Originally posted by
Atron_mmozg
I know what I'm talking about because I play your game, have been writing about it for six years, and have organized long-term servers with significant achievements.
I apologize if my words seem rude. I get a bit annoyed because it feels like you manipulate arguments, evade uncomfortable questions, and speak in axioms where proof is needed. However, I'll try not to annoy you in return.
Let me give you a simple example. I paid you money six years ago. I've already gotten much more value than what I spent. But there are systemic problems that, as a player, I am unhappy with. From a financial standpoint, it doesn't matter if I'm happy or not. I've already paid you. I don't see any financial incentive for you to change anything for me.
You say you don't want to make an MMO. But I didn't ask you to make an MMO. I never once used the term MMO in my arguments. I wrote that you have spent three years developing very interesting systems that don't work without consolidating the player base. You can object and prove that these systems are widely used in practice if I am wrong.
If I am right, it turns out that you have spent three years since the release of 9.0 developing systems that don't really work.
I mentioned earlier that there are only two business models that don't affect gameplay: buy-to-play and pay-to-play. These models provide full gameplay access to all players under the same conditions.
Your game followed this model until you decided that some players could buy game entities for real money, while others couldn't.
I understand why buy-to-play can't sustain your long development cycle, which is similar in duration to live services. That said, you specifically don't want to use pay-to-play. Can you explain why exactly you don't want to use pay-to-play?
Not why some players don't want to pay extra money because they're used to not doing so, but why SLG doesn't want to establish a fair long-term financial relationship with its customers.
And I've not only being working on the game for six years, but also an active player and server administrator for seven of them, well aware of the shortcomings of the game from both perspectives. I did literally agree with you about many of them.
I'm sorry if you got the impression I would avoid any questions, but I haven't noticed that, feel free to let me know when you notice that again.
It isn't correct that there is no financial incentive to change the systemic issues you talk about, as those are problems that affect any player - no matter if existing or new. But you are correct that for development of changes and features especially desired in the existing community there is no such incentive. And that means both of us have literally been saying the same thing, as that is what we have communicated since the first stream. Let me quote our CEO:
Reason we wanted to do microtranscations is to allow people playing 1000s of hours a way to continue supporting the game, in a way that doesn't affect gameplay for others. Without that, dev funding stops unless we're constantly getting new people in. It shifts our financial incentives to include supporting our biggest players and end-game content, which is where it should be IMO, not just on new purchasers only. DLCs are also an option but they can be disruptive and split the community deeper than cosmetics IMO.
You didn't mention an MMO, that is correct. But the suggestion of "pay-to-play", which typically only works for such, and your mention of high player count systems did nontheless suggest exactly that.
We weren't developing systems that don't work - we are not yet done developing all systems required to make them work together optimally, as we are due to the resources we have, required to implement puzzle piece by puzzle piece.
The reasons to not use pay-to-play are massive: First, I don't think it's legally possible in all jurisdictions to limit play capability after release to only paying players. Second, the outcry for such a change would be massively higher than any marketplace could ever be, as it takes players ability away to play the game they bought (or continue to play it in whatever mode we are going forward) - in my opinion the instant, deserved, death of the game. Third, I don't know of any game that went this route (instead of the one to free-to-play), means no experiences, high risk. Fourth, we simply from a ideological standpoint don't want Eco to be a game that is only accessible to people that can afford paying monthly for the game. This would be an extremely high risk we'd not be willing to take.
I do not however have concerns of anywhere that scope for a marketplace that is offering existing players the ability to optionally crossfinance main game development through the purchase of things that don't grant them any mechanical benefits in the default game over others. In opposite to you, I do not consider that abuse. I would however consider it abuse to change Eco to a pay-to-play system or ending development to create a new service adding onto it to circumvent legal restrictions. We have never even thought of that being an option - it is simply alienating to us to do something like that.
If I had exactly those two options I'd always choose the marketplace without a glimpse of an eye, it is the much superior (and in my opinion also fairer) option. From the other discussion thread I noticed that you don't seem to hold any good opinions of systems where the game benefits from people willing to support through crossfinancing - I do. And I prefer that a lot over pay-to-play, if I had to personally create a game that could work with either pay-to-play or a cosmetic marketplace, I'd chose the latter to not exclude people from playing it. It's then people that are willing to spend money enabling others to play it without additional costs - that is fair game, literally solidarity. Note that this was my personal, private opinion and that it is fine to have different one. But game development isn't only business relations, we are doing a passion project here as we love what we do and envision. To us it is more important to keep to our values than the optimal business ways. I'm not mainly working at SLG because it pays my bills, I'm working here because I love Eco's concept, its players and due to the job being fun - even when I am the person everyone loads off their anger. I could get more money and less stress elsewhere.