Monday, June 4, 2012

Level versus /played

Via Massively comes an interesting tidbit of Warhammer Online news.  Beyond the first fifteen levels, the game will now use the RVR Reknown level, rather than the PVE character level system for RVR scenario matchmaking.  Characters with a low PVE level will be bolstered up to some baseline while in the scenario, while higher PVE-level players with low reknown ranks will remain what's functionally a training bracket until they rank up. 

It's an interesting concept.  In PVP in general, player skill is going to play a larger role compared to /played time, and that effect is only amplified if the player spends their leveling time in (possibly solo) PVE content.  Depending on how well Warhammer has tamed the AFK problem, the time to Reknown rank 70 may actually be enough to train newbies to play with the veterans. 

On the downside, last I checked Reknown rank was character-specific rather than account-wide.  Players who really know what they are doing are potentially trapped in the training bracket for 69 levels - it's not clear to me from the patch notes whether level 40 players can group up with their friends and queue together as a group, or whether these folks will be split by reknown rank.  By the same token, someone who really likes steam-rolling newbies could presumably serially re-roll to stay in the entry level bracket and feast on the tears. 

This may be a moot point in the context of a game that's down to its last server (or two, I've lost track) simultaneously rolling out a stand-alone spinoff version of the scenario gameplay in a free to play somewhat-level-less MOBA.  Faults with the execution aside, though, separating players by some measure of skill rather than time /played may be a sound concept, especially for PVP, and it'll be interesting to see who steals it in the future. 

Saturday, June 2, 2012

The Shortening MMO Retention Curve

Psychochild writes:
"Raph Koster has pointed out that big MMOs follow fairly predictable growth curves. The fact there's been a drop so far so fast means that curve has gotten shorter, or the curve has changed dramatically. Neither is a positive sign for traditional MMOs."
I wonder if Koster's famous graph from 2007 was the last point in history in which the model worked. 

I stayed with WoW raiding through 2006 despite generally low satisfaction because where else was I going to go?  LOTRO wasn't out yet, nor had EQ2 completed the Rise of Kunark era revamp that made it accessible to solo players.  If solo play was a substantial part of your gaming, it was WoW or bust through mid-2007. 

I've never seen hard numbers for what happened over the summer of 2007, but Blizzard made a dramatic shift towards "accessibility" starting in the fall of that year.  I don't think it's a coincidence that this change in emphasis coincided with Blizzard's first real competition for the solo demographic and their revenue. 

By contrast, a dissatisfied customer today almost certainly has one or more alternatives (unless, of course, they're focused on open world PVP, sandbox games or other things that don't fit in the "theme park" model) - as Psychochild points out, this includes increasingly high-production-value single player games.  Moreover, recent history suggests that it is very rarely a good investment of your time and money to stick with a game that launches in an unsatisfactory state.  Games that ship unfinished are very likely to do poorly enough to force layoffs that ensure that they never get finished. 

It's easy for us talking heads who spend time writing about games on blogs instead of playing games to admonish our peers for failing to "support" innovation.  In reality, we're customers, not investors, and it is very unlikely that our one purchase, or even several hundred purchases, are going to make or break a game's success in a way that shapes future development.  As a blogger I might prefer to see any and all games succeed, but as a consumer I can't in good conscience recommend throwing money at something you aren't enjoying just because it has some trait you would like to encourage.   That may indeed be a non-positive sign for the market, but I don't see it changing anytime soon.

Wednesday, May 30, 2012

Victory over the Doff System


Over the weekend, my Star Trek Online main hit rank four in the final remaining duty officer commendation.  As such, he has completed all of the assignment chains and all of the ranks currently implemented in game. I can continue to gain commendation exp up to 150,000/100,000 in each category - this will supposedly grant a headstart against any future ranks that are added.  I am also free to continue to improve my crew via recruitment, and to earn various currencies.  Overall, though, there is very little within the system itself that is of use to my main.

(My Klingon alt is also making steady progress - she has rank 4 Marauding for all the teleports, and is slowly completing chains despite roster limits - I have not paid to increase her roster size, and do not intend to.) 

DOFF missions award dilithium ore, which is required for certain types of crafting and purchases and can be exchanged for Cryptic cash store points through a player exchange.  As of now, my earnings have added up to around 1400 CP (plus 800 CP that I actually purchased).  A portion of that balance went to unlocking the energy credit limit for my account (400 CP) and to increasing my main's duty roster to 200 (580 CP), leaving me with around 1200 CP in spending currency - $15 worth.  This is more than half of the cost of the high level premium ships in the cash shop, though my income rate is dropping due to a steadily increasing exchange rate and diminished time in game. 

That said, the scorecard I'm actually tracking right now is my energy credits.  Now that I no longer need more officers for my crew, I'm selling stuff on the exchange for hundreds of thousands of energy credits daily.  I don't really need energy credits for their own sake - I don't actually play any of the conventional game and therefore have little need for gear - but it would amuse me to pick up one of those unethical lottery box ships that people are wasting over $100 in real money on in exchange for in-game currency. 

Of course, if I did this, I would be indirectly financing Cryptic/Perfect World's gambling activities.  The person who paid money for keys to open lottery boxes only to put the ship on the exchange did so because the roughly 80 million energy credits were worth the real money to them.  The players who buy my surplus duty officers are in turn providing me with the credits to convince that other player to buy lottery box keys.  On one level, this is a good thing because it is a way for my presence in the game to contribute income even when I personally am not paying - good for the game economy.  However, it also means that it's effectively impossible for anyone to boycott the lottery system unless they give up the entire in-game economy. 

Not sure how I feel about this, and I guess I have a good while to find out - I am less than halfway to the energy credit balance I would need, and I don't even want the Ferengi ship that's currently on offer.  It's definitely an interesting quirk to the system though - no wonder so many players feel so powerless to stop them. 

Tuesday, May 29, 2012

The Backwards Approach to Funding MMO Development

Let's say that you wanted to go forth and start a new chain of ice cream shops.  You would not go to the State of Rhode Island for $75 million with which to develop new ice cream technology for a simultaneous worldwide launch.  Rather, you would get a loan and open one shop with as few employees as possible.  Then, if you are reasonably successful, you'd go back and ask for money to open more shops.  At this stage, you might be told that you're still too big a risk, but that the investors will buy you a cart from which to sell ice cream made at your existing location on the local beachfront. 

This feedback loop is critical because the requirement that you demonstrate success before taking on additional debt helps keep you from getting in over your head.  If, for whatever reason, someone gives you more loans than you can repay, one day your employees are all out of work, your company is gone, and the State of Rhode Island is suddenly the proud owner of $1.4 million in R.A. Salvatore Amalur fanfic and a game that could be a hit if only you had 300+ employees for at least a year to finish it. 

I get that the analogy is not that simple.  There is colossal investment required in back-end systems and technology that players will never see, much less pay money to finance, before your game's first rat can be coded and killed.  Unfortunately, it appears that the economics are precisely that simple.  Whomever puts up the $100+ million to finance the game is taking their chances with remarkably little evidence that you can succeed.  It's only after the game is launched that development can proceed (or not) rationally with resources allocated based on revenue - a successful game like Rift gets the continued investment to slowly add features, while an unsuccessful game sees layoffs, merges, and possible shutdown. 

MMO development needs to get away from the approach where games spend ages in development - with corresponding costs - and emerge to the consumer only fully fleshed out and AAA-quality (or, more likely, bust).  There needs to be a way for games to succeed - or, yes, to fail - earlier in the process.  The alternative is to continue to see success defined primarily by whose fundraisers are able to keep the doors open for long enough to finish the un-finishable - a prospect which is going to get harder as more games go $100+ million into the hole.

Random examples
A few random ideas that have been tried with varying degrees of success:
  • The browser game Kingdom of Loathing launched in 2003 as basically a page where you would click to be told a joke and granted relatively arbitrary stat points.  This was okay because the humor - not necessarily the gameplay - was the product, and things like classes and content got added to the game over time.  
  • Fan-favorite Diablo-alternative Torchlight was originally a prototype for a future MMO, though it's unclear whether/when said MMO will ever materialize.
  • The folks behind the Pathfinder MMO made the somewhat controversial move (see: Epic Slant) of using Kickstarter to fund a technical demo.  On the plus side, this is how things should work - demonstrating fan interest while simultaneously moving the project forward.  On the downside, the ultimate goal is to secure the funding to go back to the old model, and fans may be left holding the bill (and some souvenirs) if the project never gets that big investor.
  • The Storybricks Kickstarter campaign (which I've covered previously and looks unlikely to succeed unless someone wanders up with over $220K at the last minute) sought the approach of crowdsourcing a product that is as much of a back-end technology for a future game as a game in and of itself.  Psychochild has made the point that projects which have been funded through previous Kickstarter campaigns have been effectively sequels or otherwise possessing built-in audiences.  Fate of the project aside, I don't know that this one case will definitely answer whether this project - currently an alpha world-building tool - is too abstract/early for end users to be willing to buy in. 
Is this type of approach really limited to indie games like KOL, or is there some way for that players would accept to buy into the development process earlier (preferably without being taken for their money in the process)?

Friday, May 25, 2012

Lowering The Price of EQ2

In EQ2, SOE has the dubious distinction of developing the only major MMO that I otherwise enjoy playing but routinely do not play due to their business model antics.  That said, a questionable business model attached to a product that is worth playing is one sale away from being a done deal.


This weekend is a 50% rebate sale on EQ2's Station Cash store, which includes expansion packs and non-recurring paid subscriptions.  This is not an especially great time to buy Station Cash - a double SC sale, which happens more frequently, lets you pay half as much for the SC you want, while a rebate sale requires you to pay the regular price and gives you SC back afterwards.  It is, however, a spectacular time to SPEND Station Cash.

A few weeks ago, I decided to spend $20 for 6000 SC at the last triple SC sale - enough to cover the 4000 SC expansion and a one month non-recurring subscription for 1500 SC so I wouldn't need to start paying for gear unlocks again until I hit the new level cap.  For some reason, though, I held back on spending the SC after paying for it.  My patience paid off.

That $20, tripled and then instant-rebated, bought me the $40 expansion, three months of subscription status (3897 SC) and still over 2000 SC left from the most recent purchase (4352 total counting a previous balance).  The tough call now is whether to extend my subscription out from August through November (leaving me with around 2000 SC left after the rebate) or hold onto the balance in anticipation of being charged 4000 SC for another expansion in December.

Anyway, PSA: If you already have SC and are looking to buy stuff in EQ2's store, this is a good weekend to do so.

Wednesday, May 23, 2012

Marginal Return on Content

Anjin asks whether the layoffs at Bioware are a sign of trouble or business as usual.  I'd suggest the answer is a bit of both - losing staff is business as usual for a game that lost about a quarter of its customers in the previous quarter.  This move comes at about the game's five month mark, which is a bit late for the traditional ship-then-sack treatment.  At a minimum, the game's subscription performance can't have helped their case to keep more people on board.  That said, the game is still the number two subscription MMO at the moment, which would seem to make it a bit early to be abandoning ship.

The more concerning possibility, then, is that EA does not like what they're seeing in terms of return on investment for new content.  We know from the beta that Bioware has great tools in place to map out how content is used.  These tools may now be telling them that daily quests aren't helping them retain players who are out of story content.  Meanwhile, my experience has been that the solo content on a planet runs for a couple of hours, which can't be a great return on the development investment needed to create that much content. 

Overall, it is going to be very interesting to see whether the game ever focuses on advancing the solo story content beyond its current set of endings, or whether they continue to focus on quality of life features and concede that players will simply leave as they finish the story.  

Tuesday, May 22, 2012

What Diablo III Is and Is Not

Reading over the blogs, I wonder if Blizzard's biggest mistake with Diablo III was keeping the name.  This is not to say that players have not cited valid reasons for their lack of enthusiasm, but it feels like a disproportionate amount of the commentary has focused on what the game is not. 

Diablo III is not (note: cited complaints are not the whole contents of the linked posts):
  • Available offline (see: Syp amongst many others after the rocky launch week)
  • Sufficiently different in scenery from DII.  (See: Wilhelm)
  • Sufficiently similar in character skill design from DII.  (See Pete, more on this in a minute)
  • A game, but more of an interactive movie (See: Gevlon)
  • Being evaluated fairly by reviewers, but rather being given a bonus based on its title (See Tobold)
  • Reasonable about unlocking difficulty - three complete playthroughs are required to unlock the highest difficulty (See: Spinks)
  • Arriving in 2002, when the incremental improvements from DII would be more consistent with four years versus the fourteen it actually took.  (See: Ferrel)
  • Torchlight 2 (Pete, Arbitrary, several others - I suppose a real credit to Runic that this was such a common observation.)
So far, I've only played through level 11, but from what I've seen so far DIII is a good quality, polished, and fun game.  In some ways, it reminds me of SWTOR - you are definitely experiencing someone else's story, between the heavy involvement of NPC's and the relatively non-customizeable player characters, but the story experience and production values have been excellent.  Two tidbits that I've especially enjoyed:

Voiceover Lore: Those lore tidbits normally found in books that I never read in game?  In DIII, they are saved to my journal and an NPC will read them to me as I continue on my path of destruction.  As a result, I've been exposed to far more lore than I would ordinarily be tracking this early in the game.  This system is a huge step forward from tweet-length boxes of quest text.  Every MMO that is not planning on Bioware-style branching dialog trees needs to look at this.

Skill system: I am solidly in Camp Spinks on this one.  DII had one of the worst implementations of a skill system that I can ever remember tolerating - with no respecs and no requirement to spend more than one point per low level skill, DII basically dictated that players not use any skill points until most of the way through the game's normal difficulty.  In its place, Blizzard has created a system that offers tactical versatility without the dead weight and false choices - many options and almost all of them bad.  With the new system, I'm re-building my character in some way almost every level, and it sounds like I'm not alone in that experience.

Do I expect to be playing DIII every day for months or years?  No.  But that's another thing that DIII is not and does not need to be - a MMO with a lengthy commitment. 

(P.S. My tag-thing for contacting me in game is pvdblog#1183.)