Xcom Ironman is like playing Darkfall, minus the NPC aliens

I’m a little late in jumping on the Xcom bandwagon, but its every bit as good as you likely have heard.

I went straight into Classic/Ironman, and I’m glad I did. So far (game 11), I’ve not survived longer than June (maybe July…), but the fun comes in losing and rethinking not only on-map strategies, but long term stuff like research focus and base layout.

I think I’d find the game far less entertaining if I first played it on a lower difficulty, and especially without Ironman forcing restarts rather than reloads. So far in every game, while bad luck certainly contributes, ultimately the ‘bad luck’ could have been avoided with better planning or execution. With reloads, it would have accelerated the learning process and hence shortened the enjoyment of the game. I have no doubt that at some point, I’ll have figured Xcom out and then it will just come down to execution and luck, which while still fun, is not as great as having to figure it all out as you go step by step.

Also Xcom Classic/Ironman is a fantastic primer for Darkfall. Losing your best squad member to an unlucky alien crit is similar to putting on your Sunday best gear bag and getting ganked before you even get to swing once. It sucks, but usually it’s a pretty memorable suck that just motives you to get better rather than ragequit.

It’s a lot like this latest DF video really. On the plus side, the new UI looks good, the video is solid quality overall, and um, ‘gameplay’ vid. On the other, why are there no mobs around, and why is a stomp ability involve swinging your arms? Plus the game is a month from release and you show off 2 of 5 skills from one class in a video? Oh AV.

Edit: Quick note about Inq; we have a very solid crew of returning and new players, and everyone is very excited. So if you are still looking for a clan (and if you don’t have one for DF, you should), we are still open and looking for players that will fit in.

Posted in Combat Systems, Console Gaming, Darkfall Online, Inquisition Clan, Random | 10 Comments

Tell me if you’ve heard this one before

A year and a half ago SOE scrapped EQNext and totally revamped the game to be the “largest sandbox style MMO ever designed”, yo. John Smedley promises, and puts the fine and well-respected SOE name behind that promise!

Of course, something else was released about a year and a half ago, but I’m sure that’s a total coincidence. It’s not like Smedley is talking about mob AI and world impact or anything.

I wonder if EQNext royalties will match up to all the money Aventurine paid me to hype Darkfall…

Posted in EQ2, Mass Media, MMO design, Rant | 4 Comments

Rift: Storm Legion – Who put this sand in here?

James, a community manager from Trion recently reached out to me and asked if I’d be interesting in taking Rift’s upcoming expansion Storm Legion for a guided tour. While I’m not currently playing Rift, and my reasons why are well documented here, I still have a lot of respect for Trion as a company and Rift as a themepark, so I took James up on his offer and last Friday he joined Inq’s vent and set me up with a beta account and character.

I went into this with two goals; the first was to see if anything in Storm Legion was more than just “more themepark”, and the second was to ask some general MMO questions and see what info I could get out of James. I’d say I was successful in both.

As for Storm Legion itself, the feature that stood out to me most was the housing system, because just from the glimpse I saw, I can safely say this is how themepark housing should be done. The design issue with instanced housing has always been the ‘why’. Why would you want/need to zone into your own area? Many themeparks give small incentives like crafting bonuses, or rely purely on Barbie dress up to sell the feature, turning what should be a core feature for everyone into a niche space for fantasy fashion designers and interior decorators.

Rift lets you do that as well, but also allows you to set your space to public, so that anyone can zone into it. On top of this, they also have a simple +1 rating system, and you can sort public housing zones by rating. In the beta, the house with the highest rating was from a player who clearly put in a lot of time with the new system, and had created something pretty unique (he took the base house and added a second level through creative use of stone and wooden planks, among other creative uses of basic materials). As I was being shown this area, he was actually in-game and designing a lawn statue, which was actually a pretty cool moment.

And if that was all that housing offered, it would be a nice step forward. But in a rare turn down sandbox lane, Trion lets you basically place items anywhere you want, up to the skycap. So our next stop on the tour was a ‘housing’ area that some player had converted into a giant jumping puzzle ala GW2. As James was explaining this, I watched dozens of players attempt this guy’s puzzle, which again was a pretty cool moment in “hey, people are actually going to use this feature”. I can only imagine as players have more time, they will create better and more creative stuff here, far beyond just fantasy houses you visit once. (The feature needs some additions, like the ability to create a loot chest, or to display armor, but James noted that what they have here now is just the first step, and expanding the feature will be an ongoing focus)

Housing aside, the other ‘feature’ that stood out to me was the overall size of the new zones; they are huge and more Rift-like than many of the games original zones. Also good to see is that the expansion is aligning to have the death rifts fighting the air rifts, a point of focus I thought the original game greatly lacked after rifts were overall nerfed at the end of beta. I’m not sure if this expansion is going to push the zones into complete three-way battles (death vs air vs players), but it should at least be closer to that.

I also saw the new raid that will be ready at release, as well as the first raid to be added post-release. They both looked interesting visually, and certainly captured that epic feeling in terms of mob and room size. Getting one-shot by different bosses and then having James one-shot them with GM powers was also pretty cool.

Since this was beta, we did run into a few issues, mostly around bosses showing up. But considering we were teleporting around so often and using GM powers to kill stuff, I’m not too worried. Even at its original release, Rift was a polished product, and Trion has always been quick with the fixes and updates. That there is no NDA around anything I saw or talked about with James, including the raid that is very clearly still in development should tell you a lot about how confident Trion is in their ability to deliver a solid product.

Moving away from the expansion itself and to more general topics about Trion and the MMO genre itself, I talked with James about Rift staying a subscription MMO when so many others are forced into F2P. He noted that Rift has always been profitable for Trion, and that they have a good balance between players who subscribe long-term and those who come back for a month or so to see an update. As the updates are frequent and substantial, it’s no surprise that the flow of returning players is as well.

Another major competitive advantage Trion has with Rift is that everything around the game was built to allow for rapid content development, something that is pretty obvious when you look at all the updates Trion has released since day one. The size and depth of Storm Legion also drives this home.

It sounds like a pretty obvious thing (being able to provide update to a game who’s business model is based around updates), but take a quick look around the themepark space and compare Trion’s release pace with its main competitors. The biggest design flaw around the themepark space vs sandbox titles has always been content creation being slower than consumption, and Trion has set themselves up well to minimize, if not outright counter this.

If themeparks are your thing, I’d say the way Trion handles Rift is how you’d want your themepark handled, and I’m actually curious to see just what players eventually do with the housing system. I think Rift players and general themepark fans will be very happy with Storm Legion, and the general direction Rift is moving in.

Posted in beta, crafting, Housing, Mass Media, MMO design, Rift | 13 Comments

Darkfall: End of an Era

Great video by Umberto.

Bit dusty in the office today…

Posted in Darkfall Online | 1 Comment

The good times will return

As we draw closer to the release of DF:UW (which, considering AV just made DF1 free, indicates it might actually happen on Nov 20th?), the launch brings up an interesting question that has often been alluded to on blogs and forums; if a game you loved re-launched, would it still have that same magic it did the first time around, or are people really viewing those experiences through rose-tinted glasses?

If returning clans and general forum interest is any indicator, DF:UW will certainly look very similar to DF1 in terms of who you will be playing with and fighting against. Personally, I’d be shocked if the magic does not return, simply because the core formula works, and on top of that the game engine has had three years of intense beta testing to polish it.

Unlike so many other MMOs, DF’s problems were not core design flaws, but issues that can be attributed to a limited budget or poor issue focus by Aventurine. Rather than the game putting up a giant “game over” screen the minute you hit the level cap, DF suffered because different clans were driven away by different bugs (desyncs,acid pools, bloodwalls, firekicks, city defenses, AoE spam, insta-rays, etc), and as more clans left, the ones remaining lost allies or enemies to drive the game forward. One look at EVE’s long null history and the bitter hatred it has inspired for years is all the proof you need that names and history matter, and without it people are more likely to drift away.

Another example might be TAGN’s recent posts about an unofficial WoW server running vanilla WoW. Maybe it’s just me, but his posts about the early leveling experience have been the most interesting WoW-related posts I’ve read since… whenever I stopped posting about how WoW sucked because of WotLK (and the number of comments to his posts would reflect that). Wilhelm is a great writer, but his posts are also entertaining because the context is far closer to the core of what an MMO is vs the stuff you do in more modern MMOs. Posts about the 1-20 leveling experience in GW2 are mind-numbingly boring for a reason, and that reason reflects more on the games overall design than on the author (and some good ones have tried). How many MoP leveling posts have you read with interest? I can’t wait to start blogging about in-game activities in DF:UW, and I’m guessing more than a few of you are looking forward to those as well.

One of the strawmen of people saying to go back to UO if I liked it so much is that not only is current-day UO nothing like what made the original release great in terms of design, it also lacks the players that made it great. An MMO’s design determines who it attracts. There is a reason The Mittani and players like him play EVE and not GW2. And should EVE ever turn into GW2, those players will leave.

The players that made DF1 so great in its early years are back. Now assuming AV delivers on their end, and a year or so in don’t attempt to release DF2014, the good times should be here again, no glasses needed.

Posted in beta, Darkfall Online, EVE Online, Guild Wars, Inquisition Clan, MMO design, PvP, World of Warcraft | 6 Comments

DF:UW – Inquisition and you

As previously mentioned, Inquisition will be going all-in on Darkfall: Unholy Wars come Nov 20th, which is rapidly approaching. So rapidly, in fact, that AV should have released more info about it, but hopefully this is just another case of AV being AV and not something more sinister like DF:UW not actually being ready for the 20th. As the real cure for all that ails the MMO genre, a delay would be earth-shatteringly bad for all of humanity. Your prayers are appreciated towards this most holy (yet unholy, :rimshot:) cause.

And as Darkfall is not a flawed-at-the-core MMO that restricts you from playing with others because the devs are lazy (themeparks), having more people is never a bad thing. And so long as those people are actually people you want to hang out with, like all of us upstanding folks in Inq (myself aside, since, you know, I’m evil and all that), the more the merrier.

So this is that rare, once-in-a-lifetime chance to join us, assuming you are indeed cool and upstanding (or evil, always room for evil), and become a member of Inquisition for Darkfall and beyond. You’re welcome.

Aside from offering the chance to hang out in vent with me (just don’t talk to me unless you’re in full epics, thanks), you will also be joining a long-standing and very stable MMO gaming community with strong ties to developers and key community figures, as well as a clan in Darkfall that is going to actively do stuff and be part of big things, all while understanding that most people have a life and it’s not entirely devoted to gaming.

Just over a month to go until MMO gaming is saved. Do you have a proper place to celebrate?

Posted in Darkfall Online, Inquisition Clan | 23 Comments

LoL is the most popular game in the world, still publishing F2P-quality stats

Today Riot confirmed the obvious, LoL is the most popular game in the world. What’s next, EAWare confirming that SW:TOR sucks? (wait what they already did that, nevermind)

Some of the numbers are kinda lame in that cheesy F2P make-believe stats kind of way, like comparing the 32 million active players of LoL to the 12 million WoW subs (at its peak). One group just had to download a client, the other paid box+$15 per month. Not exactly apples to apples guys…

70 million registered accounts is great and all, but F2P trash MMOs report higher numbers (because that number is meaningless). Why not say how many accounts have spent at least a buck on the game? I’m sure that number is decent too, and actually means something.

Then you have all the CoD/Halo/Xbox numbers. Why toss those in? Why not compare how many Teemo skins have been sold to the number of Wii characters created called Chuck, or something else completely out of left field?

LoL being played 90% by males is interested to me only because my wife is so addicted to the game.

Facebook ‘likes’ stat is embarrassing. LoL has about 3x more likes than a one hit wonder meme. Awesome job Riot. Next milestones, passing Danny at the dentist in youtube views. /sarcasm and this is why some people still consider gaming a joke.

 

Posted in League of Legends | 6 Comments

Ultima Online dynamic content in alpha

Another fun read about the early days of UO. I could read one of these every day forever.

Funny that UO in alpha had more dynamic content than the, um, ‘mass market’ MMOs of today. Strange lack of dynamic centaurs though, but that part of the MMO formula was only recently ‘fixed’.

Posted in Guild Wars, MMO design, Ultima Online | 2 Comments

The magic future should be here any minute now

The Massively comments section giveth once more:

My favorite part of F2P is how most people perceive converting to that business model is a failure when the two MMO’s on that spear headed the movement, LOTRO and DDO, saw revenue increases of 200-500%.Doubling your revenue will be the cancer that kills the industry apparently. – wakwazu

Yay regurgitating a (very old) PR release. It must be true.

Do NOT quote numbers that have NEVER been claimed and are not true. I am a long term shareholder in Time-Warner and I can for certain tell you that is and has never been the case. The gaming arm of Time-Warner has been losing money every year since the Turbine acquisition (look it up in their public documents) and has only been kept from complete disaster from their one-off titles, not their MMOs.

Turbine only ever claimed the doubling of revenue in their first quarter following F2P, when they still had long-term loyal customers. Now that they have completely alienated that base, they have never said anything about their revenue again since that time and choose to talk about their users (of which 90% don’t spend a dime on the game). Now Turbine is dealing with a shrinking paying customer base so they come up with increasingly more expensive expansions ($70 for Riders of Rohan) with less content than a typical expansions would hold.

Turbine may be making more money on F2P than they did on P2P, but it doesn’t mean they are making money. There is a big, big difference. – Stock

Oh.

Well at least LotRO improved overall after going F2P, actually making money or not, right?

In the case of LOTRO specifically though, it is my personal opinion that WB’s greed spoiled the game after it went F2P. The in-game ads are garish and too numerous, “lockbox” drops too frequent, and the final nail in the coffin (for me) was the selling of improved stat gear (better than what crafters could create) in the cash shop. For me, LOTRO is a prime example of a great game sliding too far down the F2P “slippery slope.” – Eve

Clearly just one rogue opinion everyone! Surely LotRO players overall love immersion-adding in-game ads, The One Ring in the item shop, and being reminded to pay every few seconds. Sounds like the LotRO I originally hoped for back in 2007, that’s for sure!

But then, I’ve sorta forgotten what the um… mainstream MMO market is like, since I’ve been playing ‘niche’ titles like EVE for so long. Oddly I have a feeling Goonswarm has more active members than all the players logging into DDO today, and CCP is making money off EVE while LotRO is not, but still, EVE is niche yo, so it’s really apples to oranges.

Or rotting graves to fine wine, but whatever. Much like repeating “F2P is the future” every year, repeating that EVE is a niche game compared to… something will surely make it true eventually.

Posted in DDO, EVE Online, Lord of the Rings Online, Mass Media, Rant, RMT | 24 Comments

What to read, more F:NW, and on not playing GW2

I recently finished reading Warbreaker by Brandon Sanderson, which I very much enjoyed. Actually I’ve found that I like everything by Brandon to some degree, and sadly have now exhausted his works. In January the final Wheel of Time book comes out (hey, only 20 years later), but does anyone have some recommended reading before then? Looking for something similar to Warbreaker or The Mistborn trilogy.

On the gaming front, my second playthrough of Fallout: New Vegas is going well. I snuck my way up into the city itself at just level 8, and I’m doing a lot of the content I never experienced the first time. Even the stuff that I had done before is different thanks to building a different character (melee/energy vs guns, low karma vs high, bad guy vs good, female vs male), and a lot of people/places have surprising depth in terms of their reaction to you.

I’m kind of sad that more developers are unable to make these kinds of games right. So many TES clones focus way too much on combat (which often still sucks), and completely miss on creating an interesting world and memorable characters. Much like the MMO genre, I guess really making something worthwhile and with depth is hard. Go figure.

Speaking of depth, I’m surprised how little I miss playing GW2. Since hitting the progression game over screen, the game has gone untouched, and even when I have ample gaming time, I just can’t will myself to load it up and play. The game just has zero pull for me in terms of wanting to see more of what it offers (finished the story, finished Orr), and with nothing meaningful to work towards, the idea of running zones at a pre-fixed level “just because” is unappealing.

What’s interesting is I view my short time with GW2 as a complete bust, like I would in a normal MMO. Maybe it’s the lack of a sub cost and by extension Anet’s expectations of retention, or the fact that while the game is flawed by design in many ways, it not outright bad as a quick trip single player style. Or maybe it’s just that it looks good, so ooh shiny. I’m not sure, but yea, I just can’t muster up more than a ‘meh’ feeling about it, and I’m perfectly content just moving on.

 

Posted in Fallout 3, Guild Wars, Random | 28 Comments