
We
started making
adjustments to, particularly, the influence system pretty early on. The
players can earn influence through RvR competition. Part of that was if
I'm in middle of a public quest and I've been trying to move my
influence along to earn some specific piece of armor or an item or
reward of some kind and there's a battle going on in open-world RvR, I
don't want to be de-incentivized from jumping into the fight. So giving
you the ability to earn influence by fighting in open RvR in the area
where you're gaining PvE influence meant that you were able to choose
from whatever felt like it was the most significant thing to be doing
at that time.
Those types of adjustments are things that we continue to make over
time. We continue to look at level progression, renown progression, and
try to make sure there aren't bizarre points where there's a spike in
difficulty or where you slow down unnecessarily. We want players to
always feel like they're always progressing in a meaningful way but
that is always an ongoing challenge.
Ten
Ton Hammer:
So
switching gears a little bit, why did you decide to push Warhammer to
the Mac? There's only a handful of MMO's that have really taken that
step. That's not really a big player base, is it?
Josh:
Well what's interesting is the idea that it's not a huge player base is
actually predicated upon bad math. People have a tendency to look at
the infamous statistic, and depending on who you look at it, it will
vary anywhere from ten to fifteen percent. What percentage of the
market does Mac currently "own"? Wow, they only have ten percent,
fifteen percent, sixteen percent, or some small number. Then Windows...
sheesh. It's just dominant. There are more computers running Windows,
but those numbers are on a pure OS basis and they count everything from
ATM's that are running Windows slim client to servers that don't even
have keyboards attached to them, to desktop PC's and so forth.
If you actually take PC's that are used for gaming, and Mac computers
(and I would argue that the majority of Mac users are in the
demographic of those that would play games if they were available) and
put those head to head, it's much, much more competitive. I think that
that's been something that the gaming industry has missed over the
past, probably ten years. Since the return of Steve Jobs and the
continued sort of ascendancy as kind of a preferred platform for young,
up and coming folks in the world. We’ve had a tendency to
look at consoles and PC's and ignore Macs. About 18 months ago EA made
a pretty strong decision internally to try and support Mac platforms
much more aggressively.
Ten
Ton Hammer:
So
looking to the future, should we expect anything in terms of a boxed
expansion coming anytime soon?
Josh:
If you actually look back through the past 10 years of Mythic's
history, with Dark Age of Camelot, we released stuff in retail
expansions and we released some live expansions. Philosophically, we
look at our products and go, if we're coming back to the well so to
speak, and asking for another $50 every 18 months, that becomes a
burden on the players that I think, and we've always felt, is somewhat
inappropriate. Certainly, a retail expansion is something that is on
the table. It's a thing that we could do if we feel that it's
appropriate.
At this point in time we're very happy with the live event, live
expansion system, giving us the ability to drive new content and
significant new content to our players. We've added four new careers,
we've added an entirely new geographical region to the game, we've
added new scenarios, we've added new dungeons, we've added new systems
- all without asking anything above and beyond the initial cost to
purchase the game and a subscription. Personally, if I thought we could
do that indefinitely, that's the way I would rather move forward
anyway.
Curiously, you mentioned a boxed retail expansion and I think if you
start to look ahead 5 years from now, the dominance of boxed products
at all for this industry is going to have significantly tapered off.
People are starting to wise up already that the games we are delivering
are actually not products; they are services, and like cable television
or internet access, or electricity, water, gas, whatever, that is
actually much more attractive to the consumer to not be expected to pay
a ton of money up front in order to access what you have to offer and
to instead, annuitize that over time by subscriptions or micro
transactions, or some other payment model that's a little easier on the
consumer and doesn't require them to take a risk by spending $50 on a
game they're not sure they're going to like long-term.
I would say that five years from now you won't see retail expansions at
all. You'll service expansions and live expansions
and you'll see the kinds of things that we're doing now and I'm happy
to be at the forefront of that. But yeah. A retail expansion is always
a possibility, but for now, we're very happy with the way that we've
delivered content to people for the last year.
Ten
Ton Hammer:
It
was great talking to you again, Josh. Thank you again for taking the
time to talk with us!
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