Tag: Final Fantasy XIV

FF XIV ARR early access anticipation rambling

Clash of business models

This week was all about payment models- again. There have been numerous blog postings regarding that topic as well as discussions in the corresponding news articles of Wildstar’s and The Elder Scrolls‘ announcements of going with a sub at launch.

To highlight a few:

These three entries actually represent very well what i’m thinking about this topic- i mean, first of all- i’m wondering why we are still discussing this topic with such a temper. It should have been proven by now that it’s not one of these models that is “right” or “wrong”, this comes down to one simple thing- is a game worth the monetary investment it asks for or not? And how much time do i want to invest in the title?

If there is one title that i’d play exclusively, without feeling like missing out on the fun of all the other MMORPGs- and each one of them has its strengths and weaknesses, i’d have no problem paying for a subscription. Now, when i play 5 different MMORPGs, i won’t pay a sub in each of them. I don’t think we- as customers- should take a stand for one business model over the other, we should make a point by paying for games we like. Take the Repopulation, for example. It’s a title i could see me paying a sub for judging by all that i know about it- but it’s a f2p game. Should i not play it now, although it seems to be an incredibly deep experience, because i don’t believe f2p and Sandboxes mix too well? Should i just assume it’s going to inhabit some bad business like lockboxes or “pay-to-win” items? I don’t think so.

On the other hand- should i not buy TESO or Wildstar just because they’re pay-to-play? If i thought they’d be longterm candidates, i should buy them- but there’s something else to take into account with these two: how confident am i that they’ll stick to subscriptions? For me, i’d say: not confident at all- we already know TESO will have an ingame-shop on top of the subscription- which rises another question: one strong advantage of subscription games, usually mentioned by proponents of this model is that you don’t have a cash shop intruding into your game experience. When they have one, this advantage is gone. Of course, the pay-to-play faction now says something the free-to-play-faction used to say when they were in the minority: the badness of the ingame shop depends on the items sold. No it doesn’t. Sure, when there are only account services in there, that would be fine. But these things get handled by customer support traditionally. Setting up an entire system (ingame shop) for these doesn’t make sense- so there’ll either be some different items in there, as well, or this is Step 1 of going something-to-play later on.

From a business standpoint, i can understand the decision of Carbine and Zenimax, but from a player’s perspective starting p2p and going f2p/b2p after a year is not fair play. It would be different if they just lowered the box price and give the client out for free after a year while still charging the sub.

I’m still waiting for a business model that lets players pay less when they play less.

Regarding quality being the “cure”, i’ll say this: if you are the kind of player missing the deeper and more longterm-oriented games from the early generation- like UO or EQ, for example, i’d agree- if/when a game wants to be “deep” and cater to a loyal customer base, pay-to-play would be the way to go. If you want to dabble in many MMORPGs at the same time, there’s no “cure” for b2p/f2p, as these models themselves are the “cure” for subscriptions. This is not a question of quality, but about design philosophy and targetted audience. No one could sensibly argue that GW2 is not a quality game- it is, it’s just not what i’d consider a MMORPG- and even if pressed, i couldn’t answer why that is. It is a quality game by all standards. 

 Anyhow, enough of that.

Preparing for FF14 ARR

Regarding Final Fantasy XIV ARR i get more excited with each passing day. Although i learned that somehow i wouldn’t have had to purchase the new version, because i bought FF14 1.0 – it’s really no big deal, i paid about 8€ for that one, but still. I’m hoping to be able to gain more included game time- as i learned from neoGAF (via asianinaction, thanks very much), somehow i could be eligible for quite some sub-free time. 30 Days included in the client, free play until September 9th for owning 1.0 (if they know i own it- somehow Square Enix’s account management system doesn’t make much sense to me), 30 days for registering ARR…maybe. Well, if it comes with only 30 days, i might try to get some more, but i wouldn’t be terribly mad, since i guess it’s my own fault.

So, i’m making plans. It seems to me, after reading some guides for the Paladin, White Mage and Scholar on ffxivguild.com that i’ll be going for Scholar first- which means i’ll set my first ingame goals as follows:

  • continue to play my Conjurer until i finished the level 15 Story Quest and gain access to airships
  • Level up my Botanic skill to 15, as well
  • travel to Ul’dah to start with Weaver crafting
  • travel to Limsa Lominsa to begin levelling Arcanist

As for my choice of starting with Scholar as second-tier job; i don’t like to be the main-something in groups. Tanking is not for me in every case, healing is fine and i tend to not totally suck at it, but it still comes with responsibility that i don’t really want. When something doesn’t work out good i’ll have feelings of guilt that don’t really mix well with enjoyment of MMORPGs in general and group content in particular.

But i think others feel quite the same way, and that’s the reason why i enjoy being the back-up plan very much. From what i read, the Paladin is going to be some kind of Tank, while the White Mage is a good Tank Healer. So, with the Scholar being good in group heals, i’m going to start with that.

Of course, my level of anxiety lowers significantly when i’m in a Dungeon with guildmates, but i’ll be entering FF14 solo. I hope to find a good guild (linkshell and/or free company) with time, though.

Regarding servers, i chose Balmung. It’s a northamerican legacy server which has been selected as unofficial RP server earlier. I read a lot of good stuff about the community and somehow i expect to find the FF14 equivalent to Lotro’s Landroval. I just hope there are other europeans over there, as well.

So, tomorrow is the big day. The early access begins at 2 a.m. PDT (which is 11 am Berlin time) and i’ll be ingame as soon as i can. To all those who are waiting for early access / release as well: have fun in the game!

Game time: Waiting for Final Fantasy XIV ARR

So, i was able to fit in two gaming sessions in the last two days- who would have expected that? With my new shiny arriving on saturday and the newfound freedom to play what i want, i went into two different games.

Star Wars: the old republic

Yes, you read that right. I mean, i bought the game and it’s “free-to-play” now, so why not? Unfortunately, the client is really big and it took some time to get even to the minimal needed download to play on a starting planet. After that was accomplished, i went in with a new character on my “preferred player” account.

The “rumours” stating that SWTOR is very restrictive to free players are true, though. Although i didn’t feel very much in my first evening playing up to level 5, there’s a lot crossed out even for preferred players- you’ll be greeted with a screen showing you right off the bat that you are only preferred and not a subscriber. While i think it is ok to inform players about the restrictions they face, it’s really not welcoming when you see what you don’t have before even selecting or creating a character. The next thing crossed out were most of the available races- but i’d run with a human, anyway, so that didn’t hurt much.

All in all, game-client-wise, it was not a pleasant stay: long download times, two or three crashes and the restrictions presented to you in a “in-your-face” manner. The stay in the game, though, was surprisingly pleasant.

I came to realize i like the graphics- style-wise as well as judging by the look- the quest presentation is very good, as well. If you take your time with it and watch those voiceovers, you’ll start to care for your quests. The dialogue options further increase the feeling of involvement, so that was great. And then, something really surprising happened: i was on a quest, and somebody else was on the same quest. Within seconds i had a group invite! Now that’s interesting, i thought- that hasn’t happened to me at least in this year, maybe even in 2012. I had a nice time in that group until i realised that it was late and i would have to go offline.

All in all, i think SWTOR is a nice “play-to-finish” MMORPG, but don’t fool yourself when going in- i think a sub is the best way to experience this game. There’ll come XP reductions, limited dungeon- and warzone-runs and so on. While i was surprised when i went in with an open mind instead and had a good time, i think i won’t log in again.

Guild Wars 2

This game used to be my big hope for the genre, and for some time it looked as if it would be what i expected it to be. But then, quite suddenly, actually, i got the feeling i was working with a neverending to-do-list of daily and monthly achievements, renown hearts, vistas, points of interest and waypoints. I liked the dynamic events, although they didn’t influence the game world as much as i had liked.

When i went in yesterday, my character logged in while a dynamic event happened around her. I didn’t know where i was, my inventory was overflowing, i had popups because of my achievement points and no idea how to play my character. So that was somewhat troublesome. When i beat this event and tried to defeat the champion to enter a balloon for the queens jubilee, i already had enough of that. The gameplay is nice and all, but GW2 is too fast paced for my taste.

Final Fantasy XIV

I read some nice articles about this game in the last few days- to mention two of them, there’s Keen from Keen and Graevs gaming blog answering common questions regarding FF14 and ZAM prepares us for launch.

What i got out of it: first of all, i can’t wait! There are so many systems and experiences i don’t know in this game that it’ll be a joy to discover them. For instance, i knew there was some kind of multiclassing- in the sense that one character can do it all, but also in some synergies between classes.

What i didn’t know is that some of these combinations form second-tier jobs, and now i’m torn- will i become a Paladin, White Mage or a Scholar? I have no idea how they all work out, and the difference between the White Mage and the Scholar is only in changing around Arcanist and Conjurer as primary or secondary class.

I really like hybrid classes, though, so i’ll want to build something that’s able to heal and do damage- i’m quite unsure which of these three will be my best option. The most fun i had with any class in any game was with the druid in WoW when he got the Bear- and the Cat-form and i could do anything in a dungeon – primarily DPS, but healing and/or tanking when an add attacked the main healer or somebody else. Great times! Unfortunately, those didn’t last long because at that time, you had then to decide where to go with your druid. A combination of two out of the three roles was still possible, but being mainly DPS and helping with tanking and healing wasn’t really viable. So that would be great, maybe the Paladin is the way to go? Hm, we’ll see.

The thing with FFXIV is, i can see a long time ahead and i don’t even know a thing about the game – i just know that i’d like to play one of these three second-tier jobs and be able to craft myself some armor, at first. So i know, let’s say i’ll stick to Paladin, that i need to level my Conjurer at least to 15 (by doing story quests which also unlock the first dungeon and airships ), the Gladiator to 30, and the corresponding gathering and crafting jobs accordingly. With my gaming speed, this can take some time.

Oh, and “Spiritbond“? Didn’t know about that one, either. Great!

So, i am really looking forward to that one.

Is the subscription coming back?

The sub is dead

This is what we keep hearing for quite some time by now. MMORPGs released with a subscription but went free-to-play faster with every year- when we look at the games that made the transition, we have

  • City of heroes (88 months as a sub game, 13 months as free-to-play)
    • Release: April 2004
    • F2P: September 2011
    • Closure: November 2012
  • Everquest 2 (68/84 months as a sub game)
    • Release: November 2004
    • F2P: July 2010 (EQ2X), November 2011 (free-to-play)
  • Dungeons & Dragons Online (42 months as a sub game)
    • Release: February 2006
    • F2P: September 2009
  • Vanguard (67 months as a sub game)
    • Release: January 2007
    • F2P: August 2012
  • Lord of the Rings Online (40 months as a sub game)
    • Release: April 2007
    • F2P: September 2010
  • Age of Conan (37 months as a sub game)
    • Release: May 2008
    • F2P: June 2011
  • Champions Online (15 months as a sub game)
    • Release: September 2009
    • F2P: January 2011
  • Aion (16/18 months as a sub game)
    • Release: September 2009
    • F2P: February 2011 (Europe), April 2011 (North America)
  • Star Trek Online (23 months as a sub game)
    • Release: February 2010
    • F2P: January 2012
  • Rift (27 months as a sub game)
    • Release: March 2011
    • F2P: June 2013
  • Star Wars: the old republic (11 months as a sub game)
    • Release: December 2011
    • F2P: November 2012
  • The Secret World (5 months as a sub game)
    • Release: July 2012
    • B2P: December 2012

The trend is obvious. But we should not forget that this is incomplete data- these are only the games that transitioned from pay-to-play to free-to-play or buy-to-play. There’s no EVE, Final Fantasy XI, FF XIV 1.0, World of Warcraft, Warhammer Online etc. And furthermore, these are only the games i consider- one could add games like APB, Hellgate and Fallen Earth, as well.

Still, it looks like subscription games transition to free- or buy-to-play quickly these days. When you consider ArcheAge – released in January 2013, free-to-play in July 2013 in Korea, there’s another game that didn’t even make 6 months as a subscription game.

Players being cautious of buying subscription games in my opinion is about as much a result of this as it is the unwillingness to pay a sub. If you bought TSW on release and subscribed those 5 months until it went buy-to-play, you spent 125€ (167$) up to that point- and then it went buy-to-play for 30€ (40$). When you did the same in SWTOR, you’d have paid about 190€ (250$) until it went free-to-play, although with SWTOR, the free-to-play option is so bad that a subscription is basically still the best way to play if you do so regularly.

So when you hear “i’ll wait for f2p”, that’s really just a result of past experience, because players don’t question if a game goes free-to-play anymore, they ask themselves when it’s going to happen. And whether it’s more viable just to wait for it to happen. I think it’s unfair to judge these players- maybe they feel betrayed with one of the last transitions.

Now, while i don’t feel betrayed- i made a choice, fully aware about the risk, my own gaming habits and so on- but i spent 250€ (335$ or was it 300€/402$?) on The Secret World- i bought the game and a Grand Master Pack. I do think Funcom made it still worth somehow, but the main reason for me buying the Grand Master Pack was so that i’ll have access to a sub-based game when i wanted to have access- instead of asking myself whether it’s worth to spend 15$ when i’d like to play TSW one evening/weekend. But the access is not restricted anymore, so….yeah.

Long live the sub

I’d really like to see the sub return- for one, i think it’s very good if players really have a choice- devs and “media” alike spin the free-to-play-phase of online gaming as being full of options, but in reality, when i don’t want to see an ingame store in my themepark MMO i’m out of options- except for Warhammer Online. Soon we’ll be able to add FF14 ARR to that list, and considering that the main market for this game is in Japan and free-to-play is not really big there, we can assume FF14 is going to stay sub based.

Then there’ll come Wildstar and TESO (probably), maybe ArcheAge. And it could work- it could even work well, if the devs and publishers finally stopped chasing World of Warcraft. When the devs stop pouring hundreds of millions of dollars into the development of one game and stop expecting and/or trying to get millions of subscribers. When they know there’ll be a dip in player population and aren’t afraid to go and build up from there. And when they stick to their business model. Nobody’s waiting for EVE to go free-to-play, and that’s because it’s not likely to happen.

The rise and fall of free-to-play

It’s been predicted elsewhere, the impending doom for this payment model- and i tend to agree somehow. Going free-to-play used to be some kind of second chance and the numbers reported from the games that underwent the transition early after going f2p are always quite high- they double the subscriptions, quadruple the logins, triple revenue. But after some time, there’s always silence. I don’t think this is because the games are losing money 6 months after the transition, i think it might be because the numbers are getting more complicated- maybe the player counts are the same as before the transition, but the average of money spent in game has gone up. Or maybe it’s because player numbers and revenue went down compared to when the game in question was a sub game.

It’s odd, i can remember Daglar (from Rift) being in a podcast shortly after Rift went f2p. He said the numbers are way higher than they expected but he didn’t want to share those because the marketing departement was preparing an announcement regarding numbers and he didn’t want to spoil it. Funny enough, we still didn’t hear those numbers, the news of yesterday coming closest- and this is literally one sentence, without numbers.

I think we’ll see that free-to-play is not the saviour of MMORPGs in this or the coming year, when closures will begin to happen. Free-to-play used to be an USP, but now that everyone is f2p, it’s not anymore. One could argue that p2p is becoming a new USP, but those who use it that way should be aware that this is a pro-argument only for a minority nowadays.

Time to play

Funny enough, i think players like me are the problem here- and that’s one reason why i’d like to change my behaviour- when you look at the daily grind from massively where they asked how much time people spend daily on MMORPGs, i was surprised to see that many answered along the lines of “not as much as i used to” and “about 1-3 hours a day”. In the announcement article of Wildstars business model (many comments there), some commentors expressed their dislike for the sub model by saying that they played too many games to justify a sub for one game.

Combine these two statements- less total time spent in more games- and there’s the answer for MMORPG design these days. It’s not the devs, it’s us. Now, if we are happy with that, there’s no need to change anything. If we’d like to see the design philosophy of MMORPGs shift again, and many of us are looking for that one game that grabs their attention for years, we need to make a conscious decision that we want that kind of game- and stop worrying for the others.

We shouldn’t complain if MMORPGs are getting shallower with time, are experienced quicker, stop adding “meaningful” content (whatever this is to you) when we hop around in games like bunnies- when we make schedules regarding what game to play on what weekday. Of course developers will adapt to our behaviour, and some will even put it to good use, just like Arenanet does with Guild Wars 2. With their biweekly-living-story update, their game is in the news all the timePlayers like me read those news and begin thinking that they’ll miss something when they don’t log in and get the impression that there’s something going on all the time. GW2 has a good chance to get those casuals to log in at least on a biweekly basis. And the game’s perfect for that, there’s no sub fee, there’s only one toolbar and almost no text in the game. There’s no need to “catch up” to what you were doing last time, you can just go ahead.

I think, this shift in design might have opened up a niche: the game for players that only want to play one game- if the game in question can be that, the players won’t have any problem paying for a subscription again. And sub games have one advantage: nowadays it’s really refreshing to enter a game where you can unlock bank space without seeing any sign of being able to do so with a real money investment.

Conclusion

The subscription could be coming back- when the game in question is designed in a way to encourage a dedicated, longterm stay and the developer is aware that many will buy their game, some will try and “defeat” the game in 30 days, some will sub for one or three months after the initial 30 days of game time, many subs will be lost after 6 months and they are willing to build up from there instead of the number of sales and if they target their market well and stick to their design philosophy, there’s a good chance the subscription system can work.

And, i think it would help a sub game greatly if they remove the upfront cost of buying the game. EVE is 20€ when you start playing- that’s 5€ for the client/account and 15€ for a one-month sub. I think this is a good way to go- charge a sub, but give the client out for (almost) nothing.

If Wildstar or TESO will mark the return of the sub into MMORP gaming remains to be seen, though.

Final Fantasy XIV ARR

It’s time to confess. While i’d made a point for playing and sticking with one MMORPG, it doesn’t come easy for me, as well. Sticking to Rift is as good a plan as any, but when you don’t have any urge to login, something isn’t right with your choice.

On friday, i remembered there was going to be a Final Fantasy XIV ARR open beta this weekend. With time to play and the urge to find out why some players seem to be very happy with how the game turned out i decided to give it a go.

First off, i own a copy of Final Fantasy 14 1.0 – i didn’t like it, but one thing stuck out positively: in general, i liked the approach to crafting. I didn’t quite understand it at the time, but i saw similarities to Vanguard’s crafting system. After spending every available minute of the weekend playing FF14ARR, i’m happy to say that i still like the approach to crafting- and better yet, i also like the game.

The good

I won’t go into changes from 1.0 very much, because i didn’t come to know the first iteration of the game, but one thing needs to be pointed out: the user interface is hugely improved, not only in design but also gameplay-wise. I remember it being quite a pain to group up in 1.0- while i didn’t group up at the weekend, i can’t imagine that it will be troublesome in ARR.

There’s an old school feel about Final Fantasy 14 that i liked very much. I liked the idea of (level-)gated  content options. I wanted to craft as early as possible, but had to find out that you can only get your second class after finishing up the level 10 quest of your first class. I wanted to go to Limsa Lominsa to become a weaver, but had to find out that i’ll have to finish the level 15 storyline quest to unlock airship travel and so on. So there was always something i look forward to reaching- at first it was level 10, then level 5 of my first gathering profession (botany), then level 15 for going to Limsa Lominsa.

Final Fantasy 14: a realm reborn also has a remarkable love for details. I don’t know if this will continue through the zones, but the early ones around Gridania all struck me as being believable. I prefer to see some civilization when i’m out adventuring, and fact is that most MMORPGs lack that kind of design- you’ll start in a pretty wood, maybe with houses or small villages strewn about, but the second, or third zone at the very least is wholly devoid of many signs of humanity. The early adventuring zones around Gridania still have villages, houses and other buildings in them, which makes for a pleasant stay in those areas. Also, the scenery is very beautiful and changes a lot from day to night.

The combat also gets a positive mention here- it is on the slow side of things, but i like that. Action combat doesn’t leave much time for chats and so the whole experience in those games can feel somewhat lonely, despite there being 10 other guys doing the same quest as i do.

The highlight is still the gathering/crafting. It’s some kind of minigame- when you chop at a tree it’s not only lumber you can get- you’ll have a selection of items you could get out of that tree, each one coming with a chance to get it. You have abilities in your hotbar according to your gathering/crafting job. For botany, there were abilities to show the next tree in my levelrange, raise the chances for successfully farming the materials of a tree and so on. For crafting, i only came up to level 3, but it looks beautiful and most importantly: no crafting job is self-sufficient. You can, of course, level all gathering and crafting jobs, but my guess is that this will be a long term project- if you’d want to be self-sufficient all by yourself, you’d have to level all crafting and gathering jobs parallel to each other. I didn’t count, but i think that would be about 9 jobs to level- in addition to your adventuring job.

So my guess is that at first you’ll be better off just buying things from retainers when you need materials from other jobs. When you start crafting as early as possible i think you don’t really have a choice, since you can not travel to the other capitals to learn the other gathering/crafting jobs.

One thing i wish i knew before changing over to gathering: you should keep some level 1 clothes- otherwise you are going to begin your gathering life in your undies. Fortunately there’s new clothes when you get to level 5 in your job. I guess one could buy something from vendors or other players, but i just “walked it off”.

The hunting log also gets a positive mention – i understand this as some relative of the deed system from Lotro: you get a list of enemies to hunt down and get extra rewards for doing so. Tier 1 of those was quite easily completed just by following quests and backtracking a bit for enemies i fought before attaining the hunting log. There’s something similar for gathering- you can see where to get resources and what resources you already gathered. I don’t know if this one comes with experience bonus, as well.

And finally, i really liked that i could retire to an inn room before logging out to get resting experience, which amounts to experience bonus for defeating enemies as in most other games. As said, this game seems to have a love for details- resting in a guest room is one of these things.

The downsides

Every MMORPG has them, right? So far, i’ve only encountered one- and a highly subjective thing at that- there’s cutesy stuff all over. But really, i’m happy with those as well if i’ll continue to have as much fun with this game as i had this weekend.

Other than that- well, some might call the game “business as usual”- when you look at mechanics, combat mechanics especially, there isn’t much new about this game- and also when you look past combat, almost everything has been there in other games.

Conclusion

FF14 won’t get your attention by proclaiming innovation and/or new features, but somehow it manages to bring older, missed ones back into a new game. I had a lot of fun with it, it even made me read quest and help texts…and enjoy it. It’s a long time ago that i chose to fight some more enemies or gather some more resources than needed just because i had fun doing it, but it happened to me in this game.

Once again, i was in for a big surprise- it’s funny that this seems to happen always with games where i don’t expect much. I’m really looking forward to next saturday when early access starts.