Age of Empires Castle Siege on Windows and iOS

Age of Empires Castle Siege Review

Microsoft Studios continues their experimentation in different business models and applications with Age of Empires Castle Siege, the latest entry into the AoE franchise.

This time around, Age of Empires has been adapted to fit what I have coined the ‘time waster’ model. Essentially it’s a full game, but actions are gated behind time sinks. Building a barracks will take just a few minutes, but upgrading that barracks to be able to build your next units may take 10 hours. Gathering resources plays a huge part in time waster games, and that mechanic is ever-present in Castle Siege. Have you played games like Clash of Clans, Star Wars Commander or similar games? If yes then you already know how to play Age of Empire Castle Siege.

Your Kingdom Can’t Run on an Empty Stomach

ResourcesGameplay is centered around building up your kingdom whether it be Briton, Teutonic Knight, or any of the other popular civilizations. To do so, you need three things: Apples, Wood, and Stone. Acquiring these three resources is done with buildings that generate the resource over time then storing them in another building. Each of these buildings (generators and storage) can be upgraded to generate faster and store more.  It’s simple and easy to manage in Castle Siege. [Read more…]

WildStar’s Next Stop: F2P

Sitting back and watching WildStar's future unfold

If the rumors are true about box recalls, WildStar might be going free-to-play. Having predicated WildStar would be free to play months ago, this change should come as a shock to no one, myself least of all.

Unfortunately, ignorance leads down the path to the dark side F2P. It’s not a subscription keeping players away from WildStar — it’s the one-dimensional content and gameplay. The developers had a myopic vision of what they thought people wanted, and ignored the blatantly obvious signs all around them that such a plan would fail. Playing WildStar simply isn’t fun, and no price can change that.

The relatively small group of players still enjoying WildStar are doing so on a subscription (or CREDD?). Reading the official forums and outlets where real players actually speak out, they don’t want the game to go F2P either. They’ll end up having to pay more for less if it does.

What NCSoft should do is push the game into a B2P model. Going F2P is just as foolish as developing a “hardcore” themepark game. If they go B2P with an optional subscription for added perks (maybe like a DLC season pass, still capable of being funded with CREDD) and actually put PvP and PvE where they should be at, then WildStar can most likely still chug along. All of that is a pipe dream though. Realistically, the community and interest have shrunk so badly that NCSoft is likely to align the China release with a F2P announcement in the West for their quarterly report. They’ll do the F2P conversion, ride it for a year or two at most, then close it down.

[Update: See comments below for a semi-official lead on what might be the direction WildStar is going (B2P).]

It’s Not A Pipe Dream

The gaming industry is so bizarre. I’m looking at news articles this morning and chuckling to myself at everything I see. Peter Molyneux has lied about Godus (to the utter shock of no one) and already moved on to his next game about social media and emotions. Valve apparently forgot that in a voting system people tend to do whatever it takes to get those votes. All around us are Kickstarters, early-access titles, and paid alpha/beta tests.

We’re inundated with false promises, half-baked ideas, and incomplete projects. Every day a new ploy to manipulate how people pay for games is being concocted. What happened to saying you’re going to make a game, making it, then selling it? The industry went from selling complete games to giving them away for free, and now they sell ideas for games that might be in the future. Seriously, what the flippin flyin friar tuck is going on?

I’ve said it a dozen times, but I’ll say it again: I’m willing to pay money for video games. I like my video games to be what was promised, finished, and playable. Why is this exchange of value — such an elementary and fundamental concept — so lost to us?

I can afford to pay more than 99 cents for a game. I’m willing to pay $59.99 + tax.  I don’t want to buy experience boosts or items in a cash shop. I’m willing to spend time killing monsters, exploring the world, and actually playing the game. I don’t need extravagant never-been-done-before ideas to get excited about a MMO. I’ll happily take what was done 15 years ago in a simple game like Ultima Online, or EverQuest, Dark Age of Camelot, or Star Wars Galaxies. I’m even willing to pay $15/month for continued support and development of the game. I’ll even buy bigger expansions and pay full-retail.

Again, I know I’ve said all of that before. Yet every day we slide a little more. Every month there’s a new early-access or F2P debacle. I’m trying hard to vote with my wallet here. I can’t think of a single time I spent money in a F2P cash shop. I’ve resisted buying early-access games I really want because I don’t want to support that model. I just hope we can somehow see a return to the days when people want good games and developers make good games and both sides are happy. Pipe dream? I really, really don’t think it is.

Pay 2 Win

Unless you’ve been living under a rock for the past 4 days, you probably saw something about H1Z1’s early-access launch debacle. SOE clearly stated several times that guns, ammo, etc., would not be something players could acquire with real money. They would not be purchasable from the cash shop, yada yada. Turns out that wasn’t entirely true.

In what is now being apologized for as a misspeak by a dev during an interview, SOE is cleverly getting guns into players’ hands via the cash shop … indirectly. Players can buy airdrops with a random chance of dropping these types of items.  The problem with the airdrops was that they were landing too close to where the player ordered them. Supposedly these have been tweaked for balance already.

So yes, players can get guns and ammo from the cash shop. It’s just not a direct option. You can’t go to the cash shop and buy an AR-15 with ammo. You have to order an air drop and hope no one steals it from you. I’ll let you decide for yourself if the semantics matter. Smed and his team are 100% pro-air drop, so unless they change their minds it looks like it’ll stay.

What I love about this entire affair is how hard the community policed the anti-pay-to-win philosophy. Reddit blew up on Smed, players started demanding refunds (to which SOE is currently obliging) and a massive spotlight was shined on some pretty crappy decisions and (maybe) bugs leading to a style of play that isn’t in-line with what players want these days.

If only the community would pick up on the design implications of F2P and police it just as hard. The world would be a better place.

We’re Willing to Pay for Value

Why are MMO gamers perceived as inherently stupid? Before you say, “Because they ARE stupid…” let me explain. MMO gamers are consumers just like everyone else. Consumers want value. The word value is often mistaken for “cheap”.  Value propositions come in all sorts of varieties: more for less, more for more, less for more, etc.

You can charge money for good products. People are willing to pay for something awesome. There’s a reason why Apple is able to charge $600+ for a PHONE and people are lining up and hurting each other just to get their hands on one. They’ve identified what people want, they make it, then they sell it for a premium. Due to their product actually being pretty good, Apple turns their customers into brand champions who then recruit more people to buy Apple products. This isn’t unique to Apple or to any company or industry.

Why do we have to pretend games are free or better yet that they have to be free in order for people to want to play them? MMO gamers are capable of identifying whether a product is worth being paid for or not. A good product will sell. A poor one will not.

When I see a “free” game I immediately wonder what they are trying to hide or what they are trying to accomplish. Are they hiding the fact that they aren’t a good game? Are they trying to hide something nefarious like a pay-to-win cash shop? Are they focusing on simply hooking whales and not on making good game design choices? There’s a reason why that product doesn’t have a price tag. Find it, and you’ll find the flaw.

People are happy to offer money to pay for beta testing a game or getting “Early Access” on Steam. Crowdfunding raised millions for games in 2014.

My lesson for today is that games do not have to be free. Charging for a game is absolutely acceptable, and it won’t dissuade people from playing. What dissuades people from playing is a failure to provide or convey value.