Jagex Releases DarkScape: Hardcore RuneScape


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Today marks the launch of an experimental new version of RuneScape, one which none of you likely saw coming. DarkScape, as it has been called, is a new version of RuneScape with a twist. Unlike its relatively safe counterpart, everywhere in DarkScape is open for player vs player combat. You can be attacked at any time, at any point in the world, including places that used to be safe zones in RuneScape’s PvP worlds (banks).

But don’t think that this is just RuneScape with the option to kill anyone you want. In DarkScape the world is divided into three zones, with each zone yielding better rewards with a wider range of players who you can attack, and who can attack you. Cities, while open to player vs player combat, are patrolled by guards of varying power, capable of taking down adventurers who get out of hand. Each of the three regions has its own separate bank account, grand exchange, and more.

The other side of this server is that all content is available for free players, even that which is members only on standard RuneScape. Members receive a 50% experience boost as well as better drops, double bank space, and double items kept on death. In addition, DarkScape will not be updated alongside standard RuneScape content. As the game develops, Jagex plans on taking it in its own direction guided by players (similar to Old School).

Check out DarkScape at the link below.

(Source: DarkScape)

Both Everquest Titles Reveal Upcoming Expansions


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Everquest and Everquest 2 are set to receive their next expansions, and yes I said expansions. In both cases, more details are expected to be released on October 1st, alongside a live stream where Daybreak will be running through some of the new zones.

For Everquest, the expansion includes 15 new raids accompanied by new AA’s, new gear, new spells, and more. The news post also notes that this is the last chance to get your hands on Darkened Sea collectors items.

We wanted this expansion to have content that reached beyond the highest-level players. So, in addition to new and updated zones for levels 105, we are including two instanced raid zones for levels 75 to 105 to play in together! These “level agnostic” raid zones will balance themselves to the highest level player in your raid. It just so happens that these two level agnostic zones are the original Plane of Fear and Plane of Hate! So if you never got a chance to raid in those planes, or long for them, you can relive those days with a broader range of players when we launch.

For Everquest II, the expansion promises content that everyone can enjoy, from dungeons to raids, new items, and plenty of new things to craft. Similar to EQ1, the latest expansion Altar of Madness is 50% off in the store and will no longer be available to purchase after October 1st.

The 12th expansion for EverQuest II includes a sprawling overland and loads of content with quests, advanced solo and heroic dungeons, and a healthy number of raids including x2s and x4s. Not only that, but we’re doing level-agnostic versions of each of the new dungeons! We have a couple of new types of items to talk about as well as an updated Deity system to give you details on! Tradeskillers, we’ve got new quests and recipes for you as well!

More information is coming October 1st.

(Source: Everquest, Everquest 2)

[Column] The Death Of Out-Of-Genre Subscriptions


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I casually refer to the 2009 – 2010 time span as the Suicidal Subscription Pact, where business logic in gaming decreed that subscription fees must be tacked on to genres that had previously been available for just the cost of the game. The time marks one of the last eras of businesses unsuccessfully copying functions from World of Warcraft without even the most basic understanding of why they worked, in this case taking the subscription fee with no idea on why World of Warcraft justified a continuing payment.

Now MMOs are no stranger to subscription fees, even if only a small minority manage to hold on without going free to play or shutting down, but the years I’m referring to point toward a number of developers who decided to branch out the concept of monthly tithes into other genres, and were rewarded with deep financial ruin and often bankruptcy as a result. And while any business must take risks in order to innovate, it doesn’t take a marketing genius to know that these games never had a prayer of succeeding, sadly with little relation to the actual game quality.

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Monte Cristo is actually the first business I contacted as a junior MMO reporter, to voice my concerns that their plan to include a subscription fee in Cities XL would be a disastrous idea. The idea behind the subscription was to fund the servers, naturally, but the company also believed that the lack of competition would allow them the space to do as they please. With SimCity still four years away, the number of AAA city building games with online components could essentially be counted on a single, finger-less hand, with the only alternative being the wealth of Farmville-style free-to-play browser titles that gamers were increasingly growing sick of.

As I predicted, Cities XL released and consumers responded to the mandatory subscription for online play with a definitive “nah.” Even with the market cornered, Monte Cristo couldn’t get players on board and shut the service down less than a year later due to a lack of subscribers. Given the option of Cities XL or nothing, the market chose nothing, and Monte Cristo went bankrupt a couple of months later.

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All Points Bulletin, Global Agenda, and Hellgate: London mark three attempts to bring the subscription fee into the shooter realm, with all three failing miserably but only two of the three companies going under because of it.

With All Points Bulletin, Realtime Worlds had the idea to sell an online shooter at full price and then charge hourly for access (with the option of unlimited monthly subscriptions). While functionally different from its competition, APB essentially started the race at a disadvantage, having to convince gamers that an online shooter would be worth not just a subscription fee in a genre where it didn’t exist, but an hourly subscription fee.

It didn’t matter that Realtime Worlds was offering an unlimited play time option, it didn’t change the fact that they thought APB was deserving of an hourly fee, for a premium priced game in a genre that hadn’t yet been touched by cash shops in the west. Perception is a big deal, and in many minds the simple presence of an hourly subscription (that really only existed to make the unlimited version seem more enticing) showed a bravado that they weren’t willing to do business with.

And it didn’t help that APB was an underwhelming game, from the numerous bugs and gameplay issues to a lack of diverse content, the fact that it was a driving/shooting game that failed to deliver on either the driving or shooting, the kerfuffle over Realtime Worlds attempting to embargo reviews. Perhaps as a sign of how poorly managed the game was, players didn’t even get the luxury of knowing when the servers were turning off until the day of.

To add insult to insult and top complaints of unnecessary monetization, the company even introduced advertisements into its voice chat service that could be removed with, you guessed it, another subscription.

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For all of its gloating and taunting the competition, Global Agenda was not a success, in fact it’s a case study I’ve used when talking about market failures.

Like Cities XL and APB, Hi-Rez Studios offered gamers something that they couldn’t specifically get anywhere else, the ability to fight for territory control in a hub-based first person shooter. And like the other titles on this list, consumers opted out when presented with a subscription fee. While Global Agenda is still running on free to play, updates came to a halt years ago.

It’s important to note how crucial player perception was in the inevitable marketing failures that were the games on this list. Essentially the developers were pushing the game to two types of consumers, neither of whom really wanted anything to do with them. MMO gamers had the free to play revolution around that time offering them far more content heavy games for free, and for subscription, while shooter fans already had the entire genre to play without paying monthly.

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And finally we have Hellgate: London, the game that coined the phrase “flagshipped.” While billing itself as a first person shooter on a level with Diablo, Hellgate: London also demanded a $10 monthly subscription to access subscriber-only loot, hardcore mode, special pvp arenas, more storage space, the ability to create guilds, and access to customer service.

While a novel idea, Hellgate once again found itself competing in an arena where similar games (dungeon crawlers) were already offering their games for no additional charge. None of them were first person shooters, mind you, but as we’ve learned from this list, you can’t slap on a few changes to the base and demand more money.

Flagship Studios later went bankrupt, providing up to fifteen months of “lifetime membership” to the people who ponied up the $150, also cementing the eternal grudge that some gamers will bear against Bill Roper.

As far as trends go, the implementation of subscription fees into pseudo-MMOs was one that the gaming community soundly rejected and a major pitfall that, in my personal opinion, should have been obvious from the start. The games I mentioned above aren’t the only ones to fall into this trap, but they are the most notable.

What’s interesting is that every game on this list, with the exception of Global Agenda, was eventually picked up and run under a different studio with Cities XL seeing successful sequels rather than a straight free to play spinoff, in a way proving that the issue lay heavily with the monetization strategy and the subsequent perception of the company as greedy and selling a not-so-premium product for premium prices.

Derek Smart: There Will Be A Lawsuit


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If Cloud Imperium Games thought that booting Derek Smart out as a customer would be the end of the story, they were sorely mistaken. Smart has been heading a crusade against Star Citizen over claims that the game, as it is currently being promised, can never be made. The two parties have been going back and forth since then, but in a recent post on his website, Derek Smart stated that there will be a lawsuit, regardless of who initiates it.

Until a lawsuit (class action or otherwise) is filed, there is currently no lawsuit. That’s a fact. It has nothing to do with whether or not there will be one. I can tell you flat out, that there will be, regardless of who (us, Feds, State) initiates it.

In regards to CIG locking down the forums to backers only, Smart denies that the move has anything to do with him and voices his support for the decision, citing the need to remove trolls and prevent unwanted users from simply creating new accounts to stir up trouble.

(Source: Derek Smart)

ArcheAge 2.0 Rolled Back After Major Server Issues


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If you’ve been out of the loop as I have for the past couple of days, you may have missed the launch of ArcheAge 2.0. Thankfully, you didn’t miss much, as an issue with the Glyph authentication system resulted in over 90% of players being denied access to the game.

As many of you are aware, earlier today we attempted to launch Update 2.0, Heroes Awaken, to ArcheAge. While the lands of Erenor were ready for you, our Glyph authentication systems unfortunately encountered an error that did not allow a large number of people to connect and join the launch. After reviewing our logs, only 10% of players who attempted to log in made it into the game. Over 90% of you were unable to join the launch of Update 2.0.

Trion Worlds assures players that the issue is unrelated to the 2.0 update and server merger. To give the technicians more time to analyze and come up with a fix for the issue, the servers were rolled back to their prior state before the update, with any marketplace purchases and APEX purchases being refunded. Update 2.0 is scheduled to launch today, Sunday, in waves beginning with the European players.

Additionally, we will be splitting the launch of Heroes Awaken by region and by server type. We are targeting to open our European servers 1:00 PM GMT (3:00 PM CEST) on September 13, followed by our North American servers opening at 1:00 PM PDT (4 PM EDT) on September 13. Our Legacy servers will be opened first, our Evolution servers will open second, and our Fresh Start servers will open last. There will be a half-hour delay between each server type opening.

(Source: ArcheAge)

APB Reloaded Compensating For Downtime


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If you hadn’t noticed, DDOS attacks have become common enough that nowadays they’re just a regular thing that happens every so often. Pick any major game service, be it Xbox Live, PSN, RuneScape, World of Warcraft, etc, and odds are it has experienced service disruption in recent months due to these attacks.

In the case of APB Reloaded, Reloaded Productions has thanked its community for bearing with them over the course of recent attacks. As compensation, any player who has logged in between June 26th and today (September 10th) will receive two free inventory expansion selectors.

Over the last couple of months, we’ve seen DDOS attacks on the rise again for APB as well as other games.  While we’re working with our Mitigation provider to combat these new types of attacks, we know that it’s an unpleasant experience for our players.  As a small token of appreciation, we’ve delivered 2 codes for Inventory Expansion Selectors, this is for all players that have logged into a district from June 26th to today, and is good until September 22, 2015.

(Source: APB Reloaded)

Asheron’s Call Still Offline, No Remedy In Sight


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Asheron’s Call went offline two weeks ago for extended maintenance, and it still hasn’t woken up. In a post on the official forums, Turbine staff have been giving daily updates on how things are progressing, but so far the company has no idea how much longer the maintenance will take.

We’ve identified additional engineering work that will be required in order for us to reopen the worlds to you, and are currently working through the best way to get that work done. At this time we do not have an ETA on when the worlds will reopen, but we expect to have more information for you within the next couple of days. We apologize for the delay, and know that we are working to get the worlds reopened to you as soon as possible.

(Source: Asheron’s Call)

RuneScape Shop Now Accepting Bonds


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Jagex Ltd, makers of the MMO RuneScape have announced a brand new way to use bonds, tokens that can be purchased and traded on the in-game market. Starting today, it is now possible to purchase goods in the Jagex merchandise store with bonds, for a limited time. In a press release sent out today, players can redeem six RuneScape bonds (approximate value $30) for a voucher that is good for any t-shirt from the merchandise store.

The codes are only available for a limited time and in limited quantities, so all interested parties are encouraged to step up now. RuneScape bonds can be purchased for $6 and traded on the in-game market or redeemed for treasure hunter keys, membership, and Rune Coins. Its purpose is to simultaneously allow players to buy gold with real money without the risks of third party black market sellers, and to allow players to effectively pay their way through RuneScape without actually paying real money.

(Source: RuneScape press release)

Perfect World Drops Neverwinter Expansions Onto Xbox One


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Xbox One players have officially closed the gap in content with the latest addition to Neverwinter on the new generation console. Today marks the launch of four expansions, including the latest module Elemental Evil, bringing the total number of expansions to six. Players will enjoy an increased level cap, the Oathbound Paladin class, new adventure zones, as well as four end-game campaigns, and more.

Executive producer Rob Overmeyer praised the update for the amount of free content added to the game.

“With six expansions’ worth of free content released since launch, our team continues to support Neverwinter and its players with all new locations along and outside of the Sword Coast filled with challenging dungeons to crawl and wicked monsters to battle. We’re excited to continue our support with the Strongholds expansion in 2015.”

(Source: Perfect World press release)

Wildstar Free To Play Won’t Be Reflected In Next Report


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The latest news to come out of Carbine Studios is that Wildstar will officially launch as free to play on September 29th. With the third quarter financial reports expected to release at some point in mid-November, now is a good time to point out that Wildstar will very likely show a continued dip in sales. The reason for this is that, while quarterly finance reports aren’t released until November, the period that the third quarter covers falls between July and September.

What does this mean for you? Not a whole lot. For NCSoft and Wildstar, it means that any revenue increases that come after the free to play transition won’t be reflected until the fourth quarter finances are released in February 2016. A small but important distinction to make when NCSoft releases their report later this year.

More coverage to come as events transpire.