[Links] No news is good news edition

I wish I could package some of the good cheer that has enveloped us here from hosting the Olympics the last couple of weeks; whatever doubts people had beforehand, I don’t know anyone who hasn’t enjoyed the whole thing. Plus Paralympics still to come (that’s the one where I actually have a ticket to go see the Athletics Winking smile ). I’m surprised that the blogosphere hasn’t picked up on the Olympic theme more, I was half expecting to see discussions around sportsmanship in gaming (like: hardcore Olympic athletes don’t smack talk each other, and they congratulate each other after a good race/ bout) and whether e-sports might ever be included in a modern modern pentathlon. Alas, it was not to be.

Big up though to The Godmother who does share my Olympic enthusiasms!

The Secret World: one month in

The Secret World launched on June 29th, which means that it has now passed the one month mark, which also means time for some punditry on how things are going. Short form: not meeting publisher expectations. Blogger reactions on the other hand have been very positive. Players are enjoying the game and the general buzz has been good; unfortunately not in projected numbers, it seems. (So: philosophically, does that mean the game is a success or a failure?)

Scott at Broken Toys quotes from Funcom’s note to shareholders, highlighting  that projected sales for TSW will not be met. This is bad news for players, and likely worse for employees as at least 10% of them will be laid off.

Flosch at Random Waypoint gives his first reaction to this:

I really want TSW to succeed. It’s earned its right to succeed, and it shows that Funcom seems to be a company able of learning, which in and of itself is rare enough that it should be rewarded, not punished. Plus, I am having so much fun in the game now! It would be sad to see Funcom fail 100 meters before the finish.

Sente at A Ding World notes that the sales for TSW are pretty much in line with his expectations, that it’s likely that retention will be better than for similar MMOs, and that TSW is going to be available on Steam which might also extend its reach.

I did not expect then to sell over a million copies of the game and if they sell 500K copies of the game the first year I think that is fairly reasonable actually in todays market. Not because the game is bad, far from it. I think the game is great – but I think it is also a game that does not go out of its way to attract the big masses.

I see a general theme that solid games are being released onto the market but because the pre-launch predictions by publishers have been wildly over optimistic, costs aren’t kept in line and a game that probably should have been a success may end up labelled a failure. We’ve seen it with 38 Studios, SWTOR, and now TSW. It’s a failure of the marketing team (stupid projections) and bean counters, not necessarily of  design.

Terra Silverspar also writes a good review of TSW at one month in, explaining what she does and doesn’t like about it.

If I were to give this an overall, I would say wait until it goes Free to Play. I’ve heard they are adding more hairstyles and such, but hell, I hear a lot of things about MMOs that just launch that turn out to actually do very little. I really did want to like this game, as I said, but it just buried itself under the weight of a lot of things that just make it not very fun for me to play.

EQ2 will require players to pay for future content in cash, not coins

SOE have been very up front about tweaking their F2P offerings if the money isn’t coming in quickly enough, and I wonder if this heralds a general trend.

Starting Monday, August 27th, 2012, we will no longer accept Station Cash as a payment method for Expansions and DLC Packs. Real-world currency will be the only way to purchase these products.

So basically: like most other F2P publishers, SOE allow you to buy their in-house virtual currency with real money and then spend that virtual currency in their cash shop. They are now not going to sell expansions and DLC in that cash shop, instead you’ll have to buy those in actual cash from their website (which we could call the real cash cash shop, or something.) The cash shop will now be restricted to cosmetic items, bag space, and the other usual suspects.

Presumably this was because players were stocking up on the virtual currency when there were sales on with the aim of using it to buy future expansions/ DLC – we can call this “acting like sensible and forward thinking consumers who are confident in making a long term commitment to the game.” So rather than just making the DLC more expensive in virtual currency terms, they decided to remove it from the cash shop altogether so I guess they have more control over what people pay for it and when.

Monetization changes in MMOs generally mean that not enough money was being generated using the previous method. So maybe the virtual currency is now being seen as a hindrance in selling that type of content. This is likely to be pretty rough for anyone who was stockpiling virtual currency in EQ2 with the aim of buying future DLC; that’s now money down the drain that they can only spend on virtual goods and other stuff they might not want.

In a quite prescient post, Green Armadillo wonders if it’s possible to monetise an MMO via DLC. I think games like Wizard 101 seem to manage OK but I don’t follow them closely enough to know if they are also putting more pressure on players to spend more.

My conclusion is that it’s better not to plan too far ahead with MMOs these days. Don’t assume that your game of choice won’t shift to F2P in under 10 months. Don’t assume that your virtual currency hoard will pay for an expansion next year. In a genre that’s traditionally all about the long term planning, it rather sucks to be forced into short termism but c’est la vie.

In vaguely related terms, Jester discusses specific money making strategies in EVE connected with the faction wars.

CCP in general and Dr. EyjoG in particular have been bemoaning the fact that there is too much ISK in the game for quite some time which is why you’re seeing an increasing number of sinks in the game.  The recent addition of the need to purchase data-cores for ISK is a good example.

There are two main reasons for a dev to want to introduce more money sinks into a game. One is for game balance reasons, to keep people who have built up huge money hoards motivated and give them stuff to spend the cash on. EVE has a second reason, which is to generate more income, because of the mechanic by which players can exchange RL money for in game cash (via PLEX). Players can never really be sure whether changes are made for the balance reason or the monetisation reason (or both).

Dust to Dust

CCP’s new FPS game, Dust 514, is in beta at the moment, and we’re starting to get some feedback from players. The exciting thing about this concept is that it hooks into EVE so players can interact by blowing each other up or something. The rather unexciting thing is that EVE is a PC game and Dust is a Playstation 3 exclusive, so it looks as though CCP are aiming for very different audiences (ie. as opposed to EVE players who like FPS games.)

Chris at Game by Night casts a FPS-fan’s eyes over the game. He finds the learning curve steep, and wonders whether existing console FPS players will find that a turn off.

CCP makes it pretty clear that they’re looking to expand the MMO audience to a whole new demographic, which is awesome. <…> My concern, however, is that they’re stacking the chips against them. Excel Online is alive and well in DUST. Look at the first video in this link. I see that depth and think “wow, that’s awesome.” Your average Call of Duty player will probably think, “holy sh*t, that’s a lot of stuff to worry about.”

My prediction is that players who get over the learning curve will absolutely fall in love with the game. There’s really nothing else like it or even trying to be. There are design quirks but I’m also very much aware that this is CCP’s first try at something other than a PC MMO.

TAGN notes that CCP have recently raised $20mil in new funding. If that is based on Dust popularity, then CCP may have a lot riding on this one. Will their funders give them enough time to build a core playerbase slowly and grow it, or would an indifferent launch hit the parent company hard? It will be interesting to watch this one from the sidelines, because a game with a steep learning curve might not be the one to pull in loads and loads of F2P players.

What else is in the links file

Ratshag hangs up his blogging hat; he’ll be greatly missed and I wish him and his family the best of luck for the future. (I was going to say that he’s always been a voice of reason, but maybe voice of unreason is more accurate Winking smile )

Pixelated Executioner tells the story of what happened when he reported another player for racism in WoW.

Stropp explains why he thinks that Windows 8 will be a catastrophe for gamers.

G. Christopher Williams writes in PopMatters about why some people are really interested in whether their opponents are upset in PvP.

Many bloggers and current SWTOR players share their reactions to the news that SWTOR is transitioning to F2P in November. Ravelation compares her experiences in LOTRO with the proposed SWTOR setup.

Welshtroll reflects on why he loses enthusiasm for games when they go F2P.

It seems that the GW2 honeymoon period may be over as the cold light of reality breaks over the darkest hype. One of the questions seasoned gamers are asking is what sort of longevity the game might have without a traditional PvE endgame. Kadomi presents a carefully thought out list of pros and cons for the game, explaining her final decision not to play.

Kurn writes about his decision to leave WoW after playing and raiding for many years:

It’s not just because I’ve been playing for nearly seven years. It’s not just because I’m tired and have other stuff in my real life I should really be paying attention to, either.

It’s because I have satisfied my curiosity.

Tzufit wonders where new or inexperienced players are going to learn to raid in WoW these days. I suspect they might go to older content, as I do see raids run to Wrath and TBC raids for transmog purposes. But Cataclysm certainly didn’t provide an easy learning curve for new raiders.

Day Z, the incredibly popular zombie survival mod for ARMA is being turned into a stand alone game.

Keith Stewart at Hookshotinc shares his confessions of a middle aged gaming writer.

I am aware, when I go on press trips now, that I am old enough to be the father of some of the other journalists I am with. <…> I am ancient enough to remember playing games in black and white, on old Grandstand consoles; I played Pac-Man in a Blackpool arcade when it first arrived in Britain; I even remember when Sega was a serious force in the industry. That stuff makes me feel like Rutger Hauer as the majestic yet dying replicant in Bladerunner – I’ve seen things you people wouldn’t believe.

Aly at Mistress of Illusions muses on why L2P (learn to play) is such a popular insult in MMOs, and what this might mean for GW2:

Speaking of Guild Wars 2, there has been criticism regarding the learning curve. Namely, that there is one. People don’t want watered down game play or another WoW clone, but when presented with something different, some people can’t handle being taken out of their comfort zone. Don’t get me wrong, there’s valid criticisms to be made but no complaint should ever begin with the phrase “I had to learn…” It’s a new game. You should have to learn. There’s nothing wrong with learning, and it’s a shame that a generation of gamers have stigmatized the act of learning.

Jeromai urges players, and particularly bloggers, not to let other players’ opinions of a game affect their enjoyment. He also admits to his love of cheesy games, and notes in the comments:

But my real point is, Popcap and other casual game manufacturers can hide some seriously solid gameplay behind initially unappealing to the so-called ‘hardcore’ gamer looks, and we will slowly get to that as I fiddle around with the games.

In which EA does a good deed

It hasn’t been a good week for Zynga, what with their stock going through the floor, their veteran COO (chief operations officer) having been ‘restructured’ away from creative duties, and now they’ve been hit by a lawsuit from Electronic Arts around copyright infringement.

I predict EA will win this case, if it gets as far as court. The formal complaint document is very thorough, very readable, and pretty much sums up every accusation everyone has ever made about Zynga and copying games, as well as specific claims about how The Ville ripped off Sims Social, including poaching EA executives who had inside information about the game pre-launch.

There is one thing you need to know about patent suits. (This is also true of other lawsuits but sometimes people do it anyway to make a point.)

1. There is no point pursuing a defendent who doesn’t have much money with which to pay large fines.

Zynga is now a large public company. They have assets. That makes them worth suing. EA has genuine commercial interest in protecting The Sims, one of their tentpole IPs, and they’ve clearly decided to make some solid PR out of the whole affair.

Much as EA garners a lot of hate from gamers – they are after all an investment company whose main goals are to monetise their games into the ground – I always felt that Riccitello was speaking from the heart when he talked about promoting new IPs, even if he does close studios down swiftly when they underperform. They have also shown some desire to foster the independent gaming ecosphere, some of which fell wide of the mark, and others may have shown genuine appreciation for crowd sourcing and indie developers who can grow their own fanbase.

So yeah, I think this is a positive development and I wouldn’t be too quick to cry doom or foresee EA and Activision suing all and sundry for games with similar looks and feels if this is successful. Zynga will deserve what comes from this. Indie and social gaming devs will only benefit from the protection against having their ideas stolen by more unscrupulous dev houses.

Nimblebit (the devs who made Tiny Towers, which Zynga then notoriously ripped off) seem to agree.

[SWTOR] 4 things you need to know about F2P SWTOR

“.. in this world nothing can be said to be certain, except death and taxes AND F2P MMO conversions.”

So, the big MMO news today is that Bioware announced that SWTOR will transition to a full free to play game before the end of 2012. It doesn’t come as a great surprise following a couple of rounds of layoffs in response to falling subscriptions, and departures of senior developers. Clearly EA were looking for some quick fixes for the expensive MMO which is starting to look like an albatross around their necks.

I thought I’d distill the answers to the four main questions I had.

1. When is the game switching to F2P.

November 2012.

2. How much can you get without subscribing?

Quite a lot. Many players (including me) would say that the real jewel in the crown of this game is the levelling content, and that’s largely what you’ll get for free. The game will be F2P to level 50, with restricted access to flashpoints and warzones (ie. a restricted number per week) among other things such as number of auctions. You will have to subscribe to gain access to raids/Operations and there are some other restrictions which are lifted for subscribers.

The current plan is that you’ll still have to buy the core game, but the price is being reduced (a lot) to $14.99 in August and who knows what will happen by November.

If you like the idea of this style of Bioware/classic MMO gameplay, then I’d say it’s a pretty darn good deal. EA never expected to have to give this away and spent way more than they would have done otherwise so you’re getting a very polished Old Republic RPG with some MMO elements attached. It’s also one of the best games I’ve ever played for duoing.

3. I’m a subscriber now. Should I drop my sub and go F2P in November?

Well, if your main interest is levelling alts, you don’t care about Ops, and you aren’t too bothered about grinding flashpoints or warzones, it looks at the moment as though F2P would be the way to go. This is the problem with introducing a F2P mechanism that offers only free or subscription options. Suddenly the subscription option becomes a worse proposition because you pay the same sub as today, but get relatively less for it.

But who knows what they’ll plan to do with this in the future. Ideally they’d look at letting people buy things piecemeal.

3a. I’m not a subscriber now. Should I play this game when it goes F2P in November?

That rather depends on why you’re not playing at the moment.

If you liked the idea of the game but were put off by the cost, then come play and enjoy it. I do rate it highly, it’s a good quality game of its type. I think the levelling game is way better than WoW, for comparison. If you played SWTOR for awhile and then left because you were bored, you might want to check out changes such as LFG, or reconnect with other friends who are playing, it’ll be much easier to set up the occasional flashpoint/PvP night when people don’t have to all subscribe.

If you hated the idea of the game and are burned out on this type of MMO anyway, then it’s not going to change your mind when it is free.

If you are a current or ex-subscriber, you’ll be given an allotment of ‘cartel coins’ (ie. cash shop tokens) when the conversion happens, although the only things we currently know to be on sale are a pet, a cosmetic hat, and a chair (I’m not sure where the chair goes, would be cool if it was on your ship though.)

4. So what new content is planned for this year, seriously?

Currently the stated plans involve a new Op, new warzone, new companion (HK-51) and new space combat missions. What they notably don’t involve is new story content, which is unfortunate since that’s the main draw (fourth pillar et al) of this game.

A new planet had been mentioned previously but isn’t listed on the new content page for this year.

Various commentary stuff

SWTOR subscriptions were noted  as being below a million during yesterday’s EA earnings call (link is to the pdf of the transcription):

Although it launched well, subscriptions have been on a declining trajectory and have now slipped below one million. Last year we announced that the breakeven point was roughly 500,000 subscribers. And while we are well above that today, that’s not good enough.

- (Frank Gibeau)

So the question is whether they can get enough players in for F2P to work its magic, compared to the number of paying subscribers they have today. And how many of those new players (assuming they come, which I hope they do since it’s basically a good game) will want to take out subs or buy items from the cash shop. On the fleet last night, reactions ranged from looking forwards to a new influx of players, people wondering whether they will drop their sub and just play F2P, the usual concerns about the unwashed masses who might pick up a F2P game, and more specific concerns about the future of the game – will they ever make enough money to plan future story chapters?

This looks to me like a swiftly implemented F2P conversion. I have no idea how long Bioware had been considering it as an idea (my guess is from fairly soon after launch) but this isn’t a carefully thought out plan so much as a “give lots of free stuff away to get players in and … err… then charge a subscription for hardcore endgame type players.”

Scott Jennings at Broken Toys is, like me, a fan of the game. He notes that subscriptions for MMOs are looking more and more like an initial markup, which devolves quickly to F2P. That implies that a F2P conversion is in TSW’s future also, and that anyone who said ‘I’ll wait until it goes F2P’ about a new subscription game is likely going to be right in their assumptions. (Note: WoW currently is obviously an outlier to this model, although I suppose who knows what the future holds?)

Green Armadillo has a typically thoughtful analysis, noting that:

While I personally will most likely pay less for SWTOR under the new model, I’m not celebrating.  SWTOR is a quality product, albeit one that may have been especially ill-suited for the subscription model.  The quality and direction of the game’s future development, with the reduced staff and revised business model, are likely to suffer.

[Diablo 3, GW2] Does Diablo 3 need an endgame?

Bashiok (one of the Blizzard community managers) has been quoted a lot this week for his comments on Diablo 3:

We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they’re going to run out of stuff to do (if they haven’t already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. <…> There needs to be something else that keeps people engaged, and we know it’s not there right now.

That’s a lot of endgame talk about what is basically a single player game with co op functionality.

I think this is a great quote because it goes a long way to explaining what devs think of as ‘end game’: gameplay/ content that keeps players engaged. Possibly indefinitely. To everyone else, endgame is “what you do in the game after you have finished the game” which is a bizarre statement if you take it as read. Logically, after you have finished a game you put it away and play something else. It’s certainly how I play the majority of single player games, not to mention other media like books and films. Except for the games where you keep coming back.

There are a few main reasons people will keep coming back to a much loved game:

  • There’s some randomisation involved so the game never really ends or is never the same twice. Especially if there is a rising difficulty curve associated with the randomisation so the game stays challenging. (eg. roguelikes, puzzle games like tetris).
  • Moreish gameplay. Could involve PvP.
  • Extra ‘stretch’ goals or achievements. Final Fantasy always excelled at offering ultra hard extra bosses that were clearly only for people who wanted to spend much longer with their game than was needed just to finish it. Some of these might be long term goals which would need weeks or months to complete.
  • Lots to explore. Try a new spec or play style. New Game Plus can fit this mould, where you get new stuff to do if you replay the game after finishing it once or twice.
  • Your friends are playing it. Come back for the social aspect.
  • New content. Maybe a new patch just dropped or a mod maker released a really cool new mod for a game.
  • Sandbox game. (Not sure how well this really applies to single player games but there are some open world games where you had a pretty free rein of what to do after finishing the main storyline.)

It’s funny to think that before subscription MMOs and  F2P, there was never any great cash motivation for single player games to  be endlessly replayable. Square Enix didn’t get extra money because Final Fantasy had secret uber bosses in it to encourage you to keep playing; at least, it’s unlikely that this was a major purchase factor for players. Rogue and its ilk are free, there’s no incentive for the game to be endless other than it happened to be designed that way. If a game turns out to be evergreen then it will last longer in retail (the long tail), and there are probably loads of opportunities for creators to make more money by ‘exploiting the brand’. Arcade games obviously make more money the more people come back to them also. But it was always one indication of a good game. That people would keep playing, and playing, and playing.

Some of the old classic endgame design won’t fly in today’s world. Secret uber bosses won’t be secret for very long in the internet age, and no matter how complex it is to find them, you can assume someone will do it and publicise it widely.

Diablo and endgame

The endgame in Diablo 2 involved playing the game through again on harder modes, trying different specs or classes, and gathering loot. There was also the possibility for PvP, and Blizzard organised levelling ladders  on the battle.net servers for players who enjoyed doing competitive speed runs. Unfortunately, with Diablo 3, they’ve made some of that endgame redundant. There’s no need to play through the game with a different spec when you can switch spec on the fly. There’s little motivation to gather specific gear sets when you can almost certainly buy better stuff from the auction house than anything that will drop for you.

Instead, there is an end game around farming and selling drops on the item house.

I don’t personally feel slighted that I played through Diablo 3 a few times and then decided I’d had enough. I never did get to Inferno level and I’m cool with that, I think I got as much fun out of the game as I wanted. I’m sure lots of other players are equally placid about Diablo 3. It was good enough, there was enough fun. The story (for all its flaws) was told engagingly and there were enough pieces of story detail that you could discover a few new things on each subsequent play through. The achievements were nicely thought out on the whole. I could imagine playing it through again in a few months time, just for fun.

But clearly, many players wanted an endless endgame, and Blizzard wanted to design a game that had one. Preferably without the hassle of having to actually add extra content. I say this because they could totally add extra secret bosses, secret levels, secret events, secret companions, secret crafting recipes and so on; they wouldn’t stay secret for long but it would get people back into the game to see the new stuff.

But what would a long term sustainable end game look like for Diablo 3? There is the upcoming possibility of PvP for people who like that. It would be gear dependent so frequent trips the auction house would likely be necessary if you want to be competitive. Other than that, how could Blizzard ever expect players to play through the same content indefinitely? They’ve already included variable difficulties with better drops at higher difficulty ratings. They have deliberately limited the randomness in D3 because of the increased story emphasis so it will never be one of those randomly generated dungeon endgames.

That leaves extra incentives for groups of friends to play together regularly, tying it in with other popular games (ie. WoW), or running some of those ladder type events. Diablo gameplay just isn’t deep enough on its own to keep people coming back.

MMO Endgames

We are in a new era of MMO endgames too at the moment. Subscription games have always encouraged devs to find ways to keep people playing the same game. They have encouraged inventiveness around what gives games longlastability.

OK, I kid.

But you’d have thought competition between sub games would have encouraged this type of experimentation. Instead what has mostly happened is that devs are more interested in the churn – in finding new players and getting them to stay for a couple of months – than in what gets players to stay for a year rather than 6 months. F2P games take this a step further in that devs are now looking for the ‘whales’ who view the normal way to play games as being to spend loads of money in cash shops when they are having fun. Some of those people will be long term players. I imagine the hope is that if a game can attract enough whales, spending loads of money in cash shops will seem more normalised of an activity for the playerbase.

Players also get frustrated more quickly. Long term goals in a game is one of the factors that makes players stay for longer, but also one of the things that makes impatient players say immediately “That’s too hard, I can never do that, why is it in the game?” One example of this is the Legacy purchases in SWTOR. It costs 5 million credits to buy an auction house terminal for your characters’ ships. To me that says a month or two of trading/ dailies. As you can imagine, the bboard has plenty of complaints that it is too much, it’s impossible, it’s unfair, etc. A long(ish) term goal based on gathering in game gold is the opposite of unfair actually, since it’s the one thing everyone can do.

The only types of long term goal players seem to accept passively in themeparks are ones that is explicitly based on subscription length, or collecting stuff. For example, EVE training schedules that take months (I know, not a themepark but this type of mechanism could be in one), rewards in CoH based on subscription length, WoW Firelands rewards based on how many dailies have been completed. Pet, mount, and gear collecting is another type of longterm goal which has been popular with players.Other feasible and challenging longer term goals often get dismissed as ‘unfair’ or inaccessible by the player base.

And with that, lets’ talk about raids. Raiding has been a core piece of MMO endgame for many years now, since EQ. The raiding ‘lifestyle’ includes membership of a raid guild, some commitment to regular multiplayer  raids, and a set of raid content of increasing difficulty that is projected to need many weeks of raiding to complete. Players have been increasingly dissatisfied with the raid endgame. It requires too great a commitment, guilds act as gatekeepers for content, raids are inaccessible to people who can’t meet a guild’s raiding schedule and so on. Random raid finders or dynamic events (as per Rift) have been one answer to this, making raids far more accessible to players than they were back in the day.

But the main thing about raids is that they did offer longterm progression goals to players. Not to mention a social network. That was one of the reasons they so successfully defined endgame for a generation of MMO players. So if raids are becoming more accessible, more immediate, or less appealing, what is going to replace them? Will it have longevity?

I have already seen people wondering what sort of an endgame GW2 will have. There aren’t any PvE raids. There is extensive open world PvP. There are lots of dynamic events. There may not be strong incentives to be part of a guild. Will that be enough to keep players engaged for months or years? And does it matter?

The next WoW expansion is also branching out with endgame, including speed runs for 5 man instances (challenge modes), a farmville knockoff, pet collecting/ battles, scenarios (smaller instances which won’t need tanks or healers) as well as the usual raids. Will these new mechanics keep people playing for longer without needing a constant feed of new content? I remain to be convinced about the challenge modes, I’m not sure how exciting it really is to be constantly doing speed runs of the same content. But maybe some players will love it. At least enough to try one once a day with their guild.

Towards a fluffier endgame?

One of the posters on mmorpg.com argues that fluff rewards are better in endgame than constant gear progression. (You can tell this is written by someone who likes PvP and hates raiding.) ‘Fluff’ is usually defined as something that doesn’t affect progression or stats. It’s fun or pretty, and that is its only purpose. In game festivals or special events are pretty much the epitome of fluff – they’re temporary, fun (we hope) and offer good fluff rewards. Players like them and a player who has drifted might easily be tempted back into a MMO to check out the event.

Mini-games can be part of a fluff endgame, they’re just extra things for players to spend time doing in the game. This is clearly the road WoW is wandering along, adding more single player/ small group compatible content, which means that MoP is going to have a wider variety of endgame content than Cataclysm did. LOTRO has always excelled at adding fluff, from supporting RP, to musical instruments in the game, monster play, chicken play, and skirmishes (probably the inspiration for WoW scenarios). Space missions in SWTOR are an example of a really well executed minigame, if you like that sort of thing. Bioware could do with adding more; games to play in cantinas would be a good start for example.

Player housing can be part of a fluff endgame.

Collecting pets, mounts, pretty things can be part of a fluff endgame.

But will that be enough to replace a progression based endgame?

The release date tango

  • The Secret World has just started its early access period prior to launch on July 3rd.
  • Arenanet have made the (gaming) internet explode by announcing GW2 release date as 28th August. (Like Tobold, I plan to pick my copy up then because I think it will be cheaper.)
  • Also Turbine will be releasing their Rohan expansion for LOTRO at some point this Autumn/Winter. I don’t imagine that will have a big impact on the other games, but you never know.
  • So the big question now is when will Blizzard release Mists of Pandaria?

In previous years, MMOs have tended to shuffle their release dates around each other. There is an advantage to having an earlier release than competitors, in that bored players will pick up your game just because it’s new. On the other hand, the typical MMO tourist spends a month or so in a new game and then moves on, so timing your release for a month or so after another game might work better.

  • Notorious clashes in the past have been when Warhammer Online released on Sept 18th, 2008. Blizzard released Wrath (probably their best expansion to date, imo) in November of the same year, just in time to pick up disaffected WAR players.
  • Cataclysm was released on Dec 7th, 2010. Aion released in the West on Sept 7th of the same year.

As gamers, we may tend to read too much into these things. Q4 is popular for gaming releases in any case, it picks up the Xmas market, returning students, and gets cash inflow before the end of the calendar year.

Still, it’s interesting that the big MMO releases this year seem to be edging earlier and earlier. There are good reasons for Blizzard to launch MoP as early as possible:

  • If players get hooked on GW2 before MoP launches (I see GW2 as more of a competitor here, as it’s also a fantasy themepark MMO), the barriers to switching from a sub-free game to a full subscription + pay-for-expansion WoW are much higher than switching from another sub game.
  • Players who picked up an Annual Pass (these are Blizzard’s core gamers, the ones they can least afford to lose) may get pissed off if they can’t get at least a couple of months of MoP as part of their annual lockin. Especially since this year in WoW has been rather a content desert.
  • No Blizzcon this year to act as a distraction to the playerbase.

So will Blizzard release against GW2, or will this expansion, like the previous ones, get shunted back to the end of the year?

Gaming morality vs RL morality

Jim Stirling posted a video blog in The Escapist this week discussing why murder is pretty much the norm in video games but rape presents greater issues. I didn’t watch it because I pretty much never watch video blogs, but read enough of what he said afterwards to get the gist:  his current position is that this is OK because there could be good/ ethical reasons to kill (ie. in self defence, if it’s a zombie, etc) but not rape. So he’s taking a fairly sensible perspective, which might be surprising to people who have read his previous outbursts.

 

This post is not about rape, however. It’s more about how we do lots of things in games because we can, or because they score points or combos, or because they unlock more content or a cool cutscene/ kill scene. My partner is levelling an Agent in SWTOR at the moment and while I’m trying not to spoil the story for him, we do sometimes chat about when I made different decisions on my (dark side) agent than he has on his (light side) one. My Agent was also a kind of intergalactic Martin Sheen so I went for all the seduction options too. My beloved summed this up as, “So you shagged everything shaggable and shot everything shootable.” I said “Yes, obviously!”

 

The way in which the gaming brain makes decisions is not usually around morality so much as min-maxing, high scores, or winning the game. Maybe there is some power fantasy in there as well, especially in immersive settings. Where morality does come into gaming, it’s often around roleplaying or ‘staying in genre’ or ‘telling a good story.’ Some players always project themselves into the game, or prefer a heroic stance. But if a game awards points for a kill, double points for shooting people in the back, and triple points if you shag the corpse afterwards, then a lot of people would go for the necrophilia without a second thought. It doesn’t seem quite right  to blame players for doing madly immoral things in games if the game was designed to reward those activities.

 

And that’s why it is down to game designers to act like grown ups when it comes to deciding what actions get rewarded. If you reward it, they will do it.

 

Another way of talking about games that reward ‘madly immoral’ activities is the concept of moral hazard. This is where people are encouraged to do hugely risky (or just unwise) things because someone else will pick up the tab if things go wrong. In EVE recently, players found an exploit in a new patch and exploited it crazily for a couple of weeks before reporting it. CCP (after being prodded by other players) duly retrieved the ill gotten gains, released a comment about how clever their players were, and let it go. There’s no major punishment in EVE for this type of exploit – other than massive publicity. I assume the rewards for reporting exploits are decent also. Incidentally, EVE players are the craftiest in the world in the same sense that Carlsberg is the best lager in the world.

 

This is not however a snarky comment about EVE so much as noting that all sandbox games really struggle with empowering ‘good’ players to keep the ‘law’ and control or punish bad ones. The ideal platonic sandbox game would probably have a player run militia and legal system, in practice this is very hard to do without very active support from staff. Partly because naughty players can just log off when the cops are around, but mostly because the information you need to prove crimes is held by the system, and it’s generally hard to think of good punishments other than bannings. Because cop players pretty much have to be in collusion with staff to get the information they need (unless you’re in a hardcore RP game where baddies will volunteer info OOC so as to make a better story), the whole thing is subject to accusations of bias and can easily end up being both ineffective and actively bad for the game.

So even the players who disapprove of exploits have limited facilities to find out about exploiters in game or punish them. Especially if they are part of a large and powerful alliance. This is why people will tend to shrug and leave it to the devs to handle. So again, it’s down to the devs of a sandbox game to keep a close eye on what activities they are rewarding and make some judgement calls on whether emergent player behaviour is something they want for the game or not.

Whatever happened to Lara Croft?

several_laras

So here are a few images of Lara Croft from games, film, and (at the bottom) the trailer for the upcoming Tomb Raider reboot game. I’m not sure why she switched from dual pistols to a bow either, must be the Katniss effect. And actually, in discussing the reboot, I keep feeling The Hunger Games as an influence. I’ll come back to this later.

However, the elephant in the room with Tomb Raider has now become comments made by the executive producer, Ron Rosenberg, with respect to Lara’s new backstory involving being kidnapped by island pirates and an attempted rape (she beats the guy up, kills him and escapes, incidentally).

“When people play Lara, they don’t really project themselves into the character,” Rosenberg told me at E3 last week when I asked if it was difficult to develop for a female protagonist.

“They’re more like ‘I want to protect her.’ There’s this sort of dynamic of ‘I’m going to this adventure with her and trying to protect her.’”

So is she still the hero? I asked Rosenberg if we should expect to look at Lara a little bit differently than we have in the past.

“She’s definitely the hero but— you’re kind of like her helper,” he said. “When you see her have to face these challenges, you start to root for her in a way that you might not root for a male character.

Who is this /you/ he is addressing? It looks as though it should be anyone who might play the game, except there’s some assumptions there about how people identify with main characters which look as though he’s assuming the player is male. That’s one of the reasons he got people’s backs up. Lake Desire has a nicely nuanced writeup on the Borderhouse explaining why she appreciates what the devs are trying to do and feels that the trailer does make her want to play the game, while acknowledging that there are some issues around assuming that female characters need to be seen as vulnerable so that players will think they are ‘feminine’ enough.

I am torn, because while I agree it’s problematic if every strong female character has to have a traumatised background and the male characters don’t, I’ve also enjoyed stories like Kill Bill and the city elf backstory from DAO which do feature badass protagonists who are rape survivors. There’s a place for that kind of story and if it’s done well it can be empowering for players. I’ve liked Blaxploitation films too, and I loved Pam Grier in Jackie Brown (maybe I’m just a Tarantino fan).

It is, however, something of a genre in itself and usually features strong revenge plotlines which aren’t really the pulp adventure of which Lara Croft stories are made.

The other blogger I was reading on this subject wrote about Lara Croft 3 years ago. Ms Pixel decided back in 2009 that Lara needed a reboot and discusses what SHE thinks needs to happen.

Lara was born during a time when sex in games and digital nudity were avant garde. Now it’s common place. Shed more light on Lara’s personality traits. She needs to become a full blown character that makes me laugh, cry, cringe, marvel and scream at the same time.  Full and impossibly flawed characters like Uncharted’s Nathan Drake and Metal Gear Solid’s Solid Snake have intense fan followings. Men don’t want to admit it but they’ve got a Bromance with Nathan and Snake that rivals the love affair they have with Lara. Women also love yearn for lovable characters. Gender doesn’t play that big of a role.

Get that, devs? Women also want /loveable/ female characters (or at least one woman does, and I don’t think it’s a half bad idea either.) Having said that, I think the devs here were gunning to highlight Lara’s personality traits. I just don’t know from that trailer whether loveable is really the personality trait that will shine here.

And aside from that, do we really want to see our characters beaten up, sobbing, and bleeding  (yeah scratch the bleeding, everyone does that)? Would it be possible to present the same story without making the vulnerability quite so front and centre, and focussing more on the aftermath and recovery?

Katniss is not Indiana Jones

My issue with the reboot is that I think the devs are mixing genres, perhaps unwisely. It isn’t impossible for a pulp action hero to get the grimdark makeover, it happened very successfully with Batman in the 1980s when The Dark Knight Returns was published. But some heroes, some stories, work better when they are left to their own strengths.

Lara was originally presented as a sexy female Indiana Jones, hence the tomb raiding. Along with that character type come the wisecracks, the keeping a cool head in a crisis, exotic locations,  falling into and escaping death traps, massive charisma, risk taking, and generally trying to be Harrison Ford. Katniss Everdeen (that’s Hunger Games if anyone hasn’t seen it yet) is more about survival and trying to be true to yourself and your friends in a world that is against you. It’s not quite the same. Katniss will never be a pulp action heroine (in fact, I’m still not recovered from having read book 3 in the series which is ultra grim).

However, much like Lake, I’m now quite curious to hear more about this game. Maybe I’ll pick it up cheap in a Steam sale in a few months time, if only to see how well they managed the storytelling. Shall we call that a win for the PR team?

“The cynic knows the price of everything and the value of nothing.”

What is a ‘good’ game worth exactly in these days where AAA MMOs embrace the F2P model, where Steam offers regular deep discount sales, where mobile apps tend to cost under a dollar each, and where collectors editions and ‘pre-purchase’ deals are climbing in price?

The economist would say that goods are worth whatever people are willing to pay, but as consumers we each have to arrive at  some concept of ‘a fair price’ to come to that decision. Frex, why did I think paying £50 for a pre-purchase of GW2 was unreasonable, where lots of other people thought it was fine? Which games would I buy on release, even if they did cost more than similar games in the past?

So when EA’s chap in charge of Origin spoke out against deep discount sales a couple of weeks ago, on the grounds that ‘they cheapen intellectual property’, it’s worth a pause to think about what he meant. Economists love increasing discounts because of the idea that every reduction opens up a new tier of customers who would want the product at the new price but wouldn’t have been prepared to pay more. And if everyone knows that the sales/ reductions will be coming, people just have to decide how much they’d be willing to pay and how long they’d be willing to wait and buy accordingly. It’s all about expectations. If it wasn’t guaranteed that sales would  happen then more people might pay higher prices, on the grounds that they’d rather have the game than not, and waiting might not result in a price drop. You see this sometimes with Blizzard games, since they have a reputation for not offering discounts for a long time after release. Although I think they will have lost some goodwill from the WoW annual pass, especially if the release date for MoP drifts towards the end of the year.

Anyhow, EA evidently had some internal differences on the topic since they’ll be offering deep discounts on games on Origin. That’s … fairly contradictory.

Have your ideas on ‘a fair price’ for games changed over the past few years?

But this has all made me wonder how I decide on what is a fair price for games I buy.

  • I didn’t have any issues paying full price and a full sub for SWTOR (I’m still enjoying it, for the record, and feel that I’m getting my money worth), but when EA start talking about F2P for SWTOR, my first reaction is to rethink my plans to take out another 6 month sub – what’s the point if they might experiment with cheaper options? (That’s illogical btw since I can’t imagine it’d happen within 6 months anyway – but it makes you think.)
  • For an MMO I am mildly interested in but not to the point of getting in on release, knowing that F2P could be a future option is more likely to make me wait and see.
  • But I’m still not fond of F2P models for MMOs, I don’t think I would want to make my ‘main’ MMO a F2P one.
  • Steam sales have made me think “wait 6 months or so until it’s cheap in a sale” on some games which I might have otherwise picked up sooner. Or I might not, but knowing the sale will come does affect the decision.
  • I do also have a few games picked up cheaply in Steam sales that I haven’t really played yet, so perhaps not THAT good value.
  • The humble indie bundles also have to make anyone think hard about buying indie games, if price is your only criteria, because some of the strongest indie games have ended up in these cheap bundles.
  • I don’t like it when full box price creeps above £40 for new releases, that makes me far more likely to look round for a deal or wait for a sale.
  • And increasingly, the amount of play I get out of a game isn’t strongly related to how much I paid. With sub games that I enjoy, the link is actually quite close though.

So – have your ideas on fair pricing changed?

Changing the gaming culture #2: Habbo; and could gamification clean up virtual worlds?

I guess you could see this post as thematically related to yesterday’s, where I was talking about sexism in gaming. Last night Channel 4 News (which is a reasonably well respected outlet here) aired a piece about sexual harassment in Habbo Hotel. If you haven’t heard of Habbo it’s probably because you aren’t a teenager or don’t have a child that age.

It’s a huge F2P virtual world aimed at teens that claims 10 million unique visitors monthly, according to the devs.

I missed the report but essentially one of their reporters posed as an 11 year old girl while playing Habbo for a couple of months  and was inundated with cyber sex, porny chat, and cartoon boys following her to her room and emoting that they were having sex with her. I suspect strongly that this mostly involves teens harassing each other. It reminded me a bit of a report I read recently about teen sexting in schools, where they focussed on how teen girls in particular are subjected to a barrage of requests over social media to send pictures of themselves naked, perform sex acts, etc etc.

So this is likely more of a wider cultural issue than gaming culture per se.  Still, a game aimed at minors which sells itself on being a safe environment has to go a bit further than saying “Hey, it’s what they do at school too.”

Habbo actually have some fairly solid guides available, as well as assuring parents:

Providing a safe social environment for all players is a top priority in Habbo Hotel which is why all Habbo Hotels are staffed by trained, adult moderators who take action against wrongdoers and assist users with any questions they may have.

They also suggest parents keep an eye on what their children are doing online and make sure they keep lines of communication open so that their kids feel comfortable telling them if anything that made them feel bad happened. Which is all great advice.

I’ve also no reason to doubt that they have a process in place where players can complain of  harassment and have a moderator step in to help them either. (We don’t know if the reporter tried reporting anyone.) None of this will save them when their main investor pulls out due to bad publicity and the main retailers decide to stop stocking Habbo Hotel gift cards. Although they do also operate in a ton of other countries so there is that.

What’s more worrying for MMO operators in the teen/child space is that this starts a rush panic. Parents or investors who may have assumed that virtual worlds were more policed THAN IS FEASIBLY EVER POSSIBLE might just pull the plug.

For example, the C4 report had them playing with “a leading expert on child safety” (pro tip: any competent parent could probably also double as a leading expert on child safety) who felt that a moderator should somehow be jumping in as soon as the player received their first dodgy private message.

Asking to have every single message moderated isn’t practical. It’s barely viable to ask for every channel to be moderated.  And they do claim to do this:

"Habbo’s moderation and safeguarding procedures includes employing more than 225 moderators, tracking some 70m lines of conversation globally every day on a 24/7 basis. These moderators cover all time-zones and the multiple languages in which Habbo users converse."

That’s vastly more moderated than WoW, for example. And yet, you can log into Warcraft and the only unwanted texts you might get would be about gold selling. I think there is room to wonder about their moderation, if there really are chat rooms called ‘sexy stripclub’.

I don’t really have an answer for this one other than either watch your kids like hawks online, get them to stick to games which don’t allow free text chat, find a game that allows private servers where they can play with people they know or parents/ schools have vetted, or have them play games which aren’t dominated by teens.

It is definitely going to be worrying for Habbo though that parental expectations might be for totally impossible levels of safety.

So why are AAA MMOs not as bad as virtual worlds with respect to sex chat

The only game I can think of that was as  sex dominated as this sounds was Second Life, and even there it sounded relatively easy to get away from the cybering. So maybe there’s something about ungamified virtual worlds that just descends to the lowest common denominator.

Sad but true. I think any future ventures along these lines will have to require real names or allow private servers where the groups running the game can impose their own gatekeeping.

Or maybe there is something about gamers and gaming MMOs that focusses interactions in other directions. Maybe gamers are generally more interested in progression than what’s in your pants iRL. I also suspect that having a mix of ages in a gaming demographic tends to make a space safer rather than riskier – while there is the possibility of paedophiles, there is also the (larger)  possibility of adults who will keep an eye out for more vulnerable members of the community, plus parents who will tend to play with their kids in the game (which I think would require more fortitude than I possess for Habbo).

This won’t be the last we hear of this story, I suspect. It’s been bubbling under for a long time, and this may be the start of a very different turn for MMOs.

Is it possible to change ‘gaming culture’?

Another week, another slew of stories about sexism in gaming.

E3 has come and gone, with the attendant outrage about booth babes. (That is, skinny white female models paid to sit on a booth in skimpy clothing and get leered at all day by attendees and journos.) In case anyone hasn’t seen enough pictures of scantily clad models online, CVG posted  a series of 63 photos of booth babes from E3, so it’s a fair bet that this isn’t just one or two companies.

Why is this necessary? Who knows, anymore. The argument that it gets more attention is a pretty self serving one, especially when you can’t actually identify the games they are supposedly flogging from the booth babe pictures anyway. I actually assume it’s mostly that PR managers feel its good for their egos to employ models on their booths. Because if you just wanted women in skimpy gear, you could probably get some cosplayers in to do it for the price of a few freebies, and then everyone would just say “yay community involvement.”

I’ve been to conventions where the model tanks got more attention than the booth babes (which is fair, I think, you can see pretty girls anyway after all), and I’ve been to conventions which used male as well as female models and didn’t particularly notice their booths being less busy. Mostly because gamers are more interested in a) freebies and b) the actual games.

Having said that, I’m against the whole booth babe thing for two reasons.

  1. Hello, I’m a core gamer too. You won’t show me that you care about MY custom by employing booth babes. (This reminds me of the time I went with some male colleagues to an engineering show and we went to one booth and the guy reached under the desk and gave me a fluffy toy and gave my colleagues brochures about the product. I did not make this up, it really happened. I gave him A LOOK and he rapidly gave my colleagues fluffy toys too, saying it was for their partners or children. I’m still mad about that even though it was several years ago. Mostly because my colleagues said nothing, they just looked embarrassed while I ranted.)
  2. It just reinforces conventions being sites where sexism (in the form of ogling random women and commenting on their hotness or otherwise) is accepted practice. I know plenty of female gamers, both computer and tabletop, who avoid conventions, for this reason. If you want women to go to cons, they need to feel both welcome and safe. It’s a million years away from the scifi cons which often have women on the steering committees, on the panels, and still have plenty of skimpy cosplayers wandering around.

Oestrus has a good post up discussing her mixed feelings around companies using booth babes. Where on the one hand, it seems to work for them as a PR strategy, and on the other, it sends very mixed messages to gamers about how they can or should treat women.

The other story I’ve seen this week about sexism is around a feminist kickstarter who got some great PR from all the predictably heinous sexist comments on her youtube promotional video. I think that the more people who realise that trolls leaving hateful and sexist comments on feminist blogs has now become expected, the better, because maybe once it’s out there, people will start taking it seriously.  I do wish her luck, although I’m sure she won’t need it. And at the same time, I am awed at how smart she has been about turning the hateful comments into a promotional tool for her videos.  You go, girl.

I was also shocked at the anti-semitic comments that turned up too. Anti-semitism always feels very old fashioned to me, like something we read about in history books rather than experience every day. But clearly there are a number of people where you just have to scratch the surface and it’s still a kneejerk reaction.

Still, assuming the vast majority of gamers don’t actively subscribe to the hate but either go along with it because it’s what their group do, or else try to ignore it so they can just get on with gaming, what can anyone do about this side of the ‘gamer culture’? Can it change, or are unmoderated arenas like XBOX Live always going to fall to the haters?

This is a post that caught my eye by Meguey on Gaming as Women, about how she tried to change the ‘micro culture’ of her gaming group. This isn’t about sexism, it’s about how she noticed that one of the guys in the group always seemed to be left out, and how she decided to change that. It took 3 years, and that was with a group of people that she knew, and who respected her opinions.

She has some advice for people who do want to change the culture around them:

Call people in the micro-culture on the things you want to see shift. This sounds as scary as anything, but it’s not a cry to confrontation and accusation, it’s as simple as not laughing at a joke you find offensive. Then it’s saying “Yeah, not so cool / funny, dude”  when someone makes such a comment / tells such a joke. Then it’s talking to the people in the micro-culture privately to say “Hey, I’m done with being a wise-ass kid, y’know? It’s time for me to stop talking like I think women are second-class. Because that’s just crap.” You don’t need to be confrontational,  just own your own growth.

See, all it takes for the haters to win is for the good guys to do nothing.