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Trapped in the Cut-Scene

In my Lego Universe post I briefly mentioned how I was killed (well, “smashed”) because I was stuck in a cut-scene that was not possible to skip. LU has a lot of cut-scenes, including sight seeing ones you have to do for an achievement in every zone. On my other Christmas game that I just finished, Golden Sun Dark Dawn, the developers seem to have fallen deeply in love with cut-scenes. The Golden Sun games have a lot of cut-scenes to start with, and a lot of fun combat animations, but this one seemed to pause for story scenes as much as the last two games combined! Great game though, don’t get me wrong. In thinking about it more, LoTRO only has a few cut-scenes, and they are generally fairly well recieved.

A case of less is more?

Referral Benefits

Word of mouth is nice, but bribing your customers to bring their friends is a stronger way to improve your network effects. Your customers like it too — free stuff for them and it can make it easier to get more of their friends into the new game. Of course, nothing is truly free, and it must be paid for somewhere, but the customer sees no incremental cost, and on the developer side, you can get people recruiting by offering surprisingly little. Just look at all those games on Facebook that offer you 50 imaginary bananas for inviting your friends to help you farm! Friends recruited me to two games over the holidays, so I am pondering their referral benefits. Both are free to play with paid components. When do you offer people stuff and what do you offer them?

Blatant shilling, my referral link: League of Legends. League of Legends counts referrals at level 5, no money paid. Level 5 is basically free in your first night or two of play; the XP curve is reduced so that it costs more to get from 5 to 6 than from 1 to 5, so if you are not level 5, you have not really tried the game. (Of course, if you have played DotA, you have already played League of Legends (I think LoL is too cleaned-up to ever go back to DotA, which is another post), so you may have tried it that way.) It is a minimal hurdle to keep people from mass-referring themselves for benefits. What do they offer referrers? You get a boost to earning in-game currency, the value of which I estimate around $1 (lots of fuzziness there), and then tiered benefits for inviting more friends. My friends seemed rather impressed by them, but personally I found them most decorative except for the 10-referral free champion ($5-$10 value?). At 100, you get the box that costs $20 in stores; at 200, you get $76 of their real money currency; and everything else is decorative titles and skins until you get to 4 digits. You can look, the rewards in 4+ digits are very fancy, and I promise to ask for “Zubon’s Trousers” if I somehow get to 1,000, but I imagine few people will claim those unless popular website operators link their many readers … which would be really great advertising for the game, if someone with a million-reader site got 1% of his/her readers to try it. So my friends have become motivated to recruit based on a free champion and a $1 (in-game currency) referral fee. Pretty efficient on the developer side, and the players seem happy with it.

Global Agenda (think Borderlands with better match-making, less silly, and less run-down; again, another post) counts referrals once your friend spends money (Guild Wars model, no subscription fee). They have the wisdom to make referrals in-game achievements, so if you want to check off those boxes, recruit your friends. They are less aspirational, offering benefits up to 50 recruits, with special hats for the first 5 then pets at 20 and 50. Again, my friends tell me the pets are nice, but what do I know as a newb? If there is a referral link, I do not know how to find it, but Global Agenda instead gives coupon codes for friends (half -off the box cost). (Shilling: if you want one of my 10, GACOU438265797100 through …104 and GACOU438265776370 through …374.) Do you get new ones, with only 10 codes to create a false sense of scarcity? Global Agenda offers more to people being referred (real cash discount versus nothing) but less to people making referrals (fewer and smaller benefits), and the referral system is less intuitive (“sign up and enter this code while buying” versus “click this link”). I do not think it is working as well for them; with two friends encouraging me to join them for occasional play, neither bothered to send a code.

At the moment, I do not have many thoughts beyond which seems more productive (give to referrers, not to the referred). You already know many other plans, from WoW’s zebras and triple-XP to the CoX free half-month per referral (for both, a large benefit I see less chatter about). Consider these data points for future ponderings. Impressions of the games forthcoming, and if you want to find me in either, I am Zubon as usual.

: Zubon

Sentence of the While-I-Was-Out

Melmoth compares Stormwind and Bree-town:

There’s nothing terribly wrong with Azeroth, you understand, just like there’s nothing ostensibly wrong with Club 18-30 holidays, or college frat parties, it’s just that once you’ve lived a quieter more reserved life of gentle evenings with a nice glass of red and a good book in front of an open fireplace, it’s hard to go back to whipped cream and beer bongs and some strange man’s penis being repeatedly beaten against your forehead while someone screams in your ear to eat the green jelly out of the lady’s underpants faster.

Elsewhere, Penny Arcade summarizes the backstory of the hero’s journey ominously.

: Zubon

Blogger Habit or Too Much Time in Academia?

I provide citations in conversations. If I could speak in hypertext, I would. Most people find this odd.

I once read of a language (possibly fictional) where the grammatical structure demanded that you state the source of your claim. For example, every declarative sentence would start with something like “I once read of…” or “I was thinking…” If this is a fictional language, we need to make it.

: Zubon

World of Warcraft Player’s Guide to Guild Wars 2

There are still many misconceptions to the unreleased Guild Wars 2. Blogger-in-arms, Hunter, tackled many of these (especially the ones that irritated him) over at Hunter’s Insight. I’ve had this post in draft mode for awhile, and Hunter’s article finally pushed me to complete it.

So, you’ve heard about that Guild Wars game, and you’ve noticed that Guild Wars 2 is one of the most anticipated MMOs to launch. However, your digital home is World of Warcraft. Then this guide is for you!

Continue reading World of Warcraft Player’s Guide to Guild Wars 2

Finding the Mouse

Cognitive Surplus circles back around to that first video, ending on the story of the little girl looking for the mouse to interact with Dora. “Here’s something four-year-olds know: … media that’s targeted at you but doesn’t include you may not be worth sitting still for.” The lure of interactivity is what makes our MMO world so compelling. The gameplay rarely beats what you can get in most single-player games. We are here for the shared world, for each other, and in some cases for the chance to help build that world we share. I hope that we are building a world full of people used to changing the world, although I fear that we are instead conditioning people to expect incremental personal achievement in a world that reverts back the moment you stop paying attention.

: Zubon

RIFT: Cthulhu Toolkit

I was listening to Massively Speaking yesterday where they interviewed Scott Hartsman, head honcho at Trion Worlds. It’s a great MMO podcast to even begin with, but it was also a great interview. One of my big concerns with Rift, coming off of a lot of play time during Beta 4, was the mushiness of the invasion system. Players need focus and sense, and the middle portion of the dynamic content system seemed to lose both. Hartsman eased my fears in the interview because he talked about how we were seeing the early use of tools in their dynamic content system, and there was a lot more to come.

Continue reading RIFT: Cthulhu Toolkit

Start Small

Projects that will work only if they grow large generally won’t grow large; people who are fixated on creating large-scale future success can actually reduce the possibility of creating the small-scale here-and-now successes needed to get there. A veritable natural law in social media is that to get to a system that is large and good, it is far better to start with a system that is small and good and work on making it bigger than to start with a system that is large and mediocre and working on making it better.
— Clay Shirky, Cognitive Surplus

EVE Online is a good example of the former. I have about a dozen MMO examples of the latter.

: Zubon