Showing posts with label June 23. Show all posts
Showing posts with label June 23. Show all posts

Wednesday, June 23, 2021

Incarna a Decade Later

It has been ten years since the Incarna expansion released for EVE Online and set off probably the biggest confrontations between CCP its customers in the now 18 year history of the game.

Incarna – June 2011

It came at a moment when CCP was at its absolute pinnacle of ambition and hubris.  Before Incarna the company was shooting for the stars, had set their sights on, in their own words, world domination.  Before, EVE Online was just a stepping stone on their path to greatness.

Afterwards… well, EVE Online is really the only money maker they’ve had.

Which isn’t an uncommon story in tech.  It is rare for a company that finds success with one product to be able to repeat that success with another.  Even less common, however, is finding success at all.  So you have to give them that.

I always find it odd that the events around the Incarna expansion get summed up by some as “monocle-gate,” a reference to the  $50 cosmetic item introduced into the in-game store.  People who use the term “monocle-gate” brand themselves as outsiders in my eyes, as the monocle was a side-show at best and, once everything had calmed down, stayed in the in-game store without much further comment.

For many people, myself included, it was avatars and captain’s quarters that broke our faith in the company.

Walking in stations was a bad idea.

Or at least it was a bad idea for CCP as their execution was less than stellar.

After hints and hype and neglect of the rest of the game, to say that the captain’s quarters were underwhelming is an understatement.

What is on Space TV today?

I came back to the game just to try out the expansion and I couldn’t muster much enthusiasm for the update.  And to get this feature they had to not only forego working on other more core issues to the game, but pretty much had to rob the World of Darkness team of resources as well.

I’m not sure CCP could have pulled off a World of Darkness MMO, but the diversion of resources from that and DUST 514 made sure we would never find out.

More importantly to many players, the captain’s quarters replaced the hangar view that had been a staple of the game since launch and which had the utility of immediately displaying which ship you were in as it was right there in the middle of your screen.  If you didn’t care for the useless fluff that was the new quarters, your only alternative was a view of a hangar door.  That hangar door was viewed by many as, and I apologize for dredging up this ancient angry metaphor, a slap in the face.

When Hilmar derided requests for a return of the old hangar, dismissing it as “ship spinning” people were pissed.  When he pushed back on growing player complaints about the changes, he hyped up CCP’s technical achievements at their ability to inject solo avatar play into a spaceship game.  He wasn’t going to listen to player complaints.  CCP was going to stay the course.

Not listening to players remains Hilmar’s signature move, as we saw most recently during the Blackout and are experiencing now during the economic starvation plan.

So a useless and processor hungry new feature, the removal of the interface everybody was used to, the neglect of many problems in the game to focus on fluff, Hilmar’s pompous “I know best” attitude, a requirement that 3rd party apps pay a license fee, and even that monocole, had effectively poured gasoline all over the landscape.

All it needed was a match to really set it off, and CCP was happy to oblige in the form of the Greed is Good? issue of their in-house magazine Fearless. (link to it here)  When that leaked… some coincidental timing on that… with its discussion of selling premium ships, gold ammo, and other crass monetization schemes, it was too much for many players.

People speak of the Jita riots which, like the monocle, betrays a simplified view of the event.  A bunch of players did orbit the monument in Jita and shoot it as a show of protest.  But the monument wasn’t a destructible object in the game, so it was very much symbolic.  Did that shift CCP’s view?  I somehow doubt it.

Word is that, on hearing that CCP only cares what players do and not what they say, many players decided to see if unsubscribing was an action that would bring attention to their unhappiness.  I was certainly in that group, cancelling my subscription in annoyance at the company.  That seems a much more likely lever of change when it came to CCP’s view of things.

In a rare display relevance, the whole fiasco gave CSM6 an opening into some agency and they helped harness player discontent at the company into a coherent message.  For a brief period of time the CSM was a voice the company couldn’t ignore, which led to an emergency CSM summit in Iceland, where some accord was reached, though both sides had to issue their own statements on the whole thing as CCP wouldn’t step down from Hilmar’s attitude.  And Hilmar was like Sadam Hussein at the end of the first Gulf War, defiant, shooting his gun in the air, and claiming victory in the face of catastrophe.

While CCP wouldn’t admit they had been wrong in any of their decisions or attitudes, their actions after the fact played a different tune.  Maybe Hilmar had a point with that idea.

For quite a stretch CCP tread very lightly on the monetization front.  They learned that moving slowly, drawing tentative lines, and laying smokescreens (i.e. lying) was the way to go.  So we went from skill injectors and a promise never to introduce skill points directly into the game to skill point packs in the cash shop over a few years.  It took time, but they got there by making each step small enough to not generate outrage until we got to the destination.  The slippery slope demonstrated.

On the bright side, CCP did also show a renewed interest in actually fixing things that were bad or broken in the game.  We didn’t always get what we wanted and CCP has had some strange ideas on what is good for the game, but they have at least kept focus on it.

And then there was walking in stations.  Player reaction made it a feature that was pretty much dead on arrival.  They did introduce a few different captain’s quarters to match the different empires, but it was never seriously worked on after Incarna.

CCP demonstrated that they did not have the resources to make walking in stations a feature of the game and keep the flying in space aspect of the game evolving as well.  What we received with Incarna was hardly more than a mock up of a real walking in stations feature.  Making it viable, useful, and multiplayer would have required CCP to essentially build a new game, ignoring the old.

Flying in space won out over walking in stations.  You don’t ditch your paying customers for some theoretical new customers.  The history of tech is littered with the wrecks of companies who tried that.

The captain’s quarters lingered in game, with barely 10% of the player base opting to use it.  Then came Upwell structures, new code that did not have the captain’s quarter’s integrated into it.  Given how long it took CCP just to get insurance available within citadels, integrating the captain’s quarters was clearly not in the cards.  Usage of the feature declined further.

Game time spent in Captain’s Quarters

Then came the drive towards 64-bit, which was being held back by the code.

One of the first things that we want to investigate is to release a 64-bit EVE client to better utilize your available system memory when playing. Compiling a 64-bit client has been held back by the outdated middleware that was needed by captain’s quarters.

That was the death knell for the feature.  It will never return.

In the end, Incarna did at least focus CCP on what was important to the current player base, and we have gotten a lot of improvements over the years.  It hasn’t stopped them from going in on VR or believing they can make a successful shooter, but they don’t neglect flying in space as much.

It also made CCP more wily when it came to monetization, pushing them to boil the frog slowly.  But, as the frog knows, we still get boiled in the end.

Related:

Tuesday, June 23, 2020

Character Log Off Comes to EVE Online at Long Last

Players can now log out to the Character Selection screen instead of exiting the game when changing characters.

–June 23 Patch Notes Update

Hallelujah the day has finally come!   If you have two characters on your account you can now swap between them without exiting the game and logging back in.  Now when you hit escape to get the settings and options window, there is a new choice down in the lower right, “Log Off.”

The middle one

When you click that for the first time you get a dialog asking if you want to return to the character select screen.

Why yes, please!

It is like a new day has dawned.  People have been asking for this for years.

Okay, I have to admit that logging out and exiting and logging back in are probably not that far apart when you look at the time it takes.  But it feels better at some level to just be able to log out.

And I am not sure how much of the EVE Online audience this will really affect.  The way skill training works, with one character training at a time (unless you buy multi-character training), there was a long stretch where this feature would have meant nothing to me.  I had the most basic of alts and never used them for anything.  Everything  was focused on my main, so swapping characters wasn’t something I did ever.

I had a second account… and a third… long before this would have ever been all that meaningful to me.

But nearly 14 years into playing this game, my two main accounts have alts with 50-70 million skill points on them that I often use for side tasks or high sec things.  I contract them things, or swap the training over to them now and then, and those actions always felt burdensome due to having to log out then click the launcher to log back in.

So now we have it.  I honestly didn’t think the day would come.

Sunday, June 23, 2019

Is New Player Retention Fixable in EVE Online

At EVE North CCP dropped some tidbits of information on us.  They’re going to rework the Vexor Navy Issue.  Pirate faction implant changes are coming.  And the new UI pointer feature has reached meme status with the undock button.

Things you see in local in Tribute a lot

I think it is great that how to use the new UI pointer feature was the second most created UI pointer, but this is also a good tool for helping people new to the game.

There was also a slide about new player retention that looked pretty grim.

How many new players log back in as time passes

Hilmar previously assured us that EVE Online was still getting plenty of new players… or new accounts created in any case…  seeing about 10K such every week in the game.  They just don’t stick around.

This is not a particularly new bit of information.  We saw a similar chart back at EVE Fanfest in 2014, a little over five years back, which laid out what happens with new players.

New Player Trajectory – May 2014

That chart actually looks better, but ignores a big chunk of new players as it only counts those who opted to pay the then mandatory subscription fee.  Of those who stepped up to that level, half left after their first subscription period ran out, 40% ran down the solo mission path and left once they had essentially leveled up their Ravens to do level 4 missions, and 10% found a home and stuck with the game.  When those who didn’t bother to subscribe were included, these three groups were a much smaller percentage of the pie.

Of course, when this sort of information comes up people immediately assail CCP for having a bad new player experience, an intuitive UI, and a horrible and unhelpful player base that abuses newbies.  Somebody will eventually claim that Goons are ganking new players on the undock of the tutorial or some similar fantasy.

And CCP has tried to address this retention issue pretty much constantly throughout my tenure in New Eden.  The horrible tutorial that I went through in 2006, which was a motivator to start this blog, has been revamped half a dozen times since then, but things haven’t really changed.

The EVE North chart starts off with half the people who register not even logging into the game.  I guess you cannot blame the NPE or the UI or Goons for that.  Probably bots doing that I guess.

Of the 10K that make it into the game, by the 30 day mark less than 500 are still logging in.  That is just about 4.4% given the numbers on the chart.  That seems like a horrible retention rate.  How can that seem to be anything else?  At least to you and I and any other outsider.

But knocking around in the back of my head for some time has been the question of context.  I dislike numbers and statistics without context.  4.4% seems bad, but without being able to compare it to other MMORPGs it is difficult to say whether it really is bad.

Unfortunately, most game developers are not as forthcoming as CCP.  Almost nobody gets out in front of the players and gives us as much information as CCP does.  Can you imagine Blizzard or EA or NCsoft doing this?  So CCP tells us something and we assume the information for the rest of the industry, guessing that it must be better than this.

So I decided to poke around to see if I could find any information about this, prodded by a comment on Twitter than linked to something akin to what I was looking for.  However, that wasn’t the meat I wanted.

Fortunately, somebody has done some work on this front.  As it turns out SuperData Research did a study titled Understanding Free-to-Play MMO Retention.  This seemed quite relevant, since there is no subscription barrier to playing EVE Online any more.

The study looks into player retention and compares players who jump on the game at launch versus those who come in after the game has been established.  People who join as soon as it goes live have higher retention rate.  Those who come in later don’t stay, though after some time goes by that gets a bit better because new players after the two year mark tend to come more by word-of-mouth, and thus likely have friends that play, a significant factor in retention.

Of those who show up late to the party… and given its recent Sweet 16 birthday party, anybody showing up to EVE Online now has missed quite a few parties… only 2% of those who register and log into the game will still be around 30 days later.

While EVE Online‘s retention after the first day is much lower than what SuperData reported… 40% of the word of mouth crowed logs in after the first day while only 28% of CCP’s sample did… but with 4.4% retention at the 30 day mark EVE Online is doing pretty well compared to the study where post-launch players peaked at 3% and settled down to 2% even with word of mouth.

Which is not to say that EVE Online doesn’t have problems and couldn’t do better.  The game has some pretty big factors working against it.  But the angry player insults about CCP being exceptionally bad/stupid/ignorant/greedy seem to be, at best, off base.  And anybody who shouts “marketing” needs to just shut up.  The company seems to be in the same boat as other MMOs, and revamping the new player experience yet again probably isn’t going to change that in a drastic way.

Short of teaching people how to form social bonds in their game, a key factor in retention (I don’t think a How to Find Friends video quite cuts it, but nice try I guess), I am not sure there is any easy answer to getting people to stick with the game, mostly because people don’t seem to stick around with most MMOs they try.

Raph Koster wrote a piece earlier this year about various methods that can be applied to user retention.  There are probably a few suggestions in that worth pursing, though CCP is already on to some of them.

Saturday, June 23, 2018

When the Steam Summer Sale Hits While You Are on Vacation

You can tell just by checking your email.

Only 25?

My Steam wishlist is long, full of games I as much want to watch as actually buy and play. But now the test as to which category some of those games fall into has hit yet again.

At least I have some time to consider what is on my list. Fallout 4 is right at the top, and with all the talk of the new Fallout 76 coming along it is tempting.

Of course, it will be time to return to Azeroth in not too long, with the opening events for the Battle for Azeroth expansion no doubt hitting some time by the end of July. Do I have time to binge and RPG before then?

Friday, June 23, 2017

SuperData Recombines WoW Again for May Chart

The SuperData Research Top Ten chart for May 2017 is out.

SuperData Research Top 10 – May 2017

The decision as to whether or not to split World of Warcraft into East/West or represent it as a single unit has swung back again.  Last month they were split, this month combined again.

The combined WoW number still dropped a notch, falling from 5th to 6th place, while Overwatch moved up a slot to 8th place on the PC chart.  The top four spots on the PC chart remain unchanged, while DOTA 2 landed on the charts in the 5th spot.  It was last seen on the chart back in February, where it was holding the 10th position… or 9th position when the chart was refactored to combine WoW yet again.

World of Tanks remains behind WoW for yet another month… though I do wonder where it would stand with WoW split into two.

Meanwhile, I am left wondering what the difference between Fantasy Westward Journey Online II and New Westward Journey Online II.  I suppose one might just be the original Fantasy Westward Journey.  SuperData needs to fix their shit I think.

On the mobile chart Pokemon Go dropped off the list for the first time since launch.  The game just deployed a revamp of gyms and added gym raids, so we shall see if that is enough to get it back on the list next month.

Other items from the SuperData report:

U.S. digital slows down but still shows year-over-year growth. U.S. digital revenue is up from April 2016 but down from March 2017. Free-to-play MMO, console and mobile all had high-single-digit revenue growth, more than offsetting slight declines in social and premium PC revenue.

U.S. digital revenue up year-over-year. Gamers spent over $1 billion across all platforms in May, up from April, during what is typically a lackluster point in the year. Growth came primarily from mobile revenue.

Overwatch shows continued growth. Overwatch digital revenues are up from April but down from May 2016, when it launched. Additional Content revenue hit a new high in May on the back of a one-year anniversary event.

Injustice 2 has a solid launch on consoles. We estimate Injustice 2 sold almost 500k digital units on console in May after launching mid-month. This puts it at number four in the top 10 console rankings this month in terms of digital revenue.

Call of Duty: Black Ops 3 gets another DLC release.  Black Ops 3 grew month-over-month and beating out Infinite Warfare. The jump, which vaulted the game past Call of Duty: Infinite Warfare, came from the PS4 release of the “Zombie Chronicles” DLC.

Playerunknown’s Battlegrounds has another big month.  PUBG had another solid sales month in May with 791,000 units sold, bringing life to date digital sales above 2 million units through May. June looks to be another massive month for the game.

Tom Clancy’s Rainbow Six: Siege breaks into console top 10 for the first time since January 2016, thanks to the continued “Year Two” support from Ubisoft.

Thursday, June 23, 2016

Return to Draenor

My daughter and I have been discussing our return to World of Warcraft for a while now.  That whole reflective nature thing I have about games has rubbed off on my daughter… a bit.  She did agree with my assessment that, in light of historical play trends in our house, it was safe to assume that there would be a limited timeline before either of us decided to stop playing WoW and move onto something else.

The release of the WoW 7.0 patch to the Public Test Realm put the need for a plan onto the front burner, and on Saturday we weighed the merits of a Father’s Day return to the game or pushing it off until the Independence Day holiday.  And then we were sitting around on Father’s Day this past Sunday wondering what daddy/daughter activity we should indulge in and an afternoon of playing WoW was declared.

So we returned to Azeroth and places connected there to.

And, of course, once clients had been updated, accounts activated, and so on, we came to the musical question of the hour, “So what are we going to do?”  Neither of us were keen to return to another stretch of Garrison Crossing: Follower Festival, so there was a bit of running about and checking out dimly recalled characters and what not.  It has been about a year or for both of us, barring that 30 day stint I did with a WoW Token, which was solely focused on running garrison missions to earn back the money I spent on the WoW Token in the first place.  Sure, I came out ahead, but I didn’t want to play another 30 days of that.

Remembering how to play and where to go and shouting at each other across the house from our respective computers until we settled down into our own little voyages of discovery pretty much occupied the balance of play time on Father’s Day.

By the end of the evening though, I had decided on a goal.  A goal is important to me.  I can put up with all sorts of tasks, both fun and tedious, in pursuit of such.  We just covered that in my Minecraft post earlier this week, right?

I announced to my daughter that I was going to try to unlock flying in Draenor.

She thought that sounded good, right up until I told her what it would take, at which point she said, “screw that” and went back to collecting things for transmog after she heard about the new wardrobe stuff coming with WoW Legion.

And she was put off by my vague notion of what was required.  I had written about it before, but I hadn’t really added the task up and then compared it to where I stood currently.  Tanaan Jungle wasn’t even in the game when I wrote that post.  To unlock the Draenor Pathfinder meta achievement, which gives you flying and a mount to go with it, you need:

Five achievements?  How hard could that be?

Then I started looking into how where I stood.  I didn’t have any of them completed yet.

For Tanaan Dilplomat, the reasons were pretty obvious… I stopped playing before Tanaan Jungle showed up.  However, I had at least built the shipyard in my garrison during that WoW Token stint and, in doing so, I had at least set foot in Tanaan and had the first flight point.

At the other end of the spectrum, I was a bit surprised I did not have Loremaster of Draenor on Vikund yet, as I had been pretty diligent about rolling up at least all the main quest lines, and even the bonus quest lines in the early zones.  In fact, I had all the achievements I needed for it save one, the Nagrand achievement.

Getting that meant going out to Nagrand to re-trace my steps and figure out why I hadn’t wrapped that one achievement up. (I also cleaned up my quest log a bit.  I still had Mists of Pandaria quests in there.  With just 25 quest slots, you can’t leave stuff sitting there forever.  EverQuest II and its 75 quest limit has spoiled me.)

After a bit of running about to find which quest was actually the one I needed, I got there and had a dim memory of it being bugged… like a year and a half ago.  Something happened and the item I needed didn’t spawn.  Anyway, I dropped the quest, found my way back to the quest giver, then started it up again and things seemed to proceed.  Whatever was wrong or whatever I missed back then didn’t seem to be an issue and I was on my way.  This all ended up with an assault on a Iron Horde camp with Yrel in order to arrest the trouble maker… again.

Didn't we take him into custody back in Pandaria already?

Always Garrosh…

That turned into a set piece where Thrall stepped in and eventually took him away.  If we have to go capture him again in some other timeline I am going to be annoyed.  This ended with all the big names standing around in a circle, so I took a pic.

The leadership powwow

The leadership powwow… and me

But what mattered at the moment was that I got the achievement I needed to wrap up the first item on the list for flying.

Always Garrosh, always achievements I guess...

Always Garrosh, always achievements I guess…

One down, four to go.

On the Explore Draenor front, I have a few corners of the map to explore.  It would be really easy to get this if I had flying… which I guess is somebody making a point.  Anyway, this is more a matter of just getting out and doing it.

Securing Draenor involves running a dozen missions from the map table in the garrison.  I have four down already, but some of the required missions are group focused, and I am not over-geared enough to handle elites solo or anything.  I demonstrated this to myself when I tried to do The Pit solo.  So some planning required on that.

Master Treasure Hunter requires looting 100 treasures in Draenor, excluding Tanaan Jungle.  I have 25 so far.  I am going to bet there is an addon that will help me with that.

And then there is the Tanaan Diplomat achievement, which requires me to get revered status with three factions in the jungle, the Saberstalkers, the Hand of the Prophet, and the Order of the Awakened.  I haven’t looked into that, but I imagine that will need running some dailies for a couple of weeks.

So that is my goal for now, to get flying in Draenor before the WoW 7.0 patch hits and the pre-Legion events begin.