The Case
for Evergeen Model and The Effects of Destructive Versus Constructive Design.
The Evergreen Model, also known as the 4+2 method, is a set
of business basics that the Harvard Business School call their “Four Primary
Management Practices”. They consist of: strategy, execution, culture and
structure. The Harvard folk go on to claim that with just the mastery of two
the secondary management practices, you too can have a successful business.
These secondary practices are: talent, innovation, leadership and mergers. The
idea here is that if you don’t have mastery of any of these areas, you hire
people who do which will bring us nicely to the video games industry.
The triple a video games industry,
as it has been taken to being called, is a strange place as far as technology
sectors. It would make sense that someone who has a history of great ideas is
put in charge of leading a company, but the video game industry sees ideas as
expendable. It is a place so full of talent, yet simultaneously fearful of
creativity. It is a place that doesn’t need to bargain for wages because the
passion keeps employees there, until it doesn’t anymore. The video game
industry sees talent as replaceable because there is such a high demand for
their jobs that there is no scarcity while other industries wither and die for
lack of talent and innovation, the gaming industry is rigid and unchanging and
has only gotten larger and more profitable every year.
In
general, a place that doesn’t appear to appreciate its own talent yet benefits
greatly for the efforts of its talent.
What, if anything, does the triple
a industry excel at in the secondary management practices list?
Leadership and Mergers.
It is
hard nowadays not to hear evergreen model being bandied around and most of the
time, used outside of its true meaning. So, what is the evergreen model?
It is a
research project, essentially, that turned into a business model.
There
were 160 companies in The Harvard Business School’s studied 160 companies for
the Evergreen Project with the goal of gathering data on variables that contributed
to the growth or decline of these companies over the span of 10 years. A
specific set of variables emerged from this test which is the basis of the 4 +
2 method.
I often
hear this term applied to game design in the context that the Evergreen model
is a way to constantly generate revenue from a single game title by constantly
upgrading the game from version to version and charging for this additional
content. Even this context is wrong in a way because, aside from companies like
Blizzard, these companies are not making a constant stream of revenue from a
single game, but sequels of a game in a cycle of destructive obsolesce.
My case
in this essay is not for the Evergreen model, nor is it an endorsement of a
subscription model. What I want to talk about is the two schools of thought in
the Evergreen model of constructive design, versus destructive design. Or in
video game speak, expansion versus sequel.
So
let’s dig in, shall we?
Constructive versus Destructive Design
For this essay I will be comparing
two companies, side by side to see what their strengths and weaknesses are and
to see if I find any commonalities between them and from there, construct a
framework for which the Evergreen Model can become a sustainable model for a
company that doesn’t wish to reinvent the wheel over and over again.
The two companies I will be
comparing have a lot in common and yet, not a whole lot in common at all. A
paradox of parent and child ownership: Blizzard and Activision or Activision
Blizzard if you’re nasty. A merger of two names so large that they kept both.
We will be looking at three titles:
Blizzard’s largest title: World of Warcraft, Activision’s Call of Duty series
and Bungies Destiny series.
Okay, so on the constructive side of
this argument is World of Warcraft.
As for the destructive side of the
argument we have Call of Duty, and Destiny.
WHAT IS CONSTRUCTIVE AND DESTRUCTIVE DESIGN
First let us talk about
constructive design. Constructive design is best exemplified by MMORPGS who, instead
of making older content obsolete either from neglect or through sequelization, add
onto the content already there and at times, make it better by improving it.
In constructive design, we do not
delete content. Just like the law of thermos-dynamics, our content never
disappears, it just changes.
Destructive design is the yang to
the yin. Planned obsolescence in the face of an incoming sequel. The way it
works is this. You make a game, like Inifinite Warfare. You add DLC and a
season pass that has a bunch of new multiplayer maps, maybe some single player
if you like that kind of thing, and then… Bam! A brand new sequel comes out
even further splitting the playerbase. All that hard work and effort is all for
nothing now because you have effectively killed it as a publisher. The title
may still have a playerbase that has yet to upgrade to the newest platform, but
with consecutive title releases, that playerbase shrinks more and more until it
is abandoned completely. Destructive design favors short term profit over
bucket loads of profit in the long term.
Let’s look at how World of Warcraft
does constructive design.
WORLD OF WARCRAFT
To say that
World of Warcraft was a highly anticipated game is underselling its impact. When
Blizzard teased its newest title they had a reputation for quality that is the
envy of most studios. They were renowned for their quality titles and their
ability to make games that were both fun to play, and highly addictive.
Starcraft was an e-sport before we really had a name for it and Diablo 2 is
still played to this day even though Battlenet no longer supports it.
When a
company is this well known for quality and they jump onto a relatively new gaming
genre, good things are bound to happen. At this point, their major competition
was Dark Ages of Camelot, Ultima Online, and Everquest which was a personal
favorite of mine. Their direct competition, however, was from Everquest 2 which
was releasing a mere 15 days before the highly anticipated MMO, no doubt in an
attempt to undercut WoW’s sales.
Everquest 2
did not live up to expectations and in a lot of ways, seemed a step back from
the original as it was rushed out before all functionality was complete, while
World of Warcraft sailed out of the gate with a whopping two-hundred and fifty
thousands sales in 24 hours with one-hundred thousand concurrent users.
Vanilla World of Warcraft came out
in 2004 and remained untouched for a while until complaints about the end game
started trickling in. Within the few months after the initial release, Blizzard
released several patches one of which added a PvP arena for a type of combat
with capture points, a quest system and so on. Patch 1.2 was released in
December and included, among other balance changes, a new dungeon called
Maraudon which was a 40 – 49 level dungeon. They also fixed the awful torrent
patching system they used.
They added
many high level dungeons and raid bosses in 1.3 as well as meeting stones which
were the first iteration of their dungeon finder system making it easier to
find groups.
Most of the
changes were quality of life and content editions to keep the player base happy.
They were able to do this because of subscription fees that allowed the
development team and QA more breathing room to make bug fixes, balance changes,
and so on because this was a game as a service. You can face the fact or don’t,
but the reason why most stand alone titles get terrible patch support lies
squarely on the fact that there is no budget laid out for things like minor bug
fixes. I’m not saying the money isn’t there, but a corporation that reports to
a board and has to maximize profits are not terribly concerned about the title
they released months ago. They are already moving on to the next release.
World of Warcraft was going strong
at this point and while all these patches were going live, Blizzard was
creating their first expansion, The Burning Crusade.
EXPANSIONS
First, let’s
talk about what an expansion is and how it differs from DLC. DLC is a bit
nebulous. It can mean anything from a hat for your horse to an entire 30-hour
campaign if you are CD Projekt Red. For the most part, DLC is a small add-on
that adds a bit of content to get those concurrent player numbers up.
An expansion
is like an entire new game that tacks onto the end of the game you already
bought and keeps you playing for as long, if not longer than the base campaign.
It is the very definition of constructive design.
When
Blizzard released their first DLC, The Burning Crusade, they were already
crushing the competition and every MMO announced or being released was starting
to look eerily similar to WoW. When the expansion released, WoW was boasting a
subscriber count of 7 million and every expansion since that point increased
their numbers. Wrath of the Lich King brought them up to 11.5 million subs and
Cataclysm brought them to 12 million but this was the start of the decline and
ever since, their numbers fell back to pre-Burning Crusade levels.
The reason,
as far as my research shows, is that Blizzard started on a path to destructive
design. They re-designed old areas and replaced starting zones for old races
with new starting zones. Some zones switched factions. This change was much too
much for players and it wasn’t uncommon to hear complaints from players stating
that they wished there was a way to go back to the old design with updated
direct x 11 capabilities. The reason for this backlash, I believe is from the
fact that old content, which players enjoyed, was no longer available or
changed beyond recognition. It’s like what happens when a sequel comes out and
you find yourself wishing you could play the old maps with updated graphics.
Cataclysm
lost Blizzard nearly 3 million subscribers, a million of which they got back
with the Mists of Panderia expansion which quickly lost them even more
subscribers. Since then, the trend line is pretty steady, they haven’t added
significant amounts of subs, but they haven’t lost them either.
And the
expansions keep coming because the game is still very much profitable.
This is an
example of the destructive power of the destructive model and the power of a
constructive model of design. You start with a solid base game, and you just
keep adding to it being careful not to kill the things players like and fix the
things they hate. At this point, World of Warcraft has become absolutely
bloated with features which can be daunting for new players, but the benefit
is, there is nearly something for everyone.
Then in 2018,
Blizzard did something that the playerbase has been asking for. A thing that
Blizzard had shut down private servers to prevent. A thing that seems a no-brainer.
They announced World of Warcraft Classic. A return to Vanilla content. A return
to the design that brought the original hordes of players in. It was met with
applause from the community:
Players in
fact, contrary to popular opinion, knew what they wanted. What they wanted was
to play the game they had bought originally. At this point, there doesn’t seem
to be a plan to add the expansions, and honestly, maybe they shouldn’t. As one
player put it:
The Constructive Design Model and Agile Development
I was told
recently by a colleague of mine from China that the Asian market is much
different than the American market because the Asian market values
collectability. Pokemon, antiques, card games, if the game has some sort of
collectible component to it, the Asian market will eat it up. At least that is
how he put it.
The benefit
of a constructive model is that you are not constantly reinventing the game
from the ground up. You have the ability to act quickly to customer demands
because there is no three year development cycle to implement a pokemon like
catch it all minigame in WoW. The resources and time dedicated to a project
like this is minimal in the scale of a triple a title and if you were, let’s
say, to want to break into the Asian market, it would behoove you to appeal to
them specifically even if the rest of your market isn’t interested. Those who
don’t want it in their game can ignore it, for the most part.
The other
benefit is that when a competitor comes into the market, they have a long road
to travel to compete with you. Imagine the absolutely monolithic heights a game
like Elder Scrolls Online must climb in order to compete with the sheer scale
and amount of content that WoW has on offer even with a rabid fanbase such as
Bethesda’s. An MMO, to compete in this arena must do things either
significantly different, or similar in methodology with a glut of content out
the gate and a plan to release more in order to have a chance at competing. In
order to compete now, ESO will need to release content almost as quickly as WoW
is, and to be frank, they don’t seem up to the task. When they do release
content, it is nowhere near as expansive. They have, however, been picking up
in popularity since launch with huge patches delivered that included a thieving
mechanic, Morrowind expansion (thanks Bethesda), and their latest expansion
Summerset Isle which proves that the more content you release, the more players
you bring to your platform.
By some very
unscientific calculations and from looking at players who have completed every
achievement in the game, it would take the average player over 600 days to
complete all of the content on offer in a game as expansive as WoW and for a
game with a subscription model, this is exactly what you want. You want your
fan base to keep playing because there is no possible way they could experience
all the content on offer in just a month or so, where other MMO’s tend to lose
subscribers over the span of a few months due to a lack of content.
Often you
see players leave WoW to try another MMO they are excited about, just to end up
resubbing to WoW once the other game runs out of content.
This is the
power of the constructive model of design. You do not take away from the
player, or make content obsolete. You add to it while keeping the integrity of
the other half of your game intact.
GIVING AWAY EXPANSIONS ONCE A NEW ONE COMES OUT
Our
antithesis argument, Call of Duty and Destiny have a problem with doing
expansions right. See, in these games, the model is quite a bit different and
causes problems with splitting up the community, which can be a problem because
what content these games provide is small enough to become boring before the next
expansion even releases, which can explain their dropping player numbers, but
World of Warcraft doesn’t have this problem because even thought there is some
splitting of the community, not only is there a glut of content to experience
otherwise, but the expansions get rolled up into the free to play model once a
new expansion comes out.
This is a
very player facing model because, if you think about it, the more expansions
you release that the player base doesn’t have access to, the more you split the
audience. So, think about it this way.
World of
Warcraft has 6 expansions, currently. Imagine you just bought WoW because it
isn’t free in this example. You play through the content and now you want to
play with your gamerboy and gamergirl friends in some dungeons and raids, but
they’ve already done the vanilla content ten times or more over and they are
bored by it. You decide to get up to date on the expansions by buying one of
them, but then your friends want to play a dungeon or a raid in another expansion
that you don’t have, or they want to grind high level gear.
In order to
catch up to them, you would need to spend 360 dollars plus the subscription fee
just to play with your friends. I believe this is the reason WoW picked up the
free to play model and went with an early access form of expansion releases.
Basically, when you buy the expansion, you are paying Blizzard to play that
content early before it is rolled up into the base game for free. It is
brilliant from a business perspective as not many people are willing to wait
for that part of the game to become free but for those that are, their patience
is rewarded.
It also cuts
down on the amount of player base splitting for the reasons stated above. When
the player base is split, the player base who goes without the expansions
normally quit, hence player rate drops.
CALL OF DUTY AND DESTINY
Let’s start with
what could possibly be the best example of destructive design, Destiny, which
has a problem that could have been easily addressed if greed had not blinded
both Activision and Bungie to the potential profit that could be had from
continuing development of their base games.
When Destiny
was being teased at the various expos, it was so unbelievably hyped by fans of
Halo that it seemed like the second coming of Christ were about to emerge from
his tomb and proclaim from the mountaintop that he with a capital H has risen.
With hype this large, the only logical thing that Destiny could have done was release
with a ton of content that would live up to the expectations of players.
Expansive open world maps, tense encounters, a great story, incredible loot,
all that would have been amazing.
What we got
instead was… Well you all know how this went. We didn’t get what was promised
and many in the playerbase felt cheated even if they were pumping an obscene
amount of hours into the game.
Bungie began
releasing content to enrage the playerbase further with lackluster expansions
and DLC. When the Taken King was released, we finally got a glimpse at what
could have been with Destiny. The problem is, what was sold to us and promised
to us was a game that will be expanded on over the span of ten years. Thie
quickly turned out to be, not only a lie, but the first in what will likely
become several sequels.
Bungie made
their destructive design decision here when they decided that Destiny 2 would
not be an expansion, but instead, would be a sequel.
This would
have been fine if what Destiny 2 released with was even better and more
expansive than what OG Destiny had on offer, but it was clearly smaller in
scale, and far less ambitious and even did away with features gamers had grown
to love in the base game.
This was a
destructive design decision because your choice to play one or the other
decides what content you get to experience instead of having all of that
content rolled into one game. The strength of World of Warcraft is that the
game is always expanding and giving the players something new to come back to
when they leave.
For Destiny,
there is no such incentive because not only has Bungie followed a destructive
model of design, but they have also proven that when they do release DLC and
expansions, it is usually rather lack luster, not to mention short, recycles
old content and so on.
And we have
seen what happened to World of Warcraft’s numbers when they started changing
and deleting old content. The player base revolted.
Now before
you type into the comments, you just said you want them to recycle old content
and now you are saying that is a bad thing.
Listen,
there’s a difference between expanding a game with brand new content and saying
you are adding new content when what you are really doing is using old content
and calling it new. If you can’t tell the difference, then I don’t know what to
say to you.
Imagine if
Destiny 2 was just an expansion to the base game. Imagine having all the old
multiplayer PVE and PVP content alongside the new content. Maps you know, and
maps you don’t know, all in the same playlist, and every two years you get even
more content. More things to keep you playing.
In ten
year’s time, the game would be approaching what WoW achieved but in the
multiplayer FPS genre.
Now let’s
talk about Call of Duty. Of all the games that I have talked about here, Call
of Duty is the franchise most poised to do a constructive design. Call of Duty
has a whopping 15 main titles in the series. That means 14 single player
campaigns (sorry black ops 4), 15 sets of multiplayer maps and several maps and
entries into the zombies series.
What I
propose for this is a constructive model of design that rolls all of those
games into four different game modes. Past, Modern, Future and zombies modes.
The past
mode would roll all of the world war two era games into one playlist.
The modern
mode would likely be the largest playlist with some of Black Ops entries being
rolled into it. We’re talking modern warfare, ghosts, etc.
The future
mode would have the movement and weapons of the future games and would have
those playlists to pull from.
The way this
would work is that even though some of these games might have outdated
graphics, the gameplay would be roughly the same throughout as the game play
could be dictated on what the current version of the engine is and since
artists usually have downtime between titles, they can work on updating the
graphics for older maps as free DLC (but knowing Activision that will likely be
called cosmetic DLC and sold as such). You keep the gameplay the same for each
mode to ensure that the player does not become disoriented when the gameplay
changes from the latest iteration of World War 2 gameplay to Call of Duty 2 era
gameplay and movement and violently switches to wall running and slide dashing.
Each mode has it’s own specific gameplay model that way map designs don’t need
to change.
Essentially, all you are doing is
importing maps and assets like weapons into the newest version of the engine.
Player models would all be updated versions meaning you wouldn’t need to worry
about the animation engine and needing to change skeletons and bone weights or
tweaking old player models.
Imagine
queuing up for World War 2 games and having over 80 maps to choose from on
rotation. Imagine how easy it would be to expand this game. You would still
charge for future expansions, but all past titles are rolled up for free as a
part of your subscription fee.
The downside
to this is that the sheer size of each modes install would be prohibitive, but with
this model, you have the budget and leeway to change maps, texture sizes, and
since textures, models, and light maps are the majority of a games size, if you
redesign texture placement, have a base player model set across modes, you can
reuse a lot of textures strategically to ensure a smaller install size.
THE EFFECTS OF DESTRUCTIVE DESIGN
The effect
of destructive design is much like the effect of DLC splitting a player base
but multitudes worse in that the only people who are likely still playing your
older titles are those who hated the new entry, have no interest in the new
title, or those who cannot yet afford to purchase it. A subscription fee can be
seen as pernicious by some and a sustainable development environment for
others.
It can be seen as pernicious
because I would think that most people do not even acknowledge a fee in their
bank statements unless they look at them often. A subscription fee sits in the
background, consuming your money while the content you pay for is sitting there
untouched.
But it also
provides you with the resources to provide a real service to the consumer with
constant patches, support and content. It is a constant sort of revenue that
you can predict for a period of time.
Each title
released is a sort of calculated risk. When a studio releases a stand-alone
title, much research is done to determine how the product will be received,
what it’s likely meta-score will be, and if all shows the title will do good,
the project continues, as is, to a release state. If the score is bad, then
that title might be pushed back in order to provide more time to polish the
product. This is the critical phase of a project. Every month delay is making
the risk and exposure of your product much more visible to the executives.
It is
critical at this stage to get gameplay and presentation right so there are no
more delays and hits to your stock price.
With each
title being riskier and riskier financially as project bloat inflates the
budget for your sequel, you would think a model like this would be useful. When
your expansion flops and no one wants to play it, there’s still incentive to
pay and play the content they previously enjoyed before the expansion came out
with possibly better graphics and updated game play.
The other
problem with destructive design is that it encourages developers to drastically
change the things that players liked and be stuck with that decision for the
development cycle of an entire new game. This tendency comes from player
expectation with sequels. Bigger, better and more. Developers, to justify their
sequel, seem bent on fixing things that didn’t need fixing which is a problem
that the constructive model doesn’t have because it doesn’t need to justify its
asking price. You are buying an expansion to get more content, not to have a
different experience.
With constructive design, you have
the ability to patch often and improve the experience. The budget for a
non-subscription based, destructive model game title is much lower for patches
and as a result those games do not receive the support they sometimes deserve.
When the company lacks a good response to issues that plague the game, in the
community’s eyes, their faith is shook. They start to grow suspicious of that
companies next title, and most of the time they move on to something else. This
is why having a support budget, in the form of a subscription fee, is good for
the customer. It’s just not that great for their wallets.
So if you’ve ever wondered why
games don’t do this, there’s fear, mostly, that a subscription model would not
be well received. I personally don’t mind paying for service games, but my main
fear in this design is that eventually, games die, and triple a studios are
known for killing games. In many cases, the community surrounding a game have
managed to keep titles they like alive through private servers, but these cases
are few and far between.
But there
are two schools of thought on this. Those who will never pay a subscription fee
to a game, and those that would rather pay a fee than to pay for the whole
game.
What side of
this argument do you fall into, and why? Let’s discuss in the comments below
and on Discord which you will find a link to in the description below. If you
like this channel and haven’t rage quit yet, subscribe.
This has
been a rant from strat-edgy, and now that you’ve heard it, go play some games.
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