Star Trek Online: Beginners Guide Part 1 - The Cost of Playing

I’ve mentioned in the past that a lot of important information regarding the MMORPG Star Trek Online is centralised within the official subreddit. That’s fine if you enjoy using this platform but it’s not for everyone. I’ve always found Reddit somewhat esoteric and I don’t really like the way it visually displays information. I have to use a browser addon to make it more user friendly. Unlike other communities, STO does not seem to have that many fan produced blogs. However, I may be wrong regarding this, so feel free to correct me (and provide URLs). In the meantime, I thought it may be useful to write a series of simple guides, offering practical information for those who are new to STO. Nothing fancy or in any way definitive. Just a few basic tips that may help orientate the new player. This time we’re going to look at the business model for STO and the cost of playing the game.

STO Starfleet Cadets.jpg

I’ve mentioned in the past that a lot of important information regarding the MMORPG Star Trek Online is centralised within the official subreddit. That’s fine if you enjoy using this platform but it’s not for everyone. I’ve always found Reddit somewhat esoteric and I don’t really like the way it visually displays information. I have to use a browser addon to make it more user friendly. Unlike other communities, STO does not seem to have that many fan produced blogs. However, I may be wrong regarding this, so feel free to correct me (and provide URLs). In the meantime, I thought it may be useful to write a series of simple guides, offering practical information for those who are new to STO. Nothing fancy or in any way definitive. Just a few basic tips that may help orientate the new player. This time we’re going to look at the business model for STO and the cost of playing the game.

Q: What is the business model for STO?

A: STO is a free to play game. Unlike some other MMOs there are no major impediments to new players. Story based content is not locked behind any sort of paywall. Once a player has completed the tutorial and reached level 10 (which is easy to do) they can play the latest material. Some content is scalable. STO has several earnable in-game currencies; Energy Credits, Dilithium and Lobi Crystals. You can also purchase Zen for real money. This currency is used to buy in-game store items such as ships, character slots and bank space etc. If you don’t want to spend any real money, you can grind Dilithium and exchange it for Zen, legitimately within the game.

Q: Is there a subscription?

A: STO used to have a subscription option but this was removed from the game in December 2018. If you play for free, you have Silver account status. This applies a degree of limitations upon the game, such as an Energy Credit cap of 15 million and your overall number of character slots, bank slots, Bridge Officer and ship slots. None of these are a deal breaker for new players. If you enjoy the game and wish to create multiple alts or feel that you need more space, you can purchase all these additional resources via the store. Gold account status used to be gained by subscribing but now it is only available by the purchase of a lifetime account.

Q: Are there any essential items to purchase?

A: Although I wouldn’t define it as “essential” the Elite Services Starter Pack does offer a lot of benefits to a new player. It costs 1,000 Zen and can be found in the C-Store. It includes 36 bank slots and 36 inventory spaces, two Bridge Officer slots and three retrain tokens (for reallocating your skill points). If these items were bought separately it would cost the player 2,250 Zen. Hence, the Elite Services Starter Pack is a real bargain working out at less than $10. Again if you don’t want to buy any Zen with real money, you can grind Dilithium by playing game content and exchange it for Zen. It will take about one week to earn sufficient Zen for the Elite Services Starter Pack.

Q: Is the Lifetime subscription worth it ?

A: This very much depends on how often you play STO. I would not encourage new players to contemplate such a purchase until they have played STO for a while and determined how invested they are in the game. If it becomes your MMO of choice and you log on several times a week or more, then it does offer value for money. Upon purchase you immediately unlock Veteran Rewards which include unique ships, uniforms and other game rewards. But perhaps the biggest incentive is a monthly stipend of 500 Zen. A Lifetime subscription retails at $299 but there are often sales throughout the year when the price is dropped to $199.

Q: Should I buy a ship straight away?

A: Unless you have your heart set on a specific ship and are happy to pay real money, once again I would advise those just starting out to not do so. The game provides the player with 5 free ships as they progress through the game. This occurs at levels 10, 20, 30, 40 and 61. The ships are level specific. If you follow the story, then a free shuttle is also available. STO holds several events throughout the year which also allow players to earn a Tier 6 ship. However, part of the appeal of STO is its expansive collection of iconic ships. Developer’s Cryptic rely on the sale of these for much of their revenue. They recently made many Tier 6 ships scalable, so they can be used by new players and will level with them. So it ultimately comes down to your personal choice and budget. However, a free player will not be penalised for not spending money. They simply have less choice. Again, if you’re prepared to invest the time then you can earn the appropriate currencies to obtain a Tier 6 ship at no financial cost.

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Gaming, MMOFFS, Destiny 2, F2P, Bungie, Steam, Activision Roger Edwards Gaming, MMOFFS, Destiny 2, F2P, Bungie, Steam, Activision Roger Edwards

Destiny 2 Goes F2P

I bought Destiny 2 shortly after it originally launched in October 2017, mainly due to the positive word of mouth comments of friends and colleagues. I got a good deal at the time from an online CD key vendor. As I have enjoyed FPS titles in the past and Destiny 2 also has elements of the MMORPG genre, I spent some time in-game levelling my character. Certainly I had no complaints about the nuts and bolts of the game. The graphics are good and the games systems appropriate and responsive. Combat is fast and dynamic and there is always something to do if you just wanted to jump into some action. But after some time my interest in the game waned. The central story wasn’t exactly compelling and as I was playing solo, there wasn’t any strong social aspect keeping me logging in. So after a few months I stopped playing and moved on to something else.

I bought Destiny 2 shortly after it originally launched in October 2017, mainly due to the positive word of mouth comments of friends and colleagues. I got a good deal at the time from an online CD key vendor. As I have enjoyed FPS titles in the past and Destiny 2 also has elements of the MMORPG genre, I spent some time in-game levelling my character. Certainly I had no complaints about the nuts and bolts of the game. The graphics are good and the games systems appropriate and responsive. Combat is fast and dynamic and there is always something to do if you just wanted to jump into some action. But after some time my interest in the game waned. The central story wasn’t exactly compelling and as I was playing solo, there wasn’t any strong social aspect keeping me logging in. So after a few months I stopped playing and moved on to something else.

Because I try to keep up with the ongoing tsunami that is daily gaming news, it recently came to my attention that developer’s Bungie has ended its relationship with Activision and the game was no longer going to be available on the Battle.Net game launcher. I was therefore curious to see which platform the game migrated to. I even briefly harboured thoughts of trying the game again. However, my initial good humour upon learning that the game was to be available via Steam was quickly dispelled when I learned that Destiny 2 was also going “Free to Play”. I know it’s illogical and I am fully conversant with the “sunk cost fallacy” but I always get the feeling that I’m getting rooked when a game that I own goes F2P. Perhaps on some psychological leveI, I resent the fact that some bastard is getting something free that I had to pay for. On a more serious note, F2P transitions always come with issues.

If like me, you have previously bought Destiny 2 and wish to transfer your existing characters and paraphernalia, this can be done via your existing Bungie account. You simply have to link to your Steam account and then the game will appear in your library. However, at the time of doing this (mid-afternoon UK time on Tuesday October 1st), the system was under a great deal of strain due to the volume of players availing themselves of the service. It took me about three or four attempts before I got anything vaguely resembling a confirmation message. The game finally appeared in my Steam library about an hour later. At some point I’ll look into what sort of status my account has in the revised, post F2P hierarchy of Destiny 2. Will I be deemed a premium player or a VIP? Or does my previous custom count for nowt and for me to be a “good citizen” Bungie now expect me to buy the new Shadowkeep expansion?

Because of my age, I experienced the early days of PC gaming and the business model of those times. You bought a product and owned it. Sometimes you’d get some additional free DLC. But any significant additional content was chargeable, however not at the same price of the base game. I fully realise that times change and we now live in the era of games “as a service”. You don’t just buy something anymore. Content is gated behind pay walls and games are built from the ground up with monetisation determining their structure and form. Yet despite comprehending these things and realising that I can vote with both my wallet and my feet if I don’t like something, deep down on an emotional level, such changes really don’t sit well with me. I have an irrational resentment that someone is getting something free of charge, that I had to pay for. It’s an odd state of affairs. I don’t even play Destiny 2 anymore and have no strong attachment to the game. Yet I moved my account today and the only reason for doing this boils down to “I paid for this”. It can be odd at times being human.

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Gaming, MMORPG, Business Models, Subscriptions, F2P, Hybrid Roger Edwards Gaming, MMORPG, Business Models, Subscriptions, F2P, Hybrid Roger Edwards

Video Games and Business Models

A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.

A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.

Early MMOs often lacked clearly delineated quests and quest hubs per se, relying upon players to figure out many of the logistical requirements to level themselves. This open world, sandbox approach along with a lack of hand holding meant that players had to be patient and prepared to invest time when playing. Increased popularity led to an influx of new players who weren’t necessarily as disposed to participate under such parameters. Hence the MMO became, for better or for worse, more casual friendly and progressing through content became more streamlined and procedural. As a result, developers soon found that some players would voraciously consume content and that new material could not be created to meet demand. Suddenly the subscription business model proved to be an Achilles Heel for the industry, as players with nothing to do unsubscribe.

Is this the only reason for the demise of the subscription business model? Over at the MMO Bro it is viewed with a distinct lack of nostalgia.  They even argue that it perpetuated grind in game design. Yet grind is often present in all games of this genre regardless of the business model because developers simply cannot produce content fast enough. The example of WoW cited in the post may be true, but it isn’t necessarily applicable to other games. I have revisited my notes and blog posts from the days when LOTRO, STO and SWTOR were subscription games and they didn’t strike me as excessively grindy at the time. The amount of content available in an MMO is also dependent on your point of entry into a game. I have recently started playing ESO again, and there is plenty of material for me to explore. However, if you have been playing continuously since launch, then that may not be the case.

As for the “spit in the face of loyalty” allegation, it’s sadly no different from other subscription services and is frankly a reality of life, regardless of moral rectitude. If you stop paying for Netflix, then you cease to have access to the service. People don’t quibble about this, so what makes MMOs so different? The F2P business model theoretically allows you to technically keep playing a game after you cease paying, but often the reduction of service will hobble the player. It also depends on the game and their particular approach. Although I agree that customer loyalty should count for something, we live in a world where more often than not is doesn’t, so complaining about it in these circumstances seems somewhat illogical. I also think that the argument that subscribing to an MMO locks you in, thus reducing the likelihood of you trying other titles is purely subjective. I cannot effectively play more than three MMOs simultaneously and frankly the notion of a subscription focusing me on a single title is possibly a good thing, due to the good old “sunk cost” fallacy.

I have never seen the purpose of a subscription or any particular business model to provide customers with a level playing field. I consider it merely as a fee to access content. The whole level playing field concept was born from a time when MMOs were niche market products and more imbued with the egalitarian motives of some of their developers. This philosophy is often incompatible with business needs. Furthermore, I come from a generation that bought products and considered a sense of ownership to be important. However, times change whether we like them or not, and now the notion of selling a product to the customer just once and not receiving any additional revenue is no longer favoured. Hence we face the age of “everything as a service” with add-ons and upgrades to suit your needs. But there are consequences to changing your approach to business. The subscription business model discouraged transient players or those who only wish to troll and disrupt. Removing barriers may increase revenue but can impact upon the quality of a player base and community. F2P viewed from certain perspectives can be compared to removing security from the night club door.

I believe the main reason the subscription model was replaced wasn’t due to any ethical, moral or philosophical failings. It was simply due to economics. All business models are usually conceived for the benefit of the shareholders first and the customer second. Subscriptions didn’t die due to gamers campaigning against them. The model failed due to the old conundrum of supply and demand. F2P and B2P hybrids with cash stores and optional subs with benefit, simply buy the developers more time by attracting a wider client base. One that isn’t as hardcore as some old school subscribers. Overall this is a tale of changing economics and not much else. New technology is another culprit in forcing business to radically overhaul long established practices. The digital age is slowly replacing ownership of physical items with the provision of services. Subscriptions were merely a convenient solution for the games of the time. To ascribe them any further attributes or view them with more sinister motives is possibly a mistake.

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