Thank You For Not Competing


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Perfect World Entertainment made news this week when they said that their plan with Neverwinter is not to compete with World of Warcraft. In an interview with Red Bull UK, Craig Zinkievich said that the goal was to “operate a fun game people like to play and want to come back to.” The developer believes that the box price and subscription model are no longer valid in most places, with the vast majority (86%) of gamers subscribing to only one MMO at a time, and fewer willing to subscribe to two. You can read the entire article here, where they talk about the free to play model and a couple other topics.

I almost feel bad for assuming that World of Warcraft’s consistently falling subscriber numbers would mark the end of developers trying to compete with it, but I suppose that years from now when World of Warcraft is a shadow of its former glory that the new benchmark for success will be the twelve million subscribers that the game peaked at. That said, I can’t help but give points to any developer willing to state that they are not looking to beat/compete with World of Warcraft. Why? Because at least I don’t have to worry about Neverwinter shutting down because it couldn’t meet the developer’s unrealistic expectations. Or Perfect World Entertainment labeling the game a failure, firing all of its developers, and stripping its funding to fix launch issues, subtle reference to Warhammer Online and several coughs.

The only thing that such a business model tells me as a video game writer is how willing the company is to cripple its own product during development and then shoot it in the head when it doesn’t pop out of the womb as an already accomplished millionaire. What better way to instill confidence in the press and your potential community than picking a goal that not a single other developer has managed to achieve, and measuring anything less as abject, irreconcilable failure? One can only sit and wonder why consumers don’t flock to spend sixty bucks and fifteen dollars a month on what is almost guaranteed to be a mediocre attempt at recreating a game they got sick of three years ago, launched with all of the grind and bugs of said product and no understanding of why it became so popular to begin with.

As a writer, I encourage developers to try and compete with World of Warcraft because the ensuing train wreck attracts leaves a lot of onlookers and that means more views for websites like MMO Fallout. As a gamer, however, I keep my money out of anything that so much as mentions competing with World of Warcraft, unless of course it is preceded by ‘we are not.’ So while Neverwinter may not be the perfect game, I have to give extra kudos to Perfect World for seeing World of Warcraft as a product to live with, not having the same reaction my dog has when he sees the vacuum cleaner running.

Also why is Red Bull better at getting MMO interviews than I am?

(Source: Red Bull UK)

Jagex Bans A Laundry List Of Max-Level Players


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One criticism I see levied against Jagex on a regular basis is that the company is reluctant to ban long time or high level players who use bots to automate certain aspects of the game. In a recent move against players using automated software, a wave of high level players have been reportedly banned, with the list growing by the hour.

As of this writing, at least 166 high level and rich players have been caught in the sweep, with the names being published here and updated regularly. It appears that a large number of players banned were using bot programs to automate the skill Dungeoneering, where players run through randomly generated dungeons for experience and rewards.

Hopefully this will serve as a warning to the other cheaters. Probably won’t.

MMOments In Gaming: This Vehicle Is Broken


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The manufacturers of this hover car had the right idea when designing a vehicle that could still be driven even if flipped over.

Free Stuff Plz Month #1: Station Cash


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Free Stuff Plz is off to a big start with the reveal of the first month’s contest: Sony Station Cash. Since Sony has such a large library of MMOs all tied to a single cash system, we figured why keep it to just one title? Between now and the end of July 2013, take a screenshot in any one of Sony Online Entertainment’s games and submit it to freestuff[at]mmofallout[dot]com. There are no specific requirements as to the screenshot itself, so get crafty. Something dark, thoughtful, goofy, romantic, etc, it is your choice.

Capture and submit your best screenshot from Everquest, Everquest II, Free Realms, Clone Wars, Planetside, Planetside 2, DC Universe, Dragon’s Prophet, or Vanguard.

  • The contest will run from June 19th, 2013 through July 31st, 2013
  • It must be YOUR screenshot.
  • Only one attempt per email, please.
  • The prize is given as Station Cash. If your account does not use Station Cash (IE: Prosieben.Sat users), you will not be able to claim the prize.
  • You must be 13 or older to enter.

Grand Prize:

  • $45 Station Cash

Runner Up:

  • $15 Station Cash

Rift Compensates For Shard Transfers


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Going free to play has a habit of causing disruption, especially when it comes to the more popular servers. In the case of Icewatch and Akala, two European shards, the already popular servers became overloaded thanks to the influx of new players ready to give free to play a try, as well as the returning players who had already called the server home. As a result, Trion was forced to alleviate the load by converting the shards into “trial status,” forcing players to move their characters elsewhere using the game’s free server change tool.

What is trial status, you ask? When a server is put on trial status, only the starting cities of Meridian and Sanctum are available. Characters are fully accessible and do not lose any equipment, but must be transferred off of the server in order to play in areas beyond the starting zone. Transferring is free and does not carry any of the normal restrictions of how much platinum your character may have on them. A guild master may transfer his guild over to a new server, in which case each member will be notified on their next log in and be given the opportunity to follow.

Since players are understandably angry at this move, Trion is compensating refugees from Icewatch and Akala with exclusive titles, an exclusive wardrobe set, and +1000 loyalty.

(Source: Rift)

MMO Fallout Presents "Free Stuff Plz" Giveaways


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I get a lot of emails from people asking me “Omali, you like giving away free stuff and I like free stuff, can I have some free stuff please?” Generally it isn’t put so eloquently, but the point still stands. People like free things, and I like giving things away for free. So how can I combine those two things and make the whole experience more fun than simply throwing codes on Twitter? Simple: A funny photograph of a dog. So I’m announcing Free Stuff Plz, a monthly giveaway here at MMO Fallout where you can win free stuff for doing stuff. Here is how the system will work:

On the first of each month, I will post the game/service that the reward is for, the reward itself, and the terms of the contest. Generally the contest will be something easy, yet creative, like a screenshot contest. The reward will likely be a cash/subscription card for said game. During the month I will have a poll up to determine which game/service gets the loving treatment for the next month’s giveaway. Cool right? The winner will be chosen at 11:59pm on the last day of that month, but the deadline for entry will be a bit sooner than that. Subject to change for each month.

Now we have to talk about that terrible fine print: I can’t predict everything, but I can assume that at least one game will be region locked, in which case the participating countries for that game will be locked to the United States, unless I can get my hands on some international cards in which case that will change. Also contests usually have age restrictions so you have to be at least 13 to participate, if anything because I don’t want any more written threats from the fine folks at the Federal Trade Commission regarding MMO Fallout’s giveaways.

Our first giveaway will encompass June and July since we are already halfway through the month, expect more very soon. Naturally we will still throw random codes on Twitter from time to time.

MMO Fallout Presents “Free Stuff Plz” Giveaways


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I get a lot of emails from people asking me “Omali, you like giving away free stuff and I like free stuff, can I have some free stuff please?” Generally it isn’t put so eloquently, but the point still stands. People like free things, and I like giving things away for free. So how can I combine those two things and make the whole experience more fun than simply throwing codes on Twitter? Simple: A funny photograph of a dog. So I’m announcing Free Stuff Plz, a monthly giveaway here at MMO Fallout where you can win free stuff for doing stuff. Here is how the system will work:

On the first of each month, I will post the game/service that the reward is for, the reward itself, and the terms of the contest. Generally the contest will be something easy, yet creative, like a screenshot contest. The reward will likely be a cash/subscription card for said game. During the month I will have a poll up to determine which game/service gets the loving treatment for the next month’s giveaway. Cool right? The winner will be chosen at 11:59pm on the last day of that month, but the deadline for entry will be a bit sooner than that. Subject to change for each month.

Now we have to talk about that terrible fine print: I can’t predict everything, but I can assume that at least one game will be region locked, in which case the participating countries for that game will be locked to the United States, unless I can get my hands on some international cards in which case that will change. Also contests usually have age restrictions so you have to be at least 13 to participate, if anything because I don’t want any more written threats from the fine folks at the Federal Trade Commission regarding MMO Fallout’s giveaways.

Our first giveaway will encompass June and July since we are already halfway through the month, expect more very soon. Naturally we will still throw random codes on Twitter from time to time.

Jagex Appoints Filmmaker To Creative Director


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Jagex has put out a press release revealing that Alex de Rakoff will be taking the helm as Creative Director. De Rakoff is best known for his role as director/writer in Need for Speed: The Run and Grand Theft Auto 2, as well as for directing the 2009 film Dead Man Running. He will be working as Creative Director on RuneScape 3 as well as the upcoming and regularly delayed Transformers Universe.

(Source: Jagex Press Release)

MMOments: Akaneiro Demon Hunting


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(Editor’s Note: This is not a review of Akaneiro)American McGee is the patron saint of MMO Fallout, an interesting turn of events when you consider that the man has never been involved in an MMO. What I love about American McGee is that his companies have remained one of the few developers willing to take real risks, knowing full well that not everything they do is going to be a winner. For every brilliant title like Alice there is a Bad Day LA, but it is not without the mistakes made in the latter that the former could be fully realized. Akaneiro: Demon Hunters certainly doesn’t disappoint in the category of unexpected mashups: A Diablo-esque hack and slash set to a an adaptation of Little Red Riding Hood which takes place in Feudal Japan and features Okami-style calligraphy graphics.

For all of you Diablo/Torchlight fans out there, you already know how this works: You have a central hub where the trading and leveling takes place, and the game mostly revolves around repeating dungeons where the objective is to beat the crap out of vast armies of enemies in order to obtain the randomly generated loot which can either be equipped or sold to a vendor. As you level up, you gain access to better loot with which to kill bigger and tougher bad guys to get even better loot. Each area contains multiple difficulties that must be completed in order and each level increases the power of mobs in the area as well as the types of mini-bosses, their placement, and difficulty. Shops sell equipment (which is typically overpriced and underwhelming in quality, as is the case in most ARPGs) as well as boosts which increase your base stats, exp gain, and quality of drops.2013-06-18_00013

Akaneiro is still in development, meaning features like crafting and cooperative play are still unavailable. With that in mind, let’s talk about the worst aspect of Akaneiro: The cash shop. Had there been no cash shop, Akaneiro might be considered something of a hardcore title: The game completely removes the potion system, meaning instead of relying on chugging vials you have to kill enemies for their delicious karma shards, as well as gaining health via abilities that sap foes. You don’t level up as you move through a dungeon, instead the experience all goes into a pool that is awarded once you complete your designated task and head back into town. If you have to abandon the mission for any reason (including death), you forfeit your xp pool.

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The system isn’t to make the game more hardcore, unfortunately, but to monetize death, and this is no more apparent than once you get further into the game and Akaneiro starts throwing not just larger swarms of tougher mobs, but creatures that can stun you for ridiculous lengths of time while their friends club you to death. As a mechanic, Akaneiro is a callback to the days of coin-gobbling arcade machines where life was cheap, death was often unfair, and the game was geared the nickel and dime the player, or I should say quarter and quarter. I probably wouldn’t even be as annoyed if the game forced you to forfeit the xp gain, but the fact that death is just seen as a funneling mechanic to the cash shop is both obnoxious and, in a way, sleazy on Spicy Horse’s part.

And I could be wrong on some of this, not that there is any way of finding out since any and all of Akaneiro’s help tools either don’t exist at all or are “coming soon.”

Overall, Akaneiro is shaping up to be a solid game that will probably be killed by its disappointing monetization scheme in the form of what they call “pay to revive,” which Spicy Horse finds to be agreeable on the grounds that “players are not forced to revive.” I agree with this statement one hundred percent as fact, and judging by the statistics supplied to us by Raptr where players have played an average of 24 minutes (3,623 players and 1,501 hours played as of this writing) it looks like they aren’t forced to play at all. It takes a whole five hours of tracked game time to reach the top 10% of players in Raptr.