Star Wars: The Old Republic going free-to-play, introducing Cartel Coins
As expected, Star Wars: The Old Republic will be going free-to-play later this year... And as expected, there are tons of caveats.
As expected, Star Wars: The Old Republic will be going free-to-play later this year...
And as expected, there are tons of caveats. The F2P option will grant access to the first 50 levels of play in BioWare's MMO, with restrictions on access to new content and "advanced player features."
"Players want flexibility and choice. The subscription-only model presented a major barrier for a lot of people who wanted to become part of The Old Republic universe," BioWare Austin's Matthew Bromberg said in a press release. The game's lackluster performance has already led to downsizing at The Old Republic team.
Of course, while the game may be "free-to-play" later this year, it won't actually be free. A copy of the game must still be purchased. It will drop to $14.99 in August, which includes one month access to a paid subscription.
Paid subscribers will get access to new higher-level game content beyond the current level 50 cap, including new space combat missions. In addition, subscribers will also get ongoing monthly grants of "Cartel Coins," a new virtual currency that unlocks in-game items, such as customizable gear and "convenience features." Presumably, these Cartel Coins can also be purchased by free players.
Additional rewards will be distributed to current and former players. Current subscribers will quality for "special benefits," and receive additional Cartel Coins and in-game items. Lapsed players that reactive will also receive special benefits. For example, according to the official site, subscribers will get 150 Cartel Coins for every month paid for since launch.
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Andrew Yoon posted a new article, Star Wars: The Old Republic going free-to-play, introducing Cartel Coins.
As expected, Star Wars: The Old Republic will be going free-to-play later this year... And as expected, there are tons of caveats.-
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That is certainly an opinion, and you're welcome to it. I take umbrage at comments like "hahaha fuck you Bioware you pieces of shit". There are real people who worked very hard creating this content, everyone from support staff to managers. Some of those people lost their jobs due to they way this project turned out, and even then I wouldn't expect a single one of them to post such crude vitriol. Regardless of what you think about EA, or Bioware or SW:TOR or ME3 I do believe it's important to discuss them with a modicum of respect, if for nothing else but to raise the quality of discourse.
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Didn't handle it well, or the market changed before they could get it to market? The latter is the rhetoric I hear more often being discussed, which doesn't necessarily mean poor management. It's forcing them to be more agile a lot quicker than anticipated, which some could argue is an indication of good management.
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There was, it was called Knights of the Old Republic. And in all fairness, Bioware would have fared much better just making KotOR 3. The cost to make a fully voiced MMO must have been gigantic.
Absolutely zero reason for me to buy TOR at this point then, might as well wait till August, buy it for a tenner, use the months sub then just keep going on a F2P basis.
Either that or go back to EVE.
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To each his own, but I thought Mines of Moria was the last good expansion. Mirkwood was lackluster and my friends convinced me to try Rise of Isengard, which I immediately regretted. It took them a while to put content at 75 into that expansion. Now I hear Riders of Rohan will be going through the same ordeal.
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So in other words the usual progression of:
1. Make a game with subscription fee
2. Game flops, go F2P
3. Make 500% more money after going F2P (impressive statistic until you realize that 500% of not much is still not much)
4. Begin to realize that the handful of crazy spenders are not sustainable long term
5. Start to design game such that spending money is necessary to play effectively
6. Wonder why everyone's pissed off at you
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i love how they spin things in this article
http://www.marketwatch.com/story/ea-expands-award-winning-mmo-star-warstm-the-old-republictm-with-free-to-play-option-this-fall-2012-07-31
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Full list of free/pay feature comparisons: http://www.swtor.com/FREE/features
No raids, limited dungeons, possibly no mounts (which would make Tatooine interesting). -
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The details for the upfront price seem to be a bit misleading or unclear from what I've read elsewhere. Regardless, after reading the differences between subscribers and free players, it's clear that they are going to be basically punishing you if you choose the free route. Class/race restrictions, limits on nearly every meaningful aspect of gameplay. Yeah, way to make poorly handled game worse.
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You mean other than the First Decade pack?
http://en.wikipedia.org/wiki/Command_%26_Conquer:_The_First_Decade
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This is pretty horrendous http://www.swtor.com/FREE/features
Bioware clearly doesn't understand MMOs at all. Making it super shitty to play without a sub won't encourage people to play for free. They just wont' play at all.
Put paywalls on Content. The first few are free of-course. Don't tell me I can't PvP 150 times this week.
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oh it looks like before completely F2P its getting discounted to $15 - might as well just wait
http://www.swtor.com/info/news/press-release/20120731
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Haha, this post from a previous article is even sadder now:
http://www.shacknews.com/article/74729/shack-psa-the-old-republic-free-trial-now-has-no?id=28513795#item_28513795 -
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Fucking idiots that's what they get. All they had to do was fix a few issues and the game would have been better. No LFG out of the box and a broken fucking planet out of the box. Then they released test servers and instead of giving you a max toon they wanted you to level up to TEST CONTENT. No ability to just turn off a planet which was also fucking stupid not to add that in.
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when larger number of gamers are willing to pay more either up front (think $250 for a new game) or a monthly fee
I remember discussions of Game Biz Models a while back where the bottom line was:
- you will pay more upfront for games
or
- you will pay for smaller amounts of content up front & DLC
or
- you will pay a subsciption
At that time microtransactions were not really a consideration, but it is basically the another form of DLC.
If you don't want that second option, be willing to pay more in one of those two other options & convince others to do the same.-
OK, not that it's an apples <--> apples comparison, but major Hollywood movies cost multiple times what some of the biggest and most expensive games cost and they're able to recoup their budget and make a profit off of a $7.50-$10.50 ticket price.
Lots of variables there (paying once, per person, to see the movie once, etc.) but I think to some extent the game industry needs:
- To get more people interested in video games (it's really popular now but not movie popular)
- To find ways to make games cheaper to make (which is probably already in progress)
- To make fewer expensive games
If we were limited to a handful of games every year on the order of Call of Duty then more efforts could be put towards smaller, cheaper games.
I kinda think at some point game technology will plateau and we can worry about making the games instead of making the technology. Spielberg doesn't have to go invent a new camera every time he makes a movie, why should id have to write a new engine every time they make a game? At some point the technology is good enough and you just make the thing.-
- To get more people interested in video games (it's really popular now but not movie popular)
more people prefer passive entertainment then active ... more people watch football then play football. It's important for more people to get into video games, but at the same time expecting "movie popular" levels is probably a pipe dream. Additionally, and just mentioning it here ... movies have multiple streams of revenue from a movie. Purchasing popcorn at a movie theater (or anything else) in some way filters back to "producers" as does rentals, and ad revenue from TV ... not to mention DVDs. To think that it's just at a $7.50 per customer is off, as you were saying.
- To find ways to make games cheaper to make (which is probably already in progress)
sure, and I mentioned two ways:
- DLC (F2P veriety or other)
- subscriptions
In addition you have:
- advertising
- sponsorships
- hard goods (physical products that fans would be interested in)
- Collectors editions (I include this because it lowers the entry price for many by getting more from super fans)
Even Kickstarter comes into play, or Guild Wars 2 pre-purchase. The feedback loop & cheaper money (compaired to credit or selling equity) actually can reduce the overall price to consumers and provide limits to how much producers will spend to make a game.
You were probably thinking on the "how much it costs" ... Look at how many games are out there today. It is much cheaper to make from a technical perspective, but the big costs for big games are still there & that is human creativity and talent. What good artists & storytellers can do is not easily replicated. If you want more on that, start reading stuff by Seth Godin, he really hammers over and over on the fact that creating art is hard and cannot be automated. Where the technical side of Games can be made cheaper to produce, you cannot replace an artist. (specifically see the book Linchpin: http://aly.me/linchpin )
- To make fewer expensive games
why?
I already went into how this is already happening and the technical quality of the games are always improving do to technological issues ... but there is that other side and the question of "why make fewer expensive games?"
I think your thought of expanding th video game market base is good.
At the same time, fewer "expensive" games seems unnessecary for this goal. More games, more options and due to more compeition the purchase price for consumers will go down.
Part of the reason F2P is so hot right now is because there is so much of it. It's basic ecomomics, supply & demand.
If you want cheaper to comsumers you really should want more games .... ack, my wife is calling me. I'll leave this umax signal & try to come back later. -
It's not really the technology that is causing the problems anymore, it's production pipeline. Every studio I've worked for has had some kind of redundant overhead, some worse than others.
Hell, this generation, half the industry was using Unreal 3 and it still takes 2-4 years to make a game. It's not about the technology at that point, it's a lot of factors.
Here's just a couple:
Vision - game design doc aside, most games are "felt" out and that takes time.
Tools - I work on the art side, the tools are terrible behind the times for what we do. So tools programers, if we're lucky enough to even get one, takes time to develop the tools just to make the game.
By the time the game is done the developers finally have figured out what makes the game fun, what they want from the game, and hopefully how to make it( tools and pipeline to boot) which is part of the reason why a sequel nearly always happens (I know there are more reasons to that, but that's one of the factors... companies invest so much time into setting up a production, they need a sequel to recoup the losses on the first one.)
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I'd like to correct the article. you don't need to buy the game once its goes F2P according to the official FAQ
http://www.swtor.com/support/helpcenter/6471
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