Wednesday, November 25, 2009

Double Dipping: Greed or Necessity?

Whether we like it or not, it seems than mainstream sub based MMOs are switching to a “double dipping” approach where they charge us a sub fee (or an enormous lifetime access fee up front) for access to their servers and then try to get us to pay for additional content and services on top of that. Sony has been doing it for years in Everquest II. They were the first to have paid “mini expansions” in between the release of full expansions, they were the first to have RMT servers where they take a cut of all the action, and they recently added trading card games to all of their main MMOs (EQ, EQ II, SWG) where you can buy booster packs that might have in game items.

These days, it's spreading. Blizzard has been flirting with the double dip for years. First via licensing their IP to Wizards of the Coast to make a card game that could grant in game items, as well as by charging exorbitant fees for services like server transfers and race change operations. More recently, Blizzard dropped all pretense and offered a in game pets for sale on their website. Given the success of the offer, I’m sure we will see similar offers in the future. City of Heroe and Champions Online both offer a plethora of optional costume elements in their online stores. Even Turbine seems to have caved. The free content updates since Moria launched have been positively meager compared to what they did in their first year. Turbine seems to have saved all of their substantial new content up for the Shadows of Mirkwood mini-expansion.

Some commentators have argued that you simply can’t fund ongoing development of a top teir MMO with a $15 dollar a month sub fee these days. I personally find that very hard to believe. Let’s take a successful 200K subscriber MMO. I think it’s safe to say that LoTRO and EQ II are at least in that ballpark, and others like FFXI and WoW have a lot more subs than that. At $15 a month per user, that’s about 3 million a month in revenue (36 million per year). If you release a full expansion once a year, at $50 per user that’s another 10 million dollar cash injection, plus random cash injections over the year due to new users and resubs (who need to buy the expansion to get up to date).

Do ongoing content updates for an existing MMO really cost that much to make? Given that entire MMOs can be made for a few million, you’d think 30 million a year in sub fees would cover one or two new zones a year in an existing game. What about the paid expansions? It’s not as if a sub based MMO developer really needs to make a profit on expansion boxes. As long as they break even, profit will come from the sub fees. Further, if the revenue for boxes alone isn’t enough to cover the cost of making an expansion, then how on earth do so many video game developers stay afloat charging absolutely zero sub fees for access to online shooters or subless “MMOs” like Guild Wars and Borderlands?

From that perspective, the new trend towards double dipping in sub based MMOs seems much more likely to be motivated by greed than necessity. However, I would argue that I presented you with a somewhat false dichotomy. It is neither greed nor necessity that primarily motivates double dipping, it is “common sense.” If you have a product, should you make as much money as you can off of it or less? If you answered the latter, you are running a charity and not a business.

What it really comes down to is this: double dipping will rarely hurt your bottom line. A tourist won’t be around long enough to notice or care whether you are double dipping. A core user is unlikely to leave due to double dipping as long as the additional goods and services seem optional. Nothing short of an NGE shakeup of core mechanics is likely to chase those guys off. The sub income from small number of core users that will get ticked and leave due to double dipping will likely be more than offset by the additional income from those that remain. Now that MMO developers have figured this out, expect to see a lot more double dipping in mainstream MMOs.


Thursday, November 19, 2009

Online Agenda

So it appears that I'm stuck on my backup PC for at least a few more weeks. What can you do with a PC that was pretty good five years ago? In no particular order, these are my planned gaming endeavors for the next few weeks:

Borderlands (on the 360): I am up to about 24 on a Support Gunner and 19 on a Hunter. I've finally been able to dabble in online play, and it is a heck of a lot of fun. Very little lag and voice chat works like a charm. However, I'm still playing mainly offline so that I can take my time and carefully dig through all the loot that drops. I'll likely be online a bit more once I've been through the main story at least once.

LoTRO: everyone in my kinship likely thinks I'm dead, it's been almost a month since I've been able to log on a weekend. Planning to catch up with things there. I'm also considering starting an alt on Landroval. Maybe a human burgler?

i-tunes: I absolutely need something I can play on my backup PC at a decent frame rate and still run i-tunes in the background. Harsh electronica makes killing things more fun. Wizard 101 and World of Warcraft both fit that bill, I may go back to one of them. DAoC is also very friendly in terms of system requirements, I might stick my head in there to see how the game is getting along (poorly I suspect).

Real Life Abates

In the past few weeks I have been to Santa Barbara and Santa Fe for working groups and given a 40 minute seminar in Athens Georgia in between trips. I'm back in town, and I finally had enough time to sit down with my gaming PC last night and try to figure out what is wrong with it. It now appears that something is wrong with the motherboard (it's at least not the power supply, GFX card, or a heat issue). It's still under warranty, however I will have to mail it to California to get it serviced. So I'll be gaming on my backup PC again until some time in December it seems. Ugh.

On the bright side, I won't have to step on a plane again for a while. And I'm actually going to be able to sit around and game this weekend. Huzzah!

Tuesday, November 3, 2009

Time

Real life endeavors have been quite distracting of late, leaving little time to game or blog about it. Borderlands is crack on a disk to my peculiar tastes. Driving around in my pink space jeep until I decide to jump out and start shooting things in the face, all the while watching my pistol bonus slowly creep up or working my way up a skill tree is pretty much my definition of fun. Even that, I've barely gotten to play at all the last few days. Posts will be sparse here for the time being, but that doesn't mean I've gone anywhere. I'm simply traveling a ton this month.

Happy hunting!

Wednesday, October 28, 2009

Borderlands first impression

I bought Borderlands for my X-box 360 last night. I haven't played it online a ton because I'm waiting for them to patch out a bug that will wipe out all of your weapon proficiencies when you enter and leave a game (apparently all three versions, PC, 360, and PS3 are affected). As per my usual, a few quick first impressions.

The game is stunningly beautiful. Even on my 360 the game looks as good as anything I've run on my PC that costs three times as much and has died twice in four months. I am a PC gamer why exactly? Oh yeah, Borderlands is the only decent "MMO" worth playing on consoles right now, and it's no more of an MMO than Diablo was.

Reminds me of Diablo in a very good way. This is the most fun I've had with a roguelike since the original Diablo (never got into D II for a variety of reasons) and PSO. With rare exceptions, when I'm in the mood for mindless killing and loot pinatas I generally prefer to play a full on Rogue iteration such as Angband, with askii graphics and the whole two yards. I'm adding this game to my list of exceptions.

Very slow start. The first hour of the game was honestly boring as hell, apart from gawking at the stylish graphics. I started with a gun that bit horrifically, making every combat slow and tedious. And you don't start getting skill points until level five. Because of that, every class plays identically until level five. As soon as I found a decent gun, the game started to pick up. Once I unlocked my skill trees I was hooked.

Online is fun, but this is not really a social game. I bopped into one game to see what it was like. It was fast paced, fun, and I got three levels in twenty minutes. However, in the random game I joined there was no communication. I looked to see where folks were on the map, ran over, and started shooting. I did get rezzed a couple of times when I died, and I dropped my turrets at some enemy chokepoints, so we were cooperating. However, as far as I can tell there is no central hub where you hang out and organize parties. It has a "community" in about the same sense that Team Fortress II does. It's not an MMO even to the extent that PSO was.

So far I have only tried the Soldier. He gets a fairly insanely overpowered turret that he can lay down wherever he likes. It does a lot of damage and is next to invulnerable at low levels. You can give it the ability to do more damage, regen health in a radius, or replenish ammo in a radius. However, it only lasts about 30 seconds and you can only use it every two minutes or so (maybe less often). There is a skill that will let you use the turret more often deep in one of the skill trees, maybe that will help. However, right now it feels like I am 90% whatever weapon I'm using and 10% whatever skills I happen to choose. Of course, as I often do, I chose the character that seemed the simplest to learn the game with. Hopefully the other classes will have a bit more depth.

Some ups and downs, but overall a great game. I am very impressed.

Tuesday, October 27, 2009

Lego Universe

1up has just posted the most detailed preview of Lego Universe I've yet seen. The idea of collecting different blocks in the world so that you can build more stuff has my inner explorer titillated. I also like the idea of bopping around worlds with wildly different themes (e..g., Pirates, Space).

I also wonder of a game with such a simple character development system will be able to hold my interest. You basically collect hearts to increase your health, and collect items to earn new special abilities. It sounds very Zelda. Of course the Zelda games were slightly awesome, so maybe I'm worried about nothing.

Saturday, October 24, 2009

Champions Online Career Ends Abrubtly

A few days after starting up Champions Online, my main gaming PC died again. The PC nearly fired up when I let it cool off for an hour. I'll try start it up again tomorrow and hope for the best. However, I suspect that the CO is causing my video card to draw more juice than my power supply can handle, and burns it out if I leave the game running for too long. Certainly CO taxes my system a lot more than the other games I play. If the PC won't start tomorrow, I'll order a bigger power supply and see if that does the trick.

In any case, as I suspect it will be weeks until I get my regular PC going (barring a miraculous recovery tomorrow morning), I'll be blogging about games my backup PC can handle for a while again. DDO, maybe WoW, perhaps Guild Wars or EVE (both games I've long been meaning to try but never go around to). In addition, the console MMOs are finally starting to pop. Borderlands just came out, and I think the decision as to whether I should get it for the 360 or the PC was just made for me. Sony also has some games coming down the pipe that might spur me to get a PS3.

I did try to get in touch with BlueKae and AnjinM in game, just didn't happen to overlap with you guys today. I'm @Yeebo if I ever get going again, glad to know I wasn't the only one using an obvious account name :-)