Mission Architect - CoH killer?


afocks

 

Posted

CoH revenue has been slowly declining for years and in part that'll be due to people like me. I realise that probably sounds weird, why would anyone admit to that, but I guess I represent a silent percentage of the player base.

I bought the game at European release and played solidly until a few months after CoV arrived as part of a very active SG coalition. However once people had one or two 50s they tended to lose interest, with nothing compelling to do at max level they were left with alting for replayability. As people began to leave the game, and friends lists became silent, it just started feeling boring.

The weird thing is I kept my subscription for quite a while even though I wasn't playing at all. Eventually though economics caught up and I cancelled. Since then I've regularly come back, but rarely for more than a month at a time. Why? I'm not sure. Since Paragon took over the reigns the game has improved immensely, but something just doesn't grab me long term and my sub inevitably cancels again.

I've been doing this repeatedly for the past 4 years, you'll notice I'm not a VIP at the moment as my most recent subscription literally finished just prior to the announcement.

I'm a fan of the game, I'm definitely a fan of the Dev team - but I've not subscribed as much as I feel I should have - as much as the game has deserved. In effect I've contributed directly to it's downfall in some small way.

That makes me sad.


 

Posted

Quote:
Originally Posted by Cobra_Man View Post
I've been trying to figure out what caused the decline in revenue of our game in 2009. The start of the second quarter heralded a sharp decline in revenue - according to the chart below.

The only obvious reason that I can see is the introduction of MA.
I don't think the Mission Architect directly caused any sort of exodus of players, but it failed to bring in new players and it wasn't enough to keep many existing players interested. If the MA didn't grab you, then there wasn't a lot for you in issues 14 and 15 -- and these two issues came in the middle of a fairly long period of mechanics heavy and story light issues. There was a lot of potatoes and not a great deal of meat between mid 2007 and mid 2010

(The really annoying aspect is that the Mission Architect was so gorram close to getting things right: if they'd put a bit more (i.e. any) effort into searching and navigating arcs and if they'd been more tight-fisted with the AE rewards it really could have worked great.)


 

Posted

Quote:
Originally Posted by Cobra_Man View Post
I'll go out on a limb here and say that MA pretty much broke the game for a great number of people - and contributed directly to the situation that we're in right now.
MA didn't break the game. The players broke the game. They were given the keys to the candy store - or more precisely the candy factory - and instead of discovering and sharing new and exciting flavours they sat down and gorged themselves on the raw ingredients, then complained to the devs when it made them sick.


 

Posted

Well... I think the ones gorging themselves were content, but the ones getting vomited on did the complaining.


 

Posted

Quote:
Originally Posted by Leif_Roar View Post
I don't think the Mission Architect directly caused any sort of exodus of players, but it failed to bring in new players and it wasn't enough to keep many existing players interested. If the MA didn't grab you, then there wasn't a lot for you in issues 14 and 15 -- and these two issues came in the middle of a fairly long period of mechanics heavy and story light issues. There was a lot of potatoes and not a great deal of meat between mid 2007 and mid 2010

(The really annoying aspect is that the Mission Architect was so gorram close to getting things right: if they'd put a bit more (i.e. any) effort into searching and navigating arcs and if they'd been more tight-fisted with the AE rewards it really could have worked great.)
This. I don't think it was MA specifically. It was the fact that there was very little story introduced for quite some time. I know I posted about it quite a lot. I even talked to DEVs about it at the couple of CoH Cons I went to.
I see it this way:

Issue 11: Ouroboros and hair and very rare IOs. November 2007
Issue 12: Cimerora and VEATs May 2008
Issue 13: Day Jobs and new IOs October 2008
Issue 14: MA and PvP IOs March 2009
Issue 15: Updates MA, Costumes, Dominator June 2009
Issue 16: Power Customization and New CC August 2009
Issue 17: QoL improvements 2 new Story Arcs April 2010
Issue 18: Alignment System August 2010
Going Rogue: Ummm... Going Rogue August 2010

So I don't think it was MA per se. However, what I think happened was a general feeling that CoH wasn't providing any new content.
I remember somewhere in the middle of that a big forum "discussion" about what constituted content.
But for those that like story there was very little story content added to the game from issue 11 to issue 18.
And I think that when a number of people saw Issue 16 they decided that it was enough. I remember at the time comments from a number of people that the DEVs put in MA because they had given up on providing story content themselves. Not saying I belive that. And it doesn't matter what the reality is. Because peoples perception of reality is all that matters.
While I have never unsubed the game, I was still pretty down on it during that time.
There were wonderful SYSTEMs added to the game during that time. And I understand in hindsight that the lack of story content was because of the work on Going Rogue.
I think when you look at the issues above, and compare it to the drop in revenue it is easy to see why. Again, not because of MA. But, rather because of a lack of real story content.
Basically people get tired of playing the same stories again and again.




My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Regarding my experiences from other online games, power leveling alone can't kill a game. Diablo II have been around since 2000, and doing Baal runs* vs normal gameplay yields an astronomical XP gain factor, I guess it's in parity with the most advanced AE farms before the worst exploits where fixed (and there was no DFB).

What can bring down any game within weeks is dupe exploits. If the most desired items are suddenly available for everyone, you feel very little incentive to keep advancing your character. It was the reason I suddenly quit playing Rose Online (back in 2004), despite a very interesting crafting system.

I still think that Mission Architect is good for the game. Anything that allow you to build your own lore (regardless if canonical or not) is great for the long-term attachment.

*Baal runs is farming the final boss, usually with very mixed level teams.




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My story on union.virtueverse.com

 

Posted

Quote:
Originally Posted by afocks View Post
Quote:
Originally Posted by Father Xmas View Post
... there was a lot of fallout from it.
Truth. I know the game started depopulating from about a week after the release of MA. Players were saying that they would not renew their sub in the chat channels. MA took players away from the content and depopulated the game as a whole. AE was now de rigueur and reaching lvl 50 in a matter of hours was a sham. Within a week of MA level 50 players were surfacing in the chat channels asking "Where is the Hollows?"

On top of that - a few weeks later there was an announcement that a raft of badges were to be removed. That is the one that got me; I could handle PLers because their path would never cross mine but, when they decided to take away the badges I had earned I then decided enough was enough so I unsubbed for a few months.

I have been lampooned for my opinion in game channels, this is only my opinion and experience. No need to troll it, just read it, your experience WILL be different.
I was merely restating the premise to cursedsorcerer, a premise I have a trouble believing.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
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Tempus unum hominem manet

 

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Originally Posted by UberGuy View Post
The last time I checked, not failing counts as "resistant". Major games didn't shut down. They did suffer reduction in subscriptions or spend (for F2P ones).

Based on ... the notion that games are "recession resistant"? How do you quantify what revenue drop would make sense for that for the largest economic decline since the Great Depression?
World of Warcraft saw increased subscription revenues during the same time period. EA and Activision posted some of their largest sales numbers ever. So did Perfect World. Escapist forms of entertainment traditionally thrive during recessions/depressions, so it really shouldn't be surprising.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
I was merely restating the premise to cursedsorcerer, a premise I have a trouble believing.

Understood Father Xmas. The OP is not, in your opinion, completely to blame. Though the fallout was intense at the time as I remember it.


 

Posted

Quote:
Originally Posted by Intrinsic View Post
World of Warcraft saw increased subscription revenues during the same time period. EA and Activision posted some of their largest sales numbers ever. So did Perfect World. Escapist forms of entertainment traditionally thrive during recessions/depressions, so it really shouldn't be surprising.
You have to have money to spend on them.

The only way increased revenue during such intervals makes sense is if those pursuing the escapism are those in careers or income brackets that are free to increase discretionary spend.

This isn't speculation. Discussions of the downward spiral of this and prior recessions regularly cite how even just the concern of job loss causes people to cut expenditures on non-essential services, which causes further job losses. Video games are the epitome of "non-essential services".

It seems to me that a game's performance during a recession is a function of the economic demographics that plays it. A game with a more blue collar workers might perform poorly compared to one with white collar ones, for example (not that white collar jobs didn't suffer in the Great Recession). I see no reason to assume that, as a proportion of its players, CoH would have a larger concentration of players more prone to suffer in the recession than, say, WoW, but honestly, I'm more likely to draw that conclusion than to assume the AE killed it. Seriously, other than these inferences from that revenue chart, I saw no evidence of that.

The claims that the game started depopulating are not universal. No such thing happened on my home server.


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Posted

"NC SOFT" killed the game period end of discussion.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

I will admit that the Mission Architect gave me extra incentive to check out Champions Online. It was very difficult to find teams running regular content between Issues 14 and 15, when most people were farming AE. Now, I didn't say that everyone was PLing, and that no one was running regular content. But, let's be honest. Between Issues 14 and 15, most people were PLing in AE, and that's all they were doing. With Champions Online's launch around the corner at the time, it seemed like a haven from the non-stop farming.

But Champions Online's launch day patch killed it, and the launch of Issue 16 shortly after curbed the AE farming, so back I came.

So, yes, I could see how the Mission Architect played a significant role in the loss of CoH players, but it wasn't the only one.


@Celestial Lord and @Celestial Lord Too

 

Posted

Mission Architect or any other feature didn't kill CoH.

A big reason for decline in 2009? Fatigue. This was when myself and a lot of the older players finally hit that pont where we just weren't interested in playing anymore. We were 5 - 6 (counting beta) years in and ready for something else for a while.

The thing to remember when talking about any one feature is that none of them drove large numbers of players away. MMO's decline over time, there have been very few exceptions to that rule.

Anyone comparing WoW to CoH is fooling themselves. WoW is the exception to EVERY MMO rule. Its a fluke brought about by a well loved game company taking a very well loved franchise and moving into the MMO space with a game that did nothing new or unique, it just did everything basic and simple and it made all the millions of preexisting fanboys happy.

After that long break of a couple years I came back to the game and found my love renewed and I've been playing just like I did in the days of old. Lots of and lots of hours logged. During the 4 weeks before the Announcement of DOOOOOOOM I saw a lot of older players coming back to game.

Our fatigue was over but sadly NCSoft's wasn't.


w00t Radio

 

Posted

I guess this kind of blame game crap should have been expected. This is still the forums...

I mean it could not be that someone with power in NC SOFT decided to shift focus away from an 8 year old superhero game that never made TONS of revenue for the company but was still profitable.

Nah it had too be the "other" players that decided to play the game in a way that was different from you.

This typical forum trash......will NOT be missed.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by B_L_Angel View Post
Really short list
Quote:
Originally Posted by Draugadan View Post
Another really short list
Really I have stayed away from this because there is no point to it unless the game gets saved somehow. Those just begin to scratch the surface

Quote:
Originally Posted by Intrinsic View Post
World of Warcraft saw increased subscription revenues during the same time period. EA and Activision posted some of their largest sales numbers ever. So did Perfect World. Escapist forms of entertainment traditionally thrive during recessions/depressions, so it really shouldn't be surprising.
This is very telling. It would be nice to see the numbers if they are easily available.

Quote:
Originally Posted by UberGuy View Post
You have to have money to spend on them.

The only way increased revenue during such intervals makes sense is if those pursuing the escapism are those in careers or income brackets that are free to increase discretionary spend.

This isn't speculation. Discussions of the downward spiral of this and prior recessions regularly cite how even just the concern of job loss causes people to cut expenditures on non-essential services, which causes further job losses. Video games are the epitome of "non-essential services".

It seems to me that a game's performance during a recession is a function of the economic demographics that plays it. A game with a more blue collar workers might perform poorly compared to one with white collar ones, for example (not that white collar jobs didn't suffer in the Great Recession). I see no reason to assume that, as a proportion of its players, CoH would have a larger concentration of players more prone to suffer in the recession than, say, WoW, but honestly, I'm more likely to draw that conclusion than to assume the AE killed it. Seriously, other than these inferences from that revenue chart, I saw no evidence of that.

The claims that the game started depopulating are not universal. No such thing happened on my home server.

The concept is you compare performance against overall industry industry performance. Example if you have two real estate development companies in a region and one has rising sales and the other has declining sales it's a safe bet that one is doing things wrong and you should stay away from them.

Barring actual evidence there is no reason to accept the proposition that WoW or perfect world players have higher disposable incomes than CoH players. As far as this depression vs disposable income for entertainment MMOs are one of the cheapest entertainments for your dollar. If you look at prior economic down turns the movie industry usually holds up well. Why because people still need to take their minds off their troubles.


 

Posted

AE didn't kill CoH but it was handled extremely poorly.

You had people hitting 50 in an hour or two then sweeping bans, then a post by Positron explaining the exploit ban/issue then some were un-banned and others were not. On top of that some of the characters were deleted.

Adjacent to that you had the badge issue, which required aberrant behaviour to get some badges (1,000 times running a certain mission?) and then THOSE badges disappeared. Then the Dev's Choice mess, where some great arcs never got any recognition because either the Devs missed them, the Devs didn't like them or maybe even the Devs weren't fond of the player who wrote them.
Not even going to start on the ratings griefing, some of the Dev's Choice not having proper power warnings (hidden EBs in one of them with no reference to them in mission text) and so on.

MA was a nice idea, terribly implemented and never addressed for the following few years. I only use it to PL alts these days, running labelled arcs (LBMA for example) is really hit and miss and a handful of the Dev's Choice hit the right target of decent story AND good challenge.

Architect killed Architect due to variance in rewards, badge issues and so on. It didn't kill CoH, though I do anecdotally know some people that unsubbed as they did with I13.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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Posted

Quote:
Originally Posted by Another_Fan View Post
As far as this depression vs disposable income for entertainment MMOs are one of the cheapest entertainments for your dollar.
You still require dollars to spend.

I just don't buy it. If I had a serious downturn in income, video games would be the very first thing to go.

And actually, that makes me think of something about our playerbase.

If I had to characterize CoH, it would be the MMO that people who don't play MMOs do play. That could factor in to the reaction of its playerbase to the Great Recession relative to those of other MMOs - if they aren't the sort of people who would have picked up a monthly sub before they found CoH (something I constantly read here on the forums), maybe they are more willing to drop it when times get tough, irrespective of how much "entertainment per dollar" it may offer.


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Posted

Quote:
Originally Posted by UberGuy View Post
You still require dollars to spend.

I just don't buy it. If I had a serious downturn in income, video games would be the very first thing to go.

And actually, that makes me think of something about our playerbase.

If I had to characterize CoH, it would be the MMO that people who don't play MMOs do play. That could factor in to the reaction of its playerbase to the Great Recession relative to those of other MMOs - if they aren't the sort of people who would have picked up a monthly sub before they found CoH (something I constantly read here on the forums), maybe they are more willing to drop it when times get tough, irrespective of how much "entertainment per dollar" it may offer.
This.

I have a bunch of friens that only played CoH because it was easy to get into, get costumes and so on. Their families grew, they got bored or whatever and dropped the game without migrating to another MMO because they liked this one but just didn't have the time or inclination to stick around waiting for new content.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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Posted

Quote:
Originally Posted by UberGuy View Post
You still require dollars to spend.

I just don't buy it. If I had a serious downturn in income, video games would be the very first thing to go.

And actually, that makes me think of something about our playerbase.

If I had to characterize CoH, it would be the MMO that people who don't play MMOs do play. That could factor in to the reaction of its playerbase to the Great Recession relative to those of other MMOs - if they aren't the sort of people who would have picked up a monthly sub before they found CoH (something I constantly read here on the forums), maybe they are more willing to drop it when times get tough, irrespective of how much "entertainment per dollar" it may offer.
During the Great Depression movie box office soared.


 

Posted

A few decent points have been made in this thread, although I would have to say I didn't start this thread looking for 'blame' - or anything like it.

I just vividly remember thinking that MA could cause this game a great deal of damage - once I realized exactly what it was capable of.

I know of several long time players who were dismayed at the abuse MA allowed - who did stop playing. I myself took an extended break from the game entirely due to the introduction of MA.

It was nothing to do with recession and everything to do with being disillusioned by the influx of newbie level 50's who had no idea how to get to Peregrine Island - or even the Hollows for that matter.

It's academic now in light of what's happened, but it would be intriguing to see what would have happened to the revenue figures had MA not been dropped on us back then.

It may not have killed CoH directly, but I'm damn sure that it certainly did the game no favors whatsoever and reduced the games ability to survive.


Proud member of FOXBASE ALPHA and coalition associates.

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Villain 50's - 1

 

Posted

Quote:
Originally Posted by Another_Fan View Post
During the Great Depression movie box office soared.
Quote:
The Great "Depression sent a shudder through the entire industry in 1931" (Schatz, 1988, p. 87). For example, the collective profit of the Big Eight dropped from over $50 million in 1930 to $6.5 million in 1931 (Schatz, 1988, p. 87).
Schatz, Thomas. (1988). The Genius of the System: Hollywood Filmmaking in the Studio Era. New York, New York: Henry Holt and Company.


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Red
Shadowslip: 50 DDC
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Posted

Quote:
Originally Posted by Another_Fan View Post
This is very telling. It would be nice to see the numbers if they are easily available.
My information comes straight from the financial reports. Publicly traded companies keep archives of those online nowadays. Easiest way to find them is to google '[company name] investor relations.'

Quote:
As far as this depression vs disposable income for entertainment MMOs are one of the cheapest entertainments for your dollar. If you look at prior economic down turns the movie industry usually holds up well. Why because people still need to take their minds off their troubles.
Exactly. Hollywood is considered a recession-proof industry. The history of the video gaming industry is much shorter, but so far it has been following similar trends.


 

Posted

Quote:
Originally Posted by Intrinsic View Post
Hollywood is considered a recession-proof industry. The history of the video gaming industry is much shorter, but so far it has been following similar trends.
Quote:
Between 1930 and 1933, however, movie attendance dropped from around ninety million admissions per week to sixty million admissions, and average ticket prices dropped from 30 cents to around 20 cents over the same span. Industry revenues dropped from $720 million in 1929 to $480 million in 1933, while total company profits of $54.5 million in 1929 gave way to total company losses of $55.7 million in 1932.
Reference.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The Great "Depression sent a shudder through the entire industry in 1931" (Schatz, 1988, p. 87). For example, the collective profit of the Big Eight dropped from over $50 million in 1930 to $6.5 million in 1931 (Schatz, 1988, p. 87).

Schatz, Thomas. (1988). The Genius of the System: Hollywood Filmmaking in the Studio Era. New York, New York: Henry Holt and Company.
Quote:
Historically the movie business has an upsurge in bad economic times, as people head to the theaters to escape from the daily headaches. Domestic box-office revenue went up in five of the past seven recession years dating to the 1960s, according to research compiled by the National Association of Theatre Owners.

[snip]

Amid America's longest and bleakest economic bust in the 1930s, movie attendance tumbled initially as investment money for films dried up. But in the heart of the Depression from the early to late 1930s, attendance shot up. While detailed box-office figures were not released back then as they are today, as many as 4.6 billion movie tickets a year were sold in the 1930s – three times more than in 2002, the best year of modern times. And the U.S. population during the Depression was less than half of today's 300 million.
http://digitalsyndicate.tv/hollywoodrebounds.html

*edit* "Investment money... drying up" is also why I called the gaming industry recession resistant, because I have heard stories of companies that had a hard time finding investors/publishers for their games and blaming it on the economy. But there is no lack of consumers purchasing the games that are out there.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Schatz, Thomas. (1988). The Genius of the System: Hollywood Filmmaking in the Studio Era. New York, New York: Henry Holt and Company.
Alex I'll take How to use google incorrectly for 500.


At the begining of the depression movie gross dropped because people stopped making them.

http://www.shmoop.com/great-depression/statistics.html

Quote:
Average Weekly Movie Attendance
in 1927: 57 million
in 1930: 90 million
in 1931: 80 million
in 1932: 60 million
in 1933: 50 million