DarkFall Trial, for real.

Aventurine has announced that DarkFall now has a trial account option. It’s not a totally free account, as you will have to pay $1 (or euro) for 7 days of access, but that is a good step taken to prevent potential free trial abuse. Be nice and click my Community Publisher link in the top left, as I will get credit for any trial that converts to a full purchase.

If you have ever wanted to give DarkFall a shot, here is your chance. Get off the fence and get into Agon. Just don’t come crying here when the first goblin kills you, you have been warned. My in-game name is Syncaine Godhand, feel free to send a tell.

Posted in Darkfall Online, Site update | 37 Comments

DarkFall: The voice of the vets and the sign of the noobs

It’s time to cover a few recent developments in DarkFall. The first is a rather excellent bit of work done by the community that can be found here. The website is a collection of ideas and changes the veterans of DarkFall compiled to help improve the game. While I don’t fully agree with everything suggested (that might be a future post), the amount of thoughts and effort that went into this should be commended. I can’t recall another community that has gone to such great length to try and improve a game, so hats off to Keno Lair and everyone else who contributed.

Speaking of improvements, the latest patch added the new player protection system to DarkFall, which includes a visual indicator above a new players head in-game. I’ve talked before why such a system is a great addition, but I just recently (thanks to questing again in human lands) came across such a new player for the first time last night as I was crossing a starting area. I saw said player fighting goblins in some starter quest gear, but he was still swinging the bound newbie sword that you can’t skill up with. Thanks to the new player indicator, I knew the guy must be new, so I stopped for a moment to ask if he had another sword to use. After a brief pause (new player fiddling with the UI) he replied back that he did not, and so I told him to open trade with me (more UI fiddling delay) and gave him a spare 2h sword I just happened to have on me (forgot to bank it) that should make killing goblins a little easier for him.

On the forums other players have reported hanging out in the starter towns with ‘new player kits’ to hand out, and this is all made possible thanks to the new indicator. Before, you never knew who exactly was new, as the starter towns are also places to conduct trades or of course PvP. Now that it’s much easier to identify a truly new player, it makes helping them out that much easier. Nice little bonus for new players, and something that should make the transition into DarkFall a little smoother for many.

On the topic of new players, there seem to be a lot of them coming into DarkFall. Riding through human lands I noticed that not only are the starter and ‘secondary’ NPC towns populated, but I spotted a good number of obviously newish players farming local mobs. And as always, the city of Hammerdale owned by clan NEW is full of players, as is that surrounding area. This obvious inflow of new players is somewhat contradictory to some of the forumfall grumbling about low clan/alliance activity among the elite. My only reasoning for this is that many of the elite have reach a level of character progression that is more or less ‘capped’, and those that played so hard so early are now going through a bit of burnout. Add to that a few new MMO releases of late (especially the FPS-based Global Agenda), and some of the existing issues with sieging and general ‘end-game’ PvP, and the reasons why those at the top are less active becomes clear.

From my own personal experience and that of Inquisition, we are all very active and busy trying to balance character progression and PvP activity. While my character is above average, he still has a long way to go before I feel he is ‘capped out’, and given that progress slows the higher your skills get, I’m not too worried about reaching that point anytime soon.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Darkfall Online, Inquisition Clan, MMO design, Patch Notes, PvP | 10 Comments

The concept of ‘easy’ in MMO land

A while back GameMonkey made this post, basically stating that “easy is fun”, and that easy is one of the keys to reaching the mass market. He later goes on to state in the comments that the easy version of any game will outsell the harder version, I point I counter with Madden vs Blitz.

But as someone who really enjoys a challenge, I’d love to disagree with the basic premise of the piece, but taking one look around the MMO genre and it’s very clear that, today, easy does indeed equal mass market. But like I noted above, that same rule does not apply across the board to all of gaming. Madden is a VERY complex/hard game to get into, and yet each year it sells millions of copies despite the fact that EA does so little to update it. The new Super Mario game is anything but easy, as are Street Fighter 4, Tekken 6, or even Dragon Age, and yet each title sells millions. So why then is EVE the only mass-market MMO (if I define that as games with 300k+ subs in the US/EU) out that most would consider ‘hard’?

To start I think it’s important to understand just what ‘hard’ really means. When we are talking about MMOs, a lot of the ‘hard’ factor comes from the arcane MMO-only rules that many games follow. Understanding stuff like stats, BoE, rare spawns, agro, etc all present a frustrating challenge to a new player, and none of those things has much to do with the actual difficulty of an encounter. Mario is hard because the damn platform you have to jump on is tiny, moving, and covered in spikes, but everyone understands HOW jump works within the first minute. A lot of ‘hardcore’ raiders still don’t understand how agro works, or why they are using a certain skill rotation they saw on a forum (likely wrong because they don’t have the right gear to make that rotation work, but yea…)

Something similar happens today when players go from a traditional MMO to DarkFall. They find the first few days hard because of how different the basics are, even though the actual difficulty in the tasks is still rather low. Killing your first goblin in DF is tough by MMO standards, but only because the first goblin in most MMOs has zero chance to kill you and is all too happy to stand still directly in front of you while you bash him over the head with a rusty dagger. The simple fact that a goblin in DF has the audacity to move away or around you once you agro him gets a lot of players killed, but the actual combat is not much harder than the average jump in Mario, and certainly can’t hold a candle to scoring a TD in Madden.

I think the major reason easy=fun for the average gamer in today’s MMOs is because compared to the average game, even an ‘easy’ MMO like WoW is tough to get into and fully understand. By making it so you don’t have to actually understand it, the average player can still progress and collect his ‘epics’ in WoW today, while back in 2004-05 anything at-level required some basic understanding of stats/mechanics, and raiding required an Elitist Jerks degree in theorycraft. Yet while the challenge was higher based on game knowledge, the actual gameplay was still relatively easy. You still had to decurse, step out of the fire, and not unload until the tank had agro. The margin of error was much lower, but the actual player skillset required was still low, certainly much lower than what it takes to play Madden or to beat a Mario level.

If MMO games really want to break out into the mainstream and join WoW (the one break-out fluke), the frontloading of arcane mechanics and trivial details needs to be replaced with better core gameplay. Mobs standing in front of you waiting to die so you can move on and kill 14 more to finish a ‘quest’ is not good gameplay, no matter how ‘epic’ the reward at the end is or how well you write the quest text (that 90% skip anyway). Or if that is the height of MMO gameplay, at least make it easier for the average player to understand why that ‘epic’ he just got for killing those 15 bears is great, without having to understand 10 different stats and 20 different modifiers to stuff-like-stats-but-not-exactly-stats. That works in Diablo because that’s ALL THERE IS to Diablo, and at least you get to click a whole bunch while playing and the mobs die by the hundreds.

In other words, easy=fun in MMO land only because at their base, MMOs are NOT easy to understand. Make the basics (jumping/fighting) Mario easy, and you can make the actual gameplay (levels/encounters) Mario hard. Until then, “don’t stand in the fire” is about as complex as you are going to find the average encounter in any MMO looking to hit 300k+, and you might have to play *shudder* a niche MMO to find something a little less sleep-inducing.

Posted in Combat Systems, Console Gaming, Darkfall Online, EVE Online, MMO design, World of Warcraft | 39 Comments

F2P model in the US: Putting nails in its own coffin

Back in the early days of the “F2P revolution”, the biggest challenge for the average MMO gamer was trying so sift through the hundreds of terribad titles to find the one or two semi-decent (for a ‘free’ game) titles to kill a few hours with.  As this mighty revolution continued, we started to see failed subscription games reborn as F2P titles, hoping to cash in on the few people who actually cared about them while letting everyone else see (for free) just why those games failed in the big leagues. And finally, in its third and hopefully final act, the minor leagues of the MMO space has pulled out its final trick: ship a more-than-decent (for a ‘free’ game) title to attract a big crowd, and then quickly turn around and screw each and every one of them by showing not only your ridiculous item shop, but also changing the game to force your players to pay far beyond $15 a month or play while walking uphill, both ways, without legs while the game devs laugh and throw stones at you.

Brilliant really. What better way to turn so many people off from the whole F2P concept then to gather as large a crowd as possible, and leave the absolute worst impression on all of them. Make that impression so bad, and so memorable, that many will never touch another ‘free’ MMO again. Them and their whole guild in fact!

But who could have possibly predicted that a business model designed around forcing people to pay for ‘convenience’ items could ever effect how a game is designed? Quests that fill up your limited bag space (buy more bags!), travel that takes forever for no reason (buy a TP scroll!), content gated by certain items (on sale now at the shop!), character choices that cripple you before you know it (undo the damage at the cash shop!), XP grinds of silly proportion (buy an XP potion!), money sinks of incredible depth (in-game currency is this weeks special buy!), and my personal favorite, new content additions that makes all your previous purchases obsolete (bet you can’t wait for the next patch!); with player-friendly design choices like that, its a miracle the subscription model is still around today. Viva the revolution!

May your death be quick yet painful F2P devs, and hopefully the hundreds of terrible titles won’t clog the sewer system as they circle the drain. You will always (until that fad dies anyway) have Facebook.

Posted in Allods Online, Atlantica Online, FreeRealms, MMO design, Patch Notes, Rant, RMT | 20 Comments

The cash shop forest

Riddle me this: If no one spends money in the cash shop, does the cash shop exist? Because  aren’t you then left with just a free MMO where once again time (and if possible, player skill) are the only factors?

Well of course not, because what you ARE left with is a ‘free’ MMO that is missing easy/any access to more or less required things like extra bag space, mounts, and ‘convenience’ items that make the game playable, but if those cheering the F2P model are right when they say the cash shop is not required to play, no one buying things from the shop because the prices are ridiculous sounds like a plus to me.

BTW: Is 3 days after the start of ‘open beta’ a new K&G community record for the love/hate cycle completing itself?

Posted in Allods Online, beta, MMO design, RMT | 33 Comments

Oh yes, I love crack – I’m absolutely coo coo for crack

Stupid life set to be ruined in the Fall of 2010. Thanks again Sid, you damn crack-peddling bastard! Hex-based and a new engine, who do you think you are, a gaming god?!?

Tip to Darren.

Posted in Civilization Series | 10 Comments

Dear EuroGamer, this is how you do it.

In a shocking development, a game reviewer tries to pass off a half-assed review of a smaller title and slams it for lulz, only to have that niche community call him out on it. The true shocker here of course is that the parent company actually listened to the facts and did the right thing, pulling the review rather than leaving it up to generate more traffic (money).

Nice recovery GameSpot, and way to man up to a mistake.

Posted in Darkfall Online, Mass Media | 16 Comments

F2P games: nice for the price, or actual competition?

Something I’ve noticed for a while now, that’s really come to the foreground with the release of Allods, is how some people play both sides of the fence when talking about Free to Play MMOs. In one sentence they will tell you F2P games are just as good as subscription games, while in the next they will say that for a free game, what they do is rather exceptional. Which is it? Are F2P MMOs ‘real’ games, or are they ‘not that bad’ for something that’s ‘free’?

And to me the whole ‘free’ aspect of any F2P game is actually a sham. If the game is second-rate in terms of gameplay, I don’t care how free it is, it’s still not worth wasting my limited gaming time on it; time that is far more limited than money when talking in the price range of $10-$100 a month. If a F2P game IS worth playing like I play a sub game, it will cost me MORE than $15 a month to play, and at that point it better be X amount BETTER than my $15 a month sub game to justify the increased cost.

The problem I have with the model is that spending more does not get me more; it simply allows me to continue playing like I have before. Spending $50 at the cash shop does not upgrade the graphics, sound, or gameplay, it simply buys me potions/books/perfume to sustain the level of progress/power that was available earlier for ‘free’. The further you get from level 1, the more you need to spend just to maintain the SAME level of progress. If you are someone who actually gets into an MMO and invests themselves into one title fully, it’s not hard to see why doing so in a F2P game is a quick way to jack up your gaming expenses for little to no gain when compared to a subscription MMO. (Unless someone feels strongly that F2P MMO X is indeed a better overall themepark than WoW, or better than EVE/DF for sandbox/PvP gameplay.)

For instance, Allods is a nice little WoW clone, and if I continue to play it casually as something to do with my fiancé, the free aspect works (for me, the company gets screwed here). But it works here because I already play DarkFall as my ‘real’ MMO, the title I spend far more time with and actually care about what happens with/in it. That’s also where my money goes. Allods fits the second-tier spot nicely because of how on-rails it is, and the near-zero difficulty of a themepark MMO means I can step away for a week and not suffer from any player-skill loss, nor do I have to keep up with balance changes or dig deep into the mechanics. As long as I hit tab-1-2-3-1-4, I progress down the line.

Posted in Allods Online, Combat Systems, Darkfall Online, EVE Online, MMO design, RMT, World of Warcraft | 21 Comments

DarkFall: Finally more beavers!

For a patch out of left field, this is a nice (if a bit cryptic: mob run speed, faster/slower?) list. And just when I had wrapped-up questing in the human lands, out comes this update. To the carebear mobile!

What’s interesting to watch is how the graphics of DarkFall are constantly improving. Each time something gets an update, it looks far superior to it’s previous form (given the long development DF went through, that’s not entirely surprising), and all of these ‘little’ updates eventually add up to an overall better looking game. Now please release the DX11 info so I can set my budget accordingly!

Posted in Darkfall Online, MMO design, Patch Notes | 3 Comments

Allods Online: ‘Open beta’ day 1

Tell me if this sounds slightly familiar: overcrowding, spawn-stealing, loot lag, idiot chat, kill/collect 10 whatevers. Nope, it’s not 2004 and WoW, it’s 2010 and Allods Online. Amazing how far we have come after all these years! But it’s cool guys, it’s just open beta… of a F2P game, where you get to keep your characters. But it’s open beta because they still might make changes! (because you know, once you go live, you can’t make changes to an MMO). Ah the MMO genre, because as confusing as we make the games, we make all the marketing around them even harder to understand (hi STO).

Another inquiry: Does Allods look better or worse than current-day WoW? Since it’s been close to 10 years since I’ve played WoW, my memory is a bit hazy, but man does Allods look budget, and no, the whole ‘but it’s stylized guys!’ thing is no excuse. Oddly/poorly placed 2d sprites, at times bad mixtures of low and high-rez textures right next to each other, and an overall limited draw distance hurt the presentation, as do the first mobs you fight being rats, snakes, deer, and cats (really? 2010 and your best foot forward is killing/collecting cat parts?). Bonus points for making your first repeatable rep-grind quest (at level 4, whoo!) the most annoying one of the bunch (collect 10 plant leaves, a truly epic task given the fact that they have a slow spawn rate and dozens of people camping each blend-into-the-ground leaf).

And given that you are not making ANY money on this release, since your cash shop is not even up yet and there is no initial/box cost, why not make things playable and enjoyable for everyone and stagger your launch? Why not give closed beta testers a two day start, get them out of the starting zones, and then let in the next wave of people? Have they released a “zomg guys we never thought we would have this many people, even after all our extensive research, we are working to secure more hardware to meet this incredible and overwhelming demand!” statement yet?

Looking beyond the negative first impression however, Allods does do a few things right. Assuming the guide is correct, highlighting the stats your class uses most is a nice touch when trying to decide what armor to wear or what upgrade to pick when you level up. The game also runs well (it should, considering the graphics, but that’s not always a given) even with dozens of people on my screen with everything maxed, and for the hour or so we were online, the server stayed up. The quest text was well written and is so far interesting, plus I like how each quest has a little indicator icon telling you the style of the quest. Anything that draws attention to the ‘important’ quests is a good addition when you are so heavily quest-based. Bit too early to talk about class choices or function/utility, but I do find it odd that my druid so far has a mix of melee/ranged attacks, seems to be a caster-type, and has a combat pet without a pet hotbar.

But the biggest plus for Allods was that Aria lasted over an hour even in the sub-optimal conditions, so that’s a success right there. Hopefully in the next few days the crowd rolls forward and we don’t find ourselves playing ‘tag the mob’ with ten other people. Rumor has it Allods has a slow combat system initially, but when everything dies in .5 seconds, it’s hard to tell.

Posted in Allods Online, beta, Combat Systems, MMO design, Rant, World of Warcraft | 25 Comments