On to BlizzCon 2013 and the Next WoW Expansion November 5, 2013Posted by Wilhelm Arcturus in Blizzard, entertainment, World of Warcraft.
Tags: BlizzCon, Free-To-Play, Jay Mohr, Mentoring, Player Housing, Warlords of Draenor
BlizzCon is coming up. In fact, it kicks off this Friday.
We did not have a BlizzCon last year. Blizzard claimed it was too busy to do the event. And it did have a lot of stuff going on last year.
The last BlizzCon was 2011, which happened to be the third BlizzCon in a row that I watched via DirecTV. While it had the big Mists of Pandaria announcement (and the subsequent groaning from just about everybody) I was kind of growing tired of the spectacle of BlizzCon. I called it the BlizzCon Blues, because a lot of the aspects of BlizzCon… the tournaments, the costume contest, the dance contest, the talent show, Jay Mohr’s jokes… don’t really change from one year to the next.
And while I don’t want to be one of those people who says that Blizzard shouldn’t hold BlizzCon unless they have a big announcement… I am sure the people who attend will have a great time no matter what is said at the keynote or in various panels… those of us on the outside looking in are mostly interested in the news and insights aspect of the convention.
Fortunately, Blizzard appears to have a big announcement teed up for us. Rumors began to fly when it was reported that Blizzard applied for a trademark on the title Warlords of Draenor. The consensus is that this will be the title for the next World of Warcraft expansion. Since this is coming from the same sources that have been correct on previous occasions, it seems likely to be the case.
People are already speculating about how this will fit into the jigsaw puzzle of lore that makes up World of Warcraft at this time, with blue space goats, pandas, and the Caverns of Time wildcard option. Telwyn and Rohan both have some ideas about where this might fit. (And likely a good call by Green Armadillo for pointing at the Burning Legion.)
For me though, the lore is a second tier issue. I will be interested in it, but this isn’t the same as Lord of the Rings Online where blue space goats would be an abomination. Blizzard owns the lore and it is what they say it is. If people can get past blue space goats and pandas, then I think we can get past whatever they have coming.
No, the primary concern for me is the mechanics of the expansion. What will it actually add to the game?
History suggests that it will be five more levels, a new overland adventure area that is about 1 level per zone, so five zones. This will be accompanied by some instances with various levels of difficulty available, raids, a battleground, and uplifts in all the various professions. There might be a new class or a new race along with an expansion of what races can be what classes. And all of this will be delivered next year around this time.
Actually, the progression of level cap changes suggests that this ought to be a 2.5 level increase, since the pattern so far has been to cut it in half every two expansions, though I doubt we’ll see that.
But 5 levels and all the rest, that is the safe bet. It is almost mathematical.
And if that is what you want, you can probably rest easy. Blizzard will probably try to add in some new game mechanic as a hook. Maybe a new trade skill or some such. We will probably find out Friday.
The question in my mind though is what should Blizzard add to World of Warcraft?
The game is about to hit its 9th anniversary and will be close to 10 by the time this expansion goes live. It has been immensely successful, the industry leader for such games, and has set the standard in many areas, like system requirements, polish, and UI responsiveness. It has been at the top of the heap for a long time, pretty much since it decisively dethroned EverQuest subscription levels in 2005.
However, being the biggest player, the company with the most market share, the 800 pound gorilla comes at a price. Being on top often means becoming obsessed with staying on top, which generally means being very conservative so as not to screw up and alienate your customers or otherwise give a competitor an easy inroad on your position. But that way tends to lead to stagnation and strange obsessions, which can be just as harmful. For example, do you think anybody asked Microsoft to please make their desktop computer interface resemble that of a tablet? No, that was all a product of Microsoft’s internal obsession about making ALL devices run on Windows, and since tablets are the latest big thing, Windows must look like a tablet! So screw you if you don’t have a touch screen or see utility in the Start menu of old.
Unfortunately for us, Microsoft still has a stranglehold on the desktop, so you have may have to go with their awful ideas since your company probably makes you run Office and Outlook and whatnot. Or your favorite game only runs on Windows.
Blizzard, however, does not have a similarly unassailable position. There are a lot of competitors in the MMO space and in the gaming space in general. Blizzard has seen its numbers slide from “over 12 million” to 7.7 million at last count, and I suspect that we will see quarterly drops until the next expansion. And even then, I would be surprised if the game popped up to beyond 9 million again unless there was something huge to bring people back.
So what could Blizzard add to the game that might be a draw?
Well, not to cut too much on Blizzard, but they are really good at taking other people’s ideas and refining them into something better. Note their homage to EverQuest at a past BlizzCon. Without EverQuest there would be no World of Warcraft. I would thus exclude anything really new and different. So any new feature would likely have to be something a competitor already has.
What would that give us as possibilities?
This one has gone back and forth. At one point Blizz said they were looking into it. Later, they said that they did not want to pull people out of the common areas and into their own little zones. Every company has their own cultural obsessions, and Blizz is obsessed with its servers looking populated and busy. They like bustling home towns and crowded zones.
So housing seems like a long shot, which is sort of a shame. I think Blizzard could do a really good job with housing, it could open up a whole new harvesting and crafting path akin to carpentry in EverQuest II. There is the option of additional storage, trophy displays, prestige housing that would take gold out of the economy, guild housing, and so on. Other games have really gone deep on this, and it is one of those things that will keep people tinkering after they have hit level cap.
Being able to go down in levels to experience content you have blown past or to be able to play with lower level friends without being the overkill king has its appeal. Right now levels are a separator in WoW. If your friends are at level cap and you are still on the 1-60 run, you won’t be playing with them any time soon.
Other games have attempted to solve this. EverQuest II has had mentoring for ages. Rift has it as well. Guild Wars 2 forces you down levels when you go into lower level zones. And the various implementations seem to mostly work. Down leveled players always seem to be somewhat overpowered.
The question is, how would you want this to work in Azeroth. In my heart of hearts, I would like to see the Guild Wars 2 method, though I think it would cause such an outcry from level cap players that it would end up hurting the game.
This worked for EverQuest and EverQuest II, as well as showing up in other games like Neverwinter. This lets you fill out your party or be able to go do multiplayer content alone.
I am not sure this would be a fit for WoW. There just isn’t any overland multiplayer content any more, is there? In EverQuest all of the overland content is pretty much multiplayer, so it was almost a required enabler to let people play when groups were becoming scarce. But I don’t think this actually solves a problem for WoW, unless you think a tanking or healing mercenary will make Dungeon Finder queue times go away for DPS players. And I do not think that it would fit in with Blizzard’s philosophy of the game. They have Dungeon Finder and Looking For Raid to help players play with other players.
Free to Play
As much as Blizz loves crowded servers, I think they like buckets of money slightly more. This change would give them more players, but every conversion is different and when you are already making buckets of money, even a strong likelihood that you could make more might not be enough. A bird in the hand and all that. Plus it would be incredibly disruptive. We have seen with other such conversions that content updates pretty much go on hiatus while your team works on free to play. And then there is simple pride. Games go free to play when they cannot cut it on the subscription model. No matter what you say, it is perceived in many quarters as a desperation move.
I could see them going on a path towards a monthly subscription getting you more. Maybe there will be a tie-in or benefits with Hearthstone or Titan or other games. But going the free route does not seem likely to me.
Player Designed Content
Cryptic has the Foundry. SOE has its Dungeon Maker in EverQuest II and is pushing ahead with Landmark, its player focused building tool for EverQuest Next. And player designed levels have a history with Blizzard in games like StarCraft and Warcraft III. That is where DotA came from. So there is precedent for this.
On the flip side, player created content is very uneven. How many Dungeon Maker modules are “level you up fast” as opposed to actual adventures? And the Foundry, while it has lead to some truly wonderful instances, does give players ample opportunity to shoot themselves in the foot of create otherwise crap content. I think Blizzard could only do this if they committed themselves to vetting every single piece of content, a job which I think is beyond their abilities.
What else is out there that Blizzard might have latched on to in the last year? I would love them to steal the music system from Lord of the Rings Online, but it won’t happen. Public quests or open zone events? Level cap heroic versions of all instances? An alternate advancement path? Twitter and Twitch.tv and other social media integration?
What will World of Warcraft need when it hits its 10 year anniversary?
And what else do you think will come out of BlizzCon this coming weekend?
Rift and the End of the Happy Time October 16, 2013Posted by Wilhelm Arcturus in entertainment, Rift.
Tags: Free-To-Play, Trion Worlds
This was not a rage quit over the business model. While I have reservations about F2P because of where the quest for monetization seems to eventually lead, I also see, as a player, some upside to the model as well.
The upside for an MMO going free to play is… or generally has been… a surge in players. Servers, once desolate, are renewed with the very life’s blood of the game as new and returning players crowd into the game. The world seems alive again. You no longer have whole zones to yourself. Queues for battlegrounds and such become tolerable. Heck, if things are going really well, people might have to wait to log on.
I call this “The Happy Time.”
Every MMO that transitions from a monthly subscription model to a free to play model goes through it.
This is the time of the joyous press releases and the “everything is just grand” interviews. Player numbers are up, revenues are up, and everything is going so remarkably well.
And then the glow fades.
The people who showed up to kick the tires or see what had happened since they left the game begin to fade away. If the cash shop was stocked with one-shot purchases, like hot bars or bag slots, and vanity items, the ongoing grind to create and sell players on the next item begins in earnest. And things begin to settle into reality. The party is over and the need to make payroll and pay the the electric bill every month looms just a little larger in the gray morning.
The population isn’t likely to drop all the way back to the level it was just before the transition to free. But the percentage of your population giving you money every month is likely to sink. The point of free is to boost the population so that the economics of the cash shop work in the game’s favor. And if you cannot manage that… well… things do not look good for the long term.
The happy time is over for Rift. The warmth of summer has faded and a cold, dark winter looms. Server merges have been announced. The US server count will be dropping from 6 to 3 servers, while in the EU the number will drop from 8 to 4. And, if I read the press release right, the only reason the number is as high as 4 is because Trion cannot currently support multiple languages in the interface on a single server. But they are working on that, so you can expect the EU server count to drop further shortly after they get that working.
(Addendum: Per Scott Hartsman in the comments, and the shard status page, the total server count is actually more than that. The US count will go from 10 to 7 servers while the EU count will go from 12 to 8 servers with the planned consolidation.)
Game Director Bill “Professor Farnsworth” Fisher has presented this in a “Good news everyone!” style announcement under the banner “Shard Unification!”
But this is not good news at all for Rift. With the game already shut down in Korea and in the process of closing down in China, finding that the US/EU servers, which were running at capacity back in June, now need to be merged to sustain a viable population mix is a serious blow.
Of course, Trion Worlds is in the midst of other issues. Scott Hartsman, who left as Rift’s executive producer back in January returned as CEO in August and quickly had to make some hard choices. The Trion offices in San Diego and in the UK were shut down and the staff laid off. Their game Defiance, which is tied in with the TV show, seems to be on shaky ground, while their MOBA title, End of Nations, remains in development after issues of its own.
So where does Rift stand today? Once the plucky upstart that, under the “We’re not in Azeroth anymore” banner, was going to be all the things that World of Warcraft was and more while being more flexible and responsive and just better.
Rift seems to have lost its way. The ambitious Storm Legion expansion seemed to get a lackluster response. I know I had trouble getting into it. The big transition to the new business model meant the live game faced some neglect. And now that the big bet on free to play hasn’t paid off as handsomely as one might have hoped, we are left hanging, wondering what will happen next.
I wonder how Trion will move forward. Will there even be an independent company named Trion in a year? Or will investors sell the company to another publisher… EA is just up the road and not only has Trion done some work with SOE, but that is also Scott Hartsman’s old home… or merge the company in with some other investment. Time Warner is one of Trion’s investors, and they also own Turbine.
As for why I cancelled my Rift subscription… well… the free to play plan as presented offered me no real incentive to do otherwise. The was nothing that comes with being a “patron,” as subscribers are now called, that I felt I really needed. The deal was, quite possibly, too generous.
Meanwhile, the cash shop… which we discovered was linked in with all NPC vendors, so is completely unavoidable… has very little that interests me.
I haven’t spent many of the 20,027 units of Lucky Charms currency I was given as a veteran reward/pump priming exercise at the free to play transition.
I do not know where Rift will be in a year, but I have cannot imagine it will be sitting where it is today.
Where do you see Rift in a year?
Conspiracies, Immersion, and the Secret Life of PLEX August 26, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online, The Edler Scrolls Online, WildStar.
Tags: Free-To-Play, It seemed amusing when I wrote it, No Real Point, PLEX, Sarcasm may be evident, Speaking from Ignorance
In which I attempt to set a record for insulting the most gaming industry professionals in a single post as I meander towards a conclusion you probably saw coming a mile away.
The business model announcements last week for WildStar and The Elder Scrolls Online have gotten a lot of people writing about subscriptions and free to play. The subscription-only model, declared dead and buried after SWTOR got through with it, is now generally cast as a proposition that is all downside. Any perceived benefits of subscriptions are illusory, or so says the man who failed to make it work. So he ought to know I guess. Just don’t disagree with him, he gets upset.
But then WildStar and The Elder Scrolls Online inexplicably threw in with the model. And the question of the day became “What the hell are they thinking?” as people declared en masse that they would never play a subscription only game.
My completely uninformed opinion is that the TESO team is just hopelessly naive, though in an endearing sort of way. Down there at the Hunt Valley end of the MTA light rail line, life is good, the air is clean, and the atmosphere just fills you with hope that it is still 2001 and you can launch an MMO that is simply better than the original EverQuest and have a winner.
Cynics… whose outlooks have no doubt been shaped by the industry… have opined that the ZeniMax Online team has an evil plan to launch as subscription, cashing in to the maximum amount possible, only to be ready to swap to a F2P model as soon as the sheep realize they are being shorn. Then it will be flying pig mounts, pinwheel hats, and hotbars for sale all day every day, with regular in-game pop-ups to remind you of the latest currency specials. Because fuck immersion… as far as I can tell only about 6 people on the internet believe there is such a thing… and these are just video games, so why not turn them all into a carnival midway? Just crank the crap volume to 11 already and be done with it.
In my world view… and really, the only thing driving my world view in the regard is the TESO team’s seeming lack of understanding as to what drives the popularity of Elder Scrolls games… hint: It isn’t the availability of something like Barrens Chat… the team at ZeniMax is planning a picnic on a nice green median strip in the midst Interstate 83 and are going to get hit by a semi-truck while crossing the blacktop.
(Picture stolen from the EVE Online Facebook page, where they were encouraging people to suicide gank this truck, and then cropped and edited. Don’t view the full-size version. Like people my age, it only looks good at a distance, if at all.)
And then all the subsequent drama will be the result of an emergency team trying to stitch things back together while the aforementioned cynics nod their heads and point out that it was all a setup.
We shall see how that works out.
And then there is the WildStar team at Carbine. What the hell are they thinking?
You could easily assume that they, too, were just another start up in a self-contained reality distortion bubble where “we can make a better WoW” seems like a reasonable proposition. They have the experience, the talent, and they have thrown in with the monthly subscription model. Easy to dismiss as either misguided or, again, hatching an evil plot to bilk players out of money for boxes before jumping to a F2P model.
But then there is the whole CREDD thing. The PLEX comparison is obvious, but just as easily dismissed due to the nature of EVE Online.
These guys aren’t dumb though. Right? This isn’t SOE with its seeming blind spot as to the obvious next question the moment they announce something. Maybe they have a plan, maybe they feel they can build a player driven market with EVE Online-like participation levels.
And maybe, just maybe, they have their own model where running multiple accounts gives you a serious, tangible advantage in-game.
Because it is that, plus the advent of PLEX, that could be driving growth in EVE Online.
Think about this.
In EVE Online I think we can all agree that playing multiple accounts gives you an advantage.
And that has been the case for quite some time. Even when I started playing the game, way back in 2006, you were only really serious about your internet spaceships if you has an extra pilot in space. Multi-boxing was common. And hey, if you enjoyed the game, then one or two additional accounts wasn’t a huge stretch.
But then along came PLEX back in 2009.
EVE Online was growing before PLEX. It continued growing after PLEX. But I do wonder what impact PLEX had on growth.
Because after the introduction of PLEX, it was suddenly viable to run more accounts, so long as you could use them to create enough ISK to buy PLEX to pay their subscription. Having two or three accounts gave way to having five or six or ten or a dozen. Seeing formations of mining ships clearly controlled by a single person became more common.
In fact, CCP has expressed concern about the rising price of PLEX at times. A single PLEX was selling for over 600 million ISK earlier this summer. That concern has always been couched in terms of being concerned with the in-game economy. And it is hard to deny that CCP takes the in-game economy seriously. But I have to wonder if there isn’t also some concern around the out-of-game economy; specifically the bit that pays the bills that keeps payroll going and servers humming. Because, while some players play for “free” by buying PLEX, every active account is still paid for by somebody, and nothing says “winning” more than an always increasing subscriber base. Grow or die, as they might say on Wall Street.
Is that what the WildStar team is hoping to achieve with CREDD? Because if it is, they aren’t convincing me.
I have been through this before, but I would be hard pressed to name another MMORPG where the player base is as invested in the in-game economy as in EVE Online. And the in-game is what drives PLEX and enables it to succeed to the point that it likely contributes noticeably to the subscriber base totals. And WildStar hasn’t said a thing that makes me think that they can manage that.
So I am throwing in with the conspiracy group on this one. Carbine must be making a cynical cash grab with this “buy the box and subscribe” plan up front, while readying the transition to F2P once the sheep are well and truly shorn.
Did I use that metaphor already? I can’t help it. I have seen sheep shorn, and they always come out looking pathetic, cold, and pissed off, in the same way certain MMO players do when their game makes that F2P transition.
Anyway, there is no other logical explanation for Carbine’s plan aside from a complete loss of grip on reality. And the TESO team will probably claim they own that and sue.
But it sure has given us all a lot to talk about.
Oh, and Brian Green’s hair continues its complete and total migration towards his chin.
I felt I needed just one more insult to secure the record. Did I make it, or do I need to bring up the NGE?
I moan a lot about the price we pay… both in cash and annoyance… for games that go free to play. That is, in many ways, a reaction to people that seem to believe that “free” really means “free” and that there is absolutely no downside to dumping the monthly subscription model. I try to sum it up from time to time. But I still see plenty of people giving the free to play model unconditional their love.
That doesn’t mean I have left planet Earth however. I can see still the scoreboard.
The reality of the situation today is that, if you are a new MMORPG on the market, the barrier to entry for the vast majority of your competitors is pretty low. A couple games can get away with just a monthly subscription plan at this point. World of Warcraft, because it remains more popular than any five western MMOs you care to mention. EVE Online, because it offers an experience unlike any of its competitors.
But after those two, the market is pretty much free to play, with a few niche subscription model games hanging about. Darkfall stuck with the monthly subscription because it is a niche game. Camelot Unchained will have a monthly subscription under the current plan, but it seeks a niche and not market dominance as well.
So if you are going to go into the MMORPG market and you want the maximum number of players to play your game, free to play seems to be the only way to go.
Unless, of course, you are bringing a brand new experience to the genre.
I mean, if you have something that people will seriously want and won’t be able to get elsewhere, then there is your market advantage. If you believe in it, you can skip free to play and move directly to Go, collect $200, and get with the monthly subscription plan.
But you had better well and truly be right. Because everybody seems to think they have something special. And the last few who have put their money where their mouths were on being special enough to command a monthly subscription… SWTOR or Rift or The Secret World for example… had to retreat from those positions.
So if you have an MMORPG project under way and you are considering a monthly subscription plan as the sole method of playing your game, you gotta to ask yourself a question, “Do I feel like a special snowflake?”
Well, do ya, punk?
So it was a surprise to me yesterday when WildStar came out swinging with the monthly subscription model. Carbine has some interesting idea, but for the most part the game seems to be a mild remix of the same old thing. More evolution of the genre without any “secret sauce” in evidence. They left themselves a “free” fig leaf with CREDD. But if that makes a game free to play, then EVE Online is free to play as well.
Of course, I remain surprised that they are making this game as an MMORPG in the first place. The primary “win” for this game is to fill the demand for people who love The Elder Scrolls games and who want to play them with their friends.
In playing Skyrim, my biggest disappointment so far is that I cannot play this with Potshot and the rest of our regular group. My daughter, on watching me play, her eyes wide as she took in the scenery, asked, “Is this multiplayer? Can I play with you?”
So my first question is why this isn’t being developed as a 4-6 player co-op game in the style of Borderlands, with a ton of DLC to help finance things? I may be missing something here, but that seems like the win.
But no, it is going to go the MMORPG route. And the team has a reasonable tale as to why they feel it needs to be subscription, which I would sum up as “we don’t want to pollute the game with all the necessary evils that a free to play game requires in order to make money.” You should read that article in full and soak in what they are trying to say. It points at a lot of the things I complain about in free to play, and it is refreshing to see a developer in the genre admit that they might be an issue for some players. The usual line seems to be “suck it up.”
Maybe they are right in going that route. Certainly the franchise would not be enhanced by an in-game cash shop, crazy mounts, pirate hats, and lock boxes.
And maybe they can afford to. The Elder Scrolls is a pretty impressive franchise. That name alone should sell a lot of boxes.
And perhaps they have a plan. Maybe they are not shooting to eclipse WoW, but to meet a sensible goal that they know can sustain the business and let them keep the subscription plan that they feel best fits the tone they want to set for the game.
Or it could all be a crass attempt to grab as much cash up front as possible while keeping their servers from getting completely swamped on day one while they work on pink cow mounts, pirate hats, and “talk to the hand” emotes for the big free to play transition nine months down the line.
We shall see.
But the monthly subscription model appears to still have some adherents in the industry. Not everybody appears to have drunk the cash shop Kool-Aid.
Do these two games, WildStar and The Elder Scrolls Online, have something special? Do they have what it takes to sustain themselves on a monthly subscription model? Or are we just watching two more victims of self-delusion headed for a fall?
Quote of the Day – Defending SWTOR… Badly August 21, 2013Posted by Wilhelm Arcturus in entertainment, MMO Design, Star Wars: The Old Republic.
Tags: Free-To-Play, Massively, Quote of the Day
Was this supposed to be sarcastic?
That was my exact thought when reading the Massively Hyperspace Beacon post Six misconceptions about SWTOR free-to-play.
The post purports to defend the SWTOR free to play model from people who “make it out to be something that it’s not.”
And yet, for me, the article managed to damn the game through defensiveness and hair splitting to the point that I really had to question if the author was secretly trying to undermine the game while pretending to be a fan. Was this SynCaine writing under a pseudonym? The author seemed more keen to reinforce than debunk a couple of his assertions. For anybody looking to play the game for the first time, the post is not much of an endorsement.
I certainly had some trouble reconciling that post with the words of SWTOR’s lead designer, who says he has gotten religion about free to play, and who recently wrote:
One of my mantras about being a free-to-play game is that, in order to call yourself that, your evangelists have to feel good about telling their casual friends, “Yeah, you can totally play for free!”
I guess you can still feel a little guilt for not telling your casual friends that the restrictions on free will come early and often and will seem at times like they are specifically designed to make the game frustrating to play unless you pay.
Not that such methods makes SWTOR unique in any way. I seem to recall that at one point somebody from SOE came right out and said that their model was to drive people to subscribe if they really wanted to play.  And LOTRO, which I have been playing a lot this summer, sure seems to have its hand out all the time, reminding me there is a cash shop almost constantly.
It comes with the territory, and doubly so with a subscription game that has been retrofitted into the model.
I have rambled on about my ambivalence towards the free to play model as currently implemented in popular MMORPGs. I can see the upside. New players, for example, are the life’s blood of such games, and free to play seems to be the only way to keep them showing up. But I can also see the cost, the fact that revenue generation always gets a primary focus. So if your model is based on unlocks and cash shop companions, that becomes the top priority and anything beyond that shares whatever resources are left.
The free to play model is certainly here to stay. I am just not sure if were “there” yet when it comes to the model maturing into something I am really happy with. But that might be a futile hope.
On the Verge of Moria July 11, 2013Posted by Wilhelm Arcturus in entertainment, Lord of the Rings Online.
Tags: Brandywine, Free-To-Play, Mines of Moria
Our Summer run through Lord of the Rings Online has actually been quite successful so far, given a pretty specific definition for success.
For me, success is advancing in the game to a point where I am seeing things I haven’t been through before. I am almost there. Basically, I have to get into Moria and go a few quests in and I will be beyond my past peak in the game, which came about two years back.
All of which would have been a lot easier if I did not end up on a new server every single time I went back to play the game.
Ah well. I am on the cusp. I have been through much of Eregion, having made the leap from Evendim at 40 and muscled through a combo of the Misty Mountains and Forochel a few levels early. That high quality halberd, amongst other equipment, you can buy when you have sufficient faction with the Wardens of Annuminas helped a lot, though it still won’t make the slowest elf in creation move any faster.
I have been to the door of Moria, in the little zone that contains the quest line to get in. It is the beginning of the Book II quest chain, so there is no skipping chapters, everything must be done in order.
The chain includes quite a few “lift and carry” quests for the dwarves who, following behind the fellowship of the ring, are trying to reopen the doors to Moria that have been mysteriously blocked. I wonder how that happened?
So you spend some time in the mini-zone picking up sticks or stones… which could at least break my bones if correctly wielded… delivering packed lunches, and solving the ubiquitous “Orcs stole my homework… and map… and supply list…” issues that seem to crop up in these sorts of game.
You do eventually get stuck into things… you know, you get to kill something… and reach a climax, though it might not be what you expect if you have never been there before.
After which there is a diversion back to Hollin to pick up your epic weapon. I went with the halberd, as I always think of it as the true weapon of a captain, though I might splutter a bit if asked to explain why.
DPS-wise, it was a bit of a step down from what I had been swinging. I have an alt… of course I do, and more than one… who I has been working on the weapon smith craft and who has kept me well supplied with sharp objects as I have moved along. You do not need to worry about armor if you kill the bad guy quick enough. Though now that I have hit the epic weapon stage, I do wonder what I will do with him.
But the epic weapon grows as you feed it the blood of your victims… erm… as it gains experience. Which it does through killing things. I am actually on the chapter in the Book II quest line where I have to level up my epic weapon 10 levels, at which point it has to go through a reforging or some such, and then I can move along to the actual story again.
So that is where I stand.
As for the cash shop intrusions into the game… I have been able to ignore them for the most part when required. I do buy things now and again. And it helps that, as a lifetime subscriber, I get a monthly 500 Turbine point stipend, which after a long stretch of not playing, added up to small fortune. So I have expanded my shared storage a few times to accommodate the passing of an ever larger array of crafting materials between alts. I am going to have to either make a scholar or stop collecting all that crap soon. I bought a stack of boosts for crafting experience, the ones that boost you by 50% over 10 minutes, to help make that stretch to the next tier every so often. And I bought probably the most useful item in the store for my main, who harvests.
Basically it means I do not have to swap tools to change between mining and chopping wood.
Also, I must admit, I did buy a pile of Mithril Coins. Their utility in getting to next travel point in the horse network proved too much to resist. And, I have spent a coin now and again at the end of the night to get to back to a quest giver to go to bed.
And once you do it, it becomes easier to do it the next time. Grumble, grumble, hurf durf, damn free to play conveniences have corrupted me again! *shakes fist*
I also am fine opening up the present every day, though that whole mechanism does feel like they are spreading things a bit thick on the cash shop front. You can have limitless presents, if you are prepared to pay for them! (At which point, they aren’t really presents, right? And what business model do we tend to associate with the phrase “the first one is free?”)
Still, if I end up with an equipment upgrade, it isn’t like I throw it away. I do refuse to play the lockbox game though. Yet another wrinkle in the whole free to play scheme of things. Hand out locked boxes, but sell the keys. We hates it, and the work that went to create it. My primary complaint about free to play remains that the game becomes focused on getting you to make that next purchase rather than keeping you subscribed. But it is a mixed bag and there are good points as well.
Other than that, it has been a reasonable revisiting of Middle-earth so far. There is still much I like about the game, not the least of which is the sense of being in Middle-earth when you are out and about, away from the quest hubs, when you have turned off the general chat channels, and you come across some odd ruin or bandit camp or other feature that the game doesn’t even require you to see, but is just there because it helps set the tone and atmosphere for the occasional adventurer that stumbles across it.
There is still good in the world.
Meeting Up in Rift After the Big Change June 20, 2013Posted by Wilhelm Arcturus in entertainment, Instance Group, Rift.
After having skipped a couple of weeks, we decided that we ought to have some sort of instance group night last Saturday. And seeing that Rift had just done the big free to play change over, we thought we ought to patch up and see what things looked like in Telara.
1.7GB of patch later, I logged in only to find out that my character Hillmar had been deposed as guild leader because he had not logged in for 36 days. Jollyreaper was promoted to guild leader on the basis of the “who touched it last” algorithm. I had actually logged into the game more recently than that, but not with Hillmar. And, something for the list of unhelpful features, when I did log in with Hillmar, I found not only the “you’re out!” message waiting for me in my mail box, but also several warnings that I would be deposed if I did not log in within the 36 day timer. Messages that I could not have seen unless I logged in, at which point they would be moot.
Somebody did not think that through.
Sadly, Jolly was away for the weekend, so we could not celebrate his ascension. Earl was also away, which left just myself, Zahihawas and Gizalia to see what Rift had to offer in its new free to play incarnation.
The first thing was a new mount, also waiting in our mail boxes. Veterans of the game got a shiny, ice blue tauntaun mount.
After looking at that for a bit, the three of us formed up in the same location and started talking about what we should do.
We decided on Instant Adventures more out of a lack of motivation than anything else. And that lack began to tell as running IAs quickly became tedious. The problem is that IAs are pretty much about getting experience and some sourcestones now and again. But as a group, we are still waiting to get together to knock off the first Storm Legion instance. We don’t really need any new levels and sourcestones rain on us no matter what we do, so chasing a series of “kill n rats” quests with a few strangers wasn’t really doing much for us.
So we ended up talking more than playing. We talked about Need for Speed World for a bit, a game which Potshot and I both seem to want to like more than the game is willing to let us.
There was also a long discussion about how hard it is to stay up as late as we used to. Back when the group started, we used to kick off at 10pm Pacific time and often did not finish up until as late as 3am at times, depending on what we were doing. Wailing Caverns took a long time back then, and I am pretty sure the sun was not far from rising when we knocked off Archaedas for the first time.
Now we start at 9pm and people are yawning by 10:30pm. And I am not sure how Earl does it, aside from being the youngest member of the team. He is on the east coast, so starts at midnight. We may need a new plan at some point going forward.
And then there was the examination of the Rift cash shop.
I am going to put a cut in before that… just because.
Rift Goes Free to Play Today June 12, 2013Posted by Wilhelm Arcturus in entertainment, Rift.
The time has come, the day is here. Trion Worlds has followed through on their plan and changed Rift from a monthly subscription game into yet another contestant on the free to play field.
I actually have not been playing Rift for a while now. Not because of the business model transition, but because our Rift group is on summer hiatus so I have been off in Middle-earth and New Eden.
Never the less, I remain mildly bemused at the change. The new currency has been unleashed.
Once down the cash shop path you start, forever will it dominate your destiny. Consume you it will, until lock boxes and random card packs seem like perfectly reasonable ways to generate money and you start to pander shamelessly to the so-called “whales.” Or something.
They still want people to subscribe, and hand out a set of benefits according to the store page.
You can even buy subscriber benefits in 1, 3, 5, 15, and 30 day increments with the RMT currency. And then there is REX, which lets people exchange in-game currency for RMT currency benefits.
So Trion has a plan. I have no doubt that, during the initial “happy time,” everything will seem just dandy, with more people playing the game and revenues jumping. And if you don’t mind the game selling just about anything from their cash shop, life will be good.
And if that sort of thing… or the whole equity equation… bothers you… well… I guess there is still WoW and EVE Online. Though WoW is bad at the equity thing in its own non-cash shop way.
Addendum: Happy time… engaged!
Quote of the Day – It’s All About the Equity June 3, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online, MMO Design, World of Warcraft.
Tags: Free-To-Play, Quote of the Day
…all microtransactions that sell game content also destroy equity.
-Ramin Shokrizade, in his The Barrier to Big post
Free to play, revenue models, and why some MMOs succeed while others fail remain hot topics in the MMO blogesphere, with a myriad of different opinions represented.
One recent thread has been the impact on MMOs of players being able to buy items that would otherwise be earned through game play. The argument was made at one point that, since you cannot “win” an MMO, that how other players acquire their gear and the like has no impact on you.
Mr. Shokrizade’s reply to that is quite succinct.
What if I spent three months earning the first horse in a game, and then a few days later I found out that 500 other players now had horses. But this was not due to a bug per se, this was because the game host decided that horses were cool and that players would pay real money for them. Again I describe this in Mona Lisa. Now horses are not cool anymore, and my equity has been destroyed. I’m upset! More importantly, I have now lost confidence in the game world and it’s hosts because I know they will not protect my efforts
It is not about winning. Winning, which exactly nobody was arguing in favor of, is just a straw man. It is about the value associated with your play and the developer not making you feel like your efforts were for nothing.
It is, in fact, about equity. Aradune‘s famous flaming sword in EverQuest would have been less cool if we all could have had one for a few bucks.
And, frankly, cool is a serious factor in an avidly social game.
This is part of the reason people get worked up about free-to-play, when the allegedly “cool” items are in the cash shop.
Anyway, despite a few obvious errors (as Edward Castronova will tell you, in detail, that EverQuest quite clearly had an economy before WoW… and WoW did not come out in 2003), and a rather specific use of the word “content” (something else people have argued about… this is not SynCaine’s usage… or maybe it is), it is a decent, if short, article that briefly examines why two games were successful… WoW and EVE Online (clearly a different definition than Strauss Zelnick used)… while other games failed to get there after those two blazed the trail.
Now who is going to argue that they love it when MMOs trivialize their efforts?
I am sure somebody will.
Or they will argue that you shouldn’t care about equity at all.
Bonus points for saying “it’s just a game.”