My Name's Jack Emmert, And I'm With The Subscription Is Too Damn High Party

Champions Online goes free to play, goes class based, players explode.

  • http://Website The Alien

    Hmm. They aren’t using the ‘store points each month for being subscribed’ model that LotRO did. The thing that has going for it, IMHO, is that it leaves people with an excuse not to cancel when they know they won’t be playing for a few months. Say, because of Lego Universe or Cataclysm or suddenly needing to grind out a bunch of stuff in Guild Wars.

    Of course, I’m biased. I have a lifetime subscription to both LotRO and CO, so I kind of enjoy the ‘free points every month forever*’ way of doing things.

    * Forever isn’t always a long time. I also had a lifetime subscription to Hellgate: London…

  • http://Website Lee Quillen

    Having to pay for an increase in dps in an MMO as a subscriber (even if it is only a small increase) is disappointing. Good luck to them with that one.

  • http://stabbedup.blogspot.com/ Stabs

    Well they’d dipped every possible other way – subs, lifetime subs, entry to STO beta if you lifetime sub tie-in, box price, cash shop. Would be a shame not to monetise the player base even harder.

  • http://Website Lee Quillen

    I’m curous what they put together for classes. They are not getting rid of custom classes for subscribers, but simply limiting F2P folks to pre determined abilities via the classes. That could be a HUGE disadvanatage for several of the game’s group oriented content. I can’t imagine even a free to play player would stay long if he is embarrassed in instances, and helpless in PvP. The gap will be large enough that even store bought items will not even the odds.

  • http://Website Freakazoid

    No suprise that cryptic is more scummy than turbine with microtransactions. They aren’t even bothering to reconcile previously paid accounts. Got some old toons? Sorry, they’re locked out until you nerf them, and then you can pay $15 to make them not nerfed again!

    If any of you remember Pirates of the Burning Sea, they’re going ftp on the 22nd. At least they’re allowing people to trade their rmt currency for in-game currency. Like Eve, people with more money than time can buy doubloons from people with more time than money, eventually allowing poopsockers to have a character that’s almost as equal to a subscription character without having to spend a dime.

  • http://Website ethereal.wolf

    i doubt f2p will really help CO, since its run by a studio with a bad rep. f2p doesn’t make the bad rep go away.

  • http://Website John Smith

    PURCHASE LIFE TIME SUBSCRITIONS FOR THE PRICE OF A YEAR OR SO. OH A YEAR HAS PASSED? TIME FOR FREE TO PLAY… IT’S WHAT THE PEOPLE WANT WINK WINK!

  • http://Website dartwick

    The class thing seems weird.

  • http://Website Mazinja

    I have less trouble with them having a F2P model than the fact that, if you are a subscriber that wanted/had to cancel their subscription and yet wanted to play again (like, say, me) … they would not be able to use their characters without likely gimping them.

    Hey, guys? Making my awesome max level character suddenly suck is not going to make me want to give you money again.

  • http://Website VPellen

    Class-based for free players, skill-based for paying subscribers.

    It’s clever.

    It’s underhanded and prone to balance issues, but it’s clever.

    Maybe the subscription model really is dying.

    Of course nobody will ever admit that until WoW goes free to play, at which point journalists will loudly proclaim that Blizzard has taken a bold move in changing the course of the industry, causing me to cry softly into my pillow at night.

  • http://www.mmomisanthrope.wordpress.com Dblade

    Actually I always felt that they should have switched to classes. The current situation pretty much has the choice of cherry-picking the best abilities or not. By making archetypes they might be forced to balance powersets better and avoid the uber builds that have made the game trivial.

    While there are issues in PvP and on higher difficulties, the game itself is very easy to level in, so this affects things a lot less than you think. Classes may actually be good in that weaker characters might boost partying, and make much less soloing Elite things and World Bosses.

    I’m usually hard on F2P but this is a lot better than EQ for one. You get 5 out of 6 zones, unimpeded levelling to cap, can fully chat and join groups after your first 20 hours, and can use the auction house and costume services.

  • http://Website Peter S.

    I’m… of mixed minds now that I know the details.

    The main thing that sets the game apart (aside for the controller support, but no one seems to appreciate it) is the customizability. Taking that away from the free players really does turn the free version into the demo version, even if you can get to top level.

    And I see where this will hurt them, if standard practice becomes that you get to max level on free, then subscribe and use a respec. It means you’re past the content by the time you take advantage of the real point of the game. People will drive around the max-level character on Gold for a month, then quit (nothing to do with all those nifty powers).

    It also means I won’t be playing. My main’s taken every pistol power there is, so I’d bet I could even “demote” him without much damage, but there’s no point in it if I can’t get goofy with the powersets.

  • http://uk.europe1400.com Siegerich

    Although I am not very up to date according Champions Online or the company, I am still not surprised about such news at all.

    We will see a lot of those in the very next years. And there will be a lot of companies who do it totally wrong, like recently “Team Fortress” with the “headshot-protection”-hats. Please correct me if I am wrong.

    There is a very good reason to do Free-to-play with Item Sales instead of subscription: more money, or more precisely, a higher lifetimevalue, meaning not only more profit, but better games (for a sacrifice of fairness) with more players (by more advertisement).

    There are also very good reasons not to do Free-to-play with Item Sales:
    - being already successful with subscription
    - being confident to succeed with subscription
    - not having prepared or planned anything for Free-to-play with Item Sales

    I hope although I read different, BioWare clearly goes for subscription with their Star Wars MMO. They would be doomed if they wouldn’t.

    Yes, players go mad about it. But why doesn’t management care? Because the revenue by it and it’s active player numbers already are that small, that they tell themselves: screw our current players, it doesn’t work anyway. Screw the revenue and game we have for the chance to have the chance to make big business.

    We will see how it turns out. There is currently no clue that they did a bad service, isn’t there? Well, despite the fact how they treat their current customers. Free-to-play customers care less about this, since they choose to pay or pay not after they experience the game and service.

  • http://www.ihaspc.com Isey

    The only reason why WoW hasn’t gone F2P is because the subscription fee is the ultimate barrier for entry – for every game not named WoW.

    Blizz already has had a highly successful Cash Shop experiment, and you know they already have figured out how to suck out more than $15 a month from it’s player base if they went cash shop model. (See: customization, transfers, et al.)

    Until they get brave enough to give us the finger on that one, they will gladly sit back, take the ‘gamers only spend one sub fee a month’ realization, and watch all struggling (ie: all non WoW) MMO’s go F2P and get the bad press that goes along with it – strengthening their stranglehold on the market for the one sub most of us pay, and forcing other games to go F2P.

    It’s a vicious circle I tell you.

  • http://Website mcl

    They could pay me 20 bucks a month to play CO and to be honest I would have to turn them down.

    I positively abhor the game. Played the heck out of it but each balance pass they made herded the remaining players into fewer options and not more and took the major thing the IP had going for it, diversity in abilities, and drove it into FOTM face-rollville.

    –m.

  • http://Website MechaCrash

    This just made me laugh when I saw it. The initial feature list for Champions Online seemed to consist of two things: stuff City of Heroes tried in alpha/beta and discarded as being impractical, and stuff City of Heroes players asked for that wasn’t really doable due to engine limitations.

    Freeform character building was on the “impractical” pile, and, well…we see where that one went.

  • http://Website Lee Quillen

    “Actually I always felt that they should have switched to classes. The current situation pretty much has the choice of cherry-picking the best abilities or not. By making archetypes they might be forced to balance powersets better and avoid the uber builds that have made the game trivial.”

    Except that it won’t because there will still be uber builds making content tricial. 4 Guys having trouble with some group content? No problem, just invite me and watch me solo it. Getting your but handed to you in Arenas against other players? No problem as a handful of custom builds by subscription players will be able to solo 4 archetypes.

    They have previously said they planned on fleshing out the powersets (now we know why), but they would have to completely redo them to prevent cherry picking powers creating over the top characters. Any time you can pick a dps ability from a dps archetype, a healing ability from a healing archetype, a defense from a tanking archetype, and a crowd control ability from a CC archetype… you pretty much make Archetype limited builds the “have nots” of a game.

    I do drool, however, at the thought of being able to pick any 10 abilities from classes in WoW and seeing what that would allow me to do in THAT game. Would be a heck of a hunter between his Fear, Plate Armor, 4 pets, and stealth.

  • http://Website Peter S.


    Lee Quillen:

    I do drool, however, at the thought of being able to pick any 10 abilities from classes in WoW and seeing what that would allow me to do in THAT game. Would be a heck of a hunter between his Fear, Plate Armor, 4 pets, and stealth.

    So the ultimate Hunter is a Druid with a gun? :P

  • http://Website Lee Quillen

    Whatever you fancy if you can pick whatever skills you want while most of the player base is stuck to specific classes ;)

  • http://Website Aufero

    Played it for a couple of months after launch.

    It was unbalanced, (still is, from what I hear) the writing was awful, (not even funny-awful, just boring, stupid and filled with pointless plot holes) and parts of it were obviously shorted on development time. The best bits were character creation and trying out new power combinations in combat, which the game discouraged by making sure you got almost no reward for random combat.

    With character creation and powersets restricted to a few predefined classes, there’s no reason at all to play CO – even as a free game.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    I, for one, welcome my somewhat-mediocre but free-to-play heroics-to-be.

    My prediction is that Champions Online will benefit from the transition probably as well as Dungeons and Dragons Online did and for a very similar reason: both games make heavy utilization of instancing.

    There’s something very psychological there, but basically any game that makes heavy use of instancing is not worthy of a monthly subscription. It’s the difference between paying rent on your key to a virtual world and paying rent on a typical multiplayer game that hid its lobbies. The difference registers on a subconscious level even for the most ignorant player.

    I am a bit worried about how mediocre the overall gameplay sophistication is, however. During development, they tried to make it console friendly and to have one point pool pay for everything. They aborted both of these at the last minute (well, the last 3 months or so of development) and the power systems and central gameplay mechanics have been a rather loosely-balanced wreck every since.

    Having put some 1700 hours into City of Heroes, I imagine Champions Online will enjoy a permanent spot on my hard drive after the game goes F2P, but I half-wish they’d invoke potential NGE-style wrath by massively revamping their entire power system.

  • http://www.whysohostile.com Cymbaline


    Peter S.:

    The main thing that sets the game apart (aside for the controller support, but no one seems to appreciate it)

    Actually, I played DDO with a controller. It was really nice, actually, and suited the game well. Beats the hell out of the RSI basket that is mouse + keyboard 12 hours a day (work + fun).

  • http://Website Peter S.

    No no, I have too! I mean, you can play Champions Online *as an action game* if you configure it properly, like it was any other action/platformer or even FPS out there (not even worrying about target selection or anything!). Taking Acrobatics as a travel power and a full set of pistol powers was *fun*. And Dual Blades… I’m just saying, if you haven’t tried it, you *need* to.

    It’s much farther along than any other MMO in terms of this design aspect. It’s the one reason I still have it installed, even if I’m not subscribed.

  • http://Website Arkazon

    What surprises me is all the complaining of players of how this is destroying their character. From what I can tell, this functionally doesn’t change anything about anyone’s existing character. You can completely ignore the F2P component and continue paying your monthly subscription and keep your character. However, if you want to play the game for free, then yes, your character gets downgraded. Nothing is forced upon anyone and nothing at all has to change; they are just irate that they can’t enjoy the free game aspect AND keep their existing characters. *shrug* To which I say, boo hoo, pretend like F2P does not exist and move on with your gaming.

  • http://www.pkurflax.org Rush

    > And there will be a lot of companies who do it totally wrong, like recently “Team Fortress” with the “headshot-protection”-hats. Please correct me if I am wrong.

    You’re wrong. Mostly. :D

    http://wiki.teamfortress.com/wiki/Item_sets#The_Sniper

    The hat you’re referring to is the “Ol’ Snaggletooth”, which is a crocodile hat for the Sniper class to wear. It’s part of an “item set” called the “Croc-O-Style Kit”, which consists of four items, all obtainable through gameplay (though with varying difficulty). Wearing all four of the items in the Croc-O-Style Kit set makes your Sniper character unable to be killed by headshots. The major downside to this is that one of the Kit’s components is a sniper rifle called the “Sydney Sleeper” which cannot itself perform headshots (and is thus kinda weak).

    In a nutshell, Valve released a bunch of new items that gave players a slew of new options for how they structure their character, and then let people skip some or all of the time investment required to earn those options by paying them and the community members who created the items. They aren’t selling “headshot-protection”-hats, or win buttons, or anything like that. :) Indeed, pretty much all of the stuff available in the store is unlockable through a combination of gameplay and trade with other community members.

    As an aside, are we OK with calling Team Fortress 2 an MMO at this point? Is the MMO label even a useful distinction anymore?

  • http://Website Gx1080

    Raise your hands if you are actually surprised with this move.

    …..Anybody?

  • http://geldonsgaming.blogspot.com/ geldonyetich


    Gx1080:

    Raise your hands if you are actually surprised with this move.
    …..Anybody?

    The move was anticipated, but less in a way that suggests I knew it would happen, and more in a way that I really thought it was really something they aught to do.

  • http://Website Xaldin

    Honestly they should have been F2P from the start. I started the game when it first opened up. Very disappointing. Dual blades was very fun, right up until I ran out of missions. Then the low amount per mob xp wise made it prohibitive for me to get to the next mission set.

  • http://Website Sanjassi

    I enjoy the microtransaction model in D&D online. Maybe because i never felt that they were trying to cheat me. Its a complete game, even without paying for anything.

    Now, Cryptic I dunno. CO felt like it was designed to trick me. Box + subscriptionfee + microtransactions for everything. Bugged, contentstarved and underpolished. It left a bad taste and i regret buying it.

    I suppose its more about the feeling than anything else. Cryptic keeps trying to trick me into buying stuff and turbine offers me a decent deal. /Shrug

  • http://www.muckbeast.com Muckbeast

    Just when you thought Cryptic couldn’t make even stupider moves:

    http://www.champions-online.com/f2p_matrix

    1 inventory bag slot for F2P? Seriously? ROFL.

    Power tinting only for subscribers?

    The degree of pettiness in that matrix is amazing. They are basically making the F2p version of the game total garbage. That’s really not a good way to try and attract a paid user (or a user who pays occasionally for C-store pts).

  • http://geldonsgaming.blogspot.com/ geldonyetich

    Kinda surprising that a company that has been so quick to add microtransactions on top of their P2P model is so ignorant about how microtransaction balance works: you’ve gotta let the F2P folk operate comfortably enough to be fished into shelling out more for the game.

    1/4 inventory bags isn’t going to cut it. 3/4 is about right. 2/4 would be pushing things but operable.

    Power tinting shouldn’t be “unavailable” to F2P, it should be an unlockable cosmetic purchase.

    The base archetypes restriction may actually have an unintended benefit: frankly, the open-ended power system Champions Online has now has always been rather boring in that it lacks sufficient structure to be interesting. They might have been able to get away with a completely open-ended system based off of a single point pool where some powers cost more than others, and City of Heroes has demonstrated that a completely restricted selection of powers works too, but this in-between solution they currently have satisfies no one.

  • http://Website JuJutsu

    “Kinda surprising that a company that has been so quick to add microtransactions on top of their P2P model is so ignorant about how microtransaction balance works: you’ve gotta let the F2P folk operate comfortably enough to be fished into shelling out more for the game.”

    Imo, the same applies to SOE.

  • http://unsubject.wordpress.com UnSub

    The F2P element is in beta currently. Players are pushing for various changes to the F2P matrix.

    It’s a tough line to walk – give too much away and players won’t pay a dime, give too little and players won’t hang around. ChampO does have inventory issues anyway, even if you have access to 4 (5?) bags.

  • http://Website JuJutsu

    I don’t think those risks are symmetric though. There are people [I'm one of them] that will do microtransactions even on top of a subscription. If you ‘give too much away’ you might not maximize your revenue but you’ll get some $ from the free players. If you give too little you won’t have any free players and you get squat.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    Getting every single player to pay in F2P usually isn’t the point of the systems. Rather, the idea is rather is to set up a bandwagon affect that fishes in severalfold more players than you’d normally have. Once you’ve got that going on, even if the majority doesn’t pay a dime, the minority are paying more than enough to make up for it.

    For example, lets say we’ve got about 50,000 players under a P2P model. We throw the switch and the game becomes F2P. Suddenly, we’ve got 1,000,000 players. Maybe 10% of those players pay as much as players were paying under a P2P, however, that’s still twice the profit you were getting before.

  • http://Website Iconic

    The bottom line IMO is that no one is going to play a game that doesn’t deliver value. The problem for CO and STO is that they’re kind of threadbare, crappy games. It’s tough to make people feel like they’re getting value while charging them much more than the minimum (zero).

    There’s really no financial model that can bail you out when your game is just bad and people know it.

    Cryptic has generally been way too greedy already, trying to charge full subscription for cheaply made, low quality games, and tacking micro transactions onto the deal. If anything they probably have to err on the side of giving too much away if they really want to attract a wide base.