First Impressions: Survarium


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I took some time to sit down with Survarium, knowing full well that the game is open beta, still a pretty long way away from launch, and missing the key component: Free play. Still, with the game now open to the public and taking money, I wanted to see what the player vs player had to offer.

So far I haven’t been disappointed.

Right now, Survarium isn’t much more than another free to play shooter set in a universe reminiscent of the STALKER franchise. You have the choice of team deathmatch, research, and protective device. Protective device tasks both teams with picking up and returning charged batteries to their base. Research involves fighting for control over territory points.

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I wasn’t able to get into the research mode due to what I believe is a bug, you need a certain number of rounds completed in PvP before you can unlock research and protective device, and the counter for mine randomly wouldn’t count after a match.

So far I’ve found Survarium impressive in terms of netcode, experiencing next to no lag considering the majority of players in each game were Russian. By the way, the majority of players are Russian, so be prepared to not understand anything being said in chat, unless you speak Russian. Be prepared to see ‘cyka’ in chat, a lot.

As usual in first person shooters, team deathmatch was the only mode really represented by players. I did get a single match of protective device in, but didn’t have the time to deal with the ten minute queuing to get any further sessions in. Team deathmatch is of the Battlefield variety, with both teams fighting to tick down each other’s pool of reinforcements until none are left standing.

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Death, in Survarium, comes both quickly and slowly as you not only must worry about being shot, but also the chance to bleed out afterward. It’s a pretty common occurrence to get into a shootout with someone only for the victor to die seconds later from injuries sustained during the battle. I haven’t been able to fully explore the injury system, but I did note that a well placed grenade, while not lethal, was able to cripple my character and prevent him from walking.

Given that this is a beta, I’ll refrain from giving any credit to the game’s current rate of experience/money/weapon prices because all of that is subject to change before launch, and you never know if Vostok Games will pull a 180 (as has happened in games before) and nerf everything to draw more focus to the cash shop. Each match rewards the player with experience in their character level, faction, and offers rubles as well as the chance for weapon/gold drops. Rubles can be used to repair weapons and buy new items, while premium currency is available to buy premium weapons.

While free play mode won’t be in for some time, I wanted to get a look and see how the foundation of Survarium is progressing. As a shooter, the game seems to be on solid footing, one that will hopefully translate into the open world mode coming soon™. If you’d like to check the game out for yourself, you can do so here.

MMO Fallout On Ethical Gaming Press


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We need to have another one of those serious chats, for which I apologize and promise we’ll be getting back to the gaming talk ASAP.

As I type this, at 7:40pm on February 25th, the hashtag #letmarkspeak is number two trending on Twitter. If you haven’t been paying attention to the going-ons in the gaming press, you’re probably not aware on what this means or why it is so important.

Mark Kern, ex-CEO of Red 5 Entertainment and industry veteran, posted a petition on Change.org asking for websites like VG247 and Kotaku to decrease the amount of yellow journalism that goes on. The gaming press, as he believes, is at least partially responsible for the Law & Order SVU Gamergate episode, and Kern wants the press to become active in healing the relationship between themselves and gamers.

Find the common ground, drive productive dialogue, and find solutions instead of simply pointing fingers. Stop celebrating the hate and start serious coverage of the issues of ethics, women in gaming and video games as a positive medium for change.

The response from VG247 has been described as a hit-piece by Kern and others. It drags other developers into the fray and, most notably, ends with a subtle threat towards other developers. Don’t get involved, otherwise you’re going to regret it later on:

As was made blatantly obvious by Gamergate, the last thing the gaming community needs at the moment is more ill-informed bigots getting angry on the internet. Think before you sign. It may be very difficult to erase the ink.

Kern’s attempts to get VG247 to engage in conversation following the piece have been met with a flat out “no,” leading to today’s trending hashtag.

And herein lies the problem. When accused of yellow journalism, VG247 runs a hit piece. When gamers ask for better ethics in gaming press, the yellow journalists attacked gamers. Now that developers are joining in asking for more ethical behavior, those same people are attacking developers. Furthermore, they’re attacking journalists, the many outlets that have either solidified their ethics policies or transformed to allow for more disclosure.

This is how it’s going to happen, folks. This is how it always happens.

Because if you believe your motives to be pure, you will defend your actions against accusations. The guilty, upon being outed, will resort to attacking their accuser. They will defame, they will slander, they will attempt to invalidate the entire argument. Whatever happens, their true self is inevitably revealed.

This isn’t a fight between gamers and press, or devs and press, it’s a fight of everyone against yellow journalism, an industry that recently found its back up against the wall and like a cornered animal is lashing out. But to heal the rift, as Kern puts it, we need to start by figuring out who is here to work together and who is here to divide the community and make money off inciting hatred and shutting down conversation.

Gaming should be a place where everyone, no matter who you are, should be able to get together and enjoy our mutual hobby, and where creators don’t have to worry about being blacklisted because they asked for more ethical practice.

Can we go back to talking about video games now? I’d like to do that.

(Source: Change.org)

Missing World Media Returns: City of Titans


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Earlier this week, I got to sit down once again and have a chat with Missing Worlds Media about their upcoming game City of Titans. If you didn’t catch out interview published last year, check it out at this link. For this interview, I managed to snag project lead Chris “Warcabbit” Hare to talk about design philosophy, alignment, and lockboxes, among other topics.

A big thank you to Missing Worlds Media and Warcabbit for agreeing to talk to us again.

Connor: Start off by telling us who you are and what you do.

Warcabbit: Greetings, all! I’m Chris ‘Warcabbit’ Hare. By day… well, I can’t say what I do by day, but by night, I’m project lead for City of Titans, a crowdfunded Superhero MMO, and a spiritual successor to City of Heroes.

The last time we talked, City of Titans was ending its pre-production stage. What is the main focus right now?

Slightly scattered. Tech is at early production leading to solid and functional prototype, while Lore is actually writing what will become production-level missions. Art is iterating designs while we deal with disagreements about where to slice the body up and how to apply sliders.

Sometimes the disagreements are with parts of the engine that haven’t been written yet. This doesn’t mean we’re out of synch, it means that certain things, like Lore, are not limited by technical realities, and are able to design and test in theory rather than in practice.

So something that gets written in lore that can’t be represented in-game?

It’s… hard to think of something that can be written in lore that can’t be represented in game, within the constraints Lore already knows about. That is, the design constraints are established already. Things that are out of the ordinary, like six mile long snake-beasts are on hold, yes. But we’re working more with things that are technically possible – but questioning the game-centric nature of the beast.

We want to fill our game with story and valid choices, but we’ve found there are many players who just want to punch things. So we’re working on story structure and various other issues that are, ah, trivial from a coding issue – I mean, when you get down to it, we could throw all of Moby Dick on someone’s screen in five lines of code – but they wouldn’t read it.

Anyhow, so what we’re working on is when will people like a valid choice about good and evil, or right and wrong, and coming to the conclusion that people will  not like it so much mid-mission, but end of mission is much more acceptable. Like, ‘do you turn in the 40k of drug money, or pocket it’?

Are you going with a clear good vs evil or allowing players to blur the lines like City of Heroes sort-of did with Going Rogue?

Dramatic timing and tension and various other things – if we throw a question in mid-story, it suddenly becomes much MORE important because of the rarity. We have a three axis alignment system, along with a villain/rogue/vigilante/hero (names picked from Going Rogue for this conversation for familiarity’s sake) axis.

For example, the first challenge I mentioned was (money) a Law axis question. Do you respect the law or take the cash? The second was a Violence question. Do you just beat the guy up or do you kill him? The last axis is Honor. Do you keep your word, even if it causes you pain? Dr. Doom is a villain with a strong Honor axis. The thing is, the slider-axis is actually independent of the alignment axis – the Punisher is a Violent, non-Lawful, not-really-Honorable vigilante.

Right, so it’ll still be possible to bust heads and not suddenly find your character evil aligned.

Yes. Currently, it’s up to you where your h/v slider stands. If you choose to eat puppies, it may be moved for you, but you can move it back. You can explain why. (I was controlled by the moon-aliens! It was my evil twin from Dimension X!)

The last developer diary talks about rapid prototyping and blueprints in the Unreal Engine. Could you expand on those concepts?

Now, Blueprints may not be suitable for various issues – for example, currently, there’s no real way to translate them to C++, so mantaining an analysis of what changed in source is a bit of a bear, so deep or complicated systems do need to be programmed for a game you want to perform long standing maintenance on… But they are fully capable of being everything you need to develop in. They’re sort of… programming turned into Minecraft.

At any rate, thanks to the power of Unreal, we can test five different approaches to a task in the time it would take to test one in a more traditional system. I should note, by the way, that we are going to have a more realistic interior to various missions.

Are you looking at bringing over any mechanics from City of Heroes? Like the day job system.

My metaphor has always been ‘We’re making the game CoH would have been if they knew then what we know now after ten years of face to face lessons.’ Day Jobs are interesting. We’re not doing this at launch, but I’ve actually developed something that’s a bit of an evolution of a concept Jack Emmert failed to bring to fruition. The ORIGINAL Day Jobs plan.

Do tell.

Can’t, really, but… Let’s just say it’s something for you to do when you’re not playing the game. Back in the day they didn’t have apps.

Is it encouraging to see the comic book MMO sort of rise from the ashes? Right now we have three games looking to fill the void left in CoH’s absence.

It is FANTASTIC. Valiance is going to launch before we’re done, we know. But we’re going to offer a richer experience. Honestly, we’re trying to figure out a way to integrate with them. And I don’t mean merge – I mean crossover events and the like.

Right now, if I remember right, we’re starting off where our characters are fictional in their universe and vice versa. So there might be an Anthem movie on a marque.

As much as people are going to hate me for saying it, I like to think City of Heroes shutting down had a lot of positive effects on the genre, as in other companies are starting to participate in it.

Mmmmm… Ask me again after we launch. There’s still a chance we might fail. I’m not getting comfy. I’d like to think that it will wind up being like Enhancement Diversification. Annoying, painful, but it eventually led to the insane glory of IOs.

I’ll finish by asking what your thoughts are on Lockboxes and other cash shop items that seem so popular with gamers these days.

That’s a very, very serious question. The pages you’d get from many of my developers on how they’re bad for gaming and bad for players and bad for ongoing development… on how they hijack the gambling urge…

I do intend for there to be things like lockboxes. But when I say ‘like lockboxes’, I mean things like ‘a parody lockbox that actually has no game effect’ or ‘something more like a magic booster full of fun consumables that have no non-cosmetic effect’ or a few other nonsettled variants on a theme. It is fun to play a chip on the wheel of fortune and see what you get.

But I feel that giving people a present and then forcing them to pay to open it is a cruel, cruel thing. Especially if they take up inventory space. I swear to you, if I have to implement them to keep the game going, they’ll at least be stackable.

I’m not saying I won’t ever do them. I’m saying I really don’t want to do them, and the general concept is one of my ‘innovate and improve’ targets, where I want to make something that is actually fun and rewarding, rather than penalizing and expensive.

What is the timeline for release?

In bits and pieces as it’s done. Not 2015, but we might have parts out earlier than 2016.

Well thank you again for coming out and talking to us.

We’re always glad to talk.

MMO Fallout On MMORPG.com


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Good news, folks!

I’ve been teasing an announcement for a week or so now on Twitter, and while nothing was preventing me from saying anything, I’m not exactly the type to jump the gun. The good news is that I will now be running a monthly column on MMORPG.com. The content will be along the lines of my financial and legal columns here at MMO Fallout, with quarterly finance and covering lawsuits and all that stuff.

Aside from a few of our articles moving over to MMORPG, business will remain as usual here. I don’t want people thinking that MMO Fallout is going anywhere.

MMO Fallout wouldn’t be anything without our readers, and I plan on supporting this website as long as you are.

Satireday Headlines: Now Sponsored By Indie Gaming


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It’s Saturday and that can only mean one thing: The return of the Satireday Headlines. Today’s headlines are brought to you by Ovaltine Online, the new MMO packed with your daily requirement of vitamins and minerals.

  • Perpetual Entertainment Briefly Returns To Announce Next Cancelled MMO
  • Crowfall Developer Reminisces On Ultima Online Mistakes To “Double Down On Them.”
  • Ubisoft Bake Sale Goes Horribly Awry After Oven Suffers DRM Issues.
  • Massively.com Shut Down As Joystiq Runs Out Of Free AOL CDs, Loses Internet Access.
  • “David Allen Was Fired For Burning Coffee” Says New Starbucks Barista Derek Smart.
  • And finally…
  • John Smedley Solidifies Studio Independence By Tweeting Death Threat To Gabe Newell.

Once again, today’s special is brought to you by Ovaltine Online. Drink your Ovaltine kids.

Diaries From RuneScape: January In Review


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January was a good month for RuneScape, even if you weren’t a fan of the heavy cash shop promotions. As I do each month, I’d like to give my thoughts on each week’s updates.

1. Boss Pets

Boss pets for me will fall under one of the more important updates of the year next to Jagex’s upcoming non-Java client launch and hopeful removal from the bloat that currently plagues this game, and it is an update that I haven’t even participated in yet. The idea of adding more cosmetics to collect is rather inconsequential when this update introduces a mechanic that hopefully will be expanded upon in future content, and one that I have personally been shouting from the rooftops for for the past several years: Thresholds for inconsequential, character-bound cosmetics.

If you don’t know what I’m talking about, they basically work like this: Graardor has a 1 in 5,000 chance of dropping a pet, but should you manage to hit one thousand kills without a drop, the rate gets better. Now you have a 2 in 5,000 chance (1 in 2,500) until you either get the pet or the threshold caps at a generous 10 in 5,000 (1 in 500). You may still, by the wrath of the random number generator, never get that Graardor pet, but your odds do go up considerably and it doesn’t take away from the drop because you still need to kill this boss nine thousand times to hit that rate, after which I think we can all agree you deserve a break if you still haven’t received your fancy pet.

And it doesn’t devalue the achievement. As of January 29th, only two of the 26 pets have been unlocked by more than one thousand players, out of the tens of thousands who play every day.

2. Elemental Rare Drop Table Rework

I don’t have enough knowledge of the drop tables to comment on this update, but the most important parts can be found in the “other news” part of this update.

Clan citadel updates, reducing upkeep costs and removing the probation period on new members. You have to have played to know how sour clan chats could get each week when the citadel came due and not enough people spent the mandatory six hours of extremely heavy grind to grab the hundreds of thousands of resources required to keep the clan’s avatars for the next six days.

If I want someone breathing down my neck to maintain quotas, I’ll go back and work for Target selling credit cards, at least I’m the one getting paid there.

3. Hati & Skoll

Once again, not the important part of the update. Hati and Skoll are pretty insignificant, an annual update that takes five minutes to complete and awards a chunk of bonus exp and cosmetics that you won’t wear.

The update did, however, introduce RuneLabs to jump start players introducing their own ideas to the game. Most of them are godawful, but the community so far has been doing a great job of allowing the best ideas to filter to the top.

4. Ports – Guardians of the World

Update of the month.

I stopped using ports pretty much immediately after they came out, so I have a long way to go before I can catch up to the launch content let alone what this update brought in. As easy as travel is in RuneScape, it was still a pain to have to go to your port every single time your ships came in, in a mini-game that is already incredibly time-intensive not unlike your average Facebook waiting game.

Now you can manage your ships from just about anywhere, and the simple fact that this update made me engage in something I had previously dismissed makes it the top feature of the month.

Final Fantasy XIV Free Weekend Coming


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With the recent release of patch 2.5, Square Enix has announced another free weekend. Players with inactive accounts will be able to log in from January 30th until February 2nd. Who is eligible?

Players who have previously purchased and registered FINAL FANTASY XIV and whose service account is set as inactive during the campaign period.

For more information on patch 2.5, check out the official website.

(Source: Square Enix Press Release)

Column: Jagex, RuneScape, And Increasing Prices


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When I was in school, RuneScape was always known as that little MMO that anyone could play. You didn’t need a powerful computer, not to mention it had a free to play mode in an era when most western MMOs carried a mandatory subscription. Add on to that the cheap price of membership, five bucks, and it was the only game many of us too young to own a debit card/have an income could convince our parents to subscribe us to.

I’ll be interested to see how Jagex’s revenues are hit by the latest announcement that membership prices will be rising again, now that they will be nearly twice the price of the game’s original monthly cost and just five dollars short of your typical subscription MMO.

1. Price Increases And Content Train

Yes, RuneScape isn’t the only MMO to ever increase its subscription price, but it is the only AAA MMO to have regular (every two to three years) rate hikes and I’d be willing to venture that it is the only one to double its price over nine years. You could argue that the RuneScape that exists today offers a whole lot more than the RuneScape that was $5 back in 2008, and frankly I’d have to agree. Even at $9.49 a month, RuneScape offers a ton of varied content with a release schedule that dwarfs its competition. A schedule that requires a lot of moolah to run efficiently.

This coal consuming train is also brought up whenever Jagex addresses the, shall we say, aggressiveness with which the game’s Treasure Hunter and Solomon’s Store RMT is being promoted. Mark Gerhard told us that the game cannot be sustained on its subscription price and still churn out the weekly updates. In spite of this, the subscription price has continued to rise.

The unfortunate reality is that Jagex is in a no win situation here. Reduce update frequency to lower overhead and you’ll have players feeling that the value of their subscription is going down. Keep everything as it is and you exacerbate the problems of development costs and the necessity of aggressive cash shop marketing.

2. Wasting Money

And while we’re on the subject of wasting money, I really hope we don’t hear about any new Jagex games this year (omitting Block N Load). I’ve talked this subject into the ground, but the question still remains as to how many times does this company need to mismanage a game before they get the idea down?

With RuneScape as the big money maker, it also stands that a good amount of that money is going to fund Jagex’s other projects, which Mark Gerhard admitted they weren’t taking seriously enough. I’ve talked about this to death, so I’ll just link to the earlier article rather than going over it again.

And for the record, it would be irresponsible of Jagex to not invest money in new, experimental projects, and having games wind up getting cancelled is just a part of doing business. You have to spend money to make money, as they say.

That being said, I’d like to see Jagex invest their money more wisely. Their recent projects can be summarized as “this is a thing, let’s do this thing too,” with the end result being 8Realms (city builder), Funorb (mini-games), Transformers Universe (MOBA), and now Block N Load (Minecraft-style) and Chronicles (Hearthstone).

3. Solomon, HTML5, And More

Which is to say, RuneScape hasn’t been without its missteps. We learned at Runefest last year that the HTML 5 client that Jagex had been looking at wasn’t going according to plan thanks to a lack of cooperation from browser developers, and would be scrapped in favor of a dedicated client.

There also seems to be a wholesale clearing out of Jagex’s cash shop. This month has seen a massive sale on the Solomon’s General Store cash shop, but you might not have caught the part where all of the items that are on sale (57 as of my last count) will be completely discontinued and removed at the end of the month.

The good news is that this is coming out of an attempt to reduce clutter in the cash shop, as noted in the forums:

Solomon’s store has somewhere in the region of 350+ different items, so it’s simply time we took a look at the stock and had a bit of a clear out whilst giving you a heads up and chance to get them at a large discount before they’re gone.

4. So In Conclusion…

I can’t help but conclude this the same way I did when Jagex cancelled 8Realms and fully committed themselves to making Transformers Universe all that it could be…Boy I hope this doesn’t happen again.

Boy I hope this doesn’t happen again.

Satireday Headlines


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Satiredays brings you all the headlines you missed because they aren’t real. This week’s episode is brought to you by Hardcore LLC and their upcoming MMO You Deserved This, where everyone will try to steal from you, including the billing department.

Let’s check the headlines, shall we?

  • Blizzard Admits WoW Was A Joke That Went Too Far.
  • Care Bears Creators Deny Link With PvE Servers.
  • Survey of Tanks Confirms Healers To Blame For All Raid Failures.
  • Survey of Healers Confirms Tanks To Blame For All Raid Failures.
  • Casino Owners Push For Ban On Lockboxes Out of Concern for Ethical Practices.
  • New MMO T-shirt Includes Exclusive DLC Where NPCs Laugh At You For Spending $40 On A T-shirt.
  • Free To Play MMO Announces Change To Mandatory Subscription.
  • And finally…
  • Survey Finds 99.9% Of Cheating Bans To Be “For No Reason.”

Once again, today’s Satiredays Headlines is brought to you by You Deserved This. Pick up a $20 cash card at your local Target and see if you get anything for it. Come visit our booth at New York Comic Con this August, or feel free to visit our CEO who will be serving time in the Cook County Federal Prison for commercial fraud until approximately 2017.

Diaries From H1Z1: The Apocalypse Cometh


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Generations from now, humanity’s survivors will look back and wonder how did we fail? What caused the virus that wiped out 90% of the world’s population? Was it a plague, disease, or wrath of god? No. The fall of society came when Taylor Swift announced that she was retiring from music and would only release further albums in the form of Kidz Bop covers. The fabric of reality tore, civilizations fell, and Nancy Grace’s show was cancelled. I suppose the news isn’t all bad.

I wake up in the middle of nowhere, nothing on my person but a flashlight and the clothes on my back. I don’t know how I got here. I head up to the house down the road to find some food or a weapon to defend myself with. Maybe I can salvage some AA batteries to get my Gameboy working again. All I need is a trustworthy person and I can trade my Kadabra so he’ll evolve into an Alakazam.

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It starts raining, heavily. The house turns out empty, but the rain muffles the sound of my feet as I pass by a large congregation of Taylor Swift fans. I can hear them moaning, “whyyyy.” They cannot be saved, they are driven by an insatiable hunger for human flesh.

Further down the road I come across a small block of houses. In the first building I enter, I find a machete. The tool not the film. Otherwise this area is pretty much devoid of stuff. Either it was ransacked by other survivors or the townspeople were incredibly poor. They must have spent all of their money on the numerous sedans lining the street.

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I realize that I’m becoming very thirsty. It doesn’t occur to me to look upward with my mouth open, given the rain is now in a full-fledged downpour. I could also suck on the sleeve of my shirt for nourishment, but I haven’t bathed in two weeks and the water is being repelled by the accumulated oils. I need to find something to eat.

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Sjoberg’s Mandarin Oranges, my old nemesis. Sjoberg prided himself on being the first food manufacturer with “on-can DLC.” I don’t even know what that means, but there wasn’t much sympathy when old Sjoberg died at a Two Live Crew concert from a bad batch of hollandaise sauce.

In the next house over I find an AR15 on the toilet in the bathroom.

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Finally, the house of a sane person. I always kept a loaded pistol sitting on the commode in case someone broke in while I was dropping an orphan off in the woods. The gun doesn’t have any bullets.

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It’s about time for me to sign off for now. I’m hungry, thirsty, and loaded to the teeth with useless weaponry. Hopefully next time around I’ll be able to eat my shirt.

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