It has now been three weeks since Uncharted Waters Origin launched. On launch day, a lot of people saw that there was a gacha, then immediately ragequit and left nasty reviews. But not all gachas or other item mall stuff that you can buy is equivalent. One problem is that even if you can see what is offered, it can be difficult to understand whether something is essential or irrelevant. It can similarly be difficult to tell whether something comes only from the item mall or whether it is readily obtained by playing the game.
It has now been three weeks. Steam says that I have played for 75 hours, though some of that was with the game running in the background. That's enough that I think I can give a reasonable explanation of the game's business model. I don't see it as a predatory business model, and there are only two things that I find concerning. I'll come back to those later.
The game has three main currencies: ducats, blue gems, and red gems. Ducats are the normal, in-game currency that is obtained by playing the game. Most things that you buy are with ducats, as is everything that you sell other than on the auction house. Ducats aren't really part of the business model, and really couldn't make a game pay to win.
Blue gems are obtained in a variety of ways by playing the game, including daily login rewards, achievements, and the free component of various season passes. Red gems are obtained only buy buying them with real money. The item mall generally sells things for red gems or else directly for real-life money. A number of in-game things outside of the item mall sell things for blue gems. If you don't have enough blue gems, you can substitute red gems, but not the other way around. If you want to know if a game's business model is pay to win, then blue and red gems are really the things to look at. So let's have a look at what the game sells for blue gems first, and then I'll come back to red gems.
The game seems to hand out quite a lot of blue gems. I don't know exactly how many I've spent, but I think I've earned about 4500 blue gems so far. To substitute red gems for that would cost about $50. If the daily login rewards for the attendance event remain the same in future months, then just logging in briefly once per day alone would get you 900 blue gems per month.
In a cathedral, you can get some stat bonuses. You can have one prayer and one donation bonus active at a time. The prayer bonus has two options, one of which is free, and the other of which costs energy (loosely, stamina). The donate bonus has three options for different levels of stat bonuses, with the two cheapest costing ducats, and the most expensive costing blue gems. So far, I haven't seen enough reason to care about this to buy even the ducat version of the stat bonuses. The cost in blue gems might vary by level, but it's currently 70 gems for a 24 hour (real time) buff.
The in-game item shop prices nearly all items in ducats. However, if you go at the right time of night, there will be a black market option that has several random items. Sometimes they'll cost ducats and sometimes blue gems. For the latter, items typically cost 5 or 6 blue gems, but you will typically be some random thing that you don't want.
At the market, trade goods normally have prices update about every half hour or so. There is an option to spend blue gems next to a timer. I'm guessing that that updates prices immediately. I haven't tried it.
There are four types of quests from different sources, and you can normally have at most one quest of each type active at a time. Once you finish one quest, you can acquire another of the same type. The main quests come from unions, but if you pay 200 blue gems, then it will give you a second union quest slot for seven days. I think that this is one of the major ways that the game developer expects people to spend a lot of blue gems.
When you build a ship, it randomly rolls many of the stats from within fixed ranges that the ship can offer. For example, a schooner will have vertical sails somewhere in 308-439. It will show you the stats that it rolled, and you can pay some blue gems to reroll all of the stats. There are at least 15 stats that are rolled randomly for each ship, so you're not going to roll something high in all of them all at once. And you can only pay blue gems once per ship. The cost to reroll varies by ship grade.
After you have built a ship, you can modify its cabins in a shipyard. A ship typically has about ten or so cabins, and they're divided into six types, five of which are modifiable. Most of the options that you can modify a cabin to cost ducats. The cost seems to scale by ship grade, and for a grade 7 ship, is about 700k ducats per cabin. One of the types of cabin slots (default is Old Rudder or Old Deck) has some options priced in ducats and some in blue gems. The cost seems to be 10 * ship grade blue gems for small ships or 20 * ship grade for medium ships.
Modifying a cabin slot modifies it for all ships of the same type. Thus, for a grade 7 schooner, most cabins can only cost ducats to change, but you could spend up to 280 blue gems to modify the two cabins that have blue gem options. If you do this, then all schooners that you ever build will have the cabins that you chose, at least unless you later modify them to something else.
You can use blue gems to expand the number of items that you can carry at a time. This does not affect your cargo hold. Rather, this is for small, personal items, not big crates of goods. Expanding storage costs 10 blue gems per slot for the first 10 slots, then 20 per slot for the next ten slots, with the price per slot ever escalating as you buy more. In total, you can buy up to 600 additional slots for a total of 244,400 blue gems. Furthermore, you can do this separately for each of three types of storage: gear storage, tool storage, and parts storage.
Gear storage is for items that a mate can equip in any of the six gear slots. You get 50 storage slots for free, and any items that are equipped by some mate do not count toward the limit. Even without adding more storage, leaving the cap at 50 basically means that every couple of weeks or so, you have to go through and figure out which low rank junk you have that you'll never use and vendor it.
The tool storage section includes many items that don't count toward the limit. Furthermore, even among items that do count, you can have up to 50 stacks of items, not just 50 items. Items generally seem to stack to up to 1000. You'll need about 20 or so slots for items to counter disasters, as different items cure different disasters. Add in some other, scattered items and a cap of 50 is awfully tight. Spending 600 blue gems to increase that to 70 was the first thing I spent blue gems on, and I haven't needed to increase it since then.
Parts storage is for equipable ship parts, such as anchors or cannons. As with gear storage, items that are equipped do not count toward the limit. Thus far, I only have 16 items that aren't equipped, and have never needed to vendor anything to make room.
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By default, you can have up to seven ships docked. This does not include ships in your active fleet, nor does it include ships that are currently under construction. You can buy space to dock up to twenty additional ships. The first one costs 500 blue gems, the next four 1000 blue gems each, the next five 2000 blue gems each, and it goes up from there. While you will want to switch back and forth between different types of ships a little, you'll usually want a mix of different types of ships in your active fleet. I'm skeptical that there will ever be any urgent need for more than seven docked ships.
You can also buy tax exemptions with blue gems. It costs 175 blue gems to get a 3-day tax exemption for one country. The country's home territory and allied ports have separate tax exemptions, so it's 350 blue gems if you want both. There are 8 countries in the game, and being exempt from one's taxes won't help you with another. Tax exemptions are purchased in a country's capital, and you have to go back there to renew it. A tax exemption is powerful and can boost your profits trading considerably. But they're also expensive, and a lot of hassle.
The big item that concerns me about blue gems is hiring additional admirals. You pick one of five starter admirals when you start the game, but can later hire others once you reach level 25. The first costs 100 million ducats, but subsequent ones cost 5000 blue gems each. You don't really need all of the admirals, but each one does have his own storyline, so I'd like to play through all of them. Depending on how quickly that happens, I'm not sure if I'll have plenty of blue gems or if I'd need to buy red gems.
"One problem is that even if you can see what is offered, it can be difficult to understand whether something is essential or irrelevant. It can similarly be difficult to tell whether something comes only from the item mall or whether it is readily obtained by playing the game."
Isn't that the whole idea? That is what these sort of MMOs and increasingly all MMOs want to do, make it hard for the players to understand what is essential so they buy the irrelevant stuff as well? It is classic marketing technique.
The game is playable and you can earn the resources in the game by playing. It just takes longer. Of course people did progress by using their credit card but it was totally unnecessary. It's the ladders that is what caused competition to get on top.
Nowadays with these games you have to really do your research before you play otherwise from just looking at the game you will make all sorts of assumptions that are completely wrong.
It is not however like Diablo Immortal where they had some really nasty low percentages of drops. People have played Undecember totally free and still managed to get to the end game and beyond. However not getting an essence storage tab is bloody murder.
What I despised about Diablo Immortal was the terrible trickery in hidden percentages and the insanely low drop rates for essentials. This was a really bad design, Undecember is nowhere in that ball park and yet it seems to have triggered people's reviews to the point of falsehoods. After playing the game, watching videos and reading a lot about it I am now playing it and enjoying myself. I can tell you I am as surprised as you that I can say this at all.
They are also both very easy to get in-game either from just going to the right spots in the right zones at night where you can be bitten by WWs or vamps and get it that way for free or even from just asking in chat since someone who is already one of those can once a week infect another player with it.
But there's nothing readily available for new players that tells you how easy it is to get it without buying it so I'm sure they sell many of those to the unsuspecting.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
And, of course, if you object to that amount of PVP, you can just play on the PVE server and not have to worry about it. You'll still have to worry about getting attacked by NPCs with similar losses if you lose, but people seem to think that that isn't really a major issue until you get to eastern Africa, and even then, only if you go in before you're strong enough to be ready.
Steam says that I have currently played for 79.2 hours. I have spent $5 so far, and see no need to spend more anytime soon. Buying additional admirals is the one big thing that I think I might purchase eventually, and even there, I'm not sure how much will be due to red gems as opposed to ducats or blue gems.
I think that they're assuming that the overwhelming majority of the people who play the game will never spend a dime. That's true of most "free to play" games, if only because the overwhelming majority quit almost immediately. But they also seem to be assuming that even a majority of the players who put 100+ hours into the game will never spend a dime.
I have no problem with paying for a game that I like. But if you're determined to play a game completely for free, then UWO has a much more generous business model than most "free to play" MMOs.
If you want to evaluate the graphics, I think it's important to distinguish between four different parts of the game that have largely independent graphics.
First is when you're looking at the small character portraits. This is mainly the case in town when outside of any building. It's also the case during land exploration, hiring mates in inns, and equipping mate gear. There, your description of "overly simplified graphics, not even retro" is fair enough.
Second is when you're talking to particular characters, especially in buildings in town. These use large portraits that are almost certainly generated by Live 2D. That looks good to my eyes, though as it's fundamentally 2D rendering, plenty of mobile games do the same thing.
Third is when you're sailing around at sea. This has a "use mobile renderer" option that is turned on by default, effectively resulting in very low graphical settings being the default. If you turn that off, the game looks pretty good. Importantly, most of your time playing the game will be sailing around at sea.
Fourth is when you're in a naval battle. To me, this looks more retro, and not so different from what a turn-based combat game might have looked like 15 or 20 years ago.
If you think that the first section is ugly, I don't disagree. I will say that you barely spend any time looking at it, though. When you're in town, you click on a building to run there, and you're looking at a text menu. For land exploration, you start it, then tab out of the game and wait until it's done. You probably saw a lot of the first section, as that's the first thing you see in the game, at least if you skip the Raul Franco flashback tutorial. The reason why they didn't put a ton of work into the graphics for that part of the game is that it doesn't matter.
The game doesn't have a character creator. Rather, you pick a character and play as that character. If you don't like that, that's fine, but it's quite a common thing for games to do. For example, if you play League of Legends, you don't start with a character creator to create your own custom champion. You pick one that is already there. A lot of games have just one protagonist that you must play the entire game as.
If all you want to do is combat, combat, and more combat, then yes, PotBS is a better game. But PotBS is mostly about combat: while PotBS does have a considerable crafting system, you ultimately craft stuff to make you better at combat. UWO isn't mostly about combat, and it's important to understand that.
UWO does trading much better than PotBS, and if you're into gameplay that consists of buying goods in one place, then shipping them elsewhere to resell them for a profit, then UWO has a colorable case for being the best game ever at that. It's not something that a lot of games focus on, but it's a major part of all of the Uncharted Waters games--and UW Origin has trading that is considerably better than UW Online.
Exploration is a major part of UWO, and PotBS basically doesn't do exploration at all. If you don't like exploration, you might not see that as an advantage of UWO, or might even resent being pushed to go explore the world. But people who want to kill things are very well catered to in MMOs, and plenty of other genres, for that matter. There are far fewer games that cater to explorers, to the extent that some people who claim to enjoy exploration do it by wandering around in MMORPGs that have nothing really there to find and will punish you for wasting your time on it. All of the Uncharted Waters games cater heavily to exploration as a major play style, to the extent that in the SNES game, as some admirals, the way to beat the game is to go explore the world.
Selling that in the chat shop, well what studio takes a stand against such shenanigans today? If they think someone will buy it, a studio will sell it. In fact it is not as bad as some of the abuses we have seen, you just become jaded by the greed.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
However, if you merely didn't want to defeated by pirates, being a whale was scarcely relevant. Paying attention when pirates could potentially attack was the key to avoiding them. If you were paying attention, pirates couldn't catch you. If you weren't paying attention, no amount of whaling could save you.
I haven't played on a PVP server, so I have no idea how hard it is to avoid pirates in UW Origin. But the oceans are huge, so it wouldn't shock me if, as with UW Online, merely avoiding a handful of heavily trafficked areas was nearly enough.
That is a fantastic write up!
After reading it all I can say is that it seems to maybe not have the worst monetization but I also think that's more of a case of everyone else being so bad.
For me, as soon as I see 3 different currency types and you start mixing that with RNG gatcha I am out.
No good can come from that IMHO
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Went and downloaded the emulator and played the old game. Good memories, good game.