Sir Wulfrick, on 18 April 2015 - 05:04 PM, said:
Personally the question of further financial support is a difficult decision to make. If I included the purchase of my legendary founders' pack I would imagine that since August of 2012 (has it really been that long?) I've easily spent in excess of £1K on MWO, though admittedly I spent most of 2014 playing Path of Exile instead of MWO.
While I'm prepared to cautiously say that since the demise of IG Publishing MWO has begun to steer in a better direction and has benefited from all the changes introduced, since its inception I've had significant reservations about some of the strategic decisions that have guided the development of MWO and I continue to have them. In no particular order:
- I can't help feeling that the game simply lacks vision. For a game built on very modern engine tech (more on this later) I can't help thinking of opportunities lost. I really don't feel that MWO features any compelling reason to continue playing ad-infinitum. When I signed up back in August 2012 I'd envisaged huge story-style battles with competing armies on a varying number of scales from the large-scale strategic down to the tactical. I want actual lengthy missions with objectives, I want to take part in things like the battle of Tukayyid (forgive my poor spelling) and the eventual long-range counter-invasion of clan space. For MWO "end game content" should be irrelevant: I want to be able to feel that I'm a small part of a huge war machine and that my actions, together with those of my fellow mechwarriors, actually matter. In short, I want the WAR to be put in to mechwarrior. Team deathmatch? That's all we have? After three years that's it? Severe lack of vision and ambition.
- If we assumed for a moment that the above was in fact a strategic goal of PGI, I'm deeply unconvinced that the Crye engine is capable of it. MWO should have been developed right from the start on the Unreal engine for any number of technical, scaleability and existing art reasons. I can only surmise that IGP / PGI chose the crye engine because they didn't like the licensing terms that come with use of Unreal tech for commercial games. In any event, this ship has long since sailed.
- While some of the content released for MWO has been really nice (I genuinely feel that the art department do some utterly brilliant working bringing some of our favourite mechs to life) the glacial rate at which new content is released is beginning to make me wonder whether PGI are cynically treating the perhaps older generation Battletech fans, who being older than the typical MMO demographic might have additional disposable income, like a credit card. Maps and modes are released at a geological pace whereas there appears to be a steady flow of shiny new stuff on which we can spend MC, and thus real money. Whether intended by PGI or not, I feel that I'm being price gouged in to buying New Shiny Things as a distraction from the fact that in the last month I've played a few hundred games that all played out in an identical manner using identical mechs on identical maps.
- I can't help but feel that PGI have severely mis-chosen the pricing structure for MWO. They really, really should have chosen the 'sell cheaply to many' approach rather than the high individual price structure that really only works with goods that have restricted availability. Pricing this high would be stupid even with artificial scarcity but without even that the prices of mechs, modules, paint schemes and colours are INSANE. I could accept the current price of mechs if, for example, at the current price each came with a small physical plastic model of the relevant mech. Would I have paid this amount for mechs? Hell yes, by now I'd have half a battalion set up on my desk in work! Without this sort of value addition the current prices are simply illogically high.
- I have serious misgivings about the rumoured Steam launch of MWO. If the continued development of the game is to be dependant on the players paying for various things, success of failure of the game is going to be critically dependant on player retention and by extension the new player experience. There have been endless threads on this, some of which included some excellent ideas, but to my mind it's abundantly clear that new players being metaphorically thrown to the wolves following their 25-game cadet period will only result in a majority of them being severely dissuaded by the vast change in perceived difficulty.
Finally, apologies for the weird bullet point layout, I couldn't get the points to separate in a readable manner any other way.
Wonderful post. I don't necessarily agree on the whole "sell cheaply to many" model for a free-to-play game...the 80%-20% rule is well-established out there...but I wholeheartedly agree that we should not be seeing one new mech a month but one gamemode a year. They both go through design...why the disproportionate amount of focus? And while I dismiss the whole "no lore/drama/immersion" thing to having a small staff, it doesn't change the fact that PGI seems to lack the ability to cater to its target audience.