Ghost audience

May 6, 2013

When I wrote my PvE sandbox series of posts, I wrote them thinking that the audience would be similar to those that play PvP sandbox MMOs, but instead of competing directly against each other, those players would be more focused on cooperation. I think I misjudged that audience.

Themepark MMOs on average are for dumb and/or lazy MMO gamers (compared to sandbox players). That’s insulting, yes, but it’s also true. There is a reason WoW got ‘dumbed down’. There is a reason core themepark design revolves around holding the players hand and guiding them, and much of the ‘innovation’ since 2004 has been in that area (quests on your map, auto-grouping, instant travel, instant mail, from anywhere auction house, dungeon finder, etc). “You can’t fail” and “everyone is a winner” design is there for a reason. Themepark players need to be treated like infants, and the minute you take away a toy, they throw a tantrum, and tantrums are bad for business.

“Bite sizes” content exists because that’s the attention span of your customer. It’s also the maximum amount of life planning they can do. Figuring out how to free up a two hour chunk of time is too hard for that audience, and even if they could do it, you would lose them over those two hours unless you rewarded them every 15 minutes or so. Long-term investing is not a concept that audience is familiar with, which is why guild structures are so loose, goals are so short, and the ‘ability’ to jump in and out of any one game is viewed as a positive.

It’s also why F2P themepark MMOs are semi-successful. F2P is a math tax business model, and much like slots or the lottery, the target audience is anyone not smart enough to do the math. By tricking the average themeparker into believing they are paying less, while they pay more, the company gets more money from them without the dummies noticing. Plus designing store ‘content’ is trivially easy compared to, you know, real MMO content. Who needs complex, long-term sustainable systems when you can just release another sparkle pony or neon baseball cap? (Let alone selling someone the ability to not play).

So a PvE sandbox wouldn’t really work. The players who would ‘get it’ already play in their sandbox of choice, and while they might not love PvP or actively seek it out, they accept it and continue to play the way they want (because, you know, sandbox). Meanwhile, the real PvE fans who THINK they want a PvE sandbox simply wouldn’t be able to play it. They would hit the first 15 minute stretch without a reward and get distracted by a shiny. They would see that in order to reach a goal they need longer than 30 minutes and declare the goal impossible. They would expect to jump in/out of the game and destroy the needed social structure of a sandbox, assuming of course they even took the first step of actually getting INTO the social structure to begin with.

So the angst over something like CU getting funded is a bit funny to me. PvP sandboxes continue to see funding and success because it’s proven they work when done right. McMMO themeparks work when done right as well. But a deep, solid PvE MMO? I’m not sure that audience actually exists outside of the tiny niche that is currently playing AtiTD, and so far, the industry agrees with me.


DF:UW – Arise my champion!

May 2, 2013

Darkfall: Unholy Wars being the first sub-based MMO to use Steam’s new subscriber system has many benefits; market exposure, higher in-game population, easier to acquire the title, etc, but I think it’s pretty obvious that the biggest advantage is the introduction of Steamkiddie rage and tears. In some ways they are like the Massively trolls, but with a bit more focus on pricing rather than… whatever it is Massively trolls troll about.

By far my favorite new ‘person’ is Longknight, valiant defender of consumer spending who is on a personal crusade to lower costs for all! At close to 300 comments that thread is a long one, but man oh man is it quality reading. At least skim and read Longknight if nothing else. The rest of this post could comprise of nothing but quotes, but I’ll just go with this one:

yes but i need your help and everyone else if i was to set up a games review website (free of course as i dont want anyones money) and i had enough followers to turn around and boycott buying these kind of games they would have no choice but the bring their prices down thats fair to everyone but people are like sheep time to be a wolf

Rally the troops Longknight! It’s time to be a wolf, yo.

Longknight might be the dumbest of the bunch, but shockingly he is not alone, and others are also outraged that anyone would pay the absurd ransom of $40 AND THEN $15 A MONTH to play an MMO. Doesn’t Aventurine know all MMOs are F2P now?! The outrage!

F2P spending math-tax issue aside, not to mention $15 a month vs new game spending math, I’m reminded that UO came out in 1997, meaning there are gamers today who were not born when that standard was set. If your first (and perhaps only) experience with MMOs is Farmville and its ilk, paying up front for something and then being ‘forced’ to pay $15 a month might seem crazy. Especially for a game that doesn’t even look as good as Skyrim!

Luckily for Longknight and company, I’m sure DF:UW will go F2P soon, just like DF1 did. Hopefully those waiting for that to happen will hold their breath while they wait, that way we all win.


SimCity MMO still going strong

April 25, 2013

Looks like the 2.0 patch for SimCity the MMO is a huge hit.

In EA’s defense, running an MMO is really hard, and they are new at this, so lets just give the little guy a chance!


Camelot Unchained: Concerns based on MJ’s history

April 9, 2013

As previously mentioned, the Camelot Unchained kickstarter is up and running, but as of now I’ve not contributed due to a few concerns that I want to cover today.

First and foremost, the total removal of PvE raises some doubts. I get that City State wants to focus on PvP, and with a limited budget cutting PvE saves a lot of time/effort, but in all my MMO experience, some of (if not all) of the best PvP has been PvE-driven.

Evicting someone from a wormhole in EVE is in part PvE-driven (better sleeper farming).

A holding’s worth in Darkfall is in part based on the local mobs to farm, and the heaviest fighting is often over the most valuable properties.

In UO, PvP often happened in PvE locations (dungeons or good world spawns), and housing location was decided either by economic factors (player vendor traffic) or PvE factors (close to a good dungeon).

Hell, even in DAoC, how much RvR conflict was driven by access to Darkness Falls, a PvE dungeon? Some of the best PvP was clearing DF itself, and that happened because of PvE (safer farming).

What will be the conflict drivers in CU? Will they get people out and into situations on a daily basis? Will they matter long-term?

A related concern; do I want to play an MMO that is 100% PvP? Even though I prefer my MMO with a healthy dose of PvP, I still PvE heavily in them. PvE makes for nice ‘downtime’, and allows for me to still login and play without always putting myself into high-risk situations. It’s also content you can rely on, unlike PvP where sometimes the end-result of PvP is no fights happening.

Finally, I don’t know how much I trust Mark Jacob to deliver a solid MMO. Yes, he was responsible for DAoC, but he was also responsible for the ToA expansion to DAoC (an expansion that killed the game for me, and many others), along with WAR. And while MJ has tried to distance himself from WAR and its design decisions, it would be crazy to assume he holds zero responsibility.

ToA was just bad. It added a must-do forced-group PvE raiding grind to a well-established PvP game. I say must-do because the abilities and items you got from ToA were silly powerful, and made you near god-like in PvP if you fought others without ToA powers. How much of that basic concept (adding raiding to DAoC) was MJ? Was it his idea? If not, did he step in and realize it was a bad idea? If he did, was this another example of MJ being overruled, or just putting his trust in the wrong place?

We know a lot of the history behind WAR, but again how much did MJ influence the design here? The lack of a 3rd faction is obvious, but what about the decision to group the races to begin with? Why was WAR not a six-way fight? The lore/IP easily supports it, the PvE structure could have remained the same, and end-game population balance issues would have been very different.

Did MJ really think low and mid-tier RvR zones would hold up long-term? Sure, they sorta-worked while the initial population wave progressed through the game, but as soon as that was over, all of those areas below the cap became ghost towns and wasted effort.

A major issue in DAoC was rampant crowd-control. A major issue in WAR? Rampant CC. Other than blind faith, what’s to suggest that CU won’t have CC problems?

Remember the original structure for the end-game RvR? Funneling everyone into a single city siege? How much of that was MJ? How strongly did MJ believe in that design? And if he did see the design issues early on, why again did a product with his name on it ship designed like that? When such a moment happens with CU, and it will, what will MJ do?

CU is on my radar. In many ways it’s a game I want to get behind and support. It’s trying something different in some of the directions I want the genre to go in. And overall I like MJ from what I’ve heard/read about him. I do believe he got screwed by EA with WAR (because, let’s face it, everyone gets screwed by EA, be they devs or players). At the same time, the above are all concerns I have.

 


The Tortanic band is still playing everyone!

March 29, 2013

There is a lot that can be said about this piece from Massively about SW:TOR, but it’s Friday so I’ll just get right to the good stuff:

Based on BioWare’s pre-launch metrics, the team expected players to get through the content in three or four months. This assessment might seem obviously wrong to an experienced MMO player, but we are talking about a game with extensive voiceover and literally thousands of cinematic cutscenes adding up to about 170 to 180 hours of content. So the devs anticipated that TOR would take more consecutive days to complete than the average MMO. But according to BioWare’s metrics, players were tearing through the content an average of 40 hours a week; some players spent more than 120 hours a week in the game. “Within four and five weeks, we suddenly had close to a half a million people at the endgame,” Ohlen said. “It was something we didn’t expect at all.” Players were unsatisfied and began to exit the game.

First, how laughable were EAWare’s pre-launch metrics? It’s almost like no one from that studio had ever played or even seen how MMO gamers have been approaching content since 1997. Then again, we are talking about the studio that ‘announced’ Sunday being the most popular day to play an MMO, so yea.

Second, even if EAWare was right and players did spend a few months watching cutscenes and listening to voiceovers rather than mashing spacebar, you still have everyone quitting your sub-based MMO after finishing the sRPG. No one signed up for SW:TOR because it would eventually have a fantastic ‘elder game’. (Hey EAWare, in the MMO genre it’s called an end-game. You’re welcome). This is the 4th pillar title, KOTOR 4-153 all rolled into one, right?

Finally, I love EAWare telling us their F2P MMO that is shutting down servers is the second-biggest sub MMO out. Yea, it’s so big that during an EA investors call, the former CEO had to downplay the failures of the title and try to convince everyone that dumping 300m+ into voice ac… err, building your terrible MMO engine (wtf…), was no big deal. I’m sure the good doctors that jumped off the Tortanic would also confirm how proud they are of this massive success. Selling hotbars was in the cards all along!

I secretly suspect EA has an internal competition in upper management about who can troll their fans better, and while SW:TOR has clearly been #1 since launch, SimCity the MMO was starting to make noise and this is the response SW:TOR came up wth. 7/10 troll rating in my book, but still not the 10/10 that is “SimCity was always an MMO, we just forgot to tell anyone pre-release”.

 


Forcing the issue

March 6, 2013

Yesterday the topic of Origin holding back SimCity and other titles focused on the player’s perspective. Today I want to focus on the devs.

Imagine you’re part of the team creating SimCity, and some suit from EA tells you to make a traditionally single-player game have multiplayer elements not because it will make it a better game (was anyone missing global resources from previous SimCity title? Nope), but to justify Origin. Not exactly great news right? And very likely has some trickledown effect on the devs and their overall buy-in on the project. Tough to really get hyped about something you know has built-in flaws for the sake of a perceived boogyman (in this case, digital theft).

The result is that not only do you limit your sales because of the platform (Origin), but additionally you harm sales by alienating a single-player crowd with needless complications, not the least of which make your game unplayable because the login server is crashing. For an MMO we accept these things, but for what is essentially a crippled single-player game? For some that’s a dealbreaker.

And all of this has little to do with the game itself. Perhaps SimCity is a great city building simulator (or in this version, village building simulator), but if the source of purchase or the intangible annoyances drive you off before you even give it a try, it doesn’t really matter.

It’s an interesting example of taking something that generally worked (SimCity), and forcing it into areas it really doesn’t belong (always-online, Origin-only, pseudo -multiplayer), all to push a higher, big-corporation ‘action plan’ (Origin).

It works a lot better if you just let it naturally happen EA.


Be un-massive for a reason

February 15, 2013

One of my least favorite parts of blogging is presenting a topic and having people directly apply it to the now. The best example of this is talking about item loss, and having WoW players say it would never work because of how many runs it takes for Rag to drop his legendary weapon. “Losing that to a gank would make me unsub!” Derp…

Yesterday’s post had a bit of that, with people looking at Skyrim and just inserting thousands into the existing game and declaring that it would not be fun. No shit.

The challenge in blogging here is to write enough detail to set people down the correct path, without spelling out every single step and turning each post into a novel. Perhaps the post yesterday was my fault for not providing enough of that detail, but honestly I’d much rather blame the readers. It’s not me, it’s you people.

Blogging mini-rant aside, lets continue down that path.

In the MMO genre we often debate just what the ‘massive’ part means. From solo-instances up to EVE’s null-sec mega-brawls, just how many people are involved in something varies greatly.

I think scale matters. Those EVE battles are epic almost on sheer numbers alone, and that’s important. It’s a bit like watching a sporting event in a giant stadium versus at a local field. Simply by having so many like-minded fans around you, the experience is enhanced. It’s one of the core principles of the whole genre, and often justifies the otherwise simple gameplay (like harvesting for example).

That does not mean bigger is always better. There are some advantages to an instances 5-man experience versus an open dungeon for all. Don’t get me wrong, if I’m designing the MMO I’m going open dungeon and making that work, but that does not mean the entire concept of the instances 5-man is total fail.

Skyrim the MMO would be very much that 5 man experience. But rather than going half-way like DDO, go full-blast. The entire game is small-scale. You can even select the scale. Want to play all the content as a duo? Go for it. 20 man guild? It scales to that as well.

“Cool Syn, but that’s not an MMO” you say? Bah to that! Are you honestly telling me you would not pay $15 a month to play Skyrim on a Bethesda server with your buddies, and that subscription ensured you get Dawnguard-like content updates and fixes but more consistently? Of course you would. I’d even venture to guess a few hundred thousand people would.

And here is the thing; Skyrim has a silly amount of content, so clearly Bethesda can do what EA and SW:TOR seem so incapable of, and that would make the sub model work. Even the broken systems, like magic, would be ok since you are playing just with your buddies. Want to break the game and ‘win’? Knock yourself out. Or maybe because the game would have a team supporting it full-time, those things get fixed. Either way, it’s not a game-breaker like some have suggested it would be.

I’m sure there are a lot of details to iron out here, no doubt. But I think the base concept is solid, and again, I’m surprised we have not seen a more solid effort made in this space (but I’ll just go ahead and blame the WoW-blinders as per usual).


Octo-moms will finally have the gear they deserve

February 1, 2013

The current state of WoW raiding everyone:

If you wipe in lfr 90% of the time its down to 1 of 2 things. Firstly too many people are afk, I wiped 4x on tsulong last week until we finally had 4 out of 6 healers actually healing, Or someone pulls the boss too soon, someone starts it with people outside or people dead.

That’s right, the biggest obstacle to overcome in WoW today is hoping that more than half your raid is awake at the keyboard. The bar, can it go any lower?

Breaking news, it has! Wipe buffs everyone! Finally a true reward for failure!

If you don’t think half your raid is going to intentionally wipe to further make things faceroll easy for far longer than it would actually take you to finish the boss normally you must be very new to the genre, or just humanity itself. Welcome!

My guess is the next addition is to pre-gear everyone in gear two or three tiers higher as you zone in. That way everyone can enjoy the special effects and boss attacks, but not actually worry about them thanks to everyone being massively overpowered. Maybe put in a slider to access fourth or fifth tier gear in case 90% of the raid is AFK?

Assuming that players in the majority are not masochists and would rather like to eventually succeed than to repeatedly fail appears like a safe bet to me.

Also welfare epics and all such measures have pushed WoW to all-time subscription record highs. Plus look around folks, all those MMOs that also followed WoW’s lead to become hyper-accessible are just KILLING it in terms of sub…. err cash shop sales.

Safe bets all around!


Commenting on Blogger

January 23, 2013

Is it just me or is commenting on Blogger-hosted blogs massively frustrating? Between the login errors, the captcha that is impossible to read half the time, to it eating what you wrote, it takes me ten times as long to comment on those blogs than on others, to the point that I generally don’t bother.

Is it as bad for Blogger-people when they come to WordPress sites, or is it a one-way street of suck?

/end rant.

 


Three hours

January 17, 2013

In the comments of yesterday’s post, frequent commentator Saucelah suggested that playing an MMO for three straight hours (the comment said five, but let’s work with three, because I think that was my original ask in some post. If not I’m saying three now) is extreme hardcore or niche. I disagree. I’d say that if you CAN’T setup a three hour block to play an MMO, you are in the minority.

Millions of people recently saw “The Hobbit”. Total uninterrupted time needed for that? Over 3 hours. Well over if you have a longish drive to the theater. Even an average movie that runs just under two hours in length is going to take you around three hours total. The cost? Oh, about $15 per person. A number that sounds oddly familiar. Guess movies are for the hardcore only huh?

The NFL is by far the most popular sport in America. Millions and millions watch a game or more each week. Average length of an NFL game? Over three hours. Per week. Watch your team’s game every week, and you just spent 12 hours or more a month. Oh and the NFL also has DLC. Yup, Sunday ticket, which gives you access to EVERY game and special features like Redzone. Cost? About $200-$300 bucks a year. Let’s not even get started on actually going to a game in person, both for time and cost. The NFL, super-niche, yo.

Raise your hand if you have been to a concert that was shorter than three hours total time (driving etc) and cost you less than $15?

I could go on.

So yes, if you personally can’t organize your life to allow for a three hour block of time to enjoy something, you are niche. A sad niche too. L2live noob, you only get one life in this game.

If you CHOOSE not to spend that much time on something that is basically a hobby (MMOs), don’t expect hobby-quality results. Plenty of people show up to Superbowl parties clueless about the NFL, and we can continue to politely smile while tuning you out to focus on the game, while you enjoy the pretty sights and sounds (commercials).


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