Star Vault 2014 Finance: Sales Down, Profit Up


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Star Vault has released their fourth quarter finances for the 2014 year and the results are not all bad.

While net sales fell for the second quarter in a row, down to $57 thousand, net profit dipped slightly more out of the red at $109 thousand below. This year Star Vault made advances toward release on Steam, announcing that Mortal Online would support the Oculus Rift, testing a territory control system, and worked towards the upcoming release of Sarducaa, the next continent.

As always, here are CEO Henrik Nystrom’s (translated) comments:

We have throughout 2014 continued to improve the quality and the experience of playing Mortal Online. During the early years was updated game engine Unreal Engine which has facilitated and laid the foundation for further development. Territory control system was in place during the second quarter. This allows for further development with new features and experiences that will be interesting to follow the 2015th

We have in the fourth quarter continued to work hard for the upcoming launch of the platform Steam, which is the world’s largest digital distribution channel for PC games. In November we released a so-called “performance patch” to improve the performance of the players when especially a large number of players are on the screen simultaneously. This has previously been heavy for players’ computers but have become much better and the players now need not miss out on the game experience when playing surface is under heavy load. It is thus an impressive performance increase.

We are continuing to work on the new continent, which is the last step before STEAM launch, where the technical challenge is now complete. This means that our network solution now supports both the existing continent and the new continent that soon we will be presenting to our players. What we have left before launch is improving the artificial intelligence that gives players a better gaming experience. We think it’s important to stability in the continent is so good it can be before we release the update. Our previous goal was to release it before the end of the year but we want to give it extra time to the players who patiently waited for a new continent will get as good an experience as possible. We are committed to releasing the continent first quarter of 2015, and shortly after this launch the game on STEAM platform. We made the decision to have two continents implemented before STEAM to even be able to handle an increased number of players in the game world. As previously commented, we will continue to be very honest with our loyal player base and allow them to participate and judge when we have what it takes for a successful launch. One of the major challenges in the industry is to bring in new players, but also to retain existing players by offering a high quality and solid gaming experience which is very important for us at Star Vault.

Furthermore, I can happily comment that Mortal Online was nominated and came in first place as the most “hyped” game on the Gold Chip – a stipend provided by Estrella. The Gold Chipset provides Estrella players the opportunity to vote for a title that offered a place in Estrella’s booth at Dreamhack. DreamHack went well, we got a lot of fans who tried the game and playing now.

Oculus Rift is that earlier in wait for when we know when it will be released and the hardware will apply to the market. Before we know it, we will not do any work here. We focus remains on being able to provide full support in Mortal Online as Oculus Rift will be on the market, precisely because the game fits so well on the type of hardware with dedicated first-person view. We believe that many will try out a game like this when they own a pair Oculus Rift, and then we also have the chance to reach out to many interested players.

Work on the continent release is proceeding according to plan.

Henrik Nystrom
CEO, Star Vault AB

(Disclosure: Star Vault’s finances are published on the Aktie Torget stock exchange in Swedish, linked below, and translated using Google’s automatic tools. Figures shown above are based off of the SEK to USD conversion rates as of the day of their publishing.)

(Source: Star Vault)

RuneScape’s Bonus Exp Weekend Details


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RuneScape’s bonus experience weekend runs from February 20th through the 23rd, and since the rules change slightly with each event, Jagex has posted details on just how this weekend’s event will work. If you plan on taking part in the bonus weekend, it is worth reading as the particulars are rather complicated.

Read the entire FAQ at the link below.

(Source: RuneScape)

Defiance Previews Expeditions


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Trion Worlds has posted an article detailing expeditions, a new mini-game coming alongside the Alcatraz update. Expeditions are a series of challenges players can complete, with rewards and difficulty increasing the further the player gets.

In addition to Tiers, a new “Round” tracker shows how many Expeditions you’ve completed in a row. After completing an Expedition, you will be transported back to Alcatraz to rearm, regroup, and purchase gear.

The news post details the kind of enemies you’ll face and how the tier system works.

(Source: Defiance)

Play Crowfall To Destroy, Not Create


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If you hadn’t heard, Crowfall is set to be developed using the Voxel Farm engine, the same technology powering Everquest Next and Landmark’s destructible terrain. The benefit of this tech is that it allows for procedural generation and for the world to be destructible on a very detailed level.

Blast holes in walls. Collapse towers on your opponent. Dig a tunnel beneath a castle wall, so that you can dig your way up into the courtyard and siege from within.

While the technology will be available in all worlds, it will really shine in the Campaign worlds where players can literally bring down civilization. After all, it’s going to be destroyed anyway.

On the creation side, if you’re into that sort of thing, the voxel tech allows cities to be built with great detail, from castles to shops, and allows for them to grow organically. Everything in the game can be procedurally generated using complicated algorithms.

Check out more details at the link below. Crowfall is set to launch as a buy to play game with an optional subscription.

(Source: Crowfall)

Shroud of the Avatar Teams Up With Underworld Ascendant


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Underworld Ascendant is the spiritual sequel to Ultima Underworld, the 1992 first person rpg that spearheaded many of the game mechanics we now take for granted. Since Shroud of the Avatar is cut from the same cloth, it was only a matter of time before Lord British announced his support for the game.

Backers of both games will be able to get their hands on the Dark Elven Kinsman Bucker.

This buckler, inscribed with the Dark Elven symbol, has a moonstone gem inset. If a player owns the buckler in both Shroud of the Avatar and Underworld Ascendant, then the moonstone will glow with the warmth of kinship. This signifies that the Dark Elven clans, though sundered between distant worlds, still are one.

The buckler is currently available as a $5 add-on in the Shroud of the Avatar store, where it will be added into the game around release 16. The buckler will also be available as an add-on for Underworld Ascendant supporters.

(Source: Shroud of the Avatar)

 

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.

Crowfall: Buy Once, Play Forever


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Artcraft Entertainment has revealed their pricing system for Crowfall, announcing via FAQ that the game will be available for a single purchase.

Crowfall is a “buy once, play forever” game. That means that you buy the game once (estimated retail price of USD $50.) and you can play for the life of the game, without ever paying us again!

Players will also be able to buy cosmetic items, account services, and VIP membership tickets.

(Source: Crowfall)

Breaking: Dave Georgeson Departs Daybreak Game Studio


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Dave Georgeson has announced via Twitter that he is no longer involved in the Everquest franchise.

Update: Daybreak Game Studio has confirmed a big round of layoffs. An unknown number of employees have been affected.

(Source: Twitter)

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.

The EFF Wants DMCA Protection For Abandoned Games


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When the servers shut down for your favorite games, often times players find themselves out of luck and with a product that is no longer usable. To make matters worse, attempts to recover the game by setting up private servers or releasing a program to circumvent the now-useless DRM, run the risk of being met by the publisher’s legal team.

The Electronic Frontier Foundation has submitted comments to the Copyright Office asking for an exemption to Section 1201 of the Digital Millenium Copyright Act.

Game developers and distributors don’t run servers forever, and often shut them off when player numbers dwindle. Having player communities step in to preserve their games is a win for everyone. However, Section 1201 creates chilling effects that keep this from happening. And for games without dedicated programmers who are willing to take legal risks, communities disperse, moving on to new games or just disappearing entirely.

Read more at the link below.

(Source: EFF.org)