brian.g.lewis
Member since: Aug 11th, 2009
brian.g.lewis's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Massively | 22 Comments |
Featured Stories
The Daily Grind: Should big guilds have a mechanical advantage over smaller ones?
Posted on May 25th 2013 8:00AM



The Firing Line: A couple of PlanetSide 2 concerns
Mar 23rd 2012 4:56PM (Massively)Planetside is to MO FPS what Wacraft is to MO RPG's (Neverwinter Nights, etc). By taking the game to the next scale, it changes the game from Multiplayer Online, to Massive Multiplayer Online. This is just as much a defining feature as online play is to most console FPS.
I do agree that there need to be larger concerns for the meta game, and for the lasting power of the game. Planetside (1) failed to catch on due to the fact that it didn't provide enough reason for players to keep coming back, day after day. Sure it was a great game... but the game was not sticky enough.
That was ~10 years ago. A lot has changed since then, and we know how to do better. Heck, look at Zynga, they make games that are very sticky, even if not overly fun. We should be able to find something in the middle of the road that works well for the larger masses.
Rise and Shiny: Spirit Tales
Mar 12th 2012 1:42PM (Massively)This is the same problem that Kitsu Saga had. It is also the reason why Eden Eternal did so well (it built on the strengths of Kitsu Saga, but with a Western appeal). I strongly encourage everyone to check this game out.. but don't be surprised if you find that the game just doesn't have the out of the box appeal that is needed.
Blizzard kills Diablo III's RMT to appease South Korea
Jan 14th 2012 9:48PM (Massively)The issue here is that they crossed the line, and in doing so met the legal definition of gambling.
However, to fix this, they have done the simple thing. They blocked the ability of korean players to cash out via paypal. They can still BUY with real money, they just cant cash out anymore. This fixes the problem.
Blizzard kills Diablo III's RMT to appease South Korea
Jan 14th 2012 11:29AM (Massively)The issue is that people pay for the game (money in).
People have a chance to win an item (drops)
People can redeem the winnings for money (auction house).
By allowing the players to 'cash out' they have in effect made the game itself a form of gambling. This did not apply to other games, because there was no legal method to cash out (i.e. the reason why you can not sell gear, characters, etc).
Raph Koster talks about free-to-play models and whales
Jan 12th 2012 10:03AM (Massively)The general perception in a F2P game when the % of spenders starts creeping past 5% is that the game is becoming P2P, and once it hits 10% that it is Pay2Win. This is because the spenders are the most competitive players in the game (all free advantages + money spent). As this group becomes more visible, the perception of free seems less realistic. All it takes is for 1 person in 10 to have purchases an advantage (all paid items are an advantage of some sort) for the players to feel that the game is unbalanced by those who pay.
F2P is a bit like magic. As long as you dont see the people that pay, you believe that they dont exist. Once there is enough of them that you can actually see one, then the magic fades, and it is just a trick.
BioWare's docs: Free-to-play can't invest and create at our level
Dec 28th 2011 9:55PM (Massively)Goblinworks CEO: 'There's a whole new way to make MMOs affordably'
Dec 8th 2011 3:27PM (Massively)This is not to say that you can not do this with P2P, but the F2P game market has traditionally been more aggressive about building and launching games on a budget. This is something that has been going on since the 90's.
It is only the large budget AAA titles that have been able to afford the creation of large volumes of themepark content before launching. The fact that an indy developer has recognized that this doesnt work well for them is not unexpected.
Goblinworks CEO: 'There's a whole new way to make MMOs affordably'
Dec 8th 2011 9:30AM (Massively)The goal of a F2P developer is to make a low cost game, using players as the content (sandbox) then launch it to monetize quickly. If the game takes off, the continue to add content to sustain and grow it... if not, they move on to the next game.
This is why many F2P games are perceived as being low quality... because they launch with low content, and use generic tools.
The Daily Grind: Would a closed beta key giveaway convince you to try a new game?
Nov 29th 2011 9:18AM (Massively)Perfect World explains third quarter financial performance
Nov 22nd 2011 12:17PM (Massively)They are looking to extend the life of their games. It means that they don't have new games ready yet, so they are putting what they have on the slow burn, to keep them going until they do have new games/content.
They will make the same amount of money from the game, just over a longer period.