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Tag: community

WildStar: The End

Posted on November 29, 2018April 3, 2023 by Gazimoff

I always knew there would come a day when WildStar closed for good, but I never expected it to be so soon. Bursting onto PCs in 2014, the brand new MMO brought attitude and charm in equal measure, quickly developing a cult following. Alas, the numbers were never great enough to sustain the project, leading to the game’s permanent shutdown some four and a half years later.

This isn’t a post-mortem on what went wrong. Instead, I wanted to reflect on how WildStar affected my life, first as an MMO player and then later as a blogger, critic, columnist and streamer. I wanted to talk about the amazing people I’ve met, the friendships I’ve formed, and the lasting impact they’ve had on my life. Then there’s the communities I’ve been fortunate to be a part of, all as part of this one game.

Continue reading “WildStar: The End”

WoW Communities: Create Your Own Realm?

Posted on November 8, 2017 by Gazimoff

The meaning of a Realm in World of Warcraft has become incredibly blurred. It’s no longer a distinct cluster of servers, or even a static circle of characters.Over time, patches and expansions have added cross realm LFG tools, shared cities and a sharded open world. Battle for Azeroth will even change how PvP servers work, giving players the freedom to toggle which version of Azeroth they’d like to adventure in.

If anything, the choice of where you create your character is having less meaning with every update. But is there a way for players to take advantage of this ‘tearing-down’ of old realm restrictions? Depending on how it’s implemented and how it evolves, World of Warcraft’s upcoming Communities feature might be just the thing.

Continue reading “WoW Communities: Create Your Own Realm?”

Developer Interaction By Design

Posted on December 29, 2016 by Gazimoff

I’ll start with a disclaimer: although we’ve never met in person, I’ve known Leithart since 2012 when we were both fans of the then-upcoming MMO WildStar. Since those early days, he went into game development (coincidentally for the studio behind that same game), and I moved into game journalism. We still ping each other tweets from time to time, but that’s about it.

Getting on to the meat of the article, I wanted to respond to Leithart’s question above. As a small indie studio, with limited resources for marketing and PR, it’s only logical for the development team to want to do some of the heavy lifting themselves. It drums up interest in the game, provides direct feedback from potential players, and removes any reliance on the fickle foibles of the gaming press. Sounds like a win-win for spending a few minutes on Twitter, right?

Only, not really. While I’m a big fan of developers interacting with fans on social media, producing blog posts about their work and sharing unique insight, there’s also a risk that it gets in the way of actually developing the game. Tangentially, there’s also a risk that the game’s marketing voice – how it wants to be perceived by the gaming public – can get fragmented and/or diluted. And what happens if one of the developers goes off-brand? Can the incident be isolated without contaminating the game’s brand as a whole?

So, with both of these in mind, answering Leithart’s question is going to be tricky, particularly as I’m eager to make sure that both gamers and developers get something from being on social media. Luckily, there’s a bit of a cheat-sheet.

Continue reading “Developer Interaction By Design”

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.

Smile Week: Dialogue Options

Posted on September 13, 2011 by Gazimoff

Today’s entry in Smile Week is a bit of compare and contrast. As MMO gamers we’re a bit of a fortunate bunch when it comes to developers and publishers. We’re looked after, listened to and cared for much more than our single-player brethren. What do I mean? Let me show you.

A single player game is revealed, marketed and released to aim for a particular point in time – the point in the year when the game is likely to sell at it’s best. They’re looking to make sure that there’s scarce competition from other similar games for a few months either side. Plus, marketeers want to make sure we’re likely to have money to buy the game or get someone to buy it for us.

The hype for a single player game all tends to be one way. A developer might release some artwork or a gameplay video, or hold an interview with a journalist or blogger. These are all great in sharing the vision of the game and the direction they’re headed, but there’s little room for the fans to give feedback on what they see.

Continue reading “Smile Week: Dialogue Options”

If Not You, Who Else?

Posted on August 6, 2011 by Gazimoff

I’m beginning to feel like there’s a crunch brewing. It’s almost like the shocks that happen before the earthquake, where you know something is going to happen but you can’t quite put your finger on what.

It started off with the comments I’d spot on Twitter from players saying they were hanging up their Warcraft boots and going to Rift. Not because Rift was the hot new game (that’s supposed to be Star Wars: The Old Republic) but because they were just fed up. Fed up of the repetition of daily quests (and let’s be fair, the Molten Front daily grind is by far a huge one) or fed up of the raiding content.

Then there was the news that Warcraft had lost 300 thousand subscribers. This, after Blizzard gave every North American veteran player a free 2nd copy and they opened up trial accounts to be infinite in duration. If I were an analyst on the Activision-Blizzard investor calls I would seriously be asking what their churn rate is.

So what gives? Where’s everyone going? At this point I could only do what any self-respecting blogger would – ask people.

Continue reading “If Not You, Who Else?”

5 Ways to Help The Warcraft Community

Posted on January 22, 2011 by Gazimoff

Official Warcraft Forums screenshot

I was flicking through the list of recent blue posts when I came across this little gem on the EU forums. Turns out that there’s a lot of thread deletion going on, particularly when a topic gets derailed or descends into anarchy. I can’t say for certain if much useful content is being lost as I don’t tend to get involved on the official forums, but if people are putting in time and effort trying to be helpful then it’s a bad thing to see that effort get wasted.

The great thing is that the official forums aren’t the only place where someone can contribute to the Warcraft community. There are a whole stack of other places where you can help out other players, either by highlighting a new discovery you’ve made or by sharing your thoughts and experience.

If you’re interested in getting involved and helping out other players or just sharing your thoughts and opinions, don’t feel that you’re limited to what the official forums provide. Have a look at this list and see if any of these grab your interest.

Continue reading “5 Ways to Help The Warcraft Community”

Mage Community Forums Now Live

Posted on July 24, 2010 by Gazimoff

You asked for it, so here it is. After an overwhelming response from the community, both in the original blogpost and elsewhere on the web (see here, here and here) I’ve gone and put together a set of forums for mages to discuss, share and plot against warlocks.

Feel free to head on over to the fourms and join up. Registration is quick and easy, and you can dive right in and start posting as soon as it’s done. You don’t need to be some mage guru to join either – both newcomers and old hands are welcome to join.

There’s also a couple of spots on the forums for you to talk about the blog, The Obscurecast podcast and anything else that may take your fancy.

Let’s hope that this place grows into a flourishing new home for mages.

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