FAIR WARNING: Potential wall of text incoming! Brace yourself!I have seen this mentioned in a couple places, and I thought it would be a good idea to actually get a master document going on it.
Feel free to reply and add, or argue for subtraction from this. I think that a Bill of Rights is needed for MMOs as a counter that gaming companies have to acknowledge they are expected to live up to.
I agree wholeheartedly, but honestly I think your proposed Bill of Right is just a little too restricting. Let me toss some ideas your way, and let me know what you think.
1. We, as consumers of your product, have a right to expect that product to be there so long as it is profitable.
- This means that it shouldn't be cancelled because it doesn't fit your vision, or you don't like it. It HAS to be non-profitable BEFORE a cancellation can be made, and you should communicate with the community when this sort of thing is becoming a likelihood.
This is a bit unfair to developers and publishers. I mean, sure, one game might be profitable, but it might not be profitable to save the companies involved due to mismanagement of other games and such. I know CoH is not that case - NCSoft is blatantly closing us down despite the fact that it's solvent and CoH is still profitable, but let's be a little circumspect of the developer/publisher situation. I have a proposed edit later on that will eliminate the need for this item.
2. We are entitled to frank, and honest communication with the businesses we deal with.
- Don't Lie to Your Customer Base. I think that's pretty self explanatory.
I agree wholeheartedly. Transparency is important, both with shareholders and with customers. A lot of companies think that they only need to satisfy their shareholders and can let the customers rot, but without customers you have no means of paying your shareholders, and that will quickly lead to you, y'know,
not having shareholders and either going bankrupt or being bought out. I'm not saying that customers should be invited to listen in on shareholder meetings, but regular communication and "state of the game" addresses should be the norm. This item should stay untouched.
3. We are entitled to good customer service, cause our patronage should be important to you.
- Response times from a GM should be less, and frankly while they shouldn't play the game for you, bugs and such are game killers in some cases.
The presence and activity of GMs on a game directly reflects how much care and attention the publisher & developers care about their customers. Like above, a company that doesn't show some interest in keeping its customer base around will quickly cease to have a customer base. Further, any game, and MMOs in particular, due to the amount of content one has to put out to make a good one, will have bugs. It's important to have someone on hand, with the powers necessary to address the bugs, in the event they become a problem for your players. Frustrated players stop playing, and players that stop playing, stop paying. It's just good business sense.
4. We are entitled to good content for our money. If it is a subscription based game we are entitled to regular updates of content.
This might be going a bit far. I agree that we should be entitled to good content for our money. But I'd disagree on the term "regular" - if a game doesn't have enough content to satisfy its subscribing playerbase, and the company refuses to add more, the game will flop on its own, or players will start creating private servers to implement the changes that they want to see.
Look at Ragnarok Online, another Korean-owned MMO. Due to mismanagement in how they handled International RO's updates (Gravity America had to
purchase updates from its Korean branch in order to provide them to American players), many updates were horrendously delayed for a very long time. This led to the creation of tons upon tons of private servers based upon Korean RO, because players were fed up with waiting for Gravity. These players basically re-localized the Korean version of the game themselves - no small effort.
In short, I don't feel this item is really necessary. If the developer and publisher refuses to update content regularly, or the content they do push out isn't quality, they're eventually going to kill their own game. Future items in the MMO bill of rights will have provisions for handling that.
5. Our money is valued as money. Should a game be cancelled MONEY shall be returned to the player. Not E-Transaction credit to another game.
- This is to bring ALL MMO publishers into compliance with the laws protecting citizens in the United States (which are the only ones I know).
I agree wholeheartedly with this one. Ideally, no MMO should have to refund any money for subscriptions or microtransactions, but in the event that they do, it should be provided as money. For example, a check, cash, Paypal payment, or wire transfer to the account of you (the player's) choice. Not credit for other games.
Publishers, realize - sometimes, the customer you're offering a refund to
does not have the ability or interest to play any of your other games. That customer is just as entitled to a refund as all of the others who are. You stiff those customers, and that's going to make for bad word-of-mouth for you. Everyone likes money (well, except Freakshow), so giving back money when you need to do refunds is good business practice.
6. Listen To Us. We are your target audience no matter what your investors or demographic data says.
- If we say there is a bug, it's likely there if you look.
I also agree with this one. Publishers and devs take note: you ignore your customers at your own peril. Sure, the bulk of the crowd's gonna be dumb as rocks, but you owe it to them
and yourself to sift through that pile of rocks for the diamonds. Who knows, you might score yourself some prime GM or development talent among the community, or at least find yourself someone really good at hunting and pinning down bugs.
7. We have a right to try before we buy. MMOs are a huge investment of time and money, and we should be able to have a tour, so to speak.
-Most games do this already, but I think it's important to make this nod.
Yep. No MMO I can remember has ever sold well without a demo or trial period. MMOs, even the most casual of MMOs, tends to be a big timesink, and that's a significant thing for a customer to invest. No customer's going to take a chance on you sight-unseen unless they really have a lot of money to burn and nothing else to spend it on. Even then, they ain't gonna stay; the same flightiness that lead them to you in the first place will eventually lead them on to the next thing. You can't rely on players like that for revenue. Again, good business sense strikes again.
8. Gamers are a family, and should be treated as such. We are inviting you into our homes, as a part of our lives and have the right to expect good behavior from a house guest.
Publishers, devs, it's important to note here that just as customers can invite your game into their home, they can just as easily kick it out if you mistreat them. If I can submit an anecdote, I played Mabinogi all of 1 day. Why? Because at the end of an essential tutorial quest to get the skills required for my chosen Destiny (the closest thing Mabinogi has to character classes), I felt so cheated and insulted that I quit the game out of sheer frustration. I don't wanna play a game that insults me (and involves me in a little girl's attempt to start a pedophile relationship with an older man. Ew.)
9. No one demographic is more important then the other, please treat everyone equally.
The minute you step into the International Market, all of your customers are going to be comparing their experiences to the experiences of customers in other branches of your MMO. If you don't treat them all equally, you're going to get complaints. Scroll back up a little to the example I gave with Ragnarok Online, and you'll see why.
10. Paying customers should have the right to play the game they own, even if the publisher doesn't want to continue developing the game.
- Video games are culture, an MMO publisher closing down an MMORPG effectively prevents past, present and future gamers to play this game in its functioning state, destroying culture. That doesn't oblige the publisher to have developers or community manager maintaining the game or making it compatible with new generations of software, emulation on the client part shall do that. The publisher does the only thing he can do.
Here we go, the main point I wanted to address here.
There are two sides to every story. There's the publishers and developers, and the playerbase. Now, the playerbase does not want to see their favorite games closed down. But for one reason or another, sometimes companies have to. CoH's not one of those cases (surprise closedown + lack of communication + baldfaced lies = no right to any benefit of the doubt), but for any MMO, a closedown is eventually going to happen. It's the nature of any service provided - eventually, the people providing that service are going to be unable to provide that service. The problem here is that MMO video games, as a service, are unique. You can call any plumber, and expect them to be able to fix a leaky pipe. You can only call one company, and expect them to provide City of Heroes.
That's the heart of the problem here.
Rather than saying "we have a right to play a game we've spent money on, even if the developer or publisher doesn't want to continue it" is pretty restricting. If we (meaning MMO players as a whole) start insisting that this be fact, companies are just going to move out of the MMO biz entirely and just make ordinary singleplayer/multiplayer games. MMO, as we know it, will be dead.
What I'd instead suggest is that we, as players,
have a right to a responsible shutdown, and be given alternatives options to enjoy the game after the publisher or developer has ceased interest in continuing it themselves. Let me explain what I mean by that.
When a game shuts down, a company has a lot of options of what to do with it. Let me give you a few examples.
- The NCSoft Approach: Kill the game, squat on the IP like a vulture defending a carcass, refuse to allow anyone else to ever play the game again. This is unacceptable to the community. Examples: Auto Assault, Exteel, Dungeon Runners, potentially City of Heroes.
- The SEGA Approach: Kill the game, but have a built-in single-player/offline mode that will allow your playerbase to continue enjoying the game to some degree, even after the multiplayer servers have gone dark. Examples: Phantasy Star Online, Phantasy Star Universe
- The "Blind Eye" Approach: Kill the game, but turn a blind eye to players developing their own private servers of it. I can't give examples here, as I don't want to run the risk of getting into legal trouble, but rest assured this happens. This is risky for the IP-holder, because the private server developers may be able to challenge the IP-holder's right to keep it due to lack of defense.
- The Public Domain: Kill the game, but then release the server software to the public domain and allow players to download it freely. After a few months of distributing it, stop, and let players do with it as they please. I can't give any examples of this because I've never seen any examples: I guess IPs are just too valuable to just wholly let go of like this. Still, it's an option.
- Server Licensing: Rather than kill the game, simply stop development and server support, and offer licenses at a reasonable price, allowing players or companies to pick up and run the game in your place, in return for an upfront fee and a portion of profits. All profit for the company, with no outlay required; you can even stipulate that you owe the new distributor no support. Examples: Ragnarok Online - Gravity America is actually just a sublicensor of RO operating the International server. That's why they have to pay the home company to get updates.
- Selling the IP: If you can't, or don't want to continue running the game, sell it to someone who does. It keeps the game running and makes you a quick buck in the process. That IP isn't earning you any money in the meantime, so why not? Example: City of Heroes (when Cryptic sold the rights to NCSoft).
Now, none of these options are anything new to anyone who reads these boards, most likely. Now, option 1 is unacceptable. That's killing the game, and it's not a responsible shutdown. Option 2 would be better but it's unfeasible - it would require some radical alterations to make CoH an entirely single-player game.
So, with those out of the way, let's consider options 3-6. ALL of these options have one thing in common: they allow the player to continue playing the game, in its current incarnation, with little to no interruption. They all have their benefits and drawbacks, but one thing's for certain -
the game is preserved in a playable state, and its playerbase is not left homeless. This is the big thing here, and what we're all desperately wanting for CoH, right?
Option 3 would be good, but extremely legally-gray. All it would take for a fiasco to happen is for someone to use the "blind eye" policy to go to court and say "Hey, they're not defending their IP, I want it moved to the public domain!" and then there's trouble. No longer could the company turn a blind eye, and there'd be C&D letters and shutdowns all over. Legal proceedings would be a mess.
Option 4 would be ideal, honestly. Heck, if that happened, we could run our own server right here on Titan, and keep our closeknit community intact. But it's also the most unrealistic - corporations, simply, are not going to give up a potential source of revenue or assets that easily, and honestly I think it's a bit unfair to ask them to.
Option 5, honestly, is what I'd consider the most ideal approach within the bounds of reason. All NCSoft would have to do is set the price for licensing low enough that a community member, or group of community members, could reasonably hope to acquire it. NCSoft doesn't have to owe any sort of support, and they'd get a portion of whatever profits are made by their licensee. They'd also keep the IP. Profits would doubtless be lower than what they would be if NC was running the game themselves, but if THAT'S a problem, then they should just continue running the game themselves in the first place. It's the best option I can see that kills their involvement with the game while also making them a profit AND keeping the game open to players.
Option 6 would be a good secondary to Option 5. It allows NCSoft to totally wash their hands of CoH and anything to do with it. NC will no longer hold the IP and won't be making any more profit off of it, but at least their customer base is happy and they're no longer hemorrhaging bad publicity from disgruntled players. If they want to continue making a profit off CoH and keep the IP, I'd suggest that they scroll up and reread option 5.
Options 3-6, and
especially 4-6, are what I'd consider
responsible ways to close an MMO. Release the game to the players, or otherwise ensure that it continues to be playable despite your lack of involvement. This is what, I feel, we should be demanding as our right.