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MMO Money Magazine

Writings on the business of fun: Virtual Worlds and Real Money Makes Online Gaming a Big Business. My economic view on the world of online games - without the hype.

Author: Inktomi

Why don't we just remove the leveling aspect from MMORPG's altogether?

Posted by Inktomi Sunday January 8 2012 at 10:22PM
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Let's talk concepts here.

I have experienced many different types of leveling systems spanning across an unimaginable array of online and offline role=playing games. I have felt the grind of some of the newer MMO's as Darkfall Online and Mortal Online who have diverged from a traditional blanket leveling system to leveling up specific skills through usage. We all know that the leveling system is one of the tools that MMO developers will build into a game so that you play longer. Oh, if you didn't know that, well now you do.

One cannot mention innovative leveling systems without speaking about EVE Online time based skill system that required players to insert specific skills to learn so they can progress into learning other skills that have a certain skill dependency. This was one of the most innovative skill based systems, yet again, built so you will play longer. This system also allows you to have to train different characters because you can only train one character at a time. So if you are going for the classic miner-hauler combo, you have to train one for the hauling ships and one for the mining skills. This system is not as grind intensive as time intensive process. Time just...takes its time.

As I am experiencing within my latest and greatest WoW adventure, that leveling has become increasingly and incredibly easy. So easy to the point as it has made it commonplace for a player to have a variety of raid ready level 85 characters in order to fill specific roles that are lacking in order to have the raid or party progress. 

This is exactly the type of meta-gaming that developed within Final Fantasy XI that leveling had become so easy, that it was expected  that a player had a choice of characters to bring to the raids. This bothered me as I was constantly bombarded with requests to have a healer on the ready. This would mean that my favorite character wouldn't have the benefit of being in the party or raid.

The nerve.

Why don't we just do away with all types of numbered levels and just have players create a specific type of character being healer, support and crowd control, tanking and different types of created -ranged, melee and magic. Have the gear determine their level of skill that can be applied to the specific function they are looking to use. 

A tanking shield for better tanking skills created by a legendary shield maker that has been living for the past decade in the depths of a brutal dungeon and will only give the recipe to certain crafting classes after they complete a succession of quests.

A specific weapon for dps classes found in the belly of an enormous fish that can only be found under certain conditions when time of year and certain weather conditions permit.

A specific wand or some type of held item for magic based classes from a demon/deity that can only be summoned through a certain ritual that can be performed by specific classes with special items found only on the most dangerous of monsters.

A holy relic or holy symbol for better healing only acquired after performing a specific number of heroic acts under certain conditions. Such like no one in your party dying during a specific raid or encounter. They have this in WoW, it just gives you a title. Big deal.

Intertwine these things with the crafting portion of the game, making crafting based character as useful and desirable as combat characters. Make these items take time and preparation to make, or the quests and dungeons leading up to them take the same time and effort.

I feel that this would create a better sense of cohesion between players because now a specific craft would be just as valuable as a combat skill or style. Making the traditional number based levels and progressive skill bar obsolete. It seems that the modern MO is going there anyway.

Just some ideas I wanted to kick around with you.

I have read that Funcom's new MMO The Secret World is offering something of that sort. Making gear and armor just for aesthetic purposes and everything be skill based.

Can someone confirm or deny this?

Because my friends that play SWTOR are already at endgame level and the game has been live for what...2-3 weeks, not even. Leveling is a joke. Let's just do away with it and use those aspects and budget to something that would create a more beneficial social system. 

More reason for players to interact, not less.

Play safe

Inktomi

Looking Back at 2011

Posted by Inktomi Saturday December 31 2011 at 9:59PM
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The year in itself has been quoted from some as not a great year for gaming. I tend to disagree, I feel that overall this year has been good for me and many others in and out of the mmo genre.

Tripping the Rift.

March 2011, Trion Worlds released their much anticipated MMORPG - Rift. After numerous succesful and popular beta weekends, the game goes live to a very warm reception. 

Going Back to FFXI

May 2011-September 2011. I decided to revisit the stomping grounds where it all began. I returned to FFXI only to find it over-streamlined, solo friendly and mind-numbingly repetitve.

Another Blast from the past.

Played in the Hellgate (International) beta. It was fun, yeah, just as it was the first 4 times I cleared the game. Some interesting changes like a market and a better grouping system but it was still Flagships Swan Song.

Im-Mortal Online.

Played Mortal Online for one long and brutal month, its all I could muster. And I will tell you one thing about MO, the people that play that game are dedicated and very skilled at the game. However, the bugs and overall instability of the client forced me to shy away. I like to have my MMO with less crashes thanks.

Is greed good?

CCP had finally showed their hand and some interesting internal affair leaked onto the internet. To finally prove - In space NO ONE CAN HEAR YOU SCREAM! But the shockwave of the leak as well as some badly worded response from CCP staff was felt far and wide. The result: The CSM member got a spot trip to lovely Iceland and the company (supposedly) is now more focused on its original cash cow, EVE Online. 

Good job guys. I parked my battleships and set sail for new lands.

Going off the grid.

At one point, think it was post MO, I got sick of the whole MMO genre and decided to re-mod Oblivion and Morrowind. The modding was the fun part, but I've been through the old content a few times. I enjoyed some new player mad content in anticipation of Bethesda's latest release: Skyrim

Was not disapointed.

But I will never watch the Spike TV VGA awards ever again.

Ever.

'nuff said.

As of now, I decided not to jump on the Star Wars bandwagon. I like to go where the masses are not and have been playing World of Warcraft.

As speaking to a friend who was braggardly explaining Star Wars and the companion system and WoW is so last year and blah, blah, blah. I listened as a good friend and just responded, "I fly around on a big red dragon and have a Tyrannasaurus Rex as a pet. Your arguement at the moment is completely invalid." And smiled.

Looking forward to 2012.

Until then...

Play safe,

Inktomi

World of Warcraft Reloaded: Up Close and Impersonal.

Posted by Inktomi Saturday December 17 2011 at 3:50AM
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Is that even possible?

Did I ever tell you I am a sucker for freebies? Well, I am the first one to tell you that I a must be on someone's marketing list. 
 
"The first one is free, the next one you pay for."
 
It has been a better of four years since I have logged into the World of Warcraft. In the anticipation of Blizzards next entry in the Diablo franchise I decided to get my Battle.net account in shape in case (fingers crossed) I might get a beta invite. Next thing I know an email from battle.net popped into my email offering me a free week of gametime. Free is for me, if it cost, get lost - Oh boy...they really had my attention! 
 
Downloading and updating went fast, smooth and without a hitch. I could actually have the game playable and not have to wait for the whole installation, it really felt like a pro operation from the start. It also made me smile a bit to finally log in a find my old tauren hunter sitting in Orgrimmar wearing what you might call "welfare epics." Orgrimmar was very different as I expected after 3 expansions and countless amounts of patched in content, with all the changes I felt as out of sorts today as I did as a level 1 noob in Thunder Bluff. But since Blizzard has made the game so user friendly ( and also have played countless clones ) it felt as if I was getting on the back of my old bike. It was time to get into the game and find out whats changed.
 
Blizzard has removed many of the things I remember from Vanilla Days and added so much more. The first thing I noticed and had upset me greatly was the fact that..WHERE THE HELL IS MY RHOK'DELAR, Longbow of the Ancient Keepers??!?!??!!? I frantically looked through my bank and my bags, switching back and fourth then I went to the wiki and say in bright red: This item is no longer available within the game. What...the...Why would you....AARRGHH! The hunter epic quest was the quest that separated boys from men and I put a lot of work into getting that bow. If you are not familiar with it it began with a quest gotten from the Ancient Petrified Leaf which was dropped of a Molten Core 40 man raid boss. 50/50 chance of dropping. Spanning across 2 continents a hunter had to defeat 4 demons alone without pets or outside help. All were very tough at the time and were located out in the open in contested areas. I was on a mean pvp server, so had to deal with a ton of griefing as well. 
 
Oh, well. I have since gotten over it, but still not happy. It was something that separated this class from all the others. I was happy though when I found out that I didn't have to carry around bags full of arrows. So I sold off these 20 stacks of ice-tipped arrows and cleared some space up. Most everything else was intact, so I pulled out my other epic bow and went back to work
 
I found not only a dungeon finder, but a raid finder in my UI. And on the topic of UI, with all the modifications out there for WoW, the UI is the most customizable one I have ever used in any game. This made me happy. But back to the finder tools: I fiddled around with the DF and found myself in a dungeon of my level with 4 other people I didn't know from other servers who ran through the dungeon by doing these HUGE PULLS! I had to quickly get back into high-pressure dungeon mode and picked up my slack quick. 
 
One of the things I had noticed was...no one talked to each other. No hi, no bye. Just pull trash-pull trash-tank and spank boss-need/greed-leave party. I have to admit that on one hand, not having to spam chat for groups and wait for a priest is a good thing. Althought the interpersonal part of putting parties together and running a dungeon was a big part of the socialization system within MMORPG's, the dungeon finder has removed that. But it  has given me a chance to meet other people from other servers, but no one says anything. I they had the option built in to just search for the server, it might have been a little better, not its not.
 
Strike two.
 
Digging into the newer content I found my way into the Outland areas. While the world seems big, many of the areas feel extrememly small and are set up as mini quest hubs. Odd. I've only seen two enemy players the whole time who was much higher level than me, they both nodded and went on his way. I haven't been griefed once so far and haven't been in any local groups for questing either. What is going on here? I know that there are over 4,000 players on the server and there has to be someone else around my level. Asking around I found out the real truth is that there is a huge level gap now, everyone who is playing is a serious wow player, they are all 85 and progressing through the games hardest endgame content. Apart from the lack of socialization, I was recruited quickly by some guild in Org, and no one really speaks in guild chat either. All the serious raid guilds are not recruiting or the raid group is full or a combination of the two. 
 
Possible strike three, but I am enjoying the game in spite of everything I just mentioned.
 
What really happened to WoW? Well, Blizzard had become so interested in satisfying the mainstream publics needs in making this game so user friendly that they removed some core social elements from the game. Sadly, as the new WoW is sharp looking and the way they structured the new hunter abilities makes the class even more fun to use, it feels very shallow and arcade-like. There is no lacking in the vanity and aesthetics department though. As I was looking into all of the new variety of pets and mounts made my head spin. Then I discovered that most of the cooler stuff in the game comes from grinding rep until you have exalted status with a faction. That is another conversation entirely.
 
For now...
Play safe,
Inktomi
Did I ever tell you I am a sucker for freebies? Well, I am the first one to tell you that I a must be on someone's marketing list. Ever hear the one - "The first one is free, the next one you pay for." They must have made that up with people like me in mind.
 
It has been a better of four years since I have logged into the World of Warcraft. In the anticipation of Blizzards next entry in the Diablo franchise I decided to get my Battle.net account in shape in case (fingers crossed) I might get a beta invite. Next thing I know an email from battle.net popped into my email offering me a free week of gametime. Free is for me, if it cost, get lost - Oh boy...they really had my attention! 
 
Downloading and updating went fast, smooth and without a hitch. I could actually have the game playable and not have to wait for the whole installation, it really felt like a pro operation from the start. It also made me smile a bit to finally log in a find my old tauren hunter sitting in Orgrimmar wearing what you might call "welfare epics." Orgrimmar was very different as I expected after 3 expansions and countless amounts of patched in content, with all the changes I felt as out of sorts today as I did as a level 1 noob in Thunder Bluff. But since Blizzard has made the game so user friendly ( and also have played countless clones ) it felt as if I was getting on the back of my old bike. It was time to get into the game and find out whats changed.
 
Blizzard has removed many of the things I remember from Vanilla Days and added so much more. The first thing I noticed and had upset me greatly was the fact that..
 
WHERE THE HELL IS MY RHOK'DELAR,
Longbow of the Ancient Keepers??!?!??!!?
 
 
I frantically looked through my bank and my bags, switching back and fourth then I went to the wiki and say in bright red: This item is no longer available within the game. What...the...Why would you....AARRGHH! The hunter epic quest was the quest that separated boys from men and I put a lot of work into getting that bow. If you are not familiar with it it began with a quest gotten from the Ancient Petrified Leaf which was dropped of a Molten Core 40 man raid boss. 50/50 chance of dropping. Spanning across 2 continents a hunter had to defeat 4 demons alone without pets or outside help. All were very tough at the time and were located out in the open in contested areas. I was on a mean pvp server, so had to deal with a ton of griefing as well. 
 
Oh, well. I have since gotten over it, but still not happy. It was something that separated this class from all the others. I was happy though when I found out that I didn't have to carry around bags full of arrows. So I sold off these 20 stacks of ice-tipped arrows and cleared some space up. Most everything else was intact, so I pulled out my other epic bow and went back to work
 
I found not only a dungeon finder, but a raid finder in my UI. And on the topic of UI, with all the modifications out there for WoW, the UI is the most customizable one I have ever used in any game. This made me happy. But back to the finder tools: I fiddled around with the DF and found myself in a dungeon of my level with 4 other people I didn't know from other servers who ran through the dungeon by doing these HUGE PULLS! I had to quickly get back into high-pressure dungeon mode and picked up my slack quick. 
 
One of the things I had noticed was...no one talked to each other. No hi, no bye. Just pull trash-pull trash-tank and spank boss-need/greed-leave party. I have to admit that on one hand, not having to spam chat for groups and wait for a priest is a good thing. Althought the interpersonal part of putting parties together and running a dungeon was a big part of the socialization system within MMORPG's, the dungeon finder has removed that. But it  has given me a chance to meet other people from other servers, but no one says anything. I they had the option built in to just search for the server, it might have been a little better, not its not.
 
Strike two.
 
Digging into the newer content I found my way into the Outland areas. While the world seems big, many of the areas feel extrememly small and are set up as mini quest hubs. Odd. I've only seen two enemy players the whole time who was much higher level than me, they both nodded and went on his way. I haven't been griefed once so far and haven't been in any local groups for questing either. What is going on here? I know that there are over 4,000 players on the server and there has to be someone else around my level. Asking around I found out the real truth is that there is a huge level gap now, everyone who is playing is a serious wow player, they are all 85 and progressing through the games hardest endgame content. Apart from the lack of socialization, I was recruited quickly by some guild in Org, and no one really speaks in guild chat either. All the serious raid guilds are not recruiting or the raid group is full or a combination of the two. 
 
Possible strike three, but I am still enjoying the game in spite of everything I just mentioned.
 
What really happened to WoW? Well, Blizzard has become so interested in satisfying the mainstream public needs in making this game so user friendly that they removed some core social elements from the game. Sadly, as the new WoW is sharp looking and the way they structured the new hunter abilities makes the class even more fun to use, it feels very shallow and arcade-like. There is no lacking in the vanity and aesthetics department though. As I was looking into all of the new variety of pets and mounts made my head spin. Then I discovered that most of the cooler stuff in the game comes from grinding rep until you have exalted status with a faction. That is another conversation entirely.
 
For now...
Play safe,
Inktomi
 

The Importance of Radiant A.I.

Posted by Inktomi Saturday December 10 2011 at 1:41AM
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A.I. is short for Artificial Intelligence, or as a textbook might define it as the study and design of intelligent agents. This technology has been around for longer than I thought. Doing some reading I had found that it dated back to the ancient Greeks during the Age of Antiquity pre-384 B.C. As time went on, A.I. was continuted to be studied and improved upon for the creation of intelligent robots, so much so that Isaac Asimov wrote his Robot series where he introducted the 3 Laws of Robotics.

A.I. is short for Artificial Intelligence, or as a textbook might define it as the study and design of intelligent agents. This technology has been around for longer than I thought. Doing some reading I had found that it dated back to the ancient Greeks during the Age of Antiquity pre-384 B.C. As time went on, A.I. was continuted to be studied and improved upon for the creation of intelligent robots, so much so that Isaac Asimov wrote his Robot series where he introducted the 3 Laws of Robotics in 1942.
 
 
 
I don't think that we are at the stage of worrying about robots hurting us, but computer programmers have been trying to implement the type of A.I. that WOULD hurt us. Here we have Bethesda, I am sure you are familiar with them. If you are here then you must be familiar with their Elder Scrolls series. Starting in Oblivion, they introduced a game mechanic called Radiant AI. Which is defined as the dynamic reaction to the player's actions by both NPC's and the game world. After Oblivion, Bethesda began further development of this programming in the Fallout series. However, Radiant AI wasn't perfect and could have used some improvement from the stage it was used in Oblivion. As you might see in the this video.
 
 
 
 
Now we have the fifth and latest edition of the Elder Scrolls, Skyrim. As you might have found out that Skyrims AI is rather more dynamic than its predecessors, more so than I have seen in many games. It is not enough that the NPC's walk around and are sometimes a pain to find, that's ok, it adds quite a bit more immersion. But are prone to make comments about you, your skills and equipment in passing. The feeling that everything you do has some type of meaning in the world of Skyrim is more apparent than ever. 
 
For example, I had just finished upgrading a weapon from it's already upgraded condition - not only did the Smith make a comment, but so did a guard and another passing NPC did as well. Some might call that faulty programming, but it made me stop and notice and in spite of its creepyness, it made me feel a little proud. So proud that I whipped it out and hit Lydia with it a few times, she will get over it. Also I could notice as I went further into the Companions questline, they began speaking to me different, not just in the words, but in the inflections they used, it was their ATTITUDE that changed. 
 
This is all not brand new and I can see how it might be imperfect at certain stages and the nonstop chatter can sometimes get downright annoying. But Radiant AI does offer a deeper amount of immersion into the virtual world of Skyrim. The way that it can be used in MMORPG's would give their gameworld a more dynamic feel to it as not as generic. Consider the option of having an NPC that will not buy your junk if you have a bad rep in the town. I know that withint the World of Warcraft their are roving NPC's, let give that more junction and have them wander between cities in making players need to search for them to either hand in or pick up a quest. Most AI I have felt in MMO's are gateways to getting further through the questline and in our modern MMO's reading quest text is a time waster and players rarely do, but some do.
 
Pick the one on the left!
 
I am interested to see how the AI in the new release of EA's Star Wars: The Old Republic is going to be. What I have been told from players of the beta is that it feels more dynamic than others and when you are in a cutscene and another player is making decisions, it almost feels like you're not talking to an NPC. This has to be seen rather than believed. Bioware has a unique way of delivering its storyline content to their players through the circular choice disk. In giving players more options in their decision making then you can feel more of a part of the story, rather than just breezing over quest text towards the next objective. 
 
Also how the additions of companions within SWTOR looks as an interesting option if these companions also carry unique AI and alignments. For instance, pick up a unique companion that has a very good disposition, make a few mean, evil or SITH decisions and they will start doubting you or eventually leave your charge. This is apparent in games such as Dragons Age, which I know for sure because I lost a few NPC's along the way. Now we have decision making with responsibility, how players with be accountable for their actions in an MMORPG will affect their gameplay. Not as easy as, kill some noobs and get a red label that everyone can kill you, but in the way that it may hurt them in personal ways, like in their wallet. If a player loses reputation within a town, have a bounty put on their head and the a town's powerful vigilante might come looking for them. That would add some spice wouldn't it.
 
AI within video games has come a long way, but I feel that it still has a long way to go. Call me spoiled, but as I log into an MMO and see the same generic looking NPC's sitting in the same generic positions all day erryday, it is a letdown. Being spoiled as playing games with dynamic content from Bioware and Bethesda is raising my bar of quality for my MMORPG's. I come to expect more impact for the decisions that I make, not just from the local NPC, but the game world as well. If I had some powerful tiger as my pet, as I did when I played World of Warcraft, why are other tigers attacking me? They should be bowing down to me and the king of the jungle by my side! Well, maybe not bow, but at least be a little less aggressive. 
 
This might cost a bit more programming along the way, and maybe not work as well within an online game as it would a single-player, but I am looking forward to the further development of Bethesda's Radiant AI system. A better AI would give the developers more content to create within the game as the games reaction to the player, and this would raise the immersion level overall. This also adds to my long, long list of qualities that I am looking for in my perfect MMORPG. I don't think it exists yet, but for now I will enjoy what I have.
 
Play safe,
Frank

Star Wars: The Old Critical Public

Posted by Inktomi Tuesday December 6 2011 at 10:30PM
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Soon we will see what I believe one of the largest releases of a new MMORPG that we haven't in some time. In two weeks Electronic Arts (EA) will release what is currently the most expensive MMORPG ever made. Star Wars:The Old Republic topped out well over $200 million in production fees and renowned financial analyst Michael Pachter sees little room for the games failure. Record numbers of over 2 million beta players and pre-orders are at a high. I have not had the opportunity to partake in beta, nor will I be there for this launch sadly so, but I will have my ear to the ground to hear what the critics and the public are saying. 
 
Know your critics.
 
So far its been a mixed bag of positives and negatives, some people love it and some people hate it creating a virtual breeding ground for arguments, debates and all out flame fests. Wading through all the the posts, videos and blogs I have heard one common thread: It feels like a single player game. This might be true, but then I have to take a good look at WHO is saying certain things, other than just WHAT. If it is a paid critic, I look at the website, sponsors past reviews from the critic so on and so forth. I am not quick to react with either agreement or disagreement. EA is not paying me to defend their game, it will defend itself.
 
I have no personal involvement or investment to the game or the Star Wars genre. I would like to see the game do well, simply because not many games really have done exceptionally well in this space. As quoted from Barry Kotick, Activision CEO "If you look at the history of the people investing in an MMO and achieving success, it's a small number." That maybe true, but many games have had long term success rates and haven't had to knock the ball out of the part off the starting pistol
 
The real show will be how SWTOR does over the long term. That long term performance will really be the gauge on how the game is doing, not by a score on metacritic, not be the score some reviewer who is paid handsomely will give it a good score because he got a beta invite, free copy of the game and a talking to by his editor, but by pure performance. We have seen read some reports that some reviewers were paid or even harrassed into giving games fixed scores, so I take everything I read with a grain of salt. Some people in the industry see this game garnering over 1 million subscriptions that will bring in over $250 million per year. I hope SWTOR does bring in more than that.
 
Wow Killer, Wow Killer!
 
"It's the next WoW killer!", some eager players might say. Well, maybe over the long term it may cost Blizzard a few subscriptions, but I doubt it will ever levy the fatal blow as some say or wish that SWTOR will. How would you kill something that can essentially live forever? Now World of Warcraft of itself, but the company, Blizzard has what it seems an unending supply of money and looking forward, a big lineup of blockbuster games to keep them healthy. 
 
Every time I see someone write: Its the next Wow Killer I tell ya! I smile to myself and keep reading onto the next post. The World of Warcraft still has one card up its sleeve: the option to adopt this wonderful new "freemium" model that so many other games have applied to old or struggling games. You can already play WoW for free for quite a bit as I understand, if they let this game roll under the free to play umbrella, you would see the subcriptions fly through the roof. I am already seeing a surge of new activity for NCSofts' Lineage 2. I am even playing it myself.
 
Find out for yourself.
 
I know that its easy to read a few posts, read a review from your favorite reviewer maybe even watch some gameplay via a stream or Youtube. Nothing will be sufficient to satisfy your own critical opinion except going in yourself and getting your hands dirty. Easy for me to say right? Hey man, SWTOR is a 60 dollar game, 15 dollar fees, I don't have that to throw around every time I wonder. You know what, me neither. I depend on buddy keys, beta invites and trial periods to get the confirmation that I need about a game. I might even have to wait it out for a bit as I am doing with SWTOR until the dust settles then I can possible give it a try. 
 
I do have my ear to the ground and listening for certain rumbling on SWTOR, but will be comfortable with taking a seat and watching the show. At any given time, if I have a chance to play it, I will let you all know. Even then, I would suggest take everything I say with a grain of salt and to try it out for yourselves. Everyone has different tastes.
 
Play safe,
 
FrankSoon we will see what I believe one of the largest releases of a new MMORPG that we haven't in some time. In two weeks Electronic Arts (EA) will release what is currently the most expensive MMORPG ever made. Star Wars:The Old Republic topped out well over $200 million in production fees and renowned financial analyst Michael Pachter sees little room for the games failure. Record numbers of over 2 million beta players and pre-orders are at a high. I have not had the opportunity to partake in beta, nor will I be there for this launch sadly so, but I will have my ear to the ground to hear what the critics and the public are saying. 
Know your critics.
 
 
 
So far its been a mixed bag of positives and negatives, some people love it and some people hate it creating a virtual breeding ground for arguments, debates and all out flame fests. Wading through all the the posts, videos and blogs I have heard one common thread: It feels like a single player game. This might be true, but then I have to take a good look at WHO is saying certain things, other than just WHAT. If it is a paid critic, I look at the website, sponsors past reviews from the critic so on and so forth. I am not quick to react with either agreement or disagreement. EA is not paying me to defend their game, it will defend itself.
 
I have no personal involvement or investment to the game or the Star Wars genre. I would like to see the game do well, simply because not many games really have done exceptionally well in this space. As quoted from Barry Kotick, Activision CEO "If you look at the history of the people investing in an MMO and achieving success, it's a small number." That maybe true, but many games have had long term success rates and haven't had to knock the ball out of the part off the starting pistol
 
The real show will be how SWTOR does over the long term. That long term performance will really be the gauge on how the game is doing, not by a score on metacritic, not be the score some reviewer who is paid handsomely will give it a good score because he got a beta invite, free copy of the game and a talking to by his editor, but by pure performance. We have seen read some reports that some reviewers were paid or even harrassed into giving games fixed scores, so I take everything I read with a grain of salt. Some people in the industry see this game garnering over 1 million subscriptions that will bring in over $250 million per year. I hope SWTOR does bring in more than that.
 
There will be no shortages of opinions on this game once it's released.
 
Wow Killer, Wow Killer!
 
"It's the next WoW killer!", some eager players might say. Well, maybe over the long term it may cost Blizzard a few subscriptions, but I doubt it will ever levy the fatal blow as some say or wish that SWTOR will. How would you kill something that can essentially live forever? Now World of Warcraft of itself, but the company, Blizzard has what it seems an unending supply of money and looking forward, a big lineup of blockbuster games to keep them healthy. 
 
Every time I see someone write: Its the next Wow Killer I tell ya! I smile to myself and keep reading onto the next post. The World of Warcraft still has one card up its sleeve: the option to adopt this wonderful new "freemium" model that so many other games have applied to old or struggling games. You can already play WoW for free for quite a bit as I understand, if they let this game roll under the free to play umbrella, you would see the subcriptions fly through the roof. I am already seeing a surge of new activity for NCSofts' Lineage 2. I am even playing it myself.
 
Find out for yourself.
 
I know that its easy to read a few posts, read a review from your favorite reviewer maybe even watch some gameplay via a stream or Youtube. Nothing will be sufficient to satisfy your own critical opinion except going in yourself and getting your hands dirty. Easy for me to say right? Hey man, SWTOR is a 60 dollar game, 15 dollar fees, I don't have that to throw around every time I wonder. You know what, me neither. I depend on buddy keys, beta invites and trial periods to get the confirmation that I need about a game. I might even have to wait it out for a bit as I am doing with SWTOR until the dust settles then I can possible give it a try. 
 
 
I do have my ear to the ground and listening for certain rumbling on SWTOR, but will be comfortable with taking a seat and watching the show. At any given time, if I have a chance to play it, I will let you all know. Even then, I would suggest take everything I say with a grain of salt and to try it out for yourselves. Everyone has different tastes.
 
Play safe,
 
Frank

Off the Grid: Playing Skyrim with The Immersion Rule Set.

Posted by Inktomi Tuesday November 15 2011 at 5:08PM
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With full knowing that Skyrim is not a MMORPG, I do think the subject content fits though.

Long ago a fellow blogger created a nifty set of rules that would truly raise the immersion level of MMORPG's. Recently with the release of Bethesda's blockbuster fifth installment of the Elder Scrolls Series: Skyrim, I decided to dig them out and apply them.

Here are the full set of updated immersion rules.

So with all that being said, let me get on with how I first sat down with Skyrim. After reading the posts and getting feedback from my friends over in Kangaroo-land, I began to get the feeling that Skyrim will have a lot larger scope than most rpg's. Possibly the most in any franchise, speaking of depth, I feel that Skyrim has more than most MMORPG's I have recently played. Asking myself, how am I going to go about it? Am I going to run with the herd and level fast, get all skills maxed fast, best armor and weapons in the game, finish main quest, dark brotherhood, mage guild etc...

 
No, I'm not going that route, not this time, not ever again.
 
With that decision being made, I wondered how I was going to go about it. Do I just level slowly and take my time, walking everywhere and completing one quest at a time? Then I stumbled across a recent post somewhere nameless and it detailed playing Skyrim in something called "Hardcore Journal Mode." Meaning that you write your backstory along with daily progress in a physical journal; also good for jotting notes and keeping maps etc. The post also detailed no fast travel, cheat codes or mods. Then it struck me to dig into my link bank and pull out the ole' Beau's (Turkey) immersion project guidelines.
 
Every single one of them could be applied in one shape or form. No fast travel is a given, even though its very easy to click on an area discovered and just zip there,  I have been walking everywhere with my trusty sidekick NPC. Although the chat rule of no realism doesn't fit into a roleplay scenario, it doesn't mean I have to sit and talk to myself in character but I do take the time to listen to every NPC's story. Fully hearing out and actually reading quest dialogue. I have the urge to PRESS X AND LETS GOGOGOGO, but I am not. I have learned a lot more about the larger picture of the state of Skyrim as well as small side notes about the people and towns within it. I also take the time to chat with NPC's  that make remarks in passing.
 
Realistic trade works great here as every NPC has a limit of how much gold they have, so if I dump a mass of stuff on them I might tap out all my gold unless I buy stuff in return. Leaving me with an overloaded inventory, but also makes me think about how important some of these nonsense items we collect that are just going to weigh me down aren't worth it. This includes the books, but I am a sucker for grabbing every single book I see. And speaking of books, actually taking a minute when I have downtime, possibly in an inn, to browse the ones that I have hoarded. You can find some really interesting stuff in them, you will recognize a few of them from Oblivion, but there are many new ones as well. 
 
I turned the floating quest guider off, but I am still using the map. I have 2 physical maps, one has no marking on it and I have been referring to that mostly unless I am trying to find a specific place. I do explore much more of my surroundings and landmarks that appear on the hud displays compass which leads me into some interesting situations. I took a few deaths in doing so and makes progress slower, but adds so much more to the immersion factor. 
 
No mods, not now, not ever on the PS3 version that I selected as my first go round. After the mod community has settled in with the new SDK that Bethesda is yet to release, then I will make my necessary upgrades and go get the PC version. Yes, I am going to own 2 skyrims. One will be my Vanilla version only, possibly my honest playthrough, then I will have my mad scientist version that will get modded to the teeth over time, just like my Oblivion and Morrowind was. I might actually be able to get enough immersion mods to create a really hardcore version of Skyrim that will add a realistic hunger and thirst to the game.
 
That reminds me, about food and drink: take a second to eat an apple ingame if I am having a snack in reality. All this dungeon delving can really work up an appetite. I also gave my NPC comrade at arms some food to hold, whether she eats it or not is her choice, not going to force her. That could also be another option for the modders to look into, imagine having another mouth to feed!
 
The weather and day-night system is one of Bethesda's strong points. The weather changes frequently, sometimes even violently in Skyrim, so if I get stuck in some downpour or a snowstorm, I will seek out some shelter and wait it out. Only sleeping during the hours of 11pm to 8am keeps me out of the night so I can travel in the day. Face it, who would realistically begin a long journey in the middle of the night in the rain unless they didn't have to? Or unless they were up to no good.
 
Speaking of no-good-nicks, I haven't found the Dark Brotherhood yet, but have heard of the thieves guild in a town that I am in now. I have decided not to go off too much of the beaten path and sticking with the main questline unless a small sidequest is interesting enough or close enough to make some coin off of.
 
The writing so far for the game has been top-notch and the story is engaging. I have been forced to walk across large parts of the map to accomplish these goals. I can tell you that I have already put some hours into Skyrim, and haven't really begun to scratch the surface. Sometimes the game feels so big that I get overwhelmed by playing it under these conditions, but it's not about beating it and putting it on the shelf, then crawling the internet for the next new, new thing. It's about enjoying a game to its fullest and having a truly great escapist experience. Isn't that why we play these games?
 
The "Official Hardcore Journal and Immersion Rule Version" of Skyrim is working for me so far. I am really enjoying this game and can see myself playing it for a really long time. This might become a standard in my gaming now, having gotten sick of playing as some newer MMORPG's have been fashioned. RUSH-RUSH LEVEL TO CAP THEN RAID-RAID-RAID GET PHAT LOOT AND ROLL AN ALT...
 
No thanks that way of playing has gotten old and leads to a high burnout rate. This way of playing is what you can call, "stopping to smell the roses." So instead of wishing this was an MMORPG, why don't you go out, buy a notebook, start writing and play the game the way its supposed* to be played. Not all the rules may be for you, but try a few out and see how you like it.
 
I would like to give big thanks to BT, or as he's now known as BH who writes the Rise and Shiny article on Massively.com.
 
Play safe,
Inktomi
 
*IMO Only.

So You Think You're Hardcore?

Posted by Inktomi Tuesday October 11 2011 at 1:02AM
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Back history: 'Ardcore was the name of my friend Joe's Warhammer 40K Orc Army. Actually, I named it that because he listened to hardcore punk when he played. I think it was a psychological warfare tactic because I could not even hear myself think when I played him. I always lost also, smart kid.
 
Hardcore Gamer, the label is a both a blessing and a curse within certain circles. "Hardcore" has become the most exalted title within gaming as achieving the highest honors. Being a "casual" gamer has also become the bane of many of the 'Ardcore crowd. I read a few articles in the past and I never really viewed myself as 'Ardcore. The word has been thrown around and I feel that it is a bit on the overused side. Many people here feel that hardcore equates to time spent while playing one particular video game.
 
Fadedbomb felt that a player with a buttload of free time was a powergamer, not as much of a hardcore gamer.
 
Anyware, a friend of mine pointed out some aspects of my gaming habit (addiction) that he felt qualified as 'Ardcore. Feel free to answer the question as you like. I will share them with you.
 
 
1) How many games do you own?
 
All of them, 100-200 maybe 300 if you are counting the ones you sold back after beating them. Is your hard drive packed. Do you have numerous game accounts for one game. If you have 2 accounts for 1 mmo, that to me counts as 2 games. You pay them both, its yours so there you go. Do you have accounts with all of the online downloadable game retailers like GOG.com, Steam, Impulse, Gamersgate and Direct2Drive? Do you shop them regularly, looking for deals? Do you have a heart attack when Steam announces the summer sale? I do.
 
2) How many game systems do you own?
 
Xbox, PS2, PS3, a Nintendo DS and PS1 rolling around somewhere. A netbook, 2 laptops and a desktop rig. Own games for all of them. That's definately on the 'Ardcore side, I know people who still own Sega's and Super Nintendo's though.
 
 
3) How many forums do you lurk?
 
Its easy to have a forums account. Takes seconds to make them and a few minutes to check on them for the regular troll posts and see if anyone has anything interesting to say. I don't know how many forum accounts I have, I have a alphabetical phonebook filled with username and passwords I've collected over the years. I've had to add pages and thankfully its set up as a spiral clip notebook.
 
4) How many websites and blogs to you read weekly or do you write for one?
 
Can't say here, I have my favorites, but that's my tastes. I tend to get into certain websites and lose interest after awhile, but The Escapist, Gamastura and MMORPG.com are staples to me. My chrome is filled with links to any website I feel is interesting at the time, and there is hundreds. If you write articles for a website means you are doing some type of work in the game industry. If you are getting paid or not that's definately 'Ardcore to me.
 
5) Do you listen to podcasts or do you record your own? Do you watch videos on youtube?
 
One of my favorite podcasts, Shut Up, We're Talking was shut down. Now I don't listen to as much as I used to, seems very much as the same old stuff as always. Some are really funny and have a great outlook, but I tend enjoy listening to music on my iPod more than listening to guys talk about games for hours. I do like the Angry Joe show, he's a funny dude with a straight outlook on games.
 
Just sayin'
 
 
Now the big one.
 
6) How many hours a week do you find yourself playing game OR involved with game-related activities.
 
Any game qualifies, Chess, Checkers, World of Warcraft, tabletops, Dungeons and Dragons...EVERYTHING!
 
No, don't try to duck out now. Answer it honestly. Ok, me first. As of right now, over 80 hours. Relax, don't get ready to hit me with the rubber LOSER stamp yet, I actually started a game-related business selling hardgoods ('Ardgoods) online. Its fun and I have made some decent money so far. Its work mind you, not all stars and butterflys in owning your own business but the payoff is that you are on the cutting edge with all the new games that are being released and played. Well, you better be or someone else is going to get the sale. But the downside is, that my video game playing has dropped off considerably due to time needed to get this up and running.
 
But if you don't have a business, and still spend that much time involved with gaming then you have successfully made it into the 'Ardcore club. Because I don't think of gaming as a hobby for most people. I think its a lifestyle, as any other competitive sport such as bodybuilding, marathon running or even playing sports competitively. Its part of your life, you spend a lot of time honing your abilities and practicing as you play the game. 
 
7) Last question....Do you buy newly released games on opening day?
 
Its really a simple yes or no. Yes, because you are anticipating the games release. Means you dedicated a certain amount of time on researching it, watching trailers etc. It all adds up.
 
 
Now let's look at the same person that you might call "casual." He own 8 systems, buys a new game every time its released, plays an MMO on his off time for only 6-8 hours a week, listens to podcasts, makes posts here or another forum and let say he plays a tabletop game with some friends on the weekend. All and all, that equates to 20-30 hours a week, give or take. 
 
And you would still call him casual. 
 
Now add up your game time and compare. That's right. I think that the industry needs to rethink what the real definition of a hardcore and a casual gamer means.

In response: Five 'Financial' Reasons Why Your MMO Should Go Free to Play.

Posted by Inktomi Wednesday September 28 2011 at 1:47PM
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By all means this blog is not here to attack or demean anyones point of view. This blog is just my ramblings to put the "suity" spin on the game industry. I try to look at things from the down and gritty, money lubbing end of the MMO genre.
 
 Today Bill Murphy released his satirical view on why MMORPG's should abandon the traditional western business model to adopt the "free" to play model. The freemium model that was made popular by mmorpg's made in the far eastern end of the globe. I loved it, I loved it so much that it got my gears spinning. So decided to dust off MMO MONEY and look at this article from a realistic economic viewpoint. At the end of the day, this is all a business and the business of fun is very lucrative as of late.
 
 
This business from the top-down has a pecking order, everyone has to answer to someone. At the top we have the CEO's, the big cheeses that call the shots (like a baws) and they answer to shareholders, investors and alike. You might think this is boring, but this is what makes your beloved MMO's go 'round folks. Nothing is for nothing here and it cost BIG MONEY to make these games. These are some of the reasons why the big bawsess could make the call to turn to the free to play model.
 
5) Because your players are tired of juggling 2-3 game subscriptions.
 
Let's face it, the industry is growing quickly and more and more games are being released every year. Who has it in them to juggle 4,5 or 6 or more game accounts on their credit cards. Or be bothered to go out and buy game time cards. By doing away with a subscription takes the heat off of the wallet to some degree. Giving players the financial freedom to "spread it around" as they wish. 
 
If I had $15.00 a month to spend and 3 games on my hard drive I could spend $5.00 each per month and keep all three right? Right?
 
Wrong. 
 
These new "free to play" games, and I will take a look at Turbine's Lotro and Dungeons and Dragons Online, they like to offer these "VIP" member ship plans that cost around...let me guess..$15.00 each. Still offering your players financial choice and freedom is really giving them a false sense of security. On the flip side, limiting them to the degree of uncomfortability, they will spend the $15 to unlock the real potential of the game. Many of the extras that are offereed in the item mall are now released to these "VIP" members
 
Meanwhile, with "subscription' money still showing on the books, you can make all that juicy extra money as they drift towards some of the attractive offers held in the item mall/cash shop. Some call it "double dipping."
 
4) So you can lower the "barrier of entry."
 
I think Bill hit this, but I will hit it harder. What is the cost of downloading a free client and installing it on your hard drive? NADA. So why not give (Insert game here) a roll, its been out for X years, never played it and I was not buying it. I'll download it and check it out for free. It's free right?
 
"The first one is free, the next one you have to pay for"
 
Way to reel them in. Heck, you made enough money on the box sales didn't you? As a CEO, you want traffic in your game. Even though little johnny will log in for maybe 1-2 hours, he will see a lot of people in the starter zone and that looks good to him. "Hey, they said this game was dead?", he says, "Look at all these people, Imma get to level 10 tonight!" 
 
In MMORPG's we are the content, we are the driving force of the ingame economy and the type of experience people have when they play. Its all about human interaction. Would EVE be EVE if there were no gatecamps? Thats what makes these games more exciting is the interaction with other players. So little johnny will be scooped up by a small guild, he likes the game, then you hit him with the VIP membership and we are off to the races.
 
All you have to do is get them in the door.
 
 
3) Because deep down no one wants to look like everyone else.
 
Bill got this too, using sneakers, but I am going a little deeper.
 
Let's face it. The fashion industry is the fashion industry because people like you and me actually care about how they look. Its a bazillion dollar a year industry that runs in cycles year after year. Gotta have the winter - summer - fall wardrobe.
 
What makes you think anything is different in the virtual world?
 
The research has been done and done some more. The sociologist wrote about it, the economic professors wrote about it and even CCP wrote about it in "Greed is Good": Players will pay extra to look different from everyone else and look better. Its why we raid, why we pvp and actually care about our numbers because that is our end of the payoff. In virtual the only thing we have is our skills, our numbers and the way we look.
 
Be honest, on the PvP field isn't it good to say "I am better than you and LOOK AT WHAT I GOT or WHAT I CAN DO!" Better yet! You, the developer can capitalize on it! By offering many different vanity items in the mall, players will be compelled to sport the latest and greatest virtual fashions.
 
Why? Because if your guild leader has the blue hair, and your buddy has the green and that bright orange mohawk just screams "COOL!" And its yours for only 400 points in the item mall which is worth $4.00 USD, but you can't just buy $4.00 gotta buy five so I have an extra dollar left over and that shirt for $2.00 is orange too..so I just can't buy five, I gotta buy TEN!
 
See the cycle? Go get em tiger.
 
 
2) Because the revenue is there and all the other companies are making more money than you doing it.
 
CEO's are not stupid people, and they talk to each other. You might actually think there is competition, there is, but there is a deep sense of comraderie amongst the top brass.
 
Businessman A: "Since we adopted free to play, our revenues are up over 100%"
 
Businessman B: "Really, the game has stagnated and our growth is beginning to decline. We have noticed a small decrease in new subscriptions too."
 
Businessman A: "Well, we took the game into a second beta, we invested some money into what our marketing department felt was going to bring in extra income. We got the notoriety of making the move to free to play, another beta cycle and a second release of the game. You know how much these people love to get into betas. (chuckles) On top of that we are offering customers a 'VIP' program that will serve as a turnkey to the real potential of the game."
 
Businessman B: "Sounds risky, how did you know it would be successful?"
 
Businessman A: "I looked at what Businessman C was doing"
 
Businessman C: (staggering onto the golf course) "Ohai! I am making a killing on these sales from item malls and secondary subscriptions."
 
 
And thats how the wildfire starts. Most software companies don't ever tell the public whats going on, but they definately will trade notes with their peers.
 
1) Ye' Olde Bait and Switch.
 
Ok, this is going to be difficult to explain but I will try my best. This is something called "A long tail."
 
Most new game releases really look for one thing, is how much they make off of the release of the initial box sales. Thats the head of the product, the beginning of the cycle. Where most marketing campaigns are staged and were the company hopes to recoup most if its investment. Advertisinig money is spent, hype articles are written, videos are teased and teased some more.
 
Closed Beta starts along with the release buzz. Players start talking and reservations are being made.
 
BOOM! Game is released after an open beta and the firstnerds have to run in and buy it. The collectors edition is more expensive and hopefully the company can turn around and show their investors a profit from the initial onslaught.
 
Remember, the development money has to come from somewhere. Its investors that shell out hoping to think they will make it back. Even bank loans count as investors because they are charging interest from a loan that needs to be paid off. 
 
No one is in this to lose money.
 
Ok, over time the game gets a bad rap. That initial sales drive starts to slooowwwww down, even fall off a cliff in some cases. My game is failing!! What do I do?
 
In order to keep sales afloat, showing investors and shareholders a positive cash flow, they need to keep that "long tail" of the game flowing. That tail is the latecomers, the people who are buying into it later than the firstnerd herd (TM). If the game is struggling due to bad publicity then just..
 
SWITCH TO FREE TO PLAY!
 
 
And that's when reasons 2-5 kick in and you can keep your doors open, you can keep your employees from burning your building down. Heck, you might even show enough positive revenue to get another round of fresh money coming in.
 
Then you can make your second or third game...
 
:::Rubs hand together:::
 
 
Thats a wrap folks, hope I broke it down in an interesting and insightful manner. I've been in those meeting where the companies roll in with their dog and pony shows. They want to raise money for this or that, its all the same thing. When a person puts some money down into an idea that they think will make them money in the long run, the company has to show them how they are going to make it back.  
 
It's easier to show revenue on charts when you have a monthly subscription that will show a steady stream of revenue. Free to play is the "if bet", the X Factor. No one likes to invest into an "X Factor." Well, some do, but not many. Its easier to make the switch after all is said and done and the suits have paid off the suits.
 
Good luck, play safe.
 
Inktomi
 
By all means this blog is not here to attack or demean anyones point of view. This is just to put the "suity" spin on the game industry. I try to look at things from the down and gritty, money lubbing end of the MMO genre.
 
 Today Bill Murphy released his satirical view on why MMORPG's should abandon the traditional western business model to adopt the "free" to play model. The freemium model that was made popular by mmorpg's made in the far eastern end of the globe. I loved it, I loved it so much that it got my gears spinning. So decided to dust off MMO MONEY and look at this article from a realistic economic viewpoint. At the end of the day, this is all a business and the business of fun is very lucrative as of late.
 
This business from the top-down has a pecking order, everyone has to answer to someone. At the top we have the CEO's, the big cheeses that call the shots (like a baws) and they answer to shareholders, investors and alike. You might think this is boring, but this is what makes your beloved MMO's go 'round folks. Nothing is for nothing here and it cost BIG MONEY to make these games. These are some of the reasons why the big bawsess could make the call to turn to the free to play model.
 
5) Because your players are tired of juggling 2-3 game subscriptions.
 
Let's face it, the industry is growing quickly and more and more games are being released every year. Who has it in them to juggle 4,5 or 6 or more game accounts on their credit cards. Or be bothered to go out and buy game time cards. By doing away with a subscription takes the heat off of the wallet to some degree. Giving players the financial freedom to "spread it around" as they wish. 
 
If I had $15.00 a month to spend and 3 games on my hard drive I could spend $5.00 each per month and keep all three right? Right?
 
Wrong. 
 
These new "free to play" games, and I will take a look at Turbine's Lotro and Dungeons and Dragons Online, they like to offer these "VIP" member ship plans that cost around...let me guess..$15.00 each. Still offering your players financial choice and freedom is really giving them a false sense of security. On the flip side, limiting them to the degree of uncomfortability, they will spend the $15 to unlock the real potential of the game. Many of the extras that are offereed in the item mall are now released to these "VIP" members
 
Meanwhile, with "subscription' money still showing on the books, you can make all that juicy extra money as they drift towards some of the attractive offers held in the item mall/cash shop. Some call it "double dipping."
 
4) So you can lower the barrier of entry.
 
I think Bill hit this, but I will hit it harder. What is the cost of downloading a free client and installing it on your hard drive? NADA. So why not give (Insert game here) a roll, its been out for X years, never played it and I was not buying it. I'll download it and check it out for free. It's free right?
 
"The first one is free, the next one you have to pay for"
 
Way to reel them in. Heck, you made enough money on the box sales didn't you? As a CEO, you want traffic in your game. Even though little johnny will log in for maybe 1-2 hours, he will see a lot of people in the starter zone and that looks good to him. "Hey, they said this game was dead?", he says, "Look at all these people, Imma get to level 10 tonight!" 
 
In MMORPG's we are the content, we are the driving force of the ingame economy and the type of experience people have when they play. Its all about human interaction. Would EVE be EVE if their were no gatecamps? Thats what makes these games more exciting is the interaction with other players. So little johnny will be scooped up by a small guild, he likes the game, then you hit him with the VIP membership and we are off to the races.
 
All you have to do is get them in the door.
 
3) Because everyone does not want to look like everyone else.
 
Let's face it. The fashion industry is the fashion industry because people like you and me actually care about how they look. Its a bazillion dollar a year industry that runs in cycles year after year. Gotta have the winter - summer - fall wardrobe.
 
What makes you think anything is different in the virtual world?
 
The research has been done and done some more. The sociologist wrote about it, the economic professors wrote about it and even CCP wrote about it in "Greed is Good": Players will pay extra to look different from everyone else and look better. Its why we raid, why we pvp and actually care about our numbers because that is our end of the payoff. In virtual the only thing we have is our skills, our numbers and the way we look.
 
Be honest, on the PvP field isn't it good to say "I am better than you and LOOK AT WHAT I GOT or WHAT I CAN DO!" Better yet! You, the developer can capitalize on it! By offering many different vanity items in the mall, players will be compelled to sport the latest and greatest virtual fashions.
 
Why? Because if your guild leader has the blue hair, and your buddy has the green and that bright orange mohawk just screams "COOL!" And its yours for only 400 points in the item mall which is worth $4.00 USD, but you can't just buy $4.00 gotta buy five so I have an extra dollar left over and that shirt for $2.00 is orange too..so I just can't buy five, I gotta buy TEN!
 
See the cycle? Go get em tiger.
 
2) Because the revenue is there and all the other companies are making more money than you doing it.
 
CEO's are not stupid people, and they talk to each other. You might actually think there is competition, there is, but there is a deep sense of comraderie amongst the top brass.
 
Businessman A: "Since we adopted free to play, our revenues are up over 100%"
 
Businessman B: "Really, the game has stagnated and our growth is beginning to decline. We have noticed a small decrease in new subscriptions too."
 
Businessman A: "Well, we took the game into a second beta, we invested some money into what our marketing department felt was going to bring in extra income. We got the notoriety of making the move to free to play, another beta cycle and a second release of the game. You know how much these people love to get into betas. (chuckles) On top of that we are offering customers a 'VIP' program that will serve as a turnkey to the real potential of the game."
 
Businessman B: "Sounds risky, how did you know it would be successful?"
 
Businessman A: "I looked at what Businessman C was doing"
 
Businessman C: (staggering onto the golf course) "Ohai! I am making a killing on these sales from item malls and secondary subscriptions."
 
And thats how the wildfire starts. Most software companies don't ever tell the public whats going on, but they definately will trade notes with their peers.
 
1) Ye' Olde Bait and Switch.
 
Ok, this is going to be difficult to explain but I will try my best. This is something called "A long tail."
 
Most new game releases really look for one thing, is how much they make off of the release of the initial box sales. Thats the head of the product, the beginning of the cycle. Where most marketing campaigns are staged and were the company hopes to recoup most if its investment. Advertisinig money is spent, hype articles are written, videos are teased and teased some more.
 
Closed Beta starts along with the release buzz. Players start talking and reservations are being made.
 
BOOM! Game is released after an open beta and the firstnerds have to run in and buy it. The collectors edition is more expensive and hopefully the company can turn around and show their investors a profit from the initial onslaught.
 
Remember, the development money has to come from somewhere. Its investors that shell out hoping to think they will make it back. Even bank loans count as investors because they are charging interest from a loan that needs to be paid off. 
 
No one is in this to lose money.
 
Ok, over time the game gets a bad rap. That initial sales drive starts to slooowwwww down, even fall off a cliff in some cases. My game is failing!! What do I do?
 
In order to keep sales afloat, showing investors and shareholders a positive cash flow, they need to keep that "long tail" of the game flowing. That tail is the latecomers, the people who are buying into it later than the initial herd. If the game is struggling due to bad publicity then just..
 
SWITCH TO FREE TO PLAY!
 
And that's when reasons 2-5 kick in and you can keep your doors open, you can keep your employees from burning your building down. Heck, you might even show enough positive revenue to get another round of fresh money coming in.
 
Then you can make your second or third game...
 
:::Rubs hand together:::
 
 
Thats a wrap folks, hope I broke it down in an interesting and insightful manner. I've been in those meeting where the companies roll in with their dog and pony shows. They want to raise money for this or that, its all the same thing. When a person puts some money down into an idea that they think will make them money in the long run, the company has to show them how they are going to make it back.  Its easier to show revenue on charts when you have a monthly subscription that will show a steady stream of revenue. Free to play is the "if bet", the X Factor. No one likes to invest into an "X Factor." Well, some do, but not many. Its easier to make the switch after all is said and done and the suits have paid off the suits.
 
Good luck, play safe.
 
Inktomi
 
all means this blog is not here to attack or demean anyones point of view. This is just to put the "suity" spin on the game industry. I try to look at things from the down and gritty, money lubbing end of the MMO genre.
 
 Today Bill Murphy released his satirical view on why MMORPG's should abandon the traditional western business model to adopt the "free" to play model. The freemium model that was made popular by mmorpg's made in the far eastern end of the globe. I loved it, I loved it so much that it got my gears spinning. So decided to dust off MMO MONEY and look at this article from a realistic economic viewpoint. At the end of the day, this is all a business and the business of fun is very lucrative as of late.
 
This business from the top-down has a pecking order, everyone has to answer to someone. At the top we have the CEO's, the big cheeses that call the shots (like a baws) and they answer to shareholders, investors and alike. You might think this is boring, but this is what makes your beloved MMO's go 'round folks. Nothing is for nothing here and it cost BIG MONEY to make these games. These are some of the reasons why the big bawsess could make the call to turn to the free to play model.
 
5) Because your players are tired of juggling 2-3 game subscriptions.
 
Let's face it, the industry is growing quickly and more and more games are being released every year. Who has it in them to juggle 4,5 or 6 or more game accounts on their credit cards. Or be bothered to go out and buy game time cards. By doing away with a subscription takes the heat off of the wallet to some degree. Giving players the financial freedom to "spread it around" as they wish. 
 
If I had $15.00 a month to spend and 3 games on my hard drive I could spend $5.00 each per month and keep all three right? Right?
 
Wrong. 
 
These new "free to play" games, and I will take a look at Turbine's Lotro and Dungeons and Dragons Online, they like to offer these "VIP" member ship plans that cost around...let me guess..$15.00 each. Still offering your players financial choice and freedom is really giving them a false sense of security. On the flip side, limiting them to the degree of uncomfortability, they will spend the $15 to unlock the real potential of the game. Many of the extras that are offereed in the item mall are now released to these "VIP" members
 
Meanwhile, with "subscription' money still showing on the books, you can make all that juicy extra money as they drift towards some of the attractive offers held in the item mall/cash shop. Some call it "double dipping."
 
4) So you can lower the barrier of entry.
 
I think Bill hit this, but I will hit it harder. What is the cost of downloading a free client and installing it on your hard drive? NADA. So why not give (Insert game here) a roll, its been out for X years, never played it and I was not buying it. I'll download it and check it out for free. It's free right?
 
"The first one is free, the next one you have to pay for"
 
Way to reel them in. Heck, you made enough money on the box sales didn't you? As a CEO, you want traffic in your game. Even though little johnny will log in for maybe 1-2 hours, he will see a lot of people in the starter zone and that looks good to him. "Hey, they said this game was dead?", he says, "Look at all these people, Imma get to level 10 tonight!" 
 
In MMORPG's we are the content, we are the driving force of the ingame economy and the type of experience people have when they play. Its all about human interaction. Would EVE be EVE if their were no gatecamps? Thats what makes these games more exciting is the interaction with other players. So little johnny will be scooped up by a small guild, he likes the game, then you hit him with the VIP membership and we are off to the races.
 
All you have to do is get them in the door.
 
3) Because everyone does not want to look like everyone else.
 
Let's face it. The fashion industry is the fashion industry because people like you and me actually care about how they look. Its a bazillion dollar a year industry that runs in cycles year after year. Gotta have the winter - summer - fall wardrobe.
 
What makes you think anything is different in the virtual world?
 
The research has been done and done some more. The sociologist wrote about it, the economic professors wrote about it and even CCP wrote about it in "Greed is Good": Players will pay extra to look different from everyone else and look better. Its why we raid, why we pvp and actually care about our numbers because that is our end of the payoff. In virtual the only thing we have is our skills, our numbers and the way we look.
 
Be honest, on the PvP field isn't it good to say "I am better than you and LOOK AT WHAT I GOT or WHAT I CAN DO!" Better yet! You, the developer can capitalize on it! By offering many different vanity items in the mall, players will be compelled to sport the latest and greatest virtual fashions.
 
Why? Because if your guild leader has the blue hair, and your buddy has the green and that bright orange mohawk just screams "COOL!" And its yours for only 400 points in the item mall which is worth $4.00 USD, but you can't just buy $4.00 gotta buy five so I have an extra dollar left over and that shirt for $2.00 is orange too..so I just can't buy five, I gotta buy TEN!
 
See the cycle? Go get em tiger.
 
2) Because the revenue is there and all the other companies are making more money than you doing it.
 
CEO's are not stupid people, and they talk to each other. You might actually think there is competition, there is, but there is a deep sense of comraderie amongst the top brass.
 
Businessman A: "Since we adopted free to play, our revenues are up over 100%"
 
Businessman B: "Really, the game has stagnated and our growth is beginning to decline. We have noticed a small decrease in new subscriptions too."
 
Businessman A: "Well, we took the game into a second beta, we invested some money into what our marketing department felt was going to bring in extra income. We got the notoriety of making the move to free to play, another beta cycle and a second release of the game. You know how much these people love to get into betas. (chuckles) On top of that we are offering customers a 'VIP' program that will serve as a turnkey to the real potential of the game."
 
Businessman B: "Sounds risky, how did you know it would be successful?"
 
Businessman A: "I looked at what Businessman C was doing"
 
Businessman C: (staggering onto the golf course) "Ohai! I am making a killing on these sales from item malls and secondary subscriptions."
 
And thats how the wildfire starts. Most software companies don't ever tell the public whats going on, but they definately will trade notes with their peers.
 
1) Ye' Olde Bait and Switch.
 
Ok, this is going to be difficult to explain but I will try my best. This is something called "A long tail."
 
Most new game releases really look for one thing, is how much they make off of the release of the initial box sales. Thats the head of the product, the beginning of the cycle. Where most marketing campaigns are staged and were the company hopes to recoup most if its investment. Advertisinig money is spent, hype articles are written, videos are teased and teased some more.
 
Closed Beta starts along with the release buzz. Players start talking and reservations are being made.
 
BOOM! Game is released after an open beta and the firstnerds have to run in and buy it. The collectors edition is more expensive and hopefully the company can turn around and show their investors a profit from the initial onslaught.
 
Remember, the development money has to come from somewhere. Its investors that shell out hoping to think they will make it back. Even bank loans count as investors because they are charging interest from a loan that needs to be paid off. 
 
No one is in this to lose money.
 
Ok, over time the game gets a bad rap. That initial sales drive starts to slooowwwww down, even fall off a cliff in some cases. My game is failing!! What do I do?
 
In order to keep sales afloat, showing investors and shareholders a positive cash flow, they need to keep that "long tail" of the game flowing. That tail is the latecomers, the people who are buying into it later than the initial herd. If the game is struggling due to bad publicity then just..
 
SWITCH TO FREE TO PLAY!
 
And that's when reasons 2-5 kick in and you can keep your doors open, you can keep your employees from burning your building down. Heck, you might even show enough positive revenue to get another round of fresh money coming in.
 
Then you can make your second or third game...
 
:::Rubs hand together:::
 
 
Thats a wrap folks, hope I broke it down in an interesting and insightful manner. I've been in those meeting where the companies roll in with their dog and pony shows. They want to raise money for this or that, its all the same thing. When a person puts some money down into an idea that they think will make them money in the long run, the company has to show them how they are going to make it back.  Its easier to show revenue on charts when you have a monthly subscription that will show a steady stream of revenue. Free to play is the "if bet", the X Factor. No one likes to invest into an "X Factor." Well, some do, but not many. Its easier to make the switch after all is said and done and the suits have paid off the suits.
 
Good luck, play safe.
 
Inktomi

Star Wars: The Old Republic Pre-Order Rundown

Posted by Inktomi Thursday July 21 2011 at 1:00PM
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Bioware

Collectors Edition:

$149.99

Here's what you get with every pre-order:

  • Early game access (gogo headstart!)
  • Color Stone (Changes weapon effect)
  • 30 Days of Game time (standard)
These benefits are also offered with Standard and Digital Deluxe Editions.
 
But...you also get with the Limited Collectors Edition and Digital Deluxe Editions, five virtual items:
 
  • Flare Gun (Waht?)
  • Training Droid 
  • Holodancer (Hot)
  • Holocam 
  • STAP (Whats a STAP? An ingame vehicle, see pic below)
Someone STAP me from buying this.
 
But that's not all folks! Items exclusive to the Limited Collectors Edition as follows:
 
  • Exclusive Gentle Giant Darth Malgus Statue (He's gentle!)
  • Collectible metal case for game disks
  • The Journal of Master Gnost-Dural as annotated by Satele Shan
  • The Old Republic Galaxy Map (That sounds cool)
  • Custom Security Authorization Key 
  • Music of SW:TOR (so you can geek out on your ipod while AFK)
  • High Quality Collectors Editon Box (That will sit in your closet or shelf)
Wait, wait...if you shop now you can also get these two EXCLUSIVE virtual items!!!
 
  • Mouse Droid (now all you need is a Cat Droid and you can have the Tom and Jerry set)
  • Exlusive Collectors Editon Store that comes stat with an NPC that sells items available only to purchasers of the collector edition. (Them better be gold in them thar hills!)
The Pre-order is available on the EA's Digital Digital Distribution Manager, Origin or through many retail partners.
 
Got all that?
 
IMO: They spent $300 million dollars in the creation of the SW:TOR MMORPG and someone has got to pay for it. If you are a diehard Star Wars fan, this will be for you. If you need the perks in the early levels, it would also be something you might want to look into. From what I hear that other members have had problems with pre-ordering and that they get feedback that THERE IS A GOOD CHANCE that they might get a pre-order. 
 
 
It looks like there is going to be a large amount of pre-orders and limited supply. If this is something you are really interested in, I have to say better act soon. For me, I am not a diehard Star Wars fanatic, even though I grew up on it, I am still waiting for release. 
 
The Dollars and Sense
 
Is it worth it? Well, the game will run you $60 stat, and that includes a free month so that less $15, but that is a given in box sales nowadays. All the other fluff is running you an extra $75. Each of the other items being virtual and real (the quality box included) breaks down to $5 each. Is each one of those items worth $5 in the scheme of things? If you were going to buy them from a virtual store they might run you more or less. Who knows what a virtual mouse droid is worth...its like a fake of a fake. I've seen people pay more for less.
 
You can click the picture above for the direct link to the store. This is not a sales pitch, but a friendly warning that if you want it now, you better make a move. Remember: Buyer beware, you are going to get what you pay for, you are dealing with EA. Release is rumored to be sometime *between now and the end of the year and the beta schedule has already begun. I have a gut feeling that they are going to need a bigger boat. 
 
By the pricking of my thumbs...
 
Play safe,
 
Inktomi
 
* correction from intel recieved from member, Kothoses, thanks for the heads up. I'm in the SWTOR thread right now and don't see any confirmation of the beta. If anyone can confirm this please let me know, I took his word for it. I am not a perfect writer. Now if I was perfect, I would already have a book deal.
 
* From an EA investor relation release, "BioWare also proudly announced today that Star WarsThe Old Republic will open "Beta Test Weekends" starting this September. These weekend play sessions will be open to selected players worldwide and create an opportunity for fans to get a sneak peek of the epic stories, worlds, quests, battles and characters in the game."
 
and...
 
* "We are targeting Star Wars: The Old Republic to be one of the biggest launches of holiday 2011," said Dr. Ray Muzyka, Group General Manager and Co-Founder, BioWare and Senior Vice President, Electronic Arts
 
Again, I might be wrong...

What's Missing from Metacritic

Posted by Inktomi Monday July 18 2011 at 11:36AM
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 Metacritic, the popular aggregator website has been making the news lately since the co-founder and editor of game reviews, Marc Doyle, spoke publicly via Skype on the A Jump, B Shoots Podcast. Metacritic is an aggregator that collects critical review scores for different types of media, such as games, music and movies. Then Metacritic applies a weighted average and posts that average in an easy to read, color coded format called a Metascore along with a blurb of the article and a link to the original review. The website has often been under fire for becoming the de-facto standard ratings system on the internet and that Metacritic ratings are incomplete as they do not incorporate every reviewing website, only the ones they choose. Looking at the overall ratings for games in general and then picking out smaller samplings of ratings particular to MMORPG’s I discovered just how flawed and incomplete Metacritics ratings are for this genre in particular. 

The Power of the Meta

 
When one is considering on making a new purchase for themselves, especially a new MMORPG, they are immediately faced with the question, “Which is the best and what is worth the money?” For some of us that are veterans of the gaming online gaming arena, we know what to look for, who to talk to and how to go about it with the most limited risk. Yet, for some new to MMORPG’s can easily become confused and inundated with opinions and advertisements. Enter Metacritic, who single handedly collects reviews from some large, well known websites and some smaller ones as well. Now the consumer has a one-stop-shop for all skinny on a new MMORPG or an older one. Many consumers can be easily swayed by a metascore, these scores have to be correct in order for a consumer to make the most informed decision when approaching a new purchase.
 
Lack of Evolution 
 
One of the problem’s with Metacritic’s scoring system for MMORPG’s is the fact that they do not incorporate re-reviews of existing games, just post the immediate reviews that were released simultaneously with the game. MMORPG’s have the nasty habit of changing over time, especially with the new trend of subscription based games adopting the new Free-to-play subscription model. Take into consideration Dungeons & Dragons Online, by Turbine Inc. was one of the first games to make the power move to free-to-play status, many changes were made to the game. The latest reviews posted on Metacritic are dated 2006, that’s quite a few years ago and Turbine Inc. has made many improvements to this game. The latest re-review on our own MMORPG.com rates this 8 for great! This stands in line with some of the older reviews on Metacritic, yet the weighted score is still a respectable 74, dragged down by some reviewers that gave D & D Online scores of 60 or lower. Now if those other review sites and Metacritic were as insightful and intuitive as MMORPG.com and re-reviewed the new, improved Dungeons & Dragons Online, then we might see a higher overall weighted score of 80, or above. As time goes on, many MMORPG developers make sweeping changes to their existing games by ways of patches and expansions; many have reviews of their expansions, yet not applied to the original games score. Re-review and averaging in new scores for new content for MMORPG’s would be something for Metacritic to look at. 
 
The Darkfall Dilemma and the Case of the Missing Scores
 
 
When looking through Metacritic for scoring of popular MMORPG’s I discovered some games that were missing metascores and that disabled the game from showing weighted average. Darkfall was one of the games that I found to have 2 scores missing from their average and one of the reviews used was the controversial Eurogamer review that has been retracted and issued a re-review. To bring it up to speed in short form: a game reviewer from Eurogamer gave Darkfall a score of a 2; Tasos Flamboras, associate producer of Darkfall Online, looked through log records and announced that the reviewer was logged in for a total of 3 hours with most of that time be in the character creation screen. Eurogamer then issued an apology and offered a re-review that Tasos turned down. Eurogamer then re-reviewed Darkfall anyway and issued it a 4. You can read both reviews on the Eurogamer website. I also know for a fact that some of their accepted websites have issued reviews for Darkfall and those haven’t been added to the average. This inconsistency has also affected a game such as Aion as the new Assault on Balaurea expansion hasn’t been issued any additional review scores to enable it to have a proper weighted average. These types of holes need to be filled before Metacritic announces to the game review industry what it needs to review, because some reviews are not added to the average and that gives consumers an incomplete picture of the product.
 
WE do need to review EVERYTHING
 
Picture Compliments of Joystickdivision.comOne thing I have to agree with Marc Doyle (picture right) that he mentioned in the interview with the A Jumps, B Shoots podcast is that he said, “We need to review all the S*&t.” I tend to agree with him for the fact that some games listed here and are functional MMORPG’s such as Xsyon and Wurm Online don’t even have entries on Metacritic. The game Valkyrie Sky by Yolim Entertainment has an entry, but not one single review listed. It is important to give a complete picture of ALL games in order to have a correct weighted average. Not to say that any of these games are bad, but it sometimes takes one game to either have the worst score to determine the average. Due to this, Metacritics average scores page is incomplete, inconclusive and the review sites such as our own MMORPG.com need to fill in those blanks. There is also a side column for user scores, we as players, need to step up and look at everything as a whole. Endure the hours it takes to give something a real review, post an honest point of view and fill in the blanks with some professional content where the pro’s fall short.
 
Fallen Earth IS NOT LIKE Fallout 3
 
MMORPG’s, MMOG’s and online games in general need their own category listed on Metacritic. If you look through all the MMORPG’s that are listed on Metacritic, they all fall into the same category: Role-playing PC games. That is a correct assumption, that’s exactly what MMORPG’s are in essence, but they are a vastly different. MMORPG’s count on players to be part of the content, while single-player games count on only one player to interact with the AI of the game. MMORPG’s evolve over time and change, while a single player game might have some additional DLC content, more often those types of games have the developing studio release a sequel and stop development for the previous game. Single player role-playing games more often than not have a beginning and an end, meanwhile MMORPG’s are an ongoing process of character development and do not ever end, unless the player stops paying for the subscription and paying for the game. That brings up the last point that most MMORPG’s have a subscription cost or an item mall, some type of method that the player will have to pay additional money to play the game. This is a big difference between both the single player and online genre. One type of game will continuously require additional investment of the player to enjoy the game, meanwhile one does not. This is really important when a player is making the decision to buy into a new online game as they need to know they are getting the most for their money.
 
If someone chooses to use Metacritic as a reference guide, then they should be able to compare all the games of the same genre together in one category. A consumer has the right to see complete and updated metascores for game reviews, since as time goes on many online games go through deep changes. All games in the same space need to be reviewed so the consumer can have a proper average, not just a top heavy average weighted by all the most popular games. If Metacritic was able to implement all of these changes then it would give that their aggregated scores as well as the game review industry more credibility as a whole. As a consumer, I want to see the whole complete picture, all the pretty and the ugly too, in full, when making my decisions.