The MMO That Wasn't: The Agency


Looking at the success of games like CrimeCraft and the sales Tribes: Ascend during its continued beta period, I can’t help but feel that The Agency got the very short end of the stick when Sony cancelled it earlier this year. Perhaps if Sony had licensed an IP, say James Bond, the game would have gathered the internal enthusiasm to be thrown in the chopping block over, say, existing costs that show little promise. While Sony never made an official statement at the time, given their desire to release DC Universe as free to play in early 2011, it might be safe to say that The Agency would also have been released under a similar model. Instanced shooters are great, but historically have not proven to be viable subscription titles.

In the grand scheme of things, The Agency was likely a side project that Sony was working on alongside their other more serious projects, and when the company hit hard financial times and had to lay off a massive amount of people, it was the first project to get the boot. Perhaps at some point in the future, The Agency will be revived and Sony will continue where they left off.

But I’m an optimistic person.

Star Wars Galaxies Memoir Book


Star Wars Galaxies shut down a week ago, but it already feels like a lifetime. Whether you are a long time fan of the MMO, played a little now and then, or never had a chance to dive in, the crew over at Sony want to give you a chance to relive some fond moments. If you head over to the Galaxies website, Sony has uploaded a memory book full of screenshots and snippets from Galaxies.

This is no light reading, either. The book itself is 250 pages thick and covers all of Galaxies from launch to its shuttering last Thursday. I should warn those with slow internet connections: This is a 252 page PDF document.

(Source: Star Wars Galaxies Memory Book)

Star Wars Galaxies: Final Address To The Community


Looking back on Star Wars Galaxies and all these years I am so thankful for being able to be a part of the Star WarsGalaxies community both as the Producer and as a fan. It would not have been the incredible experience that it was without you, the players and fans, the dedicated team of people who worked on it over the years and the fantastic Star Wars® galaxy itself, which offered us a very unique and compelling place to explore, fight, play, make friends, and build our homes.

This is a book of memories, so let me start with a few of my own.

When I was a little boy, my father brought me to the movies to see a new science fiction film that he heard was pretty good. What I remembered most was the feeling of awe I had back then, and still feel to this day. Once I had experienced Star Wars, my life would never be the same again. In May of 2004, I walked into the office at Sony Online Entertainment to start a new job working on a game based on the very same story that had amazed me in my youth. Cool! I was very excited. All I wanted to do then was learn how this thing worked, and I spent the next seven years doing just that. I can say that not a day passed in the development of Star Wars Galaxies where I didn’t learn something new. Each day presented different challenges and solving them was always a rewarding accomplishment. It is everyone’s hope to find a job that you look forward to each and every day. Being a developer onStar Wars Galaxies was just that kind of job for me.

Star Wars means something different to each of us. That’s why we played Star Wars Galaxies. On June 26th, 2003, SOE and LucasArts released Star Wars Galaxies and, for the first time, you could play online with your friends in the Star Wars universe. I was amazed at how much there was to do in the game – player housing, crafting, entertaining, combat, and more. One of the most exciting times for all of us on the team was the launch of the Jump to Lightspeed expansion, which let players fly and battle it out in space in a true 3D simulation. Now we could all truly live out our Star Wars fantasies. It was like being a kid again.

Continue reading “Star Wars Galaxies: Final Address To The Community”

Mythos Shutting Down In Europe


If you live in the US and were eagerly awaiting the North American release of Mythos (and let’s face it, how many among us can honestly say we weren’t holding off only Old Republic preorders), you will be disappointed to hear that those prospects for a release and long life span have dropped rather significantly. In the EU, Mythos already launched under Frogster. In the United States, Hanbitsoft will be taking the reigns.

Of course, if you were waiting for Mythos to launch in North America, you’d know that Codemasters is shutting down Mythos in Europe, following what the company described as a great launch and then a terrible retention rate (and as I’ve pointed out time and time again, it’s all about retention in this business).

MYTHOS enjoyed great popularity with the launch in April and the numerous registered users ensured a good start. The desired long-term success unfortunately did not follow. Under these circumstances, we have made the difficult decision to discontinue the operation of MYTHOS.

This puts Mythos’ life span at about six months. Players who bought into the game will be compensated via credits for Runes of Magic, and potentially beta keys for Codemasters’ upcoming title Eligium.

You can read the entire announcement here.

Week In Review: Keep Your Origin Account Safe Edition


Today’s week in review is a bit more interesting than previous works, if I do say so myself as an unbiased outside source. As far as MMOs go, I’ve been spending a lot of time in Lord of the Rings Online with my pitiful leveling speed in an already slow to level game. Currently I am either level 27 or 28, somewhere in the Lonelands working on book 2 of volume 1. To give a better idea of my placement in the storyline, consider the length of a football field, and my position is the Thursday before the game even begins.

I normally prefer games that don’t rush you to end-game, but with Lord of the Rings I think I’d prefer a system that simply doesn’t see three or four level differences in between chapters. Completing a single level 25 quest only to see the following be level 29 is like getting a glimpse of sunlight only to be dragged fifty feet underground and start the process of digging up to the surface all over again.

1. Banned In One Game, Banned In All: EA Origin

Consider this the controversy of the week. Players are understandably angry over comments made by EA Games today regarding the recent Battlefield 3 beta launch. On the beta forums, a DICE employee Bazajaytee posted a warning to players that playing on modified servers could result in your account being compromised, stats to be altered, or even banned from EA Origins.

To complicate matters further, Bazajaytee posted further along in the thread that “if your account gets banned, it does mean that any EA game you have on your account would also be unavailable.” This is concerning, considering my time in the Battlefield 3 beta I could see modded servers directly in the server browser. Will EA be actively removing the modded servers from the browser? Is it possible to join a modded server through the quick join button, and if so does my entering a random server and capturing a point to see +20,000,000 experience put me at risk of being banned and losing access to my other games?

I hate to use the L word, but this sounds legally questionable.

2. The Feeling Of Playing Torchlight, But In An MMO

I love Torchlight. Granted, I bought it way back when it was released and never got around to playing it up until a few weeks ago, but nonetheless I consider myself a big fan of the game. Shortly through my playthrough, I started to understand the positions of people I’d seen posting on the MMORPG forums, about how Torchlight is the game MMOs should aspire to be more like.

So I started taking a list of things I enjoyed about Torchlight that I hated with an MMO. Loot became a thing of the past, because all I had to do was send my wolf off to town to sell my things. Gone were the days of trudging back to town with my pockets full every fifteen to twenty minutes, or doing side by side comparisons of what to keep and what to destroy based on its worth. All I had to do was move the items to my pet’s inventory and click a simple button, and two minutes later my trash became cash. As for my cash, I think I’ve spent most of it on reviving myself over buying anything. The enemies I’ve fought drop so many health and mana potions, not to mention I picked up a heal self spell, that I’m never in need of resupplying.

My favorite part, without a doubt, is upgrading my gear. My weapon cycles maybe once every ten levels, but the feel of finally getting my hands on a more powerful weapon is exhilarating. At one point, I came across a ram head-shaped one-handed mace that carried almost double the attack strength of my sword. So, ditching my sword and equipping the mace, I threw myself into the nearest crowd of mobs and bathed in their blood and crushed bodies. The weapons feel powerful, as though my mace is actually busting some skulls.

That being said, Torchlight also shares my frustrations with MMOs, specifically in the sense that bosses are just bigger versions of existing mobs but with more health, higher defense, and more powerful attacks. Unfortunately with the game’s hack and slash nature, I probably haven’t noticed if any bosses had the capacity for more intelligent tactics than chase player -> attack player, because I’m too busy breaking kneecaps and setting my pointer finger up for early onset arthritis.

3. I Can’t See Why An MMO Lottery Wouldn’t Work

I see this a lot on various game forums, the question generally comes up of “why can’t we have a lottery where players buy tickets and then at the end of the month a winner is decided for the jackpot.” The discussion then rises and buckles under the complaint that players would be rich through sheer luck and with no time invested. Now that is half of a lie.

The real issue that players oppose is the time invested aspect over luck. It has nothing to do with luck, luck is an inherent system in MMOs. After all, it is luck that I managed to kill thousands upon thousands of dragons and never obtained their rarest drop over the course of a few months and a hundred hours of grinding, while the other guy managed to saunter in and grab two of them in a good long five hour play session. If people didn’t like the idea of getting rich in MMOs based on luck, we wouldn’t have any of the systems that we do, and most of your items would be completely useless thanks to high drop rates.

So forgetting luck and throwing off time invested, why not have a system where players can buy lottery tickets and have the chance at winning the pot? It’d be a great idea for a money sink, all the rich players who would gamble away their riches in a lottery and never win anything, with a percentage of the total amount invested going to the actual payout.

4. The Fact That TOR Is Still Buyable Concerns Me

Ever since Bioware announced that The Old Republic preorders would be throttled to allow for a smooth launch, the chatter has not died down at all. Now, we know from an EA financial release that The Old Republic has already become the best preorder title in EA’s history, but the fact that the game is still for sale with release just months away raises a few questions.

The optimist in me is saying that this is a result of Bioware upgrading their server structuring as the preorders continue to roll in, upgrading stability and adding more servers where needed. The pessimist in me says that players are going to be greeted by the exact same closed door server queue that the throttling was designed to prevent, or just temporarily barring accounts on launch day under the name of “first come, first serve.”

As much as I try to ignore the pessimist in me, he is loud, obnoxious, and unfortunately has his moments of insight. The Old Republic’s launch in December is going to come under heavy scrutiny if Bioware doesn’t ensure smooth sailing from the get-go, which as previous titles have shown is akin to the Wright brothers attempting to invent an airplane that not only flies but performs so well that no future model could improve upon it.

5. You Know What? I Don’t Want Those Games Back.

I talk about nostalgia a lot here, but push coming to shove I don’t think I’d want a lot of those old, missed MMOs back in action. I recently got my hands on Freedom Fighters on the PC, and with all that I remembered about it I stopped playing the game about a quarter of the way through the story mode because I just couldn’t stand it anymore. The game was not as I remembered playing it back in 2003, just because I’ve become so accustomed to things changing and, for the most part, getting better.

I didn’t remember the game handling so clunky, or the areas that would instantly kill you if you didn’t perform an action somewhere else, or how your weapons had near zero accuracy. As a result, Freedom Fighters just doesn’t have the same place in my heart that it did before I installed it. So in that sense, I’d like Tabula Rasa, Chronicles of Spellborn, Shadowbane, and the other games to stay where they are: Dead. Otherwise you’d be killing my youth.

Faxion: He's Dead, Jim.


If Faxion left us any wiser, the MMO has parted us with yet another harsh reminder that the free to play market is not the safe haven that it was once thought to be. For every triple-A game that loses its subscription tag, from Lord of the Rings Online to DC Universe, City of Heroes and Everquest II, the competition only increases, while at the same time key titles releasing in various states of unfinished has taken its toll on public tolerance. Of course there is also a lesson to be had in the developer putting faith in the game despite a low launch, and not laying off the entire staff. UTV Ignition did not pay heed to that lesson.

Either way, another chapter in the long line of MMOs has ended, and the Faxion servers have shut down for good (or at least until someone buys the game and re-launches it).

Faxion: He’s Dead, Jim.


If Faxion left us any wiser, the MMO has parted us with yet another harsh reminder that the free to play market is not the safe haven that it was once thought to be. For every triple-A game that loses its subscription tag, from Lord of the Rings Online to DC Universe, City of Heroes and Everquest II, the competition only increases, while at the same time key titles releasing in various states of unfinished has taken its toll on public tolerance. Of course there is also a lesson to be had in the developer putting faith in the game despite a low launch, and not laying off the entire staff. UTV Ignition did not pay heed to that lesson.

Either way, another chapter in the long line of MMOs has ended, and the Faxion servers have shut down for good (or at least until someone buys the game and re-launches it).

Would You Look At That: Mytheon Shutting Down


If you haven’t heard of Mytheon, it was developed by Petroglyph, the company behind the upcoming End of Nations and Rise of Immortals MMOs. Alright, you haven’t heard of Mytheon. Turns out neither has the rest of the press (including myself) because Mytheon announced it would be shutting down way back in July and none of us noticed until just this week.

For those thinking of getting one last shot in before the game goes down, don’t bother. It’s already offline, since when I can’t say for sure. Mytheon’s twitter account hasn’t been updated since April. Mytheon was such a small launch that I’m not even sure the game ever fully left open beta. How embarrassing for us.

Hopefully the development team at Mytheon was able to find work in Petroglyph’s other upcoming projects. Mytheon may have flown so far under the radar that it was picked off by a wayward swingset, but it’s always a tragedy when people not only lose their jobs but see the project they’ve worked on for years crumble at the push of a button.

Taking My Franchise Ball And Going Home…


I want you to think back to when you were a kid. If you grew up in a neighborhood like mine, you will be plenty familiar with that one kid who owned “the ball.” The ball was great for any activity; dodgeball, kickball, etc, but instead of being content with the games everyone wanted to play, this kid also happened to try and propose the most inane rules and games, the kind that could only be thought up in the mind of a child with a thirst for power, and of course when his ideas were shot down as “stupid,” he would pick up his ball and go home in a huff, ruining the game for everyone.

THQ has stated that there isn’t much of a future to the Red Faction franchise thanks to the poor sales of recently released sequel, Armageddon. All of this occurred while myself and the rest of the core Red Faction fans have been screaming from behind the fence: “That’s because you gutted the core gameplay!” I don’t know what THQ was thinking, but somewhere along the line of development they said “let’s take this sandbox-style, open world destruction-oriented shooter and turn it into a linear, underground shooter with destruction merely being a gimmick.” Red Faction: Armageddon wasn’t a terrible game, it was just a mediocre third person shooter with destructible environments. I understand the cost in developing games, but it takes a special kind of company to gut the core features of its game, and then throw a temper tantrum when the community doesn’t respond positively.

And this exists in the MMO realm, to bring full circle. Cities XL is a great example of a service I suggested should have been provided for free, as any other company would have been able to set up. Instead, Monte Crisco set up the multiplayer so that when a very low number of buyers subscribed, they picked up their ball, gave the players a big middle finger, and waltzed home. Of course, like their childhood pissant equivalent, Monte Crisco walked right into traffic, being hit by a fast moving automobile, and went out of business just a couple months after to the sympathy of probably very few.

And since I’m already gaining the ire of the Mortal Online group, I’ll add that to the list as well. In an earlier article, I talked about how Henrik Nystrom is not against selling the game if it doesn’t start pulling in more customers, but he added in an almost taunting fashion the “well when we do sell it, the company we sell it to will probably gut most of the hardcore features.” That goes even further, rather than just picking up the ball and leaving, it turns Star Vault into the guy standing in the middle of a public library with a can of kerosene and a pack of matches shouting “you cheap bastards better start donating more or I’m going to burn this goddamn building to the ground!” Throwing your company’s lack of success out into the open does not lead to its intended outcome, in this case being more people purchasing. Rather, in the case of the library, less people are going to walk in as the librarian starts soaking the carpet, for fear of getting caught at the wrong time, and burned to death inside the building.

 “Well a lot of the MMO market is this very test and react place, where for better or worst many people throw as much rough but playable content at their customers to see what they will respond to – then just give them more of what they seem to like.”
-Stephen Calender

Stephen Calender is correct. Not all decisions a company makes will be winners, but as I’ve said in the past, their response is what will ensure the company’s viability in the years to come.

The Agency Canned Amidst Sony Layoffs


SOE is discontinuing production of The Agency so it can focus development resources on delivering two new MMOs based on its renowned PlanetSide and EverQuest properties, while also maintaining its current portfolio of online games. All possible steps are being taken to ensure team members affected by the transition are treated with appropriate concern.

With the announcement that Sony Online Entertainment had performed layoffs and shutting down studios (Denver, Seattle, Tuscon), a lot of the eyes on the news websites turned at The Agency, Sony’s upcoming yet secretive MMO. So, although disappointing, it isn’t all too surprising that the game is the first on the chopping block among the cost cutting at SOE.

Granted, the news is not all bad. In reaction, John Smedley has posted to Planetside Universe that the Planetside Next team has actually expanded, and a post on the Everquest forums has reaffirmed players that the game is not going anywhere.

Once again our best wishes go out to the 205 employees who are now on unemployment. Hopefully you’ll all have just as easy of a time finding a new job as the Realtime Worlds guys did last year.