Sponsors Unite

Class of 2013

nbilarge

Yesterday the 2013 Newbie Blogger Initiative officially kicked off and the new blogs are starting to trickle into the forum.  Yesterday I updated my blogroll to include the five blogs that had signed up to date, and over the night another two have joined the fray.  Here is hoping that the effort will continue to grow throughout the month.  Last time we ended up with I believe 110 new blogs starting the process, so we have a long ways to go before we see those numbers.

I will update my blogroll accordingly later today… but currently this years crop looks a little something like this…

Check them out and give them some link love.

Sponsors Unite

Similarly, yesterday kicked off quite a number of “advice” posts from the sponsors.  Like always these varied in topic greatly covering general tips, where to find inspiration, and various technical tidbits.  I am sure in the coming days we will be seeing a lot more of these posts but so far here is the run down of topics that were posted as of this morning.

I am sure as the month rolls on, we will see quite a few more sponsor posts as well.  I think for the first day, the program was pretty well represented.  My goal is to do a short daily synopsis of what all has been happening on the days I am not posting an advice article myself.

Heroic Characters

EverQuest2 2013-10-02 06-22-05-44

A few days ago I had posted about the fact that October 1st was the beginning of the ability to create a free Heroic Character in Everquest 2.  Most of us initially thought this was for subscribers only… or in EQ2 nomenclature “Gold Members”.  However yesterday Stargrace of MMO Quests pointed out that ANYONE can log in and create a free level 85 character during the October 1st – October 15th period.  Additionally they have once again tightened the reins of the free to play restrictions.  Previously it was extremely frustrating to play a free to play character, because you could not equip Legendary or higher items…  which meant that essentially you could not equip anything that came from a dungeon or most world drops.

With the introduction of Heroic Characters, all of these item locks are gone… as are the various items that were sold on the store to unlock the ability to equip them.  Additionally as of yesterdays patch… much like they did in the past with other expansions… Destiny of Velious is now included for free.  This gives you access to content up to level 95, and covers all of the newer zones added into the game.  They have also broken up the Age of Discovery features into bite sized chunks that allow you to gobble up only the pieces you want, for example you can buy access to mercenaries only, or just the beastlord class.  Since they are removing some of the appeal for remaining a gold member, they have added in a permanent +15% coin loot bonus and +10% mount speed bonus to all existing gold members.  They have also mentioned they will be adding more perks into the equation to keep maintaining gold level a valuable thing.

The Swash and Berserker

EverQuest2 2013-10-02 06-37-39-56

Wanting to take advantage of the free promotion, I logged in both of my accounts last night and created and or upsized characters on each.  For some time I had been trying to level a dps character on my main account, and had created Belgrifter a Ratonga Swashbuckler.  Namely the Swash is a very high survival dps, and I was having a decent time leveling him.  Ultimately I ran into the same roadblock I ran into with all of my characters however.  Once you have had flight in EQ2, you simply do not want to level a character without it.  So essentially I was stuck with a decision… either grind up tradeskills or grind up levels.  I managed to push him up to 55 before something shiny caught my eye and I abandoned the effort.

Since I could not really see myself returning to playing him until I had flight… I decided to go ahead and use that accounts token to super size my Ratonga.  The gear that they give you is extremely nice… far nicer than the gear I have ever started velious content in before.  I seriously doubt if I will replace any of it during the Othimir quests, it seems to be on par with that level of item.  The weapon choices were a little wonky, giving me a sword and a mace… but I can live with that.  The big problem is I have NEVER used a mace on my rat… but they auto leveled all of my weapon skills for me… so that really is not a problem.

If you look at the image from the above paragraph you will see Belglaive my new 85 Iksar Bezerker.  On my second account I mostly had support classes, as I used to regularly dual box before the release of Mercenaries.  As a result I really did not have anything “tanky” on that account.  If I ever wanted to dual box again, I figure it would end up extremely handy to have access to a tank, and Bezerker is the one I have never really played to high levels.  I have a very small dwarven one on my main account, but I think he is somewhere in the 30s.  The best thing is… the changes give me full access again to my Dark Elf Warden, since I had stopped playing him due to the item restrictions and not wanting to maintain a second subscription.

Wrapping Up

The ability to create a free level 85 character is an extremely amazing offer.  If you have ever considered playing EQ2, I highly suggest you make an account during the 1-15 period and create a level 85 even if you do not intend to play it right now.  You can do a lot of cool stuff with an 85, and even use it to feed lower level characters items.  I have always loved EQ2, and I will admit the prospect of fresh high level characters has gotten me pumped about playing it some again.  Just not sure how often I will do so… given my current addiction to Final Fantasy XIV.  If you do end up rolling characters, I highly suggest Antonia Bayle the Roleplaying server.  It has probably the best community I have seen in any game… other than potentially Landroval in LOTRO.

Sea of Spell Effects

Good morning you happy people of the interwebs.  Yes that is right… the top greeting block is back with a vengeance.  I had been trying to wean myself off of it, because really the top block and wrapping up blocks are both crutches.  However this morning I feel all groggy and discombobulated and I am crawling back to the greeting block like a warm blanket of sanity.  This morning I feel somewhat like Frankenstein as I move around the house through my routine much like a reanimated corpse.  Additionally I have a cat that keeps trying to help me write this…  and she really is not taking no for an answer.

Sea of Spell Effects

ffxiv 2013-09-29 20-49-37-46

Essentially by resurrecting the greeting block, I am delaying the inevitable… which is that I don’t really have much to talk about this morning.  It is not that I didn’t do a lot yesterday gaming wise, because I totally did.  First off I got up, blogged, cleaned up the house, changed the ferret cage, ferret playpen, and scrounged for food…  only finally then settling down to play some FFXIV… all before noon I might add.  So I feel like my morning was super productive, and this honestly lead way into an afternoon of productivity in game as well.  At the point at which I blogged yesterday morning, I had just hit 30 on my Archer and completed the Bard quest chain.

Yesterday I decided to continue working on my Bard because quite frankly… I have been enjoying it far more than I have my Dragoon.  First off… for those not familiar with the FFXIV bard class… it is quite likely the least bardy of all bards I have ever played.  It is essentially a bad-assed ranged class that just happens to have songs they can play every now and then to add a group buff.  The way the songs work in FFXIV is they consume mana while they are up, in order to give your group some sort of a regeneration of defensive buff.  The first of these makes you every healers best friend, because you can play mana song.

Since at any given time yesterday we essentially lacked the perfect combination of characters online to do much of anything productive…  I ended up getting into FATE groups and leveling at a shocking pace.  The second character really does go so much faster.  I started the day at 30 in Costa Del Sol and ended the day at 40 in Coerthas Highlands… just about to switch over to Mor Dhona.  Before I know it, I will be 45 and decked out in part of a suit of amazing gear.  At this point since I am making a lot of progress, I figure I will finish leveling the bard before I play anything else.  I was the second 50 in the guild, so I am essentially playing a waiting game as folks catch up.

My rush to level a DPS is in part because our most stable group of players that are online on the time seems to be two tanks, one dps and one healer.  So with me being able to switch hit to a dps… this gives me a lot more flexibility for making a viable group happen.  At many times last night, had I a DPS we could have gone off and run Aurum Vale for fun and profit.  However instead there was no real viable way to make a two tank party work.  Though…. quite frankly this is something we probably should try with one of the warriors just not throwing up defiance and pretending to dps.  I wonder if the dpsy warrior will strip aggro even if they are not using defiance…  I guess this is something we should try to see how well it works.

Free 85

EQ2_000046

I believe that tomorrow is the day that existing subscribers in Everquest 2 receive a free Heroic Character.  Essentially a “Heroic Character” is something they are adding to the store that allows you to create an instant level 85 character with 280 aa points… the needed amount to start on the newest content in the game.  For awhile they have offered 280 aa catch up baubles that came with the last expansion, but they are taking this one step further and letting you create a level 85 character from scratch, or take an existing character and level it up.  At this point I am slightly torn on how I feel about this.

On one hand, there is no way in hell I will miss this opportunity to create something and apply some miracle grow for free.  I figure I will use it to push my little Ratonga Swashbuckler up to 85, I had intended to use the 280 aa catch up bauble anyways on that character.  I have always struggled to level any DPS characters in EQ2, so he was my attempt at doing that… since Swashbucklers tend to be a more sturdy dps.  Even though I already have him at around level 55, I have stalled out because I simply hate not having flight.  After a point you get tired of grinding tradeskills to 85 just so you can use wings on your characters.  If they offered some form of a flight license on the store I would have snapped one up in a heartbeat.

The other hand I really dislike the way this feels.  Essentially it feels as though they are saying that all content before level 85 is just not important anymore.  They have made so many strides to improve the leveling process and while there are still some dead spots that never got reworked… the whole thing overall flows nicely.  I just hate the whole leveling without flight thing.  But as several friends pointed out… this is not really for me… someone who has time to level a character from 1-85.  This is for my friends who have not been able to stick with any game that long… it lets them catch one character up to within a few levels of their friends and jump starts them into doing fun content already.

Try Before You Buy

I think the neatest thing that this is adding into the EQ2 experience is a “Try before you buy” concept.  Essentially you will be able to create a new level 85 character, with gear and 100 AA points, and play them until level 86 to get a feel for whether or not you like the character.  This is extremely key since so many EQ2 classes do not really come into their own until you have a bunch of levels behind you.  For the most part all character play similarly from level 1-10 but it is not until the 40-50 range that most of them really come into their own as truly unique experiences.  Being able to jump start a character and see if you like how they feel at level 85, should give players a better way of gauging if they like what their class will become.

There is nothing more frustrating than having spent many hours leveling a character that you ultimately decide you don’t really like.  From what it sounds like in the FAQ you can play this character indefinitely until you hit 86… then it becomes progression locked.  To prevent problems that this might cause, it is for the most part locked out of all public channels.  It can’t sent tells, or trade, or do any of the things that might let a malicious player annoy others in the game world.  Upon deciding to purchase the character you get a number of perks.

  • A set of Level 85 weapons
  • Level 85 jewelry
  • Level 85 armor
  • 20 Food and Drink
  • Ammunition for Fighter and Scout Ranged Weapons
  • 6 24-slot bags
  • Variety of Potions
  • A Pegasus Mount
  • Renaming potion for your character (Upgraded or Purchased Heroic Characters only), just in case!

Now comes the bad part… this process is rather pricey.  To create a new 85 character or upgrade an existing one… it is 3500 station cash.  While there are various dodges and ways to get station cash cheaper… at face value this is $35 of cold hard cash spent to instant level a character.  Essentially I feel like this is going to completely destroy the current Grey Market of Power-levelers… and quite frankly this is probably going to have really positive effects on the community.  Right now almost all of the major public dungeons are rife with characters zipping through the corridors and pulling everything in sight… making it extremely difficult to complete any quests.  Each time I have had to do the Sanctum of the Scale it has been a mind numbingly frustrating process because I simply could not get the spawns I needed.

I guess if it is perfectly fine for World of Warcraft to give you a free level 80 character for coming back to the game… then I can’t really say much against being able to create a level 85 in EQ2.  Both games are extremely aged, and anything that keeps players playing them… and allows their friends to play with them… is likely going to be a positive in the long run.  Now I am just trying to decide if I want to level an Assassin or Ranger from scratch, or to boost up my little Swashbuckler.  I want a viable dps class so I feel like I should probably do a bit of research to determine which class I should settle in on.  Part of me wants to go in a completely different direction and level a warden, since I miss access to my melee warden from my second account.

Wrapping Up

It is that time again, and once more I have squandered a perfectly good blog post by talking about nothing.  I have a lot of things to get done today, so here is hoping I can remain focused and power through them.  Tonight I hope to get my Bard up to 45 so I can get the majority of my ancestral armor.  At that point I can start helping out in various dungeons like Dzemael Darkhold, and eventually Aurum Vale.  I hope you all have a great day, and it is the beginning of a really awesome week.

Trade Cartels

Forgive me father for I have sinned… it is roughly 8 pm before I am sitting down to write today’s blog post.  In my defense I have been out running around all day.  Firstly to my hometown to go see my grandmother, and then later gallivanting all around the countryside in search of cheap Legos.  But that is a tale for another day… namely tomorrow.  Today I have a topic I have been wanting to write about since yesterday afternoon.  I just have failed miserably at being near a computer today to be able to do so.

Trade Cartels

Twitter_Crafters_Comment 

Yesterday a number of us got into a rather length discussion over twitter relating to my loot commentary, or on the lack thereof in Final Fantasy XIV.  Shortly into the back and forth I got this comment from @DesslynStorm.  Essentially to paragraph, they believe that all loot should come from crafters.  I guess in an idyllic situation this would probably be an alright thing.  The problem is that I have seen far too many games where a specific branch of crafters got a monopoly on a specific item and abused the hell out of it.

I love crafting systems and by extension generally love crafters, but in every game I have played where specific items were ONLY obtained through crafters, the Trade Cartel has reared its ugly head.  Essentially this is when a group of crafters collude to price fix a specific item so that everyone can turn a specific profit on it.  Without a doubt the most heinous of these has generally been the bag makers in each game I have played.

The Threats

On Argent Dawn in World of Warcraft, my warrior was a bit of an oddball.  He was an enchanter and tailor, namely so that I could have someone to make bags.  Bag space is one of those things that I put a premium on in whatever game I happen to be playing, and will generally go to whatever lengths it takes to make sure my characters have a decent amount of them.  I occasionally made a bag and threw it up on the auction house undercutting the competition by a large margin.  It was at this point I was approached by my first trade cartel.

A seemingly reasonable mage mentioned that I really should price my bags higher.  I told him that I was making a profit and I wanted them to move quickly, so I was fine with where they were priced.  This is the point at which the threats started pouring in… another crafter joined sending me tells.  Going so far as claiming that they would ruin me on the server.  Something that I laughed off because at this point I had been the leader of one of the largest guilds on the server for roughly three years.  I was in a pretty active raid and knew the guild leaders of most of the other larger guilds personally.

The Retaliation

But the I am pretty sure that had it been real life, the next step would have been them trying to send someone over to my house to break my knee caps.   They proceeded to start buying the bags and relisting them whenever i posted a new one.  So at this point I made it my life’s work for the next few days to flood the market with cheap bags.  If I was online I was farming humanoids for cloth and turning around and dumping them on the market at cost.  No one puts babby in a corner!  For awhile they were ravenously snapping them up, but at some point they lost their fervor and simply waited for me to get bored.

I imagine that I had run them out of their current gold, and probably made a handful of enemies for life.  But I have encountered to a lesser extent these price fixing schemes in several other MMOs.  Each time my instinct is to break the regime because I have seen what it is like when someone has fixed the market.  Early on in the life of Argent Dawn, there was a single player that had almost all of the rare enchants.  He was part of a big raid guild on my server, and as a result he had a few of the raid drop only patterns that no one else seemed to have.  Additionally he could do crusader in a time when it was not commonly known where that dropped.

Since he had 100% of the market on these enchants, he charged truly ridiculous prices.  When I finally figured out where Crusader dropped… I decided to break up his monopoly, but standing in Ironforge (the only auction zone at the time) and offering free crusader enchants so long as mats were provided.  Again came the threats, because I was cutting into his profit margins.  I am sure I had nothing to do with it, but as more people started offering free enchants with mats, he ultimately quit the server and went elsewhere.  Functionally I just really dislike when someone tries to profit unfairly on others.

Exclusivity is Bad

If you had a game where the only source of gear were through the crafters, the average player would end up having to pay far more than they do currently to outfit themselves.  I realize that Desslyn’s experience comes mostly from Star Wars Galaxies… and I feel that game is vastly different from the modern MMO in innumerable ways.  Additionally I feel like the average player within that community had a level of altruism that we will likely never see again.  So I feel like what worked in SWG will never likely work again in another game.

An example in Everquest 2, crafters can create what is arguably the best available gear in many occasions, the Master-crafted sets that occur every 10 levels.  These require some rare materials, but not so rare that they are unattainable.  Since only crafters are the source of them, they have total control over the market for them.  On the brokerage system, almost all gear is extremely reasonably priced, however a level 10 set of Mastercrafted gear will go for several hundred times the amount of gold a level 10 character would ever have to spend without buying currency.  Crafters have priced the privilege of having a good matched set of gear out of the hands of most players.

Multiple Paths

My personal stance is that all games should have multiple paths to acquire your gear.  I feel like different kinds of players want to play the game in fundamentally different ways.  Players who deeply care about crafting for the sake of crafting…. will always do it regardless if they can profiteer from it.  I feel like there should be viable options for end game gear through Crafting, Quests, Exploration, PVP, Dungeons and Raiding.  Any given player may like a mix of those things, and giving multiple options to achieve their goals in a game, allows each person to tailor their journey to suit their own tastes.

I have always thought it would be great, if you could really gain the best possible gear… by doing a series of extremely long and arduous epic quests.  By the same token I think it would be cool if crafters could complete a series of trials to synthesize rare materials and with that craft top end gear as well.  I see it as a risk vs time type equation.  Dungeon and Raid loot might be instance, but it requires a large group and repeated running to get everything you want.  Whereas with quests and crafting, it is more a cast of slow and steady wins the race… the end goal is achievable but likely takes a considerably longer amount of time.

Fallacy of Profit

I feel like the hidden root of the whole concept that all good gear should come from crafters, is that crafters by default should be able to make large amounts of profit from their trade.  This is just a foreign concept to me.  I am one of those people that crafts because I enjoy the relaxation sometimes of crafting.  I am not a rabid crafter, but when I do craft I tend to do it because I like outfitting my friends in gear.  In Rift I regularly farm up cloth to set new players and new characters up with a full set of 24 slot bags to begin their journey.  I enjoy making things for people, and making them happy in the process.

So to view crafting from the point of a cold profit based calculus just makes no sense to me.  Sure I feel like crafters should be able to get their money out of the items they make and maybe make a meager profit…  but I feel if you go into a trade skill with the purpose of making money you are likely crafting for the wrong reasons.  Crafting and the self reliance that it gives you should ultimately be its own reward without any need to tie it to monetary gain.  So I guess I question the notion that a certain class of crafter has that they should automatically be able to get rich quick through their crafting endeavors.

Wrapping Up

I feel as though I rattled on more than enough.  Additionally I am tired and sore from the days excursion.  Right now I want to relax on the sofa and boot up Final Fantasy.  One of my good friends managed to get onto Cactuar so I want to get him invited to the guild.  Tomorrow hopefully will be a much more relaxing day.   I hope all of you had a great day and that the weekend has turned out to be awesome.

Defense of Subscriptions

So it is neither morning nor Saturday when I sit down to write this.  I am about to cheat massively at my one post per day thing… primarily because tomorrow is going to be pure hell.  I have to get up and around early because I have a wedding to photograph for a friend.  I am completely terrified at this prospect but I figure I will make it through one way or another.  However with all the mess going on tomorrow I simply will not have time to do my leisurely two hour jaunt through blog post land that I normally do.  As a result I am writing up my post on Friday… and since I am impatient I am going ahead and publishing it today as well.

Defense of Subscriptions

Spartan_shield_wall_300

Over the last few days since the joint announcements that Wildstar and Elder Scrolls Online will be subscription based, I have seen a lot of negativity floating around the blogosphere.  You have one camp claiming this is the revival of subscriptions, and a diametrically opposed camp claiming this is a fluke and long live the free to play revolution.  Personally I can see a place for both in the game industry and I feel like we will see lots of both in the future.  Subscriptions are not going anywhere… because quite simply put high quality games have high dollar amounts associated with them.

Most of the games we now think of today as heralds of the free to play “revolutions” started their lifespan as a full functioning subscription based game with a $60 box cost and a $15 a month subscription fee.  This is the case for the Turbine games (Lord of the Rings Online and Dungeons and Dragons Online), the Cryptic games (Star Trek Online, Champions Online), the Sony Online Entertainment games (Everquest, Everquest 2, Vanguard, etc) and the new darling of the free to play market… Rift.  Each and every one of them experienced a decently long period of selling boxes and racking up monthly service fees before ultimately converting over to some sort of a freemium model.

Purely Free to Play

I was brainstorming with my friends, and quite honestly we had a hard time listing off significant MMOs that have launched as free to play.  There is a whole string of poor quality Asian market games that are too long to ever mention.  The only game I can really think of that does not have a subscription fee or box cost associated with it is Neverwinter.  Dragon’s Prophet to some extent is in the same boat, but it is still technically in open beta… and was also an Asian market transplant with a good deal of the costs simply being regionalization.  Neverwinter is most definitely a sub par gaming experience, with a good deal of incident costs hidden into the system and at least for me… overall forgettable gameplay.

As far as buy the box we have Defiance and Guild Wars 2… both of which appear to either be struggling or at least having a good deal of growing pains.  Trion has recently set about a massive restructuring of the company that involved dissolving the offices that supported Defiance and pulling that staff into the main offices in Redwood.  Guild Wars 2 has also going through a series of changes trying to deliver content at a more frenetic pace to try and keep paying customers glued to the screens.  Additionally with each update comes a slew of items that can only be acquired by unlocking the in game loot boxes.

My main issue to date with the Defiance and GW2 experiences is that while they are rolling out regular episodic updates… they are essentially throw away experiences and are only available for a limited time.  Defiance is really too young to fully judge, but they are about to release their first real DLC pack.  It will be interesting to see just how much content that adds to the game.  Guild Wars 2 on the other hand, seems completely tied to the concept of an expiring series of “living story” events.  In neither case are they really expanding the game on a regular and permanent basis to add value to that initial box purchase.

Paying Initial Cost

Rich game worlds with hundreds of hours of content cost an extremely large amount of money to develop, produce, market and ultimately distribute.  While I was disappointed when Wildstar announced its model, because ultimately it meant the cost of entry was just too high for someone like me… that only casually had interest in the game in the first place… I fully understood the decision to have a subscription.  Box costs and subscription costs help pay off the excessive costs of game development.  It has been said multiple times that the average blockbuster game costs far more than the average blockbuster movie.  Additionally the development of the game is a much longer drawn out process that someone has to bankroll until it finally sees a profit.

Lets take Elder Scrolls Online for example and try and work through some hard numbers.  Please understand that I am creating a pure guesstimate based on what I was able to pull together from Google.  Zenimax Online studios is in the Baltimore Maryland area, so there are certain broad assumptions we can make based on average costs in that region.  According to Wikipedia they moved into their current offices in 2008, and based on the E3 PS4 presentation, Elder Scrolls Online is slotted for a first quarter of 2014 launch.  That means that Elder Scrolls Online will have in essence been in development for roughly six years at the time of launch.  Please understand I am trying to just pull together some rough figures, it might have entered development before that and potentially after that.

The Hard Costs

Over the course of those six years, if you figure an average of 100 employees made an average of $45,000 a year… you get $27,000,000 in salaries alone.  Some employees will make more, likely some employees will make less.. and over the course of those six years you would have had significantly fewer than 100 and likely now in pre-launch mode significantly more.  From google we can see that the average price of office space in the Baltimore Maryland area is around $17 a sqft.  For sake of coming up with a figure we are going to say their offices are likely around 30,000 sqft, so taking that over the course of the six years you have $3,060,000 in rent.  Factor in a leased digital internet line ($300/mo), water ($400/mo), electric ($1000/mo), and gas ($400/mo) you have a vague guesstimate of $151,200 in utilities over those six years.  Finally if you figure roughly $3000 in computer equipment for each employee, you are at roughly $300,000 not factoring in ANY servers at all.

So far in things I can quantify you are talking about a guesstimate of over 30 million dollars on only a very few factors.  There are so many factors that we just cannot come up with a number for.  For example it was said that Star Wars the Old Republic took roughly 200 million dollars to develop… and that a majority of that was voice acting time.  This is something I simply cannot come up with anything sort of an estimate on.  All the voice acting rates I found online were so widely varied that they were meaningless especially when you consider the names that folks are getting are the Steve Blum’s of the world that are sought after for damned near every gaming project on the planet.  I don’t really know how detailed the voice acting is for ESO, but every demo I have seen to date gives me the impression that the game is fully voiced… which would lead me to guess bare minimum 100 million on the hundreds of hours of voice talent.

I’ve heard before that it costs roughly 1/3 of the total cost to develop a game… the rest of the costs go into marketing and distribution.  So at this point we are already sitting at around 130 million not factoring any tool licensing costs, or server infrastructure and network costs.  If that represents only a third of the total costs of the project… no wonder games NEED to sell boxes and charge a subscription to break even… let along fund future development efforts.  Essentially a AAA game experience is really damned expensive.  If you figure a company receives at most half of the $60 box cost… it would take selling over 3.5 million boxes just to make up for 100 million of the cost.  The reason why that $15 a month is so important is they are getting the entire portion of it.

Someone Has to Pay

Ultimately if we want nice games… someone has to pay for it.  Either these huge gambles can be paid off in box costs and monthly subscriptions… or they can be financed on the backs of a handful of “whale” players.  But ultimately there is no such thing as a free ride.  Game development and game infrastructure have large fixed costs that simply cannot be justified away by a players desire to not spend a dime.  We have nice free to play experiences in essence because players that came before you… paid for the cost of going there first.  They helped to pay off the loans that these companies I am sure have to take out to bankroll this kind of protracted effort.

AAA game studios simply cannot afford to build games out of the goodness of their hearts.  They have to pay ultimately hundreds of people just like you and me to build and support the games.  These are not nameless faceless corporations… they are businesses just like the one you likely work for… with a human resources department, and social security tax deductions and payrolls to make.  This is a real job for someone, and we can’t expect them to get some beer and pizza and knock out a game in their free time.  Overall the game industry pays some pretty shitty wages as compared to the IT industry as a whole.  I know for a fact that I make well more than any of my friends that currently work in the industry… and have pretty much since my first job out of college.

It is almost expected that part of the benefits package for these folks is the fact that they “get” to make games for a living.  Thing is though… they had to gain their skills the same way all of us did, with lots of hard work and sweat equity and now they work in an industry with next to no job security… because it all hinges upon the whims of whether or not gamers like us ultimately purchase their product.  So ultimately… all of these things factored in… I have ZERO problem with the concept of buying a box and paying a monthly fee when it is something I am committed to.  My friends in the industry need to eat, and pay rent, and survive on a day to day basis just like I do.

Free to Play

The free to play model seems to work extremely well at financing the daily upkeep and expansion of an existing game.  I think it has been the savior of a lot of games that have filtered their way out of the popular consciousness and were no longer drawing in active subscribers.  It is awesome being able to fire up an account you haven’t played in years, and revisit old characters.  While you are there more than likely you will spend at least a little money on the game.  Essentially it is the model of “some money is better than no money”.  The thing is, like I said above each and every one of these games that we vaunt so highly as free to play successes all had their time of box sales, expansion sales, and monthly subscription fees to pay back the excessively expensive development costs.

Do I get frustrated when a game that I have purchased the box for… and paid multiple months worth of subscription fees goes to free to play?  Hell no… because while I might bitch and moan on a regular basis about various aspects of gaming… I LOVE the games I play.  Whatever helps a game I have cared about succeed is ultimately going to be good for me personally in the long run.  The games that reward me in some way for being there in the early days and helping pay off the huge debt a company brings with them after a game release…  I love those even more.  But I go into their free to play conversion knowing that ultimately they will be better off in the long run with incremental sales.

Additionally players who start at the beginning of an MMO will always have a tangible lead on players that start later, especially if the game converts to free to play.  You have a head start in the economy before it stratifies, likewise you understand the lay of the land and where to acquire the best stuff.  When Rift went free to play my account had so much stuff unlocked thanks to longevity of play that a starting player would not have had.  For the explorers you get the feeling of actually discovering things before they are common place and on every website.  So while you might have had to pay for the box and subscriptions, you are getting something for your trouble that no one will be able to take away from you.

The games that did not have a box fee and a subscription however have to claw their money out of you somehow.  So while I get annoyed at loot boxes and item purchases and artificial gates to my gameplay… they are just trying to survive however they can, because ultimately at launch they were millions and millions of dollars in the hole at day one.  I feel like launching as free to play is going to forever doom a game to jumping through coin slotted hoops as you play the game.  Rift right now is the best player experience but I feel like it is only that way because they had two years and an expansion of relative success to pay off and fund a fully functional staff during all that time.

Wrapping Up

So if in a few years time… The Elder Scrolls online… that I have used as an example all the way through this post… decides it is beneficial to it to go free to play.  I will greet the change with open arms, knowing that ultimately this is going to be the thing that keeps a game I hopefully will love healthy and open to the public.  Going to go ahead and wrap this up, and likely get it posted.  I hope you guys have a great weekend and that I can survive tomorrow.  Sorry for breaking my own rules and cheating a bit by double posting on a Friday… but expect that I will have a normal post on Sunday.