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Join Date: Dec 2007
# 1 Some thoughts, kudos, and concerns
10-26-2010, 12:51 PM
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As a lifetime subscriber, I have a vested interest in seeing this game improve in quality, quantity, and player base. I would hope that all but the most jaded cynics would concede that the game has, overall, improved in a number of ways. We have far more content now than at launch thanks to the Vibora Bay, Serpents Lair, and Demon flame expansion packs. The game systems have received some sorely needed TLC in the form of the melee and the pet passes. There have been countless tweaks and adjustments to nearly every aspect of the game. For a fairly small development house, I think the game as it stands today can be declared a worthy achievement.

Is the game perfect? No, of course not. I have never played a game where I have not said to myself, "this game would be perfect if they just did this or changed that." Champions Online is no exception. Personally, I am (bitterly) disappointed with the crafting system. In any game with a decent crafting system, I play to craft and my adventures are geared toward supporting my crafting habit. Also, I would also have preferred to have the mundane and magical elements better separated, preferably with dual-leveling paths emphasizing one or other, per the player's tastes. Give me robots and mutants and high-tech adventures any day! These things are my personal preferences and I recognize that but they in no way should be considered flaws in and of themselves.

That said, the move to a Free-to-play model leaves me with divided feelings.

On the one hand, a change that that brings in new players is welcome. It brings the potential to reinvigorate the game, from both the player's viewpoint (social aspect) and the company's viewpoint (financial aspect). It has been oft repeated that going f2p has been a resounding success for LOTRO. It lured me back to the game and I re-subscribed after a weekend of play only modestly hampered by the restrictions imposed upon Premium (returning) players. I hope Cryptic has the same success.

On the other hand, I am not so sure that this move, as currently planned, is destined for that success. As with the Champions Online 'Demo', I am concerned that the non-Gold accounts are being given an introduction to the game that will not be conducive to a long-term commitment. My concerns are with the strictures placed upon the non-Gold level accounts:

* From the 'Free to Play Features Matrix', it looks like one of this game's most heavily touted features, the ability to mix-and-match powers in nearly unlimited combinations, is almost completely eliminated for free players. I strongly encourage the developers to move to a system that retains the mix-and-match setup by giving at least one free power set from each framework and then allowing the free-to-play players to purchase/earn unlocks on the other sets.

* Power tinting is not purchasable. This would seem to be an obvious choice for a CO Store item as it is cosmetic but highly desirable.

* The initial number of character slots is too low. The default amount should be at least equal to half the number of archetypes, preferably something closer to two thirds. This would allow a first time player the leeway to create several characters without having to delete one before trying out another. Remember, you 'hook' the player when they find the character that works for them, whether it be thematic or pragmatic. If you make it difficult for them to find that combination, they'll look elsewhere for their next game.

* Limiting the number of costume slots is dangerous. This is similar to the previous point. For some players, the look of their character and how it enables them to get into the game can be all it takes to make a potential customer an actual customer. Additional character slots are purchasable but if the cost threshold is too high, this may cause resentment. Denying the player the ability to have even one out-of-character or alternate costume, without paying for it, isn't a good starting point for what the company should hope will be a long association.

* Minor quibble but considering the wide variety of trash drops in this game, I'm hoping that a reduction in bag slots is accompanied by some sort of 'loot review'. Otherwise, this seems rather exploitive in nature. Give the player the ability to 'research' in the field, at least for reducing drops to components, and I think this might be doable. Just don't put the Research-in-the-Field ability in the C-Store.

These are the issues that I think are most directly problematic for the success of free-to-play Champions Online.

Just my $0.02.

Michael
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