So, yesterday saw the announcement of Funcom’s pre-order package for the Secret World. Reactions around the net varied from excitement and interest to disinterest and anger. The positive reactions are, obviously, related to interest in the upcoming product. The negative reactions vary between concerns about Funcom’s past launch history with Anarchy Online and Age of Conan alongside concerns about the pre-order packaging itself.
Over the next few posts, I am going to address the TSW pre-order and compare it to what’s been done in the past. Due to length, I will probably keep my posts to 1-2 pre-order components each.
So, what’s in the pre-order and how does it stack up to previous pre-orders:
1. Multiple tiers of pre-ordering
This is one of the more controversial features in TSW’s pre-order. It’s not that previous games haven’t offered varying degrees of packaging (virtual or physical), it’s that Funcom has more tiers of virtual packaging than prior MMO launches. TSW will ship with (a) a basic software purchase, (b) an initiates pack with a few in-game items, (c) a master pack with more in-game items, an extra character slot, an extra name reservation and pre-paid months of content, (d) a grand master pack which includes the master pack, a lifetime subscription and an additional in-game item.
None of this is really new. MMO’s have been offering a basic, enhanced and deluxe virtual pack for the past couple of years. Further, these upgraded packs typically contain more virtual goods (starter gear, cosmetics, mounts, vanity pets, etc.). Additionally, MMO’s have offered different payment methods ranging including monthly, quarterly, biennial, and annual payments for some time. At least two MMO’s (Lord of the Rings online and DC Universe online) offered lifetime subscriptions in pre-order. Note, that a lifetime subscription is usually a bit longer than an annual subscription – with an unlimited free period following the pre-paid time.
What’s different in TSW is that the billing model and pre-order vanity packages were intertwined. The regular and initiate packs assume (at least at present) the monthly payment model. The master pack is for those who would have paid for three months up front. The grand master pack is about right for those willing to take the one-year plunge.
2. Staggered head-start period
Some level of a head start period has been a staple of MMO launches for about a decade. Regardless of your player population level, your player base has unusual clustering and use dynamics in the launch window. First, everyone uses the account creation system at the same time. Second, everyone uses the character creation system at the same time. Third, everyone uses the login system at the same time. Fourth, everyone plays in the starter areas at the same time. After launch, people trickle in and these systems do not face the same demand bubble. You can’t really scale hardware to this problem since the window is such a narrow one.
The third and fourth problems are actually the easiest to deal with. The latter problem, newbie zone congestion, fixes with instancing starter areas. The former, login server congestion, is fixed with login queues (no one likes them, but they help). After a few weeks, players spread out across your game world and they play over fewer days/hours than they do at launch. If the typical player plays three days a week, four hours a session – they play seven days a week six hours a session during the launch window.
MMO’s used the pre-order period to help deal with the first two problems (account and character creation bubbles). Over the past decade, it wasn’t unusual to see a week of game time given to those who ponied up money early. Players gradually adjusted behavior to this and many who intended to buy the game would pre-order. So, rather than pre-ordering fixing the bubble, pre-ordering simply shifted the bubble a week forwards.
TOR changed this by phasing in pre-orders. Rather than everyone getting a week of pre-order, every pre-order received a nebulous “at least one day” promise (which was eventually extended to three days). They rolled out pre-orders over a four day window, with people getting started in three or four batches a day. In this manner, congestion to the account creation and character creation services were kept minimal.
The TOR model, along with TOR’s pre-registration of guilds, was one of the better attempts at managing the herd dynamic and chaos problems of launch. It’s actually a good thing to see Funcom mirroring this.
For those wondering, it’s not an issue of how many people play an MMO. TOR probably outsold what TSW will – that’s not what causes the problem. Population size is simply a hardware multiplication problem. Launch problems occur because players use the software during the launch week in a way that they never will (at that volume) again over the life of the game.