Showing posts with label Free2Play. Show all posts
Showing posts with label Free2Play. Show all posts

Monday, 27 April 2015

Tokens: A tangled web

Blizzard changed the algorithm they used to calculate bid and offer prices on the WoW Token, just four days ago. Previous to that, the prices steadily climbed, until suddenly they started steadily falling. And vice versa. A steady climb in price followed by a steady drop. The graph of the North American Gold (Game-Time) Token was almost a saw wave. Blizzard social engineers didn't like that, and around the 23rd or 24th of April, they tried a new algorithm. They tried to curve those straight lines, and I think they are pretty happy with the result, the price graph looks more fluid now.

I certainly loved it. It coincided with the  launch of the WoW Token in Europe, and it made it the most predictable price graph on the planet. I'm sharing this with you now so you can benefit as I have done. the prices are so predictable that I predict Blizzard will be tinkering with the formula pretty soon now.

The "secret" is in the rate of change of prices. They are too predictable, too like a sine wave. The price rises at a steady rate until it's near its peak, then the rate of change drops.

Do you want to buy a $teel (RMT) WoW Token to sell for gold? You want to get the most gold for your money. Don't sell that token until the positive rate of change drops. That signals that the price is near its peak (there are no sharp random behaviours here). That is the time to sell, to maximise your gold.

Do you want to buy a gold (game time) WoW Token? Easy. Just follow the prices downward until the negative rate of change  drops. That signals that the price is near its trough (there are no sharp random behaviours here). That is the time to buy. Don't spend your Azerothean gold until then.

Blizzard social engineers are tinkering with the exchange rate, like the USSR of old. They don't trust the free market. They want to control it so that there are no unexpected jolts to the system. That's what makes it predictable. I've been able to use this in the few days since EU launch to predict the best time for me to buy my tokens, and I hope you have, too.

What about Blizzard? Are they happy with the result? I don't know. They may be happy that both sides of the equation get the best deal possible, at their expense. It isn't a big expense. Smart buyers of the $teel token get a lot of gold for their euro, dollar or pound. Smart buyers of the gold (game time) token, get their 30 days for the cheapest gold price possible. Both sides are happy. The piggy in the middle, who absorbs the difference in gold, is Blizzard - who can print gold coins for free. It's win-win-win (except for the inflation, of course. But these are the sort of economic sins that are paid for by the next government - or development team -  not this one).

Blizzard are experimenting. Blizzard will change this again. I don't think they meant to make their prices so predictable. Expect them to tinker with the algorithm again. Meantime, make use of this actionable information while it is still current. I have.

[Edit: I just noticed that WoWToken.info is now including rates of change in their graphs, which makes timing your purchases a snap. When the rate-of-change curve crosses the zero-point, you are at a price max or min. It won't recross that line for several hours. The rate-of-change curve is too predictable.]




Tuesday, 11 November 2014

Hetzer forever!

In World of Tanks, I passed a new milestone yesterday: 10,000 battles completed.


And appropriately, my favourite tank, the Hetzer, fought and won the 10,000th. Go me!



So what have I been doing for 10,000 battles? As you can see from my ratings, I'm a pretty average tanker. And I've mostly been using low tier tanks: there doesn't seem to be any advantage in advancing to higher tiers, as the tanks are much more expensive, and so is the ammo, and you can still be facing opponents two tiers above you. Well, up to tier 9, anyway, when only tier 10 is above you; and tier 10, where nobody is above you.

Tier 5 or 6 tanks seem to be a sweet spot for earning credits (for non-premium tanks). In fact VBAddict shows that the top 10 tanks are all in those two tiers, so there really isn't much incentive to go into higher tiers where net income is lower, or even negative.

It's taken me two years to understand what I should have been doing with my premium tanks. Every now and then, wargaming.net holds a World of Tanks event where the prize is a premium tank Premium tanks normally can only be got by spending real money to buy them. You buy an in-game currency called `gold` with real money, and then you can spend that gold on buying in-game items. Premiom tanks can only be bought with gold (not with the other in-game currency 'credits' that you can earn by playing the game), and so are often referred to as "gold tanks". I've won a fair few of them now. The latest such event was Togtober, and that would net you a British heavy TOG II* premium tank if you completed it. It was while I was trying to earn it, that a clan-mate happened to mention that there is no penalty for putting crew from similar tanks** in a premium tank. That's when it clicked.

Let me first explain that crew members are trained for a particular tank. For instance, if you look at my Hetzer commander in the picture above (Stabsfeldwebel Krammer), you'll see that he's trained to 105% in the Hetzer (the 5% boost comes from some extra equipment I've added to the base tank model: "Improved Ventilation"). If I were to take Krammer, and put him in another Tank Destroyer (my Marder, for instance), he wouldn't be as effective. He would suffer a 25% penalty due to being unfamiliar with that machine, so he would be effectively at 75% (+5% if I were to add improved ventilation to the Marder). Crucially this penalty is NOT suffered if I move him to a premium tank**

Once I realized this (two years is all it took), I knew at once that I should never give my premium tanks their own crew. I should always put crew from other tanks into them, because I can transfer them from their main tank to the premium and back again at no penalty: the premium tank becomes a training vehicle. I immediately kicked out all my premium crews, and put a bullet in the head of most of them. From now on, my TOG II* is dedicated to training my British heavy Black Prince crew.

Sadly, most of my other premium tanks were light tanks, and I'm not really a fan of light tanks, except at tiers 1 and 2. So the next thing I did was to review the tech-trees for every nation to look at what premium tanks were suitable for training purposes. And of course, I came across the Russian tier 5 heavy tank, the Churchill III***. This tank was ideal for training the crews of my Russian heavies. It's rock solid. Slow moving, but hard to penetrate, and with a decent gun. It can stand toe-to-toe with most tier 5s.

Then I took a look at American tanks, and bought a tier 5 heavy T14. I'm not so comfortable with this tank - my play-style doesn't suit it. It's more nimble than the Churchill, the gun is decent, but the armor is a little thin. Faced with a KV-1, it had better run! Now that I write this, it seems obvious that I should play it more like a medium tank. Anyway, the good news is that I now have three heavy premiums for the three nations that most of my heavies belong to.

The German tree faces a disadvantage, though. Firstly, it has no tier 5 heavy premium tank. In fact its first premium heavy is the tier 8 Loewe. That doesn't concern me too much, though, because I prefer the German TDs. But there is no German tier 5 premium TD, either! The first is the Tier 6 Dicker Max. Tier 5 premiums cost 1500 gold (the currency that is paid for with euros or dollars). Tier 6 premiums are more than double that, at 3200g. So I'm going to hold off buying it until it's on special offer.

Up until now, I've been spending gold only on garage slots and barracks bunks, since these (and gold tanks) are the only items you can't buy them with credits. All the so-called "gold" ammo (APCR and HEAT) that I have was actually bought with credits, not gold. But with the purchase of the Churchill 3 and  the T14, I have officially gone pay-to-win.


* I've no idea why the Tog II* has an asterisk in its name, either.

** No penalty, as long as the vehicles are the same kind. So Tank Destroyer crews can be moved to premium Tank Destroyers and suffer no penalty, but will suffer a penalty if moved to a premium Heavy Tank, for instance. And obviously, they have to be of the same nation.

*** Lend Lease

Thursday, 6 March 2014

Ransomware

The European Commission1 wants to stop games companies from misleading consumers about the true costs of games advertised as "free". Here's what Neven Mimica, the European Commissioner for Consumer Policy says

  • Games advertised as “free” should not mislead consumers about the true costs involved;
  • Games should not contain direct exhortations to children to buy items in a game or to persuade an adult to buy items for them;
  • Consumers should be adequately informed about the payment arrangements and purchases should not be debited through default settings without consumers’ explicit consent;
  • Traders should provide an email address so that consumers can contact them in case of queries or complaints.
    [source]

One might imagine that such aims are laudable. After all, we are all well aware of how so-called "free" games (especially those on mobile platforms) have mostly morphed into the most blatant adware, trying to sell you the means to actually enjoy playing the game (through in-app purchases) you thought was free to play.

The most pernicious of these games wait until you've invested your time in the game before telling you that to continue playing you must pay money. In other words, they hold your personal investment (for instance, your character if its an RPG) to ransom until you pay them money. I don't mind paying money for games, but I do mind when a game advertises itself as free, and then asks me for money, so I'm very happy with the EC

Azuriel, who describes himself as "as pro-consumer as you can possibly get" is annoyed, though, by Mimica trying to define what "free" means. Especially that it might only be applied to "games which are indeed free in their entirety, or in other words which contain no possibility of making in-app purchases, not even on an optional basis".

I'm pretty pleased with the EC's proposals. If games companies want to sell stuff to us or our kids, it's right that they be up-front about the costs, rather than trying to hide behind the word free. Azuriel's view seems to be "if I can play any part of it for free, I'm happy with it being described as 'free'" (feel free to correct me if that's wrong, Azuriel). So for instance, he thinks Dungeon Keeper is a great example of a free game. Take a look at Thomas Baekdal's comparison of the current EA ransomware version of dungeon keeper and it's 1997 original version before you make up your mind.

There's no reason why we shouldn't demand that games companies be more upfront about the costs of playing a game. For instance, here's how these games could be described:


This is Thomas Baekdal's suggestion for fixing the problem. What's wrong with that?

These changes are coming. The EU is fed up with ransomware and is going to do something about it. The UK is fed up with ransomware and is going to do something about it. The US is fed up with ransomware and is going to do something about it. Make sure you have your say on what you want done. Commissioner Mimica can be contacted through http://ec.europa.eu/commission_2010-2014/mimica/index_en.htm


1. The European Commission is basically the executive government of the European Union, and the Commissioners are the equivalent of ministers or departmental secretaries of state.

Thursday, 27 June 2013

Free2Play need not be Pay2Win

Tobold has been on a roller-coaster ride this last few days, from when he believed that "Pay2Win is not an issue", couldn't even admit to knowing what "Pay2Win" meant, and claimed not to know a single Pay2Win game, to his later hyperbolic claim that "Everything is Pay2Win".

This latter claim is based on the idea that Free2Play games must monetize by selling stuff in an item shop, and that in order to sell them, they must address somebody's idea of winning. So, for instance, if I am a hat collector in a particular game, then I am likely to buy hats that are sold in the item store, because otherwise I won't be able to make a complete collection. In other words, it appeals to my personal idea of winning in this particular game, and if it didn't, I wouldn't buy it.

I have two observations to make:

Firstly, people buy fluff items for the fun of it. We don't need to win to have fun. For instance, in WoW, Some people like to use Leyara's Locket, or Noggenfogger Elixir just for the fun of it. I dare say that even if these items were only available in a cash store, there would still be takers, just for the fun of it. Even people who weren't pet collectors bought the pandaren monk, just for the fun of it. This is an important point, as we will see later.

Secondly, I agree with the main thrust of Tobold's argument: in-game items sold in the cash store are usually bought to improve your odds of winning. That's why I've always argued against them. They are not fair, and they are not perceived to be fair. When people talk of "fluff" items, or "cosmetic" items, they often simply mean "Items that don't impact the competitive game that I'm playing, such as boss-killing". The Pandaren Monk and the Sparkly Pony did not impact on the raiders. But they did impact on mount and pet collectors. For them, these were not cosmetic items. When the Sword of a Thousand Truths goes on sale in the same real-money item shop, raiders can't really complain if they ignored the earlier complaints of the pet and mount collectors.

First they came for the pet-collectors,
And I didn't speak out, because I wasn't a pet-collector
...
Okay, that rather over-dramatizes the situation. But, it doesn't have to be that way, in Free2Play games. There are ways of monetizing these games other than just selling in-game items for real money.

Before I get to what these ways might be, first I want to talk about the nature of Pay2Win. Everybody here already knows that it doesn't mean that I pay some cash to a game company, and they display a "You win" screen. It really means "Pay for a competitive advantage". I think we're all agreed on that. If not, just read "Pay for a competitive advantage" anywhere that I wrote Pay2Win.

That raises the important point of competition. If everyone wins, nobody wins. If everybody must pay for the same competitive advantage, it confers no advantage. That's why I don't think anybody seriously includes subscription games in the list of pay2win games. Everybody playing the game must make that payment, so no  player is advantaged by it (and non-players aren't in the competition). Also, it must be obvious who is winning. There should be a clear way to calculate it. For instance in soccer, goals scored less goals conceded tells you who is winning a particular game; games won less games lost tells you who is winning a particular league, and so on. Leagues formalize this by awarding league points for a win, a draw or a loss. Similarly in Azeroth, it's pretty easy to tell who is winning the gear race. For instance, on my realm, I'm currently being beaten by 200 or so well-geared adventurers. Beauty is in the eye of the beholder, though, and it isn't so easy to agree on a transmogrification winner. That's also why portraiture is not an Olympic sport.

I'm writing this article to remind people that there are ways to monetize Free2Play games that are not Pay2Win. I'm not promoting particular ways of doing so. But as an aid to your creative juices, here are some examples. If you think any one of them is a bad example, I will readily agree with you. If you think any one of them is actually a Pay2Win item, I withdraw it. My point is simply to try to get people to think of ways of monetizing Free2Play games without making them seem unfair.

On to examples.
When I open my browser, it displays my home page, which is Google. How does Google monetise their product? By showing you adverts. Okay, I wouldn't be fond of this solution, as it might not be good for immersion, but it certainly isn't a Pay2Win solution.

In World of Tanks, I pay for garage slots and for barracks with real money, so I can keep more of my  tanks and crew. Otherwise when I want a new tank, I have to scrap an existing tank and crew. In Star Trek Online, I use real money to buy character slots. Rift now sells bag slots. You may say that this does confer a slight competitive advantage, but it is so slight that most people would not perceive it to be unfair. If you do, I withdraw it.

Fun items:
I can imagine selling armour dyes and transmogrification services for real money.
Hairstyles, tattoos, skin and hair dyes, body shaping (such as the items I mentioned earlier).
Dance Studio!

Content:
WoW already sells content, on top of its subscription. You couldn't get to outland before you bought the Burning Crusade expansion pack. Today, you can't get to Pandaria without paying for the content. LOTRO does this  too, and it's a great way to monetize the actual reason we play these games. In a Free2Play game, I would happily pay for access to zones (including dungeons and raids).

My examples may be poor, and I happily withdraw them all. But the point is to free your mind. Tell me what you would pay for that you don't think is Pay2Win. Think different.

Tuesday, 25 June 2013

Quote of the year!

Tobold is at his usual tricks, raising straw man arguments so he can demolish them. His latest strawman is one he's very fond of: 'stupid "all Free2Play is evil" ranting'. Of course, there's nobody saying that Free2Play is evil. But Free2Play is really a proxy term for what is dear to rich-but-time-poor Tobold's heart: Pay2Win. But when I commented that Pay2Win is the issue, not Free2Play, Tobold replied with this astonishing response:

"Pay2Win is not an issue"

I am dumbfounded! The sad thing is, he really believes it. The internet is chock full of discussion and complaints about Pay2Win games, but Tobold has his blinkers on, and doesn't think it's an issue at all. Instead, he tries to muddy the waters by pretending that nobody agrees on what it even means, exactly.

Anyway, Tobold did not choose to answer my substantive point which was that in a game of skill, if you can improve your chance of winning by opening your cheque-book rather than by improving your skill, it rather removes the point of the game.

Now you may make the point that not all games are games of skill, and I won't disagree with you. Some are games of exploration, some are games of collecting, and so on. But where a game is a game of skill, what's the point in paying to win it (or paying for a precursor to it)? It doesn't improve your skill in the slightest.

And I'm not against somebody writing cheques to pay for training (such as professional athletes do), because ultimately, the trainer is simply helping you to develop your skill to its full potential.