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Wednesday, 25 January 2012

You are not the player, you are the content

Posted on 22:00 by Unknown
Below you can find my results within the World of Tanks game using an ISU-152 tank destroyer with and without the BL-10 cannon (with BL = all - without):
The difference is stunning. By upgrading the cannon my damage and kills doubled, my win chance increased from way below average to slightly above average and my XP/battle (XP needed for further upgrades) also increased significantly.

No doubt that this game is extremely gear dependent. OK, who cares, you get the BL-10 and enjoy! Except in the game experience is locked to the tank. You can only research the BL-10 by playing the tank without it. The BL-10 costs 55000 XP and it's heavy so you must first research a new suspension to be able to install it. That's another 15000XP. To collect 70K XP with my XP/battle you need to play 150 matches.

Or, you can just pay some real money and convert the experience of other tanks (which are already researched or even item-shop bought). From the fact that I had only 42K XP when I stopped using the old cannon, you can guess that I paid. On the top of the "subscription" that already increased my XP gain by 50% without it I'd have to play 225 battles with the old cannon.

OK, you might think that this system is the trick of the developers to force you into paying. However they could do it much more easily: the first 4 tiers of tanks are free to play, but you must pay to advance. Just like you can freely play the first 20 levels of WoW and must pay to continue.

However this system is not a demo mode, like the first 20 levels of WoW. Not only it allows evasion (after all, you could play 225 battles), but also frustrating which isn't the best way to get new customers. Imagine that on the trial account you could only play battlegrounds, naked. I doubt WoW would get many new players. Also a player who can't pay just ignores the game, while the one who hated it will make bad word of mouth. So why do microtransaction games allow freeloaders to linger and use server resources while frustrate them at the same time, alienating them from the game?

Because they are not players. They are the content. Their purpose in the game is to suck, therefore provide amusement to the real players: the ones who pay. The real players are having fun both killing them and being ahead of them on the meters. It's much more clever than PvE nerfs: everyone knew that WotLK "heroics" were faceroll, so the players said "meh I had to grind another 3 HCs for points" instead of "Yay I defeated those huge monsters!". Even those players said and believed that who were boosted and couldn't do even the WotLK "heroics" with 4 like-skilled fellows. On the other hand the player of World of Tanks who kills an ISU-152 without BL-10 with his Type59 tank could not know that his target couldn't fight back, he was tricked into believing that he is awesome, since other ISUs (ones ran by paying players) could kill him.

This is the reason why Free to Play increase the income of the companies. Most players are socials who just want to feel awesome. They can't pass challenges, they want easy wins, but in the same time they don't want grinds that are observed easy by peers. Free to play allows creating "NPCs" that look and act like players, but they are still just NPCs whose strength was designed to be easily defeatable by most players.
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