So this may go over like a lead balloon, but I am interested to hear what you all think.
My daughter lost her favorite puppy at the Mall today. Nacent paternal skull-crushing battle-winning problem-solver instinct took over. Nevermind this is one of the largest Malls in the northeast. Nevermind its got three floors, a zillion stores, and it's the second biggest shopping day of the year, falling right after
the biggest. Daddy was going to tear the place apart for no other reason than to prevent his daughter's
other eye from dropping a tear. That the plush dog meant nothing to me personally makes no difference.
But I realized just how much kids provide wonderful insight into the concept of Relative Value. Exploring this is an interesting hobby unto itself, particularly as it applies to MMOGs. And it lead to an interesting epiphany about RMTing and micropayments. I'm not sure if I'm right or if what I think is what companies do, but it's interesting to have arrived at this point nonetheless.
Finding that dog wasn't about getting a toy for my kid. It was about returning to her an anchor she had formed over the last weeks. This animal was a playmate, a comfort factor, a sleepy-time friend. She read stories to it as she does all her animals. She's got her roleplaying imagination down pat. Losing this dog was important to her in ways other things are important to me. That's what strikes me about relative value.
MMOG players talk about their accomplishments all the time. This often isn't bragging either. It's just folks defining what one game meant to them that another did not. DAoC Houses mean nothing to me, I quit before they were added to the game and haven't ever thought about going back. Meanwhile, I loved my UO and SWG houses, places I spent countless hours getting just right, whether I ever got visitors or not. Same goes for weapons, armor, quests.
None of what I do in WoW matters to someone in EQ. Even if the process of conquest is similar, the Tier 2 armor pieces I acquire in WoW have no bearing on what people buy with Adventure Points in EQ.
For the most part.
All items have a singular value: Time. How much something is worth can be measured by the time and effort it takes to get it. Another form of measurement is currency, but that's being featured less prominently in some games. While some are pulling data together that allow others to
compare currencies across the genre, the real world value of an ingame currency does not provide any insights into its value. Sure, IGE shows that 1,000 WoW Gold on a PvE server is roughly equivalent to 200,000 Platinum PIeces on an Everquest server. But this alone doesn't say anything. EQ predates WoW by many years, has long since been mastered, and even IGE states that all WoW Gold orders are
pre-orders, with a promise of delivery in 2-3 days. Meanwhile, they've had years to amass a fortune in EQ Platinum.
One really needs to get into the game worlds themselves to truly measure money and time. WoW again provides some interesting information. 1,000 gold is not easy to come by. Yet, even for those that may have a few thousand, there's simply not much to buy. All of the best stuff is non-tradeable, and for the most part, players must be present at the time a mob drops it in order to get it. I could go buy 3,000 gold tomorrow, but I've already achieved the maximum equipment attainable on the Auction Houses.
So WoW is far more about Time and Effort than it is cash.
The problem here is the steep incline in requirements of both as one advances. But its an intrinsic part of games of this ilk. If there was a flat advancement ramp such that every piece of equipment, every skill, and every level required precisely the same Time and Effort as any prior piece, skill, or level, then there'd be no real compulsion to advance for most. This is because at any time time the game is exactly the same as its ever been. Why advance when what's ahead is the same as where you are and have been?
Relative value is both something measured between games and something measured
within them as well. One player's X number of levels per night is another player's Epic drop on a Raid. Neither of them matter directly to the other player, yet both provide motivation. The former is motivated by the dream of what they may get someday and the latter potentially has an up-and-coming friend climbing the ranks to eventually partner with them, and maybe providing insights into another class.
This is going to be a challenging part of the future of MMORPGs in my opinion.
You can't take items with you. There's some methods to convert currencies between games, but currency figures less prominently in some than others, making that conversion less useful to powering up. So basically, that means starting from scratch in every new game.
This can only work for so long. It was fine for awhile because the genre was pretty niche and the player fairly dedicated. But as the genre grows and broadens, the sheer mass of titles will always be calling to players in any game. The noise is unavoidable. When MMOGs fully hit he mainstream, they will not have the ability to be dominated by a single game with a bunch of also-ran niche titles. The world
craves this sort of multiplay experience. It gets us back to a mode of interaction technology hasn't yet been able to deliver. This isn't about fantasy or sci-fi or sports either. It's about all of them and what everyone wants.
As such, companies are going to need to continually innovate new fun ways to play, hasten the rewards, and all the while figure out how to make cash on it.
Relative Value can help here. I'm no Seer, but developers will need to become them. They can't just shut themselves into their own game expecting to focus solely on existing players. They need to fully understand why their title is grabbing some folks and not others, and do so on a monthly basis.
That "monthly basis" is critical, because monthly fees are probably going the way of the dinosaur. They worked for a long time because people were dedicated to the longterm investments they needed to make. Newer games don't have the luxury to believe players will play them for years though. Sure some will, but will it be enough to keep the lights on? I personally don't think so.
This is, of course, why I think RMTing/micropayments are both so prevalent in the Far East and on the rise in the Western markets. This isn't about charging players for poorly-conceived derivative obsession/addictive experiences. It's about hopefully hastening their rewards so they have a more engaging time in the expected
less amount of total time they'll likely invest overall.
Companies need players to pay X amount of monthly fees. I have no idea what each company needs, but they have a monthly bill that must be paid, assuming the initial development is done. That monthly bill includes both maintenance, the funds to sell the game itself, the funds to build new game enhancements, and the funds to sell
those (selling includes marketing, selling, and distribution). No game exists on a month-to-month basis. The dollars are too large. Companies project what they need to make over longer periods of time, so expect players to play for more than one month. How many will play? How many will pay? This doesn't even get into the overhead of players actually playing the game either (concurrency).
So they have to make educated guesses and adjust as things go. Most companies have seen a decline in X, the total amount of monthly fees they can expect from a player. Many industry reps have said as much. The average amount of time one plays an MMOG is now hovering between three and six months.
How long did veterans play UO or EQ or AC?
Unfortunately, the games just keep getting more expensive too. Whereas 100k players could keep things going just fine because they could be expected to play and pay for a year, nowadays that same 100k players is likely to be around for an average of four billing cycles. The monthly bill could be quadruple what it was in 2000 though, and the company can expect 60% less overall income from the same playerbase. Marketing to new players costs money, yet those new players are required. And it's tougher now, particularly for veteran aging titles, because the genre itself is not sitting still.
When I look at it like this, not only does it justify the corporate acceptance of RMTing, it further drives the inevitability of it, and actually, to be honest, makes it someone palpable. Oh, I won't likely ever use a service, because I'll steer clear of games I can't fully play myself without a crutch like extra cash. But for the up-and-coming gamer, the players who gladly paid monthly overages for abusing text messaging, the folks who pay more for $0.99 songs than they ever did for the same amount of songs on CDs, the folks who buy ringtones and derivative schlocky cellphone games, the foks who join Shockwave's Gameblast service to play the same games they could for free,
they are more amenable to micropayments than veterans.
Because the relative value of an experience is worth more momentary dollars than it is to vets.