DarkFall in-game reaction to Eurogamer.

Silly sandbox…

Reaction to the eurogamer review in DarkFall

Reaction to the eurogamer review in DarkFall

Posted in Darkfall Online, Mass Media, Random | 6 Comments

FreeRealms: Gay Simulator, 2/10 score after 20+ hours played.

I want to write a bit more about the whole Eurogamer ‘review’ of DarkFall, because I feel some people are missing exactly why this is not just ‘someone not liking your game’, but actually a much more damaging two pages of lies. It’s one thing to give a bad review of a game based on design decisions and your opinion of them, no issues with that. It’s another to lie about both the game itself and your time spent playing it. That is not okay for a variety of reasons.

First let’s start with the facts. It’s very clear that the reviewer never got beyond the most basic aspects of DarkFall. He figured out how to move around, how to swing a weapon, and how to ask for help in public chat (check the screenshots). All of that takes a few seconds when you first log in. After a few minutes, you figure out how to manage your inventory/hotbars, how combat works on the most basic levels, and you start to get a feel for what is going on in DarkFall in terms of the world and it’s PvE/PvP balance. The reviewer never reached the second stage, yet claimed he played for nine hours. Either it takes him nine hours to figure out the same thing it takes most people a few minutes, or he is lying. Let’s give him the benefit of the doubt and assume the latter.

The major difference here however is his trash got published on a major website, and not some troll posting on a forum or commenting on a blog. His lies are picked up by sites like:

Warcry, who add about as much to the story as the reviewer added to DarkFall, good effort and explains why you are so relevant today.
Massively, who try to stay neutral, which in part gives some credibility to the initial piece due to a lack of research.
MMOCrunch, who admit to their in-game time, and at least give solid reasons for disliking the game.
Keen and Graev, who’s personal review style can be described with a simple: “1st month? Best game ever. Second month+: worst game ever, but this upcoming title is Awesomesauce guys!” trend each month or new release.
And finally Kill Ten Rats (I site I love, which is why I’m disappointed most by their post), who unfortunately quote some of the lies in the piece and take joy in its final 2/10 score, again a major failure in basic research.

Metacritic also considers the Eurogamer review in its overall ranking, and we know some studios (not Aventurine) base pay bonuses on a games final metacritic score (not to mention stock prices are also affected if a major game gets panned or praised). If someone reviewing your work blatantly made up lies, and this affected your paycheck, would you not react?

This is not whether DarkFall should have scored a 5/10, a 10/10, or a 1/10. It’s not a debate on how long someone has to play a game before they can pass judgment. It’s about a major news site publishing lies, and then standing behind them when called out. If I wrote that FreeRealms is just a gay life simulator because I read you can play a fairy (but in my review I say I’ve played it for weeks and it is indeed just that), and CNN or BBC quotes me on that, do you think SOE is not going to react? If enough news sites misquote the story and eventually “FreeRealsm: Gay simulator” is the headline, you think Sony as a whole is going to sit back and just lulz about it while portfolio managers adjust earning expectations and buy/sell rating based on the size of the gay simulator market? If you see the headline that FR is a gay simulator, are you as an average customer looking for a kids game going to rush out and find out more, or pass on it and never look back?

Eurogamer made a mistake in paying this guy for the review. They made another mistake in never checking his work. They made the biggest mistake when they backed him up after being provided countless examples of his lies and factual errors. Get it right: fire the writer, take down the review, and issue an apology to both Aventurine and the gaming community.

(Side note: In case someone wants to read a review by someone who has actually played the game beyond character creation, check out this 60 day write-up by Paragus Rants (from Inq, my DF guild), and the beta impressions linked within, which at least offer factual information along with real player opinions)

Posted in Darkfall Online, FreeRealms, Mass Media, MMO design, Rant | 22 Comments

That awesome DF review? It gets better!

Continuing to dig the hole a bit deeper, the fine folks at Eurogamer posted this response to their award-winning journalism.

Tasos responds here.

Aventurine 2, trash website 0.

I can’t imaging what Eurogamer is going to do with their second review. Either it’s going to be another 3 minute login laughfest, or their reviewer is going to realize 90% of what the first review stated is indeed BS, as already pointed out on the DF forums. Either way, it’s going to be entertaining. One would think only forum trolls are capable of this kind of nonsense, but I guess gaming media really is desperate these days.

Posted in Darkfall Online, Mass Media | 12 Comments

The worlds most accurate DarkFall review!

First, go read this fine piece of gaming journalism.

Done?

Amazing right, I mean that guy has the game down to the minor details, everyone quit DarkFall NOW!!

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Oh now wait, it seems Tasos from Aventurine did a little digging, and I guess the guy did not exactly get as far into DarkFall as he claimed… Check out the comments section for the article too. See all those lemmings chiming in after? Priceless.

Nice to know at least some developers are willing to call people on their BS, nicely done Aventurine.

Posted in Darkfall Online, Mass Media | 40 Comments

DarkFall: Siege fail

Ah poor planning, how costly it can be.

Our second siege as an alliance took place Sunday, and it did not go well. We had a good turnout of perhaps 50-70 members, the rest of the server seemed to be taking the weekend off from seiging (no server crash), and overall people were excited to give this another shot since the server crashing cut our last attempt short.

The plan however seemed a bit odd, at least from my perspective. We all traveled to the target hamlet, had our shard carrier declare the siege, and he along with 19 other members rode out to the shard defense position while the rest of us waited in the hamlet. The first head-scratcher is why we left 30-50 people in the hamlet when it was invulnerable for four hours. Sure we could keep the enemy from taking up defensive positions, but in that particular hamlet it’s fairly easy to rush inside, so holding the hamlet beforehand has little value. As it turned out, a ‘neutral’ 3rd party arrived at the hamlet with a superior force and drove us out anyway.

Meanwhile, the shard defense party was attacked by the hamlet owner’s alliance and friends. The defense spot that was picked was on a large, very high plateau, accessible by only one slow-moving lift. On the plateau itself are several large multi-floor buildings, each floor accessible by a small rope lift. The plan was to defend the top floor of a building, and rain down magic and arrows on the attackers as they make their way up the lift. Not a terrible plan, but one with a few flaws, the first being the actual position itself.

It’s my opinion that defending the first lift, the long one up to the plateau, would have been the superior choice. That lift has a much higher distance to travel, meaning more time to fire at the attackers and a death drop if they try to jump off and escape. In addition, anyone who reaches the top can easily be knocked back to their death with either a mount or the knockback skill. The lift has only one exit, and while somewhat wide (6-8 side-by-side in length), still easier to hold than the top of the building, which opens up on all sides. Finally, within a minutes run to the lift is a wilderness bank with a friendly tower. A secondary defense group could be placed in this location and instructed to rain arrows from a safe distance on those getting on the lift or dropping down from it, in addition to delivering killing blows to anyone who falls to their death to prevent them from being rezzed back up. Close proximity to the bank would also allow the defenders to quickly restock arrows or other needed gear, and the tower would ensure that only friendly-race players could get close, and no fighting between non-war declared players could occur.

The other tactical mistake defending the building lift over the first is the building itself. The rope lift stops at every floor, which allowed the attackers to ride up one floor, get off and heal, and wait to jump back on for another floor, greatly reducing the overall time the defenders had to spam magic and arrows. And since the lift is located inside the building, there is no place to knock someone back. The one advantage to this lift over the first is that it’s much smaller, so less attackers could make their way to the top each trip. However it’s still big enough for 10 or so attackers, so not a small force by any means.

Finally, the attackers used some unintended game design to grab the advantage. Currently in DarkFall when you first log in, you are given an immunity shield for two minutes, designed to prevent getting killed before your screen loads. The attackers used this in a ‘creative’ way, logging out just before the lift, logging back in, and riding up the lift with their immunity shield still active. Underhanded for sure, but not technically an exploit (although it’s likely a future patch will change this mechanic, as the last one did for shard carriers being able to enter friendly cities). Once the advantage of the lift was lost, the attackers overwhelmed the defenders 50v20 (according to forum posts by the attackers), killed the shard carrier, and ended the siege.

Had the shard defense been all 50-70 strong, we would likely have held off the attackers, even through the use of the invulnerability shield (it drops whenever you do something besides walking). In addition, had the defense been set up at the first lift, they could have held even with 20, since knockbacks work through the invuln shield, and they could have knocked at least some of the attackers off before killing the others (the first lift takes a good minute or two to travel up and down, giving the defenders plenty of time to kill the first wave before a second arrived) Even had the shard carrier survived, it’s unclear whether our force was strong enough to attack the hamlet and destroy the clan stone, but with both the tactical mistakes and the underhanded use of game mechanics, we never got the chance to find out.

Posted in Darkfall Online, PvP | 9 Comments

DarkFall patch: PvE love

While I have yet to really comment on a DarkFall patch, today’s update and design note are a bit more than the usual “fixed some bugs, changed a few % for skill X”. The design note is aimed at new, solo, and small group players, while the patch itself contains a few interesting changes. Let’s call this patch “a step in the right direction for a bad garbage game beyond repair”, and hope they add Trammel in before the server shuts down in :checks watch: two months and we all leave to play a fairy.

The design note stated that Aventurine is trying to make things a little easier for solo and small group players by adding more newbie mob spawns. That in itself is a fairly standard MMO addition, and considering that the weak mob roster was basically limited to goblins, zombies, and trolls, it needed some help. The not-so-standard part is that instead of adding these mobs near the starter areas, Aventurine has populated the subcontinents and smaller islands around the mainland, with the idea being that solo or small group players will head out to these more remote locations to set up shop, giving them some life and activity.

It’s certainly an interesting approach, and one I would call foolish had I not seen players living on these smaller islands myself. Having been to these islands, and seeing that some players are already living there, I think this design could actually work. It’s not intended to drive ALL new players off the mainland and force them to live like hermits, but rather to give those who really want to solo or play in a small group a more suitable area to do so. PK raids will still happen, but I’m guessing they won’t be as frequent as the more popular mainland spots, and those living on the islands will also be able to head out to other areas to farm tougher mobs or to go PvP.

The next logical step is to further expand on this idea, and perhaps give those smaller groups low-value hamlets to own and build up. They would need to be low value to remain ‘off the radar’ of the bigger alliances, but would still be something to fight over and benefit from owning. The low-value aspect does not just mean smaller, but the location itself is important. If a new hamlet is on a small island surrounded by weak mobs, far away from any ‘high value’ targets, alliances looking to strengthen their position on the mainland are likely to ignore them, especially if the number of allowed bind points in the hamlet is under 20. Defending such a location by having to swim out would be too great a hassle for busy alliances, while they would remain viable for smaller groups looking to own some property.

This is also a good focus for Aventurine, as overall the alliance vs alliance war aspect works. Bugs exist, and some things are still unbalanced, but this has not stopped warring factions from sieging each other almost daily, and most players involved in a siege come away impressed and entertained. They truly are a blast to be a part of, and will only improve as players adopt more advanced strategies and bring out bigger toys. Strengthening the small group experience is a logical step not only to allow those with that play style to prosper, but also to discourage the mass zerg alliances like Hyperion or Goons. DarkFall is a lot more fun when you are surrounded by enemies rather than having allies for miles.

The patch itself contains this interesting note:

Auto Harvesting Enabled. Simply stand in front of the resource node and click the left mouse button. Your character will continue to harvest from the node until the node is depleted, character runs out of stamina, or is interrupted.

At first glance this sounds like Aventurine is encouraging its players to macro unattended, but I don’t think that’s the effect it will have. Since harvesting nodes are no longer instanced, most nodes in high traffic areas are always empty, forcing players further out into the wilderness and into PK routes. Left clicking on a node and walking away won’t make you rich with resources, it will simply leave you as a more valuable target for roving gank groups or red players looking for an easy target. What this change does allow is for players who are actively harvesting to no longer have to click-click-click while doing so, instead allowing them more freedom to socialize. Currently one of the more annoying things is trying to actively harvest and chat, as you have to continually click off the chat window and into the world every ten seconds or so. I’m guessing auto-crafting will also be added shortly, as again nothing says fun like sitting in town clicking ‘craft arrow’ every 20 seconds 200 times to make some arrows, or cooking up that stack of 300 swordfish.

Mob AI has also been improved, which always makes you wonder. (side note: how many MMOs continually improve their mob AI in a patch, outside of adding anti-exploit functionality?) One of the more recent patches allowed mobs to detect when you are aiming at them, and caused them to dodge back and forth when they see you targeting them. It will be interesting to see what this AI update changes. While DarkFall is a PvP game first and foremost, having a solid PvE game to support this is important, so long as PvP balance is never sacrificed to benefit PvE. And while PvE is not the sole focus in DarkFall, it’s at least a bit more challenging then mindlessly auto-targeting same-level mobs clicking 1-2-1-3 with zero chance of death like in most MMOs, even without factoring in that you ALWAYS have to expect a PK to come around the corner.

Like EVE before it, DarkFall is still evolving rapidly as players come to terms with all the systems and features. The world already looks and plays different than it did a month ago, and who knows what the next weekend, let alone month, will bring.

Posted in Darkfall Online, MMO design, Patch Notes, PvP | 7 Comments

“You gotta keep em separated”

Lum has a post up today breaking down a recent Bartle presentation about game design. F13 community quotes are included in the post, and Lum’s conclusion is that we should be discussing how to merge the gamer-types playing WoW with the MMO players in EVE.

An F13 post he agrees with is basically the view of a gamer; the player looking to be the hero in a world catering to him, rather than to be a player taking part in that world. Included here is the mention of EVE, and how only a fraction of the player base takes part in what many point to as the best content; the high end politically-driven warfare in 0.0 space. What strikes me as odd here is the failure to mention why that percentage is so small. It’s not because EVE requires you to grind out enough hours to reach a certain item level or attunement, so only those with ‘no life’ are able to reach the more exclusive content. It’s because the majority of the play base would rather mine rocks, dabble in trade, and run missions because that’s the ‘safer’ content. 0.0 is this big scary place where all the bullies hang out and you don’t want to get beat up. Unlike in RL, the option to take part in something meaningful is available to everyone, but like RL, many opt out and take the quick and easy path to more instant gratification. (Big mac vs home cooking and all that)

That’s why you can’t really bring the two styles together. Those that want the ‘hero’ path handed to them are not looking to distinguish themselves (although they often lie to themselves and say they do), while those who play for a chance to do something meaningful are turned off if that option is not available. Calling your class a ‘hero’ does it for many, but for some they would rather try and earn that title rather than start with it. (even if most know they will ultimately fail, it’s having the option to try that is important)

It also comes down to how ‘dedicated’ you are to the MMO hobby. Going to a bowling alley and playing with bumper rails is good fun for some, while a serious bowler would have his experience hampered by the rails. The serious bowler is not a ‘better’ person because he scores 200+; he is simply more dedicated to that particular hobby. Mixing the two players into one league would not be entertaining for either player.

Posted in EVE Online, MMO design, World of Warcraft | 7 Comments

Home court advantage in DarkFall

I was hoping that after this past weekend, I was going to have a post about our planned siege in DarkFall to capture a local hamlet. Unfortunately the day before our planned siege was the day the Cold War broke, and the alliance leadership decided to take advantage of that opportunity and strike. As time was winding down on the hamlet, the server crashed and ended our opportunity. Even though we never got a chance to execute the full extent of our plan, we still learned some good lessons concerning sieging in DarkFall, and our next go-around should go that much better.

One of the major challenges or advantages currently is the size of the world and the available travel means. The world is absolutely huge, and riding a mount is the fastest form of travel, which naturally favors local combatants versus long-distance forces. Not only must the traveling side initially cover more ground, but upon death they are also further removed from combat. If you are defending a hamlet or city which you are bound near, you will naturally be able to jump back into combat much faster than your invading enemy. It’s this inclusion of meaningful travel that helps to localize communities in DarkFall, and makes defending vast empires like Hyperion or the Goons more difficult. 

The other major advantage a local force has is their knowledge of the terrain down to the smallest details. Knowing the layout of the rocks and trees over the next ridge might not seem very important when you are just riding through, but when you are chasing someone fleeing on a mount, knowing the best location to jump off and fire arrows is critical. Pick the wrong spot, and the enemy will be able to hide behind trees or other terrain features, while the right spot will allow you to fire enough arrows to bring that mount down. If you come across an enemy group and they flee, knowing the local area will help you corral them into unfavorable terrain, be it water or impassible mountains. Without that knowledge, you will likely just end up in a long chase which results in your enemy’s eventual escape.

These types of details won’t become known until you run into a situation where they are needed, and that need depends on multiple factors. How active you are in local PvP, how often you fight quality opponents, your preferred fighting style (melee, mount, range), the size of each engagement; all of these things eventually add up and give you an edge when fighting on your ‘home court’.

Posted in Darkfall Online, PvP | 6 Comments

More FreeRealms price wondering

Just to follow up on the FreeRealms post below, how many of you are going to PAY for FR? I see a ton of people say they will try it, but I’m not hearing a whole lot of talk about all the features people are looking forward to buying (card game is the only one mentioned AFAIK). How much money are you going to invest is what many are calling a secondary MMO?

While FR can’t really be compared to a standard subscription MMO, I also don’t think you can make a comparison to traditional F2P games either. F2P games are generally budget titles with low development costs aimed more at tossing out ten titles and hoping one is a hit. FR is not one game out of ten SOE hopes will find an audience; it’s FR or bust for SOE here.

FR drops the upfront profit of box sales, meaning they forfeit the gains made from the tourist population. Everyone knows AoC and WAR both got a large chunk of change from initial sales before settling into their market size, and FR won’t be able to benefit from this post-WoW effect. This also increases the pressure on getting more people to not only pay, but pay for a long time. Everyone who quit AoC/WAR in the first month essentially paid a subscription price of $65 for that month, equal to a bit more than four months of ‘normal’ subscription pay, or a full year of the FR sub price. So even if every single tourist actually pays for 12 months of FreeRealms, SOE has only managed to collect what Mythic or Funcom collected in the first month.

This all leads me to believe the RMT factor in FR will be higher than I’ve read, or SOE really believes they can get millions to pay the $5 monthly fee. The issue I see with RMT, and I’ve said this before, is that while someone with a credit card might be willing to pay a few bucks on impulse, a child playing FR has to ask mom/dad to buy them that pink bunny. How many parents are going to allow their child to rack up $15+ of RMT transaction a month? Remember that the business model behind RMT is to accept many, and profit off the few that go overboard. With a third party (the parent) controlling the cash flow, that will significantly curb the ‘addiction’ of RMT that we see in traditional F2P games (not to mention that the basis for that RMT is usually to gain power compared to others, usually in an end-game PvP setting, which is clearly not going to be the case in FR)

Side note: This discussion of FR puts the actual gameplay aside. If FR is amazingly fun and gets 11 million paying customers, that minimizes the impacts of a bad business model, just like if FR is terrible and has 10k paying customers, no amount of cleaver payment plans will save it. I’m simply trying to further understand and analyze how SOE seeks to capitalize on FR with their current pricing model, as it’s clearly different from the standard $15 a month we normally see.

Posted in FreeRealms | 9 Comments

FreeRealms from a distance.

While I personally have zero interest in playing FreeRealms myself (shocker I know), I am interested to see how it all plays out for SOE given some of FR’s design decisions. FR all along has been marketed as a kid-friendly game, one set more to challenge Club Penguin than WoW, and certainly not a game aimed towards MMO gamers who are currently playing WAR/LoTRO/EQ2 etc. Is the ages 12 and under market big enough to support FR, especially at a free or $5 a month price point, and is the design behind FR the right one to keep that market playing for months on end?

The first issue I see is the market/price. At $5 a month, FR needs 3x the number of paying subscribers to make the same revenue a standard MMO makes. In other words, FR needs 900k+ just to match WAR’s 300k+ in terms of income. FR also has RMT elements, but those might be balanced out by the far larger group of free players still using bandwidth and customer support. It’s yet unproven whether dropping your price down to $5 will encourage 3x the number of people to pay, all other things being equal.

The other issue I see is player retention given its design. With no upfront cost for a box, the option to see 40-60% of the content for free, and needing each customer to play 3x longer to equal the same revenue of other MMO games, FR relies on its paid content to excel in order to succeed. While I can’t comment on the actual quality of the content itself (reviews seem to be mixed on this), I think the way it’s delivered could pose some problems. With all classes and content being instantly available, FR seeks to reduce the usual MMO ‘grind’ to get to the good stuff. In theory it’s a more ‘friendly’ approach, but MMO history raises some issues.

In WoW, pre-dailies, players would only play one of the four available battlegrounds in order to grind out welfare epics. The one battleground played was not because it was the most fun or entertaining content, but simply because one could grind out the most points in the least amount of time. To a lesser extend, this also happened with instance runs, players ignoring the tougher or less rewarding content and only farming the highest gain spots. The addition of daily heroics and weekly battlegrounds changed this, not because they made the content more fun, but because the reward was increased enough to attract players to it, therefore extending the contents shelf life. How many players delayed quitting WoW because they had yet to finish grinding towards some daily reward, despite the fact that they were still playing the same unchanged content?

In WAR, RvR is clearly the games best feature, but that content was largely ignored until Mythic added significant player incentives. Prior to this, many players sat in warcamps and chain-queued scenarios, again not because this was the best content, but because it was the most rewarding. Only after changing the reward balance did the players adjust their playstyle, and overall helping make the best content in WAR possible (and the game better overall)

While FR is not aimed at the same crowd WAR or even WoW go for, it’s tough to think an entire player base will game so radically different than everyone before it. Playing for the fun of the content, rather than the epix it provides, is more a DarkFall mentality than a mass-market MMO mentality, and I don’t think FR is aiming for DarkFall numbers. While the solo player activities won’t suffer much from this, what happens to the group-based ones? What if (just an example) kart rider is less rewarding than mining, and so the majority of players grind away at mining and ignore kart rider, leaving only a few players to sit in long queues just to get a race going. Will this issue only become more prevalent because all content is always accessible? And if you allow players to grind away at their given activity, how long until they tire of that content, even if it’s of high quality, and stop paying the fee to use it? Players are well known to over-focus on rewarding aspects of a game, many times to their own determent. How does giving players all access instantly play into this, especially when the goal of your product is to retain that player for months? (and theoretically that player already had a much shorter attention span due to age)

While I don’t doubt FR will attract a lot of eyes to its product, I’m skeptical how many of those eyes it can convince to pay for select content, and even more skeptical on it’s ability to keep them paying for months on end. The tween market is notorious for jumping from one fad to the next, often at random, and it will be interesting to see if a product like an MMO is able to retain them long enough to profit.

Posted in Darkfall Online, FreeRealms, MMO design, Warhammer Online, World of Warcraft | 14 Comments