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First Impressions: Dust 514
After talking about this F2P title on and off for the most of last year, I decided it was about time to put my conjecture where my mouth is. Err… hands? You know what I mean.
After quite literally dusting off my PlayStation 3, I started the process of downloading the 1.3gb game. To kill some time, I started playing Journey while downloading Dust 514 in the background. I didn’t make it more than five minutes before stopping Journey and doing some research as to how I could take screenshots on the PS3 because damn. An hour later, I stopped looking at $150 video capture cards and finished installing Dust 514. Ten minutes later, I begin updating the game. Forty-five minutes later, Dust 514 finishes downloading and installing a patch larger (!?) than the entire original download.
Now, if it has not already been clear from historical record, let it be noted that I am not much of a console gamer. This was not always the case. In fact, all the way up until the end of the PS2 era, I was a console purist. With the notable exception of Balder’s Gate and the original Deus Ex, I felt like PC RPGs were cheap imitations of the holy JRPG (i.e. Squaresoft), which could do no wrong. In my prior life as a freelance RPG reviewer, I have 60+ “published” RPG reviews attesting to that fact; I even gave Planescape: Torment a below-average score because the combat system was bad.
I’m bringing this up to illustrate the fact that this entire console generation has left me behind until now. Or, rather, I left it behind. Although I was in college during the Halo heyday and thus have experience playing its first three iterations many times in the fraternity house, I never personally owned an XBox. Ergo, my skill at thumbstick shooters is abysmal. Give me a mouse and keyboard and I will shoot your aim-assisted face off any day. Ask my thumbs to do more than spam the Spacebar though, and I’ll have some rehabilitation issues.
Enough preface, let’s dive in.
First Minutes
God damn this game is ugly. This seriously looks like I’m watching a 480p Youtube video of someone playing Turok: Dinosaur Hunter. Yes, the Nintendo 64 version. Don’t get me wrong, it looks better than Darkfall, but it also looks like it was drawn entirely in watercolors on a soggy canvas. Or I’m looking at it through goggles filled with river water. My first red flag should have been the 1.3gb download, I suppose, although Skyrim was Skyrim with just 5.8gb. Then again, that was on the PC…
I made Azuriel Inanage a Gallente something something race, a decision based entirely on the look of the face mask. In my defense, the entire race decision seemed somewhat pointless considering everyone is in armor all the time, mercenaries can fight for any race, and you can train every race’s gear. I sat through several tutorial screens which showed me around the basic lobby interface, with its amusing “Would you like to learn more?” Starship Trooper prompts. They start out giving you 500,000 Skill Points and 250,000 ISK and then… basically drops you off at the pool.
Now, I still struggle with the judgment as to whether a game developer deserves a pass for this sort of design. Is it the noble “sink or swim” attitude, or is it “crunch time, we’ll fix it in a patch later” lazyness? I’m personally willing to muddle my way through a considerable amount of bullshit in search for that one kernel of fun, but that’s mainly because I’m a masochist at a minimum it becomes easy blog content. And I am not even really saying that Dust 514′s Skill/etc system is hard. It’s just… opaque. 100% function, 0% form.
You basically cannot spend Skill Points until you pay ISK for a Skill book that unlocks that specific Skill. So to start, I needed to purchase Skill X for Y ISK and then spend Z SP to unlock Rank 1. Some of the skills are “empty,” in that their sole function seems to be to sink ISK/SP by forcing you to rank up just for the privilege to access other skills. Others are more functional, like increasing shields by 2% per rank. The system seems to promote unlocking as many Rank 1-2 skills as possible (these ranks only cost 18k-36k SP), but you are gated pretty hard by ISK, at least at first.
So let’s go get some ISK.
It is worth noting, before I get into the outcome of my first few matches, how this game works. You start out with a few different loadouts with basic gear that you can always equip no matter what. Every other thing in the game, from weapons to side-arms to grenades to the very dropsuit you wear is a consumable resource. Meaning, each time you die and respawn, you lose everything you were wearing. Did you just buy some uber-gun but get ambushed at the spawn point? It’s gone now.
I suppose this is designed to evoke a feeling of risk and gravity as a counter-point to the more standard suicidal FPS inclinations. I wouldn’t say that I am completely risk-adverse per se, but I absolutely hate the feeling that I would have been better off not playing at all. Losing WoW Arena games back when hitting 1800 represented a huge leap in combat effectiveness, for example, felt brutal; there was no worse feeling than starting at 1780 Rating and then losing six games in a row. Dust 514 evokes that same feeling, as not only can you lose a bunch of purchased gear right away, but that gear also represents ISK you could have spent buying Skill books instead.
As it turns out though, those ISK concerns may be moot.
My first match was pretty bad, entirely due to my aiming like… well, like I was holding a gun using just my thumbs. It was a “Skirmish” map, which breaks down as a pretty standard cap and control game. At the end of the match, it turns out I received ~150,000 ISK for losing. Based on my experience thus far, the payout seems to be mainly based on time spent; the difference between a win and a loss seems to be around 50k ISK. Also, you can end up receiving “salvage” in the form of guns/equipment. I am still technically in the “battle academy,” aka the kiddie pool, but I would be surprised if you end up earning less out in the game proper.
Given how much ISK you get either way, any consumable equipment concerns are severely diminished. Even a top-tier assault rifle only costs ~11,000 ISK. There was not a full match in which I died more than 8 times, so I would still have turned a profit despite losing all those guns. Plus, presumably a better weapon would mean dying less in the first place. The value of a whole suit loadout is probably more substantial, but quibbling over the 700 ISK mid-tier guns suddenly seems silly. If this is the paradigm though, why bother with all the ISK nonsense to begin with?
Ah, right. Free-to-play.
Instead of purchasing items individually, you can buy blueprints which give you an infinite supply of them. These blueprints, assuming they don’t drop as salvage, can only be bought via Aurum, the RMT currency. Now, Dust 514 is probably cheaper in the scheme of things compared to, I don’t know, Planetside 2. But in this particular case, the game mechanics themselves feel a bit more insidious. Granted, it could just be my bias showing through, especially given how Dust 514 lets you preview the weapons or effectively “buy them” for significantly less than the Planetside 2 equivalent.
Honestly, I just don’t like consumable anything, even if I have more than I would ever need. I’m the guy still hesitating to use the stockpile of Elixirs while fighting the final boss. It makes no rational sense, but there it is. Ergo, I’m leery of CCP having my number, so to speak, when it comes to these blueprints. I’m not actually going to buy any, but I will feel bad all the same.
Anyway, those are my Day 1 impressions of Dust 514. Like always, I will stick with the game for a bit longer just to ensure that I give it as fair a time as is possible under the circumstances.
PlanetSide 2 – Six Months Later
So, it has been almost 6 months since I started playing PlanetSide 2. Am I still having fun?
Short answer: Yes.
Long answer: …yes.
Aside from a brief 1-2 week experiment with Outfits (aka guilds), I continue to have fun despite playing solo. While many of the problems I outlined in my prior article are true regarding organized PvP, they are perhaps a tiny bit less true now. Anti-Aircraft units have not been nerfed, but I am a bit more cognizant of of where they might be and thus avoid them. Or perhaps, given the server mergers, there may simply less people playing.
The biggest “problem” I consistently have with PlanetSide 2 are its break points.
Have you ever sat down at an MMO (or any game) and find yourself easily able to play for 2, 3, 4 hours at a time? That sort of thing doesn’t happen by accident; it’s part of a game’s intentional design. In PlanetSide, I occasionally sit down prepared for a long night of gaming… and then log off after 30 minutes. Finding a compelling fight isn’t necessarily the problem: the problem is finding the next one.
Momentum can stall. Spawning at a Sunderer and throwing yourself into the meat-grinder attack of a base feels awesome. And then you win. Err… what now? Sometimes the attacking force splits up. Sometimes you stay together as a cohesive unit, only to find that the next base you find is empty. It can take 8+ minutes to cap even an empty base. That is eight literal you-only-have-41 million minutes of your life, staring at the wall.
Part of why I stick with this game though is because of how much communication and iteration there is between the devs and the community. There are major game updates roughly every two weeks. The community asked for test servers so broken mechanics and (new) bugs stop appearing, and now we have a Public Test Server. The devs are pretty active on the Reddit forums, soliciting suggestions and advice.
I don’t think the designers have all the right answers – the devs clearly have some issues coming up with interesting Vanu mechanics, not unlike the issues Blizzard has with the paladin kit – but they are visibly trying. I am excited in particular regarding the upcoming lattice system. Assuming everything works, this could go a long way in fixing the problems with the gaps in engagement I experience after capping a base. And changes to the capping of a base – where destroying the Spawn Control Unit allows an attacking team to actually move on – will lessen the dead time after overwhelming a position.
So… good news all around.
If you are curious about the personal effects of Cert-Gate a month later, let me assure you that I don’t feel like it has changed all that much about the way I play. Yes, I have most every upgrade. Yes, I care a bit less about capping empty bases, given that I don’t feel like the 2-5 bonus Certs are worth 2-5 minutes of my time. On the other hand, I naturally have a hard time committing all of some limited resource to something. For example, I have ~2800 Certs left out of my stockpile. There are two guns I could buy with those Certs… but I won’t. Because I know that there will be new shiny things coming out in a few weeks, and I like the option to purchase those instead. But I might not buy those, and instead hold out for the new gun releases after the next batch. And so it is almost as if my 2800 Certs don’t even exist. It’s a bit irrational, but that’s how I roll.
So, yeah, I’m still having fun. PlanetSide 2 isn’t my main game (largely because it can’t be, given the breaks), but it is still a game I constantly think about and can’t wait to play for a bit when I get home. And the best thing? I don’t have to make apologies to anyone for those days when I just don’t log in.
Who is enjoying the MMO single life? This guy.
Hex
In the event that you didn’t read last Friday’s Penny Arcade, they talked about the Cryptozoic Kickstarter for a “MMO-TCG” called Hex. Basically, Hex is Magic Online meets WoW TCG meets cards that can get socketed gems, equip gear, gain XP, earn achievements that expand artwork and upgrade cards to foil versions. Also, there will be PvE, apparently including dungeons and raids. And all of this is Free to Play.
Of course, just like with Hearthstone, calling a TCG “F2P” is criminally misleading.
I have some concerns with Hex. First, while I am frankly excited about the unique opportunities involved with an all-digital TCG – cards that buff your creatures do so for the rest of the match, you can put tokens on cards that get shuffled into your library, and all sorts of crazy nonsense that physical card games couldn’t pull off – this game skews so heavily towards Magic Online that I’m surprised Wizards of the Coast hasn’t issued a takedown notice.
Seriously, look at this video:
I’m not talking about Apple’s “rounded corners” copyright bullshit, I’m talking about Grand Theft Mechanics. Creatures have summoning sickness, there is First Strike, Haste, seven cards in the opening hand, 20 life per player, four copy limit on individual cards, 60 cards per deck, land cards, instants, discrete turn phases (Draw phase, main phase, declaring attackers/blockers/combat damage, end step), and even the goddamn Stack.
That’s not even really my concern here though. My concern is what occurs about 200 times in the bottom right corner of that video: spamming of the Pass Priority button.
This is alpha footage, things can change, etc etc etc… but not really. Magic is an incredibly nuanced card game with thousands of pages of technical rules that few follow to the letter in non-tournament settings; friends usually don’t ask each other if there is any response to their Draw Phase, unless one of them was packing a relevant card in their deck. My initial few weeks with Magic Online was a brilliant experience because the game reminded you of all the sort of routine Upkeep triggers and the like that can bog down/derail completely a physical game when you forget one. Trouble is, Magic Online is going to ask you every damn time because it has to. You can manually change your settings to ignore certain steps if you want, but again, Magic is an incredibly complex beast – if you aren’t careful about when you cast a spell or use an ability, you can snatch defeat from the jaws of victory in an (cough) instant.
So that’s concern number one: the Pass Priority button is going to simultaneously be annoying as hell and be the reason you lost a perfectly winnable match. It’s also incredibly high-brow for as much as Hex is being marketed as “easy to get into.” I was a tad disappointed at first when I watched the Hearthstone duels and realized that there would be no “in response I play X!” back and forth. But seeing Hex and being reminded about how cerebral Magic can get… I think the Blizzard folks are on the right track, at least for a casual audience.
Concern number two? You’re going to spend probably $100-$200 a month playing this F2P game.
Look at this paragraph from the official website regarding the above card Extinction:
Every last troop in sight bites the dust. This card will be a crucial staple of many control decks in any tournament format for a long time to come. In other words, in addition to being awesome, these will be quite valuable to all types of players. If you’re dungeon crawling instead of tournament crawling, you can even keep troops off the board for another two turns while you finish your master plan, with the all-powerful equipment Grips of the Unfortunate!
Translation: everyone will be paying out of the ass for this “crucial staple” of a card.
Even if you don’t see yourself competing in the sort of obvious P2W Constructed deck format (or presumably high-end PvE raiding), you will still probably be spending many times the average monthly subscription if you are remotely interested in the game. It is all right there in the Kickstarter page:
For experienced TCG players, we have designed the card set around Booster Draft and Limited play. We have engineered the card sets to launch three times a year, like a standard TCG.
In Magic Online, a Booster Draft = eight players buy three booster packs apiece. Open pack, take one card, pass remaining to the left, repeat. Build deck. Limited = buy six booster packs, open them, build deck. Booster packs in Hex will cost $2 for 15 random cards, which is half of what WotC charges. Magic Online rewards the winners of these mini-tournaments with extra booster packs, such that those coming in 1st and 2nd place can generally leave with a profit of a few packs; I assume Hex will reward similarly. Everyone keeps the cards they play with, so you don’t leave empty-handed if you lose, but… well. Suffice it to say, I finally overcame my game subscription aversion when I realized I spent $24 in the course of a one hour in Magic Online. Suddenly, a mere $15/month seemed like a total steal. Cue WoW purchase.
Frankly, Booster Drafts and Limited are the best Magic tournament formats to play in because there is no Pay 2 Win pressure – everyone starts with the same random chance to get good/bad cards, and skill plays an exceedingly strong role thereafter. But, again, in Hex you are looking at dropping $6-$12 to participate in “content” that evaporates after an hour, if you’re lucky. This is to say nothing about the fact that new sets will come out three times a year, which means most of your cards will be unplayable in Standard settings (which is the big set and its two smaller components in Magic). You can still play older cards in Magic, but only in Extended formats where most people are still packing the overpowered cards of 5 years ago, not the leftover garbage from your Limited games that just became old news.
If you haven’t noticed, I am extrapolating a lot about Hex from how Magic Online worked, but Cryptozoic has already stolen so much shit I feel safe that they will keep the theme going here. Perhaps Hex will feel a little different since it will have a PvE aspect, where some of your “outdated” cards might find a long-term home. Perhaps you could even earn boosters from said PvE – that would at least make the F2P claim less of a bald-faced lie. But make no mistake here: Hex, like any TCG (digital or no), will contain the two worst components of consumer-gouging videogame design: Pay 2 Win and gamble boxes.
And goddamn it if I’m still reacting like an ex-junkie, credit card in shaking hand.
Hearthstoned
Oh, my. I don’t think anyone saw this coming, but Blizzard is making a(nother?) Collectible Card Game.
Like I imagine many people in the non-apoplexy camp, I spent a large portion of my formative nerd years with Magic: the Gathering. My original shoebox of cards were from Ice Age, gifted from some obscure cousin of a family friend, but the first real entry into M:tG came with Tempest. Which then led into the Urza trilogy, with Urza’s Saga still remaining my favorite expansion of all time.
My high school friends and I continued playing weekly up through, I believe, Ravnica. At that point, we were all scattered from life and interest waned. I dabbled with Magic: Online, still in the Ravnica era, and I was midway through busting out my credit card for another $17 tournament entry fee when I realized my objection to WoW and other MMOs with subscription fees was somewhat hypocritical.
I have little doubt that Hearthstone will be fun, at least for anyone who enjoys CCGs – it is difficult to screw up the innate simplicity and surprising depth to deck-building games. Any reservations I have is entirely based on the payment scheme.
Can we be frank for a second? Calling a Collectable Card Game “Free-to-Play” is such rank PR bullshit as to make even David Reid nauseous. Of course a CCG is free-to-play. You already bought the cards! Who is selling collectable cards and then charging a subscription for the privileged of keeping them? EA? This sort of nonsense is like calling Chess a F2P game. Maybe we are so mired in novel payment schemes that such a distinction (misleading as it is) is nevertheless necessary as signals to consumers.
And all of this obfuscates the underlying snare of all CCGs, Magic included: they are Pay-To-Win by design. I love M:tG, I really do. There are Pauper leagues (all common cards), Drafts, and some historical decks in which many of the key cards were no more than uncommon. But those things are only noteworthy insofar as they were the exceptions. If you look at standard tournament decks, they will cost between $250 to $650+ (!), stuffed as they are with Rare (or Mythic Rare, these days) cards. I used to read the WotC design articles, and at that time I almost swallowed their premise that these rares were justified in their rarity based on their complexities. “Commons are, well, common. You wouldn’t want the average player to crack open a pack of 12 complicated cards.”
Yeah, you’re right, we wouldn’t want that. It is just a huge coincidence that the more complex cards are the most objectively powerful and the most (artificially) rare, thereby forcing people to buy more booster packs in order to compete. I mean, we couldn’t possibly keep things proportional, like limiting rare cards to 1 specific card per deck instead of 4.
I mention all this because there is one indelible truth to CCGs: someone with more money to burn is going to ruin your day. Over and over and over again, until you can’t whip out your credit card fast enough. If you don’t think this is the first thing that will happen in Hearthstone, I don’t know what to tell you. Cynicism? Bitch, please. I am a Grade A recovering CCG addict and I know what’s coming for you and anyone else with less street-smarts to know that the first hit from the dealer is always free.
The Wages of F2P
I finally buckled-down and purchased a 3-month subscription to PlanetSide 2 last night. I say “finally” because I had been waffling back and forth for quite some time on the decision, all of which has resulted in me losing out on +35% XP gains (which translates into faster Cert gains, which translates into character/weapon upgrades) for the duration of the indecision. I have been playing this game 1-2 hours a day for the past several months, so it is not a trivial amount of potential lost progress.
But still, even with credit card in hand, I felt like I was getting suckered. Since Steam, I never pay full price for anything. And this is a F2P game, right? I know things are designed to part me from my cash. I could technically get everything (non-cosmetic) from gameplay, so why purchase anything? Or, you know, bide my time until the next double/triple Station Cash sale at least.
But… you guys have no idea how much fun I’ve been having with, say, that underbarrel grenade launcher. Or rocket pods on the jets. At what point does it become silly to intentionally have less fun for a long duration for a reward at the end, versus spending that same amount of time having fun with the reward?
Actually, the former sounds like… erhm… daily quests.
By the way, this means, to date, I have spent ~$85 (x3 SC cards, 3 month sub) on a F2P game. Mission fucking Accomplished, SOE.
The City of Steam Alpha Preview for the Rest of Us
If your own blogroll is remotely similar to mine, you have probably heard quite enough about that City of Steam game. The alpha test was wrapping up this past weekend so the devs started handing out codes to just anyone… which would explain how I got one. The beta test will not start for another ~3 months give or take, and there isn’t even a target release date, so the question undoubtedly on your mind – as was on mine every time I read about the game elsewhere – is simple: why should I care about City of Steam?
Well, do you have a few minutes? If so, watch this:
Feel free to expand that into 1080p full-screen, which is the resolution I played at.
In case you were not aware, City of Steam is a browser-based F2P indie MMO. And the above was from its alpha state.
With the exception of Glitch and Kingdom of Loathing, I tend to stay away from browser-based games for… well, no particular reason. I suppose I never thought of them being “for me,” where that is defined by nebulous double-standards like a willingness to pay for a discrete product as long as I don’t have to use a cash shop or spam my friends. Then there is the soft-spot in my cold, black heart for games with character progression deep enough to optimize the fun out it, as one might squeeze whey from cheese. Except, in this disgusting analogy, I eat the whey.
What were we talking about again? Ah, City of Steam.
I have read some descriptions comparing it to Diablo, but the gameplay is more akin to, well, a typical MMO. All the dungeons are instanced, there are some dungeons within dungeons (Dunception!), you can form traditional MMO parties of up to 5-people, guilds exist, the hub areas act as lobbies of sorts, there are daily and story quests, extensive crafting/modding system that alter actual weapon/armor appearance on your avatar, and… let’s stop here. It’s alpha.
While I had an indie MMO developer’s attention though, I just had to ask some (perhaps impertinent) questions:
Me: This is kind of a Bigger question, but… why browser based instead of stand-alone game? Was it easier to go with browser, or more accessible?
Me: I know I can’t be the first one amazed with the graphics. They are very, very well done and came at a complete surprise. Which is kind of why I ask.
Gabriel V. Laforge: It made it more accessible; we wanted to go on the idea that it’s a lightweight game that almost anyone can just jump on and play
GL: hence the short loading times and no massive client downloads
GL: Unity 3D and loads of our own in-house tools really helped optimize that, without sacrificing all that much in terms of graphics or content
Me: Have the more high-profile MMO news – like 38 Studios collapse, SWTOR going F2P, Funcom stock crashes – affected how you build or design the game? Has it complicated the seeking of outside investors (assuming you need any)?
GL: Yes and no…. the game started out as being something we just really wanted to do. Our lead designer, David Lindsay, wrote a series of Roleplaying books, (The New Epoch), upon which the game is based
GL: as for competitors, well, those are large downloads to play, so we don’t necessarily consider ourselves in the same league
GL: we have nowhere near the team or budget they do ;)
GL: as for investment, we have had funding from an investor who helped us get this far, so we’re set on that end
GL: from here, we still have to decide whether we’ll publish independently, or sign on with a publisher (we’ll only go with one who can share the same vision of making this game with integrity…. we REALLY don’t want to go with a pay-to-win model or any crap like that)
Me: A lot of us in the blog world are speculating on whether the MMO genre in general is contracting. Some have suggested that its widespread popularity was just a “fad.” Is that something you worry about as an indie developer? Or are you simply happy to be able to do a job you love? :P
GL: personally, I’m just happy making games
GL: as a company, we’re trying to present something different, and if it works, all the better
GL: if not, we gave it our best
GL: so far though, we’ve been having very positive feedback and reviews, so we’re optimistic
Me: Are there multiple instances of the hub world? If so, how many people can there generally be?
GL: Instances are private for now, for solo and groups of up to 5
GL: we plan to have publick instances for a lot more players later on (we were limited by the endgine before, but now we can make it)
Me: I mean The Refuge [ed: the first main area].
Me: I see a bunch of people running around, but I imagine there is some kind of cap, right?
GL: We havent’ reached (broken) it yet, and have gone up to 600 PCU so far
Me: haha
Me: I’m pretty sure that’s more than I’ve seen in WoW ;)
GL: Really…? Lucky us! :D
Me: I noticed the Mount slot… this is a vague question, but how big of a world will CoS be at launch?
GL: Pretty darn big; Nexus, the City of Steam, it a massive metropolis
GL: there will be enough places to explore to keep people very busy ;)
GL: right now, Alpha has about 150 difference levels
GL: at launch, we plan to have more like something in the upper hundreds, maybe a thousand or so, with more added with future updates
GL: might not be open world, but it will have plenty of flavour
Me: have you settled on a max level yet?
GL: 30 for Alpha, 40 for Beta, and from there, beyond :) (once higher level content is added)
Me: For my audience (such as it is), I have to ask: will there be a Looking-For-Group feature to facilitate grouping for the 5-player content?
GL: We plan to, given engine limitations on whether we can pull it off, but yes, is planned :)
Assuming you are still with me at this point, you might be wondering why I am devoting all this space to a browser-based indie MMO in its alpha state. The answer is quite simple: this may be the future of the genre.
Perhaps not City of Steam specifically, but here is an indie developer doing its best to craft an MMO on a shoestring budget in a world of AAA companies getting 38 Studio’d. And what is impressing me here is that the “nightmare scenarios” we tell ourselves in the blog world might not actually be that bleak. I no longer feel that it has to be $50+ million budgets or bust. Whether it is City of Steam or another indie offering, I am now convinced the possibility exists.
Slow News Day
Man. If only there was, like, something interesting going on the world of gaming. You know, some tidbit of under-reported MMO news or some noteworthy announcement that happened in the last 24 hours or so. If it could demonstrate my somewhat embarrassing lack of forecasting abilities, that would be great too.
So, yeah, SWTOR going F2P.
Less than 1 million subs now, but totally “well over” 500k, aka the event horizon of the money hole. There is not much else to say that has not been said in a dozen other blogs in your RSS, although I am inclined to point to Green Armadillo’s analysis over at Player Vs Developer for one-stop shopping; I agree with basically everything the dasypodidae said. Especially the confusion as to how a F2P model is supposed to work when the stuff being pay-gated is probably what the vast majority of players don’t care about, e.g. endgame.
My contribution to the discussion, such as it is, will be the following:
In other news, I finished Dead Island over the weekend, and just completed Orcs Must Die 2 mere hours ago, having played the entire Story-mode in co-op. Official reviews of both and others will be forthcoming. Then again… maybe not. The recent Steam Summer Sale haul included the following:
- Crusader Kings 2
- The Walking Dead
- Prince of Persia Complete Pack
- The Longest Journey + Dreamfall
- Arma 2 (aka DayZ)
- 2K Collection (aka Spec Ops: the Line, Civ5, Darkness 2)
- …and a truly embarrassing amount of indie games
I almost pre-purchased Borderlands 2 since it was $40 via Dealzon, before I realized that I am addicted to the thought of getting deals on videogames more than the actual playing thereof. At least, that is the only possible conclusion looking at my (digital) library. I was feeling kinda bummed out at letting the Borderlands 2 deal slip away though – while it was never supposed to be a sort of Day 1 purchase to me, I was definitely looking forward to it sooner rather than later – until my friend said “Steam Winter Sale.” God dammit.
I am looking forward to hitting up SWTOR once it goes F2P though, assuming GW2 plays out as I expect and I don’t do a full relapse with MoP. Throwing down $15 for the box a week or so from now is not asking much, but like I mentioned earlier, it is all about the dealz. And it is hard to argue with “free several months from now” when there is plenty to do in the midterm.
Kickstarter, Cash Shops, and Ultimate Capitalism
The perfect capitalist scenario is full price discrimination. That is to say, the ability to charge each individual customer the maximum amount they are willing to pay (consumer surplus = $0). Under normal situations, this is exceedingly difficult in non-monopolistic markets. If my maximum for a game is $85 and yours is $250, the monopolist would have to have some way of preventing me – or, say, Gamestop – from (re)selling the game to you at a discount.
Enter F2P and cash shops.
Every customer pays the same entrance fee (be it literal F2P or some cover charge or $X+ for the “collector’s edition”), but now you have the ability to engage in some voluntary price discrimination. Want some costumes? $10. How about a shiny mount or horse armor? $25. Server transfers? Hats? Keys to unlock chests? Speed the game up? Unlock a dungeon? Cha-ching!
When Guild Wars 2 comes out, there will be some people out there that bought it for $60. Others will have bought it for $80. Still others will spend $150. And many more will spend $5, $10, $100 more over time via the cash shop. Nearly perfect voluntary price discrimination. Same game, same amount of development (those developers would have been creating said content regardless), different prices for different customers.
Enter Kickstarter.
A lot of bloggers have been covering Kickstarter here lately. Two of the “previewed” games caught my eye: The Dead Linger, and Faster Than Light (FTL). The latter game is a roguelike space exploration game that has successfully received 2,005% of its funding goal. After watching the video and reading about it, I am somewhat sad I missed the chance to “buy-in” with $10.
The Dead Linger is an opportunity to buy-in at $25 for a game that sounds like a cross between Left 4 Dead and Minecraft (25,000 km procedurally generated worlds, 16-person multiplayer, PvP modes if you want, etc). Then I looked at the $100 option, which included the game and goodies, plus your name or handle as part of a street sign or graffiti. “How cool would it be to see people posting their screenshots and then seeing ‘Azuriel was here’ in the background?’” I thought.
That’s when I remembered how cool $100 is, especially when compared to a game not even in playable alpha yet.
The interesting thing to me about Kickstarter in a cash shop world are the implications. In effect, it proves that there are people out there just looking for the opportunity to give their money away. If I was fanatically in love with Bioware and Mass Effect 3, how could I show my appreciation for what they do? Buy the Collector’s Edition? Buy the novels? In each case, what is taking place is a sale, a transaction, a transfer of goods for compensation. My “contribution” is not distinguishable as an act of charity or praise; Bioware simply gets the feedback that I deemed the product a good value for the money.
Kickstarter is different. Sure, a lot of people treat it as a extra-early preorder. But you can also contribute anonymously. If I sent Bioware a check for $1000 in a the mail, would they cash it? I have no idea. What Kickstarter has done is package up charity and enthusiasm into a “product” that can be sold.
Rationally, it is no different than sending a check in the mail, but it feels different. There is a meter that fills up, there are (limited!) time-sensitive bonuses, there is the satisfaction of needs going on (the game wouldn’t exist without this funding), there is a sensation of fellowship with other Kickstarters. In short, it is brilliant marketing. Utterly and completely brilliant.
As a skeptical consumer, however, I worry. The gamification of charity aside, I am concerned about how the industry marketeers must already be foaming at the mouth. How long is it until it is not just Day 1 DLC we see, but “Pay $100 for your name in graffiti on Station Omega?” It already appears as though pre-order “bonuses” (if you pay for it, it is not a bonus) in the form of DLC is here to stay. When is Kickstarter’s methodology entirely co-opted, and eventually devalued?
Oh, wait. Resident Evil 6′s Premium Edition, which includes a real-life replica of Leon’s leather jacket, costs over $1,000. The future is now.
File Under: Eyebrow Raised
The following two bits of random news caught my eye yesterday.
Breaking News: Cataclysm heroic dungeons were too hard, long
There is a new Cataclysm “post mortem” interview with Scott “Daelo” Mercer that just went up. It is a PR puff-piece so whitewashed they had to run over to San Bernardino to pick up more lime, but it did contain at least one visible kernel of truth in the pile of bullshit:
Q. What didn’t work out as planned or expected?
Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place. We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.
This is a drum that I have been beating for a week shy of a full year. It is not especially relevant these days – does anyone really care or disagree at this point? – especially given the Mists announcement back in October that heroics were going back to WotLK-style. But it is always nice to have some measure of extra closure on things.
Dust 514 is F2P, for real this time
Last month, I pooh-poohed David Reid’s speculation that EVE could become the biggest game in the world by the end of 2012 via the “tens of millions” of Dust players. While Reid is (one of) the most filthy, vile marketeer(s) in the history of videogames, the latest news via Eurogamer is that Dust is in fact F2P:
Eurogamer can megaphone that Dust 514, the exclusive PS3 MMOFPS that will exist within Eve Online, will now be free to download and free to play.
There was going to be a $10 to $20 cover charge for the game on PSN, but that has now been scrapped.
“It was a relatively confusing proposition,” executive producer Brandon Laurino explained to Eurogamer, “and we wanted to make it unambiguous that this is a free-to-play game.”
Laurino goes on to stress Dust won’t be Pay 2 Win – “There is no micro-transaction that you can do that gives you an unfair advantage over someone who hasn’t paid anything” – but a few paragraphs later this happens:
Items available include vanity goods to customise appearances with; boosters that save time, such as double skill point (SP) boosters; variants of weapons that aren’t necessarily more powerful – “side-grades” that look or play differently; services like character respecs; and lucky dip treasure boxes. “It’s what has emerged as best practice,” Laurino said.
Oh, I see.
I suppose there is room to say things like double-XP potions and the like don’t actually count as P2W. And maybe they will actually get the weapon side-grades balanced right. But… “lucky dip treasure boxes?” TF2 has those crates you unlock with keys or whatever, but I would never accuse TF2 of taking itself particularly seriously. I am always skeptical when someone feels the need to hardcode lottery tickets into their game… do they have no faith in the product itself to engender poor financial decision-making?
All that aside, it is pretty big news for Dust to be launching F2P out of the gate. I do not have a PS3 and I believe launching Dust as a PS3-exclusive (i.e. no PC version) was the worst idea in the history of ever, but this is something I am definitely keeping my eye on. As I said in an earlier article on the subject, Dust would have been the perfect vehicle to transition someone interested in the EVE concept from the fence to being podded in-game. We will have to see how the game actually plays, but being F2P gets a lot of feet in peoples’ doors.








Hex Followup
May 14
Posted by Azuriel
Is it just me, or does the word “followup” just look weird after a while?
…anyway. Here are some relevant Q&A straight from the forums regarding the now-funded Hex:
Q: Any chance this might be headed to IOS as well?
A: Our immediate launch plans are PC and Mac, but the tech has built from the ground up for mobile.
Q: I would also like to know about the card rotation plan. Will there be standard and unlimited formats, or will all cards be legal to play forever?
A: Right now we’re planned for a 2 block format, as well as an everything format. That is the current plan. We might revisit it after 2 years of data.
Q: The estimated delivery sep 2013 is that for the full game or the beta stages ?
A: September is the estimated delivery for the beta, which will have all of the PvP content and some of the PvE content.
Q: Will the game require a big internet connection? I’m currently working 6 month a year in a inuit village with Satellite internet connection and wireless modems and I get a 5000 ping in online games like Path of Exile here. Wondering if the game will be playable in those condition (Drop out, Lags, ect).
A: The internet overhead of the game is very, very low. The amount of data that goes back and forth to the server is minimal, and we have a 3 minute reconnect timer, that if you lose connection during a game, you have 3 minutes to log back in and you will be automatically rejoined to that game. Any single player experience just uses save states, so you can actually rejoin almost any time after disconnecting.
Okay… hold up a sec. “Working 6 months a year in a inuit village”? You know what, nevermind.
Q: Weird question i know, but any plans of a post beta wipe, getting packs and such back?
A: We will not do a post-beta wipe. Once we give you something, we won’t take it away in even the most seemingly kind way (eg, by refunding packs.) If you open a super rare awesome card it’s yours until you decide to trade it.
Q: So there is currently no other way to get cards for PVP except through initial pledge and buying $2 each?
A: The only way to get PvP packs is through the KS rewards, at $2 each, or as rewards for playing in drafts/constructed tournaments. We will also have an auction house, and I’d expect that PvP commons can be easily picked up off there at budget prices.
So it’s official: you cannot earn booster packs in PvE content. In other words, the only way anyone is playing Limited/Draft formats is for them to have bought, traded for, or won boosters themselves. Based on other questions, it appears the first set is 350 PvP cards that only come from boosters, and 300 PvE cards that are only earned in PvE and cannot be used in normal PvP games (but there might be “anything goes” formats for fun). Now, it is likely you will be able to sell a particularly nice rare you got in a Draft (that you otherwise lost) to help purchase boosters to try your luck again, but otherwise these games are going to cost you $6 a pop for less than an hour of play.
By the way, the stretch goal for $540,000?
“Yo dawg, I heard you like gamble boxes. So we put gamble boxes in your gamble boxes [...]“
If it sounds like I am being unduly harsh, it’s simply because I know the effect these sort of games have on me. Drafting is addicting: you get to see 24 boosters being opened, passed around, and picked apart, plus the 30 minutes of frantic deck-building, plus the very-real pressure of best-out-of-three duels with the prize being enough boosters to join another draft for free. That’s a sex, drugs, and rock & roll combo of endorphins right there.
But you’re going to pay. A lot. Unless you’re good, I suppose, in which case the poor players will be subsidizing your gameplay.
Just screwing around in 1v1 Standard duels is fun and all, but you won’t be getting any new cards; there is no progression without pay. Then again, I suppose that is what the whole PvE side of the game will be about. Will it be enough? You cannot use your PvE cards in PvP. Then again, PvE cards do not “expire” and yet there will be additional PvE sets in the future, presumably along with additional monsters/dungeons/raids, so… yeah. Maybe Cryptozoic will be able to shore up the one weakness Magic Online has.
I suppose we’ll see in September, once the Beta is released.
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Tags: Boosters, Deck Building, Draft, Duel, F2P, Gamble Boxes, Hex, Limited, MMOTCG, P2W, PvE, Standard, TCG