[Rant] Double Standards And The Scrubbed Starting Line


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I dove into this topic in my piece about Infinite Crisis last week, but the line between beta and launch has become so blurred in the MMO industry that the whole concept has lost its meaning and many of us in gaming journalism are thoroughly sick of it. Go to virtually any website that reviews MMOs and you’ll likely see the same policy: We start judging when they start charging. I’m paraphrasing, but the point is the same regardless.

In earlier years, I defended the practice of selling beta access as a perk for pre-ordering because it was the best a customer could do to get a “demo” on an MMO. Granted, these were the days when 90% of western titles had subscriptions and wouldn’t see free trials until at least six months post launch, if at all. Furthermore, it was relatively low risk for the consumer. All you normally had to do was throw down the $5 minimum at Gamestop (or your local equivalent), a refundable/transferable five bucks I should add, and you’d get a beta key on your receipt. Apart from some know-how of the game and maybe a participation item, people in the beta didn’t get any advantage because characters were reset before launch.

But then free to play became dominant and the goal posts got moved time and time again. Developers stopped wiping beta characters, began opening up the cash shop in beta and in some cases even alpha. It’s important to read into the motives because the general consensus is that once you start charging for the use of a product, you agree that it is worth selling and therefore worth critiquing.

The launchification of beta, or early access as the industry has started calling it, has presented a remarkable double standard in game developers who want the freedom to treat the game as effectively launched in the sense that the servers won’t be wiped, the cash shop is open, and anyone can create an account and start playing, but keep up their shield against criticism whenever someone like myself posts a preview saying “this isn’t worth buying right now.” I have several times been the recipient of an email conveying disappointment or offering corrections, calling my criticism unfair because the product wasn’t considered launched yet.

What we’ve learned from the industry these past few years is that certain devs have no problem blurring the lines between beta and launch so long as it conveniences them and, when pushed on it, rubbing it out and flat out denying that it exists. When pushed on refunds, Turbine turned around and said no to founders because they’ve been playing for two years and, by Turbine’s opinion, they got their money’s worth regardless of if the game launched. When players struck back and pointed out that at least a decent portion of the time was spent dealing with outages, extended maintenance, game breaking bugs, and missing or incomplete features, Turbine’s CM simply denied the concept of launch altogether.

Because, in their logic, what does launch really mean when the game will continue to receive updates, bug fixes, and new heroes in the coming years? It makes sense, yes, but going by this line of thought, when are reviewers allowed to critique your product? Because if it’s unfair to criticize a game before it is finished, and a game like Infinite Crisis is in your explanation never finished, are you trying to say that it is never fair to criticize the game?

Or does the whole narrative eventually collapse and we go back to where we started?

With games increasingly shutting down mid-beta or very shortly after and then refusing to compensate customers, the need for tough scrutiny is higher than ever. The days of beta being a low risk, fun thing we did to get some game time in, help squash some bugs while stress testing, and ease the pain of waiting for launch are long over, and in its place is the high risk, predatory game of early access that carries no customer protection, no guarantee of ever receiving a final product, and no out once you’re in.

Otherwise I have no opinion on the matter.

Earn A Bloody Cleaver On Triad Wars This Weekend


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Triad Wars players will have an opportunity to get their hands on a free bloody cleaver this weekend. Starting June 12th at noon pacific and running until noon on Monday June 15th, anyone who completes three full raids will win a permanent bloody cleaver item in-game.

The streets are rife with blood. All-out war has broken out on the streets of Hong Kong. The triad enforcers are at each other’s throats, but in chaos there is opportunity! Now is your chance to rise to the top, and the path to Dragon Head must be littered with the corpses of your rivals.

A full raid means finishing all objectives: Defeating all rackets and beating the final enforcer. If you don’t have a beta key for Triad Wars yet, you can still get one on our giveaway page.

(Source: Triad Wars)

Warlords of Draenor Will Allow Flying After All


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Flying has been a controversial topic in World of Warcraft, with players complaining that the ability to drop in and out at whim removes much of the exploration and challenge, a sentiment that Blizzard has agreed with several times. In an interview with Polygon last month, lead designer Ion Hazzikostas stated rather clearly that Blizzard would not reintroduce flying to Draenor. Today, however, the company has detailed how players will be able to once again take to the air.

However, while we firmly believe that keeping your feet on the ground is a key part of discovery in WoW, we also recognize that breaking free from those restrictions can be fun and rewarding as well, especially for those who’ve already fully experienced the game’s world content. With that in mind, we’re planning some changes in the near future that will allow players to enjoy their hard-earned flying mounts in Draenor—in a way that doesn’t compromise the excitement of ground-based exploration.

Players will need to obtain an achievement called Draenor Pathfinder, requiring a series of tasks including treasure collection, flight path unlocks, securing Draenor achievements, and obtaining revered reputation with the locals.

(Source: World of Warcraft)

TERA Getting Region Locked On Steam Tomorrow


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En Masse Entertainment has announced that, due to pressure from foreign publishers, a region restriction will be enforced on Steam downloads of TERA. The affected regions include “certain European countries and Russia.” While players from these regions will be able to use the game, the Steam store page and download will no longer be accessible, and players who delete the game may find themselves unable to reinstall it via Steam.

The good news is that while Steam access is being restricted, you’ll still be able to download the game from TERA’s website and play that way. The accounts themselves are not being restricted.

Our decision to enforce this region restriction was influenced by external pressure from the publishers of TERA in these regions. However, TERA (as published by En Masse Entertainment) can still be downloaded directly from our download page by players in Europe, South America, and Russia for play on our servers.

(Source: TERA)

John Smedley Talks The Future Of H1Z1


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Daybreak’s John Smedley took to Reddit today to discuss the future of H1Z1, and while the title might have you concerned (given where this has lead in the past), it doesn’t include shutting the game down. The list of upcoming features includes the obvious, fixing bugs and improving AI while also adding in new content. Professions, set to make their way in later this month, will afford players more options to grow their characters.

Our goal remains to have a massive world. We’re doing that with Forgelight 2, which has been in development for quite a while now. We’ll be able to show stuff to you soon, but needless to say we’re super excited by what we’re seeing. It’s truly going to give us the 16,000 square kilometer world we’ve been waiting for. We want the world of H1Z1 to truly be a world. One where you can build your own cities and settlements, or take over one if you can hold it.

Developments also include adding new members to the staff, as well as continuing the fight against cheaters. Smedley claims a 100% detection against most major cheats, adding that auto-banning will speed up the process of ridding these players from the servers. You can read the whole piece at the link below.

(Source: Reddit)

Elder Scrolls Online Drops On Consoles Today


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Console gamers have reason to rejoice, as today marks the launch of The Elder Scrolls Online on PS4 and Xbox One. Or not, if you’re one of the players having trouble logging in. The sheer number of players logging into the console servers during the midnight launch caused some issues with stability and the login servers.

“The team has created a great console multiplayer experience for fans of The Elder Scrolls,” said Matt Firor, game director of The Elder Scrolls Online: Tamriel Unlimited. “We can’t wait for this new group of players to jump in and explore the world of Tamriel with their friends.”

Elder Scrolls Online is available with a single purchase, with no subscription required.

(Source: Zenimax press release)

Funcom Revoking Fraudulent Steam Keys


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If you purchased The Secret World through grey market resellers like G2A or similar websites, you may log in to find that your account has been disabled and your key revoked. Funcom has joined the growing list of developers fighting back against fraudulent purchases, announcing that keys that are purchased with stolen credit cards or purchased and then charged back are being disabled. In an announcement posted to the forums, Funcom suggests that affected customers contact their seller or go through their financial institution to dispute the charge.

If your account has been closed due to making purchases from these resellers, please contact that reseller and request a refund for the charge. If this doesn’t work, we suggest that you contact your financial institution and dispute the charge from the reseller. Please be careful when making purchases with digital retailers; purchasing directly from Funcom, Steam, or Origin is always suggested to help protect our customers.

Accounts that are disabled due to a fraudulent key can be reactivated with a legitimate key through Funcom’s customer support.

(Source: Funcom)

Old School RuneScape Goes Hardcore With Summer Tournament


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RuneScape has never been a name in the competitive gaming scene, but Jagex is hoping to change this with a tournament pitting Old School’s top clans against one another. Set to take place over three days from the 24th to the 26th of July, eight teams of five players will fight in three separate competitions. The event is meant to highlight coming updates to Old School, including slayer bosses, pvp modes, and more.

“This summer, we can’t wait to adapt Old School RuneScape for the eSports community and watch teams battle their way to victory in this inaugural $10,000 competitive tournament,” said Mathew Kemp, product manager on the game. “We’re also looking forward to seeing how players tackle the unrelenting challenge of Deadman Mode later in the summer, as well as seeing how they shape up against the two new slayer boss monsters.”

Both Old School and RuneScape 3 are in the middle of a summer of updates, with players in the latter presently embroiled in a month-long world event. Stay tuned for more details.

(Source: Jagex press release)

[Community] Steam And The Refund Fallacy


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Valve’s new refund policy for Steam has been up and running for about a week, and my prediction that this system would be crippling for certain developers is already coming true. If you’ve been paying attention to the digital papers these past two days, you’ve likely noticed a series of articles circulating around the developer Qwiboo, creator of Beyond Gravity, a game with 89% approval from 616 reviews. Qwiboo has taken to Twitter to complain that the new policy has resulted in a 72% refund rate on new purchases.

It’s refunds. Out of 18 sales 13 refunded in just last 3 days. That’s 72% of purchases. Rate of refunds before was minimal.

I’d like to get something out of the way before we continue: The comparison of refunds is a fallacy, and if Qwiboo isn’t already aware that this tweet proves no point, they should be. To say that refunds have increased since before Steam had a refund policy is irrelevant, it’d be like Verizon sending you a letter that they’ve noticed your bandwidth usage has increased 100% compared to before you were using their services, and that they would like an explanation.

So how does a game with a “very positive” review score suffer from a 72% refund rate? The reviews tell a different tale. While positive reviews beat out negative by sheer number, negative reviews have been voted more helpful than the positive, to the point where seventeen of the top twenty most helpful rated reviews are negative. Reviews note the game as a simplistic one button mobile port without much gameplay that seemingly only exists for the sake of achievements.

Even the more helpful positive reviews seem to have a hard time justifying the game, starting out with these awkward introductions:

Sometimes, a game doesn’t need much to be fun.

There is absolutely no purpose to this game, other than having fun.

Now, for the sake of fairness, the “most helpful” of the positive reviews does actually paint the game in a good light.

The graphics are cute, the music is bubbly, and the gameplay is really excellent. You’ll catch on right away but mastering the jump angles and timing between planets, which are different sizes and rotate at different speeds and often in different directions, is a bit trickier and what makes Beyond Gravity worth playing.

I decided to check out Qwiboo’s Twitter account to see if they commented further on the matter, only to find that they are curating their followers.

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Another indie dev showing up in the articles is Puppygames, who last year published this blog post titled “Because You’re Worthless: The Dark Side of PR.”

Without customers, we’re dead in the water, homeless and living in a cardboard box outside Berko sewage plant. But individually, you’re like ants. And all of developers secretly know it and don’t talk about it. You’re not worth supporting. It’s far, far better to completely, totally ignore support, if you want to make a living.

The new refund policy on Steam is going to mark a dramatic shift for the service, and while it marks a huge leap forward for consumer rights, not everyone is going to be happy with the new climate.

Weekend Wrapper: Still Not E3 Edition


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This week marks a special occasion here at MMO Fallout, in that once again I am branching out. Check out the first episode of my weekly movie review podcast, Direct 2 Netflix. If you enjoy it, please subscribe and keep listening. We’ll have new episodes out hopefully every Monday.

As usual, the weekend wrapper looks at new games, news, and editorials from all over the web. If you have any articles to share, shoot it to us in an email to contact[at]mmofallout[dot]com.

MMO News:

  • APB Reloaded is getting a server merge and new engine.
  • Lego Universe was hindered by dong detection software and high costs of customer support.
  • ArcheAge’s ongoing server FAQ isn’t complete, nor are the answers final.
  • Jagex details RuneScape’s upcoming updates.
  • Daybreak Game Company is focusing its development on Everquest Next over Landmark.

In Other News:

  • Steam introduces 14 day refund policy.
  • Xbox One 1gb bundle leaked. (Via Eurogamer)
  • Lucas hits Smash Bros on June 14th (Via Eurogamer)
  • XCOM 2 is PC exclusive and won’t support gamepads at launch. (Via Polygon)
  • Fallout 4 confirmed. (Via Giant Bomb)
  • Dota 2 prize pool tops $11 million. (Via IGN)

Opinion Section:

Notable Releases: