Quote:Original post by benfinkel
Quote:Original post by Nytehauq Also, take a game like WoW for example: The $240 million in box sales (this figure assuming that the only people who bought the game are the ones still playing it; actual revenue is much higher) more than covered initial development and deployment costs as well as providing a buffer for subsequent costs of operation. That $15 they charge a month is gravy. |
Not entirely gravy. I would imagine they have an overhead that we can barely imagine. Staff salaries and technology upkeep alone are taking a big chunk of their change every single day.
That doesn't mean they aren't making money hand over fist. I believe they absolutley are. It's just that their business model is predicated around people CONTINUING to play the game, not buy it once and walk away. Blizzard is using that "gravy" money to fund the current operations as well as future projects.
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Yeah, but the way they maintain subscribers has nothing to do with the quality of their product. It's kinda like the cigarrette company analogy; "Why would we want our consumers dead? We want them to live and buy more cigarrettes." Keeping customers is all that matters. It doesn't matter if you're selling them crap, you just need to be selling. Thus, you spend $50 for a one time purchase of a normal game and get your money's worth, while you spend much more than that over time and get watery combat with gameplay designed to extend the time you spend paying for a sub-par product that nevertheless is the best option available for the type of gameplay it provides. I'd prefer the souless bastards who sell me a fun $50 game to the ones who sell me a unique and desireable yet boring game for much more over the long run. IMO, the fact that their business model is centered around continuing subscription regardless of quality isn't a justification for anything.
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Quote:Original post by Nytehauq Given that the general goal of business is maximum profit for minimum cost - doesn't providing a mediocre and addictive experience save money compared to actual gameplay?
The dicotomy between "raiders and non-raiders," over abundant time and money sinks in the game world, and generally tight lipped "community managers" in WoW doesn't bode well for any ideas about WoW not being an almost completely commercialized MMO. It's perfectly engineered to keep people playing and paying indefinitely - for profit.
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Addictive? Yes. Mediocre? almost irrelevant. But that was the point of my post. They will always be trying for efficiency. This means lowering the gameplay standards (if we assume that worse gameplay = cheaper costs) but there is a minimum standard that they have to maintain in order to not lose players. They couldn't patch the game so that it crashed every ten minutes, people would leave. That minimum point will be constantly changing. Given the more competative nature of the MMO market today as opposed to five years ago, I believe that minimum has risen dramatically and will continue to rise.
And doesn't good gameplay by definition have to be at least a little addictive? If I wasn't addicted to it at all, where would my motivation to play come from? Games are a luxury good, not a necessity.
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The thing is, lowering gameplay standards shouldn't even be a viable option - this simply means that they need much more competition. Anyone who things that gameplay in MMORPG's is good compared to other games would have to be insane, it's fair to assume that MMORPG gameplay is poor right off the bat. Lowering the already low standards of MMO's signals that the market lacks competetion. The entire concept of trying to maxmize profit at the expense of the user experience is also backwards. Business is about making money regardless of ethics - but the fact that that's how things are doesn't mean it's how they should be. The MMO market today is more competative than it was five years ago, yes. WoW still dwarfs the competetion easily. It's a market in its infancy and the standards set now are, IMHO, completely unnaceptable. Good gameplay
tends be addictive because you're addicted to having fun. Engineering addictiveness for the sake of addictiveness on the other hand, is not ideal. Your motivation to play should come from the fun of playing the game - not from irritation at loosing, inability to feel a sense of completion, or any number of other negative factors leading to addiction. I think you've got the cart before the horse there ;)
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Quote:Original post by Nytehauq Compare this to a game like Counterstrike Source - past the initial game sales, what reason does the developer have to provide content with no reccuring profits? Yet they still do - often in my experience more satisfactorily than Blizzard does. |
That's purley opinion. I played CSS quite a bit too and plenty of people bitched and complained about the poor quality of the gameplay, the poor quality of the updates, and the constant bugs that those updates brought with them. Search around the interweb and you'll find plenty of people with the same complaints about CSS and Valve. And Valve doesn't even have to maintain nearly the technological overhead that Blizzard does. CSS is client-hosted.
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Well, the last remark was opinion. But the fact that they even provide content when there is no reccuring revenue says something. People bitching about CSS updates certainly doesn't seem as valid as people paying for a game over time (for the sole reason that the provider wants to control all revenue and access to their servers...Blizzard has chosen to eliminate all alternatives to playing on their servers, and I doubt it's because they want to harbor more costs themselves. Emulated servers could provide free WoW gameplay at NO cost to Blizzard - Blizz wanted the revenue, period. And BTW, Valve has to maintain huge technilogical overhead with steam and content delivery - with no reccuring subscriptions.) - a game like WoW.
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Quote:Original post by Nytehauq It's either ineptitude or money hoarding. Given the departure of design leads and even the Vice President and cofounder from the company, it seems to be more the latter...
In any case, one example. Don't discount it as tinfoil hat pseudotheory either - it's a well known fact that that's how business functions. |
Again, that was my exact point. They are a business, not a charitable organization. If they acted any different they wouldn't be acting in the best interests of the 'shareholders'. The thing to realize is that what counter-balances that fact in ANY industry is competition. The more competition, the more likely you are to lose your customers to a better product. That's what forces you to improve your product. The reason that games sold on a 'regular' price model get patch releases by the Developer at all (remember, that's a sunk cost for them) is because the Developer wants you to buy a FUTURE game of theirs. They want MORE money out of you, same as an MMO. The 'MMO' price model is the same but they're interested in you continuing to spend money on an existing product.
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Yes, this is again the unfortunate reality of business. But reality != ideal. The MMO market is, once again, devoid of competetion for those at the top. There are so far ahead of all contenders that they don't HAVE to do much of anything to keep subscribers save for keep them addicted. It's easier to addict someone by keeping them irritated at loosing than it is to provide a worthwhile experience. Furthermore, WoW was realesed as an unfinished product and subsequently players had to pay as major changes were implemented. Even now, it's an MMO that requires you to group for any sort of endgame character progression - without a looking for group system. Blizzard retains customers despite poor performance, and they'll keep getting them. Essentially advertising for an upcoming game with patches and requiring customers to pay while you finish the current title are two different things. One is a question of reputation and PO, the other is concerned with immediate revenue. Blizzard isn't charging you for new content like a game company charges for their next title - they charge you for server access and gameplay, period. You pay your $50 for the box and then pay subsequently to play the game at all. They don't have to release patches, they just have to keep you playing and paying. It's not really the same - they're not trying to get you to buy WoW 2, they're making sure that you don't stop playing WoW 1, even if you get jack crap out of it.
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Quote:Original post by Nytehauq WoW may be the best MMO out there, but not because it's good - the other ones suck comparatively. There is no competetive market - it's a market dominated by one product with a 6 million user base. Hopefully, something innovative (and procedural ;P) will come along to rock the boat. |
Amen. WoW isn't all bad, but like I said in one of my other posts, it's the best "1st generation" MMO out there for sure. I feel that WoW has finally proven the article wrong. It's proven that people WILL flock to better gameplay, which will cause developers to find ways to improve the gameplay in their offerings. The 'addict' model really doesn't hold much water. If people didn't enjoy some aspect of the game, they wouldn't play. You can't blame the Developers for somehow hypnotizing all of these people into playing. I mean honestly, we can go outside and kick the football around too ya know, it ain't Blizzard's fault that I want to get to level 60. And don't give me any "I just want to play all of the game I bought" baloney. Every buyer knows exactly what he or she is getting when he or she buys that game. Noone has been duped or fooled into a model they were unaware of.
The simple fact of the matter is that all game companies operate exactly the same, as does any other company out there. You're fooling yourself if you think that they'll ever operate any differently. |
Well, I disagree entirely. WoW, being now a 1st gen MMO, is exactly what is described in that article. People flock to better gameplay, yes, but that doesn't mean they're going to GOOD gameplay. The addict model IS the reality. People do lots of things that they don't enjoy out of habit and a slew of other reasons. Often times, hope for enjoyment is all there is. It's an idea that people aim for, even if the reality doesn't match it. People don't want to put down a game they just spent 480 hours investing play time in that they
haven't beaten. It's in investment. You grind and do some boring stuff for the hope that you'll get a reward that you must continually upgrade. Compare this to games where you play and as you play, you advance in the story. It's reversed with MMO's, you have to work to get to where you can play. And no, every buyer does not know what he/she's getting into. Every WoW player will tell you that 1-59 is a completely different game than endgame. Even 1-30 is different from 30-60. If you look at the box you'll get the idea that there's such a thing as "World PVP" and town raiding. You'd think that you can progress through the game as you choose - but then you "finish" (get to 60) and suddenly you can't do anything that's not in a group. All character progression at that point essentially requires at least a five man group. Then, after that, to progress any further, you have to be part of a forty man RAID. You're fooling yourself if you think that endgame is obvious at level 1. It's actually quite the contrary. WoW was billed as the antithesis to EQ, everyone thought they were getting something new. Then came the EQ developers and the entire endgame became raiding. Everyone had been duped, and everyone is being duped.
Every game company is different. As is, all the ones that design MMO's happen to be the same - poor service, poor quality, maximum profit. The problem isn't the last part - it's the first two. Every company strives for maximum profit, yes. Good developers try to put out a quality game first. It's a shame when you can put out crap and still win.