Free to be Super

Champions Online goes Free to PlayAnother game switching to the Free to Play model isn’t really surprising.  I’m pretty sure that most companies are realizing what most players figured out a long time ago: players aren’t going to subscribe to a bunch of different MMOs.  At best, subscription games get tourists, people who love one game but are burned out so go looking for something new to reignite them… and then they go back to the one game they love.  The elephant in the room is that World of Warcraft is that one game for millions of people.  Free to Play lowers the barrier for the tourists down to its minimum (at worst, a big download and install; at best, a tiny download and install followed by streaming out content to you while you create your character and play around in the introduction areas), and then pelts you with bonuses you can buy for tiny amounts.  And earning a few dollars from hundreds of thousands of tourists is better than earning a box sale from a small percentage of that number.  You also avoid people being able to say “the game just isn’t worth the monthly fee” because there isn’t one.  Now you just have to avoid them saying “the game just isn’t worth playing, even for free”.

I’ve always wanted to try Champions Online, but the cost kept me out.  I played City of Heroes for three years, and if that was free to play I’d be there in a heartbeat, but it isn’t.  At least not yet.  Looking over the Champions F2P Features list, it looks like they’ve put a good foot forward and the free parts will be worth playing.  Since Champions doesn’t have separate servers, they immediately avoid the pitfall of EQ2 in separating their F2P players from the rest.  Sure, EQ2 is reporting growth, but I hated that as a F2P player I couldn’t play my old characters from when I was a subscriber and I couldn’t play with my old friends.

Anyway, as far as I’m concerned, this is nothing but good news.  I’ll be looking forward to donning in game spandex next year when they convert.

Why an MMO?

Back in November, I started a thread over on the Epic Slant forums entitled “Does everything need to be an MMO?”  The spark for that post came from the various announcements of features for the upcoming Star Wars: The Old Republic. Things like full voice, instancing, henchmen, focus on story, etc. all lead me to believe this game is going to play like a single player game where you might sometimes group up with other people.  I mean, how advanced is the story telling a full voice going to be?  If I get a mission to hunt down an escaped criminal, and we end up having to kill him, only as the healer of the group I stood in the back while my buddy killed him, will the quest text change to reflect that?  Will my buddy’s name be a part of the quest or will it be like every other game and proceed either a) thanking me for something I didn’t do, or b) generically offering thanks without naming anyone in specific.  Obviously, there is a lot of “wait and see” when it comes to these things, but as I said in the thread, as more is announced I’m getting further and further from purchasing at launch.  As it is right now, I’m probably going to wait at least three months because I want to make sure the advancement and progression of the game doesn’t fall apart.

Over at The Banstick is a post about Away Team Tactics in the recently launched Star Trek Online.  It looks very cool.  But I have to wonder why I’m subscribing to an MMO to play a game with an NPC team.  Tying back into the forum post linked above, from my time in the STO beta I can say I absolutely would have jumped into this game if it were a Single Player RPG with a subscription option to participate in the MMO elements and perhaps some downloaded expansion packs later on.

Global Agenda, despite being more FPS than RPG, has an interesting model.  You buy the game, and that buys you the typical FPS.  There is a good overview at That’s a Terrible Idea.  If you decide you like the game, you can subscribe which gets you access to more game play modes and other MMO type elements (in game email, auction houses, player run bases, and more).

STO could do this by making solo play planet and space exploration free, as well as perhaps a few “arena” style PvP areas, even some multi-player PvE stuff, then having a subscription to actually participate in Federation vs Klingon vs other empires and have an impact on the balance of power.

I really hope that more games that want to be MMOs consider Global Agenda’s model, as I think it is a superior one.  It allows players to scale up and down their participation and their cost without the all-or-nothing simple subscription model.  As it stands, from the beta I won’t be picking up STO as it, to me, felt a lot like Pirates of the Burning Sea which I also sort of liked but felt it was too much to pay for what I was getting.  But I’ll probably pick up Global Agenda, and if I enjoy it I may drop in to the full MMO from time to time when I feel its worth it.

To get back to the original question posed by the title, “MMO” is the latest craze in gaming buzzwords.  WoW has delivered so many money bags to the offices of Blizzard that every title wants to cash in, to be an MMO, whether they would be good at it or not.  I think more companies should take the time to consider if their game is actually going to be worth playing, and paying for, as an MMO and then design accordingly.  Either make an MMO or a Single Player game with some MMO elements, but don’t make a Single Player game and then charge a monthly fee for it.

Finished with Monthly Subscriptions

This isn’t a condemnation of the monthly subscription model for MMOs.  In fact, I think it is still a great thing, and preferable to the heavy handed item stores than some games use instead of a subscription.  However, over the past couple of months I’ve come to realize that as much as I love MMOs, games with a subscription model are largely a waste of my money.

Why?  Well, back in the day, I started playing Ultima Online and I gladly paid their subscription because I played every day (almost).  The same was true of EverQuest and of all the games that followed.  Some games I didn’t stick with for very long, a few months or a year, but even then when I was paying I was playing.  In the last year or so I have taken up a number of other activities, such as more reading, programming in my off time, writing, playing console games, and more.  The net result is that my MMO playing time has become fairly erratic.  One month I may play an hour or two every weekday and a couple of longer sessions on the weekend, the next month I may not log in at all.

Its the not logging in at all part that ends up bothering me.  I hate paying for something I don’t use.  Sure, I can just cancel and resubscribe when I want to play, but doing that is a hassle.  On the other hand, I didn’t play Wizard 101 at all in November and it cost me exactly zero dollars and I didn’t have to cancel.

I’m not saying that Free-to-Play is the wave of the future and all games need to do that, however there is a disparity in the subscription model.  It’s like going to an all you can eat buffet, paying the $10 and then only eating about $1.75 worth of food because you weren’t really hungry.  I wouldn’t mind seeing some games in the US adopt the pay by hour model used in the Asian markets.  I’d love to be able to buy a block of X game hours for Fallen Earth, and if I don’t log in for a month, I don’t use any hours, and when I do log in, all my hours are still there, waiting for me to use them.  No canceling, no resubscribing, just easy.  It would even be great if a game supported both models.  Let people subscribe for $15 a month for unlimited play if they don’t want to worry about how much or how little they play, let people who don’t want a recurring payment and don’t mind watching their hours buy 75 hours for $15 ($0.20 per hour) instead.

I will say that the one thing the subscription model does is prevent me from maintaining active accounts in multiple games.  I’d love to be able to pop in to EQ or DAoC or any of a number of other games for a couple hours once in a while, but re-upping for a full month of subscription makes the whole thing simply not worth it.  However, if all those old games had a pay by hour model, I’d gladly toss $5 on there every now and then in order to keep some hours available for those days when I just want to go play something different.

All this hoping and wishing aside, however, the fact remains, as of today I am officially finished with monthly subscription MMOs.  I want to play a number of them but I just can’t justify the cost given the amount of time I’ll play and the little spare money I’ve got for entertainment.

From a developer/producer standpoint, consider this.  While the need to unsubscribe might garner you a couple extra months of fees from me before I realize I’m not playing and cancel, the need to resubscribe if I’d like to put my toe back in the water is very likely to keep me from coming back.

DDOU: Missing the Point

Of all the IPs to be licensed, Dungeons & Dragons is actually the one where real money transactions (RMT, or microtransactions) make the most sense.  Why?  Because D&D has been doing microtransactions for decades.  In fact, of all the games on the market, Wizard101 is the game that currently mirrors the pen & paper D&D model the closest.

Think about it… to start playing D&D, you need to buy a couple of rule books, namely the Dungeon Master’s Guide and Player’s Handbook.  With those two books and some dice, in theory, you never need to buy anything else to play.  You can make all your characters, make your own dungeons and monsters, you can even make your own loot.  Of course, not everyone is as skilled or as imaginative as everyone else, so D&D sells gaming modules which include a dungeon, monsters, loot, and perhaps even a city or town, story lines and quests and events.  You need to buy each module to play each module (or at least someone in your gaming group needs to).  This is pretty close to how Wizard101 functions, only the DMG and PH are free.  Create an account, download and log in.  You can play the first few areas of their world for free, and then you have to pay a small fee for additional areas.  Of course, there are other things you can buy in the game, items and houses and whatnot, but if you just want to play the game, I believe currently you can get everything for around $80.  For many MMOs you’ll pay $50 just for the game box and the first month, and at $15 a month, just three months in and you’ll have spent $80, and you can’t really finish all of most MMOs’ content in 90 days, so you’ll pay more.

Money amounts aside, however, DDO should have been built this way to start.  The base game with a small number of dungeons, the base classes and whatnot should have been a fixed price, or even free.  Then, much like games release expansions on Xbox Live, put out new dungeons, new modules, for a small fee every month or two.  New classes could even be released for a small fee, much like how D&D puts out expanded books to introduce new classes.  Perhaps they could have even run a hybrid model, charging players $1.99 or $2.99 a month for access to the game, and then $5-$20 per module (amount based on size of content).

Anyway, that’s just my thoughts.  If they’d started with that design, perhaps they wouldn’t have had to switch to their new Free-to-Play/Pay-to-Advance model.

Possible but not Probable

Before I begin, let me say that I am not advocating that all MMOs implement what I’m about to describe, however, it would be nice if some more MMOs (the ones not published yet) were to implement models of design that weren’t yet another clone of the same model that the majority of games are putting out.

What I suggest is, in rough terms, a model that allows for everything to be possible from the moment your character enters the world, but not necessarily probable.  This all springs from a couple of posts and the comments over at Kill Ten Rats.  Post one is here, and post two is here.  Read those and make sure to read my comments, I’ll wait.

Okay, so to rephrase and refine what I said, what I’d like to see is where, from day one, any character has the possibility to fight and defeat any monster in the game (obviously not all solo, but even in a raid a new character should be able to contribute), what changes throughout the life of the character is their probability to do so.

At level 1, if you engage a level 50 monster, you are highly unlikely to win, but if you’ve been twinked out and know how to play your character well, there is a tiny chance that you’ll win.  And when you win, you’ll be rewarded, and rewarded well.  Obviously you wouldn’t earn “level 50” experience, but you’d earn a scaled amount that would indicate that you overcame a great challenge without being obscene.

Conversely, at level 50, if you engage a level 1 monster, you are highly likely to win, but if you are poorly equipped and screwing around, there is a tiny chance that you’ll lose.

If a game were to implement this sort of scaling, there are a few odd benefits that can come of it.  First, you can artificially tune a raid encounter by setting its level high.  If your max level is 50, you can make a raid mob level 60 to reduce the effectiveness of the level 50 players, but just like the rest of your game they’d still retain a probability to win.  Second, you can use underleveled mobs with “better” AI to create different types of encounters.  Mobs that appear to be easy, but are in effect “NPCs who know how to play their character well”.

Another element this brings to a game is that nothing ever really becomes trivial.  At no point would a single player be able to go into a low level zone with a high level character, tag all the mobs and AE farm them for loot (or grief).  In a PvP environment, it means that a level 50 player camping the newbie area could get his ass handed to him by a small group of level 1 players.

I think its definitely a mechanic worth exploring, and I would love to see someone take a stab at implementing it.

Subscription versus RMT

Search around the gaming blogs and you’ll probably find out the opinions of everyone weighing in on SOE putting RMT in the form of their new Station Cash into EQ and EQII.  There have also been announcements that the new Star Wars MMO from Bioware might be a free-to-play/RMT model game.  And SOE does have FreeRealms and The Agency coming.

To be honest… I really don’t care overly much.  About the only problem I have with the whole thing is that I find it weird when a game offers both on the same server.  EQ and EQII both still have a monthly fee that you have to pay to play the game, and now on top of that there is the Station Cash which allows you to buy weapons and armor (nothing great, but definitely a leg up from starting with nothing if you are willing to pay the $10 for it rather than get gear as you play), and experience point bonus potions (where you get use it and for the next 4 or 2 hours you get a 10%, 25% or 50% bonus to your exp earning, again nothing great, but would help you out if you’d rather spend the cash than the time it would take to grind out that exp on your own).  It will be interesting to see where they take it, how much of what kind of items they end up putting on the market, and how much profit they derive from it.  And of course, if they release an expansion that increases the level cap, now that they sell exp bonus potions for cash, will they be inclined to increase the experience curve in new levels making people desire the potions more?  If that is the route they end up going, that’s where I find the problem of using both payments in one game.  So now I am paying my $15 a month to get a game designed to make me want to pay more money…  seems underhanded, if that is the direction this goes.  But for now, its all a “wait and see”.

Another reason I don’t care about which payment model they follow is that neither subscriptions nor microtransactions address the problems that I have with most MMOs.  Let’s take Warhammer Online for example.  I really wanted to play this game, and on some level I still do.  I haven’t played it since beta because my contract job ended and I am out of work.  Its hard to justify paying for a game box and then a monthly fee when I need to be saving every penny until I find work again.  (I am just about the unluckiest person when it comes to unemployment… contract ends right as the economy goes to shit… the last time I was unemployed was in 2001… you remember 2001, right?  That was when the tech field kinda collapsed a bit and then terrorists destroyed the World Trade Center… so, I’m unemployed, sell your stocks and don’t visit any targets of opportunity.)  If I were to play Warhammer Online, sadly, I could only play with half of the people I want to play with.  A bunch of gaming bloggers and readers made up a group called the Casualties of War and picked one server.  I tried to steer my old EQ friends on to the same server, but they ended up somewhere else.  Unfortunately, these two servers were not merged.  So, if I did buy the game, I’d have to pick one group of friends over the other.  This has pretty much been true of every MMO to come out since EQ.  Even with EQ, while I started out on E’Ci with my local friends when I started a new job and found out a couple of people there played EQ too, they were on another server.  Sure, we could still share stories about the game and talk about stuff, but we could never play together… and even more odd, the two servers in question had totally different communities: for example, on E’Ci, player item auctioning was done in the East Commonlands tunnel; on the other server, Greater Faydark.  One server was fairly decent about setting up a raid calendar and people trying not to close people out of content, the other was totally free-for-all.  And while it was interesting to be able to talk about and compare how two groups of people played the same game completely differently, it was overshadowed by not being able to play together without paying fees, leaving behind friends, or playing on two servers (which given the “effort” required to level and raid in EQ, playing on two servers was kind of insane unless you were only serious about one of them).

These days, when a new MMO is launching, I don’t even bother to ask if its a subscription game or a micro transaction game… the first question I always ask is “How many servers do they have?”

Just One Dollar

A little over two years ago, Brian Green laid out why he believes that subscription models for MMOs are doomed. More recently, he touched on money in online games again, and this time hit the reason why I support the subscription model: Gambling impulses.

To use an outside of MMO example that I think illustrates my point well, let’s look at the Lottery. Almost every state in the United States participates in some form of lottery. From scratch off cards to Pick 6 jackpots, and they do it because it has been a proven money earner to fund state projects with. Of course, some people oppose the lotteries for the same reasons I’m about to go into.

Typically, a lottery ticket costs $1. Some scratch off games are more, but we’ll stick with the $1 tickets for now. At that price, I buy tickets now and then, usually when the jackpot goes over $100 million, because really, if I spend $1 and win $100 million or more, that’s a dollar well spent. But I don’t win, or haven’t yet. Looking at the Mega Millions site (the multi-state jackpot Georgia participates in) you can see clearly why. The chances of winning the jackpot are approximately 1 in 175,711,536. Knowing a bit about math, that number is why I don’t buy many tickets and don’t buy very often at all. However, I’ve worked in stores that sold lottery tickets before, and stood in line at gas stations all over, and watched as some people will spend $50 per draw (twice a week) in a quest to win that jackpot, even when its only $12 million.

The kicker to this is that the most money is generally spent by the people who can least afford to spend it. So while I seem moderately immue (though not completely) to the gambling impulse, I’ll spend maybe $20 or $30 in a year on the lottery, but there are people spending much more… $50 a draw, twice a week, that’s $5,200 a year, usually being spent by people who could probably use that money somewhere else to much greater effect.

An MMO with a monthly subscription model is like having a fixed utility bill. It is $15 a month, every month. Of course, some people buy gold and things outside of game, but in general, you could say the overall game design is meant to fit the $15 a month model. Then take a game like Puzzle Pirates. You have the option of paying a monthly fee, or you can play on one of the doubloon oceans (servers). On these servers, certain items, jobs and activities require doubloons which can only be gotten in two ways, 1) buy them from game, or 2) trade for them with other players. If no one does 1, then soon no one will be able to do 2. So, while I play on a doubloon ocean and have never bought doubloons from the Three Rings (the company that makes Puzzle Pirates), my game depends on other people buying doubloons and then needing pieces of eight (the other money in game) which I earn by playing the game. I play for free, my game in unhindered, but requires some effort to get what I want, however it is dependent on someone somewhere willing to pay cash for doubloons.

People with the most time to play are going to, in my experience, be less likely to buy items if there are other ways around them. However, a person who holds down two jobs to make ends meet who likes to game in their little free time is going to feel more of a pull towards buying items to “level the playing field”. So when it comes down to the microtransactions, where you are comparing thirty minutes or an hour worth of time to $1, it begins to slide into that realm of lottery tickets… so much like the lottery, I can easily see myself throwing a couple dollars at it now and then, but I also know there will be people spending fifty to sixty dollars a week.

At the end of the day, I guess it boils down to how much you feel responsible for providing a product that relies heavily on the player’s self-control and restraint not to bankrupt themselves. Personally, I’m not comfortable with it. Overall, while I dislike gold selling and that sort of this, at least it is, for the most part, external to the game design (I hope), but when a game is designed to accept, or even require, cash transactions to advance… I guess its a slippery slope I’d rather not set foot on to begin with.

I Hate You

No, really, I do. If you are one of those stubborn people who haven’t been watching Jericho or Veronica Mars, I hate you.

Veronica Mars, currently finishing up its third season, is probably one of the best shows on television. While other shows that ran season long plots often wound up with entirely unwatchable episodes that could never be watched alone, Veronica Mars managed to have every episode contain its own plot while still throwing clues and furthering the main season plot. It was smart and funny. And it has been cancelled because of people like you.

Jericho is in the same boat. When I first read the plot of the show, I was skeptical, but after watching it, they really managed to pull off the “Terrorists nuke a bunch of cities and throws the US into chaos” world brilliantly. Like Veronica Mars, every episode was tight and contained its own mini story, a plot resolved in one episode, while also serving the greater overall plot. It too has been cancelled.

Of course, I cannot lay all the blame at your feet. This season, the networks, and I mean all the networks, really screwed up by putting so many shows on a multitude of hiatuses. Seasons broken in half or in thirds, shows constantly bumped in hopes of getting higher ratings from specials and game shows. The one thing they don’t seem to understand is, the main reason a high rated show stays high rated is the ability of the audience to find and watch the show. Jericho did great until the hiatus… it never recovered. Even powerhouse Lost slumped in the ratings after a promising start. Standoff might have done better if they’d ever actually put it back on the air. It ran 11 episodes up until December 12th when it got put on hiatus to return on March 30th… wait, April 6th… now, June 8th where it will be on Friday instead of its original Tuesday slot for its remaining 8 episodes (maybe). Fans like me just wanted to watch the show, but I can’t watch it if they don’t air it.

As it is, many shows don’t even get that far. Runaway, Kidnapped, Vanished, Studio 60, The Black Donnellys, Drive, Day Break, Happy Hour, Justice, The Nine, Six Degrees, The Wedding Bells, Smith, Raines… Lots of these shows didn’t even start with full order seasons, or even half orders. Networks are often hedging their bets by ordering 6 or 7 episodes, and as a viewer if I know that a show may only run 6 or 7 episodes I am going to be less likely to tune in. Its seems that gone are the days of building an audience, if a show doesn’t come out of the gates booming with success its not likely to stick around, and with prospects like that is it really any surprise that the viewers aren’t showing up?

TV has one more season, if this fall is a repeat of last fall with all the show cancellations after one or two airings, they are going to lose me as a customer. They might get my business on the back end when a show goes to DVD, but they’ll never get my ad revenue dollars.

I honestly think the business model has to change. At a minimum, Sweeps Weeks need to go away. Networks should be rated for their advertising based on viewership average for the entire year. Maybe that alone would go a long way to ensuring that they took care of their shows all year long instead of just a couple a months scattered throughout. After considering it a while, I’d be willing to pay as much as $1 an episode downloaded to my TV without commercials through and On Demand like system, even on my Xbox360 if it had to be. Maybe networks should consider going that route, dump this 24/7 programming model that is full of trash anyway and focus on making a handful of solid engaging hours per day.

Whatever they do, mostly they need to recognize, you can’t have loyal viewers if you are not loyal to your viewers. Someone has to start, and since it would be stupid to ask viewers to watch things that don’t interest them, the networks have to start by letting shows that don’t launch fantastically stick around to see if the viewers can find it.

The Illusion of Virtual Reality

Over at the MMO Round Table boards, we’ve got a lovely little thread going about what people hate about MMOs in general or one MMO in specific. One of the points brought up by Kendricke is the lack of NPCs on boats, which reminded me of the one and only time I ever got to speak with an MMO game developer (read the thread to see my post).

This has lead me down a train of thought about illusion is games. World of Warcraft has admitted to doing it, and spectacularly I might add. Ever flown the griffon? Some of what you see isn’t really… real. That’s why there will be no flying mounts available in the original game, only in the new expansion lands. Because if you could fly in the old world, you’d be able to fly right up to those matte paintings that make you think you are really seeing what you aren’t seeing.

Other games inexplicably, haven’t used it in places I would consider pretty obvious… like the boats. In just about every game I know that has boats, the boats have no crew. The reasons are simple enough, crew = NPCs, and NPCs can’t do things like zones, and boats, being objects themselves, can’t have pathing lines on them. Essentially, the boat itself is an NPC (usually just not targettable or fightable), and the game doesn’t support having NPCs ride other NPCs. But it doesn’t have to. The boat is a model. The model has moving parts (sails, rudders, oars, whatever). So why not fake the crew by making them part of the model. We are talking advanced stuff here, just tiny things like putting a captain at the wheel, a guy in the crow’s nest, a couple of guys in the rigging, maybe a cook down in the mess/hold area, perhaps a swab scrubbing the deck. Why not? Would it really be that hard?

Once you start down this road, it opens up so many new ideas… like, you know those buildings in town that are there just for effect? The ones you can’t go into? What if, instead of being just dark and lifeless, during much of the day and early night, have an NPC “spawn” in front of the window of another window, only this one with an animated texture that occasionally shows a person walk by, or flickering light… or if the normal window texture is a closed shuttered window, the new window NPC could be a matte painting of an open window that shows the interior of the room.

So many things, so many little touches, could be added to a game to make them feel more alive instead of the rigid merchant filled ghost towns they usually are.

Everyone hates the new guy

Its just a simple fact of working in the Information Technology field. New guys suck. One, they introduce change into what may be a well oiled machine of work. Two, they never know enough of the specifics to be much help for a while, and the slow you down asking silly questions. And three, they get a better computer.

See, technology moves pretty fast. What was a standard computer last year is this year’s slow model. And this is really what bugs tech guys more than anything. A new guy comes in, and he gets a better PC that the guy who’s been here a while.

Me, I’ve never been the new guy. I’m always the replacement guy. I’m much worse off than even the old guys because I’m replacing someone who has quit or been fired, and I get his junky busted equipment. So, not only do I not get the new guy benefits of a spanking new PC, but when the company does decide to spend some cash and buy new stuff for old guys, I’m not high enough on the totem pole to get one.

Bah!