Sub or no sub, Todd Harris details the price of admission is for Global Agenda's features.
Hi-Rez Studios revealed their plans for
Global Agenda:
Conquest on Tuesday, offering a subscription-free way to play
the award-winning multiplayer shooter core of the game while optionally
reserving the Conquest campaign layer of the game (and many typical MMO
features) for subscribers when Global Agenda launches next year. The
pricing info
and features list of both the core and Conquest options
provoked plenty of questions among the Ten Ton Hammer team, and
Executive Producer
Todd Harris was kind enough to
offer some answers.
Ten Ton Hammer: The pricing options really seem like an interesting way
to offer subscription-phobic gamers more than just a window into the
game, but a complete standalone game that works hand-in-hand with the
MMO portion of the game. Do you view the pricing options as a way to
layer in or introduce the game to an unfamiliar audience? What makes
the non-Conquest experience of
Global Agenda different from what some gamers might be used to with a
typical lobby-and-instance online shooter?
Todd Harris: Whether or not you view it as layering in the
MMO experience - we've always thought of the game as an MMO from the
beginning, and always thought of the AvA [Alliance vs. Alliance
campaign game] as a big draw- I think about it more as carving out the
really fun multiplayer gameplay and making that available in the core
single-purchase package.
Ultimately we wanted to give people an experience on-par or better than
online shooters or even multiplayer shooters that are adding a little
bit of persistence. We get a lot of comments that 'Wow, this game
really is different... the gameplay is super fun... I'm not sure if
it's an MMO, but I really like it.' With that core game, we
wanted to remove any obstacle that people might have about a
subscription or hangups about what an MMO is or isn't, because it's
instanced.
And again, just really capitalize on the strengths people have
recognized: really fun multiplayer gameplay. We looked at the feature
sets of multiplayer games that are single-purchase - Team Fortress 2,
Call of Duty, Battlefield - and we wanted to make sure that core
single-purchase package stacked up really well against them. You can
level up your character to max level by doing PvE or match-made PvP or
mixing them as you choose. Obviously we do have a city that we think
compares well to just a menu-based lobby, we have currency, vendors,
and allow those players to not create their own agencies but join other
agencies and members of a persistent group, we've got built-in voice
chat. A lot of the features that are listed there measure up well
against other games in that category. So if people just want
that experience of fun online mulitplayer combat, they can buy the game
once and try it.
Of course, we've always thought that the real stickiness of the game
comes from not only ongoing content, but competing in the conquest
gameplay. That's where the MMO aspects come in, plus other features
common to MMOs like auctionhouse, crafting, and some of the other
features.
Ten Ton Hammer: In the core game features, the press release
stated
that players would be able to progress through the first 30 levels. I
think you mentioned that non-Conquest players could get to max level,
though?
Todd: That's definitely true, and in general we
tried to make the non-Conquest game much more than just a gimped
version of a
full MMO. It wasn't like we said, 'Here's a full MMO, let's take away
some stuff and make it a teaser.' We wanted it to allow
people to pay their $49.99 and they get a very full experience that
compares favorably. For one, subscribers and non-subscribers
are all in the same world. The non-subscribers can't participate
in AvA territories but as far as seeing each other in pick-up
groups, teaming up for pick-up matches - PvE or PvP, seeing each other
on agent search functionality, all that sort of stuff, they're in the
same virtual universe.
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"In general we
tried to make the non-Conquest game much more than just a gimped
version of a
full MMO. It wasn't like we said, 'Here's a full MMO, let's take away
some stuff and make it a teaser.' "
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We didn't want to give a power differential between the players. Within
the Conquest gameplay, you will have more options. For instance, access
to the auctionhouse is a pretty powerful option because if I get some
loot, upgrades, or implants that I can't use, as a subscriber I'll be
able to go to the auctionhouse, put them up for sale, and using that
money to get something that I do need, whereas someone without Conquest
won't have that option. Things like that might make me progress a
little slower, but fundamentally you can get to max level. Any devices
we introduce after release - say a new stealth device for recon or a
new healing device for the medic, our intent is that those devices
would be available to both groups as well. We really want to keep the
two communities very integrated but have the differentiation be the AvA
gameplay, which is really a whole different tier of gameplay, and also
getting ongoing content over time that the non-Conquest users may not
be able to access.
Ten Ton Hammer: Non-Conquest users will be able to use any weapons,
devices, or implants in the game. If they can't craft these items or
use the auctionhouse, will they have to rely on player to player trade
to get the items they want?
Todd: Right now the main loot that's part of the progression
are upgrades, more like persistent buffs. When you're playing PvE,
there's components that will be dropped to make them, and they also
fully drop in certain PvE missions - typically the harder ones. There's
also a token system in PvE and PvP where you can , by playing and
winning, turn in tokens for the gear you want. So there's multiple ways
for subscribers and non-subscribers to earn them, but subscribers will
have more options to get the items they want.
We will have a category of devices that are specific to the AvA
gameplay - they're a little more siege oriented than personal infantry
oriented. Those sort of things only make sense for those AvA
territories and can only be used in AvA territories, so non-Conquest
players won't have access to them because they're not usable in the
other maps.
Ten Ton Hammer: Since 2005, the monthly pricing fee among MMOs
has remained fairly constant at about $15. Why did you choose to price
the Conquest
subscription at $12.99?
Todd: We just wanted to go a little more
aggressively on our price. It'll be interesting to see what the
industry does, whether it comes down, but obviously there are competing
models that people are choosing from: free-to-play, expansion pack,
microtransactions, etc. We looked for something that would be very very
competitive and attractive to people that were already used to paying a
subscription. When we looked at our cost models, it validated that we
could continue to have a really thriving community at that price point.
We tried to make the most attractive price point to consumers while
still letting us make the money we need to keep the game going and
deliver new content, and that's basically where it came in at.