Setting Expectations

Syl gave me a comment on my FF14 starter post with a truism that many of us seem to neglect.

“what’s true though is that it always helps to temper your expectations about any MMO – more pleasant surprises that way.”

In my line of work, setting expectations is often overlooked until you get to end user testing. This is a bad thing since you’re designing in the dark.  Imagine if you were making a water slide but people thought it was going to be a roller coaster.

If I look back 10 years, the MMO market was sparse.  Expectations were more around the D&D format and MUDs, social before mechanics.  WoW comes out and streamlines a bunch of stuff, makes a pile of money too.  Others tried to clone the idea but expectations had already been changed by the time they came out the door.

It’s simple in concept, difficult to implement.  If a product meets or exceeds expectations, odds are you’ll have a good time.  If the product fails to meet expectations, bad things are going to happen.  If your hype cycle doesn’t properly set expectations, then the default one is going to be “industry standard”.  In the MMO world, if you’re a themepark then you’re set up against WoW for content, SWTOR for story, RIFT for player customization, GW2 for public events and a few other tidbits along the way.  Either your game meets those expectations or you are super clear that you are trying something different.

When I try a new MMO, I instantly compare features as I consume them but the expectations from the start are rather sparse.  For example, I think Neverwinter does a super job and doesn’t try to exceed its reach.  When I started playing that game, my expectations were low (partly due to the developer, partly due to lack of hype) and I was extremely pleased with the result.  Comparatively, my expectations for SWTOR were very high because they promised me a pony and gave me a bag of doorknobs.  The 4th pillar was amazing, and I wrote about that extensively, but the rest of the game was really poorly thought out.

Looking at FF14, my expectations were really low.  I know the first version failed miserably and a re-launch rarely works out.  In this particular case, when I logged in, I was familiar with very few of the systems – essentially only the 2.5s cooldown and class swapping.  If you think about it, there was little to no communication about the various systems during relaunch, just word of mouth.  And that word is good.

This is more of an issue with TESO, an established franchise with extremely firm expectations, and WildStar, a new IP but with a rather strong PR campaign about system mechanics.  I feel like TESO cannot possibly meet my requirements to merit the name it’s using and that I know exactly how WildStar is supposed to work before I get to play it.  The idea of discovery is just… gone.  And to be honest, that’s where the thrill is.

Social Economies – Part 4

This is the final post in the Social Economies series, where we covered definition, previous history and current state.  This post will focus on the speculative future and provide some suggestions developers may want to consider.

First we need to address the elephant in the room and that’s the gamification/RPG trend.  The gamification trend alludes to what seems to be a start, end, goal and reward process for many services.  Fitocracy is a perfect example, where you get badges for doing exercise.  The RPG trend is linked quite heavily and this refers to the “level up” feature in nearly all games and quite a few services.  COD took this to the extreme and now every game seems to have this feature baked-in.  The concept of a “ding” upon level up is so pervasive today that it has lost most of its meaning.

The baby elephant underneath the big one is the F2P gaming trend.  These are designed to be extremely consumable products focused drastically on the short term.  They are generally just like junk food; you get a fix and move on.  There are hundreds and hundreds of games that fit this mold and very few MMOs, in the West, are designed with F2P from the start.  They are magically reverse engineered with varying results.  Some give everything away, some put up massive pay walls.  Eastern games are nearly all F2P from the start and have very short life spans.  But the culture there accepts this model.  I won’t go into more detail about it, since our culture in the West is quite a bit different.

We’ve addressed the fact that social economies are dependent on people investing time to get results, regardless of the game structure around them.  The reward structure is primarily intrinsic but can be supplemented with extrinsic rewards as a “selling feature” of a game.  In this I mean that if Game A has a functional social economy that took 2 years to build, Game B needs to offer a more improved economy. In actual fact, this is simply not possible but due to the two elephants in the room, that often doesn’t matter until month 2 after release.

So how does a new game coming out attract, and more importantly, retain players?  It honestly cannot be a new shiny, as there just aren’t any left.  People have shot, sliced, danced and dinged their way through online games for 10 years and the market is just too saturated to sustain any more.  A new game needs intrinsic rewards that players value.

They need strong social bonds at an early point in the game – such as through a mentoring program.  Mentoring allows players of any level to get together and play together, with only small limitations.  I played with my brother for a long time but the level difference was always a hurdle we could not cross.  Mentoring, or level scaling play, is a no brainer.

They need synergies for social groups at an early level.  This can be done in a few ways but one idea I’ve had for a while is group/friend experience.  Similar to guild levels, the more you play with another person, the more options you have in interacting with them.  This could be a feature that allows you to copy their dye set, improves travel time when in range of each other or more social emotes.  This would again be account based because your friends are people, not avatars.

They need a framework of social tools.  They need to integrate into services that are not tied in-game, like the RIFT mobile application.  It lets you participate in game and stay in touch with friends and guildmates.  This allows you to maintain social bonds in and out of game.  In-game guild and group tools are also required and they must be available from the start and be intuitive.  Games need a no-tap rule and shared loot.  They need grouping tools to easily put people together.  They need teleportation tools to get friends together over long distances.

They also need a system of control for social interactions, policed in-game.  League of Legends has a tribunal system that works fairly well.  New games need an in-game, per account, reputation score.  People that are continually kicked, or who do nothing but harass other players should have a penalty for that activity.  UO tried this by not allowing PKs to go into towns but this was per character.  A per account penalty (which is what the XBOX One is doing) can easily weed out the trash that makes social activity difficult to maintain.  Gaming restrictions would be minor at the start (limited trade) and major at the end (Killed on Sight).

These are not exhaustive options and they are not extremely demanding.  They do however require a paradigm shift away from the per-character mindset to a per-player mindset.  If people suddenly feel a responsibility for their actions and therefore a value to them, they are more willing to invest in a game.  The future isn’t doom and gloom, we’re simply in a dip of game development while society as a whole learns to live with digital social economies.

Social Economies – Part 3

Continuing the Social Economies thread, we’ve covered the definitions and the history.  We’ll dive in to the current state for this post.  Remember that previously, I used the Facebook timeline as a watershed moment for online presence and that social economies from that point forward changed, drastically.

Outside of the gaming field, people today have extreme ease of virtual access to nearly everyone on the planet.  I talk a few times a day with friends overseas and in the US.  Talk isn’t the right word though, I typically chat with keystrokes.  And this is a big point.  Keystrokes are limiting.  They provide no audio-visual clues as to the theme of any given topic.  You can’t easily communicate feelings and emoticons are not a solution.  Many times, the keystrokes are limited in character sets, meaning that you need to summarize your idea quickly to get it across.  Otherwise you get the fun “person is typing” message that still gives me nightmares.  Today’s social interactions therefore become rapid and vapid.  More like junk food really where the context isn’t there and there’s just so much that it’s hard to digest the quality from the quantity.

Back into the gaming sphere.  Now that most (not all) have a reliable internet connection and are maintaining virtual “relationships” through web services, developers start integrating similar features into their games.  This is due mostly to the word of mouth/peer pressure dynamic of gaming, where if you’re in a solo game of CoD, other people in CoD3 don’t affect you.  However, if you want to play with your friends who have swapped games, you have to as well.  This is more or less an extension of the guild concept – which many non-MMO players call clans – a formal association with loose rulesets.  Joining a clan not only provide extrinsic rewards (mostly through perks) but also an intrinsic reward of easier difficulty.  5 coordinated people are much more efficient than 5 individuals.  MOBAs are a great example.  And that’s all fine and dandy.  You put in time, get something out and want to put in more time.

The problem stems from the size of events vs the size of the group.  Let’s say you have a 40 person event.  Each person feels valuable as a cog in the machine.  You have regular activities together.  Bonds are built.  If your group size is around 40, you’re grand.  If it’s double that, then you start getting into the clique issue of who gets to attend and who doesn’t.  The smaller the size of the event, the more segregated the group becomes.  Flex raids in WoW are a great way to combat this issue, for smaller groups.  If you’re in a 200 person guild though, what noticeable impact do you have?  You can’t effectively contribute and the withdrawals you make are barely noticeable.

I’ll talk about WoW for a few minutes now, since nearly all games since then have tried to emulate it, for better or worse.  Taking the previous paragraph into mind, WoW tiered access to a majority of the content behind group activities.  1-60 (at the time) was perfectly viable alone but at max level, you were “forced” into a group setting.  The social incentives were less than the extrinsic rewards the game offered.  Grouping had no purpose while leveling as it was time consuming and provided little to no rewards.  For it to work with the existing extrinsic rewards, you needed an “auto-summon” feature (in other games but WoW), a social framework toolkit (in-game guild tools) and stakes of claim (long term PvP goals).  If WoW was a sandbox, it wouldn’t have needed these things.

Vanilla put a lot of stress at the end game to be social, with no prior requirements or tools, and expected people to sink or swim.  Players from past MMO games (EQ, DOAC, etc…) understood these constraints and for the first year or so, while the game was small, it worked.  When the game became popular in the masses (again, the peer pressure statement + internet for all) people were joining the game only understanding the solo concept.  And then they hit the wall at 60.  With no social experience, a history of solo-only gaming, Blizzard suddenly had 75% of the playerbase in limbo.  They tried to address it a bit more in Burning Crusade, what with the significant amount of group quests while leveling but the problem was a core issue, not something to solve at level 60+.  8 years on and rather than implement social values at the start of the game, then opted to remove as much social interaction as possible.  Dungeon Finder and Looking for Raid are prime examples of this.

WoW Player Population Over Time

WoW Population

 

While not scientifically accurate (since no one surveys people about this sort of stuff) the above graph shows how the population increased overtime from Launch to Burning Crusade.  The MMO experience club never really grew and the “new to games” folks didn’t as the game wasn’t casual friendly yet.  The largest influx was from gamers who have never played an MMO.

Games from that point forward have replicated WoW’s no-grouping mentality with massive failure along the way.  WoW worked because of zeitgeist – the masses played it with nothing else around.  Every game that launched following that, without a social economy framework from day 1, has had to bolt it on after the fact and with poor results.  If the people playing the game aren’t the primary reason you’re playing the game, then it has limited shelf life.

The next post on this subject will cover the future and what options are possible.

Social Economies – Part 2

In the previous post, I covered the definition of social economies in terms of gaming and hopefully provided some framing to the concept.  This post is going to cover the history of social economies to provide some better context as to how we got to where we are.

Believe it or not but humans require social interaction.  100 years ago, your social framework was the village.  50 years ago it was what you could phone and maybe drive to within a few hours.  20 years ago it was what you could fly to.  The Internet really only took off 15 years ago and that was through dial-up.  Broadband internet is still not common for everyone.  The ability to contact other people, over extreme distances, is really only standard for people under the age of 1.  Anyone older than that, you will have spent the majority of your social time in face to face or phone conversations.

Today, nearly everyone has easy access to some form of internet, a smart phone and free web services to keep in contact with others.  Just 7 years ago, that wasn’t the case.

I want to stress the following fact that many people seem to forget.  Facebook, arguably the largest single impact on social economies, launched to the public in 2006.  It turned a profit in 2009.  We are pretty much only 5 years into the “social media” phase.  Anything before this time was considered niche and geeky.  I consider this the watershed moment for social economies.

So back to basics.  Before MMOs we had D&D and tabletop games (like Warhammer).  These were competitive games certainly, but operated with a set of rules rather than a pre-defined path.  There was no “one right way” to run an Orc army.  This meant that strategies and discussion occurred between the players and that the actually gameplay was secondary to the social interactions.  I didn’t play D&D with strangers just to get a D&D fix.  I played with friends.

MUDs came about and for the most part were based on D&D structure, minus the grouping aspect.  They were glorified chatrooms really – like IRC in the day.  Ultima Online was the first (not really, Meridian 59 was there before) game to provide a fully interactive game with social elements.  Launched in 1997, these were the dial-up days.  A lot stunk about the game but there was freedom, lots of freedom.  Social boundaries were established quickly – PvP clans, villages, mentors, dungeon runs.  You could play alone but again since there was not destined path, people naturally got together to try new things.

Remember ICQ, MSN & AIM?  That was the Facebook of the day.  Ventrilo, Mumble and Skype all came later.  General chat channels didn’t exist until EQ.  PHPBB was making thousands on guild websites.  If you wanted to talk to someone, you did it on the web, not in-game.  This also meant that the social bonds you made were available in other games and at times where you were not playing at all.  You didn’t need to play EQ to keep in touch with your UO friends.

If you look back before 2006, contact with people not in physical proximity was technically challenging: you needed hard to find quality internet, a desktop application (or website forum), non-game related contact information and good typing skills.  This “barrier to entry” meant that those who were in the game, wanted to be in the game and had a vested interest.  They wanted to participate in the social economy of the day and made the non-negligible effort to get there.  Up until 2006, there was common ground to build on.

Social Economies

Oh boy, what a simple title for what would fill books in content! First a definition. Social economies are those that are based on intrinsic values, i.e. of no physical value. A hug, a smile, but not a sword or a house.  They can however be composed of extrinsic items, in part, such as a village.

MMOS succeed or die on social economies. Otherwise, they are just large group single player games. Like Diablo3. A true MMO rewards you for making relationships and sustaining them. It’s the reason you log in, more than the shiny object on the corpse.

Outside of MMOS this is how social circles work. You are a part of a greater whole. You give time/affection for the promise of some in return at a later date. What else explains helping to move a friend in the pooring rain?

Take a step back to Ultima Online. Arguably designed with little foresight into the masses, it provided a basic toolset for social economies. Extrinsic value was so sparse, essentially only the house was a stable investment, that people used the tools to build more than the sum of parts. Entire villages sprung up with dedicated causes. There was one that had hundreds of books written by other players. Another was a rune set for practically every screen in the game.

EQ1 kept that up with an artificial group requirement wall. If you wanted to progress you needed a social group. I spent a lot of time in Guk with no experience gain to help guildies. Horizons (remember that one?) was all about this and had next to nothing to do otherwise. Sort of an odd Second Life I guess.

Wow changed this model drastically and more and more so every patch. Today you can do evertying in the game with no social investment (save minor parts). When you’ve had your fill of the trough, there’s no need to log in, making for empty guilds and empty servers. They tried to fix it but guild levels, achievements and transmog suits are a poor replacement for friends.

This is a hurdle next to no game has been able to overcome, en-masse. And that’ll be the topic of the next post.

Blasphemy

I read Penny Arcade quite frequently.  I write (or in some cases draw) for a living.  It most certainly doesn’t show much on this blog but writing is a form of catharsis for me.  It seems apparent to me that Jerry has the same view, though he gets paid for it.  Go him.  Mike, I get.  Art is/was a way out from his neurosis.  Jerry though, shit the demons that guy carries around.

There is a brutal simplicity to many posts.  You can read them as you will but a turn of the word is as good as or better a piece of art that’s on a wall.  Both have their places and both have their interpretations, but damn if you don’t recognize quality when you see it.  There’s a string inside that just pulls.  In my rage, I turn inside and say “fuck it” but to the outside there’s a cadence, a sweetness that is needed to adequately push forward an idea.  How can you put forth a feeling into words?

To Jerry’s more recent dilemma involving resolving the image of his father with his actual father, I say welcome to the club.  When gods become mortal, you find yourself with way more power than you should have any right to wield.  There is the place where you struggle to come to terms with your essence, your pride and your hate and lo and behold, the guy has the gall to do something as crazy as make you think twice about it.

You need not ponder long to realize that parents are as messed up, or in most cases more messed up than you could ever properly have imagined.  This from a generation that had been told that feelings are weak, keep your nose down, plow through it.  Weakness is wrong and admitting it makes you a failure.  Perfection is the only acceptable solution.  Fuck that shit.  You strive for pride in your parents eyes and when you get it, tell me how you ever want to let that feeling go.  To find weakness in that pride?  A flaw?  That 30 year image I had built, piece by piece is nothing but dust.

Fuck it.  I will be weak, I will be strong, I’ll be whoever I need to be and let my kids see me for it.  I’ll mess it up, I’ll be perfect, and that giant place inside, that my kids own, will be theirs to do what they want.

Thanks Dad for showing me that your mistakes made you more of a man than your successes.  Why did you have to wait so long to tell me?

Travel Wish List

My friend Luc has a post up about his top 5 travel spots.  Well friend might be too strong a word, depending on the hockey teams playing.  I’ve been kicking around a similar idea for a while now and his post is triggering this one.

Pre-amble.  I am not big on travelling.  In fact, I have a rather large distaste for it.  I like the destination part but the trip itself, garbage.  I think it’s just a bad taste with US travel, really.  Any other country, customs practically gives you a high-five for showing up.  That’s another topic though…

Believe it or not, I am a rather large history fanatic.  History as in anything that occurred before the West was colonized.  I really love stories and the best ones are legends from other cultures. The legend of Gilgamesh is fascinating and is nearly 4000 years old.  Japanese feudalism, China’s dynasties, Egypt’s emperors, Greece and Rome’s democracy, South America’s empires, the European dark ages up until the monarchy sets in the 1700s.  Each one has a very large impact on today’s society, even though most don’t realize it.

Funny anecdote, my wife was reading a Disney book to my eldest and they pointed to a character they didn’t recognize.  I said “that’s Merlin”.  Both said, “who’s that?”.  The recognized Pinnochio, Belle, Cinderella and all the other ones but not Merlin.  I still have trouble understanding how a grown-up today would not know that name.

Ok, to the main point now.  Top 5 places I would like to visit!

  1. Ireland + Great Britain.  A large part of my heritage comes from here.  This place to me seems like the last place on earth with real magic.
  2. France.  Specifically the Louvre.  I think I could spend a month in there.
  3. China. Half the inventions the world uses daily come from here.  It’s the oldest continual civilization to boot.
  4. Japan. The other half of inventions.  Feudal japan is fascinating.  Religion is particularly interesting here.
  5. Home (Canada).  I’ve seen some amazing parts but there’s so much more to see.  Maritimes are on the short list.

In my anal ways, I’ve already made “brain plans” as to how and what I’d do to make this list real.  Many years ago. If I was a DINK, this would be simple.  So I’m stuck on the idea of bringing kids for a historic tour without them having the context, waiting for them to gain the context (in 15 years) or going without them.  I much prefer the second option but time is always a challenge.

How bout other people?

Liebster Award

Liebster Award

 

Nuuryon nominated me for this and it’s really a chain letter that gets you seeing other blogs.  The rules are here.  I need to do more research to actually refer to 11 more blogs though and time is rather pressing at the moment.  I will re-post that list in the next few weeks.

In the meantime, I do think the 1st half of the effort, getting to know things about me, might provide some additional context when you see my brain farts (aka postings) in the future!  To that end….

1) What was the first video game you remember playing?

Pong.  At my grandmother’s.  I was amazed. This was mid-80s.  That kicked off this whole fascination with gaming and computers.  It’s the reason I have the job that I do I guess.

2) What is your favorite video game character (originating from a video game)?

Tough one.  Link is probably the one though.  I’ve never gone wrong with a game with Link in it.

3) If you were stranded for the rest of your life on a desert island with Jar Jar Binks and one other item, what would that other item be?

A knife. For the coconuts.

4) Who would you cast for April O’ Neil in the upcoming Ninja Turtles movie instead of Meagan Fox?

That list is pretty long.  I don’t know if people actually read the comic books or what the source material is for that movie but the real April O’Neil isn’t a damsel in distress.  More of an in-your-face character with brains.  Jennifer Lawrence, Emma Stone — Katee Sackhoff!

5) If you won the lottery but had to spend it all in one place, how would you spend the money?

Interestingly enough, I’ve actually planned out what I’d do with that money.  I’d invest it in a fishing lodge on a lake in northen Ontario.

6) Who is your favorite villain (any medium), and why?

Khan.  He wasn’t really a villain, just trying to survive.  I much prefer the intellectual villain to the murderous rampage.  Sometimes by the end, you realize the villain was actually the hero (such as in Omega Man/I am Legend).

7) Have you ever participated in a project you felt you did not get enough credit or recognition for, and if so what? 

I think everyone goes through this.  In my line of work, due to the fact that I’m under 50 (34 actually), it’s extremely difficult to get credit for half the things I do.  So while I might not get public credit, my name has gone around enough circles to assure me a fairly long career in my field.  It’s actually entertaining to hear people talk about my projects without realizing I ran the majority of it.  It’s even funnier to see them take credit and then quiz them on it. (I swear I had an interviewee do this).

8) What is your favorite book you had to read for school, or were otherwise obligated to read?

The Chrysalids. I’ve always liked reading but once I took a bite into this book, I was sunk into the golden age of sci-fi.  I think read into the Foundation series, Ringworld, Neuromancer and a bunch of space sci-fi.  Childhood’s End and Ender’s Game are the two best books I’ve ever read.  The concepts in both simply changed the game for every book that followed.  I still get chills about it.

9) Which of Ramona Flowers’ 7 ex’es would you be?

Gideon Graves.  Sadly, I’m a lot like him in the real world.  Professional defect, though that’s not really a good excuse.

10) If you could trade places with any historical, non-contemporary figure, who would it be?

Leonardo DaVinci.  The renaissance period is simply fascinating.  We’re still implementing some of his ideas today.

11) What is the most obscure game/movie you have ever seen/played?

Hard to think of a game here since I’ve played so many.  I’d gather most people reading this blog have as well.  Most obscure games and movies are so because they stink.  Casshern is a Japanese movie about a re-incarnated man in a ninja suit fighting massive robots and zombie-like enemies.  Amazing visuals.

 

As mentioned above, I’ll think up my questions and links in the next 2 weeks.

Back in Town

For a short while that is.  I’m on 10 weeks parental leave at the moment and nearly all of it is away from a computer, making posting (and even keeping up with the news) extremely difficult.

That being said, if you have kids and have the chance to spend any amount of time with them, take it.  Time is the only thing that we can’t make more of.  Everything else is passing.  I’ve personally never had as much fun and hope to do something similar every summer from now on.

See ya soon!

Buying a Car in the US to Save Money

Up here in the Great White North we pay a tad more for cars than our southern cousins, even though NAFTA pretty much says we shouldn’t.  I get paying freight fees to subsidize the places a bit farther off but even those are astronomical.  We in the final steps to get plates on our new Subaru and I wanted to post this as a sort of guidelines for importing a US vehicle into Canada and saving some cash along the way.

There are three main things to consider here: vehicle selection, location and costs.

Vehicle Selection

Vehicles on either side of the border do not have the same packages.  Because Americans have massive incentives to purchase vehicles, there are way more options available.  The 2.5 Limited that we purchased has zero options in Canada and over 12 in the US.  Make sure that when you are actually comparing cars, they are identical.  Otherwise all the rest doesn’t add up.

Some states have odd requirements for their vehicles and won’t match with Canadian rules.  Visit RIV to compare that.  If it doesn’t comply, don’t buy it.  It will come in imperial measurements (miles) because Americans are one of 2 countries in the entire world that have not moved to metric.  Don’t get that changed, reduces the value of the vehicle.

Location

Due to importing restrictions, there are very few borders that allow single day transfers over the border.  New York only allows it at the Lewiston Bridge near Niagara Falls for example.  Each state has their own regulations and forms to fill out to avoid state taxes, insurance and possible environmental fees.  Maggot’s is a great resource for that info.  If you can’t cross the border in a single day (the dealer will let you know what’s possible), then you will need to park it at the border and come back in 72 hours (not counting Sundays).

If you can come back, be sure to plan accordingly based on traffic patterns.  You do NOT want to be anywhere urban during rush hour (4-6pm).  Crossing the Greater Toronto Area is a nightmare.  Our trip took a bit more than 4 hours to get to the dealer and approximately 12 hours to return.

Costs

You’d think this would be the only thing but there are plenty of variables here.  There are 2 main things to understand here, first is that if the vehicle is made in North America you have no import fees.  If it is not, then you pay 6.1% on the value.  The second is that you pay your provincial tax at the border, plus a fee for A/C and a 200$ import fee for inspection.

Warranties are covered int he US and Canada.  Except Canadian dealers are going to be mad you went south and won’t do the paperwork, so you’ll have to submit a claim to the US maker for a refund.

Base price is a different matter.  In Canada, only the MSRP is public domain.  You need to pay to have access to the Invoice price so you’re missing info if you want to deal.  In the US, invoice price is available with ease.  You can even get the BlueBook / Fair Price estimate based on what other people have offered for the same vehicle.  You need to pay cash, in US funds.  Get a bank loan if you don’t have the liquid.

For example, we did some research on US prices and found the 2.5 Limited had an invoice price of $30,402.    We paid $1500 above list.  The Canadian price $38,287, after negotiation.  That’s right, $6500 in savings.  The 2.5 Limited was cheaper in the US than the base model in Canada.  By a lot.

You know how the old joke goes, the sticker price is not the final price?  Well in Canada that’s certainly the case with all the extra fees.  In the US, the price is the price.  Amazing.

Lessons Learned

After the run through it all I would posit the following lessons learned.  First, figure out your travel details above everything else.  Dealers will match prices, make the trip make sense.  If that means you drive to a town 2 hours away, park the car 3 days and come back, then it’s 8 hours travel total over 2 days.  If you want it over with, you might be driving 12-24 hours when it’s all said and done.  Very exhausting.

You can do all the paperwork yourself or get the dealer to do it for you.  We went with the dealer for lack of time but there’s not much that needs to be done.  Unless you want it done in a single day.

Summary of Steps

  • Research the vehicle and understand the options.
  • Find the invoice price for your options, add ~$1500 for dealer profit
  • Search dealer websites for your vehicle and make calls
  • Figure out your border crossing strategy (1 day or 72 hour wait)
  • Pick a dealer location that works with the strategy
  • Find out that state’s taxation structure
  • Negotiate with the dealer for additional services (extended warranty, car starter, paperwork, etc…)
  • Get a final price, organize a pick up date and tell them what border you are going to take
  • Talk to your bank to get the money set aside, certified check in US funds for the dealer
  • Talk to your insurance broker, get them to call the dealer and arrange insurance
  • Add $100 for A/C fee, $200 for import fees and then your provincial taxes in Canadian funds for the border crossing.
  • Leave early to get to the dealership early.  Takes an hour of paperwork and inspection. You need the Vehicle Title, Bill of Sale and Warranty claim to cross the border.   You also need a temporary license for the state.
  • Reach the border, visit the US export office.  Give them the required paperwork to complete the export.  Takes 5 minutes.
  • Reach the Canadian border terminal, after you cross, go inside to the Import office.  Pay the additional fees (A/C, import, taxes) and fill out Form 1 for RIV
  • Go home, wait a few days for Form 2 to come in the mail.  Visit a Canadian Tire for the final inspection.  Submit the form and go and get your plates.

All told, it took us about 18 hours for the entire trip and we saved ~$6000 dollars, including gas, incidentals and paperwork.  Extremely worth the effort.