Two months ago, I was pontificating on the Clash Royale $5 “Season Pass” scheme, and the broader context behind this type of microtransaction.
This month, I have completed my third Season Pass purchase in a row. That $15 is more Supercell has seen from me in almost two years of playing Clash Royal, so clearly they are doing something right. But what changed in my thinking?
Floors and ceilings. And defined value.
If you browse any of the Personal Finance subreddits out there, one of the frequent topics is renting vs buying a home. What is correct for your specific scenario is, of course, specific for your scenario. One of the interesting lines that comes up though is this: rent is the most you will have to pay a month; a mortgage is just the minimum. As any homeowner knows, you have to cut a check to the bank every month and then pay for whatever shit may have broke in the meantime. Last summer, for example, we discovered dry rot in the roof by way of water leaking down pipes into the basement. You might come out ahead in the long run with a house, but that depends on running a long time.
In games like Clash Royale, the payment ceilings are effectively nonexistent. Most of the time, you are paying cash for random results and could end up spending $100 or $1000 for whatever it is you want. With that much uncertainty, it is better to… spend nothing. So I have been, for years, minus some 10x value offerings. Those had been great deals, but they were not real floors either – just chests and gold and random goodies that got me a leg up in the front door, so to speak.
The Season Pass is a true Floor. For $4.99 you get X, Y, and Z. Someone broke it down back when it first released but there was some extra value above and beyond the defined benefits. For example, unlimited resets on some of the Challenges. Sure, that effectively means “you get all the Challenge rewards.” But you could technically get all the Challenge rewards if you play well enough. With the Pass though, the anxiety is gone. I can play a few rounds while watching the baby, because if I have to put the phone down I won’t be screwing up my only shot at completing the run.
Much like with Humble Bundles, there is a relief that comes from knowing one small payment obviates any “need” to pay more money for the month. You don’t have to think about it anymore.
Of course, it is all a mental trick devised by mercenary psychologist-economists to get people to part with their cash. Nobody “needs” to pay any money to Supercell, and the “value” that comes from the Season Pass is, in part, derived from the fact the company has hitherto been miserly with normal rewards. If, if, you have been worn down by the unceasing barrage of unfettered capitalism though… well, the Season Pass is not the worst possible capitulation.
It sure as shit is going to get you farther than $5 will in Hearthstone.
So it’s been a week, eh?
I am not going to go into too many details, but work has been crazy these last few weeks. More specifically, I was reassigned to an interim position after a string of terminations left a critical seat empty. This is not a promotion – in fact, the seat would technically be a demotion if I were taking it over for longer than the six months I am covering. It’s more work, less pay (I’m being paid the same as before), more stress, and I even have to supervise people. I am slowly turning things around, but there was a lot of cleanup to do. Luckily the remaining team is relatively solid.
Regardless, the position drives home the fact that we inhabit an absurdist universe in which “lower” jobs require more work and get paid less than their cushy, “higher” job counterparts for no reason.
In the brief time I have for gaming, I have been focusing on three titles.
Clash Royale is still a thing I play on a daily basis during breaks. I keep thinking I am approaching the end of my patience with the title – and I am certainly approaching the end of reasonable progression – but without it, there is a rather gaping hole in my mobile gamespace.
Slay the Spire has recently reeled me back in with the beta release of a 4th character. The Watcher has a lot of interesting cards and mechanics, although the balance is certainly off. Hard to complain though, given how you have to specifically opt into the beta, and there are almost nightly patches to introduce new cards and change the old ones. My play time here is approaching 150 hours.
A recent addition is Kingdom Come: Deliverance. I will have a lot more to say later, but it is an interesting game so far nonetheless. As you might expect though, I am playing it all wrong.
When the videogame historians look back on this particular monetization strata, it will undoubtedly be the Season Pass era. Or perhaps the Microtransaction era more generally, to include loot boxes, but with legislators and science slowly turning against loot boxes, I feel like more and more games will be making a hard turn into the Season Pass model.
To be clear, I am not referring to the Season Passes of yore, in which you essentially pre-ordered DLC. The new hotness is basically a month-to-month subscription. This most recently slapped me in the face in Clash Royale:
Someone on Reddit wrote up all the incentives that your $5 will purchase, and the list is somewhat enticing. None of them are technically P2W, which is itself a moot point because you could drop $99 on shit from basically day 1 in Clash Royale anyway. Indeed, if you look at the package in comparison to what your hard-earned cash could buy normally, you’re effectively getting 10x-11x the normal value. Five dollars will get you 500 gems, which can convert to 10,000g or two emotes or two Lightning Chests… or basically give you 40,000+ gold, 800 more cards (including 60+ Epics) and a bunch of other stuff.
Of course, Supercell doesn’t want it to be an either/or scenario. You can do both. Having an exceptionally generous Season Pass can lure F2P players into making their first purchase, after which it is easy to make another. One of the “perks” of the one in Clash Royale is an auto-announcement in Clan chat that you purchased the pass, and thereafter your name shows up in gold coloring in chat and battling. Turns out that adding gold leaf to a scarlet letter makes it rather desirable.
The dilemma I face is the same as always: I am caught in eye of the monetization storm.
As the screenshot shows, I am one Miner card away from having a fully-maxed deck. I am sorely tempted to purchase the Season Pass entirely to get that last Miner card. It would normally not be too difficult to trade for it within my current clan, but there are at least three other members currently asking for Miners themselves, and none seem keen to trust me in giving up one of their so I can max the card and satisfy an effectively infinite number of trades thereafter.
After that though… what then? I have dozens of technically maxed cards that I cannot actually max out because I lack the gold to upgrade them all. Not that I would need to max them out in the first place, considering I don’t use them in decks. The deck I have is the one I enjoy the most. The last two slots are technically flex slots, but I have tried a bunch of alternatives and found them lacking.
Would the new Fisherman legendary card be a good fit? Completely irrelevant. New legendaries may as well not exist, because I would need literal dozens of them to get them anywhere near usable levels where I’m sitting on the ladder (~5800 last season) and in 2v2. Granted, the Fisherman has some utility outside of his base HP and damage – the ability to hook and pull troops around like Roadhog from Overwatch – but I’m still not bringing that to match that matters.
In any event, the Season Pass model gives me pause. In the context of cash purchases within Clash Royale, it’s a great deal. Would I pay a $5/month subscription to Clash Royale though? Nope. It’s not a subscription though, as there are no reoccurring payments. “Cancel any time!” And yet there will be tens of thousands who do re-up every month, for the rewards or the conveniences lost.
Technically this should be positive Consumer Surplus territory… so why do I feel so dirty?
Possibly because I felt the hook twitch. Supercell isn’t reeling in the line yet, but it’s there. Subscription versus Season Pass is a distinction without a difference, and yet those who would riot about the former in their game are praising the latter. It is a trick of psychology, a stark reminder we can be tricked, and evidence that we face amoral corporations that have a fiduciary obligation to their shareholders to trick us out of as much money as possible.
For however bad loot boxes may seem, never forget that loot boxes are apparently not enough.
As I have begun my homebound tour of baby duty, I have a new appreciation for mobile gaming. Because it is the only gaming I can conceivably complete. While there are only three games in particular that I’m playing at the moment, I’m becoming well acquainted with the specific attributes of each one.
How long it takes from the moment you press the icon until you can start making selections. This probably shouldn’t matter as much because if you’re counting seconds you likely weren’t going to be having a lot of fun to begin with. That said, it became important to me once I realized that it takes Hearthstone 38 seconds to boot up.
Thirty. Eight. Seconds.
That’s just to get to the quest screen, by the way, not actually playing. In contrast, Clash Royale takes 17 seconds and Gems of War takes… huh, 32 seconds. For some reason, Hearthstone seemed more egregious.
How the game reacts to being minimized or otherwise losing focus. This attribute is a bit tough to precisely quantify because apparently it matters for how long the interruption lasts. Sometimes you can minimize to shoot off a text and be fine, and other times the app requires you to log back in.
Hearthstone used to be the worst at this, not only requiring a re-login, but also counting a Dungeon Run as a loss if you minimized in the middle of a boss instead of on the reward screen. As of some patch ago, you can safely minimize without losing progress.
Clash Royale is finicky, but even when there’s the equivalent of a re-log, it’s very brief. Things are significantly different if you are in the middle of a battle though. In some cases you can get back in, but you are generally penalized as “leaving the match.”
Gems of War, in my experience, doesn’t care and will be right back up instantly.
Can the game be played with one hand… if you know what I mean. Because you have a baby in the other hand.
Both Hearthstone and Gems of War are perfectly playable with one hand. Both games are basically turn-based, and even if you’re playing a human opponent in Hearthstone, you have a minute and a half to complete your turn.
Clash Royale on the other (one) hand is technically playable, but sometimes entire matches can be decided on pixel-perfect placement of troops at precisely the right moment. So in this respect, I’d say this isn’t a one-handed game.
They all have them.
Overall, I will say that Hearthstone’s Dungeon Run modes have been the MVP for me this far. When I said I had no desire to play Dalaran Heist anymore, that was before I got stuck watching a baby for 12+ hours a day. I’m already halfway through beating Chapter 1 heroic mode with every class, and being grateful I have something to do.
Know what’s downright quaint? This Time-Poor post from back in March.
Two or three weeks sans gaming isn’t too bad in the scheme of things. Or wouldn’t be, if there was some kind of known endpoint. I’m a planner, a schemer, an optimizer. Meanwhile, my baby is an agent of chaos. Sometimes he’ll go three hours between feedings, and other times I’m feeding him every 30 minutes for an hour and a half. And since you can’t really do much else, the TV is on in the background, and when he finally calms down, you might be interested in the rest of the show.
This whole experience thus far has given me some first-person views of the gaming edifice though.
On Sunday, I actually had a solid 1-2 hour chunk of time to do non-baby, non-household chore things at like 11pm. The whole world felt like my oyster! Unfortunately, I hate oysters, and I found myself browsing Reddit – which I do on my phone anyway – and then playing a few games of Slay the Spire. The thought of diving back into Divinity: Original Sin 2 was, well, unthinkable. What would I do? Walk around, get in one combat, then turn the game off?
It got me thinking about uninterrupted time, and how often some games require it. The traditional expectation of it being required is when a game functions on Waypoint Saving. But if you have a narrative experience that you care about at all, then uninterrupted time is required. But even if a game doesn’t have a narrative, you might still need uninterrupted time in order to progress in the “what was I doing?” fashion. Or perhaps even the mundane “what buttons do what again?” sense.
Games with grinding are also right out. It used to be “ain’t nobody got time for that” was because life is full of so many other, better games you could be playing instead. Nowadays, for me, it’s literal.
Having said all that, I find time for mobile games. Clash Royale is still an hourly diversion. I bought You Must Build A Boat and also downloaded Gems of War, both of which can be played in small chunks. I was looking at Terraria, but was scared away by a review stating the last update was in August 2016. Instead, I (re)bought Stardew Valley. While I haven’t tried it out yet, I’m hopeful that it can also scratch the progression itch in a more nutritive way that gacha games cannot.
We’ll see how it goes.
My patience with enforced 50% win rates is paper graphene-thin.
“A fair game is one in which you win half the time.” It’s hard to argue against such a notion. What is more fair than a coin flip? The problem is that players aren’t equal sides of a coin, nor are the thousands of potential actions reducible to two, easily predictive binary outcomes. Some approximation is required. Or a developer thumb on the scale.
I am still playing Clash Royale despite the disastrous pivot towards blood stone squeezing, and the conceptual breakdown of all progression for long-term players. But some of their shit is driving me up a wall, and will eventually drive me from the game entirely. Specifically, Clan Wars, and even more specifically, a particular game mode with preconstructed decks.
To be sure, there are learning curves involved. Supercell basically took some “top decks” and added them to a pool, from which you are randomly assigned one for a single game. The problem is that some of these decks are just objectively terrible with no redeeming qualities, and still others are straight-up countered by some of the other matchups. For example, these two Classic Decks Battles:
In the first match (at the bottom), my Royal Hogs are immediately countered by Valkyrie, Mega Knight is immediately countered by Inferno Tower. Amusingly, Royal Hogs are also countered by Inferno Tower and Mega Knight by Valkyrie, assuming my opponent times it right. Meanwhile, while I can counter his Goblin Barrel with Arrows, they both cost 3 Elixir and thus end in a wash… with the slightest error on my part resulting in easily >30% tower damage. Meanwhile, my Zappies are basically useless, my Inferno Dragon even more useless, and I can’t use Arrows to counter his Princess or Goblin Gang because then I become vulnerable to Goblin Barrel. I also can’t hope to Fireball him out because he also has Rocket, which deals way more damage than Fireball. The ONLY way anyone could possibly win with the deck I was given was if the opponent was AFK. 1
For a WoW analogy, think Warrior (me) vs Frost Mage (opponent).
The second matchup wasn’t technically as lopsided, but still awful. Bandit is straight-up countered by pretty much every card in the opponent’s deck. Rascals + Zap took care of Minion Horde every time I threw one down, and Hog Rider/Mortar/Goblin Gang meant I could be punished immediately for dropping Elixir Collector or Three Musketeers. Which is what happened, pretty consistently. If I played better, I might have been able to distract a Mortar with my Valkyrie or Bandit in the other lane, and then split a Three Musketeers or something in the middle, followed by a split Minion Horde. Even then, if he played defensive for 20 seconds, my shit would have been countered.
Were these match-ups truly random? Or “enforced” 50% win rates? There is no direct economic incentive for Supercell to “rig” the Classic Decks Battle mode, but the RNG is opaque and it would certainly be a method to ensure that winrates do not get too lopsided.
The third clan war battle I played was Draft. In this game mode, you are given a choice of one of two cards, four times total; whatever you don’t pick goes to your opponent. I’m not sure if the card pairings are 100% random, but you can absolutely get stuck with some extremely shitty decks and/or matchups. And yet I’m fine with that. You as the player have some agency, even with imperfect information, e.g. choosing Minion Horde when opponent might have chosen Arrows. Indeed, Minion Horde in particular is a classical risky pick because of how many cards can counter it… but if your opponent doesn’t have any of those counters, it can be an overwhelming advantage.
My feelings on enforced winrates have changed over the years. Initially, it seemed fine. Necessary, even. But it is rigging, especially in the methods that many game developers go about it: pairing you with terrible teammates, matching you against strong counters, etc. The end result is that I simply cannot trust game developers with (opaque) RNG anymore. They have no incentive to be actually fair – however fairness is defined – and every incentive to produce favorable (to the devs) results. Even if they showed me the specific game code that chooses the matches, I have no reason to believe it operates in that way. This age of monetization and consumer surplus erosion has pushed me past the Cynicism Horizon, from which no trust can escape.
The only thing that game designers can do, and the thing they should be doing, is increasing player agency in the RNG elements. Drafting feels fair, even when the results are not. Maybe it is just another psychological trick to employ, giving someone the “choice” between a rock or a hard place. But it is an important one for not appearing so nakedly rigged in favor of one particular outcome.
1 If you can produce some videos of pros beating non-AFK people with the decks I was given, I’ll concede that I need to L2P. I typically end the season at 4800 trophies and can acknowledge mistakes, but on paper and in practice, those match-ups felt lopsided as hell.
Clash Royale has veered into an interesting monetization direction.
The game has always had built-in P2W-lite elements, and still does. Specifically, you can buy gold and special treasure chests, both of which can accelerate your progression well above the curve. Will it be a permanent advantage? No. Eventually your overleveled troops will carry you to enough victories to place you where your power-level and skill levels indicate. That the system is (eventually) self-correcting does not diminish the fact that you bought wins, but nevermind.
These days, Supercell has fully committed to… emotes. Lots and lots of emotes.
It’s been about two years since Supercell initially double-down on the emote trolling, only to back down three months later. The “backing down” required you to specifically mute your opponents every single game, but at some point they allowed the setting to stay on. However, one of the downsides was that muting emotes then muted them from your own teammate. There really wasn’t much communication possible via emotes, but it was sometimes useful to be able to “complain” about your partner’s inanity.
Towards the end of June of this year, Supercell released the new Goblin emotes. At first, I thought this seemed a bit silly. I mean, they were sold in $25 bundles that included a bunch of gold and cards which effectively made the emotes “free,” but it’s hard to imagine a company selling a sort of cosmetic item that anyone can just disable entirely. Later on, Supercell went on to just sell packages of emotes for $5, and mix and matching the types of bundles.
The funny thing is… I turned emotes back on. And I am somewhat serious about wanting to buy a certain combination of emotes.
The specific scenario I want to be able to communicate via emote is when my own 2v2 partner does something unbelievably fucking stupid. Like, every person I get matched with is supposed to be around my own skill level, right? So how can they be so dumb? It’s one thing to be interrupted while playing the game. It’s something else entirely to place troops poorly, or not at all, or basically get flustered and do random shit.
Goblins have a “roll eyes” and “this is fine (burning building)” emote and I want, nay, need to be able to communicate this to my opponents. Not my own teammate, because they either already know they fucked up, or are too stupid to comprehend it anyway. Just something a bit more… precise than simply the default “angry” emote plus sending a Fireball to the King Tower – the nigh-universal “I give up” action.
I didn’t think emotes could possibly work as a monetization strategy, especially when you can turn them off at will, but here we are. Supercell surprises me again.
I have spoken about Hearthstone’s Dungeon Run mode before, but these last few weeks I have finally figured it out: Dungeon Run is the mobile version of Hearthstone.
That is, of course, a pretty silly thing to say considering a feature-complete version of Hearthstone is already an app. In fact, you can only access Dungeon Run from within the regular Hearthstone app. But having played it at work pretty regularly now, consider the following:
- It requires no prior card collection
- Randomized bosses/abilities for variety of experiences
- No Rope, e.g. time limit on turns
- Relatively fast games
- No real penalty for losing (or winning)
- Can stop and start at your leisure
The last point is a bit dubious, as I have had my Run prematurely canceled when I closed the app in the middle of a match and came back hours later. But aside from that, as long as you complete the current match, I have been able to come back and choose my set of cards for the next round.
In short, I have been having a lot of fun with Dungeon Runs on mobile that I was not having playing at home. And that is largely because I wouldn’t play regular Hearthstone at work, because I might have interruptions that would cost me a game (and ranking). Clash Royale has the same issue, honestly, but losing 2v2 is not a big deal, and each round takes a maximum of 4 minutes in any case. And on the flip side, playing Dungeon Run at home feels pointless because there aren’t any rewards or real “reason” to, comparatively.
Not that it would happen, but I honestly think Blizzard should just release Dungeon Run as a standalone app in the future. Hearthstone on mobile is incredible bloated – the latest balance patch was over 700 MB worth of downloads, and the overall install sits at 3.41 GB, which is absurd for an app. Then there are all the 3Dish animations for cards and minions that are not strictly necessary and could be simplified. So, size, CPU usage, patching… all of those things could be scaled back and optimized as a standalone package.
Or, I suppose, I could try finding a good CCG-ish app that already does those things.
Uh… any recommendations? Aside from Shadowverse, of course – I’m looking for more Ascension-esque than a competitive CCG. I’ve heard good things about Slay the Spire, but that’s Steam only.
Gevlon had an interesting post musing about the gaming middle class.
The current situation is this: if you are a time-rich player without a lot of money, there is no better time to be a gamer than now. Just think about how many F2P titles out there that are available. Similarly, if you are a money-rich gamer looking to get their whale on, look no further than damn near anywhere. If you fall somewhere inbetween, then you essentially get the worst of all possible worlds – pwned both by the time-rich players able to dedicate more time than you, and the money-rich players who buy every advantage.
Making things even worse, Gevlon notes the very model seems to squeeze out the middle-class:
The same question can be asked in every monetized game: why pay anything unless you go full whale? Either enjoy the game for free (if it’s enjoyable), or pay enough to be the king of the hill and enjoy pwning “n00bs”. I believe more and more people will realize this and stop paying/playing. Which in turn creates the wrong impression that potential players are either free or whale, making the games more monetized.
I have experienced this several times in the various phone apps I use to kill time. Clash Royale is an example, insofar as you should either be going all-in or not at all. If you buy a little advantage in the form of bonus chests or upgrades from the shop, you will likely be able to leverage that to boost your rank on ladder. Problem is, you then are facing either whales who are less skilled than you but are leaning on overleveled cards, or people who spent a lot of time getting to that rank with their normal cards and are likely better than you head-to-head. Eventually you will settle at your 50/50 skill range, but that doesn’t make the games in which you lost to overleveled garbage players feel any better.
Another example is a gacha-style anime-inspired game that I will leave nameless, as they are all basically the same. While you can unlock new heroes randomly from “vending machines,” there is a special vending machine that only unlocks when you reach VIP level 9. Ranking up your VIP levels is 100% dependent on spending real money buying diamonds, and VIP 9 requires $200 total to reach. That’s right, two hundred US dollars. This is quite literally pay-to-win, as the special vending machine has exclusive heroes much more powerful than anything else.
Nevertheless, I have still spent ~$35 and ~$20, respectively, in both games over the year or so I’ve been playing them. Like many games of their ilk, a “small” “investment” towards the beginning of the experience allows you to remove some obnoxious barriers for the rest of the game. In Clash’s specific case, there was 10x value deal that remains the best deal to date, such that if one was ever going to spend cash, it would be for that.
As noted, the trouble is that the very monetization scheme punishes middle-class gamers, further polarizing the remainder. How would you even focus on the middle-class in this or any scenario?
Well, just ask the WoW devs.
After thinking about it, the (intentional or not) design philosophy behind WoW from Wrath onwards caters almost directly to the middle-class gamer. The time-rich player will be decked out in the best gear either from raiding or grinding, no matter which expansion we’re talking about. The middle-class though, is unlikely to be able to raid very much given inconsistent hours. Enter LFD, enter LFR, enter Badges/Honor/etc.
Many people will try to exclaim that constant gear resets – happening on a patch basis rather than expansion – hurts people by invalidating all the work you did. Guess what: if frequent gear resets hurts you, you’re time-rich. If you want pain, try doing anything useful outside of a progression raiding guild in the Burning Crusade. If you were not cresting the wave of attunements at the right time, you were stuck in the backwash with little way forward.
So, if you want a model for capturing the gaming middle-class, WoW is it (and presumably FF14). Subscriptions to put everyone on the same field, then allow the time-rich to grind/raid their way to advantage, but cap said advantage with things like weekly lockouts and frequent gear resets. Keep the delta between the haves and have-nots at a reasonable percentage. Make progression possible without needing to specifically put a videogame event on your IRL calendar. Season with some whale-bait (WoW Tokens, cash shop) to taste, and you’re good.