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Dropping the Subscription Fee is the Right Move For Elder Scrolls Online

When the next-gen consoles were originally announced, the one thing that had me the most excited was the potential of getting more MMOs onto consoles. I had a blast with DC Universe Online for PS3, and I was hoping the power of the new consoles would really open the floodgates.

The game I was most excited about coming to consoles was Elder Scrolls Online, because I was already a fan of the series (I put 100+ hours into Oblivion on both Xbox 360 and PS3).

Until I heard they would be charging $15 a month.

With PS4 and Xbox One users already paying a monthly subscription fee for online features, adding another fee on top of that would dissuade many a gamer from even giving ESO a try. But, I had faith that by the time the game actually arrived on consoles, that fee would be long gone.

And so it came to pass. Yesterday, Bethesda Softworks not only announced the end of ESO’s subscription fee, but they announced the release date for the console versions of the game–June 9th. The game will cost $60 up front, but after that, you only have to put money into it if you want to. As with many other free-to-play MMOs, there will be in-game perks and other things to purchase for those who want them.

It’s no secret that the MMO strategy in the current gaming landscape is to launch with a subscription fee, get as many early adopters to pay for as long as you can, then transition to free-to-play for the life of the game. D&D Online, Lord of the Rings Online, DC Universe Online, Star Wars: The Old Republic and many more have followed the same path before, and for the most part, the transition has worked for them. The main difference for ESO is that you’ll still be paying up front for the game, similar to what Guild Wars does.

But the dropping of the subscription fee is the key to survival for these games, and I like ESO’s chances now that it will debut on consoles without that fee. I will absolutely be getting the game, and I’m happy to invest $60 to dive into the online world of Tamriel.

This is the right move by Bethesda Softworks, not just for the console versions of ESO, but for the future of the game. I think ESO could be huge on consoles.

Destiny

Why Destiny’s Competitive Multiplayer Stands Out for Me

According to Bungie.net, I’ve now spent almost eight hours playing Destiny.

This game has definitely got its hooks into me. What’s most surprising to me though, is that it’s the competitive multiplayer that I’m becoming addicted to, rather than the story campaign so far.

I’ve played through all of the Halo games, and it was always the campaign that I spent the most time with. I played mostly solo, although from time to time I’d have friends jump in and co-op with me. I suspect it will be the same for Destiny, if the first few hours are any indication. I played through three story missions with friends, and it was a lot more fun than playing through alone. I’ll talk about that more in my next post, though. Let’s talk multiplayer now.

I have always been pretty terrible at the competitive multiplayer modes in the Halo games, but that doesn’t change the fact that they were extremely well designed. And Destiny’s multiplayer modes share a lot of DNA with Halo, but there are some huge differences that so far have made my experience a lot more fun than frustrating.

I think the biggest difference between Destiny and Halo (and most other shooters) is the Abilities and Super Abilities that you can use in addition to your weapons. Some of the abilities function like grenades, which isn’t that big of a deal, but they have different properties by class, which adds variety. It’s the Super Abilities that really change the game, though. Each class a Super that charges over time and with certain actions. It’s usually a devastating attack that if used correctly, can take out multiple enemies at once. And if you wait until the right moment to use your Super, you can change the tide of a battle.

Another thing I really enjoy about the multiplayer in Destiny is the Bounty system. You can take on certain challenges that reward you with experience points upgrades and even weapons based on the type of bounty they are. So, if take on a few Crucible (multiplayer) Bounties, there are additional challenges I’m trying to complete while I’m playing through matches.

Finally, after each multiplayer match, there are gear rewards given out to random participants. So every match could end up netting you a new weapon or piece or armor.

All of these systems work together to make Destiny’s competitive multiplayer feel more dynamic to me than most other games. They give me a reason to keep coming back, even though I’m average at best and usually get owned by more skilled players. If this was a Halo game, I’d have already checked out of multiplayer to focus on the campaign by now. It’s the tweaks that Bungie has made to the formula that have kept me engaged so far.

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Destiny–Quick Impressions From the First Hour (Xbox One)

Like pretty much everyone else, I picked up my copy of Destiny yesterday. Unlike a lot of others though, I hadn’t really followed a lot of the coverage leading up to the game, and I didn’t play the beta at all. I kind of wanted to go in as unspoiled as possible. As someone who enjoyed the Halo games, I was excited to see what Bungie would do with their next big project.

I’m sure I’ll be writing quite a bit about Destiny in the weeks and months to come, but I just wanted to get some quick impressions down after playing through the opening mission and getting to the Tower.

I chose a Warlock class to begin with, and while the customization options were pretty sparse, I’m guessing (hoping) that you’ll be able to unlock more options in the future, like the ability to create your own markings, or at least cobble together new ones from existing assets like you can with emblems and callsigns in the Call of Duty series.

One of the first aspects of Destiny I immediately fell in love with was the score and sound design. The sweeping orchestral music in Destiny is amazing so far, and I’m less than an hour in. The music lends to feeling that this is the beginning of an epic tale, that the setting has a long history and that you play an important role in what’s to come. I loved Martin O’Donnell and Michael Salvatori’s work on the Halo series, and it’s top-notch here (it’s a bummer O’Donnell is no longer with Bungie). The legendary Paul McCarney also lent his talents to the Destiny score, so there’s even more reason to love it. The overall sound design is pretty great so far as well, especially as you’re making your way through the cramped metal environment of the opening mission in Old Russia. From the weapons to the Warlock’s Vortex Grenade, it all sounds great.

Unsurprisingly, the mechanics are smooth as butter. The Halo series was always a joy to play from a mechanical standpoint (at least for me), and none of that has changed with Destiny. I’m still getting used to the button layout, but I can always change it if I want. Aiming, shooting, sprinting, jumping–all of it feels great.

To be honest though, the opening mission feels very Halo-y. The way the enemies move, the way the areas are laid out, and the overall encounter design feels very much like Halo. Now, I don’t necessarily think this is a bad thing, and I actually think it’s by design. It feels like Bungie is easing Halo players into this new game, and that’s okay. I fully expect things to open up, especially when I get into the cooperative multiplayer aspects of the game.

When I got to the tower, I immediately had visions of the Citadel from Mass Effect and the player hubs in DC Universe Online (which is one of the few MMOs that I play). It definitely feels like an MMO hub, so no surprises there. I walked around a bit, and picked up some armor, which it looks like I can’t customize (although I’ve since read you unlock that ability at some point).

So, my first impressions of Destiny are that it’s very pretty, and it sounds and feels great. The game is very curated so far, and the early design feels a lot like Halo, with MMO elements. I look forward to diving in deeper, and I’m sure I’ll have much more to write about. I’ll also be doing some streaming, which I’ll post highlights of here on the blog.

Why the DESTINY “alpha” might be my Game of the Year (so far)

The short version of my feelings on the upcoming Bungie game DESTINY after spending a weekend playing the “alpha” on PS4: it surpassed my expectations in almost every way.

The long version requires some preliminary explanation. First of all, let’s talk about MMO’s, because while Bungie may dance around the term all they want, DESTINY fits most of the criteria for an MMO. One could probably quibble with how “massive” the player count truly is, so perhaps we can properly call it a Moderately Multiplayer Online game? At any rate, for years I’ve been intrigued by the gameplay and social elements of MMO’s but never spent much time with them because I’ve never really been a PC gamer (blame my lifelong allegiance to the Mac, I suppose) and consequently don’t truly feel comfortable with mouse and keyboard controls for games. Even when I’ve tried an MMO on a console, like DCUO, it’s been a lackluster experience primarily because the gamepad controls feel awkward and unsatisfying.

So an MMO whose action is the very familiar “left trigger, then right trigger” mechanic I’ve learned through years of console shooters seems tailor-made for me. That brings us to the second element that appealed to me: loot. Like most gamers, I cannot deny being ready to hit that lever for my pellet of food when it comes to well-designed loot systems. A great deal of my enjoyment of both BORDERLANDS and DIABLO is due to the cycle of equip-kill-drop-evaluate-equip they employ, especially when done in an attractive and compelling art style.

The third aspect of DESTINY that hooked me? Grouping for co-operative play requires only 3 people. Now, I recognize that this fact actually is a negative for some, but as a 41-year old dadgamer who’s watched his circle of gaming friends dwindle over the years as life has gotten in the way, I’m thrilled to know that if I can just find 2 other people I can meet the game’s challenges on equal terms. And while there is a competitive mode available in DESTINY with a more robust 6v6 population, it’s the co-operative play that holds the most allure for me.

Finally, and most importantly: I’m a huge sci-fi nerd. If nothing else, Bungie has a proven track record of creating a rich and deep science fiction setting for its games. Heck, the mythology and universe of the HALO games kept me much more invested in that franchise than the gameplay ever did. So the story elements in DESTINY that have been released so far, the design of the characters, weapons, & vehicles, and the environments I’ve seen and those I’ve only glimpsed in trailers all line up perfectly with my taste and interest.

Now, all of those factors raised my expectations (and, to be honest, probably had me ready to overlook plenty of flaws) before I started playing. So when the alpha kicked off, I created a Hunter class character, jumped in, and… LOVED the gameplay. The shooting felt great. The melee attacks were SO satisfying. My character moved well, and hopping on a hover bike to get around the outdoor environment was actually fun. Early enemies were dispatched easily enough to build my confidence, and then boss fights were challenging enough to make me appreciate their defeat. I was, frankly, thrilled to find exactly what I was looking for in DESTINY. I eagerly await the beta in July, and the full release of the game in September. I no longer am disappointed by the games that have moved into 2015, because my gaming time in the last 5 months of 2014 is spoken for.

I realize I haven’t even talked about how gorgeous it is, or how good it sounds, or the sheer nerd glee I felt when Lance Reddick’s voice kicked in at one point. (I even liked Peter Dinklage’s work as your AI companion, although I can certainly see why some folks feel he’s been a bit too flat.) Take a look at a trailer for the game. Look at some screenshots. And then give me a shout in September, and we’ll take on the universe together.

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Force Test–Part 1: It’s All About Atmosphere

After spending a couple hours with the just-released, free-to-play version of Star Wars: The Old Republic, I’ve already seen some good, some not so good and some very intriguing things.

For starters, the cinematics in SWTOR are amazing. I had seen one of them before (the forest battle between troopers, Sith and Jedi), but the opening cinematic is stunning.

Once I got past the opening, I got to make my character. The transaction-based options are immediately apparent from the get go. While all of the classes are available to F2P players, only three of the species (Human, Cyborg and Zabrak) are available. Of course, you can purchase the other ones if you want. So, I made a female cyborg Smuggler, who is in league with the Galactic Republic.

The character customization options are decent, as there are several different versions of each feature to choose from (hair, eyes, etc.), but not the granular type of customization that offers infinite options for customization. Nonetheless, I was happy with the look of my character and moved on to the proper game.

The Galactic Republic storyline has its own cinematic, which was the one I’d seen before in previews (the aforementioned forest battle).

My storyline began as my character flew into Ord Mantell, a planet embroiled in a civil war. As soon as I began interacting with NPCs, the familiar Bioware conversation system came into play, and it works just as well here as in their other games. There wasn’t a lot of time for chit chat though, as there was a separatist attack going on that I needed to get out there and deal with.

Ironically, the combat is where I had the least amount of fun with the game in my first session. It’s very much the typical MMO style on combat–clicking on enemies, powers and abilities assigned to number keys, etc. The familiar pattern of ‘use an ability-wait for it to recharge-use it again’ feels the same in SWTOR as in other MMOs. I don’t know what I was expecting, but the combat is certainly not going to be the thing that keeps me coming back to SWTOR.

But I will be coming back, and it’s the rest of the SWTOR package that will be the reason. The Star Wars setting, the rich conversation system, and the desire to see my storyline play out are already making me think about this game when I’m not playing it.

I’ll spend some more time with it over the next week and be back to post again.

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Force Test–Part 0: Ready for Launch

I’ve been waiting for this.

Star Wars: The Old Republic (SWTOR) Lead Designer Damion Schubert announced in a dev blog the other day that SWTOR will be free to play as of mid-November.

I wrote a post on my own blog a while back when Bioware was considering transitioning Star Wars: The Old Republic to a free-to-play (F2P) model and how it was an inevitability. Subscription-based MMOs are no longer a long-term business model.

In my mind, there are basically two models that have risen from the ashes of the old: (1) Free-to-play at launch; and (2) Early adopter subscription-driven with a transition to free-to-play. Both are supported by getting some users to pay for additional content or features. Some, like Guild Wars, offer expansions for additional cost, while many others offer microtransactions for additional content, character slots, short-term bonuses, etc.

SWTOR falls into that second category. For the better part of a year, SWTOR has cashed in on hardcore MMO and Star Wars fans that felt compelled to play the game when it first launched. Once that surge of income began to dry up, the move to F2P was on. As many other MMOs have proven over the past few years (D&D Online, DC Universe Online, Lord of the Rings Online), the F2P model can be very successful if implemented properly.

When I was working for CBR, I had a few conversations with the DC Universe Online devs prior to that game launching, and it was clear to me they knew the game would eventually go free-to-play. At the time, I didn’t understand why they would even try a subscription-based model in the first place, but it makes perfect sense when you think about it. In the short-term, there is a lot of money to be made from the early adopters. In fact, publishers can almost use that subscription-based period as another beta test while they ready their F2P model. They can see the game in action, and figure out where microtransactions would best fit in based on how people play the game, how long average sessions last, etc.

I firmly believe that this was the plan for SWTOR all along. The only thing that Bioware and EA didn’t foresee is that they would need to make the switch to F2P this quickly. The game launched in December of last year, and I bet they figured they’d get two years out of the subscription-based model before needing to switch over. In comparison, both DDO (2006) and LOTRO (2007) lasted about 3.5 years apiece before switching, while DC Universe Online (2011) and SWTOR (2011) lasted less than one year. What that tells me is that even early adopters are balking at the idea of a subscription-based model, and F2P will soon become the primary model for all MMOs moving forward (some might argue it has already).

So given that the switch to F2P has come a little early for the folks behind SWTOR, it will be interesting to see how their version of a free-to-play model is implemented. Already, there seem to be some odd choices in terms of restrictions (F2P players not being able to equip rarer weapons and items, limited number of PvP events per week), but at least it looks like all classes and experience levels will be accessible from the get go.

I will be diving into Star Wars: The Old Republic when it goes F2P, and in the Force Test series of posts, I’ll be writing about my experience with the game and my thoughts on how the F2P model has been implemented.

Stay tuned!