Battlefront 2 Didn’t “Meet Expectations”, and Nintendo Made Bank!

I’m surprised about both of these stories for different reasons.

 

Update – 2/2/2018

So we all failed to note one thing about the entire lootbox backlash to Star Wars Battlefront 2: EA wins either way.

Here’s the thing: If gamers didn’t give backlash to EA in such force that sales were impacted, then the game would have sold as expected, and EA would be justified in continuing their current practices.

As a result of the backlash, EA has noted lower sales of Battlefront 2, and we figured it would send a message. It hasn’t. In fact it’s response to investors was that in-app purchases will return as previously noted, but now with the added note that those purchases can be used to make up for the lost sales, justifying their inclusion.

Personally I can’t fault that logic. That is actually sound business practices there, so well done to them on that. The downside is we end up in the potential situation we began fighting back against in the first place-

If EA knows micro-transactions will cut into sales, but make up the lost revenue, why wouldn’t they keep them in, when the alternative is losing that revenue AND sales?

In response their stock has hit all time highs.

As I said, sound business sense to cover for potential losses but…I guess we can hope the big stink that was raised about lootboxes leads to some legislation huh?

Original Story

Let’s start with Nintendo, namely 3DS. It’s sales are down year on year, yes, but it’s also nearly 7 years old. Pokemon Ultra Sun and Ultra Moon sold 7.17 million units. So good stuff for the budget entry into the ecosystem.

The real story is the premium system: Nintendo Switch. Within just shy of 10 months, as of December 31st 2017, Switch has outsold the first 12 months of the PS4, at 14.86 million units. That is firstly maddening to see, but also shows the 3 month holiday period accounted for half of the lifetime sales so far.

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So in doing so, it has also surpassed the Wii U, so comparisons can finally stop on that front. The system has shown itself to be a viable platform for many developers, and I can only hope this continues. Next stop is the 21 million of the Gamecube!

On to software however, we see a few interesting pick ups. Firstly that Xenoblade Chronicles 2 has sold 1.06 million in just a month, placing it firmly in the heights of its franchise, an excellent result for a release many people thought flopped due to low sales charts rankings.

Next is Mario Kart 8 Deluxe, a re-release of a Wii U game that many seemingly didn’t want, having already owned it, logically, but one I and many others assumed would do well due to now hitting a much larger market, many of whom simply won’t have played Wii U games. Evidently the latter is true as the release has hit 7.33 million units and is well on its way to surpassing the original Mario Kart 8. As an evergreen title, it will surpass that, and shows that yes, if a port goes to a new, bigger audience, it probably isn’t a bad idea, you know?

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Finally of note is Super Mario Odyssey, selling 9.07 million units in just two months, and becoming the top-selling software on the system, and the 2nd best-selling Mario title ever in the main series, only behind New Super Mario Bros. Wii. Could it beat out that game? Possibly, we need to see if it remains as evergreen, as 3D Mario typically falls below 2D Mario.

Full financials are available here: Source

But what really gets me is how Mario Odyssey performed compared to another game of note…

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It’s time to talk about everyone’s favourite game ever: Star Wars Battlefront 2. EA seems disappointed by its performance, namely how if we include digital sales to physical shipped copies to retailers…it’s around 7 million units. It’s going to fall well below what they told investors it would hit by March, as well as falling below the prior Star Wars title.

So for reference, Battlefront 2 fell below a game like Super Mario Odyssey, that was only released on a single platform. That’s insane.

But the proof is in the pudding. Legislation is being looked at for lootboxes, because of course they are, and EA is blaming consumer backlash. Not only that, Bioware developers are feeling stressed over the inevitable forced monetization EA will make them include in Anthem, a game that seemingly could spell the end for the studio, understandably given EA’s record.

Micro-transactions are to be reintroduced to the game in the coming months “When the time is right”, but EA is already feeling the burn. Gamers weren’t happy, investors won’t be happy.

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Sadly I do feel EA will learn nothing from this, but if nothing else it acts as a sign.

With the previous comments of people not wanting single player games, games costing too much to make thus mandating additional, aggressive monetization and the like, to see Super Mario Odyssey, on a system EA dismissed no less, outsell the game and probably due to less extravagant spending by Nintendo, make more money than Battlefront 2 has in all likelihood, is a huge slap in the face to EA.

Words cannot accurately describe how EA must be feeling right now, but it proves that gamers just want good games, especially from Star Wars, and even stuff like cosmetics can be done for free, and games don’t need to cost as much as EA pumps into them.

It’s  a sign that the AAA business model is inherently flawed and self-destructive. Where one company prospers by tightly controlling expenditure and not pursuing aggressive monetization in full price games, another gets knocked back for saying that model wont work, and then seeing the alternative is more damaging, at least in the short-term.

It’s that short-term that needs to be taken away from this, as that is the primary interest of a majority of investors: Short term profits. In the long-term EA is likely to be fine, but in the short term the fall of Battlefront 2 to something like Mario Odyssey, a business model EA has repeatedly dismissed, just shows what the market wants.

 

Make good games, and they shall come. Don’t be stupid with your games and licenses, and they shall come. Then everybody wins.

Matchmaking Is Coming Under Fire in Gaming…

This was something I have mentioned in passing but recent papers from EA (Surprise…) have revealed that money is likely to determine our online gaming…

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A few months ago Activision revealed a patent to influence matchmaking based on win/loss ratios and gear that would interest you from lootboxes.

Basically all this patent does is match you with people with gear you would desire, someone usually more capable with better gear than you, so that you lose. Then you would be presented the gear in lootboxes via micro transactions.

Loot based matchmaking, patented by Activision, but not wanting to be outdone in that insidious manner, EA steps up.

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So first we should discuss dynamic difficulty. This is common in older games and the immediate thoughts for me are Spyro 3, and the Crash Bandicoot games.

Dynamic difficulty is an excellent idea in single player. The idea is that if you fail repeatedly in a spot, you get an extra hit point, checkpoints, or in the case of Spyro 3, requirements for challenges and even AI gets toned down to accommodate people having trouble. This is done in real-time, as you play the game.

Personally? I love dynamic difficulty. It prevents player frustration and being stuck in what would feel like an endless loop. But applied to multiplayer…let’s think about that.

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So EA wrote two papers, neither are terribly exciting or enjoyable to consider.

One advises that the concept of “fair matchmaking” doesn’t hold up, i.e. paired with players of similar rank, based on the assumption it’s fair. They argue this isn’t optimal for engagement…and in some loose respects I could maybe see it?

But the point is you don’t want to pair a pro player with a new guy with lesser gear. That’s simply unfair. They argue though…that they “prove” as they say:

We prove that equal-skill based matchmaking is a special case of EOMM (Engagement Optimised Matchmaking) on a highly simplified assumption that rarely holds in reality”

Source

So the key word is the engagement. Engagement equals constant play, and as sneakily referenced in papers by EA available at the source: Spending.

Yep. Money plays a part again. So what is their logic here?

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Simple. Good feeling chemicals in your brain. Get matched for a few bad rounds with players you can’t possibly beat? The game then pairs you with players you will trounce. You will feel good about the comeback and eventual streak, before being knocked back down again. When the matchmaking lets you win, you are acting as the “Bowling Ball” to the “Pins” of less skilled players. Then those “Pins” get restacked as the “Bowling Ball” and the cycle continues.

A continuous cycle of loss a few, then be allowed a win-streak. Manipulating the outcome of your games by weighting heavily in or against your favour, with the hope the chemicals in your brain form an almost gambling like addiction to the bursts of success. Just like losing at a slot machine and suddenly winning. A burst of that good feeling, and it will maintain a player base.

The logic there is somewhat solid. But of course the word spending comes up. So where does that fit in? Give you a little nudge towards lootboxes of course.

Picture the scenario: You lose a few matches, get some lootboxes for free, start winning, and your brain would associate the two. Just a little nudge.

This adds to dynamic difficulty in that yes, if you lose a lot, you’ll get a leg up. Win a lot, the game just got harder. Not good in multiplayer when the matchmaking decides what role you get.

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There isn’t much you can really add to this. As opposed to Activision proposing a system based on your gear and using the “Pin and Ball” effect as I am now calling it, to basically get you enticed into certain lootboxes and chances of getting equal gear, EA is opting to psychologically make you feel good and bad routinely in a form of dynamic difficulty, by matching you with players you will beat with ease, or be beaten by with ease, to keep you playing and spending more.

That’s horrible to think about.

Worse still, we wouldn’t even know it’s happening. We can’t see the backend determining who we are matched with. We would just assume we won some and lost some.

If 2017 was the year of the lootbox, 2018 will be the year of the messed-up matchmaking. Apparently the past 15 years of online play wasn’t good enough to EA.

 

If you enjoyed this article, please leave a like, comment and do all the usual on social media, and until next time: Happy Gaming!

EA Has To Be Feeling The Burn Right Now

Star Wars Battlefront II sales figures are in for physical copies at retail from around the world. Oh boy.

 

 

So after the micro transactions mess and now lame excuses from EA, they have now revealed that maybe, just maybe, lootboxes won’t return to Star Wars Battlefront II at all.

EA has previously stated that the game will meet targets of around 14 million by March 2018, and at least match the 2015 predecessor, but now, it looks like that won’t happen.

 

Analysts in the US expected the game, at retail (So physical only) to chart below the original, due to the more prominent digital scene for game distribution now. Estimates coming out before the news breaks tomorrow, is it sold less than 1 million physics units in November.

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That is actually shocking, more so when that is believable, with Black Friday images showing the game going untouched in many stores. Evidently the backlash hit such mainstream presence, it damaged the reputation.

At the same time, it was also Black Friday, better deals and all that. Plus, EA did announce before the game launched that it would be discounted alongside the new Star Wars movie, so both could have had an impact. Either way, those remaining sales won’t have been made up digitally, that is for certain.

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More over in Japan the game debuted…at a solid 30,000 or so, and then fell from the charts. In the UK it’s hung around the top 3, ahead of single platform release Super Mario Odyssey (Which given the circumstances some would say is a sin) but for a game on multiple platforms, not hot, especially as both Call of Duty and FIFA are outselling it still. Granted, those games aren’t innocent either.

So what does this mean? Well, we can only hope EA is re-evaluating its stance, and so is Disney most likely, now more government bodies are looking into the lootbox issue. EA has to be sweating about whatever happens next, and the rest of the industry is now being scrutinised heavily, with Destiny 2 under fire for gating off content you could access in the game behind DLC, even though you had access to it prior the DLC release date.

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Battlefront II won’t hit it’s projected sales targets, and investors won’t be happy. EA had $3bn wiped from their value over the course of this controversy, and while that is small change for them, it shows investors were absolutely not pleased, at least briefly.

EA also said micro transactions weren’t necessary to the game making a profit (Despite many publishers saying they are in fact necessary to do so), but under the current circumstances, they humorously may well have been!

Either way, EA’s monumental screw up has had a huge knock on effect. No one company is safe from scrutiny now, and all it took was one last push, and EA was the one to do it. They pushed too hard too fast, though honestly, I would have expected this event to happen eventually anyway.

Whether they alter their course or not remains to be seen, but we are now in the stage where publishers are attempting tactics and having to apologise afterwards with their tails between their legs.

 

Plus, we get to see every other developer fire shots. That’s something amazing to witness.

 

If you enjoyed this piece as always share and leave some feedback on social media, and I will see you next time. Until then, Happy Gaming!

Lootboxes: Are They Really Gambling?

Lootboxes are a hot and noisy topic across the internet and now, even with governments and main stream media. But are they gambling?

 

So this discussion has multiple view points and honestly each has merit. I fall on one particular side of this fence that’s a little unique, but that’s for the end.

So PEGI and the ESRB don’t count lootboxes as gambling, as according to them, there is no specific legislation against the practice, and unlike actual gambling, you are guaranteed a reward. This is actually entirely true. Even if you don’t want what you get, investment is returned.

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China is a little different, making Overwatch display odds of items, and classifying lootboxes as “Lottery tickets”. Here in the UK, lottery tickets are counted under gambling laws and age restrictions. So we already have overlap based on different countries.

Belgium is now investigating both Overwatch (The harbinger of the craze really) and Star Wars Battlefront 2, for child gambling. Namely, the idea of introducing monetary games of chance to minors. This I also agree with. The last thing you want is the seeds of gambling addiction from games.

This got so severe when the main stream media like BBC and CNN picked this up, that Disney called EA and soon after in app purchases were disabled, at least temporarily, in Star Wars Battlefront 2. Likely a way to save their brand image.

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Now my stance actually comes from PEGI themselves. It actually stems from Pokémon.

Pokémon no longer has Game Corners, due to gambling laws here in the EU (We didn’t have them from Pokémon Platinum onwards) and in the re-releases of earlier games on the 3DS eShop, they carry a 12+ rating, solely for gambling. The trading of virtual currency you pay no money for in exchange for the chance of profit is labelled clearly on the box as gambling to the extent later games remove the feature entirely, but when using real world money for the privilege and a slight change in that you are guaranteed rewards even if you don’t want them, it’s not gambling.

 

To me personally, this makes no sense. You can’t hold both to different standards, but then the argument comes to something like Trading Card Games. Booster Packs are effectively lootboxes. So are Kinder Eggs. So are many things. What makes lootboxes in games different? Nothing.

 

I feel as though the argument has become skewed. From one side there is the fight whether these constitute gambling or not, or an entry to such addictions, and on the other, the argument they have no place in a full price retail game.

Either way, precedents are about to be set.

 

 

If you enjoyed this brief discussion (I’ve been in the hospital!), share with your friends and comment away, and until next time, Happy Gaming!

 

EA, Listen, Gamers Aren’t Thick!

The gift that keeps on giving aren’t they?

 

Update: As Noted by Andrew Reiner on Twitter, there’s some hallmarks of mobile free to start games here too:

https://twitter.com/Andrew_Reiner/status/930209923505557504

Update 2: EA removed in-app purchases temporarily after backlash from Disney, said they would return later, and most recently had the same criticisms levelled at Need for Speed: Payback and a new UFC title. To compound this, after saying “They didn’t want to offer cosmetics because it violates Star Wars canon” for Battlefront 2, they were reminded not only did they do that for the first game in 2015, but Battlefront 2 has cosmetics in the game data!

Plus, violates canon? We have a game, this very game in fact, where Yoda can battle Kylo Ren on a planet that has been blown up.

So brace yourselves, Reddit has a new record for most down-voted post ever. It’s EA’s Official PR guys too, on the Battlefront sub-Reddit. Oh boy!

The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.
We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.
Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.

Link

EA said that!

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So for those not in the know, Star Wars Battlefront 2 (The second one with that name, yes it’s confusing) has loot boxes and in–app purchases which in a $60 game as we have already discussed is a bit much. Now, people did some number crunching, showing that for a character like Darth Vader, you need to play for 40 hours, or cough up.

Now, EA has revised this down by 75% so the total number of “Points” is far less. This is good. Granted…it’s not for us. It’s for the shareholders.

You know, without a shred of doubt, a shareholder sat and saw that backlash, and felt his vault empty. Sure, it’s 490,000 people (It’s insane and climbing) but to an investor, that’s 490k $60 sales that just said “I might not buy it”. And then add in the lost revenue from in=-app purchases? Yeah.

Now there is no guarantee this will happen, because after all, who can say how many people just hopped on the train. But to a shareholder, there is no greater fear than the potential of lost revenue.

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What’s more, that potential lost revenue is likely too great for them to sit back and worry. It’s now more valuable for them to cut the amount of micro transactions they’d have to sell, to instead maintain those $60 purchases. Just on the chance they lose sales.

Truthfully speaking, I expect the developers don’t even want this. They just want a game that’s good. But the money talks, and in this instance you can put some Monopoly bucks down on some tight-fisted gents breaking their fine china as their hands tense.

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What bothers me about EA’s statement though, ignoring the background economics of the matter, is that “A sense of accomplishment” isn’t going to be earned from 40 hours of grinding, while people pay up around you and beat you down online.

Frankly, this model, or at least these extremes, are parting the player base like Moses parted the Red Sea: A huge gulf with no bridge unless you build it yourself , or pay the piper. On one side, people who pay, and the other those who don’t.

This ultimately was “Dictated by the Open Beta” but if EA paid attention, the feedback to that was of trepidation and concern around potential pay 2 win shenanigans. With the track record of a company like EA, well deserved, and now, proven.

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What concerns me most is the phrase “Constant adjustments”. I don’t now what that implies…but it would seem like as they say, an effort to keep things attainable with engaging challenges. Now that to me, sounds like discounts of purchases, or rather, how many point you need.

Honestly, discounting the points needed for some time seems like a way to push purchases just a little more. Sell a lesser purchase to more people, making it attractive. This doesn’t sit well with me. That feels legitimately predatory, not to mention the upcoming (Announced before launch) discount to coincide with the upcoming Star Wars Episode 8.

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Ultimately, I have mixed feelings. On one hand, great, EA listened. On the other, I know it is only self-serving in the end, and their statement has the potential to open a whole other bag of worms. Honestly, this entire game is surrounded with negativity and questionable motives.

But at the end of the day, it’s got Star Wars on the box, and when discounted in the hype of a movie, what will the average Joe go and buy? This game.

The tactic is going to work in the end, this is just a move to soften a blow to shareholders and keep gamers on board. The money from the average consumer will be huge regardless, but nothing sells certainty to money-makers than a show of faith, especially when the cash has legs and vows to run away.

 

 

I had a little too much fun writing this one up. If you have some thoughts why not share or comment on social media with your friends, and I’ll see you next time! Happy Gaming!