Trial account restrictions and the 30 percent problem

If you're picking up a trial account, chances are that you heard about it from a friend or a blog or a news report. But chances are, you were shown or described a massively armored warrior engaged in fierce hand to hand combat on the back of a dragon flying through the air, or a finely robed mage flinging a fireball at the face of the lord of all magic, or something similarly epic. With that in mind, it might justifably get discouraging to show up in game to find yourself dressed in rags, wielding a toothpick, and being sent to collect wolf pelts that inexplicably only drop off about half the wolves you kill.
With that in mind, it's easy to see how a trial account user could get bored pretty fast. But for me, there's one other angle that very few people seem to be bringing up: The social angle.
MMOs are social games by their very definition. While their game play is generally somewhat engaging and robust, most players would agree that without the interaction of other people surrounding you, both in group and out of group, you'll probably get a much more rewarding experience playing a single player RPG. And that's where there's yet another hurdle for a trial account user to surpass.
Only a few years ago, trial accounts were actually relatively unfettered. There were still a few restrictions, such as a max level, but you could still freely send tells, join public chat channels, trade, and so on. This was before the gold sellers really started taking off. As they got more and more ruthless, gold sellers began using trial accounts as mules and ad bots. As a result, the full list of Trial account restrictions has gotten longer and longer.
Spamming whispers and public channels with ads removed the ability to join public channels or to whisper anyone whose friends list you were not on. Creating raids and sending random people invites in order to spam them lead to a loss of the ability to start groups or group with people above level 20. Using trial accounts as mules to move massive amounts of gold lead to trial accounts losing the ability to trade or use mail or the auction house, and to a limit of 10 gold earned at any time. They also lost the ability to create or join guilds, also for spamming reasons.
In other words, most of the social aspects of the game are almost completely cut off from the inquiring trial account user. In theory, you can still use the /say channel to communicate with others, but very few people use say these days. If you want to group up with another trial account user to do a few quests or a dungeon, you can't. You pretty much have to sit around and hope someone with a full account will randomly decide to communicate with you. Essentially, you're playing a single player game.
Of course, the problem is that all of the issues that caused Blizzard to place further restrictions on trial accounts were real, and the restrictions have certainly reduced gold farmer spam, if nothing else. But chances are they've also cost Blizzard a few customers, because trial accounts no longer give you a taste of the true game that is WoW unless you already have friends playing who can friend you and get you past some of the restrictions of the trial accounts.
This may be in the end why Blizzard's trying so hard to revamp the old world. Since it doesn't seem possible to have unrestricted trial accounts that take full advantage of the social aspects of WoW, the best way to hook new players may be to make sure the first 20 levels of WoW or so are essentially a high quality single player game.
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 6)
eric Feb 15th 2010 9:07AM
I do not think thats the problem at all. The problem is a lack of mentoring system. Hey great my friend is lvl 80 and doing cool stuff and I log on to play and the only way we can play together is if he re-rolls. But everyone knows re-rolling alts is old after a while
WoW needs to get up and put a mentoring system in place that simply delevels the mentor to the protege level, de levels the gear like they do the heirloom pieces, and give the protege 5% more xp or something to that effect. Its not rocket science.
jealouspirate Feb 15th 2010 9:29AM
Absolutely! Definitely agree, but I'd actually go a step farther than a mentoring system.
I know the leveling and gear progression is a core mechanic of WoW, and the RPG genre, but I think it's time to move on to something else. I know that feeling a sense of growth and achievement is important, but I almost feel like the leveling mechanic should be abandoned altogether.
Your buddy wants to come to your ICC raid, why not? Should he have to kill a thousand boars first? I don't think so. Levels and gear separate players. It creates all sorts of elitist attitudes and prevents friends from playing with each other. I think that upgradable stats should be completely removed. Make the entire game based on the player's skill. If someone can play a warrior well on day 1, he can tank ICC on day 1. Gear can be cosmetic.
It also would raise and interesting question about our motivations for playing. Would you continue playing the game if the only incentive was the fun you had while playing, not the epic loot that awaits you?
Updawg Feb 15th 2010 9:30AM
I think there are way to many realms, all of my friends play on different realms, and if I want to play with them I have to roll a new character, obviously this isn't Blizzard's fault, it's just plain hardware limitations, I mean you can't have 500k people on a single realm.
Still it's a major problem and needs addressing.
Docp Feb 15th 2010 9:35AM
@Jealouspirate
Oh god no, that sounds an awful idea to me. I'm all for helping people level faster and gear up but no progression at all sounds just plain bad. Gear does serve important uses, such as making your character more powerful so it's easier to move through the content, without gear all the bosses would have to be doable with the basic spells meaning everyone would move through all the content on day 1 or get stuck at a boss they can't do and be stuck there forever.
brendan.euclid Feb 15th 2010 9:38AM
I think that mentoring systems are terrible ideas. It just creates another thing for people to sell in trade chat, and it's no better than rolling an alt. You can already get triple experience with the invite-a-friend system. Do you really need more than that?
The idea of a mentoring system is significantly more complicated than you are assuming. How do you handle quests? Do you let the mentor redo quests? Does he just follow the protege around and kill stuff with him? If it's the latter, it's going to be significantly less interesting than simply rolling an alt and sending it some heirlooms (which are going to be much easier to obtain in cataclysm).
I think that one of the biggest problems isn't addressed in this article: How dead most of the cities are. Of course, this will be fixed with cataclysm.
Mal Feb 15th 2010 9:41AM
You mean... remove the false feeling of accomplishment when we're decked out in BiS gear with a PVP rating/Gearscore/achievement points of over 9000?
We don' take kindly to that kind of talk 'round these parts, pardner.
jealouspirate Feb 15th 2010 9:44AM
@ Docp
I think you misunderstood my suggestion. Everyone would have all their class abilities right from the beginning. There would be nowhere in Azeroth that was "too high level" for you. The difficulty would come in the form of the strategic depth and complexity of encounters.
For example, VanCleef would be a simple tank and spank, but Arthas would require extreme coordination and very intelligent use of abilities (or combinations of abilities).
Basically, the only thing preventing you from progressing would be your skill. No under-geared players, no over-geared players. The whole of Azeroth would be your playground, right from the start, and all you'd need to do is outsmart it.
Candina@WH Feb 15th 2010 9:54AM
I actually LIKE the mentoring idea, with some caveatts. Mentoring should be an extension of RFAF
1.) The new guy (FNG) starts at level 1, just like we did.
2.) Experience gains are still increased (as per today).
3.) A new tier of BIND TO ACCOUNT craftable 'Heirlooms' that are only tradeable to a RFAF related accounts.
4.) Rewards for the Referring (as opposed to just the FNG) as the FNG gains levels. Maybe rep towards a 'developmental' sub faction (Exploreres Guild rep for Alliance, Warchiefs Own rep for Horde side).
I don't like the idea of a FNG jumping right into end-game. It is not 'fair' to the FNG because they don't know their class or any of the back story. It is not 'fair' to other raiders who have to depend on the FNG for thier success in the raid.
But by tying rewards to the development of the New Guy, you would encourage better behavior toward new people by 'established' people. And while the current craftables are... adequate, a new class of craftables tailored toward speeding/easing the leveling experience for new people would make crafting... worthwhile again. [current end-game crafting is fail. By the time you have enough rep for a pattern, you have a drop which is better for that slot, I mean, whats the point? And the materials cost is so high, that no one makes them to sell]
Mal Feb 15th 2010 9:56AM
@Updawg
Supposedly we're getting realm-to-realm mail after Battlenet goes up.
Now the next logical step imo would we to allow us to group up with friends from other realms for instances. We already do with the random LFG, so why not?
deathpool1984 Feb 15th 2010 9:58AM
@jealouspirate
So what you're saying is that you're looking for an MMORPG that plays like Mortal Combat, Looks like WoW and has the Community of Sims?
Have you ever tried Hello Kitty?
jealouspirate Feb 15th 2010 10:14AM
@deathpool
I really don't understand why people are hating my suggestion so much. I don't mean to turn WoW into 'Hello Kitty Online'. My suggestion actually encourages smart, skilled play. More so than the current WoW does, in fact.
For example, right now almost everyone overgears heroics so much that they're completely trivial and easy. If we could never out-gear things, then this wouldn't be an issue. The most common tactic today seems to just be to brute-force your way through things by overgearing them. People are so excited about heroic deadmines and SFK in Cataclysm... we'd have them all the time!
Everyone hates gearscore nazis- they'd be gone. Camping lowbies? Gone!
I truly am confused. Could someone offer a counter-argument that explains the problem, rather than telling me to go play Hello Kitty?
Docp Feb 15th 2010 10:22AM
@jealouspirate
That's what I assumed you meant but I still think that's a bad idea. Sometimes people in a raid just aren't able to co-ordinate on a specific boss and we need that gear edge to help us. For example a fortnight ago our raid wiped for two nights on Rotface, we just could not get it, now however we're able to get through because we have a little better gear and that gives us the edge we need. However if I had had to go back in with the exact same stats I really don't think I would have been as willing.
Not to mention how annoying and worrying it would be for new players to come into the game and be greeted by about 40 new skills and immediately get asked to come tank the newest boss without a clue on how to do that, I think it'd be extremely offputting for these players.
I think if they did this they'd take away a lot of the motivation and fun in the game and rather than making the game more accessible it would be less accessible.
Avan Feb 15th 2010 10:23AM
@jealouspirate:
Your idea is bad partly because you can't measure skill. What you think is skill is different than from what I think is skill. How do you define a system based around something so arbitrary? You can't and thats why GearScore sucks donkey balls.
Another reason the idea is bad is because it gives players no incentive to actually level a character. "We need a tank? Alright, I'll go roll a warrior and we'll be good to go in ten minutes." You'll have no attachment to that character. You'll have no reason to get to level 80. You'll have no reason to upgrade your gear. These are all concepts that are very important to the RPG genre.
zoshk Feb 15th 2010 10:31AM
@jealouspirate
while i have no problem with getting all the skills on day 1 for some classes...I will also probably not try other classes I don't already have a decent level alt in.
It's a bit daunting to a new player (to the game) to have to read through all the abilities and learn them. and if they wanted to pvp...don't even get started on keybinds. Most likely will push away new players more than attract them just for that reason.
and I know i wouldn't feel safe for a completely new player to be tanking a raid for me, probably wouldn't even give them a chance to prove themselves
I'm pretty sure there have been games with no 'level's in the traditional sense, but rpgs generally have some kind of progression...getting rid of it completely will push away a lot of people, and activision blizzard wants their $$$, so while it is always nice to push for more skill than gear being so drastic is unlikely to happen
Bryan Dare Feb 15th 2010 10:33AM
@jealouspirate:
Communism? =\
RedGuard Feb 15th 2010 10:46AM
I actually kind of like jealouspirate's idea, but I don't think it would work in Wow. PvP would be impossible for newbies at first. It'd probably get easier and they would become more successful as they gained more experi... oh wait... um.... =P
They way I see it, is that the experience/leveling system is a way of gauging the persons... .. well, experience playing the game.
Yeah, I know, captain obvious reporting for duty.
Wowcoholic Feb 15th 2010 10:47AM
@jealouspirate
You make some interesting arguments, but I remember when I played my first DK. The new phasing system was awesome, all the different quests were very entertaining, but I have to say I had trouble with the amount of abilities that were thrown my way with in 5 levels, it was almost too fast... I personally started numerous DKs on different realms so I could take the time to understand the mechanics of what was just thrown at me, once I knew what to do for the quests all I had to worry about was what buttons I was hitting.
You wouldnt download information into a child and expect them to be a grownup.... They need experience.
drokanub Feb 15th 2010 11:01AM
@jealous
basing encounters solely on skill, while an interesting idea, is just not feasible. as it is, many encounters are similar to others with an x variable changes sometimes only in minor ways. the big difference between "like encounters" is the damage that goes out. if fights required no gear, then these damage values would have to remain somewhat constant. there are far too many bosses to really allow this.
gear means alot more to some players as well. many people only raid to get better loot. why progress past nax if the there's no incentive to actually kill the next tier of bosses. even though the loot is virtual it is at least a "tangible" object that your character can hold/equip. you wouldn't want to work at your job if you weren't getting a paycheck would you?
also if you haven't noticed, bliz has been trying harder and harder to make accommodations for casual players. this is not only to give more players chances to see content, but it also keeps the subscription base up as well. bliz is in this to make money, without the gear incentive many players would lose interest, the player base would dwindle, and the world of azeroth would turn into another place to meet nerdy singles/consorts.
besides in cataclysm gear itemization is going to be alot simpler, tier budget bumps will be less ridiculous. meaning that gear dependence should taper leaving it to "skill" to kill the bosses.
Clayton Feb 15th 2010 12:22PM
@Mal Yes someone brought it up. I hear we are going to get the mail thing and maybe something like steams chat which allows people to talk cross game and essentially cross realm. Therefore grouping with friends cross realm would be come easy. Maybe like /invite "name"-"realm name". Anything to at least let you play with friends without transferring.
Makoto99 Feb 15th 2010 11:51AM
Hmmm. So turn WoW into an FPS basically? Yeah.. uh... no thanks.