Today’s MMOrning Shot comes to us from Black Gold Online, currently in closed beta. I am currently working on a Beta Perspective article for this title.
Check out MMOrning Shots every Monday, Wednesday, and Friday.
Star Vault has released their Q1 2014 finances and the results are actually looking good. Net sales broke one hundred thousand for the quarter, up heavily from the previous quarter’s report of eighty one thousand. Net profit remains in the red but increased severely over the previous two quarters, from one hundred fifty thousand in the red down to eighty three thousand. If Star Vault can keep this momentum going, the company will be in the black by the end of the third quarter.
As usual, Henrik Nystrom made his quarterly address.
During the first quarter of 2014 marked by a continued positive trend in increased player activity in Mortal Online. Meanwhile, we have the beginning of 2014, working with a major focus for the planned release on STEAM, the world’s largest online distributor of PC games. Mortal Online will then be posted on a global playlist daily visited by between 4-6 million players worldwide. In February, the game engine Unreal Engine updated, resulting in a large number of improvements in place. Briefly, the above, including both graphical quality and performance improved, which facilitates the creation of a new continent in the game, so we can handle a larger number of players.
With the new continent will face in Mortal Online will be doubled and the new Territory Control will enable us to offer unique features. These features will be released in stages before release. In our industry it is known that all releases are unpredictable and I think it’s important to be clear that although we will encounter problems in the same way as the major players, but we’re doing what we can to be prepared. One of the major challenges in the industry is of course to bring in new players, but also to maintain the existing players by offering a consistently high quality. The competition is tough and you have to deliver. We will just as before to continue to be very honest with our player and also allow them to participate and judge when we have what it takes for a successful release on STEAM.
As previously announced, of course, both the content and quality priority, which means that we update the plan we had from the beginning, to gain more time for testing and bug fixing before release. In this overall development plan to release the work has been divided into six blocks; Engine update (completed and is live), development of the Territory control, test and release of Territory Control continent’s development, test and release of the continents, and the testing and release of Steam API (Application Programming Interface). Each block has a lead time of about one month, while parts of the work of the various blocks is done in parallel.
We have since the beginning of the year even able to announce a new functionality in the form of that Mortal Online has built-in support for Oculus Rift. Oculus Rift can be described as the next generation of virtual reality headsets and developed by the company Oculus VR. In March 2014 it was announced that Facebook, Inc. decided to buy the project for about two billion dollars. By playing Mortal Online with Oculus Rift given increased playing experience then, so to speak “comes into play.” Turn the head of the unit really does play the character in the game too. One sees also the depth and 3D by Oculus, which can provide some benefits in Mortal Online because you always play the game in first person view. When Oculus Rift released, we think players will be interested to try the dedicated first-person games such as Mortal Online, which is the first mmo game that is exclusively dedicated first person only, and therefore lends itself very well to play with Oculus rift.
Henrik Nystrom
CEO, Star Vault AB
Editor’s note: Figures are provided by the Aktietorget stock exchange. All figures are presented in US Dollars using conversions provided by Citibank NA and reflect trading values on the day of reporting. Henrik Nystrom’s statements are automatically translated by Google and may contain various spelling or grammatical errors.
Amazon’s Digital Games Mayhem has begun. Running from May 22nd to May 31st, save up to 80% on select titles and bundles.
Jagex has released a new question and answer session on Transformers Universe with Vice President David Nicholson. Check it out in its entirety below.
• How have you found the fan response to the Transformers you’ve created for the game?
(Laughs) Well, being able to design and implement our own TRANSFORMERS could have been a double edged sword, especially when it comes to the fans and their respect and love for the TRANSFORMERS brand. We’re really pleased, the fan response has been overwhelmingly positive. It’s obviously a huge honor, privilege and responsibility to introduce new characters into the TRANSFORMERS universe. Throughout development we’ve worked very closely with Hasbro, sharing our initial thoughts and ideas, taking on board their feedback and working within the existing Transformers canon.
• Can you talk about the process of creating new Transformers, and why you felt it was important to generate new ones for the game?
The actual task of introducing new characters starts with research. Hundreds of Transformers already exist across movies, TV shows and books, so we want to make sure we’re not overlapping with something that’s already in place. After that, it becomes a collaborative process between the creative team and the concept team as they start working up concepts, and develop initial thoughts on names biographies and backstories for the characters. It’s an exhilarating process! We’re really excited about the characters that we’ve created, and can’t wait for players to get their hands on them.
• Where did you take inspiration for the type of game Transformers Universe is?
MMOs have been a growing genre for many years now and it’s been interesting to watch the transition from traditional MMORPGs through to MOBAs and on to war games like World of Tanks. We don’t like being pigeon-holed and feel that Transformers Universe, as a blend of strategic, tactical and collaborative game play is best described as a multiplayer online tactical action (MOTA) game. There’s huge competition out there for people’s attention, from games, films, TV, books and more, and we think Transformers Universe can really stand out because not only is it Transformers, and millions of people around the world have grown up with this brand for 30 years, but we’ve got a game that, irrelevant of the brand attached to it, stands on its own merits. The game plays to many strengths. It offers players the chance to collect these great Transformers warriors and lead them into battle; it lets you go head to head against players from around the world; and it features game modes that suit your style of play. Ultimately, who doesn’t like huge robot warriors that can kick ass and who also have fantastic and growing back stories. It’s the perfect mechanical storm!
• Can you talk a bit about the background of the story and how that was created?
We’ve been able to build on established lore and really take Transformers Universe off in a unique direction. Narrative will be an important part of Transformers Universe and the way gamers play it will impact on how the story develops. We’ve worked very hard with Hasbro on building out the storyline for Transformers Universe, and as part of that we’ve added award-winning music video and feature film director, Alex De Rakoff, to the team to help establish tone and narrative for the game too.
• What are your future plans for rolling out content?
Obviously our current focus is on delivering a great product for launch. We are using the beta period to get feedback from real players and understand what’s working for people and what isn’t. After that we’ll be more open about our future plans. We’ve got plans for content updates, significant narrative events that are really going to steer the story and a pipeline of numerous bots that players are going to meet post-launch. But, at the moment, the focus is all about the here and the now, and that means releasing a product that is worthy of the TRANSFORMERS brand as well as being worthy of the fans loyalty and patience.
• How does the pricing structure work for the game?
Transformers Universe will be free-to-play and content will not be gated by a subscription. If you’ve got the time then you’ll be able to get everything you want without spending a penny. We want players to experience the best of what we’re offering, while allowing those that are a little more time constrained the option of getting into the experience a little quicker.
• Are you hoping to pick up fans of the movies with the release coming this summer?
Firstly, and I say this from the perspective of being a TRANSFOMERS fan, it’s going to be a bumper summer for people like me! It’s completely serendipitous that the film and Transformers Universe are released within the same time frame. There is very little content or story overlap between the film and the game. That said, the fact that there is another movie hitting the screens at a similar time as Transformers Universe is being played, can only bode well for both the hardcore fans and the more casual observers. You can enjoy the movie experience and then come home, log on and continue the adventure in the comfort of your own home
Gamigo is celebrating twenty million level ups with a competition in Fiesta Online. Taking place on the new global server, players are tasked with leveling a character up to 100 by June 22nd. All characters who successfully level up will be entered into a draw for €5 thousand and a massive fan package. Cash prizes are also available for first and second place runner ups. In addition, €500, 50,000 Talers, and an in-game costume will be awarded for side-contests.
“20 million level-ups and the first global server — if that isn’t a reason to celebrate, I don’t know what is. With this world-class event, we want to thank all Fiesta players around the globe, and also challenge all future players to a tournament.”
-Jens Knauber (Game Director)
Check out more details at the link below.
(Source: Gamigo Press Release)
Perfect World Entertainment has announced that the Arc client is now officially live. Arc is a central platform for all of Perfect World Entertainment’s MMOs designed to consolidate everything into a single system with a universal login, read game news, update clients, meet up with friends, and more. In addition to Perfect World Entertainment titles, players will soon be able to enjoy games from other publishers. PWE hopes to turn Arc into a central hub for the best that free to play has to offer, and has already confirmed that Path of Exile and APB: Reloaded will be making their way to the platform shortly.
Check out Arc at the official website.
(Source: Perfect World Entertainment press release)
Today’s MMOrning Shot comes to us from ROBLOX, showcasing the creation of user Geico480. Alpine Valley, while still in heavy development, features a graphically impressive and functional train system. You would be excused for not believing that this screenshot is from ROBLOX.
Pull into MMOrning Shots station every Monday, Wednesday, and Friday. For now, check out a couple more screenshots from Alpine Valley.
Age of Conan turns six years old, and Funcom is celebrating by launching the Shadows of the Past event and Festival of Bloodshed. Shadows of the Past tasks players with uncovering a plot to bring down King Conan and will take them on a trip down memory lane to where it all began: Tortage island. Festival of Bloodshed introduces a new PvP system where players participate in week-long events each month. The system includes new PvP quests, new events, rewards, and a companion who taunts nearby players based on their number of PvP deaths.
I hope I don’t come across this companion.
(Source: Funcom press release)

NCSoft has released their finances for the first quarter of 2014, and the results are certainly worth taking a look at. Revenues and profits fell by approximately 20% in the first quarter due to a drop in sales in Lineage 1. The report states that in-game item sales were “scaled back,” and were responsible for much of the loss in profit. Lineage’s sales dropped by nearly half, from $70 million last quarter to $40 million this quarter. Lineage II and Guild Wars 2 saw a drop in revenue, while Aion and Blade & Soul increased by a modest amount.
Blade & Soul continues to perform strongly in China, adding to NCSoft’s royalty revenues. NCSoft did not market as heavily in the first quarter, seeing marketing expenses drop nearly 40%. As for demographics, royalties now make up 25% of the overall income distribution. European revenue dropped heavily, down to just under 3% of NCSoft’s total income. Korea dropped off heavily but still remains at the top with 52% of revenue, and North America increased slightly to 13%.
(Source: NCSoft Financial Documents)