Forward:
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This is mainly in response to Mr. Paiz' recent "open letter" to the player base. Judging from the reaction to Tolero's thread pointing out the open letter;
there seems to be a generally positive vibe regarding the direction of the game.
Perhaps I am one who is looking at things that are under the surface or am just paranoid,
but none the less, I feel compelled to make at least some point of my concerns.
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While there seems to be a vast majority that is very much so in favor of the next update,
I for one am perhaps an outlier who does not feel as hopeful for the future.
My reason being this: With the recent marketing campaign and Free-to-Play shift, the game seems to
still be sending a conflicting message initially with what it turns out to be once a player hits 6-10. The game loses
its fast pace and gives lesser returns of gratification. I will return to that problem later, but there is another one
that is also troubling me as well, regarding the "new DDO".
I've also found the changes to the subscription package to be very lacking in comparison to what other free to play
MMORPGs have to offer; and they have even less content than DDO; suffice to say, I am fully convinced Turbine is
being too focused on repaying their debt and taking things cautiously without actually pushing "the envelope to the limit".
To be specific - Games such as Gravity's "Requiem", "Ragnarok Online" and Joymax's "Silkroad" are just some examples
of better subscriber, Item Shop AND "Free to Play" offerings.
For example, the subscribers of Requiem and Ragnarok get greatly enhanced experience and item drop benefits,
as well as a discount on Gravity's equivilant of the Turbine Point. And even more embarassing, they even offer
multiple levels of subscription packages; a cheap version and then a more expensive "Premium Version".
Both of these said packages offer incrementally higher benefits to speed up game play and provide the player with
more benefits to enhance their enjoyment of the game. All the while, free players get full access of the game,
aside from being able to use the global chat and undergo the knowledge of having the default item drop and experience rates.
Silk Road is similar, but it also offers even more ingenuity in its approach - it actually gives the "subscribers"
(or whatever you wish to call the Silk Road equivilant of a subscriber; I suppose card member would be appropriate),
BUFFS, in addition to enhanced experience (DOUBLE EXPERIENCE!) and further enhanced drops as well as other game
play enhancements, for the duration of their subscription time. Rather generous, considering the gamble associated
with such an offering - essentially offering cheats for sale.
But would you look at the results: Silk Road beats DDO in Xfire players every day of the week by... well a landslide.
Guild wars is also another good example of liberal usage of the F2P model being used to good success; but for the sake of fairness,
I think it would be best to steer away from types like Guild Wars since it uses the extremely old fashioned model of boxed games
and straight up free online play. Turbine is trying something far more contemporary with DDO (or at least we tend to think so, right?).
I understand it's a little inane to compare SR, Requiem, Ragnarok to DDO, but both have some similarities
(ARPG elements, MMORPGs, F2P, attempting to cater to the new generation of MMORPG attitudes instead of staying stuck in the past).
But regardless, there's an obvious signage here that DDO is very much-so undermining itself by being too conservative
with its offerings in both subscription benefits and the variety of exciting game enhancements that can be purchased via the DDO store.
And that's not even let alone including the noxious exhibit of blatant wanton to pay off a certain multi-million dollar loan with the
outrageous charges that which F2P players have to incur, as well as the overall ridiculous amount of cash that Turbine Points are being sold.
I admit to being cruel in such an assessment, but there is undoubtedly an error in my view, as well as many others, that the pricing as well as
execution of the new DDO could be very much so re-calibrated. In the least, sincerity in offering would go a long way versus the sad reputation
DDO has quickly garnered as being: "Not Free to Play, Freemium".
But going back to the larger problem at hand... the problem of the game and its mixed messages...
Perhaps it is just as symptom of that blasted Vault of Night having been built around the levels 8-10.
I do not have the energy to propose a more intelligent speculation; but regardless, there is a ominous problem that still hasn't been addressed...
and I dare say it has lingered for the past 3+ years of DDO's existence.
The new changes are, as Captain Fernando pointed out, mainly geared towards veteran players and not much towards the new players.
I cannot shake the feeling that this is a bad sign, because the mixed message that I was referring to previously seems to give the
following initial impression: DDO is an action RPG with an MMO size player base that allows for fast, console style game play with the
great character customization and game play options that which one can only find in a session of D&D.
Instead however, by the time your each the choke point I've pointed out up above, there is a disheartening change of pace.
The game runs into a point where the options for players seeking fast paced, console style action, are better left to seek their
entertainment elsewhere. Much of this seems to stem from the lackluster grouping system within the game and the horrible dispersion
of players who are in level 1-4 and then in 16-20. Also, there is a cynical attitude amongst many jaded gamers that have tried out the new DDO:
Most of the game reeks of the old, tired, "serious devotion MMORPG" style that which is growing to become a trend of yesterday.
The only saving grace is that it has one of the most remarkable game play engines to interact with the content; thus creating
(as I now mention again), the feeling of an action RPG game improperly meshed with a time squeezing, subscription demanding MMORPG of yesterday.
Perhaps update 2 will be more encompassing of the shortcomings of the game, in the eyes of players who are time pressed,
mislead by the game's initial impression, flat out jaded or those who just have attitudes that which are reminiscent of console gamers.
But regardless, I think there's a sad showing of disconnect between what Craig Alexander (Turbine's Vice President) insightful pointed out at the
Game Developer's Conference last month, and what DDO is portraying. If console gaming attitudes, console platform integration and
new generations of players* are indeed the oncoming paradigm shift that which Turbine is preparing for...
then why is DDO still having so much trouble to rid itself of an old habit? Or is that just it - is the old habit just so hard to kick;
due to fear of losing your senior customer base? I am not privy to such answers, thus I can only speculate.
Regardless... I hope that I am just paranoid. I honestly do not want to see this game lose now.
It has remarkable potential and such a talented staff behind it.
It indeed would be an utter shame if DDO were to become a victim of Turbine's unwillingness to harness a competitive advantage.
Such an unwillingness being perpetrated by fear, a lack of underlying creativity and overall brainwashed-styled fixation on the fading MMORPG fad of yesteryear.
I apologize for my cruel tone of cynicism; but paranoia begets such behavior, I suppose.
(I personally belong to a guild who switched to DDO about 6 months ago, after meandering around for a replacement to
our dearly beloved Hellgate: London. A funny coincidence I might add is that the visionary of said title, David Brevik, worked at your offices, Turbine.
I do not know what he accomplished before moving onto Marvel and Lego land, but I would hope he contributed something meaningful in expanding DDO's repertoire.
Alas, I digress... much of my guild has been frightened off by DDO's nuances that which I outlined up above, as well as the problems outlined regarding the
F2P choices. Much a shame... I hate having to leave a game; especially one that has done such a fine job on capturing the heroic concept of the Paladin.)
Alas, cynicism is a trait of Cthulhu when it comes to judging the works of humanity. Cthulhu would however, like to think he can enjoy something whilst waiting for the stars to be right...
(* Those who which have shown willingness to shell out cash for more customizable, enhanced experiences versus one-size fits all games.)