Eador – Genesis

Eador – Genesis is available on GOG.com now. I’ve only played it for about 8 hours, but unless this pulls a GW2-at-80/AC-Tortuga, it appears to be a ridiculously deep and creative take on games like Heroes of Might and Magic. Turn based, hexes, finding magic items, battling monsters and other leaders, leveling heroes, building up towns and areas, etc. The graphics are primitive (think SW:TOR on high settings), but they get the job done.

If you are at all interested in this style of game, at 1/10th of a hobby horse, you can’t pass this up.

Only word of caution is that on my system I had to turn my CPU down to 50%, otherwise the game would lag (would love someone technical to explain to me how that’s possible. CPU just too fast for the game?). Still once I did that (Google it), everything is 100% smooth. The GoG forums have other technical workarounds for netbooks and such.

Also Greenlight this. Looks like an updated version.

Posted in Random | 3 Comments

Kappa Sigma Turbine

Forumfall loves to bitch about Aventurine. It’s basically a tradition at this point, and it’s pretty well deserved considering DF2010 is (maybe) coming out 12/12/12. Like how hard would it have been for someone from AV to just provide a quick “don’t worry, first person view is in DF:UW”? Not that hard. And then we got the first role preview video, with 3/5 skills shown. Why did you not just show all 5? Because :AV:

But the MMO genre being as wonderfully entertaining as it is, you only have to take a small step back to realize :AV: or :CCP: is still god’s gift to gaming compared to SOE or Turbine. The latest pants-head development to fall out of the clowncar is the $50 hobby horse in LotRO. As others have mentioned, if this was an April 1st post it would fail because it would be too obvious, but no no, Turbine is serious.

Now sure, LotRO is already a F2P MMO, so the bar is meh high, but even at that level this is good stuff. First off, the ‘mount’ just looks stupid, in Middle Earth or otherwise. If it was a free drop for new players as their first mount, people would call it cyberbullying new players by making them ride around on something that looks so insulting and is often used as a hazing ritual. That Turbine wants $50 for it must be some social experiment (I think the question is “How many LotRO players would pay to get kicked in the balls?”), with the ultimate joke being on said players.

Because let’s make no mistake about it, LotRO players will buy this, just like WoW players got in line to buy a sparkle pony. We are not talking about the EVE playerbase that turned back CCP and Incarna here with the Jita Riots, we are talking about a F2P playerbase who already purchase The One Ring in their shop, and subject themselves to the game perma-spamming them to buy more every two seconds. Furthermore, if you think this is the only time this is going to happen (or even worse, that you think THIS is the START of a slippery slope…), let me introduce you to EQ2, a game basically funded on F2P dummies buying fairy wings, magic carpets, or whatever the SOE brain trust has devoted 90% of their development time and effort to. The only question left unanswered here is what will Turbine call the panda expansion for LotRO?

Bonus points to former MMO blogger Tobold for this gem as he attempts to defend Turbine:

Let me get that straight: You would rather that Turbine makes no money and shuts the game down than allow them to “break your immersion”? Sounds extremely selfish to me.

Because it’s either hobby horse or death people! That’s the only option in the MMO genre. Nothing else works. Providing a consistent, quality service and charging for it is for suckers. Massively successful games with a huge playerbase like EQ or LotRO are doing it right, and you are all just way behind the curve.

Never change F2P people, never change.

Posted in Darkfall Online, EQ2, EVE Online, Lord of the Rings Online, Rant, RMT | 28 Comments

Perception of the in crowd

Question for raiders and non-raiders today.

For raiders: Is any of your motivation around raiding being able to show off gear the average player can’t get?

For non-raiders: Do you think raiders are motivated by gaining gear you can’t get?

As a former raider, I can safely say that the opinion of non-raiders was never a factor for me. We competed against other raiding guilds for server and faction firsts, but mostly it was just about gearing up and progressing to move our guild forward and provide our members with stuff to do.

We had an inside joke that I only talked to people with full epics in WoW (back when epics were something you did not start a character with) because that’s how little it mattered. If anything, the /tells we would get from people asking us how we got an item were more distracting than anything else.

As someone who does not raid now, I could care less what epic pony the latest boss drops. In GW2 the legendary grind was foolish to me, and I never looked at someone with one and felt jealous. It would be like looking at a 2000 ELO LoL player and being angry at them for having a higher rank. Bizarro world, or just me?

Posted in Random, World of Warcraft | 51 Comments

Pre-Darkfall filler

With the (first?) delay of Darkfall 2, I’ve had some unexpected free time in terms of gaming, and I’ve tried to fill the time with a few different titles. Perhaps the “I’d rather be playing DF2” effect is kicking in, but nothing has really grabbed me of late.

Planetside 2: I picked this up mostly because a few Inq members are playing, despite the fact that it’s an SOE game. KTR covers the first impressions of the game well, and I fully agree. Additionally, I think the game looks atrocious for a shooter. Just something about the character and weapon models looks so off to me, especially in a genre where Battlefield 3 exists. Unfair? Maybe, but there ya go. The draw distance is pretty good, so it has that going for it.

I can’t really get into the game though. Solo its 100% pointless, even by FPS standards. In a group, its better, but then everything is better in a group. It’s still 99% pointless though, as objectives change hands quickly and other than personal progression, what exactly are we fighting over? Maybe it’s because I expected a little more MMO in PS2, when really it’s just a bigger Battlefield with a cash shop? Expecting to uninstall this the day DF2 is out.

Legend of Grimrock: Bought this on a Steam sale for $3, so in terms of value I’m already there. I liked this title for the first few hours, as it’s nice to play something old-school just with a few modern upgrades to graphics and sound. The game has lost me at about the midpoint however. My biggest grip is the combat; rather than RPG tactical pacing, where deciding what to do is more important than how fast you click, LoG instead expects you to ‘exploit’ the game by moving back from mobs after you quickly click your attacks but before the mob can react. I know that’s “working as intended”, but it feels off and rather dumb. I’d like the game far more if it was turn-based.

Along that same line, the difficulty of the game feels wrong to me. The puzzles are fine, a few are a bit too vague, but most are solid and you feel good when you solve them. A few are annoying along the same lines that the combat is annoying, they are more timing based than logical, and LoG has some questionable (at best) controls. If you have sloppy controls, don’t design your game around precision movement or timing.

Finally, most of the secrets lead to great loot. This is somewhat typical, but with the combat difficulty being what it is, it feels like if you don’t get all the secrets, the next level is extra annoying. Not hard, mind you, just annoying thanks to the combat ‘dance’ style. Less loot, more/longer dancing. Zzzzz.

Legend of the Cryptids: P2W card-collecting grind game for the iPhone. Normally I would not mention these because they are all the same and all terrible, but LotC is a giant waste of talent. First off the artwork in the game is amazing. Some of the coolest monster drawings I’ve seen, with good takes on traditional stuff. The special effects are also entertaining while being brief enough to not get annoying. The UI is really solid for an iPhone game, and performs very well.

The problem is there is basically no game here. It’s just click this, see something happen, click again. You upgrade the monsters and such, but it’s never a choice beyond “upgrade everything, eventually”. You can’t lose, just get slightly delayed, and of course you can always pay to move on anyway. The multiplayer aspects are the typical bother strangers and trade stuff for stuff blablabla Farmville.

Again, I only mention it because LotC would be a really solid product if there was a game underneath the beautiful exterior. As it stands, wasted talent/potential.

Posted in Inquisition Clan, iPhone, Random, RMT | 13 Comments

Darkfall has been greenlit

Winning.

(And now the obligatory “How will AV screw this up” trolling/truth)

Also I hope the process to get the game on Steam for purchase is not completed by 12/12/12, because the queues could be pretty lengthy. Far better to have this trigger a month or two after release, once the initial rush has died down and not everyone is piling into the newbie goblin spawns (that will kill WoWbies the first few times they attempt them. Welcome to DF!)

 

Posted in Darkfall Online | 14 Comments

Get Darkfall on Steam

Aventurine has submitted Darkfall: Unholy Wars for Steam’s Greenlight. Go vote to get it in.

Also the newest video has been released, showing off the Skirmisher role / Brawler school. Gotta love that jump range. Hopefully the dodge move is not an invuln-dodge ala GW2.

Posted in Combat Systems, Darkfall Online | 7 Comments

Occupy Endgame

Yesterday’s post about repeatable content had a side conversation in the comments about the % of players who use ‘end-game’ content, be it raiding or PvP, in a themepark. That topic then begs the question: what about all those who never hit the level cap?

I’d break that group into two: those who stick around for a bit, and those who don’t.

The don’t group is easy; they just did not like your game enough to stick with it. It’s not a group you should ignore, but it’s not a group end-game changes or additions is going to effect. Let’s ignore this group for the sake of this post.

The second group is interesting. They are players who sub/play for multiple months, but for one reason or another never hit the level cap. Here perhaps end-game changes might impact them, but I would think mostly in either a neutral or positive manner. If they don’t like your change, it has no impact on them since they are not using that content anyway. If they do like the change, perhaps they hit the cap and experience it.

But as a customer group overall, your MMO is doing its job in terms of giving them something to do, and they seem to like doing it (otherwise they would be in group one). Expanding non-endgame content would benefit this group, and if the devs notice they are losing a lot of players right around this transition (hit the cap and quit), it’s something to address, but again if we are talking about focusing or changing end-game content, this group is basically a non-factor.

And so when someone states that only 2%, 5%, or 10% of players raid, are they including the above two groups in that calculation? Because if they are, what’s the point? Someone who only plays WoW for the leveling game is not going to care how accessibly you make raiding, or that you reduced the raid size from 40 to 25. But the players who are currently raiding? Oh, they certainly will care.

And raiders or end-game PvP’ers are in it for the long haul. They are, in many ways, your best customers. They reuse content at a crazy pace compared to those who only like leveling or solo content, they create much of their own momentum with guild events or raid schedules, and they provide that all-important social ‘hook’ to keep people subbed, at times long past the point of actually enjoying said content (how many raiders will continue to play because of their guild, despite not really loving the current raid? Contrast this to how likely a solo player is to stick around if they hit a zone they don’t enjoy.)

Of course to discount that end-game players are also often very vocal would be wrong, but amongst all the noise a lot of valuable information can be found (bugs, exploits, suggestion), and it takes a skilled developer to properly filter it all and ultimately provide content and updates that are best for the game, sometimes going along with the players, sometimes going against what they are asking for. Always giving the players what they THINK they want is often worse than totally ignoring them.

Anets recent scramble to add a resist gear grind and progression raiding/dungeons is not aimed at those who are enjoying the leveling game. It’s not aimed at those happily queuing for WvW or sPvP (it actually hurts that crowd). It’s aimed at the end-game crowd, because Anet must have noticed they were losing those players at a rapid clip, and whatever their business plan is, they clearly don’t want this to happen. So much so in fact, that they are willing to (and have) upset some of their core base (GW1 fans) and backtracked on their manifesto. You don’t do something like that unless you MUST retain a certain group, which should tell you a lot about the importance of the end-game crowd, even in a non-sub MMO like GW2.

Posted in Guild Wars, MMO design, World of Warcraft | 27 Comments

The best MMO content = the best MMO content

The measure of success when it comes to MMO content is surprisingly simple IMO (the longer the content holds your attention, the better), yet rarely mentioned much less accounted for directly. Both players and developers talk endlessly about many aspects of content, yet when was the last time someone directly stated that piece of content X is fantastic because it’s been reused/rerun countless times?

The absolute worst form of content from a retention perspective is strictly one-off content, yet the most expensive MMO to date based its entire sales pitch around just that, and both players and other devs ate it up for years until launch happened and poof it all went.

People then repeated the same song and dance with GW2 and its personal story, though at least in this case Anet had no illusions of retention and just wanted to sell you a box and perhaps a hat on your way out. (Or at least, said as much and then added resist gear ‘raiding’, but details blablabla)

And at some point we will have a proper name for online one-off games with others around like SW:TOR or GW2, where the bulk of what you pay for is set to be consumed once, while those who REALLY like the theme/setting can still stick around with the other diehards in various attached mini-games (battlegrounds, WvW, hard-mode dungeons, etc), and more can come back to purchase DLC/expansions and one-off that content.

But that genre aside, if you really are designing an MMO, or you really are looking to play an MMO, reusable content is the key. Raiding works for those into group-based PvE in a themepark. It’s hard to argue against the merits of Molten Core or BWL in early WoW when you consider the number of hours poured into them by players at that time vs the amount of dev time spent creating them. And if you don’t think WoW’s early success is tied into that end-game design, I’m guessing you worked on SW:TOR and still think it’s the business model that screwed you.

How Blizzard later handled raiding also helps explain WoW’s more recent performance. About the only thing that ended up being more accessible seems to be the cancel account button, but hey, at least you’re not selling hotbars. (Yet?)

Raiding or themepark-based design aside, it’s easy to look at what EVE does in terms of content and see why a game that’s 10 years old is still a genre leader. Missions are generic and not thrilling content, but given the choice of running 100 missions or one of GW2’s single-player storyline 10 times, which would you choose (factoring knowing the end results/rewards/impact)? Exactly. Plus in EVE you decide when to increase the challenge. You can move to low-sec for your PvE, get into Incursions, or even WH space. And at some point you are going to come across PvP, either because you are seeking it out or it found you, which will open up a whole new can of replayable worms.

But at the heart of replayable content lie the players. Doing the same actions with others (and ‘others’ can’t be easily replaced by silent bots) is just more fun, not to mention somewhat random thanks to human nature. It’s also why focusing so much of your design on REMOVING said random factors is MMO suicide, yet we continue to see developers try to ‘limit the frustration’ and ‘steamline’ things. ‘Groups’ without knowing who is in your group, zero-effort group creating with one-off randoms, rewards for failing, achievements for playing poorly (naked, in joke specs, not causing damage, etc); the list goes on.

Yet during all this trending on attracting… someone… with all this accessibility and single-player online whatever, MMOs that have followed the core principles have continued to do well. With indie-funding on the rise, and quarterly-reporting publishers being minimized, would it surprise anyone if the next wave of MMOs look a whole lot more like MMOs, and less like online sRPGs?

Posted in EVE Online, Guild Wars, MMO design, Rift, SW:TOR, World of Warcraft | 34 Comments

The first rule of MMO club: You must continue to attend MMO club

Some good comments from my last two posts, so thanks to everyone who contributed. Amazing what writing a less-than-clear post or two does. (File that under blogger pro-tips kids).

Rather than try to re-explain what I was trying to get at, I’ll just cut right to the chase and state the (maybe not so) obvious: an MMO only works if it works long-term.

Let that sink in for a bit.

It’s why, when BioWare announced the 4th pillar for SW:TOR, it was easy for me to instantly declare the game a failure. The quality of the content, whatever it ended up being, was a non-factor long-term, because long-term resource heavy dev content does not work. You just can’t produce it fast enough, and in MMO land the 10th month is just as important as the second.

It’s also why GW2 is not a sub-based MMO, and we will see if long-term it ends up being/feeling like an MMO at all. No one would argue that GW2 launched with a solid amount of 1-80 content, and that the quality of that content was reasonably high. But until the recent introduction of the resist gear grind and dungeons/raiding, GW2 had zero long-term sustainability (and no, gear treadmills are not the ONLY source of sustainability, but they are the easiest).

Games can change of course, but GW2’s state at launch made it very clear why Anet did not attempt to charge a monthly fee. It would have spectacularly failed. Going forward it will be interesting to see if they can introduce enough progression to sell enough gems in the item shop, especially with how heavy that goes against their manifesto/Vision/sales pitch.

Staying on the GW2 theme for a second, I also find it silly when people bring up being able to ‘jump back in’ to GW2 as some major plus for the game. Here is what you are saying when you say that: “I know GW2 won’t hold my attention long-term, so once I run out of content, I’ll move on, but probably return for a look once more is added”. Combine this with the pace of content delivery in most MMOs (Rift is somewhat unique here, and surprise they are a successful sub-based MMO), and what are you really saying about your expectations? Are you really approaching GW2 as an MMO, or as a sRPG series like Final Fantasy (not the MMO); something updated every few months/years that sees their players return for another run?

And if the above is a non-issue to you, consider what THAT really says. You don’t care for community or continuity, and are only interested in consuming dev-driven content when available, no strings attached, and then moving along. It’s not a wrong approach to gaming, but it is ‘wrong’ for an MMO; both for the player and for the company hoping to make the business model work.

How to produce sustainable content is another, rather long topic, but first I think it’s important to ask if your game of choice even has it, and how much of the focus was spent on designing it versus designing the one-and-done stuff. The second question to ask is if you care. Are you even looking for something sustainable? I’d argue that anyone who answers “no” is not an MMO player, at least as I see the genre.

Posted in Guild Wars, MMO design, Rift, SW:TOR | 35 Comments

The ever not-changing MMO genre

A second post based on a game I’ve never played or even know much about. You’re welcome.

The reaction to Glitch closing has been interesting, and very telling about the MMO genre and the average/casual/whatever fan. If I had to combine everything into a single comment or two I’ve seen it would go something like this: “I played it a little, loved the concept, could never really get into it, so sad that it’s closing”. Or “Never played this, but so sad that a really unique MMO is closing. This will only encourage more generic MMO games. :sadface:”

Again, most people lie to themselves about games. Or are just delusional in general. “I hate trash reality TV” as reality TV continues to get crazy ratings because you watch it. “I hate stupid movies” as Skyfall debuts at #1 (spoiler: Skyfall blows). “I hate pop music” as pop music continues to be… pop-ular. Hipsters being ‘different’ with Apple products. Occupy whatever using $500 phones to document their ‘struggle’ on Google-owned Youtube. I could go on. For a while.

Glitch is just another small local restaurant that you pretend you love supporting while passing it to go to McDonalds.

Not that any of this is new of course. Nor will it every change.

What should change is the expectation that there is this group of MMO players who just want a non-PvP EVE, or that would love to play Darkfall on a PvE server. Or that you need Trammel in UO to make it work. Oh wait, that already happened and we know the result.

This group does not exist. Glitch might be proof. ATitD being so tiny is proof. EVE being the second-biggest sub MMO ten years after release and still being called niche is proof of the perception. Former bloggers believing an MMO that succeeded for three years and will continue to succeed (very likely at a higher level) being in trouble while something like SW:TOR is cashing out one last time is proof.

How many times is some dev studio, large or small, going to run head-first into the brick wall before it becomes an accepted fact that head-into-wall is a bad idea? You can’t build a complex MMO for casuals and expect them not to be casuals. You build Farmville because Farmville is what casuals understand. You can’t build something that is a one-time meal and roll out with a business plan around players feasting for months.

The players, for the most part, won’t change. Isn’t it time most devs do?

Posted in MMO design, Random, Rant | 50 Comments