Reaping What We Sow

Pax Packing

Tonight is my last night at home before heading towards PAX.  As such our world pretty much revolves around packing up the things that need packing and cleaning the house some more to make it nice for the house sitter.  I think at this point I have everything that I am going to need to both enjoy and “work” pax.  This is going to be an odd experience for me, because in theory I am the eyes and ears of MMOGames.com during the course of this trip.  In addition to that I am going to try my best not to let my streak of daily postings slip either.  As such I am writing this and planning on posting it in the morning… which while cheating is something I have accepted in the past.  In truth most of my posts during this trip will be along these lines as I intend to write up what I saw during that day from my hotel room.

The oddest experience for me is that I am going to have some actual media appointments, as in sit on the couch and talk to devs about their games.  I have a ton of questions, but at the same time I am feeling extremely self conscious.  Its like I am expecting them to immediately realize that I am not really a professional writer, and get kicked off the couch or something.  Sure I blog each and every day, and that has been one hell of a marathon, but for whatever reason this suddenly seems that much more real.  I would love to be doing stuff like this for a living, but I learned long ago that writing simply does not pay enough to even come close to offsetting the salary of a programmer.  So instead I will just pretend to be a “legitimate writer”, and simply be thankful that someone is letting me indulge that fantasy.

Buy To Play

eso 2014-05-09 18-41-57-458 For the several quarters it has seemed to me that Elder Scrolls Online and Wildstar were like two kids sitting waiting on the bottom of a pool.  Each of them trying to hold their breath as long as humanly possible before admitting defeat and swimming to the surface.  Today Elder Scrolls Online swam to the surface and admitted defeat, announcing that they would be abandoning the subscription model in favor of a new “buy to play” strategy with an optional premium subscription.  That said I absolutely expect Wildstar to swim to the surface themselves rather quickly confident that they won this game of chicken… but no less battered for the challenge.  This was the year that the subscription model gave its last hurrah, and ultimately proved that the buying public simply was not willing to pay on a month my month basis.

I say this but it is not entirely true, given that World of Warcraft, EVE Online, and Final Fantasy XIV are each doing better than they have in years.  The subscription model is still very much alive and kicking, but unfortunately the folks willing to pay a monthly fee… seem to already be committed leaving only the game hoppers and nomads shifting from  title to title.  Awhile back I wrote an article calling Elder Scrolls Online my disappointment of the year… and in many ways it still very much is.  That said I hate to see them having to shift payment models like this.  I still like the idea of a subscription, but a game has to earn the right to see my monthly payment.  Final Fantasy XIV does this by providing a constant stream of new content.  World of Warcraft earns my dollar by simply being the first breakout hit to claim the market share and thus addict swarms of my friends who refuse to leave it.  Elder Scrolls Online just lacked the glue to keep me playing, and after my initial six months worth of subscription time I let my account go dormant expecting to play again when it hit the consoles.

Reaping What We Sow

Today I made a tweet, and as luck would have it my fingers got faster than my brain…  and it of course has a typo.  That said I pretty much stand by the statement… once corrected for spelling of course.  Game Companies are after all companies.  Developers, Designers, Artists and Writers all have to get paid for their work, and at the end of the day no one can afford to work for free.  Hell I couldn’t do half of the stuff I did with my blog, podcasts and the sort without a really nice paying job to back me up and fund my hobbies.  At the end of the day these companies have to make money, so they can turn around and invest in those resources that support their games., and that’s not even taking into account the serious costs associated with keeping up a server farm.  Sure single servers are relatively simple and cheap to operate… but when you are talking an online game you are literally talking about thousands of servers working together to maintain the structure that we demand be not only up 24/7 but also be relatively lag free.

So if we complain about blatant money grabs like the air drop scandal in H1Z1, or the constant limited edition loot box bonanzas in Star Wars the Old Republic and Rift.  We have to realize that all of it is entirely our faults.  The subscription model was nice and honestly and for the most part was a contract between the players and a company.  We pay them to keep rolling out new content, and keep the lights on… and we would get to play their games.  However at some point during the line that contract was broken, and we the players started wanting more for free.  I have gotten so tired of seeing comments like “I like the game, but I will play it when it goes free to play”.  If you like the game, and want to play it… you should be willing to support it.  I’ve subscribed to games for months after I stopped playing them, just because I believed in the mission of the company or the game.  If we don’t help the companies… they are going to keep  taking progressively more desperate measures to try and stay afloat and keep making salary.

Players Are Now Investors

I will be the first to admit that steam early access or paid alpha and beta programs are frustrating riddled with problems.  Ultimately I feel like that extra transparency bogs down the process and ultimately produces a confused product designed by committee.  The problem is…  we are quickly becoming the investors in the games we are playing.  Why are we now investors you might ask yourself?  Essentially the repeat failure of AAA MMOs means that a lot of the institutional funding is simply not available.  Would you want to fund an MMO after the state of Rhode Island was stuck holding a multi-million dollar bill for the failure of Copernicus?  Kickstarter has been an interesting catalyst for games development.  It has placed a power in our hands that we have never had before…  and it is not entirely a good thing.  As investors… we feel entitled to have our say in the way the process works.

I honestly miss the days when I could look at the games industry like it was some magical engine of creation.  When I could view it as being something that simply turned out the games I wanted to play without any real consequences attached to it.  The problem is… I know the consequences in the faces of friends that have been effected by the closure of studios, and the “cutbacks” in staffing as subscriptions faltered.  How do you build a family when you aren’t sure where you will be living in six months?  Maybe I shouldn’t care about the human costs behind these things, but unfortunately that isn’t really a luxury I have.  I write my blog and I make my quips, but at the end of the day I have nothing but the utmost respect for the folks that make the games I care about.  I can be petulant just as much as the next person, but sometimes I lose sight on the truth behind it all.  They make the games that we are supposed to have fun playing… and in doing so it is up to us the players to uphold our end of that bargain.  I am not addressing the people that didn’t enjoy a game, because that is the way it works…. I am talking about the folks that loved a game… but were unwilling to subscribe.

Disappointment of the Year

Elder Scrolls Online

eso 2014-07-14 21-46-45-167 Since we are drawing close to the end of the year, I feel like it is probably time to start making sweeping posts to summarize my feelings about the year.  The one today is a bit of a touchy one for me, but I feel like I still need to make it.  Mostly I feel like by posting the “bad” one first it will be like ripping off a band aid and I can end the year on a more positive note.  As such lets get on with the ripping and talk about my biggest disappointment of the year.  For that dubious honor we have to give it to Elder Scrolls Online, and during the rest of this post I intend to explain myself a bit more.  I feel like in part this is a case of extremely high expectations that were impossible to meet.  When I first heard about this game, it was the end of an extremely long session of subterfuge where my friend who was in fact working on the game refused to give us any information about what he was actually working on.  He kept us in the dark until the official announcement, but given we knew who he worked for… and the fact that it seemed like it was a fantasy based game he was working on…  many of us had put two and two together and gotten four.

When the friends and family alpha started, I was lucky enough to be in that first wave.  From tell of the community team I was among the top 1% of bug note reporters, and I never stopped doing it.  I took it up like a mantle to try and help Zenimax create the best game possible.  The problem is the direction of the game kept veering into a place I thought was going to be bad for the game.  We gave copious amounts of feedback on the forum, most of which seemed to be unheeded.  The early UI was a glorious thing, that felt just about perfect.  It let me set up the game work the way I wanted it to, and could see all the players swarming around me.  The problem is things took a turn towards deep minimalism that never quite worked.  Even in alpha the game developed this “alone in a crowd” feel that never quite was remedied.  By the time the game was launched I had been playing it for roughly a year at that point, and retread the early content more times than I can count through constant character resets.

What Went Wrong

eso 2014-05-09 18-41-57-458 I feel the games Achilles heel is that it became entirely too hard to group with your friends.  For starters because of the super minimalistic user interface it was impossible to identify the people you knew when they were roaming around the world with you.  You could of course form a group, but the group size was rather limited to only four players.  I have way more than four friends that I wanted to be able to keep tabs on in the world around me.  The Mega Server was a triumph of stability but it also destroyed the quaint familiarity that a server infrastructure has.  On a traditional server when you go to the blacksmithing trainer…  you see the same people there day in and day out.  After awhile you end up striking up a conversation with someone sharing the forge… because after all you are doing the same thing over and over.  This sort of interaction was completely absent.  Every person in the world is a nameless faceless entity, and as such the only ties you really make are through public chat channels or the folks you brought into the game with you.

Functionally it became extremely difficult to group with people at all since there was a very tight range in which you could gain experience together.  I believe it was something like a four level difference meant you were just running it and not going to get any benefit from it.  This meant that unless you were leveling in a strict duo that was not going to play other than as a pair… it became nearly impossible to try and stay in sync with other players.  We mentioned this numerous times during the testing process, that the game was badly in need of a mentoring system.  It seemed since they had the tech to “bolster” players to 50 for the purpose of pvp content, that surely they could do the reverse and make it work for dungeons.  So far the best game I have played that does this is FFXIV in that it auto lowers your level to that of the dungeon when you zone in.  Content remains evergreen, and this game was definitely in need of something like this because it had really great group content…  that was completely inaccessible because getting in that level sweet spot was difficult.

Alone in a Crowd

eso 2014-05-19 20-58-37-802 The biggest problem that we personally had was the fact that we had folks of all level ranges wanting to do content together.  That meant that our only option at all was to go out into Cyrodil.  The problem with this is that most of us wanted to play this game because of its amazing PVE storyline…  but Cyrodil became the consolation prize that I simply got tired of opening.  I am not a PVP player in my heart, and while there is plenty to do out there that does not involve PVP…  it is not that engaging.  The big problem is that we would bring 20+ people out into Cyrodil with on or maybe two of us actually being veteran rank players.  When we encountered actual PVP… a single VR2 player could easily take down 20 folks faux leveled up to 50.  The veteran levels just made too much of a disparity between survival of the level 50 folks and the non 50 folks making it sheer futility to do anything out in Cyrodil other than Skyshard farming…. and there really is a finite amount of that you can do.

The answer to the enigma of the game seemed to be to rush through the PVE content solo, because it was nearly impossible to try and actually do on level content with your friends.  Then maybe just maybe at level 50 you could actually participate in content together again…  but only then if you did all of the content for your faction and manages to “beat” the game allowing you to progress into the Veteran ranks.  This was too long range of an outlook for most of the people we brought into the game.  At launch House Stalwart had over 100 players of different play styles and differing amounts of play time.  The one constant was that the majority of us were social gamers… knowing each other from existing guilds or social media.  We wanted to group up and experience content together, and this was just something we could not do.  Within a month our numbers had dwindled down to about 20… and by the time Wildstar launched the guild was almost completely empty.

What Went Right

belgrodsternblade This game is a pinnacle for me of quest content.  The story is amazing and they managed to make it feel exactly like playing an Elder Scrolls Game for me.  I felt like I was in the same settings that I have known and loved over the years.  In testing I got to experience all of the starter zones, and each of them had a unique feel but at the same time felt like you were very much in Tamriel.  There was a loving attention to detail that you just don’t see in most games.  There are still several quests that I will remember and hold up against any quest content out there.  I loved the “single player” experience of the game and I managed to get through all of the Daggerfall campaign and part of the way through the Aldmeri Dominion.  All of it made me want to keep playing, and were it not for the launch of Wildstar I probably would have kept playing it.  The problem was that I just didn’t feel like I had anyone to play with.. and it became increasingly harder to justify a subscription fee for what was in essence a single player game to me.

In spite of me declaring that Elder Scrolls Online was my biggest disappointment of the year…  I still feel like I parted with this game on good terms.  The disappointment comes from the fact that I had really hoped this game would be the new permanent home for me, when I have so desperately wanted a game that I would want to play for more than a few months at a time.  I have longed for the next “WoW” not in terms of feature set, but in terms of gravity and ability to keep players stuck in its orbit.  Elder Scrolls Online sadly was not that game, and likely never will be.  That said I absolutely intend on playing it again when it comes out on the console and transferring my characters over to it.  This game from the start felt like a game that would be better served with a controller, and I look forward to being able to play it remotely through my Vita on my PS4.  I will always have love in my heart for this game…  I just stopped wanting to play it.  I felt like I beat the game, and will return again when there are new experiences to be had.

Things That Should Die…

…in a Fire

This morning I thought I would take a stab and talking about some of the constructs in online games specifically that need to just go away.  Over the years I’ve noticed a bunch of things that really do not benefit players in games and only serve to divide them.  This is going to likely be a more free form style post than my normal 3 blocks structure… but I am just going with that one.

1) Region Lockout

mapofinternet There are literally an unlimited potential visualizations of the internet, because so much depends upon the activity at the moment you observe it.  The image to the left is someone’s vague attempt at “drawing” the internet.  It looks like many things, but you know what it absolutely doesn’t look like?  That’s right there is no way to somehow match that image up to a map of the countries of the world.  The internet is this grand technology that has essentially abolished borders and turned them into meaningless distinctions.  I have friends in England, Ireland, Sweden, Switzerland, Malaysia, Australia, New Zealand, Ecuador, Brazil, and more than I can possibly count in our sibling to the North…  Canada.

Ultimately I want to be able to play freely with all of them, and if it was not hard enough to try and juggle time zone conflicts…  game companies seem to feel the need to throw up artificial boundaries to keep players from different regions in separate bundles.  This needs to stop, and while server localization is a good thing…  blocking players from freely mingling between the areas is a bad thing.  Region based launches and region based exclusivity also need to “die in a fire”.  We are living in a global community, and its about damned time we realize it.

2) Server Restrictions

serverlist Another massive frustration is that as gamers we are still somehow constrained to playing on servers.  Don’t get me wrong… I love servers.  Before it went to shit I loved Argent Dawn my role-playing server in World of Warcraft, and currently I am in love with Cactuar in Final Fantasy XIV.  I absolutely think having a small intimate group that you see every single day is a good thing.  What I don’t think is a good thing is the hard boundaries.  Just because I live in the Tulsa area in Oklahoma… doesn’t mean I can’t go visit someone living in the Dallas Texas area.  Essentially this is how our games should work too.  There are certain games that are already doing this and it is amazing.  In Rift for example you can choose to move your character between servers at will once every week, but more important than that you can choose to transfer yourself temporarily to ANY server in your cluster and you are able to group across servers freely.  The Secret World has the same sort of setup, and it allows you to join up with literally anyone else playing the game.

Both of these situations represent the ideal, that you still have a server structure that gives you familiarity with other players but at the same time the freedom to hang out with anyone else who happens to be playing the same game as you.  Completely abolishing servers on the other hand isn’t as good of an idea.  In The Elder Scrolls Online we free floated on the same server, but the fact that player names were hidden and that you were constantly being mixed with a different batch of players… kept you from developing ties.  There are friends I have in FFXIV only because we saw each other doing the same things over and over and struck up a conversation while doing it.  This is important, but it is also important to be able to hang out with that person you meet five months after you started playing… and find out they are playing in a completely different server community.  Your character is just data, and it should be able to flow between servers… which are also just data.

3) Faction Walls

redvsblue Another thing that I find super frustrating is when you meet someone that happens to be playing the same game as you… but then you find out that you are on opposite sides of some meaningless conflict in game and as such your characters are sworn enemies.  Red versus Blue mentality needs to go away.  It is a very dumb way of dealing with the concept of factions, because in the end it is the players that end up losing out.  I’ve never felt faction pride in a video game, because these factions have nothing to do with me.  I didn’t get to choose the way that the Horde was founded in Azeroth.  I didn’t choose to align to the Orcs and the Tauren and Undead and god forbid the damned Blood Elves.  I was brought into a situation where those were already connected for various also meaningless reasons.  Nothing about that has anything to do with me and my motivations as a player.

What is more meaningful is that for players to start out in the world with certain baseline alignments determined by their race or their class… but have those be malleable.  One of the things I loved about the original Everquest was that your faction choices were personal in nature.  Paineel was a city of Evil Erudite Necromancers… but by choice I aligned my Wood Elf Ranger with the city through lots of personal work.  Meaning that I could go there at any time I wanted and use the city like any other city.  Similarly I knew players who factioned with the giants turning Kael Drakkel… an area that is normally a raid zone into a useable player city.  These are interesting choices ones that take lots of effort, but ones that also bring the player deeper into your world as a result.  Setting up artificial boundaries just for the propagation of shallow player versus player combat is a horrible idea and needs to go away.  Let the players choose their allegiance, and let the players decide just what they are willing to fight for.

4) Weekly Lockouts

not_allowed_to_roll_lfr_wow This one is a thing that is starting to change slowly, but where it still exists it needs to go away.  What I mean by weekly lockouts is that once you run something like a raid you are locked out from participating for another week.  This used to create this complicated process of making sure that you stayed unlocked from this or that content to make sure you were eligible to participate in it with your raid or your guild.  As a raid leader it was always disappointing to get ready to go and find out that one of your key members had locked themselves out earlier in the week.  Like I said this is starting to change slowly with the introduction of the “loot locking” construct, where you can participate as many times as you like but you can only receive loot once.  Even this has many forms because the World of Warcraft version is a per boss loot lock, and the Final Fantasy XIV version is a single piece of loot period from the entire instance.

In both cases however it is significantly better than being locked completely and unable to help out your friends.  If you notice that is a running theme in all of these things that need to go away.  Basically there are a lot of MMO constructs that get in  the way of you playing with your friends.  For awhile now I have had this maxim of “anything that gets in the way of you playing with your friends is bad” and I still stand by it.  What I would like to see is that there be some reward for the players “just helping out”.  Sure they can’t win the actual loot off the boss, but maybe for participating they get a loot bag at the end of the run that can contain some interesting stuff.  This sort of thing would give folks warm fuzzies for helping out their friends, but also not be rewarding enough for people to abuse it by grinding the raids over and over.  In any case… these are four constructs that I feel that MMOs would be better off without.

Death of a Genre

Downfall of a Game

One of the problems within the MMO community is that we seem to view each release as a zero sum game.  As such when something new comes out, it threatened to chip away at the player base of whatever game we happen to love and are currently playing.  When that game falters and begins to fail, with this point of view it becomes extremely hard not to take pleasure in that downfall.  The problem is this is an extremely toxic and dysfunctional outlook, and ultimately is what has lead to the current climate in MMOs.  For years companies have been chasing an illusive dream of trying to create another World of Warcraft.

This was an inherently flawed vision because really…  “mmo gamers” are a rather small niche in the market, and most folks who play World of Warcraft are not actually “mmo gamers”.  If you take a look at the size of the market before World of Warcraft, you saw a handful of games with sub-million subscriber numbers.  Before the launch of the first expansion World of Warcraft had boomed to be an over 6 million subscriber game.  This was not the conversion of all of these other MMO gamers, but instead the conversion of fans of the existing Warcraft franchise into the MMO genre.  The thing is…  these new gamers are there for a myriad of reasons, but none of them easily translate into a new franchise.

So as these new games launch they are essentially fighting over the same piece of pie over and over.  All you have to do is look at my immediate circle of friends.  A large chunk of them stuck with World of Warcraft, and it would likely take an apocalypse or the servers shutting down to pry them from it.  Another group has wandered away from the game each and every time something new and shiny showed up on the horizon.  Very few of these players stick around in any game for longer than three months, and more often they play their free month and then return to whatever the status quo was before the new launch.  I watched this pattern play out for both Elder Scrolls Online and Wildstar, and the games industry is finally realizing that this is going to happen for every single new game that releases.

Indictment of the Trend

The cancelling of Titan has been a far more contentious issue in the blogosphere than I expected.  At this point my point of view is that this is Blizzard admitting that the MMO genre has no more room for new players.  While there will always be a core group of players in World of Warcraft just like there is still a core group of players in Everquest, Everquest II, and Dark Age of Camelot…  that core group continues to shrink as folks either “grow out” of World of Warcraft as they find it no longer suits their interests, or simply run out of the copious amounts of free time it requires as they get that job, family, whatever.  I think they have done some really simple calculus here and determined that there simply is not enough of a pool of players to make a brand new MMO from Blizzard successful.

With World of Warcraft they have a decade long buy in from a large number of gamers.  They have literal years of memories and hard to acquire items to keep them chained to the game.  With a brand new IP, they are starting from scratch in the same position as all of these games that have floundered have been in.  Blizzard brand name recognition just isn’t enough to guarantee success, so I feel like it was a pure business decision that it just did not make sense to further dilute their subscription player base by trying to launch a new MMO.  As much as I love the clean subscription model, it doesn’t make a lot of sense to launch a new game with it.  After watching what happened to Wildstar and to a somewhat lesser extent Elder Scrolls Online, the market does not want any more subscription games.  So by launching a new MMO they would be converting at least a portion of their subscriber base of easy month to month money to far more dicey and less predictable free to play money.

No Joy Watching Wildstar

I find it impossible to find joy in the unraveling of Wildstar that I see before me.  I am not playing the game, so I am in essence part of the problem.  For whatever reason it was an accumulation of all of the things my BC era self said they wanted in a video game.  The problem is we gamers are notoriously horrible at trying to decide what we want.  “We” said we wanted a hardcore game like Everquest and a return to forced grouping…  then when we got Vanguard no one actually wanted to play that.  We said we wanted a hard core PVP game like Dark Age of Camelot…  and then when we got Warhammer Online no one actually wanted to play that either.  So I find it no suprise that when we said we wanted a return to the golden says of World of Warcraft raiding…  no one actually wanted that either when we got Wildstar.  The truth is we have no clue at all what we want until we actually see it and experience it.

The problem is that the MMO design ethic has been so wrapped up in trying to target what the public is asking for, that it has stagnated into a mire of “wow like features”.  A week or so ago there were a series of posts taking point and counterpoint on whether or not WoW has ruined MMOs.  In a way I have to say yes, but not through anything that they did on purpose.  World of Warcraft has been this juggernaut that everyone else is forced to content with whether or not they actually wanted to.  It is a gold standard that every new game is judged by.  So you either have games that try and out feature it like Rift, or out lore it like Star Wars the Old Republic… but each and every new release is at least in someway a response to the success that World of Warcraft was.  Without that outlier of success we probably would see a much more healthy MMO ecosystem…  albeit a ridiculously smaller one.

Death of a Genre

So I cannot take joy in watching Wildstar, or Elder Scrolls Online or any other MMO falter right now, because I see it as all being part of the same shared ecosystem.  When one of these games fails, it is in essence taking a chunk of players out of the pool that will likely never return.  So many of my friends have simply just checked out of online gaming for one reason or another, but the core thread among them all is they are just tired of the volatility.  The choice is either return to World of Warcraft and make due with the status quo, or jump from game to game to game getting a months worth of enjoyment at a time before the ultimate crash.  None of this sounds like a healthy ecosystem, and all of this is what is driving triple A studios away from the notion of even trying to do an MMO.

If you think about it right now…  there is nothing really on the horizon for gamers to latch onto.  There are a few boutique titles like Pathfinder or Camelot Unchained… that are super focused on a specific niche and that may or may not be at least partially vaporware, unlikely to actually launch with all of the features they are touting.  Then you have a constant spin of Korean titles as they have their own MMO renaissance that we went through several years ago.  However After the launch of ESO and Wildstar…  there is really no big western titles on the immediate horizon.  Everquest Next is the closest thing but realistically it is still several years from release.  The other games that are coming out are more akin to Destiny than they are to a traditional MMO.  So I can’t blame World of Warcraft for this current situation, because in truth it is our flighty nature that has salted the fields in our wake.   We are the reason why there is no fertile ground for a new MMO to take purchase.  It is because of all of this… that I can find no pleasure in watching yet another game fail.