PLEX and its new Daughter, GRACE July 24, 2014Posted by Wilhelm Arcturus in entertainment, EVE Online, EverQuest II, WildStar.
Tags: Anarchy Online, CREDD, Krono, PLEX
I do not pay much attention to Anarchy Online. Well, I don’t pay it any mind at all, really aside from the occasional industry lore aspects around things like rocky starts (“nearly unplayable” -GameSpy) and longevity. (It turned 13 just about a month back.)
But some people do still pay attention to it. There was a post up over at Massively announcing that the game had announced a new aspect to their subscription plan.
Called GRACE, for Grid Access Credit Extension, it is an in-game item that can be traded or sold between players that, once redeemed, turns into 30 days of game subscription time. There is a FAQ.
Basically, this the AO version of EVE Online PLEX.
PLEX itself has been live in EVE Online for just about five years at this point, where it has been a success thanks in large part to the in-game economy which is all pervasive in New Eden. There are a lot of aspects of the game you can avoid, but if you want to play you are going to be part of the economy.
The economy is such a big deal in EVE that I was curious if MMOs with much more optional or fragmented economies could really make something like PLEX work. World of Warcraft, with its large player base and need for gold sinks, seemed like it might be able to, even with the economy sliced up into three markets on hundreds of different servers. And Blizzard dipped their toe in the water… sort of… with the kitten economy idea. But they haven’t done much since.
It was left to Sony Online Entertainment to give the PLEX idea a try in the fantasy realm, introducing Krono to EverQuest II about two years back and then expanding it to their other games.
I really have no idea how Krono has worked out. They still have Krono as an option, even after the big consolidation of game subscriptions into the new All Access plan back in April, but I have never seen more than a couple on the market when I have bothered to check, and the prices seemed wildly different on different servers, so I cannot tell if they just don’t get used or if they are so popular that they sell out quickly to the platinum barons of Norrath. And the fact that the game is free to play complicates things.
Moving on, earlier this year we had two new MMOs announcing that they were all-in on monthly subscriptions. First, The Elder Scrolls Online made its position clear, and then WildStar joined the subscription only parade as well. But their business model also included something called CREDD, which is how they spell PLEX on Nexus I gather. Because it was that PLEX model again, an in-game item worth game time, which Carbine seemed to be using as a loophole to claim some sort of free to play status since, technically, after you bought the game, you could find a way to play for free if you earned enough in-game money to buy CREDD.
In Carbine’s world, you can play for free so long as they get paid. But to their credit, I don’t think they have overplayed their definition of free to play… yet.
My first thought when they announced their business model, including the CREDD bit, was whether or not it had worked for SOE by that point. That seemed like a reasonable question. Yes, a shiny new game sporting a subscription-only model with a brand new, out of the box in-game economy might not be the best parallel, what else was I going to compare it too?
The question is still unanswered at this point as far as I am concerned. The idea works in EVE, but I couldn’t tell you if it was worthwhile elsewhere.
And now Funcom is throwing its hat in the ring with Anarchy Online, which doesn’t help my understanding at all, because I am not even sure what their business model is. I think it is mostly subscriptions, but they have had this short-term “Free Play” option that shows you ads in game since… what… 2004? So does that make it free to play? And how many people even play? The late Game Data site tracked them as peaking at 60K subscriptions just after launch, dropping down to 10K by 2006, but nothing after that.
So who is out there playing Anarchy Online? What do you think GRACE going to do for the game, if anything?
Or, for that matter, how about CREDD in WildStar or Krono in SOE games?
Tags: Just Rambling, Landmark, Player Housing, Star Wars Galaxies, There is a point in here somewhere
Housing is one of the great line-item features that a lot of people think every MMO should have. There is a strong desire to have a place to call your own in what tends to be an unchanging and unalterable virtual world. There is some need within us to leave our mark somewhere in the game. I get that.
And companies have responded to that over the years, offering up various forms of housing. Housing was a big part of Ultima Online back in the day. Housing was part of the attraction of WildStar, which just launched a few weeks back. And over the years I have explored various implementations. If I play a game long enough, and it has housing, I am usually there to give it a try.
But how well it sticks for me… well, that is another story.
Rift offered up housing with the Storm Legion expansion, but it was so free form that I barely did anything with it.
People have done amazing things with dimensions in Rift… they were even doing so back during the Storm Legion beta… but, like most of Storm Legion, it just didn’t hook me.
Lord of the Rings Online, by comparison, offered some very pretty housing that was, in fact, a house. A house on a lot even.
But the options for it were so limited that I ended up letting it lapse. There wasn’t much advantage to having the house and the customizations were limited to just a few locations within the house. You could hang up things from the world… taxidermied monsters or fishing trophies… but it still felt very generic.
And while I liked the idea of there being a yard, the instanced neighborhoods were somewhat awkward.
And it was tough to find a neighborhood where all of us could find a house we could afford. In the end, the minor storage benefit of my house in LOTRO meant I let the lease lapse.
EverQuest actually threw down and added housing with the House of Thule expansion. It borrowed a lot from its younger brother, EverQuest II, while using the instanced neighborhood model similar to LOTRO. And I was reasonably impressed with SOE’s ability to overlay yet another complex interface onto the aging EverQuest client. Plus the houses looked good.
The problem there was that I was pretty much done with EverQuest as a main game by that point. I like to visit old Norrath, so I had to go try it out, but I had nothing really to put in the house and the upkeep, which was aimed at those who had kept up with inflation, was well beyond my means.
And there have been others. Runes of Magic offered housing that gave you some form of storage, along with a woman in a skimpy French maid outfit.
Landmark seems to be all housing. It is about as free form as you can get. no game at this point.
The pity is that there is no actual game around it yet.
Meanwhile, in EVE Online, the Captain’s quarters… the start (and probably the end) of housing in New Eden… allowed you to see your full body at last, and then park that body on a couch to watch something boring on a screen.
That might be too meta for me.
And since I am on about different flavors of housing, I will mention Star Wars Galaxies before some fan comes in to remind us all that this was the greatest housing ever. We will have to agree to disagree on that point. Yes, it gave you your own little spot in the real world where you could open a store or whatever. But it was a visual blight on the game, with huge clumps of houses strewn across the open landscape, encroaching right up to the edge of any in-game landmark. It made the game look like a Tatooine trailer park.
But after having gone through so much in-game housing over the years, I have to say that there has only been one housing model that has really suited me. And that is the EverQuest II model.
Yes, you do not get your own house in the midst of the world. At best you share a door to a stately home or guild hall with everybody else who has rented the same facility, so you all live there in parallel in your own instances. I do not think that is necessarily a bad thing. It keeps away the blight problem, and while there is the problem of finding somebody’s house from a listing at a door, one of the bragging points I have heard about the SWG model was that finding people was difficult so that knowing where a given person lived and set up a store gave you power. I’ll take the less blight version.
But the key for me was that EQII housing gave me exactly what I wanted, which was a simple house where I could hang trophies and other rewards from my travels. I had the option to decorate, and at times Gaff, who had a carpenter, would send me some neat furniture to spiff up my home, but mostly I just decorated with things picked up as I played. And the important part was that somebody at SOE foresaw that need and provided me with plenty of items to stick in my home. In fact, whoever came up with the reward of a weapon you could mount on your wall for the Lore & Legend quests was a genius, followed by the person who decided to make heritage quest rewards displayable in your home. I went through and looked at every character I had played past level 20 the other night, and every single one of them has a house and has at least some Lore & Legend quest rewards hung on the wall.
There are other aspects about it that make EQII housing good. The interface is simple. The house models themselves come in a variety of designs, from simple box flats to a whole island if you want a big guild hall. And the base models are cheap. You can have a house in any city for five silver a week, which was inexpensive back at launch when SOE was working very hard to keep a lid on inflation and no mob in the game dropped actual coin.
EverQuest II housing is really ideal for my desires. It is just a pity that it is in EQII.
It is a pity because I do not play EQII. I don’t play it because, for all the little things it does right, I don’t enjoy the main game. I don’t enjoy the main game, the character progression and zones and levels and what not for various reasons. Some of the reasons are pretty concrete, such as the fact that none of my close friends play the game anymore. It is on the official “never again” list for the instance group. Some of the reasons are very subjective. I really don’t like the 50-70 zones all that much. Everything after Desert of Flames makes me yawn, and even that expansion still strikes me as “the new stuff.”
After all of the above, I am finally getting to my point.
Despite the fact that EverQuest II has pretty much the ideal housing setup for me, I do not play EverQuest II. I don’t play EverQuest II because I don’t play MMOs for the side features, I play them because I enjoy the overall game.
So I love housing in EverQuest II and the music system in Lord of the Rings Online and the old world of EverQuest and the OCD inducing find all the points of interest apects of GuildWars 2 and… hrmm… I am sure sure there is something I could inject here about Rift if I thought about it… but I don’t play those game because the main game just doesn’t click with me.
I play World of Warcraft and EVE Online which, respectively, ten years in has no housing at all and possibly the most useless housing in the genre. I play them because I enjoy the main game, or the part of the main game in which I indulge.
So if you are out there trolling for page views by raging about garrisons in one breath because they didn’t meet your unrealistic and unsubstantiated expectations, after making it clear you never cared about housing being brought to WoW in the previous breath, in an environment where housing was probably a slip of the tongue to describe the feature, because Blizzard has been pretty clear in the past about their views on housing in WoW… well… I guess I got the punch line at the start of this sentence, didn’t I? Those who get paid by the page view…
Would I like garrisons to be EQII housing brought to Azeroth? You bet! That would be a dream come true.
But unless you have a compelling argument that garrisons are so bad that they are going to ruin the main game, there isn’t much drama to be had in my opinion. We can talk about how better the developers might have spent their time I suppose. But this is a pet battles sort of feature.
In the end, I am buying Warlords of Draenor for ten more levels of World of Warcraft and all the zones and stories and pop culture references and silly shenanigans that goes with it. And I suspect that will be the story for most people.
If garrisons have any merit, people will play with them and maybe even stay subscribed a bit longer. Or if they have any achievements… and of course they will have achievements… people will play with them for that. And if garrisons are truly the waste of time and effort as described, then people will use them to the extent that they need to in order to get to level cap and grab the achievements, at which point they will be forgotten like many a feature in the past.
Is somebody going to try to convince me that this was a make or break feature for Warlords of Draenor?
Or, if you want, just tell me about your favorite MMO housing. Somebody will anyway, so I might as well invite it!
The tl;dr version: If housing really is a must-have important feature for you, you probably aren’t playing WoW now and you probably won’t be playing it in the future.
Anyway, back to happy pictures. I put a gallery of my housing collections in EQII, plus a bit of the Revelry & Honor guild hall (which is huge), after the cut, because it really is my ideal housing plan.
Progression, Nostalgia, and Special Servers July 21, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment, World of Warcraft.
Tags: Nostalgia, Rambling Friday on Monday
One of the questions that comes up all the time in the EverQuest forums is when will SOE launch the next progression server? It may be the most popular question on the Progression Server sub-forum.
Second place goes to people asking for a Classic server, though those questions are somewhat undermined by both the fact that they are off-topic in that sub-forum and that there is nothing like an agreed upon definition of what a Classic server would actually include. It ranges from just launch content out to the Planes of Power expansion, though there are a couple of voices that would stretch thing to just shy of Gates of Discord.
So the two most popular topics seem to be about getting a new special EverQuest server from SOE.
And why not? SOE has something of a history with special servers for EverQuest, going all the way back to the initial PvP server to the first progression servers, The Combine and The Sleeper, which rolled out in June of 2006, to the Mayong 51/50 server back in 2009, to the current Fippy Darkpaw and Vulak’Aerr servers, with their time locked rule sets, which went live in February 2011.
So the assumption is that of course SOE is going to roll another one, it is just a question of when. When will SOE roll out the next progression server?
My gut response to that is “never.”
There are lots of arguments for such a server. It brings people back to the game. It rewards long term fans. It is popular, illustrated by the fact that both times they have done a progression server they have had to roll a second server to accommodate demand. And in a time when the game is free to play, a luxury item like a special nostalgia server seems like a reasonable way to boost revenue.
On the flip side of all of that there is the problem with nostalgia. That driving sense of nostalgia often doesn’t last long beyond the point when you return to the time/place/song you were nostalgic for. I have read a couple of articles about how the internet is going to kill nostalgia as a sensation before too long. When you have access to what amounts to a historically unprecedented amount of information in the comfort of your own home, the moment you feel nostalgic for something, you can track it down on the internet and watch/listen/read all there is available about, to the point that the sensation is sated. Having access to the thing for which you are nostalgic replaces nostalgia with reality. And, often times, the reality includes the downside, the reason the world moved on or the series got cancelled or that you never bought that band’s second or third album.
So while the progression servers… or any special servers… tend to start off strong. Things taper off over time. Fippy Darkpaw was packed when it opened and remained popular for the first few expansions.
After a while though, the feeling begins fade. Potshot and I joined in on the fun and were quite invested for a while, visiting many old locations in the game. And while the great PSN/SOE hacking episode of April 2011 knocked us off the path, that episode might have done us a favor. We ran around a little bit more after that, but for me at least, content after Kunark is still flagged as “that new stuff” in my brain, so our progress was arrested before we made ourselves sick on nostalgia.
But nostalgia does wear off. And so it is that the question “When will Fippy Darkpaw and Vulak’Aerr be merged?” might be the third most common question on the progression server sub-forum. In hindsight, SOE probably should have just bit the bullet and stuck with a single server, especially based on the history they had with The Combine and The Sleeper, which had to be merged less than a year into their lives, because now things are very quiet on both servers.
Unless you are in one of the raiding guilds. They still play, racing to unlock each expansion and then hanging around, farming gear, until the next expansion. But they are playing their own game and the rest of the server could be empty and it would not bother them.
So nostalgia wears out or the server advances to the point where the current expansion is no longer nostalgia and you end up with something more akin to a special raiding preserve as opposed to a home for old school players.
Thus I think that, given the cost of maintaining such a server and the limited pool of personnel that SOE has to devote to such tasks (as opposed to working on EverQuest Next) I think we may have seen the last special EverQuest server out of SOE. Smed isn’t going to overtly point you to Project 1999, but SOE hasn’t shown much interest in stamping out such private servers of late either.
And what other game would be prime for such a nostalgia server? EverQuest is somewhat unique in that not only were there a lot of expansions, but that expansions tended to leave old zones alone. Blackburrow today looks pretty much like it did back in 1999.
Certainly World of Warcraft would spring to mind for many, but Blizzard effectively shut down that idea when Cataclysm reworked the original game. There are parts of the old world that were no doubt better for the change, but you cannot go home again. There is nostalgia for original vanilla WoW in part because you can’t go there any more, and Blizzard isn’t going to support two clients just so you can go back in time.
And what other games would be prime for nostalgia. RuneScape has an old school server up now, and Dark Age of Camelot did one in the past. But most other MMOs are too young or have changed so much that the work to create anything like a nostalgia server would make the whole thing a non-starter. Lord of the Rings Online still delivers about the same experience for the first 40 levels, so who needs a different sort of server. A few people pine for the early days of EverQuest II, but how would you even roll back to that?
Then there are games like EVE Online, where there is only the one server.
I asked in a post just about two years back if SOE was going to be the sole vendor of a nostalgic MMO experience. Now I wonder if even they will keep that up.
But then there will be nostalgia.
Maybe, at some point, way down the road, nostalgia will become a viable business decision for some MMOs.
What sort of special server would you want to see? What game should have a nostalgia server some day?
What Does It Mean to be a “Subscription MMO?” July 18, 2014Posted by Wilhelm Arcturus in entertainment, EVE Online, EverQuest II, Lord of the Rings Online, Rift, Sony Online Entertainment, Star Wars: The Old Republic, The Elder Scrolls Online, World of Warcraft.
Tags: Rambling Friday, SuperData Research
I am on the press release list along with a lot of real media outlets, so my inbox is often stuffed with the raw material that is barely recycled for content a lot of places around the web.
I skim through them every day, but don’t bother to mention 99% of them as they tend to be rather thin on things worth talking about.
This morning through there was a press release from SuperData Research pointing at their June factoid report. Lots of little bits of data in that from which you can barely come up with to points to draw a line about anything.
The highlight of the report though was a chart listing out revenues for the top subscription-based MMO titles for 2013, worldwide.
The top spot is unsurprising. WoW, even down to something like 60% of its peak, still rakes in money like no other. Then there are a couple Asian MMOs which you might have heard of if you have been paying close enough attention. Lineage 1 is still NCsoft’s biggest money maker.
And then you come to Star Wars: The Old Republic and Lord of the Rings Online, where you might legitimately ask a question like, “Hey, aren’t those free to play?”
As the title of this post asks, what makes for a subscription MMO these days? Because if we are talking about needing a subscription to play, several of those titles fall off the list immediately.
But if, as the list here suggests, merely offering a subscription option is enough to be called a subscription MMO, then aren’t we missing a title or two.
Specifically, I would expect EverQuest II to make the list. I don’t have any hard data to back up that expectation, but my gut impression of the game is that it ought to be somewhere on the list ahead of Lord of the Rings Online, something that is backed up, in my mind, by the fact that EQII has no problems cranking out expansions and interim content for all ranges of player while LOTRO is publicly giving up on raiders for now and doesn’t seem to be able to scrape it together for an expansion in 2014.
But maybe EQII isn’t doing as well as I thought. Or maybe SOE’s model somehow falls outside of what SuperData considered a subscription MMO. Or, most likely, maybe SOE just didn’t cooperate with SuperData and its information requests. And one could also ask about Final Fantasy XIV.
Otherwise, I am somewhat surprised at where LOTRO ranks. SWTOR is still popular, if not WoW popular, and that its revenue is only 1.65x what Turbine gets for LOTRO seems odd, given the downtrodden way Turbine seems these days. And Rift seems way down the line. But that does seem to mostly line up with the 2013 end of year summary for the Digital Dozen over at The Nosy Gamer. EVE is generally higher on the list than LOTRO, but otherwise it seems about right. Does that give this chart more validity? Or the Digital Dozen?
And, of course, one key item missing from this chart is how much subscription revenue played into the totals listed.
Because the follow up chart points out that subscription revenues have been decreasing since their peak in 2010.
Subscriptions are trending down, while microtransactions are… well… sort of flat really if you look at that line. They are not not rising up sufficiently to off-set the loss of subscription revenue overall, which seems to go against what some cheerleaders for the model would have us believe.
Which might be why we saw a couple of subscription based launches this year. SuperData pulled out the very exact number of 772,374 for The Elder Scrolls Online subscriptions. That would make for a nice revenue stream. WildStar was mentioned, but since it just launched in June, there were no numbers.
I would really like to know how much of the revenue for a game like SWTOR or LOTRO comes from subscribers. If that chart is to be believed, subscriptions still make up most of the revenue.
And what does all of this mean? This isn’t the range of data I would like, but you look at the industry with the data you have, not the data you want. But I am not prepared to go all Massively comment thread, where the trend seems to be “lying liars lie!” for everybody whose pet theory is not supported by the data provided.
Anyway, as noted, the full report is here. If you want more data, you have to pay.
Addendum: Azuriel makes an interesting comparison between the above chart and other MMO data available.
Addendum 2: And Flosch takes the numbers and extrapolates a bit.
You Don’t Have ProSiebenSat.1 to Kick Around Anymore June 18, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest II, Sony Online Entertainment.
Tags: Because SOE, ProSiebenSat.1
Well, that de-escalated quickly.
Sony Online Entertainment announced today that European players of DC Universe Online, PlanetSide 2, and EverQuest II will have their accounts merged back into the SOE fold and become direct customer of SOE, which is what they were two years ago when this whole PR disaster started. (The sordid history is over at EQ2 Wire.)
Since those three titles do not represent all of SOE’s games, I am not sure what this means to European EverQuest players (Did that ever get migrated? It was promised/threatened at one point.) but it seems to be a move in the right direction.
Never a popular proposition, the whole thing was summed up early on by a cartoon that depicted SOE selling off their European customers, represented by a protesting child, to a dubious looking man in a van. A child molester as the metaphor for your plans is never a good thing. Once that image took hold, there was probably no hope of a happy ending.
There is, of course, a FAQ about the transition up on the SOE forums. The official cut off between the two is July 1, but it appears that the two year old region locking has been turned off as of today players can now play on any server they so desire. The rest of it… changing launchers, updating accounts, conversion of SevenCash to StationCash, and the “you know it is going to happen” complaint from somebody who prefers ProSiebenSat.1 to SOE.. will transition over the coming weeks. Read the FAQ for a vague guess at how this will roll out.
Anyway, put this on the list with the NGE and the Station Launcher as another SOE scheme that did not quite work out as planned.
SOE’s New All Access Plan Up and Running April 29, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment.
After a couple of false starts this month, Sony Online Entertainment has finally launched their new SOE All Access plan, which was announced back in late January as part of some big changes to their game lineup.
For what was once the price of a single Gold subscription you can now have premium access to a range of SOE games.
There was a time when this would have been an “OMFG must have this” deal. Despite closures, both recent and pending, SOE still has a few games in its stable and more on the way, each of which delivers its own set of benefits should you go with the SOE All Access plan.
The problem, for me at least, is that my complex relationship with SOE and its games is at a point where I now get my limited fill via free. EverQuest II is a strange place for me now, EverQuest is best left as a happy memory (at least until they launch a new progression server… maybe some day), while neither PlanetSide 2 nor DC Universe Online ever really lit a spark. I have some mild interest in where Landmark might end up, but that is out in the future. And H1Z1 is… I don’t know… somebody is going to have to sell me on that.
So while I applaud SOE continuing to be a leader in this area, there isn’t really any call for me to subscribe to their brand new plan at this time.
Maybe when EverQuest Next makes the “coming soon” list.
Quote of the Day – Never Shutting Down EverQuest April 2, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, EverQuest Next, Sony Online Entertainment.
Tags: Quote of the Day
EverQuest and EverQuest II? We hope they never die. We have no intention of ever shutting those games down.
-David Georgeson, interview at IGN
I was just picking on Georgeson this week because of a quote from a year back about the idea that MMOs should never die. Of course, this week we saw SOE shut down two of them, Star Wars: Clone Wars Adventures and Free Realms.
CWA is understandable. That was a tie-in with a TV show and clearly had an expiration date. But Free Realms, that was all SOE’s to do with as they pleased. Ah well.
Still, I am more likely to take him at face value when it comes to talking about the EverQuest franchise, the bedrock on which SOE rests. SOE without Free Realms is still SOE. SOE without EverQuest though? I am not sure that is an actual thing that can survive in our universe. We’re fifteen years in and the game is still playable and getting new content.
So EverQuest forever and all that. At least I expect to see EverQuest hit 20.
But I still wonder how things will play out once we have EverQuest Next in the house… probably about when EverQuest hits 20 if we keep getting updates about it at the current rate.
Two EverQuests on the scene I can fathom, but three?
I suppose it depends on what the plan is. I am pretty sure SOE figured people would move from EverQuest to EverQuest II and they would shut that down in a couple of years. Instead, people either stayed with EverQuest because they were invested or, as like as not, ended up in WoW.
Is EverQuest Next expected to coexist with its two direct predecessors? Given recent history, how long can that last? And who goes into the night first?
Maybe they can recreate EverQuest on the EverQuest Next platform. You can say that it won’t be the same, but when has EverQuest ever stayed the same for long in the last 15 years?
Is PvP a Requirement for All MMOs? February 24, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, MMO Design, Pantheon: Rise of the Fallen, World of Warcraft.
One of my gripes about the Pantheon: Rise of the Fallen Kickstarter campaign was about PvP.
PvP was a stretch goal, but I was annoyed that it was on the list in any form at all. The promise of Pantheon seemed, to me at least, to be getting back to a difficult and dangerous PvE world that required grouping to take on. The early days of EverQuest were invoked in this regard. For a game being made by a small team that declared it was not trying to be “all things to all people,” the mention of PvP seemed like a step in that very direction.
And you should not get me wrong on this. I am not saying there shouldn’t be PvP. I play EVE Online, right? But does every PvE focused game need to spend time developing a PvP mechanism as well?
Going back to the dawn of the first massive successes on the MMO front, Ultima Online was PvP from day one. But EverQuest was derived from TorilMUD which had no PvP at all. In fact, the dev staff at TorilMUD split over the idea of PvP, which the PvP faction moving off to follow their dreams with Duris MUD. But SOE eventually felt that EverQuest needed PvP and so the Rallos Zek server was born.
This moved was widely viewed as a way to concentrate all the griefers into a single thunderdome where they would leave the rest of the player base alone. It was successful, in that the investment was low (as far as I can tell SOE did very little explicitly for PvP and was pretty hands off when it came to running the server) and it scratch that PvP itch for those who had to have it in a Norrathian context. (Roll stock footage of Fansy the Famous Bard.) And this lives on today as the Zek server with its own PvP rule set.
Asheron’s Call also had a PvP flagging system and a PvP dedicated server as part of its mix. So the big generation clearly bought into PvP, as did the next round of games. Dark Age of Camelot was explicitly PvP and Star Wars Galaxies had a sandbox PvP aspect to it.
Then came World of Warcraft, which had PvP and PvP servers from day one. Granted, day one was pretty ad hoc when it came to PvP, but Blizzard has a long history with RTS games, so players fighting other players must have seemed a natural to them. And whether or not you like the various stages WoW PvP has progressed through, it has been pretty successful. It would be hard to imagine WoW without it.
Of course, WoW also ran into one of the problems with PvP in a heavily PvE game, that of gear and ability balance between the two. It is really cool that the rogue in your dungeon group or raid can crowd control an off-mob with a stun lock, but I don’t know anybody who likes having that done to them by a rogue in a battleground. And Dark Age of Camelot ran into similar issued from the other direction, by introducing powerful PvE acquired gear into a primarily PvP game.
So mixing PvE and PvP is rarely a matter of a flagging system or a separate server. The eternal balance of equipment and abilities… which is already nettlesome in just the PvE environment… takes on an even bigger role when PvP is part of the mix. It doesn’t come for free, it requires design and development time… unless you take the approach SOE did with EverQuest and just try to ignore the whole PvP aspect of the balance thing, or you take the Guild Wars approach and just keep the two as separate as possible.
And after WoW, things just got went down hill. The success of the game meant other companies trying to copy WoW features in order to capture WoW numbers. EverQuest II is probably the most tragi-comic example of this. So much development and design time has been spent on PvP ideas in that game that it just about breaks your heart. They have had PvP servers, PvP arenas where you fight with a special sub-avatar of your character, arenas where you fight with your actual character, and, more recently, WoW-like battlegrounds. And the trend has always been that either the PvP is so bad that nobody uses it or that it is so affected by PvE stats and abilities that a whole array of special rules and exceptions have to be put in place to try to maintain at least some illusion of balance. The last time I checked in, SOE had gotten to the point where every piece of equipment and every ability essentially had two sets of stats, one for PvE and one for PvP, leading to some of the largest tool tip windows known to man.
Then there was Lord of the Rings Online, which couldn’t bring itself to allow the elf-on-elf combat we all secretly desire (we need more kinslayings) but which felt it had to have PvP, so they gave us Monster Play, a feature convoluted enough that I couldn’t even tell you how it works because I have never once used it. And I have tried the various PvP options on every MMO I have played. I know somebody loves Monster Play out there… you can find somebody who loves and will defend any MMO feature ever… but was LOTRO as a whole made better by it? Could the time spent on that have been better invested?
Warhammer Online at least never had the PvE vs. PvP balancing problem, because I don’t think most of us stuck around long enough for it to be a problem. Instead, it was bit by the WoW battleground bug, which became the most efficient way to level up, so everybody did those while the open world content languished for want of the numbers needed to make it viable.
And so it goes. Even today we are looking at The Elder Scrolls Online coming out in a little over a month. This is an MMO based on an exclusively single player RPG franchise… PvE to its deepest roots… and they are busying pushing the Alliance War, the PvP aspect of the game. Meanwhile, Star Wars: The Old Republic, an MMO made in the BioWare mold… fourth pillar and all that… has its Galactic Starfighter battleground out and available to everybody now.
Which brings me around to the title of this post. Is PvP a requirement for all MMOs? Can you even launch a PvE MMORPG without an announced PvP plan?
SOE All Access Changes… yet again… And the Future January 7, 2014Posted by Wilhelm Arcturus in Blizzard, entertainment, EverQuest, EverQuest II, Sony Online Entertainment.
Tags: Because SOE, SOE All Access, Station Access
Last Friday SOE announced changes for SOE All Access and Gold subscribers. Come February SOE was going to take away the 500 Station Cash stipend for those accounts, replacing it with the ability to purchase a single Station Cash Store item with a value up to 2,000 SC per month.
This did not get a lot of positive response. The loudest group of people appear to like to accrue Station Cash, not be given a single “use it or lose it” purchase. And there was the usual concern that nobody would buy anything small with the 2,000 SC single buy because that would “waste” SC.
Smed went on Reddit and talked about why they did this and what else they might do. The most interesting among the reasons for me was this:
Second – it helps us deal with some internal issues regarding accrual of balances of SC for people who aren’t playing or spending. There are a lot of people who play and have SC in their wallets and don’t spend it ever.. this accrues over time and it’s a problem.
Now, he said that was not the most important reason, but it was a driving factor for this move. However, the fact that the first reason he gave, that people feel that 500 SC a month isn’t enough to buy anything, turned out to be largely incorrect based on feedback might be seen to move the second reason up to first place.
You might reasonably think that, especially since SOE has been working hard to dig themselves out of their Station Cash monetary problems. They weren’t exactly Greece-like in scale, but SOE certainly wasn’t anywhere as sound as Germany either, to push a metaphor.
He also mentioned that they were thinking of making SOE All Access, formerly Station Access, available for just $14.99 a month. At least the All Access Subscribers would be happy.
Then, late yesterday, the latest revision broke. It is described as “not baked yet” but where SOE’s “head is at” on the subject. Full details over at EQ2Wire, but the basics are:
- SOE All Access is $14.99, gives you access to all SOE games. All subscriptions will be converted to SOE All Access
- The 500 SC monthly stipend is back, though you have to log in to collect
- Something vague about European players and PS3/PS4 titles
So that is where we stand today.
This is one of those things where, if SOE had started with this deal, they would have been heroes. But now, a couple of iterations in… and with things still not set in stone… I sort of want to say “SOE WTF?” Being a responsive company is good… but tossing out plans that appear not to have been thought through fully and then changing your mind in public after your user base complains loudly? That seems to be just a way to train players to complain early and often. As we saw in EVE Online after Incarna, every dolt with a gripe against CCP now goes straight to “shoot the monument in Jita!” because that worked once. Loudly complaining about SOE has worked… how many times now? (Note the graphic Feldon chose to use for the EQ2 Wire post linked above.)
Clearly SOE’s stated primary premise for the change was wrong for at least the loudest portion of their audience. I know I would rather accrue 500 SC a month than be given a “use it or lose it” monthly purchase, which came with its own set of terms and restrictions. (No Player Studio items at one point.) This strikes me as the sort of option that seems like a good idea after a couple of hours in a conference room; what I call the “sensory deprivation chamber” decision. Seems fine until you show it to the first person who wasn’t in the room, who should immediately point out the state of the emperor’s casual wear.
Their so-called secondary reason, that people accruing Station Cash is a problem for SOE, still strikes me as the only business reason for this move, and thus more important than Smed made out. And I guess making people log in to collect once a month will slow down some people who just leave their accounts active but don’t play. It won’t stop obsessives like me… I log into LOTRO once a month when not active just to get my 500 Turbine Points… but it will serve to punish a class of people who give SOE money for nothing.
And it is interesting to see where SOE All Access has landed in pricing. It started out as Station Access, a $21.99 option, way back in 2004, jumping to $24.99 as time went on. Station Access peaked in price in 2007 when the price was jacked up to $29.99 a month. That made it a penny more expensive than just having subscriptions to two SOE games on the face of it, and you could widen that gap considerably with the 3, 6, or 12 month subscription options, which were discounted for individual games but not for Station Access. Complaints about the price change then didn’t seem to register with SOE.
Then, about two and a half years back, SOE renamed the package to SOE All Access and dropped the price to $19.99 a month, making it a good deal again for people who play multiple SOE games. Of course, in the age of Free to Play, $30 a month was not a tenable position to hold.
And now here we are, about to say farewell to individual subscriptions to SOE games as SOE All Access drops in price to $14.99 a month.
In the end, I think this could be SOE stepping into the future of PC online gaming. As Micosoft has their Xbox Live and PlayStation has… whatever it has… I own a PS3 and couldn’t tell you… so the PC online gaming market seems likely to move towards similar deals, where a monthly fee will give players access to bundles of games and benefits.
Actually, SOE lead on that, with Station Access back in 2004, then lost their way for a bit.
And I suspect we will see other companies that focus on online games follow suit. Blizzard already offers benefits across games when you pre-order or go for the collector’s edition of one of their titles. And one of my predictions for 2014 is that Blizz will give WoW subscribers some tangible benefit in Hearthstone. That could lead the way to a Blizzard-wide subscription plan that gave you access and benefits across their Battle.net titles.
How about you? SOE’s stumbles aside, do you think XBox-live like cross-catalog subscriptions are a coming thing in the PC online gaming world?
Addendum: This looks like it might be the topic of the day, so I’ll link out to others commenting on it.
Station Cash Take Back January 3, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment.
Tags: Because SOE, Station Cash
I might have picked the wrong company in my 2014 predictions.
Instead, SOE All Access subscribers will be allowed to purchase a single item in the station cash store, with a value of up to 2,000 station cash. (Some items may be excluded from this option.) If I read the notice correctly, SOE All Access subscribers will be allowed to do so for each game they play.
So, on the one side, you will, technically, be able to buy more with your single monthly stipend.
On the other hand, you will no long be able to accumulate station cash for a big purchase over several months, instead being granted a monthly “use it or lose it” purchase. And there are quite a few items in the store over that threshold. This is, no doubt, SOE continuing to get their station cash house in order after flooding the market with double and triple point deals and store discounts that ended up with people being able to pay as little as $1.25 for their $14.99 monthly subscription at one point. The joys of the free to play cash shop.
This will go into effect with all subscription renewals on or after February 3, 2014.
As for my 2014 predictions, I guessed that Turbine would make a similar take back move against lifetime subscribers. I still believe that will come to pass given that the growling forum mob sees lifetime subscribers as freeloaders who are not carrying their weight. We shall see over the next 11 months.
Addendum: SOE followed up with a “please don’t unsubscribe” offer of other shiny non-Station Cash things they will give you.