This article about LoL is a wonderful piece, if you define ‘wonderful’ as containing at least one factual error per sentence whenever possible. Honestly if this was published on April 1st everyone would call it a terribly lame attempt; that’s how bad this thing is ‘researched’. If you don’t play or actively follow LoL, the comment section will give you a good rundown of things (I’d do it but this week is not ideal for blogging, sorry).
CSE, makers of Camelot Unchained, have been releasing a lot of info of late about the game and the ideas behind it. So far nothing has jumped out at me as terrible ala “The 4th pillar”, but at the same time nothing has really grabbed my attention as a major “we are moving the genre forward” piece of news. Until today anyway.
The entire slide deck is about character progression, but this specific slide is the one I want to talk about today. What I like about this is that rather than seeing how fast you are progressing by swinging your sword, you instead get a large, end-of-day summery of everything you did. This alone should lead to players more comfortable just ‘playing to have fun’, but still making progress.
It somewhat relates to what Zubon wrote over at KTR, in that HOW you present information to a player is often as important as what is actually happening.
Two points of caution.
If the numbers are too easy to game, the illusion won’t work. If during beta someone puts a “how to progress” guide that tells you exactly what to do to gain access to sword X or armor Y, CSE has failed here. They say this will help them monitor and stop/prevent ‘keep trading’, but I wonder how far that will go exactly. If I spend the entire day swinging swords at anything I can find to ‘power level’ swords or strength, is that actually going to be viable and work, or get flagged or be ineffective?
On the other hand, if the system is too arcane, and ‘just playing the game’ isn’t effective enough to not gimp yourself versus those who powergame the system (and people will), CSE has failed because they will have effectively forced people to adapt or fall too far behind in a PvP MMO, which is a non-starter.
Those two major points of caution aside, I’m looking forward to CU more today than I was prior to all of this news, so at least on that front mission accomplished.
Knowing how many ‘real people’ readers a blog has, much less how much influence a writer has on his readers, is almost impossible to tell. WordPress provides view/visitor statistics of course, but based on personal experience those numbers aren’t 100% accurate (or even close, really). Not only that, but at this point I’m not even sure if they are inaccurately inflated or under-reported for this blog, as a few recent events have hinted at.
Let’s take a step back; as anyone who reads this blog has noticed, post volume is down, mostly because the MMO genre is in the toilet right now and this being an MMO blog, that has an impact. And it goes deeper than just the current crop of MMOs being meh-to-terrible; they also bring nothing new to the table, which further makes it difficult to break things down and write a blog post. For all its failings, at least Warhammer Online brought new ideas, and had a dev team behind it giving us plenty of fodder. It ultimately didn’t work out for Mythic, but it was blogging gold.
In addition to needing a good MMO to play, I’d also like another WAR in terms of blog fodder please.
From a pure “looking at my numbers” perspective, the shutting down of Google reader was noticeable, and my WordPress stats page reflects this. To a lesser extent, VirginWorlds no longer picking up my blog (along with no longer really working overall) hurt. Jester not blogging has an impact as well. But again, while the raw numbers are down, how many ‘real people’ readers have stopped coming here is tough to tell. I’d like to think that if you are a real person, and you enjoy reading this blog, the shutting down of a reader, or another blog no longer updating, isn’t going to instantly stop you from figuring out how to keep reading this blog, right?
Number of comments is another indicator, but again it gets tricky. I mean, I’m pretty sure I could write a comment-bait post tomorrow (spoiler-alert) and get north of 30 comments. If the comment-bait is really good, and gets picked up by some larger sites, 50+ comments would happen. Get a good comment-section flame-war going, and 100+ is ‘achieved’. But what does 30, 50, or even 100 comments mean, especially when they were somewhat baited or 80% of them are off-topic flames? Does a post getting one person to comment mean that post sucked and this blog is dead/dying, or did thousands of people read it, enjoy it, and just have nothing to add so they didn’t comment? These are the kinds of questions that keep me up at night (not really).
Let’s return to those recent events I mentioned in the first paragraph. The first is my Clash of Clans… clan. Those posts didn’t get a lot of comments, and traffic was normal, so it would be easy to assume not many found them all that interesting or were ‘influenced’ by them. Yet today, I think I’ve had 10+ people join the clan (“Supreme Cream!”, still time to join and we are building something pretty solid), many of them new players to the game who picked it up due to this blog. How many others at least tried the game due to those posts and just didn’t enjoy it? How many are playing, just slowly, so they haven’t joined the clan yet (or joined someone else because they are jerks like that)?
The second example is Risen, another post with very few comments, and Steam. On Steam my friends list has grown tremendously due to mentioning my screen name (Syncaine) on this blog and asking people for Steam cards (feel free to send some), which has resulted in getting a better feel for what “the people” are doing on Steam thanks to the “Activity” section.
As mentioned Risen was on sale recently due to the pre-order coming up for Risen 3, and thanks to the “Activity” tab I noticed a bunch of people picked the Risen 1+2 bundle up. Now I don’t know how many of those buys are due to this blog and how many of them would have happened anyway, but I’d bet at least SOME are blog-based, which is pretty cool and says something about influence.
Lastly, and the example with by far the most data, was my time blogging about Darkfall 1 and including the Community Publishing Program link/mention in every post. The CPP was basically a referral system that paid me 20% (I think?) of the initial purchase made using my link, so when AV was running a promo for the game+6months for $100, I got $20 per person who bought that bundle. I wish I had gotten 20% of all future sub fees, if only to track how long people stuck with the game, but sadly it didn’t work that way.
Through the CPP I got credited with hundreds of purchases (and I know for a fact I didn’t get credit with all purchases made due to technical issues sometimes), and AV would later confirm that I was by far the most successful CPP user. This blog, literally, made AV thousands (if not tens of thousands) of dollars, and unlike Clash of Clans that rakes in millions daily, for AV my contribution was actually very noticeable to the company overall. More importantly to me however was seeing confirmation that this blog was influencing people to the point of spending real money on something they would have otherwise passed on.
Examples like the above making writing the blog easier, because it confirms ‘real people’ are reading and not every view is some spam-bot finding its way here thanks to Google. This blog’s main purpose is to entertain #1 (me), but that can’t happen without all of the little people (you) showing up, so thank you dear reader, and keep dancing on those strings (and sending Steam cards).
Ars Technica has done some really nice work around Steam and what players are buying and playing on that service. If the stat that Steam makes up 75% of PC sales today is even remotely true, it only makes this reporting all that more interesting.
It’s worth a read for sure, and hopefully they drill down into MMO-specific data so we have something more meaty to chew on. That DoTA is really popular is nice, but yea, not that interesting as a discussion topic. Good start though, and something I’ll be keeping an eye on for sure.
Dave “Doctor Creepy” Georgeson, fresh of his “MMOs should live on forever, so we are shutting down four SOE MMOs!” declaration, is back trying to cram more foot into his mouth, this time trying to defend the minor league MMO model; F2P. It goes about as well has FreeRealms went.
“I think that free-to-play is the way that gamers should want their MMOs to be, and the reason I think that is that if we don’t do a really good job and we don’t entertain the player, we don’t make a dime.
If the above was actually true, it would be a good point. Unfortunately, like anyone who has ever played a F2P MMO knows, that model isn’t about entertaining you; it’s about reminding you to visit the cash shop, over, and over, and over again. It’s about putting up a “Go Gold!” message during combat ala EQ2. Because when I think of ‘make the game better’, the first thing I jump to is more ad spam during my MMO combat.
“We’re effectively street performers: we go out there and sing and dance and if we do a good job, people throw coins into the hat. And I think that’s the way games should be, because paying $60 up front to take a gamble on whether the game is good or not? You don’t get that money back.”
Says the man peddling $100 alpha tickets to a minecraft clone. Can’t wait for the ‘deal’ SOE gives everyone for EQN. Something tells me ‘free’ isn’t going to be the ‘best’ option.
“So if you buy a turkey, you’ve just wasted your money. With free-to-play you get to go in, take a look at it and find out. It’s entirely our responsibility to make sure you’re entertained. That’s the way things should be in my opinion with free-to-play.”
I like the suggestion here that for F2P to work, it’s about making the best possible game and not about making the best possible cash shop delivery vehicle. Like yea Dave, just make an amazing MMO (a first for SOE), make it free, and then put your hat out and see if you catch a few coins. That is not only completely viable, but also totally what you and SOE have been doing over the years. 100%.
This is yet again a great example of what F2P really is; a con. Dave here has to lie and twist to sell the model, because the model ISN’T about making the best possible game and believing that people will see value in it. If SOE had that type of product, they would use the model successful MMOs stick with, and MMOs that thought they would be successful launch with, the sub model.
But much like FreeRealms and the rest of the closed or fledging offerings the one-hit-wonder SOE has, they are all sub-par imitations or ‘me too’ titles, and for that quality level F2P is the model you go with, because under that model you still can dupe a few people out of a few coins while they aren’t looking, and hopefully get a few whale-sized suckers to make giant mistakes.
SOE – Makng bad games, but provide A+ blog fodder.
Jester has two great posts up today, although about two very different subjects.
The first, and the one I’ll be brief about, is about an example of someone scamming a player in EVE. Typical EVE stuff right? Not exactly, due to the extent of the scam and the intention behind it (extreme grief rather than gain). Now I’ve said here before I don’t feel a lot of pity for such victims. Anyone who hands over all of their stuff for the promise of having it double is looking for a shortcut and hasn’t learned the ‘no free lunch’ lesson in life.
But victim aside, I also don’t understand why companies don’t instantly ban any player in their game who cons people to such lengths. The average market scam? All fine and good; you are separating a fool from his money in a game. But this wasn’t about that, and such players add nothing to your game. EVE isn’t a democracy; CCP can (and should) play god and act. As Jester points out, there is a difference from positive exposure from something like the Guiding Hand Social Club scam, and the negative exposure from something like this. From a business perspective, such a player is costing you more than he is worth, make the correct business decision and remove them.
Moving beyond just this example, it’s never made sense to me why companies are often so reluctant to ban a player. Again, MMOs aren’t a democracy or a court of law, where someone must be proven guilty beyond a shadow of a doubt. Ban first, answer questions later. Anyone caught incorrectly can always be credited for the mistake, but unless you have terrible tools to look into such things, most of the time you should be banning someone who did something ban-worthy. Again, the devs are gods in these worlds; they should have access and records of everything and come to the correct conclusion.
A single bad apple costs you countless accounts, and it’s nonsense that companies spend so much time and effort trying to bring in new players, and seemingly so little in removing those who drive those hard-fought accounts away.