Ignorance is not bliss

I don’t have much interest in personally playing Star Trek Online. Between being totally happy and engrossed with DarkFall, not being a huge fan of the ST IP, generally not being a big Cryptic fan, and not seeing/reading anything about the game that really lines up with my style of play, my motivation to actually play it is non-existent at the moment.

My interest in following it as it goes through beta and launch is not however, as I’m a general fan of the MMO genre and it’s always interesting to see how these things play out. The first piece of interest in all this is Tobold’s negative review of the game versus Darren’s positive one, and then Tobold’s response to Darren’s review (you still with me here?).

Two things from Tobold’s response, this in the context that the first 10 levels or so might not fully show off what STO is all about:

The majority of players reacts in exactly the same way: Test the game in the open beta, or buy it and play the first free month, then unsubscribe if the game didn’t live up to whatever you hoped it would be.

Now replace ‘players’ with ‘tourists’ in the first line, and I agree. Because if STO is a game you have been following and are truly interested in (Darren, TAGN), I doubt you are going to throw in the towel after only a few hours, not after all that waiting and spending $50+ on it. Secondly, if you are somewhat new to the MMO genre (unlike the two reviewers and basically everyone reading here), those first ‘boring’ 10 levels probably are not nearly as boring, but rather a whirlwind of ‘new’ concepts and ideas to wrap your head around. Those players are not nearly as bored of kill ten rats-style gaming as we are.

The only ones who are likely to leave before the first ten levels are up are indeed the tourists, people just looking to ‘check out’ a game, but knowing that short of being blown away completely, they will move on after seeing the new shiny. And if that shiny is not shown 100% to them immediately, out they go a week or so early than they planned.

Let’s all take a moment to morn such a huge loss to any MMO community; whatever will we do without all you little Zitrons running around in the starter areas and flooding the server/forums with “Why is this not like WoW”, or better still, your attempts to bring Barrens chat to any new world you temporarily visit.

Finally, any reviewer that tourists a game like this and then tries to pass off a full review (rather than upfront stating they loaded it up and saw the character creator) is clearly working for EG, and we all know what those people are truly good for (just keep it legal).

The second part that stuck out to me from Tobold’s post is this line, talking about him skipping Fallen Earth because he disliked the 30 minute or so tutorial:

But as long as I’m having fun with whatever else I’m playing at the moment, me having missed a game is the loss of the game developer, not my loss.

While obviously any developer wants to get as many players in their game as possible, the ‘ignorance is bliss’ approach to gaming I just don’t agree with. If I had skipped DarkFall and stayed with Warhammer, I could still say I’m happily gaming because WAR has improved and I enjoyed the game despite its flaws, but without knowing it I would be missing out on a far, far superior (for me) MMO in DF.

Tobold is still in WoW single-serving it up, chasing tokens, asking for builds, and running an AH mod. He might still be having enough fun to not cancel his subscription (plus how else would he get freebies from Blizzard for promoting their game?), but for all we knew FE might be EXACTLY what he is looking for right now, and I fail to see how that’s not a potential loss (since everyone’s time is limited and all that) to his gaming.

How many posts or reviews stating that once you adjust to an MMO not being WoW (FE/DF, or whatever comes up) does it take to make some people realize a skewed (thanks to WoW) first impression is not always the correct one? How many times does someone have to read “once I adjusted my play, I saw what the game was really about” before they don’t write something like that off in the first 30 minutes?

And we wonder why Alganon gets made…

Posted in beta, Fallen Earth, Mass Media, MMO design, Random, Rant | 31 Comments

Another year, and still everyone is immortal?

Speaking of death (see post below), one thing I noticed while reading everyone’s 2010 predictions is that no one (that I saw) predicted an MMO would launch or be announced with perma-death. While MUDs exist or existed with perma-death, we have yet to see an MMO try the concept, and I’m starting to wonder if we ever will.

I don’t want to get into exactly how perma-death would work in an MMO, which is a topic in itself that I’ve talked about here, but more about the fact that today, with the genre expanding and new takes on the genre finally being seen (Fallen Earth and DarkFall among others), this concept still has not been attempted. With all the talk about innovation vs polish, and with titles seeming too familiar, would an MMO based around perma-death not be a stand-out title in the crowd? If someone today announced an upcoming MMO based around perma-death, would it at least not peak your interest? I know I would at least look into it.

We know games outside of the MMO genre feature perma-death, be it hardcore mode in Diablo or Torchlight, or characters dying and not coming back in countless turn-based strategy titles, so it’s not like the idea is one that instantly turns people away. Diablo 2 in particular has/had a very healthy population that enjoyed hardcore mode and what it offered. We also know that in today’s market, with self-publishing and lower start-up costs (if you play it smart), smaller niche titles can exist and turn a profit for their dedicated teams. So again, why have we not seen perma-death at least attempted yet? Is the concept just too different? Has it been tried internally and ultimately found lacking? Is it just too difficult/complex to implement?

Posted in Combat Systems, MMO design, Perma-death, Random | 24 Comments

Not that I wish death often, but here it can’t come soon enough

I have somewhere around 3000 hours logged into World of Warcraft according to Xfire (most of that in vanilla, some in BC just prior to WotLK), so when someone with 3000 hours has trouble deciding if the screen shot used in this article is from WoW or not, that to me is crazy.

My thoughts went like this:

That’s WoW, the horse is the paladin special mount.

No wait, it’s not WoW, the icons above the guards are different.

No it is WoW, the stone texture below the horse is exactly from WoW.

No wait it’s not WoW, the guards are wearing different armor than what I remember.

It’s WoW, this must be some location in WotLK and hence I don’t recognize the armor, the overall look is EXACTLY WoW.

Seriously, that’s what just happened, and I just feel incredibly dirty/cheated right now. Everyone related to Alganon’s development, along with anyone playing or supporting that game dying in a fire would still be too nice a fate. GTFO of the genre you worthless copycat trash heap.

And if this crap gets a sideline fan like me worked up (I’ve been aware of Alganon being a total copy for a while, but I was not THIS aware of it), I can’t image how a smaller indie dev like Brian feels when he sees garbage like that game getting released and mentioned on a site like Massively. Death can’t come soon enough for that title.

Posted in Mass Media, Random, Rant | 16 Comments

DarkFall: Small clan gets a ship

Now that I’m back together with the Inquisition crew I was with on EU (no more fairy wings for Inq), it’s back to small-clan activity in the same big alliance (INQ is allied with VAMP/NEM). For me that really is the best of both worlds. I get to once again game with cool people that I actually want to talk to in vent, while also being a part of all the ‘big kid’ stuff that the alliance does.

Due to our current location, northern Yssam, we are in close proximity to five different villages, four of which can be captured by cannon fire from a boat. The income from capturing such a village is not massive enough to draw the attention of clans like VAMP or Nemesis (a village gives between 220-550g an hour for 6 hours. Killing the fire dragon gets you 50k+, although that requires 20+ people all agreeing to come and shoot 300ish arrows for little/no personal gain), but a clan like INQ certainly sees the benefit of capturing those villages when possible.

As mentioned, four of those villages are near the ocean, and so rather then swim out and capture them with siege hammers, it’s much easier/faster to sail a ship out and fire some cannons. This meant building a ship, which includes gathering a lot of wood/iron/gold to build the ship modules, and then getting/buying an astrolabe. The astrolabe is a rare drop either from leenspar chests or certain mobs. As luck would have it, someone in our alliance got one as a mob drop just as we were looking to buy one, and we were able to purchase it for a good price.

As you build ship modules your shipbuilding skill increases, but in order to even reach 25 skill (the first tier above 1) you need a hefty amount of resources, so we just decided to craft the smallest war ship (a Pinnace) to have something to play around with and test out. Here is a forum thread with some information about ships. If you look at the ‘all ships’ link, the Pinnace is the second ship from the top left (yup, it’s a little guy compared to the big ships).

The Pinnace is a fast ship, which means should we encounter trouble while out on the water we will likely be able to get away, but it also only has three cannons (one on each side and one in the rear). This means you can’t really chase a ship (no front cannon), but you can defend yourself while being chased (one rear cannon), and that in a straight up fight you are going to be outgunned (just for comparison, the biggest ship has around 20+ cannons per side. One volley of that would likely cripple the pinnace). Currently the more damage a ship takes, the slower it sails. Repair shards can be used by anyone on board who has them, so naval combat in DF is a mix of positioning to fire your cannons, having enough of a crew to man those cannons and also repair the damage you take, and keeping enemies off the your deck, as anyone in the water can climb up and try to overtake your boat. Obviously, the bigger the boat, the bigger the crew needed for max efficiency, not to mention the bigger risk/investment/gain from using the larger ships.

Due to the cannon placement on the Pinnace, this also means we can only use one cannon at a time to shoot at village stones, which is not ideal but still works. It takes just under 50 shots to capture a village, which even with one cannon is much faster than using siege hammers, not to mention the boat crosses water much, much faster than swimming. The next ship up, the Sloop, is our next target due to the fact that it has two cannons on one side that we could use to capture villages, while still not being terribly expensive. It requires 25 shipbuilding, which we should reach building the modules needed for the ship itself.

Perhaps once everyone in Inq feels comfortable enough with their characters (coming back just recently, everyone is focused on skilling up at the moment), we will take our boat out and cause some coastal trouble against other cities/hamlets, seeing if we can’t stir up a fight, or we could bring our ship out to help capture a sea fortress with the alliance. Either way, good times ahead.

(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.)

Edit: Some pictures of us on the Pinnace, courtesy of Paragus Rants, co-SG of Inquisition.

Inq-pinnace1

I'm the guy on the cannon to the left.

Inq Pinnace2

Side view that gives a good sense of scale. Remember this is the smallest warship in the game.

Inq Pinnace3

Our brave crew out in the open seas!

Posted in Combat Systems, crafting, Darkfall Online | 16 Comments

2010: Year of the Tourist?

Tobold is asking who plans to be a tourist in 2010 (continuing his new adult entertainment blog theme in the process), which got me thinking whether 2010 itself might not just be the ‘Year of the Tourist’, and furthermore whether catering to the tourist crowd might not be a viable option.

For starters, I fully expect Star Trek Online to see its fair share of tourists, as once again many will THINK they want Sci-Fi when in reality they do just want more elves. It will (hopefully anyway) be a little different than the traditional quest/profit themepark, which again will SOUND good to many but not actually work out for most. Assuming the game itself is solid enough to keep its core, it should do fine after the masses move on, but expect the first months to be tourist-tastic.

But the biggest tourist title of 2010 (assuming its actually released) will be SW:TOR, again not just because of it’s Sci-Fi base, but also because how long can you be entertained by voice-acted story in an MMO?

But that got me thinking, what if SW:TOR is actually designed around the tourists? What if the goal is to attract as many people as possible initially, give them a good 1-2 months of gaming, and then expect and plan for them to leave? As long as they leave happy, you can bet they will come back in 6 months or a year to see the new story content you have added, and there might be a business around that pattern.

We know SW:TOR will sell big at the start, the combo of Star Wars, BioWare, and EA make this all but certain. We also know SW:TOR will charge both a subscription and have RMT elements in play (I believe this is confirmed?). So lets say the game sells 3-5 million copies (about what a major gaming title sells), and that base, spread out over 12 months, rotates in/out at 1-2 months a pop, re-subbing and also dropping a few bucks for some extra items/story/whatever. As long as SW:TOR overall image or ‘buzz’ is positive, that would still work at attracting new gamers and keeping former players interested in any new updates.

And really, this could benefit everyone in the market. For the players, you know you will have a solid experience to return to every now and then, eating up whatever has been added and then going back to either your main MMO or trying out something else. For EA/BioWare, they have a constant stream of revenue, and high motivation to continue improving and adding to the game in significant ways. And for other companies and the genre as a whole, SW:TOR does not completely monopolize a player like WoW, so those 3-5m players WILL be playing other games and staying interested in the MMO genre as a whole. Sound like a win/win/win to me.

Posted in Mass Media, MMO design, Random, SW:TOR, World of Warcraft | 21 Comments

What is Realm Pride?

In the land of MMO PvP setups, we know for sure that one style, freeform PvP, works. We also know that another style, pre-set PvP, has worked, but has also has a history of failure. The one major example of pre-set PvP success is Dark Age of Camelot, and many point towards ‘realm pride’ as a major reason for its success.

Before I get into the idea of realm pride, let’s first define the two styles a bit just to set some ground work. Freeform PvP is basically what Ultima Online, Asheron’s Call-DarkTide, ShadowBane, EVE, and DarkFall had/have going. It allows basically anyone to team with or against anyone regardless of any pre-set conditions (race/class/faction/etc), meaning you have countless ‘sides’ of various sizes. Population control is largely left in the hands of the players, and managing a huge empire of players is viewed as a highly prized ‘skill’ itself. This style is certainly not problem-free, but the system overall ‘works’ if everything else lines up. Shadowbane for instance did not fail because of its PvP setup, and games like EVE and DarkFall are better games thanks to the fact that sides are not pre-set.

A pre-set system is one where the sides are ‘pre-set’ by the developers, be it two sided (World of Warcraft, Warhammer Online, Aion) or three sides like in Dark Age of Camelot. (Nothing comes to mind above three). The idea is to start everyone on a team, avoiding the troubling of joining a clan/alliance before having friends to fight with. The very well known problem is always population balance, as one side being more popular than another creates serious and difficult-to-fix issues. This problem is of course magnified if you only have two sides, as you only have one option for an opponent and you fight the same population imbalance at all times. You can’t ‘team up’ on the popular side, or have a side battle between two smaller sides. Once the overpopulated side wins a few encounters, the under populated side begins to lose moral and down the spiral you go.

So what lead to DAoC players feeling a sense of realm pride, or more importantly today, what ingredients might you need to replicate that and pull off a successful pre-set PvP MMO?

DAoC had the success it had because first and foremost, it was a very good game. Interesting classes, good (not perfect) combat mechanics, and a solid engine to run it all, DAoC had the basics and not-so-basics of an all-around good MMO game. Remove even a bit of that and all that realm pride stuff flies out the window fast.

Beyond just being a good game though, DAoC featured a war with three pre-set sides unlike the failed PvP in MMOs such as WoW, WAR, and Aion (soon on that one anyway, and no, an easily exploited NPC side does not count). At least with three sides, you bring in some diversity to any engagement, and population imbalances can in part be ‘corrected’ by the players when two sides team up on one, directly or indirectly. Moral is also not crushed after a defeat since the next battle might be a different combination of friends/enemies. Even the ‘little guy’ has a chance to win battles if they time their entry correctly, or strike when the two other sides are already pre-occupied. Point being, everyone has options, and as long as you have options, you have a chance.

So when exactly does realm pride start to factor into all of this, and how important was it in regards to DAoC’s success? IMO realm pride was the natural progression of players who were playing a game that ‘worked’, rather than some magic formula or feature that Mythic created and then failed to replicate with WAR. The idea of realm pride naturally builds when you are invested in anything that is going well, is enjoyable, or is worth caring about. Players in successful EVE alliances have ‘realm pride’ for their alliance, just like DF players have ‘realm pride’ regarding their clan. The reason realm pride never took off in WoW or WAR is not because some ‘special sauce’ was missing from those games, but just the general fact that neither game had great PvP to begin with, and so those players never felt heavily invested.

With WAR in particular, Mythic missed the boat on replicating DAoC realm pride because they did not deliver a game that was good enough to get heavily invested in. The RvR in WAR was not good enough to log in and care how your side was doing, or how it did the day before. You can point to the fact that Relics in DAoC meant a lot more than capital city stars in WAR to those playing, or that keeps in DAoC seemed to attract more fevered offense/defense than in WAR, but realm pride (or lack of it) is not the direct answer to ‘why’ that is/was.

It’s tough to say whether a third side in WAR would have outright saved the game and allowed it to keep more of its initial player base, or to at least stop it’s bleeding once the tourists moved on, but would anyone argue that a third side would be anything BUT an improvement? The question that is sadly likely never to be answered is just how far away was WAR from being a great game? In many ways it was far superior to DAoC, yet when it came down to what mattered most, a prolonged interest in RvR, it failed. How many people would still be playing if instead of going down to two sides, Mythic had gone UP to four, or even six sides? Would the topic of why WAR players never felt a sense of realm pride even be an issue then, or would many of us instead be talking about the underhanded move the Dark Elves just pulled off when the Dwarves and High Elves were fighting over a capital city?

In short, creating ‘realm pride’ is not a magic fix or feature that can save a pre-set PvP MMO. It is a reflection that what you have created ‘works’ for those playing, that they care enough about what you are offering to go above and beyond their normal routines and to get more involved. When you’re players start to genuinely care about what happens, you know you have them hooked for months to come.

Posted in Aion, Asheron's Call, Combat Systems, Dark Age of Camelot, Darkfall Online, EVE Online, MMO design, PvP, RvR, Ultima Online, Warhammer Online, World of Warcraft | 28 Comments

Why the WoW PUG scene is so great now

EZmode = happy masses.

It really is that simple.

The reason your PUG group today does not implode halfway through an instance like before is because short of getting the five absolute worst players on the server in one group, you will likely no-wipe clear any instance. Given that, and the fact that you don’t actually need to talk to your group (who needs strategy talks when the strategy for EVERYTHING is AoE and loot, and who needs to correct a poorly playing player when you will win regardless), its a magic formula for PUG happiness. Even the ninja-looter has to try extra hard to get noticed because everyone gets a token for much better loot anyway.

And lets face it, if you wanted a challenge, and you wanted to still play WoW, you would not be PUG’ing instances. You would be in a progressive raid guild and wiping to learn a new boss (it’s still possible to wipe on a raid boss in WoW, right? Or has that been ‘fixed’ and made more ‘accessible’ too?), or at least running instances above your level with a set group to make things interesting (but then even noobs can do that now).

Personally I don’t understand what is fun about steam-rolling everything at all times (which is partly why I find Torchlight to be just an ok game that can’t really hold my interest for long), but clearly so long as you are being rewarded and called a hero, many love it. Puzzling to me, but whatever works right?

Posted in Combat Systems, MMO design, Rant, World of Warcraft | 44 Comments

New Player Guide vidoes for DarkFall

You might have noticed the two youtube video links just below the DarkFall Community Publisher image that were added yesterday. The series does a great job of showing any new player how best to spend their first 8 hours or so in-game, and applies to all races. Good production value, nice music selection, and very solid tips.

Only addition I would make is to also mention the new title quests that are available in all racial capital cities. As many of them ask you to kill the easier mobs of Agon, you might as well be getting credit towards those as you skill up.  Very good stuff though, and they make a fine addition to the DF CP initiative. Here is a link to the Spotlight about the videos.

Posted in Darkfall Online, Site update | Comments Off on New Player Guide vidoes for DarkFall

Noobs all over Agon!

While it’s been some months since I’ve felt like a noob in DarkFall, a few sources are just getting their feet wet in the game. I’ve written here on numerous occasions that DF is growing, and the only way you do that is by bringing new players into your game (DF avoided the worst of the tourist phenomenon by making it next to impossible to buy the game initially, so growth now really is new people trying the game rather than older players returning to check it out a second time).

First up there is this post over at MMOCrunch, talking a lot about the PvE of DF and how that aspect might surprise people. While the highlights for most are indeed the PvP encounters, there is more to DF than just fantasy Counter-Strike matches, and the game is enjoyable for more than just those who wish to PvP at all times (I’m one of those players, spending more time doing non-PvP things most days).

Up next is the 30th day of the DukeStreet blog trying DarkFall for a month. The whole series of posts is a good look at the game through the eyes of a new player and his day to day life, and overall shows that DF really is what you make of it, for better or worse.

Finally the head tourist himself (I believe I awarded you that title a while back, did I not?) has taken the leap into DarkFall. On display here is the now-common player progression through the first few days of DF, starting with utter hate for 99% of it, then slowly getting comfortable and understanding some of the design decisions and the overall ‘method to the madness’. DF really needs a disclaimer stating you will most likely not enjoy your first day in the game, especially if you have mainly played WoW-like titles. At least Pitrelli did not EG his time in DF and ragequit before giving it a fair shot, props for that. Now find a clan and really see what it’s all about!

(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 | 10 Comments

PvP happened

PvP happens daily in DarkFall, as after all it’s the basis for the game and the primary reason most are playing. Every once in a while though things come together and some really, really good PvP happens, and that was exactly the case last night.

I logged on just after VAMP/NEM did something PvP-like on Yssam, and everyone was recalling to the mainland for round two. The target was Aradoth, a city owned by the Super Friends alliance (Black Shields and Co), and so a group of just under 40 of us rolled out from Dag and headed east. Once inside the city, we quickly locked down the bank area, killing a few players and bind camping the ten or so bound there as we dropped a few Dragon cannons to disable the zap tower.

Once the tower was down we moved outside, spawned two Spider Scarab warhulks, and proceeded to take down the three gatehouses and some walls. As this was happening our scouts reported that the SF were gearing up at a nearby hamlet and preparing to attack. Packing up the warhulks, we rode out to meet them.

Somehow SF managed to get behind us as we rode to the hamlet, and as we crested a small hill the order was given to turn around and engage. This was somewhat unfortunate because our members were not able to buff up or really get organized, and the SF smartly charged in mounted while our side was about 50/50 mounted and those who decided to start on foot. From a very quick scan it looked like they had brought similar numbers to ours (I’ll leave it to ForumFall to debate who had more, but it was basically even).

I personally stayed on my mount as my strength is melee combat and I was wearing a mix of full plate and scale, which makes using magic all but impossible. The battle started out well for me as I picked out an enemy on a drake and did my best to stick to him. I got in a good number of shots on both his mount and him before his support took down my horse. Once on the ground I quickly switched to my bow and finished off his mount, intending to charge him and take advantage of his lowered health from the mounted fight.

As his mount dropped two enemies got between him and I and I was unable to pursue. I instead pulled out my one handed axe and shield and parried up, hoping to either stall or discourage the two enemies and not get too low on health. The tactic worked and soon one of them turned to fight someone else, while the other guy kept his eye on me but having missed his disabling blow to take down my shield, he could do little against me.

We traded a few blows as I tried to time my swings and get a hit in before again raising my shield, and as this was happening I noticed a mount just a little ways off sitting without a rider. Ditching the engagement I ran straight for it, hopped on, and rode out a little to re-examine the battlefield.

Both from my view and from vent chatter I could tell the battle was not going our way, yet those still alive were deep in it and some were having more luck than others. I saw one of my clan mates being chased by a battlehorn rider while he was on foot, and rode out quickly to try and assist. We were able to kill the battlehorn, but as it went down more enemies again showed up and we could not focus down the rider. My own mount was quickly bowed down by the new arrivals, and as I ran to recover two enemies gave chase and began firing arrows and magic at me.

Here I made a mistake and rather than turning right away to face them, I continued to try and dodge as I made my way over to a pocked of allies. Before I was able to make it more than halfway, my health was low and I was running out of options. Figuring death was near, I quickly pulled out my two handed sword, did a 180, and charged into my two pursuers. The shock of my attack wore off quickly however, and though I was able to land a few good hits, they soon had me down for the count. Before I could even call out for help on vent, one played finished the gank and the red swirl of death washed over my screen.

I listened on vent as the last remains of our group was taken down, and the discussion turned to what went wrong and how we could have done better. One clear mistake that was made was allowing the enemy to dictate when the engagement happened, as we had control of their city and should have easily been able to scout out their location and prepare. The other mistake that was made was that our groups got too scattered, and we were not able to support and assist each other when needed. Finally, fighting so close to their city meant they had reinforcements that arrived shortly after the battle broke out.

All that said, it was still a great battle and a good show of force by two of the top alliances in the game. While it would have been great to come out on top, even in defeat we learned some good lessons and look forward to the next engagement. This was certainly just the beginning to what is sure to be a good war.

(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 Combat Systems, Darkfall Online, PvP | 3 Comments