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.

Derek Smart Talks: Alganon, Free To Play


I know what you’re thinking: “Omali, you clearly don’t have a punchline ready for this segment,” and you would be one hundred percent correct, but I have good news. In my continuing efforts to branch MMO Fallout from the normalcy of sarcastic comments, random videos, rants, sales, and “I told you so” moments, I’ve decided to start trying to get interviews with various developers, starting with my first phase: “How Free Can You Be?” I’ll be trying to get interviews with various free to play developers, about their outlook and particular take on the business model.

So with fresh taser burns from my daily trash looting at the Bioware offices, I chatted with Derek Smart about Quest Online and Alganon.

First off, I want to thank you for taking time out of your busy day to talk about Alganon and Quest Online. For those reading this who might not play Alganon, tell us a bit about Alganon and Quest Online and yourself.

I have been a game developer for over twenty years mostly focusing on hardcore space games developed at a company which I founded and own, 3000AD, Inc.

Quest Online was founded and seed funded in 2006 by Greg Wexler and some other dude who used to work for him at one of his other companies, Mortgage Coach. The company developed the Alganon MMO game which was released back in 2009 prematurely by that very dude (later terminated) and to well publicized disastrous results. So I was brought in by the majority investors to head the company, rescue and finish Alganon etc. I’ve been heading the company and leading the team since then.

The holy grail of free to play developers is to strike a center where the player is not so encumbered by the cash shop that he feels forced to spend, but at the same time has an incentive to throw money down on items/equipment. What is Quest Online’s aim for the cash shop’s presence in-game?

To be perfectly honest, we were lucky in some regard. You see, the game was not developed to be a F2P game supported by a cash shop. So when we literally cobbled that in, the game’s original design gave players all this content for free because there was only so far that we could go in order to monetize the game without doing a major amount of work. So the end result is that when we made the switch from a subscription model, we didn’t get much push back from the gamers because they could play the game without having to buy a single thing.

In the past year we have added numerous items to the cash shop, some essential and some vanity and we’re continuing to do that periodically. For example when we started implementing PvP we took the opportunity to added more cash shop items without making it so that the player with the most money wins. Though that can in fact happen at some point; but that’s the nature of the beast. 🙂

The level boost (about $10 total for the last twenty levels) is really the only “essential” buy to experience all the content available in Alganon. Can you give us an idea about what the big nonessential sellers are? Vanity pets, dyes, potions, boons, gear, temporary/permanent mounts?

That is correct. I don’t have the metrics on hand, so I really don’t know what the big sellers are.

Do you believe in the 85-10-5 rule for cash shop games (85% pay nothing, 10% pay a small amount, 5% pay substantially)?

Absolutely because that is pretty much the sort of metrics that I am seeing in our weekly reports. For Alganon, since you can play for such a long time without having to spend a single dime, our metrics – while improving in leaps and bounds – tend to be all over the map. That comes with the territory.

Alganon offers scaling PvP armor (the armor stats level with the player) on the tribute market. How is the tribute armor balanced so Alganon doesn’t become a buy to win game?

I don’t really have the answer to that because I don’t know. What I do know is that the guys try to make sure that the game doesn’t end up being “pay to win” like so many other F2P games out there.

The manner in which Quest Online has set up the tribute market is rather non-intrusive (barring perhaps the last twenty levels). How do you go about attracting a player’s attention to the tribute market’s existence, or is that a secondary function of the level cap?

We try to be as discreet as possible because as I mentioned earlier we don’t want to give gamers the wrong impression. While we do want to make money, we want to ensure that gamers stick around long enough to like the game and thus spend money on it so that we can continue to improve on it. We periodically have promos and such but we don’t go out of our way to make them intrusive.

How did Alganon’s advertising campaign in PC Gamer perform? From my personal experience playing, there seems to be a small but noticeable increase in concurrent users on Alganon compared to just six months ago.

It quite well actually. But it wasn’t just PC Gamer; we had campaigns on various online sites as well as other print media such as Beckett’s MMOG and others. All that in addition to our on-going Google and Facebook promos. I tend to spend money wisely, so I don’t believe in just throwing money at a marketing wall. For me, timing is everything and it has to make sense.The game’s population is growing, which is precisely why I am expanding the game as well as branching the IP out to other games.

What do you think the largest barrier is to more people picking up Alganon? Quite a few free to play games have noted a significant (30% in Dungeon Runners) percentage of players never fully download the client after they register an account.

I think it boils down to the MMO version of a perfect storm. We had the disastrous 2009 launch by my predecessor followed by the well publicized drama of his inevitable exit. And to make things worse, the game wasn’t even finished, it was buggy, had missing features etc. As if that wasn’t bad enough, it was a game you had to buy and pay a monthly subscription to play. Yeah, crazy stuff indeed. So there’s all that.

With so many choices out there, getting gamers to come back and take a second look, takes a tremendous amount of work, resources and marketing. So we have been taking it one step at a time. So our biggest barrier is getting gamers to come back; in addition to those who didn’t even bother to even check it out.

Launching off of the previous question, are there any plans for similar promotions in the future? Would Quest Online consider bringing back referral bonuses?

Yes we are considering that and several other promotions which will be announced in the coming weeks. In fact we have a promotion going on this weekend.

Alganon’s saving grace from its launch has been Quest Online’s dedication to fixing up the title, whereas a lot of other companies might have cut their losses, given the figurative finger to the early adopters, and moved on to another project. I think this is why the active Alganon community, although relatively small, are very adamant defenders of the game. Since your arrival, you seemed to have really rallied the development team, improving the game a lot since its relaunch back in 2010. Your thoughts?

Well my first course of action was to see the game completed. Then we had to address the bugs, performance issues, touted but either missing or incomplete features etc. We had to get all that out of the way first in order to assess whether or not Alganon was worth saving in the long term. Of course the business model was rubbish to begin with and simply could not be sustained, so I got rid of that as well and took the game F2P. In the end, it came down to my deciding whether or not there was anything worth saving. So once all those obstacles were out of the way, I made that determination and so I rallied the troops who then hunkered down and just got on with it. It really boils down to focus. We came up with a plan and executed that plan in various steps and phases leading to where we are now: the expansion of Alganon.

On a completely unrelated note, I heard through a very reliable source that you will be present at E3. Will there be any news on Line of Defense?

Yes, we are unveiling the first Alganon expansion, along with a bunch of other good stuff. The PR which should be out on June 7th, contains all the information.

There really isn’t anything new on the Line Of Defense front, other than it is coming along nicely and is looking awesome. We are going to be releasing some new shots once the E3 noise dies down next week. In the mean time, this is the art for the posters and postcards available at the show. http://www.3000ad.com/lod/media/shots/lod_poster.jpg

I want to thank Derek Smart again for taking time away before heading off to E3 to talk to me.

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.

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.

Fantasy Earth Zero Shutting Down In West


Final Fantasy?

Fantasy Earth Zero is what you might call Square Enix’s first failed MMO, seeing as they shut the game down in Japan only months after launch, before the game even had a chance to launch worldwide. The game was boring, confusing, and didn’t have much to go on in terms of content or long term viability. After the game shut down, in a measure we all know well, another company picked up the title to relaunch.

Gamepot launched Fantasy Earth Zero back in 2006 in Japan, whereas the North American version did not hit until just last year, May 2010. While the game has enjoyed some form of success over in the east, the same could not be said for its much delayed North American counterpart. In an announcement today, Gamepot announced that Fantasy Earth Zero will be shutting down in North America on March 21st, less than a year after launch.

http://fez.gamepotusa.com/announcements/index.aspx?id=224

THQ Aborts Company of Heroes Online


Zip this one up in a body bag.

Company of Heroes Online went into beta last September, so when THQ announced that the beta would end in March, with the following:

“We are excited to reveal the next evolution of the series in the near future.”

I think we can forgive anyone who didn’t expect the entire development to be shut down. Today, THQ announced that Company of Heroes Online will cease development, during an earnings call. In the call, THQ announced that they will be reevaluating their “strategy of adapting certain Western content for free-to-play online games in Asian markets.” Company of Heroes Online was to be an adaptation of the 2006 title, republished as a free to play MMO primarily for Asian markets.

Also of note, THQ has cancelled their WWE MMO.

Such is the case of MMOs. Many live, many others die, some don’t even make it past the Alpha or beta stages. Hopefully this will allow THQ to divert more resources into Vigil’s Warhammer 40k MMO.