Subscriptions with an Item Mall? Oh Noes!

The Subscription plus Item mall debate is something that rages on and on these days. People come up with witty equations to illustrate the differences. Comparing the price of; (Insert unrelated product here) to the price of a game subscription. It’s all very cute and all, but the primary arguments, generally aren’t based completely in reality. A lot of the associated costs of an MMO gets left out, or blatantly ignored.

Is $15 bucks too much for a subscription?

Not really, yes different currencies translate into more or less, that goes without saying. Yes the cost of servers and bandwidth might be down, but that’s not all that’s being paid for, neither is Customer service the sum total of what you’re paying for.

Something that seems to be forgotten is that just like Single Player games (which you used to only pay for once, but with DLC you now pay for expanded content) is the cost of development for the games. For several years games are in design and development, internally tested, worked on and so forth. In the case of triple A titles, that costs a huge amount of money.

Designers, Programmers, Artists, Animators, Writers, Voice Actors, Server Techs, etc, all these people working to make the games people are complaining about, get paid to make the games. This can be a massive investment for a company, and the “box price” and the subscription fees, even the item mall content being added to sub model games go to recoup the money spent to make the game.

But beyond that, with MMO’s or at least with the good ones, new content and patches don’t come out of thin air, the above mentioned group of game staff, plus GM’s, plus Customer service people, plus community management all have to be paid to get all the new content/updates/patches created/made/tested before it gets released.

Using the “Game of main comparison” WoW, Blizzard spent millions developing it before it even launched and they spend more and more for expansions, updates and the like. Now yes they are making a pant load of money but when you factor in original and continuing development costs, continued operation and repair costs, corporate tax and more, that cuts down on actual profit.

Of course all these companies are interested in making profit; no company can survive without it. Not just because profit is good, but also because profit translates into capital for the next game they create/build/launch/operate.

I am not a happy go luck fan of Item malls, not because I don’t like paying for extra content, but because of the kind of crap that usually ends up in them. Items that unbalance a game, uber xp scrolls and the like that those who can afford love and those who can’t loathe.

Looking at STO (which yes I currently play as you all know) which was in development for something like 4+ years, that’s all that money spent, hoping that it would attract Star Trek fans, and gaming fans alike with a new experience. Yes there is the box fee or digital download cost, there’s the subscription cost be it monthly, 3 months, 6 months, or the special year or life time sub cost. Also they do have the C-Shop, which presently only contains 2 items, a playable Federation Klingon or Ferengi.

They need to make back all the money spent designing, developing, and testing the game, then make money to continue to operate, expand, and repair the game. Continuing with this example, the Staff for STO has already said in different places, that how Cryptic’s other games are operated in price models and how STO will be modeled isn’t going to be the same thing. The Borg update was free, and I get the sense other expansion content will likely be free also.

So looking at the overall subscription + item mall model, when you factor in all the costs either spent in development or going forward, it makes sense the company needs to generate revenue. Yes not everyone can or will pay for stuff in the item mall, which goes without saying. People play F2P games all the time without buying a thing. They however balance out with those who do buy things and usually spend an insane amount of money doing it.

How is that any better?

I’m not really sure it is, or different for that matter. The only differences between F2P and Subscription based games is usually quality (though that may be starting to change) and the word “Free”. It might be free to play the basic game, which is great for players, but to get the most out of the game experience you have to spend money. With P2P games you pay money to get the main experience, but there’s also the occasional bonus goodies in the Item mall, usually nothing that is really required, generally in the P2P world these are just nice little bonuses, and not really impactful to the experience over all. (Broad strokes I know)

Expansions on the other hand, yes some companies will make you pay for expansions, but considering an expansion is usually quite a bit of additional content, this makes sense. When of course, the expansion is priced reasonably and is worth buying. Any gamer who plays the Sims franchise will tell you that not always is the expansion worth buying, not because of the price, but because they, for whatever reason, don’t like the content. (Generally)

But you’re still paying for a higher end content package, not just a quick update patch, which costs more to create and develop.

If you want to really argue about this issue, at least be intelligent about it and do some research. Debate, discussion, and dissent is vital to keep the industry moving forward, but just complaining for the sake of complaining doesn’t do anything short of making you look rather stupid and waste the time of those whom participate in it.

My grandma used to fill my ears with the cliché “Money doesn’t grow on trees” Well in Gaming, neither does new content, expansions, and patches.

Changes in the wind.

As I’m sure you’ve noticed, the STO review as been pulled, that’s due to some interesting developments on my end of things. However fear not, we do have some other reviews pending in the next week or two, so stay tuned!

Is Facebook one of the Four Horsemen of the Gaming Apocalypse?

When the Lamb opened the third seal, I heard the third living creature say, “Come!” I looked, and there before me was a black horse! Its rider was holding a pair of scales in his hand. Then I heard what sounded like a voice among the four living creatures, saying, “A quart of wheat for a day’s wages, and three quarts of barley for a day’s wages, and do not damage the oil and the wine!”

— Revelation 6:5-6 NIV

After an interesting conversation during a call tonight, and some deep thought of my own, it does make me wonder where the industry is headed these days. With Social Media sites on the rise as gaming platforms, primarily for the sake of this article, Facebook. As well as a lot of companies now gearing their efforts towards development and publishing to make use of these platforms it has me thinking.

I’ve had a lot of people comment to me that they’re finding more and more games that just aren’t catching their interest anymore, or are down right boring. I’ve noticed this myself that a lot of times games aren’t really innovating anything new, just putting on shiny new clothes.

Of course there are plenty of exceptions to this, but not as many as there once were. And to be candid, a lot of the games found on Facebook are without a doubt, boring as crap, yet they get millions of players daily and the market is growing constantly with more and more companies and indie teams getting into the act.

Is the industry headed for another crash before we see a renaissance of creativity and an explosion of innovative creation across the board of games? Honestly, I don’t know, but at the same time as more companies pull away from making console games and of course the continuing stigma of PC gaming aside from the MMO market. (Which is constantly being accused of being clones upon clones upon clones of this game or that game?)

Where is the industry headed?

Where will our new gaming experiences going to coming from?

Has the bubble burst again?

Tough questions; and maybe a bit of an alarmist bent to my thinking as I look over the scope of the gaming space these days. A lot of companies have been cutting stuff, shutting down, restructuring, and changing direction, so on, so forth, etcetera, and etcetera.

So I but it to all of you dear friends and readers, is this new explosion of gaming on social platforms a sign of great change that will push the industry into a new era of creativity or is Facebook the rider of the black horse, preparing to spread a famine amongst hardcore games and gamers while it sows the seeds of meaningless fluff?

Comment below.

Networking Etiquette, Twitter – Following the Followers.

There are times when I wonder about the state of the world, and then there are times, I simply getting annoyed over the little things. Now I understand people whom actively use twitter would love to have followers and have people who find them interesting want to follow their tweets for a variety of reasons.

Of course we all hate spam bots and we detest getting stupid tweets from said bots, but then there’s interesting people whom would be under normal circumstances great to follow and even interact with via Twitter. However something occurs that for whatever reason annoys the crap out of me.

Someone follows you and you check them out and hey they’re not a spam bot, but someone interesting so you follow them back, a bit of time passes and then suddenly they un-followed you for no obvious reason and yet you’re still following them along with a pant load of other people whom were probably drawn in much the same way.

Now I can understand filtering out people whom annoy, offend, or otherwise just aren’t interesting anymore, but to unfollow people en masse just to have a nice high follower count (or so it would appear) just seems kind of cheap. Celebrities get away with it for obvious reasons as they’re usually not even the ones doing the tweeting, or they don’t want to be flooded with the silly toils of every Tom, Dick, and Harry. But when it comes to the regular folks whom probably just like having a large following without any real interaction with them, or better still without being interesting in any way do it, it’s no different than the folks on social networking sites who make friends with everyone but doesn’t speak to anyone.

I generally have the policy of following back people who follow me, unless they either turn out to be spam bots, complete idiots, or just plan don’t tweet for several months. It’s partly because it’s the polite thing to do, and also because I enjoy interacting with people from all over the place in many different industries.

What kicked off this particular rant was going through my twitter account today and discovered a whole slew of people I’d been following no longer seem to be following me and while it might be that I’m just not that interesting, it could also be they don’t want to appear to be uncool by following more than they are being followed.

I’ll never really know the case and maybe I just don’t want to, no belay that, I do want to know, who wouldn’t? I’d love to know if I some how pissed someone off, or if I’m simply not that interesting anymore. It’d make me more aware of how I might have done such a thing, or it might aid me in being more interesting to those whom do follow me.

I’m quite sure others feel the same way, so what’s the moral of this rant? If you’re just out to get followers then either be really interesting, or build them the old fashioned way by communicating with people. If you’re just in it for the popularity, then you either need to star in some A-list movies, or grow up and get passed the grade school mentality.

Networking etiquette dictates that to build successful connections you need to be open and interactive with those connections, not just have a long list of names of people you really have no interest in.

At least that’s my understanding of things; feel free to correct me in the comments!

Happie Hollidaze from AS

Yes I know, there’s been a long pause in posting as of late, things have been busy for us and to be perfectly honest, I myself came down with a case of the lazies as I was dealing with some changes and upheavals.

That said, Merry Christmas, Happie Hollidaze, Joyous Solstice , etc etc.

I hope everyone enjoys the 2 weeks between now and 2010. Hopefully 2010 brings more excitement, good times and even better games!

Also, before anyone else yells at me, I’ll see about writing up more content and posting more frequently, or getting some other writers to join in the fun lol. We’ll see how the landscape of 2010 presents itself!

~Anj

Bright Shadow Online Officially Launches

Gamepot USA officially released Bright Shadow today, it’s a lovely anime-esque mmorpg that I’ve been enjoying lately, and we hope to have our review for it posted soon. Included in the release was of course a patch with their initial item mall content. Patch Notes below.

Greetings Lucienians!

Firstly, we would like to thank everyone who took part in our Closed Beta and Open Beta testing phases. We truly appreciate the effort you all put to helping us test Bright Shadow, to bring it to its Official Launch today.

Rarely does a game see such a smooth launch, as Bright Shadow has seen these past weeks. However, there were still a few things we felt needed changing before our Official Launch. We will detail these now:

Item Mall Release

We’re pleased to present the item mall, now available for users. Users can purchase PotCash to spend on rather spiffy items such as costumes, wings, and weapon covers.

The following items will be included in our Item Mall premiere:

Function

-SP Potion
-Thunder Hill Scroll

-Meteor Pit Scroll

-STR Reset Book 1

-CON Reset Book 1

-AGI Reset Book 1

-DEX Reset Book 1

-WIS Reset Book 1

-INT Reset Book 1

-Phoenix Feather x5

Equipment

-Ninja Costume

-Racing Costume

-Cowboy Costume

-Devil Costume

-Giant Panda*

-Broom*

-Calligraphy Brush*

-Big Banana*

-Antenna*

-Lyre*

Use

-Red Firework x3

-Red/Yellow Spiral Fireworks x3

-Giant Angel Wings x5

-Giant Golden Wings x5

-Rain x5

Others

-Hairstyle Well-Traveled

-Hairstyle Solo Strand

-Hairstyle Angel Strands

-Hairstyle Schoolgirl Sally

-Face: Enthusiasm

-Face: Friendly Fred

-Face: Innocence

-Face: Doe Eyes

-Lens: Ocean Blue

-Lens: Brown

-Hairdye: Crimson Red
-Hairdye: Orange

-Shop Sign: Wooden x3

-Shop Sign: Neon x3

-My Shop: Golden Tent x3

-Tumble

-Dance

Full Screen Mode
We’ve changed the default for game launch to full screen when you first play. Don’t worry though; you can still change back to window mode from the launcher.

New Hotkey Defaults

We’ve changed the default hotkeys to reflect a more user friendly experience.
Detailed information about exact changes in this will be posted soon.

Thanksgiving Event

What’s November without turkey?
We’ve got a buffet of an event ready to serve up for the season!

From 11-16-2009 to 11-30-09 we will be hosting:

A Thanksgiving Nightmare

The Thanksgiving Goddess has been having a terrible nightmare. Enter her dream and slay the terrible beasts, to help her get much needed sleep. If you do well, she may just give you a reward!

Once again, we would like to thank everyone for taking part in our testing phases, and wish you all happy gaming into the future of Bright Shadow.  We are constantly working to improve our games, and look forward to growing with both you, and Bright Shadow.

Kind regards,
Gamepot Staff/Bright Shadow Team

Game Job Cuts and What’s Next.

The recent news about the job cuts at EA prompted some thoughts as well as thinking about the spurt of indie films that have achieved a lot with a very small budget. One of the things that discussed all the time about game development is the cost of development. The cost of tools, team, and all the other associated costs, and yet we see some indie games make it bigger it leads one to wonder.

Does it really cost or does it really need to cost that much to make a game. Certainly big budget Triple A titles spend amazing amounts of money for the building of their products, and yet even these have a tendency to fall short when they roll out. Yet we see low cost indie games or smaller budget games go on to success and prosperity. Is it the lack of funds that prompts that extra something in the creative process that leads these titles to shine?

With studios cutting their work forces, what is the soon to be unemployed to do? Why don’t they go rogue and build their own titles while they job hunt? I suspect a major influx of these previous employed designers, programmers, artists and so forth could make a serious impact on the indie scene, bringing their experience and their own creative vision to the table. We all want to get paid for the work we do, that goes without saying, but the more I watch and think, the more I see a sort of stagnancy in the gaming corporate world.

Like any industry it’s grown and growing bigger and bigger, and with any large system, there’s a vacuum that slowly sucks the life out of it. More and more we hear about user generated content, we hear about the free to play model, we hear about how the industry is growing in demographic and the casual market is making crazy amounts of money when they get it right.

So what’s the magic ingredient? Looking at Farmville and the numbers it generates in terms of users, the believed amount of money it generates and the cost it was for development. Does the industry need to shift from these overkill budgets and focus on the product in terms of creativity and experience and cut costs not on the staff but on the prices paid for the rest. I’d rather pay for quality staff to create an awesome game, and then spend a fortune on the newest shiniest engine.

If Facebook, MySpace, and if the overall casual game market teaches us anything, you don’t need to have the amazing stunning, photo realistic graphics with 3D depth whenever your characters sneeze to capture the players.  Sure it is nice, but required to be successful? Doesn’t appear that way to me, and hasn’t for a while, not anymore anyways, there’s always some example that changes the way we look at things.

It sucks to loose your job, no question, but it doesn’t mean it’s the end, if you want to make games, and then make games; sure it might not be the amazing budgeted game you’re used to, but it doesn’t mean it will suck, just means you need to be more inventive. These days getting into the industry usually requires all kinds of experience, education, previous products delivered and so on. That amuses me considering the origins of the industry was certainly not built by experienced , titles delivered hands, but by people who wanted to create fun, entertaining games.

When did we get away from that?

So many people want to make games, so make games.  You don’t need the company to tell you what to work on unless you’re working for them. You’re cut loose so finally pursue that game idea you’ve had stashed in your old campfire note book since you first killed slimes in Dragon Warrior. The only limit to your creativity is yourself. Sure it costs money to do it the way you exactly pictured it, but if you deliver something that starts building your own momentum, you build upon it and make your own destiny using your own creativity and your own hands.

A renaissance of creativity in the indie space would be delightful, and watching more and more indie titles make it big would certainly be a healthy thing for the industry, I’m tired of seeing 15 sequels of the same tired old game; I personally thrive on the new when it comes to my game playing habits. I don’t mind the usual settings, but I want to see them delivered in a new way, with a new spin.

I want to see something magical come out of no where in our industry all the time and it’s entirely possible. Considering many of the players of games might be rocking the latest amazing title from “Insert studio here” when that experience is over, they loop back to the old games, their favourites from the previous generations. Just because the technology has changed it doesn’t mean that style of game isn’t viable, it just means people aren’t looking back and thinking “hey I loved this; why not make something to recapture the nostalgia?”

It’s never the end, it’s good to have accomplished something before, but it’s what you do next that has real meaning.

Dueling Fan Bases

Alright now that I’ve set the tone with the above video, as everyone knows (unless they’ve been living under a rock for the last couple of weeks) Closed Beta has started for Star Trek Online, and beta sign ups have begun for Star Wars: The Old Republic. Now I’m a pretty ‘core fan of both franchises and I’m eagerly waiting to play both of these games, as I imagine every other fan boi and fan gerl is also. But there begs the question…

Which am I anticipating more?

The answer to that isn’t simple as I have no idea! I want to be a rock’em sock’em Jedi, but at the same time I want to beam around the galaxy in a star ship tackling those Federation yahoos. This is a conundrum facing many sci-fi geeks the world over; which franchise and which game do we really want to support. I’m certain many will opt to play both, but for us time constricted folks it’s likely to come down to one or the other. Certainly some will gravitate based on their experience with the aforementioned games, some will like one more than the other based on game play, graphics, or some obscure geeky thing or another.

But given who’s behind each game, Cryptic Studios doing ST:O and BioWare doing SW:TOR, I suspect it’s going to be a hard fight with ourselves one way or another. A duel of the fan-bases is going to ensure and I’m not sure which is going to win if either. Lots of us are more staunchly embed in one camp or another, or split evenly down the middle. The flame wars that will come and spread across the internets is going to be astounding as fans will rally behind their choice and evangelize whichever game that might be.

When caught up in so much chaos, where will that leave the fence sitting fans, who can’t decide either way? Worst case they will decide which community is less annoyingly vocal and mature than the other, or they’ll get fed up with both sides and run off to play Farmville. I hope, I desperately hope that both communities can learn to co-exist and we don’t see to much tomfoolery go on.

But when it comes to fan bois and fan gerls that seems about as likely as my winning the lottery. So I leave it to you dear readers, how will you decide when the time comes, will you be Dances with Siths or Gone with the Vulcans?

For me, I can tell you one thing…

I have no idea! They both look awesome XD

Reboot reboot…Say what? Reboot..

So came across this little nugget of teaser trailer goodness….

What more needs to be said? How about holy crap, I hope this actually comes to pass. The second coming of Bob, like seriously, I’m filled with the warm fuzzies of excitement. A tingle of thrill running down my spine making me giggle like a happy penguin…

Okay not really that bad, but it is interesting enough to warrant me posting like a jack ass about it. I’m interesting in seeing and hearing more details about this, as obviously like anyone else I’m a fan of Reboot for a variety of reasons. That said, a reboot of any series is fraught with danger, (IE droves of pissed off fanbois and fangerls)

That said, I’ll be tracking this one for sure, and hoping for the best possible outcome. I may be pessimistic most of the time on a good amount of things, but sometimes I give in and let a little optimism shine through the darkness of my lil black heart.

After all, I come from the net, through systems … ah you get the point XD

The Symphony of Games

For the majority of time we’ve had video games there’s been music attached to them. It a fact music can trigger memories and sometimes music can just spontaneously pop into our head at the strangest time. Like any good gamer, most of the music that pops into my mind and the strangest times is game music. There’s a lot of music that instantly plays and recall that particular game, or that period in our life when we were playing that game.

There’s been good music, and bad music in games and the use of music in games can either be a good counter point to the game experience or it’s just thrown in there because either the developers liked the song or they just couldn’t find anything better and took whatever they happened to hear in the elevator on their way to the office.

As far as recalling music, whenever I hear the Legend of Zelda theme, regardless of which version for which iteration, my thoughts always go back to the gold cartridge for the NES.

Music can be very effective in games to set a scene, add ambiance, make for kick ass battle scenes and cinematics, or  just be part of the experience that comes with a game. For the sake of not pissing anyone off I’m not going to list the misses that fall into the game music category, and I can think of a wealth of music that stands out in my mind as game music I could listen to for hours. I’ll post one of those examples later.

My point however is that when making games we should and personally have to think about the music we associate with our game. Music that adds to the experience is a benefit, both to the game but also to longevity. If people can hear a tune and instantly think back to the fun and joy they had playing your game not only did you get the game right but you have a certain kind of stickiness that you might not otherwise find. Music as a memory cue can add a wealth of recognition to your game(s), but also your brand.

Squaresoft has been remarkably good at this, not that it comes as a surprise of course, considering they have Nobuo Uematsu-Sama, and others making music for their games. Even after all these years of Final Fantasy games, I still get that chill run through me when I hear the tell tale theme, Legend of Zelda manages that of course as I stated above, but I can think of many more examples.

But then there’s the other side of this conversation, when game music isn’t used effectively, isn’t adding to the experience but instead, just sits in the game and ends up either annoying the crap out of the players or gets blatantly ignored. MMO’s are notorious for crappy music selections in the games, often recycling the same music for area after area. Which let me tell you, gets old really quickly, especially when you’re transitioning from a swamp land, through a town, into an ice area and the same ghastly, worse than elevator music persists throughout the game world.

I know music can be expensive if you’re shelling out money for a Big Name composer to do your game, but to be honest you don’t need to go that far to get good music. Looking through the indie music scene is it rock, electronic, or folk music depending on the genre of your game you can find quality music to bring into your game world and add to the experience.

It’s not rocket science and maybe it does require your designers/developers/ and especially your producers to have some level of decent taste, but at the same time, it is worth the effort. Of course you want to focus on game play, art style, game experience, game world and all the components that make up a successful title, but at the same time, you don’t want to cause your players ears to bleed and do a half assed job picking music.

Music can and is effective both for game experience, brand recognition, but also the all important stickiness. You want your players to remember your game fondly, and use music for its memory cue ability so the next time you launch a title, your players can remember the kick ass time they had on the previous one and look forward to your next offering.

Music might not seem important, but I can recall the countless times I’ve seen players ask; “Is the music any good?”

Something to think about; that and remember to be consistent for god sake. For now, here are a few more samples of games that got music right, even if it’s only in one certain part of the game.


Yeah I know, most of it’s Squaresoft, what can I say, they get it right most of the time.