Tag: Star Trek Online

Free Games in Focus Part 1: Star Trek Online

As I have previously mentioned, there are many ways to get more for your money by either making your own fun or playing games which give more time for your cash investment. One of the games I mentioned was Star Trek Online and its mission creation system. Now I would like to delve deeper into the game itself.

Initially launching on PC in 2010, going Free to Play in 2012 and launching on Xbox One and PS4 in 2016, Star Trek Online is one of many licensed MMOs which switched from a subscription to a free-to-play model after several years in operation and presumably falling revenue to the point where such a conversion was the only financially sensible decision. The mindset behind reworking a game to make it fit a new business model is generally driven by the impetus to get more people in and therefore looking at and potentially spending money on items, services and benefits offered to recoup development/maintenance costs from players who have paid nothing to get in in the first place.

As clearly indicated by the name, Star Trek Online is an MMO set in the Star Trek universe. Players can be either a Federation, Klingon or Romulan captain with their own ship and crew, flying around the galaxy on episodically-structured missions which form part of a larger overarching plot that draws on Star Trek’s extensive history.

Enterprise in fligt
To boldy go…

What makes STO stand out is its combination of ground and space combat. The former playing much like conventional character-based MMO combat while the latter plays like naval combat in space. Every ship has forward and rear-facing weapons whose firing arc is inversely proportional to their damage output; for example a single phaser beam has an arc of 270 degrees while dual heavy cannons have an arc of 45 degrees, however they are much more potent. Your ship’s defensive systems work the same way too, your ship’s shields have different facings and a lot of the skill of surviving is managing your shield levels and turning to hide damaged shields from oncoming fire while they regenerate or are repaired.

Character progression is split between upgrading the equipment of your captain, bridge officers (who come with you on ground missions and whose abilities you use in space combat) as well as your ship itself; adding new weapons, armour, shields etc. This gear progression is denoted in increasing ‘mark’ levels; you start with mark 1 equipment and by maximum level (60) this increases to mark 12-14. Regardless of your faction choice the progression is largely the same. You start off with a very small ship with limited weapons and equipment. Every 10 levels up to level 40 you can pick a free ship from a limited selection of the next tier up. For the Federation this includes ships of the same class as many of the Enterprises as well as Voyager, however as you level these ships become mechanically obsolete, which is where the micro-transactions come in, which I will talk about later. Similar ship choices are available for the Romulans and Klingons, however there are many more examples of ship classes made up specifically for the game. So how does this free game make enough money for the developers to stay in business and to justify porting it to current-generation consoles? What can you do for free and what requires real money investment?

To answer any of these question it is necessary to unpack the overlapping currencies and systems at the heart of STO. The game has 3 major currencies which have a surprisingly complex relationship. Energy Credits, or EC, is the basic currency of the game; its what players will use to buy items from the Exchange, the game’s auction system, as well as what they will receive when selling junk item to vendors. Dilithium is an intermediary currency between EC and the real-money currency Zen. Dilithium is used to buy advanced upgrades through STOs reputation and fleet (guild) systems and is a time-gate to progress. Players can accumulate as much unrefined dilithium as they like but can only turn a finite amount per day – 8000 – into its refined and usable form. Zen is the currency which players can buy for real money and is used to purchase ships, account upgrades as well as keys for the game’s lockbox system which will be discussed later. Also Dilithium and Zen can be exchanged for each other however their prices are sensitive to rampant inflation caused by supply and demand.

Starship bridge
Make it so…

This mixture of interrelated currencies is a bit of a mess, a symptom of the game’s reworking to a fundamentally new business model. Part of this model has included the introduction of lockboxes; blind-bags which can only be opened by purchasing keys for real money or from the exchange for EC. Many of the items in these boxes are highly desirable ships and equipment from various alien races who are relevant in the ongoing story at the time. If you just want to play a Star Trek game as a Federation, Klingon or Romulan captain with their standard ships then you can ignore these systems completely. However if you want to fly niche Ferengi, Cardassian, Undine or ships from the JJ Abrams series reboot for example, the costs start to rise exponentially due to the rarity of said ships and the constant inflation of the EC auction house economy.

Fortunately this approach is completely viable as you can follow the entire story from the beginning without paying anything. Since going Free-To-Play the levelling process has been smoothed out and the ships and equipment you get on the way are perfectly capable of seeing you through; several episodes and chains of episodes offer gear sets which you get from replaying a particular mission several times or from playing a complete arc.

As much as it is possible to play STO without paying a single penny – you can do all the story content, join a fleet, level up the various reputation factions and complete the basic versions of all the PVE group content, there are a few one-off purchases which are worthwhile. One of the biggest limitations free players have is a ten million EC cap and no way to transfer account-bound items between characters. That number sounds like a lot, however if you want to get into buying or selling more expensive ships/equipment then it becomes a serious hinderance; spending 500 zen on raising it to one billion EC (real money prices vary per country and over time) is a sound one-off purchase as it applies to all characters on your account.

Another good value option is to subscribe to the game for one month; even though it is Free to Play you can still pay a monthly subscription which gets you a stipend of Zen currency as well as exclusive items and ships. However paying for a subscription also unlocks numerous inventory/capacity upgrades for characters, ships, inventory and bank space, including bank slots which can be used to send items between characters; which would cost more than the £/$6-7 subscription for a single month and they stay with your account once you go back to being a free player.

It is only necessary to spend any more than that if you are interested in absolutely min-maxing your characters or taking on group PVE content on the highest difficulty. STO’s PVP scene is very small and requires significant investment beyond the means of the average free player, so is not being considered in this assessment of the game’s model.

If you are a Star Trek fan looking for something to play then STO is currently the only Star Trek game going on PC or Xbox One and PS4. It has a lot of good ideas, is worth at least checking out, providing you accept the caveats and limitations of its F2P model.

Free to Play

I can recall the theme tunes for many of the programs I watched when I was very young because children’s brains just absorb information as a survival mechanism; a process which advertisers and producers use for merchandise and general awareness among their hyper-receptive audience as a vector to their parents’ wallets.

However fondly we remember the entertainment media of our past, things cannot remain the same. In the same way the stop-motion puppets of Postman Pat and Fireman Sam have given way to CGI, videogames have grown in scale and complexity. As well as moving from solid-state cartridges to discs to digital distribution, new business models have come to the fore as an alternative to conventional ‘boxed’ retail. Nostalgia for the good old days when you put a game in a slot and it just worked is fine, however it should not come at the cost of technological and narrative development. Secondly the idea of entertainment trying to bypass the rational and decision-making structures of our brains through manipulation and playing to our inherent psychological weaknesses is something I find unpleasant as a child of the early 1990s.

Previously the domain of Asian MMOs, the concept of playing a game with no up-front cost but an in-game market for items or service bought with real money has become a mainstream and largely accepted practice outside of its geographic and genre limitations. The first and one of the most memorable examples of this practice was an article from 2007 which is fortunately still available to read online about how one player in the Chinese MMO ‘ZT Online’ rebelled against the games’ heavily monetised and random chance-based systems which rely on inter-player conflict to promote their use. Examples such as this gave such games a reputation as ruthless money-vacuums designed to exploit behavioural conditioning techniques to make as much money as possible. In the West this kind of business model was frowned upon at the time, however it would soon become the business model of choice for MMOs as an alternative to being turned off.

The first major example of this taking place in a Western game was Dungeons and Dragons Online’s switch to F2P in 2009 and Lord of the Rings Online the following year. Both these games are still active today, most likely as a direct result of this change; removing the cover charge at the door gets more people in, gets more eyes on the real-money purchases and crucially provides other people for the “whales” to play with and reassure they aren’t wasting their disproportionate spending habits on a dead game.

After DDO and LOTRO shifted to an F2P business model the floodgates opened; more and more post-World of Warcraft subscription-based MMOs with dwindling populations took the opportunity to re-brand and re-launch; from giants such as Everquest 2 and City of Heroes to smaller games like Warhammer Online and Star Trek Online. However this is not a panacea for all of a game’s financial woes. Warhammer Online and City of Heroes eventually shut down despite this change. The launches of modern subscription-based MMOs such as The Elder Scrolls Online, Wildstar and Star Wars The Old Republic were met with scepticism and ridicule, mocking the hubris of pre-release videos of developers explaining why their game would be fine with a subscription, how it offers so much more to the passionate community etc. Invariably these games have moved away from subscriptions, often accompanied by more PR videos explaining how its a new opportunity for even more people to experience the game world, opening it up like never before.

Now only World of Warcraft still relies on a subscription and even then you can play the game up to level 20 for free; a replacement for the old 14 day trial program. Even EVE Online is taking a similar approach to draw in more new players; a development I look forward to talking about more as a former EVE player myself. Now it is arguable that the heyday of MMOs is well and truly over. The novelty of being online in a virtual world has worn off and games like League of Legends, DOTA offer the same team play, fantasy worlds and watchable competition with none of the lengthy grind to get there. Many of these games have now jumped to the console environment too; Warframe, Smite, Neverwinter, DC Universe Online and Star Trek Online have been ported and are successful enough to keep going in a period of market uncertainty and where even the biggest releases are failing on the sales figures of previous iterations.

The most worrying aspect of these mechanics is their proliferation in said big releases; what have been called “fee to pay” games which charge you upfront for the game and then act as a platform for further monetisation. Dead Space 3 was widely criticised for skewing its crafting system to make spending real money more attractive than the long real-time slog to acquire upgrade materials.

The recent examples of YouTubers being implicated in covertly running gambling websites for CSGO and other games which have blind purchase boxes and other elements show that the issues around this area are moving away from games media pontification like this very article towards being a “real” issue. I was on a train once and saw a boy of no more than 14 or so playing a fake CSGO weapon skin opening game; one that simulated the experience of playing Valve’s slot machine, presumably as playing the real thing wasn’t an option at the time. These kind of things make me worried for the future of games as both current experiences as well as their preservation for the future. What happens when these predominantly online games are no longer profitable and are shut down? Such concerns are a topic for another article, but are issues we should be considering when encountering, discussing or supporting such systems.

 

Saving money on videogames

Gaming is an increasingly expensive hobby; in 2016 the traditional fixed console cycle is coming to an end with Microsoft’s Scorpio and Sony’s PS4 Pro consoles. nVidia’s 1000-series and AMD’s 400-series GPUs are providing graphical and computational power at relatively affordable prices that only a few years ago would be out of reach of almost everyone. However with the recent vote to leave the EU even the lower ends of these ranges are less financially appealing.

The intention behind this series of articles is to discuss getting the most pretend bang for your actual buck, including hidden gems in sales and noteworthy bundles. This will also involve looking at free-to-play games across the PC and console environments. Since games like The Lord of the Rings Online and Dungeons and Dragons Online blazed the trail for western games to adopt this open business model which had previously been derided as only for grind-heavy Asian MMOs, many games have taken this approach to get as many players through the door as possible. Even previously stalwart subscription-only games like World of Warcraft have adopted it in a limited fashion instead of the traditional 14-day free trial, and EVE Online has followed suit. There are many games vying for your attention, time and ultimately money. Previously almost exclusive to PC both Microsoft and Sony have begun to embrace this model with ports of games like Star Trek Online, Neverwinter and Warframe.

(Disclaimer: neither I nor this website are sponsored by any of the sites mentioned in this post and none of the links are referral links.)

Steam has established itself as the biggest social and commercial hub for PC gaming, however you don’t have to buy games directly through its store to play games which make use of its social/connectivity features, which is where opportunities to save money come in. One way to do this is to buy a physical copy of a PC game and activate the included cd key, which apart from games like World of Warcraft or League of Legends is almost always through Steam. At this point the disc is fundamentally useless as it will be out of date after the first downloadable update.

This method is the least common for several reasons. Perhaps as a result of the prominence of Steam physical PC retail has withered to almost nothing. In most GAME stores the PC section consists of expensive Razer peripherals, some boxed copies of The Sims and a small selection of Steam wallet cards. PC games can’t be traded in so there is no reason to stock any more than the bare minimum. This means that the “game” itself is purely a string of numbers and letters you plug into Steam. This has led to a range of key-selling sites; from legitimate and authorised re-sellers of digital-only keys to ones which buy physical games in bulk just for the keys to ones whose authenticity is less clear. The sheer number of these sites has bred relatively healthy price competition which often result in better deals than Steam’s previously legendary sales.

Green Man Gaming is an authorised key seller with frequent sales and better discounts to registered users.

The unfortunately-named Gamersgate is another site that I used to buy from but haven’t done for a while. They have a rewards/points program that builds up credit for future purchases.

Direct2Drive is one of the oldest key retailers, I haven’t used them for a while but they have been around forever.

CDKeys.com are often and consistently cheaper than steam sales all the time and a great source of steam wallet money as well as PSN and Xbox Live if you use their 5% discount for liking them on Facebook.

A few sites I used to use still technically exist but are less popular than they used to be/are suspiciously inactive. Game Keys Now pride themselves on transparency and showing how they get their stock, however there have been no new releases available for a long time. Simply CD Keys has been re-absorbed into the main site of Simply Games.

Another source of incredibly cheap games is the “bundle” ecosystem. Kickstarted by Humble Bundle, these are collections of games sold at significant discounts or on a pay-what-you-want model. Often the proceeds of these bundles go to charities to further incentivise you to take part. Other sites like Bundlestars have launched to provide similar discounted packs of games. Humble Bundle even have their own store with frequent sales too.

Combine these with deal aggregation sites like HotUKDealsSavygamer and Is there any deal then you are well-equipped to save money on PC as well as console games.

As a final point its probably worth addressing the elephant in the room, G2A and Kinguin. They are both prominent sponsors of eSports and YouTubers and I’ve used them a couple of times but have heard conflicting reports/anecdotal evidence of dodgy dealings going on behind the scenes. I can’t confirm or deny these reports, but have steered clear of them for a long time. Your mileage may vary but it is something to be aware of.