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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;A0QMR3w_cCp7ImA9WhBaE0s.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027</id><updated>2013-05-24T00:23:06.248-04:00</updated><category term="My Characters" /><category term="wintergrasp" /><category term="social" /><category term="poll" /><category term="ddo" /><category term="DCUO" /><category term="Business Models" /><category term="Guild Wars" /><category term="TSW" /><category term="travel" /><category term="FF Online" /><category term="specs" /><category term="alt philosophy" /><category term="Cryptic" /><category term="COH" /><category term="cataclysm preview" /><category term="Quality of Service" /><category term="Baseless Speculation" /><category term="PVP" /><category term="Free Realms" /><category term="aion" /><category term="PVD" /><category term="Warhammer" /><category term="Stargate Worlds" /><category term="Wizard 101" /><category term="Wrath" /><category term="achievements" /><category term="Rift" /><category term="Cheerydeth" /><category term="WoW" /><category term="economy" /><category term="Blizzcon" /><category term="PVE" /><category term="Wrath Beta" /><category term="mounts" /><category term="Runes of Magic" /><category term="housekeeping" /><category term="eq2" /><category term="diablo" /><category term="KOL" /><category term="silly game logic" /><category term="torchlight" /><category term="Star Wars" /><category term="Battle of the War-MMORPG's" /><category term="World Events" /><category term="PC Building" /><category term="fiction" /><category term="LOTRO" /><category term="vanguard" /><title>Player Versus Developer</title><subtitle type="html">MMO Incentive Analysis From A Player's Perspective Since 2008</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://playervsdeveloper.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>1030</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/PlayerVersusDeveloper" /><feedburner:info uri="playerversusdeveloper" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><link rel="license" type="text/html" href="http://creativecommons.org/licenses/by-nc-sa/2.0/" /><entry gd:etag="W/&quot;DkUHRn08fip7ImA9WhBaEUU.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-6911325885532858897</id><published>2013-05-21T20:57:00.000-04:00</published><updated>2013-05-21T20:57:17.376-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-05-21T20:57:17.376-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Financial Incentives And WoW Daily Burnout</title><content type="html">Recent thought-provoking posts have got me pondering whether MMO's got to the mixed place where they are today because the people making them were not sufficiently careful in what they wished for.&amp;nbsp; Specifically:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Rohan wrote a &lt;a href="http://blessingofkings.blogspot.com/2013/05/f2p-and-conversation.html"&gt;thought-provoking post&lt;/a&gt; over the weekend suggesting that communities are too focused on business models.&amp;nbsp; As exhibit A, he noted that even the notorious WoW forums largely stick to complaints about the actual game, while non-subscription titles like SWTOR have forums full of threads complaining about the business model.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;Psychochild is &lt;a href="http://psychochild.org/?p=1208"&gt;continuing his discussions&lt;/a&gt; about how MMO's are losing their stickiness, why players may be to blame, and how the resulting impact on revenue may also be rendering the genre financially unsustainable.&amp;nbsp; (Scott Hartsman is also &lt;a href="https://twitter.com/hartsman/status/335500877739749376"&gt;making this case 140 characters at a time on Twitter&lt;/a&gt; - someone buy the man a blog?&amp;nbsp; :))&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
The example that has me thinking is the controversially high number of daily quests in the current WoW expansion.&amp;nbsp; Many people defended these &lt;a href="http://playervsdeveloper.blogspot.com/2012/11/optional-is-new-hard.html"&gt;"optional" daily activities&lt;/a&gt; at the expansion's launch, but even the developers are acknowledging in hindsight that the model they created may have contributed to burnout.&amp;nbsp; How did this "mistake", if it is one, happen?&lt;br /&gt;
&lt;br /&gt;
A sidenote to Rohan's business model thread is that WoW's business model has changed relatively little since its launch over eight years ago, or indeed even since the older MMO's from the decade prior.&amp;nbsp; The game makes money when people stay subscribed, people cancel their subscriptions when they run out of stuff to do, so clearly the answer to the question is to provide an unending supply of stuff to do.&amp;nbsp; The reasoning is sound but apparently misdirected.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
As Psychochild notes, the virtual world style MMO's of last decade were a different beast.&amp;nbsp; These products emphasized long-term goals over short-term fun and community over convenience.&amp;nbsp; On paper, the daily grind brings people into the game every day and thereby increases their interaction with the community.&amp;nbsp; In practice, the sheer repetition of the daily grind de-emphasizes community - people burn out and are forced to lean more heavily on strangers to fill out their required daily groups - and instead emphasizes repetitive gameplay that will always struggle to compete with a crowded marketplace including increasingly deep and online-enabled single-player games.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
In short, Blizzard may have gotten exactly what they asked for - people who ground dailies, scenarios, dungeons, LFR, pet battles, etc until they couldn't take anymore.&amp;nbsp; Worse, because the only financial feedback in their model is to quit the game outright, the only feedback they got was when they started losing subscribers by the millions.&amp;nbsp; Under a non-subscription model they might have gotten the message that people were getting tired of dailies before people were irreparably burned out - or at least made more money off of the players in question before they left.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Funny how our spending habits may mirror our response to in-game incentives - it's much easier to get what you ask for than what you actually want.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/r_QIvN8L-tI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/6911325885532858897/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=6911325885532858897" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6911325885532858897?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6911325885532858897?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/r_QIvN8L-tI/financial-incentives-and-wow-daily.html" title="Financial Incentives And WoW Daily Burnout" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/05/financial-incentives-and-wow-daily.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0IFRXkyeyp7ImA9WhBbFUo.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-8711255451418170540</id><published>2013-05-14T19:51:00.001-04:00</published><updated>2013-05-14T19:51:54.793-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-05-14T19:51:54.793-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="diablo" /><category scheme="http://www.blogger.com/atom/ns#" term="FF Online" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="Baseless Speculation" /><category scheme="http://www.blogger.com/atom/ns#" term="Rift" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><category scheme="http://www.blogger.com/atom/ns#" term="eq2" /><title>Rift Goes Pay-For-Others</title><content type="html">Rift's newly announced &lt;a href="http://www.riftgame.com/en/promo/freetoplay.php"&gt;"Free-to-Play" relaunch&lt;/a&gt; was so obvious that &lt;a href="http://playervsdeveloper.blogspot.com/2013/01/belated-predictions-for-2013.html"&gt;even I saw it coming&lt;/a&gt;.&amp;nbsp; One of their more interesting decisions harnesses an emerging trend in payment models - turning the traditional RMT incentive structure on its head with &lt;u&gt;&lt;b&gt;a system that encourages people who have money to pay for others to play the game&lt;/b&gt;&lt;/u&gt;.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
It's a subtle but important distinction that makes sense when you look at the incentives and motivations for why people pay real money for stuff in MMO's.&amp;nbsp; On paper, this approach could be much better for gamers than many of the other things that have been tried.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Traditional RMT - Paying for Progress (to Win?)&lt;/b&gt;&lt;br /&gt;
Traditional "Real Money Transactions" (RMT) - people buying swords or accounts on Ebay, currency from illicit third party sites, or all of the above from official exchanges - is motivated by a desire not to play the game.&amp;nbsp; The buyer wants to obtain something - currency, a pre-leveled character, etc - that they could in principle earn in game.&amp;nbsp; For whatever reason - lack of time, unwillingness to group, lack of interest in timesinks that are a prerequisite for endgame, etc - they are unwilling or unable to earn their incentive the traditional way, but they have money they are willing to part with.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Setting aside all of the logistics, legalities, ethics, and design issues that these systems inevitably raise, you are left with a fundamental problem - a game that people are willing to pay NOT to play.&amp;nbsp; Blizzard accidentally took this to the logical, absurd extreme in Diablo III, where it became so easy for players to buy gear with trivial amounts of gold on the auction house that nothing the player ever earned in game would be relevant.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Unless you have designed your game in a way that requires one playstyle as a prerequisite for another - most commonly requiring people who want to raid with their friends to first grind out 90 levels solo and then run random PUG's to get the gear to be useful to the raid group - there is no scenario where the player who pays for progress isn't ultimately going to wash out that much faster for having done so.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Paying for Others&lt;/b&gt;&lt;br /&gt;
Beyond the traditional RMT, we are seeing a growing trend - regardless of genre and type of payment model - towards games that somehow allow one player to pay another's way.&amp;nbsp; A few examples:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt; &lt;/b&gt;EVE was the first game to my knowledge to implement a mechanism they dubbed PLEX, effectively an in-game time card that is bought with real money, can be consumed to extend your subscription time, and is also free to be bought, sold, bartered, stolen or destroyed like any other in-game item can be in EVE.&amp;nbsp; SOE has adopted the same system (minus the thievery and destruction) in EQ2, and I expect more will follow.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;SWTOR's free to play model didn't make a lot of sense to many people - myself included - in part because it did not seem to ever make sense for someone who is NOT subscribing to pay money for the game.&amp;nbsp; Weekly access to content like PVP added up to around $8/month, but you also had to pay significant one-time unlock fees for gear and other things you'd need before you could start on this discounted (but still hobbled) plan - and if you wanted to add in a second type of content unlock, such as raiding, you actually failed at math because you'd be paying more than the subscription but getting stuck with greater restrictions.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The difference in this model is that every single unlock in the cartel market can be resold for in-game credits on the auction house.&amp;nbsp; I was dead wrong when &lt;a href="http://playervsdeveloper.blogspot.com/2012/11/is-swtor-credit-cap-killing-unlock.html"&gt;I assumed that this secondary market would be unsustainable&lt;/a&gt; because people would not pay real money for the paltry number of credits a non-subscriber can pay them.&amp;nbsp; Even the most expensive unlocks and items can be had for affordable prices because people are unwilling or unable to earn amounts of credits that I consider to be trivial - Bioware is even expanding this market by adding a consumable, resellable item that pulls credits out of non-subscribers' escrow accounts.&amp;nbsp; In a perverse way, it makes sense to be a non-subscriber who gets less for the money because it's someone else's money. &amp;nbsp; &lt;br /&gt;&lt;br /&gt;The real story with SWTOR is that the number three (optional) subscription MMO in the West is quietly convincing some demographic of players (probably casual Star Wars/Bioware fans who have money and aren't interested in learning to crew skill or farm dailies) to pay significantly more than the standard monthly fee in exchange for credits.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Rift's new model will feature a variant of PLEX that awards not game time, but rather the game's new item shop currency.&amp;nbsp; It's not clear whether this currency can be used to purchase subscription time (which sounds unusually optional, though we need more details to be sure), but it can definitely be used to purchase all kinds of items.&amp;nbsp; Many free to play games offer some mechanism for gifting stuff from their cash shops - sometimes for resale to other players (and sometimes at the players' peril when it comes to scams) - but this is not a common mechanism and Rift is the highest profile F2P relaunch to do anything like this.&lt;/li&gt;
&lt;/ul&gt;
The difference between pay for others models and traditional RMT is subtle, but important.&amp;nbsp; One side of the demand curve is still driven by people who wish to trade real world money for in-game currency.&amp;nbsp; The other side of the demand curve is driven by people who want to play the game - presumably because they enjoy playing the game - but are unwilling or unable to pay for the game. Under a pay for others model, the person with the money can pay that person's way in exchange for their in game currency.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Why making the non-payer valuable is a win for everyone&lt;/b&gt;&lt;br /&gt;
What happens to people who choose not to pay under the various payment models?&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Mandatory subscription fee: The player who is not willing to pay leaves, thereby ceasing to support the game and indirectly removing the incentive for the developer to address their concerns.&amp;nbsp; Meanwhile, the player with excess money has no legitimate way to spend it, as their $15 is all they can pay.&lt;/li&gt;
&lt;li&gt;Traditional free-to-play/buy-to-play: Assuming the system isn't so poorly monetized that no one pays and the game goes under, the player who is not willing to pay is still asked to pay and still leaves as a result.&amp;nbsp; The player who is willing to pay more than $15 can do so, and becomes disproportionately valuable to the developer as a result.&amp;nbsp; However, they can also lose in the long run, as the financial incentive for the developer is to find ways to "encourage" them to pay even more.&lt;/li&gt;
&lt;li&gt;Pay-for-others: Instead of leaving the game, the player who is not willing to pay becomes the incentive for the person with more than $15/month to spend their money.&amp;nbsp; Theoretically, this can keep all of the players within the community (good for their friends, paying and not), while retaining a financial incentive for the developer to support their whole community, not just the "whales".&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
It will be interesting to see how this all plays out.&amp;nbsp; The one thing you cannot do is go back and restrict things that you gave away later if you're not happy with the revenue, and Rift is giving away so much stuff that they won't have much left to sell if this plan does not work.&amp;nbsp; They are also offering entry level gear for cash store (and thus indirectly in-game-currency) purchase, which could alleviate some of the entry barrier issues for new max level characters by letting them skip the much despised PUG grind and pay for what they need to join their friends in raid content.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
A final note - this change causes the ranks of mandatory subscription MMO's to dwindle further.&amp;nbsp; We will now have WoW (losing a million subscribers per quarter, with Activision predicting that the numbers will drop further by year end), EVE (which offers a very unique experience that can't be had anywhere else), the online Final Fantasies (assuming that 14 launches and survives) with their strong subscriber numbers from the Japanese market ... and then we're down to stragglers and titles on life support.&amp;nbsp; It would not surprise me to see some of these titles join EVE in offering some sort of mechanism for players to pay for others going forward, especially if Rift's new model works out.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/6NzLUcZuZKI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/8711255451418170540/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=8711255451418170540" title="8 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8711255451418170540?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8711255451418170540?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/6NzLUcZuZKI/rift-goes-pay-for-others.html" title="Rift Goes Pay-For-Others" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>8</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/05/rift-goes-pay-for-others.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0ACQnY_cCp7ImA9WhBbEEs.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-1247589197351078175</id><published>2013-05-08T22:16:00.000-04:00</published><updated>2013-05-08T22:16:03.848-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-05-08T22:16:03.848-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="FF Online" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>PVD @ Game On: Epic Slant Press Edition</title><content type="html">Over the weekend, &lt;a href="http://epicslantpress.com/mmo-radio-podcast/game-on-esp-edition-06-neverwinter-unchained/"&gt;I put in a guest appearance&lt;/a&gt; on Game On: Epic Slant Press Edition.&amp;nbsp; &lt;a href="http://www.gamebynight.com/"&gt;Chris of Game by Night&lt;/a&gt; and &lt;a href="http://epicslant.com/"&gt;Ferrel of Epic Slant&lt;/a&gt; are now hosting the &lt;a href="http://www.mmorpg.com/gameon.cfm"&gt;official podcast of MMORPG.com&lt;/a&gt; and were kind enough to have me "back" on their show after &lt;a href="http://playervsdeveloper.blogspot.com/2010/09/pvd-on-multiverse.html"&gt;two&lt;/a&gt; previous &lt;a href="http://playervsdeveloper.blogspot.com/2010/09/pvd-on-multiverse.html"&gt;appearances&lt;/a&gt; on their old show, The Multiverse.&amp;nbsp; Topics of discussion included:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Buying all of the cash store things for in game currency in SWTOR (my "what I've been doing" update)&lt;/li&gt;
&lt;li&gt;Camelot Unchained meeting its Kickstarter goal&lt;/li&gt;
&lt;li&gt;Neverwinter's soft launch&lt;/li&gt;
&lt;li&gt;Final Fantasy XIV's forthcoming relaunch (ironically, this game has now been in the news all three times Ferrel and company have had me on their show)&lt;/li&gt;
&lt;li&gt;Ferrel's upcoming card game, &lt;a href="http://havokandhijinks.com/"&gt;Havok &amp;amp; Hijincks&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
One of the things I like about podcasting with these gentlemen is how it's a reasonably casual conversation about MMO topics of the day.&amp;nbsp; That said, the new and popular short format (we covered all of that and more in under 35 minutes) does take some mental preparation, and I'm definitely appalled at how many vocal pauses I managed to fit into such a short time.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
A few bonus comments that didn't make it into the show one way or another:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;EA's quarterly &lt;a href="http://www.polygon.com/2013/5/7/4309866/star-wars-the-old-republic-revenue-doubled-free-to-play"&gt;earnings call confirmed&lt;/a&gt; that SWTOR is below half a million subscribers, which would make it the number three subscription MMO in the west behind WoW and Eve... before you count all the cash store revenue.&amp;nbsp; Players may or may not like the direction that future development takes, but I don't think there's much question in the short term that they're making money.&amp;nbsp; &lt;/li&gt;
&lt;li&gt;To clarify a comment I made on the show, I would hope that no one who backed Camelot Unchained is going to be surprised or impatient that the game is going to take two years to launch (which was clearly stated).&amp;nbsp; The point I was trying to make is how much patience players will need to have if we get to mid-2015 and the game still needs work.&amp;nbsp; There will be no possibility of delaying the launch because they won't have the money to keep paying their staff.&amp;nbsp; Meanwhile, thousands of people will have been playing the game in pre-alpha and alpha for over a year, many of them paying hundreds or even thousands of dollars to be allowed to do so.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;If people aren't happy with what they're seeing by the middle of the beta, will they be patient, urge folks to keep the faith, and remain subscribed when the game launches (assuming they haven't already paid for lifetime subscriptions)?&amp;nbsp; Or will word of mouth take a sharp and unforgiving turn for the worse?&amp;nbsp; This is not a title that can afford to have its early adopters burned out or disillusioned before the game launches, and they will have to make the project work in an unusually public fashion due to how much access they sold as Kickstarter rewards.&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
Hope you &lt;a href="http://epicslantpress.com/mmo-radio-podcast/game-on-esp-edition-06-neverwinter-unchained/"&gt;enjoy the show&lt;/a&gt;! &amp;nbsp; &lt;br /&gt;
&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/smmKVgeoZKo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/1247589197351078175/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=1247589197351078175" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1247589197351078175?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1247589197351078175?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/smmKVgeoZKo/pvd-game-on-epic-slant-press-edition.html" title="PVD @ Game On: Epic Slant Press Edition" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>1</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/05/pvd-game-on-epic-slant-press-edition.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUMGSH4zeCp7ImA9WhBUE0o.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-8000077280828587917</id><published>2013-04-30T21:57:00.000-04:00</published><updated>2013-04-30T21:57:09.080-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-30T21:57:09.080-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="social" /><category scheme="http://www.blogger.com/atom/ns#" term="FF Online" /><category scheme="http://www.blogger.com/atom/ns#" term="silly game logic" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>Action, Interface, and Communication/Community</title><content type="html">A few otherwise unrelated tidbits from podcasts have me thinking about how the design of current MMO's may be affecting their function.&amp;nbsp; Specifically:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;The folks at OotiniCast have been &lt;a href="http://ootinicast.com/2013/04/ootinicast-episode-77/"&gt;discussing gaming peripherals of late&lt;/a&gt;.&amp;nbsp; It started with a conversation about gaming mice with ever increasing numbers of buttons (I actually own one of these, a story for another day), keyboards with macro keys, use of controllers/gamepads to run your PC like a console, or even keypad replacements that move your non-mouse hand to a device that can't type.&amp;nbsp; The common thread is that all of these things take your hands off the typing keys - if you want to type in chat, you're literally taking your hands off the controls to do it.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Action combat continues to be the buzzword in recent big budget MMO's.&amp;nbsp; Never mind that having ground effects players have to run out of has been in MMO's for years now.&amp;nbsp; Never mind that increasing numbers of games are taking away auto-attack features in favor of requiring a click or keypress for every single swing and adding in some sort of dodge-roll mechanic.&amp;nbsp; (Aside - if you're making a game, I get that you need to build hype, but don't expect me to be impressed if your game has the above features, since they are pretty standard these days.)&lt;br /&gt;&lt;br /&gt;The beta reviews of the FFXIV relaunch are remarking that the game's global cooldown - 2.5 entire seconds - feels long in an era where it's usually half that in other games.&amp;nbsp; The common thread is that the pace and level of interactivity required by modern MMO action combat makes it especially likely that you will pay if you do take your hands off the controls.&lt;/li&gt;
&lt;/ul&gt;
Some portion of this may be unavoidable.&amp;nbsp; Players are quick to criticize both combat systems that feel non-responsive and the downtime that gave players in eras gone by more opportunity to sit around and chat.&amp;nbsp; Perhaps the issue is that we're still working on the technology that would make integrated voice chat less bad - it's telling when so many people voluntarily install, run, and sometimes pay for third party voice software.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Even so, I wonder if all of this isn't part of what is driving the sense of limited community in modern MMO's.&amp;nbsp; I've been running group flashpoints using the group finder on some of my low level alts in SWTOR, and I do make an effort to say some things in chat, but I'm very conscious that this is likely reducing my performance if anyone is watching that closely.&amp;nbsp; Maybe none of the characters in my groups are in guilds that are recruiting, or maybe my performance is that bad, but it does seem striking to me that I have yet to be offered a guild invite when grouping on an unguilded character.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
How can you have community if you can't communicate?&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/L6yVZVgyjFA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/8000077280828587917/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=8000077280828587917" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8000077280828587917?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8000077280828587917?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/L6yVZVgyjFA/action-interface-and.html" title="Action, Interface, and Communication/Community" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>3</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/action-interface-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUIBRXYzcCp7ImA9WhBVF0s.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-5559783875247325506</id><published>2013-04-23T21:39:00.000-04:00</published><updated>2013-04-23T21:39:14.888-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-23T21:39:14.888-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="LOTRO" /><category scheme="http://www.blogger.com/atom/ns#" term="social" /><category scheme="http://www.blogger.com/atom/ns#" term="silly game logic" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Incentives Driving 3-Month MMO Tourism</title><content type="html">Psychochild &lt;a href="http://psychochild.org/?p=1203"&gt;has a post up&lt;/a&gt; suggesting that the current churn amongst MMO's can be blamed on soloing - he phrases it more diplomatically, but his identified cause of the problem is that people are not forming community "social fabric" because they are not grouping, and his suggested fix is to somehow make grouping more attractive than solo play.&amp;nbsp; There's little I could say directly on this topic that hasn't been said before (including by &lt;a href="http://playervsdeveloper.blogspot.com/2009/03/challenge-of-parallel-exp-curves.html"&gt;myself in 2009&lt;/a&gt;), but I think it's worth taking a minute to examine a tangent - the incentives that drive modern MMO tourism.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Incentives for and against being a tourist&lt;/b&gt;&lt;br /&gt;
My central thesis for MMO incentive analysis is that incentives can be effective in changing player behavior but are highly ineffective in changing player preferences.&amp;nbsp; What incentives are at play for and against a player's decision to depart a game after the hypothetical 90 days?&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;(Real World) Money: &lt;/b&gt;Unless you fall into an edge case in the business model, the amount you pay will correlate with the amount you play.&amp;nbsp; If the game has a monthly fee, that cost is obvious, with a financial incentive to quit the game as soon as possible in exchange for $15/month added back to your disposable income.&amp;nbsp; In some cases non-subscription games have a high one-time start-up cost followed by no recurring expenses, but for the most part the studio has a strong incentive to continue to get something out of people who are signed onto their servers consuming their bandwidth.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Diminishing Returns for Progression:&lt;/b&gt; Whether the game is rewarding you with the next chapter in its story, the next increase to your character's level, or especially the addition of new abilities that significantly alter how you play the game, most key rewards in MMO's are decidedly finite.&amp;nbsp; The longer you play, the more likely that you end up on the "treadmill" of working to obtain slightly stronger gear to face slightly stronger mobs instead of more interesting rewards.&amp;nbsp; By contrast, just as your time in your existing game is getting less and less rewarding, starting over in a new game means going back to the fun end of the incentive curve.&amp;nbsp; &lt;/li&gt;
&lt;li&gt;&lt;b&gt;Attachment:&lt;/b&gt; Even a solo player is going to feel some attachment to their character after dozens of hours /played spread over weeks or months.&amp;nbsp; Here is where Psychochild has a point about "social fabric" - if you have real friends and attachment to the community, that may be an incentive not to leave a game that you would otherwise be done with.&lt;/li&gt;
&lt;/ul&gt;
So far, so good for Psychochild's approach - two key incentives to leave a game can potentially be offset by a social incentive to stay.&amp;nbsp; So where is the problem?&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;One Unwilling Raider's Tale&lt;/b&gt;&lt;br /&gt;
To draw from my personal experience - I'm a dirty soloing MMO tourist so clearly it's all about me - I can say that the incentive system worked as intended for me in World of Warcraft circa 2005-2006.&amp;nbsp; I had run out of levels to gain and quests to solo, but I had gotten to know the folks in my guild (which actually made the oft-attempted transition from relatively open recruitment of leveling players into a reasonably successful 40-man raid guild).&amp;nbsp; My choices were to quit the game or start raiding, my personal incentives at the time favored the latter.&amp;nbsp; So I changed my behavior, and off I went to kill Nefarian.&lt;br /&gt;
&lt;br /&gt;
What did not change was my preferences.&amp;nbsp; I would rather be spending my gaming time working on less difficult content - the kind that can be beaten in one evening by a PUG.&amp;nbsp; Instead, I did something I fundamentally did not enjoy, that required reporting to play at fixed times and spending non-raid nights preparing - far too much like a job instead of a game for my tastes.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
As soon as there was a second MMO where soloing to the level cap (well, almost) was viable, I canceled my WoW subscription and headed off to the newly launched LOTRO.&amp;nbsp; I've returned to WoW repeatedly given the opportunity to do so on my terms - i.e. new expansion content I could solo or new easy group content that I can experience without a fixed schedule - but I've never gone back to the raiding game that I never liked and only played because that's where the incentives of that particular era lined up.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Downside of Choice?&lt;/b&gt;&lt;br /&gt;
In addition to all the other things Blizzard did right, WoW had a key advantage - as the innovator who brought
 solo play to the MMO space, Blizzard had a few years in which a player like
 myself didn't really have meaningful alternatives, short of going back 
to single player console games.&amp;nbsp; Blizzard did not need to worry about losing my money after 90 days and they were able to use that dependable stream of revenue to finance a better game for everyone. (Albeit with a disproportionate focus on new raid content.) &amp;nbsp;&amp;nbsp; New games today don't have this luxury. Instead, more than one game with solid potential has been gutted when its population fled early and its staff was trimmed to match.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Philosophical questions aside, I am not a player who has a preference for the type of gameplay that fosters strong "social fabric".&amp;nbsp; Now that I have a family, I have time constraints that would prevent me from doing so even if I wanted to.&amp;nbsp; The odds that you will find some incentive so strong that I will change my behavior to something that I don't want - and may no longer be able - to do in today's crowded marketplace are near zero.&lt;br /&gt;
&lt;br /&gt;
And thus my advice to Psychochild is simple - it's not 2006 anymore.&amp;nbsp; There are enough online solo-friendly options these days that it's a waste of your resources to offer a solo option and then undermine your efforts by trying to make it somehow less attractive than grouping.&amp;nbsp; If you want a niche game that focuses on grouping, don't waste your developers' resources and your players' time by offering a less attractive solo option that will ultimately lose out to all of the many games that do solo content better.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/vNuaj470998" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/5559783875247325506/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=5559783875247325506" title="9 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5559783875247325506?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5559783875247325506?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/vNuaj470998/incentives-driving-3-month-mmo-tourism.html" title="Incentives Driving 3-Month MMO Tourism" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>9</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/incentives-driving-3-month-mmo-tourism.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUIDSHkyeyp7ImA9WhBVE08.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-379039242951087919</id><published>2013-04-18T19:26:00.001-04:00</published><updated>2013-04-18T19:26:19.793-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-18T19:26:19.793-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="FF Online" /><category scheme="http://www.blogger.com/atom/ns#" term="ddo" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Mid-April Outlook</title><content type="html">It's been a &lt;a href="http://playervsdeveloper.blogspot.com/2013/01/january-round-up-and-february-outlook.html"&gt;few months&lt;/a&gt; since I posted a round-up/outlook post, though I suppose some of what I've been doing can be inferred from what I've been posting about.&amp;nbsp;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;I finally &lt;a href="http://playervsdeveloper.blogspot.com/2013/04/re-capping-pandaria.html"&gt;got back to the level cap in WoW&lt;/a&gt; a few weeks back, and I'm not opposed in principle to continuing on into the endgame.&amp;nbsp; The problem is more practical - where in my schedule to find time for this stuff.&amp;nbsp; The current expansion sounds like it is doing some interesting things in terms of story tied to daily quests (i.e. hit a new tier of rep, see some new plot).&amp;nbsp; The problem - not new to this expansion - is that I can get story of similar quality from other games without the grind requirement.&amp;nbsp; I never finished Cataclysm's Molten Front storyline, and I'm told that LOTRO has a similar feature around rebuilding a city in Rohan that will probably fall off my plate for similar reasons.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;DDO remains a back-burner project for me, but it's one that I actually pick up from time to time (albeit usually just for one evening if the mood strikes me).&amp;nbsp; My character has some interesting things coming in his next few levels, and it's possible that his entire build is going to be blown up by a massive overhaul to the game's enhancement system that is now in early development.&amp;nbsp; If I can get to level 20 before that happens, I will have the option of true reincarnating to start over as a build that works with the new rules.&amp;nbsp; I'm willing to call this a goal, though I don't know if it will happen.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;A year and a half into its run, SWTOR seems to have settled in as my current MMO of choice.&amp;nbsp; I have long-term concerns about the game's business model, but in the short term I have only scratched the surface of things that interest me in the game.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;My Trooper is now halfway through the (brief) expansion story, my Agent will probably follow close behind, and I could see spending at least some time at endgame on one or both of these characters.&amp;nbsp; (Aside: One small but significant difference between SWTOR and other MMO's is that all reputation scores are shared amongst your legacy and mirrored across factions - both characters add to my legacy reputation while playing through the new content.)&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Given enough time, I could imagine someday completing all six of the remaining class stories.&amp;nbsp; My next two 50's should be my level 20 Sith Warrior and either my Jedi Consular or my Sith Inquisitor (both currently level 12) to complete all four class buffs for my legacy.&amp;nbsp; The fact that I can look at my character select screen and legitimately consider clicking the "play" button next to five separate characters in the same game is something that I can't imagine in any other game at the moment.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;I don't know that anything new is likely to make its way onto my schedule in the near future.&amp;nbsp; If I had to pick a wild card, though, based on current info, I'm surprisingly intrigued by the relaunch of Final Fantasy XIV.&amp;nbsp; Perhaps this is more of a game that I WANT to like based on the IP than a game that is likely to be suitable for my gaming style.&amp;nbsp; Perhaps the magnitude of the improvements to the game won't live up to the hype.&amp;nbsp; I sat out the game's first launch and I probably won't be there for day one of its second launch, but I could imagine giving this game a shot sometime later this year if the word of mouth goes well, especially if they offer some form of free trial.&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
What are you all looking forward to these days?&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/1weX4e0ICUA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/379039242951087919/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=379039242951087919" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/379039242951087919?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/379039242951087919?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/1weX4e0ICUA/mid-april-outlook.html" title="Mid-April Outlook" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>1</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/mid-april-outlook.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CU4NRnozeCp7ImA9WhBVEUs.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-6055802892535764471</id><published>2013-04-16T21:59:00.000-04:00</published><updated>2013-04-16T21:59:57.480-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-16T21:59:57.480-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>A Week Post 2.0 In SWTOR</title><content type="html">SWTOR's patch 2.0 has been around for a week now - along with the expansion for those who pre-purchased early enough to comply with &lt;a href="http://playervsdeveloper.blogspot.com/2012/12/swtor-pre-purchase-run-amok-you-should.html"&gt;EA's "early access" ultimatum&lt;/a&gt;. (Aside: I have heard no outcry, or even mention, of this unprecedented marketing move amongst the SWTOR sites I read, so presumably this tactic is here to stay.)&amp;nbsp; I chose to hold off in favor of waiting until the next time I would be subscribed anyway to play on alts, in order to qualify for the lower subscriber pricing.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The timing mostly worked out for me, in that the extra week was enough to get my Operative across the line to level 50.&amp;nbsp; A few observations from the intervening week:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Class Changes: Like most MMO's which award a point per level to spend on a talent/skill/etc tree, the SWTOR team faced the challenge of how to deal with adding five new points for the five new levels.&amp;nbsp; Their solution was uninspired - they added five points of generally uninteresting filler requirements to each existing tree to ensure that the five new points would be consumed getting back to the character build you had prior to the expansion.&amp;nbsp; My Operative felt especially hard hit, having just gotten to the point where she could have some off-tree points before the patch, only to immediately re-invest them back into her main tree.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;This irritation aside, I don't have too many complaints on the class fronts.&amp;nbsp; There were some tweaks, in particular to some of my medium use cooldown (~60 abilities) on both my Vanguard and Operative.&amp;nbsp; Both seem to play mostly alright.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The other (mostly) minor annoyance is the addition of uncontrollable giggling to my Operative.&amp;nbsp; This audio cue is intended to provide players with a better indicator that they have gained a resource type used for certain special abilities.&amp;nbsp; Unfortunately, it does make you sound like a homicidal school girl, giggling every time you knife a foe.&amp;nbsp; I've chosen to play my Operative with some light and some dark so I guess it doesn't entirely kill my chosen characterization, but I've had other players comment on the giggling and it is a bit of a jarring addition.&lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Currencies come and go: Each planet players encountered during the leveling game previously had its own planet-specific token currency.&amp;nbsp; The good news was that you had zero incentive to hoard the things to get better gear on the next planet.&amp;nbsp;&amp;nbsp; The bad news was that you might finish the planet without enough to purchase what you wanted, and end up with multiple rows of unspent commendations in your currency tab.&amp;nbsp; (This was especially problematic for non-subscribers, who currently cannot lift the penalty on NPC vendor prices by any means other than subscribing.&amp;nbsp; &lt;a href="http://www.weritsblog.com/2013/03/swtor-172-data-dump.html"&gt;Werit's datamining suggests&lt;/a&gt; that this unlock may be coming in the future.)&amp;nbsp; Now all the planetary commendations through level 50 stack, which effectively reverses the good and the bad.&amp;nbsp; Now you can save up, but you have an incentive to wait for higher levels to get the best possible gear.&lt;br /&gt;&lt;br /&gt;In other news, all old endgame currencies (four that I can recall) were merged down into one legacy currency, and there are now three new tokens for the new endgame (the lowest of which can be earned in some of the older content).&amp;nbsp; I suppose this is no better or worse than anyone else has done it - at least SWTOR has a currency tab so all these things aren't taking up space. &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Pleasant surprise on stability: For a patch of this scale, 2.0 has seemed remarkably stable.&amp;nbsp; Downtime to deploy the patch was minimal and servers came up ahead of schedule.&amp;nbsp; There have been some cosmetic bugs, like &lt;a href="http://swtorcommando.blogspot.com/2013/04/i-should-be-so-lucky.html"&gt;world bosses spamming red text to the entire planet&lt;/a&gt;, but I've seen much worse from releases with far fewer moving parts.&amp;nbsp; Kudos to the team for what looked like a smooth launch from where I sit.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;A Non-Spoiler Word On Spoilers: Technically not at all related to 2.0, but I've found myself strangely willing to read spoilers for my class story.&amp;nbsp; This seems counter-intuitive, but also in some ways empowering.&amp;nbsp; To the extent that the game is a work of interactive fiction, knowing the major plot outcomes (if not necessarily everything that is going to happen along the way) means that I'm making an informed decision on what kind of story I would like to see.&amp;nbsp; I don't think that knowing all of the major decision points hurt my enjoyment of the tale any more than knowing the outcome of the Lord of the Rings trilogy or other tales harmed the enjoyment of the path it took to get there.&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
&amp;nbsp;Next stop Makeb, and we'll see how this new planet fares.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/-MTyAYkePBE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/6055802892535764471/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=6055802892535764471" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6055802892535764471?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6055802892535764471?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/-MTyAYkePBE/a-week-post-20-in-swtor.html" title="A Week Post 2.0 In SWTOR" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/a-week-post-20-in-swtor.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cDSXc5fSp7ImA9WhBWFEo.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-5666684752265814131</id><published>2013-04-08T22:37:00.002-04:00</published><updated>2013-04-08T22:37:58.925-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-08T22:37:58.925-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>Fruits of SWTOR Double Exp</title><content type="html">&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/--R0ruW-s9mY/UWN5-A9Nt7I/AAAAAAAABkg/T285E3UgS-Y/s1600/agentunlocks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="166" src="http://3.bp.blogspot.com/--R0ruW-s9mY/UWN5-A9Nt7I/AAAAAAAABkg/T285E3UgS-Y/s320/agentunlocks.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
SWTOR celebrated the run-up to its new expansion with four consecutive double exp weekends (but no non-weekend days), and I used the time to work on my Imperial Operative.&amp;nbsp; I advanced from level 19 to level 45, completed half of Chapter 1, all of Chapter 2, and skipped the entire first planet of Chapter 3 due to having greened out all of the content before I arrived.&amp;nbsp; In the process, I claimed the Agent/Smuggler class buff and 40 presence for my legacy.&amp;nbsp; As is often the case when an exp bonus changes my crowded gaming calendar - bear in mind that I was &lt;a href="http://playervsdeveloper.blogspot.com/2013/04/re-capping-pandaria.html"&gt;up against the wire&lt;/a&gt; to hit WoW's level cap - the underlying exp curve has some quirks (deficiencies?).&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
As a matter of principle, I don't see much point in experience boosts - especially such massive ones.&amp;nbsp; You get exp for playing the game, you either are or are not enjoying the game, and if you are enjoying the game then why make the game end more quickly?&amp;nbsp; (&lt;a href="http://swtorcommando.blogspot.com/2013/03/levelling-hipster.html"&gt;Shintar wrote on this topic&lt;/a&gt; part way through the promotion.)&amp;nbsp; Typically, when you see me grabbing at exp, it's more because there is something I'm less fond of that stands between myself and exp.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
In SWTOR's case, the challenge is that Bioware spent large amounts of time crafting great story content scattered amongst eight classes.&amp;nbsp; Short of extremely drastic measures - such as four consecutive double exp weekends - you will need to complete shared generic content for your faction, which is generally less interesting and does not change on future characters, to make your levels.&amp;nbsp; If you are also playing as a non-subscriber - which I do sometimes in SWTOR - you have even less leeway to skip content due to several stacking penalties on your exp gain. &lt;br /&gt;
&lt;br /&gt;
As a result, the point of playing the double exp for all it was worth was not to skip content - though I did skip entire planets (while focusing my questing efforts on planets I saw less of during my first playthrough).&amp;nbsp; Rather, the point was to save the content for future characters.&amp;nbsp; That I will mostly likely be positioned to play the new expansion on both factions, using my previously level 50 trooper and my soon to be level 50 agent is a side bonus.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/NtE_q5W3qOw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/5666684752265814131/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=5666684752265814131" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5666684752265814131?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5666684752265814131?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/NtE_q5W3qOw/fruits-of-swtor-double-exp.html" title="Fruits of SWTOR Double Exp" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/--R0ruW-s9mY/UWN5-A9Nt7I/AAAAAAAABkg/T285E3UgS-Y/s72-c/agentunlocks.jpg" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/fruits-of-swtor-double-exp.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkAMQ3wzfyp7ImA9WhBWEUw.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-5165719656958028858</id><published>2013-04-04T17:26:00.001-04:00</published><updated>2013-04-04T17:26:22.287-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-04T17:26:22.287-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Re-Capping Pandaria</title><content type="html">&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-q3KuVVq8_QQ/UV3rP9aurxI/AAAAAAAABkI/HquuUlquYZA/s1600/ding90.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-q3KuVVq8_QQ/UV3rP9aurxI/AAAAAAAABkI/HquuUlquYZA/s320/ding90.jpg" width="272" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;I stopped what I was doing to go get the last chunk of exp from a pet battle daily.&amp;nbsp; It seemed appropriate.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
My mage finally hit level 90 in World of Warcraft, reaching the new expansion's cap roughly six months after its release.&amp;nbsp; I had sat out the original launch of the expansion in favor of tending to a newborn, and was rewarded for my patience with some major sales over the holidays that let me snag the expansion and a 60 day time card for $35.&amp;nbsp; I then proceeded to spend a fair chunk of that game time working on Pet Battles (with a &lt;a href="http://www.warcraftpets.com/collection/GreenArmadillo/"&gt;collection of 426 pets&lt;/a&gt;, nearly 70% of which are rare quality).&amp;nbsp; With a day to spare, I finally got around to getting back to the level cap.&lt;br /&gt;
&lt;br /&gt;
When I discussed &lt;a href="http://playervsdeveloper.blogspot.com/2013/02/mixed-early-thoughts-on-pandaria.html"&gt;my earlier troubles&lt;/a&gt; getting interested in the expansion, several commenters suggested that the later zones were better.&amp;nbsp; Indeed, I skipped over nearly half of the continent to dive into Towlong and the Dread Wastes, which do have stronger stories.&amp;nbsp; Throw in a level or so worth of exp from pet battles and archeology, a level or so from running random dungeons, and I was able to get to the cap despite covering a relatively small portion of the content.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I did see a bit of the farmville minigame - it seemed like progress was largely blocked until you have access to level 90 dailies - and otherwise I spent my last day of prepaid time using my newly re-unlocked flying mounts to clean up some odds and ends out of my quest log.&amp;nbsp; (This included the Pandaren elemental pet tamer series - the final pet taming quest I had yet to complete - which requires either a flying mount or a player willing to taxi you to the locations.)&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
It's really early for me to have much of an impression of the endgame, but I was surprised at how much my experience playing the game improved upon regaining the flying mounts.&amp;nbsp; Blizzard isn't wrong that the ability to swoop in trivializes many quests, but that ship has long since sailed.&amp;nbsp; If anything, Pandaria's abundance of quick daily quests scattered around the landscape is especially suited to flying in and out... or especially unsuited to being forced to do without flight for five levels.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I came into MMO's in November 2004 due to WoW's solo PVE game and I still enjoy solo PVE in numerous other MMO's.&amp;nbsp; Thus, it was a surprise that Blizzard has somehow managed to make the process of leveling something that was standing in the way between myself and the content, rather than something I looked forward to.&amp;nbsp; I am interested in many of the things that I have yet to do in this expansion but in some ways I'm not sure that I'm looking forward to the inevitable follow-up expansion that will likely be announced at Blizzcon this year.&amp;nbsp; I'm not sure if that's an endorsement or a condemnation of Pandaria on its merits - I suppose time will tell. &amp;nbsp;&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-gZ0iCSLehS0/UV3vTEDphkI/AAAAAAAABkQ/myRBxDmHo9Q/s1600/cart.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="199" src="http://2.bp.blogspot.com/-gZ0iCSLehS0/UV3vTEDphkI/AAAAAAAABkQ/myRBxDmHo9Q/s320/cart.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/z66ZgEu-Rfc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/5165719656958028858/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=5165719656958028858" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5165719656958028858?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/5165719656958028858?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/z66ZgEu-Rfc/re-capping-pandaria.html" title="Re-Capping Pandaria" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-q3KuVVq8_QQ/UV3rP9aurxI/AAAAAAAABkI/HquuUlquYZA/s72-c/ding90.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/re-capping-pandaria.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUIDRXw6eyp7ImA9WhBWEEk.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-4029049102615752063</id><published>2013-04-03T22:46:00.000-04:00</published><updated>2013-04-03T22:46:14.213-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-03T22:46:14.213-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="PVP" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="Guild Wars" /><title>Fun While Playing To Win</title><content type="html">The Tales of Tyria Guild Wars 2 Podcast &lt;a href="http://www.talesoftyria.com/tales-of-tyria/2013/3/28/tales-of-tyria-65-so-long-and-thanks-for-all-the-omnomberrie.html"&gt;closed up shop last week&lt;/a&gt; with an interesting and insightful comment on the state of MMO's - the idea that games can't just be fun in the abstract, but need to be fun when you are playing them to win.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Bridger and company aspired to world-competitive levels in GW2's world versus world non-instanced PVP combat.&amp;nbsp; They found that the most effective strategy in this format is to form up into the largest concentrated force possible, to ensure that you can quickly kill off your foes, capture your objectives, and move on to the next point.&amp;nbsp; Defensive measures that might otherwise have served as force multipliers to help smaller groups hold off the masses through sound strategy - such as siege engines - were inadequate.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Bridger's comment was that any game can be fun when you're messing around with your friends - a past example involved splitting his entire guild into five-man groups just to see how many different "orange swords" conflict icons they could light up on the minimap simultaneously.&amp;nbsp; To be worth playing competitively, however, the game has to be fun when playing to win.&amp;nbsp; Sheer force of numbers as a dominant strategy simply wasn't fun.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I can't speak to the merits of Bridger's claims, having never even played Guild Wars 2 (that I continued to listen to his podcast after deciding not to bother picking up the game is pretty much my highest endorsement).&amp;nbsp; That said, I find it compelling because it fits with what we see across the genre.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In many cases, there's absolutely nothing wrong with the design of gear grinds, daily quest grinds, random group (PVE or PVP) grinds, and all the other things that modern MMO's use to attempt to drive player engagement.&amp;nbsp; Some are buggy, some are excessive, and but many are technically well implemented and most are fun in some form if you are running them with your friends - that would be why they're your friends.&amp;nbsp; Where MMO's may be falling down is in the experience of a player who is playing the game to win - to contribute as much as they can to their raid group or just to beat a personal best time to collect their daily rewards.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I often write that incentives have been highly successful in changing player behavior and highly ineffective in changing player preferences.&amp;nbsp; As Bridger notes, the underlying game itself has to be fun or burnout will be inevitable.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/Q0KkdkzFDLU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/4029049102615752063/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=4029049102615752063" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/4029049102615752063?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/4029049102615752063?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/Q0KkdkzFDLU/fun-while-playing-to-win.html" title="Fun While Playing To Win" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>4</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/04/fun-while-playing-to-win.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkcEQH47eyp7ImA9WhBXFU8.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-8857644562846862898</id><published>2013-03-28T23:33:00.002-04:00</published><updated>2013-03-28T23:33:21.003-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-28T23:33:21.003-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="diablo" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>Mysterious Motivations of Players</title><content type="html">Are players that hard to understand?&amp;nbsp; Two talks at this year's Game Developer's Conference, given by directors of high profile online games, suggest that we are still a mystery to people who spend tens (hundreds?) of millions of dollars making products to sell to us.&amp;nbsp;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Former Diablo III director Jay Wilson stated that &lt;a href="http://www.joystiq.com/2013/03/28/diablo-3-director-jay-wilson-auction-houses-really-hurt-game/"&gt;Blizzard dramatically underestimated how many players would use the game's auction house&lt;/a&gt; feature, how frequently they would use that feature, and what impact this would have on the game's gear incentive curve.&amp;nbsp; As &lt;a href="http://tagn.wordpress.com/2013/03/29/blizzard-blindsided-by-diablo-iii-auction-house-popularity/"&gt;Wilhelm notes&lt;/a&gt;, the game's loot table generally drops random junk under your level, while the auction houses allow players to get optimized loot for their level (the junk gets vendored) for affordable quantities of in-game gold (or cash if you're really so inclined).&amp;nbsp; &lt;br /&gt;&lt;/li&gt;
&lt;li&gt;Bioware's Creative Director on SWTOR James Ohlen indicated that they &lt;a href="http://www.pcgamer.com/2013/03/28/bioware-gdc-panel-star-wars-the-old-republic/"&gt;dramatically underestimated the speed with which players would consume content&lt;/a&gt; multiple times over.&amp;nbsp; He claims this crucial misjudgement led them to feel that they had more time work on endgame content than they had in reality.&amp;nbsp; The team was not prepared for the possibility of half a million players at endgame within the first month.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
I can understand when bugs/exploits or poorly thought design choices creep through the testing process.&amp;nbsp; The crowdsourced efforts of hundreds of thousands of players will inevitably find something that internal quality assurance could not, no matter how much time you have.&amp;nbsp; It's a bit harder to understand why, eight and a half years into the World of Warcraft era, developers are still underestimating player dedication in this way.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The reality is we do exactly what the incentives tell us to do.&amp;nbsp; If grinding out gear is long and tedious and there is a way to skip to the end - Blizzard's motivation for the real money auction house in the first place was recognizing that this would occur and thinking it would be better to cut out the illicit middleman - players will go that route.&amp;nbsp; If the single biggest selling point of your product is the story, and the only way to get the next chapter of the story is to continue playing, players will continue to play (in the same way you might stay up all night watching a full season of a TV show or reading a good book).&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Perhaps the real failing in both designs is that the primary incentive - chasing gear or story - is so inherently limited in terms of time.&amp;nbsp; Once that time has run out, players apparently did not feel that the underlying game was worth continuing.&amp;nbsp; As we've learned time and time again, incentives are very effective at changing player behavior, especially in the short term, but they are very ineffective in changing player preferences in the long term.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/kHf3bJOtUvA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/8857644562846862898/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=8857644562846862898" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8857644562846862898?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8857644562846862898?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/kHf3bJOtUvA/mysterious-motivations-of-players.html" title="Mysterious Motivations of Players" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>6</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/mysterious-motivations-of-players.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEcCQH04eCp7ImA9WhBXFE4.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-8338244199679623542</id><published>2013-03-27T22:01:00.000-04:00</published><updated>2013-03-27T22:01:01.330-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-27T22:01:01.330-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ddo" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="Cryptic" /><title>Dueling Dungeons And Dragons MMO's</title><content type="html">I spent a brief chunk of time this weekend - probably around an hour or so - in the Neverwinter beta courtesy of a key contest over at &lt;a href="http://mmoradio.epicslantpress.com/"&gt;Epic Slant Press&lt;/a&gt;.&amp;nbsp; I have mixed feelings about the increasingly common weekend-only paid open beta for new MMO's - they feel contrived to concentrate word of mouth (i.e. collect lots of social media posts - I suppose including this one - during/after the weekend, rather than scattered as players trickle in and out) while the short duration limits player access to the higher level game.&amp;nbsp; Never the less, there was a post I was meaning to write about the competing &lt;a href="http://www.gamergeoff.com/detailed-analysis-producer-glins-state-of-the-game-address/"&gt;Dungeons and Dragons Online expansion plans at Turbine&lt;/a&gt;, so I decided it was worth at least a brief look.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-lMzz-2H68rQ/UVOjt4FUjpI/AAAAAAAABj4/0JZRHqqRQ0c/s1600/firstcamp.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="96" src="http://1.bp.blogspot.com/-lMzz-2H68rQ/UVOjt4FUjpI/AAAAAAAABj4/0JZRHqqRQ0c/s400/firstcamp.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
In general, I was pleasantly surprised.&amp;nbsp; Some people do not like the graphic and/or animation style, and perhaps I'm just not that picky, but I was fine with the visuals.&amp;nbsp; &lt;a href="http://bhagpuss.blogspot.com/2013/03/neverwinter-nose-poking.html"&gt;Like Bhagpuss&lt;/a&gt;, I am not especially fond of being forced into mouse-look mode with the requirement that I push the alt key to toggle the mode in which I can actually use the mouse to click on all of the UI elements that are visually placed on the screen.&amp;nbsp; Combat was action clicky with visual cues to dodge - increasingly common in newer MMO's these days - but seemed smooth enough.&amp;nbsp; I was underwhelmed with the RPG trope of the player character washing up from a shipwreck - incidentally, also the current tutorial sequence in DDO - but I suppose we all start somewhere?&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Contrasting Neverwinter and DDO &lt;/b&gt;&lt;br /&gt;
Cryptic's Neverwinter will in fact be the second action-based non-subscription MMO set in the Forgotten Realms, thanks in large part to changes that Turbine has been making to their older Dungeons and Dragons Online game.&amp;nbsp; Last year's DDO expansion created a lore excuse to move the game from the more obscure Eberron setting to the more popular Forgotten Realms - Turbine confirms that the original setting will not get new content, save for revamping/updating old content periodically in between patches where new stuff is available.&amp;nbsp; This year's expansion will offer the option to start a pre-made character at a high enough level to skip all the old stuff.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Personally, I've spent way more time reading pen and paper Dungeons and Dragons rulebooks than actually playing Dungeons and Dragons, and I've probably spent more time with forums, character planners, wiki's and podcasts than actually playing DDO.&amp;nbsp; From my perspective, DDO's wide-open character class system - which allows an unusual degree of flexibility to make permanent choices that are either really good or really bad for your character - is a key selling point.&amp;nbsp; Even I had a lot of trouble getting started in DDO due to the magnitude of the choices you face in character generation, but I'm not sure the solution is to go running to cram in pre-made classes with talent trees just because the new competition is doing so.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://4.bp.blogspot.com/-whvQp9CWG4s/UVObNltaR0I/AAAAAAAABjw/7eR9td5zAV4/s1600/skilltree.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://4.bp.blogspot.com/-whvQp9CWG4s/UVObNltaR0I/AAAAAAAABjw/7eR9td5zAV4/s320/skilltree.jpg" width="320" /&gt;&lt;/a&gt;Speaking of which, Neverwinter offers one of five "classes" with skill 
progression that feels very much like Diablo III's, with several pools 
of skills, from which you get to equip and use a small subset.&amp;nbsp;&amp;nbsp; It's probably the right call for a game that seems more focused on action and short sessions, but there definitely appears to be less meat to chew on in the character department.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
(On the other side of the coin, Neverwinter also presented me with many poorly documented choices during character creation.&amp;nbsp; It was unclear to what extent my choice of deity, home city, background, etc were cosmetic versus impactful.&amp;nbsp; Meanwhile, the limited information that is presented in game - e.g. the game's statement that my Cleric should focus on the Wisdom stat per DND rules - may be inaccurate in practice if &lt;a href="http://nw-forum.perfectworld.com/showthread.php?77771-The-Minimum-Wisdom-Cleric-Keeping-up-with-Changing-Times-for-Healers"&gt;some forum-goers are to be believed&lt;/a&gt;.&amp;nbsp; Perhaps this issue is inevitable if you're trying to include familiar stuff for the pen and paper crowd?&amp;nbsp; Also - with only two character slots and five classes - more possibly on the way - you can expect to delete and repeat if you want to try them all before settling on a main.)&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Buy to Play versus Free to Play&lt;/b&gt;&lt;br /&gt;
One final area that I will be watching closely post launch is the business models.&amp;nbsp; Turbine chose to call DDO's relaunch "free to play" in an era where such a re-launch was a pretty new thing.&amp;nbsp; In today's parlance, though, DDO would more accurately be called a "buy to play" game in which - for the most part - players will need to pay for access to small DLC-like adventure packs and individual character options, but will face no recurring fees for their use.&amp;nbsp; (An optional legacy subscription model also allows rental access to much of this stuff.)&amp;nbsp; Under this model, I've spent a comparatively large amount per hour of time played, but there's no beating the flexibility this offers the player in how to consume the content that you've paid for.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
By contrast, Neverwinter appears to be designed from the ground up without a subscription (unless there are plans for one that I'm unaware of?).&amp;nbsp; The prices in the beta store looked rather high, but it's hard to have much context when the numbers stand to change in testing, and without understanding which of the purchases are necessary (or available in-game).&amp;nbsp; One could imagine a model where this ends up costing longtime players more than they would have paid under a subscription system, while those who dabble could potentially pay little - or a lot if there are a certain number of things you need to unlock before getting underway in the game.&amp;nbsp;&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
I deliberately did not invest much time in my temporary beta character.&amp;nbsp; As a game that does not carry a box purchase price, there is no need for me to make a decision now on whether I will spend money.&amp;nbsp; If nothing else, Neverwinter has that going for it - a low barrier to entry on a game that seems reasonably focused on getting players into the action quickly (other than all of those choices during character generation).&amp;nbsp; Time will tell which way this DND duel plays out.&amp;nbsp; &lt;br /&gt; &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-cLemcBzxT5U/UVOZvJuAv-I/AAAAAAAABjs/GsOgmehSuHo/s1600/lookingout.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://3.bp.blogspot.com/-cLemcBzxT5U/UVOZvJuAv-I/AAAAAAAABjs/GsOgmehSuHo/s320/lookingout.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/Xaqns3o7BMY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/8338244199679623542/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=8338244199679623542" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8338244199679623542?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/8338244199679623542?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/Xaqns3o7BMY/dueling-dungeons-and-dragons-mmos.html" title="Dueling Dungeons And Dragons MMO's" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-lMzz-2H68rQ/UVOjt4FUjpI/AAAAAAAABj4/0JZRHqqRQ0c/s72-c/firstcamp.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/dueling-dungeons-and-dragons-mmos.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUIMR3g-eSp7ImA9WhBXE04.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-1294842881781887163</id><published>2013-03-25T20:57:00.001-04:00</published><updated>2013-03-26T18:39:46.651-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-26T18:39:46.651-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Rise of Massively Multiplayer Online Gameplay Anthologies (MMOGA's)?</title><content type="html">Blizzard's newly announced Hearthstone online card game is neither new to Blizzard (which has had a paper card game for years) nor online games (SOE has had online card games playable in several of its MMO's for years).&amp;nbsp; It is a natural fit for a company whose flagship MMO is increasingly a platform which hosts a range of distinct types of gameplay, as much as a single gaming product.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-8Q8u5gZm4a0/UVDxAPdHMMI/AAAAAAAABjY/yM_041pwDD8/s1600/doubt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="238" src="http://1.bp.blogspot.com/-8Q8u5gZm4a0/UVDxAPdHMMI/AAAAAAAABjY/yM_041pwDD8/s320/doubt.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
Last week, my World of Warcraft mage hit level 88 doing a random Pandaria dungeon.&amp;nbsp; I'm generally reluctant to spend time running non-heroic versions of current expansion dungeons that I can expect to run repeatedly once I get to max level.&amp;nbsp; The thing that changed my mind was the realization that this expansion's solo content just isn't clicking for me, but that I'd rather be playing the five-man dungeon game.&amp;nbsp; (In fact, I'm currently running max level Hard Mode 4-man Flashpoints in SWTOR instead even though that expansion - and accompanying gear reset - is just over two weeks away.)&lt;br /&gt;
&lt;br /&gt;
So I'm in when it comes to WoW's Pet Battles and 5-man content (and possibly its pick-up looking for raid, if/when I get that far).&amp;nbsp; I'm lukewarm on its solo game and indifferent to its crafting/cosmetics.&amp;nbsp; I've been out of its PVP (which itself comes in multiple different flavors) and structured raid games for years.&amp;nbsp; I may or may not be in when Hearthstone arrives (though this, unlike pet battles, is playable a standalone product without a WoW subscription - I'd be very surprised if the two products don't have tight cross-promotion).&lt;br /&gt;
&lt;br /&gt;
If you look back at the old school PVE MMO's, I'd suggest that there was effectively one type of gameplay - killing mobs in groups - with some variation to be had in terms of how big the group and what you might do (e.g. crafting) to gear up for said.&amp;nbsp; With WoW - and other games that have tried to mirror the something-for-everyone approach with varying degrees of success - we increasingly have very different types of gameplay under one virtual roof, to the point where we're no longer playing the same game.&amp;nbsp; Rather, Azeroth is a platform that you go to in order to launch off onto one of the various gameplay options - some of which coexist in the open world, others of which build on its lore, and some of which are just about some good competitive fun.&lt;br /&gt;
&lt;br /&gt;
Are we increasingly playing in a world of Massively Multiplayer Online Gameplay Anthoglogies (MMOGA's to pick an acronym that's vaguely pronounceable) rather than virtual worlds or traditional MMORPG's?&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
P.S. Hat tip to &lt;a href="http://gamediplomat.com/"&gt;Josh of the Game Diplomat&lt;/a&gt; blog and various podcasts for producing what is almost certainly &lt;a href="http://gamediplomat.com/the-happy-hearthstone-podcast-what-is-hearthstone/"&gt;the Internet's first Hearthstone podcast&lt;/a&gt; within days of its announcement.&amp;nbsp; :)&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/5IY29uEUW2c" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/1294842881781887163/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=1294842881781887163" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1294842881781887163?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1294842881781887163?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/5IY29uEUW2c/rise-of-massively-multiplayer-online.html" title="Rise of Massively Multiplayer Online Gameplay Anthologies (MMOGA's)?" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-8Q8u5gZm4a0/UVDxAPdHMMI/AAAAAAAABjY/yM_041pwDD8/s72-c/doubt.jpg" height="72" width="72" /><thr:total>3</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/rise-of-massively-multiplayer-online.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUIFR309eCp7ImA9WhBQF0k.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-393832575382671020</id><published>2013-03-19T22:45:00.000-04:00</published><updated>2013-03-19T22:45:16.360-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-19T22:45:16.360-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="Quality of Service" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><title>The Myth of Voting With Your Wallet</title><content type="html">I find the controversy surrounding the recent, rocky launch of the latest Sim City interesting due to parallels we've seen in online gaming over the past few years.&amp;nbsp; Much of the anger we have seen against DRM, DLC, cash shops, and item gambling boxes goes beyond the specifics of each individual episode.&amp;nbsp; Rather, these changing business practices - driven in part by increasingly visible online capabilities - are driving home to customers who purchase video game products that they have no effective way of directing the development of these products.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
One of the more interesting arguments raised during this controversy is the idea that customers' anger is misplaced.&amp;nbsp; On a &lt;a href="http://www.epicslant.com/2013/03/episode-12-simcity-offline-feat-jeremy-goodson-of-the-guardians-multi-game-guild/"&gt;recent episode of MMO-Radio&lt;/a&gt; discussing the launch, Chris (of &lt;a href="http://www.gamebynight.com/"&gt;Game by Night&lt;/a&gt;)
lamented that EA had already gotten their money from sales of the title,
 and that the backlash is only punishing developers at Maxis who had 
nothing to do with the more controversial business decisions.&amp;nbsp; &amp;nbsp; &lt;a href="http://dragonchasers.com/2013/03/15/so-theres-this-game-i-like-called-simcity/"&gt;Pete at Dragonchasers&lt;/a&gt; also feels that the game is not getting a hearing from gaming journalists and fans, and suggests that people who do not like EA's decisions should vote with their wallets.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The "vote with your wallet" argument is not new - &lt;a href="http://mmoreporter.com/"&gt;Chris (a different one!) of MMO Reporter fame&lt;/a&gt; often cites it in discussions of the latest addition to LOTRO's cash shop.&amp;nbsp; The problem with this "vote" is that the ballot has only a single check box next to the word "yes".&amp;nbsp; When you are only interested in "yes" votes, you don't find out WHY people have voted no.&amp;nbsp;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;In Sim City's case, this makes the longtime simulation fan who chose to avoid the game due to DRM and server issues indistinguishable from the non-customer (like myself) who never would have purchased the game for any reason.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;In the days of subscription MMO's a significant number of canceled subscriptions would be noticed, but this was at best a paradoxical way of conveying feedback - the only way for your vote on improving the game to be heard was for you to quit the game, and for the developers to believe they could get your business back.&lt;/li&gt;
&lt;li&gt;In today's era of cash stores, DLC, etc, the issue is no longer voting with YOUR wallet but rather voting against OTHER people's wallets.&amp;nbsp; To actually register a "no" vote you have to withhold money that you would otherwise have spent on the game, the developer needs to be aware that this is why you are withholding the money, and the amount that you and your like-minded colleagues are withholding has to be greater than the amount that people are spending on gambling boxes or whatever it is you are protesting.&amp;nbsp; Simply refusing to purchase the stuff yourself if you aren't also willing to cancel your subscription or not purchase the next expansion is NOT a "no" vote because only the "yes" votes are counted.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
Perhaps the increased prominence of "indie" games in general and video game Kickstarter campaigns - with their underwhelming track record - in particular is not just a question of rooting for the creative little guy.&amp;nbsp; Perhaps these are viewed as one of the few venues where producers of video games are more directly responsive to what their customers want.&amp;nbsp; And, on the other side of the coin, perhaps the anger over Sim City's servers provided the rare situation in which there are enough "no" votes to be noticed.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The protests may be unfair to the developers and they may be unlikely to achieve a result that satisfies the customer complaints.&amp;nbsp; Even so, I can't agree that the wrath is mis-directed.&amp;nbsp; When you deny people a say in something they are invested in, and leave things such that the only way for players to disagree is to burn down the review scores and tell everyone who will listen not to buy the product, you can't be surprised if once in a while the customers turn around and do just that.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/3U84whL0HEg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/393832575382671020/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=393832575382671020" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/393832575382671020?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/393832575382671020?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/3U84whL0HEg/the-myth-of-voting-with-your-wallet.html" title="The Myth of Voting With Your Wallet" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>4</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/the-myth-of-voting-with-your-wallet.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MGQXw-fCp7ImA9WhBRFU4.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-1205333306435326947</id><published>2013-03-05T22:10:00.000-05:00</published><updated>2013-03-05T22:10:20.254-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-05T22:10:20.254-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Mini-Guide: Pet Family Counters</title><content type="html">I'm not generally in the guide-writing business, but the following is information I was collecting anyway, so I figured I might as well share.&amp;nbsp; If you want a more general guide to WoW Pet Battle families, you can &lt;a href="http://www.warcraftpets.com/wow-pet-battles/"&gt;read one at Warcraft Pets&lt;/a&gt; or listen to one at the &lt;a href="http://gamediplomat.com/wow-pet-battle-guide-pet-family-perks/"&gt;WoW Pet Battle Crew Podcast&lt;/a&gt;. Also, I tip my hat to the &lt;a href="http://petsear.ch/CounterFinder"&gt;counter finder at Warla's Pet search&lt;/a&gt;, which helped remind me of a few abilities I'd forgotten, and is a good place to go if a specific NPC with cross-family abilities is giving you a hard time.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This list/commentary focuses specifically on pets that are especially suited to countering each family.&amp;nbsp; Each pet family suffers increased damage from one type of attack.&amp;nbsp; Each family's default attack type also deals reduced damage to one other family of pets - though this isn't a 100% guarantee of reduced damage since many pets will have some non-default abilities.&amp;nbsp; Still, if you can get both of these on the same pet, you have a worst nightmare for demolishing most hapless NPC's.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Aquatic: Magic-family pets with Flying-type Attacks (clear winner)&lt;/b&gt;&lt;br /&gt;
Your winner here is the &lt;a href="http://www.warcraftpets.com/wow-pets/magic/jeweled-companions/jade-owl/"&gt;Jade Owl&lt;/a&gt;, crafted by jewelcrafters - which was the pet that started my work on this list.&amp;nbsp; It has all the attacks from a normal flying pet, but it has the magic family type and therefore takes reduced damage from aquatic attacks.&amp;nbsp; Note that this pet will be uncommon quality when learned, which means you will need to have a battle-stone if you want to upgrade its stats to rare quality.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The &lt;a href="http://www.warcraftpets.com/wow-pets/magic/miscellaneous/enchanted-broom/"&gt;Enchanted Broom&lt;/a&gt; - which also needs a battle-stone if you want to upgrade it - also has a flying Sandstorm attack, which creates a weather effect which effectively negates DOT's (which some aquatic creatures use).&amp;nbsp; I do like the Broom as a pet, but this attack is on a long enough cooldown that I don't recommend it specifically for use as a counter to aquatics.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Beast: Flying-family pets with Mechanical-type Attacks (no winner)&lt;/b&gt;&lt;br /&gt;
Sadly, there's no winner here.&amp;nbsp; Mechanical attacks are very rare outside of mechanical pets.&amp;nbsp; The only flying pet that has any mechanical damage is the &lt;a href="http://www.warcraftpets.com/wow-pets/flying/balloons-and-kites/dragon-kite/"&gt;Dragon Kite&lt;/a&gt;, which was from an old TCG set, but even then it's only the call lightning weather effect, which is no substitute for a real mechanical pet.&amp;nbsp; On the plus side, at least your flying pets get to have reduced damage against one of the most common attack types in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Critter: Humanoid-family pets with Beast-type Attacks (clear winners)&lt;/b&gt;&lt;br /&gt;
Here you have several similar wild pet options, including at a minimum the &lt;a href="http://www.warcraftpets.com/wow-pets/humanoid/miscellaneous/stunted-yeti/"&gt;Stunted Yeti&lt;/a&gt;, the &lt;a href="http://www.warcraftpets.com/wow-pets/humanoid/miscellaneous/flayer-youngling/"&gt;Flayer Youngling&lt;/a&gt;, and the &lt;a href="http://www.warcraftpets.com/wow-pets/humanoid/miscellaneous/kun-lai-runt/"&gt;Kun-Lai Runt&lt;/a&gt;.&amp;nbsp; To be clear, you don't need a specialty pet to handle taming/killing of wild critters - if anything, their vulnerability to the near-ubiquitous beast damage is a huge downside to the family.&amp;nbsp; That said, some of these pets can hit repeatedly and hard, so it's nice to have the option for NPC tamer battles.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Dragonkin: Undead-family pets with Humanoid-type Attacks (no winner)&lt;/b&gt;&lt;br /&gt;
The bad news is that the Undead are the smallest pet family, and - while some of them were humans in life - (almost) none of them have humanoid attacks.&amp;nbsp; (The exception - the very hard to find rare &lt;a href="http://www.warcraftpets.com/wow-pets/undead/diseased-critters/scourged-whelpling/"&gt;Scourged Whelping&lt;/a&gt; has the Darkness weather effect - not a high damage item - and a very odd channeled attack that only does decent damage if paired with a different weather effect.)&amp;nbsp; The mostly bad news - with a touch of silver lining - is that Dragons have a bit of a habit of breathing various forms of magic or elemental attacks - a surprising number have little to no dragonkin-type damage.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Magic is the more common variant due to the lore of Azeroth, and for magic-inclined dragons you do have the option of using a mechanical pet (strong defense against magic) with humanoid attacks - the &lt;a href="http://www.warcraftpets.com/wow-pets/mechanical/robots/clockwork-gnome/"&gt;Clockwork Gnome&lt;/a&gt; and the &lt;a href="http://www.warcraftpets.com/wow-pets/mechanical/miscellaneous/darkmoon-tonk/"&gt;Darkmoon Tonk&lt;/a&gt; are two examples.&amp;nbsp; Just be warned that if you do get a dragon that breathes elemental fire (as opposed to dragonkin fire) your mechanical pet is going to take a ton of damage very quickly.&amp;nbsp; As long as you know precisely what you're up against - e.g. NPC pet tamers - this approach can pay off.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Elementals: Critter-family pets with Aquatic-type Attacks (arguable winner)&lt;/b&gt;&lt;br /&gt;
Technically speaking, there is a winner here - &lt;a href="http://www.warcraftpets.com/wow-pets/critter/snails/"&gt;any of five snails&lt;/a&gt; which are critters and have a single aquatic attack.&amp;nbsp; However, I'm reluctant to endorse this solution.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
First off, the attack in question is a dive ability, which has a long cooldown because it's attached to a guaranteed dodge ability and may or may not have a diminished miss chance.&amp;nbsp; (&lt;a href="http://gamediplomat.com/wow-pet-battle-review-corefire-imp-and-molten-hatchling/"&gt;Josh suggests&lt;/a&gt; that he saw this with a similar flying ability, and I'm inclined to agree - but I can't see why just the flying version would be covered.)&amp;nbsp; Second, and more to the point, critters are vulnerable to beast attacks which are both the most common pet family in the game and the most common type of cross-family attacks, because ANYTHING has some way of biting.&amp;nbsp; Throw in the fact that elemental pets very commonly have healing abilities to patch themselves up while your big hit is on cooldown, and I suggest you'd be much better off just trying to burst them down with an aquatic pet.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Flying: Dragonkin-family pets with Magic-type Attacks (clear winners)&lt;/b&gt;&lt;br /&gt;
Remember how I mentioned above that dragons which do magic damage are very common for lore reasons?&amp;nbsp; This works out poorly for flying pets.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
A personal sentimental favorite is the&lt;a href="http://www.warcraftpets.com/wow-pets/dragonkin/miscellaneous/sprite-darter-hatchling/"&gt; Sprite Darter Hatchling&lt;/a&gt;, which was the very first and only minipet I owned for a number of years.&amp;nbsp; Back at launch, each individual pet you purchased was a slot in your bags you were never going to get back, but this little guy was a reward for an Alliance questline that I completed - several times in fact - back in 2005.&amp;nbsp; With no way to get the pet back if you deleted him, I was definitely holding on to this guy, and now that sentimental souvenir pays off in pet battles.&amp;nbsp; (This factor is also the true brilliance of adding pet battles to WoW's existing cosmetic pet system - I already had this type of emotional investment from day one.)&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Humanoid: Beast-family pets with Undead-type Attacks (arguable winner)&lt;/b&gt;&lt;br /&gt;
Humans are another mixed bag.&amp;nbsp; &lt;a href="http://www.warcraftpets.com/wow-pets/beast/spiders/"&gt;Spiders&lt;/a&gt; and &lt;a href="http://www.warcraftpets.com/wow-pets/beast/insects/"&gt;maggots/grubs&lt;/a&gt; both have undead-type life-leech attacks that make them generally good pets in any case.&amp;nbsp; However, neither of these attacks are big damage burst that will demolish a human as quickly as the families where I've called a clear winner.&amp;nbsp; Meanwhile, humans very commonly have non-humanoid attacks, so the defensive advantage is limited.&amp;nbsp; That said, your spiders at least have the advantage of being good tough all-around pets.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Magic: Mechanical-family pets with Dragonkin-type Attacks (clear winner)&lt;/b&gt;&lt;br /&gt;
As with the aquatics, there is a winner if you're willing to have a pet crafted and then find a battle-stone to upgrade it to rare quality.&amp;nbsp; The &lt;a href="http://www.warcraftpets.com/wow-pets/mechanical/mechanized-critters/mechanical-pandaren-dragonling/"&gt;Mechanical Pandaren Dragonkin&lt;/a&gt; has a dragon-fire breath attack, and is also a generally good pet.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Mechanical: Elementals (clear winners)&lt;/b&gt;&lt;br /&gt;
Mechanical pets are the oddball in that they are the only family who take increased damage from the same family that they deal reduced damage to - the elementals.&amp;nbsp; Presumably, this is to balance out some of their other family bonuses - they are generally hard-hitting, have a great passive ability (when it works, though it sometimes won't go off for reasons that are not documented), and deal extra damage to beasts (again, the most common family in the game).&amp;nbsp; In return, your day can be totally ruined by any elementals.&lt;br /&gt;
&lt;br /&gt;
As an aside, a pair of fellow mechanical pets - the Pandaren Dragonkin and the &lt;a href="http://www.warcraftpets.com/wow-pets/mechanical/miscellaneous/darkmoon-zeppelin/"&gt;Darkmoon Zeppelin&lt;/a&gt; - were previously a surprisingly good workaround for mechanical pets until a change in today's patch 5.2.&amp;nbsp; These pets previously had a spammable single target elemental attack to go with their decoy ability, which is great for blocking the really large hits mechanical pets can deal out with their wind-up abilities.&amp;nbsp; Unfortunately, the ability in question - thunderbolt - was changed into an AOE with a cooldown, and Blizzard also greatly increased the cooldown on the decoy ability, so this is no longer recommended.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Undead: Aquatic-family pets with Critter-type Attacks (clear winners)&lt;/b&gt;&lt;br /&gt;
And finally, the mortal enemy of the no-longer-mortal is apparently... &lt;a href="http://www.warcraftpets.com/wow-pets/aquatic/frogs-and-toads/"&gt;frogs and toads&lt;/a&gt;, as their tongues count as critter attacks.&amp;nbsp; I guess a rain of toads is NOT a good day for the undead of Azeroth - adding insult to injury, these amphibians can even heal up while waiting out the one turn of invulnerability that undead get after being re-killed.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Most &lt;a href="http://www.warcraftpets.com/wow-pets/aquatic/turtles/"&gt;turtles &lt;/a&gt;will also work with the "powerball" type attack, though really I'd like something that hits harder on my family counter pet.&amp;nbsp; Finally, though they don't have the advantage of being aquatic, I do have to put in a plug for &lt;a href="http://www.warcraftpets.com/wow-pets/critter/armadillos/"&gt;my fellow Armadillo's&lt;/a&gt;.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/AGxZKV5Tzc0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/1205333306435326947/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=1205333306435326947" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1205333306435326947?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1205333306435326947?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/AGxZKV5Tzc0/mini-guide-pet-family-counters.html" title="Mini-Guide: Pet Family Counters" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/mini-guide-pet-family-counters.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEQCRnozeip7ImA9WhBRE08.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-6089590305040113829</id><published>2013-03-03T09:52:00.000-05:00</published><updated>2013-03-03T09:52:47.482-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-03T09:52:47.482-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="housekeeping" /><title>Spammers Win - Anonymous Commenting Disabled</title><content type="html">&lt;a href="http://trollshaman.blogspot.com/2013/03/im-disabling-anonymous-commenting.html"&gt;Like Kleps&lt;/a&gt;, I'm seeing a substantial uptick in spam comments that are getting through Google's spam filter on the blog.&amp;nbsp; Historically, the filter has been very good at its job, but recently the upper hand seems to have gone to the spammers.&amp;nbsp; This is a problem because the one thing Google's spam filter has NOT been good at historically is wasting my time by sending me emails to notify me of comments that it subsequently put into the spam filter (meaning that when I spend my time to go check, the comment is already gone).&amp;nbsp; I get 20 emails per day containing spam comments and until recently none of then had been getting through, but now I'm coming back a few days later and finding that 10% are - which adds up to several spam comments on every post.&lt;br /&gt;
&lt;br /&gt;
I'm disappointed by this outcome because I personally am not a fan of being forced to log in to share my thoughts, and I've gotten some very insightful comments from anonymous readers over the years.&amp;nbsp; Unfortunately, the signal to noise has just gotten prohibitive of late.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/xdn6zFpwcOE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/6089590305040113829/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=6089590305040113829" title="5 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6089590305040113829?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6089590305040113829?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/xdn6zFpwcOE/spammers-win-anonymous-commenting.html" title="Spammers Win - Anonymous Commenting Disabled" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>5</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/03/spammers-win-anonymous-commenting.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUEGQH87fyp7ImA9WhBREE8.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-2010405305746567690</id><published>2013-02-27T22:53:00.000-05:00</published><updated>2013-02-27T22:53:41.107-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-02-27T22:53:41.107-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Farewell To Pet Battle Forfeit?</title><content type="html">Gaming has been derailed by various real life, and as a result I've been back at work on Pet Battles after a brief visit to &lt;a href="http://playervsdeveloper.blogspot.com/2013/02/mixed-early-thoughts-on-pandaria.html"&gt;actually playing World of Warcraft&lt;/a&gt; proper.&amp;nbsp; I've been focusing on an incentive which will be going away in patch 5.2, possibly next week - in this case, a seemingly technical change to forfeiting pet battles.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Why Forfeit?&lt;/b&gt;&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/--kOU4MyXvOE/US7RB7AAX_I/AAAAAAAABjA/CnUpY96ThME/s1600/pbaf.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="107" src="http://4.bp.blogspot.com/--kOU4MyXvOE/US7RB7AAX_I/AAAAAAAABjA/CnUpY96ThME/s320/pbaf.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Pet Battle Auto Forfeit, my personal choice amongst add-ons for this purpose&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
There are three main reasons why you would forfeit a pet battle, in roughly increasing order of why they would not be considered desirable behavior:&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Your pets were obviously and catastrophically inappropriate for the battle.&amp;nbsp; This is moderately understandable, as it is an account-wide system, so you can enter a level 25 pet battle zone and forget that you had your level 6 pets on your active roster.&lt;/li&gt;
&lt;li&gt;To get an advantage over NPC tamers.&amp;nbsp; NPC's cannot alter their rosters - indeed, you are free and encouraged to catch and level pets to counter their teams - but they often have some&amp;nbsp; variability in which pet they start.&amp;nbsp; If they go out of the order you expected, you can either continue knowing your counters won't be ideal, sacrifice a turn and allow your foe a free hit on your incoming pet as you swap in the correct pet, or just forfeit.&lt;/li&gt;
&lt;li&gt;Because the wild pet/group you attacked does not contain anything you wish to tame.&amp;nbsp; You might still want to kill the pets to farm them for exp, but this will take time you could be spending looking for other pets to tame.&amp;nbsp; This being World of Warcraft, with its sometimes notoriously open scripting system, players have naturally coded UI add-ons to automate the process of determining whether the enemy team contains anything worth capturing.&lt;/li&gt;
&lt;/ol&gt;
Currently, there is no penalty for forfeiting, and therefore limited reason NOT to forfeit when these situations come up.&amp;nbsp; With the patch, all of the player's battle pets will take significant damage as a penalty to discourage the practice.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Better Design As Intended?&lt;/b&gt;&lt;br /&gt;
As with most places where players are acting in ways the developer did not intend, some responsibility for the situation can be blamed on the game design.&amp;nbsp; The NPC battle teams are tough - often higher quality than anything the player can obtain - and having to allow them a free hit on your group can be the cause of failure.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
As to grinding for wild pets, well, here's where there is good and bad.&amp;nbsp; Pets come in qualities - grey, white, green and blue - and, for those who really care about how those stats are distributed, in specific breeds as well.&amp;nbsp; Setting aside the question of breeds, personally I won't spend time leveling anything that isn't blue quality, and you're going to be battling many copies of each pet to meet this goal - some estimates run around a 1 in 12 chance of encountering a rare pet, and some of these pets are somewhat hard to find in the first place.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
If you know there is no way the pets you're fighting are the pets you want, and there's a good chance that someone else is going to come along and grab the other spawns while you spend the time on the fight, all of your incentives are in favor of throwing in the towel.&amp;nbsp; (Ironically, world pet spawns are about as heavily contested as non-instanced content gets in a game that doesn't come anywhere near this level of competition for anything else in the open world.)&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The changes may not solve the whole problem.&amp;nbsp; In an additional tweak, any pets that people do run away from will respawn in the world so that others can try their luck.&amp;nbsp; Thus, more considerate tamers can leave poor-quality pets in the world for those who just want to catch a copy of a pet they never intend to use, just to fill out their journals.&amp;nbsp; In principle, though, this could open the door to forfeiting, quickly healing your pets from all the forfeiting, and re-engaging the same pet at full health.&lt;br /&gt;
&lt;br /&gt;
In any case, I can definitely see why the way the system was designed led to the epidemic of forfeiting.&amp;nbsp; Until the patch closes the door for good I'll be hard at work filling out as many slots in my journal as possible with the coveted rare pets (especially for any creatures I actually plan to use in combat).&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/Jk3b0S0fhPU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/2010405305746567690/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=2010405305746567690" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2010405305746567690?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2010405305746567690?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/Jk3b0S0fhPU/farewell-to-pet-battle-forfeit.html" title="Farewell To Pet Battle Forfeit?" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/--kOU4MyXvOE/US7RB7AAX_I/AAAAAAAABjA/CnUpY96ThME/s72-c/pbaf.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/02/farewell-to-pet-battle-forfeit.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8CRXc6cCp7ImA9WhBTGU0.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-6700274103890712519</id><published>2013-02-15T00:07:00.001-05:00</published><updated>2013-02-15T00:07:44.918-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-02-15T00:07:44.918-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PVE" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Mixed Early Thoughts On Pandaria</title><content type="html">When my initial impressions of WoW's Pandaria expansion were primarily negative, I made a conscious decision to hold judgement - and not post on the blog - while I tried to figure out why.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I knew some portion of the issue was a disruption to my routine - after spending the overwhelming majority of my time in WoW during the last two years either running random dungeon groups or working on pet battles, suddenly the five new levels stood in between me and what I was used to doing for probably the first time in my MMO career.&amp;nbsp; Some portion was the learning curve associated with yet another major overhaul to the game's class system.&amp;nbsp; Some portion was that the story simply needed time to ramp up.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-AmG2qRa_wYg/UR27EKxmvaI/AAAAAAAABiA/1Dmyy91pdWk/s1600/jadeforest.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="246" src="http://1.bp.blogspot.com/-AmG2qRa_wYg/UR27EKxmvaI/AAAAAAAABiA/1Dmyy91pdWk/s320/jadeforest.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I'm glad I took the time.&amp;nbsp; Having cleared the Jade Forest, and hit level 87 in the process, I have found truth in both the mitigating factors but also potentially some degree of disappointment with the expansion itself.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Changing the time-to-kill&lt;/b&gt;&lt;br /&gt;
Over the years, I've found that I'm notoriously bad at predicting what class I am going to like in a new MMO.&amp;nbsp; Many things that sound good on paper turn out to be not so fun in practice.&lt;b&gt;&amp;nbsp; &lt;/b&gt;The one indicator that works most of the time is the time it takes to solo an individual mob - a seemingly highly technical thing to look at but a major impact on my personal playstyle.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
When individual mobs die very quickly, I would rather play a ranged character so that I'm not spending all of my time chasing after my next target.&amp;nbsp; (This was a particular problem for SWTOR melee because your NPC companion switches targets automatically, while I'm still trying to figure out what direction to run in.)&amp;nbsp; When mobs take comparatively long to beat down, I often prefer to play a melee character, as they are better suited to being in melee range and spend less time and effort kiting mobs around in an attempt to avoid damage.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
WoW has historically been a game that tended very strongly towards short mob life expectancy - in Wrath in particular, solo mobs could take no more than 2-4 hits and live a total of 10 seconds each - really short compared to soloing in any other MMO.&amp;nbsp; As such, it makes sense that I tried melee and ended up sticking with a mage.&amp;nbsp; With Cataclysm - and now especially Pandaria - it seems that they have made a conscious effort to slow combat down.&amp;nbsp; Health pools for both players and mobs are larger.&amp;nbsp; The mage has been given the tools to deal with this - all three mage specs can now have a snare on their primary nuke spell and access to previously spec-specific defensive abilities.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/--a7H7oigksg/UR3CWALNwXI/AAAAAAAABio/YANH6WF9Do0/s1600/talents.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="135" src="http://2.bp.blogspot.com/--a7H7oigksg/UR3CWALNwXI/AAAAAAAABio/YANH6WF9Do0/s320/talents.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;POM, Ice Barrier, and Living Bomb, now all on one spec&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
Still, it's a big difference in feel, and this threw me for a real loop when trying to get back into leveling content.&amp;nbsp; In any other game, I would probably just switch over to one of my several melee alts (85 Warrior, 70 Pally, 45 Rogue, and instant Death Knight on the server of my choice), but with so many years behind this particular character as my main in WoW, that's a bit of a tough sell just because the class design winds are blowing in a different direction this year.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Atmosphere of Pandaria&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Assuming you don't hate the stylized graphics on principle, WoW has been getting prettier with every expansion.&amp;nbsp; Cataclysm's approach of tacking on a few new areas to fill in gaps within the old world map made the expansion in some ways disjointed, but they did a very good job of making each zone feel like WoW's take on a specific environment (desert, undersea, etc).&amp;nbsp; With a new, thematically consistent continent, Blizzard has tackled one consistent theme - China - and done so with some of their best results to date.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
On the downside, the story definitely took a while to grow on me. One Pandaren in Warcraft III was cool, and the idea of an expansion of them sounded cool, but the reality of an entire continent of bears talking in Chinese-accented English going on about the serenity - and comic appetite - of their people may be overusing the gimmick after all.&amp;nbsp; &lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-TO__KMvfDsY/UR27KggyDfI/AAAAAAAABiI/JGO8wWVuczM/s1600/temple.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="134" src="http://4.bp.blogspot.com/-TO__KMvfDsY/UR27KggyDfI/AAAAAAAABiI/JGO8wWVuczM/s320/temple.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Meanwhile, the story has inadvertently driven home how absurd WoW's current faction setup really is.&amp;nbsp; The majority of the expansion's content, as with past years, pits players against common foes, often on behalf of neutral NPC factions.&amp;nbsp; There is a strong effort to push individual storylines for the Horde and Alliance, but this only drives home how these are NPC factions that players are forced to live with.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Players have no more influence over the actions of "their" side of the conflict than they do over the numerous groups of NPC's.&amp;nbsp; It is immediately obvious from the narrative that enlisting the local population to fight a war on a land where negative emotions can take physical form with catastrophic results is not a good idea.&amp;nbsp; However, your NPC's are no less hapless than any of the others in avoiding this outcome, and for this we divide the playerbase permanently in half, only to once again be sent off to kill common enemies once the storyline is complete.&amp;nbsp; At this point, the game would be better served leaving the two sides in place and having player characters be a third faction who can hang out with whichever group of NPC's they prefer for story purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Moving Onwards&lt;/b&gt;&lt;br /&gt;
With the preliminaries resolved - the initial zone, two of the five levels, and yes, incidentally, taming pretty much every battle pet that moves on the continent so that's no longer competing with PVE questing for my attention - it'll be interesting to see how the experience shapes up.&amp;nbsp; The thing that's odd about my Pandaria experience is that I'm clearly not tired of the sandbox PVE experience - that's what's competing for my time in numerous other games.&amp;nbsp; &lt;b&gt;&lt;/b&gt;It's possible that in another month, I'll be back to my routine of hitting the dungeon queue and doing whatever else strikes my fancy while I wait for the group to form.&amp;nbsp; Or perhaps I need to face reality and switch to a melee character.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Regardless, my path forward in WoW is murky in a way that it hasn't been for years.&amp;nbsp; &lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-kdeuIG4mRMs/UR27O4Gx9iI/AAAAAAAABiQ/qlILYDvugow/s1600/chinadragons.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="211" src="http://1.bp.blogspot.com/-kdeuIG4mRMs/UR27O4Gx9iI/AAAAAAAABiQ/qlILYDvugow/s320/chinadragons.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;At least there are Chinese dragons to collect?&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/6hbYBAE4Kwc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/6700274103890712519/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=6700274103890712519" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6700274103890712519?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/6700274103890712519?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/6hbYBAE4Kwc/mixed-early-thoughts-on-pandaria.html" title="Mixed Early Thoughts On Pandaria" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-AmG2qRa_wYg/UR27EKxmvaI/AAAAAAAABiA/1Dmyy91pdWk/s72-c/jadeforest.jpg" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/02/mixed-early-thoughts-on-pandaria.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcMSH05eyp7ImA9WhBTEUQ.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-2983608571701141469</id><published>2013-02-06T18:41:00.000-05:00</published><updated>2013-02-06T18:41:29.323-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-02-06T18:41:29.323-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Quality of Service" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="Cryptic" /><title>STO's Buggy Anniversary</title><content type="html">I haven't played much Star Trek Online since capping out one character on each faction last year.&amp;nbsp; I enjoyed the duty officer minigame far more than the space and ground combat that made up the traditional portions of STO, but I mostly ran out of stuff to do with my duty officers.&amp;nbsp; Thus, the annual anniversary event, with free starships for each faction as a rewards, was an opportunity for Cryptic to get me back into the game.&amp;nbsp; Unfortunately, they blew their chance to make a good impression through several bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Case of the Missing Bridge Officer Skills&lt;/b&gt;&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-NChwasn0UeA/URLo0kqGIpI/AAAAAAAABhg/JEDuv0CReJ4/s1600/boffskillslots.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="139" src="http://3.bp.blogspot.com/-NChwasn0UeA/URLo0kqGIpI/AAAAAAAABhg/JEDuv0CReJ4/s320/boffskillslots.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Empty bridge officer skill slots - not a good plan, as you kind of need these.&amp;nbsp; (This was actually due to a second issue, see the end of this post.)&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
First up, I signed in to discover that none of my bridge officer skills were available in the space combat window.&amp;nbsp; I spent 10 minutes trying to mess with settings to figure out what I was doing wrong - time that proved unnecessary because the anniversary mission does not feature any combat in your regular starship, but that's beside the point - and eventually fired up Google.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Apparently, this was an intentional bugfix of some sort made in a patch back in November but that incidentally requires that the player unassign all of their bridge officers from their slots once and then reassign them.&amp;nbsp; The comment from Cryptic when players complained on the forums was that they had mentioned this fix in the patch notes.&amp;nbsp; That would have been a somewhat unsatisfactory way to communicate if I had been actively playing at the time, but it was especially underwhelming several months later, when I could not find those patch notes if I wanted to read all of them.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
If you are going to break people's characters, however temporarily, you really need to provide some sort of pop-up notification that includes how to fix the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Mission That Would Not Complete&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-NitwX4t26C0/URLpLrNXzLI/AAAAAAAABho/OlwUuJ8Nl9I/s1600/ambassadorclass.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="309" src="http://3.bp.blogspot.com/-NitwX4t26C0/URLpLrNXzLI/AAAAAAAABho/OlwUuJ8Nl9I/s320/ambassadorclass.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
Having successfully reassigned the bridge officer skills that I turned out not to need, I headed off to complete the new anniversary mission.&amp;nbsp; A free ship is a reasonably big deal in a game where new ships are generally reserved for the cash shop.&amp;nbsp; In fact, the second anniversary festivities were what convinced me to try the game in the first place shortly after its free to play relaunch, and I was happy that I took part when I finally got to take my Odyssey class cruiser out for a spin at level cap.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The new mission was a spinoff from a highly popular episode of TNG and featured a guest appearance by one of the show's original cast to voice their in-game character.&amp;nbsp; Most players had a good experience.&amp;nbsp; My experience was good... until I got to the end of the mission and did not receive credit for completing it.&amp;nbsp; I tried again, and was sent back to the mid-point of the mission to repeat a bunch of puzzles and story scenes... and not get credit again.&amp;nbsp; I tried and failed a third time.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
After this, it was back to Google for a second time in the evening.&amp;nbsp; It took a bit of digging to find the right search terms, but I eventually found half a dozen threads on the STO forums started by other players who got stuck in exactly the same place on the 3rd anniversary mission.&amp;nbsp; I saw no official confirmation from Cryptic that there was a bug or any plan to fix it, but a &lt;a href="http://sto-forum.perfectworld.com/showthread.php?t=535451"&gt;commonly re-posted workaround&lt;/a&gt; was to assign your NPC companions to tackle tasks that are NOT the tasks they say they are good at.&amp;nbsp; This is non-sensical, but it worked for me.&amp;nbsp; At least I knew the mission like the back of my hand at that point and was able to complete the Klingon version in under 20 minutes.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
As a little added thank-you bonus, the mission separates you from your normal bridge crew and therefore I ended the evening as I began it, with my bridge crew slots once again emptied for reasons beyond my control.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Quality Assurance FTL?&lt;/b&gt;&lt;br /&gt;
Bugs happen, and sometimes Google is your friend - in my case, apparently the failing was to assume that I had done something wrong - twice in one evening - rather than immediately jumping to the conclusion that the game was broken and Google could tell me how to fix it.&amp;nbsp; I also get that you can't sell bugfixes for an additional fee in the cash store, and that is going to be the focus of a free to play game.&lt;br /&gt;
&lt;br /&gt;
Even so, for an anniversary event like this one that is designed to bring back returning and/or curious players, a little quality assurance really might have made a difference.&amp;nbsp; If things had been fun, I might have settled in to work on some of the numerous missions that I never completed in my first trips to the game's cap.&amp;nbsp; As it was, I used up the extra time they could have spent trying to sell me on returning to the game trying to find workarounds for significant bugs.&amp;nbsp; I don't know whether that's more my loss or Cryptic's, but it's unfortunate.&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/RbdGFL7dusY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/2983608571701141469/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=2983608571701141469" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2983608571701141469?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2983608571701141469?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/RbdGFL7dusY/stos-buggy-anniversary.html" title="STO's Buggy Anniversary" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-NChwasn0UeA/URLo0kqGIpI/AAAAAAAABhg/JEDuv0CReJ4/s72-c/boffskillslots.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/02/stos-buggy-anniversary.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkAFR30-fyp7ImA9WhNaGEk.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-7808267762414875891</id><published>2013-02-02T18:45:00.000-05:00</published><updated>2013-02-02T18:45:16.357-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-02-02T18:45:16.357-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="Quality of Service" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>Hard Sell for the NDA'ed Marvel Heroes</title><content type="html">A few weeks ago, a $20 starter pack to the upcoming Marvel Heroes game was on the list of things I was thinking I would probably purchase later this year - &lt;a href="http://playervsdeveloper.blogspot.com/2013/01/the-cost-of-per-hero-games.html"&gt;I figured that&lt;/a&gt; if the game was worth my time at all, it was going to be worth $20 to play as the characters I like rather than the free characters. &amp;nbsp;Seeing how they've run the marketing campaign since calls into question whether the studio is pushing hard to make money now, before the NDA comes down. &amp;nbsp;It also leaves no question that they are treating their customers in a way that I am not willing to be treated. &lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;Better buy fast, before we make the deal worse&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
The initial presale plans&amp;nbsp;&lt;a href="https://marvelheroes.com/news/news-articles/founders-program-launched-assemble-your-team-today"&gt;were announced on January 9th&lt;/a&gt;. &amp;nbsp;At the time, the $20 single-hero package was described as "over $30 in value" including one hero, two costumes (one of which presumably comes standard on the hero, so really 1 extra costume), $10 in currency, and $10 in "bonus currency" (the larger packages came with correspondingly larger amounts). &amp;nbsp;The announcement stated that it was a "limited time" offer that "won't last forever". &amp;nbsp;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Apparently, the "limited time" ran out two weeks later with no advance notice, on January 23rd, and the "bonus currency" disappeared from all of the packages without any announcement. &amp;nbsp;There was no public comment on the situation for a few days, and then the studio came back on January 28th with &lt;a href="https://marvelheroes.com/news/news-articles/bonus-currency-back-founders-program"&gt;a new offer&lt;/a&gt;. &amp;nbsp;In response to "huge demand", they're adding only $5 in "bonus currency" back to the bundles, noting that the original offer was higher for their "earliest adopters". &amp;nbsp;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
The new announcement specifically alludes to how short the first "limited time" was, but declines to provide a firm deadline for the new offer. &amp;nbsp;They also made the new offer retroactive to January 23rd, suggesting that some players paid for a package in the interim and only noted after the fact that there had been an un-announced change to what they got for what they got for their money.&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;Context: What is lurking behind the NDA?&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
While all this is going on, there is also some sort of testing conducted under a non-disclosure agreement. &amp;nbsp;All we know are a few tidbits from a press tour that did not go so well. &amp;nbsp;A few articles:&lt;/div&gt;
&lt;div&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.forbes.com/sites/erikkain/2012/12/17/marvel-heroes-beta-preview-all-click-no-reward/"&gt;Forbes' Erik Kain&lt;/a&gt;: &lt;i&gt;"Marvel Heroes fails to provide a rewarding, fun action game experience - at least so far."&lt;/i&gt; &amp;nbsp;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://massively.joystiq.com/2012/12/17/first-impressions-make-mine-marvel-heroes/"&gt;Massively's Justin Olivetti&lt;/a&gt;: &lt;i&gt;"I recognized what it was trying to be almost instantly: a superhero-flavored&amp;nbsp;Diablo. &amp;nbsp;And you know what? That's what it is. Whether that's a horrible, shirt-rending event or something that sounds like a cool mix is up to you.&amp;nbsp;"&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://massively.joystiq.com/2012/12/17/first-impressions-marvel-heroes-isnt-a-heroic-marvel/"&gt;Massively's Eliot Lefebvre&lt;/a&gt;: &lt;i&gt;"Marvel Heroes isn't a heroic marvel" &lt;/i&gt;(article title)&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.rockpapershotgun.com/2012/12/17/hands-on-marvel-heroes/"&gt;Rock Paper Shotgun&lt;/a&gt;: &lt;i&gt;And throughout there was one thought in my head: why did they let journalists look at this now? It’s possibly not the most positive thought."&lt;/i&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;div&gt;
Almost all of the pieces make the point that the game remains in development and could improve (Eliot suggests the issue is a design flaw that may not be fixable). &amp;nbsp;Still, I'm struck by how consist all of the reviews were. &amp;nbsp;This mid-December press tour is all the information that we have about a game scheduled to launch in "Spring 2013". &amp;nbsp;If the developers know that what's hiding behind the NDA is not going to be well-received, that certainly puts a different spin on their push to collect people's pre-purchase money ASAP, and especially before they are forced to drop the NDA.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Purchasing decisions in the pre-purchase era&lt;/b&gt;&lt;br /&gt;
As a Marvel fan, I would love for this game to be fun to play. &amp;nbsp;Instead, the picture I'm getting is a game that is neither a good action game (too grindy - kill 100 mobs!) or a good use of the Marvel setting (characters that are basically cosmetic covers over a small handful of archetypes, even if that means the Hulk can't punch harder than a non-super-powered street thug). &amp;nbsp;On the merits alone, I do not think it is a good idea to make a $20 non-refundable purchase to secure an extra $5 in currency.&lt;br /&gt;
&lt;br /&gt;
As to the marketing effort, pre-order and pre-purchase campaigns are relatively established. &amp;nbsp;Historically, these promotions could be good for the consumer in the specific case where resources were limited. &amp;nbsp;When the store is going to sell out of NES cartridges or the server is not going to have the capacity to handle the launch rush, it's perfectly reasonable to allocate these scarce resources to those who were most dedicated and most willing to sign up in advance. &amp;nbsp;Over time, though, we're seeing more and more deadlines like the one that Marvel is offering that do not appear to have any basis in scarcity or benefit to the consumer and do appear to be timed to encourage a decision with as little information as possible. &amp;nbsp;MMO players are as individuals critical thinkers who are seldom reluctant to share an opinion, and I continue to be surprised that we as a group tolerate this treatment.&lt;br /&gt;
&lt;br /&gt;
(Tangentially related story - we are now a month past &lt;a href="http://playervsdeveloper.blogspot.com/2012/12/swtor-pre-purchase-run-amok-you-should.html"&gt;SWTOR's expansion "pre-order" deadline&lt;/a&gt;, with no release date and no meaningful information about the expansion's content. &amp;nbsp;Questionable reasoning aside, I suppose one cannot fault Bioware's communication - they said the five days of "early access" would be reserved for those to paid before January 7th, and there has not been any hint to suggest that customers who pay in full between January 8th and whenever the expansion comes out will be allowed into the new content any faster. &amp;nbsp;I suppose someone might spin this as an improvement over the game's original launch, in which players were admitted to the headstart in the order in which they paid, but with no transparency as to when exactly that was going to occur.)&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/2JNYKIuLFUI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/7808267762414875891/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=7808267762414875891" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/7808267762414875891?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/7808267762414875891?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/2JNYKIuLFUI/hard-sell-for-ndaed-marvel-heroes.html" title="Hard Sell for the NDA'ed Marvel Heroes" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>4</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/02/hard-sell-for-ndaed-marvel-heroes.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0MGR3s5fyp7ImA9WhNaFUQ.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-165142024017228665</id><published>2013-01-30T20:23:00.000-05:00</published><updated>2013-01-30T20:23:46.527-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-01-30T20:23:46.527-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ddo" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="TSW" /><category scheme="http://www.blogger.com/atom/ns#" term="Cryptic" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>January Round-up and February Outlook</title><content type="html">With the first month of the year mostly out of the way, what have I been up to?&amp;nbsp; I previously tracked this sort of thing on Twitter, but it was somewhat cumbersome to review my notes that way, so I figured I'd try a post format instead.&lt;br /&gt;
&lt;br /&gt;
The two biggest shares of my gaming time in January went to the two great financial disappointments of 2012 - SWTOR and TSW.&amp;nbsp; In TOR I've been leveling my Agent Operative alt with the benefit of numerous unlocks but without the benefits of the subscription - my initial impression is that the penalties to exp as a non-subscriber are steep and potentially problematic, but I'd really like to get to the upper-mid levels before I draw too much of a conclusion on that front.&amp;nbsp; In TSW, I've cleared out Kingsmouth and Savage Coast and moved on to the Blue Mountains, where I'm finding my build perhaps too effective - I'm almost looking forward to being forced to change to deal with other types of foes down the road.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I also put some time into pet battles in WoW, which I considered oddly a prerequisite for entering the new expansion because I did not want to go to Pandaria and constantly walk past pets that I could not yet tame.&amp;nbsp; Actually journeying forth into the new content was something I set aside for when I could clear out some time to dedicate to the task, and that time is tentatively coming up next month.&amp;nbsp; Blizzard is not confirming or denying whether there are new five-mans in the future patch 5.3, which makes it sound like many of the current endgame activities could cease to be meaningful if I wait too much longer.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Other things on my calendar for next month include Star Trek Online, which will launch a new featured episode that awards a special anniversary starship reward, and possible Dungeons and Dragons Online.&amp;nbsp; I've been ducking into DDO from time to time for an evening when I want a change of pace, and the next game update is scheduled to overhaul/improve loot in some of the mid-level content that is next on my list of things to do.&amp;nbsp; As always, this potentially leaves everything else I could be working on - including my games of choice from this month - sitting on the sidelines, but such is the era we live in.&lt;br /&gt;
&lt;br /&gt;
What are you all looking forward to specifically in the month of February?&amp;nbsp; &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/xR7G2deCt80" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/165142024017228665/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=165142024017228665" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/165142024017228665?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/165142024017228665?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/xR7G2deCt80/january-round-up-and-february-outlook.html" title="January Round-up and February Outlook" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>3</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/01/january-round-up-and-february-outlook.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A08HQno5fSp7ImA9WhNaFE8.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-2802035522739600390</id><published>2013-01-28T22:23:00.001-05:00</published><updated>2013-01-28T22:23:53.425-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-01-28T22:23:53.425-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="LOTRO" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><title>Pay For Content Vs Pay For Service</title><content type="html">&lt;a href="http://www.epicslant.com/"&gt;Ferrel of Epic Slant&lt;/a&gt; and &lt;a href="http://www.gamebynight.com/"&gt;Chris of Game By Night&lt;/a&gt; have a &lt;a href="http://mmoradio.epicslantpress.com/"&gt;new podcast titled MMO Radio&lt;/a&gt;.&amp;nbsp; The show differs from their previous efforts with the Multiverse (where they &lt;a href="http://playervsdeveloper.blogspot.com/2010/09/pvd-on-multiverse.html"&gt;invited &lt;/a&gt;me to guest &lt;a href="http://playervsdeveloper.blogspot.com/2011/11/pvd-on-multiverse-again.html"&gt;twice&lt;/a&gt;) in that they have gone with the increasingly popular shorter format and also include segments on tabletop gaming.&amp;nbsp; The new format appears to be working for them in the form of more frequent updates - in the time it took me to listen to last week's episode and type up this response, they've recorded and released a new one.&amp;nbsp; All of that plugging aside, back to &lt;a href="http://www.epicslant.com/2013/01/ep-5-the-fall-of-f2p/"&gt;last week's episode&lt;/a&gt;.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Describing Business Models By What You Are Paying For &lt;/b&gt;&lt;br /&gt;
Chris suggests that "Buy to Play" might be more sustainable than "Free to Play", and cites LOTRO as an example.&amp;nbsp; I have far more concerns about the sustainability of "Buy to Play", and I'd hold up LOTRO as the poster child for these concerns.&amp;nbsp; To understand why, we need to take a step back and look at how these models actually work.&lt;br /&gt;
&lt;br /&gt;If you go back into the old days - EQ1, early WoW, etc - MMO's charged for two things.&amp;nbsp; You would pay one-time fees for access to content (i.e. the game box and expansions) and recurring fees for services used to access that content (i.e. the subscription time, which was mandatory).&amp;nbsp; These core parts of the business actually haven't changed all that much with all the time that has passed and all the new terms and user interfaces that have been added since.&amp;nbsp; What has changed is how the charges for content and service are presented.&lt;br /&gt;
&lt;br /&gt;
In today's non-subscription market, recurring fees for use of the content do not necessarily take the form of a straight up charge for a fixed dollar amount.&amp;nbsp; &lt;u&gt;&lt;b&gt;When your game's cash shop requires the use of consumables to clear death penalties, improve new gear as you obtain it, travel around the world, etc, that is how you are paying for the service.&lt;/b&gt;&lt;/u&gt;&amp;nbsp; For the question Chris asks about sustainability, the important point is that this is recurring revenue that the developer will continue to receive from you for as long as you pay for the game.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The other extreme in non-subscription games is to sell off your content - and sometimes game features - as one-time unlocks that do not require any ongoing payment as you continue using them.&amp;nbsp; One big advantage to this approach when relaunching an existing game with years of content already created is that there is a lot of stuff already in game for new players - or existing players who are dropping down to non-subscriber status - to buy.&amp;nbsp; This is roughly &lt;a href="http://playervsdeveloper.blogspot.com/2012/12/a-critical-look-at-turbines-status.html"&gt;how I see Turbine's model today&lt;/a&gt; - heavily focused on one-time unlocks for content (and sometimes features) with almost nothing in the way of one-time payments for ongoing use of the service.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
So which of these two approaches is more sustainable?&amp;nbsp; Whether pay-for-content is sustainable depends heavily on how frequently you are able to produce content.&amp;nbsp; As Ferrel pointed out on the show, DDO's adventure packs are perfect for this approach because Turbine can push them out every other month year-round.&amp;nbsp; If, on the other hand, you are in the business of making large open zones that you can only finish once or twice per year, perhaps the rate of content generation is not the best thing to tie your income to long term.&amp;nbsp; In this case - which is true for most MMO's - the only way for the business to be sustainable is to somehow charge people for continuing to play the game.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Aside: "Pay to Win"&lt;/b&gt;&lt;br /&gt;
Many players who are or were a raiders in a subscription MMO have a profoundly negative view of the free to play cash shop model, which they widely dub as "Pay to Win".&amp;nbsp; This view makes sense when you look at what it means for them personally.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
The subscription fee does not scale with how much you play the game - in fact, sometimes the developer WANTS you to play more so you will stay engaged and stay subscribed - while paying through an item shop means that you are very likely paying in proportion to how much you actually play the game.&amp;nbsp; If you are used to paying the same subscription fee as everyone else and yet having the developer spend disproportionate attention making raid content for your single digit percentile of the population, then yes, in the short term, you'd rather have it the way it was in the old days.&amp;nbsp; Whether this ultimately pushes the entire genre in directions that you do not like is more of a long term problem....&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/2TgKE7rJbNs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/2802035522739600390/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=2802035522739600390" title="5 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2802035522739600390?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/2802035522739600390?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/2TgKE7rJbNs/pay-for-content-vs-pay-for-service.html" title="Pay For Content Vs Pay For Service" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>5</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/01/pay-for-content-vs-pay-for-service.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ak4MQnYyeip7ImA9WhNaEEs.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-3906787717218701952</id><published>2013-01-24T18:09:00.000-05:00</published><updated>2013-01-24T18:09:43.892-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-01-24T18:09:43.892-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="LOTRO" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="Baseless Speculation" /><title>2013 Prediction Update</title><content type="html">It's been all of 24 hours since I posted my belated predictions for the year, and there is already breaking news.&amp;nbsp;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Turbine dis-confirmed one of my LOTRO predictions by &lt;a href="http://massively.joystiq.com/2013/01/24/lotro-devs-talk-updates-10-and-11/#continued"&gt;announcing the addition of a new region in the upcoming Update 11&lt;/a&gt;.&amp;nbsp; I had predicted they would skip this roughly annual tradition in favor of saving more content for the fall expansion.&amp;nbsp; &lt;/li&gt;
&lt;li&gt;Trion announced plans to &lt;a href="http://massively.joystiq.com/2013/01/24/trion-to-publish-archeage-in-the-west/"&gt;publish the Eastern sandbox MMO ArcheAge in the West&lt;/a&gt;.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;A decision like this one either does or does not make sense on its own merits based on whether Trion will make significant profit out of the deal.&amp;nbsp; There are probably also economies of scale in publishing additional titles now that Trion is already publishing two titles and counting (whenever End of Nations re-emerges) - SOE also announced plans to pick up an Asian MMO last year.&amp;nbsp; Overall, it doesn't disprove my theory about Rift going free to play this year, but the studio's backers clearly aren't throwing in the towel on the effort as a whole.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&lt;a href="http://bhagpuss.blogspot.com/2013/01/like-buses-eqnext-archeage.html"&gt;Bhagpuss also questions&lt;/a&gt; whether Archeage's release affects my call that we will get most of the way into 2013 without a "major event launch".&amp;nbsp; My gut still says no - the whole point of making a sandbox game is not to try and replicate the mass hype followed by exodus that has plagued the AAA MMO's of recent years.&amp;nbsp; Selling large numbers of boxes is great, but having 75% of your players leave within a few months will kill the community that you need to sustain your sandbox longterm.&amp;nbsp; Time will tell, but I am not expecting this to be an over-hyped event.&lt;/li&gt;
&lt;/ul&gt;
Anyway, if any of you have any wishlist items of stuff you that you don't think will happen, let me know so I can add them to my list and therefore ensure that they do come to pass just to disprove more of my predictions.&amp;nbsp; To start, a bonus tack-on prediction - despite Smedley's comments, EQNext does not launch in 2013.&amp;nbsp; (Given what we know of the game's business model, I will define "launch" as all three of 1) open to the public, 2) done with any character wipes, and 3) accepting cash.) &lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/ha0sHO1ZTgE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/3906787717218701952/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=3906787717218701952" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/3906787717218701952?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/3906787717218701952?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/ha0sHO1ZTgE/2013-prediction-update.html" title="2013 Prediction Update" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>2</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/01/2013-prediction-update.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkIBRX0-eip7ImA9WhNbGUU.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-7995037265618894669</id><published>2013-01-23T17:35:00.002-05:00</published><updated>2013-01-23T17:35:54.352-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-01-23T17:35:54.352-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="LOTRO" /><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="TSW" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><category scheme="http://www.blogger.com/atom/ns#" term="Baseless Speculation" /><category scheme="http://www.blogger.com/atom/ns#" term="Rift" /><category scheme="http://www.blogger.com/atom/ns#" term="WoW" /><title>Belated Predictions For 2013</title><content type="html">&lt;a href="http://playervsdeveloper.blogspot.com/2012/01/three-predictions-for-2012.html"&gt;Last year's predictions&lt;/a&gt; did not go so well.&amp;nbsp; I predicted that it would not be a great year for new subscription MMO's, but I also thought that SWTOR would skate by as a high churn subscription title, and that WoW could not afford to leave Cataclysm sitting on the shelf beyond early summer.&amp;nbsp; Even so, I've found that I have a fair number of predictions either scattered through my blog and other peoples' comment sections, so I figure there's no harm in collecting all of my comic inaccuracy in a single spot.&lt;br /&gt;
&lt;br /&gt;
Anyway, here are my belated predictions - I don't know if this makes my job easier because I have a month of additional information (see first item, below) or harder because there is less time left for the predictions to come true.&amp;nbsp; In any case, if I have predicted bad things for your favorite MMO this year, rest assured that my lack of accuracy well have guaranteed your game's smashing success.&amp;nbsp; :)&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Rift Goes Free To Play in 2013&lt;/b&gt;&lt;br /&gt;
First up, a minor cheat by exploiting information that only became available in late January.&amp;nbsp; Two days ago, I would have said that Executive Producers Scott Hartsman's position against turning the game free to play would be enough to keep it from happening in 2013 - even if Trion's views eventually changed, failing to work ahead on the conversion would keep it from launching this year.&lt;br /&gt;
&lt;br /&gt;
Then came news that &lt;a href="http://massively.joystiq.com/2013/01/22/scott-hartsman-leaving-trion-worlds/"&gt;Hartsman has departed from Trion Studios&lt;/a&gt;.&amp;nbsp; In the last week, we also learned that Trion's MMOFPS Defiance plans to launch with a buy-to-play model featuring a $60 box and no recurring subscriptions.&amp;nbsp; We already knew that the online strategy game End of Nations - assuming it survives being in-sourced into Trion proper - was going to be Free to Play.&amp;nbsp; Going back to last year, &lt;a href="http://www.riftjunkies.com/2012/09/13/deeps-depot-whats-next/"&gt;Rift already has an in-game store&lt;/a&gt;, and then there were the layoffs at Trion and the former End of Nations developers.&lt;br /&gt;
&lt;br /&gt;
Moving this particular game to free-to-play is debatable, but Trion has investors to answer to.&amp;nbsp; As long as things are going really well, Trion has the ammo it needs to justify why they are continuing to buck the overwhelming industry trend.&amp;nbsp; If things have started to go downhill - and the layoffs suggest that they have - then we can expect Rift to lose its subscription in 2013.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;LOTRO: Helm's Deep Or Bust&lt;/b&gt;&lt;br /&gt;
As I've previous written, I think &lt;a href="http://playervsdeveloper.blogspot.com/2012/12/a-critical-look-at-turbines-status.html"&gt;LOTRO is under a lot of pressure to increase revenue&lt;/a&gt; THIS year.&amp;nbsp; Turbine's &lt;a href="http://www.gamefront.com/turbine-to-extend-lotro-into-2014-possibly-2017/"&gt;2008 press release&lt;/a&gt; indicated that they have the license through 2014, with options to extend the term out to 2017.&amp;nbsp; We don't know whether the terms of the option years are favorable, and presumably the studio's new owners at Warner Brothers are capable of re-negotiating a reasonable deal if this is worth their time.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
That makes 2013 the year in which Turbine has to prove the game's worth.&amp;nbsp; LOTRO will not fold in 2013, but if things go badly it could very well close when the license issue comes due in 2014.&amp;nbsp; To this end, I expect the following:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Unlike last year's Great River update or the F2P relaunch's Enedwaith region, we will NOT see a new region added at the current level cap.&amp;nbsp; The price point on these new optional areas has generally been low, and that makes it a questionable investment that would be better saved for the next expansion.&lt;/li&gt;
&lt;li&gt;Speaking of which, I expect the new expansion to require a minimum purchase of $50, up from $40 last year and $30 the year before.&amp;nbsp; As with last year, Turbine will offer plenty of opportunity to pay full price early and then discount the thing by 50% for an end-of-year sale once the early adopters have paid up.&lt;/li&gt;
&lt;li&gt;The expansion will bump the level cap to 95.&amp;nbsp; LOTRO has lots of level-scaling content in past expansions that could be used to level to the new cap and skip buying the new content.&amp;nbsp; Making the cap higher makes that option less desirable because you would have more levels to grind out.&lt;/li&gt;
&lt;li&gt;The actual battle of Helm's Deep - which, as in recent years, may get delayed to a patch after the expansion launch - will be presented from multiple different perspectives so that solo, group, raid, and monster players can all participate in this iconic bit of the lore.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
I probably won't be bored enough to count come 2014, but we're almost certainly not done with Turbine pushing something aggressive and unpopular into the cash shop and then gauging whether to backpedal based on the customer feedback.&amp;nbsp; It seems like we can expect this sort of thing roughly every other month. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Asheron's Call 3 Announced&lt;/b&gt;&lt;br /&gt;
It's possible that Turbine dusted off AC2 just as a lark of a weekend project.&amp;nbsp; Then again, we know that they've been working on a mystery title for a while, and it would make a lot of sense for them to work in their own IP so that they are not at the mercy of some rightsholder.&lt;br /&gt;
&lt;b&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Blizzard Updates&lt;/b&gt;&lt;br /&gt;
This is a Blizzcon year, which means we will probably get some announcements in addition to the oft-delayed Starcraft II expansion.&amp;nbsp; My guesses:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;WoW's next expansion announced, but will not be ready for beta in 2013.&amp;nbsp; After years of promising to try and get expansions out in a more timely fashion, Blizzard finally concedes that it's going to be 20+ months like the previous attempts.&amp;nbsp; &lt;/li&gt;
&lt;li&gt;Blizzard announces a console based non-subscription spinoff of one of its existing IP's.&amp;nbsp; A recent rumor suggested that this was the real nature of Titan, the long rumored online followup to WoW, but that was supposed to be an original IP.&amp;nbsp; We know they've been flirting with consoles for years now, and I'm guessing that this is a separate effort.&amp;nbsp; It will be interesting to see whether it runs on current generation console hardware, as Blizzard's development cycle is so long that next generation consoles will probably arrive before this game does.&lt;/li&gt;
&lt;li&gt;Titan will finally be announced, but will not be playable or in any way suggesting it will debut in 2014. Blizzard has had time to ponder how DIII went for them and see the way the wind is blowing, so this game will NOT have a subscription.&amp;nbsp; It will instead be designed from the ground up with something - content, characters, etc - that people can purchase to keep the revenue flowing.&lt;/li&gt;
&lt;/ul&gt;
&lt;b&gt;Funcom goes out of business in 2013, probably taking its titles to the grave&lt;/b&gt;&lt;br /&gt;
I'm not going to belabor my &lt;a href="http://playervsdeveloper.blogspot.com/2013/01/rethinking-swtor-tsw-relaunches.html"&gt;analysis from last week&lt;/a&gt; - this studio was on shaky footing before TSW disappointed, and I'm not convinced that layoffs alone can balance the books, especially if they hurt the ability to deliver future updates.&amp;nbsp; I'm not sure what EA does on a day to day basis as the publisher for TSW - if they own the servers, billing system, etc, that would be a major impediment to any attempt to sell the title off.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New Subscription MMO's&lt;/b&gt;&lt;br /&gt;
If an MMO studio asked me for advice, I'd say that attempting to launch a new MMO with a box price and a monthly fee is really poorly advised.&amp;nbsp; However, I don't think the industry is quite ready to let this approach die just yet.&amp;nbsp; Looking at two major upcoming releases that have yet to announce business models:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Wildstar: Will definitely have a box price at launch.&amp;nbsp; I predict it will not charge a subscription by the end of 2013 - either they'll be smart and not try or they'll be forced to reconsider between launch and the end of the year.&lt;/li&gt;
&lt;li&gt;Elder Scrolls Online: With all the hype they're already firing up for this game's beta, this game shows all the signs of having a large budget, and they are declining to state their planned business model.&amp;nbsp; It's possible that they are going to go buy-to-play with frequent paid DLC and are saving this piece of news to build anticipation for the inevitable pre-purchase campaign. Still, GW2 aside, I will believe that a big budget MMO like this one is willing to voluntarily surrender the monthly fee when I see it.&lt;br /&gt;&lt;br /&gt;So I predict Elder Scrolls WILL launch with a monthly fee.&amp;nbsp; They will probably still have it through at least the end of 2013, but that may have more to do with launching late in the year than with the game's success.&amp;nbsp; (I do predict they will launch this year - even Blizzard doesn't start its beta process an entire year in advance of release.)&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
&lt;b&gt;Kickstarter Chaos&lt;/b&gt;&lt;br /&gt;
After proudly proclaiming 2012 the year of the Kickstarter-funded game - and cheerfully pocketing 5% of the proceeds with no obligation to help ensure that backers get what was promised - Kickstarter is due for a reckoning.&amp;nbsp; At least one video game product that received $1 million in backing will go bankrupt before delivering the promised game in 2013. &lt;br /&gt;
&lt;br /&gt;
Kickstarter will make some token changes in response to the backlash, but will remain constrained by their business model - they make money when projects are successfully funded, not when they force creators to post information that dissuades people from backing risky and/or poorly thought out efforts. &amp;nbsp; Expect some minimal token effort before returning to business as usual, but the incident will cost the site some of its hip status within the blogosphere.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;No big winner, but perhaps balance?&lt;/b&gt;&lt;br /&gt;
Overall, I don't see a single MMO emerging as the big winner in 2013, the way that Guild Wars 2 arguably won the half of 2012 after its release.&amp;nbsp; When you look at Syp's &lt;a href="http://massively.joystiq.com/2013/01/03/the-perfect-ten-new-mmos-to-watch-in-2013/"&gt;list of new MMO's to watch in 2013&lt;/a&gt;, half either aren't traditional MMO's or else are unlikely to release in 2013.&amp;nbsp; As a result, we're likely to get at least 8-9 months into 2013 without a major event launch with the traditional cycle of hype - and all too often disappointment.&amp;nbsp; (We could go the entire year if I'm wrong and Elder Scrolls slips into 2014.)&amp;nbsp; Even the slate of major expansions is going to be relatively quiet since many of the big players released something in late 2012.&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
This is a real opportunity for MMO's that are currently sitting in the middle of the pack.&amp;nbsp; Players will still wander from game to game, and now is the time where an existing product, with most of the rough edges from launch already smoothed out, can potentially make a big impression.&amp;nbsp; Even if all of the things I've suggested come to pass, 2013 could be a good year on the balance if we come out the other side with a solid pool of games that are quietly getting the job done.&lt;br /&gt;
&lt;ul&gt;
&lt;/ul&gt;
&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/J_p7FqWqPoA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/7995037265618894669/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=7995037265618894669" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/7995037265618894669?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/7995037265618894669?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/J_p7FqWqPoA/belated-predictions-for-2013.html" title="Belated Predictions For 2013" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>4</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/01/belated-predictions-for-2013.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0ACSH48fyp7ImA9WhNbGU0.&quot;"><id>tag:blogger.com,1999:blog-826986957606858027.post-1279232552773560586</id><published>2013-01-22T19:42:00.001-05:00</published><updated>2013-01-22T19:42:49.077-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-01-22T19:42:49.077-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Business Models" /><category scheme="http://www.blogger.com/atom/ns#" term="PVD" /><category scheme="http://www.blogger.com/atom/ns#" term="My Characters" /><category scheme="http://www.blogger.com/atom/ns#" term="Star Wars" /><title>Revisiting Cartel Resale Prices</title><content type="html">Back in November, I &lt;a href="http://playervsdeveloper.blogspot.com/2012/11/is-swtor-credit-cap-killing-unlock.html"&gt;correctly predicted&lt;/a&gt; that quirks to SWTOR's non-subscription model would drive down the re-sale prices for unlocks used by non-subscribers.&amp;nbsp; I then made an unfortunate attempt to apply basic macroeconomic supply and demand principles, concluding that the poor return on investment would discourage people from purchasing the unlocks to resell, thus gutting supply.&amp;nbsp; I therefore concluded that the time to buy was ASAP, before there was nothing left to purchase.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Ej_BGJJC5jc/UP8xPTmq6NI/AAAAAAAABhI/sxRt2gv2jhI/s1600/unlockresale.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="204" src="http://3.bp.blogspot.com/-Ej_BGJJC5jc/UP8xPTmq6NI/AAAAAAAABhI/sxRt2gv2jhI/s320/unlockresale.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;I now own account-wide unlocks for basically all of the unlockable restrictions, other than the guild bank (which I don't need because I don't tend to take my guild's stuff even when it's offered)&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
Here at PVD, I'm not just the author of the analysis - I actually use it for my own purchasing decisions.&amp;nbsp; In this case, following my own advice caused me to overpay by probably at least two million credits for all of the stuff that I have since unlocked, when compared to better prices I have seen since.&amp;nbsp; It's hard to complain about that outcome when you consider that the credits I earned while playing at max level with one month of subscription time (some of which I spent starting new alts) turned into permanent account-wide unlocks for almost every feature available in the Cartel store - all without spending a single Cartel Coin.&amp;nbsp; The total would have been over 9000 Cartel Coins, at a real world cost of at least $80.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;A lopsided "exchange rate"&lt;/b&gt; &lt;br /&gt;
I have been very surprised that the going rate for Cartel market items has gotten so low - many unlocks that run for around $5 in real money are available on the Global Trade Network for prices that non-subscribers can pay (i.e. no more than 350K credits due to the cap).&amp;nbsp; I would not have figured that people would open up their wallets for so few credits.&amp;nbsp; More surprising, this trend is not limited to the more expensive unlocks.&amp;nbsp; Some of the rarest items in the random gambling packs - items that 
people have not been able to get after spending $200 - are available for
 maybe 1-2 million credits.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
A few possibilities jump out to explain what we're seeing here.&amp;nbsp; It's certainly possible that some of the inventory was purchased before people realized how little demand there would be, and that folks have been stuck with stuff they can't sell for months since.&amp;nbsp; It's also possible that some subscribers do not place any value on the stipend of Cartel Coins that is included in their monthly fees.&amp;nbsp; Meanwhile, my perception of what credits are worth is defined by what I can get on my max level main, but many newer players are limited to low level income.&amp;nbsp; Finally, the random packs do mean that some players are going to end up with rare items they don't want, which will go on the market.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Overall, it begs some interesting questions about who is paying for the Cartel Coins.&amp;nbsp; I get that there is a demographic that is categorically opposed to daily quests for any reason - I might even count myself in that number if not for the fact that they provide something to do while waiting for the random daily dungeon queue (which I actually enjoy running).&amp;nbsp; That aside, there's a real possibility that some players who do not own a max level character are dropping substantial amounts for real world money to get their characters set up with relatively modest amounts of in-game money for their leveling experience.&amp;nbsp; If so, it's a fascinating experiment in dev-sanctioned real money transactions.&lt;img src="http://feeds.feedburner.com/~r/PlayerVersusDeveloper/~4/zm8jV7rvo84" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://playervsdeveloper.blogspot.com/feeds/1279232552773560586/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=826986957606858027&amp;postID=1279232552773560586" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1279232552773560586?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/826986957606858027/posts/default/1279232552773560586?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/PlayerVersusDeveloper/~3/zm8jV7rvo84/revisiting-cartel-resale-prices.html" title="Revisiting Cartel Resale Prices" /><author><name>Green Armadillo</name><uri>http://www.blogger.com/profile/15564045048380177626</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-Ej_BGJJC5jc/UP8xPTmq6NI/AAAAAAAABhI/sxRt2gv2jhI/s72-c/unlockresale.jpg" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://playervsdeveloper.blogspot.com/2013/01/revisiting-cartel-resale-prices.html</feedburner:origLink></entry></feed>
