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The Seawolf Perspective: Monetizing And Balancing The Mechwarrior: Online Experience


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#1 Aim64C

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Posted 26 December 2013 - 05:25 PM

As I have said, before; the Clan I most closely identify with is Clan Seawolf. They are, perhaps, the most ideologically practical of all of the Clans - choosing to pursue economic ventures while being more than capable of ensuring contract compliance. They may not come with all the glory and prestige of Clans like Jade Falcon, Wolf, and the like - but Seawolf has shown itself to be adaptable and principled.

Following the announcement of the Clan packages, I have been looking more closely at MechWarrior: Online's monetizing strategies and how they influence the gameplay experience. While profit for the business, or Clan, is always the underlying goal to any transaction, it must be noted that one can easily kill long-term success with a short-term or narrow-view of focus.

The monetized features of MechWarrior: Online come across as if each system were meant to independently fund the game while turning a profit. For example:

Let's say one buys a battlemech. The most popular tier of 'hard' in-game currency to purchase is at the $30.00 price mark (29.95 - but if it is anything I have learned while dealing with Freeborn - it is that they prefer to use rounding for analogous budgeting rather than exact budgeting). That awards them 3,500 [battle]mech credits.

Purchasing a standard mech (neither 'hero' nor 'champion') will cost anywhere from 560 credits (for the cheapest Locust) to 5,480 credits (for the most expensive Atlas). A respectable medium mech design will cost roughly a third of your credits (or $10) while more invested heavy mechs will clean out 3/4 your credit stash (for roughly $25).

While some of the 'hero' battlemechs that effectively cost upward of $50 are a bit much - that is not a completely unreasonable fee for the convenience of battlemechs with lifetime bonuses and/or the price of convenience.

It would appear, however, that Piranha Games Incorporated has been reviewing the concept of 'synergy.'

The incorporated 'leveling' system for battlemechs requires one to spend experience (gained [Battle]Mech:General in a 10:1 ratio) in at least two other variants of that chassis to continue to 'level' the battlemech one has already purchased.

While this does not require one to purchase another battlemech outright - it does increase the 'convenience' of doing so. On the average - without any ComStar-Bill bonuses from battlemechs or 'premium time' - a match will yield an average of around 100,000 ComStar-Bills for a relatively decent pilot... when his/her team is victorious.

Most heavy chassis run between 6,000,000 and 8,000,000 ComStar-Bills, with Mediums running between 3,000,000 and 5,000,000. One can easily expect to spend 50% more than one's chassis cost on updates and customizations to the design. That means, just to get another chassis, one is looking at 40-80 victorious matches.

I would argue, from my experience, that each match averages roughly twelve minutes - which rounds to about five matches per hour. That is 8-16 hours of pure victory to purchase another baseline chassis, and 12-24 of more victory to customize the one you currently have.

Purchasing Premium Time can reduce all of this by around 50% - but your most cost-effective buy-in for that is $100 for a full year of Premium with 1,000 credits as a remainder. If you only play one day a week and purchase premium time for each day, you can reduce your buy-in to around $60 by purchasing the 12,000 and 1,250 credit options - or $55 at the 25,000 credit buy-in.

If you play every weekend and look at purchasing the '3 day' option every Friday - you are better off buying the all-year package, if you want Premium Time.

While this pricing structure is not at all uncommon - keep in mind that many other games offer effective 'subscriptions' to games at around half the price and that this game, also, has other aggressive monetizing strategies applied to it (such as battlemechs that cost half as much as a year's subscription).

So, you've purchased premium time for a year, because you realize after a few drops that it is going to take you a few months of dedicated gameplay just to get your three mechs where you want them. As you level your mechs, you also run into another monetizing strategy - the xp system, itself.

It can easily take a hundred victorious games (or more) to rack up enough general experience to unlock a module. While you -can- avoid playing a particular variant of 'mech and use general experience to unlock the necessary items for you to continue leveling variants you do, in fact, like; you are condemning yourself to ten times the time in those chassis to unlock modules.

But not to worry - you can spend battlemech credits to convert your (now useless) battlemech experience points to general experience points at a rate of 4:100 - 4 credits per 100 experience (or 1:25 for those who favor reductionist reasoning).

This may not seem too terribly excessive - until you begin to add up the cost of purchasing experience conversion on a particular variant. It costs 14250 experience to 'clear' basic efficiencies from a variant. That is 570 credits. Not too terribly bad.

It costs 860 credits to clear 'elite' efficiencies. That is a total of 1430 credits - or around $5 per variant at the most popular buy-in for [Battle]Mech Credits. Skipping two variants, entirely, will cost around $10 at 2460 credits and a cumulative 61500 variant-specific experience points.

Then you factor in the cost of unlocking modules.

So, the player has invested, at a bare minimum, two months of time and around $40 (plus 2 months of premium time - we'll divide $100 by 12 to get about $8.30 per month) and $16.60 in subscription fees. For one battlemech he/she wanted. Sure - they get two other battlemechs out of the 'deal' - but that is a requirement of the system as opposed to the desire of the player.

This is where things start to blur over into gameplay.

If one chooses to purchase a battlemech outright, and then wishes to use premium time and experience conversion - he or she can easily spend $60 for the 'convenience' of not having to play for hundreds of cumulative hours (which translates to months of calendar time for those with jobs that can support digital drug habbits).

Even so - one is still looking at a couple months of consistent gameplay to bring that battlemech into its 'mastered' state while playing very conservatively with customizations. Deciding to change engine ratings of an XL can easily add a week to one's time schedule.

And... what, exactly, is this all for?

The only 'meta' the game currently offers is the pride and joy of customizing and leveling 'mechs. That is it. Even when Community Warfare features arrive - they will be somewhat underwhelming without radical shifts in gameplay, itself. MAG - a game with a sort of 'community warfare' and leveling system for the PlayStation 3 - was a Call-of-Duty like game that involved a sort of team-based concept of 'capture the hill.' While it was not a bad game - the gameplay quickly became redundant.

Compare MAG to an older game - Command And Conquer: Renegade. There was no 'meta' to C&C: Renegade outside of the current map being played. Players could join "marathon" games that continued until one side or the other successfully destroyed the opponents' base. Individual player death was not necessarily a massive loss for the team, but did constitute something of a loss for the player (who had to re-puchase the special character he/she had or purchase a new vehicle... or play as a 'free' character until enough credits were accumulated for him/her to purchase a more advanced character or vehicle).

While the game was not designed around a monetized online experience - it was designed with a persistence to the battle. Further - gameplay balance was more around the overall objective of destroying and protecting buildings rather than destroying other players. In many cases - there were considerable 'balance' issues with player-on-player combat. Much of that imbalance, however, was not felt - because the game was not about killing other players in Call-of-Duty deathmatches so much as it was about accomplishing the objective of destroying an enemy base and defending your own.

Some servers actually had a 'leveling' system scripted into them - a way of rewarding players for sticking with their affiliated server games. You never felt the 'grind' for a more advanced character. You never felt the 'grind' to level. The focus was always on the objectives before you - simple as they were.

Yet, those simple objectives led to very dynamic gameplay. Teams would siege each other's bases, trying to bleed them of credits and high-value characters before storming in for the finish. Others would sneak in special characters or 'beacons' that could destroy a building instantly. Maps were built to allow a multitude of different tactics and to prevent the game from becoming too fixated on one style of gameplay or another.

It was not perfect - but this was also a game that could be run on machines built in 2000. Expand the concept to more modern game titles - such as ARMA2/3 - and you can see there is massive potential.

However, I should return to the point - While playing the game, one did not feel 'the grind, nor the various imbalances in the weapons and characters within the game.. This was because the entire experience was designed around battlefield objectives and team cooperation as opposed to a 1:1 death-match.

Battlemechs like the locust will -never- be 'balanced' into the game, even with 'role warfare,' so long as objectives remain fixated upon battlemech-on-battlemech combat. While MechWarriors in both the Clans and InnerSphere are highly regarded - the efforts of infantry regulars, armor regiments, and rotary wing squadrons are often more critical to the success of battle than what a few highly publicized knights in walking armor do.

A Locust is a low-cost, flexible solution to infantry regulars and light armor. It may not be the best pick to take on House Liao's Raven (itself designed to operate in the support role) - but it still has a role to play on the battlefield. It is just that its role is not to attempt to take on other battlemechs in one-on-one combat. It might not be what the Clans consider honorable - but a warrior in a Locust is often forced to choose between the dishonor of retreat, the dishonor of wasteful loss, or the dishonor of defeating an opponent through numbers. It is a foolish warrior who fails to consider the likelihood and consequences of being bloodied.

So, allow me to recap.

1. The current yield of each match is considerably low, and appears to be weighted toward players who can expend considerably more than two hours per day on the game.

2. The monetizing structure of the game seems to be focused on applying pressure to this demographic of gamers.
2a. This means players with even less time to commit to the game (such as those with jobs and families), or who simply do not -wish- to contribute that much of their time to one game, feel 'wrought' for money just to make 'average' progress in the game.
2b. Those who commit that much time to the game, who are not already spending money on the game, are not going to spend more. If anything - this aggressive, multi-faceted monetizing structure drives more people away from the game that would be casual spenders.

3. The monetizing structure of the game is focused largely upon expiring player goals. The weight of the monetizing structure is on acquiring more/new battlemechs and increasing their level while achieving the desired level of customization. Once a player has achieved his/her goals of acquiring battlemechs and leveling them - there is no further reason for him/her to spend additional money on the game.
3a. This system is heavily geared toward continual content releases and expanding leveling schemes.
3a1 - Both of these can be discouraging to new arrivals to the game. While many over-state the effect of "level differences" in discouraging new players (most players aspire to become a higher level rather than allow high-level 'imbalance' to drive them off) - the monetized nature of both leveling and expanding one's inventory of 'mechs in this game is of serious concern to the new player's outlook on their future within the game.

4. The "Solaris" style matches this game sees exacerbates imbalances in weapon design. The bias is toward heavier chassis that can deliver pinpoint damage (and survive pinpoint damage). There are no "roles" in Solaris aside from "Battlemech-Buster."
4a. The lack of a dynamic battlefield experience means there are two things a player focuses on - kill/death and the 'grind' to new components and levels. Even in the face of a relatively generous monetizing structure, this places a player's focus on the amount of time and money they invest into the game rather than the experience of the game.
4a1 - Video games are 'hollow' experiences. People do not gain the same sense of satisfaction from crafting in Skyrim as they do from building a table in the garage. If your game turns player focus onto the 'value' of what you are offering, it does not matter what you are charging, you are losing that debate. Games offered for free lose that debate all the time because a customer's time is valuable - and they do not wish to spend it on those games.

The obvious 'suggestion' is to create a much more open and dynamic experience for battles. Rather than 'matches' of 12-on-12, a server hosting a 'marathon' of 128 or more players across maps that are hundreds of square kilometers would be a start. That would open up the game to an entirely different type of economy - where re-arming and repairing a battlemech that limps back to base comes with both a cost and reward - where a player in a locust can still be valuable to the team beyond trying to 'spot' in the face of gauss rifles.

That will, however, require a completely different game engine or a virtual re-write of the entire server code so far, I would imagine.

On the more simple solutions:

- Raise the average match reward. It could easily be doubled and there would still be plenty of reason to outright buy battlemechs without being almost oppressive to those who cannot sink tens of hours per week into the game (or do not agree with the premise that this game should be the only one they ever play).

- Offer the ability to purchase a waiver on customization costs for a day for a battlemech you have in inventory. For example - you just purchased a BlackJack - now you can spend, say, 200 credits to have free reign to customize it free of costs for a day (after which point, your carriage turns back into a pumpkin, or whatever). Packaging this with credit-purchased battlemechs and/or with premium time purchases (one battlemech, one free day of customization, one day of premium time) would go a long way toward softening 'the grind' on players who are willing to spend money on the game.
- - - This monetizes MechWarrior's greatest selling point - customization. You offer the ability to 'play in the mechlab' and experiment on the battlefield without having to commit hours of time to those changes (many of which are expensive - particularly in the beginning, before one has a parts inventory, and when one is considering engine changes). Unless rewards are in the millions of c-bills per match, there will always be a market for this.

- The leveling structure needs to be reviewed. It places enormous amounts of pressure on players to invest time and/or money into procuring additional chassis. Consider a different type of 'synergy' that does not force a player to purchase another battlemech to 'master' his/her preferred - but that has cumulative rewards across an entire chassis and/or weight class for investing time in those classes.
- - - Not all of this has to be in the form of combat bonuses. It could be in the form of reduced repair costs, reduced refit costs, lower module costs, 'feat'-based access to modules otherwise restricted, etc.

- Consider allowing premium time to be activated and de-activated. Unless things have changed - I am led to believe that it is still the case that if I activate the Premium Time that came with my Overlord package - I am committed to 120 consecutive days. Okay - whatever. Let's assume I bought that time at 2,500 credits per 30 day increment - or 10,000 credits. To purchase the credits for that, it is a minimum $50 investment. While purchasing 6 months of cumulative time at 13,500 makes more sense - that requires I look at the highest tier credit buy-in at $100 or at the $50 and $7 buy-ins. If I'm committing for six months - may as well commit for a full year at $100.
--- That is a steep yearly subscription for a game designed around individual matches designed to last less than 20 minutes. That is a low-committal gameplay structure (typically less popular among computer gamers as opposed to console gamers) with a high-committal monetizing structure. Bad.

The focus should be on 'soft' measures of reinforcing rather than hard measures of restricting. The customer should see investing in another medium or a different variant as a bonus as opposed to a requirement.

Further - for moderate solutions, the game needs to be reviewed for both its platform and target demographics.

If one looks at popular MMOs on the computer - they are typically games that require an hour, minimum, of committment. If one looks at popular games on the computer - they are simulators and other games that one actually sets time aside for as a hobby. MMOs accomplished similar 'feats' of people setting aside time because of the social aspect of MMOs. Most people on World Of Warcraft don't play World of Warcraft because it's an outstanding game. People play World of Warcraft because their friends play it, and it allows them to stay in contact with each other while playing as a team.

Rather than inviting friends over to play scrabble, D&D, or whatever over dinner - people invite each other to raids on the internet.

MechWarrior: Online will probably never draw such purely casual audiences (and I would argue that the target demographic should never be those who want a casual party-game) - but the game, itself, should be designed to reinforce social aspects. Just as I have friends who I regularly play Dungeons and Dragons with over dinner - I also have friends who I would play a MechWarrior game with. We could drop into a dynamic battlefield as a team and change the course of the battle - forcing a temporary cease-fire with Liao so we could focus on the Steiner occupation of key resources - earning a nice pay-day and helping a few newbies before logging off.

Unfortunately - serious shifts in the game's design will have to come about for that to become practical. Further - the existing game mechanics do not provide many opportunities for "end-game" content. Even with the proposed restructuring of the module and leveling systems - there exist no real options for players to spend ComStar Bills and Battlemech Credits on, spare for new content. Aside from playing 'stompy robots' - there doesn't appear to be much reason for continuing to play the game, either.

Feel free to leave further insights on the problems and/or criticisms of my analysis.

Edit: corrected my mystical ability to not type two letter words in a few places

Edited by Aim64C, 26 December 2013 - 05:28 PM.


#2 Nik Van Rhijn

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Posted 27 December 2013 - 01:04 PM

Nicely summed up. Unfortunately.

#3 Alexandrix

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Posted 27 December 2013 - 05:51 PM

MWO will never be more than call of doody in robots.PGI simply doesn't have the talent,the intelligence,or the will to create more than a shallow arena robot shooter.You (in general "you",not you in particular) might as well get used to that concept,and decide rather or not "generic robot arena shooter grind-a-thon with battletech skins" is worth your money or not.

Edited by Alexandrix, 27 December 2013 - 05:59 PM.


#4 Madara Uchiha

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Posted 27 December 2013 - 06:01 PM

Pretty much agree with everything. Oh and mag was epic btw, at the time i never played a fps with that many people in one match before.

#5 Aim64C

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Posted 27 December 2013 - 07:22 PM

View PostAlexandrix, on 27 December 2013 - 05:51 PM, said:

MWO will never be more than call of doody in robots.PGI simply doesn't have the talent,the intelligence,or the will to create more than a shallow arena robot shooter.You (in general "you",not you in particular) might as well get used to that concept,and decide rather or not "generic robot arena shooter grind-a-thon with battletech skins" is worth your money or not.


This was mostly created as a reflective analysis for the guidance of others - more specifically looking at the Exodus concept.

What a lot of my analysis boils down to is that PGI tried to take MechWarrior and turn it into what Zynga would turn Call of Duty into while marketing as if it were World of Warcraft.

Computer gamers tend to respond poorly to low-committal games. A lot of us were introduced to computer 'gaming' through simulators that could chew up two solid hours of time, and we still view the computer as a device that we park ourselves at for a substantial length of time.

Zynga games don't get you $20 and $120 at a time. They get you $0.50 and $2.50 at a time. Low-committal on both time and cost. You spend $0.50 for a new life on Candy Crush (or whatever it is) because you ran out of lives and still have five minutes to kill before your appointment/meeting.

Of course their game isn't worth it. Few games are actually worth the money you spend on them (even the best games are essentially $60 movies that try to delude you into thinking you're the hero by making you play through filler - yes, I am deliberately exaggerating my cynicism - but it's an interesting point). That is roughly 3 ounces of silver at current exchange rates - or a healthy start to a classy dinner date for two.

The only games that come close to being worth the value are those that are actually simulators and allow you to run through fire team drills, tailor production workflow, or otherwise serve to improve one's endeavors. Games are holes in our time plagued by boredom for which we are willing to sacrifice money to dispel. We're miserable - and we are willing to pay to be less miserable.

In the case of MWO - even though I do -not- like where they have taken the game, they could still have a perfectly viable game simply by adjusting a number of their buy-ins. The MC buy-in is always slightly below the Premium time buy-in - forcing you to choose between taking two separate transactions at a lower MC yield or a single transaction of nearly twice the cost at a better MC yield.

It may appear "smart" - but it comes across as underhanded. If many of the other monetizing strategies were relaxed - it would be tolerable - but all it really serves to do is round out the image of a company that does not recognize or respect honesty/loyalty.

In my time working security, I've learned quite a few things about people. The most important lesson is that you can get exceptionally wound up trying to prevent people from creating problems they will never cause regardless of what you do. While I was overseas - I could have handed my rifle to many of those people who we were supposed to be suspicious of. The overwhelming majority of them would have shrieked and dropped the thing like it was going to bite them. I could have planted a bomb somewhere - and they would have taken me to it, or vice-versa telling me that something was not right.

Now - I'm not naive enough to believe that all of them would have been that way - or that I could tell which ones would be a problem and which ones wouldn't, when push came to shove - but most people are honest. While cultures have their quirks, and the Arabic cultures certainly have a passive-aggressive streak to them (at least among the serfdom) - most people just want to 'live and let live' as they say.

You can, ultimately, end up 'shooting yourself in the foot' by treating everyone as though they are the criminal and deceiver they are not.

Business is much the same way - particularly in the software industry where people and companies have an unreasonable fear of 'freeloaders' and 'pirates.' The research shows that most people who have money to afford the product are going to pay for it if they want it - even if they already have a 'free' copy they have acquired. Other research has shown that pirates do not represent a lost sale, as most who want the game ultimately buy it while those who decide they do not would never have purchased the game to begin with.

A little faith in customers goes a long way. No one wants to feel like they are constantly treated as a free-loader who needs to be convinced to pay their share.

#6 whiteknight

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Posted 27 December 2013 - 07:27 PM

Very small niggle, its Clan Sea FOX and even then only before 2830ish or after 3100, otherwise its Clan Diamond Shark, otherwise everything else you've said is spot on, well said

#7 Aim64C

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Posted 27 December 2013 - 07:44 PM

View Postwhiteknight, on 27 December 2013 - 07:27 PM, said:

Very small niggle, its Clan Sea FOX and even then only before 2830ish or after 3100, otherwise its Clan Diamond Shark, otherwise everything else you've said is spot on, well said


Sea Fox. SeaFox. Seaf Ox. And what do they say?

More seriously, however, I would find myself horribly torn between my pride in Sea[ ]Fox and my duty to honor Clan rituals and customs. So I'd probably be calling a Trial of Grievance against those who petitioned the Council to change the name, and any Snow Raven who gave me an excuse. Actually - probably just a Trial of Possession. Going through the work of killing someone and depriving his/her Clan of their presence is rather silly if you do not get their stuff in the end.

But, yes, I should probably start that series of trials with a Trial of Grievance against myself for improperly using the Sea Fox name. I invite the merchant caste to record and market the event to the Freeborn. I am sure they will find it entertainment worth throwing money at.

#8 Mycrus

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Posted 27 December 2013 - 08:01 PM

I've stopped spending money on this game because I do not like to feel exploited. Plain and simple.

If they had half as smart marketing people, they would have discounts given to founder / pheonix holders.

The only loyalty thing we got is a founders medallion if we bought pheonix...

All the cross talk and outright lies is causing my wallet to shy away... The trouble is they are upsetting the paying playerbase which will eventually lead to any game's downfall..

#9 Axeman1

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Posted 27 December 2013 - 08:37 PM

View PostMycrus, on 27 December 2013 - 08:01 PM, said:

I've stopped spending money on this game because I do not like to feel exploited. Plain and simple.


You're a legendary founder + Overlord, you have exceeded their profit expectations that PGI has for a single player and as such they don't care about you or anything you say, they already have your money, sucker.

Quote

If they had half as smart marketing people, they would have discounts given to founder / pheonix holders.


People who have bought products from PGI already have proven their willingness to do so, there's no need for an incentive because for one they know people will spend money again, and reason two being they care about new players spending money, if you spend any more money that's a bonus but they don't need it as badly as someone new spending money.

This is why bringing out the clans now is smart from a marketting standpoint. Best way to get new players to spend money? Let them jump right into a madcat or summoner.

Edited by Axeman1, 27 December 2013 - 08:37 PM.


#10 Turist0AT

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Posted 27 December 2013 - 10:58 PM

Nice topic. I agree. This game is just to shallow and to grindy to invest time or money in it.
I have 3 more F2P games on my computer(and about 20 regular core games) that this game has to compete against. If i feel the grind is to heavy, MWO and War Thunder are guilty of this, i will simply play something else and i will not support GRIND buissness model with money.

Dont force us to pay, make us want to pay by giving us a DEEP game.


PS: ive probobly put to much money into this game (Looking at 6 heroes), damn.

Edited by Turist0AT, 27 December 2013 - 11:07 PM.


#11 Mycrus

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Posted 27 December 2013 - 11:22 PM

View PostAxeman1, on 27 December 2013 - 08:37 PM, said:


You're a legendary founder + Overlord, you have exceeded their profit expectations that PGI has for a single player and as such they don't care about you or anything you say, they already have your money, sucker.


Nope, it means I have more disposable income than most space poors.. GG real life...

#12 Nik Van Rhijn

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Posted 28 December 2013 - 02:30 PM

I spend more time playing bridge on line these days. Won't buy the Clan pack 'cos I'm an IS pilot. Would imagine that I fall squarely on the "made our money now ignore" list.





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