Red Fox Insights analyst Jake Parmley has a piece on Gamasutra today about Black Desert’s business model that confirms what you might already suspect: People invested enough in the game to buy Daum Cash also recommend the game to their friends, at least according to the results of 230 self-reported surveys of a relatively young and almost entirely male gamer population.
“Just under 20% of our surveyed gamers have purchased Daum Cash. However, this group has proven a powerful promotional tool. Of players that purchase optional vanity and convenience (booster) items in game on top of their entry package, 50% are very likely to recommend BDO to a friend, compared to 38.61% of the sample population. The Red Fox Insights research reveals players purchasing Daum Cash on top of starter packs are very likely to champion Black Desert. These ‘champions’ – or players who promote and actively support the game – have remarkable effects on community growth and involvement.”
Parmley questions criticism over the price of items in the cash shop, wondering whether buyables are appropriately priced to target whales — he’s calling them “committed players comfortable with making purchases” — or should be lowered to incentivize more people to buy in and therefore increase the pool of “champions” and activists for the game. It is not clear whether shoppers become influencers (and why) or influencers become shoppers, but either way, Daum gets paid.
I noticed two strange things in the comments section of our lengthy Exploring the Video Game Debate series: People were angry at research that supported what they were trying to argue but hadn’t read well enough to see it, and people discredited the research because their personal social circles had vastly differently experiences (but also, often, didn’t read the research).
And you know what? That’s normal. While game research isn’t nearly as important as biology, a recent BBC article reminded me the internet has made it quite easy for people to plug into communities that reflect and validate their common opinion, sharing and replicating (mis)information again and again. While most of the core MOP community is between 25-44 and revolves around a shared fandom, it’s still possible to be affected by poor-quality input, as seen with Microsoft’s recent teen AI, Tay, and her venture into Twitter.
However, using some semi-recent research about a 14-year-old learning English through World of Warcraft, we can see how to approach research without being affected by bad data (or needing a research degree!).
It’s been a while since EVE Online released its Project Discovery minigame that rewards players for participating in real-world scientific research into cell biology. The project organisers at the Human Protein Atlas have been taking player feedback on board and have released an update designed to combat abuse of the system. The update is a response to the discovery that players could advance in rank and farm rewards from the project by rapidly selecting responses even if they weren’t correct.
To reduce the exploitability of the mini-game, developers have increased the number of training images with known results that are displayed to users and will calculate the player’s accuracy rating on only these images. Players have pointed out that these changes may not be enough to prevent the system from being exploited, as the training images are usually very obvious and can be predicted from the sample’s ID. Developers promise that the sample ID will be hidden from users in a future update, and further changes may be made based on feedback.
Back at EVE Vegas 2015, CCP Games unveiled an ambitious project
that aimed to involve EVE Online
players in some really exciting scientific research that could make a big difference in the real world. CCP has been working with researchers from the Human Protein Atlas project on a way to gamify their research and integrate it directly into EVE
in a way that respects the game lore. The Project Discovery minigame went live this week, and it’s been a big hit with the playerbase so far, with almost half a million submissions
from over 23,000 players in the first day alone.
The minigame tasks players with identifying highlighted cell structures from fluorescent images in exchange for ISK and Analysis Kredits that can be used to buy some shiny new Sisters of EVE items. Project Discovery can be opened from the side bar whether you’re docked or in space, making it a good way to kill some time while you’re waiting for something to happen. The task can be a bit tricky at first, but some players have already become expert classifiers with hundreds of submissions and accuracy ratings of over 90%.
In this edition of EVE Evolved, I delve into Project Discovery, link a few great community guides, and highlight some serious problems with it that have unfortunately appeared.
We’ve come a long way in our discussion of Rachel Kowert and Thorsten Quandt’s book The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games, and while this article title might seem a contentious one to wrap up the series, I think it presents a topic and chapter worth debating.
In the book, Frans Mäyrä’s chapter on online communities initially offended me more than any other, but by the end of his thesis, he’d made some persuasive points that we, the MMO community, must consider. While Mäyrä does use a narrow definition of community, it’s to prove a point. It’s not that MMOs don’t contain communities; it’s a question of the circumstances, values, and outcomes related to their rise, fall, and the perception of the outside world.
First announced back in 2015, EVE Online’s Project Discovery got underway this week. It’s a science collaboration that rewards EVE players in-game for playing a minigame that is actually a clever way to contribute time and brainpower to the Human Protein Atlas – real-world science.
CCP’s partner in the project, Massively Multiplayer Online Science, has announced that even in just one day, the research has been a staggering success:
“First of all 463.936 classifications! Let me put it down again: four hundred sixty-three thousand nine hundred thirty-six classifications. Amazing achievement – congratulations to all. The per minute classification number peaked at around 800!! A number like this was something that only came up in our wildest dreams. And the fact that we couldn’t pass the half-million limit is really on us with almost 4 hours of downtime of the service. 15.154 capsuleers gave a try to Project Discovery and got through the tutorial phase. 6.828 got even through the training phase: it is important, because without completing the training phase you can’t contribute to the actual research.”
In fact, so many people turned out that MMOS says it struggled to keep the servers up, and CCP is planning to boost its infrastructure too:
Wouldn’t it be great if instead of playing gems or trolling general chat during your MMORPG downtime, you could be contributing to real-world science? And wouldn’t it be even better if MMO devs collaborated directly with scientists to make that all happen? That’s exactly what CCP is up to in EVE Online with its Project Discovery.
If you ever donated time to Galaxy Zoo, you’ll understand how this works: You play an ostensible minigame inside of EVE, hunting for patterns (or the lack thereof) in sets of images presented to you by the game. Of course, in this case the images are of human cells, and players are actually crowdsourcing some of the more mundane bits of science research for the Human Protein Atlas project — in exchange for a nifty EVE plotline and in-game rewards.
This week, CCP released two videos on the project — one an overview, one an in-character announcement — and both are below.
Quantic Foundry’s series of blog posts in support of its Gamer Motivation Model continue with its most recent piece on open world games, which finds that when presented with an open-world, open-ended game, players tend to balance their urge to complete a campaign with their desire to randomly explore. Author Kaleb Embaugh argues that while men and women approach such gameplay equally, younger gamers on the whole tend to favor a more single-minded campaign over rudderless exploration. Unsurprisingly, players who leaned more heavily on exploration tend to score high on discovery and fantasy when taking the GMM quiz.
Embaugh bases his conclusions on data revolving around Fallout 4, however, which isn’t an MMORPG. But I wonder whether they couldn’t apply to our genre as well. We have certainly seen massively multiplayer online games that pull in elements from both ends of game design, such as post-NGE’s Star Wars Galaxies, which combined open-world sandbox mechanics with a starkly themeparkish legacy questline.
So how do you plot your gameplay in an open-world sandbox? Do you focus on exploring your own way, or do you buckle down and follow whatever leveling or achievement system the developers have implemented? And does your pattern change when you’re playing a themepark?
We’ve been following gaming research firm Quantic Foundry the past few months as it’s been hammering out its Gamer Motivation Model. This week, it released an article calling all of you old.
Just kidding. Actually, the blog post by Dr. Nick Yee says that the first generation of gamers who really truly grew up on games isn’t stopping, which has pushed the average gamer age up to 35 over the last 15 or so years, and it’s a demographic he says is worth exploring.
“Among the 12 motivations we measure in our model, the interest in Competition changes the most with age,” he argues. “In our framework, Competition is the appeal of competing with other players in duels, matches, or team-vs-team scenarios. The gender difference in Competition is large at first among younger gamers, but then disappears with age. As gamers get older, the appeal of Competition declines, but this happens more rapidly for men than for women. Thus, by the time we’re past 45, the difference between men and women largely disappears.”
Of all the chapters in Rachel Kowert and Thorsten Quandt’s book The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games, this is the chapter I’ve been most dreading to cover in our ongoing series on MMOs and psychology.
It’s not just because, as I previously mentioned, it’s one of the most difficult chapters in the book. It’s the findings. Dr. Kowert is very balanced in her handling of the topic, both pro and against gaming in terms of social outcomes. But for me, someone who recently had a huge bout with depression and used online games to deal with it, this chapter began as a knock-out punch to my ego before I was able to rely on some other strategies to stand up and tackle my understanding of the chapter, and myself, from different angles.
We’ve been covering Nick Yee-founded Quantic Foundry’s game analytics research as it’s fleshing out the Gamer Motivation Model, which seeks to create a modernized personality chart for gamers. This week, Quantic wrote that in its recent survey of over a thousand gamers, it could conclude that at least in first-person shooters,
“A higher proportion of male gamers preferred aggressive, close range tactics when compared with female gamers. Stealthy, long-range encounters on the other hand are preferred by a larger proportion of women compared to men. Interestingly, both groups were consistent in having the stealthy approach as the most popular answer, followed by close range tactics. An ‘in-between’ approach was the least popular answer with both men and women.”
(There’s much more to the post, including charts and responses by age, so have a look.)
I wondered whether those data might apply to MMORPG players as well. After all, some MMOs can also be played first-person or at the very least in chase-cam mode. As someone who’s played tanks, healers, and ranged in probably equal measures by now, I certainly don’t fit the profile. How about you? Do you think your gender influences your chosen MMO roles and classes?
Toward the end of 2014, genre academics popularized the idea that the MMORPG genre was becoming “unbundled” — that MMORPGs were splintering, “with sociality, story, multi-player combat, and economy splitting off into different directions and platforms instead of staying unified in MMOs.” At the time, it was hard to argue; it seemed to us that MOBAs, online FPS titles, survival sandboxes, and so forth were taking bits and pieces of the MMORPG genre and running off with them.
The current trend might be the the online action RPG, the multiplayer roguelike — the Diablo clone, essentially. We may never get a pure raiding game, but the OARPG is surely the closest thing to a pure dungeoning experience, and we’ve been seeing them crop up on Kickstarter and Steam early access more and more frequently (in contrast with the decline of new MOBAs).
I’m not horribly sad about it, as I find roguelikes’ multiplayer combat far more interesting than modern MMORPG dungeoning, but I’m certainly not a big fan of the fracturing of the genre, if that is indeed what we’re witnessing. What do you think? Are OARPGs the next big thing for the MMORPG industry?
Let’s just get this out of the way: Superdata is a research firm that sells its data analysis. It doesn’t disclose its methodology or sources if you don’t pony up for them. However, what it does make public is worth mulling over, and this week the company released top 10 lists for console games, PC games, and mobile games by gross revenue. If you’ve been paying any attention at all, the numbers won’t surprise you: The firm has named League of Legends the world’s “top-grossing digital game“:
“Riot’s League of Legends shows no signs of slowing down as December proved to be the game’s highest-earning month in its history. Close followers were Clash of Clans ($1.3B), CrossFire ($1.1B) and Dungeon Fighter Online ($1.05B) rounding out last year’s titles that earned over a billion dollars. Despite not being a household names in the west, games like CrossFire and Dungeon Fighter Online perform well thanks to the strength and momentum in markets like South Korea and China.”
The PC revenue chart is entirely online games, a number of them true MMOs, for that matter, including Dungeon Fighter Online, World of Warcraft, World of Tanks, Lineage, and Maplestory.