Disclaimer: There is no TL;DR version of this post. I don't want to sum up several topics in three sentences. If you are put off by this, feel free to skip the thread entirely.
Dear forum people,
I admit that I have not made hundreds of thousands of posts inside this forum, so that most of you will remember me, but I have a reputation for writing long, well-argued posts / comments / articles etc, in my life, so I would like to offer my insight to the community and the developers alike.
Now, inspired by Director Yoshida's latest comment (which was satisfyingly detailed and long) I feel that I have to describe my feelings about the game under two mantles:
Sovjohn the FF fan and beta tester
I am an experienced MMO player, but was never 100% hardcore, although I have several...months of /played in various games, which usually included PVE end-game raiding.
FF XIV: ARR is impressive, in my eyes and based on the conversations I have had with friends who also tested it. Not flawless, but impressive for a beta product at this point of time.
I believe that significant efforts have been made in order to make this look and feel a true Final Fantasy game, even with the challenges the series has faced in the past few years. Let's remember here that FF is a predominantly console-oriented franchise, and it has had relatively few games released in the PS3/X360 generation, with the actual numbered game being XIII only (and the others being sequels or spin-offs).
Now, there is definitely room for improvement in a lot of in-game functions, however, the progress so far is indeed impressive. The game does not innovate per se, however innovation is a double-edged knife in MMO's, with certain features exciting a part of their player base at first, but failing to excite them for the long-term, once the novelty factor wears off.
The crux of the matter is that, for a beta product, FFXIV:ARR is quite much exceeding expectations. Yes, I would like a global GCD of 1.5-2.0'' to be used instead, but I know all too well that these sort of elements are the ones able to be adjusted when needed without needing an expansion pack or what have you. Indeed, skills, abilities, cooldowns et al are the most frequently changing functions in any MMO, compared to say NPC's or music.
I feel confident that the FF XIV team will indeed produce a polished result by release and beyond, because I have seen what has been achieved from the "v. 1.0" era and the transformation is amazing.
Of course, there are many people out there who cannot and will not be satisfied from ARR, including F2P advocates or FF XI players who were hoping for a "FF XI v 2.0" type of experience, however, they belong in stakeholders due to be disappointed anyhow, for a variety of reasons.
Sovjohn the business development manager / product manager
The roles I have been most associated with, either as an employee or as an entrepreneur of a start-up company are business development and product management. Yes, they are awfully boring terms to throw about, but bear with me. There are several things ARR has done, and continues to do, which tick the right tickboxes in my mind from a business point of view. Let's have a look:
Pricing models
I have made another long post about pricing models, you can find it here:
Quote:
Well - I know subscription 'is a dying model', but mostly this has become the case when games could not justify the subscription. I mean - EVE Online is a prime example of a community-led game which boasts a healthy player base, a developer who listens to feedback and implements accordingly, and a subscription.I haven't seen it failing, and will not see it failing, so long as the player-developer relationship remains healthy. EVE players could not care less if a WOW "outsider", or even us, future "FF outsiders" ever join their game. As long as the company is happy with the status quo / makes money, case is settled.
Now, on the other hand - Games like SWTOR (which I played, and apparently paid a subscription for about 4 months), did not deserve their money. Allow me to elaborate:
Yes, when I saw the developers talking in an event EA launched in March 2012, I was disgusted by their responses. They seemed to stem from a know-it-all attitude which blatantly disregarded feedback AT ALL.
Sure, these douches did not deserve a subscription fee, ever, once someone went past leveling and experiencing the admittedly well-crafted story.
Does this mean that no game deserves a subscription fee? Hardly so. However, it's hard to justify such a fee if the game is buggy, unfinished, uninspiring on day 1.
That's why I applaud Yoshi-P and team's effort, because they have the actual chance to dazzle enough people to be happy.
And for the end, some numbers:
1,000,000 subscriptions: At least 120,000,000 (USD or EUR, depends on the country) per year. Not a small sum by any means. The actual money from the game purchase are not calculated in here.
3,000,000 "Buy-To-Play" purchases: Did you know that whenever you buy a game at retail, after the margin of the shop, the distributor, and the publisher, the developers get some 15% of total? Do find that out, then. For the sake of simplicity, I will say that 50% of these proceeds are able to be used for game expansion purposes (although the number is high).
3,000,000 X $30 (for a $60 game) = 90,000,000. GW2 has indeed sold 3,000,000 copies, however, if among them I include people like me and my friends, (about 10 people I know in total), out of which nobody played GW2 past 2 months cause "it got boring" "had no RVR system of note" or "gear had no stats, why bother collecting it?"...
...Something tells me it won't make near as much money in year 2. Whoops.
I won't present the case where, say, 2,000,000+ gamers buy a game AND then 1,000,000 sticks around with a sub, cause the number difference will be eye-watering.
And this, dear fellows, is why you should not be entirely sure "F2P" or "B2P" can generate more revenue. Cause if the game can't pull off a P2P model, it can only resort to F2P-ish, or die.ll off a P2P model, it can only resort to F2P-ish, or die.
Now, on the other hand - Games like SWTOR (which I played, and apparently paid a subscription for about 4 months), did not deserve their money. Allow me to elaborate:
- Leveling / personal quest were fine. Quality really.
- End-game did exist, in theory, but...
- ...there were FAR too many game-breaking bugs. Also, numerous balance issues. The game had 3 healing classes and the 1st one was as good as the other 2 combined.
- EA/Bioware had to recuperate development costs, so they left the game to die, from the very first months. Bug reports were not addressed for ridiculous amounts of time. A typo (Yes, a typo) made in a raid boss HP count meant that "Hard" was easier than "Normal" for about 6 weeks. And they wouldn't fix the bloody typo.
- The god-damn Hero Engine they used had serious issues rendering >10-20 people at the same time. The game had world PVP. Guess how well that went when it was running with 3 FPS (not a joke, literally 3 FPS).
Yes, when I saw the developers talking in an event EA launched in March 2012, I was disgusted by their responses. They seemed to stem from a know-it-all attitude which blatantly disregarded feedback AT ALL.
Sure, these douches did not deserve a subscription fee, ever, once someone went past leveling and experiencing the admittedly well-crafted story.
Does this mean that no game deserves a subscription fee? Hardly so. However, it's hard to justify such a fee if the game is buggy, unfinished, uninspiring on day 1.
That's why I applaud Yoshi-P and team's effort, because they have the actual chance to dazzle enough people to be happy.
And for the end, some numbers:
1,000,000 subscriptions: At least 120,000,000 (USD or EUR, depends on the country) per year. Not a small sum by any means. The actual money from the game purchase are not calculated in here.
3,000,000 "Buy-To-Play" purchases: Did you know that whenever you buy a game at retail, after the margin of the shop, the distributor, and the publisher, the developers get some 15% of total? Do find that out, then. For the sake of simplicity, I will say that 50% of these proceeds are able to be used for game expansion purposes (although the number is high).
3,000,000 X $30 (for a $60 game) = 90,000,000. GW2 has indeed sold 3,000,000 copies, however, if among them I include people like me and my friends, (about 10 people I know in total), out of which nobody played GW2 past 2 months cause "it got boring" "had no RVR system of note" or "gear had no stats, why bother collecting it?"...
...Something tells me it won't make near as much money in year 2. Whoops.
I won't present the case where, say, 2,000,000+ gamers buy a game AND then 1,000,000 sticks around with a sub, cause the number difference will be eye-watering.
And this, dear fellows, is why you should not be entirely sure "F2P" or "B2P" can generate more revenue. Cause if the game can't pull off a P2P model, it can only resort to F2P-ish, or die.ll off a P2P model, it can only resort to F2P-ish, or die.
Suffice it to say that a pricing model and approach for a game is not decided blindly. Projections are made, often using existing data (such as FF XI player base, conversion % of them to XIV, general data about sales in different markets, NA / EU / JP, and several other sources) and market experience / competition analysis.
SE is not a stranger to a "F2P-like" model. There's an iOS game, Guardian Cross, which is either F2P or B2P in theory, however it has an abundance of microtransactions built inside it. And it's a quite successful game, with tens of thousands of players shelling out considerable amounts of money to buy...the latest Bahamut card, the right to upgrade their Leviathan cards, and so on and so forth.
If the company felt that a game such as ARR would be better served by this model, they would build it this way. Still, there is no golden rule about any of these revenue models. Player word of mouth and perception goes a long way towards establishing a game as a success or a failure, and the signs are that, at the very least, the Final Fantasy community does not seem to be disappointed, as they were with 1.0, which was a mess.
Unique selling points
A debate has been started in these forums and elsewhere about the game's unique selling points. It's true, there are few "truly innovative features", although I would classify the multi-classing / jobs / shared skills element to be one of them. However, the best unique selling point, in business jargon, is the multi-platform model implemented.
There are very few MMO's on the PS3, and they are not recognizable enough (say, WOW) to make a difference on the console's marketshare. However, that is not to say that there isn't a market for MMO's in consoles.
In fact, consoles have become very dependent on internet connectivity and multiplayer gaming, and this is expected to be illustrated further in the coming years, with the PS4/XB1 generation. You should keep in mind that PS4 and XB1 are effectively "PC architecture", which is a significant change in console game and systems management, since consoles were ever created.
My personal opinion is that since ARR seems to be doing rather a good job on its PS3 rendition as well (and I would like to remind you all that PS3 has 512(!) MB of RAM - It's a Herculean task to be able to fit MMO features in that limited space, believe it or not), it should expect a healthy percentage of its long-term customers to also come from this pool (And PS4 in the future). If there was no PS4 in the horizon, this might mean a bleak future for the PC client or its graphics quality, but since PS4 will be DirectX 11, creating a powerful PS4 version and a powerful PC version will be very easy.
In terms of product management, the ARR team will have to support 2 products and 2 sub-products in the years to come:
1) PC DirectX 9 version - Today's version
2) PS3 version - Scaled down from 1) to fit PS3 constraints
3) PC DirectX 11 version - Future client for newer PC's
4) PS4 version - Can be exactly the same with PC version this time, only with different UI and functionality
Community interaction / Feedback
Finally, and I am ending this with this topic because making it any longer would probably mean you would need a week to read it, I find the community interaction and feedback responses a very promising sign. It was mind-blowing in my view to read the Phase 2 feedback list, where dozens or hundreds of remarks had been read, discussed internally, and replied, along with a status assigned to them ("Due for P3" "Continuing discussion", etc). I sense that SE has invested significant resources towards facilitating games that its player base wants to play, and this is frankly as good as it gets from a business point of view.
A company / developer who actively attempts to build a healthy relationship with its player base does never fail, financially or otherwise. A notable example of this is CD PROJEKT RED, the "Witcher" games RPG studio, which has built a name for themselves for being player-friendly and mindful of their community, resulting in extremely good results both from a business and a community point of view.
Why did I write this?
The answer is very simple. I'm not fond of trolls, so I would like to contribute a long, well-thought, analytical response to whatever I've seen as Phase3 beta tester thus far, combined with my real life occupational skills, in a way.
Thanks for your time!