AggroChat #62 – Flight and Chocobos

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I originally thought that when we set down to record this episode of AggroChat we would end up putting aside all pretense and simply talk about the Heavensward expansion for Final Fantasy XIV.  However what happened in reality is we ended up recording an extremely length show where we basically did that… AND a normal show as well.  While many or our weeks revolved around the launch of this new expansion…  we had to do something to bide our time until the Friday launch.  Grace has apparently been completely hooked on Marvel Super Heroes so we talked about that for awhile.  The other game she has been playing is Wildstar, so we spent a good deal of time chatting about how that game has been progressing.

In Final Fantasy XIV before the outage we managed to take down Shiva and Odin once again so we talked a bit about that.  Then myself, Tam and Kodra have been playing an awful lot of ArcheAge so we talk again about that and our progress so far.  Then finally when we start talking about Heavensward we get sidetracked on a lengthy debate about the merits of flight in MMOs and whether or not it is simply GM cheats.  Each of us brought our own perspectives to the conversation and quite honestly this could have been a show topic in itself.  Finally we talk about our experience so far with the Heavensward expansion to close out the show.  It is an extremely packed show, and clocks in just shy of two hours.

Entertainment Economics

The MMO subscription model is dead, or so they say. So they say despite the two largest MMOs in the world, both of which dwarf their closest competition by 100% or more, being subscription-based games.

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$60 is too much to pay for a video game. It’s a catch-22; we demand ever higher quality and ever lower prices, despite games being one of the few entertainment media whose cost doesn’t rise noticeably with inflation. The “standard” was $50, up until the release of the Xbox 360, when new console games more or less centered on $60. That was in 2005. As a point of reference, going to see a movie was, on average in the US, $6.41 in 2005. Now, it averages $8.17 (http://natoonline.org/data/ticket-price/). To be entirely frank, I can’t think of a single theatre in my area that sells tickets for eight bucks– try twelve or more.

But, people still buy games, which means that there’s a particular point at which a game (or, really, any kind of entertainment) is worth spending money on. Barring the reductive philosophy that fuels piracy, the “I wasn’t going to pay money for it anyway so it’s okay if I steal it” flawed premise, there’s a certain amount of logic and evaluation that goes into spending money on a game. Everyone has some kind of system that helps them determine whether they’re going to spend money on entertainment or not.

ilWFZym

I think having a system is important; it puts things in perspective and helps avoid buyer’s remorse and helps you evaluate whether the purchases you made were worthwhile. This almost certainly changes over time– nearly everyone I know has changed how they determine when something is worth plunking down cash to buy.

My own system takes into account two things: the money I have to buy games and the time I have to play them. I usually have a lot of one and relatively little of the other. When I have a lot of time to play, I tend to look at entertainment purchases from a cost per hour standpoint. Any purchase I make is based on the dollar value per hour I’m getting out of whatever it is. Movies are pretty bad for this sort of thing: $12+ for two hours of entertainment average six dollars an hour. Going out to a bar is even worse: one drink an hour at $3-12 a drink (plus anything I might eat) puts me above even the six dollar standard. A book is okay– I read at about 150-200 pages an hour, so most books take me about three to four hours to read– at about $8-10 for a book, that’s in the two to three dollar per hour range.

Isolated open book

Isolated open book

Games are all over the place. $60 for a game that takes me 8 hours to beat doesn’t feel worth it, running $7.50/hour, but a game that takes me 12 hours is looking a lot better. A game like Skyrim, Dragon Age, or Persona, which suck away 100+ hours look great, at pennies per hour of play. The only games that look better are MMOs, where as long as I play 30 hours in the first month and 6 hours every month thereafter are absolutely worth the initial box price and the $15/month thereafter. Any more time I spend on them (and usually, I spend rather more time on them) just drops the price. This weekend is Heavensward, which I spent $60 on, a cost I’m going to recoup in about three days, possibly less.

On the flip side, when I have more money and less time, I want experiences that don’t take too much time to complete. I don’t have the time to spend a hundred hours playing one game; I’d rather play four shorter games in that same window. I’ll be honest, I haven’t devoted the time to come up with a system for this, because to be entirely frank I haven’t been in a situation where I have more money than time in quite a while. I have, however, seen a lot of friends come up with systems for this, and they tend to look for the highest quality experiences they can get for their limited time. It needs to be good, it needs to be polished, and it needs to work out of the box.

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I’ve spent more time in the middle, where I have a decent amount of money and a decent amount of time, but not a ton of either. Perhaps bizarrely, this is when I often find myself buying minis and getting into new minis games. Minis, despite being individually expensive, are surprisingly good from a cost-to-time perspective. It takes me some amount of time for assembly, call it an hour to clean, fit, and glue, and then anywhere from two to six hours to paint. Even at the low end, a single mini ($10) is right in the book range, and that’s before I’ve ever put it on the table to play a game. Games take 1-2 hours, so each one of those I play is making the mini more and more worthwhile. There are minis in my collection that have cost me less than a penny per hour that I’ve played them; I have a group of Infinity minis where the entire faction has cost me about fifty cents per hour of entertainment; a really, really good deal.

All of these things help me evaluate whether some piece of entertainment is worth my time. It’s become a sort of instinct, I can tell when I feel like a game is worth me spending money on and when I don’t. It makes price fluctuations affect me a lot less than they otherwise might– there’s occasionally a game in a Steam Sale that goes down to a point where I’m interested, but that’s exceedingly rare. It’s when this instinct fails me, or when I can’t adequately predict if something is going to be worthwhile that I regret my purchases. I honestly have a hard time thinking of many of these– they’re almost all games i literally couldn’t play for one reason or another, or that I bought on someone else’s recommendation and didn’t end up liking.

What kind of systems do you use to determine if a game is worth buying? Are you a price-per-hour sort, or a quality-per-hour sort? Something else entirely?



Source: Digital Initiative
Entertainment Economics

Diversity

I played a quest in Archeage yesterday that really stuck with me. I ran across a traveling minstrel at a crossroads. To the east was the faction’s capital city, to the south was a small port town. As the quest went, he was on business towards the city, but wanted me to deliver a message to the port town. He’d been through that town years back, loved a girl while he was there, but hadn’t been in the area since then. He wanted to deliver his best wishes to her, and asked for my help in doing so.Amalfi-Wax-Sealed-Envelope

It’s a simple delivery quest. Walk over to the girl in the port town, talk to her to deliver the message. Simple. What stuck with me was her reaction, her quest complete text. She has to struggle to remember the minstrel’s name, then recalls it and wistfully recalls some good times, commenting that her now-husband and the minstrel had gotten into some fights, and the minstrel always won. She ends with a loving comment about her husband and a thank-you for delivering the minstrel’s message. Bam, done.

The formula is incredibly basic. Talk to one NPC, run somewhere, talk to another NPC. It’s the story that kept me paying attention. There wasn’t anything to resolve, it was an errand to run and was presented as such. In return, I got a little slice-of-life snapshot into the virtual lives of some NPCs. They’ll forget me as soon as I leave the area and I may or may not forget them, but this is okay. It’s a very simple, human interaction that makes me feel like the world is bigger than just me. For someone who’s done a lot of research into the differences between Eastern and Western narrative styles, it cleaves much closer to the former than the latter. I feel good about having performed a small task, and the world does not unduly react to the small task I’ve performed.

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As a bit of perspective, this is what that same quest might look like in another MMO. If we keep the exact same structure, I’ll run into a minstrel, who wants me to deliver a message to a former lover, who he doesn’t think remembers him. I’ll run the message to his former lover, whose whole life will light up; s/he’s been pining for said minstrel since he left years ago, and this delivery has changed her life. She’ll pack up her things and go find him in the big city, and they’re going to live happily ever after. Thanks so much, kind adventurer! Without you, we would never have found one another again! We owe everything to you, have 2 silver 36 copper and 107 xp!

It would be a story, delivered in media res, with a happy ending where all of the characters we know are together. It wouldn’t be a moment, a snapshot in time; it would be an Event that requires our intercession to be resolved.

I’ve talked before about the frustrations I have with making the player into a Big Damn Hero at every turn, to the point where they can’t walk down the street without saving six people’s lives, reuniting three long lost loves, restoring a faltering business, and mending a broken family, all while saving the world from yet another evil plot. What I’ve noticed more recently is a trend in games from elsewhere, which don’t try to turn everything into a story, and let events unfold without necessarily resolving in a neat and tidy package.

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I spoke to a friend from India recently, who was having a hard time taking a certain American MMO seriously. Her comment was that it felt to her like she was being singled out and made fun of, because the game was asking her to do simple things then lavishing praise on her. In talking to her, it was clear that there was a cultural divide between the kinds of stories that made sense to her and the kind I’ve come to expect from my own games. I’d love to play a game that features her kind of stories, where the subtle things that motivate and satisfy are shaped by a culture that isn’t my own.

I’ve felt for a long time like one of the best ways to get a pulse on a culture is through its entertainment. There are very few things that are quite so effective at revealing subtle ideas and cultural differences than seeing what kinds of things resonate with different people, what they watch and listen to for fun. I hope that as globalization continues, I can start to play games that put me not just in the shoes of someone whose life has been wholly unlike mine, but that has been designed from the ground up from a perspective I don’t instantly recognize.



Source: Digital Initiative
Diversity