Home » Games News » Understanding Convenience Not Advantage
Let me state for the record that the F2P conversion in general makes me sad and that I am strongly opposed to making achievement items available for $ purchase and to making the 10 second cd power/morale pots available solely for $ purchase. This post is my attempt to take a step back and think critically about what Turbine is doing and how to interpret how it has been marketing the Turbine store.
1. The "Advantage" in Convenience Not Advantage doesn't mean "no advantage in combat." It's meaning is limited solely to "no advantage compared to players who choose not to make $ purchases." I'm not sure if Turbine ever said that they would not sell combat advantage. If they did, well then I think it would be fair to say that was a mistake or a falsehood. If not, then the misinterpretation by portions of the playerbase was regrettable (although I would say that it should have been foreseen and addressed more carefully by Turbine). Players can still debate whether combat advantage should be sold for $, what I am discussing here is what Turbine means by Advantage.
2. The "Convenience" in Convenience Not Advantage is not limited to reducing the grind of time consuming but relatively "easy" activities, such as grinding virtues or reputation. It also means the convenience of obtaining items through methods other than gameplay.
3. Turbine is prepared to sell for $ items that may be difficult to obtain in-game, such as boss housing trophies and things that would otherwise drop from a boss chest. Whether these items constitute "premium" items is a matter of interpretation, and we can expect that Turbine will push the envelope of what the playerbase will accept. I expect that there are diverse opinions among the playerbase as to what is acceptable.
4. As the converse of #3, Turbine is also prepared to take the position that if something is available in-game, but only by means of a low percentage drop only from a fellowship encounter boss chest (i.e., a stat tome), then said item is therefore "available in-game" for purposes of the marketing statement that everything important that is offered in-store will also be obtainable in-game. The key issue appears to be how "readily obtainable" an item is in-game, and again we can expect that Turbine will push the envelope of what the playerbase will accept, and also that there will be a diversity of player opinions on this point.
5. In apparent contradiction to the marketing statement that everything important that is offered in-store will also be obtainable in-game, Turbine is in fact prepared to make combat advantage items available only in-store. However, Turbine has also taken the position that the ability to accrue Turbine Points (TP) via gameplay means that in-store items are also in effect available in-game. Although there has been a fair amount of backlash to what I like to call the Turbine Point Transitive Property (TPTP), I think there is actually some merit to Turbine's position. Bear with me on this, as a proper explanation is a bit lengthy.
With SoM, Turbine introduced a new system of quest rewards. Every quest gives Malledhrim leaves rather than a selection of from 2 or 3 items. Players now collect leaves and spend them in the Malledhrim store on the items they want. In addition to other methods, you can collect six leaves in less than 30 minutes running the Gathburz and Ost Galadh repeatable quests, and you can do that every day. For purposes of this post I will stipulate that Malledhrim leaves are the paradigm for "readily obtainable in-game." Here is the crux: Is there any functional difference between (a) offering Malledhrim leaves for $ purchase in-store, compared with (b) making Malledhrim gear available in-store and allowing you to exchange Malledhrim leaves for TP? I assert that there is no meaningful distinction, and the only real issues are the $ cost of Malledhrim leaves in scenario (a), and the Malledhrim leaf:TP exchange rate compared to the $:TP exchange rate in scenario (b). Going back to the TPTP, Turbine is allowing players to earn TP in-game by deed completion, which is a more broadly available (not the same as readily obtainable) method of obtaining the currency than quests tied to a particular region.
Consequently, I am prepared to accept that the TPTP is functionally equivalent to selling Malledhrim leaves for $, subject to the following issues: (i) the rate at which TP can be earned in-game by deed completion and any other non-$ methods, (ii) how that compares to the $:TP exchange rate, and (iii) how that is calibrated with the TP cost of items in-store. We also have the game balance question of the assumed average TP expenditure around which Turbine calibrates the difficulty of various aspects of gameplay (which is a long-term, evolving issue). These questions are in addition to the issues for debate I noted in items 1, 3 and 4 above. For example, using my Malledhrim leaf analogy, how would the playerbase react to the sale for $ of DG Medallions? How about $ for Rift Gems or BG Coins (the kind obtainable from specific bosses)?
In closing, I believe that the integrity of the F2P "hybrid" model, long term viability of the game, etc. - whatever lens you are viewing this through - will stand or fall based on how the majority of the playerbase responds to the manner in which Turbine handles the following:
A. Definition of "premium" and degree of "premiumness" of items available for $ purchase.
B. Definition of "readily obtainable" and degree that premium items available in-store are readily obtainable by traditional in-game methods.
C. Calibration of rate of accrual of TP through non-$ methods with $:TP exchange rate and TP cost of premium items.
D. Assumed TP expenditure around which various elements of gameplay is balanced.
In my personal opinion, Turbine is not off to a good start with the 10 second cd power pots, the stat tomes and the sale of achievement items.
Previous News:Get some experience
Next News:Siege of Mirkwood Review
Recent News:









