Tag Archives: H1Z1

Friday Bullet Points – Names and Prices and Gambling

It is Friday and, while I have posts that I could put up today, I wanted to cover a few small items that popped up this week, if only to write them down for discussion later.  As usual, just marking the dates with a bullet point post.

King of the Kill Dethroned

In a surprise move… to me at least… Daybreak announced that their battle royale game H1Z1: King of the Kill, already under pressure from hot new contenders like PlayerUnknown’s Battleground and Fortnite, decided that one of the things it needed to do was simplify the games name.

So they cut one side of the colon.  The side with what I sort of considered the actual name.

The game is now simply called H1Z1.

H1Z1 – October 2017 logo

Back where we started in 2015 when there was only one game with two modes and a single name.   Only the other mode is now Just Survive.

H1Z1 2015 Logo

Daybreak gives a several dubious sounding reasons for the change, ending on what was likely the real answer”

…having the word ‘Kill’ in the name of the game can be limiting with some global audiences…

I have to admit that I cannot, off the cuff, come up with a widely successful game with “Kill” in its name.  Maybe they’re right.

Of course, none of that changes the fact that the two titles mentioned above are eat H1Z1’s lunch, that the game is still in Early Access after saying it would be released last year, and the planned console port is still just a wink and a promise.

Oculus Price Cut

Facebook announced a price cut for the Oculus Rift.  The unit, which started off at $599 back in the day, will now be $399 and include the Touch controllers as well, at one time additional cost items.

That is a better price, though I am still in the boat of having to upgrade my PC first to be able to support their VR implementation.  I am at the very minimum spec for the Oculus Rift, and we now how well minimum specs work out.  And there still isn’t a must-have game or app out there to push me forward.

Facebook also announced the Oculus Go, priced at $199, but then didn’t say much about what the hell it actually was.  According to the Game Informer post linked above, the Go unit is stand alone and comes with one controller and a lot of promises.  So I am not sure what that even means.  Can I watch movies on it?

Empires of Kunark Still Half Price

Back to Daybreak, where the Norrath titles are in the middle of their annual expansion run up.  I’ll probably compare and contrast the pre-order offers at a later date.

But as part of that both EverQuest and EverQuest II put last year’s expansion up for sale at half off the original price for a limited time.

Empires of Kunark – Half Price through Tuesday

If you wanted to get all of the goodies that came with the more expensive packages… well… they are less expensive now, though you don’t get any price credit for having bought the base package it seems.

Half Price Pricing, Buy or Upgrade

As usual, being a subscriber gets you an additional ten percent discount.

Lockboxes and Gambling

This has been going around due to a petition to the UK government to declare lockboxes a form of gambling.  This seems silly to me as lockboxes do not meet the required win/lose scenario of gambling.  You always get a prize.  That it is not the prize you wanted is irrelevant and you don’t get to claim that virtual good have no value if you only mean the ones you don’t like.

Anyway, fellow bloggers have weighed in on this:

The above doesn’t mean I like lockboxes, and I certainly don’t spend my money on them.  I think they are a predatory device that plays to the same weaknesses that gambling does.  They just aren’t gambling any more than Pokemon cards or the gumball machine at the grocery store.  Chance alone does not make something gambling.

Meanwhile devs offer responses as to why they use lockboxes.  Spoiler: They have families to feed, so are apparently absolved of any moral issues.

Meanwhile, Activision has patented a system to punish you for not paying to win, which can include buying lockboxes, so welcome to reality.  Good luck playing for sympathy with that on your side.

Daybreak 30 Months In

30 months seems like a nice round number for a review.

I was thinking about Daybreak over the weekend.  It has been about two and a half years now since they ceased to be SOE and began living the “indie” lifestyle as Daybreak.  Freed from the shackles of their PlayStation overlords there was the promise of being able to do new things… mostly on XBox.

First though, they had to clean house.  That started with staff cuts.  They cut games, Dragon’s Prophet, PlanetSide, and Legends of Norrath, though they had already cut some games as SOE to get ready for the deal.  Then they killed off the long suffering EverQuest Next project and released Landmark, only to close it down less than a year later.  That left them with a tidy array of games.

Daybreak Lineup – Fall 2017

DC Universe Online

Profitable on PlayStation, DCUO was the beneficiary of the whole “we can develop for XBox!” plan, getting an XBox One client last year along with the promise of being able to play on servers with Windows players.  I can’t recall if that ever happened.  The game does get regular content updates and likely continues to be profitable.

EverQuest and EverQuest II

The foundation of the company.  I remain of the opinion I expressed on a podcast a year and and a half ago, that these two titles are in the strongest place they have been in a long time.  Both games get yearly content expansion and regular updates and Daybreak has continued to successfully play the nostalgia card with both titles, rolling out fresh servers focused on old content.  Those are consistently the most popular servers though even I, a big fan of the idea, wonder how long these titles can live largely on that sort of thing.

H1Z1 – King of the Kill

The surprise break-out battle royale aspect of the H1Z1 saga, it still hasn’t managed to exit Early Access despite Daybreak’s parent company considering the game launched 30 months ago.  And there is a question as to how long its reign of success will last now that PlayerUnknown’s Battleground is now the darling of battle royale titles and Twitch streamers.  You cannot live on selling $5 in-game hoodies when a new game is stealing your audience.

Yeah, who owns Battle Royale now?

Having to differentiate yourself from your new competitor… which has sold 10 million units already… is never a good sign.  Meanwhile, the promised ports to PlayStation and XBox have never materialized.

Just Survive

The aptly named twin of King of the Kill and once the main focus of the plan.  Then the battle royale idea proved more popular, the game was split into two titles, with Just Survive mostly neglected for the next year and a half.  The biggest announcement during that time was that Daybreak was removing the “H1Z1” prefix from the title.  That came with the promise of a big revamp, but I don’t know if that will be enough to undue the damage from the time of neglect, which has left a recent legacy of “mostly negative” reviews for the game.

PlanetSide 2

The successor to PlanetSide and Smed’s favored child, it is hard to gauge how well it is doing in the post-Smed era.  It continues to get balance changes and updates.  On the other hand, almost two years back the Daybreak was saying that the title was having problems on the revenue generation front.  When you’re giving it away for free and not charging to play the core of the game, people will take advantage of that, a business model that remains the same today.  Has this gotten any better?

Something New?

The above is just the way things go with titles that are on the market and have to survive over time.  Some days you eat the bear, some days the bear eats you.

What differentiates a going concern from a company just riding out its end days and milking its current titles is ongoing development of new games.  And I haven’t seen any of that from Daybreak.  Moving one five year old title to XBox was nice, but hardly a substitute for new work.

All six titles in the Daybreak lineup come from the SOE era.  H1Z1 might have gone into early access shortly after the Daybreak deal, but it was announced and work was in progress well before then.

The only thing new under the sun for Daybreak has been a deal with Standing Stone Games to handle some aspect of LOTRO and DDO operations.  But that is hardly a substitute for new work, especially since SSG is a company clearly riding out its own end game scenario.  No matter how much money Daybreak is getting from that deal, it clearly has an expiration date.

So is this what the Daybreak experience is going to be?  A long ride into the sunset shepherding an ever dwindling stable to titles onward until the last one drops?

SuperData Splits WoW into East and West Again

As the end of a month approaches SuperData Research publishes their digital market top ten lists for the previous month on their blog, so here are the stacks from April.

SuperData Research Top 10 – April 2017

This month sees World of Warcraft split out into East and West on the PC list.  This arrangement  first showed up on their January chart.  It was initially on their February chart, but the chart was revised to combine East and West later.  The March chart saw the single combined WoW on the list.  And here we are in April with East and West split out once again.

There is a temptation to ask SuperData to make up their mind.  But, as I have noted before, an analyst firm like SuperData requires the cooperation of the companies they study if they want access to raw data… data they can slice and dice and package to sell to investment managers and such.  That gives the company leverage, so I am going to say that if WoW is split into East and West, or combined into a single enter, it is because somebody at Activision-Blizzard wants it that way.  And I follow the changes just to see if they’ll tell me which way the wind is blowing.

Anyway, for this month League of Legends continues its reign at the top of the PC list, followed by three Chinese titles, then WoW West.  That seems to indicate either a boost in fortune for WoW outside of China, or a fall in the fortunes of World of Tanks, which dropped to sixth place.

Behind that is a new title on the list, PlayerUnknown’s Battlegrounds, a $30 early access game on Steam that more than a million players pain in for and which might be bad news for H1Z1: King of the Kill as it seems to be targetting the same audience with a survival battle royal theme.

Then there is WoW East followed by Overwatch, which overtook its nemsis CS:GO after falling behind it the previous month.

Dropping off the list from last time is Tom Clancy’s Ghost Recon Wildlands and Lineage.

On the mobile side of the house, Pokemon Go held on to 8th place again this month.

The notes for the month talk up Overwatch’s MAUs, which confirms to me that Activision-Blizzard is pushing their agenda.  A jump up the revenue list would have been more impressive.  Other notes from the post include:

  • U.S. digital slows down but still shows year-over-year growth. U.S. digital revenue is up from April 2016 but down from March 2017. Free-to-play MMO, console and mobile all had high-single-digit revenue growth, more than offsetting slight declines in social and premium PC revenue.
  • PLAYERUNKNOWN’s Battlegrounds tops this month’s premium PC digital revenue despite being in Early Access and breaks into the top 10 PC overall list with titans like League of Legends.  While still in Early Access, made an estimated $34 million in gross digital revenue in April.
  • March’s new releases, Mass Effect: Andromeda and Tom Clancy’s Ghost Recon: Wildlands, experienced sharp declines in digital revenue in April, possibly due to mediocre reviews.
  • Hearthstone mobile fully recovers from February, one of its worst months ever in terms of digital revenue, on the back of its latest expansion “Journey to Un’Goro”.
  • EA dominates the top console rankings. FIFA 17 and Battlefield 1 were the top grossing console titles in April. FIFA 17 digital revenue jumped double-digits y/y, a large portion of which came from Ultimate Team. Battlefield 1 was down slightly from March but still showed strong traction for the recent DLC “They Shall Not Pass”.
  • Grand Theft Auto V benefits from a new online update. GTA V digital revenue is up from last year. This was primarily driven by an uptick in GTA V Online micro-transaction revenue on the back of the “Tiny Racers” update, which was a unique throwback to retro, top-down, racing games.

Finally, in a post earlier this month, SuperData mentioned that  the Chinese giant Tencent Holdings, which counts Riot, developer of League of Legends, in its portfolio, might be looking to license Daybreak’s H1Z1: King of the Kill.  The quote from the May 2nd post:

Sources show that Tencent WeGame is surveying users’ intention if H1Z1 is to be moved to a “non-Steam platform,” leading to the discussion around whether the company has decided to publish H1Z1 on its newly rebranded WeGame platform. The game’s launch of a China-limited patch, altering police cars to cabs and blood to black fluid, are also considered signs of DayBreak prepping the game for officially entering China.

The source of the information is a web site in Chinese, so I’ll take their word for it since Google translate barely helped make the statement clearer.  The news, should it come to pass, could be a big bonus for Daybreak.

Daybreak Doomsaying

Since the announcement last week that Daybreak would be shutting down Landmark, there has been quite the hum of doom and gloom and wondering what other titles in their catalog might be headed for the chop.  Over at Massively OP they turned this into two posts, one asking if you’re worried about any Daybreak titles and then a poll as to which game people think is next.

It follows you as you move about the room!

It is watching you

The articles themselves are not big thrills, but the comment sections of both are rife with wild speculation and what I would consider unfounded and counter-factual claims.  All of that got me to mentally stack ranking the titles based on what I perceive as their viability based on what we can all see in the news and the occasional rumor that has come my way.

Given that, here is my list, from least to most vulnerable.

EverQuest – Bedrock

Emotionally I am tempted to say that SOE/Daybreak without EverQuest is a ship without a rudder.  EQ is the cornerstone on which the empire was built, so widely popular and wildly profitable in the days before World of Warcraft, it spawned a port, a sequel, two false starts at a second sequel, and likely represents the most valuable IP the company holds.

Also, a lot of people still play it.  And they pay to play it.  Two of the three most popular servers require Daybreak All Access subscriptions.  Every time Daybreak stands up a nostalgia server it gets swamped, to the point that they had to write a login queue and take the zone instancing tech from EverQuest II in order to keep from having to put up overflow servers.  And as the pre-WoW subscription champ, it has a lot of former players to pitch nostalgia at.

And it isn’t just nostalgia.  The game still gets an expansion every year, which is something you don’t bother doing if people aren’t buying enough copies.  Expansions would have to stop before I would consider the game was closer than five years from being shut down.

DC Universe Online – Profit

This is sort of a blank spot for me.  I don’t play the game, not liking it on Windows.  However I have heard, throughout its life, that it is profitable… at least on PlayStation, where at one point Smed said it generated more revenue that any other F2P option on that platform.

It is also unencumbered by Station Cash/Daybreak Cash, at least on consoles, which makes its accounting all the more simple.  And DCUO is the only game to actually expand during the Daybreak era, having been ported to XBox.  I have heard that did not go as well as it could have, but a game has to be doing okay to expand its base.

EverQuest II – Stalwart

The other game that gets people to subscribe to Daybreak Access.  Never the star and not as successful selling nostalgia as its older brother, EQII still has a solid following.  It must have been doing okay for a long stretch, as it seemed to be the focus of SOE’s oddball science experiments with things like SOEmote.  And, of course, it does get an expansion every year, which I think marks it as pretty safe for the near future.

Still, I can’t mark it as solid as EQ, and I roll my eyes every time somebody in the comment sections assumes that it has many more subscribers than EQ merely because of their relative ages.  EQII also remains the one Daybreak game I play regularly so, strictly speaking, I am not even picking my favorite as safest.

H1Z1: King of the Kill – Wunderkind

I hesitated to put this below EQII as it is Daybreak’s darling, the star of Twitch, and is getting its own currency in order to break it free of the burden that is Station Cash.  But it is the new kid as well, so that decided the ordering.  Safe so long as it remains popular, it seems to be getting all the development resources when it comes to the H1Z1 duo.

PlanetSide 2 – Struggling

The favored child of former Chairman Smed, the seemingly simple sequel to the original PlanetSide has had a whole host of issues over the course of its career.  It managed to get all the aim-bot and hacking problems of its predecessor while not having as much draw as $60 shooters like Call of Duty.

The executive creative director said the game was “really struggling” a little over a year ago, unable to get people to subscribe to Daybreak All Access just to play.  The game has been shut down in South Korea and China, hasn’t come close to Smed’s old feature list, and there hasn’t been much in the way of news about the game, a danger sign at a company where silence leads to closure.

H1Z1: Just Survive – No News is Bad News

Not done, not loved, and not very high in the queue for resource, Just Survive doesn’t need a blood red mark the size of a doubloon on its cheek to cement its position at the bottom of the safety list.  SOE/Daybreak have a long tradition of neglecting titles, failing to mention them, promising some news “soon” in the run up to the point that they are canned.

Not a bad game, this base building zombie survival variation, but you have to play with a regular group on a server where there are other players but where you are not overwhelmed.  But if somebody at Columbus Nova showed up and said that their research indicates that Daybreak should only have five games, I have no doubt this is what would get cut.

Not Candidates

I keep seeing Dungeons & Dragons Online and Lord of the Rings Online come up as doomed in the dystopian  Daybreak future.  However, while we still don’t know the full extent of the relationship between Daybreak and Standing Stone Games, I doubt the team in San Diego is going to be able to shutter either title of their own accord.

Furthermore, WB isn’t spinning those games off out of the goodness of its heart and a love of the player base.  WB expects to get paid over time, and it wouldn’t have bothered setting them up as an license revenue income source if it didn’t think it would at least pay back the lawyers fees needed to setup Standing Stone.

When?

While I may have picked H1Z1: Just Survive as candidate for closure in my 2017 predictions post, I don’t think we’re going to hear anything about the game for a while, if we do hear bad news.  Its code connection with King of the Kill may be close enough still for it to get some attention.  Eventually though Daybreak will either need to do something with the game or stop wasting resources on it.  The more time that passes without any real change, the more likely it seems to me that closure will be the end result.

And then there is PlanetSide 2.  I am still stuck on that “really struggling” statement.  Then again, it is linked to King of the Kill in its code base and does seem to be getting some attention.  If Smed were still around I wouldn’t even consider PS2 for closure, as it was his baby.  Without him around and the harsh realities of being an “indie” studio nothing is strictly safe any more.

Anyway, that is my outsiders opinion on the subject.  We shall see what 2017 brings.

The Further Diminution of Station Cash and Additional Intrigue

Daybreak Games announced yesterday that they would cease selling physical game cards for Daybreak Cash (which I am going to call Station Cash from here forward out of habit/tradition) or All Access membership effective last week.  The cards should have been pulled from stores as of September 26.

Soon to be gone

Soon to be gone

Naturally, in the grand SOE tradition, ads for these cards are still all over the various Daybreak game web sites despite the order to pull them from shelves.

Probably not coming to Target now...

Probably not coming to Target now…

Should you find such a card still on the rack at your local WalMart, because there is always somebody who doesn’t get the word, their ability to be activated will cease on November 8, 2016.  After that date they will just be colorful bits of plastic.

If you have an activated card, you can still redeem it for the foreseeable future, likely in part because California state law does not allow companies to expire or invalidate gift cards that customers have paid for.

The timing of this is… if not interesting, at least worth a moment of thought.

Daybreak sending out the word to pull Station Cash cards off the rack a full week before they announced to customers that the cards would be going away was not accidental.  They clearly wanted to get at least some of the cards off the rack before they told people.

But why?

There are downsides to such cards.

The cards have a bit of a checkered history, being one of the sources of Station Cash that helped devalue the currency back in the day with “Triple Cash” deals for redeeming cards and the inevitable bonus cash that WalMart demanded its customers get.

TripleSC01

Triple your take!

As a revenue source, Daybreak has to share a cut with the retailer and the card processor so, as Blizzard would rather you buy digital direct so they don’t have to share the loot, so Daybreak no doubt wishes you would just buy straight for them and leave them with the cut the middleman would otherwise take.

Then there is the accounting annoyance of such cards.  When a customer buys the card you cannot claim it as revenue until it is actually redeemed.  You have to carry that money on the books as an obligation.  In one of those way that accounting goes from measuring reality to becoming reality, you get the money and can spend the money, you just can’t claim the money towards revenue or profit.  But that likely doesn’t apply if Daybreak straight up sells you the Station Cash, because that transaction is done and you have your virtual good and/or service right away.

On the upside, those cards were low effort sales.  Somebody else has to ship them, put them on the shelves, ring them up and so on.  Daybreak just has to redeem codes and keep the accounts at their end.

And, of course, these cards are how players who do not have credit cards can buy Station Cash and All Access for their accounts.

So why kill them off?  If they were not selling enough, removing them from the shelves THEN announcing they were going away doesn’t make a lot of sense.  Doing it the other way around might have gotten them an injection of cash as people who wanted/needed to use them rushed out to pick up a few before they were gone.

And killing them off doesn’t end the accounting hassle.  That goes on for a while because you already have  this ecosystem of cards and some percentage always go missing and never get redeemed.

For this, I think we have to go back to a bit of news almost two weeks in the past, the announcement that one of Daybreak’s games, H1Z1: King of the Kill, was no longer going to use Station Cash and would be getting its own virtual currency with the generic name “Crowns.”  Not “Daybreak Crowns,” just “Crowns.”

So while Connor over at MMO Fallout attributes this to possibly more Daybreak financial woes, I wonder if this portends further changes at the company.  They have cut one of their games out of their Station Cash herd and now they are shutting down a somewhat passive revenue stream without trying to give it a final, farewell milking.

Are we looking at the start of some sort of splitting up of Daybreak into smaller, perhaps more saleable parts?  The Crowns announcement started people wondering that.  Does the retail card cut further that?  Is this another preparatory move, or just Daybreak trying to simplify their business?

Anyway, the announcement and brief FAQ is available here.

A Brief History of Station Cash Complete with Tirade

(Warning: Tirade contains less than 20% new content)

Whenever the topic of currency for “microtransactions” comes up, I think back to the origins of the term, more than 20 years past at this point.  The idea, back in the day, was to let people use their credit card to buy another currency so that they could make purchases that were smaller than would be practical for a credit card transaction.

Basically, at about the $5.00 mark, it stops making sense to take credit cards due to transaction fees, and these currencies were supposed to let people make payments down below a dollar if they wanted.  That was the goal.  It never really panned out despite some serious attempts over the years.

The idea was picked up in other places though.  Almost eight years ago SOE grabbed the idea and stumbled off with it, introducing Station Cash and a lackluster store with a meager list of depressingly priced items for sale.  Even four years after it launched, I couldn’t find anything worthwhile in the Station Cash store.

The pricing there, and in other in-game cash shops since, strongly indicate that the transaction cost had ceased to be the prime motivator.  In fact, the tragicomic tale of SOE and their virtual currency points straight to what companies want.  They want to separate their customers from some cash up front and worry about the cash shop later.  SOE went so far trying to boost their bottom line with Station Cash sales that they devalued the currency like a Latin American dictator.

TripleSC01

Stock up now? Don’t mind if I do!

For a stretch they had to stop letting players pay for their subscription or buy expansions with Station Cash because, if you worked things just right, you could have ended up paying as little as $1.25 a month for your Gold Access subscription.

Where were those people who love to study virtual economies when this was happening?

Anyway, SOE had to have a Station Cash austerity program (did the Virtual World Bank step in?) for a while, going so far as to suggest they might stop giving out the monthly 500SC stipend for subscribers at one point, as they worked out how to get people to spend their giant piles of cheap Station Cash.  I think they actually got a few useful items in the various stores after that, plus some mounts in EverQuest II that were not hideously ugly.

Still, SOE carried on.  They were committed to Free to Play.  The term was part of their marketing slogan for a while.

My way includes constant pop-ups asking me to subscribe...

My way includes constant pop-ups asking me to subscribe…

They were invested in the cash shop and getting people into their game for free, so that they might become paying customers later. (Via an unsubtle combination of inconveniences and incentives, but that is another tale.)  They were at least trying to be a stand-up player in the market. (For all its mistakes and missteps, SOE always tried to do the right thing in the end.)   Station Cash was pegged to the real world at a penny a point (except when on sale of course) so players could figure out how much something really cost without getting out a calculator.

Failure to do this is generally a bad sign.  Customers do not like it.  Microsoft fiddled with that in the XBox store for a while before going to a penny a point.  Nintendo dumped points altogether, assigning straight up dollar values in their shop.

I think companies suffer in the long term by trying to obscure the value of their in-game currency… which leads me to Turbine and Lord of the Rings Online, which has one of the more arcane RMT currency systems around.  Turbine Points can have a wide range of values depending on how you purchase them, and once in the game Turbine has added in subsidiary currencies, like Mithril Coins, that you have to buy with the main currency, in order to purchase certain unlocks.  Trying to fool the customer is only ever a short term strategy and I am sure LOTRO has suffered over the years for going all in on that.

Anyway, at least SOE didn’t go down that path.

And SOE stuck to having a single currency wallet across all of their games. (Well, on the PC at least.  There were complications in the land of PlayStation.)  If you played EverQuest II and wanted to move over to PlanetSide 2, your station cash went with you. (Again, looking at you Turbine, and how Turbine Points in LOTRO and Turbine Points in DDO are two separate and distinct things.)

Then came bad times at Sony and SOE was sold off to the investment bankers at Columbus Nova Prime, a group with a reputation for milking their acquisitions.  SOE became Daybreak, Station Cash became Daybreak Cash, and so on down the branding line.  No longer covered by Sony’s checkbook, reality set in quickly with layoffs and changes to the business model.

EverQuest and EverQuest II, perennial foundations of the company, managed to get back on their old track of an expansion a year after dabbling with the idea of more frequent, but less fulsome DLC.  I think the fact that loyal followers of the game have a habit of buying collector’s editions probably helped there.  How much DLC do you have to ship to equal on CE?

The Broken Mirror? Try the broken gaming budget!

$140 offsets a lot of DLC

Also, the expansion thing keeps the player base from getting totally fragmented and unable to play together because somebody doesn’t have the right DLC for the night’s content.  Add in some special servers for subscribers only and the classic Norrath part of the company seems secure for the moment.  They did have to kill off PvP for the most part, but that is what happens when you have to focus on your core.

Over in another part of the company, quiet yet solid DC Universe Online got ported over to the XBox One.  Not bad for a five year old title.  But then, access to XBox and other platforms was supposed to be one of the big upsides of the acquisition.

Other titles were less secure.  Somebody found where Smed hid the last PlanetSide server and turned it off finally.  Dragon’s Prophet was sent packingPlanetSide 2 was having problemsEverQuest Next became EverQuest Never, heralding the end of the classic mainstream fantasy MMORPG. That is a niche genre now, but it probably always anyway.  Legends of Norrath was finally taken off life support, then its loot card organs were harvested for the cash shop.  And my question about how Daybreak would get off the sweet, sweet Early Access money drug was answered when they ditched free to play for Landmark and H1Z1, charging $20 a pop to get into either.

Ars Technica Reports...

Still have to replace that founder’s pack revenue stream though…

Well, $40 a pop for all of H1Z1 unless you already had a copy, since they split that into two games, each with its own $20 price tag. There is now H1Z1: King of the Kill, the money making one that turned out to be mildly popular on Twitch, and H1Z1: Just Survive, the mostly neglected worldly survival game for oddball old school MMO players.  King of the Kill got a “Summer 2016” ship date, which it has since pushed off (though there was already a press release saying it had launched quite a while back), while Just Survive seems to be living up to its name.

All of which brings us up to yesterdays fun new announcement that King of the Kill will not be using Daybreak Cash, ditching that for its own currency.  From the King of the Kill site:

INTRODUCING: CROWNS

Daybreak Cash will no longer be used in H1Z1: King of the Kill after the game update on September 20. Instead, the new currency will be called Crowns. Crowns are a unique currency, available and usable only in H1Z1: King of the Kill. With Crowns, you will be able to purchase crates and bundles as you did previously with Daybreak Cash

Beginning on September 20, you will have the option to convert all or some of your existing Daybreak Cash into Crowns. This is a one-to-one conversion: 1 Daybreak Cash = 1 Crown. This conversion is only one way; once you convert your DBC into Crowns, you cannot convert Crowns back to DBC. This conversion opportunity will only be available for a limited time. You will be able to convert your Daybreak Cash into Crowns from September 20 through December 31, 2016.

Daybreak Cash is still usable in other Daybreak games, including H1Z1: Just Survive. Crowns can only be used in H1Z1: King of the Kill.

So there it is, another turn in the long tale of Station Cash/Daybreak Cash.  You can, until the end of the year, change your Daybreak Cash into the new currency, Crowns.  But from then on Crowns are Crowns and Cash is Cash, and never the twain shall meet.

The question is, what does it mean?  Why separate the one game from the rest of the of the Daybreak family in this way? (On the PC at least, consoles are a different story.)

One of these things is not like the others... also, why a pig?

One of these things is not like the others… also, why a pig?

Does this mean that there are special plans for King of the Kill?  Does Daybreak see the game as especially promising when compared to the rest of its stable?  Is this a one-time event in special circumstances or a chilling portrait of things to come where Daybreak Cash gets stranded on specific games?

Not much of a tirade in there, unless you read it aloud in the right tone of voice ( I recommend whiny/sarcastic for the best effect) or you’re somebody who conflates criticism with hate.  I’m often critical of the games I play, but the ones I hate get no mention at all.  When it comes to H1Z1, at least in the King of the Kill flavor, I am largely indifferent, except where it intersects with Norrath.  This is really just another marker on the long journey of the company that made EverQuest back in the day.

Though when I go back to EverQuest II now and again, I still can’t find anything worthwhile in the cash shop.

Related topic: SOE and its MMORPGs, a post from a while back.

Couch Podtatoes Podcast Episode 80 – A Daybreak Retrospective

In one those “a joke that ends up with a life of its own” moments, a “demand” that I appear on a podcast ended up with me actually appearing on one.

Izlain at Me vs. Myself and I apparently drew the short straw amongst the podcast community and so I ended up on the Couch Podatoes Podcast episode 80.

CouchpodtatoeGraphicThe topic discussed was Daybreak Game Company, formerly Sony Online Entertainment, and how they and their games have fared over the year since that transition.  We track the timeline, gush about the state of EverQuest and EverQuest II, ponder DC Universe Online and PlanetSide 2, cast a critical eye on the H1Z1 split, and wonder whatever became of EverQuest Next.

For those interested, you can find the podcast here.

It has actually been a while since I was on a podcast.  I think the last one I was on was the VirginWorlds five year anniversary podcast, and the ten year anniversary is next month.  Doing the podcast was fun.  I enjoy talking about video games.  Actually listening to myself on the podcast is another matter.  My voice never sounds like I think it sounds and I can hear every malady that afflicts me in it.  I am clearly not completely over that bout of pneumonia I had in December.

Anyway, there it is!  Enjoy!  And a big thanks to Izlain for having me on!

(Also if you’re not into the “what are you playing” segment, which I must admit, as a listener, can be tiresome, you can jump to the 10:50 mark where the meat of the discussion begins.)