Tuesday, March 07, 2006
How To FUBAR an MMO Launch
So I bought into Tubine / Atari's marketing, and pre-ordered Dungeons & Dragons Online. I was already planning on playing, as our group of friends were all thinking it'd be fun to play together once a week or so in the game. And I had friends in the beta that really enjoyed it.
The launch has been rough. Unsurprising, considering launches of any Massively Multiplayer Online game is usually pretty rough. But it has been a little rougher than one would expect of a company that's been doing this for six years and has had two major MMORPG launches under their belts. Oh,there's been the usual server downtime, rollbacks, bugs, problems logging in, and so forth.
One particularly amusing problem is that people have already been able to "max out" their characters to tenth level (the highest level in the game) in under a week of play. They used their fifteen minutes of fame (which was literally only about fifteen minutes) to voice their complaints about the lack of "high level content." They pretty much skipped all of the low-level content anyway, so what are they really complaining about? But that's another rant. Still, I doubt Turbine really expected people to level up quite so fast, and they'd probably planned for more high-level content in, say, three months or so. Oops.
Turbine responded by yanking the most exploited quest, increasing the death penalty, and possibly a few other stealth changes. Those swift changes MAY have introduced a new bug that causes quests to suddenly dissapear - which pretty much screws up the quest royally and requires you to fail them and start them over again (if allowed, and with attendant penalties). Yeah, that one bit me.
But here's the most amusing thing. Turbine was very smart in allowing pre-orders to participate in a weekend "head start" before the game officially opened. They gave pre-order players some free in-game goodies, and guilds that reached a certain minimum size some in-game recognition (forthcoming). This was a great move - the people willing to fork out money IN ADVANCE for the game are going to be your hardcore "opinion leaders" who will be your primary source of "word-of-mouth" advertising. Getting as many people pre-ordered as possible helps the companies involved get a much more solid expectation as to the success of the game (and how many copies to manufacture), and also builds a community for the less-hardcore players who will be joining later. The whole idea of rewarding guild formation was an excellent part of this scheme - you get your community leaders in-place and already serving the community.
Great idea if it WORKS. Unfortunately, there was a miscommunication with the retail channels about the importance of this "Head Start Key." So while they were pushing pre-orders (primarily through EBGames Online) on their website, and the retailers were enjoying a flood of last-minute pre-orders, they .... um... ran out of headstart keys. The retailers just kept taking in the orders, and failed to communicate (until the complaints started mounting) the fact that they'd run out of the promised head-start keys to Turbine. Not quite realizing that THIS WAS THE REASON PEOPLE WERE BUYING THE GAMES FROM THEM.
Oops.
This was apparently swiftly remedied (I received my key by the time I got home from work, so it was no problem with me). Some people lost out on about a half-day of "head start" play. Not a huge deal - if this was the extent of the "glitch". By late Friday night, the SNAFU with the retailers was largely cleared up, and people were in playing the game.
The problem is that the effort to get a "critical mass" (and early $$$ ) into the game, they had to give everyone temporary keys. At some point, they needed people to switch over from the temporary "Head Start" keys to their actual retail keys, which are printed on the jewel case for the DVD-ROM inside the box. Now, mind you - THOUSANDS (Tens of Thousands?) were playing the game just fine without a box, or a DVD, or anything else that came in the box. All they needed was that little number that could have been sent in an email.
Turbine decided to cut off the accounts that didn't have the retail key Sunday night (which was easy, as all the servers were pretty much offline all of Sunday and well into Monday). This would have been okay, except MANY, MANY of their customers hadn't received their pre-ordered boxes yet. If you didn't pay extra for expedited delivery, there was about a good shot you didn't have your game by then. Which meant those same "opinion leaders" and community leaders who Turbine had wooed and earned so much good will with found themselves locked out of the game.
Some Best Buy pre-orderers found themselves treated even more poorly. While every Best Buy store managed to get an ample stock of DDO boxes on their shelves on time, many people who pre-ordered from Best Buy have found that their orders have been delayed two weeks due to "insufficient supplies". Many of the other companies (EBGames, Gamestop online) had so many pre-orders that they spread shipments out through the entire week. So people who had their shipments mailed out Thursday or Friday via standard shipping will be lucky to be able to play the game again by the end of this week.
So this bunch of early adopters found themselves cooling their heels last night - and may be doing so for a few days yet, since Turbine won't let them play the game they already paid for. Some desperate folks have gone out and purchased new copies of the game, intending to "return" the shipped copy back to the local retailer when it arrives. Others, found locked out of their account for no fault of their own, had nothing better to do than to...
... uh, post on the Internet and forums about how pissed off they are. Or they broke their forming addiction early to go back to World of Warcraft.
How bad this turns out to be remains to be seen. As for me - I like the game, but I only intend to play once or twice a week. I'm a little dissapointed that aside from persistence and matchmaking, Neverwinter Nights is actually a better online game of D&D. But D&D Online has tons of content, tons of adventures, and I have friends that I can link up with regularly and "hit a dungeon." So I think I'll stick with it for a while. I think the game has a lot of potential, but Turbine really has to get their act together if they are going to make it succeed.
BUT MORE INTERESTINGLY:
I think people (MMO publishers, particularly) are going to take note of the minor disasters that have taken place that were entirely related to shipping the retail "box" version THAT NOBODY REALLY WANTED OR NEEDED. That's where the breakdown in getting the headstart keys came from, and it's where the breakdown in getting player's their full account took place. Yeah, Turbine really didn't make good by their customers on this latter bit (it doesn't help to just blame the online stores for not shipping on time when you are the one locking your customers out of the game they paid for).
But it comes down to the fact that the retailers handling the shipping of pre-orders were the weak link in this chain, and that the boxed sets were entirely superfluous.
I don't think this will go unnoticed, and may prove to be another nail in the coffin of "Brick and Mortar" sales channels - at least as a PRIMARY channel for online-only games.
Labels: Biz, Mainstream Games
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Wow. Makes me happy that I didn't buy a preorder. I was going to wait anyways, but this makes me feel a bit better.
Now that I hear it, I might wait until the level goes up to 20 or so and they have the details worked out, at least for lower levels.
Now that I hear it, I might wait until the level goes up to 20 or so and they have the details worked out, at least for lower levels.
Yeah, it upsets me because I really like the approach that they are taking with the game, particularly in emulating the short, small-group feeling of a tabletop D&D game.
But as of TODAY, I can't quite recommend the game. It's FUN, but a little too unstable and frustrating. Especially since I'm one of the guys who can't play right now. We only got my wife's copy of the game last night, so I'm still patiently waiting for the game. Not that it's a big deal... tonight is Neverwinter Nights night! :) And I got to work on game development last night.
But as of TODAY, I can't quite recommend the game. It's FUN, but a little too unstable and frustrating. Especially since I'm one of the guys who can't play right now. We only got my wife's copy of the game last night, so I'm still patiently waiting for the game. Not that it's a big deal... tonight is Neverwinter Nights night! :) And I got to work on game development last night.
I think they're running into similar things with the Guild Wars Factions release. They have this system of people who preorder receiving a special key that gets you 2 bonus in-game items, a 24-hour headstart on playing the game when it's released, and the trickiest bit (I may be wrong on this though): when they have their special Factions Event (free access to the game for a weekend, or 10 hours during a 2 week period, I'm not sure which) at the end of this month, you'll be able to keep your progress when you get the game.
All of this is being made difficult by the preorder system, which involves stores and retail packages (special 'preorder packages'). Stores aren't getting them in, people can't find them, and it's a mess. All of which could've been done in utter snappitude by using Plimus or BMT and just emailing the keys. Simple as that (for presence, they could also have a retail version, but why NOT have a web version? You can buy Guild Wars direct online, but not pre-order Factions). Wonder when these companies that offer products that only function online will catch on to the benefits of the internet?
All of this is being made difficult by the preorder system, which involves stores and retail packages (special 'preorder packages'). Stores aren't getting them in, people can't find them, and it's a mess. All of which could've been done in utter snappitude by using Plimus or BMT and just emailing the keys. Simple as that (for presence, they could also have a retail version, but why NOT have a web version? You can buy Guild Wars direct online, but not pre-order Factions). Wonder when these companies that offer products that only function online will catch on to the benefits of the internet?
I think the problem COULD be that right now the retailers still command the relationship. They practically have to beg retailers to put their game on the shelf as it is. So whatever you do, DON'T PISS OFF THE RETAILERS!!! And I guess that means giving the distributors and retailers a piece of all the action, whether it's good for the customers or not.
Except things won't stay that way. I doubt that Half Life 2's ability to get put on the store shelves was SERIOUSLY damaged by Valve's offering direct sale via STEAM. Maybe if Valve was the publisher as well as the developer, it might have hurt relationships a bit.
But I don't think it matters anyway. The wheels are turning - it's only a matter of time.
Except things won't stay that way. I doubt that Half Life 2's ability to get put on the store shelves was SERIOUSLY damaged by Valve's offering direct sale via STEAM. Maybe if Valve was the publisher as well as the developer, it might have hurt relationships a bit.
But I don't think it matters anyway. The wheels are turning - it's only a matter of time.
For Guild Wars (much less so for D&D Online), I think they're making a huge mistake worrying about the retailers. They'd sell far less copies if they weren't in stores, but imagine if they did the same advertising blitz and all, but A> sold entirely in electronic form (making them $5 more per copy), B> sold it themselves online, skipping retailers (making what, 50% more per copy?). This is an expansion to one of the top selling games, currently #4 according to GDMag. If they sell fewer copies (but still hundreds of thousands without a dime of advertising - their existing million or so players make a very nice base to market to), but at a greater profit, that's a win-win. They don't have a monthly fee, so fewer players that each paid more into their pockets is even better than getting more players (server and support costs are lower).
Could've been a chance to turn the whole thing on its head, and give a certain finger to retail. That'll happen to the industry in time, but this could've been an early shot at it, and it would've solved all the sticky issues they're having with the release. When you're on top, you get to make the rules. Walmart sure understands that!
But of course all this is why I am not a businessman. I know only gamemaking.
Could've been a chance to turn the whole thing on its head, and give a certain finger to retail. That'll happen to the industry in time, but this could've been an early shot at it, and it would've solved all the sticky issues they're having with the release. When you're on top, you get to make the rules. Walmart sure understands that!
But of course all this is why I am not a businessman. I know only gamemaking.
And to add to DDO's list of boogered-up implementation:
Last night the chat servers were in rampant rebellion. Guild chat, group chat and voice within a group were all seriously broken.
Their implementation of guilds is cool and all, but what happened to the well-proven and well-liked feature of several other games to show guild affiliation with a player's name? They just don't seem to have taken ANY lessons from existing MMO games.
Last night the chat servers were in rampant rebellion. Guild chat, group chat and voice within a group were all seriously broken.
Their implementation of guilds is cool and all, but what happened to the well-proven and well-liked feature of several other games to show guild affiliation with a player's name? They just don't seem to have taken ANY lessons from existing MMO games.
Yeah, it really feels like DDO was released about two months too early. I'm sure Atari's huge financial woes are a part of what we're seeing. Maybe Turbine is also feeling the pinch, with the recent closure of AC2.
This really sucks for me, because I think Dungeons & Dragons Online has HUGE potential. It's very fun - when it WORKS and when customers are actually ALLOWED to play - and it's also very different from other fantasy-based MMORPGs out there to really make a difference. I hope they haven't mortgaged their future to meet a single quarter's bottom line.
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This really sucks for me, because I think Dungeons & Dragons Online has HUGE potential. It's very fun - when it WORKS and when customers are actually ALLOWED to play - and it's also very different from other fantasy-based MMORPGs out there to really make a difference. I hope they haven't mortgaged their future to meet a single quarter's bottom line.
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