Monday, August 20, 2012

Where did SWTOR's Subscribers Go?

Star Wars the Old Republic had a lot of hype building up to its launch. It sold over 1.5 million copies and had one of the smoothest launches of any MMO in the last several years. After that, things took a turn. Bad press, bugs and perceived lack of end game led to hemorrhaging subscription numbers. From 1.7 million to 1.3 million and now somewhere between 500 thousand and a million. Why did this happen? What drove the MMO player base to turn their back on this product? There were several reasons, all of them had a significant impact.

At launch, more than 100 servers were created in an attempt to keep the launch smooth. This successfully avoided any negative press during the head start and official game launch, months later this decision created a problem. Populations shrunk by 25% which left many servers underpopulated. This problem magnified itself as bored players flocked to active servers to create alternate characters or took a break waiting for new content. Underpopulated servers became virtual ghost towns.

A major part of the player retention strategy was the assumption that most players would want to see all eight personal stories. When you consider Bioware's trademark branching morality based  approach to story telling it was easy to assume that many players may even want to try out different options in each of the stories. In practice this is not what happened, for a couple of reasons. Primarily lack of depth. This is true in the personal story as well as the world arcs that all classes experience. While you can make light side or dark side decisions there is no nuance, no interplay between quests.  Furthermore very little changes from your actions. You can choose to kill someone, they die. You can choose to let them live. they leave and are never seen or spoken of again. They may as well be dead. Even the dialog lacks depth. For the most part most NPC's only react to the way you treat them in the following audio clip, after that everything is forgotten. These factors make replaying the same story unsatisfying. It doesn't take long to realize that choices don't really matter. There is no impact outside of the final cut scene on the planet. No one on this planet will be seen again regardless of what you do. This doesn't even address the large portion of MMO players who only care about End Game. This is a culture that has been built over the last decade and the SWTOR team should have been prepared for it.

For End Game SWTOR launched with 3 Warzones for instanced PVP, 6 Hard Mode Flashpoints for challenging small group play, 1 and a half Operations for challenging large group play, and two daily mission hubs for solo and small group play. They also had an Open PVP area. On paper this all seems pretty reasonable. There were things for most players to do. Unfortunately not enough thought was put into player behavior and most of these systems started to fall apart. The ratio of Empire to Republic players on most servers was greater than 2 to 1. This destroyed the open world PVP area, and also vastly diminished the enjoyment of Warzones. One of the three Warzones allowed for same faction combat, resulting in a much higher occurrence of this Warzone for the majority of players. Huttball went from being the greatest instanced PVP map ever designed to being that game you were tired of playing. Hard Mode Flashpoints were hard for the average player, enrage timers required solid performance out of every group member. With no group finder, finding a group could take up to an hour of shouting in general chat on the fleet, and no guarantee of success. This lead to frustration for casual players. Organized players were more interested in Operations. In addition to the second Operation not being complete at launch, both were far too easy. For most groups the only challenge came from unintended bugs in the boss encounters.

As time passed  the development team worked to correct many of these issues. Server populations have been corrected by a merge that not only increased the active user base at all times of the day but also fixed the faction imbalance on most servers. The addition of a robust group finder allows for the average player to successfully participate in Hard Mode Flashpoints. A third Operation was added that was significantly more challenging than the first two. All Warzones now allow same faction play, resulting in a much more diverse play experience. Unfortunately problems continue to arise.

Layoffs in the community team have left the players feeling cut off from the development team. Information about where the game is going comes infrequently and often with little detail.

A major combat overhaul with massive class balancing occurred in 1.2. This, combined with delays in the ranked PVP system, has left the PVP community unsatisfied.

The developers have promised a rework on Nightmare mode Operations that will create the intense difficulty hard core guilds seek. It has been months since 1.3 was released and this promise has not been realized.

Earlier this year, at the Guild Summit, players were told new class story would be coming later this year. Most recently when Makeb was announced the community was told that it would not include the progression of class stories and to expect that sometime next year.

Star Wars: The Old Republic put all of their eggs in one basket -- Story. More specifically the ownership of your own personal Star Wars story. That basket has two giant holes in it. Truthfully, your choices don't matter, once you realize that some of the magic is gone. More importantly, at 50 your story stops. Much effort was put in place to attempt to address the fragmented community and their individual desires, this shotgun approach has resulted in overall improvements in all areas, but has failed to place SWTOR ahead of its competition in any one area. Meanwhile the most front facing feature languishes.

No comments:

Post a Comment