Showing posts with label Rambing Friday. Show all posts
Showing posts with label Rambing Friday. Show all posts

Friday, April 27, 2018

Daybreak and All Their Sins Remembered

What a week it has been for Daybreak.

That eye should be crying after this week…

First they get caught in a pretty big lie.  And it was a lie nobody expected so when they said it people immediately questioned it.

There is absolutely no question they were lying, it is just a matter of what they were lying about.

Either Columbus Nova was part of the purchase of Daybreak back in 2015, or the company has been misrepresenting that material fact repeatedly for the last three years.  Either there was some financial benefit for them lying over and over for three years or they have chosen to start lying now as a measure of expediency due to sanctions against Russian oligarchs.

And honestly I can’t decide which is correct, mostly because I can’t figure out who they might have tricked by lying for three years.  (As a side note, somehow the same “mistake” was made with Harmonix back in 2010 when press releases announced Columbus Nova was purchasing them, but now they also say it was Jason Epstein all along.)

And Daybreak can’t manage to fully close the door even with its own definitive, we’ve said all were going to say statement posted to all of the forums.  Quoting for truth, since they’ve gone in to edit this statement already like it was on Wikipedia:

Dear Daybreak Community,

There has been some confusion concerning Daybreak’s ownership and rumors about the state of the company that have circulated from a few online game websites, and we want to set the record straight. We assure you that these rumors are entirely false and that there’s no impact on our business or games in any way whatsoever.

From the get-go, Daybreak has been primarily owned by Jason Epstein, a longtime investor who also has investments in a variety of media properties. Jason acquired Daybreak (formerly SOE) in February 2015 and has been the executive chairman and majority owner of the company since that time.

We’re well aware of prior statements from Daybreak indicating our company was acquired by Columbus Nova. We have since clarified that the company was acquired by Jason Epstein when he was a partner at Columbus Nova, which he left in 2017. We’ve also taken steps to clarify those facts on our website and on third-party internet sites to ensure that all of the information currently made available is consistent and accurate.

We apologize for the previous miscommunication and hope that this clears up any confusion. As always, we greatly appreciate your continued support for our games, and we’ll continue to work hard to bring the best experiences to you.

So that settles it, right?  Maybe.  I just trip over the first sentence of the second paragraph:

From the get-go, Daybreak has been primarily owned by Jason Epstein…

When you feel the need to throw in the word “primarily” it does suggest that there were other owners.  Maybe it was Columbus Nova!  Maybe that was the bit Sony held onto.  Maybe it was a couple old ladies from Sheboygan.  We don’t know and Daybreak doesn’t seem in a mood to offer anything beyond a lame understatement of their actions over the last three years.

By the way, after Daybreak edited their Wikipedia article to take out any mention of Columbus Nova, somebody went back and added this:

Evidently wanting to distance itself from Columbus Nova, Daybreak started claiming in April of 2018 that the original press release was in error and that Jason Epstein purchased the company personally. It is not clear when exactly Columbus Nova, Daybreak, and Jason Epstein severed ties.

So yeah, their efforts haven’t exactly born the fruit for which they were likely hoping.

And the kicker is that it probably doesn’t matter.  Lying to us is futile and, as you can see, even counter-productive.  A wasted effort.  If the FBI wants to know who bought them they’ll find out.  I am sure they can subpoena Sony to see who signed the check and where the funds came from.  So the lesson here is, if somebody asks you if you’re going to be affected by sanctions on Russia, just say, “No.”  Don’t use that moment to bring up a tale about how you’ve never been owned by the company you’ve been telling everybody was the owner for the last three years.  It clearly will not turn out well.

That was enough silliness on Tuesday and I figured once Daybreak got their story straight and stopped trying to gaslight the internet we’d all wander off to fret about lockboxes or whatever the next story of the moment turned out to be.

But then yesterday another blow landed as we found out that Daybreak had a significant layoff, with a reported 70 or more people being let go.  Sure, that probably had more to do with how the company has been doing rather than anything related to Russian sanctions, but could the timing be any worse?  We’ve never been owned by that Russian company, Russian sanctions won’t have any effect on us, but we’re laying off a huge chunk of our staff.

And MMORPG.com threw a bit more fuel on that fire with a rumor about Daybreak possibly being acquired by another company… at which point Jason Epstein would drop out of the picture… maybe… he might be there as well.  That story felt really thin, and given that the author also said that Daybreak acquired Standing Stone Games, I wouldn’t give it much credence.  After all, we know that it was Jason Epstein who acquired Standing Stone… erm… no… Daybreak got into a deal to be Standing Stone’s publisher, a deal that seemed to bring almost no benefit to Lord of the Rings Online or Dungeons & Dragons Online so far as I could tell.  But Daybreak didn’t buy them.  I don’t know who actually owns Standing Stone Games though.  It could be Jason Epstein though.  I wouldn’t cross him off the list.  He is a busy guy.

Anyway, it was enough to make a long time fan of the Norrath feel more than a bit defeated.

I mean, I am used to having the weight of SOE and then Daybreak’s foibles drag me down.  To be a fan of theirs is to suffer.  So instead of posting a piece I already had written about the EverQuest Agnarr server launching the Planes of Power expansion and how that is the centerpiece of their locked-in-time plans for this retro server, I am spewing out text about yet another bad turn in the life of this company and its games.

What is going to happen?  What does the future hold?

My gut says that there is value in the EverQuest franchise and that, run properly, EQ and EQII could be a nice little niche money spinners wherever they end up.  I had been feeling that Norrath was doing better than anybody had a right to expect under Daybreak, with yearly expansions and content updates in between.  But with layoffs is that at an end?

I guess DC Universe Online is safe, being that it is said to bring in a reliable revenue stream.  But PlanetSide 2 has been troublesome in the past and H1Z1… or whatever name it has now… was looking pretty good, right up until the point that it got trampled in the fight between PUBG and Fortnite over the battle royale space.  Now it is going onto the PS4, but will they bother bringing it to China?  And it feels like Just Survive just won’t.

And this one-two punch of lies and layoffs has brought up all the old resentments and recriminations in the rather close knit world of MMORPG gamers.  So it seems to be the time for some to replay every grievance from the past, from the NGE and the fall of SWG to the false hopes of The Agency to the replay of false hopes and the faked demos of EverQuest Next to the early death of Landmark and every foible big and small in between.

There is a lot of resentment and feelings of betrayal when you look back down the road the company has traveled.  Every game shut down, every bad decision they had to reverse on after announcing, every upbeat demo or announcement followed by months of silence, every update that didn’t meet expectations, every bug that lingers for year after year, every nutty side project that ate up dev time only to be abandoned… it all adds up.

Games don’t last forever.  Mistakes happen.  Bad decisions get made.  Every feature, no matter how bad, is somebody’s favorite.  You’re always going to piss somebody off no matter what you do.  But Daybreak over the years feels like it has done more than its share of all of that, and it isn’t a big company like EA or Blizzard where they can piss people off and get past it by launching another Battlefront title or WoW expansion that will sell millions of copies.

It feels like we’re getting to the end of the story of SOE and Daybreak.  Maybe not today, or even this year, but things are headed in that direction.  They’re maintaining the old titles, but the only hope from the new was H1Z1 and it seems to have fallen by the wayside in the genre it helped spark.  There might be a new title in the works, but having to lay off so many people is going to impact something.

What do you do?  Do you cut back on supporting the old base?  No more expansions for EQ and EQII?  That brings in money and keeps the old base there.  But if you don’t work on something new then the future is set as an ever dwindling player base will lead to an every smaller staff and an eventual shut down.

Not a good week to be a fan of any of Daybreak’s remaining products.

Maybe I’ll feel better about all of this tomorrow and put up that Agnarr post.

Other coverage:

Friday, March 23, 2018

In Which I am Against Instanced Content for Once

Out of the blue SynCaine suddenly decided that he had the solution to the big null sec battle problem in EVE Online.  Having seen instanced PvP battles in Life is Feudal, he felt the need to propose null sec fights like the “million dollar battle” of some weeks back be instanced as well.

My experience from that battle

He was engaged with the idea sufficiently to post a second time about it to say how wonderful it would be because it would lead to more good press about the game, since big battles and bad people are about all that gets EVE Online in the news.

And I couldn’t disagree more with the idea of instance battles in New Eden.

I am, of course, a proponent of instancing in many cases.  I think instanced dungeons and raids are part of the formula that made World of Warcraft the success it has been and remains.

The whole open world dungeon thing came from the MUD days, when communities were small and social pressure could keep people from screwing around with zone runs.  Mostly.  I still remember in TorilMUD at its peak the devs having to essentially set up rules as to who had “dibs” on a given zone.  That was during a time when the player base could maybe support four or five correctly staffed zone groups (16 players each) and so there was some competition for the prime zones.  In the end though there was no need to instance.

That changed with EverQuest and the MMORPGs that followed in its wake.  I hear people talking about ideas like “server communities” being a thing and social pressure working in Norrath back in the day, but I was there and I don’t believe it.  Dunbar’s Number gives lie to the idea that you could “know” your server “community” of several thousand people.

EverQuest had the open dungeon thing for a while, but eventually went to instancing of some dungeon content in 2003 with the Lost Dungeons of Norrath expansion.  That, of course, killed EverQuest, sending it into immediate decline.

Oh, wait, no… EverQuest actually hit its peak after that and only went into decline when World of Warcraft showed up having essentially copied EverQuest while removing much of the suck.

Subscriptions – 150K to 1 million

So instancing PvE content like dungeons is fine in my book and solves a lot of problems, problems that kept coming up in the EverQuest retro servers until they went back and instanced some of the old raids as well.  Instancing wins in PvE.

Instancing in PvP though… that is a different beast altogether.

I mean, I guess it is okay for battleground and similar “match” based competitions where what you are doing is essentially outside of the game.  I wouldn’t suggest that something like the Alliance Tournament ought to take place live in New Eden with the rest of us.  The temptation to third party on it would be irresistible.

But the Alliance Tournament isn’t a big deal in the grand scheme of things.  PC Gamer isn’t putting up headlines about the winners or commenting on ship compositions.  It is, like many things in EVE Online, something that a niche group is into and the majority of the game barely notices.

And you could say that about big null sec battles as well.  As Neville Smit pointed out at a point in the past, 85% of the game doesn’t play in null sec, or didn’t when those numbers were pulled.  The difference is that big null sec battles are one of the places where EVE Online stands out from other games, something that does get PC Gamer and the like to write about.

My gut reaction to the idea that CCP should instance big battles is that the whole idea breaks the core philosophy of the game, that everything that happens in the game happens IN the game.  There is supposed to be no magic in New Eden.  No transport fairy moves you ships or modules or ore around, you have to schlep it yourself or pay somebody to move it.  When you lose a ship you have to go get a new one, you don’t just respawn with one. (Okay, rookies ships get handed to you, but within the context of the game it has a reason.)  And when you are out doing something, mining, hauling, running a mission, or shooting somebody’s ship, somebody else can show up and start shooting at you.

When you undock in New Eden, you are taking a risk.  That is part of the deal.

So the idea that you can undock and have a battle over an objective in null sec and are able to keep it private by locking out interlopers just breaks the game in my book.

I’ll grant that is just an opinion.

The Dude has be covered

I would even suggest that CCP would agree with that opinion.  But that doesn’t make it a concrete absolute in the universe.  So I won’t just stomp my feet and say “It’s wrong!”  There are other arguments against the idea.

The first is, of course, how would CCP even implement such a thing?  Saying that they should just instance those fights is like a line item from the product manager.  They drop that turd on your desk and leave you to figure out how to deal with it.

I won’t play the Blizzard “impossible” card, as they are wont to do, but this isn’t an easy change.  You have to setup an instanced battle via some automatic procedure that needs to happen for a specific set of circumstances (e.g. Keepstar final timer), which can successfully limit participation in the eventual battle to exactly the right number of exactly the right people, and doesn’t have an obvious exploit.

While it is an interesting topic to game out the options for… and there are many, from what objectives should trigger such battles, to whether or not the battles should be the same size for all objectives or scale based on the objective (or maybe scale based on the defender’s size?), to choosing between absolute number of ships (bring 1,000 titans!) or some sort of point system, who gets to fight and how they get flagged and who won’t get flagged, how does the structure itself figure in the calculations, whether reinforcements are allowed ever or never, how big is the battlefield, if there are other structures on grid in the system are they on grid in the battle, and probably many more that haven’t come to mind.  And each of these has to be explored to see how it will change group behaviors and whether or not there is an “I win” option for somebody.

Somebody will come along and say, “Just do x, y, and z” and think they’re done because there isn’t an obvious exploit in their vague statement.  But they are kidding themselves.  They are not done, not by a long shot.  You aren’t done until you work out the details, all the details, and then have gamed them out with enough scenarios to have some confidence in them.  And then, as we have seen many times before, the players will have at it and spot things you never considered.

And whatever it is then has to go on top of the current software, follow the specific set of rules for the battle, and not disrupt the every day game.  This all adds up to an incredibly deep and complex project… and all the more so since I haven’t even considered what technical limitations may be faced… and it will need a lot of development resources dedicated to it that could be working on other items.

Is the issue important enough to warrant that?  Given the whole “85%” thing I mentioned before, I am going to guess there would many voices declaring against the idea.  I’m not sure that even the null sec voices would be in favor of it if it meant sacrificing development on other things.

Furthermore, should CCP actually decided to commit to this, does the desired end result come to pass?  Will this actually end up with EVE Online having more battles that will get press coverage?

Here is another problem.  The reason for doing this is to limit the number of players able to participate in a battle.  But part of the reason that EVE gets coverage is because of the huge number of players involved in such battles.  If we trade ugly 4000-6000 player battles with time dilation and lag and disconnections for nice smooth reliable 2000 player battles, is the new situation newsworthy?

I am not sure they are.  Maybe you get one story about CCP testing their new battle architecture, but after that raw participation numbers are out the window.  There needs to be a lot of dead titans to make the news again.

And how does that change the null sec meta?  Currently in 0.0 space we are in a very egalitarian situation where line members get to show up en masse to fights.  If the seating is limited, who gets to show up and play?  Will leadership let in a Jackdaw fleet?  Or will it be a supers vs. supers battle where titans will eat all the capital and super carriers will take care of the sub caps,  so unless you fly one of those two you need not even apply?  Or will it just be titans with refits to handle sub caps and that is all?  Then there will be a push for 1,000 of the right titan fit optimally because in an even fight you have to find your edge somewhere.  And if you can’t compete in that game then you just lose the fight automatically to the few organizations that can.

I honestly think we’re better off with the current situation, as ugly as it is, where people pile on until the server breaks rather than having nice set battles in their own little space.  And I speak as somebody who knows full well what such ugly battles can be like.  I had my guns jammed at Z9PP-H before CCP fumbled the node, I was there all day for the big battle at 6VDT-H, I saw us kill the server at battles like HED-GP or KW-I6T, and I was even there at B-R5RB where access to the battle was being strictly controlled by the coalition lest we bring down the server yet again.

Battles like this are rare and as often as not are spontaneous affairs that may or may not fall within the instancing parameters.  CCP has better things on which to spend their limited resources. The results likely won’t be more headlines for the game.  And, frankly, if we play the N+1 game we get what we deserve, and I’m good with that.

Friday, February 2, 2018

SuperData and the Curious Case of the Missing WoW Money

SuperData Research released its 2017 report looking at how much money was spent on video games, sliced up into different segments.  You can download the report from them, it is free, unlike some of their other reports.

Yes, I know, SuperData’s numbers are flawed, though probably not in the way you think.  As a market analysis firm, they have relationships with the companies on which they report.  They are not some group of rando outsiders om Spokane making wild guesses by looking at Steam charts and trying to get data out of the App Store.  They get financial information directly from most of the companies they track.

The companies cooperate because there is a quid pro quo in play.  SuperData only covers a limited number of companies generally, but those companies tend to be publicly traded… or have aspiration to go public some day… or are in bed through licensing with another company that is public… and they want analysts to say nice things about them because that may boost their valuation and, thus, their stock price.

The flaw in the data often comes from what the companies choose to give analysts and how they package it.  I speak from experience on this.  I recall one year the marketing director at a company coming to me to ask me about what new features we were working on for our main product.  He was working on our annual puff piece for Gartner to tell them how great we were.  So I listed out the key items from the road map and he gave me a sour look and said that we told Gartner we did all of that last year or the year before, he wanted something new!

So yeah, the analyst is only as good as the data they get, and companies will lie… though when it comes to financials, they can’t make stuff up if they’re a public company.  They can, however, withhold data or refuse to break things out in a way that the analyst would want.

All of which brings us back to SuperData and their 2017 report.  They have several nice charts which, unlike their monthly reports, have dollar amounts attached.

SuperData 2017 Mobile Market Chart

There is a lot of money in mobile games.

Then there is the free to play PC games chart.

SuperData 2017 F2P PC Games Market Chart

League of Legends dominates that with over $2 billion in revenue in 2017, something I am sure Tencent wants its institutional investors to know.  But the low end of that chart is a lot lower than the low end of the mobile chart.

Then there is the Premium PC chart, the traditional “buy the box” model, though the top end of the chart has DLC and other additional revenue streams.

SuperData 2017 Premium PC Games Market Chart

Hey, look, Guild Wars 2!  Shipping a new box in 2017 no doubt helped them to get there.  Also, you can probably go back and look at the first three quarters of earnings reports for NCsoft in 2017, add up the GW2 revenues on those, subtract that from the number on the chart, and have a good guess at what the Q4 number will be. (Should be about 46,560 on the GW2 section of their usual chart, which is measured in millions of South Korean Won, if I calculated that correctly. That would be a big boost from Q3.)  If that is on the money, then there is only one possible source.  And if it is different… well, then we’ll have some evidence of something else.

I am dubious about Minecraft. That seems like a lot for just the PC market, though that may be because I focus on the Java Edition, which is its own beast.  The other, unified cross platform edition has all sorts of DLC, even on Windows 10.  And, again, who knows how Microsoft packaged up the data.  They might have said, “This is the Minecraft number,” declining to break it out.

And, finally, there is the consoles chart.

SuperData 2017 Console Games Market Chart

Consoles seem to be about shooting people and playing soccer.

There are no billion dollar earners on either of those last two charts.  GTA V on console is worth a quarter of League of Legends when it comes to annual revenue in 2017.  Then again, half a billion dollars is still nothing to sneeze at, and it is a hell of a lot of money for a game that shipped on consoles back in 2013.  But, then again, League of Legends showed up in 2009, so being new doesn’t have much to do with revenue I guess.

Anyway, interesting charts to look at and compare.  Each of the numbers are probably true in the right context, but the chances of us knowing that context is pretty slim.

But in looking at all of that, there was a glaring omission in my book.  World of Warcraft is nowhere to be seen.  After all, it has appeared on every monthly SuperData chart in 2017.  Why would it not appear in the final report?

My first thought was that it just didn’t fit nicely into any of the categories.  And I suppose that might be the case, but I doubt it.

My gut says that Blizzard wants it this way.  As noted above, analysts are at the mercy of those providing the data, and I think the only way that SuperData would have skipped WoW is because Blizzard held back that data or told them they couldn’t use it in a publicly available report.  I back this up with how Blizzard has tried to obscure information about WoW in their financial reports.

At first that was because of the subscription drop panic.  But later, when it became more thorough, I began to suspect another reason.

I think that this is all because Blizzard is trying to remove the idea that the company is dependent on WoW for the bulk of their revenues.

There was a time when that was the case, when it was WoW paying the bills and a few people buying Diablo II or Warcraft III battle chests bringing in what amounted to some spare change.  But Blizzard has moved on from then.  As noted in the past, BlizzCon is now about more than just WoW.

When WoW when through its post-Warlords of Draenor subscriber dump, I think Blizz realized that they needed to shed the image that Blizzard = WoW and nothing else.  They don’t want people to think that if WoW dies, Blizzard dies.

As part of that Blizzard began to pay a lot more attention publicly to the other titles in its catalog, which has expanded quite a bit since 2008 or so, when WoW was pretty much it.  So in the charts above you see Hearthstone in free to play and Overwatch in premium PC games.

But you don’t see WoW, not because it didn’t make enough money to place, but because Blizz doesn’t want that to distract from its other titles.

I also think this is the reason that WoW got split into East and West earlier in the year, so that other Blizzard titles would be seen to have passed WoW.  That wasn’t some rando analyst choice.  Analysts don’t do that, they like their data to be consistent over time.  That gives it a greater sense of validity.

And I know WoW would make the charts.  We can derive that from past data.  Throughout 2017, World of Warcraft was on every SuperData monthly chart, and for 10 out of 12 months it was ahead of World of Tanks, which did make the chart.  WoW was also ranked ahead of World of Tanks at the first six months of 2017 summary from SuperData.

So I think we can safely say that WoW made more than World of Tanks, which itself brought in $471 million according to the charts above.  And WoW making even a dollar more than that amount would put it well ahead of Overwatch ($382 million) and Hearthstone ($217 million), the next two highest earners in the Blizzard stable.

We don’t know how much World of Warcraft actually made in 2017, but it was likely in excess of half a billion dollars, and could be a decent chunk more than that.  I could probably find out if I wanted to spend two grand on SuperData’s MMO and MOBA report, but I am not so inclined. Still, even my guess is not bad for a game from 2004.

And it seems likely that WoW will pop up a bit in SuperData’s monthly charts for January and February with the Battle for Azeroth pre-orders having hit on Tuesday.  The payment system was bogged down from the effect of people trying to throw money at Blizzard.

So World of Warcraft isn’t dead.  It isn’t even resting really.  It seems to me to be more a matter of Blizzard having the problem in not being able to create something to surpass WoW.   So rather than submitting their other titles to that measure, they’re trying to hide it.

Anyway, that is my working theory.

Meanwhile, a bonus chart from the report, and one I am sure Blizzard really likes, the esports viewership.

SuperData 2017 esports Viewership Chart

The measure on that chart is “average monthly unique viewers” for 2017.

(Also, as a side note, they chopped the market up into Twitch 54%, YouTube 22%, and everybody else making up 24%)

Blizzard likes that chart because Heroes of the Storm gets a mention, and it is the only place it is likely to get one.  StarCraft II is also there.  But Hearthstone gets barely a tenth of LoL’s viewership, and less than a quarter of DOTA 2’s.  More interesting is that it also only gets a quarter of Overwatch’s viewership and less than 20% of Hearthstone’s viewers.

StarCraft II, son of the original esports champion StarCraft, seems a bit sad down at the bottom of the list.  But Blizzard does have four games on the list (and WoW isn’t one of them) which added together, had more average viewers than League of Legends.  Not bad.

Also, Hearthstone is Blizzard’s most popular esports game.  Imagine that!  We’ll see if the whole Overwatch league changes that in 2018, but for now that is how it stands.