F2P Versus P2P: The Fun Factor

I’ve talked before about MMO business models, and I’ve not been shy about my opinion that free to play is probably the way of the future, as well as my personal preference.

My Sylvari elementalist in Guild Wars 2But one thing I haven’t really addressed — and that I haven’t seen many people address — is how these two models affect the actual gameplay. As much as their proponents would like to ignore it, both models will affect the design of a game. Developers are businesses, and they’ll try to get you to spend as much money on their game as you can — whether by encouraging micro-transactions or trying to get you to subscribe for as long as possible.

This post isn’t about which model will cost you less money. It’s about what’s more fun.

But first…

A few caveats to get to first. Firstly, while I may talk broadly about the business models, I’ll admit that I’m mainly talking about World of Warcraft and Guild Wars 2. Those are the games I’m most familiar with. It is possible — though unlikely, I think — that one or both of these games are outliers and not representative of other games with their business models.

My Night Elf monk at the Peak of Serenity in World of Warcraft: Mists of PandariaIf anyone has found their experiences with other free to play and pay to play games to be different, please comment so I can expand my understanding.

And of course, this is all just my personal opinion, etcetera, etcetera.

On with the show!

You don’t have to use the cash shop… but we’d like it if you did:

Part of what inspired this post is a minor uproar among certain Guild Wars 2 fans regarding the in-game Halloween event, Shadow of the Mad King.

My thief showing off her stylish pimp hat in Guild Wars 2To make a long story short, many of the rewards for this holiday take the form of cosmetic weapon skins, and these can only be obtained as a random drop from Black Lion Chests. The Chests drop freely in the game, but the keys to open them are largely only available from the real money gem store.

You can still get the skins with gold by either converting gold to gems and buying keys or buying the skins directly from those lucky enough to get them to drop, but this is pricy in a game where gold is still relatively hard to come by.

People are upset by this, but I can’t see they’re surprised. ArenaNet always said the cash shop would provide cosmetic rewards.

It does raise the issue of whether or not the gem store is something onerous, though. I’m not at all bothered by the issue with the holiday skins, but I’ll admit there are times I feel the pressure of the cash shop.

My thief blasting with her pistols in Guild Wars 2For me, it’s transmutation stones. I’ve been spoiled by WoW. In WoW, I can, at any time, customize my gear’s appearance by going to a transmogrifier and swapping out skins. It costs little and is convenient.

To do the same in Guild Wars, I need to either pay real money or grind map completion achievements and/or gold to get transmutation stones, each of which is good for only one skin change to one piece of gear.

I still have enough stones to maintain a decent level of style most of the time, but the unreliability is somewhat frustrating.

Then again, I don’t need these stones. I can still access 100% of the game’s content without spending a dime. If I occasionally do so without a perfect outfit, well, I’m usually too busy enjoying the epic combat to even notice.

A hidden cave in Guild Wars 2Guild Wars encourages you to use the cash shop, but I’ve yet to see any situation where you’re forced to spend money.

You wanna stay? You stay here forever!

One expects a free to play game to steer people toward the cash shop. The general perception of the business model is that these games will nickel-and-dime you to death with their micro-transactions.

But pay to play games free you from such miserly game design, right? For the price of constant payments, you’re free to play the game as you desire.

Maybe not.

Lorewalker Cho telling me the tale of Emperor Shaohao in World of Warcraft: Mists of PandariaMists of Pandaria has a controversial endgame. Whereas once valor and justice points were an excellent way to get geared, they’re now harder to get, purchase less valuable gear relatively speaking, and require reputation to even spend.

On top of that, reputation is now much harder to get than it has been in years — perhaps even in the history of the game. Tabards are gone, leaving daily quests essentially the only option to earn reputation, and those daily quests award less than half the reputation dailies traditionally have.

The end result is a fairly massive grind just to reach the point you would be at simply by hitting max level in a previous expansion.

Many people say this grind is optional, and they are in the sense everything in the game is, but even Greg “Ghostcrawler” Street himself has said he doesn’t want them to be “too optional.” Blizzard wants you to do these dailies, and they’ve done everything they can to goad you into them.

The Clutches of Shek'zeer in the Dread Wastes in World of Warcraft: Mists of PandariaBlizzard says they want more people in the world, but I find it impossible to see this as anything but an attempt to stretch out content so people will, theoretically, stay subscribed longer. Slower progression means longer subs and more money.

Naturally, many people aren’t too happy about this. I count myself one of them, though I’ll admit gearing up is not quite the nightmare I expected. I’ve been able to do Mogu’shan Vaults via the Raid Finder despite skipping many of the dailies because they’re horrible.

Still, it’s an annoyance, much like the transmutation stones in Guild Wars 2. The main difference is Guild Wars 2’s annoyances are cosmetic, whereas WoW’s annoyances have the potential to leave me out of content by hobbling my progression.

Not to mention the issue of falling behind the gear curve if you stop playing for a while — though to be fair, Blizzard does work fairly hard to make this less damaging than it could be.

A herd of macaroni dragonsAnd then there’s the fact that many WoW players pay for more than their subs. There are the sparkle ponies, disco lions, and macaroni dragons. There are the pets.

These are cosmetic, true, but then there are server and faction transfers. Those can have major impacts on your gameplay — my enjoyment of my Horde characters increased immensely after moving to Wyrmrest Accord. And these transfers are not cheap, especially layered on top of subscription fees.

Getting down to it:

What it comes down to is this: both free to play and pay to play affect gameplay negatively. In both cases, the need to wring more money from players will compromise fun sooner or later. In neither case is it game-breaking, but nor is it as painless as developers would like you to believe.

For me personally, though, I feel more like I’m being nickle-and-dimed when I’m playing a subscription game. GW2 only asks for my money, whereas WoW asks for both my time and my money. To Blizzard, they’re one and the same. “Time is money, friend.”

My warlock battling the Sha in the Jade ForestWhereas GW2 gives me a choice about how much to spend, WoW sets a minimum and only goes up from there. Whereas GW2 only penalizes convenience and appearance if I don’t play their way, WoW penalizes my character’s performance and ability to access content.

I’m not saying it’s enough to completely turn me off WoW or subscription games, but it certainly runs contrary to the public perception of MMO business models.

Into the Mists: Beyond the Wall

Looking out over the Townlong Steppes and the Dread Wastes in World of Warcraft: Mists of PandariaMy journey has ended, sooner than I expected. My warlock is now level 90, and I have completed all of the leveling zones included in Mists of Pandaria.

But before I fully throw myself into the endgame gear treadmill, I have one more (spoilerific) “Into the Mists” column to write.

The Townlong Steppes:

There are two main things that struck me about the Townlong Steppes.

My warlock leveling in the Townlong SteppesOne is that it’s a great example of an important but often overlooked aspect of good story-telling: anticipation. Think about it; even the most epic, exciting event won’t be interesting if it just comes out of nowhere. Building anticipation puts things in context and makes the climax all the sweeter when it comes.

Since very early in our journey in Pandaria, we’ve been hearing about the wild lands beyond the Serpent’s Spine, and the threat of the Mantid. We’ve learned there’s something terrible going on over there, though not exactly what.

All this anticipation made the venturing into Townlong Steppes feel like an epic experience even before I picked up my first quest, and thankfully, it didn’t disappoint from there. The zone provides a gripping, emotional journey, full of action as we battle both the Yaungol and the Mantid. Once again, we come face-to-face with the terrible consequences of our war.

A kypari tree in the Townlong SteppesAnother example of the power of anticipation is Townlong’s Sha of Hatred arc. The Sha is introduced very early on in the zone (and sooner if you do the Shado-pan Monastery dungeon), but it takes most of the zone’s storyline to finally track it down, and that again allows one to build anticipation for the final confrontation. It makes it feel a bit more epic than just fighting another quest boss.

The other thing that strikes me about Townlong is how far Mists of Pandaria’s story is from what it was advertised as — and that’s a good thing.

“Kung Fu Panda game for the eight year-olds” was the cry of every QQer prior to the expansion’s release, and while I doubted this myself, the previews seemed to fall mostly in line with this theory. The intro cinematic seems more like a Three Stooges skit than the opening to an epic Warcraft expansion, the announcement trailer basically boiled down to two minutes of “lolpandas,” and the previews were all bunny-men and alementals.

Thankfully, though, that’s not the game we got. MoP has its silly side, mostly in the early zones, but most of the time, it’s actually quite dark. I would go so far to as to say it’s darker than Cataclysm.

The Sha of Hatred in World of Warcraft: Mists of PandariaThis is best summed up by the tragic tale of the husband and wife team of Suna and Lin Silentstrike in the Townlong Steppes. Lin is captured by the Yaungol in battle, and a desperate Suna sends players to find her husband.

But by the time the player arrives, it’s too late. Lin has been tortured to death. Mad with grief, Suna runs into the wilderness, swearing to slaughter every Yaungol she finds. The player must aid the Shado-pan in tracking her down, eventually finding her in an area where the very land itself has become choked by hate. It becomes clear that Suna has been possessed by the Sha of Hatred, and players are forced to put her down.

Yup, pandas are for kids all right.

In terms of aesthetics, I wasn’t a huge fan of Townlong. It was neither ugly nor pretty enough to be truly memorable, though I’ve certainly seen worse zones. The music is largely excellent, though.

My warlock meeting with Taran Zhu and the other Shado-pan in the Townlong SteppesOverall, Townlong is probably my favourite zone of the expansion, though it’s in a dead heat with Kun-Lai.

The Dread Wastes:

The Dread Wastes are a good example of the balance that needs to be struck in video game design. The zone has a great story, and if this were a book, that would be enough, but World of Warcraft is a game, and that’s why this zone falls short.

As I said, the story is good. The Klaxxi are a very interest bunch, the lesser of two evils and our reluctant allies against a greater monster. I absolutely loved the idea of the Paragons. They’re a concept strong enough that an entire game — or book, or movie, or whatever — could be based on them.

My warlock battling the Mantid in the Dread WastesBut yet, even as the lore nut that I am, I wasn’t overly impressed by the Dread Wastes. Why?

The quests are boring.

It’s just that simple. The story behind the quests is good, but that story makes little impact on the content of the quests, and from a simple gameplay perspective, the quests just aren’t interesting.

Mostly, I just seemed to be killing animals to feed to the Paragons. Seriously, how many expansions need to go by before Blizzard realizes that killing a dozen turtles for their meat when only about half them drop it (because apparently the others are made of paper machè or something) simply isn’t fun?

My warlock flying across the Dread Wastes with the help of a Mantid ParagonGive me a vehicle quest. Give me some phasing. Give me something.

The Klaxxi dailies are no better. There’s an epic war going on between millions of Sha-corrupted Mantids and every other living thing on Pandaria, and you’ve got me killing turtles, picking up amber, and beating up Saurok? Really?

(As an aside, I’ve also found the Golden Lotus dailies extremely dull and uncreative. So much for the innovative new dailies we were promised — these are all major steps back from the Molten Front, and even from many Wrath dailies.

But anyway, back on topic.)

The Heart of Fear in the Dread WastesOn the plus side, the Dread Wastes is probably one of the best zones Blizzard’s ever produced from a visual perspective. It’s bleak, but it’s spectacularly bleak. Like in Icecrown, you feel like a badass just for having the courage to be there. All the Sha corruption is surreal and dreamy (if those dreams are nightmares), and the vaguely Gothic look of the Mantid architecture is just great.

On the other hand, the music is pretty weak, distractingly bolstered by reused tracks from Outland and Northrend. And not even particularly good tracks from those continents at that.

Blizzard did a lot of things very right in the Dread Wastes, and they also did a lot of things very wrong. In the end, it averages out to a zone that is neither great nor terrible, but merely mediocre.

A Sha-tainted kypari tree in the Dread Wastes* * *

How about you, dear reader? What did you make of Mists of Pandaria’s final leveling zones?