Showing posts with label LOTRO. Show all posts
Showing posts with label LOTRO. Show all posts

Monday, August 31, 2020

The Challenging DDO/LOTRO Re-Onboarding Process

I reinstalled the two former-Turbine MMORPG's I used to play 5+ years ago in order to apply some generous pandemic promo codes that expire today.  I have not been following these games closely at all and understand there might be any number of technical or pandemic challenges contributing to the issues I encountered. With that said, I would be very hard pressed to figure out how to get back from where I am now to functional if I wanted to do so.  I.e. it's entirely possible this post demonstrates remarkable ignorance, but it represents an authentic experience.  

(The LOTRO portion of this story actually happened chronologically second because its client is bigger than DDO's, but basically everything in this section was also true for DDO.)

LOTRO

  • Turbine's Patcher may not be any better or worse than any other patcher, but the game makes it looks like their file structure is such that it needs to manually and painfully update tens of thousands of files, even on a clean download. (Maybe everyone else does the same thing but just doesn't provide as much detail.)
  • There is no information in the account page to indicate which server(s) you played on. You select servers from the launcher, but the launcher doesn't seem to know where your characters are either. So, you have to pick servers, load the game and see if that's where your character(s) are, and I think you then need to fully close out of the client and reopen if you need to check other servers. At least there are fewer servers now....
  • ... Except that my LOTRO main appears to have been from a server (Vilya I think?) that closed several years ago.  Supposedly these characters are saved in a transfer queue somewhere, but they took down the transfer queue 2 weeks ago due to server issues, with no ETA for the feature's return. It was way harder than it should be to find this info, and the net result is that I don't have a character at the moment (hopefully not forever but who knows?).
  • The free stuff they gave out for the promotion consists of a coupon code, which I entered and the system says it accepted. I already owned significant portions of this content and there doesn't seem to be an easy way to view what I own and what I don't (nor do I know if viewing it on a level 1 character due to the aforementioned missing server issue impacts what I can see).
  • A number of other old mid-level expansions were also available, discounted to a nominal price. I apparently had over 5000 Turbine Points when last I played LOTRO and definitely already purchased some of the expansions, so it appeared there was only one I needed (Helm's Deep, which was indeed after I stopped playing). Again, I could find no way to see the full list of what exists versus what I own.
  • I don't quite get the point of the nominal fee for some of these unlocks. If you've ever paid it was trivial, and I think you can even earn this much currency in a relatively short period of time as a free player.  On the off chance that you on-boarded an actual new player why would you want to have them hit a wall if they for whatever reason used the promo code but couldn't find the expansion sales or didn't get the points in time?

DDO

  • As noted, everything I wrote above was equally true for DDO, except that my primary server (Cannith) still exists so I did eventually manage to find my character.
  • Again, coupon code appeared to work, there were two expansions that I know I didn't own for nominal prices, and I can only assume I now own all the things since there is no more quest content listed in the shop.
  • Technically this is Dungeons and Dragons' fault, and not Turbine's, but I had a thoroughly customized "munchkin" character build and I have very little idea how to get it up and running again, if it would still be functional, how I would continue from this point, etc. All of the "enhancements" were redone into a skill tree format, with several trees per class and also a number of trees that appear to be available to everyone.  All MMO's have some challenges helping people who have been gone for years relearn their character, DDO just has the quirk that who knows if the character actually functions.
  • (If I remember correctly and from what I can figure out from the character sheet, I started with a level of Rogue to grab some of their unique skills - this was common advice at the time - and then went for a specific Ranger/Monk build that allows the use of two longswords as light path self healing monk weapons.)  
  • (More odd rules surrounded progression - my character was due to gain a new level but you were better off not advancing until you were forced to in order to not miss out on exp, because advancing greys out potential experience from missions. Thus, I now face a somewhat significant and not readily reversible choice almost immediately. Also, I played this before there were epic levels, and I'm not sure if I should be gunning for those, if they're balanced so I would need to do reincarnations in the "heroic" levels first, etc.)  
All this may be moot because who knows if I'm ever going to try to play either of these games - I guess this is just another variation of how you can't come "home" again.

Tuesday, July 1, 2014

Canada Day Resolutions for 2014

Despite not being Canadian, Canada Day Resolutions used to be a thing here on PVD, since I often found myself reviewing my progress on my New Year's resolutions on a day that coincided with the Canadian national holiday.  Last year I didn't cover Canada day due to being on summer vacation, and this year I was in the middle of an international move and didn't feel postured to write New Year's resolutions in January, but no need to let these details stand in the way of tradition.

Pursue 2580 Total Hero Levels In Marvel Heroes

Through a combination of purchases, promotions, and in-game awards, I'm rapidly closing on unlocking every hero in the game. Thirteen sit at max level and another five have hit at least level 50 for their second tier synergies.   Without specifically trying, this puts me over halfway to the game's current total level cap (2100 for the 35 current heroes at 60), and just shy of halfway when you include the eight announced characters (six remaining Advance Pack characters, Nova, and X-23 for a total of 2580). 

I'm hesitant to commit to this kind of goal for fear that I will get tired of it, and perhaps that's a fair concern, but clearly chain-leveling characters in Marvel Heroes has managed to hold my interest.  Meanwhile, later characters are definitely getting easier due to steadily increasing amounts of bonuses as the game keeps adding new systems.  We'll see how far I can get.

My current roster: I can immediately purchase four of the seven greyed out portraits, as I currently have 1400 splinters.  I will need 1000 more for the other three, plus 600 for Nova and X-23.
Neverwinter - To 60 But Actually Playing?
Level 30 in Neverwinter was enough of a headstart to get working on the several out-of-game minigames, similar to Star Trek Online's duty officer system.  These are good fun, and it seems highly likely that I will hit the game's level cap through experience gained from these mini-games alone.   A better, and unanswered, question is whether I will ever get back to playing the actual game, or just stick to the minigames as I did in STO.  Not sure if that's good or bad feedback for Cryptic, but there you have it. 

Clear out the PS3 line-up
I passed on the PS4 last year, in part because of looming move and in part because there wasn't much on the release calendar for the holidays that I couldn't just get for my existing PS3 instead.  A year later, the math is flipped - many of the older PS3 games I had yet to beat are now available in re-mastered editions on the PS4, so it's only a few last hold-outs between me and retiring my PS3, possibly for the shiny white bundle with Destiny.  The titles in question are the last few chapters of Uncharted 3 along with all of Infamous 2 (both of which I already own) and Batman: Arkham Origins (which I technically could purchase on the PC if push came to shove).

I have a new set of multi-platform gaming headphones, so I'm feeling good about my odds.

Other MMO's?
And then things are open ended. 
  • I own some prepaid time for SWTOR that I won't use until the next mini-expansion that has adventuring content (apologies to those who are eagerly awaiting the housing mini-expansion).  
  • Honestly, I'm more likely to jump on the Blizzard MOBA than the next WoW expansion, but I'll keep my eyes out for steep Black Friday discounts.  
  • I won't look at either TESO or Wildstar until they offer a free trial, and honestly neither is likely to make the cut with me as a subscription title. 
  • EQ2, Rift, TSW and the Turbine games also seem to be out by default.  EQ2 has the best shot at a come-back, but since they went digital only their expansions are no longer available at a discount, and I'd need to buy an expansion to continue playing my character.  
  • FFXIV is a possible contender.  I left that game with generally favorable impressions, but also feeling that I was starting to need more structured group content to advance.  This would be a deal-killer with my schedule these days.  Maybe in a patch or two, as I hear they are going to have ninjas. 
Could actually be a year where I do almost nothing in traditional MMO's?  We'll see.

Happy Canada Day, and/or best mid-year wishes as appropriate!  

Sunday, March 9, 2014

Interview on Turbine's MMO's and Future

Syp has pulled off a journalistic coup in an interview with Turbine on the studio's future.  He actually asked the tough questions about whether the studio's large scale layoffs and impending transition of the entire Asheron's Call franchise to maintenance mode is going to affect DDO and LOTRO.  He actually got answers. 

Turbine is notoriously close-held with info - even at the bitter end for the AC IP they still won't discuss player numbers! - but customers have had legitimate questions about what to expect from the studio's other products going forward.  This article is especially unusual because it is a Massively exclusive - usually, when there's news to be had, everyone gets it at once.  Perhaps Syp's interest in following up on the venerable AC franchise was what earned a little more open-ness.

Anyway, well worth a read if you follow the studio's titles, or have any interest in how turning a major MMO over to its community is going to work. 

Monday, March 3, 2014

The Common but Misleading Use of Free

The EU is making rumblings of cracking down on the use of the word free to market games that are in the business of making money.  The effort is aimed primarily at makers of cell phone games marketed for children, which have an unfortunate habit of encouraging kids to run up bills on their unsuspecting parents' stored payment information.  While I'm not thrilled at potentially hapless government intervention, removing the word free from titles that are clearly not intended to be free is a perfectly reasonable effort.   

To be clear, developing games or any other product costs money.  Many people are less than thrilled to discover how those costs are being recouped by companies like Facebook and Google that are in the business of not charging users and then re-selling their personal information.  Sometimes an independent developer will choose to absorb the entire "cost" (primarily their time) of developing a "free" application either because they aren't in it for the money or because they're looking to establish a portfolio for future paid work.  That all aside, I don't share Azuriel's view that it's somehow hard to determine whether or not a product is offered at zero cost to the consumer. 

Examples
While this discussion is primarily aimed at phone games, I think some pictures might help illustrate the point that, whether you technically have the ability to download the client and create an account for free, pretty much every title that uses the word free prominently in their marketing is actually not intended to be played at zero cost to the user. 

For LOTRO's splash page, "completely free" is literally the bottom line.  This claim hangs its hat on the concept that you can chain re-roll and delete alts to earn pennies' worth of Turbine points per hour and thus theoretically earn access to $40 expansion packs. 

I haven't gotten out my ruler to measure, but it sure looks like "Play Free Now" is in bigger font than the Star Wars title in SWTOR.  In fairness, you actually can play pretty much the entire game for free, subject to some time-exclusivity for paid mini-expansions and some significant and annoying restrictions that can only be lifted by subscribing. 

Wizard 101 has managed to reserve the largest text for their game's title, though FREE is the second word on the page and the "Play for free" button has the most prominent location (followed by two more uses of "free" in bullet points and sentence explanation of the product.  This title is marketed to kids, and its use of free is by far the biggest stretch because you can't even access the entire first world in the game without paying.  Having your kid's character available as a hostage before you discover that this "free" game costs money is literally the point of the business model.

A world without free 
One last picture for you, from the world's biggest MOBA:
Funny how there isn't the word Free anywhere on that page - there's a link for "play now" and another link for "download the game", neither of which discuss cost.  League is commonly called a "free to play" game, and it can be played as such, but most people would agree this title is not set up to be played at zero cost to the user.  Instead, it's a solid title that stands on its own merits and pricing without the need to abuse the word free. 

I get where Azuriel is coming from when he points out that companies will still bait and switch as best they can, even if forbidden to use the word Free.  I just don't accept the lack of a complete and permanent solution to the marketing problem as a reason why a small change that makes the advertising less misleading is a bad idea.  From the other side of the coin, we will probably still see players complaining that things in game cost money even if we did remove the intentionally misleading word free from the lexicon.  I still see the removal of a promise that no one ever intended to keep as a positive change. 

Tuesday, January 7, 2014

New Year's Curiosities for 2014

I went back and forth on whether to bother with New Year's resolutions and predictions this year.  I play a bunch of different games, and I'm not going to change what game I'm playing just to comply with a post from late December - thus I usually end up with a handful of very specific goals that I know I will get done in the next few months and a bunch of vague/qualitative hand-waving for the remainder of the year.  Likewise, it's hard to predict much of anything with any accuracy in MMO's since we don't really have the data we'd need to do so. 

Instead, this year, here are some things that I'm curious about. 

Will Marvel Heroes Pay Off?
I made a late-year-decision to pre-purchase $130-worth of upcoming characters for this game.  So far, so good, but the year is young.  My shortest-term goal is to get Cyclops to level 60 to start the synergy exp gravy train rolling.  My mid-range goal is to have at least 10 characters to level 25 for the first tier stat synergy bonuses (currently 2 for Cyclops and Deadpool), and the long-term is to have at least 10 characters to level 50 for the upper tier stat bonuses (currently just Cyclops).  If at least five of the Advance Pack characters make this roster then it's pretty safe to say that the purchase paid off for me. 

Will TESO/Wildstar/EQ Next/Camelot Unchained customers revolt?
TESO and Wildstar have announced second quarter release dates, presumably with non-refundable pre-NDA-drop pre-purchase offers to follow.  Western console players have not historically tolerated subscription business models, so it's hard to see how TESO does not have a business model re-launch this year.   Wildstar at least has the sci-fi sub-genre going for it, but is it far enough outside the box to beat the non-subscription trend that has now claimed every AAA MMO since World of Warcraft?  Or, will both products (intentionally or otherwise) charge early adopters $60 for their game box and upwards of $100 for pre-paid 6-12 month subscriptions, only to go F2P within the first year? 

Meanwhile, SOE is hard at work pre-selling alpha access to Everquest Next Landmark - which sounds like an odd cross between the real Everquest Next and a paid public test server for EQN player studio content.  Camelot Unchained won't launch this year, but paid alpha testing for potentially thousands of Kickstarter backers (mostly in the $200+ range, plus a smaller number who get earlier internal testing access) is supposed to begin this fall.

Thus, by the end of the year, there are scenarios where large numbers of players are dissatisfied with their pre-purchases.  Will customers actually change their behavior in the future?  Are we as a demographic just willing to accept this as the cost of being present for the launch of each online game?  Are these games even catering to the traditional MMO demographic found on forums and blogs, or are they attempting/succeeding in broadening the market somehow? 

Will a major title's F2P re-launch go under in 2014?
I strongly debated making this heading title "LOTRO" due to uncertainty about its license option years, my longstanding questions about whether revenue from Turbine's version of "free to play" is inherently front-loaded, and the curious decision NOT to develop an expansion pack for 2014.  In fairness, longterm subscribers are correctly noting that with required annual expansions and diminishing restrictions on non-subscribers, it can feel like they're paying more for no good reason. 

Bottom line here is that the closing of City of Heroes can be written off as the wrath of NCSoft, but another high profile F2P relaunch going down could have an effect on customer confidence.  If not LOTRO, then perhaps Aion, Tera, or one of the Funcom titles?  Or perhaps it just isn't possible to affect gamers' consumer confidence - see above discussion.

Any Late Year Surprises?
In 2013, the big expectations were for end-of-year TESO and Wildstar news, leaving the beginning of the year pretty quiet and the end of year similarly quiet once both titles punted to 2014.  All these moves mean a relatively crowded schedule for the 2nd-3rd quarters (TESO, Wildstar, EQN:L, WoW's Warlords expansion)... and what precisely for the back end of the year?  Syp's annual list notwithstanding, I don't see a ton of waves here.  I know better than to suggest a Titan reveal will happen this year, but this could be a good platform for someone with something up their sleeves - SOE? Turbine? - to make some waves.

What are you curious about in 2014?

Friday, December 20, 2013

Online Gaming Expenditures 2013

I've been tracking my MMO expenditures for a few years, and the top line makes this year look similar to last year - last year I spent $275 on MMO's and another $60 on Diablo III and this year I spent roughly $321 for online products including MMO's, MOBA's, TCG's, and ARPG's.  That said, the way in which I spent that money was a bit different.

  • I was subscribed to a MMO for most of the year, but these expenses were significantly reduced due to various discounts from retailers.
  • I was generally much more willing to experiment with things that cost $20-30, rather than try to tough out the business model without paying for anything.  

The latter definitely increased my bottom line spending, and some of the purchases are going down in the books as disappointments.  Then again, sometimes a comparatively small purchase made life significantly more fun.  As I have less and less time to spend on games, I'm guessing this trend will continue.

Subscription MMO's
I had a subscription to a traditional MMO for most of the year.  These games were typically, though not always, the go-to place I would go when I had time for an extended play session.  

World of Warcraft - $65 (Pandaria, 60 days timecard, 2x 30 days)
I did very well snagging discounts from retail stores.  This "should" have cost me $100.

FFXIV - $70 (PC + PS3 boxes)
The PC box cost $30 for the license plus a month of game time.  The PS3 box cost $40 for a second month of game time (the two stack) plus the license for the Playstation Network (reportedly to include the PS4 version, when it arrives next year).  I guess I should have taken the time to try the PS3 version in beta - playing on the PS3 was a cool novelty, but I had problems with targeting and would need to purchase a keyboard and mouse to make this work. 

SWTOR - $51 (two 60 day timecards at various discounts from retailers, $10 expansion)
Again, discounted time cards for the win here, "should" have paid $70. 

The Newcomers
In general, these are titles I play as a go-to for shorter play sessions. 

Marvel Heroes - $70 (starter pack, Cyclops, X-Force Bundle Black Friday Sale)
I hesitated until the very last minute on whether to pre-purchase a founder's pack, and I'm glad I pulled the trigger.  I like this game way more than Diablo III because it features characters from Marvel's comics.  It was worth the money to play the game with the character I most wanted to play rather than one of the less interesting starter characters.  I decided to throw them another $50 on Black Friday for an additional bundle of characters and some convenience perks.

Note that I'm counting the $130 Advance pack purchase against next year's budget, as is my longstanding practice for long-term subscriptions and content unlocks that won't be used (or in this case won't be available) until the year after I decided to shell out for them.   We'll see whether they've delivered all of the heroes by the time I publish next year's ledger, and how I feel about that purchase.

Hex - $20 (kickstarter)
Technically, this game isn't out yet, but I'm in the alpha as a backer, so I'm prepared to put this one on 2013's balance sheet.  I have concerns about the business model and was not impressed by a very brief visit to the very early alpha.  Even so, my assessment was that the time it's going to take to see whether or not I am going to like this game will be more fun starting with a minimal base of cards versus nothing. 

Guild Wars 2 - $30
I picked this up when the price finally dipped down to my new $30 impulse buy threshold.  I've logged in twice, so it could be argued this was a fail, but at least now I can play GW2 if I want to. 

League of Legends - $15 (gift cards)
I had some Best Buy reward certificates to burn, so I turned them into the $5 starter Champion pack and a $10 RP code to finally try League.  The purchases probably weren't necessary with my current playstyle - I'm currently enjoying trying whatever new champions are available each week.  Then again, the cost was comparatively low, since it's often hard to find things at Best Buy that aren't $15 overpriced to begin with.   

Played, not paid
TSW - I picked this up for $15 very late in 2012 and was still coasting on the month of included subscription time for most of January.

LOTRO and DDO - played a small amount of each using previously paid content, did not purchase either game's expansion (a first for LOTRO, despite a just-unveiled 50% off sale on their month-old expansion).

Hearthstone - Have not spent any money on the closed beta.

Not Played
Rift - Has an expansion that I got without paying courtesy of a promo and can now access freely due to the game's business model relaunch.  I logged in once or twice to preserve my character names, but I never really played.

EQ2 - SOE went the entire year without discounting the expansion from the fall of 2012, and now there's another full priced expansion box on the digital shelf.  The good news is that the new expansion purchase includes the one I skipped, and there aren't really any charges anymore for playing the content if/when I pay to unlock it, so maybe I will get around to this in 2014.

Grand Total
Total - $321

Wednesday, December 11, 2013

Is this MMO Burnout?

December has returned, bringing us to that introspective window for the end of the year.  I think the term MMO Burnout is generally over-used and over-dramatized.  However, looking back at the year gone by, it looks like that may have crept up on me after all.  A few arguments for and against:

Things I have NOT done
  • LOTRO: This was the year I finally gave up on even the token effort to maintain the level cap and epic story.  
  • FFXIV: This is arguably the best pure MMO to (re-)launch in the last two years, there's nothing I would change about the game... and it hasn't made it to the top of my playlist, causing me to stall out midway through the level curve.  
  • GW2: Bought, barely played
  • TSW: Bought at the tail end of 2012, played a bit in early 2013 until the included VIP-time ran out
  • Rift, EQ2, DDO: New expansions, haven't done either
Things I have focused on:
  • SWTOR: Significant amounts of time subscribed here, including clearing the expansion on my main Trooper, finishing the class story for an Agent, and getting most of the way through a Sith Warrior.  That said, I'm playing this game primarily for the single player-like story experience.  I'd consider paying real money to trade the entire game in for an interactive movie where my character wins all the fights automatically and moves on to the next story scene, as I might actually like that product better.
  • Marvel Heroes: Pure action RPG here, I've spent more time helping to sleuth out the hero release schedule on this game's forums than I've spent on several of the above games.  
  • League of Legends: Instant action MOBA
  • Hearthstone: Instant action card game
Overall, the trend appears to be towards instant action and gameplay experiences.  While there is still some progression in all these things, it's very different from the traditional vertical progression model for an MMO. 

Which brings us to the exception that proves the rule - I have spent significant amounts of time subscribed to and actually playing World of Warcraft.  I did technically hit the level cap, and farmed all of the gear out of the first 2-3 tiers of raid finder.  I also skipped the majority of the questing content in the expansion - and incidentally didn't even try to level until my lack of having leveled caused problems for my pet collecting efforts.  In many ways, Azeroth is actually a lobby that I use to access the pet battling minigame, the farming minigame, and sometimes even the daily quest or random dungeon minigame.  I'm arguably not using the game as an MMO.

Is this the new face of MMO burnout?  Or am I just in a rut waiting for the hypothetical next big thing? 

Wednesday, November 27, 2013

MMO Black Friday 2013

Another year, another round of sales - or not - in honor of the day after American Thanksgiving.  The things that are already announced are below, other observations are welcome.
  • World of Warcraft: Base game (up to Cataclysm) for $5, Pandaria for $10, direct download from Blizzard; a total of $15 to get into the game, i.e. a single month's subscription.  I'm predicting now that the new expansion next year will be the first to go ahead and bundle in all the old content - with the new expansion featuring "one free level 90 character" to attract new and returning players, it isn't going to make sense to insist that players pay for a Pandaria box that they're never going to set foot in.
  • Turbine Games: Standard "double bonus point" Turbine Point sale bundles are in effect in both LOTRO and DDO.  DDO's new expansion from last summer is 50% off, and all of its multiple tiers of upsells are also 50% off.  LOTRO's new expansion from last week is NOT included.  They've slashed the price as early as 5-6 weeks after the fact in the past, but apparently last week was a bridge too far.  They are bundling all of the previous expansions in one package for $20. 
  • Guild Wars 2 is on sale for $30 again, which they are promoting as their "lowest price ever" even though it's the same price I paid a month ago.  I guess it's technically accurate that they haven't offered a lower price?
  • Marvel Heroes is offering 25% off of almost everything in their cash store, other than two heroes who were released this month.  Storage stash tabs for general and crafting purposes are NOT included in the sale, and character specific storage tabs are only discounted indirectly if you purchase a bundle containing that character.  The main catch here is that, as with most cash shops, you may have a hard time purchasing exactly the right amount of currency to pick up the stuff you wanted.  There's also an in-game bonus of 50% exp, rare item find, and special item find for the weekend. 
  • SWTOR is not doing any direct sales that they've announced yet, but they are running double exp through Sunday.  
UPDATES
  • SOE Station Cash is 30% off… seems underwhelming since they often offer double SC, and since SC can't be used to purchase content anymore.
  • FFXIV is 50% off from Square's website.  If you own a PS3/PS4, this is a great way to pick up a console key, as it's only $20 and includes 1 month of game time (i.e. $5 for the right to play on both consoles).  

What I personally bought:
Probably no surprise to folks who have been reading of late, but Marvel Heroes is my current surprise game of choice.  I've been waiting on this sale to decide what to buy, and I decided to splurge here.  I spent $50 for the G's to unlock:
  • The X-Force bundle (Cable, Colossus, Deadpool, and Wolverine, with two extra costumes each, stash tabs for all four heroes, and some misc consumables), on sale for 4,500 G's, normally 6,000 G's.  (Can be purchased on the website for exactly $45, or you can buy 5500 G's for $50, which is what I did - an extra 1000 G's for $5 is a much better exchange rate than you'll get any other time.)
  • A holographic crafter, summons an NPC who gives you access to your stash for storing the stuff you want to keep, and accepts donations (for crafting exp) of the junk you don't want to keep.  In my view a much more versatile purchase than the similar portable stash token, works in Castle Doom (where you can't teleport out to sell your stuff), and highly recommended for all players.  On sale for 700 G's.
  • A crafting stash tab, NOT on sale, for 300 G's.  One crafting tab is nigh must-have for all players with as many as 40 slots worth of basic crafting materials - you can expand or compress that number but this is time-consuming, and you'll be hurting for the space if and when you go beyond a single character.  I don't begrudge the maybe 75 cents for buying it not on sale, though I might regret that stance if I come up precisely 75G's short of being able to buy something in the future, oh well.  
To be clear, I consider this as somewhat extravagant.  I could have cleaned out my existing currency balances to snag the bare minimum stuff I considered must-have - the crafting tab, the holographic crafter, and the hero unlock for Wolverine.  That said, the other three heroes were all on my "would play if I owned them" list, so I now have a nice diverse list of folks I will actually play (as compared to rolling the dice with the random hero box and getting additions I don't want).  I will use at least one of the costumes, and I can see how the hero-specific gear tabs may be useful when actively playing more than just the one character.

There's a good chance that I "overpaid" by paying for stuff that I ultimately won't use, but my total investment in this game is now up to $70 - just over what I paid for Diablo III, and I've gotten far more mileage out of this game than DIII.  Also, this way I've got my previous G balance and a growing stash of Eternity Splinters to spend on future releases.  I wouldn't say that a new player should expect to need to spend this much, but for me personally it's been worth it thus far. 

Thursday, October 31, 2013

A Nomadic MMO Autumn

I've spent most of 2013 subscribed to one primary MMO and dabbling in maybe a single other non-subscription title at any given time.  For whatever reason, I ended up resolving to tackle some of the backlog and logging into seven different online games in the last week.  I dunno how folks routinely cover as many games as Syp or Chris from MMO Reporter manage this, because it's exhausting.  Anyway, what I've been up to:
  • FFXIV: This game has quietly been my go-to since mid-September.  It's a good mix of keeping enough of the new school - public quests, group finder, and solo-ability - but with some old school elements that are a welcome change of pace.  I don't mind that I was playing for over a month before I qualified for a mount or that I'm less than half-way to level cap after six weeks.  In some ways, this game caused my current "crisis" by pushing everything else off the plate. 
  • Guild Wars 2: This went on a one-day sale for $30, which is the price point at which I'm willing to snag a AAA buy-to-play game as an impulse buy.  I had a ton of trouble actually playing the game because their email authenticator would not work and it took seven CS tickets to get someone to read the ticket and agree to remove this feature.  (Aside: the only other MMO where I have ever needed an extended exchange of tickets due to new login restrictions that the provider added - Guild Wars 1.)  I spent an evening, gained a few levels, and it didn't leave much of an impression.  I definitely could have been looking in the wrong places, or this might just not be a title that I'm going to like (which was why I didn't buy it earlier).   Not going to rush this one, pinging some folks I trust for suggestions on where I should be looking before I spend more time heading in the wrong direction. 
  • LOTRO: Turbine has turned on double exp for an entire month in advance of their upcoming expansion.  I've been behind on solo content in LOTRO since a few months after the game's launch, but 2013 has been the year when I haven't even managed the token effort to finish the epic story and hit the level cap.  At this point, my favorite part of the leveling game are the non-combat quests where I wander around the towns of Rohan doing things that feel like the belong in Middle Earth, but that interactive story isn't quite enough to convince me to come back.  Also, possibly odd decision by Turbine to try and bring back inactive players just before a major class revamp that is drawing much concern from current players - it might actually have been easier to get the new system if I didn't just take a refresher on how things used to be. 
  • Hearthstone: I'm not playing this thing daily - maybe once or twice a week - and I'm still losing the overwhelming majority of my games, but I am at least starting to get a hang of which characters not to play or at least how to revamp their decks so that I might have a chance against the non-overpowered heroes.  Game imbalance may play a larger role in my mixed experience in this game than I initially realized.
  • Rift: Not sure this one counts, but I did log into four characters long enough to tell Trion not to recycle all my names.  I sympathize with the intent, but I feel these drives are misguided - you're still not going to get the name DeathKnight because A) your current characters are already named and B) someone else is going to beat you to it if it does get freed up, which means you're going to have to go back to either spelling it wrong or adding non-English characters that will make it harder for normal players to type your name in a day or two at most. 
  • Marvel Heroes: I forget why I popped back into this game - probably for the sole reason of continuing the "different game each day" trend that I had going.  Well, there was a bonus exp/loot weekend that kept me involved long enough to finish the story and explore all the improvements.  This game had a rocky launch week and I'm really impressed with how far they've come - both quality of service and quality of life are dramatically better for such a short time post-launch, and bode well for the team's ability to set and meet a schedule.  My biggest complaint now is that there are so many heroes in the queue that it's going to be months before the ones I really want get added to the game, and secondarily that you need to download a second 12 GB client to access the test server if you want to try before you buy.  That's not bad in the broader scheme of things.
  • SWTOR: I've been mostly out of game for a few months now, and thus have missed two content patches.  The new stuff is great as always, but it doesn't seem like it's going to last that long.  I've also got an unfinished Sith Warrior about to tackle Hoth followed by his final story chapter, after which I may move a character over to play with the Ootinicast folks. 
Have you found yourself wandering the halls of multiple MMO's, or is it just me?  

Tuesday, April 23, 2013

Incentives Driving 3-Month MMO Tourism

Psychochild has a post up suggesting that the current churn amongst MMO's can be blamed on soloing - he phrases it more diplomatically, but his identified cause of the problem is that people are not forming community "social fabric" because they are not grouping, and his suggested fix is to somehow make grouping more attractive than solo play.  There's little I could say directly on this topic that hasn't been said before (including by myself in 2009), but I think it's worth taking a minute to examine a tangent - the incentives that drive modern MMO tourism.

Incentives for and against being a tourist
My central thesis for MMO incentive analysis is that incentives can be effective in changing player behavior but are highly ineffective in changing player preferences.  What incentives are at play for and against a player's decision to depart a game after the hypothetical 90 days?
  • (Real World) Money: Unless you fall into an edge case in the business model, the amount you pay will correlate with the amount you play.  If the game has a monthly fee, that cost is obvious, with a financial incentive to quit the game as soon as possible in exchange for $15/month added back to your disposable income.  In some cases non-subscription games have a high one-time start-up cost followed by no recurring expenses, but for the most part the studio has a strong incentive to continue to get something out of people who are signed onto their servers consuming their bandwidth.  
  • Diminishing Returns for Progression: Whether the game is rewarding you with the next chapter in its story, the next increase to your character's level, or especially the addition of new abilities that significantly alter how you play the game, most key rewards in MMO's are decidedly finite.  The longer you play, the more likely that you end up on the "treadmill" of working to obtain slightly stronger gear to face slightly stronger mobs instead of more interesting rewards.  By contrast, just as your time in your existing game is getting less and less rewarding, starting over in a new game means going back to the fun end of the incentive curve. 
  • Attachment: Even a solo player is going to feel some attachment to their character after dozens of hours /played spread over weeks or months.  Here is where Psychochild has a point about "social fabric" - if you have real friends and attachment to the community, that may be an incentive not to leave a game that you would otherwise be done with.
So far, so good for Psychochild's approach - two key incentives to leave a game can potentially be offset by a social incentive to stay.  So where is the problem?

One Unwilling Raider's Tale
To draw from my personal experience - I'm a dirty soloing MMO tourist so clearly it's all about me - I can say that the incentive system worked as intended for me in World of Warcraft circa 2005-2006.  I had run out of levels to gain and quests to solo, but I had gotten to know the folks in my guild (which actually made the oft-attempted transition from relatively open recruitment of leveling players into a reasonably successful 40-man raid guild).  My choices were to quit the game or start raiding, my personal incentives at the time favored the latter.  So I changed my behavior, and off I went to kill Nefarian.

What did not change was my preferences.  I would rather be spending my gaming time working on less difficult content - the kind that can be beaten in one evening by a PUG.  Instead, I did something I fundamentally did not enjoy, that required reporting to play at fixed times and spending non-raid nights preparing - far too much like a job instead of a game for my tastes. 

As soon as there was a second MMO where soloing to the level cap (well, almost) was viable, I canceled my WoW subscription and headed off to the newly launched LOTRO.  I've returned to WoW repeatedly given the opportunity to do so on my terms - i.e. new expansion content I could solo or new easy group content that I can experience without a fixed schedule - but I've never gone back to the raiding game that I never liked and only played because that's where the incentives of that particular era lined up.

The Downside of Choice?
In addition to all the other things Blizzard did right, WoW had a key advantage - as the innovator who brought solo play to the MMO space, Blizzard had a few years in which a player like myself didn't really have meaningful alternatives, short of going back to single player console games.  Blizzard did not need to worry about losing my money after 90 days and they were able to use that dependable stream of revenue to finance a better game for everyone. (Albeit with a disproportionate focus on new raid content.)    New games today don't have this luxury. Instead, more than one game with solid potential has been gutted when its population fled early and its staff was trimmed to match. 

Philosophical questions aside, I am not a player who has a preference for the type of gameplay that fosters strong "social fabric".  Now that I have a family, I have time constraints that would prevent me from doing so even if I wanted to.  The odds that you will find some incentive so strong that I will change my behavior to something that I don't want - and may no longer be able - to do in today's crowded marketplace are near zero.

And thus my advice to Psychochild is simple - it's not 2006 anymore.  There are enough online solo-friendly options these days that it's a waste of your resources to offer a solo option and then undermine your efforts by trying to make it somehow less attractive than grouping.  If you want a niche game that focuses on grouping, don't waste your developers' resources and your players' time by offering a less attractive solo option that will ultimately lose out to all of the many games that do solo content better. 

Monday, January 28, 2013

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....

Thursday, January 24, 2013

2013 Prediction Update

It's been all of 24 hours since I posted my belated predictions for the year, and there is already breaking news. 
  • Turbine dis-confirmed one of my LOTRO predictions by announcing the addition of a new region in the upcoming Update 11.  I had predicted they would skip this roughly annual tradition in favor of saving more content for the fall expansion. 
  • Trion announced plans to publish the Eastern sandbox MMO ArcheAge in the West

    A decision like this one either does or does not make sense on its own merits based on whether Trion will make significant profit out of the deal.  There are probably also economies of scale in publishing additional titles now that Trion is already publishing two titles and counting (whenever End of Nations re-emerges) - SOE also announced plans to pick up an Asian MMO last year.  Overall, it doesn't disprove my theory about Rift going free to play this year, but the studio's backers clearly aren't throwing in the towel on the effort as a whole. 

    Bhagpuss also questions whether Archeage's release affects my call that we will get most of the way into 2013 without a "major event launch".  My gut still says no - the whole point of making a sandbox game is not to try and replicate the mass hype followed by exodus that has plagued the AAA MMO's of recent years.  Selling large numbers of boxes is great, but having 75% of your players leave within a few months will kill the community that you need to sustain your sandbox longterm.  Time will tell, but I am not expecting this to be an over-hyped event.
Anyway, if any of you have any wishlist items of stuff you that you don't think will happen, let me know so I can add them to my list and therefore ensure that they do come to pass just to disprove more of my predictions.  To start, a bonus tack-on prediction - despite Smedley's comments, EQNext does not launch in 2013.  (Given what we know of the game's business model, I will define "launch" as all three of 1) open to the public, 2) done with any character wipes, and 3) accepting cash.)

Wednesday, January 23, 2013

Belated Predictions For 2013

Last year's predictions did not go so well.  I predicted that it would not be a great year for new subscription MMO's, but I also thought that SWTOR would skate by as a high churn subscription title, and that WoW could not afford to leave Cataclysm sitting on the shelf beyond early summer.  Even so, I've found that I have a fair number of predictions either scattered through my blog and other peoples' comment sections, so I figure there's no harm in collecting all of my comic inaccuracy in a single spot.

Anyway, here are my belated predictions - I don't know if this makes my job easier because I have a month of additional information (see first item, below) or harder because there is less time left for the predictions to come true.  In any case, if I have predicted bad things for your favorite MMO this year, rest assured that my lack of accuracy well have guaranteed your game's smashing success.  :)

Rift Goes Free To Play in 2013
First up, a minor cheat by exploiting information that only became available in late January.  Two days ago, I would have said that Executive Producers Scott Hartsman's position against turning the game free to play would be enough to keep it from happening in 2013 - even if Trion's views eventually changed, failing to work ahead on the conversion would keep it from launching this year.

Then came news that Hartsman has departed from Trion Studios.  In the last week, we also learned that Trion's MMOFPS Defiance plans to launch with a buy-to-play model featuring a $60 box and no recurring subscriptions.  We already knew that the online strategy game End of Nations - assuming it survives being in-sourced into Trion proper - was going to be Free to Play.  Going back to last year, Rift already has an in-game store, and then there were the layoffs at Trion and the former End of Nations developers.

Moving this particular game to free-to-play is debatable, but Trion has investors to answer to.  As long as things are going really well, Trion has the ammo it needs to justify why they are continuing to buck the overwhelming industry trend.  If things have started to go downhill - and the layoffs suggest that they have - then we can expect Rift to lose its subscription in 2013.

LOTRO: Helm's Deep Or Bust
As I've previous written, I think LOTRO is under a lot of pressure to increase revenue THIS year.  Turbine's 2008 press release indicated that they have the license through 2014, with options to extend the term out to 2017.  We don't know whether the terms of the option years are favorable, and presumably the studio's new owners at Warner Brothers are capable of re-negotiating a reasonable deal if this is worth their time. 

That makes 2013 the year in which Turbine has to prove the game's worth.  LOTRO will not fold in 2013, but if things go badly it could very well close when the license issue comes due in 2014.  To this end, I expect the following:
  • Unlike last year's Great River update or the F2P relaunch's Enedwaith region, we will NOT see a new region added at the current level cap.  The price point on these new optional areas has generally been low, and that makes it a questionable investment that would be better saved for the next expansion.
  • Speaking of which, I expect the new expansion to require a minimum purchase of $50, up from $40 last year and $30 the year before.  As with last year, Turbine will offer plenty of opportunity to pay full price early and then discount the thing by 50% for an end-of-year sale once the early adopters have paid up.
  • The expansion will bump the level cap to 95.  LOTRO has lots of level-scaling content in past expansions that could be used to level to the new cap and skip buying the new content.  Making the cap higher makes that option less desirable because you would have more levels to grind out.
  • The actual battle of Helm's Deep - which, as in recent years, may get delayed to a patch after the expansion launch - will be presented from multiple different perspectives so that solo, group, raid, and monster players can all participate in this iconic bit of the lore.  
I probably won't be bored enough to count come 2014, but we're almost certainly not done with Turbine pushing something aggressive and unpopular into the cash shop and then gauging whether to backpedal based on the customer feedback.  It seems like we can expect this sort of thing roughly every other month.

Asheron's Call 3 Announced
It's possible that Turbine dusted off AC2 just as a lark of a weekend project.  Then again, we know that they've been working on a mystery title for a while, and it would make a lot of sense for them to work in their own IP so that they are not at the mercy of some rightsholder.

Blizzard Updates
This is a Blizzcon year, which means we will probably get some announcements in addition to the oft-delayed Starcraft II expansion.  My guesses:
  • WoW's next expansion announced, but will not be ready for beta in 2013.  After years of promising to try and get expansions out in a more timely fashion, Blizzard finally concedes that it's going to be 20+ months like the previous attempts. 
  • Blizzard announces a console based non-subscription spinoff of one of its existing IP's.  A recent rumor suggested that this was the real nature of Titan, the long rumored online followup to WoW, but that was supposed to be an original IP.  We know they've been flirting with consoles for years now, and I'm guessing that this is a separate effort.  It will be interesting to see whether it runs on current generation console hardware, as Blizzard's development cycle is so long that next generation consoles will probably arrive before this game does.
  • Titan will finally be announced, but will not be playable or in any way suggesting it will debut in 2014. Blizzard has had time to ponder how DIII went for them and see the way the wind is blowing, so this game will NOT have a subscription.  It will instead be designed from the ground up with something - content, characters, etc - that people can purchase to keep the revenue flowing.
Funcom goes out of business in 2013, probably taking its titles to the grave
I'm not going to belabor my analysis from last week - this studio was on shaky footing before TSW disappointed, and I'm not convinced that layoffs alone can balance the books, especially if they hurt the ability to deliver future updates.  I'm not sure what EA does on a day to day basis as the publisher for TSW - if they own the servers, billing system, etc, that would be a major impediment to any attempt to sell the title off. 

New Subscription MMO's
If an MMO studio asked me for advice, I'd say that attempting to launch a new MMO with a box price and a monthly fee is really poorly advised.  However, I don't think the industry is quite ready to let this approach die just yet.  Looking at two major upcoming releases that have yet to announce business models:
  • Wildstar: Will definitely have a box price at launch.  I predict it will not charge a subscription by the end of 2013 - either they'll be smart and not try or they'll be forced to reconsider between launch and the end of the year.
  • Elder Scrolls Online: With all the hype they're already firing up for this game's beta, this game shows all the signs of having a large budget, and they are declining to state their planned business model.  It's possible that they are going to go buy-to-play with frequent paid DLC and are saving this piece of news to build anticipation for the inevitable pre-purchase campaign. Still, GW2 aside, I will believe that a big budget MMO like this one is willing to voluntarily surrender the monthly fee when I see it.

    So I predict Elder Scrolls WILL launch with a monthly fee.  They will probably still have it through at least the end of 2013, but that may have more to do with launching late in the year than with the game's success.  (I do predict they will launch this year - even Blizzard doesn't start its beta process an entire year in advance of release.)   
Kickstarter Chaos
After proudly proclaiming 2012 the year of the Kickstarter-funded game - and cheerfully pocketing 5% of the proceeds with no obligation to help ensure that backers get what was promised - Kickstarter is due for a reckoning.  At least one video game product that received $1 million in backing will go bankrupt before delivering the promised game in 2013.

Kickstarter will make some token changes in response to the backlash, but will remain constrained by their business model - they make money when projects are successfully funded, not when they force creators to post information that dissuades people from backing risky and/or poorly thought out efforts.   Expect some minimal token effort before returning to business as usual, but the incident will cost the site some of its hip status within the blogosphere. 

No big winner, but perhaps balance?
Overall, I don't see a single MMO emerging as the big winner in 2013, the way that Guild Wars 2 arguably won the half of 2012 after its release.  When you look at Syp's list of new MMO's to watch in 2013, half either aren't traditional MMO's or else are unlikely to release in 2013.  As a result, we're likely to get at least 8-9 months into 2013 without a major event launch with the traditional cycle of hype - and all too often disappointment.  (We could go the entire year if I'm wrong and Elder Scrolls slips into 2014.)  Even the slate of major expansions is going to be relatively quiet since many of the big players released something in late 2012.   

This is a real opportunity for MMO's that are currently sitting in the middle of the pack.  Players will still wander from game to game, and now is the time where an existing product, with most of the rough edges from launch already smoothed out, can potentially make a big impression.  Even if all of the things I've suggested come to pass, 2013 could be a good year on the balance if we come out the other side with a solid pool of games that are quietly getting the job done.

Monday, January 14, 2013

The Cost of Per-Hero Games

The Marvel Heroes "free to play MMO Action-RPG" is rolling out pre-launch prepurchase offers that include a $200 "Ultimate Pack" for access to all heroes and costumes announced for launch.  Traditional MMO's with a premium package this expensive have typically had to throw in a lifetime subscription. In the case of Marvel, the pack is very clear that it does not get you anything beyond the heroes announced for launch (some of which have since been delayed but will be included in the pack when they are completed).  Instead, they are marketing the $200 as a discounted price - "a $750 value" compared to what it would cost to buy the characters individually.

The sub-$10 character
Looking at Marvel Heroes' cheaper pre-launch packs, individual heroes are bundled with some costumes and exp potions for $20, but my guess is that you will be able to get your characters for less than the psychologically significant $10 price point to encourage impulse purchases post-launch.  There seems to be broad consensus around this type of price point across a variety of other games in a variety of genres.  A few examples:
  • Champions in the MOBA League of Legends
  • Mechs in the mech-based FPS Mechwarrior Online
  • Heroes in the Warhammer Online Spin-off MOBA Wrath of Heroes
  • Most monster player classes in LOTRO (free to those who take the optional subscription)
  • Premade PVP "legends" characters in DCUO
  • The $9 action figures that grant access to DLC characters in the popular Skylanders console game series
We live in an era of consumer objections to cash stores in MMORPG's and DLC's in console games.  In this context, it's remarkable how much customer acceptance there appears to be around business models in which companies sell access to individual pre-made characters for $5-10, even when this bumps the cost for access to the entire character roster into the hundreds of dollars. 

What you get for the money
A big part of the secret may be that you are getting something comparatively tangible for your money.  If you are playing the Marvel MMO then maybe it is worth $10 per head for you to pick up all of the Avengers who appeared in the movie.  Even the cosmetic costumes are potentially meaningful when you look at long-standing characters who have been depicted in dramatically different art styles over the decades.  Like DDO's paid content packs, it feels more rewarding to pay something to get something, compared to the model in various other games that charge players to remove restrictions that are added to make non-subscribers want to pay. 

This particular model isn't broadly transferable to traditional MMO's because our genre has focused more on vertical progression using a single character.  Games like Marvel Heroes that were designed from the ground up to take advantage of non-subscription payment methods also have a big advantage over MMO's that were designed for a subscription, only to be revamped when the market refused to tolerate that model. 

Even so, I find the concept vaguely compelling and perhaps even promising.  Most of the evidence from the last few years calls into question whether the prices the market is willing to pay are sufficient to support the development of the traditional MMO content model.  Meanwhile, here is an alternative in which studios are putting out regular, sustainable updates that customers are actually happy to pay for.  It's certainly not perfect, but it beats going out of business. 

Monday, December 31, 2012

New Year's Resolutions for 2013

My annual New Year's Resolution post is usually lengthy but not that insightful - half of the items are short term goals that get done soon afterwards and the other half are more pie-in-the sky things that don't happen at all.  My year for 2012 can be summarized with two lines of facts:
  • Prior to October: Level capped characters in seven different MMO's simultaneously, posting on the blog every 2-3 days (11-18 posts/month)
  • Post-October: Level capped characters remain in only three MMO's due to expansions I have yet to catch up to, posting to the blog once or twice per week, +1 infant
I'm happy with this turn of events, but it does put realistic constraints on what I can aspire to in-game during the coming year.  A few resolutions, which are more qualitative than specific:

Work on what I have
2012 wasn't all bad when it came to trying new things.  I started and capped characters in STO and SWTOR, along with some very brief (often one-evening) visits to Aion, Tera, EQ1, and TSW.  That said, it was a tough year to carve out time for anything new, and that does not figure to change in 2013.

I currently have what I need (access and game time as appropriate) for content I have yet to use in WoW, LOTRO, DCUO, TSW, DDO, STO, and SWTOR.  I don't expect any of these titles to fold in 2013, but it really makes more sense to focus on my backlog at this point.  I'm fine with my budget where it currently sits, but it's pointless to collect more stuff that I don't have time to play - the best sale price is still a waste if I don't use the content.  

Learn when NOT to beat the business model
While my time is scarce, I do get enjoyment out of snagging a good bargain.  Sometimes, when the payoff is high enough, it can make sense to grind in-game to "beat the business model".  

For instance, according to SWTOR Spy's Cartel calculator, I have unlocked more than 10,000 Cartel Coins' worth of stuff by purchasing the relevant unlocks on the GTN for in-game credits.  This would have cost me $80 in the cash shop, while species and inventory unlocks I picked up for alts during my last month of subscription time could potentially have cost another $40.  I did spend a fair amount of extra time in game sending my companions on slicing missions and farming daily quests (which also awarded several high end pieces of gear for my main) to pay for all of these unlocks, but this was definitely a major payoff for my time.  
Even so, cash shops are a reality of the market today, and I should really make better use of them.  If an unlock is purely cosmetic, it makes sense to do without or set it aside as a reward for earning the credits in game.  When it comes to exp potions and other things that affect the rate of advancement, it's worth asking whether the game is worth playing if it's worth paying to play it less.  However, when an unlock actually impacts quality of life - e.g. not being able to harvest materials I encounter in the world because one of my crewskill slots is locked - it really makes more sense to pay a couple dollars and move on.  

Focus on my perspective
This blog will celebrate its 1000th post early next year and its fifth birthday in the spring.  While limited time has been the most immediate cause for my current drop in posts, the results are somewhat positive. 

I don't view reporting the news as one of this blog's strengths.  I will post immediate reactions sometimes, especially if I have an opinion I'm not seeing from other folks, but often the "breaking news" of the MMO world does not even come with enough detail to support in-depth analysis.  Because I know that most of my posts will not be timely, I'm free to spend most of my limited time working on more of the big picture, such as trends that tie recent developments into past experiences.  

I intentionally don't have a set format or schedule for the blog, because this is a hobby and I prefer flexibility to write what I want.  That the schedule happens to support the kind of posts that I like to write is a happy coincidence.

Thanks to all of my readers, best wishes, and a happy new year!  

Friday, December 28, 2012

2012 MMO Expenditures

I've been keeping detailed logs of my MMO spending for roughly two years now, and I elected to publish them for the first time last year.  My experience probably isn't typical, as I spent a total of $275 on eight different MMO's in 2012, where most people probably stick to a smaller number of games.  That said, two broad observations:

  • Game time for specific two subscription titles - WoW and SWTOR (well, it was) - represents about half of my total ($125, counting the first $15 of the SWTOR box cost as payment for the first 30 days).  This number is higher than it could have been due to the annual pass.  Even so, my spending on these two games EACH nearly doubles the next highest item on my ledger.  
  • Setting aside those two subscription payments (WoW's was technically discounted), I did not pay full price for anything that I purchased this year - I'd estimate that I paid about half of the asking price overall.  Some of these savings come from retailers looking to dump stock, but many of them were provided directly from the publishers.  It's not accurate to look at all of this as lost revenue for the studios - some of the lower priority titles would not have made the cut at full price.  Even so, sales are a reality of the business, and are going to be a factor for anyone looking to base their business model primarily on one-time buy-to-play transactions.  As the number of games I play increases, it is easier and easier to wait for the sale before pulling the trigger, especially if there is any reason to be concerned about quality/polish.  

And now for the full ledger.  My accounting practice is to bill purchases of content and cash store currency in the year they were paid for, but to bill game time in the year in which it is actually used.  Titles are listed in chronological order.

World of Warcraft: $80 (+$60?) (+$35 to 2013)
I wrote an annual pass post-mortem when the year of game time I purchased through that promotion lapsed.  The short form is that I don't regret the approximately $80 for ten months of game time that I used in 2012, but the $60 Diablo III purchase (which I'm not counting against my MMO budget because it isn't an MMO) that I made in order to get that deal was a bit of a fail.

One big difference between this and past expansion cycles was the early availability of holiday discounts on the brand new expansion.  Through holiday sales and promos, I was able to snag the Pandaria box and a 6o day time card with which to play it for $35. (I have yet to use these things, so I'm counting them for next year.)

Rift: $10.72
As a brief recap, I had paid for the box at launch last year, ended the included month at level 36 or so, and leveled the rest of the way to the game's cap using Trion's frequent free retrial weekends.  Just when I was thinking of coming back for a month, I ran into a firesale on game time cards - 90 days for less than a single month.  Perhaps they were afraid they'd be stuck with unsold inventory if the game went free to play?  In principle, I still have some time left, though I'd have to purchase the expansion - even if I did want to re-roll, I'd probably want access to the new souls.

Star Trek Online: $11.40
I went foraging for an old retail box of this game to snag one month's subscription time.  This is useful because you get to keep any additional storage granted by being a subscriber at each rank (10 levels) tier.  I also spent $5 on the smallest quantity of Cryptic points so I could purchase an early increase to my duty officer cap.

SWTOR: $70
I waited until patch 1.2, which was widely viewed as the patch that was going to finish all of the odds and ends that didn't get done in time for release.  As a reward for my patience, I got the account key direct from EA for $40 instead of the list price of $60.  (I also somehow qualified for the "loyalty" bonus minipet that was granted to current subscribers for sticking with the game during the early months, despite having shown up that week.)  I subbed up for an additional month to get my first character to the level cap, and subbed up again just prior to the free to play relaunch in order to take advantage of some of the grandfathered perks former subscribers get.

EQ2 AND DCUO: $20
I don't remember exactly why I chose to throw $20 at a station cash sale sometime around April/May.  Through a series of sales so aggressive that they forced all content and game time out of SOE's in-game stores for good, I ended up turning that $20 into the $40 Age of Discovery expansion and 6 months of subscription time in EQ2 (I forget the exact discount you get for six month subs, probably $75ish).

(I also snagged the three DCUO DLC packs I did not already own at the time of the "we are taking DLC out of the cash store because our marketing people have broken the payment model" final sale in August, but I think that was from the Station Cash leftover from last year.)

Setting aside the absurdity of how long it took SOE to notice this was going on, I'll be the first to admit that the status quo could not continue.  EQ2 may also have finally tweaked its payment model to the point where paying on a non-subscription basis is worthwhile.  That said, some of EQ2's recent expansions have been so thin that there really wasn't much more than a month's worth of entertainment that a solo player could carve out of them.  It's hard to justify $50-60 for an expansion box plus either subscription time or unlocks if I'm going to get so little time out of them compared to all the other titles on this list - no wonder Smedley wants to get out of the content creation business.

LOTRO: $43
I paid $8 for a small Turbine Point bundle to snag the barter wallet upgrade.  It is irritating that Turbine is so heavily focused on charging for fixes to longstanding design issues (in this case, their addiction to non-stacking character-bound token rewards), and I probably could have earned the Turbine points in game, but I decided solving this problem was worth the $8.

Then Turbine decided that the first expansion to player inventory since 2007 would be exclusive to the $70 Rohan expansion bundle for several months.  Fortunately, Turbine can be counted on to discount expansions aggressively, so I just waited a few weeks and got the bags and whistles edition for 50% off, i.e. less than what people paid for the regular edition at launch.  This bundle also included a fair number of Turbine points, which I will no doubt need to spend on unlocking basic UI improvements over the next year.

DDO: $25
Speaking of Turbine expansion discounts, I also snagged the DDO expansion for 50% off through a Steam sale.  Apparently I was lacking in patience, as Turbine slashed the price further down to 75% off for Black Friday.  I hadn't spent any real world money on this game since mid-2010 (albeit only playing the game sporadically during that window), I suppose a few extra bucks isn't the end of the world.

One could argue whether I actually needed this expansion in the first place, as I do not have any high level characters.  The one thing that I have gotten a fair amount of use out of is one of the bonus throw-ins: a greater tome of learning.  I generally don't favor paying for experience boosts, but this particular bonus actually changes the way that you play the game by adding a hefty bonus to each quest the first time you complete it (reset if you true reincarnate).  This effectively removes the requirement to repeat midlevel content for exp.  I'm happy to repeat DDO's content eventually, but I'd rather not do it immediately, and now I don't have to.

The Secret World: $15
I was poised to skip every single MMO that launched in 2012 until a last minute switch in payment model, followed by an Amazon sale offering the newly buy-to-play title for $15, made TSW too intriguing to pass up.  I had initially passed on this title as much due to my crowded schedule and a few rough edges during my very brief visit to the beta as to anything on the game's merits (such as its subscription model).

The game-changer with the buy-to-play switch is not the amount of money, but rather the amount of time I would need to invest immediately to determine whether the product is worth future subscription payments.  I've spent a few hours with the game so far and it does show some promise, especially as a secondary title.  I can't see how my one-time payment suddenly props up the game's finances, but I suppose it couldn't hurt?

Grand Total: $275 (not counting DIII)
Subtotal for Content/Currency Purchases: $123 (includes $25 of the $40 SWTOR box price)
Subtotal for Game Time: $152

Monday, December 3, 2012

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. 

Wednesday, November 21, 2012

MMO Black Friday 2012

U.S. Black Friday is upon us, and there are some discounts to be had.
  • For those willing to brave the stores, WoW's Pandaria expansion will be 50% off.  Blizzard does not feel obliged to offer a similar discount online, so presumably this is in part to help retailers move their boxes.  Not sure if this is technically a sign of weakness, as WoW's last two expansions were not timed right to be discounted on Black Friday, and digital sales are almost certainly a bigger piece of the pie this year.
  • As is traditional, Turbine is offering deep discounts on expansions, including 50% off of the six week old Rohan expansion in LOTRO and 75% off of this summer's DDO expansions.

    Both products bundled various extras that may or may not be of interest to players in order to justify higher price tags ($50 for the cheapest DDO bundle that includes the new class, $70 for LOTRO's legendary bundle, which was the only way to get the sixth inventory bag until recently).  Both become attractive upsells when the price is slashed 50%.  In LOTRO, the $40 base edition comes with the content and 1000 Turbine Points, while the $70 edition comes with the sixth bag (which costs 995 TP itself and is specifically excluded from this week's sale on inventory upgrades), an extra 1000 TP (for a total of 2000), and some various cosmetic miscellany.  At half off, you're getting those extras for $15 and still paying less than the full price on the base edition.  
Various other MMO's have launched expansions probably too recently to offer deep discounts - both Rift and EQ2 rolled out last week.  I don't expect major discounts on Guild Wars 2 because they don't have a subscription fee that would motivate them to dump boxes (though Amazon is currently offering it for $45).  However, we could see some cash store sales in various games that don't have a dirt cheap expansion on offer.  If you know of anything interesting, leave a comment and I'll add it to this post assuming I'm not in a turkey coma or fighting for my life in stores at the time.  :)

Happy Thanksgiving everyone!

Saturday, November 17, 2012

SWTOR: Selling Around What They Can Produce?

As the comments on my SWTOR impressions post point out, the obvious alternative to the approach that Bioware has taken with the game would have been to sell access to the game's solo story content.  The game's leveling content is viewed as the best part of the product, and it would seem counterintuitive to have given all of it away for free.  The catch is that Bioware could NOT afford to get into the business of exclusively selling content because they are incapable of making content fast enough to sustain that model.

When you look at the minority of nonsubscription games that do charge for content - Turbine (DDO, LOTRO) and Kingsisle (Wizard 101, Pirate 101) - typically nonsubscribers have to be treated relatively well.  If you restrict the non subscription experience too heavily, players won't stick around to buy content.  For this to work, your content must be produced in small, repeatable chunks that you can release regularly.  Many of the issues we are seeing in LOTRO - bundling purchases into larger packages, preserving poorly implemented grinds and charging for features that no other company bills for - arise because that game's content is NOT bite-sized, repeatable, or quick to produce.

If you can't stay afloat by selling new content, you have to generate ongoing revenue from people using your existing content.   This is the route taken by the majority of nonsubscription games, whether they were originally designed that way or retrofit in a relaunch (like SWTOR).  For subscription retrofits, this often translates into restrictions that nonsubscribers cannot pay to remove, in an effort to make the "optional" subscription less optional.  If you can continue to retain the subscribers you had, collect some new nonsubscription revenue from people who were not subscribing, and incidentally rake in a ton from cosmetic cash store items, the thinking is that you will come out ahead.  More important to your bottom line, your revenue is less dependent on you ability to generate new content.

If Bioware has erred, their error may be consistency.  You don't want to charge too early and drive players away before they've given you a chance, but perhaps they should have been more willing to let people who still aren't paying more than halfway through the game leave.  What I'm guessing they were most afraid of was that introducing charges for stuff that was free earlier in the game (e.g. quests) would have an especially strong effect on players sticking around.  This fear of inconsistency may be what led to the game only charging for things that were introduced later in the level progression, such as group and PVP content.

Misc Notes
  • While it is possible to play the leveling game completely free, I'd suggest that almost all players who expect to stick with it will benefit from spending at least some money to qualify for the "preferred" status.  The best bang for buck here is to snag the $5 coin bundle and take either a third crewskill slot for your main or a third hotbar and some points to spare.  If you're willing to go to $10, you can snag both the third crewskill and the third and fourth hotbars for your main (or a third hotbar accountwide if you plan to play alts).  Including the perks for the preferred upgrade, this fixes many of the most glaring deficiencies in your leveling experience.
  • The cash shop allows players to pay money to unlock things earlier than it would be possible to earn them through class and/or legacy level.  For example, you previously needed a character most of the way to the level cap if you wanted the legacy level required to pay credits to unlock species for use with all classes.  Now you can pay to have a Sith Pureblood Jedi Knight almost immediately (limited only by the need to get to level 10 first so you can unlock a legacy on which to place the unlock).  It's also worth scanning the character perks tab of the legacy UI, as some options are available for relatively few Cartel Coins and sooner than they would have been if you had tried to earn them in-game.
  • Bioware is trying a few tweaks that I haven't seen previously when it comes to the point stipend for subscribers.  Multi-month subscribers get increased stipend rates, and there's also an increased stipend for subscribers who use an authenticator.  I don't expect to change any purchasing decisions over this, but it's a nice perk for those who are already on board.  
  • Character slots are a big X-factor in the game's business model.  Bioware does intend to add the ability to purchase character slots, and will enforce limits when they do get that up and running.  The Legacy system is a big incentive to stay on one server, but in principle players can go to multiple servers if the price is too high - in particular, some of the cartel store account-wide unlocks are good across servers.