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

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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.

Evergreen Content

After some technical difficulties caused by the fact that my upstairs computer appeared to have come back in a half alive state after what I can only assume was a power blink caused by last nights storms…  aren’t run-on sentences awesome?  I am finally sitting down at the computer to write this mornings post.  Additionally I am drinking the sweetest cup of coffee ever… because in my half awake state… I dumped the Splenda designated for my wife’s cup into mine.  The end result is a cup of coffee with like six packets of sugar in it.

Evergreen Content

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One of the things that has always frustrated me with MMO design is the fact that the higher up in level you are, essentially the fewer options you have for where to spend your in game time.  What I mean is that usually games spend a good amount of time to provide alternate starter zone experiences, and then those usually funnel into shared zones for your faction before dumping you out into a ladder of zone progression towards the “end game”.  Once you arrive at the end content you experience the same thing… everyone is pushed towards the same few content items.

When an expansion is released the same thing happens again but even more limiting.  You are pushed out of the “old world” content and into a much smaller new world with the same very vertical progression path.  Everything about the old content becomes completely disposable as it is immediately replaced by the shiny new things from the expansion areas.  Not only is the new content separated by distance usually, but it gives players absolutely no incentive to ever return and revisit the older content.  As a result each time an expansion is released the players are ultimately throwing more and more content in the dustbin.

A Better Way

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Granted some games do a much better job at addressing this problem than others.  In Rift when mentoring down you receive xp and rewards as though you were doing content at your level.  The same is more or less true with Guild Wars 2 and its always mentored system of scaling the player down to the content level at all times.  But in neither system do you really address the problem of lost dungeon and raid content.  Ultimately you can get rewards similar to what you could earn at level, but you will never actually be able to progress your characters in the same way unless you are always doing the latest and greatest content.

With the advent of systems like StoryBricks that allow for smarter AI encounters, I keep wondering if this is now the time to have a much better system.  Ideally this would work better in a system without hard level ranges, and more a “tiers of gear” approach like The Secret World has in place.  What if a mob could perceive you as a greater threat based on your “tier” and ultimately fight “smarter”.  This would make the old content scale to whatever level you happen to be at the time.  The old encounters would be evergreen in that beating them at Tier 1 would be significantly easier than beating them at Tier 4.

Horizontal Progression

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As a result you could continue to “pay out” the best tiers of gear, because all content would essentially scale up to meet the level of the players taking it on.  In a mixed level group it would get far more tricky.  You would have to do some sort of an average level for the encounter, but ultimately the base idea is that as you level your character you continue opening new doors to experience, rather than constantly closing permanently the doors behind you.  I feel in part that this is so enticing as no amount of hard worked content provided by the designers would ever be considered “throw away” or “leveling” content again.

This of course is a massive pipe dream, and I am sure there are all measure of technically limitations to what I propose, but I have always wanted a world that scaled to me that I never outgrew.  We can have this concept in single player games like Oblivion, I just think its time that we see a proper implementation in the MMO world.  One added benefit is that being able to progress regardless of the content you are doing… incentivizes players to do the right thing socially… and assign their friends and guild members through that “old world” content.

Socially Beneficial

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Being one of those players that regularly helps out the “young-ins”, it can be frustrating knowing that you will not actually progress your character while doing this thing that was “socially” the right thing to do.  Games like Rift or EQ2 provide alternate advancement paths that make it much more enjoyable, since you know you are ultimately still making your character better in the process.  However… would it not be that much cooler if you could provide a system that allowed for both the low tier player and the high tier player to receive the best type of rewards they could get… together in the same group?

It is always awesome watching a new player get their first really awesome item, because you grouped up with them to help them through a challenge.  Would it not be equally exciting for them to watch you getting the same because you chose to help them?  I have had a mantra for awhile… “anything that prevents me from playing with my friends is bad” and this is exactly the opposite of that.  It makes sure that playing with my friends will always benefit me in the same ways it benefits them.  Sure the content might be ultimately more difficult when you have 3 tier 1 players and 2 tier 4 and the end difficulty level is something in the middle…  but as group you will be able to work through the challenges.

The Problem

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As I sit here to write this post, it feels like it is coming out super esoteric… and as a result I am hoping to place it more firmly on the ground.  In my office on the wall are lots and lots of maps, and many of them are from MMOs.  There is one above my monitor that came from the Kunark expansion to the original Everquest for example.  As I look at the glorious landmasses that are all these games… I am bit sad thinking that so many of those zones I will never have a valid reason to return to.  They will never again be truly important to me, the same way they were when I was first leveling through them.

I would just like to see a design scheme that makes it always valid for us to return to the content we know and love and have conquered and find completely new challenges.  This goes double for dungeon and raid content.  Wouldn’t it be cool if you could zone into Blackwing Lair in WoW with a group of friends… and get an encounter tailored to fit YOUR level… and not a “roflstomp” soloable mess?  The worst part about the “e-sport-ification” of raid content, is that we are constantly having to throw away fun experiences for whatever the newest tier happens to be.  Sure you can always return to the older stuff, but it has been trivialized by the progression you have made since then.

I would just like to see something that fixes this.  So that a zone stays epic regardless of when you tackle it, and that there will always be new and more exciting challenges and rewards to be found there.  With the construct of scalable AI and encounters…  I think that maybe finally this concept is ready to be explored.  I have no desire to stay in the starter zone, grind boars, and become amazing like they did in the South Park spoof… but it would be awesome to be able to go back to that low level content and have a reason to be there.

Wrapping Up

Well I need to wrap up and get on the road.  I feel as though I have laid out a huge rambling mess.  Hopefully this will make sense to someone.  It has been a concept bouncing around in my head for awhile and all the talk of Storybricks and EQ Next and Scaling Mob intelligence has dislodged it enough that I wanted to try and put it down into words.  I feel like I am fairly grossly unsuccessful at doing so.  I hope you all have a great day, and I hope you can grasp the crux of what I was trying to say.

Story Problems

Good morning cadets… welcome to the flight deck… err I mean… never mind.  It is in fact another morning, and I may or may not have actually gotten some sleep last night.  Enough that I was able to wake up ahead of the alarm clock and get a minor head start on the day… that I have gloriously squandered.  I have a huge day ahead of me, namely that I have to fix an issue that I did not realize was broken until yesterday.  The old process is a rats nest of ancient visual basic… so here’s hoping I can gut it and replace it with something that works better.

Story Problems

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Yesterday Syp from Bio Break posted an article that rang true for me, called Living Story, Dead Interest.  In the article he talks about how the whole “living story” construct in Guild Wars 2 seems to be lacking any real traction for him.  That the rapid fire biweekly story changes are happening too fast for him to really know what is going on in that world.  Based on the comments to the post including one from me… it seems like there is a wide variety of players that just are not getting into the direction that Arena Net has taken the game.

Ultimately for me my malaise with Guild Wars 2 goes a little bit deeper than this.  There are so many things I like about this game.  I think the world is gorgeous and does an amazing job of disguising that it is running on a relatively primate graphics engine compared to its peers.  I think the combat is fun and easy to get into and gives an almost arcade quality to the experience.  I love the changes they made to inventory management, and I love the ability to dump your crafting materials in the bank wherever you happen to be… and then later access your bank from every crafting machine in the world.

The problem is… even with all this good.. I just simply do not care about the world.  It is wild and expansive… and feels completely dead to me.  There are interesting races and locations, but I don’t feel like I know anything about them.  The game chose to abolish two things… roles and quests, but the problem I have is that in neither case did they really replace them with something anywhere near as engaging.  I am one of those people who actually does at least skim through quests as I am doing them.  I feel they give me a sense of purpose out in the world.

In the world of Guild Wars 2… I can’t even recall the name of the world mind you…  I feel like I have no purpose at all.  My entire gaming experience is about popping around the world and performing whatever task is needed to check off various flavored dingbats on my map.  The story just is not there for me, and the class quest line story is too few and far between to really matter.  I don’t really feel like I care about any of the cast of characters I am supposed to.  I don’t like the characters, I occasionally like that I recognize the person doing the voice acting.

Back to the problem at hand…  the Living Story.  My big issue is that Arena Net has chosen to create a series of disposable content, rather than fleshing out the world over time and making the entire experience permanently richer for it.  Additionally I hate all content that expires.. I hate feeling like I am in a rush to experience it.  The end result is not me being pulled into the content and running around in a mad dash to try and experience everything… but instead me simply giving up on the game entirely.  Right now I end up logging in roughly once a month when the whim hits me… I kill a few things and log out, never really finding a purpose for playing.

Battle Bards

I tweeted about this yesterday, and often times retweet each time a new Battle Bards post is made, but I feel like this does not give enough credit to just how amazing this podcast is.  One of my vices is gaming music, namely the grand sweeping tracks that are usually associated with massively multiplayer online games.  Twice a month the Battle Bards…  Syp, MMOGC, and Syl bring you a themed show delving into the truly excellent music that accompanies your gaming experience.  If you are not listening to each new show you are really missing out because this is one of the best podcasts out there.

This latest post was especially nostalgic for me in that they chose to focus on the music of Everquest 2.  I have so much love for the world of Norrath, and a good part of this is wrapped up in the music that has always been associated with it.  I fell in love with Everquest the first time I heard the opening theme…  it was so grand and sweeping and did not feel like any other game music I had experienced.  Sure it sounds dated now but at the time it was a midi masterpiece, and I love the way that Everquest 2 drew upon this same musical style for its opening theme.

One of the interesting side commentary I had while listening to this podcast surrounds their feeling about the theme for Antonica.  While everyone seemed to like the track, they did not feel that it sounded like an outdoor zone theme.  It was commented that it sounded like something from a movie soundtrack and not that of a video game.  While I agree with the last statement, I feel that EQ2 outdoor zones have a very movie aspect to them.

It would not be a fitting track for the scale of say a World of Warcraft zone, but for Everquest 2 it works well.  Essentially all of these outdoor zones are on a scale that just isn’t seen in other games.  Antonica for example is roughly 5-6 times the size of Elwynn Forest in World of Warcraft.  It encompasses numerous distinct biomes, is the entry way to half a dozen dungeons and instanced zones.  The sheer scale is very movie like and dramatic, so as you are roaming around it… this jaunty theatrical music seems to fit.

Ultimately this has always been the overwhelming thing that I loved about Everquest 2.  Everything about the world feels epic in proportions.  There is a dungeon out in in the Jarsath Wastes on Kunark called Chelsith that you have to approach by water.  As you are swimming out you approach what appears to be a rock partially submerged, but as you dip under the water you see that this is the tip of the head of an ancient Iksar statue that has been long submerged… and that the entrance to Chelsith is t the base of its feet.  There are so many moments like that, that just say over and over again… this world is massive.

Stalwart Online

Yesterday we soft launched our new guild website, and are super pumped that it is starting to get some traction among our users.  It is still very much a work in progress and there are various bits and pieces that we want to do to expand it.  The graphical style and skin work is 100% the product of my co-worker and our master guild hall decorator… Audrae.  I know she has some future plans like to make the background swap each time the page loads, and have it pull from a pool of user submitted scenic shots.  Right now we have a promotional shot from Elder Scrolls Online as a static background, but that should change before long.

Essentially to move to a more living and easier to use website, we needed to completely abandon our previous site.  As a result we are soft launching this site and will eventually set the old forums into a read-only mode.  They will always be accessible off the archives link in the menu, but this is only to keep from losing almost a decade worth of posts and material.  Once we have made this shift we will redirect housestalwart.com to point to the new site as well as stalwartonline.com.

Essentially this is a revision in a long line of attempts to move Stalwart from being a game centric community to a larger multi-gaming community.  We have had a presence in almost every game released in recent years, but the previous forums were extremely World of Warcraft focused.  Despite my efforts to juggle the content in a way to keep them from being that… the old format just did not work that well.  Now we are switching to a more discussion and category based system that lists all the new content equally without burying it under a series of folders.

Here is hoping that our members will like the switch and that the new forums will revitalize our community.  Over the last year or so the old forums have been completely dead.  As a result users have just stopped checking in over time.  Here is hoping that the new content and new approach can draw them back out of the shadows and participating again.  Our Rift guild has been wildly successful, and my hope is to harness this new energy to do some really cool stuff.  In the past two week we went from 5 members and questioning if this was actually a good idea… to over 40 members and wondering what exactly we are going to do with everyone.  It is definitely a good thing.

Wrapping Up

Well I have rattled on again and squandered whatever time I gained by getting up before the alarm.  I need to get off here and  finish getting ready.  This morning I need to wake my wife up and make sure she is getting ready because she has a few things that she needs to get done today.  I have a mountain of work awaiting me when I get to the office, and I feel like it is going to take every last bit of it to get through the day.  I hope you all have great days… and feel free to check out our new website.  I feel like the majority of my readers are guild members already.

5 Biggest MMO Disappointments

This is one of those days I have zero clue what to write about… but as not to break the chain of constant posts I am going to push through and post something anyways.  In part this post about nothing has been brought to you today by the letters N, D and A.  So instead of a normal post about what I did last night, or what I want to do today…  I am going to make a post about my top five biggest MMO disappointments.  This is kind of the bookend to my post about my five favorite MMOs, so hopefully I can do this without coming off overly negative about each.

The Disclaimer

Some of my picks for this list will be rather controversial… but they are my picks nonetheless.  This list is not about what I consider to be the worst MMOs, or even bad MMOs at all.  In fact most of the ones included on this list are games I have played over and over again… and will likely play again in the future.  On the converse… these are the games I have been the most disappointed by over the years.  This could be due to lack of content, lack of depth, lack of features… or just simply lack of follow through.  This is by no means a death sentence for an MMO…  it wouldn’t be on the list at all if I didn’t care.  For example… I do not care at all for TERA or Aion… but I was not necessarily disappointed in either because I was not expecting to like them in the first place.

5 – World of Warcraft

World-of-Warcraft-Mists-of-Pandaria-Thunder-King-patch If you remember… I included World of Warcraft as number five on my five favorite MMOs list… and I think placing it in the number five spot on this list adequately represents the love/hate relationship I have with this game.  Without a doubt I have had some of the best times playing WoW, but I have also had some of my biggest disappointments in the path they have chosen to grow it.  It feels like an old high school friend… that you were extremely close to… but after years of being apart you grew in two completely different directions.  While you want really badly to be happy for it… you can see the potential that was there… and how it has been squandered.

World of Warcraft was a game that I expected not to like in the first place.  I remember my very first thought when I heard about it… was where the hell would they get their story.  Until Warcraft 3… every Blizzard game had essentially only had enough storyline to keep the game from completely falling on its face.  After experiencing the deep and rich world of Norrath… I did not think that Blizzard could pull off anything that engaging.  I was wrong… they wove together a world that was deep, rich, and filled with lore.  Additionally they incorporated the best features of every game that had come before it… and remixed it in a way that truly represented the absolute best of breed for the time.

However over the years… they have butchered the lore…  and instead of continuing to incorporated the best features on the market… have instead created half assed versions of them.  I have to keep coming back to the Transmogrification system… because it personifies this concept of the modern Blizzard approach.  They took something awesome… alternate appearance systems… and instead turned it into an extremely cludgy money sink.  The same thing happened over and over as they tried to incorporate features of popular mods… but the official version was never anywhere near as solid as the original mod that inspired it.

Then on the other side of the coin… the content was just lacking.  When new content was introduced… it was too little to late.  Like a quick appetizer that never quite turned into a meal.  Shortly after the release of Cataclysm… I started a brand new Worgen Druid… and managed to level it without much effort in under 5 days played time.  Additionally the raid content just felt more and more uninspired…  remixes of previous encounters.  So I will admit… at times I am one of those guys… that views the golden area of vanilla through rose colored lenses.

For certain players the new mix of content and the pacing works.  I have a ton of friends who are still knee deep in the thrall of this game… and more power to them.  I just reached a point where I could not view anything but the disappointment.  As a result I am not playing, and trying my best not to complain on a regular basis about the game.  But… additionally I do not feel this post would be honest if I did not include WoW in the mix.  I feel like it still has so much potential, and maybe if they changed to a content driven DLC style free to play model… they would have the endorsement to build content other than the raid ladder and dailies.

4 – Guild Wars 2

guild_wars_2_allotment This is another title I did not really expect to like when I first heard about it.  I was never a huge fan of Guild Wars 1 despite everyone telling me just how amazing a game it was.  I liked some of the concepts presented, like the Magic the Gathering style ability system and the ability to multi-class…  but everything else about that game I really despised.  If I do not like your games user interface or control scheme… no matter how awesome a game it is underneath  I just cannot bring myself to play it…  no matter how many times I try.  So all of this said I really had written off the concept of Guild Wars 2.

This all changed however when the folks at Arena.NET posted their Design Manifesto.  It basically said everything I thought I wanted to hear, and laid out a great vision for a new game.  So I was amped when I was able to get access to the testing program.  However I was immediately disappointed in the experience I had there, and lack of what honestly felt like a game.  I was disillusioned enough that I actually resigned from testing and wished them luck.  One of my friends remained in the test a little bit longer than I did…  and eventually bailed himself.  I hoped they would find some direction and turn the project around.

When it came time for open beta testing… I gave the game another shot.  The lowered expectations of expecting to dislike the game… caused me to view it through slightly different eyes.  I enjoyed the game enough that I picked it up when it came out.  The problem is… there just was not enough meat on the bones to hold my attention for long.  There are definitely some aspects of the game that I enjoyed, but the whole experience felt very disposable… more so than any game I had experienced. 

Additionally it did not feel like I was progressing my character at all.  By the time I reached level five, I had unlocked all 5 abilities for my primary weapon choices and the signets and other related abilities… just did not feel like they had enough weight to them to make them something worth striving towards.  The game set out to abolish the holy trinity of tank, healer and dps… but the problem is that it didn’t really replace it with anything in the process.  Group content felt like a chaotic mess, and I was extremely disappointed when I did my first dungeon and realized the zerging a boss down from a spawn point was totally a viable tactic.

In the Manifesto they proposed that – Shouldn’t Great MMOs be Great RPGs too?  The only problem is the key means for moving the story along in a role playing game is the questing construct…  but they sought to abolish that as well.  Once again… it is fine that they wanted to change the game… but they didn’t really replace it with anything meaningful in the process.  As a result I felt extremely disconnected to the world around me.  Things were going on around me… on scripted timers… but I didn’t really care about whether or not we won or lost.  I didn’t care about the people and place… and the lack of questing did this.

In the Manifesto they stated that it was time to make MMORPGS more social.  The only problem with that is that they introduced so much passive grouping, and took away any need for player roles…  that the end result is one of the least social games I have played.  When roaming around the world… you may be fighting along side other players, but you do not have to interact with them in any meaningful way.  Each player is a self sufficient independent state… and as a result has no real need for anyone other than themselves.  The game just feels like it is lacking reasons for players to actually be grouping together.

Let me reiterate, there is a lot to like about the game.  It runs amazingly well on low end hardware, and presents a very fluid gaming experience.  It has one of the prettiest worlds I have ever explored, and has a lot of things that incentivize exploration.  While it is presenting a ton of new content in the form of now bi-monthly updates… the problem is most of it is limited time only.  Instead of growing their world… they are creating disposable episodes that only serve to make the game play experience all the more disposable itself.

3 – Star Wars: The Old Republic

Star-Wars-The-Old-Republic-screenshot I’ve loved Star Wars since before I could even fully verbalize it.  My parents tell stories about me seeing the movie when I was one… and then coming home and jabbering endlessly about “Darfa Bater”.  So if there was any game that has enough storied lore to hold my attention… it should have been SWTOR.  I was a huge fan of Knights of the Old Republic, and as a result I was completely committed to the genre they genre they chose to set the films in.  Additionally I love the Bioware style of storytelling, and am a pretty huge Dragon Age and Mass Effect junky.

All of these things should have made SWTOR be the next 8 year game for me.  The problem is… the experience while amazing… is overall disposable once you have made your way through the content.  So much care and feeding were placed on making sure the quests were just right… and the voice acting was flawless… that it greatly cut into the total amount of content available.  The three chapters that were available at launch… felt like an awesome introduction to the game…  but the main course never really arrived.

I hear the Makeb release is extremely nice… and the continuation of the storyline extremely successful.  The only problem is…  that content came a year too late to stave off the players leaving.  I feel like had they had more content in the pipeline and ready to release a month after launch, they would have been able to keep the majority of all the players that started playing.  We just burned through the content way faster than they had expected.  Additionally the fact that there was only one path per faction… and that essentially all the quests were the same minus the handful of class specific ones…  alting became extremely tedious.

Additionally when they chose to go free to play… they adopted one of the most blatantly abusive models I have seen.  Essentially with free to play, you can choose to take the carrot or the stick… and things like gear locks, pay walling what should be base features, and rolling out a never ending stream of unique lockbox gear just feel too much like being beat with the stick for me.  It has however been extremely lucrative for Bioware… and enabled the game to keep its doors open.  If it means they continue to release new content… then in the long run it could be good for the game as a whole.

I am still disappointed however at what could have been.  Had they been able to launch a continuation of the main storyline each month or so…  it would have kept me glued to the game.  The original storyline was amazing… and there is no taking that away from the game.  The Jedi Knight storyline is probably one of the most epic story arcs I have experienced in any game.  It was just over way too soon, leaving me nothing really left that I wanted to do.  The problem is… that content was extremely expensive to produce.  There was never a way that they ever could have kept up with the demand.

2 – Champions Online

champions_online_screen_4 One of my all time favorite pen and paper games is Heroes Unlimited by Palladium games.  I had early experiences with D&D and AD&D… but this was the game that really hooked me on the possibilities of role playing games.  What made the system so cool is that it had rules to create literally any type of super hero or super villain you could imagine.  Of course I created my share of Wolverine or Batman clones…  but the game system was this fertile group that through a series of roles I could create some unique characters as well.  What made the game so engaging was that the sky was literally the limit in the types of things you could create.

I was a huge fan of City of Heroes, because it gave me some of this same rich character building…  but did so in an easy to digest MMO form.  That game however had a lot of short comings… and when Champions Online was announced it looked to be addressing all of these base issues and creating this wild open ended super hero creation system.  You could mix and match power sets… creating your own custom mix for your character… and this was placed on top of a character generator that was even more robust than City of Heroes.  Everything sounded like the perfect super hero game… and I was hooked on it early.

The problem is… the power sets were grossly imbalanced.  This is the first game I had ever played where certain power sets were literally unplayable.  You could reach a point where you just simply could not progress any further due to the choices you had made.  On the other side of the coin… certain power sets were so grossly overpowered that they completely removed any challenge from the content at all.  You could steam roll over the top of anything, while your friend that chose one of the broken ones… could not even fight the lowest rank mobs.

The major disappointment is that they did a very poor job of mitigating the different power sets.  They would buff one…. but then another power set would become the broken one… making it a constant cycle of your favorite power set potentially becoming the unplayable one.  The game had all the potential in the world… and just became grossly mismanaged.  Instead of understanding that this  constant state of power flux and un-playability was what was driving their players away…  they instead decided to streamline the content.

I really do not remember the timing, but I believe this happened around the time of the free to play conversion.  Previously there had been a pretty interesting storyline that had multiple paths your characters could take.  The end result ended up with everything being a big jumbled mess.  The thing that ended up as the nail in the coffin however… is that coming back as a free to play character… I could not play any of my existing characters.  Each and every one included some costume bits that were not open to free players.  This should be a lesson to anyone… grandfather existing characters…  because holding players characters hostage behind a pay wall is never a good call.

1 – Warhammer Online

warhammer-online-1 I had to put this one at number one… because really this game turning out the way it did is one of my biggest gaming regrets.  I love Warhammer… have since I was in middle school and painting my very first citadel miniatures.  I love the world and the lore… and the sheer brutality of the chaos gods.  They took a failing IP and placed it in the hands of MMO veterans… Mythic games… who had brought the world Dark Age of Camelot.  It seemed like a no-fail proposal.  I thought they knew exactly what players wanted… and could borrow from the success they had with DAoC and all the nuts and bolts that make a game work.

Unfortunately Warhammer Online is really the tale of two games.  The one to twenty experience was amazing.  The PVE content rich, the new public questing construct extremely fun, and the early battlegrounds extremely inventive and enoyable to play.  I still think that the early experience in Warhammer Online ranks among some of my favorite leveling experiences.  The problem is that when you hit about 20-25 the bottom fell out… the PVE content ceased to be interesting… and became increasingly more sparse.  The game changed from this fun questing experience to this “go grind pvp to level” experience.

I feel like the game as a whole was a clash between these two seperate games… one of which I enjoyed immensely… the PVE experience… and one I really could care less about.. the PVP experience.  Had they given me a pure PVE warhammer game… I would probably still be playing it.  The game as a whole did so many innovative things, and there were so many mysteries around the world to unlock for your book of deeds.  Additionally it shipped with an Addon system that was on par with World of Warcraft, and presented some extremely interesting class and race choices.

If only they had focused on giving equal time to both the PVE and PVP experience.  The only problem is… I feel like the makers of this game have come to completely different conclusions about why it failed.  Mark Jacobs has gone on to create Camelot Unchained… which serves to be a purely PVP game completely casting aside any PVE aspects.  I feel like his take away was that it failed because it just was not PVP enough.  In truth not a single friend that was playing left because of lack of PVP.  We had a guild of around 40 players… and all of us left when the post 20 forced pvp experience began.  Harecore PVP players are a niche within a niche, and I just don’t feel that you can really build any game solely around them as your target audience.

This is probably the game I feel would beneift the most from a free to play conversion.  Awhile back I signed up for a new free trial account just to give the game a spin and see if it really is as good as I remembered.  Overall the starter experience is still extremely fun, even though they have dumbed down the richness quite a bit by funneling everyone into the empire lands.  I feel like a free to play version, might pump a bit more life into the title and allow it to survive.  The problem is… this has become the textbook example for MMO failure… and I doubt EA would spend a dime on it going forward.  As a result I will always be left with the thoughts of what might have been had the direction been a bit more sound.

Wrapping Up

This post ended up going a lot longer than expected.  I’ve been typing for around an hour and a half now, but finally have reached a point where I have said what I needed to say about each of them.  Hopefully none of them came off as too terribly ranty.  I hope you all have great weekends, I will mostly be trying to relax a bit before Monday.  I am already stressing out quite a bit, because I know going back I will be having to fill in for my boss as he is going out of town.