Sorry Izzy, but I just don’t agree with time-gating full-stop, and your lists of pros and cons are all very well from a developer’s point of view, but from a player’s point of view?
Yeah, that’s a different story.
Firstly, why don’t I agree with time-gating at all?
On release, it wasn’t even in the game.
Nothing at all was time-gated.
That’s the game I bought and enjoyed playing.
Now why your pros and cons are messed up:
- Time gates help players with less time (If I can only play an hour a day, my time is more rewarded.)
Less time might mean less days per week or per month. If you miss one day with the current time-gating systems, you’re falling behind.
If you miss a month or more, you stand no chance of catching up with those people who are able to log in every day.
For me, this has created the very real scenario that no matter how much interesting content is released, I am unlikely to ever play the game again as long as time-gating is in effect.
The longer I stay logged off, the wider the gap grows between my characters and those of others still logging in. This actively decreases the appeal of Guild Wars 2 to me as time goes on.
There is no quick way to catch up thanks to all the time-gates in place.
Actually, from what I’ve read, you can buy a lot of the materials for Ascended gear from the trading post which will help you catch up. I don’t know, I stopped playing just before SAB2. So if I want to start playing again I suppose I could dump a whole truckload of real-world cash into gems.
Yeah, a huge pay-gate’s probably even worse than a time-gate.
Thanks to the above, it puts this con of yours into an entirely new light:
- Time gates hurt players with more time (by this I mean players with more time run up against time gates more and their time becomes less rewarded over time.)
I would argue that people with more time on their hands, those able to log in every day of every month? These are the ONLY people time-gating benefits.
Let’s look at time-gating from a philosophical point of view.
When it comes down to it, MMO developers need to keep people interested in their games so that they keep playing and hopefully, paying. This is the way you earn your living and the way shareholder’s earn a profit.
I get that; you need to earn a buck as much as I do.
When it comes down to it, there are two ways you can try to retain the interest of your audience.
1. Regularly release more content that relies on creation of artistic assets, such as new armour & weapon models, new areas, new dungeons, new jumping puzzles and new story elements.
2. Artificially increase the amount of time a player stays logged in through adding activities that have to be completed on a regular basis.
Point 1 is more expensive for developers, and if it’s to be in any way meaningful and satisfying to the players, it has to be substantial.
Point 2 is all round cheaper and easier for developers, yet runs the risk of alienating players, especially more casual ones.
To ArenaNet’s credit, they’re actually trying to do both.
But I think they’d be better off ignoring point 2 completely.
Look, let’s face it, when it comes down to it, you’re hoping that by increasing the amount of time people play, you’re also maximising their exposure to your monetisation systems.
The thing is, I would argue that your current system alienates your most valuable customers; those with less time to play because they’re more financially stable, most likely because they have commitments outside of the game.
The people logging in every day and playing 5 or more hours?
They can buy gems with gold. They have found all the best ways to make money in game.
Anything desirable that becomes available through the gem store, they can buy with gold. They’re not generating any revenue for you.
They’re hitting their time-gates and staying ahead of those unable to log as much time as them.
The people with less time available want something more meaningful than a shopping list of activities they need to repeat on a daily basis. They want to log in and experience something new and fun. In all likelihood, they’ve just finished work. The last thing they want at the end of the working day is to be presented with more tasks they have to complete.
That’s the kind of pressure they play games to get away from.
If you shift focus to pure content creation, you end up making things that everyone can enjoy. And if it’s permanent, they can enjoy it at their leisure, with no pressure to complete it in a mad 2 week rush.
Therefore I may take some time replying to you.
), heck why not even “omni weapons”: a dual wielded “omni weapon” can become any dual wielded weapon in the game, some for single handed weapons, etc.