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favicon.ico: playervsdeveloper.blogspot.com/2013/08 - Player Versus Developer: Augus.

site address: playervsdeveloper.blogspot.com/2013/08

site title: Player Versus Developer: August 2013...

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website (probably) only for adults * website (probably) only for adults ! YELLOW status (not for everyone) - not for everyone
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ad thing that there are so few major titles on my radar more time to catch up on all the mmo s i m behind on if i d had more time i would probably have tried to catch the big mmo panel and teso but really i covered basically all of my high priorities what are you all watching out of the show posted by green armadillo at 12 05 am 2 comments thursday august 22 2013 cash and burn i m concerned that mmo gamer chick and tobold are correct in their suspicions about this week s business model announcements two of the highest profile upcoming mmo releases wildstar and elder scrolls plan to launch with a mandatory box purchase and mandatory subscription fee despite nearly nine years worth of post wow mmo launches that have failed to sustain that model both bloggers note that it would be borderline irresponsible for a business launching a subscription mmo not to have a back up f2p plan indeed it appears that both titles may be setting the groundwork with wildstar s implementation of in game time card items seen in other mmo s including the f2p relaunches of eq2 and rift and the cash shop that elder scrolls apparently confirmed in a german interview unfortunately the same financial incentives dictate that launching with a subscription is an opportunity to extract 60 for the retail box with 150 or higher price tags widely accepted for collector s editions and some subscription revenue in the interim especially if there s a chance to sell people on discounted pre paid six month subscriptions before they ve had the chance to play the game the problem isn t the subscription fee itself the entry barrier created by the initial box price the bad press often generated as games visibly fail to live up to their original promises elder scrolls is already making the same promises that they plan to update every 4 6 weeks that so many studios have failed to sustain or whether the final business model when the dust settles is in any way sensible my main concern isn t even that this model puts mmo studios in the business of exploiting hype and vague misleading information to make a quick buck as bhagpuss points out these things ultimately have limited impact on the merits of the actual gameplay the real casualty of these cash and burn tactics is the community when the dust settles the tourists have come overpaid and gone the jaded veterans like myself have waited for the inevitable re launch and gotten a high quality product at a fire sale price the cost is that the community is shattered as the majority of servers shut down the majority of your friends leave for games that are looking more promising and the folks who do return do so for brief periods as the content release schedule permits this may not change the gameplay especially as more titles are offering more ways to play and win with limited time and commitment but it definitely changes the experience of playing these games and experiencing these worlds if this is the solution to the problem of how to finance mmo development it s a sad day posted by green armadillo at 9 04 pm 6 comments labels business models eq2 pvd rift wow tuesday august 20 2013 missed events of august it s been a busy month and i ve missed a variety of things some that i regret and some that i do not golden lotus storyline i was aware that blizzard was removing the vol jin world event introduced in patch 5 3 when patch 5 4 launches presumably next week i was not aware until very recently that the patch also blows up the entire vale and with it removes a large chunk of the less than one year old golden lotus storyline from the expansion i scrambled when i found out but it does not appear feasible for me to gain the required reputation in the time remaining as an aside i m gaining this rep nearly twice as fast as was possible when the expansion rolled out due to new mechanics rep for scenarios dungeons and farming and it still feels slow no wonder people were less than thrilled with pandaria s launch ffxiv open beta i m frustrated that every studio insists that limited time events run on weekends personally i play most of my mmo s to unwind after work on week nights and have less time to spend on mmo s during the weekend in this case that missing the party have been a good thing as i ve heard less than ideal things about how square handled the inevitable soft launch server population issues the open beta servers will not be wiped and is followed by a headstart this week that said i have not heard anything about a free trial so it s not clear whether there will be any mechanism to try before you buy for those of us who missed this weekend not necessarily the best move for a game trying to shake a bad reputation hearthstone got into the beta direct from blizzard not sure what if anything i ll do with that access why spend time unlocking stuff now when the final game will be f2p and the beta is going to be wiped patch 2 3 in swtor new endgame content guess it s not going anywhere i guess it s a good thing that the slow month of august hasn t been too painfully slow anyone else feeling like they re having trouble keeping up posted by green armadillo at 8 35 pm 3 comments labels ff online pvd star wars wow monday august 12 2013 havok and hijincks on kickstarter my good friend ferrel of epic slant and various podcasts has just launched a kickstarter campaign for a card game called havok and hijincks that he and his colleagues designed as a recent parent i love the idea of a game that requires thought but not a lot of time something i can play with my wife during nap times but that won t take a ton of time to set up or put away cute dragons on cards and some light strategy sounds like just what i m looking for between ferrel s track record publishing three books two of which went to kickstarter only after he finished the manuscripts and the public record of the game s development over the last year i provided some rules suggestions myself this is the relatively rare kickstarter that i can recommend without reservation to anyone who thinks they are interested in the product more information on the game is at http havokandhijinks com and the game s kickstarter campaign runs through september 24th p s at the risk of derailing this post with broader mmo discussion there is a big difference between someone trying to crowd fund a pen and paper game and all the video game and mmo projects that have gotten so much press of late you can actually design test and prototype a card game using index cards and a sharpie and have a decent idea of how the product is going to function if you are willing to support the development out of pocket through some combination of volunteer work by the team and fronting the art costs out of pocket you can get most of the way to the finish line before you go to your customers and ask them to pay you it s not impossible to do the same for a video game see the valiant efforts of eric at elder game but that s no easy path either and i maintain it s only a matter of time before a video game project that received a seven figure budget from kickstarter goes bankrupt without releasing their product posted by green armadillo at 8 53 pm 1 comments labels business models pvd social sunday august 4 2013 gear catch up versus bolster i ve been spending some time working on the tips from blizzard s official guide on catching up to 5 3 to gather some of the endgame gear from the patches i didn t play at the time i m enjoying most of the process and it s going reasonably quickly but i can also see how a new player just looking to play current content with their friends would lose patience with even this significantly accelerated pace is this system really better than just automatically bolstering characters up to the entry level gear a mechanic we re seeing increasingly for pvp in other games the catch up method blizzard s guide is helpful and i highly recommend it to anyone who does have a new max level character in world of warcraft i also find it unfortunate that the developers of an mmo are in the position of having to write this document and especially unusual that the authors are encouraging customers to skip so much of the content that blizzard spent so much money developing to oversimplify greatly the guide s main point is to get to the bare minimum gear level required for the computer to let you queue for the lowest level of the automated raid finder and then take advantage of several mechanics that have made gearing up in these raids much faster than it was a year ago to this end the authors identify several low hanging fruit in the reward scale the kind of advice that five years ago you d read on a player site like player versus developer rather than having the developer themselves tell you to do x content and not y content because the rewards are better they even go so far as to suggest fooling their own queueing system by equipping easily obtained pvp gear this stuff may actually be worse than the random quest rewards you already had on from leveling because some of its stat budget gets spent on pvp stuff but the item level is high and this is all the group finder cares about personally i don t feel that players who get something early when doing so is hard should have a right to demand that future players must work as hard for the same rewards however when you consider how often wow in particular resets its entire itemization curve and how extreme the catch up curve is it starts to seem like your accomplishments will be so temporary that it s hardly worth working for them better to just show up at the end of the expansion like i have drive through quick to see all the sights once and come back in a year or two for the end of the next expansion meanwhile the new or returning player is forced to spend time the guide says a week or two but this appears to assume far more effort far more consistently than what i ve been putting in grinding dailies and running random groups until they have enough gear not to hinder their friends in current tier raid content bolster and other automated solutions just giving players the stats they need to do the content they want seems counterintuitive to a genre that is built on persistent character progression then again this has happened in a variety of settings guild wars 2 in particular made a big deal of this feature and in particular in pvp settings i ll pick on swtor for a moment because their situation has evolved and brought with it some serious growing pains like many games swtor has a pvp specific character statistic which causes problems when placing new characters who do not have this stat against characters who are fully geared out even if the newbie s gear is very good for normal gameplay they will fare very poorly bioware s first attempt to solve this problem was to make the entry level pvp set available for relatively reasonable sums of credits next they moved to giving every new level 50 character a full set of entry level pvp gear for free in the process significantly upgrading whatever random stuff you had on when you hit the cap in the new expansion they started implementing an automated bolster system that is intended to scale your stats up to some baseline level there were many loopholes i e better to go in naked than wearing mediocre gear because this would get you an overcompensating bolster bonus but it sounds like most of the issues have settled down the end result is that players show up in whatever gear they re wearing but are boosted up to the amount of pvp stats found on the new entry level set this begs the question of why that s a non zero number to begin with rather than just using the entry level as the baseline if you re going to set everyone to at least that number anyway players can still spend pvp currency to get the entry level pvp gear and i think the intent is for this to be slightly better than the automated bolstering but the overall effect is that you should not need to go do something you do not want to do as a prerequisite to doing something you do want to do with your friends the cost of not bolstering getting back to world of warcraft for a moment prior to the current expansion the developers stated that about a third of the quests in the expansion pack were daily quests so that players working on any one faction would have a variety each day the logged in today the guidance straight from the developer is that all of this content is completely optional the 3 man scenarios and 5 man instances also seem to be things that you spend only brief time in if you really want to the real rewards are quicker and easier if you somehow get into the raid finder it just seems like such a waste time and limited resources wasted by the developer on content that won t be worth doing in six months time wasted by players grinding out gear enchantments etc that will be blanked constantly time spend playing but not enjoying the game in the notoriously reward motivated random groups that would not exist if not for the daily rewards and in my case as someone who actually likes small group content entire chunks of the game that aren t worth doing because the raid finder is easier and more rewarding would it really be worse to take stats off of gear altogether give everyone what they need to do the content they re trying to do and let players spend as much time as possible doing what they want with the people they want p s random speculation a purely subscription game makes its money based on how long players spend playing so it s especially odd to see the last big subscription game standing giving players advice on how to skip so much of the content either the lost revenue for not handing out this advice is even worse players burning out and quitting early or perhaps blizzard is thinking about laying the groundwork for a business model shift where their money is less proportional to time played posted by green armadillo at 11 31 pm 3 comments labels business models pvd pve star wars wow newer posts older posts home subscribe to posts atom subscribe subscribe to pvd about player versus developer i m what they call a wow tourist wow was my first mmo and being able to set my own schedule is a dealbreaker at any given time i can be found ducking in and out of half a dozen different mmo s this blog details some of my own personal exploits but it also focuses on a meta gaming issue that i find very interesting the decisions developers make on how to reward player activity and the decisions players make in response to maximize their own rewards i can be reached at grnarmadillo gmail com my characters greenwiz level 90 gnome mage aldabaran level 55 cyborg vanguard green armadillo 1000 levels marvel heroes violet deepshadow 35 trickster rogue allarond of gondor level 77 champion lyriana fae level 92 dirge 92 jeweler telhamat level 50 high elf cleric green armadillo level 30 sorcery hero of gotham vice admiral green armadillo engineer halanna 57 druid 50 ro...
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