I got chided the other day in Guild Wars 2 for using my skill point scrolls in lieu of the upcoming expansion, with new Revenant profession. When used they provide this flashy whirlwind-boom, which lets everybody know I gained a skill point. I politely asked if I should start, “yet another stack of skill points”. The response was a cat-face, my most hated emote ( :3), which makes no sense to me on any level. I could not punch through the internet. Continue reading [GW2] Reasons to Slow Level my Revenant
I contacted ArtCraft Entertainment – who is currently running a Kickstarter for the upcoming Crowfall MMO – to see if they would want to briefly discuss their choice of business model and a few followups. In the midst of the craziness they were more than willing to answer a couple questions.
Crowfall is a “buy once, play forever” game. What made you want to go against the MMO majority of subscription or free-to-play?
It was the right business model for this game and this audience. There is a lot of fatigue with free-to-play that are actually ‘pay-to-win’ in disguise. And we were sensitive to the portion of our audience that can’t easily afford a subscription so we made that optional, rather than required. This allows players with more time than money to be just as competitive as players with more money than time, putting everyone on as even a playing field as possible. Continue reading Crowfall Interview on the Business Model
The revenant profession coming with the Guild Wars 2 Heart of Thorns seems like the biggest throwback yet to Guild Wars 1. It operates so differently from any other profession that I would definitely call it an expansion profession. For a really nice overview of the new profession check out GuildMag’s post on it.
The biggest reason I am excited about the revenant is the flavor. While necromancer was my main in Guild Wars 1, the ritualist was my favorite character. The whole power dependent on otherworldly spirits was quite flavorful. The revenant seems no different in channeling legends as power conduits. Even more awesome, the devs have said that the legend will actually speak to the character.
I am also interested in the style of heavy class that revenant represents. Obviously, we don’t have a complete picture having only examples of two weapon sets and two legends.
Jalis seems very guardian-ish. It’s a different and welcome flavor of guardian, but it definitely feels like a similar piece of the pie. Thankfully the corresponding weapon, the hammer feels way different from anything guardian-ish.
I am more interested in Mallyx, which feels completely different from anything on the table. The closest cousin is necromancer, but Mallyx seems to want to turn the revenant into a condition battery, a patient zero, rather than necromancer’s condition reversal.
The devs have said that each legend is going to be a package, and they kept referring to the weapons (and trait lines) as aligning with certain legends. It was pretty clear that mace seemed to line up with Mallyx for condition fun, but hammer seemed a bit broader than just being a Jalis weapon. My feeling is that like weapon set swapping, players will have a primary legend in mind when building and then a secondary legend. I’ve seen lots of talk about the revenant possibly being a great use for the celestial armor set (+x to all stats).
Out of the soldier profession, I am not a fan of the warrior, which has always felt a bit too direct for me. I like the guardian pretty much, but I much prefer the debuff/control side of things, which is why out of spite, the necromancer is my current main. Honestly, the revenant might replace the necromancer, I am not sure. The revenant – the unselfish tank-y necromancer, heh. I will definitely be booting one up with the Heart of Thorns expansion regardless.
The timer on the Crowfall website is edged through the 5 days mark as I write this. A lot of people, including myself, believe it to be the launch of their Kickstarter campaign. The founders write that they want to make the game beholden to their customers instead of a worldwide publisher. It is so refreshing when it feels like the devs are talking to me.
I am excited about this game. I’ve wanted a fantasy EVE-ish MMO since I realized I just couldn’t get in to EVE. So here is a little primer so you aren’t blind-sided in 5 days with an inundation of information.
Translated Elevator Pitch
(This I gleamed from their website, forums, and any other source I could find.)
It’s buy-2-play, or buy-the-box, or a conventional video game in point-of-sale.
It’s PvP and economy based, with looting fallen players’ goods and item destruction being part of the economy. Some PvE as well, but not the focus.
Class, race, and role are smashed together into an “archetype”. A Legionnaire will be a centaur focusing on melee DPS.
It’s instanced-ish. There are worlds to fight over, and the worlds have endings.
Where I Expound: Worlds and PvP Economy Continue reading Crowfall, Before 5 Days
Crowfall with it’s constant drip of small bits of information has released their pricing FAQ. This has raised my interest meter to “high”. There’s small bits of stuff like “PLEX” and a cash shop based on skins, but not stuff that affects the in-game economy. The most important thing is obviously that the game is going to be Buy-2-Play, meaning you buy the box and get the game.
Why does this matter almost the most at this point? One of my favorite devs, Jeff Strain, wrote way back in 2007 some of the most important words for MMO creators, in my humble pundit opinion. Unfortunately, ArenaNet took his speech down since Strain moved on to create Undead Labs, but thankfully it appears archived here.
Decide on your business model first, and then build your game around it.
So simple. Anecdotally, this is why I had such a tough time with Wildstar‘s pre-launch hype because they were holding their cards way too close.
Anyway, since Crowfall is eager to share their business model so soon, and my favorite one to boot, I am on board. I was already on board since I’ve been wanting a non-spaceship EVE for some time. I am a early backer to Camelot Unchained as well, which is subscription based.
Don’t get me wrong. I have nothing against subscriptions. I feel they can definitely work and have worth as as business model that a customer would want. EVE, once again, being the shining star, in my opinion, for how a subscription game should work. The subscription+expansion model of World of Warcraft, I do not as much appreciate.
I think the main thing with Buy-2-Play is it hits that feeling of my Steam library. This is both good and bad for the MMO dev. Good because it gives them money they might not otherwise get, such as the case of Elder Scrolls Online getting my money in a month for going Buy-2-Play. Bad because the business model in itself does not create “stickiness” or “community”.
That’s the thing, if I subscribe, I feel like I have to use that service. If I own it, say in the case of the excellent The Secret World, I am fine “getting around to it”. Clearly I belong to no true community in The Secret World, and I mostly play it to muck around with friends or go solo through the story.
Guild Wars 2, which is Buy-2-Play, is clearly aiming a lot of it’s content and updates at people who are lightly part of the community. Weekend warriors, perhaps. With WvW and PvP, it offers more, in that sense, but both are still easy to get in to for said weekend warriors.
This is why Crowfall is verrrrry interesting. They are creating a game that appears to have community investment of some sort, at least more than Guild Wars 2, World of Warcraft, and the like, but they are using a business model driven towards people that want to accumulate. I am both pleased (put me in the sure-buy category) and worried.
Anyway, I’ve been following it ever since they started their countdown, which is probably going to be their Kickstarter. They have interesting ideas, which deserve some punditry.
A supplemental response to Penny Arcade’s response to Ice Weasel X’s Open Letter Parents of League of Legends Players.
Dear Ice Weasel X (and most players signing on to the open letter),
You aren’t a parent. This is pretty clear from your letter. If you are a parent, apologies, but you come across like those childless friends who seem to think they know how to parent by giving seemingly simple and reasonable solutions. The delivery is therefore akin to a pre-pubescent child in VOIP trying to tell you strats for LoL. Ask any parent the worth of a childless person’s advice.
There are events every decent parent understands called “Teachable Moments”. If you are not a teacher or don’t have children you might not recognize this idea. A dependent child overplaying his or her time on the computer when there are other responsibilities is one such Teachable Moment.
It is good that you correlate the effect on the parent’s punishment to the 9 other players. However, as a parent having faced similar Teachable Moments I would tell you that I could not care less about those 9 human beings enjoyment of a luxury (i.e., video game). My only care in that event is for my child.
I would pull the plug. I would use the moment to teach my child how they affected those 9 human beings with their poor responsibility. I would discuss potential fallout from their lack of responsibility. I would discuss how to approach the event next time it could occur.
Letting my child finish the game and then grounding him is a poor way to teach the child, which is why again I assume you are childless. If the occurrence became repetitive taking away luxuries is definitely on the table, but doing it without creating a Teaching Moment is just a waste. I find that with my children creating preemptive groundings where they can make a decision is much better than reactive groundings (e.g., “next time this happens you won’t get screen time for the weekend”).
The best thing is for a parent of a young video gamer to understand the games their child is playing, especially online games where my child can be affected by other people, and vice-versa. A parent with such knowledge would understand how to illuminate the possible pitfalls of a child’s allotted play time. I can then illustrate that my child “probably has only time for one match before dinner”, etc.
I then create an understanding between me and my child. The match might go overlong, but the deal was struck. I let my child play because I said “one match”. It works both ways in a good relationship with a child, which is why I slightly disagree with Penny Arcade’s response. My word is law in my household, but I definitely want my child to have decisions to make within it.
I will tell you, Ice Weasel X, that if a parent does not care enough about his or her child to do this much: to create Teachable Moments, to understand and learn about a child’s hobbies, to learn how a child is affected by / can affect other people in online activities… they certainly don’t give a shit about you.
Syp writes a pretty good bit on the similarities and differences on bloggers and journalists. This comes in the wake of Massively’s death and the phoenix rise of Massively OP (Kickstarter 100%+ funded!) when many are asking do we even need MMO journalists? Syp writes:
So I see press as being more focused on delivering news and opinion content and being as inclusive as possible with the genre, while also having a higher standard of quality and editorial oversight. However, there is one even greater reason why press is important, which is that it aids in giving the MMO industry/games industry legitimacy.
I think this is pretty correct on average. Bloggers are often times just musing. They often shoot from the hip (‘cus cowboys). But then, I’ve seen blog posts that are so hyperfocused that an MMO professional journalist simply wouldn’t have the time or knowledge for. Syp himself plays a half-dozen MMOs at a time. Continue reading MMO “Journalism” Middle-Ground
Creep is a dirty MMO word. Yes, there are creeps who should be reported for saying things that would make any mother smack the scheisse out of them, but this is different. This is when a developer tries to make things more awesome and toes outside the earlier line of power, content, etc. and leaves the priors behind.
Creep in its worst sense is an erosion of the importance of earlier content. The most notable creep is power creep. In updating an MMO will add more levels or more gear tiers thereby lowering the importance of earlier accomplishments. Another might be feature creep that gives people the new ability (with expansion purchase) to fly anywhere.
I feel ArenaNet’s expansion is going to be one of the lowest amounts of creep we can possibly see for an MMO expansion. The reason: compartmentalization. Continue reading [GW2] Creeping HoT – Maps and Masteries
I still don’t know how to think of Massively’s closing. I am actually more upset at Joystiq’s closing because that feels like an institution going down the drain. Massively’s closing feels like… well that caravan of gypsies will find a new home. Massively never felt like it owed allegiance to anybody, and except for their snide remarks at AOL’s stinginess, it appeared independently run. Syp writes a Goodbye from his close perspective.
I’ve always had a spot for Massively. Two good friends started there (they are now at ArenaNet). I really liked when years ago they were plugging MMO bloggers. That apparently turned to some MMO blogger material theft, which left a sour taste in Keen and Syncaine’s mouths. Continue reading Ripples from Things
The Vinewrath is one of Guild Wars 2 open-world “raids”. Compared to most conventional raids the mechanics/roles are pretty simple, but they do exist. For example, someone in the lane needs to keep an eye on the backline because I’ve seen slingers wreck whole lanes with rock bombards. A couple people in the thrasher champion fight need to deal with pustules. Many lane wipes have occurred from pustules.
Each Vinewrath fight so far had felt full with people map having been hopping between instances of Silverwastes like locusts. Nobody appeared to know the recommended population for fighting the Vinewrath. Players even felt pressured to do the content now! Now. Now! in case it became difficult later on when the active population moved on. Continue reading [GW2] Scaled Raiding