Despite the vitriol with which most MMORPG players attack goldfarmers and the whole concept of RMT, the fact is that this market has existed since the birth of the MMO itself and in many ways is actually -enabled- by many of the conventions that oldschool players have held dear since day one (such as monthly fees).
May 15, 2012
[Interview With a Goldseller]
An oldie (2010) but a goodie, and still relevant to many games today:
Despite the vitriol with which most MMORPG players attack goldfarmers and the whole concept of RMT, the fact is that this market has existed since the birth of the MMO itself and in many ways is actually -enabled- by many of the conventions that oldschool players have held dear since day one (such as monthly fees).
Despite the vitriol with which most MMORPG players attack goldfarmers and the whole concept of RMT, the fact is that this market has existed since the birth of the MMO itself and in many ways is actually -enabled- by many of the conventions that oldschool players have held dear since day one (such as monthly fees).
Aug 25, 2011
[Avoiding MMO Burnout]
At Massively: Justin Olivetti goes over his first experience with MMO burnout:
Taking a break from my 'main game' and trying others helped me (as a MMO newbie) discover my preferred game mechanics and playing style. I also got to try games with different concepts and types of content, as well as meet new friends. There's nothing more sad to me than reading rants from players who used to 'love' a game to pieces, until burnout turned all that passion into bitterness and boredom, since they can't bring themselves to STOP PLAYING and TRY DOING SOMETHING ELSE. For as much as some people deride 'casual' playing, in many situations of pre- or total burnout, trying that for a while (or permanently) is actually the only way to prevent ruining a game for yourself forever.
Related Reading: The More Alts, the More Burnout
"[O]ne day, out of the blue, I realized I was sick of it. A cold trickle flowed down my spine as I couldn't conjure up any feelings of excitement, pleasure, or interest in this game. All of the accomplishments and achievements I had worked so hard to get became absolutely meaningless to me in the space of a couple minutes.I can relate to Justin (and many other MMO players') experience, because I've always been a bit of an obsessive personality, which can carries over into the games I play. It was my natural inclination to play a MMO for long stretches of time, wanting to see every bit of content I that I could as fast as possible. With World of Warcraft (my first MMO), I actually didn't experience burnout until toward the end of Burning Crusade, which was the first time I started actually trying other (lower profile) games like Ryzom and Horizons (now called Istaria). I realized that a high-pressure min/max grind was not what I enjoyed the most, and playing WoW that way was actually taking a game I enjoyed and making it a stressful chore. So I learned to play SLOWER, to take breaks, to not be afraid to do something 'inefficient' ingame for my own fun. Racing to cap is something I no longer care about in games, nor am I obsessed over having 6% less optimum dps or whatever. When I find a game I like, I don't want to ruin it for myself by losing sight of what I enjoy about it and turning it into a job.
I logged out, canceled my account, and then fell into a several-day funk when I was thrashing about as I tried to figure out how to fill this now-gaping void in my free time. Slightly pathetic, yes, but no less real for it.
In retrospect, I see how I stacked the deck for such an enormous crash, and many years after it, I now have a much better handle on how to deal with burnout than I did back then. In today's Perfect Ten, I want to pass along my meager wisdom and experience about how to deal with this event... because it happens to most of us, sooner or later."
Taking a break from my 'main game' and trying others helped me (as a MMO newbie) discover my preferred game mechanics and playing style. I also got to try games with different concepts and types of content, as well as meet new friends. There's nothing more sad to me than reading rants from players who used to 'love' a game to pieces, until burnout turned all that passion into bitterness and boredom, since they can't bring themselves to STOP PLAYING and TRY DOING SOMETHING ELSE. For as much as some people deride 'casual' playing, in many situations of pre- or total burnout, trying that for a while (or permanently) is actually the only way to prevent ruining a game for yourself forever.
Related Reading: The More Alts, the More Burnout
Jul 22, 2011
[Pay-to-Win: The Forums Do Not Speak For Your Playerbase]
via Tobold's Blog; a great presentation on one dev company's learning experience regarding Free-to-Play, 'Pay 2 Win', and discovering who their playerbase really is (hint: it's not the majority of people raging on their message boards), and their surprising discoveries about what their players really want.
It's an interesting look into the development of a successful Western F2P model, the lessons they've learned, and the surprising facts revealed by tracking their customers' actual behavior vs paying attention to player-drama on internet forums.
It's an interesting look into the development of a successful Western F2P model, the lessons they've learned, and the surprising facts revealed by tracking their customers' actual behavior vs paying attention to player-drama on internet forums.
Jul 14, 2011
['Free' Actually Means a Lot of Money (For Developers)]
via The Escapist:
I remember back when even offering a Free Trial was something you only saw months after a game was released, as if the devs didn't want to let people see if they even LIKED the game before making them spend 30$+, which seems like more of a gouge than a game that has an optional cash shop that allows you to d/l it and try it for free as long as you want. Successful Western games like World of Tanks, Battlefield: Heroes, Wizard101 and FreeRealms have shown that it's not just an 'Asian thing' for games built around F2P from the very start to work, and work well.
"The core gaming audience often seems to disregard such [F2P] games as child's play or not worth their time. I myself am guilty of having been excited about an upcoming MMO only to dismiss it after discovering it was free-to-play. The perception, in America at least, is that if you are giving your game away for free, then it must not be very good.And in the current economic climate (which seems set to continue for quite some time), F2P may very well be what allows many future MMOs to succeed at all. Rather than reducing the 'perceived value' of a game, using a F2P business model could actually increase it (if the game is built around it, rather than adopting it out of last-ditch desperation as most Western games have done). Ever since the 'box + 15$ monthly fee' model was invented, it's been clear that MMO players have never minded spending money to support the games they enjoy (and in the case of games like WoW, they're even willing to drop extra money on top of that monthly fee to get pets/mounts/etc, which actually adds up to spending more than it would cost them to buy those things in the average F2P game!) -- the F2P model only makes options more flexible for those who wish to support their game with cash to do so at their own rate, as well as removing the original monetary 'barrier of entry' that so many MMORPGs built on the traditional model seem unable to get away from. Believe me, MMO gamers do not need their arms twisted to get them to cough up cash if they're having fun in a game, and the cash shop is fair.
"What we're trying to do is change the perception out there that free-to-play games are B-games or C-games," Kern said. "We asked ourselves: Why not release a top-quality game under this model? There are free-to-play games out there making hundreds of millions of dollars per year on this model. That is more than enough to support top quality development."
I remember back when even offering a Free Trial was something you only saw months after a game was released, as if the devs didn't want to let people see if they even LIKED the game before making them spend 30$+, which seems like more of a gouge than a game that has an optional cash shop that allows you to d/l it and try it for free as long as you want. Successful Western games like World of Tanks, Battlefield: Heroes, Wizard101 and FreeRealms have shown that it's not just an 'Asian thing' for games built around F2P from the very start to work, and work well.
Jun 24, 2011
[....And I Actually LIKE Most Cash Shops]
I made my peace with F2P and Cash Shops a long time ago, and am getting to enjoy more games because of it, but I really do not get the logic behind EVE Online's new vanity item pricing, even after they explain it:
Sure, nobody 'has' to buy vanity items. But why make the cash shop hostile to most players and not a 'fun' experience for people? To me that's like saying you DON'T want more people to use it! How does that make sense?
The fact still remains, that a lot of the Western MMO playerbase is still very touchy and suspicious about microtransactions in their games, and this move by CCP appears to me to be souring those people even more on the concept than they would've if they had taken a more player-friendly approach for their cash shop introduction. Only time will tell if CCP's belief that EVE's playerbase is a good match for this extreme microtransaction model proves true.
Related Reading: Fear and Monocles
"People have been shocked by the price range in the NeX store, but you should remember that we are talking about clothes. Look at the clothes you are currently wearing in real life. Do you have any specific brands? Did you choose it because it was better quality than a no-name brand?
Assume for a short while that you are wearing a pair of $1,000 jeans from some exclusive Japanese boutique shop. Why would you want to wear a pair of $1,000 jeans when you can get perfectly similar jeans for under $50? What do other people think about you when they see you wearing them? For some you will look like the sad culmination of vainness while others will admire you and think you are the coolest thing since sliced bread. Whichever it is, it is clear that by wearing clothes you are expressing yourself and that the price is one of the many dimensions that clothes possess to do that in addition to style and fit."Out of all the F2Ps I've tried, I have never seen a vanity-clothing item go for more than $20 (maybe there's some out there, but none that I've played). And unlike EVE, those games don't require monthly subscription fees. I'm not sure why CCP would rather sell FEWER outfits at a higher price than MANY for a more 'market average' price -- there are far more people who'd be willing to pay even $20 for a 'virtual shirt' than there are those willing to pay $50+. Perhaps CCP feels the EVE playerbase is so 'different' that there is no real comparison between the typical MMO's cash shop and EVE's. But going by the angry reaction of many EVE players, they are clearly disappointed that the prices for tiny things like Monocles ($70?!) are so much higher than they are willing to pay -- in other words, they WANT to give CCP their money, and would if the items were more reasonably priced.
Sure, nobody 'has' to buy vanity items. But why make the cash shop hostile to most players and not a 'fun' experience for people? To me that's like saying you DON'T want more people to use it! How does that make sense?
The fact still remains, that a lot of the Western MMO playerbase is still very touchy and suspicious about microtransactions in their games, and this move by CCP appears to me to be souring those people even more on the concept than they would've if they had taken a more player-friendly approach for their cash shop introduction. Only time will tell if CCP's belief that EVE's playerbase is a good match for this extreme microtransaction model proves true.
Related Reading: Fear and Monocles
Jun 22, 2011
[Eden Eternal Impressions]
Eden Eternal is the latest MMORPG offering from Aeria Games, and has a lot of unique features compared to most of the current F2P market in the U.S. It's very polished and offers many 'quality of life' features that I haven't seen in the other F2Ps I've played, and after participating in the Closed Beta I've come away really impressed so far.
First off, the graphics of the game are in a colorful, hand-drawn cartoony style, down to the 'pencil lines' present around objects (which I've see done before in other F2Ps, but never as seamlessly as in EE). This gives the game's look a very pleasing, distinctive style.
The core gameplay feature is unlimited multiclassing -- you can eventually unlock and switch between every class in the game freely, which eliminates the need for making multiple alts in order to try out different playstyles or group roles. As you level different classes, you unlock 'Certificates' which are items that can be mixed and matched across classes that offer passive bonuses of various kinds. On top of that, each class has it's own skill tree where you can allocate points to further customize your character. I think this is the number one draw the game has, hands down. Bored of being a tank? Transform into a Bard or Thief and try out a whole new build and set of skills! One gameplay aspect that doesn't seem to be in EE is crowd control, instead most classes have aoe abilities and can take on multiple enemies at once, at least for a short while.
Besides at-will class switching, your appearance ingame is not affected by your gear at all. Instead, each class unlocks various 'Outfits' as they level up, which can then be dyed to your liking with colors that are buyable at low levels ingame, but only available through the Cash Shop once you hit level 25 (though as with most F2Ps, nearly all Cash Shop items are sold in the game's Auction House for ingame money by players as well). The Class Outfits are also nicely detailed and stand on their own just fine if you're the type who doesn't really care what you're wearing.
The main sources of exp in the game are PvE quests and dungeon-running. If you're the sort who plays MMORPGS in spite of the genre's gameplay (which consists of killing monsters to level and get loot), then there won't be anything thrilling here. But for those of us who enjoy mowing down mobs and accumulating shinies of various types, it's handled very smoothly in EE. The zones are lovingly detailed, even though they are small compared to many other games', and there are a wide variety of different locales. I actually appreciated the 'smaller with more character' approach to zone design, since so many other games boast 'vast worlds' that are mostly barren land without anything interesting to see or find anyway.
One of the social tools EE has that I think is neat, is the Profile system, which takes the old /who mechanic to a new level. You can fill out your profile with various personal info (including general interests) and top it off with a few sentences about whatever you feel like, and enable it to be visible whenever others do a player search on the server. I appreciate the concept of trying to help more likeminded people find each other ingame, and putting some personality into the mechanic. There is also a LFG tool, but it's rather clunky and isn't really used by most people that I've seen (most people ask for groups in Zone chat instead).
One thing I almost feel is a drawback, is the speed at which you level (at least up til level 30, which is my current situation). It's very easy to completely outlevel the quests in your current zone, especially if you are doing the simple grind-based 'guild quests' to level up your guild (more on that in a moment). As a completionist, I was actually happy if I died and lost (a small amount of) exp, since the stuff flows like water. With the current level cap being 50, I'm interested in seeing how much slower levels will go as I get closer to it. As it is, leveling goes as a fast clip, with the only restriction on how many classes you want to level simultaneously is time, money to level up class skills, and the bag space to store weapons and accessories for each class when you switch over.
Guilds in EE have levels that influence whether they can have a customized guild emblem or guild town. Guild towns offer the entire server valuable services, as they're the only sources of high level crafting recipes and materials. Guild leaders choose to 'hire' certain vendors for a weekly fee who then are available for anyone who visits that town to use. There are also rare 'traveling merchant' NPCs that appear from time to time with other things to sell. Guilds can set their own tax rates for their wares and services, with the profits from sales going into a guild fund. There is also a guild vault, quest board, and other little town perks available for guildmembers (including the ability to place statues of guildies in the town square). Besides having their own chat channel, the basic guild window also has a Message tab where members can post notes about various things to each other, which is pretty handy. There are future plans for GvG PVP as well, I believe.
I'm finding I'm enjoying these 'gamelike' MMOs more and more, mostly because I'm burned out of believing the hype endemic in Western MMOs claiming 'immersive, persistant fantasy worlds' which has to my experience NEVER actually panned out. In the end gameplay is king, not lofty ideals about 'immersion', 'photorealism', and complexity which never seems to serve any purpose but add drudgery to the play experience. I like killing monsters will flashy spells, grouping with people to fight bosses, decorating my character, and collecting cool items, and Eden Eternal offers all of those things wrapped up in a colorful package, which makes it a winner for me. And really, why do so many players seem to DEMAND that all MMORPGs be so huge that they can play them for 10 years straight without ever getting bored? Is the common Asian F2P model of designing most games with only a 2 or 3 year shelf-life bad, or does it instead encourage players and developers to try out new things more often? My personal opinion is starting to shift towards the latter.
Eden Eternal is a pretty game with some fun ideas, and worth checking out. After all it's free, so there's no harm in giving it a chance and seeing if it works for you. =)
Pros:
Art style
Switching classes at will
Guild towns
PvE dungeons \ raid bosses
Fast leveling til about lv38 or so
Unique selection of player races to be released in the future
A fair cash shop overall (imo)
Cons:
Smaller scale world and scope
Music is rather meh.
Typical MMORPG gameplay (kill stuff, get loots)
Crafting is time consuming, risky, and expensive
Mostly random color dyes in the Cash Shop
Gets grindy to level once you get around lv40
At higher levels it becomes harder to multi-class without using Cash Shop exp boosts
First off, the graphics of the game are in a colorful, hand-drawn cartoony style, down to the 'pencil lines' present around objects (which I've see done before in other F2Ps, but never as seamlessly as in EE). This gives the game's look a very pleasing, distinctive style.
The core gameplay feature is unlimited multiclassing -- you can eventually unlock and switch between every class in the game freely, which eliminates the need for making multiple alts in order to try out different playstyles or group roles. As you level different classes, you unlock 'Certificates' which are items that can be mixed and matched across classes that offer passive bonuses of various kinds. On top of that, each class has it's own skill tree where you can allocate points to further customize your character. I think this is the number one draw the game has, hands down. Bored of being a tank? Transform into a Bard or Thief and try out a whole new build and set of skills! One gameplay aspect that doesn't seem to be in EE is crowd control, instead most classes have aoe abilities and can take on multiple enemies at once, at least for a short while.
![]() |
| Skill tree and Class Certificates |
![]() |
| An unusual 3-person dungeon |
One of the social tools EE has that I think is neat, is the Profile system, which takes the old /who mechanic to a new level. You can fill out your profile with various personal info (including general interests) and top it off with a few sentences about whatever you feel like, and enable it to be visible whenever others do a player search on the server. I appreciate the concept of trying to help more likeminded people find each other ingame, and putting some personality into the mechanic. There is also a LFG tool, but it's rather clunky and isn't really used by most people that I've seen (most people ask for groups in Zone chat instead).
![]() |
| Character profile |
Guilds in EE have levels that influence whether they can have a customized guild emblem or guild town. Guild towns offer the entire server valuable services, as they're the only sources of high level crafting recipes and materials. Guild leaders choose to 'hire' certain vendors for a weekly fee who then are available for anyone who visits that town to use. There are also rare 'traveling merchant' NPCs that appear from time to time with other things to sell. Guilds can set their own tax rates for their wares and services, with the profits from sales going into a guild fund. There is also a guild vault, quest board, and other little town perks available for guildmembers (including the ability to place statues of guildies in the town square). Besides having their own chat channel, the basic guild window also has a Message tab where members can post notes about various things to each other, which is pretty handy. There are future plans for GvG PVP as well, I believe.
![]() |
| Desert-themed guild town |
Eden Eternal is a pretty game with some fun ideas, and worth checking out. After all it's free, so there's no harm in giving it a chance and seeing if it works for you. =)
Pros:
Art style
Switching classes at will
Guild towns
PvE dungeons \ raid bosses
Fast leveling til about lv38 or so
Unique selection of player races to be released in the future
A fair cash shop overall (imo)
Cons:
Smaller scale world and scope
Music is rather meh.
Typical MMORPG gameplay (kill stuff, get loots)
Crafting is time consuming, risky, and expensive
Mostly random color dyes in the Cash Shop
Gets grindy to level once you get around lv40
At higher levels it becomes harder to multi-class without using Cash Shop exp boosts
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