Rants tag

Rants, ruminations, and rambling remarks from my mad, muddled, meandering mind.
Showing posts with label TESO. Show all posts
Showing posts with label TESO. Show all posts

Wednesday, May 21, 2014

Sometimes Mania is Liberating

I feel the need to preface this post with the disclaimer that I am not a Wildstar fanboy. I suppose not playing Wildstar because you don't like the aesthetic is as valid a reason as any other. But, really?
Is this
any worse than this?
Now, I realize that not everyone wants to see "Guardians of the Galaxy," just like not everyone cares to play Wildstar. But I hate to break it to you: The Elder Scrolls Online ain't Shakespeare or War and Peace. Or even Lord of the Rings.

I assume that gun-toting rodentia breaks your immersion or something. I can't honestly say that Wildstar is an immersive experience for me either, but you know what? It's kinda fun. On the one hand, you have scenery-chewing bad guys (that the Alliance of Awesome seems hellbent on playing); on the other hand, you have tree-hugging space hicks and zombies. You have garish colors and sardonic announcers mocking how "badass" you are when you level or when you die. Come to think of it, Wildstar takes a lot of cues from Animaniacs—and Golden Age Warner Bros shorts.

And that's OK, not every game I play has to be painted in greys and browns to be worth playing.
Thanks to Belghast
~~~
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This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Monday, May 19, 2014

In Which Comfortable UI Trumps Interesting Progression

So Scooter and I had the talk last night. You know, the one where gamer couples decide whether to play a game or not. Those of you without the blessing of having your significant other playing with you simply decide whether you will or will not play a game. When another person is involved in the decision, it becomes a negotiation. Since so much of your game time is spent with the other person, you are likely to play games which you feel "meh" about but that your partner loves. Or you may end up foregoing a game you like because your partner can't stand playing it.
For me, the worst part of The Elder Scrolls Online was the reticle-aiming UI. After writing my review, I had one more opportunity to return to TESO, and was even more frustrated by the UI, deciding then and there that I would not be playing. Scooter was of a similar mind, and we let it pass us by—even though everyone else seems to be playing, and I heard from someone on Twitter whom I cannot now remember that there is an addon that enables MMO style mouse targeting and navigation. (A choice TSW has as part of the default client.) But I loved the concept behind TESO's progression system and how every class can use any type of weapon or armor, leading to interesting combinations like archer tanks and healing rogues. (I've heard that it's not as completely wide open as Skyrim, but pretty close.) And the lore/world looked interesting enough.

But that darn UI. Just nope. On Belghast's Aggrochat, a frequent theme can be paraphrased as "playing the game, not the UI," and I agree, though maybe not quite the way they think. When the moment-to-moment functionality of moving through and interacting with the environment is frustrating, not much else matters.

Wildstar, on the other hand, has very pedestrian progression. Each class has access to a single weapon type, for instance. However, the UI is something I am far more comfortable with. It's easy to move, and easy to interact with the environment. I hope to avoid needing the many action bars that the UI provides, but we'll see. Others have commented that the garish colors and frenetic environment of Wildstar are a distraction; and while I don't disagree, exactly, I do think it fits the humorous, irreverent style of the game. The story and world are intriguing, though I have issues with some of the design decisions made by the devs. I'll cover the cons in more detail later, but the pros are definitely there.

We've gone back and forth over Wildstar several times over the course of the open beta. I'll have a fullish review up soon, but wanted to post this now, since it's a slightly different topic. Then there's the subscription. Both Scooter and I are reluctant to sub again after almost two years of not needing a sub in any game we were playing. I'm still not sure we'll play past the first month. In the end, Wildstar has won us over, grudgingly. She likes the game, and the game works on the laptop I am currently using, with the video turned all the way down. So we've decided to "buy the box" at least and see how it goes from there.
~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Tuesday, April 15, 2014

Temptations

My computer has been unusable for gaming for almost two weeks now. I can still surf and type, etc., but playing Landmark is difficult and TSW and even Dragon Age are out of the question. And it's my own fault, really.
 
Meanwhile, people are loving TESO, which I did not like even when my computer was in fine working order (based on a few hours on beta weekends (BTW the UI supplanted my dislike of the subscription as the main reason I decided not to buy the game)). But not having other games to play makes TESO all the more tempting, against my better judgment.

Honestly I feel left out, because it seems all my friends are playing something that I can't. Even though I chose not to play when I did have the option.
~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Monday, March 31, 2014

QOTD: So Much For Playing Together

This is one of the few confusing points, in that characters can live in multiple guilds… but functionally you can only group with your own faction.
~Belghast, The Dragon Knight Comes
What a complete waste. Long-time readers will know that I am against factionalism and other things that prevent players from playing the kinds of characters they want with the people they choose. Fragmenting the playerbase is so last decade. So when games like GW2 are managing to have guilds span across servers, Zenimax can't even figure out how to get players of different factions playing together, unless it's against each other, even while paying lip service to cross-faction guilds.

This may not affect those who preordered. They can choose any playable race to be in any faction. But those who come along later will be shut out of that option. I'll stick with TSW; where, in contrast, player characters intermingle freely everywhere but faction HQs, and cabals are just about the last bastion of faction exclusivity.
~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Monday, March 3, 2014

Three Days in Tamriel

Last Wednesday, the Aggronaut put out it out there: pretty much anyone interested could obtain a key to this weekend's beta test of The Elder Scrolls Online. Belghast has been involved in TESO for a long time, so I decided to heed the call. After all, it might induce me to buy, and there are monkeys at stake.

TL;DR
The Elder Scrolls Online is a great looking game with what looks to be a thorough lore and a solid character progression system. However, barring a big change of heart on the part of Scooter, I won't be purchasing TESO or committing to a subscription any time soon.
I loved the way the sunlight spread though the gap in the rocks.
The Great
TESO looks fantastic. All the pictures in this post contain gorgeous scenery and avatars, and I really have no complaints on that front. The graphics engine is also optimized well enough that I had no discernible loss of framerate even in high traffic areas, unlike some other games that have been around for a while. The pics seem a little dark on my current computer, but that may be a consequence of converting the original bitmaps to jpegs and my current monitor. On my gaming laptop, they are fantastic.

The character creation experience was wonderful. There were plenty of ways to get my avatar's appearance just right, and the models themselves fit well into the art design of the game. I also like the character progression system. The skill trees allow for plenty of customization to get my characters away from the rigid classes of some other games. While there are classes and skills trees associated with them, racial trees and the ability to wield all weapon types (with their accompanying skill trees) allow for tremendous variation. You can have a bow tank, or a dual-wielding hatchet healer, or a sword-and-board sorceror. In the end, will those combinations be effective in a group setting? I don't know, but I bet they'd be fun to play.
My Templar and Scooter's Dragon Knight
The Good
The stories I encountered as part of the Daggerfall Covenant and the Aldmeri Dominion were standard MMO fare, though the implementation is quite pleasing. Scooter pointed out that none of the quests we encountered involved any kill-ten-rats goals exactly, though at least one did involve collecting six bits of magic in order to power a staff. I don't know if quests at the higher level devolve into KTR territory, but at least these early ones were entertaining enough. One thing that is worrisome to me is that the accompanying survey add-on seemed very interested in whether I felt heroic when doing or completing the quests, and how immersed in the world I was. For one thing, it is not my desire to be The Hero in an MMO, for another, the survey itself often took me out of any immersion I might have been feeling. I eventually turned it off, since my answers didn't really change from one questionnaire to the next.
A Pair of Nightblades
I felt more involved with the story of the Dominion integrating itself on the island of Khenarthi's Roost than I did with the conspiracy to depose the petty criminal tyrant of Stros M'kai. And Scooter and I were unable to continue to Daggerfall due to a bugged summoning  in "Unearthing the Past." Belghast had mentioned that a more recent build of the game dispensed with the starter islands and dumped the player character directly from the Coldharbour tutorial to the main city, with the option of going to the islands. Hopefully, this would mean that players can easily return to the capital from the islands if they choose to. I'm glad we did encounter that bug, though, since it caused us to create new characters and experience a different starting area.

The Bad
The tutorial made it seem like you can cover all informational dialogue, but the first quest from Captain Kaleen locked in the first option before I could find out about the other two. Someone did come along later to give me the other two, but it was still frustrating to have an expectation from past experience within the game that was contradicted. Later on, the fact that there are irrevocable choices to be made becomes more apparent. It seems that there should be a stronger graphical cue as to when making a dialogue choice will lock out other choices.
Absorbing a Skyshard
Non-instancing of stuff leads to occasional immersion breaking. It breaks my immersion to have some guy tell me that to enter a temple is certain death, and then see other players wandering around the courtyard with no discernible problems. Some quests even bugged out because two or more players were trying to interact with the same object simultaneously. I will say some of the object instancing is "interesting" in groups. On one occasion, a quest objective for me was located in a different part of the cave than the same objective for Scooter, and we couldn't even see each other's corresponding objective. That was pretty cool, if slightly bemusing.

I wanted to get a good feel for the combat, but it was always over too quickly. The only times either of us died in combat was when we started out alt-tabbed or AFK, or there was something wrong with our controls, and our characters were separated geographically.

The Ugly
I really don't like the reticle targeting/navigation; or "action mmo perma-mouselook interface," as Belghast put it. I also dislike having to "escape" to the interface windows, like character and skill windows. I assume it's similar to other Elder Scrolls games (that were buggy as hell, according to many). But for me, it is reminiscent of Neverwinter. It is painfully obvious that the game is designed around a game controller, with the PC version barely an afterthought. Guess what? If I wanted to play console games, I would buy a console. I'm a PC gamer, in part due to my keyboard/mouse controls. Playing effectively required extensive rejiggering of the game keybinds and my Nostromo and M570 mouse. Scooter had an even worse time with her new Logitech G14.

Did I get used to the interface after a day or so of playing? More or less. Did I like it? No.
Rowan and Scooter!
Conclusion
I had honestly hoped to be blown away by TESO. I know a lot of people say you have to play quite a bit of a game before you really can decide whether you'll enjoy it. But in my experience, the games I have been drawn into within the first hour in the world have been the ones I have stuck with for months and even years. I ended up dropping within a short period of time those games that I struggled to become immersed in.

Still, the biggest barrier to me playing TESO is not the UI I really dislike, or even the box price. After all, Scooter and I just dropped $60 each on Landmark. The biggest barrier for me is the monthly subscription. I had a hard enough time trying not to think about the progress I was forgoing in both TSW and Landmark. To add a "wasting money by not playing" component to that is unpleasant in the extreme. I don't like this game well enough to pay $30 (for me and Scooter) every month for it. Not when there are other alternatives not trying to lock me in.
~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Saturday, August 24, 2013

Barriers to Entry: More Revenue Model Discussions

EDIT: I sure wish I knew why this post is so hot. Let me know in the comments section what led you here.

In case you had not realized by now, Dear Reader, I am fascinated by the so-called Dismal Science, Economics. Though much of economic theory revolves around money, I had one college professor eloquently refer to it as the Study of Choice in the face of Scarcity. This is what fascinates me about it, why do we make the choices we do? It doesn't have to be choice involving money. For instance, do I spend all morning researching and writing a blog post, or exploring the town and country I am sojourning in, or playing a video game?

Market Forces
One thing that interested me about Guild Wars 2 was that, since everyone could gather any crafting material from the environment, the Trading Post became a buyer's market rather than the seller's market found in so many other MMO player exchanges. Without (artificial in the case of MMO resources) scarcity, goods have little value on an open market. That is why maize is cheap and caviar is expensive. People hoping to make lots of in-game gold by playing that market screamed bloody murder about how it was broken. To which ANet's own in-house economist responded, essentially, works as designed. Speaking about the cross-server system, John Smith said:
The global trading post provides a large number of huge benefits at virtually no cost, outside of the complicated technology required to support it. Making the TP individual to each server opens up market failures across the board, including easy arbitrage and extremely easy market manipulation. The global TP is easier to find items, harder to manipulate, and reaches equilibrium prices significantly faster and more efficiently than any other in game marketplace ever created.
Manipulating markets in the real world is frowned upon. But when a MMO developer takes steps to counter it in the game, those would otherwise exploit the market cry that it's ruining their game.

Others have complained that the prices for end-game fancy item skins are too high in the AH, a result of low drop rates. However, fancy in-game items are rare for a reason, they should represent the effort you put in to get them. I could just as easily complain that the price of a Roll Royce or jar of caviar is too high. But there is an easy solution to that. Spend your money on something else. Or save up for the purchase. (This is also partly why I am not in favor of the top end stuff being awarded essentially via slot machine.)

Coulda Shoulda Woulda
Which brings me back to the title of my post, revenue models. My good friend Belghast has written an excellent post in defense of the subscription model:
Most of the games we now think of today as heralds of the free to play “revolutions” started their lifespan as a full functioning subscription based game with a $60 box cost and a $15 a month subscription fee. This is the case for the Turbine games (Lord of the Rings Online and Dungeons and Dragons Online), the Cryptic games (Star Trek Online, Champions Online), the Sony Online Entertainment games (Everquest, Everquest 2, Vanguard, etc) and the new darling of the free to play market… Rift. Each and every one of them experienced a decently long period of selling boxes and racking up monthly service fees before ultimately converting over to some sort of a freemium model.
I would counter that by pointing out that many of those games struggled greatly, some spectacularly, before making the transition, and are now presumably profitable. None of them switched to hybrids or F2P out of the goodness of their hearts. Those games that remain profitable while requiring subscriptions have continued to do so. After all, the old adage is if it ain't broke, don't fix it. The converse of that would have to be: if it is broke, fix it and fix it now, or trash it. We have have seen a few instances of the latter, have we not? And much to the dismay of those still loyal to the now defunct games.

Again from Belghast:
While I was disappointed when Wildstar announced its model, because ultimately it meant the cost of entry was just too high for someone like me… that only casually had interest in the game in the first place… I fully understood the decision to have a subscription. Box costs and subscription costs help pay off the excessive costs of game development.
Many bloggers like to prognosticate and talk about the "should" of game design and, in this case, revenue models. I like to think I am all about the "is" of said topics. Right now, I come down on the side of subscription-optional models, for personal economic reasons. Not that I can't afford a subscription. I was subbed to SWTOR and TSW concurrently for over a month last year. Just yesterday, I was thinking about re-upping in TSW and Rift, both of which I currently play without a sub. Between those two games, I have paid for items and DLC just in the last month. But I question whether I want to pay for a bunch of content I probably won't see; or simply buy "stuff" I know I want.

Barriers to Entry
Another concept of Economics is Utility, which another professor referred to as happiness (not just usefulness). This professor made an an easy equation: "Utils"=Dollars. (But, "I get no happiness from dead presidents.") That is, balancing utility and cost. If I judge that the cost of something outweighs its utility, then I will not work to obtain it. Cost is not just about the dollars spent, but the opportunity cost of doing something else like playing an equally engaging MMO that doesn't require a monthly subscription.

There is another personal cost of the subscription model. As I've mentioned before, if I am paying a subscription, I want to maximize the value of that subscription. That means other games developers that may want my attention have to overcome the barrier of my existing subscription. The main reason I never even tried the original Guild Wars was that I was subbed to WoW. For the same reason—only this time it was SWTOR—I never even started the Dragon Age games, even though I bought them (on sale).

In fact, when I first started playing STO (with a subscription), it was the promise of being able to play in one of my all time favorite universes, combined with a disenchantment with Blizzard and WoW, that enticed me to subscribe. I subbed to both for a long time, and I remained subbed to WoW for a few months after I eventually decided I wasn't playing STO enough to sub anymore (while also subbing to Rift), but that was for social reasons. I only have so much leisure time (a scarcity) and a game has to compete for my attention not only with other games but other entirely different activities. Add to that an actual monetary cost and it will likely reduce the utility of the game below the threshold of participation on my part.

I have no illusions, however, that my situation is the same as the majority of players. Maybe Wildstar or TESO will be the next WoW that never seems to have to worry about player numbers. Or rather, to have the worries that other games can only dream of. Honestly though, I doubt it.

Syp just quoted Damion Schubert's "Zen of Design" post regarding the subscription-only model:
Here’s what charging a flat monthly fee actually means:
  1. Fewer players will try your game. [emphasis mine]
  2. The majority of those players will pay more money than they otherwise would have.
  3. Perversely, you'll still end up making significantly less revenue.
  4. Also, the subscription model will put pressure on players to leave the game as soon as they feel like they are 'done' with the game.
There were plenty of agreements and addenda in Syp's comment section. But also apologists for the subscription model, plus not a few snide remarks about SWTOR's cash shop model, which Schubert oversees as current Lead Designer.

Ever the contrarian, I gotta say Schubert has a point. I may not like the direction SWTOR has taken, and BioWare is not likely to get another penny from me. But it's hard to argue with SWTOR's post F2P success. I see a lot of people saying that, if a game is good, the revenue model doesn't matter. I think that is increasingly naïve in the current MMO landscape. There are many people who won't play a sub-only game, no matter how great it is. Others will be reluctant to try it, even if they are not averse to the idea of subscribing in principle. We can talk game design all we want, but business is business. And there are plenty of good reasons to use the cash shop or hybrid approach, mostly to lower the barrier of entry to the game. If the game is that good, then having a non-subscription variant won't hurt it.

Should Wildstar and TESO (and FFXIV) be free to play? I would like them to be; but mostly because, like Belghast's comment above, the anticipated Utility to me of these games is lower than the current projected cost of participation. Do I think a F2P model would be in their best interests? It might or might not be. Like Mogsy, I'll bet that they are going to try to recoup their development costs, and decide whether to transition to some hybrid at a later time, when sub-only is no longer profitable.

Thursday, August 22, 2013

So Sayeth the Tobold

The subscription business model is still dead, and those two announcements don't change anything.
~Tobold Stoutfoot.
Tobold and I don't always agree. But when we do, he's right. He's more harsh about it than I like to be, but then he generates far more traffic, as well.

Honestly, the only thing any of us finds interesting about the F2P/Subscription debate is which side benefits each of us personally. And we smell "victory" with every official pronouncement. But I have seen several people, like Mogsy, put forth the idea that these announcements reflect at the very least a hope on the part of the devs/publishers to get a bit of revenue before the inevitable conversion to F2P. Or, as the more cynical among us will say, a "Money Grab."