Monday, October 29, 2012

The SWTOR Free to Play Model

...is insane.

Star Wars: The Old Republic has moved past being the game for me. Its initial design promised me a lot of things I was looking for in an MMORPG, more RPG less MMO. That is to say, a lot of story content and personal choice combined with the ability to run challenging content with my friends and guild. As the year has progressed the development process seemed to take a turn away from the type of game-play I was interested in.

That being said, I can still look objectively at this model and say, no...that's just nut-burgers.

The primary flaw in the structure of the F2P model seems to stem from the failure to recognize that the end game content provided was not keeping subscribers. The idea of giving away the 1-50 game in an effort to attract players who they would then block access to grindy end game content unless it was paid for seemed flawed from the beginning. Full details about their plan show a complete lack of touch with players and how they will respond.

In this sort of model certain things are expected. Limited inventory, limited Auction House access, limited character creation, limited character slots. Limited access to expanded content. All of these things seem in line. But then things start to get weird.

You can almost understand limited access to Chat, no access to Mail, no access to player trades, no access to the “who” command, as a way to limit tools that “Gold Farmers” would use to peddle their wares. But this has the negative effect of separating the free players from the community almost entirely, they won't become attached if they can't interact.

The limit on Credits is understandable for the same reason, but the limit set (250,000 for new free players and 350,000 for returning players) is so low that I don't think you can even purchase standard NPC sold features, like your final speeder training. Interacting and becoming part of the Player driven economy will be even more challenging. Considering certain rare cosmetic items can be found in random boxes purchased from the real money store are designed in a way that you can sell them to other players this is supposed to be a mechanic that allows players with cash to burn to have a path to extra Credits, but if the free players only have 250,000 it caps out the market.

The limit on Crew Skills seems arbitrary. (One for new F2P players, Two for returning players.) What benefit does limiting crew skills have. The inability to “queue” your crew seems fair enough. You'd think that you'd want to allow access to full Crew Skills. They generate materials that take up inventory space and credits that fill up a limited wallet. These would seem to logically drive sales.

Then things really get … well stupid.

Limited Travel options. Your quick travel is on a longer cool down. You can't use the fleet travel power. Sprint is a paid perk. If you die while questing you can only use your med droid 5 times before you have no choice but to return to a med center for your re-spawn.

Increased vendor costs for goods and services such as GTN use, repairs, and Talent Respecs, I think free players get less money from a vendor for trash items they want to sell. Free players also have to wait 3 days before selling an item they got from the Real Money store...which makes…huh? Someone will have to explain to me how that make sense or what purpose it serves.

Above level 10 free players earn 50% less experience points. I would have to play through the entire game to confirm my suspicion that this will make the 30-50 experience unplayable. I think you will run out of content And have to run Flashpoints and Warzones in order to catch up to the story content when you run out. And since you can only run 5 Warzones a week and 3 flashpoints this could prove difficult.

If with all these restrictions you still manage to somehow get your hands on a purple item you will not be able to equip it. You will need to purchase a license for your character to equip purple gear. A one time purchase at the moment, but how long until they introduce the next tier of gear as “epic” instead of “artifact” and then “legendary” or whatever that you have to keep buying licenses for.

Finally, the most ridiculous restriction is action bars. Originally limited to 1, recently amended to 2. This is a game known for its ability bloat. Depending on your class the 4 default action bars may not be enough for you, two most certainly will not be enough, you will run out of space by the time you are half way through the game. I have no idea why you would limit access to the UI. At this point I would not be surprised to see them charge for other elements of the game's engine. The UI customization feature. Maybe Shadows are set to Off for free players, or maybe they don't have access to the Hide Helmet toggle. Why not at this point!

Free players do not have access to SW:TOR 1-50, They have access to a shitty nearly unplayable version of SW:TOR 1-50.

The idea is that if these players see a game they enjoy they should pay for it. The problem is that they have this model already and it is hemorrhaging players and has been since January.

If you gut your game and make it unplayable the reasonable response from a player is not going to be “Oh, I should chip in 5 dollars to make this experience not terrible.” it will be “This game is terrible, I'm going to go play something else.”

I don't really have any advice for Bioware on this, They've spent a long time digging this hole, the only way out is down. My advice for people interested in seeing the individual class stories in SWTOR would be to check them out quickly, I do not expect there will be an opportunity to play them in another year's time.

Saturday, October 27, 2012

Back Again

I had some pretty major stuff going on at work for the last couple of months. It looks like that's mostly behind us, which frees up a considerable amount of mental real estate for me. I hope this means I can get back to writing. For those of you who know me, when I say I have a dozen of something on my desk you will assume it is half empty cans of pop, and you'd be right. But for those of you who know me well, you would also guess half empty cans of pop, listen I said you were right, but there is something else! I have all these scraps of paper with notes and subjects I want to write about on them. Some of these are topical, some of them are time sensitive, others are timeless and broad reaching. I thought about how I wanted to tackle this. Since I don't exactly have a reader base at the moment I figured it would go completely unnoticed if I just filled in the two month hole in content with the things I planed on writing about. On further thought, though, I felt like that wasn't really worthwhile to paint that false reality. So I had to think about what I wanted to do with the time sensitive backlog, things like Impressions of 5.0 World of Warcraft prior to Mists of Pandaria's release. I still want to write about these things I feel that it's important to get on paper who I am and how I view the landscape of gaming. How will this impact new stories that need to be told? I think new time sensitive items must be given priority, otherwise I will just always be chasing the story and never get caught up. There are items I have that are not time sensitive, I can back burner these stories and write them in the future. I will not be back dating my opinions. When I write the stories I thought of writing two months ago they will include my current perspective on things. Here is the list of topics I plan to cover in the weeks to come. Expect content three times a week, Monday, Wednesday and Friday followed by a Youtube post on Saturday that digs deeper into one of my news stories of the week.

Economies in Beta
Respect for other games
Guild Wars 2 Impressions: Dynamic Events
Guild Wars 2 Impressions: Dungeons
Guild Wars 2 Impressions: World Versus World
Guild Wars 2 Impressions: Structured PVP
SWTOR's Free To Play Model
World of Warcraft: Why do I enjoy dailies?
World of Warcraft: Monk impressions
World of Warcraft: Pandaria impressions
World of Warcraft: Mini games in MMO's
FTL: Faster Than Light Impressions
The Next Big Thing: Where will the MMO Market Move to Next
The MMO that would own my life
Wildstar Thoughts
Mechwarrior Tactics Vs Mechwarrior Online
World of Warcraft: Character Development

Ok, that seems like everything I have jotted down. I'm sure I'll find something else written on the bottom of one of my socks next time I do laundry. What!? When do you come up with great ideas? I will come back and cross these out as I generate the corresponding article. The youtube post is the part that scares me most. Frankly my spoken word is more interesting than my written, and I don't have to worry about spelling and grammar, yet it still feels more vulnerable. I really want to get on there and talk about SWTOR quest design though. One step at a time!