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WildStar Competition: Prepare for Free-to-Play!

Posted on September 9, 2015 by Gazimoff

WildStar Prizes!

In case you hadn’t heard the news, WildStar (possibly my favourite MMO at the moment) is going Free-to-Play. A date has been set for this cosmotronic change, with servers being switched over later this month on September 29. If you’ve not tried the sci-fi world since launch, my latest column gives a run-down of the changes. In a nutshell though, this is the best version of WildStar I’ve encountered, with the game benefiting hugely from the additional year since its original launch.

But a changed game means a changed approach, for both returning players and complete newcomers. It means new guides, new tips, and new suggestions on how to get the most out of WildStar. And that’s where you come in, with a touch of WildStar swag to sweeten the deal, courtesy of some awesome friends.

Give me your best WildStar tip, advice, or suggestion, for both newcomers and former players.

Great ideas will be rewarded with lucrative prizes. Bad ones will be used by Avatus for target practice. On the unfortunate side, because of shipping costs and because the codes are restricted to EU, I’m having to limit this to EU residents only. On the plus side, here’s what you can win:

  • First Prize:
    • 1 Granok Tee (Large)
    • 1 Blue WildStar Tee (Large)
    • 1 WildStar Baseball Cap
    • 1 Spiral-bound notebook (Blank)
    • 1 Postcard book
    • 1 Rowsdower Plushie
    • 1 Fancy Pants Top-Hat code
    • 1 Fancy Pants Jacket code
  • Second Prize:
    • 1 Granok Tee (Extra Large)
    • 1 Spiral-bound notebook (Blank)
    • 1 Postcard book
    • 1 Fancy Pants Top-Hat code
    • 1 Fancy Pants Jacket code
  • Third Prize:
    • 1 Granok Tee (Extra Large)
    • 1 Spiral-bound notebook (Blank)
    • 1 Postcard book
    • 1 Fancy Pants Jacket code
  • Fourth Prize:
    • 1 Postcard book
    • 1 Fancy Pants Jacket code

You have until 23:59 GMT on Saturday, September 26 to get your entries in, which gives you a little over two weeks! Your entry can be text, video, a picture, a song – whatever you fancy. Creativity is more likely to help you win! To submit, either post your entry as a comment on this article, or email me [at] gazimoff.com to avoid it being eaten by the chompacabra spam filter. Or both!

And, as always, THE RULES.

  1. The decision of Inventor Gazz in all disputes is final. Don’t like who Gazz picks as winners? Guess what, Gazz doesn’t care. Besides, Gazz always looking for new test subjects, and complainers provide good data!
  2. Gazz reserves the right to republish and share your entries, while giving you full credit, either here or elsewhere. If you compose a ballad of helpful advice, Gazz may train chorus of bloodthirsty Ravenok to screech it at Exiles, before eating them.
  3. Begrudgingly, data indicates Exiles have (SOME) good ideas too. So Gazz welcomes input from both factions.
  4. Only one entry per entity. Got several ideas? Find several inferior friends, get them to enter too!

Mission to Foostival

Posted on March 22, 2015 by Gazimoff

Foostival UK

Guild Wars 2 is going through a revival. The Heart of Thorns expansion announcement, followed by a deep-discounted sale, resulted in a surge of new and returning players to the fantasy world of Tyria. But despite the renewed focus and hype surrounding ArenaNet’s MMO, it’s the tenaciously loyal fans that have kept it alive over the past two and a half years, either through feedback on game systems, or supporting it with cash at the item store.

The player-run Foostival is a further example of fan involvement, with teams from across Europe organising low-key gatherings to connect, discuss, and celebrate the game. Personally, I find this aspect incredibly interesting, as I get to hear the passions and fears without any kind of forum-warrior bravado, and how it compares with my own experience of the game. For someone who spends their time understanding and writing about online worlds, there are few things better than conversing with those who inhabit them on a daily basis.

SEE ALSO: Foostival Flickr Gallery

Foostival is also fairly unique in being a meat-space event that’s organised by the players themselves, instead of being a PR-led initiative from the publisher or studio. It somehow made the experience more authentic, even though ArenaNet helped out with swag, prizes and community manager representation for the events. In turn, it also meant that the Town Hall and state-of-the-game discussions seemed more practical and less conflict-driven than I’ve seen elsewhere with other games. It’s a model that I can see working well for other MMOs with large communities, and one that I think studios should start to consider. After all, not everyone can make it to a BlizzCon or SOE Fan Faire.

Foostival UK

That said, Foostival wasn’t just about dry discussion. Numerous events, from siege engine building to game knowledge quizzes, gave participants the opportunity to earn valuable Black Lion Key raffle tickets. These keys were worth gathering, with prizes ranging from SteelSeries gaming accessories to rare and exclusive signed merchandise.

As for me, it’s helped to rekindle my interest in Guild Wars 2. After crawling to level cap with an Engineer and having a horrific experience with instanced dungeons, my playtime tailed off substantially. But games change, and so do people – I’ve been working on a slower-paced Guardian and having much more fun with it, experiencing a game with many of the rough edges smoothed off. Now that I’m armed with a bucketload of new contacts fresh from Foostival, I might even start dipping my toes in instances again. That, in itself, is worth more than all the swag I could carry.

Guild Wars 2 Competition: The Winners!

Posted on October 12, 2014 by Gazimoff

Guild Wars 2 Swag

Remember this competition? After the craziness that has been early October, I’ve finally had a chance to chose some winners and send out some prizes! Apologies for the delay with this, but hopefully the winning entries will more than make up for it!

Foxfire_daye
First prize goes to Foxfire Daye from Gunnar’s Hold, with this fantastic Aetherblade combination!
Grizabella-tarnished_coast
Second prize goes to Grizabella, with this haunting screenshot. Despite being from the EU, Grizabella plays on Tarnished Coast for the roleplay.
Aetriess, also from Gunnar's Hold, looks fantastic as a princess, and wins third prize!
Aetriess, also from Gunnar’s Hold, looks fantastic as a princess, and wins third prize!

That said, I couldn’t wrap this up without a few honourable mentions. Unfortunately I don’t have any more prizes to hand out, but these entries are too good to keep to myself.

Chokapika from Arborstone looks pretty in pink with her Quaggan companion!
Chokapika from Arborstone looks pretty in pink with her Quaggan companion!
Neala Wiverflower from Whiteside Ridge came up with this spooky combination - ideal for the return of the Mad King!
Neala Wiverflower from Whiteside Ridge came up with this spooky combination – ideal for the return of the Mad King!
Tiny Lotus from Ring of Fire is trying to teach her pink Moa how to fly.
Tiny Lotus from Ring of Fire is trying to teach her pink Moa how to fly.

I’d like to thank everyone who entered the competition – there was some amazing creativity on display, and a lot of throughout went into so many of them. Screenshotters, I salute you!

Death of a Super-Genre

Posted on September 23, 2014 by Gazimoff

The time of the full-fat feature-packed MMORPG is at an end. They are ridiculously expensive to produce, and are regularly met with scorn and disinterest by an increasingly cynical audience. The market has spoken very clearly – these are not the games people want to play. Blizzard’s decision to cancel Titan – an upcoming MMOFPS that didn’t have their full confidence – just goes to show how tough this is.

Publishers and developers are paying attention. Just take a look at the MMORPG release schedule for 2015 – there’s nothing for the traditional genre fan. It’s something I noticed when walking the floor at Gamescom, where all the big MMO stands were for games that had been out for months if not years. World of Warcraft, Final Fantasy XIV: A Realm Reborn, WildStar and Guild Wars 2 on the Twitch booth. But nothing new or upcoming to carry the MMO banner.

Continue reading “Death of a Super-Genre”

Competition: Win Guild Wars 2 Swag!

Posted on September 22, 2014 by Gazimoff

OLYMPUS DIGITAL CAMERA

Firstly, an apology. I meant to get this competition up several weeks ago, but things at Chez Gazz have been absolutely manic. Anyhow, thanks to the generous folks at ArenaNet and NCSoft, I have a small collection of Guild Wars 2 swag from Gamescom that I wanted to share around! Here’s what’s on offer:

  • First Prize: Guild Wars 2 blank hardbound notebook, Living World mouse mat, and Mini llama item code.
  • Second and third prize: Mini Llama item code.

How do you win? Simple. I want you to take a screenshot of yourself and a Mini of your choice, looking completely co-ordinated. I’m going to leave it up to you how and where you take it, but I’m looking for imagination here. Be creative!

Here’s how to enter:

  • Email your screenshot (or a link to it) to gareth@gazimoff.com (that’s me!)
  • Use the subject line ‘GW2 Screenshot Competition’
  • Include your character name and server, so I know where it’s from!

The closing date is Friday September 26th at midnight BST. All entries received after this time will be redirected to the Inquest.

And finally, the small print:

  • My decision is final. Don’t like it? Don’t care.
  • Only one entry per person, one screenshot per entry. Please have mercy on my inbox. Multiple entries will be disqualified.
  • Because I have to send these out myself, I regretfully have to limit entries to EU only.
  • By entering the competition, you’re granting me the right to use the screenshot in a future post where I announce the winners.

The Value of Opinion

Posted on September 18, 2014 by Gazimoff

There’s a whole bag of controversy raging around the internet of late. Of subjectivity versus objectivity, of fact versus opinion, of divergence versus convergence. Who should write about games, what should they be allowed to say, what should even be considered as a game. There’s also been an incredible backlash that has pushed people out of gaming completely, and it’s been horrifying to watch.

Anyone should be free to have an opinion on a game and share it publicly – you, me, anyone. The tools are cheap or free. Websites should also be free to hire who they want for those opinions. Don’t like the opinion, or trust the person giving it? Choose someone else. The number of voices in gaming grows every day, and there’s no shortage of places to find them. But that’s a great thing – gaming culture is growing to include more than ever before. Yes, there’ll be growing pains, but there’ll also be new games to play, new concepts to unearth and new directions to take. Who doesn’t want that?

So that’s the short answer. The TL;DR. But if you want the whys and wherefores, read on.

Continue reading “The Value of Opinion”

The High Price of Founding

Posted on September 10, 2014 by Gazimoff

I have a concern, and it’s about the high price of MMO ‘founders packs.’ For a strong title that’s still early in development, it’s a great way to raise funds and bring in eager gamers to test the game out. But the status of being an early adopter comes with a cost, and it’s usually measured in dollars. I’ve seen studios charge as much as $150 to get into the alpha of a free-to-play title.

Fundamentally, that feels wrong. With an unseen and un-previewed title, the risk for buyer’s remorse is huge. More importantly, however, I don’t think it’ll result in the right mix of testers that will hammer content hard without trying to buy their way around a problem, usually through premium currency tokens. That might be the kind of game that the studio wants to make, but my experience tells me there are better ways to persuade players to part with their cash.

The most common strategy I’ve seen used is where higher prices are charged for earlier access. Pre-alpha costs $150, alpha costs $100, closed beta is at $50, and open beta is free. The bigger packs come with more in-game items and premium currency, but little else besides. It rewards those cash-rich players that can risk that much on a game they might only play once, while hindering the cash-poor but time-rich players that would be a great testing asset.

What would I propose? Glad you asked. Basically, it’s a blend of the existing methods we already see, and the best of Kickstarter. Crucially though, it also lets players trade up – if they like what they see, they can pay more, unlock more, and get themselves a bargain. It reduces the risk on the player, but rewards the developer as well. As an example, imagine there’s a steampunk sandbox MMO called Cogsworld, and it’s just about to hit alpha. Here’s how I’d see it playing out:

  • $20 – Tourist Visa: Limited to 1000 – The Cogsworld Tourist Office only hands out a limited number of visas every year, so grab one before they run out! A stipend of 200 Platinum Cogs is included
  • $50 – Resident: Limited to 2000 – Buy a green card and the city of Cogsopolis will grant you numerous perks, including 600 Platinum Cogs to get you started.
  • $100 – Nobility – As a member of one of the Cogsworld Nobility, you are always welcome. Your inheritance of 1500 Platinum Cogs will be waiting for you at the Bank of Cogsopolis.
  • $200 – Upper Crust – Part of the Cogsworld Elite, your family has amassed a fortune of 3000 Platinum Cogs. In addition, you will be sent a real-life pennant featuring the Cogsopolis Coat of Arms, and real-world versions of the Cogsopolis currency.

All of these are just rough examples – the costs are roughly what I’d charge, but the limits and rewards are completely flexible.

On top of that, I’d allow players to buy premium currency from an item store and exchange it for regular currency on the trading post, giving those cash-poor players a way to earn extra Platinum Cogs simply by playing the game at a rate that’s set by the market itself. Finally, all currency would be reset at the end of open beta, and reassigned to the original players as part of an overall server wipe. The ability to trade would also exist in the live game.

Having this run through beta will, in itself, generate some interesting data:

  • How much/how long does each bracket play?
  • Do players from each bracket drop out/give up at similar points, or is a group more committed?
  • When do players decide to upgrade their package, and what persuaded them to do it?
  • What bracket is more involved in the community, either championing the game or providing helpful feedback?

All of this can help the development team to understand if their actions have meaningful impacts on the playerbase. For a free-to-play title that’s reliant on those with large and small wallets, it also gives them a chance to balance out reception across the spectrum.

Here’s the other thing as well: as Cogsworld edges closer to launch, the limitations on those first two packs can be dropped, but the prices increased/adjusted to the final launch packs. Essentially, players are getting a discount for joining early, rather than being charged a premium.

That said, monetization is an ongoing discussion. Is this the kind of model you’d like to see more of, or would you prefer a different form of founders pack? Maybe you’re happy with the status quo? Whatever your opinion, sound off in the comments.

WildStar Swag Competition – The Winners!

Posted on September 9, 2014 by Gazimoff

A few weeks ago, I ran a competition to win some delicious WildStar swag that I’d managed to bring back from Gamescom. After being flooded with entries (my inbox is still trying to recover), I was really impressed with both the quality of entries, and by how much people said they had fun doing it. Picking winners has been tough, but I’ve eventually managed to select some. So, without further ado, here they are!

Elthuria.140820.174641
In first place is Elthuria from Lightspire, with this snazzy spellslinger!
In second place was Zoui, with this awesome Mordesh!
In second place is Zoui, with this awesome Mordesh!
And in third place is Aecius with this sharp Cassian!
And in third place is Aecius with this sharp Cassian!

There were also seven runners up, each winning a WildStar Gamescom loot code. These were Lady Annieloy, Kearns, Mashakey, Odin, Farley, Jay and Kaboom!

Lady Annieloy
Lady Annieloy
Farley
Farley
Jay
Jay
Kearns
Kearns
Kaboom
Kaboom
Mashakey
Mashakey
Odin
Odin

Once again, thanks to everyone for taking part – I wish I had prizes for all of you! Just to show how tough it was, here’s a selection of other entries we received. Enjoy!

Competition: Win WildStar Swag!

Posted on August 20, 2014 by Gazimoff

OLYMPUS DIGITAL CAMERA

Thanks to the very generous people at NCSoft and Carbine Studios, I managed to make it back from Gamescom with a sack full of delicious WildStar swag! But, rather than keep it to myself, I wanted to share it with you fine folk. Here’s what’s on offer:

  • First Prize: Plush Rowsdower & Gamescom Loot Code
  • Second Prize: Blank Spiral-bound Book & Gamescom Loot Code
  • Third Prize: Rowsdower-head phone cleaner & Gamescom Loot Code
  • Seven runner-up prizes of a Gamescom Loot Code

The loot code itself contains a number of in-game perks and items, including:

  • Fancy-Pants Top Hat
  • Gamescom Purple Dye
  • Title: Showstopper
  • Fancy Table housing item

For images on how these items look, check out the WildStar Core article covering them in detail!

To be in with a chance, simply send me a screenshot of your character looking their fanciest! Be creative with costumes, diligent with dyes, and don’t forget to use lighting and setting to emphasise your look! Send your emails to me@gazimoff.com and I’ll look them over! And you can always ping me on twitter at @Gazimoff if you want to confirm that I’ve got your entry.

The closing date is Friday, 5th September at Midnight BST (UK time). Any entries received after that will be discarded.

Finally, the small print:

  • Gazz judges all entries. Gazz decision final. Don’t like? Gazz doesn’t care.
  • As I have to pay for shipping myself, and the codes only work on EU accounts, entry is restricted to EU residents only.
  • By entering the competition, you’re granting me the right to use your screenshot in a future post and/or video announcing the winners.

 

Warcraft: Skip to Next Track

Posted on June 8, 2014 by Gazimoff

wownope

Back in October 2013, I quit World of Warcraft. After a year or more of playing action-focused MMOs like Guild Wars 2, TERA, and WildStar, Blizzard’s MMO felt slow and dated. I’d developed a taste for a newer, more active style of combat, and felt that a return to hotkey bashing was just boring.

This was actually the third time I’d quit: my first time was partway into Cataclysm, when the long wait for new content coerced me into reconsidering my subscription. I returned for Mists of Pandaria, only to quit again once I hit level cap, after I discovered an endless sea of daily quest grinds waiting for me. My final return was for the Timeless Isle update, where friends tried to persuade me into gearing up and playing again. But, by that time, my opinion had been thoroughly tainted, and I only lasted a few months before cancelling again.

That said, Blizzard always had a way of drawing me back in: freshly baked lore. I’m a sucker for a good story, and I’d come back time after time to explore what each new expansion had to offer. Of course, Warcraft’s monolithic pace of updates meant that other activities needed to fill the void – social, PvP, raiding – anything that could give me a reason to log in night after night. If you look over the history of this blog, I’ve no doubt you’ll find more.

This time, I won’t be going back. For the first time since World of Warcraft was released, the story doesn’t interest me.

When I originally signed on for WoW, I felt that there was an epic storyline unraveling in front of me. It was a tale of heroes, battling against impossible odds against a time-hardened enemy. It was a story of courage, defiance, and spirit. The world Blizzard had created fired the imagination of millions of players, led to the establishment of an amazing blogging collective, and helped me discover many amazing, opinionated people.

Today, Warlords of Draenor comes as a disappointing story update, taking us across lands that we’ve already seen, just at a different point in time. It squanders the attention of the audience, saying “Hey, I know you want to get on with the serious business of Argus, Xoroth and the final defeat of the Burning Legion, but we want to indulge ourselves on a whimsy.” Instead of continuing with the arc that they’ve had in motion for years, WoW’s creative team want to go back in time and find out what happens if one of the most crucial points of history went a different way. It’s a thought experiment made into an expansion, an indulgence of minds that should know better.

This indulgence might be symptomatic of wider issues with the creative team at Blizzard, the result of which is that many former fans feel excluded from a world they grew up with. For me, it offers a story that I’m no longer interested in. My line of Collectors Editions will end with Mists of Pandaria, and might someday resume with future expansions that actually push the story forward. Right now though, it seems like Warcraft is trying to jump the shark.

My gut feel is that Warlords of Draenor is brought about by two merging desires: to delay ‘ending’ the arc while millions of players are still interested in what’s going on, and to explore the already-rich culture that Blizzard has built up around their orcs. The result is an expansion that’s been described to me as “Dudebros of Draenor,” alienating small but significant groups of fans in the process. Not only is it disappointing, but it’s also unnecessary, with other arcs emerging as one ends.

If there’s anything that I hope comes from Warlords of Draenor, it’s that the studio learns from the experience. That it brings in a respect for the players and fans that choose to spend their lives in Azeroth. That a humbler Blizzard emerges, devoid of the aloof arrogance that has been seen of late. That a new dialogue opens up where player concerns are addressed, rather than being dismissed by a corporate machine. These are all core skills that the studio used to be very good at, but which – just like with the story – they seem to have lost their way.

Time will tell if Warcraft manages this – and I have every hope they will – or, like Happy Days, the shark-jumping moment is just the beginning of the end.

 

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