
Flagship Studios Ceo Bill Roper's Hellgate: London caricature
In Part I of our four-part Q&A with Flagship Studios CEO Bill Roper, conducted at the January Consumer Electronics Show in Las Vegas, we discussed the premise for the developer's first title, Hellgate: London, and its extensive plans for the use of randomly created content throughout the game. Parts II-IV come from a June phone conversation we had with Roper that took place after some grumbling began to brew as a result of Flagship's announcement of a two-tiered system for Hellgate, in which people who paid the "Elite" $9.95 monthly subscription fee would get not only regular content updates, but also additional character slots, extra item storage, visual distinctiveness from non-subscribers, and more.
Having long been curious about the potential of subscription-based online games like Phantasy Star Online whose structure deviates from that of traditional large-scale massively multiplayer online games, we decided to reconnect with Roper to discuss Hellgate's creative and financial model, which we think, should it become successful, will be one of the most influential developments in the industry in recent years. In today's installment, Roper clears the air about Flagship's two-tiered system and explains why he believes non-subscribers will still get a great experience when Hellgate ships next month.
We last spoke in January. Give me an update on where things are with the game.
Sure.
We actually, just yesterday, started our friends and family alpha, so
we sent out about our first hundred invitations to people that are
actually friends and family or people that we've done a lot of beta
testing with over the years. It's kind of the first generalized acid test of the game: our downloader, our installer; the
whole shebang. Now we are just working on finishing up a few things, a
lot of polish, balance, tweaking; you know, making sure things work
'cause we are both single-player and then the multiplayer. So we've
been content locked for quite a while and we're definitely on that push
towards release.
There's been a lot of discussion online about the
business model of the game. Going back to the genesis of Hellgate:
London, at what point did you know that you wanted to go with a sort of
hybrid model: a base game that would have standard PC game retail
pricing, and then an optional premium subscription model on top of it
as well?
We've actually, since the beginning, known that we
wanted to do a tiered format. It was very, very important for us to be
able to come up with a way to actually provide even more of an
experience than we did with Diablo 2, with Hellgate: London. Basically,
we noticed people had a lot of expectations from the team because of
what we did with the Diablo series. Part of that was the ability to
when they got the game, having that single-player experience and then
being able to take that and go online and have that experience for
free. I wanted to make sure we had that because that was the base-level
expectation of our fans. That's what they got from Diablo 2. We wanted
to make sure that we could actually provide more than that. So even at
the very beginning we wanted to make sure that our standard players
were gonna go online, get that experience and then get a lot more. Be
able to do things like join guilds and have, you know, different
community things; things that we never actually were able to do in
Diablo 2.
But we also knew that we needed to be able to evolve
with the online expectations of players and be able to have a
methodology to do ongoing content. That's something that we used to get
a lot of requests for with Diablo 2. People were saying, "We're playing
the game. We really love it." But they had to wait about a year for the
first expansion and there was really never any other content upgrades,
except there was one big patch that took another year and a half or two
years to come out. We got so many requests, "We want more stuff, we
want more characters; more areas; more monsters," on and on and on.
All the things that really have become very expected and standard of an
online RPG.
We wanted to be able to have that same dedication to
the continuation of Hellgate: London that our fans do. And the way that
we were gonna be able to make that happen was by being able to have a
business model that would support a constant development team for the
creation of ongoing content, that continuing content. So we knew from
the beginning that we were to have to have a way for that to work, and
that is what led us to then having a tiered experience. Basically, the
out-of-the-box experience, which is actually being created to
over-deliver, Diablo 2-plus for people that played D2, but then also
having a continuing, ongoing content model that was supported by
subscriptions.
So once you decided to go with tiers, there's
sort of--and I'm probably gonna get the number wrong--it seems that
there's two parts to the second tier which I guess you're calling
Elite--
You know, just to interrupt--we're not really calling
it Elite. [Laughs.] That was kind of a dev name that just--when we
talked to [Games For Windows magazine], we threw it out there. We were throwing out joking
names for stuff and I think unfortunately, that ended up having a
really bad connotation with people. They said, "Oh, so either I'm Elite
or I'm nothing," and it really isn't that way. I think we were trying
to come up with something that just kind of sounded gamer-y and cool.
It really just breaks down to your standard out-of-the-box experience
and then whether you're a subscriber or not.
Elite put bad
connotations in people's heads that are very misleading. It makes it
sound like what you're getting with your game box purchase is not good
when actually what you're getting with your game box purchase is pretty
awesome. So that kind of threw us for a loop. We didn't really expect
that reaction that we got from people and I think it kind of diminished
the message of what it was that you got by buying the game and what you
got by getting to go online and play for free. So, sorry; I just
wanted to jump in there because the Elite thing came up and I just
wanted to set that straight. I'm sorry to interrupt.
No, no problem at all. Interrupt away. Now, is there a new name in place or is that still TBD?
No.
No. We haven't--yeah, I mean, maybe. If we come up some name for it, we
might. The best way to really think about it is that when you buy the
box you're getting the standalone single-player game. You can also then
go online, be playing our client server on our servers. We're hosting
you. It's for free having that same experience online with your
friends. And then we also give you access to a bunch of stuff. Like
community things like being able to join guilds, trading items, auction
houses; all those kinds of things that we never even had with Diablo 2.
Then, if you want to be a part of the evolution of Hellgate in that
online forum, you know, and getting continuing content and expanded
content, more things. Even from Day 1 there'll be things available that
you'll get that you don't get right out of the box. That's when you
would subscribe. So maybe we'd come up with some name for it, but the
name isn't really designed to show some stratification of player value
to us. Which I think is what people kind of pulled out of that. It's
just whether or not you decided to go
along for the ongoing content ride. But if you have an idea for a name, I'm into it, you know.
If I think of something I'll get back to you on that. [Laughs.]
Okay, great.
Maybe "Even More Hellacious," or something like that.
Or "Yet More, Yet Better." "Awesome and Awesomer."
There
you go. So, there appears to be--again, like I said, I'll probably get
the number wrong--there appears to be two parts to the other tier. One
is the slots for characters and equipment and things like that, and
then the other is the additional content.
It's not really two
tiers. Basically, when you subscribe, there's a few things that kind of
turn on immediately and then there's the continuing content, right? So,
obviously, if you subscribe, Day 1 we'll be able to tell people, "Hey,
here's what's gonna be coming', in the first month; first three
months," our plans for that stuff. But even Day 1 when you subscribe
there's additional things that you get right away. So it's really like
it's not two tiers. It's just that you get extra character slots, extra
stash stuff, and things like that that are immediately apparent. And
then even from Day 1 you'll be seeing what you're gonna be getting in
that flow of continuing content. We want to be really open with people,
letting 'em know what's in the queue, what we're working on. And
actually, a lot of what we're doing in terms of the planning for the
continuing content is kind of two-fold where we have plans on what it
is that we want to do and how we want to approach the continuing
content, but then also set within our early planned content pushes are
big areas where it'll be based on player feedback. So, the early stuff
will be even based on what our feedback is from our community during
the beta, and then as the game goes live, you know, we want to keep
working with the community to see what it is.
If we're gonna be
doing something, as an example, in the realm of PvP combat, it'll be us
learning what's fun about the game in terms of PvP based on some early
arena or dueling combat, and then talking to the community and saying,
"What is it that you guys want? Do you want different game play modes?
Do you want ranking? Do you want stratification?" Finding out what it
is that's gonna excite PvP players. We want to make sure that as we do
that continuing content, it's a combination of our ideas for the game,
what we think is gonna work really well, and then also finding out what
it is that our community wants.
I've always been a pretty big fan
of how the City of Heroes and City of Villains guys do that. Cryptic
does a really nice job of working with their community, really talking
with them ahead of time, and letting them know what's coming up in
patches. I think it's really cool. I used to play a lot of City of
Heroes and City of Villains. A bunch of people in the office here play,
and it's always really exciting to see what they're working on. And
they let you know ahead of time, so you're like, "Oh, that's really
cool." They even do things in their forums like letting people vote on
what they want. It's like "Hey, here's three ideas. Which ones do you
guys like? What do you guys want to see?" I really like that level of interaction. That's something that we want to do and that's a
big benefit for people that do subscribe and want that ongoing
content--they get to be a part of that process and getting what they
want out of the game.
I didn't mean to suggest that there were two tiers. I just meant that there were two components to the Elite service.
To
an extent. I don't really think of it as two components. It's just that
even before there has been a lot of continuing content done, you're
getting something when you subscribe, and then you know what you're
gonna be getting in the weeks and months that follow. It's definitely
something that we understand for a lot of people out there causes some
head scratching because it's a very different model. People are used to
either buying a boxed game and then getting some kind of online play.
Like it's something that you're getting--like D2 [Diablo 2] or Battlefield or
whatever--and there's a way to go online and play. Or, people get an
MMO where there is no single-player: you just go on Day 1 and you just
start paying.
We wanted to do what we've done with
Hellgate--where we have a hybrid, trying to take the best of different
styles of game playing--we wanted to do the same thing from a business
model standpoint. We wanted to have a way where people who just wanted
to play the game single-player--we know there's people who still like
doing that--they can do that. They can have a really fun, compelling
experience with a lot of replayability value. Then, if they want to go
online but they're not really sure if they want to be a subscriber,
they can have that same experience, share with their friends, also get
some community stuff. and really have a good online experience.
But
then, for people that do want to have that continuing flow, that
ability to grow with the game and to be a part of actually influencing
the design, then they subscribe and they get to actually participate in
that. So, it's taking that really great element for both the gamers and
the developers that you see in MMOs where the game is organic, and
continues to grow, and continues to evolve. Because just like you get
in a relationship and even with your character that you're creating,
you can do the same thing with the game. So, in a way we kind of wanted
to be able to address everything the best we could.
That's
what I wanted to zero in on. As you suggested, you know, there are
established business models that people are used to and you guys are
trying to hybridize it. It's understandable: if you want ongoing
content, you need to find a way to pay for it. The thing that I think
people are having a problem with is that there's an aspect of it
that--let me put it this way: I think people would be sort of
completely understanding if there were just a subscription fee for
additional content and people would be free to say, "Okay, I don't want
to pay. I understand I'm not getting that." Where people may be
having trouble though is the additional character slot; the additional
customization; those other things; and they're saying, "Well, maybe
that is crippling the single-player experience a lot," even if there's
a lot to the game. They're not understanding why that would be one of
those lines in the sand where you say, "That's why you should pay a
subscription fee."
Yeah, I understand that. I'm not really
sure people look at it that way to be honest, but I understand it, that
that's where the confusion comes from. They're not paying for those
extra slots. Those are just more things we're giving you, all right?
It's like, "Here's the game; here's the experience. You can have that
exact same experience online plus other stuff that you wouldn't
normally get online. And then when you subscribe you get even more
stuff." It's not like there's stuff you get and then we cripple it when
you go online, right. You get everything when you go online, plus; and
then when you subscribe, you get even more.
I don't know. Maybe it's
a glass half-full, glass half-empty comparison. You know, I think a lot
of times people look at things and want to--there's an expectation of
the negative. "Oh, well jeez, there must be some way that they're
getting one over on me," and it's not common to just get value and then
more value. And that's really where we come from. That's our stance.
You
buy the box, you get the single-player; you get this fantastic
experience offline. Then you go online; you play for free in a secured
environment, client server, with community stuff; with all these extra
things. You get a standard amount of character slots and inventory--we
don't reduce what you had from your single-player experience. That's
what you're getting, same experience you got out of the box.
But
then when you subscribe, not only do you get the community content, but
we give you some other little bonuses right away. Like we'll give you
some more character slots and we give you a bigger stash, and things
like that. But it's not like you got less than you got playing the game
normally. You just get more. And so maybe that's where some of the
confusion is that people think that when they go online they're getting
some reduced content or reduced support when they don't. They get all
the content and support that's there. But then when you subscribe you
get even more.
I can see that from your side but, like I said, I
think it does feel like that to certain people because they're saying,
"Well, why wouldn't you standardize the character slots and the stash
and have the differentiator just be, 'You pay for content?'" Because I
think that's something people have already a grasp of. You're right to
say that they're not getting less of an experience, but it feels like
less of an experience because the differentiator isn't just the
content; it's these other things that kind of relate across the board.
You know, I honestly don't know how to address that. I mean, sometimes
those people are just gonna feel that way no matter what you do.
Anytime you introduce any kind of new model whether it's gameplay or
whether it's a business model, there are going to be people saying
like, "Well, but that's not how it's done, so there must be a
downside." We don't really see it as a downside. We see it as just
another upside. It may just be a completely different perspective. I
don't really know how to address that. It's not like we come up with
some way where the people that have the out-of-box
experience online are getting screwed. They're getting the complete,
full experience. They're getting to go online and play for free.
They're getting this, you know, pretty incredible thing, in our minds,
and we think in the vast majority of player's minds.
Right.
But
then, if you subscribe to the ongoing content, we give you some other
stuff right away. We don't reduce your standard experience in any way.
We just give you some other things. And I don't know, maybe--I
sometimes tend to believe that if there wasn't this, there'd be
something else that people would be upset about [laughs], and I hope
that's not the case. But I think that people really need to look at
what they're getting with that standard box. I mean, they're getting
way more than we ever gave with Diablo 2 and we've worked very hard to
find a way to do that for free 'cause that was very, very important to
us. We knew it was very, very important to our players.
But then,
moving into that continuing content model, that subscription model, we
kind of wanted some stuff there Day 1 that shows our appreciation for
players who are like "Yeah, this awesome. I'm on board." Even if maybe
Day 1 there isn't continuing content, we want to recognize the fact
that you're there. So we give you some early perks. We give you a few
more character slots. We give you a bigger stash. But it doesn't
detract or limit from the experience the players already have. So,
hopefully people see that and they don't feel like we've somehow tried
to dupe them or rip them off, because really they're getting more than
we've been able to give them before for the people that get to play for
free.
Next: Roper explains why Flagship chose a subscription model over a la carte, its philosophy for future content updates, and why we should think of Hellgate: London as a massively multiplayer online game.