• Category Archives In Plain English
  • Jagex: Profits And Investors, Not Doing A Crap Job

    RuneScape’s roots go back ten years, to 2001 where the game was a simple at home project by Andrew Gower. With the Gowers now mostly absent (they resigned from the Board of Directors in December 2010), the torch has been passed to Mark Gerhard to keep the developer moving in its upward trend. Granted, Jagex has multiple MMOs in production (Stellar Dawn and Transformers Online, to name just the two slated for release this year), so the rise in revenue but dip in profits reported for 2010-2011 was to be expected at some extent.

    But fret not, investors and gamers. To the former, Jagex isn’t some cheap floozy willing to take just anyone’s money. In an interview with Games Industry, Mark Gerhard wants to set the record straight that Jagex dates very, very selectively.

    Nothing has changed as far as the company goes. It’s the same management team, we’ve obviously been at the helm for quite some time and to the best of our knowledge and expectation it will continue to be so. Sure we therefore have some American shareholders, but the management and the culture and the ethos and everything else is the same people, in the same hands, and staunchly British.

    Gerhard attributes the dip in profits to Jagex investing more in the company instead of paying dividends, a move which apparently began around the time Insight Ventures attained 55% ownership in Jagex (end of 2010). He also paints a picture that, regardless of the shift in majority ownership, nothing has changed at Jagex since Insight Ventures took the majority vote.

    Jagex has quite an interesting year ahead of it, what with continued investment in RuneScape, the recent launch of their HTML-based game 8Realms, and the upcoming launches of Transformers Online and Stellar Dawn.

    (Source: Gamesindustry.biz) You’ll need to be registered to view the article.


  • Star Vault Summons League of Extraordinary Investors For Meeting

    The Board proposes that the AGM resolve in order to enable the Board to provide the company with working capital to authorize the Board, during the period until the next AGM, to decide on the issue of a maximum a number of shares and / or convertible bonds and / or warrants entitling to convert to each new subscription, or involves the issuance of a maximum a number of shares to an amount not to exceed 2 million…

    Looking to buy stock in Star Vault? They are looking to sell. Announced in an investor’s email, Star Vault will be holding a meeting on January 13th to discuss and vote on the sale of up to 2 million more stocks in order to acquire more “working capital.” The board notes the obvious downside of issuing these stocks, namely that it will dilute the value for existing stockholders.

    The measure requires two thirds of the board to vote yes before the new stocks can be sold.

    (Source: Translated Release)


  • NCSoft, Nexon, Others Relieved Of Identity Attacks…

    Over in Korea, players have a lot more to lose when a company leaks their information. Unlike in most other countries, players are often required to register to MMOs with the Korean equivalent of the social security number, and more than once data leaks have resulted in these numbers being readily available for the gaming public. An entire black market has surrounded these games, and at least once per year I am contacted by a group offering entrance into several Korean only betas with accounts registered with stolen identities.

    Nexon made big news last month when they announced that the details of thirteen million accounts in Korea were stolen, including the Korean RRN (Resident Registration Number) in an encrypted format. In response, a number of Korean developers have announced plans to stop collecting Korean numbers and instead outsource the collection process to a third party agency. Rather than storing the sensitive data, the agency processes the RRN of the registrant, matches it up to the list, and reports to the developer if the person is an adult, child, nonexistent, or a bot.

    Rather than jump on the bandwagon of hate, I think this is a good thing for everyone. Players no longer have to worry (as much) about their identity being stolen, and the developers have a massive load taken off of their backs. Korean MMOs require a player’s identification because the country has strict laws on minors playing certain games and during certain times, and requires companies to enforce such restrictions. As a result, developers have become prime targets for identity theft and security breaches by hackers in search of the delicious gooey center of personal data.

    So developers not having access to your RRN can only be a good thing. For those of you in the states, would you trust Turbine or Sony with your social security number? Neither would I.


  • In Plain English: Why ScapeGaming Was Singled Out

    More gold for Blizzard!

    Private servers being shut down is nothing new, and as much as players like to discuss the legality of them, at the end of the day they are illegal. Now, being illegal and warranting action are two separate things. Lawyers cost a lot of money (generally around $500 an hour), so paying a lawyer to draft up a threat against little Timmy’s private WoW server that peaks at twenty people who don’t pay anything and crashes every couple of hours makes no sense from a business perspective, and odds are neither Timmy nor his friends on the server are going to just go and start paying for WoW afterwards.

    It is this idea that directly corresponds to why you see only certain servers shut down, and generally they fit into two categories: Massive amount of users and profit. You may see developers shut down the private servers with the most amount of players, and that is likely because, unlike Timmy’s server, they can presume a number of those players will indeed go back to playing regular WoW, owing to a newfound belief that any large server will be inevitably shut down and their progress gone. Free servers rarely see the ire of the developer, as they can be somewhat seen as free advertising: a lower quality version to incite people into paying for the full product.

    Servers that make profit, either through charging subscriptions or introducing cash shops, are the type that are most likely to face litigation, and this is exactly what happened in the case of Scapegaming. In the case of this lawsuit, launched in October 2009, the operator of the server (Allyson Reeves) was operating a microtransaction system on her server, and according to the lawsuit managed to accrue more than $3 million in fees from players.

    I will admit that the extra $80 million or so that the judge slapped on for willful infringement is a little exaggerated, and unfortunately it is required by law and will be appealed (and most likely reduced), but it takes a lot of stones to set up a server you know is already legally dubious, and then go ahead and start making a profit off of it.

    More on WoW as it appears.


  • The MMO Turing Test: Five Years

    Crafting Crime...

    I came upon this decision months ago, but I’ve been sitting on it until someone pointed out my hint, and they did in an email I received:

    I see you updated your calendar showing MMO birthdays, but only titles that are five years old and older are displayed. Is there a reason for this? Or do you consider five years to be the point of “success” and none of the others are worth mentioning.

    Borderline obsessive-compulsive grammar notations aside, what the reader pointed out is not correct at all. Those of you who have stuck with MMO Fallout since our earlier days are well aware that I refuse to stick labels on to MMOs, and have maintained that what makes up a “successful” title or a “failed” title really depends on what goals the developer set out and what they accomplished in that time frame. As no MMO will live forever, to put an arbitrary time on how long of a lifespan makes up success would be meaningless.

    So what is this Turing test, you ask? My test bases itself on population, place, self-awareness, and perception. The date is five years after release. By the time an MMO passes the Turing test, the following has been in stone:

    • Population: By the time an MMO hits five years old, the stream of incoming players is more akin to a slow drip, and five years is enough to keep the veteran players entrapped with new content, as well as not wanting to leave behind their high level, high-time-invested characters. The company is well in-tune with the size and needs of their player base, and can plan accordingly.
    • Self-Awareness: The developer knows the limits of their engine, and has likely hit those limits by now. Using this knowledge, they set reasonable goals that are met in a timely fashion, due to decreased time debugging software and experimenting with previously unused techniques.
    • Place: This is where the developer knows exactly what spot they fill on the MMO spectrum. For example, Dark Age of Camelot is a Realm V Realm game and thus needs more concentrated servers for player vs player. Runescape is more solo-oriented and players spread out to maximize their resource intake. Darkfall is a niche PvP game that focuses on freedom over babying its players.
    • Perception: By the time an MMO hits five years, they know where they are going. For games like City of Heroes and Lineage, where the population is still thriving, this means regular updates, expansion packs, and major continued support into its old age. For games like Planetside, that face continuing server mergers, slow death. By the time five years comes around, any MMO that can die via short-term mass-exodus already has, such as FURY, or Tabula Rasa.

    The important part of my Turing test is that although I call it a test, it is not my judgement of success. Rather, something to be viewed as closer to one’s employment in a business. After you have worked for a single company for so many years, you likely know exactly where your place is, strengths and weaknesses, relations to those around you, and whether you are seeking a promotion, to stay at your current position, or find a new job entirely.

    The Turing test is also not exact. “Five years” is not some magical line, and many companies hit their pass/fail on the Turing test over a year earlier than the five-year mark. I decided upon Five years after looking at the MMOs on the market, those that are long gone, with an extra focus on those that are getting along in years. What I found was that most MMOs that are going to “crash and burn” as some put it, do so within three years of release. Asheron’s Call 2 was 3 years, Tabula Rasa was 2 years, Auto Assault was 1 year, FURY was 10 months, and the list goes on. You’ll notice that even World of Warcraft is not immune to the Turing test, as the title has peaked and is now on a downward slope. The more observant of you will note the date of stagnation at around 11.5 million subscribers: 2009, five years after launch.

    So if anything, 3 years is around the “do or die” timeline, whereby 5 years the future of the game should be laid out quite plainly.

    My interpretation of the Turing test for MMOs is over a year in the making, and doesn’t draw a fine line as much as it does paint a trend. There are still many MMOs that are in their testing phase, and may shape the Turing test in years to come, so expect several followups over the next couple of years.

    To those of you who disagree with my perception, I would love to hear your thoughts on a more finely tuned Turing Test.


  • Real Money Trading In Korea: In Plain English

    If Funcom's money was gold-backed...

    In violation of my court order to only use the gold image a maximum of twice on the front page, many MMOers are probably aware of South Korea ruling that real money trading, the conversion of digital cash to real cash, is now legal. Your gold pieces, kinah, plats, gil, influence, adena, credits, ISK, whatever you call that cash in your pocket, may be traded for real life cash. There appears, as most news stories have this effect, to be a fervor among MMOers (players and developers alike) as to what this means for their favorite titles. Will City of Heroes be encumbered by Koreans? Will Aion become even more saturated with this gold farming menace? Won’t somebody please think of the children?

    As always, when there is a legal question to be asked, MMO Fallout’s “In Plain English” is here to explain it to you. To put it down in plain lettering, what this law does is turn the businesses into legitimate operations, that will pay taxes and refer to themselves in a way that would actually describe what they do.

    What the law does not do is make gold farming legal, nor will it prevent companies from banning gold farmers. Swearing is legal, but it can still get you banned if you do it in an MMO. Although this bill does run up the possibility of there being a lot more gold farming companies to deal with, now that the scope is no longer limited to shady businessmen running a small building full of gold farmers off the books, and is more along the lines of a legitimate (questionably) business.

    In all likelihood, the increased presence of bots and gold farmers will be minimal, unless you’re moderating the MMO Fallout comments and have to deal with “Hey, great website. I agree with all the things you said here and, by the way, I no this guy who powerlevels fishing. You shud try out his service, very cheep.” on a daily basis, or have to deal with magical pingbacks that don’t lead to a valid website (I do check the links in people’s comments before I approve them).

    Happy MMOing.


  • Runes of Magic: Credit Card/Paypal Blocks In Plain English

    If Funcom's money was gold-backed...

    Gold: Welcome to the club...

    I wanted to have a slightly more serious conversation about a certain title that has garnered quite a bit of controversy around it by outside players and its community. I am, of course, referencing to the newly instated Diamond policy that restricts what players can do with diamonds purchased through certain avenues. Diamonds are a currency in Runes of Magic that are purchased with real life money. They can be traded to other players, or used to purchase items in the item mall.

    Frogster implemented an update that restricts diamond usage among players, due to players using stolen credit cards and stolen paypal accounts to purchase diamonds, to send to their main accounts. Those who buy their diamonds with a credit card or paypal account, or even a Playspan account will not be able to trade the diamonds, nor will they be able to sell them on the auction house. They will be bound to your account, and can only be used on the item mall for items that will be bound to your character.

    Explanation after the break.

    (more…)


  • Bethesda Vs Interplay: In Plain English

    800px-V13_concept

    I know there are some avid Fallout Wiki readers who already know about this, but the rest of you might want to listen up. While the MMO community has had a good laugh over the past few months calling Fallen Earth the “Fallout MMO,” what many of them are not aware of is that there is indeed an MMO in development based on the Fallout Universe. When Bethesda bought out the Fallout franchise in 2007, they sub-licensed the rights to a Fallout MMO back to Interplay, on the agreement that Interplay would be in full development by April 2009.

    April 2008: Interplay announces that Fallout Project V13 has entered production.
    April 2009: Interplay announces that it will be working with Masthead Studios, who are currently working on Earthrise.
    June 2009: Rumors surface that, due to the lack of productivity on Project V13, Interplay may have lost the Fallout MMO License.
    September 2009: Bethesda is now suing Interplay for breach of agreement.

    In plain English: Interplay sold the entire Fallout franchise to Bethesda with the agreement that Interplay would have the rights to develop a Fallout MMO. The terms of the contract stated that they had to gain funding and begin full development by April 2009, otherwise Interplay would lose the license and Bethesda would be free to make their own Fallout MMO. Despite some news over two years, Interplay was unable to procure either funding or proof of development, and as April has come and gone, Bethesda is playing the part of angry apartment owner, with Interplay being several years late on rent.

    Interplay has had a rough time, going almost 60 million dollars in debt before doing massive restructuring and selling off much of their IP to get that money back. It would appear that a Fallout MMO will only happen under one of two circumstances. Either Interplay will hit be in full production, and the court will decide that they have fulfilled their side of the agreement, or Bethesda will win, gain the final puzzle piece of the Fallout IP and start work on their own MMO.

    Which would you rather see? A Bethesda or an Interplay version of Fallout: The MMO?


  • Codemasters Loses Archlord Rights

    archlord2

    Just as I’m talking about the battle over the future of Dungeons and Dragons online, here comes news from another sector of the internet: Codemasters has lost their rights to operate the MMO Archlord in the United States and Europe. Instead, the servers will shut down on October 1st, only to be reopened a couple days later by the new host, Webzen.

    As far as MMOs go, Archlord in the west was the MMO that never was, isn’t, and never will be. The game by itself received unfavorable reviews, with Gamespot summing it up in two words: Dull and repetitive. The title was smashed for its countless hours of dull grind, with little reward, in a world that often seemed to be populated only by yourself. It isn’t any surprise that it took only ten months after release for Archlord to ditch the subscription rate, and go completely free to play, ala Guild Wars. Nowadays Archlord is described as “empty and full of bots.”

    What caught my attention was, in every location I found discussion on Archlord, the discussion regularly turned to one factor: Corruption from Codemasters. Shady bans and a response along the lines you would expect from your local Wal Mart or Mcdonalds. Players being conveniently banned after spending large sums of cash on the in-game currency (Archlord kept its microtransaction service), and more. According to some of my sources, this activity is almost a mirror image of RF Online, another MMO published by Codemasters in the west.

    This may not be the end for Codemasters driving MMOs into the ground. According to several of my sources, Turbine is looking to bring their MMOs home, meaning Codemasters may lose its European publishing rights to Lord of the Rings Online and Dungeons and Dragons Online.

    If you have any dealings with Codemasters on LOTRO, DDO, RF Online, or the soon to be murdered and then resurrected Archlord, please drop us a comment.



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