Friday, January 24, 2014

Disclaimers and Crowd Funding

We are a highly experienced team of AAA developers and that's what we aim to deliver. So far the project has been funded solely from our own pockets and that is why we are reaching out to you now. With enough support we feel we can provide a AAA experience, but without the proper funding, some of that experience may be limited at launch.
- The entire Kickstarter-required "risks and challenges section" from Pantheon's $800,000 campaign page
I will leave the in-depth coverage of the MMO Kickstarter du jour to people who are actually following it, such as Wilhelm.  Personally, my exposure to the project is limited primarily to articles like this one at Massively, which discusses one of the game's planned classes as described in a Kickstarter update.  If I didn't already know that this is a game that may launch in 2017 if it can raise another $600,000 in the next month and if its creators can actually implement the promised product for that much money, I would not have known that this wasn't a new patch for a game that I can download and play today.  

(Not to pick on Syp in particular here, it's just the most recent post about this particular game on Massively at this particular moment, and he's much more famous than me so I think he can handle the abuse, such that it is.  Camelot Unchained got similar coverage during its campaign.) 

Unsubject has published detailed analysis of video game Kickstarter campaigns that ended between 2009-2012 and concluded that less than half of these projects have delivered even partially on their promises.  The harsh reality is that multi-million-dollar projects by major publishers who fund games for a living - Titan and EQ Next along with countless unnamed canceled titles by studios like EA - fail to reach the finish line for any number of reasons.  I wouldn't expect a five-sentence short post about the game to dwell on this fact.  But what is the appropriate level of caution? 

My concern is that the incentives of Kickstarter inherently put both creators and especially backers in a bad position.  The game doesn't get funded at all unless people get really excited about it, so the creators have to promise the Best Game Ever.  More to the point, they have to promise something that is so much better than real products developed with significantly larger budgets that potential customers will be motivated to pay now for something they might get in the future instead of something real that they can have today. 

Everything about the system encourages the creator to over-promise in a way that will actually make the already-tough job of doing a difficult project on a tight budget even more difficult.  Kickstarter certainly isn't going to object - they get their cut if the project is funded and get nothing if the project is not, and thus you're free to ask for the better part of a million dollars and say that the only risk whatsoever to your project is that it might be "limited" "at launch" compared to AAA titles.  If the project doesn't launch at all or isn't worth playing due to untenable scope, there's no one looking out for the people who paid hundreds of dollars two or more years in advance for unrealistic promises and hype. 

Thus, a question: To what extent should discussions of MMO's that are in the process of seeking crowd funding include a disclaimer about the odds that the product actually delivers? 

Saturday, January 18, 2014

Optimal Exp and the Cash Shop

If my records are right, the last time I added to the list of MMO's where I have capped a character was back in mid 2012(!).  I spent a decent chunk of late 2012 and all of 2013 re-capping characters who were not longer max level due to expansions, but failed to reach the cap in any new titles.  I finally broke the streak when I got Cyclops to level 60 in Marvel Heroes around a week ago.  The journey there is an odd commentary on exp boosts in the non-subscription era. 

Like most non-subscription titles, Marvel Heroes offers exp boosts in its cash shop.  You can get a limited number of these in-game; one exp boost and one drop rarity boost per character per difficulty from non-repeatable quests, and up to two random fortune cards (roughly 85% chance of containing a random boost) daily if you farm all the terminal missions and spend all of the cube shards accordingly.  They are also frequently thrown in with character bundles in the game's cash store, so I had a fair number of them in storage. 

Busting out the bonus potions for the last ten levels was a relatively obvious and easy choice - I spent the last 10 hours or so running anywhere from +50% to +200% in exp bonuses, and thus on paper shaved probably 10 hours off of my leveling time.  I had 30 minutes of bonuses adding up to +240% left on the clock when I finished, so I ran some legendary quests on Deadpool and advanced from level 25-29 as the last bonus expired (dropping me down to my new permanent baseline of 40%). 

In total, I definitely saved some time, I "wasted" some content (I didn't finish all of the story missions because they are tougher and less exp/minute, and I will need to do some of these later for quest rewards), and technically I didn't pay anything extra out of pocket since I got there entirely through thrifty use of stuff that came with hero bundles I was paying for anyway.  I wouldn't say the bonuses were required, but in a game where I will be continuing to repeat the content it's nice to be able to move on to the next objective early. 

Nothing here is broken - indeed, they're willing to "undermine" their own exp boost sales market by granting permanent bonuses for your alts relatively freely. (I'm currently at 41%, 42% soon, it's relatively easy to get to the mid 70's with four capped characters, and a player who caps all the heroes can actually have 210% permanently for all new characters that are added.)  It's just something to watch for, and something that games that don't use the exp curve as a revenue stream don't have to deal with.

(By contrast, Marvel Heroes has been very willing to add inventory clutter with currencies that don't go in its currency tab, massive variety of relics and boosts that are just slightly different so they can't be stacked, and a new runeword system that will add forty different runestones to the inventory.  They are very willing to make it easy to get more characters on which to acquire loot that needs to be stored but very inflexible when it comes to any discounts on storage.) 

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?

Monday, December 30, 2013

The Furnace Filter Perspective

I'm not fond of comparing costs between things that have nothing to do with each other, but sometimes the perspective is useful.

I was at Target today and considering whether to pick up air filters for my furnace to avoid also having to stop at Home Depot on the way back home.  Target wanted $18 for two filters and was willing to throw in a $5 gift card for buying four of them (i.e. $31 for 4 if you consider the gift card same-as-cash).  This seemed slightly high, so I used Target's free wifi (oops for them?) to check the price at Home Depot.  Turned out that I could pay team orange less money AND get more filters out of the deal ($12 for 6).

I don't like these comparisons because my budget for changing the air filter so the furnace in my house doesn't break does not directly compete with my budget for online games.  However, it's worth noting that I could have taken the $20 I saved with a 30 second price check and turned it into any number of online gaming products - a month of game time with some change left over, hero-specific storage tabs for six Marvel Heroes characters, a variety of well reviewed older games, etc. 

Coming to terms with this perspective was probably the single biggest thing that changed for me as an MMO player/blogger in 2013.  Paying attention to money matters, if for no other reason than so you don't have to worry too much about money.  The trick is to know when it's worth driving to another store or slogging through a character without whatever perks, and when to pony up the cash. 

Monday, December 23, 2013

Interesting Post on Branding and Female Gamers

I generally steer far away from posting about gender issues in gaming.  The majority of these discussions have nothing to do with incentive structures, and it's very easy to talk for a long time (offending multiple people on all sides) without really getting anywhere. 

That said, Anjin Anhut posted some intriguing thoughts on incentives in marketing.  It probably isn't all gospel truth and it doesn't necessarily get us closer to solving the many issues out there.  Still, the post presents a cogent argument for why financial incentives may be driving a long-running trend towards alienating a large potential segment of the market that otherwise doesn't seem to make sense. 

Hat tip to Liore for the link.

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

Tuesday, December 17, 2013

Analyzing the Marvel Heroes Advance Pack

There was an interesting discussion amongst Syl, Chris, and Tobold last week about the relative values of games, especially considering gamers with different levels of income.  Marvel Heroes' new Advance Pack - which I have elected to purchase - is as interesting a case study as any. 
  
The Good
So why did I buy this thing?  A few reasons, chief amongst them are convenience and flexibility.
  • Testing a new hero currently requires a separate 12 GB client install of the test center client, some patience to await the next testing cycle, and the better part of an hour reading tooltips, setting up hotbars, and playing through low-level content (that I now know very very well).  Even in this much time there's no guarantee that you'll have a good sense for how the hero plays at higher levels.  All the while you're picking up loot (including Eternity Splinters, used to unlock heroes in-game) that will be wiped for the next Test build.  We're talking probably 10 hours or so of time that I would have spent on Test for these dozen characters.  
  • Building on that point, making the small purchasing decisions can be hard.  There's always the chance that next month's new hero would be better, and so it becomes harder to say yes, spend your 400 splinters today on hero X.  It's easier to make a big decision that the game writ large is likely worth $100-130 over the next year.  
  • With all the heroes for the next year unlocked, I'm free to spend my splinters on whatever else I want.  In this case, I immediately hit the random hero box twice with the splinters I had saved to unlock Nightcrawler in January.  (As you own more heroes, your odds of getting a new hero from the box go down - therefore my odds will be getting progressively worse from here on out and the time to gamble was today.)  I got Phoenix - one of my highest priorities - and Human Torch (second tier of my want list, but unique enough that I'll consider playing him now that I have him).  
  • Bottom line, I'm now free to try many more characters that fit the model of the Torch - interesting but not quite high enough to ever make it to the top of my shopping list.

The Bad:
The most valuable portion of the pack - the upcoming heroes - can be earned in game.  Between this and the bundling of 12-13 characters, most players will find that they have spent more than they might have otherwise, and/or that some of the savings are off-set by having purchased characters you don't want or need. 

There are also risks because this content will be en route for a while to come - you may not like all of the costumes and you could give up on the game (though, as a non-subscription title, the heroes will wait for you if you return).  In my case, I've spent $70 on the game in a relatively small portion of 2013, but that would not have translated directly into spending $130 (probably more like $150 if there's anything else I want from the store in the next year) over a full year - at some point you would normally have all the heroes you need for the foreseeable future and stop buying more. 

Also, one bit of bad news whether or not you buy the new pack - if the hero you want is not on the list (which has two question marks, one of which is almost certainly Rogue), there's a good chance that you're going to be waiting for over a year for them to be added to the game. 

The Cost
Yes, you are almost certainly paying for at least some stuff you would not have purchased.  That said, the marketing folks priced this thing aggressively.  Part of the studio's revised strategy since launch has been to get new characters into players hands - at significantly reduced or even no cost - so that those players will keep playing and consider paying for storage, costumes, and more characters. 

I expected the bundle to be $120 for twelve "hero packs", which have historically contained the hero, their launch day alternate costume, and their STASH tab (for gear storage) along with some goodies.  They actually went with a $130 price tag that includes a thirteenth hero pack as a pre-order bonus.  I'm prepared to accept Ghost Rider with his stash and misc stuff for an extra $10 given that the hero and stash are priced at $17. 

More surprisingly, they elected to offer a just-the-basics bundle of just the dozen heroes and their STASH tabs (optional when you just have a few heroes, start to become much more significant when you have a dozen new heroes inbound) for a slightly lower $100 price tag.  If you don't ever like or purchase costumes and did not want Ghost Rider (or don't buy the pack before his deadline), this could be an appealing option.  With Ghost Rider, though, you don't have to like very many of the included costumes for an extra $30 to be a very good deal. 

Finally, the comparison.  Retail prices for digital products are arbitrary, especially with the inevitable sales.  That said, $100 buys you 11,500 G's and $130 buys just under 15,000 G's.  At an average price of 900 G's - Ghost rider is coming in at the premium 1350 G's level - $100 is just shy of what you need to get the thirteen heroes.   Thirteen stashes cost another 4,550 G's.  If you actually buy costumes, you are generally looking at 950 G's per.  Either you think of it as saving a fair chunk, or you can think of it as a small discount and then a bunch of costumes thrown in. 

(The big advantage of skipping the bundle and buying the G's instead is the flexibility to choose which things to buy.  Also, you can use any existing currency balances rather than paying the full price in USD (as the new bundle is not available through the in-game store with G's.) 

Bottom Line
At the end of the day, I was definitely going to buy two heroes (Psylocke and Venom) regardless and I was probably going to want to unlock at least four more characters.  I could have spent less by going this route, and perhaps that's what I would have done a few years ago.  Today - with a kid, limited time, and disposable income in my pocket - this particular purchase was not a tough call.   It may or may not have been the correct choice - I'll evaluate in a year - but in the mean time I expect to have some fun as a result of having made it.  Isn't that ultimately the point of playing games?