Comments on: No Man’s Land, and the Challenge of Pricing A Home Game http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/ The PlayStation Home Magazine Fri, 13 Feb 2015 21:20:50 +0000 hourly 1 http://wordpress.org/?v=4.1.2 By: riffraffse7en http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-158135 Wed, 27 Jun 2012 04:53:04 +0000 http://www.hsmagazine.net/?p=31202#comment-158135 Sorry Krazy I am with them on this. Love to see what you have up your sleeve, or better yet, what you keep under your animated Lockwood bed… Take out that shoebox with the manuscript, blow the dust off its lid, and throw down with some of that god-given talent you have been hording from us. I triple dog dare you.

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By: Gary160974 http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-157494 Tue, 26 Jun 2012 07:15:51 +0000 http://www.hsmagazine.net/?p=31202#comment-157494 The fury or price of the bundle isnt the issue for me its the way as above no real thought or format has been used, a 50 dollar bundle with everything in it is a stupid idea as if ive got the best armor why do I want to use the rest of the stuff, in someones mind it justified the price, theres no real objective its kill or be killed like a hundred other games I can play that are far better games that I can pick up from the budget bins, what do a lot of people play games on home for, rewards there are none, its like veemee has taken everything that makes a home game a success and forgotten it, now when I try and play everyone trys to join the same team as upgraded players, making teams unbalanced so you cant start game, in fact currently its been another mission to find a game, what should of been a time to be proud of a landmark moment in home has turned into a farce.

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By: Dr_Do-Little http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154521 Sat, 23 Jun 2012 00:45:22 +0000 http://www.hsmagazine.net/?p=31202#comment-154521 Thats one of the many points i left out (HSMis just not the place to rant ;) ) Silence from VEEMEE. I screamed on home forum about Sony’s silence on F13 and other issue. But here we got a reaction. Tempest_Fire, a mod on the forum posted about the “error”, the bundle not delevering all the weapons and armours. But it took 24hrs… way way too long. Ususaly we have almost fair reply time from our dev and total silence from Sony. This time Sony saved the day for me. I will try the game.

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154519 Sat, 23 Jun 2012 00:43:29 +0000 http://www.hsmagazine.net/?p=31202#comment-154519 One thing that’s very important to emphasize, particularly since it was an error in the original release, is that the $50 value pack contains *everything* in the game, plus the specialty armor and weapons. That completely changes the relative value of the price.

Now, is it worth it to me to purchase it? No. But that’s because I don’t want all the stuff it includes. I may end up buying one or two additional weapons, but that’s about it. I’d be shocked if my total expenses in NML exceed fifteen dollars.

By the way, for what it’s worth…VEEMEE’s not trying to deliberately hoodwink anyone by not showing the comparison stats. Trust me on that. It’s worth noting that NML isn’t the only Home game which doesn’t show you comparative damage ratings. Cutthroats (which, yes, I hold up as an example of how to do things wrong) didn’t show you damage stats, either, so you had to go strictly off of price differential. And keep in mind that I *want* games to show me comparison stats; it’s much more conducive to sales if I know what I’m buying first.

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By: Dr_Do-Little http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154508 Sat, 23 Jun 2012 00:32:35 +0000 http://www.hsmagazine.net/?p=31202#comment-154508 Would had made perfect sense, if customer didnt felt a “cant win situation” if you dont buy the premium outifit.
As you pointed out theres no reference to the armor/damage value. What are my odds if i dont have the premium outfit? I see two scenario there.
1. The “quality” of the goods are proprtinal to the cost (X5). Wich mean non user are cannon fooder.
2. Rating have linear increase. Wich mean the outfit is a rip off.
A lose lose situation.
I dont think VEEMEE “forgot” to list rating info. As an experienced Home customer i feel someone deliberatly leave me in darkness. Hoping i’ll make the wrong choice first so i’ll have to buy a 2nd set, maybe a 3rd…

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154431 Fri, 22 Jun 2012 23:02:49 +0000 http://www.hsmagazine.net/?p=31202#comment-154431 I think you may safely rest assured that any time a new game is launched in Home, the developer keeps a watchful eye on the Sony forum and prominent satellite media sources (including HSM) for feedback.

Constructive feedback (positive *and* negative) can have an impact. We’ve seen it before in Home. Remember that godawful Konami video in the Jetsetter Apartment?

The thing to keep in mind is that what’s also studied is sales data. Much as x7 is rather unpopular here at HSM, the seven-day pass (which is the single worst way, economically, to gain access) has cracked the top-ten sales lists for the last two months. So everything has to be factored in.

A developer may not always overtly announce their presence, such as with responses to comment threads (even though it’s super cool when they do), but they’re watching. And taking notes.

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By: keara22hi http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154411 Fri, 22 Jun 2012 22:41:21 +0000 http://www.hsmagazine.net/?p=31202#comment-154411 At this point, what I would like to see in here is a response from VeeMee on how THEY feel about the reaction to their game and their pricing strategy. Are they willing to make changes? Would they rather stay ‘as is’ and see what happens after all the furor dies down? And what do they think about the constructive criticisms and suggestions made in this thread. Is it a waste of time for us to talk to developers after the horse has left the barn? Or can it make a difference?

I would also like to hear a lot more from the people who are actually playing the game now -- both those with and those without the controversial $50. package.

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154391 Fri, 22 Jun 2012 22:21:23 +0000 http://www.hsmagazine.net/?p=31202#comment-154391 If memory serves, Home’s population is approximately 85% male (regardless of which gender they portray themselves as), largely in the 16-25 age range. Which makes developing a shooter for Home very logical.

Your example of a hypothetical $100,000 car is irrelevant; as you pointed out at the bottom of your comment, the forum thread deals with a fifty-dollar commodity, not a fifty-dollar game. Thus the behavioral economics need to be examined in accordance with what’s actually being offered. If NML itself cost fifty dollars to play, that example would hold up. However, it doesn’t require that kind of money to play, nor does it even require anything close to that money to achieve a tactical advantage. As little as $1.49 for an upgraded firearm, in the hands of a skilled player, can make a huge difference.

This is not to suggest that the game does not have issues with balancing, or is using a perfect freemium commerce model. HearItWow and Liza have already touched on several excellent points in that regard. This has specifically to do with the outrage that a developer would dare to offer a fifty-dollar commodity in Home. I think a lot of frustration regarding the game’s commerce model is feeding *into* the invective about the premium pack, but if we exclude the flaws in the game’s balancing for a moment, the *pricing* is actually very reasonable.

With regard to behavioral economics: what Home developers should keep in mind is that the PSN is free, Home itself is free, and nearly every game in Home is free to at least access. And when studying the games which consistently and blatantly generate huge revenue — Midway and the Casino — a strong case can be made that the easiest way to pull large sums of money out of a sufficient number of people is to bleed them through microtransactions. This neatly avoids any cost comparisons to disc-based games, and a lot of users never bother to add up how much they’ve actually spent.

The catch with such a model is that it tends to be reliant on limited-use items, rather than permanent power-ups. Cutthroats could have duplicated the same success as the Casino and Midway, but they got greedy and wildly overpriced their goods (which is where your example of the market kicking them out becomes apropos).

Personal opinion: a good, full-scale game in Home is worth about fifteen to twenty bucks. You can potentially get more than that (along with a more normal distribution) if you go the microtransaction route with low-priced, limited-use goods, whereas permanent power-ups require a different pricing scale — most notably, one or two high-priced commodities which will sell in low numbers to the most-engaged percentage of users enjoying the game. Which is exactly what VEEMEE did. And it makes perfect sense.

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154370 Fri, 22 Jun 2012 21:55:50 +0000 http://www.hsmagazine.net/?p=31202#comment-154370 Oh, I definitely still get shot up by players who haven’t spent a dime. Last night, I ended up in a gaming session where I was alone against two players in default loadout, but they successfully used team coordination tactics to give me a real headache. I like playing as a sniper, and that works great when you’ve got a fireteam in front of you, but it makes for a real challenge when you’re by yourself. And armor can only protect against so much.

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By: Dr_Do-Little http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154345 Fri, 22 Jun 2012 21:18:02 +0000 http://www.hsmagazine.net/?p=31202#comment-154345 Let’s follow your logic. I have a good idea for a cheap fuel efficient vehicle for small family. Developement and test will cost me say… 1 million. Without any distribution network I probably wont sell more than 10 on the first year. So if I add $100 000 to my expected sale price I’m in busness right? Probably not ;) As 1 of my former teacher used to say: The market will kick you out.
Thats one thing with economic “laws”, it’s not a hard science as Physic or chemistry. The major difference is the human factor. I think VEEMEE was counting on that one.
Shooters are the most competitive type of games. Typical Shooters player are not the standard PsHome user. But yet, this game is on home. VEEMEE is aware of all that.

It’s not the first time you mention Zynga in one of articles. A good, well thought example. But theres one difference. NML is a PsHome based game. Thats where the human factor change the deal. On a regular online base the player sit alone in his living room. On home you have friends… Wich means, social pressure from peers. You remember that I said shooters are the most competitive type of games? Competition and Social pressure are two incentives that push the power distribution up.

I first logged on home 2 days after the outtage. So the store was close… for about a month. I didnt planned to spent money there anyway ;) Found this neat old school game called Novus Prime, met friends, rest is history. I make it to the top rank on free stuff(Cptn, lvl 20 back then). Sure I was slow as hell. Had to leave neb balls behind sometimes, but i was able to “fly with the guys”. In a coop game like Novus, if I can kill the ennemy faster, everyone benefit from it. I’ve helped many “non-gamer” at Novus.One of them is “my girl” She made it to 11 on All time and spent ($) much more than the market value on that game.

You like bell curves and power distribution? I love them :)
You can apply power distribution to hours played too. Hardcore players spend way much time playing then casual one. They are more competitive and more skilled too.(Thats one thing. Yes skills is probably better than $. But usually the best players also buy good armor.) So aplly all the power distribution… Only an infenetisimal portion of PsHome user buy that premium bundle. But most of PsHome user are not interested in shooters anyway. So of the small amount of players a fraction buy the bundle. But they are the hardcore portion, the one who play the most… Wich means theres a good chance i’ll face one. Especially at 4h00am..

I could go on and on.. but my gf is hitting me! ;)
No making profit isnt evil. Banks also found a quick way to make profits a couples years ago remember? Hardcore capitalism aint holy. Last time i checked the thread was named “A $50 outfit..” Not “A $50 game..” Yes VEEMEE have the right to try that. Peoples have the right to complaints too

I read many cheerleaders say “you dont HAVE to buy it”. I have only basic 101 knowledge on marketing. But i’m pretty sure saying that is not a good strategy.

:) gotta go. keep up the good work!

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By: MsLiZa http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154197 Fri, 22 Jun 2012 17:02:54 +0000 http://www.hsmagazine.net/?p=31202#comment-154197 What tears are you talking about? It doesn’t affect me how well the game performs.

The Veemee staff might be in need of tissues when a misguided marketing strategy causes their blockbuster game to bomb.

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By: HearItWow http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154170 Fri, 22 Jun 2012 16:20:59 +0000 http://www.hsmagazine.net/?p=31202#comment-154170 Simple: After you let people play for a week or two, you roll out the premium upgrades. By that point, users understand the game and can see the benefits of buying upgrades. They’re not asking, “Why do I suck at this?” they’re seeing the benefits of having a sniper rifle.

This is the approach that Granzella has very successfully used with Great Edo and Southern Island. Buying upgrades provides clear advantages to the user, and in the case of the new Ninja gear, customizes the game experience to the player’s preferred style. That’s ultimately what Veemee is striving for with the different weapon types, but as you pointed out, Norse, there’s no indication of what they do.

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By: piecesofbeakman http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154080 Fri, 22 Jun 2012 14:01:04 +0000 http://www.hsmagazine.net/?p=31202#comment-154080 Norse don’t you still get killed even with your armor? The limitations on weapons such as accuracy help balance the game also. I don’t die as quickly with my 1.99 armor but still get hosed by regular no equipment players. I am not at any great advantage with the weapons either. In the end its tactics and communication with your team. Everyone take a deep breath and dry your tears.

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By: piecesofbeakman http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154072 Fri, 22 Jun 2012 13:50:46 +0000 http://www.hsmagazine.net/?p=31202#comment-154072 Guys there is no magic bundle here. The 50.00 premium gives you good odds but not invincibility! Norse did the same as me. I bought a few items that I liked, less than 10.00, and still can get wiped out by a new player WHO HAS nothing but the dirty shirt we all start with and a rusty gun. The consumer does not equal God. If you can’t put the vendor consumer into perspective than you will never be happy.

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By: MsLiZa http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-154036 Fri, 22 Jun 2012 12:55:58 +0000 http://www.hsmagazine.net/?p=31202#comment-154036 I was using Salt Shooter as an example about beating challenges to unlock upgrades. Other than that, it’s apples-to-oranges with No Man’s Land. Salt Shooter is a single player game that’s clearly free-to-TRY. No Man’s Land is a multiplayer game, advertised as free-to-PLAY. Except that the inherently uneven playing field means that playing for free means you get slaughtered by the paying players. It’s either poor anticipation by Veemee on how things would play out or a heavy-handed way to sell upgrades. Either way, it’s a lousy marketing strategy to introduce the game.

The rage over the $50 package may have been misdirected but a lot of the blame still rests on Sony/Veeemee. First of all, the package wasn’t even listed properly in the store. Then, it failed to include all the items for people who did buy it. The outrage was largely out of confusion, not cleared up on the Forum until the next day. If they want to start selling premium-priced bundles, they’d better get the listing and transaction right at the very least.

The other problem over the $50 package was their analysis of the intended audience. The casual Home gamers accustomed to microtransactions were shocked to see anything in the store for that much money. The hard-core gamers were appalled that people could buy themselves onto the leaderboard with disproportionately powerful equipment. Again, Veemee’s fault there.

Just a poor rollout of a mediocre game.

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-153824 Fri, 22 Jun 2012 07:53:43 +0000 http://www.hsmagazine.net/?p=31202#comment-153824 I don’t disagree at all, Liza. Compared to the freemium commerce models being used by Lockwood and Hellfire, No Man’s Land is trying a formula which is inherently riskier.

No, my unusually sharp invective has to do with the knee-jerk rage reactions to the fifty-dollar bundle. My god, the way people bleated about that, you’d think VEEMEE was out massacring civilians in Darfur. It was creating this false notion that someone had to pay fifty bucks to have any hope of playing the game effectively, which just isn’t true. The rest of the game’s commerce model is a completely different topic, and HearItWow laid out some excellent points.

One small point worth mentioning: Salt Shooter (which I’ve made no secret of extolling as the thing that hooked me on Home, and I consider to be one of the most remarkably well-structured games Home still has to offer) *did* have a method of monetizing right up front: purchase an outfit to unlock forty-five more game levels. I wouldn’t have objected at all to No Man’s Land being deployed with only one virtual commodity for sale (grenades, perhaps?), just to give everyone a sense of the game at first, but there has to be something which allows for immediate monetization.

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By: MsLiZa http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-153816 Fri, 22 Jun 2012 07:40:18 +0000 http://www.hsmagazine.net/?p=31202#comment-153816 Norse, all Veemee had to do was copy Lockwood’s model for Salt Shooter and Project Velocity. Easy as pie. Let everyone start with the same basic set of equipment and accumulate experience points to unlock upgrades. Put the upgraded weapons and armour in the store for a reasonable price and Veemee makes a tidy profit. I don’t think it had to be any more creative or complicated than that.

You should go back and read through your Forum thread about “Defining Home’s It Game”. See how well this game stacks up to your own criteria and the public opinion that follows. Aside from the permanent upgrades and a somewhat social aspect, I don’t think that it fares well. The people behind Mercia and Home Tycoon might be well served to peruse that thread as well.

HearItWow’s review is dead on target. Veemee had an innovative concept for a game and botched it on multiple levels. I give them credit for trying but this could be a harsh lesson learned. They could always overhaul the game and re-release it as John Carter of No Man’s Land.

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By: NorseGamer http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-153671 Fri, 22 Jun 2012 04:47:21 +0000 http://www.hsmagazine.net/?p=31202#comment-153671 Great points. I do have one question, though: if the game was released without any for-purchase commodities for a week or two, how would it generate revenue?

One thought that’s been floating around in my head, as a temporary power-up which could generate sales: what if there was a random (say, 1/100) chance of a downed opponent “dropping” their premium firearm for you to pick up and use for the remainder of the round? It would be a way for players to experience a premium item without having to initially pay for it, and that might be sufficient enticement to acquire it on a permanent basis.

Another reward might be to offer some sort of free item (either a functional piece of armor/weaponry or just a piece of clothing) after racking up X-number of kills. Since the game penalizes ragequitters, it would cut down on people trying to abuse the stats, and create an incentive to play the game for people who aren’t motivated by the leaderboard.

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By: HearItWow http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-153656 Fri, 22 Jun 2012 04:25:33 +0000 http://www.hsmagazine.net/?p=31202#comment-153656 Sooner or later, devs are going to realize that they can sell us “god mode” and cheat codes at a hefty price. Veemee has taken a huge step in that direction with No Man’s Land.

The problem is the lack of balance. People who pay to buy the best guns are always going to have a significant advantage over free players, and those who shelled out the $50 for the “ultimate” bundle have an additional advantage over paid players. The more you pay, the closer you get to in-game immunity. Why not just sell immunity or inassailable camping spots for $100?

Piling this on top of a game with a very unusual mechanic and a steep learning curve has contributed to perhaps the most flawed game launch in Home history. Home isn’t the best platform for PvP shooters to begin with, as those who enjoy those games, and are skilled enough to compete at them, make up just a portion of the community. Casual gamers will give the thing a try, meet instant death from unseen snipers while fighting with the controls and give up on the thing before they ever learn to get good at it. If they do manage to find some enjoyment in it, they’re certainly going to notice that Heavy Armor and a sniper rifle provide a decidedly unfair advantage.

Then comes the question of why bother. There are no goals, no rewards and no point in accumulating stats other than the fleeting promise of securing a space on the leaderboards. That’s attractive to a small percentage of Home users, and they can buy their way to the top in true Steinbrenner fashion.

Veemee deserves some credit for choosing one-time purchases over consumables or pay-to-play, but without some level of balance, there’s no incentive to own any of the items.

Consider the freemium games in Home that do work: Sodium 2 launched with no rewards and was a huge hit, thanks in part to its “Taunt” system that kept groups of friends engaged (and still does). It also gave players the ability to balance gameplay.

Paradise Springs is giving away extremely limited rewards and immortalizing its top players in the Casino itself.

Midway offers jackets for completion that are walking trophies for those skilled and determined enough to earn them.

Granzella rakes huge amounts of cash out of Great Edo defenders and fossil hunters with an ever-changing stream of items, spaces and outfits that improve performance in the game.

Hellfire produces items and outfits that enhance a player’s abilities in-game, but not so much so that those players will dominate.

No Man’s Land offers none of these features and reserves its best items for those who will shell out the equivalent of a disc-based game to buy every item, even though only the handful of premium items in the bundle are worthwhile.

It’s stunning to see something executed so poorly at this stage in Home’s development. The right way to do this would have been to release the game without any buyable items, let people get used to it on an even footing for a week or two, then release the premium content. Create a matching system so that unpaid players aren’t cannon fodder and give people a reason to go back and play again, such as rewards or a campaign mode.

Personally, I found the tutorial far more compelling than the multiplayer game, and the lack of balance was evident during the open beta. It may be possible to fix what’s wrong with No Man’s Land, but at this point would enough people care?

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By: MsLiZa http://www.hsmagazine.net/2012/06/no-mans-land-and-the-challenge-of-pricing-a-home-game/#comment-153582 Fri, 22 Jun 2012 03:04:27 +0000 http://www.hsmagazine.net/?p=31202#comment-153582 $50, $10, $5…doesn’t matter to me.

I tried the game a couple times and it just isn’t any fun. Took forever to get a game going. Once the game started, there was one chap in the golden suit running around killing everyone. Half the players left the game after 5 minutes. I made a couple kills and was killed probably 15 times.

I haven’t bought any upgrades and I won’t be playing again. Kills aside, it’s just a tedious drag of a game.

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