Archive for November 8th, 2010

Yay, we have another slippery slope bit of HWFO to keep November interesting before Deathwing dominates blogs.  (Yes, those are icons I created for Puzzle Pirates.  Whee for self-promotion!)

Oh, right.  Context.  Here, have a few links.  (These cover a range of opinions, so I’m not endorsing any particular viewpoint but my own.)

RaviousSyp, Arkenor, Spinks, Tobold, Hunter

So apparently, Warhammer Online intends to sell a thingamawidget that lets player characters advance a single level (out of 40 possible), completely free of grind.  Naturally, that means the sky is falling.  (OK, OK, not everyone is saying that, but what good is a slippery slope argument without a little hyperbole?)

First of all, levels in a PvP game are a Bad Idea.  Player skill should be paramount in PvP, not avatar level grinding.  WAR is broken on a fundamental level because of this.  Not to be too pointed, but I think it’s actually a Good Thing to get everyone up to the level cap faster, since that’s where the playing field is more level… class imbalances aside, of course.

Secondly, this is pretty clearly a nonexclusive item.  Players who get riled up about someone getting ahead can just go grind to catch up.  As such, it’s not about the sale item itself, it’s about someone else having something that you don’t have yet… or in the case of level capped characters, it’s whining about someone else not having to walk uphill barefoot in the snow to reach the vaunted upper echelon of the game.  If you’re not having fun with the game, and have to denigrate someone else to feel superior, grow up.

Thirdly, it’s a single-use item, best used by characters in the apparently mind-numbingly slow endgame to bypass some grind.  I just don’t see it actually doing much.  Yes, this might set a precedent for selling advancement, but…

Fourthly, I’ve argued before that games like WoW should sell level-capped characters direct from the factory (conveniently with low overhead).  If the “game starts at the level cap”, why in the world are they forcing players to monkey around for months before they play the real game?  If someone wants to raid on day one, let them.  And charge them for it, naturally.  (Does anyone really complain about the dollar cost of the sub time that it takes to get a character raid-ready?  I don’t see it, but maybe I’m not reading the right places.)

Fifthly, I’m tired of the “those dirty capitalists” arguments, whether they are leveled at the producers who are running a business or those dirty, dirty people who have money to burn and want to spend it on games.  This is how markets work; they naturally evolve as demand and supply tease each other, and customers and providers jostle to get the best deal.  Funny thing about that; it tends to also improve the product offered as well, as honest competition makes everyone bring their best product to the table at the lowest price.  There are naturally growing pains as a market matures, but mature they do, even if some of the customers don’t.

Sixthly, for all the arrogant arguments about “a subscription is cheap if you can afford a computer and an internet connection” or “it’s cheaper than a movie and dinner” or whatever other knee-jerk mindless defense of the cost, there is an inordinate amount of moaning about how other people spend their money.  The same people who will look down their nose on other people not wanting to pay a subscription have no restraint in whining about other ways money gets spent, as if it’s any of their business.  Apparently it’s only OK to spend money the right way, which is to say, the way we do it.  Get over yourselves, folks.  The market is expanding, and your gated communes aren’t sacrosanct.  (Though I also support private servers for those who really want those gates.  Live and let live, I say.  Of course, that might cost you more.  This also applies to an argument Dblade rightly made at Spinks’ place, that advertising spam and item shop sales intrude on subscribers’ immersion.  Private sub servers should be able to have all that static turned off.)

As Spinks notes, this is possibly the clearest measure yet for how much time in an MMO costs in real dollars.  That cost has always been there, but it’s hugely variable.  I, for one, welcome a clearer basis of comparison.  That benefits the consumer looking to spend their money and the producer who wants to better understand what to sell.

Until we have a socialist utopia where MMOs are developed for the Good of Mankind with no eye whatsoever on the monetary side, we’re going to have to deal with the business of games.  More choices are a Good Thing, as they have a refining effect.  It’s entirely possible some incumbents will be burned in the high stakes game.

It’s about time.

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