NextGen Sub model or B2P launch? A Desperate Thought Experiment

The blogosphere is abuzz with next gen subscription analyzis. MMOGC reminds us that subscriptions aren’t in fact back and she’s not alone in her suspicions. While some MMOs in the past were forced to revert to f2p, by now we have reason to believe such moves may be calculation. Tobold calls this new generation payment model “The bait & switch business model” and apparently it’s what any smart (and ruthless) business person would do given the current market. Others have chimed in on twitter how there really is no disadvantage here profitwise – subs must win by a landslide. Meanwhile, Tesh is full of eyeroll over the TESO sub and declares personal boycott. While I have a soft spot where Tamriel is concerned, I agree with every last word in his article; I would sign up for that MMO utopia yesterday.

May I raise a question here though? How superior is this route really, compared to the buy-to-play (and cash shop) alternative many expected? Especially given the crazy competition 2014’s AAAs will be facing, somehow I have my doubts this is such a clear winner. If anything, re-introducing a subscription-barrier in this particular scenario seems weird? LET’S THINK OUT LOUD HERE:

Let’s assume for a moment both Wildstar and TESO are going live sometime during Q1 2014, with Everquest Next on their heels in Q2 – and let’s completely ignore that Blizzard too may have a big expac up their sleeve around that same time. For the first time in years, the MMO mainstream is bewildered by too many AAA-choices and as we know, hardly anyone cares to pay for two subscriptions at a time. For the two sub-MMOs that essentially means a guaranteed loss of the usual potential playerbase. Alright, TESO have come up with a 1-month freebie but there are still box prices to pay too and it’s already bad enough these games launch so closely together. I don’t know anyone who appreciates that.

I doubt the mutual exclusivity of this situation is beneficial to either Carbine nor Zenimax. It’s the nature of MMOs that communities will form during the first few months into a game and that after a given time, players don’t care to join games that are already advanced in progress. They might dip a toe in but they’re less likely to settle and therefore less likely to purchase any virtual goods. We’re itchy to make decisions early when committing to new MMOs.

It’s also not very realistic to assume either game may go free-to-play after the first 3 months. The Secret World was special in its swift conversion for various reasons. Assuming a switch is already planned for both Wildstar and TESO, there’s no reason to believe either would switch after 3 months, given the much bigger hype around these titles and risk of bad PR (switches so soon after a launch are generally regarded as failures). Personally, I think a switch is way more likely to happen after 1 year – just like ArenaNet announced the first ever trial weekend for Guild Wars 2 only this August 2013.

12+ months are a lot of water under any virtual world’s bridge. It’s very likely players will test the other game as soon as it goes free – yet, that means they never payed subscriptions on the competition and they’re less likely to have spent a dime yet on virtual goods anywhere. For those switching from one sub to the other halfway through, both titles basically share player base. However: how many players were lost completely to one title due to community, or to both due to box+subscription model fatigue? How would GW2’s buy-to-play model truly compare to this assumed “early gold digging” scenario, considering a heavily contested launch?

An entirely hypothetical, simplified and sadly flawed calculation

Let’s assume 4 million players are ready to jump into either TESO or WS early 2014 and that neither turns out to be a clear “winner” (as I am not interested in that particular outcome). Why 4 million you ask? Given what Rift has managed in the past (pre-switch), that seems a very generous assumption.

2 million subscriptions each during the first 3 months, before players start dwindling. After that, let’s assume 50% of said players remain, while another 50% move on; 25% leaving for the other sub for another 3 months, 25% leaving for a f2p game for good. Between months 7-12, only 50% of overall players are retained while the game is still on a subscription. In this hypothetical scenario, box sales (60$) and subs (15$) for TESO/WS would yield the following for each:

chart1

Variables not accounted for: double subbers and/or box buyers, shop items. The first group adds marginally towards outcome and shop items are less eagerly bought in MMOs with subs. In any case, I am ignoring them for simplicity’s sake but you can add your own number if you like.

From here, it only gets more complicated when attempting to simulate a comparable B2P/shop scenario after GW2 fashion with a (better) shop like Rift’s. Unfortunately developers hardly ever make numbers public when it comes to cash shop habits and revenue – just like we don’t hear about active account fluctuations for subscription games. But since I am feeling lucky punk today, I’ll give it a go anyway and assume two different and hopefully somewhat realistic B2P/shop scenarios.

cölint

(Already I regret this whole idea!)

This time, we will assume 5 million players are ready to jump into either or both TESO or WS early 2014. Why 5 million this time? Because I am generously assuming that B2P games attract a wider target audience than sub MMOs. One reason why GW2 has sold 3mio copies by now is the one-time cost. Some players always stay the hell away from sub games. There is also a second difference, as I will assume 50% of the entire potential player base are “cross-buyers”. It’s rather likely that over the course of a year, a big part of that community will buy both WS and TESO, given it’s a 120$ in total and no more than that (in comparison one game with 12 months of subs would cost 240$). Means, 3.75mio boxes/account sold each. After that, we venture deep into hypothetical morass…but I’m already 11 paragraphs in and it’s too late to stop now!

Cash shop scenario 1) is more even-spread; it assumes that over the course of one year, the total of players per game will spend the following on micro-transactions: 30% spend 50$, 40% spend 20$, 30% spend nothing.

chart2

Cash shop scenario 2) is more radical; it assumes that over the course of one year, the total of players per game will spend the following on micro-transactions: 10% spend 100$, 30% spend 20$, 60% spend nothing.

chart3

As you can see, even with a lot of goodwill and no small amount of simplification, the subscription-model seems superior – by some. We still haven’t accounted for several more factors though where B2P is concerned. Variables not accounted for: whales, cross-shop purchases and box sales after year one. Especially that last part is worth taking note; B2P MMOs have the tendency to keep being sold longer than sub MMOs. Of course that argument is redundant if the sub games also turn B2P after one year, duh.

So that was a lot of effort for nothing?!

What was the point of all this? Well, it looks like especially in the short term, subs are more profitable. Still, the difference between the two models isn’t as drastic, considering there is a huge margin of error in all of my calculations. And this is in fact good news! Why is it good news? Because from here, one could think of ways to tip the scenario either way.

So, help me refine this: was I too generous on cash shop sales or not nearly generous enough? Would a B2P maybe attract twice as many box sales than usual? Under which circumstances could we still see the B2P model win the upper hand? Where did I go wrong the most (real data would be awesome)? I guess that’s where a proper business analyst would come handy, for once.

Many subs, handle it!

mmos2014
This last week may well have been the weirdest in 2013 MMO news: EQNext surprised (me) with its cartoony graphics, Wildstar announced a 2014 launch and not-so-hybrid sub-PLEX model and today, The Elder Scrolls Online is officially on board with the olde subscription model, too.

WoW.

So there we have it. 2014 is officially loaded on AAA-MMORPG goodness. What a springtime that will be, it’s fair to say I shall be planning a vacation. While WS just got completely uninteresting to me on account of both its recent announcements, I will be playing both EQN and TESO, hoping they won’t launch too closely together. Assuming SOE stick with their free-to-play intentions, that seems like a fair undertaking. As for the two sub-based MMOs; bets are open which one will convert to f2p sooner (as this seems to be a fast growing trend) and how they will fare competition-wise. The “race” is on and it’s safe to say the MMO blogosphere is going nowhere – sharpen your pens, comrades!

Does everything have to be a Game now?

I’ve been in the middle of an interesting twitter discussion lately, following up a comment I made after hearing about Choice:Texas (“a serious game about abortion”) via this article on Indiestatik

twit

The replies I received to my comment were intriguing on account of their diversity – from complete agreement to yet another discussion of what constitutes “game” in this day and age. That wasn’t really what I was going for though (even if it has a part in this discussion).

I’ll be honest and say I am completely weirded out by projects such as Choice:Texas and it has nothing to do with subject matter. I am all for making a wider audience aware of serious and seriously difficult but important societal, political or cultural issues, yes even testing new media and avenues of transportation. When it comes in combination with the game label however, I hesitate. This is not the first time either – I’ve had the exact same feelings on the recently published Depression Quest. Now, I’ve read several great reviews on this title and I’ve no reason to doubt any of them. For many personal reasons, one of which being my current employment in a mental care facility, I am a big supporter of getting the word out on illnesses such as depression, on educating a wider audience against common and harmful stigma. Heck, you cannot educate too much on such matters. Yet despite all of this, the title Depression Quest still fills me with cringe.

How do you make a “quest” out of something as crippling and insidious as clinical depression? How does the association with all of this being like a quest – that traditionally heroic undertaking with epic loot at the end – add anything to an otherwise important message? I get it: Depression Quest is an earnest attempt to take away some of the gloom off a heavy subject, in order to make it more accessible and encourage people to put themselves in the position of a person affected by depression. I just genuinely wonder why we need gameplay mechanics, tropes and quests to learn about or show interest in such topics? I wonder too, if the average person truly takes this seriously as usual gamer habits, such as looking for the correct answer or choosing the most efficient path, kick in (I assume that the main target audience of this title would be especially those who do not usually engage with it?). And if such isn’t possible here, is it still a game? Why does it need to be? Can we not learn about the world anymore in non-gamey fashion?

Choice:Texas takes my intuitive misgivings a step further. It is majorly bizarre to me how one can make a game out of “the severe restrictions placed on women’s health care access in Texas”. – Are you serious? That is a game now? You have just lost me completely.

Just to make it plain once more, I get all the intention behind this and the need for education. I just honestly don’t see how applying the game label to such a matter can help. There is an almost insurmountable bias or thematic association I have with the term game and I am happy to bet so have most people. Even if videogames can serve multiple purposes or be designed therefor, historically speaking games have been pastimes, activities done for distraction or entertainment. They are short-lived, limited in severity and therefore trivial to a certain point. And that lies at the heart of the problem for me personally: game is trivializing. I don’t feel it serves anybody to trivialize the issue of abortion laws in Texas to a point where it can be packaged into neat units of gameplay (*).

I don’t see how evoking associations with gaming (and questing, gathering points or beating the game from there) aren’t counter-productive in this case. One could even suspect the creators of Choice:Texas have already had similar doubts or why keep emphasizing how this is “a very serious game”? To clarify: I absolutely think you can create things like comics or even interactive clips / stories etc. on political subjects but why call them games?

Maybe I am completely off here and I’m sure those who think so, will kindly let me know. As I said, I appreciate all underlying intention but to me there is a bad aftertaste of desperate marketing thrown in the whole mix, all other misgivings aside. I think games are a wonderful medium, vast and creative, diverse and powerful, but all considered I still believe some things should be worth saying and hearing without having to make a game out of them. Guess I’m just old fashioned that way.

(*)This is where I take the opportunity to recommend the Black Mirror trilogy, especially season one, episode two: “15 Million Merits”.

EQNext’s Rallying Calls – A Reason to rally?

Personally I’d like to know […] what type of spin SOE intend to put on traditional questing. Frankly, I don’t think anyone can do much better than ArenaNet in this department. ~ Syl

One of the great achievements of Guild Wars 2 will always be the introduction of more dynamic, or shall we say more complex and genuine public events than ever before in MMO history. Some have tried to downplay this achievement for various reasons, but as far as I am concerned ArenaNet have completely altered the state of traditional MMO questing and set a very high bar for AAA-MMORPGs to come in the exploration department.

The fact that fetch & delivery have all but gone in this game, with travel and exploration actually focused on the environment with random events triggered all around you whether you be there or not, have spoiled me completely for older games such as LOTRO where the fedex-grind is still alive and well (ftr: I like LOTRO but questing is tedious). Fans of traditional questing have argued that a mixture of public events and traditional questing would’ve created a better outcome for GW2 – I’m not sure I concur. Guess I’m just too loaded with kill-ten-rats-angst to delve further into this subject.

Now, just to remember briefly why GW2’s dynamic events are mostly amazing:

  • Randomly popping up, free-for-all, location-bound scenarios with individual loot; it’s true that they’re actually on a timer but the average player such as myself doesn’t really track this and probably won’t for a while to come (unless you’re after specifics).
  • Multi-stage events with various outcome; the wiki calls this the “cascading effect” which basically means some events will trigger more events (sometimes) and with various outcome depending on if/how the group succeeded.
  • Multiple targets / solution finding; most quests allow for different playstyles in order to be solved – be it slaying monsters, gathering items or setting roofs on fire. Unlike for Wildstar, paths exist in GW2 without being a determining and lasting choice.

 

TERA didn't get the memo!

TERA didn’t get the memo!

Still, events in GW2 aren’t perfect. There’s certainly room to improve, especially where mechanics and impact are concerned:

  • Repetition & lasting impact; many events reset too swiftly with the environment going back to base one. Sometimes you see structures re-assemble right after your quest marker popped up. While MMO worlds must restore much of their status quo for obvious reasons (and we all hate phasing), there could be longer and more lasting public events overall, shaping the face of the land and story.
  • Scaling; this never really worked well in GW2. Encounters become a trivial zerg in larger groups, difficulty doesn’t scale as dynamically as it should. That said, this is a very tricky task to master as group size often changes constantly.

 
EQNext’s Rallying Calls

During the big Las Vegas reveal, SOE introduced their “holy grails” for EQNext, one of which are Rallying Calls (RC). Yet another word for public events, there seems to be a lot of added depth and complexity to RCs which may greatly improve the dynamic events we know so well from GW2 – in theory, anyway. I am all for permanent change in MMOs, public events and collective server efforts; what WoW veteran doesn’t think back fondly on the Gates of Ahn’Qiraj? In this context, I admit the promises of SOE sound exciting –

….Long-term, multi-chapter public scenarios (3 months or more) which continuously change and shape the environment? Multiple problem solving? Different / random order of events on different servers? – I like it!

We can do with a lot more randomness, secrets and continuous change in this genre. It’s the spice that adds excitement and authenticity to our virtual worlds which all too often boil down to a static and broken record, no matter their pretty paint. Now, if SOE are going to pay as much attention to things like environmental / weather and sound effects as they do for events and permanent change, this upcoming title might truly evolve questing and exploration to the point of new-found MMO immersion.

This is where I say a prayer there shan’t be added “traditional quests” in this game (“…please don’t let there be a quest log, please don’t let there be a quest log!”) – or are there any traditionalists out there longing to see the fedex routine return to EQNext? If so, I’m all ears!

That EQNext Update and whether we should be excited

So EQNext is officially more than that green picture ever since the big Las Vegas SOE reveal this August 2nd. TAGN made a nice round-up of MMO blogosphere reactions in case you’re still catching up like I do. Wilhelm calls himself cautiously optimistic which is all I’ve ever been in regards to this title. Much is riding on the big name; very bold has been the sandbox boasting in the past. I’m not a fan of developers who talk more than they’re showing, so at least now we’ve finally got some facts and videos to add to that grand idea that is EQNext. So let’s have another brief look while I’m trying to reign in the MMO summer-malaise sarcasm.

The “sandbox”
As a Minecraft fan I am mildly excited by the Landmark feature, especially in regards to real world implementation. Player created goods and services are always healthy for virtual worlds, although I am not sure how much I care for the destructibility of the environment. It sounds like a gimmick given it’s restorative nature.

Classes and combat
As much as SOE try to be innovative, the combat and class system of EQNext sound like a perfect hybrid between Final Fantasy XI and Guild Wars 2 (which is not a bad thing). Tons of classes and cross-class combinations have existed in Vana’diel since 2002, while active combat with a very limited set of weapon- and class related active skills is one of the reasons why I like Guild Wars 2 as much as I do. Means, no complaints here from my end; I am all for class freedom and fast paced, minimal UI combat!

Levels and progression
Sadly the one big oversight in Guild Wars 2, I am happy to hear EQN will do away with leveled progression. As far as alternatives go, we have yet to hear how exactly player progression is to be paced in this game. Personally I’d like to know how grouping / group setup will be balanced and what type of spin SOE intend to put on traditional questing. Frankly, I don’t think anyone can do much better than ArenaNet in this department.

The look
Maybe the biggest disappointment for me personally was the overall look of EQNext, combined with the action scenes shown during Part 2 of the presentation. Nobody was more surprised than myself to see SOE go for the cartoony Disney aesthetic that comes dangerously close to the butterfly in my MMO venn diagram, rather than opting for a more traditional medieval / high fantasy style that so many Everquest veterans no doubt expected. While I’m no veteran myself, I had high hopes for EQNext to put a modern touch and polish on what I associate with the olde D&D vibe. Instead, SOE presented us with Belle and the Beast (who looks strangely like World of Warcraft’s alliance crest come alive) jumping, hovering and rolling their way through a dirt parcours in platformy fashion.

Oh God…whyyy?

egn02

“…both a little scared, neither one prepared..”

I’m having a hard time recovering from this blow. While graphics aren’t everything in MMOs, the chosen style dictates a lot of the feel and atmosphere of the world. As far as cartoony graphics go, there is almost always a level of slapstick, popculture referencing and general lack of seriousness involved. That is one WoW legacy I could really do without – although SOE might have more reasons for this move than trying to follow World of Warcraft’s wide appeal and “longevity factor”. I think one can greatly over-credit WoW’s graphics style in this context. People still play WoW because it’s consistently managing to be a polished package that has a great deal to offer. That’s why players are willing to overlook its by now dated, cartoon graphics – not vice versa.

eqnfaces

Phooey!

In general, the emphasis on things like facial expressions and clothes movement seems strangely overstated in Georgeson’s speech. While it’s nice to have detailed character customization or flowing fabrics in MMOs, I found myself cringing at the above selection of comic faces. This level of detail supposedly adds to our characters “coming to life” – I guess that’s where the presenter lost me. I always treat my MMO characters like alter egos and I’d like to think that it’s me, my personality and way of playing them that adds life to them. Heck, players have breathed life into 8bit pixel avatars since the beginning of video gaming. So no, I don’t like these EQNext characters at all. As for how they move around terrain, I hope combat won’t be quite as platformy as it looks like. I am of course blown away by yet another mage with blink…

Emergent AI and NPCs
If there was any mention of AI and the role NPCs are to play in EQNext during this reveal, I missed it. Either way, this feature is still my biggest draw for the title (see this great article on US Gamer for some more recent info). I’ve been excited for Storybricks ever since Namaste went more public with the concept and I can’t wait to read all about questing and NPC relations in EQNext. That might be the one thing winning back some of my sympathies. Having greatly enjoyed Animal Crossing New Leaf for the last couple of weeks on my 3DS, I am once more amazed at the mightiness of complex AI in video games. If SOE are really looking to innovate, this is one of the great untapped goldmines in MMO gaming. Fingers crossed!

Battle Bards – Episodes #8 and #9: EQ2 and Tavern Music

It’s Battle Bards time and as usual I am looking back on the last two episodes which there were the elaborate soundtrack of Everquest 2 and a personal favorite: tavern music. The Prancing Pony is one of those oddities in the world of MMO taverns, so in case you never noticed why that is, it’s time to tune in to this latest show and hear what we’ve got to say about wandering bards, fire places and jam sessions in LOTRO, WoW and elsewhere.

ppsmall

Never has a Battle Bards episode revolved around a more fitting topic or been recorded with such perfect timing (for it was Weatherstock that same night) – one might say the podcasting stars were aligned for this one!

Episode picks:

  • “Prancing Pony” from Lord of the Rings Online, composed by Chance Thomas
  • “Tavern Rock Volume 1” from Dungeons and Dragons Online, composed by Stephen DiGregorio
  • “Tavern” from World of Warcraft, composed by Jason Hayes
  • “Spelunken und Tavernen” from Drakensang Online, composed by Tilman Sillescu and Markus Schmidt
  • “Deepwater” from World of Warcraft, composed by David Arkenstone
  • “Pub” from Ultima Online, composed by ??
  • “Inn Music” from Final Fantasy XIV, composed by Nobuo Uematsu

 
A big thanks to those who have already left us a voice message lately, we’ll be getting back to you on our upcoming shows!

Wanted: Your help against the evil Spam!

It’s getting out of hand, waaay out of hand. Last time I asked for help in the blogosphere, it resulted in a perfect new rig, so this is me turning to my fellow wordpress veterans out there. As an ex-blogger, I’m still fairly new to self-hosted wordpress and after researching spam plugins, I’m a bit at a loss what to go for next.

Some context: I am currently using Antispam Bee, so spam won’t be auto-published on the blog. Most of it goes straight to the spam box although a few will be pending for regular approval. While spam Bee unfortunately doesn’t seem to “learn” as far as popular spam words, sender address or IP go, it was fine to check the spam box manually until more recently. But not so anymore. Ever since my hoster “fixed” my comment issues (genuine commenters receiving 404 errors on comments), the flood gates to more web spam have apparently been opened wide.

I am now receiving 180 comments and upwards per day. This is 18 pages of spam to go through a day if I want to make sure no genuine comments or pingbacks get lost in the mix. After holiday break I came back to 1000+ spam comments which I deleted right away. This is of course not satisfactory at all since the whole point of fixing my past issues was to minimize commenting troubles for readers.

So, this is where I turn to you. I have of course come across Akismet and alternatives such as Spamfree WordPress or Growmap, but there are some general concerns I have. Basically, I am looking for the following:

  • Unobtrusive, as in no captchas or similar inconveniences
  • Smart system that will automatically expand filter database
  • Spamfilter that will keep spam from happening: going through a ton of spam pages a day just won’t do.

 
Now, I’ve no idea if that last part even exists, however I don’t see any value in yet another plugin where I’ll have to manually select spam to be approved or moved to the trash bin on a daily basis. Also, while several bloggers seem to use Akismet, I recall that causing a lot of commenting troubles in the blogosphere (but maybe that has been fixed). How does Akismet hold up in terms of minimizing manual labor and genuine comment loss?

Maybe there’s also some other alternatives I’m not seeing – unfortunately I am no code monkey. Thanks for any tips and recommendations! It’s greatly appreciated.

QOTD: Virtual Worlds

The “G” in MMORPG is the one letter we could do without. I’m not here to play games. I’m here to see worlds. (Bhagpuss)

I don’t do quote-of-the-day posts often, in fact this is maybe the second time ever on MMO Gypsy. That’s weird considering how much I love words and quotes but the reason is probably that QOTDs don’t create discussion. They do however spread words worth spreading and that is one hell of a quote-worthy statement right there. Happy Monday, all ye MMO world travelers!

The MMO blogosphere is here to stay – if you want it to

I’m not sure exactly what caused the recent stir of blogging-death related posts these past two weeks, or if it’s even a thing. Bloggers tend to magnify issues by joining in to comment or just muse on a matter. It doesn’t really mean everyone’s worried. That “golden age of MMO blogging”-theme has been spooking around ever since Cataclysm latest. So, let me just get this out of the way: I am not worried. It just so happens there’s a few more voices on this you shouldn’t miss.

Recently three more MMO bloggers, namely Jeromai, Azuriel and Jewel, have joined the debate and made some excellent points each on why things are starting to sound very doomy-gloomy and largely disproportional in some cases. Let me recite one of my favorite lines in this context: “…I’ve thought myself out of happiness one million times, but never once into it”. Let’s not overdo it with the next generation and social media anxiety – you don’t wanna start sounding like your grandparents, do you? So, let’s highlight just a few tiny bits from the links above –

There are I few issues I think that are maybe giving this impression. Firstly is that some of the old cranky dinosaurs of the blogging world have been retiring in recent years, some that were part of those early communities. [Jewel]

Do you know what the upcoming generation’s great crime is? They have a choice, whereas we did not. Do you think the New Blogger Initiative failure rate of 73% is a new phenomenon? It is not. In fact, I was pretty surprised the number that survived was that high. Blogging is hard. [Azuriel]

Some grew up and got older and prioritized other things to do with their time than write blog posts – like start a family, begin a new job, play non-MMO games, continue playing MMOs but not bother to chronicle or document it. – The others, well, they haven’t gone anywhere. [Jeromai]

I don’t know about you but I think it would have been incredibly boring to just have one primary game most were talking about. Now we have multiple opinions about a variety of subjects spawned on by new experiences and it is an exciting time to be a part of. [Jewel]

Things aren’t worse; things are different. To some, maybe different is worse. In which case, you probably chose the wrong genre of game to write about in the first place. [Azuriel]

In short, if you want a blogging community, it behooves you to form your own. Go visit and bookmark your favorite sites to read and leave a comment here and there. Develop your own circle and fellowship. [Jeromai]

About everything that I believe about this current, colorful and diverse age of MMO blogging (and what makes a community for that matter) is covered in these three articles. As Shintar points out elsewhere in context of MMO players crying for community in games, there is something comparatively weird about beweeping a collective that you are still part of. Don’t want blogging / the MMO blogosphere to die? Keep writing!

[…]I wrote elsewhere that I personally favor today’s diversity among bloggers. and even if MMO blogging becomes smaller, that doesn’t have to be worse, either. do we need 100% growth for growth’s sake? or could it be that the blogosphere grows closer together that way, making for better discussions at times? all things pros and cons.

This was always a niche and as you said too, blog ‘failure rates’ were always high. maybe the biggest contribution to this topic from our side is to not stop blogging just because we believe others stop blogging. 😉 my personal blogosphere corner is only marginally smaller than ever. [Syl]

My blogroll has shed a few feathers in the last three years, mostly due to retiring WoW bloggers who either felt like WoW was dying or realized that they had no more to say about it. Now I can’t guess what other bloggers want from their blogosphere; I can only point out what it is I am looking for. For me, it’s always been about exchange – about the hot cross-blog debates, about shared topics, about great discussions (you guys are awesome!). I don’t require a hundred other bloggers or commenters per topic for this, in fact that would be very hard to manage (although you can bet I would try and reply to every comment). The great majority of my visitors per day are silent readers, as I am sure they are for all blogs. As far as reciprocal relationships go, I can maybe keep track of dialogues between 30 or so different people. Does it matter how many more exist besides that? Were MMO bloggers ever so much more than a tiny niche, really?

If we keep with the numbers, blogs are about being read first and foremost. Any more visible connection is the amazing icing on the cake that keeps so many of us going. And I don’t detect a decline of general interest or visitors on this or any of the other active, general MMO blogs on my blogroll. No more than is warranted by annual summer- and release low, anyway. I’ve started dabbling with youtube more recently (and it’s really just for fun) and I’m having the greatest time with the Battle Bards podcast. More social creative media are awesome in combination with blogging. As for twitter, I’m sorry I didn’t join sooner. It has made MMO blogging that much more personal.

Here to stay

There is room here for everybody. There is a community you can carve out for yourself and reach out to. There is an audience for every type of blogger. The same was true ten years ago – only, there was actually a lot less MMO audience around than there is today. As for WoW’s hayday well, fewer blogs on the same topic mean better chances for newer bloggers to get noticed.

The community is you. It’s us. If we keep writing, connecting and acknowledging each other, it’s us who decide what happens to the MMO blogosphere in the future. And it’s also the only way of telling aspiring bloggers than this is still very much a venture worth pursuing. Well, I think it is.

Happy weekend to all you MMO bloggers, readers and commenters out there. Here’s a silly picture of a cat for you! It’s Friday after all!

When did frivolty go out of fashion?

When Syp shared a link to this excellent Extra Credits video today, I couldn’t help but think about how videogames indeed have changed since the 80ies when the whole business started off. And not just games actually but western pop-culture as a whole; I used to love the silly action flicks (like Lethal Weapon or Beverly Hills Cop) of the 80ies, I still do. Their kind or also the type of sitcoms that used to be popular at the time, are almost completely non-existent nowadays. Critics would tear them apart. Everything has become a lot more complex and that is an inevitable part of an evolution and progression – but things have also become a lot darker, grimmer and more cynical.

ALF-kitty

My retro extremist friend Cyrille, who’s been a next-gen-grump ever since the early 90ies, used to tell me how games were increasingly losing that “charm and magic” for him and I don’t think he was merely a victim of nostalgia. Yeah, we’ve grown-up since the 80ies but our games at the time were created by grown-ups and those action movies I miss so much were also created by grown-ups for grown-ups? So there’s clearly something bigger at work here culturally when we compare different eras. When did it become so unfashionable and untrendy to be frivolous? Why is it silly to be a little silly and over the top? Why this trend of ever darker and edgier?

In context of many of the recent “blogging cowboys/girls aka is blogging dying out?”-debates in the blogosphere (I’m not worried, by the way), particularly also this take by Liore and my personal reply in the comment section, I’ve been thinking a lot about my own blogging and blog as part of the MMO blogging community. As Wilhelm put it too, gold is where you find it and that community is wherever we believe it to be depending on the particular space we inhabit and our closest neighbors. I’m very happy and grateful where I am, for the way things have gone so far and for all the amazing people that frequent my comment sections and populate my blogroll, filling my head with new thoughts and ideas. I know fully well though that there are also a few readers and probably also more bigtime bloggers, who believe I am not serious enough because I dare to be hypey/enthusiastic or ranty/pissed in some of my reviews. Or then, I delight in more silly and trivial things or swear on appropriate occasion. This blog is a colorful place, I hope for more than just its design. To me, the world of videogames isn’t serious – it’s colorful, hyperbolic, goofy, hilarious, strange, creepy and fantastic. My heart goes out to the part where the Extra Credits video speaks about Final Fantasy and how the older titles dared to be shamelessly magical and over-the-top. It was pure fun and joy, it was silly and beautiful.

That’s everything games and the entire fantasy genre for that matter, are to me. That’s also what I’d like to be and remain as a blogger, hot and cold as appropriate (I actually believe true balance is created by the existence of two extremes), enthusiastic and passionate about the things I write. It’s a great feat to be a consistent source of information for your readers, but there’s also wanting to inspire connections and emotions, looking to create a spark or maybe just a smile or constructive disagreement. When I started my journey in this blogosphere, I introduced a regular category of posts called “Frivolous Friday” to celebrate the trivial and humorous side of gaming. I realize though, I too have stopped paying this category the regular tribute it deserves and for this I apologize. Truly. I hope it’s not because I considered it to draw too little attention or because I felt some kind of peer pressure. More than maybe most of the articles I write on MMO Gypsy, passionate explorer and social justice discussions aside, frivolous Friday represents me as a person. I love creative, poetic or silly writing as much as putting on the meta design or social critic’s hat. I can do both.

So I guess to bring both topics to a happy end: let’s not forget about the simple joy and fantastic hyperbole that can be part of games and MMOs. It’s okay to just entertain or delight in silly stuff while also being a srs blogger. Just because we’re growing up doesn’t mean all of our games or other interests have to.