Monthly Archives: June 2013

Battle Bards – Episodes #5 & #6: Guild Wars 2 and Wildstar

For those who have noticed MMO Gypsy looking slightly different over the past few days, the blog was undergoing some scrutiny by the hoster due to recent commenting issues (readers reporting that comments were lost to 404 errors). The good news: this issue appears to be fixed now! Hooray!

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Since my last musical reporting, the Battle Bards have ventured forth once more – nay in fact twice more – waxing lyrical on the beautiful soundtrack of Guild Wars 2 and more recently on the exciting genre fusion that makes the music in upcoming AAA-MMORPG Wildstar. It is a particularly interesting challenge to talk about tracks before a game has even released, being unable to place them inside the game. Do we even dare to assess a soundtrack without first-hand knowledge of the complete opus?

Well, we sure did and being offered the great opportunity to have composer Jeff Kurtenacker on the podcast, we made sure to get as much info on the creative process of scoring for Wildstar as possible! Not just that, Jeff introduced two to-that-date unreleased tracks on the show which proved to be my personal favorites – so make sure to check out Episode #6 for some exclusive Wildstar teasin’!

Free-to-Play vs. Gambling

The Kleps kicked the never quite dead F2p-debate back to life this last Monday, and another interesting series of posts (Rohan, Tobold, Rowan, Telwyn) emerged as a result. With Rift now also F2P and upcoming titles like Wildstar or TESO having not yet disclosed payment options, many gamers are wondering who will ever be bold enough again to dare the subscription. Personally, I seem to care more for debating principles than the answers to these questions. If Zenimax Online want me to pay a sub for TESO, I will. If not – well, either way I’ll raid the shop.

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Blogging buddy Liore and I go way back when it comes to discussing F2P back and forth on our blogs, so it was only a matter of time until we’d put on our boxing gloves and get into the ring together. No really, it was my great pleasure to finally have a personal chat this past week as guest on the delightful Cat Context Podcast (our exchange starting around 31 mins), with both Liore and co-host Ellyndrial speaking for the F2P skeptics. We tackled many of the core issues and realized that we disagree mostly on details rather than what matters most to us in MMOs. No surprises there.

That’s not where the discussion ended though – no, this is a persistent one. Belghast went forth and shared this interesting follow-up on his F2P “conversion”, sharing his past experiences with EQ2 going free to play (which then also spawned another reply from Liore here). I am always looking for personal recaps like this; what’s changing for you when an MMO switches to F2P? What tangible consequences does it have that possibly impact on you negatively?

Random drops vs. gambling

In an exchange with Ellyndrial on the podcast, I mentioned that I do not believe random lockboxes (for which keys can be bought via ingame shops like in GW2) or lottery tickets can be compared to real world gambling, the way it happens in casinos for example. The basic assumption being that cash shops may cause players to lose control of their spending, getting addicted to a luck-based system looking to relieve them of their money. To be clear, I absolutely feel casino gambling needs to be regulated – I do however not believe that lockboxes dropping in MMOs follow the same psychological pattern or harbor the same potential for addiction. Not claiming professional expertise on the subject (and those who do may come forth please), I see some distinct differences between the two activities.

Interestingly enough I happened to watch a documentary recently on David Choe, graffiti artist and facebook millionaire, also pathological gambler, which added to my inner monologue. Choe made his first million gambling in Las Vegas before turning 30 years old. That first milestone was preceded by years of a vagabond lifestyle, being notoriously broke and loosing vast amounts of money at the gambling table. Self-proclaimed gambling addict, Choe had this to say about his “fever” (paraphrased): I always felt I was winning, even when I lost everything. I won most of my games, only to go and lose everything on the last one.

There’s a devious quality to gambling in the sense that it continuously conveys feelings of both success and control to its victims. Gambling is a game of many stages, there is a progression to the gambler’s journey in which he feels that he is learning, improving and even winning. Winning is a big part in that quest for more, raising the stakes and then “gambling it all away” in one fatal loss (endorphins and adrenaline = powerful drugs). All of these elements are essential to developing addiction (biological dispositions aside) – the sense of control/strategizing (poker pros will tell you that the game is 90% nerves), reassuring mini-successes, progression of risk and potential winnings.

Virtual lockboxes do not share any of these psychological hooks. They’re completely random, there is usually no influencing outcome, improving one’s own performance or “getting closer” involved. It is therefore not nearly as motivating to spend endless cash on keys because there is no “game” aspect. Which doesn’t mean somebody might not spend ludicrous amounts of cash on the off chance of epic pixel – but to speak of addiction or danger to a wider audience feels off in this scenario. That person is likely after a very specific drop and generally there’s nothing wrong with spending money (or time) on something luck-based in games. We do this all the time?

There’s more to this though, even if we assumed a way simpler analogy such as a slot machine with very random outcome (I do not know how many people get ruined by this rather than card games). A big difference between gambling and pixel-hunting is that gambler’s play for money. The Faculty of Economics at the University of Zurich, Switzerland (ya, I live here so that’s my resource), recently revealed intriguing study results on the development of “altruism” in children. Test results were based on children’s social sharing behavior between ages 3-6. The perplexing part: while children, especially older ones and therefore already more socialized, were happy to share candy equally with peers, results changed dramatically once money was substituted. Children would either change the ratio in which money was shared or share none of it. This lead the leading researcher to assume that children learn the social and economical significance of money early on. He then elaborated on why humans react differently to money than to any other type of resource: money is a tricky currency because money is abstract. Money isn’t so much goods as it is potential; to give money away is to give away opportunities and power that we cannot control or estimate. We can imagine few things anyone could do with candy – but money, money holds as many plans as there are people.

Gamblers gamble for money and when they gamble for money, they gamble for plans and dreams. For one person it might just be a dream of winning or wealth, for another the resolution to very imminent and dire life circumstances. Not only that – gamblers gamble with money for money. When I spend coin on the slot machine, there’s a very clear, calculated ratio/equation between input and output. I’ll make a mental note à la “if I put in 10$ and win 100$, that is ten times more” or “if I lose, that’s still only 10% of my potential winnings”. That makes it seem alright and in some cases probably adds fuel to a perilous journey.

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Again, lock boxes / lottery tickets hold neither abstract appeal nor absolute value in MMOs. Usually players hope to get a very specific drop, most likely an epic item or rare pet or similar. How much that reward is truly “worth” is impossible to measure (unless sellable – but this is not the chosen avenue of gold farmers) and therefore also cannot be equated to how much money was spent in order to get it. Sparkle ponies may be worth 10 keys to one player and 50 to another. Add to this considerations of “what other mounts are there in the game I could go for instead?” and meta-currency systems that also allow ingame currency to be converted in some cases, and you’ll see how much that differs from casino gambling or even real life lottery.

Wrapping up

To return to the topic of F2P, I believe it is very important to continuously question and observe the practices developers and publishers engage in to make systems more profitable. I’m very critical of pay-to-win in MMOs and shy away from games mentioning their cash shop at every occasion. I also agree with Liore that F2P only works because of micro-transactions and therefore needs to try draw players in. To me, that is a legitimate cause – without anyone spending money in a F2P game, there is no game. I have faith in players managing their own money and knowing what they want though. What matters to me is how cash shops are implemented, what kind of wares they offer and how their presence impacts on gameplay and overall immersion. We’ve recently experienced just how much of a difference the audience can make in this business and it remains our job to keep both an open mind but also open eyes to changes in this industry and how they may affect us.

At the present stage where F2P is still being adopted and shaped into a better model for western MMOs, I’m personally not seeing signs of a pay-to-win culture developing the way we know it from East-Asia (Gamasutra has an interesting clarification on this, check it out!), nor do I find items for sale that would significantly impact on player economy or endgame (just to name two examples of what’s popularly deemed unacceptable) in the F2Ps I am personally playing. Cash shop items remain optional and practices transparent – if not without inherent advantages, triggers and temptation, especially where cosmetics are concerned. If that’s where we’ll stay with upcoming MMO titles, hopefully offering more hybrid models à la LOTRO, I am completely okay with F2P.

Happy weekend everybody, with or without virtual shinies.

What can the MMO “console trend” do for us PC players?

So I ranted briefly in my last post on how The Elder Scrolls Online was pushed back to 2014 because of next-gen console availability. From a PC gamers point of view – and that’s where I am going to play my MMOs in the foreseeable future – that’s not the worst however that may come from the popular marriage between different systems in our favorite genre. The fact that consoles are becoming more and more like PCs doesn’t really change that.

gameonIn their most recent podcast episode, Chris from Game by Night / MMORPG.com and Ferrel from Epic Slant Press discuss the impact of the “console MMO future” and they were so kind to invite me to have a chat about what we heard at E3 and also GW2’s event culture and overall status quo. On the topic of console MMOs, I mentioned on the podcast that I feel like PC gamers especially are going to get the shorter end of the stick. Before getting into that further, I’m posing the overall question of whether people really want to play MMOs on a console? Do they?

I can only speak for myself here, having grown up with home console systems; when I play MMOs, I rely on a lot more than just a keyboard (I don’t think the control aspect on consoles is as bad anymore as it used to be). There’s teamspeak, skype and raidcall running in my background. I have a second screen I can use to check quests or items while playing if need be. Functionality and access to networks like this are inseparable from MMO gameplay for me.

Then there are other potentially negative aspects, launch delays aside. To quote just a few of the more popular concerns currently discussed on TESO fan forums:

I’ve already stated several times my apprehension with this.
1. community split instead of forcing new MMO players to play on a PC and growing their market share.
2. Patches and content designed around the lowest common denominator. There are things that can’t be done on a console as they are on a PC so in essence each new system implemented in the game will have to work across all platforms. Meaning things will be dumbed down.[18#]

[…]but to segment the community and enable cross platform support will kill this game I’m afraid. One or all 3 platforms will suffer due to triple time required to design, Q&A, push, test and publish.[#10]

The implementation of a MMORPG on consoles means one of two things: unprecedented user interface innovation to retain game depth on a controller (unlikely), or simplifying the game.(#7)

[…]they’ll have to make every mechanic work in all environments, and remove/change the features that cannot be adapted. The risk of failure is certainly there. (#3)

Is this the future that we ‘re looking at for cross-platform MMOs: games designed around the lowest common denominator, split communities and sloppy ports and delays? It all sounds very gloomy and MMO players are certainly known for their pessimism. Still, given what complex undertakings MMOs are and the time that’s required to deliver a polished product on a hopefully successful launch, is there any benefit whatsoever to the PC gamer? I can only think of one: More people paying for MMOs means more money going back into the genre (which hopefully benefits all audiences equally).

There’s also the question of how much sense it makes to launch both PC and console versions simultaneously, as elaborated on by another forum user:

Development wise, if they really want to win all those console kiddies, it was way better to release a PC/Mac version of the game, improve it over several patch (it happens anyway), then release a more polished product to the console freaks. My reasoning is simple, PC gamers have a broader gaming experience while the console only players tend to buy and toss it in the drawer if the game doesn’t deliver from the start….console players just don’t have the patience to wait for patch after patch after patch.[#2]

ps2padOne of the big differences between console and PC audiences has always been the technical aspect: the willingness to put up with installs, patches and overall bugs and downtimes caused by individual Windows settings and different hardware. Console popularity stems from the “plug&play” model and this demography is happy to do without extra options and customizability, as long as crashing on the sofa and successfully logging in within the minute is a given. So can this future marriage between not only different platforms but target audiences end in anything but tears? I guess we will see.

Wildstar and why I don’t like the Explorer path

Just when I thought I was pretty much not going to play Wildstar this year, Zenimax Online dropped the bomb and announced that The Elder Scrolls Online release date would be pushed back to spring 2014, to meet the launch date of Sony and Microsoft’s next-generation consoles. That’s one of the many things this “MMOs go console”-trend is gonna do for us in the future: delay stuff. Porting to different systems, creating individual interfaces and testing everything cross-platform takes time. Well, great. If it meant that the MMO community is growing, I could probably live with that but since servers will be split between different systems, there’s not really an upside there for PC players other than that Zenimax make more money (which will hopefully go back into designing great, future content updates).

So…Wildstar. A while ago I mentioned that no doubt this is a polished game with a good shot at the World of Warcraft demography. Since then, Carbine have been pretty open about it too – yes, we’re coming for ya, Blizzard! Only, we have the updated questing system and awesome player housing, along with all the PG-rated candyland. The latter is still one of my biggest qualms with the game: I am so over the Warcraft cartoon aesthetic. I do greatly appreciate the maturity in MMOs like Age of Conan or LOTRO, Rift and GW2 too are on my good side even if slightly more to the center of that Venn diagram. Wildstar shoots the hyper-fantasy rocket into deep space where it crashes somewhere between Outland and a Pixar movie. This is certainly no sword&sorcery MMO. But I digress.

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Feeling the Explorer path

Carbine’s spin on the Bartle profiles is interesting and if I was to choose a path for myself, no doubt that would be the explorer’s. Or such would’ve been my initial reaction because y’know – wandering around at random is awesome, listening to the world, discovering secrets and taking the long road whenever possible. Only, that’s not really what exploration means every time.

It struck me that while exploration has been widely praised in GW2 (and justly so), it’s also one of the most popularly gamified activities in the entire game. Players say exploration and mean “climbing all vistas”, hitting all pre-marked (!) points, “doing all jumping puzzles”, “getting the 100% achievement”. See that there? – Not me! I couldn’t care less if my world map is complete in GW2, I’ve a feeling it’s currently somewhere around 60% and that’s with me playing since launch. When I explore I don’t set out to find every last corner of a zone, let alone doing silly jumping puzzles. Oh, how I hate them. I want to smell the flowers and go wherever chance takes me. As for “mapping the world” –

“…there’s nothing worse to me than a world that’s fully discovered, fully mapped and fully understood. The moment we draw the last line in that picture is the moment we limit our world, the moment where it becomes small and finite – when hypothesis and speculation become hard fact and there is no more ‘may be’.

To a traveler and explorer “finishing a world” is the death of his playstyle. I want to stand at the shore of the southern sea and wonder forever what may lie beyond.” [source]

What am I gonna do once I’ve mapped the entire world? Let’s not map it!

Now, seems to me Wildstar’s explorer sounds an awful lot like exploration in GW2. The shiny somewhat wishy-washy job descriptions on the official page can’t conceal what gets very obvious in this explorer showcase or devspeak: climby vista-missions and timed (!) scavenger hunts, power maps (more jumping), achievements, completionism…on the clock.

To clarify: I realize that achievements can be a great motivator for some players to go and travel the world at all, although I can’t judge how much they are actually seeing and exploring it when they’re out hunting marks. In any case, that makes me wonder about two things: a) Is this path for people who are already explorers (and therefore need no achievements as ‘incentives’) or is it just another coat of paint for the achiever? And b) What’s in it for me who finds achievement spam, event markers and countdowns obtrusive to the exploratory experience rather than helpful?

Of course that begs one more question, namely what the hell I was expecting and I guess that’s fair. Exploration being such an intrinsically motivated activity for me of almost meditative quality, there’s just no active setting up or instrumentalizing this in an MMO, the way the devs would like to. Explorers like me need a living, breathing open world first and foremost, one that doesn’t flaunt its riches and doesn’t scream at you but offers reward in terms of discovering secrets and random events. Proper scale and size matter too, extensive travel and eye candy – plenty of that. It’s especially nice if you can “do” things – leave a mark, create or change something no matter how small (how would player-created geocaching do in MMOs I wonder?). What I’d like to see too is literally drawing your own maps instead of getting world map view all the time.

I’d be up for more erring in general; it’s bizarre beyond words that designers spend years creating virtual worlds and then hand you all the maps, event/location markers and even lists of “what you can do there” (aka achievements) from the get-go. And then they wonder why it all lasted a few weeks only.

Anyway, my preferred modus operandi isn’t nearly enough for a fully fledged, gamified playstyle with tangible progression and rewards, I get it. So for now the big question of which path to pick in Wildstar is back on the table. I’ll probably have to do the usual: “force” my inner explorer on any given path. It appears Settler is quite en vogue, so maybe I should just roll Kill…err Soldier out of spite and blow up all those jumping puzzles they no doubt created.

Off the Chest: E3 console wars, more GW2 events and Rift going F2P

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Summer has finally found its way to my place which is why this week was generally dedicated to sudden-heat-lethargy and watching E3 streams until late, late into the night. Morning really. And how much fun that was when my entire twitterverse was watching the big Sony reveal this last Tuesday “together” – booing (who cares about the PS Vita?), cheering and mostly snickering for good reason.

E3: Revival of the Console Wars

It wasn’t hard to leverage on Microsoft’s recent lapses in regard to their Xbox ONE policies and general marketing angle, but Sony literally crushed their direct competitor at this year’s E3 in the notable absence of a Nintendo conference, leaving out nothing and taking shameless stabs at what the vocal public conceived as MS’ greatest transgressions. Sharing and always-online DRM issues aside, MS seemed to try appeal to a surprisingly limited demography and didn’t blow anyone away hoping for at least some diversity in terms of game leads in upcoming launch titles – an oversight that led Spinks to coin the term “XBrone”. E3 female protagonist spotlights: MS: zero / Sony: two.

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Transistor, feat. Squalla Leonheart

Sony started their two-hour press conference stating how their target audience were video gamers first and foremost. From there, everything was a well-orchestrated and calculated effort of showing why the PS4 was the more appealing (and affordable) product for a wider gaming audience – men, women, casuals, hardcores, offliners, onliners, indie game lovers. And that last point makes a lot of sense; who in their right mind would leave the rising indie game market to platforms like Steam without a fight?

Sony delivered a political masterpiece at this E3, quick and not so subtle. Yet, as pointed out in this interesting article on buzzfeed, some of the fanboyism stirred by the console staredown feels gravely out of proportion. It bears reading the fine-print in Sony’s press conference. The PS4 isn’t marketed the way it is because they’re trying to win the BFF contest. In the end, we’re dealing with companies looking to maximize profits or as the article states “Sony versus Microsoft is not good versus evil. It’s money versus money”. To believe the XBox ONE is “done” at this point would be naive as we’re only standing at the beginning of a years-to-come battle for market shares. All the while, Nintendo is smiling because they’re likely going to “win” again anyway.

All that said, if I was to buy a next-generation console, it would most definitely be the PS4. As a commenter at buzzfeed observed, the PS4 is positioning itself as a diverse platform with a spirit for art and smaller projects (need I say Journey?) while being more inclusive to mature titles. Also: Square-Enix and Last Guardian hoping!

GW2 goes Dragon Bash

ArenaNet continue their ludicrous speed of releasing new mini-content and sadly also their penchant for inconsistent quality. Between wacky Halloween and a rather sobering Lost Shores event, the great Living Story and back-to-more-Karkas Darksun Cove update, I find myself presented with a lot more of the same at Dragon Bash and horribly mislead by what sounded like such an exciting new addition to the game. More mighty dragons to shoot down from the sky  – more massive outdoor content? YES please! No?

This leads me to formulate the following GW2 events formula: a ton of achievements which can be finished in one or two days, more slightly frustrating arena-based minigames, random drops of something in a box, oh and back items and weapon skins! I can barely restrain myself. Also, dragon piñatas – now where have I heard that before?

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Yeah, maybe not!

Rift entering the F2P scene

Trion have officially given their free-to-play debut this June 12th and much will yet be discussed about how well they’ve made the switch, implemented ingame shops and most importantly, just how much (or how) that changes the general direction of the game – because that was going so well before. Positive as I remain on this matter, I’d like to think that not all that much will change for Telara as we’ve also seen with other MMOs going F2P half-way through in the past (as opposed to MMOs actually designed around the concept).

Belghast is one of the first to comment on his “new” Rift experiences and a rather enthusiastic early adopter by the looks. No doubt there are right and wrong ways to realize F2P in MMOs and as someone who wants to see games like Rift survive rather than disappear from the face of the market, I hope more people will follow in his general footsteps.