Category Archives: Commentary
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.
SWTOR Will (Probably) Be Fine
With the 1-month honeymoon coming to its end, and a series of “amateur-hour” missteps combined with other bad news, the general feeling seems to be coalescing around SWTOR’s present or future inevitable “failure.” While everyone is entitled to their own insipid pessimism, the sorts of reasoning being provided are a little weak.
1) Absurdly High Standards
There are two main flavors of absurdity under this umbrella. The first is simply ridiculous, the sort that sees WoW going from 12 million to 10 million as a failure, a sign of collapse, of crushing moral defeat. Or, going from 32 to 26.667 times the size of EVE, the MMO yardstick whose robustness is the de facto definition of success. I agree that WoW deserves the subscription loss, that it is directly linked to Cataclysm, and further that WoW may never recover those subs and/or continue a sub decline for the foreseeable future.
However, let’s be honest here: if that is the sort of yardstick we are using, the entire MMO market is an abysmal failure.
The second, lesser form of absurdity is identifiable in this quote from Nils:
[…] I would now say that EA could be happy if they had 500k subscribers one year after launch.
In other words, SW:TOR failed. And it failed for EXACTLY the reasons we, the blogosphere, had predicted for at least 2 years prior to launch. We should be proud – and sad.
For comparison, EVE is the second largest Western MMO on the market at, by last count, 375,000 subs. Between 25% and 62.5% larger than 2nd place is a failure? Really?
You know what, though? I think it is important to have a discussion about what “success” really means – just like with “casual” and other loaded terms, having some kind of idea where people actually stand would reduce the effects of talking past one another.
2) Vague Definitions of Success
“Success” is largely arbitrary, and depends on the goals one sets for oneself. If you set out to run an 8-minute mile and can only get to down to a 9-minute mile, you have “failed.” That you improved from a 15-minute mile to 9-minutes is irrelevant in an objective sense.
Success in a market sense, is a little less arbitrary – you are either making money or you are not. According to the information we have available (circa last May), SWTOR needs a minimum of 375k subscriptions to break even, and ~500k to be reasonably profitable. So in the Nils quote, SWTOR would be a success at 500k.
But what of the analyst who sent EA stocks tumbling 3% based on “disappointing sales” and churn rates? Since we don’t have access to his data or methodology, it is difficult to appraise his conclusions. However, the very next day EA stocks went back up 2% after three separate brokers said SWTOR is “performing in line with expectations.” One of them went on to say:
Evan Wilson of Pacific Crest wrote Friday that he has raised his sales estimate for “Star Wars” to 2.2 million units from 1.5 million units for the quarter, and said he remains “comfortable” with his 800,000 subscriber target when the company’s fiscal year ends in late March.
“Admittedly, we set our expectations as if Star Wars was to be a good, not great, MMO,” he wrote. “Fortunately, we think the company did too.”
Hardly a ringing endorsement, but there it is. There is a line between the soft bigotry of low expectations and aggressive schadenfreude – the challenge is finding it. “Good, not great, MMO” might be a bit too low for even my standards, especially given write-ups like these in the LA Times (turns out SWTOR officially cost $200m). We will know more about the numbers in February when EA’s financial statements become available, but I am inclined to say that if SWTOR can achieve/maintain 500k-800k subscriptions for the year it will undeniably be a success.
3) Endgame Concerns
About a week ago, Tobold was discussing Richard Bartle’s feelings towards the SWTOR endgame (which are rather interesting, by the way). Down in the comment section, Tobold said something I wanted to highlight:
In short, I know why I prefer leveling in SWTOR to leveling in WoW. I don’t know why I would prefer raiding in SWTOR to raiding in WoW. Do you?
It is an interesting question because by all accounts, we have no idea what the average WoW player is doing. Looking at Cataclysm, only approximately 17.28% of the Western audience killed 1 raid boss in T11 content, and ~12.69% killed 1 raid boss in T12. Even if my methodology¹ is flawed, it is likely we are looking at a game in which over two-thirds of players do not participant in raiding, i.e. the “accepted” endgame. So… what are they doing? Heroics? Battlegrounds? Goldshire RP? Everyone seems to agree that the WoW leveling game has been irreparably destroyed, and yet there seems to be no other explanation as for what the vast, vast majority of the playerbase seems to be doing.
In this respect, SWTOR’s raiding endgame seems as likely as not to be irrelevant. Perhaps the social mechanisms of organized raiding trickle down to the masses, perhaps raiding increases player engagement, perhaps you need hardcore gamers to bind a community together long enough for a population’s sheer gravity to take over. These are open questions. Until we get some usage statistics from Blizzard though, I feel comfortable enough suggesting that the depth of SWTOR’s endgame is not particularly important to its overall success/failure; it clearly is not in WoW.
Retention is a function of social ties, which inevitably take place primarily in the endgame, but they are not about the endgame per se. As long as Bioware steps up its guild infrastructure plans and its Show & Tell aspects, as I said before I see no particular problem with retention at whatever sub level they achieve.
Flowers, Sunshine Aside…
The real challenges SWTOR faces are more systemic in nature.
Nearly everyone has expressed concerns when it comes to the full voice acting, for example, but I am much more concerned about the related problem of localization. According to that LA Times article I linked earlier, SWTOR is only localized in two languages (German and French). In contrast, WoW has been localized into eight: German, French, Spanish, Brazilian Portuguese, Russian, Korean, and both Traditional and Simplified Chinese. While SWTOR catches somewhat of a break when it comes to the aliens speaking gibberish that can be Cut & Paste, just imagine the ridiculousness that is recording all other voice work in three separate languages (plus male/female differences!), let alone additional languages in the future.
This is relevant because, quite honestly, WoW could shut down all US/EU servers and still probably maintain 5+ million Asian subscriptions into perpetuity (Aion inexplicably has 4 million after all). Meanwhile, SWTOR does not have access to the Asian MMO market and thus has much shorter reach. Assuming, of course, that Star Wars is even a hot commodity over there to begin with.
The other systemic issue is the gravity of the game itself. While I believe SWTOR will probably be fine in maintaining at least ~500k subs (and be successful as a result), needing at least 375k subs to be worth the $200 million endeavor is somewhat worrisome. All MMOs probably have some kind of break-even point, well-publicized or not, but generally speaking a game company grows in relation to the success of the game. The question arises as to how long EA would tolerate sub-375k performance before more drastic measures were enacted. Given EA’s rather public rivalry with Activisn-Blizzard when it comes to Call of Duty vs Battlefield 3, I am inclined to believe they will go to heroic lengths to keep SWTOR in the fight should it fall, but it may well go the other way too.
In any case, things are shaping up to be an interesting year.
¹ I actually think my methodology is better than the sort of Armory audits appearing on MMO-Champ as of late. The problem with Armory audits is the “white noise” of alts. Since I extrapolate based on guilds, it is much more likely that a raider’s alts are filtered out rather than included, and thus not diluting the figures. Of course, MMOData.net hasn’t been updated since WoW started hemorrhaging subscriptions, and so finding the current US/EU/KR/TW baseline is impossible, thus possibly skewing the percentages of T12 and beyond.
Grains of Salt
In the course of researching EVE’s current subscription numbers (did they in fact break 400k?), I came across the PDF detailing the minutes from the last CSM meeting. In my Crtl-F’ing down the page, I came across this passage:
CSM continued to the point of how does risk versus reward scale? “Badly” (followed by laughter) was the response from some of the people in the meeting. The CSM suggested that rebalancing prices of modules so that average cost of modules versus cost of hull would be reasonably constant. Right now looting a frigate wreck gives you a good fraction of the value of the ship (because most of the value is in the modules), vs. larger ships where this isn’t true. Right now T2 is so cheap that it’s a no brainer, if you can use T2, you use T2. Following this train of thought, the CSM said it’s hard to make money by PVP’ing, most people now grind money so they can PVP. By adjusting somehow the drops from PvP, it could be possible to make it viable to only PvP, ISK vice. PvP-ing in a frigate means that you only need to kill a few ships to break even, flying in a Vagabond means that a player needs to kill 100 (in the ballpark at least) to pay for that ship. One CSM member pointed out that that buying a ship to fight in is not an investment in making more ISK (like when a player invests in his mission running ship), it is an investment in fun. CCP asked in turn whether it wasn’t a bit depressing to have to run content in the game that a player doesn’t necessarily wants to run, in order to be able to have fun. The CSM responded that all activity added to the game, there wouldn’t be ganking of helpless miners if there was no one mining.
Consider my eyebrow raised.
Now, I have been thoroughly warned about the propaganda and lies and how “everything these reps are saying has been vetted by PR people.” But taken on face value, it interests me that designers could be “depressed” about forcing players to grind before they have fun, and then the players (or the group representing them) defending the practice.
One of the big justifications in WoW for requiring Badges of Justice for the PvP cloaks back in TBC (and requiring raiders to cap Valor with heroics since then) was exactly that sort of cross-pollination. It is a sticky design issue, for sure.
Of course, this paragraph also happened:
A side-discussion ensued about why people try EVE. CSM pointed out that the unique attraction of EVE was “you can grief people” and “it’s not a game for wusses”. It was also pointed out that the broad scope of the sandbox was both a selling-point but also a negative — it was easy to get lost.
My particular deal-breaker is arguably a reason why I should not be in MMOs anymore: EVE seems particularly hostile to single-player gameplay. Carebear guilds Corps aside, I have little desire to reenter a position of social obligation, having driven that particular nail deep enough already. If I’m logging on at 9pm, it will be because I wanted to, not because I seek to avoid awkward, passive-aggressive guild drama.
Now, if I find like-minded people later? Sure, let’s go destroy something beautiful together.
Raph Koster Says Immersion is Dead
More or less (emphasis not added):
Things that we once considered essential to games drift in and out of fashion. And I think immersion is one of those.
Immersion does not make a lot of sense in a mobile, interruptible world. It comes from spending hours at something. An the fact is that as games go mainstream, they are played in small bites far more often than they are played in long solo sessions. The market adapts — this reaches more people, so the budgets divert, the publishers’ attention diverts, the developers’ creative attention diverts.
As I watch my son and daughter play games or participate in role play sessions, I find myself reluctantly admitting to myself that it is a personality type that ends up immersed in this way, and were it not in games it would be in something else. Immersion isn’t a mass market activity in that sense, because most people are comfortable being who they are and where they are. It’s us crazy dreamers who are unmoored, and who always seek out secondary worlds.
It’s just that games aren’t just for crazy dreamers anymore.
The part that struck me in particular was later on when he said:
But stuff changes. Immersion is not a core game virtue. It was a style, one that has had an amazing run, and may continue to pop up from time to time the way that we still hear swing music in the occasional pop hit. It’ll be available for us, the dreamers, as a niche product, perhaps higher priced, or in specialty shops. We’ll understand how those crotchety old war gamers felt, finally.
There are immediate, topical parallels to be drawn, of course. Difficult MMOs, for instance. And then, if immersion can go out of style, what does that say about sandboxes in general?
…actually, considering the widespread success of Skyrim, Minecraft, and the stubborn persistence of EVE, I am not entirely sure what he is talking about. Did he honestly believe the opposite, that immersion was something more than a niche genre? That there is a true Form of gaming that always included it? I enjoyed my years of table-top D&D, especially the world-building aspects of a six-year stint of being a Dungeon Master, but I was perfectly fine coming back home and doing some Battlefield 2, building M:tG decks, or playing some Super Smash Bros.
I am not too concerned about it though, because the name Raph Koster means nothing to me, regardless of how often he is quoted as being an “authority” on game design. Similar to Will Wright, the moment you stop making successful videogames or your ideas stop creating them, is the moment you cease to be an authority on the subject. Simcity 2000 ranks up as one of the best games I ever played (and it’s highly, highly underrated Streets of Simcity “expansion”) but come on, Willy. Get back on the horse, we need you.
And it might be juvenile schadenfreude, but I couldn’t help but giggle when Raph Koster talked about how his own children apparently disproved his life’s work. This Demotivational poster came to mind:
Established Fact
In one of Syncaine’s latest posts, a commenter made the claim:
WoW is bleeding accounts because people are finally realizing that being handed everything with minimal effort and no risk is, in actuality, not that much fucking fun over the long run.
After I presented the counter-argument that it was established fact that increased difficulty was principally the cause of WoW subscriber drop-off, Rammstein “countered” with this:
Anything that Chilton says to the New York Times is “established fact”? LOL. You never considered any of the following?
1. He could be lying.
2. He could be wrong, which looks more likely when you consider he is part of the design team responsible for the drop.
3. He could be both lying and wrong, the most probable scenario.
4. He could be right. In this horribly unlikely case, what he said is STILL NOT ESTABLISHED FACT, as that would require something establishing it as a fact besides someone just saying it to someone else.
Syncaine agreed with Rammstein and made another post highlighting it. So… let us give these arguments the gravity their authors did not.
1. He could be lying.
Sure, Tom Chilton could be lying to the New York Times. But… to what end? His specific line is:
“What we’re trying to do now is figure out what our current audience wants,” Tom Chilton, World of Warcraft’s game director, told me by phone last week. “It became clear that it wasn’t realistic to try to get the audience back to being more hard core, as it had been in the past.”
Is that supposed to be less embarrassing? An admission from the game’s director that they don’t know what their present audience wants, in an article about the release of Star Wars: The Old Republic? What could they be hiding that is worse? Assuming Syncaine and company are correct vis-a-vis lack of difficulty being the cause, it would be far, far easier to admit that WoW had deviated too far from what “made WoW great” and that Cataclysm was the first step in the right direction.
Except… Cataclysm clearly wasn’t a step in the right direction because it was released with a higher difficulty and 2 million people left anyway. So how convoluted does your difficulty argument have to be to still remain valid? That people hated the ease of Wrath, burned themselves out, got served a difficult expansion, and then quit 2-3 months later after getting exactly what they wanted/needed? The nerfs did not occur until after the loss in subscriptions, after the 50+ minute LFD queues. Or is the argument that the hardcore center hollowed out in Wrath? In which case… who were the 2 million who unsubbed in Cataclysm?
Even if we assume that Chilton was lying to the NYT for whatever reason, for that argument to hold you must further assume that it was not just Chilton, but the entire damn company. Here was Mike Morhaime in the November Earning call:
That said, we know there are improvements that we can make in gaming content. The level-up content in Cataclysm is some of our best works. But it was consumed quickly compared to our past expansions set, Wrath of the Lich King. Once players reached max level, the end-game content in Cataclysm is more difficult. Balancing this content for our diverse player base can be very challenging.
Our development team is constantly analyzing the game, and we’re continuing to explore ways that we can adjust the game to better satisfy both hard-core and casual players. To that end, our next free major content update for World of Warcraft is already in testing and will be available for players in the coming weeks.
I could post more. In fact, I did post more… back in March of 2011 as I put the backpedaling on a timeline starting from January 7th’s “We don’t think it was a mistake to start with the difficulty we did” to February 3rd’s “On the other hand, maybe things have come too far in the other direction.” The whole gang is there: Zarhym, Daxxarri, Bashiok, Ghostcrawler. Were they just repeating Chilton’s lie for the past 12 months?
Not only were they lying with words, they also had to be lying with deeds. Consider the LFD Luck of the Draw buff that rolled out not even two weeks after Ghostcrawler told everyone to L2P. Consider the absolute bevvy of heroic nerfs, the T11 nerfs, the ZA/ZG nerfs, the 4.2 nerfs before the end of the patch (!), and finally the implementation of LFR. And let us not forget part of the Mists of Pandaria announcement:
In Cataclysm, Heroic dungeons were intentionally designed as gear and difficulty checks on the progression to raiding. In Mists of Pandaria, the Raid Finder will be the appropriate transition from running dungeons to Normal raids. Heroic dungeons will largely be tuned to be about as difficult as they were in Wrath of the Lich King, allowing players to fairly quickly down bosses in PUGs and hit their Valor Point caps. Valor Points will follow a new philosophy with 4.3, as a parallel way to gear up alongside the Raid Finder, but not as a fill-in for boss drops.
Which leads us to:
2. He could be wrong.
I am actually much more sympathetic to this argument, simply because we do know not just by experience, but by admission that designers (or at least the people that manage them) frequently have no goddamn idea what they are doing. Even in Blizzard’s specific case, Chilton is admitting they are still trying to figure out the current audience wants, which becomes more and more bizarre the longer you think about it.
That said, while I am sympathetic to this argument, it is also extremely weak. Blizzard is privy to 100% of the statistics that we have to crudely extrapolate from either Armory information, or from websites that have not been updated since October. And even the statistics we have access to can be incredibly misleading. I have always said that arguments based on total subs is asinine, because who knows what the churn rate is, what the concurrent users numbers are doing, and so on. Only Blizzard does, and we only know what they have said:
Are you basing this conclusion [heroics too hard] off of forum posts or in game data? I hope it’s the latter so you get a truly accurate picture.
That’s an analysis pulled from hard data. We always try to base improvements an accurate overall picture. (source)
The Luck of the Draw buff, however, is being made in response to the feedback we’re seeing on the forums, as well as the statistics we’ve been reviewing which reflect all types of dungeon party trends. We feel it’s a good way of closing the disparity between the success of pick up groups and the success of preformed groups, without trivializing the content for some players to appease others. (source)
By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums. (source)
So the “He could be wrong” counter-argument essentially comes down to “Blizzard is wrong about why they experienced a loss in subscribers because I said so without any objective evidence other than total sub numbers.”
Could Blizzard actually be wrong? Sure. Maybe they actually lost 2 million subs because of the alignment of Praxis-12 Prime with the center of the Andromeda galaxy. But given the incredibly consistent (since February 2011), highly publicized direction shift when it comes to difficulty, it is beyond all reasonable doubt that Blizzard as a whole believes the Cataclysm drop in subscribers was due to Cataclysm being too hard. With the release of LFR and all information revealed about Mists of Pandaria thus far, it is similarly clear that Blizzard is literally betting the $1 billion farm on an easier, more accessible WoW experience.
Consider this fact established.
Truer Words
In the middle of an epicly-long Kotaku article expressing the virtue of Dark Souls’ difficulty, the following lines jumped out and strangled me (emphasis added):
Because you repeat each section of the game so many times, and commit it so firmly to memory, you build up certain tricks and patterns. You achieve mastery, which is satisfying, and yet you always feel like something could go wrong, which is exciting.
When it comes to discussing difficulty in MMOs, I firmly fall on the “make it easy” side of the fence. I enjoy difficulty, I enjoy taxing my abilities to their maximum, but I also believe difficulty has its place; specifically, not in waiting for someone else to finally stop failing so I (we) can succeed. Games like Dark Souls work precisely because they are single-player.
That being said… the bold sentence in the quote above is perhaps the most succinct, inspired description of the mechanics of fun I have ever read.
Game of Dethrones
Rohan’s recent post The Guild as a Nexus of Contracts is an excellent read on the subject of Blizzard’s automatic “GM Dethrone” ability that was added in patch 4.3, and the concept of guild ownership overall. And it reminded me of the hidden depths of my rage towards this policy.
I joined the guild Invictus back when Azuriel was a level 30 draenei paladin tanking Scarlet Monastery for the first time, around a month before the release of Patch 2.2. The original GMs were a husband-wife couple who, a few months after I joined, inexplicably left total ownership of Invictus to the suave, smarmy smartass that was is myself. There was a period of time in that initial confusion when I contemplated, quite literally, /gkicking everyone and running away with the entire contents of the guild bank.
Listening to the better angels of my nature, as The Abe would say, I relinquished my power to the rightful heir to the throne, Soleste, whom shepherded us through most of the remaining bits of Burning Crusade content. In the months leading up to Wrath though, when the leveling guild-turned-10m progression guild was grinding down due to cliquish drama and apathy, I found myself once again bearing the weight of the crown.
And I am here to say: Invictus is mine.
Or at least was, until Blizzard felt good money should be thrown after bad in terms of Guild Leveling, which has probably killed more guilds than it saved in the aggregate.
I get it. Guild perks and reputation and auto-sustaining levels of guild-funded repairs gives the average member more of a stake in the guild as a whole. But it’s also bullshit. The guild will “belong to everyone” when people can vote for GM, vote for guild bank permissions, vote for bans from g-chat, veto /gkicks, decide on how loot distribution will work, spend three hours on Vent trying to prevent a drama-fueled implosions, purchase guild bank tabs, decide on guild names, tabards, and transfers.
Blizzard is not rolling out the goddamn Magna Carta here – you still can and will be /gkicked by a GM for no reason, with no appeal, at his or her complete mercy. Ownership is, to me, the ability to destroy something. And while guilds can no longer be disbanded, the membership can still be destroyed via kicking, prohibiting g-chat, removing privileges, and so on.
So what the hell is this half-measure? For every guild that is “saved” by First-Come, First-Serve succession, how many random alts of alts suddenly come into possession of a guild bank full of goods? How much residual goodwill is lost from the knowledge that everything you have worked so hard towards for years is not there waiting for you, should you return? Invictus was the sum of its members, yes. But it was also my blood, my tears, my gold, my time that formed the mortar of that structure. If I am to lose it, I want to be the one to watch it burn.
It makes no logical sense, of course. Bear the burden of leadership long enough though, bear the responsibility, and tell me it doesn’t make emotional sense.


“Judged According to Its Aspirations”
Feb 6
Posted by Azuriel
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.
Posted in Commentary
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Tags: Dust 514, EVE, Prediction