Author Archives: Azuriel

Skyrim is a Bad MMO

Skyrim, of course, is not intended to be an MMO.

That said, as I sailed past 100 hours played and started finally running out of the “named quests,” I started thinking back to when a lot of bloggers were musing on a hypothetical Skyrim Online and how great that would be. As it turns out, there is not much imagination necessary: Skyrim really already emulates a lot of the standard sort of MMO tropes. And, perhaps ironically, some of Skyrim’s other qualities sort of demonstrate why such mechanics generally do not really work in MMOs.

Questing

Quests range from “Talk to this guy,” to “Collect 20 Nirnroot,” to “Kill the Bandit Leader in a nation with an inexplicable 10,000:1 bandit to honest citizen ratio.” While there are no exclamation points over peoples’ heads, each city is so densely packed with quest-givers that your minimap – if such thing existed – would be lit up like a Christmas tree. And just like with every quest in an MMO, you never get a sense that you are actually solving anything. Give the Blacksmith 10 Fire Salts to reheat his forge? He may greet you a little differently, but his “secret technique” results in no higher quality merchandise, no larger gold cap, no discounts.

Sidequests are sidequests, though, right? Well, to an extent. The problem is when there are more sidequests than main quests, or when the main quest is boring. At some point, you give the player enough freedom to hang themselves… and they do.

See, I have completely lost the Skyrim narrative. “What am I doing? Why do I care?” Helping a dude steal a horse is supposed to enrich the game world’s verisimilitude, I guess? If that is the case, it failed. The quests are so disjointed and arbitrary that I end up feeling like a dyslexic, ADD-addled coke-fiend with Tourettes, sputtering along countryside with an ever-increasing laundry list of chores. The situation really makes me appreciate all those otherwise lame zones in WoW, insofar as the quests actually lead somewhere or enriched the background of the zone.

Crafting

I have heard a lot of people lament the state of player crafting in MMOs, but again, Skyrim is a good case-in-point about where strong player crafting can lead to. Basically, I have not upgraded a single piece of gear in the last 40 hours of gameplay. Considering there is no such thing as quest XP, and I have more gold than I could ever possibly spend, the lack of possible gear upgrades essentially boils questing down to its base narrative components. Some hold up, most do not.

Short of the sandbox-esque nuclear option of destroying gear and/or permanent durability loss, I do not see a worthy payout for the costs of strong player crafting. I just completed a long questline to reconstruct a 1,000+ year old amulet whose power started a war and led to it being split into three parts and sealed away; the names of amulet keepers were to be forgotten under the pain of death. After finally reforging it, I held it in my hands and… oh, +30 to Health/Mana/Stamina? I created an amulet with +67 to Health and +40% extra Bow damage nearly 50 hours ago.

/vendor

While some of this can be mitigated in MMOs by making recipes rare, requiring special crafting materials from higher-level content (which is different than normal loot… how?), and so on, strong player crafting still seems to boil down to reducing or eliminating much of the incentive to quest. Perhaps that is indeed the entire point, eh? Moving away from designer quests and into “Spam Trade chat for an hour” player quests? That is fine to do, with the assumption that the game itself is either going full quest-less, or the quests that do exist are so ridiculously fun and exciting that they are intrinsically worth doing.

Pacing

Although this is not a formal review, if I had to sum up all of my problems with Skyrim in a single word, it would be “pacing.” There simply isn’t any. Even if the game revolves around doing what you want, pacing is important. I am level 51 and I can 2-shot dragons with my bow from stealth – the game is essentially over for me. And yet the main questline is not remotely near complete, nevermind the handful of other quests remaining. Yes, “I did this to myself.” If EVE gave every new player a Titan for completing the tutorial, those players would also be “doing it to themselves” for (ab)using it too.

Point being, it is the designers’ jobs to craft a well-paced game. I don’t care how sandbox your design is, I shouldn’t be allowed to break the game for myself. One of the great strengths of the themepark experience is exactly the derided “on rails” component: it will take you X days of Y quests to get Z gear. The bosses you face tomorrow will be stronger than the ones faced today. There will be a quantifiable reason to collect 10 bear asses.

After 100 hours of gameplay, clearly Skyrim is doing some things right. I have never taken more screenshots in my entire life, for example. Despite my character being completely broken, I still treat the world seriously (sneaking around when I could simply kill things straight-up) because it projects seriousness in most every scenario. But instead of making me pine for Skyrim Online, it does the opposite. I miss the strong narratives of Fallout 3 and New Vegas. I hated having to level through Burning Crusade content in WoW, but I hate tracking down 20 Nirnroots more.

Pacing is something to keep in mind when constructing your hypothetical sandbox or Impossible MMO. More options, more things to do, can actually result in less meaningful gameplay. Skyrim deserves its accolades, but it makes for a pretty bad MMO. And the changes necessary for Skyrim to be ported into the MMO world would, in fact, make it resemble nothing like its present state.

Bold and Spectacular… Server Merges?

This news is technically more than a week old, but there was a blue post made by Zarhym that really struck me as… well, read for yourself:

Having said all that, yesterday we discussed low-population and faction-imbalanced realms with our developers. They have some pretty bold and spectacular plans for addressing this in anticipation of implementing some of the features we plan to in Mists. I just don’t have a lot of information to share with you at this stage of programming and development.

My first reaction is in the title: bold and spectacular… server mergers? Assuming that is not what they are doing, well, what are they doing? What could they be doing?

I believe it was in a recent episode of The Instance that the hosts were talking about the concept of moving towards a server-less solution, or perhaps more accurately a “dynamic server” solution. We can imagine that instead of always logging onto Auchindoun or Earthen Ring or wherever, you simply log into a server. Once that server starts to fill towards capacity, people will start logging into a new server. This essentially eliminates low-pop and/or faction imbalanced servers entirely, aside from very last server booted up.

There are several obvious downsides to such a method. First, everything will be like LFD for servers; the likelihood of you making friends “in the wild” is severely diminished since you probably won’t ever see them again. A possible counter-measure would be to weight the system so that you are nearly guaranteed to be placed in the same “server” as people on your Friends List. Think that DK was a pretty cool guy when you were doing dailies? Add him to Friends, maybe see him again. What happens, though, if your Friends List network splits off to different servers based on their Friends Lists? Even if you make it possible to change servers through the UI or whatever, other issues crop up. For example, how will the AH be handled? One mega-AH, ruled by botters?

Aside from the dynamic server idea, I had the thought about simply moving towards LFR-ifying everything – not with queues, but with phasing. Imagine the following: you’re on a low-pop ghost town (i.e. Auchindoun), and you walk into Westfall for some alt questing. Instead of the place simply being dead, it is fairly vibrant… with people from other low-pop servers. Instead of an empty Auchindoun Westfall and an empty Dragonmaw Westfall, there is a kind of meta-Westfall that both servers share. Their AHs would remain separate, their Stormwinds would remain separate, their Tol Barads would remain separate, but any kind of dead zone would be shared. If a bunch of people congregated in Westfall for some reason, the servers could simply phase out the other side.

Or maybe “bold and spectacular plans” is simply LFD scenarios, or LFR Tol Barads.

All I know is that low-pop and/or imbalanced realms is a huge, systemic problem in two-faction games. In my four years, I never played on anything other than low-pop realms; any time I heard excitement over Sunwell-esque unlocking of vendors or world raid bosses or WG/TB-based PvP objectives, I always rolled my eyes. Those things do not work on Auchindoun, nor on many other servers. Fundamentally, you and I may as well be playing entirely different games.

If Mists is really focused on getting people out of cities and back into the world, Blizzard is going to have a big problem in low-pop realms when everyone is outside and they still can’t see each other.

Closer Look: Blizzard’s Q4 2011

When we last left our intrepid heroes in Q3 2011, WoW had lost 800,000 subscriptions and the following four salient points were made in the earnings call:

  • Majority of the sub loss is occurring in the East.
  • Implicitly, the difficulty of Cataclysm content was the cause of sub losses.
  • Expect some (more) “aggressive” World of Warcraft marketing.
  • Patches are more about recapturing the recently churned.

I suppose the holiday box sale and Annual Pass count as aggressive marketing, but let me not get ahead of myself. If you want to read along from home, Seeking Alpha will hook you up.

1. Is Bungie not working on Titan?

Eric Hirshberg from Activision Publishing buried this gem 25 paragraphs into vapid gushing of COD and Skylanders:

Looking further out, we continue to lay the foundation for our new universe from Bungie, one of the world’s best developers. Bungie continues to make incredible progress on what we expect to be a genre-defining new IP that will provide us with tremendous new opportunities and which remains one of our key strategic growth pillars for the future.

This may or may not seem a non sequitur, but I have always entertained the notion that the Bungie acquisition might have had something to do with Blizzard’s Titan development. Why?

Let’s look at the entrails. First, both Joe Staten and Rob Pardo have been playing it coy as recently as 2 years ago about Bungie working with Blizzard. But we also know that Bungie’s secret project “Destiny,” is slated as a sci-fi MMOFPS that is, quote, “WoW in space.” If you have a tinfoil hat handy, things can get even more bizarre when you consider that Ensemble Studios was working on a Halo MMO to directly compete with Blizzard… that was code-named Titan. And when Ensemble Studios was disbanded, several ex-members joined Blizzard. And now Bungie is here with a 10-year contract, making a brand new MMOFPS IP to be a “strategic growth pillar” for Activision Blizzard at the same time Blizzard is making a “casual” new-IP MMO that isn’t supposed to compete with WoW… that is code-named Titan.

Technically a lot of this is old news, and the earnings call did not reveal anything new either way. But in reading that paragraph under the Activision Publisher heading, it occurs to me that it is entirely possible that we could see two new, separate MMO properties out of Activision Blizzard even with WoW still sucking most of the oxygen out of the MMO room. In some respects, that outcome is crazier than Titan turning out to be a Blizzard-Bungie joint MMO.

2. Around 1 million Annual Passes sold… in the West.

Another initiative that has been very successful is the World of Warcraft Annual Pass. This program was announced at BlizzCon this past year. Under its terms, players who commit to being a World of Warcraft subscriber for 1 year will get a free copy of Diablo III, unique digital items in World of Warcraft, and other benefits. To date, we have signed up more than 1 million players in the West for the World of Warcraft Annual Pass.

The more I think about that number, the crazier it ends up being. While the Annual Pass appears to be non-binding (your access to D3 will simply go away), can you otherwise imagine another MMO who can count on 1,000,000 Western subscription accounts being locked in for 12 months? That would make SWTOR automatically profitable for an entire year.

3. Mists of Pandaria information out on March 19.

Some of you may have seen recent news about the upcoming World of Warcraft expansion, Mists of Pandaria. Last week, we began inviting global press to visit our office to get a hands-on look at the game. The press visit will take place next month, and our players will be able to read the latest news on the game on March 19. We’re looking forward to showcasing the game to our community and collecting more feedback as we prepare for the upcoming beta for Mists of Pandaria.

By the way, that means there is an automatic 1 million beta-testers for Mists, yeah?

4. Chuck Norris was super effective!

Neil A. Doshi – Citigroup Inc, Research Division

Mike, I was wondering if you could provide us a little more detail around the subs for World of Warcraft. What was the impact from some of your marketing efforts? And then how many subs did you add from Brazil? And if you have any comments on trend that you could share with us, that would be great.

Michael Morhaime

Okay. So we were very pleased with the results of the marketing initiatives in Q4. The Chuck Norris spot was very effective. We’ve got over 29 million views of the spot on YouTube. And I think, just looking at how well the subscribership held up during our most competitive quarter ever, we’re very happy with that. Engagement of the player base is very strong. We do not break down regional. We do not provide regional breakdown of subs, but we’re off to a good start in Brazil. And I don’t have any detail on churn.

Nothing to add to that.

As reported everywhere, WoW did implicitly lose another 100,000 subs in the quarter. There have been a lot of “See? Not dying!” posts over in the MMO-Champ and WoW Insider comments, but it’s worth pointing out that A) if someone unsubbed for SWTOR, then they won’t count as “missing” until January, e.g. Q1, and B) WoW launched in Brazil this quarter, as noted above. There are several more high-profile MMO launches coming this year, and let’s not forget that everyone is stuck with Dragon Soul until Mists actually launches… which could be six months from now, or more.

In any event, sub numbers really only matter to me in the context of having objective data by which we can interpret future design philosophy, and MMO player desires by extension. If Blizzard’s reaction to losing 1.8 million subs is to make the game easier, then we can assume that they believe a hard game is why people left.

It’s crude, it’s imperfect, but it is all we really have as armchair game designers.

Quote of the Decade

Today, Kotaku reposted an earlier article from Rock, Paper, Shotgun entitled “Do We Own Our Steam Games?” which was the inspiration for yesterday’s post. The example scenario that makes up half the article is not exactly the most flattering, as it involves a Russian gamer who, quote, “[…] openly admits that he’s gifted games to people in exchange for money, to help them get them cheaper.”

In other words, some Steam games are cheaper in Russia, so you could call this guy up, have him buy LIMBO for the equivalent of $0.50 instead of $9.99, have him gift the game to you, and then you give him $3 or buy him a beer or whatever in exchange. Of course, regional price differences sometimes work the other way too. For example, Deus Ex: Human Revolution costs $29.99 in the US, but €49.99 in Europe… the equivalent of $66.36, or an increase of 121.27%.

That sort of thing will get you banned, of course.

It was around this time in the comments that someone named “iteyoidar” dropped this gem:

Funny how when it comes to globalization, when it’s games devs and publishers dodging domestic laws and getting cheap shit in other countries, it’s just business, but when it’s the consumer using the same thing to their advantage to buy cheap media, it’s “fraud” and “cheating” and they’re all scum.

Yeah. Yeah. Is there a particularly good reason why we tolerate price discrimination on identical, digital goods? Other than, of course, that companies wouldn’t like it?

I get that standards of living are different, that you can’t ask for $15/month in China when the average person makes $20.27 a day, and so on. But as a consumer, why should I care? Spare me the “holistic” crap of feeding game devs and races to the bottom, because obviously that shit only works one-way when it comes to outsourcing jobs. Why is it okay to presume a business has a right to profit, but a consumer lacks the equivalent? Because that hurts businesses?

Oh. Oh, I see.

The people that can pay more should pay more, eh? Where have I heard that before?

Ownership

How important is it for you to own your movies and books and videogames?

I am one of those people who fills with righteous indignation on hearing stories about how EA or Steam can (allegedly) ban people from playing the games they paid for based on what they did on the forums. And yet I endeavor to only buy games on Steam – if there is no Steam version and its not an MMO, it doesn’t exist to me. The last console I owned was a PS2.

As I was reflecting on this seeming dissonance, I glanced over at my bookshelf. And what I saw were a lot of DVDs I had not touched in nearly a decade (or more), and unlikely to touch ever again.

What I realized I wanted was:

  1. the ability to play a game, watch a movie, or read a book.
  2. the ability to do so again, at some later date, without paying again.
  3. paying a discounted price for the loss of ownership.

To be clear, by “ownership” I am referring to my ability to resell or gift the item.

My Steam library is sitting at 205 games. There are exactly two titles out of those 205 that I paid full MSRP for, and they were Fallout: New Vegas and Portal 2. At $40, Skyrim was the next highest amount of money I was willing to pony up for the Steam service for an individual game since I first downloaded the client with the Orange Box.

So when people ask that “what if Steam shuts down?” question, a large part of it is moot: there is no scenario in which I’d miss Singularity or KOTOR or Far Cry. I might want the possibility of booting up Portal or Half Life 2 (like when Episode 3 comes out, cough) years down the line, but in all likelihood they would share the same fate as my pristine copies of Xenogears, the Tenchu series, and FF7-FFX in indefinite shelving purgatory.

“Judged According to Its Aspirations”

In a Ten Ton Hammer interview with CCP’s incoming Chief of Marketing Operations, David Reid says (emphasis added):

Q: CCP is clearly excited about launching DUST 514 in 2012. Help us understand why those of us in the PC gaming market (and specifically the MMO crowd) should be excited about a PlayStation 3-exclusive online shooter.

Hilmar Pétursson:  The thing that many people have raised with us is that they love everything about EVE Online, apart from playing it. It’s such an interesting world, there are so many exciting things going on, but it takes a lot of commitment to get into.

David Reid:  The opportunity with DUST is tremendous  – it’s an opportunity to bring this universe that plenty of people in the MMO side of the market have enjoyed – the persistent universe, the world’s most vibrant and “real” virtual economy. But not everybody is a fan of flying in space.

We want to bring this experience to people who may not know EVE Online or CCP to the 60 million or so people connected on the PlayStation Network, the bulk of whom know what it’s like to play a shooter and can imagine the opportunity presented by interacting inside of this mature EVE universe.

Beyond that, we also have the phenomenon that EVE Online has been all of these years. Eight years running, EVE Online is the only game in the West that has shown consecutive growth year after year, in light of the tumble World of Warcraft saw last year.

With DUST 514 shipping this year, with bringing in the tens of millions of people that play shooters on PSN into the New Eden universe, EVE could be the biggest game in the world at the end of 2012. To end the year on that upswing, it just blows my mind the opportunities we have here to keep building on this awesome universe.

Alright, David Reid… ~10 million Dust 514 players by the end of 2012. Consider it duly noted.

In trying to find out whether Dust 514 was still going to be selling for $20 or if it was F2P with microtransactions, I came across this other Q&A with Dust514.org. This exchange happened:

Eve Online is an MMO notorious for its stories of spying and backstabs. With the ease of creating alternate accounts in the PSN, how will Dust 514 discourage the inevitable creation of large amounts of alternate accounts for griefing and other skullduggery?

We don’t necessarily want to discourage spying and backstabbing :) . There are a lot of mechanisms in game to ensure battles are managed well, while not cutting into the freedoms that the EVE Universe provides.

Will Dust players be able to kick team killers at will? Hoping for a positive answer on this one.

We understand that friendly fire is not so friendly and that intentionally killing teammates can be very annoying. To keep this from getting out of control we will allow players control of their team’s composition.

As I mentioned before, I actually liked the concept of Dust 514. All the gameplay videos looked like a sci-fi Battlefield 2, which is a game I played with an MMO-level of engagement for three years straight. But PS3 exclusive? Really? It boggles my mind. And considering that the PS3 is at the end of its lifecycle – may not hear about a PS4 until 2013, but still – it seems bizarre to come out with an exclusive pseudo-MMO on a platform not guaranteed to be backwards compatible with its successor.

The SWTOR Figures Thus Far

You have probably already heard about the 1.7 million subscription number, 2 million boxes sold, and so on surrounding SWTOR’s launch. What I am finding a bit more interesting are some of the investor call break-downs as gathered by Darth Hater. For example:

Q: What are your plans at expanding the global market?
A: We are looking at the Asian market. Expanding into Australian market on March 1st. We’re looking specifically at opportunities to expand in the Asian market.

Q: How long will it take to get into the Asian market?
A: Australia/New Zealand is the low-hanging fruit. Think in months rather than weeks. Individual Asian markets will be announced in the future, we’re bound by confidentiality agreements. When WoW was introduced in 2004, they were in Korea shortly after, and 9 months after in China. It was easier in those days – server outages were considered par for the course, that is not the case today. We hope to execute as well in Asia as we did in the NA/Europe launch.

Q: You’ve previously said you need about a half million subscribers to be profitable, is that still the case?
A: At 500,000 subscribers, we’d break even. At a million, we’d be making a profit but nothing worth writing home about. As it scales up from there, we’re talking about a nice profit. At this point with the successful launch, we can take the worst case scenarios off the table.

The ability for SWTOR to launch in Asian markets was one of the biggest concerns I had with the game from a success standpoint, as you may recall. Indeed, if/when the game is released in China, that will be the moment beyond which we will be unable to talk about its subscription numbers with any sort of coherency – not because it will necessarily be super-popular over there, but because, just like with WoW, millions of Eastern subs obfuscates armchair analysis. Remember Nils saying “[…] I would now say that EA could be happy if they had 500k subscribers one year after launch”? Would it “count” if there was some Western mass-exodus down to 250k but 2 million Chinese subs?

In any event, there are still legitimate questions about how the game will perform 3 to 6 months down the road, when there is less ambiguity surrounding whether 1.7 million was as-of December 31st or as-of the investor call (and what “most” means in the context of “Most of those 1.7m are paying at this point”).  Then we have Frank Gibeau who says:

In the next phase, our goal is to grow the number of subscribers with frequent releases of content that make the game even more exciting. […] We plan on delivering another major update, even larger than the first, in March.

It is kind of interesting, on several levels. Can Bioware keep such a pace for any length of time, or will there be a drought soon after March wherein the reserve content drys up? Do frequent patches even drive subscription growth to begin with? Blizzard’s Mike Morhaime said back in November that patches were mainly about reducing churn, not growth. Maybe it’s different for games below market saturation? And speaking of games and markets, let’s not forget at least a half dozen high(ish) profile MMOs will also be dropping this year, including the mythical Guild Wars 2 and Mists of Pandaria. No doubt there will be some impact, eh?

Time will tell, but so far so good.

P.S. If you had bought EA stock after it dropped 3% in mid-January, when people were laughing about SWTOR’s “disastrous launch” based on that one analyst, you’d be sitting on a 10.22% return on your investment a little more than two weeks later. Or, hell, a 6.1% return between yesterday and today.

P.P.S. Christ. BRB opening eTrade account.

Role Playing

One of the most meaningful quests I have ever completed in World of Warcraft actually occurred in Cataclysm. It was called “A Bird in Hand.” Ostensively, it was just another boring, linear quest in a string of half-hearted attempts to spice up the killing of X mobs. Then came this part:

Originally, I pummeled her repeatedly for the sheer novelty of it.

For those unfamiliar, the quest asks you to choose between roughing up the harpy or simply yelling at her. You can mix and match a bit, or you can continue to pummel the harpy until she eventually tells you everything she knows. At the end of this dialog “tree,” you have the option of either letting the harpy go, or having the NPC slit the harpy’s throat. Which options you pick is entirely irrelevant to the game. No future NPC references your actions in any way, the rewards are the same, each option takes an equal amount of effort.

And it was, in all seriousness, one of the best moments in WoW questing.

Because it was not until that moment that Azuriel the draenei paladin was anything other than a mere user interface element. The quest forced me, as a player, to step back and ask myself a question that was never hitherto asked: is your avatar you? What would Azuriel do? And what I found in answering that question was a hidden depth to the game, an unburied black monolith that was full of stars.

Of course, then the quest is over, the fever-dream passed.

So allow me to disagree with anyone who has suggested that the choices in SWTOR are dumb, meaningless, a waste of time. The fact that every Trooper has the same general story as any other Trooper is irrelevant. The biggest success of SWTOR – regardless of what happens in the future – is NOT necessarily voices and deeper narratives, it is that the game represents one of the biggest moves into mainstreaming the RP in the MMORPG that I have seen in years, perhaps ever.

When I played through Deus Ex, or Fallout, or any typical single-player game, the main character was a stand-in for me. What would I do, as a cybernetic super-solider? How did I feel about letting bandits go? What would I say in the ridiculous, impossible situation so far removed from my own life? I don’t know whether it is the first-person perspective of those games or their overall structure, but I do feel different when it comes to MMOs, and my time with the SWTOR beta specifically.

It is one thing to get someone to put themselves into a game, and quite another to get them to bring a character to life and imagine what this entity separate from themselves would do. Mainstreaming the mechanics of empathy, making it fun? That is some Nobel Peace Prize shit going on. And I am only half-joking.

“Our character is what we do when we think no one is looking.”
-Jackson Browne

Having our game decisions result in discrete consequences makes for a better simulation, yes. Then again, in the real world the decisions we make when the consequences are irrelevant or unknowable is a definitive aspect of one’s character. If you helped an old lady cross the street, and she got hit by a car a block later, was your original decision truly meaningless? Are consequences the only arbiter of morality? Is intention irrelevant? You tell me.

All I know is on that soot-filled day in the burning mountains of Hyjal, skin caked with sweat and the still-warm blood of ten harpies, the paladin Azuriel beat Marion Wormring to within an inch of her life. To an inch… and no farther. For in that one, singular moment did Azuriel have a choice: the choice to walk away. And so… she did.

Kingdoms of Amalur, Used Game Sales

As you may or may not be aware, there was a minor kerfuffle surrounding Kingdoms of Amalur: Reckoning. The gist is that Amalur is an EA-published single-player RPG with an Online Pass that unlocks Day 1 DLC, which is like a triple-word score on the Scrabble board of controversy. The thread on the forums ballooned to 48 pages of indignation, Curt Schilling (CEO and some baseball guy) responded in an eminently reasonable manner, and now the thread is about three times as big.

The irony in all of this is that this particular incident is not that big a deal. However, it touches on so many things that ARE a big deal, that it becomes something that should be a big deal. Specifically, the demonization of used game sales, which has came up before in an unfortunate Penny Arcade post back in August 2010. Later on in the Amalur thread, Curt Schilling laid out the issue:

Herein is the dilema no one wants to talk about right? We CANNOT in ANY WAY cater to people that buy used games exclusively right? We see ZERO revenue. Now as a consumer you may care nothing about that, and that is absolutely your right and we respect that.

However we are a business, we have 400 people, every single one of them is awesome, but I just can’t get them to work for free, so we need to make money to pay them, to make more awesome games.

Now the issue is the straddler, there are people like me, never ever bought a used game in my life, or pirated one, and never will, and people that ONLY buy used because they don’t have the means to buy new or whatever, but they have their reasons, agree with them or not it’s not relevent.

The straddler does both, he buys new and used, he turns in used to buy new, and that new game could be ours right? How do we handle that? How does the industry handle that? Industry? That’s the huge challenge.

I want to talk to the executives out at EA and other game companies for a moment. Are you guys listening? Get ready to write this down:

Fuck you.

A used game sale is a guaranteed new game sale at a lower price point.

Don’t you see? These people are ready and willing to give you money, and YOU ARE NOT LETTING THEM. No one is buying used games because used is better; used games are universally worse, with possibly scratched disks, missing manuals, missing cases, and so on.¹ No one is buying used games to specifically deny money to the developers; otherwise they would simply pirate it. People buy used games because they are otherwise being priced out of the market (which includes people who don’t feel a game is worth full MSRP).

I understand it’s EA or whoever’s right to set their merchandize at whatever price point they like. I have doubts that $59.99 is the precise intersection of Demand and Supply, but whatever. My point here is that used game sales is literal demand that is being filled by other people expressly because you refuse to accept any less than an arbitrary amount. The idea of Online Passes is to get something back from the secondary market, right? Instead of selling $10 Online Passes, how about, I dunno, dropping the price of the game by $10?

Maybe the Online Pass thing makes them more money. If a game is resold ten times, that is potentially $100, right? But if that game was resold for $40 ten times, that means EA could have sold TEN NEW COPIES AT $40. Gamestop could sell used copies at $35, sure, and maybe no game company one wants to get into such a race to the bottom. But at that point, I would hope that EA and friends would get on the right side of incentives instead of the wrong.

Because here’s the thing: this is all about the continual erosion of Consumer Surplus. When you buy a brand new game for $59.99, the ability for you to sell that game to Gamestop for $20 when you are done with it is Consumer Surplus. It is value, whether you explicitly exercise it or not. We can imagine a world where used games somehow don’t exist in any form.² In such a world, you have LOST $20 worth of value and have likely received NOTHING in return – probably LESS than nothing, if the mechanism that prevented used games inconveniences legitimate customers the same way DRM harms actual customers. This is the reason DLC (especially Day 1 DLC) is troubling, the reason Cash Shops are troubling, the reason being forced to go online and register offline, single-player RPGs is troubling: all of these things are signs of Consumer Surplus extraction.

Remember back, say, 20 years ago? When a game company only received greater profit by ensuring they put out quality products? Those days are long gone. It is no longer about generating more sales, but from extracting more dollars from the sales that ARE made. Whoever came up with the phrase “value-added services” is a goddamn Doublespeak genius. Instead of simply getting those extra costume options, we pay for them. Instead of getting free map packs, we pay for them. Instead of being able to earn Sparkleponies and Disco Lions, we pay for them. This incentivizes game designers to have us pay more for less, instead of pay less for more.

The Kingdoms of Amalur controversy is not that big a deal in the scheme of things. Indeed, when you put it in the context of pre-order bonuses and Collector’s Edition items, it’s hard to see 38 Studios “giving away” DLC as particularly nefarious. Lesser evil is still evil though, and I can’t help but wonder whether in a different age those seven quests would have been included in the game, or in a free patch later on. Or as a poster in the Amalur thread said:

Is it just me or does that PR statement just admit that they develope DLC at the same one as the game, or in non moron speak, the game you’re paying 60 bucks for is having parts removed so you could buy then later.

AHow incredibly fucking nice of them to give Us the entire game up front, oh wait, they just admired to holding that back.. What else did they pull out? What other content did they strip from the title to bilk us for later?

Looks like $20-30 GOTY edition it is.why would I pay full price when I can’t trust or believe I’ll actually get the full….Fucking…. Game?

¹ Remember when games came with cloth maps and game posters? I still have the two game posters that came packaged in the FF6 box. Those sure as hell didn’t show up with your used game copy.

² Just look at Steam: no used game sales. Of course, you should also look at Steam because they are on the right side of consumer incentives. In return for DRM and no resale of games, we get hassle-free DRM, truly ludicrous sales (consumer surplus!), automatic game updates, amazingly fast downloads, integrated community, and the ability to manage a library of titles without worrying about CDs or CD keys. Compare that to the typical ham-fisted Ubisoft or EA implementation of DRM.

Skyrim Design Nettles

Skyrim thus far has been as amazing an experience as everyone says. There is something to be said about how the fidelity of an experience engenders instant immersion in ways videogaming might not have achieved even five years ago. I already posted the screenshot of what I saw exiting the tutorial dungeon for the first time, and I was immediately struck by the same awe and infinite possibility I felt leaving the Vault in Fallout 3.

My current desktop background. Well, at +1000 resolution.

What I want to talk about today though, are the Design Nettles in Skyrim. These are the little things that take me out of the experience with their sting, no matter how much I try and ignore them. Every game has its idiosyncrasies, but what elevates these particular annoyances is either how out of place they seem within the context of a fidelitous experience, or how much they are artifacts of a bygone design era.

Imbalanced Skill Gains

Raising one’s Sneak level by auto-running into the wall for an hour has been a staple of Bethesda design since at least Morrowind. Why they choose not to fix that isn’t the problem. The problem is simply the imbalanced skill gains generally.

I gained two entire character levels in the first town from simply pickpocketing; going from level 6 to level 8 within the same house, in fact. Indeed, I gained 5 skill points for pickpocketing ONE ITEM, a magic ring from a sleeping guy. My pickpocketing skill is currently north of 70, I am level 21, and I haven’t even seen a 3rd city or a dragon yet. Meanwhile, I have probably picked 30 locks in the same time period and received ~4 skill ups. Same with Blacksmithing, Alchemy, Enchanting, Sneaking, Archery, and so on and so forth.

This is more of a problem in Skyrim than it was in Oblivion, because gaining any skill points increases one’s level, which in turn increases the level of all enemies in the game world. More insidiously, you can go hours (or specifically 18 hours in my case) before the problem even begins to manifest itself. I ran into some bandits on a bridge who were immune to my normal tactics which had hitherto worked in every encounter, and I only succeeded by “gaming” the system in rather ridiculous ways – playing Ring-Around-the-Cookpot and ladeling myself 16 servings of Apple Cabbage Stew in Matrix-esque bullet-time.

Enemies on Minimap

I can appreciate the design challenge that comes from choosing to have enemies appear on the minimap. Specifically, once you do that, you cede the ability to create tension via unknown enemy placement without resorting to dumb gimmicks. I like to call this the Silent Hill effect – unlike Resident Evil or other survival horror games where monsters can jump out at you at any moment, Silent Hill gives the player a radio that plays static whenever enemies are about. No static, no monsters.

Silent Hill as a series gets around this “limitation” by being fucking scary even when there aren’t enemies around (and by segmenting the game into rooms), but Fallout 3 and Fallout New Vegas fall into the trap of essentially lying to the player; “You can see enemies, and even raise stats to see them from farther away, unless we need to generate tension in which case your abilities will be useless.”

Skyrim attempts to have it both ways, while simultaneously stepping into one of my biggest pet peeves in “realistic” games.

In Skyrim, enemies that have aggro’d to your presence appear as red dots on the map-bar. You can even track the movement of these enemies through walls and barriers. Other than that, nothing appears on the map-bar other than locations. Which is… fine, right? Resident Evil, Half-Life, etc, don’t have minimaps with enemies on them either. My peeve though, relates to how high-fidelity games play out as if my highly skilled avatar is as clueless as me, the player.

Look. It’s clear the Skyrim designers decided not to put animals/people/etc on the minimap in order to increase realism. If I’m chasing butterflies to eat their delicious wings, it’s fair play that the tiger I wasn’t even looking for gets its turn too. But if I’m specifically hunting that tiger, or I’m sneaking up on the bandit camp, it simply feels dumb to be surprised due to lack of information. I can’t hear the guy in full plate walking around because the designers refused to give me that input; or if they did, they made audio-only to the point where I’d blow out my desktop speakers trying to hear it.

You can’t ask me to put myself in that field, and deny me access to my normal senses. And you can’t pretend that my normal senses are adequately represented in your arbitrary, game design way.

In other words, Christ, I want NPCs on that minimap. It obviously changed my behavior in the Fallout series knowing where people are even through walls and such, but removing it and pretending my character is as careless as I am playing the game is worse. Indoors? Yes, it works well to force people to be careful. Outdoors? Completely ruins any semblance of stealth-ish gameplay. At least, until I “beat the system” by Quick-Saving every 30 seconds and simply reloading if I stumble into a bandit camp without the opportunity to sneak attack someone.