Wipe or Expansion: What’s the difference?

Jef Reahard over at Massivily asks if you would keep playing if your MMO had a character/server wipe (side point: if a character wipe is a ‘full’ wipe in your MMO of choice, what does that say about its world?)

The response is mostly ‘no’, which is not exactly surprising, but it is somewhat interesting considering what a typical expansion brings to a themepark MMO. The most common response is that players don’t not want to “lose the hours I’ve put into my character”, yet if that raid gear just become less than a green, haven’t you just ‘lost’ all that work to gear up and progress? After all, how different is a level increase to a character wipe? How different is the world being wiped to the expansion shifting the end-game zones over to something new?

Let’s assume a character wipe means you’re back to day one in terms of skills/items, but keep your name/guild; how different is this from day one of a new expansion that just raised the level cap? In terms of power, both characters are more or less back at square one, with the major difference being that the wiped character is baselined, while the expansion character might be OP/UP depending on how deep they got into the previous level caps endgame. If you are decked out in epics, odds are good that the first few levels will be a total cakewalk, and you won’t find many upgrades. Of you were a freshly capped character, you will be significantly less powerful than that end-game character, and if things are tuned somewhere in the middle, you might struggle (this of course assuming the solo PvE is remotely challenging anyway, but lets pretend).

The wiped character also loses all their abilities, but in a game like Darkfall, that mostly refers to magic, as both melee and archery are limited to swing/shoot, and a new character will still be doing that. Also, an expansion generally brings new skills, and in many cases these new skills replace old one, so while they still appear in your skills page, you might not actually be using them anymore (especially when min/maxing). With the wipe, you can return to a previous style, while the expansion permanently changes what is ‘optimal’ whether you like it or not.

The other big difference is that the expansion character still looks like a glowing Power Ranger, while the wiped character is sporting some nice underwear. Visuals are important to many, so this drawback is understandable on a fluff level. If either game has “collectable” items (vanity items and such), the expansion allows you to keep those, while the wipe would normally remove them (though again, if the goal is a power reset, who says you can’t let players keep fluff? A selective bank wipe along with a full character wipe would be an interesting solution, and no doubt calm some fears).

Wealth is certainly reset back to zero with a wipe, but in an expansion the value of many things also drastically changes, and typically inflation hits hard. The wealthiest character on a server might not be so well-off after an expansion if they don’t get lucky predicting what items retain value and what items are now vendor trash. With the wipe, you know going in what’s going to happen; with an expansion, it’s a bit of a gamble.

As for the world, this comparison is a little more difficult due to the major differences between games. The ‘world’ in WoW could be wiped daily and no one would notice, as there are very few things (tower control comes to mind) that the players CAN effect, and those tend to be both temporary and not all that important. Wiping Darkfall means lost player cities/hamlets, houses, village/tower control, and moving all players off bindstones and back to the starter areas. That’s a pretty huge change. If your guild worked hard to build up a city, the loss no doubt stings. If you’re a newer player and never experienced the build-up phase of cities/hamlets, you get a chance to see something new.

That said, when a themepark does get an expansion with a level hike, it means that all of the old endgame content is now obsolete for all but novelty runs. While not strictly a forced move, players have little choice but to go to the new end-game zones/instances, and if you enjoyed the previous themes more than the new ones, well, tough break. If you were not finished with the previous raids, or some end-game zone content (rep grind)? Sorry, either you solo it all now or you follow the herd. In contrast, if a guild loved living on Cairn in DF, after the wipe they can still move back there and re-establish themselves. The player-built items are gone, but the world as a whole is still just as valid as it was pre-wipe.

Of course no expansion is marketed as a character reset, but rather as an increase in content thanks to more levels, nicely ignoring the fact that all old end-game content is now obsolete. If the expansion brings less end-game then what was previously available, in a way you just paid $40 for the privilege of having fewer options, but again, the marketing hype hides this and most players buy-in.

To me the difference between a character wipe and a level increase is mostly fluff-based. In addition, it’s no secret that generally MMOs play best at the start, and while a wipe does not recreate this situation exactly (players still know how the game ‘works’), it is pretty close in many ways. If the game has improved since its first launch, that second launch should also go much smoother and be overall more stable/fun.

As for Darkfall specifically, the wipe gives inactive players a very real reason to come back, and gives perspective players a great “jump in now” date. For existing players, while they do give up their current power and established world, they will also benefit from the chaos of a fresh one, one that hopefully has new guild/alliance powers that spring up and bring some excitement to the political scene.

Darkfall is a better game with more players. There is no debating this, it’s simply fact. A wipe, along with the 2.0 update (you can’t separate the two, they are a package deal) provides the highest chance of growth. To not take it would be a major disservice to all current players.

Posted in Darkfall Online, Housing, Mass Media, MMO design, Patch Notes, PvP, World of Warcraft | 19 Comments

Rift: EG review of 1.4

One small step towards F2P, one giant leap towards Azeroth.

Posted in Patch Notes, Rant, Rift, World of Warcraft | 1 Comment

Eurogamer talks Darkfall, again

Eurogamer has an article up about Darkfall.

Who wants to play “count the errors”? It’s like the ‘journalism’ version of Where’s Waldo, fun for the whole family.

I also love how they include two videos of the game, one a short spell animation video and another showing idle animations. Not only are both videos rather old, but also not in any way intended to actually show off the game to anyone but the super hardcore who want to watch a video of the new idle animations. It’s as if Eurogamer could not even be bothered to log in for five minutes to take a screen shot or something… oh wait. Nevermind. Congrats on actually including a Darkfall video in a post about Darkfall, rather than a Mario64 preview clip. /golfclap

Posted in Darkfall Online, Mass Media | 2 Comments

Terraria and MineCraft: The sandbox is coming back?

I picked up Terraria when it was on sale, and so far it’s a very interesting game. In a nutshell, it’s a more ‘gamey’ Minecraft in 2d. There are plenty of reviews out, so I won’t do one here, plus I’ve only really scratched the surface in terms of its content.

What I do find interesting is that both Terraria and Minecraft are indie ‘sandbox’ titles that have attracted massive audiences. Are we seeing the re-birth of the sandbox style of gaming, or are these two games just the exception? How long until EA or BobbyVision ‘borrow’ from either title and release some big budget soulless clone?

Posted in Random | 8 Comments

Darkfall 2.0: The reset

Back from my mini-vacation. Cruises are not for Aria and I. It felt too much like we were living in one long infomercial. Direct flights to a beach going forward I believe.

Some interest stuff happened last week though, gaming-wise. First and foremost Tasos from Aventurine released two updates talking about Darkfall 2.0 (DF2010/Arena).

Darkfall is in an interested position IMO. It’s still the best fantasy PvP MMO out, still has the best combat in the genre, and has improved greatly over the two years it’s been out. It’s also been somewhat stagnant over the last few months (both from a code update perspective and in terms of in-game excitement/motivation), and it sounds like the 2.0 update will dramatically change many of the core systems and rearrange the power structure.

Themepark MMOs get natural resets whenever the level cap is raised, and this helps re-balance everything along with letting people catch up and get in at the ground floor. In most sandbox titles this is not an option. EVE has never been ‘reset’, UO never saw one back when I played, and, so far, Darkfall has not had one.

Yet with so many things changing, not just with 2.0 but since launch, a ‘fresh’ Darkfall would certainly draw a lot of attention. It’s an all-around better game today than it was back when it launched, and many who left early for one reason or another would, at least, give it another shot (and my guess is many would stay thanks to those changes). Not only that, but the chance to jump in at the ‘start’ would also be a powerful catalyst for totally new players, and this fresh environment would present the game in a very favorable light to them. One of the best things about the original launch was how active all of the new areas were, and things would be much better this time around thanks to all the changes (not the least of which being the revamped alignment system and meditation).

So yes, I expect a full reset come Darkfall 2.0 (I’m actually surprised Tasos has stated players will not have to re-buy the game). All of the debate and polls on the official forums are somewhat silly too. Of course some current players are going to cry and try to protect their pixels, but none of those polls include players who have left, or totally new players who will be caught in the re-launch hype. Plus we all know how solid “I’ll quit” statements are, don’t we MW2?

Now the long and no-doubt often delayed wait for the 2.0 update/reset begins.

Posted in Darkfall Online, Patch Notes | 10 Comments

Vacation

I’ll be on vacation until Sunday, so entertain yourselves here and try not to burn the place down.

Posted in Site update | 9 Comments

ForumFall mass suicide ‘soon’?

As of this writing still no activity report, but ForumFall is just about ready to jump off a bridge.

Current state of ForumFall

Posted in Darkfall Online | 5 Comments

Good F2P, bad F2P

A proper free-to-play game allows players to enjoy the game and still spend money based on the amount they feel comfortable with

Psychochild

The “they feel comfortable with” is, for me, the key part here. Comfort to me is when the decision to spend is totally optional, but still has enough personal benefit to make that spending more than a straight-up donation (donations don’t work long-term). Comfort is spending at your own pace, based on how you feel about the game, rather than feeling ‘hooked’ and having the ‘encouraging’ message to spend slowly morph into demands.

Buying a skin in League of Legend has zero effect on the result of any one game, but some of the skins are cool enough that I’m more than happy to drop some cash on them. The ones I don’t like are not thrown in my face with constant pop-ups, I don’t suffer through ads or lesser service, and I sure as hell am not playing a weaker version of that character.

I also have a much easier time justifying spending in LoL because of how great the core game is, and how frequently it gets updated and just the general ‘feel’ Riot (the devs) puts out. They are very active on the forums, transparent with their design decisions, take customer feedback into consideration, and anytime things have even remotely gone bad (servers down) they have more than made things right with the players (free RP or IP boosts for example).

It truly feels like spending is not required, and this for me makes spending that much easier. I’ve easily spend over $100 on LoL, and I see no reason to stop yet. At the same time, if I don’t spend RP for a month, fluff aside, I still experience the same quality gameplay. In short, I still feel like an appreciated, ‘normal’ player.

In contrast, teleport licenses in Atlantica Online are far closer to a must than a comfort. Either you play without them and suffer terribly design (super long walks for no reason other than to make you waste time and wish for a teleport license), or give in and play the way the game was REALLY intended. At best it’s a major annoyance, at worst it gimps your power (if you are at war with another clan, being able to teleport is pretty huge). Spending money on the license is in no way a comfort, it’s a cost you just suck up and deal with.

AO is full of such spending. Plus most patches include major power additions to the store, usually in the form of a lottery box that may or may not result in the item you want. Of course the super powerful stuff (mounts with stats, character boosts, etc) is also very rare, so if you really want something you are going to spend a ton of cash and end up with a lot of lesser ‘junk’ from all those boxes. Plus even after spending a lot of money you still might not get whatever item you wanted. Buying into that kind of power lottery feels more like being pushed off a cliff than treating yourself to something nice. And should you reach the end-game, good luck still enjoying the game if you decide to totally stop paying. It’s a nightmare.

The ‘good’ F2P model is a tougher sell IMO from a business standpoint because it only works for great games. If LoL was some meh title that Inquisition picked up for a month and then moved on, no one would have spent any cash. But because it’s something we have been playing for months and month, ‘investing’ in a skin feels like a good use of money.

The ‘bad’ F2P model works because it begs/annoys/forces you to spend, and often that spending makes the game better (at least short-term). That model can squeeze out a few bucks from someone playing for a bit, while it will demand a small fortune from its most serious players. The model is, in some ways, like a drug. You start out small, weekends, whatever, but the plan all along is to hook you to the point of doing damage. The more you get into something like Atlantica, the more you are ‘encouraged’ to spent. If you stop spending, you will noticeably see your game quality degrade. Not to mention the fact that everyone around you is also spending heavily after a certain point, and you either keep up or get left behind. There is very little comfort here, and it has almost nothing to do with the actual quality of the content.

The biggest hurdle right now is that ‘bad’ F2P dominates the market. For every LoL, there are dozens (if not hundreds) of games that will happily sell you godlike powers, or even just slip you a little 5% damage boost. I believe, perhaps foolishly, that eventually players will smarten up and see ‘bad’ F2P for what it is, and avoid it. I refuse to believe that millions really want to buy victory in a game, especially ones where player skill plays such a large role.

Good F2P has a lot of the traditional benefits going for it (easy to get your friends to try it, low initial risk, etc), but it ‘unfortunately’ also requires a quality product to support it. For some companies, it seems shipping something of quality is rather far down the list, and sadly too many players currently continue to reward them.

Hopefully in five years or so, we look back at bad F2P model games and laugh, amazed that they lasted as long as they did.

Posted in Atlantica Online, Inquisition Clan, League of Legends, MMO design, Random, Rant, RMT | 10 Comments

It’s all fun and games until you start making millions

Via a link in Tobold’s soon-to-be-departed comments section, this RPS article is pretty funny, and the comments related to it are hilarious.

I’m also surprised this has not happened yet. Not the whole “two paragraphs for free” part, but the ability for people to pay for ‘fluff’ related to commenting and such. I’m 100% positive that if offered, some people would pay a monthly charge for their comments to look different from others, be it a special icon or different text. Customizable interface, more RSS feed options, priority ping-back location, etc. People would pay for this stuff.

WordPress should get all over this, and then take an Apple-like cut of any of the profits, in exchange for handling the whole transaction backend so all I have to do is enable fluff at whatever prices I want.

Pure genius IMO.

(And no, I would not sell power, so no “comment goes to the top”, or “ability to delete other comments” or anything like that. I do have standards!)

Posted in Blogroll, Mass Media, RMT, Site update | 9 Comments

An hour with the Heroes 6 beta

The Heroes 6 beta was released yesterday, and I was able to spend 60 minutes with it (exactly, according to Steam). Consider this a complete review. Basically. If you enjoy EG.

Graphically the game looks/feels like a Heroes game, but one brought into 2011. The world map looks great while still keeping all intractable items clearly visible (very important). The units during combat have a ton of details, and small touches like only zooming in on the combat for critical hits add some flavor. The crit-hit animations for the units I’ve seen are also very cool. For example, on a normal melee hit the crossbow guy pulls out his dagger and just stabs with it. Pretty standard and quick, as it should be. On a crit-hit, he flips the dagger out of its sheath, catches it in mid-air, and strikes the enemy with more force than a normal hit. The zoom-in to watch this lets you catch all the little animation details happening. The whole thing is still rather quick, so the pace of combat is maintained, but it does bring some flair and variety, and adds a little extra reward to something good (more damage) happening.

One improvement I noticed right away is that the city view is now a large window rather than a totally separate screen. This not only reduces loading time, but also speeds up the entire process of going in to upgrade a building or to buy new units. It’s not a “set the world on fire” change, but it’s a positive fix that streamlines the game and shows that the devs put some thought behind even the most basic functionality of the Heroes series.

In that hour the game did not crash and I did not see any bugs or errors. Considering the state Heroes 5 shipped in, so far so good on that front considering this is just the beta and release is still a few months away.

Finally, what little I saw of the first scenario/map was solid, but more on the actual content as I get further in. I’ll also hopefully get a chance to play some hotseat multiplayer this weekend.

Posted in beta, Random | 8 Comments