You’ve Got To Curse At ALL The Players!


Eric Heimburg at Elder Game on why superheroes have potty mouths.

Jim in QA gets tasked with testing the new profanity filter. He doesn’t know how to make a test plan, and Marty the engineer didn’t have time to make one for him, so Jim just loads up the game and starts typing in cuss words. It seems to work. But he knows that he needs to file a bug on the feature. When QA is in trouble, they always file a token bug on each feature if they can. That way they look like they’re working. (In fact, you can tell if a QA department is borked by how many token bugs they submit versus the number of serious issues they find.) It takes a while but Jim finds something to complain about.

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  1. #1 by Brask Mumei on October 22nd, 2009

    I never advocated not giving people stuff to do in the game. That is what makes these different than glorified chat rooms. And, incidentally, why one can’t just use email to discard the game.

    But the point I was making was that if all you are doing is providing a single player experience – guess what – we already have that else where. What should be more worrying: the second the player hits the You Win screen (or thinks that they do!) they will /cancel.

    This is why I advocate designers should act as if they have a You Win screen. The designer should be confident that when the player sees that screen they *don’t* cancel. They would have formed enough of a bond to this world that they want to remain a part of it, to now become a contributor (if even by their mere presence) rather than just a consumer.

    One reason why I’m rather jaded about MMORPGs is because of all the players who do try to treat it as a solo game (or at most a guild game). MMORPGs have changed from small towns where everyone says Hello into bustling cities where everyone is running about chasing after the next gold piece. I have enough of the city in the real world.

  2. #2 by Muckbeast on October 25th, 2009

    geldon: A few hardcore people on a test server doesn’t explain away a 50-70% drop in peak usage.

    CoH hurt its reputation with the MTs as well. If you follow NCSoft stock reports, that act reversed 12 months of 5% growth per quarter, and started a 10-15% drop per quarter in subscriptions. 2 quarters later, they stopped including exact subscription numbers for CoH in their stockholder reports. Also, regarding respecs, they are easy to get in game, so whether they sell them also is not nearly as relevant. In CO, 900g is the cost of a full respec. It takes 100+ hours of money farming to earn that much.
    .
    .

    > Vetarnias: $12.50 for a full respec? It’s
    > exactly as Brask Mumei said before: conflict
    > of interest. But since they also maintain a
    > subscription fee, it’s also double-dipping.
    .

    Precisely. They will be fare more hesitant about free respecs after nerf patches now, because they know they can get $12.50 for them instead.

    And subscription + massive amounts of MTs is really absurd. The game is is lacking in content, lacking in players, and gets hit with one knee jerk nerf after another every 1-2 weeks.

  3. #3 by geldonyetich on October 25th, 2009

    There has been a drop in peak usage and it’s pretty clear that the game is not doing outstandingly well because they’re both offering a free weekend of play next weekend and have already dropped the box price by $10.

    However, I’d hesitate to say that the drop in population can be attributed to micro-transactions, or Bill Roper, or any other singular factor. It’s my fledgling game designer’s opinion that the reason why we’re seeing a drop in population probably has more to do with:

    1. There’s always a major hit of peak usage soon after the release of a hyped MMORPG because when hype meets reality there’s bound to be a significant difference between box sales and people who actually decide it’s worth a monthly subscription.

    2. There’s a general lack of social “hook” in the game to get players to keep playing Champions Online as an MMORPG when they could play an offline game.

    3. The game mechanics in general are unaligned to the point of producing a problematic experience. I hit level 26/40 in 3 days of play, the developers panicked when they realized that in about a week of play players will have pretty much exhausted all their content, and nerfed the hell out of everything. Now, about 75% of the powers in the game are weaker than an alternative made available in the other 25% of powers, and so there’s that much less power variety to keep players playing.

    That they have micro-transactions or Bill Roper is over there are significantly minor factors of subscription retention loss in comparison to these. (Granted, you could blame Roper for the later two problems coming about… but considering he sort of got into the game late into its development, he was probably just patching an already sinking ship, and may well have done a good job in that it’s sinking like a sponge instead of a rock.)

    The later two factors are not irreversible, given the mutable nature of MMORPGs. Consequently, in 6 months Champions Online could be a much better game. The main question at this point is if there will actually be enough players left in 6 months for sustaining the game (and development team) to be considered viable. Can they turn it around? The deluded doomsayer says, ‘no, definitely not’ The equally deluded fanboy says, ‘yes, definitely.” Anybody else will say, ‘Nobody can see the future, so I guess we’ll see when it happens.’

  4. #4 by gyrus on October 25th, 2009

    geldonyetich:
    I agree totally with your 2nd and 3rd point.
    This is yet another “MMO” that plays like a single player game.
    Shortly after Beta (pre release) i suggested that most players would play it and ‘finish’ in less than a month (1 subscription cycle) and then with nothing much left to do … quit.
    Fanbois of course told me how wrong I was (I don’t know what they think now… since most of them will be Aion Fanbois now).
    The thing is – if this was a single player stand alone game – for $80 I would have brought it. Others may have felt the same.
    And if it was a single player game who would care if it was updated?
    Who would care about player populations?

  5. #5 by geldonyetich on October 25th, 2009

    I suspect that, much like DDO before it, Champions Online’s developers are going to learn that if they expect to land a predominantly instanced, not particularly massively multiplayer experience, they’d be better served by going free to play with micropayments instead of subscription-based. A monthly subscription carries with it certain player expectations towards massively multiplayer experience that just can’t quite be pulled off with what they have right now.

  6. #6 by Muckbeast on October 26th, 2009

    geldon: “1. There’s always a major hit of peak usage soon after the release of a hyped MMORPG ”
    .

    Uh. Not after 1 month there isn’t. MMOs tend to grow for a few months and THEN they taper off. Raph Koster has a famously good set of graphs that indicate this as well.

    geldon: “There’s a general lack of social “hook” in the game”
    .

    Yeah. What’s lacking is enough of a game. For decades, MUDs didn’t have any special social hooks or tools. Some didn’t even have channels. But the game was fun enough to keep people around long enough to make friends.
    .

    The social hook that CO lacks is enough stickiness to keep people around. I haven’t seen any of the original 30-40 people on my friends list for weeks, and 90% of our SG never login any more. Add to that the one server, instanced zones and you rarely run into the same people more than once.
    .

    Saying Bill Roper is a minor problem assumes he was not behind a lot of the bad decisions that caused the rest of the problems in your post.
    .

    He is the Executive Producer. You don’t think he had a say in all those nerfs, the lack of social tools/features, or the idiotic C-Store?
    .

    Their absolute brain dead treatment of retcons/respecs hurt them from the VERY beginning. It is one of the most complained about (lacking) features, and has been since open beta. Bill Roper is a major reason respecs were not made more available to people, because he clearly has a philosophical problem with them. He fought them in Hellgate: London. How’d that work out?

  7. #7 by geldonyetich on October 26th, 2009

    geldon: “1. There’s always a major hit of peak usage soon after the release of a hyped MMORPG ”
    .

    Uh. Not after 1 month there isn’t. MMOs tend to grow for a few months and THEN they taper off. Raph Koster has a famously good set of graphs that indicate this as well.

    I’m not going to assume all MMORPG’s patterns will be the same in this regard. Champions Online generally turns up the tempo on a lot of aspects, and I wouldn’t be surprised if this changed the time frame of how such a graph would perform.

    geldon: “There’s a general lack of social “hook” in the game”
    .

    Yeah. What’s lacking is enough of a game. For decades, MUDs didn’t have any special social hooks or tools. Some didn’t even have channels. But the game was fun enough to keep people around long enough to make friends.
    .

    The social hook that CO lacks is enough stickiness to keep people around. I haven’t seen any of the original 30-40 people on my friends list for weeks, and 90% of our SG never login any more. Add to that the one server, instanced zones and you rarely run into the same people more than once.

    Well, at least we found something we can agree on.

    Saying Bill Roper is a minor problem assumes he was not behind a lot of the bad decisions that caused the rest of the problems in your post.
    .

    He is the Executive Producer. You don’t think he had a say in all those nerfs, the lack of social tools/features, or the idiotic C-Store?
    .

    Their absolute brain dead treatment of retcons/respecs hurt them from the VERY beginning. It is one of the most complained about (lacking) features, and has been since open beta. Bill Roper is a major reason respecs were not made more available to people, because he clearly has a philosophical problem with them. He fought them in Hellgate: London. How’d that work out?

    You’re nothing if not consistent in your conviction that Bill Roper is behind all the problems in the game. Me, I tend to consider games of this magnitude to be a product of a consensus.

    Not that I’m going out of my way to defend Roper. Aside from being a collaborator in several prominent Blizzard titles – and he’s not the only one to make these claims – I’m not exactly sure what he brings to the table. It’s just that being convinced he’s the ill behind everything is not properly spreading the blame around.

  8. #8 by Muckbeast on October 28th, 2009

    Bill Roper is the Executive Producer of the game. If he wanted the retcon system to not suck, he could make it not suck. He could demand that the in-game coin cost be slashed. He *may* not have absolute control over the C-Store prices, but he certainly can control the in-game cost. So yes, he bears the ultimate blame. That’s life as the boss. It sucks, but that’s the way it goes. If he doesn’t like it, then he can (and should) go back to making voice overs and writing game manuals like he did at Blizzard.
    .
    And I’m sorry, but 1 month after a game’s release you shouldn’t be already on the rapid downslide to losing 50-70% of your users. That’s not “up tempo”, that’s down the tubes.

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