Category Archives: Gaming Industry Trends

Wally World Gives a Thumbs Up to Used Games

Walmart put out a press release to announce that they will soon be taking used video games in for store credit and refurbishing those games to make them “available for purchase in like-new condition at a great low price.”

WalMartLogo_450

This is no doubt a blow to those who like to frame the used game market as the moral equivalent to software piracy.  And it was always easy to vilify GameStop and its stereotyped raging gamer clientele in that argument, casting them as parasites and thieves respectively.

And while other companies, including Amazon, have dabbled in the use game market, when the largest retailer in the world steps up to the plate on used games… well… things get a bit ugly.

Not that it isn’t easy to vilify Walmart.  They were a customer at a past company I worked for, and they are every bit as difficult to deal with as they have been painted… though often in surprisingly stupid, shoot themselves in the foot sorts of ways.  But when their mind is set, they will get their way.  And if you think somebody is going to be able to pressure them to share a cut of used sales with game studios… something that was being suggested with GameStop… well, good luck with that.

Meanwhile, some companies, including EA, have grudgingly acknowledged in the past that the ability to trade in used games for store credit may, in fact, be propping up the sales of new games.

Using Used to sell New

Using Used to sell New

So one might wonder if this move by Walmart will prove a boon for the gaming companies, despite their grumbling.

Of course, this won’t be any sort of boon for GameStop, which lives in a tight little niche that depends heavily on being the only place close by to take your used games.  But now the big box on the edge of town, where your mom probably shops already, will take them as well.

Anyway, starting on March 26th you will be able to take used games to your local Walmart for store credit.  At some future, as yet unspecified date, Walmart will begin offering “Certified Pre-Owned” video games for sale, with the promise of them being refurbished to “like new” condition.

Expansion Watch – A General Lack of Excitement

Normally I would say it was just me, content in my little gaming routine, that was feeling a lack of excitement about MMO expansions right now.

But after working for a good minute or two on the subject, I began to see some signs, and get a general sense, that I might not be alone on that front.  Certainly the game companies haven’t been doing much to light a fire.  And I say that while noting we are headed straight into the last quarter of the year when some companies traditionally ship, or at least announce, expansions.

This is what I have noted down so far.

EVE Online

CCP has been on the “about two a year” track for ages now.  Just look at the list up to June of this year.  Sometimes they slip one way or another, with their expansions running early or late.  And I am not sure if Revelations II should be counted as its own expansion or not.  But for the most part CCP has a system and it has worked.

Yet here we are into September and we just got Odyssey 1.1 with a whole pile of changes.  That seems awfully close to the margin when you want to start off rolling new features into the main code branch for integration and sanity checking reasons.  There is a hazard in changing things up too frequently.

On the flip side, CCP has not been very successful with the long wind-up for things.  See DUST 514.  And EVE expansions tend to have a pretty short cycle between announcement and go live.  So they may still be operating as normal.

EverQuest

The big news maker at SOE Live was EverQuest Next.  That was what everybody was talking/writing about.  But, somewhere amongst the sand art the talk of voxels was an announcement about the next EverQuest expansion.  The 20th expansion.  A big, fat hairy deal, making it to 20 expansions one would think.  And so this important milestone was named…

um…  where did I put those notes…

It was named Call of the Forsaken!  There is even an official title/logo/graphic thing, which puts it well ahead of the game compared to most other expansions at this point.

EQCotF

Given how much press it has been getting, that name might give the Chains of Eternity expansion a run for its money in the unintended irony department.

SOE has announced beta and pre-orders for the expansion, but as far as I can tell has not bothered to post a feature set or other details on the main EverQuest site.  I suspect that this is in part because the name of the expansion does not follow the standard naming format of “Something of Something,” which has lead to some internal rebellion by the web team.  Or they were part of the layoffs.

EverQuest II

Like its older brother, EverQuest II had an expansion announcement at SOE Live which was likewise completely overshadowed by EverQuest Next.  The new expansion, Tears of Veeshan, was announced in a hallway somewhere and hasn’t been heard from since as far as I can tell.  Unlike the EverQuest site, the EverQuest II web pages appear to have no mention of the expansion whatsoever.  Remember what I said about SOE and keeping excitement going?

The expansion is planned for November, so SOE has some time.  But it is starting to feel like past versions of Norrath are on the back burner while EverQuest Next hogs all the excitement by… uh… talking about whether female dwarves should have beards or not.  Jesus wept.

Guild Wars 2

No expansion for Guild Wars 2 has been announced or even discussed to my knowledge.  But when you are clearly making most of your revenue from selling boxes, and you have a history of selling boxes, it seems like you might want to get another box on the shelves at some point.

Lord of the Rings Online

At last, somebody who has an expansion in the works, who has announced it, and has followed up with… something.  They have a press release posted on their site at least.   And a logo.

LOTROHelmsDeep

And I guess they showed some stuff at PAX.  But if you were just me poking around on the web trying to find information about it, you might wonder if they were really serious.  Usually Turbine is out with the per-order incentives and such about now.  So far it seems pretty quiet for the Helm’s Deep expansion.

[Addendum – There is now an announcement for the expansion release date.]

Star Wars: The Old Republic

SWTOR already had an expansion this year, Rise of the Hutt Cartel.  That came out six months back.  But now, if you are a subscriber, you get it for free.  I am not sure what that says about how well it was doing.  And I have to guess that, if you’re a subscriber, it means you really like the game, so you probably bought it already.  Well, They have a little something for your trouble at least.

World of Warcraft

Ha ha ha, I know.  They just released Mists of Pandaria like a year ago.  That is practically yesterday in World of Warcraft terms.  And they just gave us the Siege of Orgrimmar update with all sorts of new features.  Even Kihei was on her level 90 reaping the rain of loot that is the Timeless Isle at the moment.  I am sure that will be nerfed significantly before I get there, while all the best noodle cart locations will be taken.  Yes, we got noodle carts with the patch as well.  I am not making that up.  Go read the patch notes I linked there, you’ll see.

Anyway, will the new stuff in patch 5.4 be enough?  Can a patch, no matter how feature rich, have the same draw or get the same attention as a full blown expansion.  As much as expansions expose the ludicrous nature of the level based system, often stacking the shiniest new content as far out of reach of new players as possible, it is the sort of thing that will get people to buy boxes and resubscribe.  So I will be surprised/dismayed/annoyed if Blizzard does not announce something like a WoW expansion at BlizzCon this November.  Hints about character remodels are not enough.

As slow as they are, Blizzard did get a Diablo III expansion into the queue for next year, so there should be something.

Others

That is just the stuff that springs to mind.  Are there any other expansions that ought to be noted?

I figure that Final Fantasy XIV and Neverwinter are too new.  Trion is probably too busy with the free to play conversion and their own internal turmoil to have anything set for Rift. And who else is there that might ship an expansion?

I am not sure how well selling expansions mixes with free to play in any case.  LOTRO has kept it up, and SOE is trying.  But other players in the space seem to be just dropping semi-regular content updates in the hopes that they can tempt you into spending at the cash shop, or at least annoy you into returning to the subscription model that I suspect some free to play developers still secretly love.  Why else would you sell hot bars at your cash shop?

But expansions have been, in the past, a community focal point, a way to get both your current and former customers excited about your game again.  Only I am just not feeling it this season.

Am I alone in this?  Are things different this year?  Or is it just too early in the season?

Some Insight on Free to Play

The September issue of Game Developer Magazine dropped into my mail box this past week.

This month there was a column by David Edery, CEO of Spry Fox (which created Triple Town and Realm of the Mad God) titled “Free-to-Play Pitfalls.”

Game Developer Magazine does not print their articles online and I am sure would object strenuously to my reprinting it wholesale, but I though just a repost of the paragraph headings would be instructive.  They were:

  • Don’t Assume Other Games are Profitable
  • Don’t Design Yourself Into a Corner
  • Don’t Expect Recognition for Your Restraint
  • Don’t Expect Miracles
  • The List Goes On…

While he was writing about Triple Town, which fits into the social gaming bucket, a lot of what he wrote clearly hits the mark even when looking at the MMO world.

I thought it was interesting that, in the last section, one of the mistakes he pointed at was emphasizing aesthetic (cosmetic) items rather than consumables.  That makes me think of EverQuest II and their apparent cosmetic mount based economy as well as League of Legends, which sells only cosmetic champions and grind reducing buffs.  People always point at the former, but I wonder how much of the money they make is really from the latter.

The end of the article points to a video of a presentation he did at GDC which gets down into the nitty gritty of money.  You can find the video here, and it has bookmarks so you can skip right to the “But does RotMG Make $$$” section if you like.

In the video he mentions his own blog, which I ran off to find.  Titled Game Tycoon, it has more insight into the free to play scene.

And while the focus is more on independent development, the basics certainly apply to the larger budget MMO sphere, especially given the impending demise of City of Heroes and SWTORs F2P plans, which they aren’t sure will even be viable.

Addendum: And the CEO of Wargaming.net just weighed in on free to play and how publishers do not understand it, which seems to fit with the theme here.

38 Studios – The Legend, The Myth, The End

Live fast, die young, leave a good-looking corpse

John Derek in Knock on Any Door (1949)

Well, I cannot speak to whether or not 38 Studios lived fast, and six years can be a long time in technology, so you can argue that the company did not die young.

But they left a good looking, if sparse, corpse in the form of a three pictures and a less than two minute fly through video of their planned virtual world.

Somewhere in Copernicus

Legends have been created out of less.

And now nobody will ever say that Copernicus, their as yet unnamed flagship game, to which the main effort of the company had been devoted for almost six year, sucks.

Nobody will complain about unbalanced classes or broken game mechanics or servers being down or sever queues being too long or any of the thousand other things that we find to pick on when it comes to MMOs.

Copernicus is pristine, a blurry mirage doomed to ever been in the distance, on which some will overlay their hopes and dreams for the future of MMO gaming.  I’ve seen it already, with some bloggers mourning not just the fact that we will now never see this game come into full bloom, but that it somehow represented our last, best hope to return greatness to the genre.  Some future games will find themselves compared to Copernicus that might have been.  It was to be the holy grail game that brought joy back to fantasy MMOs.

Which is a tune I have heard before.

It was the sort of thing some of our guild members were saying about Vanguard in 2005 when we were playing EverQuest II and it had fully sunk in that the game really wasn’t a sequel to the EverQuest experience.  And so Vanguard became the dream, the game destined to be the true successor to EverQuest.

And, well… we know how that turned out.  Sigil Games, facing their own financial woes, opted to go to market early with a game clearly not ready for prime time.

In one of those twists of timing, it was just five years ago this month that Sigil folded up shop with the now infamous parking lot layoff, sans Brad McQuaid.  But we got the word from Smed that SOE was swooping in to save the day.  SOE was a hero for the moment, but I wondered how long they would remain a hero.  Not very long, it seemed, as soon all the problems with Vanguard became SOE’s problems, and SOE’s fault for not fixing them fast enough.

It makes me wonder what image Vanguard would have ended up with had Brad opted to run out of money before launching the game.

Alas, there will be no SOE white knight to rescue Copernicus.  Those days are clearly done.  Back when SOE was under Sony Pictures, which I am convinced really didn’t know, and didn’t care, what was going on in San Diego so long as the money was coming in, was able to collect orphaned MMOs like Vanguard and The Matrix Online.  Now though, under the PlayStation people, who clearly want to hear about things that sell PlayStation hardware when they aren’t being evil, things have been trimmed back substantially.

There was an estimate that the assets of 38 Studios might be worth up to $20 million, though that sort of talk denies the reality of software development.  If you buy a software company with no people, you have pretty much bought nothing.  The people who write the software, they are the assets.  Without them you have some source code, which can be interesting, but is tough to make your own.  You can bring in your own people to try.  I’ve been down that path.  If you just want to be able to build the software and maybe make some small fixes, it can even be viable.  But if you want to own the software and be able to use it to its full, you have to know it well, which is hard work.  And the first thing that will happen is the devs will start saying that it is easier to rewrite some section of code from scratch than figure out what is really going on, and that way lies madness and repetition of the same mistakes to gain the same knowledge as the original authors of the code.

And then there is the outside influence of Star Wars: The Old Republic which, according to analyst Michael Pachter, has killed off interest in investing in MMO projects.  To quote the money line:

Nobody is buying MMOs after Star Wars fizzled

So yeah, we can blame SWTOR!  Because if EA can’t get MMOs right, then it is clearly some sort of once-in-a-lifetime black art not worth exploring.

Life in the big money lane.

I feel a bit sorry for Curt Schilling for not getting to live out his dream of creating a great MMO.  But only a bit.  I mean the guy had fame, fortune, and three world series wins coming into this deal, all while deliberately and maliciously being younger than me.  He can go back to that.  Maybe he can be a champion for small studios that reflect some of the things he was trying to bring to MMOs.

But I identify more with the team at 38 Studios, the worker bees who have to scramble to find another gig to pay the mortgage.  I’ve been down that path a few times.  The joy of Silicon Valley start ups, here today, gone tomorrow.  I worked for eight different companies in the 90s, and only one still exists.   I was there twice for the “everybody go home” company meeting.  It doesn’t get easier with repetition.

I do want to throw out a minor “screw you” to 38 Studios for buying and shutting down the Azeroth Advisor.  Grudge holding… we have that here at TAGN.

But other than that, I am sorry to see things turn out as they did.  We won’t ever see Copernicus now, and so I will be denied the privilege of playing it while complaining about insignificant details that annoy me.

Addendum: And then there is the industry insider view of this debacle from the newly returned to blogging Lum and how it is killing the very concept of massively multiplayer online gaming.

Further Addendum: And there are always methods to make a bad situation worse.

R. A. Salvatore says Copernicus was awesome, but can’t actually back that up.  He was right on one thing in that comment, he shouldn’t be commenting.  More for the myth and legend department.

Steve Danuser puts the blame on the governor of Rhode Island.

It looks like 38 Studios may have screwed some employees worse than others.  Was that the governor of Rhode Island’s fault as well?

Everybody wants to know where the money went.

Of course, there is Curt.

And then Derek Smart chimes in with a dump truck load of reality.  Refreshing to see him poking at a subject that needs it.

Raptr: MMOs? None Were Released in 2011

Raptr, the game play tracking and social network tool thing that seems a lot like Xfire… because it was created by the same people who made Xfire… where was I going with this…

Oh, yeah.

Raptr announced their Most Played Games for 2011, restricted to games launched in 2011, despite the fact that we still have 23 days to go here.  Maybe nothing else important is launching this year.

What?  Star Wars: The Old Republic is launching this year?

Well, too late and too bad!

In fact, of the categories Raptr chose to acknowledge, MMOs barely make the cut.

The categories are:

And while you might think “Open-World Game” would include MMOs, that is actually just single player open world games like Batman: Arkham City or L.A. Noire.

No, the only mention of MMOs is in the final category, the one about Paid-to-F2P conversions.  That covers MMOs, because it seems if you ran some sort of crime or crime fighting MMO… Champions Online, DC Universe Online, City of Heroes, All Points Bulletin, or… well, it doesn’t quite fit but I’ll make it fit… Global Agenda… then apparently 2011 was your year to go Free to Play.

So, from one angle I suppose congratulations are in order.  Raptr managed to do a “Most Played” list that squeezed in MMOs from such an angle that they avoided mentioning any fantasy MMOs… like Rift maybe… along with Star Wars: The Old Republic.

Was it really that bad of a year for MMOs?  I know my 2011 MMO Outlook ended up on the sad end of things, but were there really so few launches?

Was the slide to F2P really the big event for 2011?

SOE Station Access Returns to 2004… And Then Some

I was going to wait until SOE posted something official on the SOE web site about the Station Access price reduction, but their community team seems to all be at E3 and unable to do anything besides post pictures to the SOE Facebook page.

I thought a bit of caution might be required, since the stories that announced this coming price reduction all seemed to lack an official original source to which they could link to, only linking to other similarly sparse reports on the subject.  Given how the press “misunderstood” and repeated certain stories during the Sony hacking fiasco, I thought a little care with SOE related stories would be a good thing.

Color me a cynic.  I want the deal in writing.

But I am also impatient, so let’s just treat this as if it is true, and that SOE is going to reduce the price of Station Access to $19.99 a month, down from its current $29.99 a month, at some date which we will refer to as “soon.”

I remember when Station Access was announced, way back in late 2004.  A mere $21.99 a month would cover your subscription fees for all of the Sony Online Entertainment MMOs. (I had to go back to my SOE billing history to get that number.)

For me, the fact that I could be subscribed to EverQuest II and still go tinker around in EverQuest was a decent draw at that price, but the clincher was the fact that, with Station Access you also got a couple more character slots in EQ2.

I will grouse to my dying day about SOE launching a game with 24 character classes that only allowed you to make four total characters.

The price went up to $24.99 later on, and then just a little over four years ago it jumped up to its current $29.99 a month.

The speculation at the time was that this was to help cover Vanguard being brought into the SOE family of MMOs, and there was worry that with each new game a future price increase would come.

Fortunately for those of us at the consumer end of things, the price did not rise any further with the addition of games like Pirates of the Burning Sea.  I would guess that the $29.99 price seemed to SOE to be perhaps the most the market would bear.

For those who are not familiar with Station Access, it is one of the SOE subscription plans.  It allows the subscriber to play any of SOE’s online games as though they have subscribed to that particular game.

In theory you must buy the game box before you can play any particular game.  In practice I was able to download and play Star Wars Galaxies, The Matrix Online, and Planet Side without paying for anything aside from my Station Access subscription.  And the games you play benefit, as your Station Access subscription is allocated out based on what game you play over the month.

At $21.99 it was a hell of a deal.

At $24.99 it was still a very good deal.

But at $29.99 the package deal lost some of its luster.

At that price it was a penny more expensive than simply having two month-to-month subscriptions for any given pair of SOE games.  Furthermore, with a standard subscription you can get a further discount by subscribing in 3, 6, or 12 month increments, something not available to Station Access subscribers who can only pay on a month-to-month basis.

This lead to a rather amusing, in my opinion, Station Access Savings Calculator that would tell you how you could “save” nearly $75 a month in subscription fees (if you otherwise subscribed individually to every SOE game), but could not explain why you should subscribe if you only played one or two SOE games.

So unless you were active in 3 or more SOE games on a regular basis (and there are some of you out there who have been at times… I’m looking at you Stargrace and Tipa… and speaking of Tipa, her comment on this post is worth noting just for context) or really needed one of the few other benefits that Station Access offered (like more character slots in EQ2… of that I am guilty), the value proposition for Station Access was not so hot.

But now, if the news is to be believed, Station Access is being reduced in price, back to a level below what seems like a good deal back in 2004.  At $19.99 a month I would subscribe to SOE games only via Station Access, if only to allow myself to peek into EverQuest now and again and keep myself going in both versions of EverQuest II.

Which leaves me with the usual question, “What does it mean?”

Certainly SOE has been a leader in subscription options.  Just looking at EverQuest II, does any other competing game offer as many ways to subscribe and play?  We have free (EQ2X only, granted), $10 forever (ibid), a 3 day a month plan (EQ2 Passport), a standard monthly subscription, and Station Access.  If there was a lifetime plan and an option to buy your subscription time with in-game currency I think they would have almost all the current options in the MMO sphere covered.

But with all of that, why upset things with a radical change in the price of Station Access?

My speculation, and that is all it is, is that the market has changed, both inside and outside of SOE.

Back when EQ2 launched, $15 a month was the defacto standard subscription fee.  (Remember how we scoffed, well I did, when Mark Jacobs suggested that Warhammer Online might charge more, positioning it as a premium game? And now the first 10 levels are free.)  $15 was the line, and the MMO companies held to that, because there were not a lot of options for your western fantasy MMO dollar.

But with the market now flooded with choices, price has become one of the points of competition.  With Lord of the Rings Online, for example, even before it went free to play if you couldn’t find a way to subscribe at $10 a month (basically a $5 discount off the list price) you were not trying hard enough.  And after going free to play, $10 a month became the standard monthly VIP price.

$15 a month has gone from being the standard to being something of the cap on MMO subscription pricing.  How can you charge MORE than WoW, the bestest MMO ever if we use subscribers as our sole metric like so many people do?

So for something like Station Access to “feel” like a deal, pricing it at double WoW is no longer really viable.

And SOE has changed as well.  When Station Access came out… and even when it went up to $30 a month… SOE games were all monthly subscription that, with the exception of Planet Side, were at the standard $15 a month.

Now, however, we have FreeRealms which is nominally free, as are EverQuest II Extended, Pirates of the Burning Sea, and Star Wars: Clone Wars Adventures.  If that does not necessarily break the Station Access model, it certainly adds a new dynamic to it.

And you have Station Cash, which has been around for a while now and which was not met with enthusiasm. (And it still has the purists screaming. See race change potion on Fippy Darkpaw.)  Station Cash has become, over the last two and a half years, an increasingly bigger piece of SOE’s revenue pie.  And this, I am going to guess, is probably the key item.

While market changes certainly had no small influence, I am going to bet that somebody did the math, went through and figured out how much revenue there was in attracting each free to play player and how much that revenue changed… went up… when a free to play player converted to a subscription.

Those would be very interesting numbers to see, but I would guess that Station Cash purchases for a player that commits to a subscription are higher than for a free player.  And, I would additionally be willing to bet that somebody willing to spend Station Cash in one game is more likely to spend it in other SOE games.

And if that is the case, getting somebody to commit to all of your games probably nets out better in the long run if Station Access is less expensive because more people are likely to commit over all.

Or so goes my theory, which I will summarize as “market change and the increasing importance of Station Cash purchases to the SOE bottom line.”

Syp took a look at the value proposition of the change, which for a consumer can simply be said to be “better,” but I haven’t see much on the “Why” front.

What do you think is really driving this change?

Addendum: They posted the webcast to YouTube and mentioned the Station Access pricing change in their post on the Station Blog, so we now have something in writing.  Still no details… like an actual date.

A Weekend in EverQuest II Extended

I did not know it was going to be a free “gold level” weekend in EverQuest II Extended this past weekend.

Not that it would have mattered.  I opted in for a month of Station Access which, it turns out, also gives me a Gold Level membership in EQ2X, as I think I shall refer to it.

I figured that, as I had just done the level 1 to 20 jaunt in old, subscription style EQ2, that it might be an opportune time to compare that with extended.

I thought I was actually going in as a bronze level player when I grabbed the EQ2X client on Thursday.  However, I quickly noticed that I had a lot more bag slots than I was supposed to get as a bronzie.  I also did not have the option to upgrade to silver, which you can do for a one-time, 1,000 Station Cash transaction.

When I went to check my SOE account information, it showed me as a gold member by virtue of Station Access.

The current (as of this date) EQ2X membership chart will show you what the differences are (I have the previous one here, if you want to note minor changes):

The account level matrix

Still, even if I wasn’t a bronze, I figured that the comparison was still worthwhile.

I decided to repeat my experience as closely as I could.

I rolled up another barbarian berserker.  I started him in Halas.  I even named him Sigwerd.

Sigwerd (the second) is now level 22 on the Freeport server, the EQ2X server.  Here are things I noted on the way to that level.

Population

I saw a lot more people playing on EQ2X compared to my adventures on the Crushbone server, which is no slouch when it comes to population on the old servers.  It isn’t Antonia Bayle, but they are not going to merge it with another server either.

The Freeport server always shows a heavy load because it is the only EQ2X server available.  SOE appears to be ready to try out that single fantasy world idea I was speculating about roughly two years back.

Because EQ2 uses multiple versions of the same zone when a zone becomes heavily populated, I was not seeing anything like all of the people running around in the New Halas area.

Many versions of the Frostfang Sea

Because you end up doing a couple of solo instance events as part of the New Halas 1-20 quest line, you can tell when there are a lot of people about.  On Crushbone, on a Saturday afternoon, I never had to choose which version of the zone I wanted to enter.  But I saw as many as 7 versions of the Frostfang Sea on Freeport.

Of course, there is a downside to this.  If your main argument against WoW is that people are there are idiots, then EQ2X is proof that idiots are a fixed percentage of any population.  With everybody allowed access to all channels for the weekend, the idiots made themselves known.  I think the main purpose of the levels 1-9 channel is to force new players to learn how to turn off a chat channel.

And even if we vary on definition of who is a idiot, certainly the masses on EQ2X show a very WoW-like attitude towards what messages are appropriate on the Auction channel.

Still, I can put up with a bit of that to have a world that feels occupied and in use.  Or at least in a world where parts of it do.

Certainly New Halas is a vibrant and active location.  But it is the hot new zone with the fancy new housing.  Everybody wants to be there.

Meanwhile, a trip through Qeynos was a trip through an almost empty city.  A couple of people were running around, but it was about as active as the Crushbone version, which is to say not very active at all.  But then, what is there to bring people to Qeynos these days?

Buy Stuff, Sell Stuff

I was interested to see that on the EQ2X server that you could buy your way through the equipment rat race.  A set of master crafted armor, for example, runs 600 SC, or $6.00 US.

One suit, made to order

And the equipment grind is even more of a rat race these days since SOE has made old equipment lose its effectiveness as you out level it.


Sorry, that master crafted armor you bought 10 levels ago, it isn’t just 10 levels out of date on mitigation stats, it doesn’t give you any at all.

I am not sure what this is doing to the in-game market.  You are forced to buy new equipment every 10 levels, but SOE will happily let you buy your way out of that worry.  Is that good or bad for people who, say, craft armor?

The broker seemed pretty vibrant for things like collection quest items.   I made over a plat with those, mostly because I was being a bit obsessive about finishing off the butterfly collections.  But this was a weekend when everybody had access to it.

Most of the time, bronze players have no access, and silver players can buy but not sell on the broker unless they buy special credits.


Those 10 credits run $1.50, so you basically have to pay 15 cents to sell something on the broker.  That seems a bit steep.

I realize that it has been said that there is a hope that we’ll go back to the Commonlands Tunnel method of commerce.  The problem is, SOE will sell you all the important equipment, which leaves commodities like trade skill materials (which SOE will also sell you directly, btw) which are best handled via the broker.  I mean, there is a reason they put a broker in every trade skill instance, right?

The Inevitable LOTRO Comparison

Content is an obvious area of comparison with Lord of the Rings Online.

EQ2X gives you all the content in the game up to level 80.  If you want the Sentinal’s Fate content, which is 81-90, you’ll have to buy the expansion.  This is a big selling point over the LOTRO system where they want to sell you content past level 20 or so.

I was a bit surprised at how many restrictions I could not buy myself out of in EQ2X though.

Again, comparing with LOTRO, I like that they allow you to get past the bag slot restriction with cash.  More bag slots, more bank slots, more shared slots, all yours for some Turbine Points.  In EQ2X, these items are not available for Station Cash.  No, you have to move up to a higher access level.  The only exception seems to be character slots, on which I have given my opinion already, an opinion I heard echoed a few times in-game.

Then there is the currency question, Station Cash versus Turbine Points.  I like that Station Cash seems have a set value versus real world currency, so no matter how you buy it, it is 100 SC to the US Dollar. (In the US at least.)  Turbine Points can run anywhere from $0.60 to $2.00 per 100, depending on how and where you purchase it.

Station Cash also seems to have more options for purchasing.  For example, if I want some Station Cash, I will probably buy it via my cell phone, which is on a pre-paid plan that I barely use.  So there is more than $200 sitting there that I have already “spent” once, by putting $20 on the phone every 90 days to keep it active, that I could turn around and “spend” again on Station Cash.

On the flip side, I do really like that you can earn Turbine Points in game.  Played right, and not too far off the most efficient path, you can earn enough points to get a few zones past the initial level 20 cap.  Station Cash, as far as I can tell, is a cash-only situation, barring the 600 Station Cash I seemed to have accumulated by just being subscribed off and on over the last couple of years.

Conclusions?

Well, aside from the lack of that “Knight of Bayle” quest for new players, EQ2 and EQ2X are the same basic game.

EQ2X’s main draw, for those already play EQ2, is the fact that the server is well populated.  It is very nice to see the game feeling alive again.  It am glad that SOE is holding firm on keeping this to a single server, even if it does mean more disconnects when zoning. (On Sunday, every attempt to enter my house ended up with me at the character select screen.)

That said, it is kind of a pain that for EQ2 vets the option to play on a well populated server seems to require moving to a place where your $15 a month doesn’t buy you nearly as much.  I wonder if SOE should pursue a more aggressive plan towards server consolidation for EQ2 Live.

Then again, part of the liveliness of the Freeport server is that new people are joining the game.  You could crush all the EQ2 Live servers into a single server and still not get any new blood since the only trial for the game is EQ2X, and once you make characters there you cannot move them to EQ2 Live.

So it looks like EverQuest II Extended is the wave of the future.

What do you think?  Is a more vibrant and varied population worth the restrictions that hit even Gold level accounts?  Is there a way to save EQII Live, or will it be non-stop server consolidation from now on, until we’re all playing on the Antonia Bayle server?

And should SOE try this with EverQuest as well?

Piracy vs. Opportunity

There are always multiple ways of looking at a problem.  The entertainment software industry sees the used game market, embodied by GameStop, as a bad thing.  As THQ’s Cory Ledesma put it in an interview over at CVG:

We hope people understand that when the game’s bought used we get cheated

And Penny Arcade got in on the act and made the “used games = piracy” association.

I wrote 1,500 words on the subject, but tossed them because in my mind it all comes down to a simple choice.

You can say “screw you” to those who purchase the used version of your game, as THQ did in that interview:

I don’t think we really care whether used game buyers are upset because new game buyers get everything. So if used game buyers are upset they don’t get the online feature set I don’t really have much sympathy for them.

Or you can figure out how you can turn them into a customer.  Here is somebody who has an interest in your game.  Getting that far is most of the battle.

Couldn’t you just tell them that if they want to access the online content they need to enter the code that came with the box, but if that code has been used or missing, they will have to purchase a new code for, say, $10.

$10 seems like enough to keep from rewarding the market from buying used.

Sure, you’d want to tinker a bit with what people got.  Maybe the original code gave you a little something extra, some sign that you didn’t buy used.  But you would want the second-hand purchaser to have access to all the functionality.

But if you work that out, it makes that person your customer in fact.  You made a sale that had very little overhead, the customer having provided his own box, disk, and manual.  It gives your marketing department another name and email address.  And I am going to guess that a certain percentage of such buyers will feel invested enough to buy your next game new.

It isn’t that I think THQ’s point of view is not legitimate.  They do have a point.

But is their response necessarily the best one?

Scamville Juxtaposition

There is a nice piece up this morning over at The Secret Diary of Steve Jobs where Fake Steve (Dan Lyons) points out (with his usual flair) that while TechCrunch was going after Zynga’s scam ad driven virtual goods business all last week, over at the New York Times they were working on a piece that ran on Saturday about how virtual goods were now bringing in money, which included Zynga as an example of how this market was maturing.

Did the New York Times mention any of the practices that TechCrunch brought to light?

No.

But which will influence people more?

Which article scares you more?