The Indie Game Magazine January 2015 | Issue 45 | Page 11

GAME WATCH by Nick Cescon T here are two popular things I’ve heard about MMOs over the last few weeks; one is how good Draenor is, and the other comes from people wondering when WildStar and Elder Scrolls Online will be joining the free-to-play community. It is definitely true that this year has seen a roller coaster of highs and lows for the MMO community in general, however I don’t agree with the knee-jerk reaction that just because a game of this size and caliber doesn’t fully succeed in its first few months it should be corralled into the pen with other struggling games. reasons to stay in your game, meaning they need an IV drip of new content throughout the year to keep them subscribed. This has become an expectation over the last fifteen years’ worth of MMO’s. On the other hand, MOBA games have the expectation set that you log in to play the same game over and over and over, and don’t suffer from this issue, so it’s feasible to make cosmetic upgrades with one or two content updates annually to keep your game fresh. The free-to-play stigma seems nowadays to be closer akin to the field where you put Ol’ Yeller while finding your gun, which is completely unfair. It is a payment model which has seen some success in the MMO market, however there are an increasing number of payment models in the world of gaming nowadays. While free-toplay sounds very alluring to most players who have grown up in the pirate age, it isn’t a one size fits all payment model. There are a few reasons why this model has worked for certain games, the easiest example is League of Legends. In a game where the gameplay is relatively fast and requires little time investment at its most basic level, it’s much easier to rely on a steady income from players. This is partly due to the fact that you’re going to have more of a fluctuation of new players coming in, old players leaving, and older players coming back in to play the game, and all of them have a want and need to customize their characters in-game. In an MMO, this is something that is a major feature of the game, and a lot of manpower and time goes into figuring out ways to make characters feel more personalized. However, the larger and more difficult difference is that in a game like League of Legends, they release post-launch content that’s primarily cosmetic changes to the game and current character roster. This means that they don’t have to spend as much time coding in-house to create new content. In an MMO, your main source of income is your endgame subscribers, and you need to give them The point is that the people who make the MMO’s, like Carbine, need to pay their employees, and living off an unreliable paycheck that completely undervalues your work is no way for anyone to make a living.v Developer: Carbine Studios Platforms: PC, Mac, Linux Website: https://shop.wildstar-online.com/ Twitter: @WildStar