Answering some of your DDO free-to-play questions.
Few massively multiplayer online games have been as scrutinized as
Dungeons and Dragons Online.
Based off a legendary intellectual property, many gamers were surprised
when features of the game were different than normal MMOs and included
highly instanced areas, small servers, and a number of additional
quirks that simply weren’t the norm. Fast forward three
years, and DDO has come light years from its beginnings. In a recent
announcement, the developers at Turbine revealed that DDO would be
going free to play, and Ten Ton Hammer quickly got on the phone with
the developers –
Adam
Mersky, Fernando Paiz and Kate Paiz - to get the details.
Ten Ton Hammer: Why go
free to play? What drove you to make this decision? Why do it now? Why
not three months earlier or later?
Adam Mersky:
We were just as E3, and there were all these free to play games on the
show floor this year. We’ve been in Asia for awhile now with
our product, and we’ve seen the power of this model. As
leaders in this space, we needed to do something with the free to play
model.
After examining things, we realized that DDO was actually a pretty good
fit for it. If you look, you can go back and examine how the original
D&D IP was marketed: As you went through your adventures and
wanted more options with your group, you just hopped down to the hobby
store and picked up another book, better dice, or better miniatures.
The joke is that Wizards of the Coast and TSR actually pioneered
micro-transactions. They always made you want to go back and buy more.
That right there fit in with the game, but the way DDO is set up also
was a…
Kate Paiz: A
natural fit.
Adam: I
think it’s important to note that this isn’t a
bolted on solution. We didn’t just want to toss an item mall
into the game and see what happens. We’ve put well over a
years worth of work into this to sort of
“re-engineer” the game and fit this model.
We didn’t want people’s worse nightmares to happen,
i.e. “I have a bigger wallet, therefore I’m going
to be the best player in the game.” We’re going to
have distinct types of players – VIPs, casual purchasers, and
free players – all be able to interact together in the same
world in a balanced and entertaining way.
That was really the fit. We would have done a free to play game no
matter what the circumstance, but the best part was that DDO was a
perfect fit.
Ten Ton Hammer: Rather
than simply opting for an item mall, you’re using a sort of
hybrid subscription model / freemium / micro-transaction system. What
drew you to this monetization method rather than just having an item
mall or just unlocking features with a subscription?
Fernando Paiz: One
of the things we started to see as we took a look at how we might
monetize a free to play scheme with DDO was a natural inclination to
want to charge for the content somehow. We wanted to give enough of the
content away that you could play for free and enjoy the game, but
ultimately we wanted to find a way to charge for content.
There’s a large number of players that are still subscribed
to the game and enjoying it every day, and we didn’t want to
lock them into a new model. We didn’t want them feeling like
they were going to need to spend a hundred or two hundred bucks to get
everything that they were enjoying previously with Turbine.
So we gravitated towards, what in some ways is a risky move, this
hybrid model. We think that once you look at it and how it works,
you’ll see that’s it’s kind of the ala
carte menu rather than the all you can eat menu.
And I think it works very well. If you’re someone that was
hardcore and played DDO all the time - ten plus hours a week
and running characters to level cap all the time –
you’re definitely going to want the subscription VIP model.
On top of that, it also comes with a few additional benefits for our
VIP customers.
On the other hand, if you’re somebody that wants to take some
time to make your way through the game and you play more casually, yet
you don’t want to be pressured to get $15 worth of value out
of the game every month, you have the option to go at your own pace and
pay as you go.
It’s all about giving players that sort of flexibility and
choice.
Ten Ton Hammer:
There’s definitely going to be some chatter about this on the
official forums, good and bad, but in particular what can you tell the
players that are going to be upset about this decision? What can you
tell them to assuage their fears?
Adam: I
think the only gamers that are really disappointed over this whole
announcement are those folks that aren’t getting their free
content today, which is what they were hoping to find waiting for them.
Most of them are also disappointed that they’ll have to wait
until beta is over to access the new content we’ve got in the
game.
While we don’t want any of our players to be upset,
that’s about as good a response to this sort of announcement
that you can have.
Kate: One of
the things that’s nice about the way we’re making
this change is that our current players are basically getting the same
sort of content and payment style that they had before. The experience
for them doesn’t materially change with the exception of an
item store that allows them some conveniences for easier moment to
moment gameplay if they choose to accept it. Part of our VIP program is
giving our players 500 points that they can spend a month in our store,
so they get a lot of value.
Now obviously this is a change and that makes people nervous and that
causes anxiety – and we’ll see that in the forums
– but we’re keeping an eye on it so that we can
better our services and ensure that people that had been enjoying our
game continue to see that value.
What we hope people will see out of this is a better DDO. The current
subscribers shouldn’t see a change in their status, and now
the other folks can choose to pay and play at their own pace.
Fernando: Just
to restate and emphasize some of what Kate just said there, I think the
tact that we take with some of those skeptics out there is that we
haven’t changed the core of what’s great about DDO
today. On the contrary, we’ve worked to make the game better,
and everything that we did to the game is optional.
We urge people to give it a try. We were very conscious of the idea to
not “sell the endgame.” We’re not selling
the loot that you’re questing for. We’re not
selling a quick route to level 20. That’s not
what’s there.
These are small conveniences, small XP boosts. Those players that are
the hardcore players can continue being experts in the game and kicking
ass in the dungeons like they always have.