreign language support for DDO.  What we are seeing on the game development front is not more heartening.

Turbine's major releases this year in both games have drawn fire for uncharacteristically high rates of show-stopping bugs, even after a high profile delay to this year's Rohan launch.  Prices have trended upward, with DDO's latest high level adventure pack coming in at 750 Turbine Points, compared to 450 for most releases in 2010, and expansions (themselves a new thing to DDO) coming in at $50 for the cheapest DDO bundle that includes the new class and $70 for the LOTRO bundle that includes the game's first bagspace increase since 2007.  Turbine was quick to promote 2011's Isengard expansion as the best-seller in the studio's history, but I haven't seen even such vague comments on either of this year's releases. 

Meanwhile, monetization is indeed on the rise in Middle Earth, with apparel mannequins displaying cosmetic outfits that initially appeared in the most remote, dangerous locations in the world, a $10 cosmetic purchase that lets Dwarves take off their shirts, and the joke hobby horse with its hypothetical $50 price tag.  Meanwhile, it feels like buggy and unpopular systems - kill deed grinds, legendary item grinds, holiday festival grinds, etc - are being retained in part so that fixes for them can be saved for the cash shop.

None of these individually allows us to distinguish a for-profit company making reasonable efforts to increase revenue from a less favorable scenario in which the studio is struggling to maintain revenue as the short-term gains from the game's front-loaded business model are translating into non-subscribers who no longer need to purchase much of anything.  All of the above collectively, however, starts to suggest the less-cheery scenario.

2013: make-or-break year?
I don't think Turbine is going to be the surprise MMO studio closure of 2013, but I do think this may be a moment of truth for the company.  According to a 2008 press release, the LOTRO's license for the intellectual property runs through 2014 with options to extend it through 2017.  Having a sudden and unfavorable chance in the license terms is the one thing that can suddenly kill a game that had been coasting along without issues.

We don't know the terms of the license, and it's certainly possible that Warner Brothers has the clout to negotiate a more favorable rate if they feel it's worth their time.  The big question is whether it is worth their time, or whether this was primarily a transaction intended to net the parent corporation online community transaction technology and infrastructure.  I'm certainly hoping it's the former given my investment in Turbine's games, and their generally enjoyable qualities.  Time will tell whether that view is realistic. 

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.