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All Posts by Tuor7

All Posts by Tuor7

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6 posts found

Subscription-based is the only way for me. The moment micro-transactions get involved, it changes the relationship between the game developer/publisher and the player. With a sub, you pay once and everyone has access to the exact same content and then it's up to the game to keep you coming back for more. But with F2P and micro-transactions, the goal is to get you to use the cash shop -- it's a different goal, and it shows.

I've tried F2P-type games and B2P games. I've never stayed with them for more than a month. They leave a bad taste in my mouth, and generally just annoy the heck out of me.

Originally posted by Slappy1

Many will see this as ptw,but what is the person with vip actually winning?From what I'm seeing the vip will have an advantage while leveling up,or at cap I guess.

If everyone is striving toward the same goal,what's the problem?Who care's if joe schmoe get's there first.You can argue that it can affect the ah and making gold (if there is one in this game).After the first couple week's that pretty much disappear's.

How about we play a game of chess, and I'll just buy an extra queen for my side. No biggy, right?

What's the point of a game if the people in it don't all play by the same rules? Once you can buy better stuff using real life money, then it's not a fair game anymore.

Originally posted by zwei2

It is great to see SOE is improving Vanguard. Now the real challenge is to invite people to play the game...

It won't help. The name was tarnished beyond repair after the dreadful launch. In the MMO world, it is *very* rare for any game to come back after badly flubbing its launch. Vanguard was, as has been said earlier, a greatly anticipated game. Even after the ugliness regarding the dev and the producers (Microsoft then SOE), there was still a lot of hope it would be a great game. When that sort of hope and anticipation is crushed so thoroughly, that's it for the game ever becoming a big player in the future. It might still hang around, as Vanguard has, but it'll never be great or well-populated. That's just how it is.


It wouldn't bother me at all if all F2P games shut down. When I found out that GW2 used programming that altered drop rates for certain items depending on how much they were going for in the Game Store, I was left with a sour taste in my mouth and quit not too long afterwards. I came to realize that F2P games alter things to nudge you to buy from their store and fill their pockets. Personally, I'd much rather spend a fixed amount of money and not wonder whether drop rates were being manipulated or if certain items simply could not be found in-game. It just changes the whole relationship between game and gamer, IMO. But, I guess some people like it that way, and that's their business, I just won't contribute to it.

Keep in mind that if you're getting differing amounts of content depending on how much you pay, then you're actually playing different, but similar, games. A game where you get X amount of content isn't the same game as one where you get X+(Purchased Y) content. I like to play in games where everyone has (potentially, anyway) the same access to content -- where it's a level playing field. I don't like the feeling that I might be getting gypped, or some other guy is paying to get ahead rather than earning what he got through gameplay.


I generally keep publishers and devs separate. Yes, they both have mouths to feed, but one of them exists solely to sell games while the other exists to make them. Devs, at least, are able to view us as gamers rather than people who have money; also, many of them have a genuine desire to make a great game, but are sometimes not given enough latitude to do so. How many Dev studios, for example, has EA bought and then destroyed? So that's why I tend to keep them separate in the way.

As for WoW: I don't think it forced any hands (except in the way greed can "make" someone do something), I think it attracted the attention of people who were more money-focused than before. Where before, yeah, money was important, you still had a lot of Idea Guys running around with a passionate desire to make the best games they could, and *that* was one of the main (if not *the* main) impetus to creating a game, not profit. In short, WoW made expectations change and brought in a lot of big money guys.

Maybe the game industry is starting to be viewed more as a "mature" industry and less as a "growth" industry. *If* that should happen, then the need to constantly improve margins will decrease and the idea of sustained revenue will start to become the leading goal of publishers. This would be good for all of us as it might mean games will be made more with the idea of keeping subscribers (or whatever) over the long haul, which means they might actually try to create things we want rather than things that make them the most cash -- a balancing between the game vs profit scale, if you will. That's my hope, but I'm far from sure that it'll happen that way.

Originally posted by Aelious
Unfortunately the market as it is happened because of what devs THOUGHT was going to work. It didn't turn out quite the way they thought, though it rarely does, and the market has adjusted as a result. The market has saturated itself to a crawl and the titles on the horizon look to be deeper MMOs away from linear themeparks.

I agree, the market adjusts to what companies think people want. The longer dev times for MMOs means that the mark is sometimes hard to gauge. Most of what we see in the MMO market is just ad reaction as it is planning. Had it been foreseen that so many companies would create similar games some probably would have designed differently. The broadening of gameplay is happening a little late.

Better late than never though lol

I would disagree that where we are today has a lot to do with what Devs thought would work. It has more to do with publishers than devs. These days, most publishers are all about money -- about profit and price per share. The Money-pigs demand ever-more profit, so the publishers look for ways to monetize the games, to draw as much cash off of those who play it as they possibly can. It is *this* attitude which has changed the way MMOs are developed, as the publishers hold the purse-strings, and the money-pigs dictate to the publishers: if the devs want to be able to put food on the table, then they have to obey, even if it means creating games designed to maximize profit.

At this point, an increasing segment of gamers are starting to see the results of the above and are growing increasingly dissatisfied about it. Publishers try to both imagine a game gamers want to play *and* a game that will maximize revenues, and if those two things conflict, they are going for revenues. They use the AOL method of selling: using marketing to appeal to people who aren't really gamers or are only marginally interested in gaming, and they succeed, since those people are effectively fresh meat. But most people in this segment of the market are *still* not gamers, and so after a while they *move on* to something else, and just like AOL, the publishers run out enough people to bring in and their revenue figures start to flatline or (horrors!) decline. Eventually the marginal gamers flock to something new and bam, the producers start to cut expenses, the game stops getting updated so much, servers start to look barren, servers merge, false hope statements come from the pubs/devs that New Things are on the horizon when the only goal is to keep the money rolling in as long as possible as the company execs start using their golden parachutes before heading off to look for a new company where they can rinse and repeat what they did before.

What we want has hardly anything to do with any of the above, because to publishers, it's not a game and we're not gamers: It's a product (a widget) and we're consumers. Our relationship with them is based on money, not on any love of games or gaming. If we offer them something that might improve their margins, they may well listen to us, but if it's only about improving the game, forget it. Yes, there are other factors, and I *am* simplifying things a bit, but not too much, IMO, and it's not just MMOs that are being treated this way: it's all throughout the electronic gaming genre. They will only really listen to our wallets, so if you want things to change, that's really the only way it will happen, I think.

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