Blog Archives
Small Changes, Big Effects
I was thinking the other day about small changes in a game’s design that end up radically changing the entire approach I take with the game, either mechanically or just emotionally.
For example, many moons ago I was playing Candy Crush Saga on my phone, and reaching the limits of my patience with the game. I still had a few of the free special abilities left (e.g. your first free hit of crack), and was realizing that losing the level by one move was dumb when it often took extraordinary luck to even to get to that point – it doesn’t matter how skillful you are when success relies on clearing a row or column and having some helpful color replacements drop in. So, I used the free stuff, and then basically stopped playing the game.
A few weeks or so after that, the next time I booted the app up, King had introduced some sort of daily roulette wheel where your first spin is free. One of the prizes? A random special ability. Not all of them were as powerful as the Lollipop Hammer, but they were something. And knowing that I could accumulate these advantages by logging in every day provided an incentive to do so, and continue my progress through the game knowing I could use the special abilities should I need them. The move might have been a cynical cash grab considering you could buy additional roulette spins, but getting one free chance at nabbing a special ability enormously extended my interest in the game.
There have been similar changes going on in Clash of Clans in the past month or two, although cumulatively they might not be able to be described as small anymore. Originally, I was feeling like I had reached the natural end of my progression curve, as I was losing more resources to raids than I was gaining from raiding others. My alternatives seemed to be either spending money, or committing to playing more than 3-4 times a day. Then things started to change:
- Town Halls started containing many resources themselves, invalidating the old strategy of keeping them outside your base and hoping someone destroyed just that building to give you a 12-hour shield.
- Only lose your shield if you actually commit to an attack, rather than simply browsing bases to attack.
- Attacking only reduces your current shield by 3-4 hours, instead of removing it entirely.
- Added a daily quest to earn 5 stars via attacking, gaining bonus resources based on rank.
- Reloading traps is cheaper.
- There is a broken “loot cart” after you get attacked, which refunds a percentage of what was stolen.
The approach I am taking with the game is completely different now. The bonus rewards you get for winning a raid (getting at least one star) was often not worth it if you could fail but still nab most of your target’s resources. Now that I’m in Crystal 1 Master League 3 though? 70k 110k bonus is nearly a 100% increase in what I can usually acquire, so now I’m pushing for full-clears. I also attack more often now, since there is less of a penalty for doing so (losing shield), and even more of an incentive (the daily). The end result is that not only am I more actively engaged with the game, I am still actually progressing at the same time. That these changes might actually end up squeezing more money out of F2Pers in the process – by encouraging buying boosters to speed up attack frequency – is good for Supercell, but ultimately irrelevant to me. Technically, it’s win-win.
In terms of MMOs though, I am mostly drawing a blank. Perhaps the introduction of dual-spec in WoW? Or that one glorious period of time where dailies were weeklies and you ended up burning yourself out running 21 dungeons across three alts on reset day?
…okay. Maybe not all little improvements are good.
Spell It Out
I was playing GTA 5 this weekend, and one of the missions really reminded me of why I prefer game devs to just spell out what they expect you to do as a player.
The mission was technically a “side-quest” of a heist the main characters were setting up. This particular branch was to acquire a getaway vehicle, take it to a discreet location, then call Michael and let him know where it is. Not just any vehicle will do, but there are a million carjack opportunities in the game, so it didn’t take long to find one the game was satisfied with.
What did take an annoyingly long amount of time was figuring out A) where a “discreet” area was, and B) phoning the location in. Back alley? Not discreet. Docks? Not discreet. Area marked in green? Whoops, that’s an entirely different mission area. I tried calling Michael half a dozen times, but never got the option to “Mark the Location.” And I never knew whether that was because I wasn’t in a discreet location, or if I was but I had to be outside the vehicle to make the call, or if the quest was just fucking bugged.
There are a lot of challenges I enjoy in gaming. The one challenge type conspicuously absent from the list is being a goddamn mind reader. Or, more specifically, trying to figure out what the designers wanted players to do. Sometimes the issue is that I missed what would otherwise have been an obvious clue. Hey, it happens. Doesn’t change the fact that I’m not going to wander around cluelessly for 15 minutes not playing the game. Give me a puzzle, and I’ll try to solve it. But I’m not going to fucking hunt for the puzzle, because I have zero faith in my ability to divine whether all the proper programming flags were set.
So, I looked the quest up. Turns out they wanted the car in a neighborhood area. Drove there, parked, and the option to Mark the Location came right up. Fantastic. If they could have just dropped some markers down on the map like they do with everything else in the game, I would have been done with this vanilla quest more than 20 minutes ago instead of it completely breaking the flow of my gaming session.
And looking at my experience with MMOs? Same sort of thing applies. I played WoW when it didn’t have quest givers on the minimap, when quest items didn’t sparkle, before addons highlighted quest areas, and when Thottbot was breaking new ground over Allakhazam (I think). You know what? I’ll say it: it sucked. Killing mobs and not knowing whether you were just unlucky with quest drops or if you were killing the wrong specie of bear sucks. Get lost in a cave sucks. The item you need to click on being the basement as you scour the other three floors fruitlessly sucks.
I’m not saying there can’t or shouldn’t be mysteries in a game. But it should never be a mystery that you are in a mystery. The difference between hunting for clues and being clueless is immense. It is the difference between playing a game and not.
Again, I have empathy for the players for whom their primary enjoyment is figuring shit out on their own. I hope there are addons or options for you to turn off all the quest tracking overlays. But if the designers want me to collect ten bear asses to complete a quest, that is my quest, not exploring the taxonomy of virtual Ursidae and/or their habitat. If you want me to stash a car somewhere “discreet,” you either tell me where that is, or allow me to stash it somewhere I think is discreet enough. Which was apparently 100 feet away from where GTA 5 said I couldn’t make the call.
That Old Difficulty Bugbear
Another MMO difficulty discussion has appeared!
Both Keen and Bhagpuss have posts up, with the former talking about being praised for running his healer over to the tank during aggro, and the latter missing:
Having to look around, pay attention, evaluate the situation, review options, compare current circumstances with previous experience. I miss the need to know, in detail, what tools I have in the box and which ones I need to pull out when. Crucially, I miss having the time to do all that and enjoy it.
This discussion is a bit different than the usual “good ole days” ones though. For one thing, Burning Crusade was relevant up into the end of 2008, and I distinctly remember entire heroic dungeon stratagems revolving around face-pulling with the paladin tank and then hiding in a door corner Consecrating and hoping for the best. Wrath shifted things a year later, of course, but the raids brought them back. Then there was Cataclysm for a minute. A minute too long IMO, but nevermind.
Point being, it’s been less than a decade. And potentially zero difference in coordination required, depending on the content you are doing. I’m not sure what the “Unrest Fireplace” deal is, but if it requires 6+ people with crazy pulls and such, that almost sounds raid-ish. Or Challenge Mode-ish. Sure, it might also be “open-world” content, but let’s be serious: there isn’t much difference.
The Bhagpuss angle is also interesting, as he admits that it isn’t a lack of challenge per se, but rather a changing in what the challenge consists of:
Players and developers alike have come to expect overt, clear signals in the form of ground markers, circles, cones, colors and written or spoken instructions. We’ve gone from improvisational theater to an on-book recital with cue-cards and a prompt.
What Bhagpuss misses is the “local knowledge,” which dictated which mobs were easy and which were not, which guards would protect you, where the safest farming spots were, and so on. And… that’s okay, I guess. It is indeed a challenge type that has been entirely supplanted by modern games with mods and Wikis and crowdsourced and datamined knowledge, often weeks before the content even goes Live.
On the other hand… if you had time to improv, was the content really that difficult?
And what does it say about the difficulty itself, if it were dependent on the slow accretion of experience? I do not consider trial and error particularly challenging. Nor memory games, for that matter. Which really just leaves… execution. The eponymous Raid Dance. I don’t know any people who are seriously thrilled about a difficulty that revolves around playing voidzone Guitar Hero for 12 full minutes, but a challenge that can be defeated via YouTube isn’t much of a challenge either, IMO.
There really isn’t one answer here. Everyone wants content tailored to their skill level, which means we all end up wanting different things. I will say though that many MMOs actually do have what Keen and Bhagpuss are probably looking for, in at least token amounts. If you want an entire game revolving around that though, sorry, you are going to have to stick with the niche titles. Because for however many amazing experiences you had, twenty other people died for what seemed like no reason, their group fell apart, and they lost hours of their life.
These days, you will know why you failed: you stood in the fire.
FFXIV Impressions: Combat
FFXIV has one of the worst-feeling combat systems I have ever played.

Must be some hill.
It is not just the 2.5 second global cooldown, although that is a significant factor; it is the entire early game experience. I started with Arcanist, which is probably something I shouldn’t have done to begin with, and here are the levels in which I get buttons I can use:
- Level 1: 2.5-second generic nuke.
- Level 2: instant-cast DoT
- Level 4: Summon and forget a pet
- Level 6/8: 60-second cooldown gives a buff that let’s you press a button once.
- Level 10: 2.5 second cast DoT
- Level 26: 2.5 second cast DoT

Eww.
So, from levels 1-9, you press 1-1-2-1-1-1, then from levels 10-26, you can press 3-2-1-1-1-1.
I thought that melee had it better, but when I rolled a Marauder, I saw that the level 2 ability was a 2-minute defensive cooldown and I instantly deleted the character. Now that I look at the rest of the Marauder ability list, I do see quite a few extra buttons to push, but I was pretty exacerbated at the time.
I did manage to get a Lancer up to level 8, and I will say that melee definitely feels better than Arcanist at least, but my Lancer was a Miqo’te so… yeah.

I hate when I’m disemboweled for 30 more seconds than normal.
Now, I have heard all the arguments already – something something console gamers, something something players new to MMOs. But, Christ, this is vanilla WoW paladin-level nonsense in 2016 (or 2013, whatever). Regardless of whether it ramps up to having too many buttons to push at max level, the era in which a game gets away with having a boring start is basically over.
…or not, considering how FFXIV is clearly the #2 MMORPG on the market at the moment. But still! In terms of combat, Guild Wars 2 beats FFXIV hard enough that even FFXI gets bruises, let alone in comparison to WoW. The moves look fancy, but that’s just because you have to look at something while you wait one extra second * a million goddamn times.
[Fake Edit:] After writing the above, I realized that I hadn’t actually seen the WoW beginning experience sans Heirlooms in like three expansions. So I went ahead and created a “F2P” Starter account and rolled up a Warlock, Mage, and Paladin. Conclusion? As it turns out, WoW doesn’t really give you many abilities either:

Paladin in particular looked pretty heinous, with Crusader Strike having a 4.5 second cooldown and Judgment not coming until level 5. If I’m looking at Wowhead correctly, it seems like Paladin is Crusader Strike, Judgment, Templar’s Verdict until… level 38, when Hammer of Wrath unlocks? Can that be correct? Holy fuck. I haven’t leveled a Paladin since TBC, but I’m pretty sure that was my rotation throughout all of vanilla content. At least back in the day, we had to recast Seals every time we hit Judgment!
In any case, one of the differences I noticed right away on all the WoW characters though was how utterly satisfying it was to kill mobs. The Warlock had 2.5-second Shadowbolts just like the Arcanist, but the Warlock was 1-2 shotting all the creatures in the opening areas. Hell, Corruption at level 3 was more than enough to kill them in seconds too. Try that with Bio and let me know how it goes.
So, basically, I’m sticking with what I said earlier: FFXIV has one of the worst-feeling combat systems I have ever played. And that negative feeling apparently has everything to do with the longer GCD and longer Time-to-Kill, rather than lack of abilities. Although more buttons to push would help a lot in making the combat feel less like a slog.
PvP Servers
It has been quite some time since I’ve had to bother with the issue of PvP servers, but Shintar’s latest experience with a “classic WoW” server really sums up my thinking after the years:
The truth is, I’ve never had the urge to initiate combat with the opposite faction, so if I’m being honest I’m just making myself a punching bag for other players by going along with it. All that ever happens is that I get attacked by people who are several levels above me, in twink gear, or in a group. Sometimes things get turned around and they are the ones who end up with egg on their face, but that’s a cold comfort when compared to the amount of my time that ends up getting wasted by corpse-running and having to re-do quests. I’ve put up with it because there were no other options at the time, but weekends like these really make me wonder whether it’s worth it when I could be having fun with something else where other players aren’t able to ruin my enjoyment every step of the way. My free time is really too precious to me these days to waste it on nonsense like that.
Is there excitement on PvP servers? Sure. Although I would more describe that as anxiety, considering I’ve only ever gone on ganking sprees after being ganked myself. So, really, that would be what I say to anyone asking if they should pick a PvP server: “Do you want to spend your time ganking mostly helpless players over and over? If not, then don’t go to a PvP server.” Those rare moment of cooperation and peaceful coexistence do not make up for the time you spend getting killed in the middle of a quest. They really, really don’t.
FF14 Subscription Number Speculation
How many active subs does Final Fantasy 14 have? More than WoW?
The answer to the latter question is “lol no,” but the former is a bit trickier. The official word circa July 2015 was the following:
During today’s Japan Expo, Final Fantasy XIV Producer Naoki Yoshida shared that the game has accumulated a total of five million paid subscribers during its 21 months on the market.
To be clear, the current subscriber count hasn’t been announced, nor has Square Enix ever shared this figure. The five million subscriber total doesn’t include trial accounts, and only those who have at one time or another paid the $12.99/$14.99 monthly fee making it a substantial feat.
Estimates place FFXIV at around 800,000 to 1.2 million subscribers after a one million subscriber bump from February’s announced total of four million, averaging at around 9,000 new players per day over four months. Significant post-launch updates and the arrival of Final Fantasy XIV: Heavensward have been key components to recent growth
An embarrassingly large number of people have taken the “5 million registered accounts” news to mean 5 million active subs, but that does not pass the smell test. Which smell test? The March 2015 yearly report smell test (PDF):
The graph above shows that all Square Enix MMOs generated around 6 billion yen on a quarterly basis, or roughly $49 million. If we assume that 100% of those dollars came from FF14 subs at the $12.99 price-point, that would put the sub numbers at $49m / 3 / 12.99 = ~1.25 million subs.
We can be more charitable in our calculations, if we wish. Let’s take the yen/dollar exchange rate from back in 2014, so 6 billion yen is now… erm, way less than $49m. Nevermind.
Okay, let’s assume that the chart actually refers to 2014 sales (or projected 2015 sales) instead of what it’s labeled as. We know that FF14 had 4 million registered accounts in February 2015, followed by 5 million in August 2015. Looks like it also had 2.5 million in December 2014. That amount of box sales + 2nd month sub fees is nothing to sneeze at, especially 1.5 million over the holiday season. Assuming a 100% retention rate, if we add the 2.5 million to what we have already established, we get 3.75m subs, which is the closest any MMORPG has ever gotten to WoW.
Of course, that’s all a bit silly.
What we know from other sources, is that there are 408k characters (not players) at the highest level cap in the five months since the expansion was released; the number of level 50+ characters stands at 1.3m. Maybe FF14 takes people longer to level through, sure, fine. So lets now assume that the chart we used before speaks about all of Square Enix’s MMOs and not just FF14, and the fact that it includes box sales, so whatever FF14’s portion of those numbers actually is, is reduced again.
Still think FF14 has 5 million active subs? Half that? Even a third?
There is every indication that FF14 is a great MMO, and I expect that it is. What I do not expect is for the Square Enix 2016 report to show even 2 million active subscriptions throughout this year.
We’ll have a better idea around this coming March, I suppose.
Prisoner’s (Gaming) Dilemma
BINGO was postponed for a week, but I’m not even mad. Seeing the shit Blizzard is getting on the forums every time they introduce another flying mount is payment enough. For now.
Let us set that aside for a moment.
So I was presented with two hypothetical scenarios over the weekend which I found interesting for reasons. The first one was this: you’re going to jail for ten years, but it’s a minimum security prison that will allow you to take one offline game (any DLC included) with you. But that will be the only game you get for those ten years. Which game do you pick?
The second scenario is similar, but this time it’s life in prison. For some insane reason, the Warden will allow you to take any three games and allow an internet connection. The parameters did not specify whether future DLC or microtransactions will be free for you, but let’s assume you can make enough money stamping licence plates to cover, say, $30/month. Which games do you pick?
The answer to the first scenario was pretty much unanimous amongst my fellow hypothetical jail mates: Minecraft. There was a Skyrim holdout in there, but ten years is a long time and I don’t think mods could extend the attention of even the staunchest Skyrim fan that long.
The second scenario answer was more diverse, with my friend solidly in the Destiny camp (which is his current console mini-MMO game of choice). Mine was more blunt: World of Warcraft. Yes, even with bile I feel towards Flightgate, I have to admit that WoW is a game A) most likely to still be around and supported for decades to come, and B) one offering the most diverse playing experiences. In other words, you could spend a lot of time getting real good at raiding, master it, and then set off to roll the boulder up the PvP hill and feel a difference.
I found my own responses interesting primarily because I don’t particularly like playing either of them. The last time I seriously played Minecraft was before they introduced the Hunger meter; it may not have even been out of beta yet. I am still “playing” WoW currently, but it’s in the same way I play Clash of Clans: short bursts of activity to kill time, because apparently I’m going to live forever and have no standards. Or perhaps it’s because if I devoted the whole of my free time to one game, I’d probably clear three games a week, and the corresponding post-game depression phase three times. No thanks.
Still, what does that really say about me, and presumably us, that we aren’t simply playing these games full-time? That we could conceivably be playing them for 10+ years, but would rather not to? Obviously the intensity of a novel experience is higher with new games, so it makes sense that we enjoy playing the newer ones more (at least for a while). But here are these other games which clearly are mechanically superior in a replayability sense and we, or I, don’t seem to care. Until we’re in jail, anyway.
In any case, I’d be interested to hear other peoples’ choices in these two scenarios. For me, it’s Minecraft for the first, then Minecraft, WoW, and Counter-Strike for the second. I thought about swapping Magic Online with Minecraft in the second set, but the $30/month limit, while arbitrary, still wouldn’t cover hardly any reasonable amount of gametime.
Age of the MOBA
According to EEDAR, by the end of 2015 MOBAs will generate more revenue than (F2P) MMORPGs in the North American market:
The difference is small – $501m vs $499m – but it’s impressive nonetheless for a genre that didn’t (formally) exist five years ago.
One thing is for certain though: MOBAs are the “new” hotness and are poised to overtake F2P MMOs either this year, or Soon™ in any case. Which is a fascinating turn of events for someone who really has less than zero interest in MOBAs specifically. Indeed, nearly every mechanic that make MOBAs “deep” are the same mechanics that make many MMOs terrible. For example, the whole Last Hit mechanic. Or having over a hundred different characters, many of whom are direct counters to others, requiring one to memorize a truly voluminous amount of minutia to succeed. You thought the whole Raid Dance memorization was dumb? Just wait until you spend time researching dozens of characters who don’t even get picked. Oh, and hey, I heard you like 40+ minute LFG fights were you (ideally) lose 50% of the time.
On the other hand, in the Venn Diagram for MOBA and MMO I wonder how much overlap there really is. Did some people leave WoW for League of Legends? What did they find on the one end that they did not on the other? Perhaps nothing, and the audiences are from two entirely different sources. Which really doesn’t answer the question of where the MOBA audience came from. Is this an entirely different generation of gamer coming to age during the rise of MOBAs? Or was this a deep pool of potential players who hitherto weren’t being serviced by existing products?
Maybe the answer is less complicated than I am making it out to be: MOBA players seemingly sprang from the earth because it’s all F2P. Easy to get into, easy to get hooked, and then easy to get monetized. As revenues approach half a billion dollars in NA alone though, this clearly is not a flash-in-the-pan phenomenon. Despite the MOBA saturation, revenue still increase almost 20% last year, according to the chart. You will undoubtedly have winners and losers in the market, but MOBAs are here to stay.
Which is… well, good for them. I’m going to play something else.
Liebsteri Fatali
So apparently there’s this Liebster thing going around, and since I’m still kinda wiped out from traveling, let’s dive right in.
1. What was your very first MMO character and why did you choose that race?
Blood Elf warlock in WoW named Izuko. When I first decided to get into WoW, I had to decide early on whether to buy just the base game or the game plus Burning Crusade expansion. Since I went with the latter, I also knew that companies have a tendency to make expansion races/classes overpowered, which meant I needed to roll either Blood Elf or Draenei. While I clearly ended up sticking with Azuriel the Draenei paladin overall, Eversong Woods was perhaps the best possible starting zone for anyone new to MMOs.
Useless personal trivia: I quit playing Izuko after my leveling guild fell apart while I was in the mid-40s in Hinterlands. I was ready to quit WoW entirely at that point – old-school Hinterlands was awful at the best of times – but felt like that I wouldn’t get my money’s worth if I didn’t at least roll a Draenei. So I did. And here I am, blogging about going to PAX East with my former WoW guildmates, whom I’ve only ever met in person once before, at GenCon. Then again, I’ve probably talked to them over Vent for more hours over the past six years than any of my IRL friends.
2. Would you rather have a tiny elephant as a pet, or a tiny kangaroo?
Neither. I enjoy other peoples’ pets and have owned some in the past myself, but having to literally manage their shit has lost all appeal. If I had to pick though: tiny elephant, no question.
3. Do you overuse any figures of speech in your writing or speaking?
So… yeah. About that. For the most part, I write like I speak, including adding what probably amounts to superfluous commas all over the damn place. I have also noticed that an embarrassing number of sentences are bisected by “but,” but I’m not sure what I can really do about it. And the “so” thing.
4. You can snap your fingers and visit any city in the world. Where are you?
It’s a bit pretentious, but… Kyoto. Been there both times I traveled to Japan and plan on including it on any future Japanese itinerary.
5. What was your first (real life) pet? Who is your favorite pet?
I believe it was a gecko, which soon got lost in the grass when I tried to “walk” it. My favorite pet was probably my dog, Bo (we had a cat/dog pair named Rocky and Bullwinkle). Bo was one of those pets that spanned multiple Ages, from elementary to college.
He’s been dead for a while now, thanks for asking.
6. You’re on a desert island and only have one album, one movie, and one book. What are they?
The album question is a bit tough, as I have zero loyalty to specific artists, only good songs. Based on number of top-rated songs on my iTunes account, it looks like Auidoslave’s debut album and/or the soundtrack to Her would win overall. Hmm, apparently Fort Minor’s Rising Tied is also up there. On an island though, I’d probably need to relax, for which the Her soundtrack is most conducive.
In terms of being able to rewatch/reread something over and over, I have to go with Fifth Element and… uh… the Malazan Book of the Fallen series. Because who reads one book over and over?
7. Why did you start a blog?
I was pretty active on the WoW forums back in TBC and Wrath. Over time, I realized that the same (discredited) arguments were being trotted out again and again, so I figured that I could save myself time by copy/pasting a well-sourced post rather than spamming the same text. Additionally, things on the forums had tendency to go “poof,” so I also wanted some way to preserve Blue posts and the like. It was a pretty poorly thought-out plan, I admit.
Later on, I found that I played WoW for the AH shenanigans, so it made sense to make Player Vs Auction House. This was followed later on by the realization that, no, I did like arguing with strangers over the internet more after all. And still do, to this very day.
8. What’s your favorite video game soundtrack?
I’m changing this question to favorite video game composer. In which case, Yasunori Mitsuda, hands down. Being forced to choose between the Chronos and Xenogears soundtracks is simply cruel. Although have you listened to Xenogears Creid? Hmm… now that I think about it, I’ll go with Xenogears straight-up.
9. Which writers have been the most influential in your own writing?
I’m not entirely sure how influenced I am in writing style, but I am quite often in utter awe over Jerry Holkins’ (of Penny Arcade) poetic prose. Something something Dickwolves, I know. But seriously, read this shit:
It must be said, though, that they have a different kind of cold than I have in my town. Brenna wanted to take a walk before she had to fly out one year after the show, and I said no, that was a terrible idea, because people were freezing in place where they stood out there and being loaded onto trucks like cordwood, bundled for quick sale, to those for whom freshness was paramount.
Somehow we ended up on the walk anyhow, because whatever, who cares, and we hadn’t gotten three blocks before we turned back. I would like to say that this was a choice we made, turning back, but we were turned back because your cold is of a fundamentally different sort. We went back because we could not go forward. It wasn’t a land habitable by people. Their cold is the great Leviathan, which marks the edge of the map.
That was just a recent example in my spartan, verbal shrine to well-crafted sentences.
10. What is your favorite virtual hat in any game?
T6/Veng Glad paladin helm in WoW. I’m a sucker for halos, especially since I usually turn helms off.
___________________
And that’s it.
While I answered the questions, this was a half-assed commitment, so I’m breaking the chain.


Goose and Gander
Apr 11
Posted by Azuriel
In a surprisingly hot-topic twist, the internet was awash in reactions last week to Blizzard shutting down a vanilla private server. While the bloggers had the right idea, various random commenters had a much different reaction. The mental gymnastics are on point:
I mean, let’s be real here. Blizzard/EA/whoever owns the IP, and gets final legal say with how it is utilized. That’s what copyright means. If they want to sit on an unsupported franchise and let it rot, that is their right. You can make some sort of moral “abandonware” or “historical preservation” argument, but again, the law is pretty clear here. Whether or not Blizzard is losing anything by letting others pirate their material is besides the point.
Now, if you’re fine with being a pirate, that’s all right with me.
The owners/employees of Nostalrius had an AMA on Reddit earlier, and they described the costs involved with running the server: $500-$1000/month for server/bandwidth costs. For ~150,000 active accounts (defined by at least one log-in event in the last 10 days). Which really confirms how and why there are so many zombie MMOs still shambling about, i.e. it’s apparently super cheap to run. You know, minus the employee wages, of which none were paid in this scenario, even though they apparently committed 20-30 hours a week on top of their day jobs.
It is debatable how much money Blizzard is “leaving on the table” in this scenario though. 150,000 active users on a private WoW server is larger than most actual MMOs on the market currently. Crucially, however, these were all F2P users – how many would convert to $15/month customers is a matter of debate. If 10% converted, that’d still be roughly a quarter million a month. That’s enough to pay 44 people’s $60k salaries per year with some left over. Assuming that they even needed 44 full-time people to shepherd over legacy code.
The problem is opportunity cost. And marketing/messaging. Blizzard could probably make money off of legacy servers… but would it be more money than they could by spending that human capital elsewhere? As someone with less than zero interest in vanilla WoW, I know that I would prefer those 44 full-time people doing something more useful, like staunching the +150k subscriber bleeding every quarter from WoW Prime. When was the last time new content was released again?
Releasing and maintaining legacy servers would be the equivalent of Blizzard rooting around in the couch for spare change while the house burns down around them. Which it is.
Posted in Commentary
16 Comments
Tags: First World Pirate Problems, Legacy Servers, Piracy, Vanilla, WoW