MMOrning Shots: Never Taller


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I knew that Dwarves were supposed to be short, but this is ridiculous! With the recent release of Module 2, Shadowmantle, I want to wait at least until I get my main character up to max level before I buy the pack and create a hunter ranger, but at the same time I know that will probably never happen. In fact, the “I’ll wait until I hit the level cap” is probably the best idea I’ve come up with to stop myself from making a whole lot of cash shop purchases, because for me it’s like saying “I’ll wait until the sun dies.” Those of you who read MMO Fallout probably know that I am notoriously slow at leveling as it is and this website doesn’t help bumping me around from game to game.

But enough about me, how are you?

Lessons From 2013 #6: A Rift Between Regions


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This year taught me that Trion Worlds isn’t all too enthusiastic about overseas endeavors. Over the course of 2013, Rift announced its impending shuttering in China, Korea, and Russia, but what caught my eye wasn’t that the game was shutting down, but why. In early October when Shanda Games announced that Rift would be shutting down in China, the publisher put the blame mostly on Trion Worlds. Xiangdong Zhang, CEO of Shanda Games, pointed to Trion and accused them of not responding to requests for localized content, leading to a lack of updates that harmed the game’s ability to keep customers. Later that month, Belver shut down the servers for Rift in China. In their announcement, Belver also noted that Trion Worlds refused to support the localized version.

The lesson here is not to localize Rift.

Rant: Disappointment In Arkadia


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Back when City of Steam launched its open beta, removing features, emphasizing the cash shop, increasing failure rates on modifications, and more. As someone who loved the game’s closed beta period enough that I not only loved enough to throw my own money into very early in closed beta, I partnered with Mechanist Games to share beta keys, I was particularly disappointed. After open beta on R2Games fell hard and we found out about City of Steam: Arkadia, I had hoped with every fiber of my being that the reason the game went so astray was because of publisher pressure.

How wrong I was. I opened Arkadia in hopes that it would bring back the special moments that I shared with closed beta, but instead I found that the game had fully made the transformation into every other Chinese free to play browser title. I apologize in advance if this rant jumps from topic to topic without a proper segue. I don’t know where to start, so let’s dive in.

Direct trading between players does not exist, still, rather you are forced to use the auction house which only deals in Electrum (real money currency). Previously instanced dungeons are now open world areas where players stumble over each other to complete intricate puzzles like killing twenty enemies and collecting five shillings. Luckily for you, and the other random people you’ll be sharing the dungeon with, groups of mobs respawn just as quickly as you can defeat them, often times faster.

And you will never be under-powered or outmatched. Thanks to fishing and mining, which serves no other purpose other than throwing mass quantities of ability and talent points at you, I probably have enough ability points at level 8 to sustain me to the level cap, and enough talent points that I never have to worry about running out. Even without these upgrades, I found myself constantly emptying my inventory of the hundreds upon hundreds of potions given during quests, as drops, and I haven’t had a reason to use any of them. I don’t think my health has dropped below 97% for the entire time I’ve been playing, and that includes solo’ing boss battles on the harder mode for that dungeon.

Apparently Mechanist Games realized that somewhere along the line, City of Steam had its soul stripped and churned into mulch, because they added the ability for the game to play itself. A built in goldfarming bot! Your character will walk himself through the dungeons, kill enemies with pinpoint precision, use abilities, pick up shillings and whatever else drops, use mana potions as they are needed, find his way to the boss, kill them, and the game will then log you out of the dungeon. I believe that experience and shillings are capped per run, because I hit the auto-attack button and went to sleep just to see what would happen, only to wake up to find my character still running around killing stuff but without any notable increase in experience or cash from the previous night. I haven’t checked my achievements, I probably have a good few thousand gun kills racked up over that seven hours.

Then I came across two of the game’s new mini-games. One game mode is a giant Pacman level, where you run around a maze with knee-high walls and the game throws experience at you. The other game mode has you smashing eggs that drop massive quantities of shillings. There-in lies the problem, that the game gives you everything and does everything for you. Arkadia feels like it is two degrees away from handing me a book and some crayons and telling me to color and stay quiet while it plays itself.

Now that I’ve finished shouting myself blue in the face, I want to end this rant as I normally try to do: On a positive note. The silver lining in all of this is the admission that the US version of Arkadia was essentially built up on short notice with a tiny crew. There are multiple versions of City of Steam, each meant to cater to their respective region, which hopefully means that the English game will be molded to better focus on American and European customers.

For COS English, unfortunately, we are very short of hand for now. The English version will be started from Dave, Ethan, and Shirley. I believe it will get better and better and we will have more resources to be invested, more localization, more specialized cosmetics, and more and more cool stuff which I don’t know.

One can dream.

Lessons From 2013 #5: Free To Ignore


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Today’s lesson from 2013 is all about free to play or as I’ve taken to calling it, free to ignore. The very same developers who designed free to play to advertise to the gamer bouncing around from title to title are now finding that their customers are in and out in the blink of an eye. In a way, free to play was a great method of knocking the low hanging fruit from the development tree. Gamers now have the ability to download a game, realize that it isn’t worth their time, and leave it behind without a single cent lost. When a game goes free to play, developers are quick to trumpet how their population increased by five hundred billion percent, only for the PR department to go strangely silent when, after about a month, most of those new players have already moved on.

Free to play was once the bastion for lower-tier games and indies, and then the big industry folks moved in and did what they do best, knock everyone out of business including themselves. Heroes in the Sky, Age of Empires, the Mummy Online, Fusionfall, Battleforge, RaiderZ (in most territories), Kartuga, Prius Online, Dungeon Fighter Online, Dragonball Online, Sevencore, Wrath of Heroes, Hellgate: Global (in Japan), The Old Republic (Asia Pacific), Family Guy Online, and Glitch, and that’s just a small list of games from the past twelve months. Then look at the games merging servers: Rift, Neverwinter, Age of Wushu, Age of Conan, Vanguard, The Old Republic, and that again is a small list of AAA titles from the past year. The system has been turned on its head so much that now free to play games are partially converting to subscription models! Dogs and cats are living in harmony, put all of your money in gold and bury it in the backyard, the world is coming to an end!

When adding this topic to my list of lessons, I asked myself “I’ve harped on this subject more times than I can count. Why bring it up yet again?” The best answer I can come up with is because out of all of the items on this list, this is almost guaranteed to not just be a problem next year, it will be bigger. Like lemmings, completely oblivious to the growing pile of dead bodies around them, developers of all sizes and budgets continue to throw their hat into the ring with the outdated and inaccurate belief that free to play is a treasure-trove of easy money with no effort because games like Team Fortress 2 and League of Legends are extremely popular. These are the same developers who blew up the subscription market by trying to beat World of Warcraft and subsequently shut down because, regardless of profit margin, they couldn’t make their target of a billion subscribers.

Imagine how much better off this industry would be if developers would only set a goal of carving their own section of the market, rather than those who took an everything or nothing approach.

Lessons From 2013 #4: Threats From Devs


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Despite some of the criticisms I make here at MMO Fallout, I have a decent relationship with most developers that I talk about. I don’t water down my editorials and for the most part they are fully aware that anything negative is said with the best of intentions. That out of the way, MMO Fallout has received several threats of defamation and slander lawsuits, all of which disappeared when pressed to explain precisely what was said that was false or published with the intention of damaging said company/individual. Over at MMORPG.com, however, 2013 saw the delisting of two games due to the actions of their developers. Back in March, WWII Online was removed completely after Cornered Rat Software threatened to sue over comments made by users in the forums. Just a month later, Jason Appleton threatened the website over comments made about Greed Monger, resulting in the game also being removed.

Forums for MMORPG.com and big video games are often toxic pools of hatred, but a place where someone is allowed to vent their frustration, even if it is poorly worded, incorrect, or agenda-driven, is always preferable to one where the developer has a strangle hold and silences any criticism. The unfortunate side of the MMO genre is that as the market continues to push itself far past the saturation point, with games shutting down left and right, the very developers who can’t afford to push their customers away are doing just so, and they are the same people who will be sitting alone, wondering where everyone has gone and why no one returns their calls anymore.

This lesson of 2013 is that websites are not responsible for the statements that their forum users make, although if you want to shoot your potential for publicity in the head, you should target the largest MMO websites first to convince everyone else to stop covering your game.

MMOrning Shots: Heroes & Villains


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Today’s MMOrning Shot comes to us from Heroes and Villains, a spiritual sequel to City of Heroes in development by the folks at Plan Z Virtual Studio. This is a rather early build of Plan Z’s character creation tool, although as you can see from the image above, work is coming along great on my personal superhero, Contemporary Lounge-chairman. Players will be able to create their character as a hero, villain, or freelancer, and customize their costume, abilities, powers, secret identity, and more.

To check out Heroes & Villains, check out the official website.

Line of Defense Coming 2014


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It’s been a while since we heard anything related to Line of Defense. In a post on the game’s official blog, 3000ad inc announced that players should be “rolling in awesomeness by Q2/14.”

Having switched from a custom internal engine to a custom middleware engine (Havok Vision Engine), we did have some setbacks during the transition. Especially in light of the fact that, well, the game uses over twenty-five (!) different middleware engines; all of which do various things. And all the content – include the world – had to be ported over.

Line of Defense is a massive open world first person shooter in development by 3000ad.

(Source: Line of Defense)

Lessons From 2013 #3: Reading Too Far


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Can we agree to stop reading into every little comment made by developers as cryptic hints or confirmations? One such case that many of you may remember from this year is back in March when John Smedley said “we like permadeath for EQN” when responding to a question on Twitter. When Dave Georgeson confirmed that Smedley was simply giving his opinion on permadeath and that the feature was not coming to Everquest Next, players accused Smedley of lying or deliberately misleading players.

The lesson? It doesn’t matter what you say or how clearly you say it, gamers will find a way to deliberately misinterpret it and complain.

MMOrning Shots: Treasure Trove


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What would Trove be without a laundry list of logos and 8-bit sprites being recreated in the game world?

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Lessons From 2013 #2: Triumph of Old School


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You can only hope that other developers are paying attention to Jagex. This year marked the announcement and launch of RuneScape’s Old School server, a separate service that originally launched as a snapshot of the MMO way back from August 2007, but has since evolved into its own game entirely. Updates are based entirely off of polls, with each addition being voted on separately and requiring 75% approval in order to be implemented. Rather than vote on ideas from the standard RuneScape ruleset, Old School has gone in a completely different direction with the implementation of features such as pvp worlds, where players are able to fight it out all over the world instead of being relegated to the wilderness.

We can only hope that more developers will see the value of classic servers.