Taking genius for granted

As I interact with MMO players across the genre in different games, a common theme has started to develop; either you are an MMO player with EVE experience, or you aren’t. And I don’t mean ‘EVE experience’ in terms of knowing how to fly a ship, or anything like that, but more in “you have seen EVE work in terms of its design, and you have seen other MMOs rise and fall because they fail where EVE succeeds”.

I single out EVE because whether you love Excel Online or hate it, the fact remains it’s the only MMO to not wither away after ten years, and if you are someone looking to actually get invested in a world (rather than tour a vacation spot), that’s important to you. I think it’s also important to note here that EVE today is, at its core, what EVE was in 2003. The game has not morphed into the latest gaming trend; rather it has expended and built off that core, drawing more players in while not alienating those who are already there. The same can’t be said for many (any?) other MMOs.

So with that said, this post from Jester mentions something (social hooks) as a given in terms of retaining players, when in fact it’s a rarity in the genre today. It just highlights my point above; if you ‘get’ EVE, you know the power of social hooks and accept them as fact. If you don’t, you focus on 4th pillars, personal stories, ‘accessibility’, and whatever else, and after 3 months wonder why everyone has wandered off and you are forced to sell hotbars while your doomsday clock ticks away.

To put it another way, at some point, someone is going to actually learn something from EVE, right? The genres prolonged tour of stupidity has to end at some point, yes?

(No. The answer is no, isn’t it?)

Posted in EVE Online, MMO design | 58 Comments

The Day LoL Died

Whelp, it’s been fun.

The picture of him is perfect too. That “would you like more welfare epics?” smile, those eyes that reassure you death is impossible, that hair that represents all his good ideas. Bastard.

(This is the welfare epics guy right? Wanted to get this rant out before getting the facts, even if said facts ruin said rant. That’s how you blog kids!)

PS: My bet is he is working on the next Riot title, not LoL. But again, rant>facts.

Posted in League of Legends, Rant, World of Warcraft | 6 Comments

ESO: Beta impressions

(If this post breaks the ESO NDA… um, sorry?)

I got to finally play ESO this weekend, and more than anything it surprised me. I wasn’t blow away and loved it, but I also didn’t hate it. I wish it was more sandbox, I hate some of the stronger themepark influences, yet after a weekend, level 8, and close to ten hours, I’m still unsure how I feel about the game, which is a good sign I think. Part of me expected to be disgusted with the whole thing instantly, and that didn’t happen.

The biggest surprise was how well the game uses the IP in some regards. There is no mini map, instead you get the familiar bar at the top ala Skyrim. It’s a small UI detail, but I love it. Just screams “this is Elder Scrolls” while also moving itself away from the themepark default.

I also like all of the random, small containers around the world that you can loot for little crafting bits, or read little lore notes; that’s straight out of Skyrim (and games before it), and while again a little detail, makes a small difference; finally you have a reason to check every room and corner for something, even if that something is pretty minor.

When you walk by NPCs in cities, they throw out little comments ala Skyrim. Immersion! Also first-person worked great and again pulled me into the game and helped distance it from ‘yet another themepark’.

I wasn’t listening to the quests (wanted to get as far as I could), but I did notice certain NPCs move with you from zone to zone, which story wise I’m sure is interesting, rather than having the usual one-and-done NPCs in most themeparks.

I don’t want to get into combat too much as I suspect some of it was debugger effected, but it feels like Skyrim. That’s not a total compliment as combat in Skyrim is pretty meh, but meh is better than straight garbage, which is what so many of these games have. I do like the system of limiting your available skills via hotbar slots. I know GW2 did something like this, but tying skills to weapons is more restricting and annoying (I don’t want to use a 2h sword but 2h sword has the skills I want, for example), while in ESO you have more freedom and options. Perhaps long-term the system sucks, but up to level 8 I liked it.

I mentioned in a quick post earlier the game being easy; it still was at level 6-8, but a bit better. I actually died because I pulled a mob group poorly, and I just wish MORE of the game was on that level rather than the usual PvE faceroll. I also have concern about the general PvE when approached as a duo or in a group; it feels like all of that stuff is balanced around doing it solo, which is again an unfortunate themepark flaw.

Speaking of themepark flaws, unlike Skyrim ESO is divided into zones rather than being a world. Hate that. The three early zones I saw were not small, but not huge, and while not as point-A-to-point-B as I’ve experienced in some themeparks, certainly did not have the feeling of freedom that you have in Skyrim, where you can just pick a direction and discover what the world holds.

I didn’t get a chance to try the PvP, although I’ve heard from those who have that it’s not bad (I’ve heard DAoC-like mentioned, but that is a tall mark to reach).

Graphically the game is interesting, in that the graphics are not worse than Skyrim (hyper-graphic mods aside), just slightly more cartoony. Character models look really good, while animations are pretty hit or miss (ala Skyrim). The game loaded quickly and ran great for me, but keep in mind I am playing on top-end hardware. No complaints on the sound, good stuff. (Funny side note 99% of you won’t get: some of the NPCs don’t have text recorded yet, so instead the text is read by a computerized voice. The voice made me think of the Barstool short videos, so I got a good laugh out of that).

Now for some fear/wishful thinking; if the later zones in the game are more linear, that would suck (how many MMOs have front-loaded the best stuff early after all). If the later zones are larger, more ‘worldly’, with the initial zones being more linear to ease people into the game, that would be awesome. If someone wants to confirm which it is, if that’s currently known, that would be cool.

So final verdict? Undecided, although a bit more positive on the game now than before this weekend. Looking forward to ‘testing’ it a bit more, assuming this doesn’t get the account banned.

 

Posted in beta, MMO design, The Elder Scrolls Online | 25 Comments

ESO: “Nobody believes that The Elder Scroll Online would be hurt by its business model if it had a Free2Play model with a subscription option.”

Totally dude.

ESO would be just as good a game with cash shop ad loading screens, devs spending time coming up with ways to get you to buy yet another hat/wing/item (eventually of questionable power), seeing said items on people around town (nothing says ES like neon wings or a baseball cap), and finally we would get the awesome immersion effect of the guards telling us to visit the cash shop rather than about that arrow in the knee.

What a huge loss for the game that it’s sub only. Total killer.

Posted in RMT, The Elder Scrolls Online | 16 Comments

That game under NDA…

It’s not possible to die, is it?

SDFKHDSGKHDSG GOD I HATE YOU THEMEPARK DESIGN!!!

(Wish the NDA was down, and no, the entire post would not be a gigantic rip job.)

Posted in Rant | 11 Comments

F2P MMO X dies

Quick observation: I find it interesting that pro-F2P people continue to point out that most new MMOs are F2P ‘for a reason’, yet don’t acknowledge that just about every month (or week), Massively has a new “this F2P MMO is shutting down” post.

Yes, I get that the MMOs that shut down are garbage, but maybe its time to link garbage with F2P a little closer?

Posted in Mass Media, Rant, RMT | 47 Comments

Themeparks: Raid or die

I’m on record here saying I have little interest in WildStar, but that from the outside looking in I think the game has a chance. One reason is the devs acknowledging that their game won’t be for ‘everyone’, and that they accept that. We’ll see if they keep to those words post-release, but I’d rather have a dev tell me that then talk about a 4th pillar or a manifesto of lies.

Reason two, and the topic for today, is the focus on raiding.

To me there are basically only two ways to keep MMO players entertained long-term; either you give them tools and make them create ‘content’ (usually via PvP in one form or another), or you produce content at a rate similar to what players can consume. I think sandboxes aim for the first, and themeparks aim for the second.

Currently, I believe raiding is the ONLY form of themepark content that developers can create at anything close to player consumption levels, and retaining players is the name of the game in this genre. WildStar is focused on raiding, and while that does limit its appeal on the mass market level, it also gives it a real chance to attract a niche and keep it (and a niche in the themepark space could easily mean 500k subs. If you can’t make $15x500k work for you financially, game design is not your main issue).

I also think there is more you can do with ‘raiding’ than what many of us remember it as (40 man, 3-5hr runs in WoW). There certainly is a place for large-scale, top-end raiding, where the upper tier throw themselves against highly tuned, very difficult encounters that, over time, become more accessible (not Blizzard ‘accessible’) to lower-tier guilds. I also think you can have a ‘lower level’ of raiding, where the encounters still take weeks/months to learn/complete, but can be done with 10 players, or with a guild that only raids two nights a week.

I don’t know enough about WildStar to know if they are aiming for some of the above, but if they are or eventually do, I think not only will that allow them to retain a certain crowd, but slowly expand to draw in ‘raiding lite’ players. Either way I’m interested to see what happens, and for that reason alone I hope all the other factors that could doom a game don’t happen to WildStar.

Posted in MMO design, WildStar | 14 Comments

SOE being SOE, take 9431

Jenks at TAGN about SOE’s latest bout with logic:

Wait.

They are going to give you the 500 spacebucks, but only if you log in…
So we can we reasonably conclude that there are people who forgot to cancel their SOE subs, who are paying $20/15 a month and not playing anything, who are in return getting 500 spacebucks, and SOE needs to fix that situation? Are they fucking kidding? That’s the problem they need to fix? People accidentally paying them $15 a month and using zero of their resources, are going to decide to play EQ2 and be able to buy some stupid tiger mount and an xp boost and pink hair? They’ll be deprived of all that revenue, ignoring the $15/mo they’ve been basically stealing from people no longer using their service?

Am I missing something here? That’s seriously the problem?

100% agree, and this is all so SOE it hurts.

Posted in EQ2, Rant | 22 Comments

Tower Wars Review

More tales from the Steam Winter Sale; this one about Tower Wars.

Tower Wars is a tower defense game, but with a twist! (gameshow voice) in that you are also responsible for buying, upgrading, and sending the unit waves against your opponent. The game has both single play and online modes, looks good for what it is, has a nice comical style, and so far has been relatively bug free. At the Steam sale price, especially for a 3-pack, it was an easy buy.

Some highlights:

This is a “build a maze” type of tower defense game, rather than the “place towers in pre-set spots” style.

The different maps do play differently in terms of strategy, plus the game randomizes the location of your three gold mines (upgrade to get more money), which take up 9 hexes , so even the same map will change a bit game-to-game.

Tower variety is somewhat limited (8), but they cover all the basics. A nice twist is the lava tower, which takes up 9 hexes and has 6 ‘attack points’, making it very effective but also somewhat difficult to place.

Same goes for your unit options. You have 9 units, all with different stats and abilities. Along with three levels of upgrades per unit, you also have a general unit tree where you can upgrade health, armor, shields, etc.

The AI is solid. It knows how to build a maze, sends unit waves using some basic strategy, and overall will give you a good battle as you learn the ins and outs of the game.

Online 1v1 ranked play works well (10 games in). I’ve not noticed any lag, matches take between 10-20 minutes, and in those 10 games I’ve seen more than a few interesting strategies.

Three Player Co-Op has entertained us so far. It uses a unique map that gets semi-random parts destroyed as you go along, and is a pure “you build and fight off waves” style rather than having to balance building with sending units.

I can see a lot of potential fun in the 2v2 and 3v3 modes, but of the one 2v2 match we got, it took a 10 minute queue. No luck (in limited searching) for a 3v3 match. You can play vs random players, or invite friends off your Steam buddy list.

If you enjoy the tower defense genre, and especially if you have a small group to play with, Tower Wars is a solid buy. Feel free to friend me on Steam (Syncaine) if you pick it up, we could use a few more to play some 3v3 games.

Posted in Random | 3 Comments

ESO: The “make a good game” problem

Clearly a Forbes writer is a big fan of this blog, what with this copy/paste job of an article. I’ll excuse the lack of a h/t this time, but clean it up will ya? Anyway, since everyone is jumping on my wagon about ESO, I’ll just have to argue with myself today for content.

The (incorrect) Lessons of The Old Republic

The biggest lesson from SW:TOR isn’t that you can’t have a big budget, or that you can’t launch with a subscription; it’s that if you are going to spend a giant pile of money and ask $15 a month, don’t launch a terrible game. SW:TOR is terrible. The 4th pillar was a sad joke when they announced that in 2010, it was a sad joke at launch, and how many of those ‘big content releases’ have built upon it?

Remember how SW:TOR launched without an end-game, and just expected millions of players to reroll and progress alts through the same lame content over and over to hear the unique bits of voiced dialog? Or how EAWare expected MMO players to spend months grinding to the level cap because they wouldn’t be smashing spacebar across the 4th pillar?

Yes, there are lessons to learn from SW:TOR. Plenty of them. Big budget/sub fee is not one of them.

Also, the notion that the ES IP is weaker than the SW IP? Across all brands globally sure, but in the realm of videogames, and especially RPGish ones? I’d say ES is the stronger IP here. How many copies did Skyrim sell vs whatever the last SW game was?

I’m also continually amazed at this “oh nooz $15 a month” stuff. What today doesn’t have a subscription? You pay monthly for Netflix, you pay monthly for console services, you pay monthly for cable/internet/phone. Services like Twitch.tv are rolling out subscription options. In 1997 when UO launched yes, asking for a monthly fee for a game was something new and a hurdle. In 2014? If the tiny cost of $15 a month is a deciding factor for you, spend less timing gaming and more time reevaluating your life, because you are seriously doing it wrong.

Also this quote ‘officially’ sums up nicely why F2P is a weaker model if you aim to produce something above mediocrity:

“And it’s important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models – but subscription is the one that fits ESO the best, given our commitment to freedom of gameplay, quality and long-term content delivery. Plus, players will appreciate not having to worry about being “monetized” in the middle of playing the game, which is definitely a problem that is cropping up more and more in online gaming these days. The fact that the word “monetized” exists points to the heart of the issue for us: We don’t want the player to worry about which parts of the game to pay for – with our system, they get it all.” – Matt Firor

Know Your Audience (No one wants multiplayer Skyrim…)

I think just about anyone who has played Skyrim can imagine how that game could work as a multiplayer game. Not an MMO, but a co-op style game where you and a buddy or two head out into the world and clear dungeons/caves and complete quests. At one point a mod team was working on that, but the mod got shut down for obvious reasons. So on a basic level, I do think some of the tens of millions of Skyrim players are interested in that IP being multiplayer.

The big question and likely problem is just how “multiplayer Skyrim” is ESO going to be. Likely not enough from what I’ve seen. The game is stuck in a strange/bad middle ground, where it’s not quite just co-op Skyrim, but not really anything special as a pure themepark MMO either, beyond the IP. Maybe the pieces come together and that ends up working, but if there is one major question about ESO, I think it’s that.

The Gold Rush is Over (MMO genre is dying)

From an outside perspective this would certainly seem true. The last however many big MMOs have all failed to one degree or another (GW2 not bombing out of the gate is the most ‘success’ a new title has had in years), but to me that says more about current MMO devs than it does about the viability of the genre itself. For whatever reason, the general flaw in every new MMO is that you can finish it in under 3 months, and that’s a rather large problem when you are trying to build a game that only ‘works’ if people play for months and the all-important social hooks develop and keep people playing/paying.

The F2P fad has only distorted this further because if you can get a sucker to spend a ton in those 1-3 months, as a F2P dev you believe what you have done is working, and with so many MMOs recently downgrading to F2P, the ‘first month rush’ is still fresh in people’s minds (how many times has someone linked to that LotRO F2P first month article as ‘proof’ that F2P is a great thing?).

But building off a broken base (F2P) doesn’t work long-term. We talk often about a player’s MMO first love and how that effect can’t be recaptured. The same is true for F2P in the MMO genre. You might whale it up in one game, but once you realize you are throwing money into a hole for nothing once, most people aren’t going to fall for that trick again (exceptions exist of course, dumb and rich are not mutually exclusive). While $15 a month might be a ‘hurdle’, it doesn’t corrupt your basic game design like F2P does. The sub model forces you to make a better game, since you don’t have the whale lottery to bail you out short-term, but “make a better game” is a problem I want MMO devs to have.

Posted in Mass Media, MMO design, The Elder Scrolls Online | 23 Comments