May 19, 2013

How to Improve SWTOR

The SWTOR Community Manager says that Bioware is listening to us, searching the vastness that is the internet for “thoughts, comments, questions, and general feedback.”  So, without further ado, here are mine:

F2P:  Is a good thing.  I like the fact that I can log into the game without having to pay a monthly subscription in order to do so.  I can check on my character, craft a few items, check the GTN, or even work on my storyline quest.  If new content comes out, I can decide if it is worth paying for it.  F2P will allow me to stay connected to the game and not have to read about future updates and enhancements in the patch notes or in an editorial at Massively.

I imagine that the move to F2P will bring in a slew of new players who haven’t tried SWTOR yet, which will hopefully decide to stick around for a couple of months.  But, Bioware will soon run into the same problem with these new players that they did with their player base over the past six months:  they will play a character up to Level 50, see that the endgame is either RAIDing (saying FLASHPOINTing seems a little wrong) or PvP.  Many will thank Bioware for a nice six weeks, collect their parting gifts, and then move on to another game.

Let Us Earn Cartel Coins: If players can earn Cartel Coins through in game accomplishments, many players will take the opportunity to do so.  It could even be something as simple as earning 5 coins for killing 100 droids or finding all of the datacrons on a certain planet.  Many MMOs drive gameplay by putting a carrot at the end of a stick.  Earning cartel coins is another carrot that Bioware can use to keep some players around for a little while longer.

Implement a New Type of Instance: As someone who would place themselves at the upper end of the casual scale, I am a big fan of the Skirmish system in LOTRO.  These skirmishes are small instances of a battle that I can play solo or with a group of three, six, or twelve other players.  For completing the battle, I earn marks, seals, and other rewards that become the “currency” for skirmishes that I can then trade in for many different in game items that range from cosmetic to XP boosts.

If there is a particular item that I am looking for, I enter a skirmish and I’m off playing within a few seconds.  Of course, these skirmishes also allow me to earn new titles and Turbine Points to spend in the official store.  For people at level 50, it would give them something else to do and give them a chance to earn unique rewards.  For new players, it would give them another method of leveling up their character.

Customize Everything: Give players the ability to change the color of their gear.  Almost every MMO has the ability to create, buy, sell, and trade dye kits in order to customize their armor.  For many players this is practically a necessity if you are looking to give your character a unique look.

Cosmetic options should also be available for the ships.  Since these ships are player “housing” we need to be able to customize them.  Give us paintings, plants, more storage devices, droids, hologrammy thingies, a doorbell….anything.  The more customizable a world is, the longer players will spend (in both time and money) acquiring the items they need in order to get everything the way they want it.

Dual Spec Characters:  The SWTOR classes for me have always been a tad disappointing.  Even with the advanced classes, you typically are locked into playing one of the traditional MMO roles of tank, healer, or DPS.  I understand that SWTOR wants to have a balanced class system and that they wanted the story to drive this game, but most players have a few level 50 players by now and would love to be able to customize their game play experience by having a “hybrid” dual spec system.

In other MMOs, I have literally made a “Pro-Con” list of each character class before deciding on one to play.  With SWTOR, I had two that I really wanted to play.  After that I was thinking, “Well, I haven’t rolled a DPS with a gun yet, so let me try that.”  By adding dual spec, players will have to make serious, Google searching, decisions about how to spec their character.  Combat logs will be analyzed.  Spreadsheets will be created.  Flame wars will be started on the forums about which spec and which class is superior in both PVE, PVP, and making cookies.

Take Space Off of the Rails: I try as hard as I can to not compare SWTOR to SWG.  But, when SWG implemented space combat, it was a ton of fun.  Yes, there was a faction grind, but you didn’t have rails guiding you to the end of every mission.  You were free to roam, explore, and meet your mission objectives the way you wanted them to.  Maybe space without rails could be the new “skirmish system” that I mentioned earlier?

With space off of the rails, you could also incorporate a PvP component into it.  PvP was one of the things that SWTOR did a great job with out of the gate.  If they were to add a PvP element to space, people would come running back to the game in droves.

Add Player Bounties: What if you had to play SWTOR constantly looking over your shoulder?  What if you were afraid to go AFK without entering into a safe house out of fear for a Bounty Hunter appearing out of nowhere and trying to take you down?  Adding player bounties would be an incredible amount of fun.  By now, many players have accumulated a significant pile of credits and would be more than willing to part with a few to see their nemesis dead (at least for a few minutes anyway).

These are a few suggestions that I have for Bioware on a caffeine deprived Friday afternoon.  I still believe in this game, and with the right direction, SWTOR can become an incredibly fun and immerse experience.

SWTOR Tip of the Day: How to Get the Most Out of Your SWTOR 7 Day Trial

If you are playing the SWTOR 7 Day Free Trial, here are the things that you should make sure that you do in order to get the most out of your time in game.  If you participate in these activities, you will get a good feel for the game, how things work, and what you will be spending most of your time doing if you decide to purchase the game and subscribe.

Pick Your Favorite Class

Love lightsabers and the force?  Pick a Jedi.  Love to blow stuff up with a blaster?  Pick a trooper or bounty hunter.  Want to sneak and talk your way out of trouble?  Play a smuggler or imperial agent.  So much of SWTOR keeping your interest revolves around your class story, so it is very important that you pick a story that is going to keep you engaged and wanting to see how the whole thing ends.

I’ve dabbled in most of the stories and the Jedi Knight and Sith warrior are the stories that I’ve enjoyed the most.  A lot of people say that the Imperial Agent story is quite good as well….it has a very “James Bond” feel to it.

Play Around With Crafting

You should definitely try your hand at crafting, but don’t spend too much time with it.  You will be playing a short time, and trust me….you will want to be out killin’ stuff rather than makin’ stuff.  But, SWTOR does have a few unique crafting elements.  You should make a few items, to familiarize yourself with the system to see if you like it.

Come For the Story: Stay for the PVP

Once you hit level 10, you can PvP with your character.  This is something that YOU MUST TRY.  Yes, the current system has its flaws, but PvP in SWOTR is a ton of fun.  I’ve never been a big PvP player in any of the MMOs that I’ve played, but I am having a blast in SWTOR PvP (even though Huttball is beginning to wear on me a bit).

Play With a Friend

Try to spend your trial time with a friend.  It always helps to quest with someone in order to pass the time.  Plus, you will level a lot faster.  You only have 168 hours to play, so you might as well experience as much content as you can.  Playing in a group is the only way to blaze through the quests and level up as fast as humanly possible.

Participate in an Flashpoint

You should certainly participate in some group content during your trial.  Flashpoints and operations are the “raids” in SWTOR which are designed for a group and reward you with better than average loot.  If you decide to subscribe to SWTOR and play a character to level 50, the current end game consists of completing these high level instanced dungeons.  You should certainly try one out to see if you like Bioware’s spin on difficult group quests.

 

Hope Trailer Fan Film

A bunch of highly talented French SWTOR fans recreated the “Hope” trailer in live action.  They did an outstanding job!  Take a look here.

SWTOR Companion Gift List

Here is a list of all Republic Companions and their gifts/affection rating:

 

Here is a list of all Sith Companions and their gifts/affection rating:

5 Things SWTOR Got Wrong

Following up on this post, I decided that I would take a look at the top five things that SWTOR got wrong (at least so far).  Don’t get me wrong, I’m still having a blast a month after launch, but this game has some issues.  Read on for more:

The Classes

Each faction only has four classes.  Four.  And, two of them are Jedi class.  I realize that Bioware was making some assumptions that Jedis, bounty hunters, and smugglers were going to be popular classes, but only four classes at launch?  I was disappointed in the lack of variety of class choice.  As a suggestion, perhaps Bioware could have offered a merchant class?  What about a hybrid class of soldier and being “force sensitive” where you could use blasters and have kinetic powers like sentinels in Mass Effect?

Also, I was very disappointed that there are no racial bonuses in the game.  Yes, each race has a different social ability, but I would have liked to seen something that increases your stats or gives a special ability such as quicker running.

No Sandbox

SWTOR is screaming to be a sandbox game.  Yes you are free to maneuver about and explore the entire universe at your leisure.  But with the rich artwork and planetary environments, I am disappointed that I must progress in my quest line in a linear fashion.  This is the Star Wars Galaxies yearning crying out here, but SWTOR would be such a better game if you were given a choice of which planet and how you would like to progress your quest line instead of being locked to a planet for 5-10 levels or so.

I am hopeful that a bit of the sandbox element can be introduced into this game with future planets.  Also, Bioware hasn’t introduced player housing or shops yet.  It will be interesting to see how they address these items.

Rinse and Repeat

Outside of the story quest line, the planetary quests are predictable and copies of each other:  go to this area, do the bonus mission, kill the main bad guy, turn in quest.  At least I don’t have to put on my Fed Ex hat and run delivery missions across and entire planet though.

If the game didn’t have the class story lines and most of the quests were constructed like the “normal” ones, I would lose interest in this game very quickly.  Yes, even with lightsabers.

Crafting Balance

You know you have an imbalance in crafting when a majority of the player base believes that there are only two currently useful crafting professions.  Bioware appears to be aware of this issue and has (and still plans to) make changes to the crafting professions in order to balance out their usefulness and make all professions appealing to all players.

However, this issue should have been addressed in beta.  I realize that most beta testers were focused on quests and combat and only dabbled in the crafting to see how it worked (/raises hand).  Bioware should have seen that smart players would overwhelmingly flock to anything that would give them the greatest advantage and instantly declare anything less undesirable.

I have also heard that endgame crafting is practically non-existent: that you can obtain much better endgame gear from missions and quests.  Since I haven’t hit 50 yet, I can’t confirm this but if this is true would already cripple a questionable crafting system.

Too Traditional

I was disappointed that Bioware decided create a game with the traditional MMO elements instead of taking a chance on something new and different.  At its base, SWTOR is a game where you complete quests, kill stuff and level up.  Yes the story is excellent and does offer a new element in the MMO genre that shows that story is important in a MMO and can engage its audience instead of having them mind numbingly “kill 10 rats” over and over again.

However, this was a chance to break the traditional MMO way of doing things.  SWTOR has the typical tank, DPS, healer classes.  It has a linear class progression that follows a linear quest progression.  It has junk loot, and buffs, and dungeons, and….you get the picture.  SWTOR isn’t a WoW clone, but it didn’t do enough to distinct itself from WoW, LOTRO, Everquest, or any other large MMO created over the past 10 years.

I was expecting more than an online KOTOR.  I was expecting a game that would change the MMO landscape as we knew it.

Conclusion

As I’ve said before, SWOTR is a fun game and I am enjoying my time.  I have subscribed for the next three months, but unless things change, I am going to have to seriously evaluate if my time and money are worth giving to this game.

I am hopeful that Bioware is going to address their shortcomings and do all that they can to right this ship.  The future success of the game depends on how they develop and mature this product now that such a large percentage of the player base is at or quickly approaching end game.

Still Tweaking the Modification System

MMORPG.com has a small article on the modification system in SWTOR.  At this stage of the game, very little is known about this system, how it will work, and how dynamic it will be.  The article concludes that Bioware has not made a decision on how this system is implemented and may change the current modification system in beta before launch:

“The reason for the inconsistency in BioWare’s comments on the Item Modification system has to do with the fact that the system is actually in flux at the moment, which is apparently why we don’t have concrete details on it just yet….  This means it is likely that Daniel Erickson was referring to the item modification as it is currently implemented in Game Testing, not necessarily the final version of the system.”

I am hopeful that the modification system is one of the areas that Bioware is intently listening to feedback from the beta testers on.  It would be nice to see a system implemented in the game that was the direct result of the wishes of the player base.

The Most Popular Posts of September

Here are the five most popular posts for the month of September:

September was our best month ever!  Well, we’ve only been around for two months, but at least the traffic to the site didn’t go down!  Thanks to all (three) of our readers for helping to make our little blog a success.

Will F2P Affect SWTOR

This post got me thinking.  Will SWTOR have to go Free 2 Play at some point?  As we all know, the MMO marketplace is packed with some very solid and fun games that either have gone F2P or are going to have it as an option very soon.  Off the top of my head, I can think of Champions Online, Star Trek Online, DC Universe, Lord of the Rings Online, and Fallen Earth.

Why would SWTOR even consider going F2P?  Because the word “free” attracts customers.  For example, F2P is the only reason that I started playing Lord of the Rings Online.  I was looking for a new game to play, and at the time, there weren’t any PC games that interested me.  But along came LOTRO and its promise of the ability to play the entire game without (potentially) paying for anything.  I could choose to spend as little or as much as I wanted without being worried about having to recommit for another month.

Low and behold, once I started playing, I was hooked and ended up spending $75 over the course of a year on Turbine points. Turbine got a new customer that they never would have gotten before going F2P, and I got a great deal on a fun MMO.  F2P ended up being a win for both sides.  I didn’t have to purchase the initial game (retail value $50) and I didn’t have to pay the monthly subscription fee (an average of $12.50 a month x 12 months =  $150) so I see myself as coming out way ahead on cost savings.

With 3 months until launch, BioWare does not seem concerned with the F2P model.  As Greg Zeschuk states here, “The trend for free-to-play doesn’t supplant great top quality premium games that support a subscription.”  Clearly Bioware sees their game as one of these “quality premium games” and rightly they should.  SWTOR is one of the most anticipated games of the year, and if successful, could end up being one of the most popular games of all time.

But, what would happen if SWTOR begins to lose subscribers?  What if the player base decides after a year or two that the game isn’t as fun as it once was, or they can find a better use for their $15 a month?  Granted, the die-hards/fanboys probably won’t ever quit, but the casual MMO player may decide, “hey, I can play one of these other F2P titles for much less money.  Each one allows me to level up and kill stuff.  I just won’t be able to do it with a lightsaber.”

How many subscribers would Bioware need to lose before they feel the pain and see a F2P/cash shop model as a viable business model?  1 million?  2 million?  More?  Only Bioware knows.  Bioware has stated that they have an “aggressive post launch plan,” but how many months do they have planned out?  I would hope that they plan a good three to six months ahead since they need time to take things from the “wall of crazy” to development, to test, and finally into production.

Fortunately, I am at a point in life where I don’t have to think twice about spending $15 a month for entertainment.  But, for many others, they may think twice about spending up to $180 a year on a video game and choose a cheaper option that is just as fun to play.  The bottom line is:  will SWTOR create that kind of entertainment value where you can repeatedly say each month, “Yes.  It is worth it.  I’m having a great time.”

3 Million Reasons to Invest in Electronic Arts

Electronic Arts is on the verge of releasing potentially one of the best selling games of the year and possibly the decade.  While there is no official release date set, Electronic Arts through its BioWare division has stated during their Q1 2012 Conference Call that they are targeting the 2011 holiday season to release its upcoming massively multiplayer online role playing game (MMORPG) Star Wars: The Old Republic.

Like Activision’s World of Warcraft, this MMORPG will require the initial purchase of the game as well as a recurring monthly fee to continue playing.  If the game is popular and can keep a healthy subscription base, this can translate into significant revenue generation for Electronic Arts which in turn can reward EA shareholders.

The MMORPG space is a crowded one with numerous companies both small and large competing to put out a quality product that enough people are willing to keep paying for month after month.  The risk at investing at this stage of the game (pun intended) is that no one knows if the game will thrive or flop.  Every investor knows that nothing is guaranteed, but there are some pretty compelling arguments that SWTOR can reach blockbuster status and keep a loyal customer player base paying playing for years:

Record Breaking Pre Order Sales

EA began taking pre-orders for SWTOR on July 21.  As of September 17th, the total number of copies that have been pre-ordered stand at 463,121.  In the first 5 days since pre-ordering was announced, SWTOR broke EA’s previous record set by Battlefront 3 for the most number of pre-orders.

Different versions of the game were available for pre-order:  a standard edition ( $60.00), a digital deluxe edition ($80.00), and a collector’s edition ($150.00) .  Doing some quick math, (463,121 * $60) we see that EA will earn at least $27,787,260 in revenue from SWTOR pre-order sales.  That number assumes that only the $60 standard edition was sold.

According to the SWTOR pre-order page, the collector’s edition has been sold out and we don’t know how many deluxe editions of the game have been sold.  Assuming a formula of 70% standard edition, 20% deluxe edition, and 10% collector’s edition, this figure increases to $33,807,833.

An Estimated 3 Million Units Will Sell

As a result of these strong pre-order figures, analyst group Cowen and Company estimated that SWTOR will sell 3 million copies its first year, and retain 2 million subscribers during this same period.  These figures are up from their original estimate of 1.5 million copies sold the first year and a retention of 1 million subscribers.

Applying the same 70, 20, 10 formula to 3 million we get a yearly revenue figure of $219,000,000.  Along with that, 2 million subscribers at an average rate of $12.50 a month will bring in $25,000,000 each month. 

Recurring Subscriptions is the Key

When Star Wars the Old Republic launches, it will bring a significant amount of revenue to Electronic Arts.  As pre-order sales indicate, the game has already piqued the interest of gamers and has the potential to keep them as paying customers month after month.  BioWare is counting on their deep storytelling to make their game highly immersive and may contend with World of Warcraft for the world’s most popular MMO video game. 

The key for EA is to maintain subscribers in the subsequent months after release.  Activision/Blizzard has mastered the ability to keep dangling the carrot in front of their customers to keep them coming back month after month.  EA is very aware of this.  EA CFO Eric Brown has stated that EA has followed the World of Warcraft lifecycle very carefully and has paid close attention to what has worked and what hasn’t in terms of keeping the game fresh and interesting for their players.

Conclusion

Preorder sales as well as analyst predictions indicate that SWTOR will be a successful game for Electronic Arts, at least in the first year after it is released.  During this first year, if EA reports a significant revenue increase, that could translate into a significant gain in their stock’s share price.  Granted, there are no guarantees, but at this point, it appears that the reward outweighs the risk.

Disclosure:  Author owns no shares of any companies mentioned in this article. 

 

 

Crew Skills Update

BioWare has updated the Crew Skills Page on the official site.  We now have the complete list of all crew skills.  Here is the breakdown:

Gathering

  • Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts
  • Bioanalysis – the practice of collecting genetic material from creatures and plants
  • Scavenging – the art of recovering useful materials and parts from old or damaged technology
  • Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics

Crafting

  • Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor
  • Armstech – the skill of constructing blasters, blaster rifles and upgrades
  • Artifice – the delicate work of constructing Jedi and Sith artifacts
  • Biochem –the engineering of performance-enhancing chemical serums and biological implants
  • Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors
  • Synthweaving – the art of creating lighter outfits and armors that are imbued with supernatural qualities

Mission Skills

  • Diplomacy – the art of conducting and managing negotiations
  • Investigation – the skill of examining evidence and following clues to discover valuable secrets
  • Treasure Hunting – the ability to track down and recover valuable items by investigating a series of clues
  • Underworld Trading – expertise in the trading of illegal goods and services

Which skills pique your interest?