Candyman, candyman, candyman

August 18, 2014

Trollbold is back it seems, and in classic style.

Let me just cut that post down completely with one question before moving into the details: What day-one F2P MMO has been more successful than recently launched sub MMOs?

Because if the sub model is dead, surely some new F2P mega-hit must have replaced it, right? That’s what everyone must be playing now? The new F2P hotness called… what was its name again? You know, that F2P from day one MMO that is doing so well. Never can remember its name, or all those other really successful F2P MMOs before it…

I do find it hilarious that Tobold is linking to Superdata as well. Just trolls linking trolls and dancing around in a fantasyland circle together.

But let’s put aside fairyland numbers and look at something solid shall we? That recent NCSoft financial report for instance, that showed WildStar bringing in more money than GW2. Now GW2 isn’t F2P, but it’s also not good enough to be a sub MMO either, and NCSoft’s numbers back that up. An MMO made for the “1%” pulled in more than the MMO who’s manifesto told us was changing everything for everyone; funny how that works. And yes, WildStar will drop because its box sales drive the numbers up, but isn’t it cute that the “1%” consists of about 450k people initially? One would think you could sustain an MMO off such a population if you did it right, huh?

Of course the most glaring omission from the two troll sources is FFXIV, but it’s hard to call something dead when a 2m+ account behemoth is standing right in front of you, more than a year after launch. And while you’re at it, you should probably also ignore its previous iteration, FFXI, because that also isn’t helping your case.

The problem here is the same one we have had since day one; in order to remain a subscription-based game, an MMO has to be good-enough for its core audience to keep them. There are some MMOs at that level, and then there is a near-endless landfill of F2P titles below them trying to sell you a hotbar or the One Ring, because if you aren’t a quality game, you might as well try to dupe suckers out of a few bucks before they catch on. But just like with FFXIV, whenever someone has something they know is better than average, they go with the business model that best supports good games, and unless the genre just up and decides to stop making worthwhile games, the sub model will remain.


Cash shop item creation clarification

August 11, 2014

This somewhat jumped out at me about Pathfinder planning to sell in-game items, and how some argued that because said items are tradable in-game, the system is basically the same as PLEX. Spoiler alert: it’s not. Not even close.

The massive difference is that with cash-shop items, the store itself is creating something of use in the game. This means that, theoretically, there is an unlimited supply of, say, tents in PFO. No matter how many are bought in the cash shop, another can always be bough, at exactly the same price as the first. The game’s cash shop is creating items.

With PLEX, CCP isn’t creating an item or money. They are simply letting you trade/sell 30 days of subscriber time to others, represented in-game as a license. No item of in-game function is created. That is the critical difference. Without PLEX all players would pay there $15 a month directly, with PLEX some can opt to have others pay for them in exchange for trading some of their in-game work (ISK) for it. But PLEX doesn’t create that ISK, unlike in PFO where the shop IS creating something.

Just a quick note, but for whatever reason it stuck out and bothered me.


You pulled: “Go directly to F2P, do not go sub, do not collect $15″

July 31, 2014

I’m guessing someone has made this point already, but I haven’t seen it so here you go:

The recent trend of paying for the beta and/or alpha of an upcoming F2P MMO is just a re-branding of an MMO launching as a sub game to milk it’s core fanbase, failing with everyone else (and perhaps even the core), and switching over to F2P in 3-6 months, without all the obvious bad PR about moving down to the minors.

It would be cool if the genre could focus less on how best to position sub-par games and squeezing every last penny out of them, and more on producing something worthwhile that players will happily pay for.


Darkfall: Unholy Wars going F2P and other problems sink it

June 20, 2014

Darkfall and I have had an interesting history (the fact that I heard about the first game from Tobold entertains me to this day), and unfortunately I think this post marks the final chapter. The game is going in multiple directions that don’t appeal to me, the community has lost those who make the game worth playing overall, and comical developer incompetence and corruption was the final little push I needed to finally move on.

Let’s start with the game itself. Recently a cash shop was added, which sets the stage for the game’s F2P conversion coming ‘soon’ (it’s already F2P in Asia). I was asked here a while back if I would continue to support DF even if it went F2P, and at the time I said I would not. This is made all the easier since buying more than just fluff is already in the shop. You can pay AV $5 for a prowess (XP) reset, which is pretty ‘convenient’ when you have a game in constant flux due to a massive combat overhaul and general developer indecision about balance and the direction of the game. How many times will someone accept their current build being nerfed into the ground and told they can fix it for just $5 before they get fed up?

Plus how many times have MMO players heard the song and dance from developers about not selling power when F2P is announced, and a few months later the cash shop is offering you the One Ring? When things get dire, devs get desperate, and DF:UW’s core issues persist to this day.

And what are those core issues? The main one is the game is still an oversized arena PvP game, rather than an MMO. There is no reason to PvP other than for the sake of PvP, and this is reflected in the quality of the playerbase. Where games like EVE have people like The Mittani creating content for tens of thousands of players, those key people have long since left Darkfall, and in their place stand directionless ‘leaders’ providing little if any content. Even DF1 was able to initially attract some of these valuable players (Manus, Glut, Osium, etc), which is what kept that game’s meta interesting for the first two years or so. But as they saw the state of DF:UW’s beta, and the general design flaws of the game, they never even bothered showing up on day one. Inq to this day mocks me about trying to get them to give the game another shot.

The above is also why DF:UW gets laughable indifference from so many EVE players. My alliance would always wonder what I see in a game with no long-term plan, goal, or point, and admittedly I look a bit foolish now with my “they are working on that guys!” enthusiasm, because nope, they really aren’t. So why grind up to play in an arena when you can play a better version of exactly that in games like Chivalry or even your MOBA of choice. At least those games understand what they are, rather than awkwardly pretending to be something they clearly are not capable of delivering.

A more recent core problem has been the combat overhaul. To say it’s a surprising disaster would be unfair, because if you didn’t see it being a disaster pre-release you must be painfully blind. Imagine if CCP, in the name of ‘player freedom’, allowed any ship to fit a doomsday on it, and the balance explanation provided was that since everyone can use it, it’s balanced. That’s what AV did with DF:UW recently. I wish I was joking, but I’m not. They took armor, weapons, and skills all previously designed and balanced around fitting into classes, and just removed the concept of classes without the overhaul to everything needed to make it work. At least in DF1, which had the same ‘everyone can be everything’ system, balance was attempted with that in mind since day one. It was bad, but not “lulz doomsday spam” bad.

The result is not just the expected FOTM lameness that happens in every MMO with such a system that has poor checks and balances, but that combat overall is a cheesefest of who can come up with the cheapest AoE/CC combo to drop people with because nothing was designed with this system in mind. Imagine DAoC roaming 8s cheese but turned up to 11, and that’s DF:UW. The only reason the abuse isn’t nearly as bad as you might expect right now is because of the above point; the playerbase doesn’t have the top-tier talent to create the best builds quickly, but those who remain will eventually get there.

The above are further hurt by the still woefully pointless economy, made more comical by F2P-forbearing gimmicks such as double loot weekends. Having a ‘full bank’ in DF:UW is trivial, and once that happens, it’s just another brick stacked on top of the directionless mess that the game is overall. Again, imagine playing EVE with limitless ISK and you get a good idea of what DF:UW offers once you grind it out for a month or so.

The final and minor side note is how AV handles their community. The most toxic members are left unchecked, especially in-game, where global chat will drive away anyone who has evolved beyond 8th grade gym humor and the lowest of internet meme trash. On the forums the moderation team is all over the place, at times deleting an entire and often valuable thread due to one post, while at other times leaving a cesspool up no matter how low it gets.

When members of the community would try to work with moderators in a productive manner, the end-result was as likely a temp-ban for the one making the effort as it might be for those destroying it, depending on which moderator you happen to get. Double-speak excuses were put forth when confronted about this regardless of how far someone escalated things, which ultimately resulted in many once-helpful people leaving the game in disgust.

To list just one sad example, the head community manager specifically stated that since they somehow can’t verify the content of personal messages on their own forums (yup…), they won’t take any action for that content. If you ever want a place to throw out death threats without consequence, Darkfall is your place. Hell, it already has an Erotica1 clone running rampant, without that pesky CCP getting in the way of those community-building torture sessions.

Even the once-productive MVP forum has so many like-minded people included now that it really serves no purpose, especially since AV has stopped sharing key details and instead are now just throwing out pie-in-the-sky ideas (alignment system, one-off quests, etc) without following up. Even small, silly things like there recent survey, with all its mistakes, could have easily been improved with some feedback, but they don’t use the resources available to them for whatever reason.

Much like Shadowbane and other PvP focused MMOs that have come before it, I think future developers can learn a thing or two from this experiment, and hopefully MMOs like Pathfinder take some of these lessons to heart to become successful titles. This was a good run, with at least as many highs as lows, but with F2P lurking and things overall not improving (the number of bugs and exploits in the game right now is almost back-to-beta bad), it’s time to put DF:UW down.

#DF:UW #F2P


Big boy toys

June 12, 2014

It wasn’t THAT long ago when video games were considered a kid’s toy. Now when someone asks me when I’m going to stop playing ‘games’, I tell them hopefully the afterlife has solid broadband.

Given the above, it makes sense that along with gaming content (‘mature’ themes) changing, pricing models and levels have also been changing. A kid’s toy maxing out at $50 makes sense. Little Billy isn’t the one holding the wallet, which makes picking up a $200 in-game shiny difficult if not impossible for him. Someone a little older and successful can decide between going out to dinner for $200 or buying said shiny, and a serious argument can be made in what has more real ‘value’.

TAGN has a post up about Shroud of the Avatar selling in-game towns for real money, and these are not micro transactions. The smallest option comes in at $750, while the largest is $4000. Those prices are beyond just a decent dinner out, but if you are in a long-standing guild with successful people, splitting even $4000 between 20 or so players starts to sound a whole lot more manageable.

Star Citizen, also mentioned by TAGN, is another example of this growing trend, and just like SotA, if you have the means knock yourself out.

I’m perfectly fine with games like this so long as you know up-front what is going on. While I personally haven’t enjoy my wallet winning for me since giving up Magic The Gathering, if that does it for others more power to them. If a game I’m currently playing switches over to wallet-warrioring, I have a problem, but here both games have been upfront since day one. No one can say they didn’t know what they were signing up for here.


SOE: All of the great MMOs are F2P, like…?

April 3, 2014

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.

#SOE #F2P


The three flavors of F2P

March 5, 2014

Another post about the F2P business model, yay! (I blame TAGN for this one)

One development that has happened somewhat recently is the split definitions of what ‘F2P’ really is. It’s a different take on the “what is an MMO” question, only I don’t think the lines are as blurred here. Below is an attempt to identify the different models, and pass some thoughts on each.

The most basic IMO is the demo model. The MMO in question is free until a certain point, and in order to pass that point (be it a level cap, content cap, or power cap) you have to pay. If paying means buying a box or subbing and getting basically everything, the demo aspect is even more clear. If paying means getting pushed into a cash shop, that’s a bit murky and likely falls into the third model described below.

The next category is one that so far has only workout OUTSIDE of the MMO genre, and I think is the best F2P model; the fluff and extra convenience model. The base game is free, and spending money gets you fluff like champion skins or extra convenience like character slots. The base game, that is free, isn’t affected negatively by the shop, nor are game systems designed around reminding you of the shop or pointing out what you don’t have access to because you haven’t bought it yet.

The third is the ‘classic’ F2P model, where the free part is basically an infomercial to get you into the shop, and only through spending money in the shop do you get the ‘real’ game, be that full access to content or the removal of barriers put up by the devs.

The first model I don’t have issue with if the after-demo part is a box or a sub. In those cases using the term “F2P” is more about using the current buzz word (instead of saying demo) for PR than really using that model.

The second model is the hardest to pull off, because you’re game has to be so good that people WANT to give you money for it. Riot is able to do this with LoL because the base, free game is amazing, so spending money on skins, which are also usually of amazing quality, feels more like supporting something you like rather than being pushed to hand out some cash. Path of Exile also uses this model successfully, again because PoE the base game is pretty great at what it is (a better version of Diablo than current Diablo), and the stuff in the shop is fun/cute for the price.

WoW also somewhat falls into this category because of stuff like the sparkle pony, though of course the sub fee muddles the waters. I do think WoW would still be profitable if it was fully free and Blizzard emulated LoL and sold lots of different skins for mounts, weapons, armor, etc, but I suspect they make more money double-dipping, at least for now.

The third, ‘classic’ F2P model has been discussed to death. It’s the minor leagues, the math-tax scam show from developers who can’t make a good-enough product to stand on its own merits. As I’ve said many times before, this is the model that is the ticking time bomb, and eventually (already?) most people will smarten up and the money will stop trickling in.


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