So I’ve been trying to get this written for the past several days, but kept pushing it back since I didn’t have enough time with all the other things going on. It seems to be something you can only ever have too little of or too much of; and once it’s spent, it’s gone. All sales are final, no refunds or exchanges allowed. As we only have a finite amount of time in this existence, that’s why we have to decide on what we actually want to spend it on. Thus, the concept of opportunity cost and so on.
While I didn’t plan this to be my original topic, I actually think this might be worth further expounding on a bit, as it leads into what I was originally wanting to talk about.
Basically, opportunity cost is something people will tend to ignore quite a bit, especially in MMO games, and almost certainly in F2P/microtransaction-based ones. Heck, I’ve done it myself in WoW.
The Auction House in WoW is a living example of this. I used to play the auction house for a while, and I know when I crafted something and tried to sell it I usually compared it to the cost of the mats when pricing things. If it went below the cost of the mats, I sold the mats instead. There are enough people out there that do not do this however that sellers have complained for ages.
You see, for some people, they might spend 5 hours mining(this is all pre-WoD) and gather a bunch of stuff, craft it, then throw it up. They get undercut, so they super-undercut to try and sell their stuff first, with the end result of the market for that item “crashing” to the point the major sellers either leave it alone, or buy up all the cheap items to reset the value and resell them. The original seller though? He didn’t care, because he considers all the materials he mined “free” since he didn’t spend gold on it, so any gold is profit. What he neglects to account for is the 5 hours he spent gathering it, when he could have been doing something else like running dungeons or old raids. heck, beyond a certain point he might have made more gold just doing that instead of mining and crafting.
Until recently, this was less obvious as gold in WoW did not have a (legal) fixed value in real money. With the time tokens available now however, that gold can be quantified against the money you actually make working.
Now working is something we have to do whether we want to or not, at least in the US. We give up some of our limited time in exchange for the resources to do all the other things we actually want to do. Still, say you make $15/hour working a specific job. That means you can quantify an hour of your time as $15, just for arguments sake.
Now a month of sub time for WoW is $15. Last I heard, a sub token costs around 22k gold, so there’s a rough equivalency there. So, if you were doing it purely for gold gain and had other things you would have preferred to do with that time, paying real money for X that was around 22k might be a better deal than trying to farm and craft it yourself. Of course, this also doesn’t factor in that there’s other competition for your work money, and that there’s still a limited amount of time spent working, compared to time spent doing something else. If you work your MMO gaming like a job though(and not enjoying it) and aren’t making the equivalent of your work salary? Well, you’re just plain doing it wrong, by the numbers.
Note also that you can’t get the money back out of the game(unless you’re looking at Second Life) – once it’s sunk into the game, it’s gone, period, and you’re left with whatever you got back from it e.g. gear, enjoyment, etc.
Now WoW has added the follower mini-game in WoD, which allows for offline progression. For example you might spend 5 minutes logging in and setting up missions, and then spend 5 minutes later that day collecting 500 gold(or more, depending on follower traits). There usually tends ot be little bits of dead time here and there in people’s schedules(such as eating breakfast before work) so you can take advantage of things like this without much of an opportunity cost.
Now WoW is sub-based, in that you need to pay every so often to keep access to the game, so if you’re not having fun, most folks would cancel their subscription or just stop playing. F2P games on the other hand don’t have that barrier.
Instead they have Microtransactions. Little things here and there that can add up to the cost of a sub or (much!) more. Say there’s a “Gotta-have” item in the cash store. Someone might look at it and go “$10? Pff, this is a free game, I’m not paying that!” and then spend 10 hours grinding some currency to use instead for the same thing. Without that initial barrier, many people won’t even look at how long something might take, but instead just grind it in an effort to keep it “free” while spending way too much time on it. On top of that, some games(especially Korean-originated ones) turn that grind up to 11 to try to entice these people into paying instead without (quite) driving them off.
In other words, take a good long look at how long it might take you to get something in-game, and if you really want it, before trying to grind it out when playing F2Ps. It might be a much better use of your limited time, if you can afford it, to reward the developers with a bit of cash, as long as you don’t go overboard and turn into a whale throwing their entire bank account at a game that could potentially disappear within a few years.
That said, it brings me back to the more personal part of what I was wanting to talk about, Star Trek Online. F2P, and I started playing it a bit a month or two ago during some WoW downtime, as I believe I mentioned before. Well I’m enjoying it enough and WoW little enough that my limited non-work time has gotten totally flipped around!
Before, I was spending most of my idle time in WoW trying to find things to do and doing my few-times-per-day/week “chores” for more resources. A few weeks ago now I actually totally stopped logging into WoW except for raid nights, and the last couple I’ve actually not even done that – I just logged into the battle.net client to see if they needed me to fill out the 20 spots.
It’s kinda funny. Raiding with Prestige was fun, but as we got deeper into Mythic, the pressure and stress just kept building to keep performing at peak constantly. It was still a good rush to get a new boss down ahead of everyone, and even bigger to get a Server First on a Mythic end boss, but the push and pressure to try and get it down ahead of everyone were making me start to dread raid nights. I could see that performance-wise, while I was never top material, I was getting towards the bottom compared to the excellent players already on the raid team. While I’m fairly sure we’d still get them down with me there, there was an impression, whether mine or among certain people, that I might be holding them back from staying on top.
My mindset in raiding has always been to push progression, but at the same time to focus on our own and ignore what everyone else’s progression is. Compete only with ourselves. While when I started running with them that may or may not have been the main mindset, with how long we stayed on top of the listings it seems to have taken over in large part, especially among leadership. That’s not what I’m playing for(though it is an ego boost) and I just plain wasn’t having fun with it anymore. Still, I was showing up because I knew we were short on players and I had implicitly agreed to be there. Recruiting has been working out better recently however, which has allowed me to start stepping away from the game finally, especially since I have other things I can do now(like STO).
The main downside has been getting people I know to play! With WoW, there’s multiple people there I know, but STO was a blank slate in that regard. A large part of the game there for me is the story missions which are easily single player, but when I went in to try and pug for the first time I found myself missing having guildmates or othersuch on vent to coordinate with and learn all these instances. I was able to stick with the easiest one since I was just farming it for marks, but eventually I’ll want to see the others.
At least there’s maybe 3 people I know RL I’ve gotten to give it a look, so if they like it and stick around that would be a start.
Either way, with STO it’s all still fairly fresh, and I’m mostly enjoying even the grinds still. When it started to feel a bit annoying to do one(such as when I was grinding Tholian marks on Nukara) it’s easy enough to just hop over to do something else for a bit. Since it’s almost all time-gated, once you get a certain amount of buffer you can just keep it to a minimum, or grind it out in one big go(like I mostly did with Nukara).
To bring my earlier points into this though, STO actually has a very leniant implementation of F2P. Paying for just a race unlock(for cosmetic reasons – busty feline captain ahoy!) and using just the free stuff I was able to hit level cap and play though most of the content. I could have kept on going, but I’ve taken a “time-out” from following the story to beef up my main’s ship and gear.
Needing pay content and wanting pay content, however, are two very different things, as shown by my race unlock. Looking around, it’s easy to see how you can spend a lot of money in that game, even if none of it is required. Cosmetic options, “gambling” for gear via the lockbox-key system, and the highest end ships are all behind the paywall, as well as unlocking additional slots for inventory, bridge officers, followers, and so on. Skill respecs are even nominally behind it.
At first glance, it looks like a lot. However, there’s a time-gated in-game currency that’s tradeable for the cash shop currency in much the same way as WoW’s time tokens – one person buys the cash shop currency, then trades it for the time-limited currency to speed things up(since it’s tied to a lot). Most of the prices are low enough that you can get what you want after a couple weeks of just playing normally.You see, this currency may be time-gated in how fast you get it, but you get it from doing almost anything in the game, and you can buffer it up! Right now I have enough that if I did nothing but log in for 5 seconds to refine it, I wouldn’t have to do anything else for 2 weeks to use up my stockpile. On top of that, the limit is per-character, so the more alts you play, the faster you can get the currency and the less time it takes – although to be fair, at that point it might turn into more grind than fun beyond a certain point.
Pretty much the only thing that takes a huge amount of time is new ships. Given this is Star trek, the makers know that’s the high demand item, and it’s priced appropriately – $20-$30 for a high end ship. Using the exchange I was talking about? 3-4 months with only a single character’s limit. Obviously that scales down with multiple alts, but as I’m new and don’t have the “alt support structure” I have on WoW, that’s outside the scope of what I was looking at for myself.
They also have regular sales of 15-20% off, which helps as well. So this past weekend I took advantage of that to dump around $60 into the game, since my “entertainment” budget for this month had barely been scratched. In fact, the only other expense on it was paying for one month sub for STO, as it unlocks a LOT more stuff that you normally have to pay a lot more for separately. Even better, you get to keep almost all of it when you go back F2P, and if I resub later, the character-based benefits will also apply retroactively.
Basically STO, while it may have its own issues with power creep and has a lot of monetization, is also extremely fair to the casual player and nowhere near “pay-to-win” in my books. I chose to give them some cash, as I was enjoying the game and helps make sure the game continues – and I shouldn’t need to spend any more in the near future as I get more established and better able to take advantage of things like the cash shop exchange.
As to what I’m going to be using the money I put in for? I’ve got my eye on a couple ships, and last year around this time they had a 15-20% off ship sale…