NCSoft's Official Response to Us


Acroyear2

 

Posted

Catering just to the power gamer, though, is why a LOT of NcSoft titles don't work here. Aion and Lineage are exactly like this. They cater to JUST that dynamic. If you don't have an MMO the caters to everyone it will fold up on itself. Like it or not, Guild Wars 2 hit the right stride and catered toward everyone. If someone else could establish a game of supers, like that, with solid PvE and PvP (where you can solo to the top, if you want) then it will do well. Without the casual aspect, though, you will not gather an audience. There is a reason the once proud Everquest fell rapidly from grace when WoW "and" CoH came out. It was a game based on grinding everything out.


 

Posted

I am very disappointed in NCSoft's handling of the closure of CoX.

In CoX they have a unique niche game for the MMO community. CoX is the best Super Hero MMO in the market. I have argued that DCUO is more action that MMO and CO is less developed, smaller, and in general less interesting than CoX. As customers we really do not have a viable substitute game to go to.

NCSoft has a right to shut the game down, but we have a right to be terribly disappointed and protest in all the legal avenues we have. Having the right to do something does not make it the right thing to do. The right thing to do is an ethical determination.

Other MMO providers have kept far smaller customer bases happy by keeping their MMO worlds alive and open in at least a maintenance mode. DDO seems like an excellent example, but since CoX is the only MMO I personally play I'm sure other people have more examples.

MMO's thrive on the trust that the online world will continue to be there for a substantial time in the future. NCSoft is breaching this trusted compact by closing down a game that every customer had all reason to believe was healthy. Breaching trust makes a company a poor choice to do future business with.

We as customers didn't pick NCSoft as a custodian for CoX. NCSoft purchased CoX after almost all of us started playing and were well invested in the game. We had no control over NCSoft as a choice for custodian.

Customers with a "Video Game Mentality" maybe more okay emotionally with the thought of CoX closing. But MMO's create online worlds. Customers with a "MMO Mentality" expect these worlds to last for a very long time and have a high expectation for a company to actually do everything in their power to keep that online world around as long as practical. NCSoft clearly has not done everything in its power to keep the CoX world around.

Additionally, no one seems to dispute that CoX is still profitable. If CoX isn't profitable it would seem that costs associated with other projects have been lumped into the maintenance of CoX. Even if this is not the case, no measures were done to reduce the costs of CoX to make it more profitable. Most games don't have whole new issues scrapped just days before release. As games become less profitable, generally additional content comes at a slower pace, but in CoX's we have seen an increase in new content in the last two years not a reduction. Customer have no clue why CoX now seems like a bad investment for NCSoft because we haven't had any transparency, but it also seems that even NCSoft won't say CoX is unprofitable.

If NCSoft isn't going to keep CoX open, then they have an ethical obligation to find a replacement custodian. Yes, they have the right to just close it, but again it doesn't make it the right thing to do. As for the attempt to sell CoX, I find it laughable to say they were unable to sell it. Generally when you want to sell something at auction, you find a buyer for the product. You may not be happy with the sales price, but you get the most you can get for the product. Either the price was too high or the stipulations were too large for NCSoft to find a buyer. But that means NCSoft didn't really try to find a buyer. Heck I'll offer right now to buy it for $1,000 and that is more than zero. I know I can find a company in the business that will buy it from me for a lot more than a hundred dollars, I'll make a huge profit. I might even try to set it up as a community owned project where dollars taken in on subscriptions would be used to maintain servers and if enough people stayed I could hire developers with the funds to do updates.

NCSoft isn't telling us the whole story. Most likely they have screwed up on other games and closing down CoX gives them a tax benefit larger than they can get someone to buy the franchise. Its sad that a profitable game is getting closed because it makes tax sense. But this is the only rational explanation I can find.

To sum it up, we are getting a raw deal. NCSoft is closing the only decent Super Hero MMO in the market and we as customers have no where else to go and are losing the investments (in time, emotion, and money) we have made in City of Heroes. NCSoft has clearly not tried to make the game profitable with cost reductions. NCSoft also has not really searched for a buyer for the game either because they have asked too much or put too many strings on the purchase. We as customers have a right to protest, to whine, and to be unhappy with the quality of service we are receiving from NCSoft.


 

Posted

Quote:
Originally Posted by LadyGrimrose View Post
Catering just to the power gamer, though, is why a LOT of NcSoft titles don't work here. Aion and Lineage are exactly like this. They cater to JUST that dynamic. If you don't have an MMO the caters to everyone it will fold up on itself. Like it or not, Guild Wars 2 hit the right stride and catered toward everyone. If someone else could establish a game of supers, like that, with solid PvE and PvP (where you can solo to the top, if you want) then it will do well. Without the casual aspect, though, you will not gather an audience. There is a reason the once proud Everquest fell rapidly from grace when WoW "and" CoH came out. It was a game based on grinding everything out.
Just because you have a game that CAN be a traditional grindfest doesn't mean you must PLAY IT as a grindfest. Cater to the power gamer, but provide an out for the casual gamer. It's reallllyyy not that hard. Incarnate powers were a decent step towards that, if imperfectly done.


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Yep.

This is really doom.

 

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Originally Posted by Angry_Citizen View Post
I'm sure automobiles were quite a niche market at first. Then Ford made it non-niche. Saying that freaking superheroes are a niche market is pretty ignorant - look at the ticket sales for all these superhero movies.
It is only in the last two years that the superheroes movies are making some money (there were exceptions but they were the exception that proves the rule)and that because the superhero genre is the latest craze like there was the western craze, the pirates craze, the martial arts craze and so on.
Look instead at the MMOG market: there are only 3 superhero games , all three have gone free to play and one of them is about to close down and no company, so far like I know, is working to do a new one. How others have said there is a crisis in the MMOG market, even mighty WoW has lost players, and the ones that that would go down are, of course, the less popular genres


 

Posted

Quote:
Originally Posted by savagedeacon_NA View Post
It is only in the last two years that the superheroes movies are making some money (there were exceptions but they were the exception that proves the rule)and that because the superhero genre is the latest craze like there was the western craze, the pirates craze, the martial arts craze and so on.
Look instead at the MMOG market: there are only 3 superhero games , all three have gone free to play and one of them is about to close down and no company, so far like I know, is working to do a new one. How others have said there is a crisis in the MMOG market, even mighty WoW has lost players, and the ones that that would go down are, of course, the less popular genres
The CoH target audience is different than the traditional MMO (12-25 male). The demographic for CoH is older with a lot more women than most other MMO's. We also have a lot more families playing CoH.

But we have a lot more people playing CoH than play DDO...


 

Posted

Quote:
Originally Posted by Angry_Citizen View Post
Niche markets are niche until they stop being niche. Stop making excuses. The game was great for us, but we weren't enough. Simple as that.
First and foremost nothing I said is in ANY way some kind of excuse for anything GFTO with that silly ish. Repeatedly restating exactly what Paragon AND NC SOFT stated was the reason the game was closed is what I have done nothing more nothing less. I am not the one coming up with made up theories others are.

I have also repeated exactly what the MMO mags have said about the genre, they are the ones that call superhero MMO's a niche genre within the MMO world that is dominated by fantasy...deal with it.

The game was great for us and NC SOFT closing it down makes it clear we were not enough duh....(ie niche genre). Is it as simple as that indeed.


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

 

Posted

Superhero movies that make a lot of money are based on A-list characters that cross multiple generations; Superman, Batman, X-Men, Spiderman, Ironman. Ones based on non A-list or newer characters or independent comics don't do nearly as well; Hellboy, Judge Dredd, Blade, Mystery Men, Punisher, Spawn, The Crow, Kick-***, Elekra.

There are exceptions to both lists of course. Also the most popular movies are also a series of sequels. Hook the public with the great first one and you got them for at least two more.


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Posted

Quote:
Originally Posted by Father Xmas View Post
Superhero movies that make a lot of money are based on A-list characters that cross multiple generations; Superman, Batman, X-Men, Spiderman, Ironman. Ones based on non A-list or newer characters or independent comics don't do nearly as well; Hellboy, Judge Dredd, Blade, Mystery Men, Punisher, Spawn, The Crow, Kick-***, Elekra.

There are exceptions to both lists of course. Also the most popular movies are also a series of sequels. Hook the public with the great first one and you got them for at least two more.
When you say sequel are you talking about a CoX2? If that is the case, they should keep CoX open until the sequel is ready because they are poisoning their relationship with the existing player base. It would be well worth it to them to keep us as an existing base if that was the intention.

But I've not heard anyone talking about CoX2 except for the fact that NCSoft reserved the Trademark for CoH2, which really doesn't mean much.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
Superhero movies that make a lot of money are based on A-list characters that cross multiple generations; Superman, Batman, X-Men, Spiderman, Ironman. Ones based on non A-list or newer characters or independent comics don't do nearly as well; Hellboy, Judge Dredd, Blade, Mystery Men, Punisher, Spawn, The Crow, Kick-***, Elekra.

There are exceptions to both lists of course. Also the most popular movies are also a series of sequels. Hook the public with the great first one and you got them for at least two more.
I thought Dredd, Punisher, Spawn and Kickass had HUGE cult followings...?


 

Posted

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Originally Posted by Talionis View Post
When you say sequel are you talking about a CoX2?
No, he was talking about movies.


 

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Originally Posted by Angry_Citizen View Post
Yes, but that leads to the situation we're in now. Casual gamers are fickle. We need to attract the power gamers and PvPers. That's how EVE Online has so many subscribers. It too is a "niche market" in that it's a completely new world in a non-fantasy setting - just like CoH.
I don't think casual players are more fickle than power gamers, they are just fickle about different things. I see PvP-focused gamers moving from game to game all the time. I think the problem is that all gamers need a certain amount of novelty to hold their interest, and that novelty has to be focused in the areas those gamers both want and need, which are not the same things.

I don't think City of Heroes had the infrastructure necessary to generate enough of the kinds of novelty casual players needed, although they were improving in that area. New character customization options, new powersets, those are the kinds of things that could, if done fast enough and for a sufficiently long sustained period attract players over time. But that would have had the most impact between launch and two years after launch.

In either event, I don't think the lesson of Eve Online is that harder is better. I think that there's a much more important lesson to Eve Online, and that is that a game's culture is just as important as its mechanics. Eve Online's mechanics mesh extremely well with its gameplay, with includes a significant emphasis on the social structures the game encourages but doesn't explicitly mandate. The players created the environment in Eve, and that strong social dynamic gives Eve Online a lot of power to sustain its playerbase. I believe City of Heroes was so good in this area it could overcome severe deficits in other areas that would have, and probably should have killed it long ago, but it never went far enough in leveraging the tools it had to strengthen the in-game player communities. We did not see the potential for bases as community centers. We did not properly see the Architect as a social structure as opposed to just an authoring tool. Eve's gameplay is designed to get people involved in larger social structures, and while that turns some players off it provides a strong environment for those it does not. That has nothing to do with being easy or hard.

I think City of Heroes has the superior social tools: the teaming tools, the chat tools, the grouping tools. But I don't think it spent enough time leveraging them to improve the social environment within the game. We had the widest set of tools, but not the deepest in that regard. If I ever found myself working with the developers of an MMO again, that would be my focus. Difficulty is a significant, but not critical design issue. Social structure support is.


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Posted

Quote:
Originally Posted by DarkBlaster_NA View Post
I thought Dredd, Punisher, Spawn and Kickass had HUGE cult followings...?
True but they didn't make a lot of money. Of course most of those are R-rated which does limit the family night at the movies crowd. Cult comics = Cult movies =/= big payday.

The number of people who've heard of Superman or Batman is many times larger than people who've heard of The Rocketeer or John Constantine or Dylan Dog or Scott Pilgrim.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I think the problem is that all gamers need a certain amount of novelty to hold their interest, and that novelty has to be focused in the areas those gamers both want and need, which are not the same things.

I don't think City of Heroes had the infrastructure necessary to generate enough of the kinds of novelty casual players needed, although they were improving in that area. New character customization options, new powersets, those are the kinds of things that could, if done fast enough and for a sufficiently long sustained period attract players over time. But that would have had the most impact between launch and two years after launch.

I think that there's a much more important lesson to Eve Online, and that is that a game's culture is just as important as its mechanics. Eve Online's mechanics mesh extremely well with its gameplay, with includes a significant emphasis on the social structures the game encourages but doesn't explicitly mandate. The players created the environment in Eve, and that strong social dynamic gives Eve Online a lot of power to sustain its playerbase.

I believe City of Heroes was so good in this area it could overcome severe deficits in other areas that would have, and probably should have killed it long ago, but it never went far enough in leveraging the tools it had to strengthen the in-game player communities. We did not see the potential for bases as community centers. We did not properly see the Architect as a social structure as opposed to just an authoring tool.

Eve's gameplay is designed to get people involved in larger social structures, and while that turns some players off it provides a strong environment for those it does not. That has nothing to do with being easy or hard.

I think City of Heroes has the superior social tools: the teaming tools, the chat tools, the grouping tools. But I don't think it spent enough time leveraging them to improve the social environment within the game. We had the widest set of tools, but not the deepest in that regard. If I ever found myself working with the developers of an MMO again, that would be my focus. Difficulty is a significant, but not critical design issue. Social structure support is.
Arcana,

I couldn't agree more.

I played EVE and I can see that most of the game is social. Its only fun when you have a good sized group of people. EVE has its weaknesses too. But EVE was very good about publicly staying in contact with its player base. I believe it had elected representatives that visited with the Devs.

CoH has some format breaking mechanics that were wonderful for creating a community
  • Sidekicks
  • Level Adjustment
  • Server Transfers -- Though they should've been cheaper and easier because I almost always only wanted to transfer for one session and then return the toon "home"
  • AE

Being able to play with your 40 and someone else's level 10 is just so wonderful that it allowed you to play the toon you wanted to play. It also allowed you to go get the right toon for the job regardless of what level the job was. It also let you play with anyone at anytime without having to have a toon paired to that group. If you missed a gaming session, you weren't uselessly behind.

AE was also introduced as an infant. The potential there was near infinite. Player created cities/zones. Groups of people going together to design much larger projects that could be permanent for the community. This could grow into Players creating new powersets and costume pieces (they would probably always need Dev approval).

I also agree that had more powersets and costume pieces come out quickly after launch it would've been better at keeping up with casual gamer needs. But honestly, me personally I didn't mind paying extra for more features. I bought Ninja Run before Freedom and several of the powersets after Freedom. I think they made a mistake selling them piece by piece, they probably would have done better to sell them in larger blocks because I'd have bought several pieces and powers I didn't want to get the powers i did want.

I agree that because of the social nature and positive nature of most of the CoH players that an outside the game, mini-game or official "Freedom Phalanx Facebook" would have gone a long way to connect players socially when they were away from their gaming computers. I would have liked to see that play some part in secret identities. Many people playing CoH may not want to use their normal Facebook accounts because they want to keep that gaming life a "secret identity". Possibly they could've borrowed mechanics from Eve so that you train some skills based on total time subscribed not in game.

I also think that CoV may have been short changed a little. Not only in content, but in finding good ways for them to interact with CoH. Had the Villain vs Hero mechanics been stronger, it would've been interesting to see how the Gray Alignments would have been impacted. Good PvP may have been a good answer for this.

CoH was weak in the area of PVP, which may have been a weakness because it lent itself to not having a large scale raids. I've only played that scale a fight in EVE, but I think it would be very interesting to have non-AI combat on a large scale. I'm really not a PvP person myself, but I do like playing in a group against another group of live people. I played Counterstrike years ago and it was fun to play against live thinking people.
Playing together in a raid situation makes players come together and build camaraderie and that builds a connection that keeps you coming back.

I give this advise now for people doing the autopsy. If the game is saved then maybe it will help to shape future improvements.


 

Posted

Sure, Arcana and Talionis,
This is what I've always believed in doing: Certainly stay well-rounded, but absolutely focus on - and continue to improve - your strengths.

Now, I don't think any of the current scenario has to due with true failures of CoH (nothing is perfect, but this game could have continued to run and earn a profit for some time to come). It's the failure of NCSoft to recognize the great thing we had here and its value. That failure just simply costs us what we loved.

Also, using World Of Warcraft as a measuring stick is the same foolishness that has doomed many companies ever since Blizzard's big success. It was a perfect storm of so many converging circumstances (including the merit of the product, so no insults implied... insults about WoW are entirely transparent and easy for me to make, so I'll not ever hide them, haha).
Chasing the numbers attached to WoW's heyday has continuously killed companies, games and communities within the mmmorpg universe and for players to do the same is a bit looney (which means - fully expected! So, carry on!).

Any product (at any time, under any theme) may be an enormous winner. That really doesn't change the realities of a genre being niche. And that fact can still play a negative (and positive) role if other factors don't provide the best of circumstances.

This game's popularity sure could have been bigger. Then again, it could have been smaller.

Whether or not the niche aspect of this game is due to the genre or other factors is mostly irrelevant. The game (and us fans of it) were certainly a niche group. And we are a niche group that NCSoft no longer cares about.

The real kicker for this game's population lies within the first few years of launch.
I came her after that period and this game was truly marvelous. However, large enough amounts of customers may not come to three-to-seven-year old games. That was always the problem with trying to bring in new people now. We know it's a great game. And new people can discover that... but how many new customers, ready to spend money and get invested in a new ongoing game, choose the one that came out 8 years ago?
It's just a natural handicap.
When a game is good enough to become the greatest it has ever been at the 8 year mark, people want to hold that as a negative attribute.
Alas, this is humanity.
Show me a sane human and I will show you an ape that believes the hype.


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