Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for August, 2008

Subscription MMOs Encourage Good Game Design

Posted by Ben Zeigler on August 27, 2008

I got some good responses to my post Sunday about subscription-funded MMOs. I posted some reactions in the comments, but it seems I was reading the Guild Wars numbers wrong. It’s likely that Guild Wars has fewer active users than I was saying before, but I can’t find anything concrete, as there are no public user numbers available. Also, there’s some other good discussion down in the comments, take a look.

For instance, Sulka Haro proposes in his post a hybrid system that combines optional subscription and microtransaction currency. This sounds great, but the general problem is “if you give players too many choices, they end up choosing none”. As an example of how this can go wrong, take a look at this interview with Hellgate’s Bill Roper: “We wanted to get people who’d never subscribed to a game before to play it by themselves, then go online and play it with their friends, and then they see all this new content and want to subscribe. But I think that was a model that caused a lot of confusion and caused a lot of division amongst our community, too.” By splitting your community into two (or more) segments you fragment the commonality and generally create customer confusion.

The other interesting bit was when Lum posted a general meta-response to responses to his transcribed interview. His general argument is that “subscription” at least partially implies “catering to hardcore”, and this leads to a bunch of bad design and business decisions. I generally agree with his concerns on targeting the hardcore, but I think he’s wrong on a few points about subscription-based games:

They have favorable Decision Points. Lum talks about the concept of a decision point, where you have to decide rather or not to spend money on something. He claims that microtransaction-based games have easier decision points, because they take place once someone is already invested in a game. However, when playing a microtransaction game, instead of one simple decision, you are confronted with a shitload of complicated decisions. “Is this sword really worth $2? What about this other sword that costs $5? Oh crap what about that haircut?”. When presented with microtransactions, my eyes usually glaze over, and I end up buying nothing. Obviously this will differ from person to person, but I don’t think it’s automatic that the decision points are better with microtransactions. The other huge factor is that the single decision point in a subscription game is inherently tilted in the favor of the game creator. Generally, when you start a free trial you have to enter your credit card information, so when it’s time to stop the trial, the decision isn’t “Do I want to pay for this?” but “Do I want to not pay for this?”. The same thing happens every month, and the normal human tendency to choose the easier solution means that people on the edge between paying and not paying end up paying. This is a huge part of the revenue in subscription-based MMOs. I would feel guilty about this, but…

They encourage good game design. Lum starts out arguing that subscription-based games encourage level grinding, but sort of gives up when realizes it happens plenty with free game. In my opinion, the subscription payment system should discourage it. In a pay-for-play system it’s clearly in the financial interest of the developer to make a game that gets played as much as possible. I argue that this is one of the reasons the Chinese and Korean-designed MMOs have a bigger problem with addiction than Western-developed ones. The optimal user in a subscription-financed MMO is someone who feels involved enough in a product to keep their subscription going, but not someone who is so involved they will burn themselves out and quit. What keeps people paying is involvement in a community (which I discussed Sunday) and near-term expectations.

If an MMO is designed correctly, there should always be something cool next month that people want to engage in. The player should be thinking “well, if I quit now I won’t be able to do the cool winter event, and I REALLY LIKE the winter event”. Seasonal events, frequent updates, and dynamic game worlds (like Eve’s) contribute heavily to this. People can’t stand to miss out on something awesome, and it’s the job of an MMO creator to keep the awesome stuff coming. Players who quickly grind to a level cap are actively working against this, and are NOT the kind of player a dev generally wants. They tend to burn through content very quickly, and upon reaching the current max, see nothing interesting in the future. These players will then quit (or some of them start hardcore raiding). It may seem like this is the majority of players, but certainly in CoH, 95% of people never reached the level cap. Players who progress at a reasonable pace always have something to look forward to, and they’re much easier to deal with from a support perspective. They’re important for advertising and creating content/interest for others, but having a large percentage of hardcore, addicted players isn’t good for an MMO.

Posted in Game Development, MMO Design | Tagged: , , , | 5 Comments »

Why Subscription-Based MMOs Make Sense

Posted by Ben Zeigler on August 24, 2008

For the year or so, there’s always been discussion about how the charge-per-month scheme for MMOs is “broken” or “on the way out” or “dead“. For some reason, the consensus is that free-to-play or microtransaction-based schemes are far superior to subscription-based models (despite the success of WoW, City of Heroes, and many other games). There are two basic rationales for this position: The failure of subscription-based MMOs, and the success of alternative funding models in certain markets. Both of these need to be discussed before being used as “proof”.

So, why do high-budget western-focused subscription-based MMOs fail? People in the industry pretend this is mysterious, but it basically breaks down into two causes: mismatch of development cost to market target, and bad execution. For an example of the first one, you should look no farther than Vanguard. It was always a mystery to me why ANYONE thought that a game targeted at “people who thought Everquest was too easy” could ever be profitable. A similar mistake right now is to go for the market of “people who play World of Warcraft” with no other specifier. If you just go after the generic players of WoW, without having an idea of who those people are, you’re going to fail because of WoW’s market position. The other way to fail is clearly illustrated by Age of Conan. Age of Conan is focused on a valid market (based on the initial success), but the lack of depth and technical inadequacy is probably going to eventually hurt it. Even so, it will probably be a profitable game. It’s not really that hard to make money with a subscription game, but it IS hard to make money with a crappy subscription game.

Now, if the subscription model is so great, why doesn’t it work well in South Korea or other markets? I think it comes down to culture and different ideas of community. I’ve always felt that paying a subscription to an MMO is very much like paying dues to be a member of a club. The concept of country clubs, school clubs, and other private clubs are very common in the United States (and other UK-derived cultures), and MMOs feel the same to me. When you pay a montly fee, you feel more like you’re part of a community. The message boards of any active (or heck, inactive) mmo will illustrate this perfectly. These people feel very strongly they are part of a community, and that’s a huge part of why they come back every month and play. Also, the number of people who stop playing an MMO and don’t unsubscribe probably has something to do with the fact that they don’t want to leave the community, even though they don’t actively play. When it comes to free-to-play games, I feel a much weaker sense of community and commitment, and it’s more of just a “thing you do” instead of part of “who you are”. In general, Americans (and more often men) like to belong to explicitly defined social communities with strong rules (like fraternities or fraternal orders), and MMOs with a subscription fee are a natural extension of that.

My theory is that this is different in South Korea or other cultures. This is complete conjecture, but my general understanding of Korean MMO playing is that it’s more of an extension of existing communities, then a tool for creating a new community. Most players play together in the more-social PC Bangs, as opposed to alone and at home. Also, they may not be as used to paying monthly fees for club membership (no idea here, anyone have first hand experience?), so paying a monthly fee would have no social meaning, and would just be viewed as an expensive business transaction, and free-to-play or pay-for-use make a lot more sense than pay-for-month.

So, when does using a subscription model make sense for an MMO? It makes sense when you’re targeting a market segment that prefers discrete communities that are gated by a fee (ie, most Americans). Other business models make sense when targeting other players (more casual players, extensions of existing communities, non-western cultures), but when targeting what would be called the “western MMO audience”, you’re not going to find a model that works as well as subscription. Dungeon Runners is a good example of why free-to-play doesn’t work, because it appears that western players of Diablo games have no interest in microtransactions, but instead prefer to play Diablo 2 for free.

If you want a very clear comparison between subscription and other models for MMOs in the western market, look no farther than the NCSoft Quarterly Report. What do you think made NCSoft more money? 137,000 subscribers for City of Heroes/Villains, or 5.4 million users for Guild Wars? It turns out CoH made them $5.5 million this quarter, while Guild Wars made them $4.9 million. To make as much money with the Guild Wars model as with the City of Heroes model, you have to have more than 50x as many users, which means 50x the marketing, 50x the distribution costs, and 50x the support. This is not the way to make money in the Western market.

Posted in Game Development, MMO Design, Uncategorized | Tagged: , , , | 17 Comments »

Mythic’s Paul Barnett Has Interesting Ideas

Posted by Ben Zeigler on August 3, 2008

Paul Barnett, Creative Directory at Mythic Entertainment (Dark Age of Camelot, Warhammer Online) recently gave a talk at the Develop conference entitled “The Top 11 Lessons from Warhammer Online”. Gamasutra has a summary of it, and as I was not present for the actual talk, my thoughts are just on the writeup. Most of the 11 are fairly non-controversial statements that are good practical lessons for anyone making an MMO. However, some of his comments on playing competitor’s games, the importance of strong ideas over good ideas, and the importance of motivation over ability warrant some discussion.

Barnett clearly comes down on the “Single Auteur” side with regards to development methodology. His discussion of building the concept of a central “Band” with supporting non-members is a valuable idea, and one that makes a lot of sense for the industry. However, then he goes further and says that strong ideas are more important than good ideas:

“The problem with good ideas is that there are too many of them – can’t be measured. Good ideas aren’t hard to come up with. Strong ideas are unstoppable because they’re strong. A strong idea can be a good idea but a good idea isn’t always a strong idea.”

Implicit in this quote is the idea that it’s better for a game to have strong ideas that aren’t good than have good ideas that aren’t strong. I don’t think this is really true, and both ways are asking for failure. If key team members have strong but bad ideas, it can VERY strongly drive a project into the ground, and this is where bombs come from. Things only bomb if there is strong anticipation, and that anticipation is brought by strong ideas. Good but not strong ideas, on the other hand, tend to end up as mediocre, mostly successful games, unless someone with a stronger but worse idea comes around and pulls the project off track. The correct way, of course, is to have ideas that are both good AND strong. The fact that Barnett puts so much emphasis on strong ideas indicates an ideological bent to their game development process.

The rest of the article seems to validate that. Lesson 11 makes it clear that Barnett much prefers to hire/fire based on morale and motivation, instead of ability. “Three-star ability with five-star drive is how you want it. The other way around leads you to hell.” He claims that all “heretics” need to be “burned” publicly, for the strength of the project, and that true believers are wonderful people. To me this strikes me as a very black vs. white viewpoint. The vast majority of game developers have a moderate amount of enthusiasm (those studio players he was talking about), and their level of motivation and dedication really only matters for scheduling purposes. So, who are these Heretics? They are the developers with very strong, but not good (or at least from Barnett’s perspective) ideas. When you emphasize strength of ideas over correctness of those ideas, what you end up with is a bizarre power struggle where everyone is either for you or against you. This does not sound like a fun development environment to me.

The last point that strikes me as weird is his complete dismissal of World of Warcraft. He makes the argument that because World of Warcraft is not a perfect game (duh, even they admit it), there is nothing useful to learn from it. He says that trying to copy it is like trying to copy the Beatles, which he says ends up creating the Monkees. Ignoring the fact that the Monkees made lots of money and were somewhat successful creatively, his point is reasonable. However, he then says he avoids playing WoW entirely, to avoid it’s corrupting, cancerous taint. This is completely ridiculous. If game designers can’t objectively analyze WoW and break it down into it’s relevant design and implementation ideas, they’re just going to try and solve all of the problems that WoW has already solved. It’s the GOAL of a game designer to take in influences from all sources, combine them together, and make something creative. Do you know who else “copied” the Beatles? Every other rock band that came after them, because they all took different elements from their music without copying them wholesale. Not playing WoW is exactly the same as musicians consciously not listening to the Beatles to avoid their “taint”. And if musicians hadn’t listened to the Beatles, Rock music would have quickly died, instead of progressing forward.

Overall, it seems fitting to me that Mythic has the Warhammer license. Their development process seems (based on this transcript only) to share much in common with idealogical wars between powerful forces. I think they might need some more Orks for comic relief, though.

UPDATE: Barnett has posted a response on his myspace page (possibly registration required). I find it interesting that he says “Burn the Heretics” means that he doesn’t allow people to stand in the shadows and hurl insults, and wants complaints out in the open. That is not at all what I would interpret Burn the Heretics to mean. He does say that he used Heretics specifically because he’s been thinking about the Warhammer universe alot, so he was consciously drawing that parallel :)

Posted in Game Development, MMO Design | Tagged: , , , , , | 4 Comments »

 
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