SWTOR State of the Game Confirms New Content, Same Sex Relationships


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Executive Producer Jeff Hickman has posted a State of the Game on the Old Republic official website, outlining how Bioware plans on implementing some much-requested features in the coming few months. Spring 2013 sees the launch of The Old Republic’s first expansion, Rise of the Hutt Cartel, and the community is still seeing a rise in population from the recent conversion to free to play. So to start off the year, Hickman posted four main points of interest for the coming year.

Over the coming year, Bioware plans on introducing more content at the end-game section (level 50). For fans of the game’s player vs player combat, Hickman notes that changes are coming to Ilum, describing the update as “a departure from what was there before.” Unfortunately those of you hoping for a re-implementation of the game’s open world PvP are out of luck. Hickman notes that while Bioware will be experimenting with a new approach to open world PvP, do not look for massive open world PvP this year (2013), as Bioware is focused on PvP seasons and warzones.

We’ve got new Operations, new Flashpoints, new difficulty modes, new PvP areas, and of course, the entire Digital Expansion: Rise of the Hutt Cartel (which is targeted at our high level players). We have a plan mapped out for the upcoming year that will keep the elder game fresh and interesting for players of all types.

Hickman takes on the subject of same sex relationships, a topic that has come up in the past and proven controversial for the developer. Same sex relationships are coming to The Old Republic, starting with NPCs on Makeb (the planet coming with the Rise of the Hutt Cartel expansion), and were originally delayed due to work being focused on the game’s free to play transition.

As we have said in the past, allowing same gender romance is something we are very supportive of.

Finally, players will be relieved to see that they will (eventually) be able to transfer characters over to the public test realm.

(Source: The Old Republic)

Falling Out #20: Ventriloquist Sensationalism


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If I could wish for one super power, it’d be the power to stop stupid people from quoting me at all. I take great caution in writing articles like the Companies House/Jagex ongoing pieces, starting and ending the article by pointing out that none of the “worst case scenarios” have a snowball’s chance in hell of happening, to avoid others quoting me like I’m some kind of sensationalist moron. Instead, I’m finding incoming links from other websites/forums reporting my article as though Jagex either is in the process of being liquidated, or already has been.

And somehow I always end up being called alarmist for the misinformed opinions of other people not connected to this website in any fashion.

[Community] First Impressions Are Everything


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Jbuck1984 over on Reddit wants RaiderZ developer MAIET Entertainment to know that it took him ten minutes to decide that the MMO wasn’t worth investing the time into. Simple: Upon entering the game, Jbuck1984 was immediately greeted by a spam bot that could not be blocked due to poor UI and an impossible to read name.

Would have loved to give it a shot, but there was a random gold spammer with the name llllllllll. In game I couldn’t differentiate the L’s from the I’s and I couldn’t click in the chat window to block him. The only next logical step for someone like me who gets annoyed very quickly was to uninstall the game. Thanks Raiderz for making the interface so horrible. If you couldn’t develop a functional chat window I can only imagine what the rest of the game is like.

Some of you will likely see uninstalling the game as a bit of an overreaction, but that doesn’t make Jbuck1984’s point any less true. Walking into an MMO and being presented with an environment like the one described is a bit like entering a nice restaurant and having solicitors start berating you from the entrance to your table to try and sell you stuff. The food might be of five star quality, and odds are a good few people with higher levels of patience will stick around long enough to eat it. There are, however, others who will just get up and go to a restaurant that doesn’t tolerate solicitors.

The post over at Reddit was deleted before this article was published, so you’ll have to excuse there not being a link to the original post. If you have a thought you would like to submit to Community Concerns about RaiderZ or any other MMO, throw us a comment below.

Companies House Proposes Striking Off Jagex Ltd.


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Update: I made a mistake in calling the fines “heavy.” The fine is actually about 750 pounds, which a company with Jagex’s income wouldn’t even notice.

The drama continues. Last week we talked about how Jagex is currently three months late on filing its annual financial statements. According to Companies House, Jagex was supposed to file its returns by September 30th, something which the UK developer has still yet to do going into the new year. I noted that while Companies House handles late filings on a case by case basis, and that companies like Jagex generally file late due to issues with third party accounting firms, that there are some potentially heavy consequences if the statements are not filed soon, including fines and charges against the executives and, in more serious situations, complete liquidation of the company. We can speculate all we like, however, but only one thing is clear: with the reason behind the delay shrouded in secrecy, all we know is that Jagex has still yet to file its reports.

Companies House has updated Jagex’s company status to “Active – Proposal to strike off.” What this means is that the registrar no longer views Jagex as actively doing business, given that the company is more than three months behind on sending in proper papers. The Companies House website notes that the proper procedure in dealing with an involuntary strike off is as follows:

Before striking a company off the register, the registrar is required to write two formal letters and send notice to the company’s registered office to inquire whether it is still carrying on business or in operation. If he is satisfied that it is not, he will publish a notice in the relevant Gazette stating his intention to strike the company off the register unless he is shown reason not to do so.

So is Jagex going to be shut down? All public signs point to no chance that Companies House would view one of the largest UK developers as no longer in operation, and that no one at Jagex is insane enough to ignore two letters from Companies House. What is more likely is that, should they still fail to turn in the proper documents, Jagex will likely be on the receiving end of some light fines. That is, before the wrath of very angry investors falls down upon their shoulders.

Thank you to the folks at Stellar Dawn Central for keeping a watch on the situation.

(Source: Companies House)

Earthrise Closer To Alpha Launch, Accepting Registration


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Earthrise: The game some of you may not have heard of, is back! Well, not at the moment anyway. If you haven’t been paying attention to this or other MMO news sites, Earthrise is a sci-fi sandbox MMO that launched in February 2011 by Bulgarian developer Masthead Studios. Earthrise was panned rather widely in the reviews, and fizzled out pretty quickly in terms of population. Over time, Masthead Studios attempted to convert the game into a free to play model, only to run out of funds partway through. In a post released in early 2012, Masthead Studios announced that Earthrise would shut down in February.

Long story short, the game was picked up by Silent Future, who are converting it into a free to play game. The first alpha testing stage has started, and players are encouraged to sign up at the link below to test it out.

(Source: Earthrise Website)

Hammerpoint Interactive Issues Open Letter To Community


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The War Z developer Hammerpoint Interactive seems to be in a constant state of apology lately. The game was released on Steam and then pulled shortly after when players began complaining that features advertised were not actually in the game. Sergey Titov then went on Gamespy to blame the Steam community for misreading the details, further adding flames to the fire. Of course, it doesn’t help that Hammerpoint has built a reputation on banning people from its forums for criticizing the game over its bugs and over-abundance of cheaters.

In an open letter emailed to the community the other day, Sergey Titov takes full blame for the controversies that have arisen between the developer and its community. In the letter, Titov notes that the company has been very arrogant in the past, choosing to deal with customer complaints by handing out bans rather than listening with open ears. As a result, Hammerpoint will be reevaluating its policies in regards to the community, bringing in new management and moderators and training them in how to respond properly to an angry and very vocal customer.

You can check out the letter in its entirety below:

Dear fellow Survivors,

It has now been more than two months since we launched public access to The War Z. We’ve definitely had our ups and downs, and I thought that this Holiday break was the right time for me to try to step back a little and think about our journey since it started. This may be a little long, but I would appreciate if you could stay with me for a few minutes as I try to go over the highlights of the game as well as some of the hurdles and controversies, how we have addressed that and what our plans are.

First of all a very big and sincere “Thank You!” to all of you. We are really proud of the community we have formed with you guys. Every day we have hundreds of thousands of players on our servers, and this is a life-changing event for the team and me. We are blessed to have you as members of the community and we are well aware that without you the game would be nothing.  Along with that thanks, though, I need to admit that we failed to effectively communicate some of our plans and actions to both our existing players and to our new prospective players. This failure to communicate resulted in some very negative feedback from some members of our community, but while it might be easy to label them as “haters” or some other dismissive term, in all honesty this is my fault.  I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others.  This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture – my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues. At the end my arrogance led us to the moment, when all those small things finally caught up and created a “perfect storm” that affected all of our community members.  For that I’m truly sorry and apologize to all of our community as well as the larger PC gaming community that is not yet playing The War Z.

I do not take this situation lightly, and last week events were especially humbling for me. I’ve experienced a range of emotions, most of which centered on regret for not having addressed some of the issues differently than we did, but we can’t change the past. The only thing we can do is to be sure that we won’t repeat the same mistakes in the future. I have realized that as the leader of this ship, I missed all early warnings that were saying, “Your community is not as happy as you think they are, you need to alter course.” I was too focused on how great we are and how a small independent team got their first game to over 700,000 users in a two-month period.  Though thatis something to be very proud of, allowing that to overshadow the existing community and their satisfaction was poor judgment.

I want to give you some insight into what our plans are for the future, but before we get to that, I’d like to clear the air with you on several important topics.

Community management and moderation – the problem

Even since the early Alpha launch, this game has always cultivated a large and loyal player base that is very active in the game. Again, thank you for this. Unfortunately, we weren’t prepared for this large success and the way we managed the community was not the way it should’ve been. We relied too much on forum moderators, whose primary role was to punish those who break rules, not to engage the community and guide conversations into productive discussions about problems. There wasn’t enough presence of the development team on forums, there wasn’t enough updates on development of UPCOMING features. We failed to communicate our position and messaging on the outside platforms such as Facebook, twitter and various online websites, and when we did this we chose to rely more on arrogance rather than being humble and trying to understand why people were saying negative things. We chose to tune out negative reactions to the game, not paying enough attention to them – and this, again, is my fault. We chose to rely too much on numbers – percentage of refund requests, number and dynamic of our daily and monthly active users, etc. Well, in hindsight – those things probably work well for more casual games, but the hardcore PC gaming community is much different and can be very vocal about what they feel. Even when the percentage of players with negative comments is small, as the community grows, even a small percentage can add up to be a very significant absolute number. And it’s not just a number – those are real people with real issues they are having with the game. OP Productions (publisher for War Z) and me personally have failed to address those issues effectively.

Community management and moderation – the solution!

We’re changing our community management procedures and rules right now. We’re going to reevaluate publishing and marketing team performance, and I will make sure that Hammerpoint Interactive developers will have a much stronger voice when it comes to community management and we won’t rely 100% on OP Productions to single handedly handle this. Lots of changes will be happening very fast in the weeks to come. One of the ideas that I proposed was to select 10 players from around the world who can represent the player community and invite them to our offices in Los Angeles, to meet the team, check out what we’re doing, and share with actual developers their concerns, wishes and thoughts on the game. We also will involve community, to a much higher degree, in the process of making our next map for the War Z (called “California”). We’ll be discussing many of the aspects of the map with you and asking for feedback.

We’re revisiting our forum policies; we’re going to bring on an additional community management team, additional moderators and we’ll train them how to respond to things properly. There will still be restrictions on harassment, trash talk, etc. But we’ll make sure that every opinion is heard. At the same time, I must also be cautious: we cannot address all issues and there cannot be only one voice. Please accept that. With hundreds of thousands of players playing, talking, chatting, voicing their strong opinions, there will always be diverging opinions. And some issues that are minor ones are sometimes brought to light by very vocal channels. I would even say there is sometimes a beginning of controversy because the game is now so popular. So there is sometimes a distortion between the severity of the issue and the attention it gets. But we will clearly implement steps to better listen to the community.

What is Foundation Release?

The most asked question of the last week was “is this the final release?”  My answer has always been that for an online game a “final” release means that the game is dead – so there’s really no such thing, you never stop developing, making changes to and adding new features to the game. This is how we came to call the current version of The War Z “Foundation Release.”  We launched the Foundation Release on December 17, 2012 as our first-stage release that we use as a foundation to build upon. It does include the core features and a fully playable environment. This is our version 1.0, and of course  we will continue to improve that version as time goes on.  Did we rush to get it done? That is a tough question, but to answer honestly I think that we all pushed very hard to be first to market and in time for the holidays. Our entire team was working late, long hours to iron out issues and include as many features as possible.  This is part of the reality of being a smaller, independent game developer. If we had a larger team and more funding we may have done things differently, but I’m not sure. I don’t think it was a mistake because our numbers have been strong since day one and, even with the recent negativity, our metrics are really solid and we’ve been continuing to grow.  The negative opinions are always the most vocal, but most players are really enjoying the game and we’ve been attracting more and more daily active players every week.  A lot of the gaming journalists that have been playing the game have also given us some great feedback. I realize that we will take a few hits from some of the traditional gaming press in terms of review scores, but I’m hoping that even they will consider that this game is a living project that will continue to evolve as time goes on. We are very proud of our Foundation Release, and we do stand behind it like we have stood behind any previous version.

What’s on the Horizon?

As for what will happen next with The War Z? We’re currently evaluating the relationship between Hammerpoint and OP Productions.  I firmly believe that Hammerpoint should be playing a more prominent role in publishing/game operating process. We’re in a process of adding new key members to our team, bringing on guys who have much more experience operating and growing successful online games and I know this is going to make a huge difference in terms of development.  We’ll be making some big decisions in terms of leadership for both companies and I will personally change how I handle many things.  Above all we will continue to develop and make this game the best that it can be.

I know that to some people my words won’t matter much. I understand that. I hope that will change as we move forward and deliver the features that our players have been waiting for. I can promise you that from now on things will be much more transparent, and we’ll provide better communication and engage our community to discuss upcoming features way before they appear in the game.

I do believe that we aren’t even close to uncovering the true potential for The War Z, and I hope that in the coming year, we’ll be able to regain trust from people who were alienated by our actions and we’ll be able to move forward and grow the game together.

Thank you for reading all this, thank you for supporting the game and thank you for helping us to change and realize what’s important as well as what is not.

I hope you are all having a happy holiday and I wish you the best for the New Year!

Sincerely,

Sergey Titov

Executive Producer, The War Z

TERA Will Remain Subscription Based In US/EU


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Update: Gee that was fast. TERA’s European community manager has posted on the forums to confirm that more details will be released of the EU free to play transition in January.

Please understand that it is too early right now to talk about this but we will have more information for you about the EU version in January.

(Source: TERA Europe)

Original Story: Hold your horses, people. If you’ve been paying attention to TERA’s operations in Korea, you already know that NHN successfully launched a free to play server. Initially just a separate server and originally implemented as a temporary experiment, KTERA has announced that beginning in January, all servers will be converted to free to play:

Starting 2013 Jan 10th, TERA will go free-to-play, and with this start, new contents and changes will occur in political system, raid system, and massive pvp, with alliance and alliance training center?, 10man raid sorcerer’s fortress, and 20man raid kelsaik’s holyplace? and battleground of fire?.

What does this mean for the west, where En Masse Entertainment merged down to three servers? Nothing. TERA’s Community Manager, Minea, posted on the forums to state that TERA will remain subscription based in North America and Europe.

Regardless of the news from Korea, the good news is that TERA will continue to grow and improve with new game contents in North America, and all contents will be available for us should we decide to evaluate their use.

Korea isn’t the only country to be taking TERA free to play. TERA in Japan will also be heading free to play. The details of Japan’s transition are a little unclear, due to some poor translation, but the move appears to begin today (December 26th) with a single server and eventually open up the entire game in February 2013. There is little doubt that TERA will eventually go free to play in North America and Europe, despite EME’s insistence to the contrary.

(Source: TERA)

Hellgate: Global Shutting Down In Japan


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Editor’s Note: Please note that the information is based off of a translated Japanese announcement. Some details may have been lost in translation.

I know what you’re thinking, “Omali, didn’t Hellgate Global shut down like three years ago?” No. Hellgate Global doesn’t make much news nowadays since Hanbitsoft hasn’t done much following the launch of Hellgate: Tokyo way back in September 2011. In a post on the official forums, player Lustar noted an email sent out to players of Hellgate: Global’s Japanese servers. The email discusses Hellgate’s history, from its creation at Flagship to the eventual move over to Hanbitsoft. The notice points out that they did not have full control of data from Flagship Studios, and were unable to upgrade the game to a proper level, and are thus shuttering service.

The game will officially end in Japan on February 27, 2013. You can find more details at the link below, but beware of very poorly translated Japanese.

(Source: Hellgate Forums)

Age of Wushu Yanks Certain Preorder Bonuses


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Updated Story: Snail Games has decided to give everyone who bought the Elite package the permanent horse.

d. The permanent mount. There was quite a bit of miscommunication regarding this from both sides. When we were working on the package for the Elite players we honestly did not see it as an issue. There was no ulterior motive to the choice. We wanted to get a package to you guys as soon as we could. This as it happens, was a large oversight on our part. As such, we will be giving all ELITE package members the permanent mount that we promised. In fact, it should be sent to all ELITE package accounts by the time you read this 12.24.2012. Please accept our apologies in this matter. Our players are very important to us and we want to do our best to foster a good relationship.

Original Story:This is an excellent lesson for budding MMO developers, or really businesses as a whole. If you’re going to offer something as an incentive for people to purchase, it isn’t in your best interest to retroactively remove some of those perks. Not in the sense of PR or sales and, depending on your clientele, could wind up with you sitting in court. In a post on the Age of Wushu forums, Pyre announced that the terms of the “Elite” package for Age of Wushu are being altered, and that you should pray they are not altered further.

Elite members will be receiving 85 additional gold as well as 30 extra days of VIP, 2 temporary 14-day horses and an extra 20 gold as an apology. An apology for what, you might ask?

after long deliberation it was decided that a permanent horse was too powerful an item

Although Snail Games replaced the permanent horse and 90 days head start with other perks (listed above), a number of players are angry over the simple idea that the company retracted the perks after they had already started selling the packages including those bonuses.

(Source: Age of Wushu)

Family Guy Online Shutting Down Next Month


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Family Guy Online is a self-proclaimed “MMLOL,” fancy business speak which when translated into common English means “mediocre game based on well known IP.” Sure, Family Guy Online was an incredibly shallow game experience that put more effort into various fart jokes and racist/sexist comments than coding, but look at it this way: Underneath all of the bugs, lag, and far jokes lies a mediocre game. But hey, as the folks at Twentieth Century Fox must have assumed, the Family Guy television audience will certainly show up in high enough numbers and play it, right?

Wrong. As it turns out, they didn’t. Family Guy Online is shutting down on January 18th, 2013, after an unsuccessful beta run. All purchases from October 22nd to December 21st will be refunded automatically in early January. It’s good to see that even though the game failed, the developers are kind enough to refund everyone who paid into the beta.

(Source: Family Guy Online)