Thursday Top 5: New Rules For MMO Language


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This week’s Thursday Top 5 has to do with communication. The names and titles we give to products and the way that companies and their customers communicate. As I have to say every week, try not to take this as an affront to your favorite game/developer. I use some specific examples of games, but those are simply several of many, and most of them are generated by whatever comes to memory first. There is no agenda.

5. Micro Vs Macro

New Rule: If there are single items that cost more than a full tank of gas in my car, you are no longer allowed to use the term “microtransaction.” Champions Online offers a freeform character slot for $50, or around the cost of something actually worth fifty dollars. An growing number of MMOs sell mounts in the area of twenty five to fifty bucks a pop, including Everquest 1/2, World of Warcraft, etc. Atlantica Online sells merc packs for $70. Games like Maplestory and Perfect World International sell “wedding sets” for fifty to seventy dollars. Even Valve’s items for Team Fortress 2 have wandered past the realm of reasonable pricing. And I won’t even go into the treasure trove of social games that charge enormous prices for cash shop items.

I don’t want to bemean the companies for trying to make a buck, or the sucker willing to spend seventy dollars to get married in a video game, but when did microtransaction begin to include anything that isn’t the game itself? Back in the old days, anything that would be considered enough content to almost stand on its own was considered an expansion pack. Small paid updates were downloadable content. And microtransactions actually made use of their prefix “micro.” Where I come from, we have a word that we use to describe paying for something that is ten or more dollars, it’s called a transaction.

Ultimately it comes down to the fact that “microtransaction” has become yet another meaningless advertising buzzword, like MMOFPS or free to play. It doesn’t really mean what it says anymore, it doesn’t do a whole lot to draw in customers, but they all slap the title on anyway because the guy down the street is doing it and God forbid he have something you don’t.

4. Cross Off Cross-Compatibility

New Rule: Developers need to stop pretending that they are the messiah that will bring Sony and Microsoft together as one. Every year we see another developer come out and proclaim that their game will not only astound minds, shake foundations, and cure polio, they will break that immovable boundary that has been with this console generation for years, and somehow convince Microsoft and Sony to set aside their differences, come to the table, and allow some form of cross-platform between the Xbox and Playstation. Then we wait for the inevitable “sorry guys, it’s just not feasible.”

And yes, I am aware that cross-platform games exist. Sony has cross-platform play between its console and handheld, and the PC will go to bed with just about anyone. No, I am speaking of the unholy union of Xbox and Playstation. As consoles change from gaming platforms to essentially cheap PCs dedicated to gaming and media, you may see Microsoft and Sony change their stance on cross-platform play. Until then, the two developers are like rival children on a playground. You, the player, may play with them separately, but they’ll be damned if they show up to the same game of hopscotch (unless you bring enough scotch).

It will save us all time and headache by the developer simply not talking about cross-platform between the two consoles at all. It isn’t going to happen, at least not until Microsoft and Sony change their policies, those of us who pay attention to the industry already know this, and ultimately you only serve to harm your public relations when you inevitably have to put out that “sorry guys, they won’t let us do this” announcement.

3. Shot By The Messenger

New Rule: Any developer that insults the gaming community because it doesn’t line up to their niche market, doesn’t get any sympathy when they eventually fly the white flag of bankruptcy. Now I love the hardcore and simulator games as much as your average gamer, so much so that I play Minecraft only on hardcore difficulty and opt to eat my hard boiled eggs shell intact. That said, listening to certain members of the hardcore/simulator community is about as bearable as sitting in a retirement home and listening to people complain about how young folks have it too easy because we have vehicles that get more than one mile to the tank, air conditioning, food that isn’t shined with copper, and no longer have to have ten children so hopefully two of them will survive to adulthood and continue the family lineage.

Gaming, as with any subculture, has its brand loyalists and fanatics, and frankly I would be more concerned if the gaming community wasn’t so invested in what they enjoy. I do expect a higher level of professionalism and, shall we say, tact out of the developers however. Having a player tell me that the gaming community is being brought down by immature, greedy, impatient children and the developers that cater to them is one thing. When a developer of one of the more hardcore titles starts complaining that they would have more customers if only gamers and the developers that feed them weren’t so stupid, it’s a different story.

The claim that Call of Duty “ruined gamers,” interestingly enough, takes the exact same logic that gamers have been fighting against in the whole “video games cause violence” discussion. In the same way that the violence discussion says that video games take normally sane children and turn them into murderers, the interview suggests that games like Call of Duty took normally intelligent people and made them stupid/lazy. Call of Duty didn’t create its audience through mind control, it appealed to an audience that was already there and wasn’t being served. Developers like Tripwire also come off as rather pretentious as they put forward yet another argument of “your taste is different than mine, therefore you are wrong and your game has no right to exist.” It is not only anti-competition, it also doesn’t say much about the quality of your game when your main argument appears to be “more people would buy our game if they didn’t have any other choice.”

Red Orchestra and Call of Duty are very different games that likely have some overlap in their community who enjoy both styles. You are likely not going to convert a Call of Duty player to Red Orchestra for the direct opposite reasons a Red Orchestra player wouldn’t want to play Call of Duty. Both are very fun games that appeal to different tastes, and you can’t be surprised when people reject one as an alternative to the other, like when the waiter says “no, we don’t have root beer, but we have Dr. Pepper.” Does anyone really think that the two taste close enough to be considered an appropriate substitute? Can I get through an editorial without using a food analogy? I think we all know the answer to that.

2. Emerging Banhammer

New Rule: Developers must acknowledge that their favorite form of emergent gameplay is the kind that they fully control, or not emergent at all. The ski ability that made the Tribes series famous started out as a bug in the engine. Combo moves in fighting games originated as an unintended part of Street Fighter II. Strafe-jumping and rocket jumping evolved out of simple quirks in their physics engine. That isn’t to say that all emergent gameplay is beneficial to the game. Real money trading is an example of detrimental emergent gameplay, as would be any exploit allowing the user to cheat, facilitating either the massive gain of wealth/items or by making them invincible/overpowered.

Emergent gameplay is easy to define: An action that the developer did not anticipate. So to see a feature (not an exploit) removed or patched out because it was unintended, by a company who claims to love emergent play, is like saying “I love surprise birthday parties, except in cases where I don’t see them coming.” Playing hide and seek in an MMO is an example of emergent gameplay, or using cheap/mass produced junk items as a replacement for a standard currency when the latter is either unavailable or restricted. Players might set up a gambling ring using items that operate off of random outcomes, or manipulate the physics engine to create a game of soccer out of a car wheel.

Some developers like Jagex have a habit of assimilating elements of emergent gameplay as an official feature, which is a bit like scheduling your own surprise birthday parties or giving yourself a wedgie so at least you see it coming, and patching out the rest. If your reasoning is that the element’s existence is harmful to the game, either by exploiting some bug or putting someone at a severe advantage, then you won’t see a whole lot of complaints when you cover up the hole. On the other hand, if you patch something out simply on the grounds that you didn’t intend it to be used that way, that’s a bit like Lego coming to your house and revoking your Harry Potter set because you built an awesome tower instead of the Hagrid Hut that’s on the box.

1. Language Truly Is Important

New Rule: Whenever the crap hits the fan, developers are no longer allowed to simply shut up and hope everyone just moves on. We aren’t bears, and lying on the ground and playing dead won’t make us lose interest. I ranked this number one because it is an issue I see all of the time, regardless of how big the company is or how big the problem is. Whether the servers are down or there is a massive exploit going on in-game, or the website is offline or everyone’s character has been replaced with a talking banana, generally the explosion of complaints on the forum could be stemmed (although not stopped) with a simple post/tweet/in-game announcement: “we are aware of the issue and are working on it.”

It isn’t going to get rid of all of your complaints, but it will take some of the kindling off of the fire. People want assurance that you are working on the problem, even if it is just a simple “we are working on it.” Having some massive crack in the infrastructure is annoying enough, the uncertainty that anyone is actually fixing it is infuriating. Number one is short, and for a good reason. It is an incredibly simple concept: People hate it when developers don’t communicate with them, so the answer must be: communicate!

TERA Doubles Its Players In Europe


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Commonly when an MMO heads free to play, the number of active players goes up instead of down. In fact, it is so common that there is more news to be had in a game not seeing a boost in population than there is in one doubling or tripling their community. In Europe, TERA’s number of registered players has doubled, bringing in five hundred thousand new players according to Gameforge. This leaves TERA with over one million registered users under Gameforge.

That seems a little light, doesn’t it? Only one million? You would be correct in that assessment. The announcement of one million accounts comes from Gameforge, which (I will eat my hat if this isn’t the case) does not include the North American service under En Masse Entertainment, nor does it factor in the NHN Corporation hosting in Japan and Korea. Assuming other regions saw similar responses to their free to play shift, that could amount to several million new accounts overall for TERA.

MMOrning Shots: A Phoenix Shall Rise


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So today’s MMOrning Shot isn’t from an MMO, at least not yet. What you are looking at is from the upcoming community-sourced MMO: The Phoenix Project. Set in motion by a group of die-hard City of Heroes fans, Phoenix Project looks to rebuild the super hero MMO that thousands enjoyed, even if it isn’t exactly the same product. Phoenix Project is being developed on the CryEngine3 Unreal 3 Engine. If you want to check out the project, hit up this link to Missing Worlds Media.

MMOrning Shots is a (somewhat) daily line of screenshots from various MMOs. Most are taken by our in-house editors, but if you would like your screenshot featured, send it over to contact[at]mmofallout[dot]com with the subject “MMorning Shots.”

Lineage II Joins Aion In Automatic Block List Maintenance


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Mark this as a feature that all MMOs should adopt. For as long as online games have had gold farmers or abuse players, and ignore lists that are capped in how many people can be blocked, there has been the drudgery of spring cleaning said ignore list. Wouldn’t it just be easier for the game to automatically remove players who have been permanently banned, saving you the trouble of unblocking someone only to have them start harassing you again? NCSoft thinks so, and back in November Aion was treated to an update where the game now performs weekly sweeps of block lists, automatically removing any characters that have been removed from the game.

In the patch notes for March 13th’s server maintenance, Lineage II is following suit with its own implementation:

Block List Removal begins. Any characters that were banned since last week and were on your block list will be automatically removed during the maintenance. This will be a recurring process every week.

Maintenance should last about four hours.

(Source: Lineage II)

DC Universe Unveils 2013 PvP Roadmap


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DC Universe is set to release the next big DLC pack, Origin Crisis, which admittedly focuses mostly on PvE encounters. Until then, Sony Online Entertainment has some big plans in store for lots of steamy hero on villain content in the coming year. For a couple of weeks now, heroes and villains all around Gotham and Metropolis have been enjoying the brand new ranked matchmaking system, which runs in the background collecting match results and using that data to create more balanced teams. Expounding on ranked matchmaking, Sony plans on implementing arranged matchmaking, allowing groups to bypass the on duty system and set up matches against other groups directly. You’ll be able to skirmish against your friends, or recreate your own version of Crisis on Two Earths, all within the confines of structured PvP.

Also coming is the introduction of seasonal gear. Tiered PvP gear that is replaced with new gear once a season begins. The goal, according to the announcement, is to allow players to progress without increasing gaps between seasoned veterans and new fighters, as well as giving players a fresh start every so often. Finally, in order to reduce queue times, the team has announced map rotation. Essentially this means that the number of available maps will be reduced, however they will be cycled on a regular basis. With five maps available at any time, Sony hopes that this will allow them to add new PvP maps over time without the issue of spreading the base too thin.

Sony is welcoming feedback to any of the proposed changes. You can find links to their specific forum threads below.

Please join Mark [Tunso] Halash for a discussion about PvP progression and Rewards: [Link]
Please join me, Jens [Spytle] Andersen, for a discussion about the Map Rotation: [Link]
Please join Steve [Why] Wyckoff to talk about the Ranked Matchmaking feature: [Link]
Please join Larry [Captain Liberty] Liberty and give him hell about Arranged Matchmaking: [Link(okay, maybe just talk normally to him about it.)

(Source: DC Universe)

Raptr Increases Rift Player Retention


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Last year, Trion partnered with Raptr to bring exclusive Rift rewards to the game-tracking platform. By playing Rift, or other qualifying games, and ranking up in Raptr’s system, players were able to get their hands on a free copy of Rift. Through ranking up in Rift, they were then able to obtain some exclusive items, including pets, mounts, and a digital upgrade. In a case study posted on the Raptr website, the promotion went very well.

The goal of RIFT’s Raptr Rewards program was two-fold: attract new players into the RIFT universe, and give existing Rift players more reason to return or to further engage with the game. To meet both these targets, Trion Worlds and Raptr offered four distinct tiers of rewards based on a player’s activity levels within RIFT or other related role-playing games.

According to the case study, Rift saw a 470% increase in daily active numbers, with daily playtime per player increasing 58%. The entire case study can be read at the link below, but the final conclusion is that when developers give back to their community, either by lowering the barrier of access or by giving incentives to continue playing, everyone ultimately benefits. Also not specifically noted would be the conclusion that everyone loves swag.

(Source: Raptr)

[Taco Tuesday] TERA’s Ingenious Plan To Burn Out Prospective Customers


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It is Tuesday and that can only mean one thing: The greatest day of the week, at least as far as lunch is concerned. Taco Tuesday will always stand as the best day because it has something everyone can enjoy, whether you prefer beef, chicken, vegetarian, or even fish. Now, someone once asked me “Omali, do you ever wish Taco Tuesday could be every day?” And I said no, homeless man who walked into my high school cafeteria, I don’t wish Taco Tuesday was every day. Because then it wouldn’t be special, and tacos would simply revert back into meat in a shell.

And I feel that the same should apply to TERA, or any video game for that matter. If you hadn’t heard, En Masse Entertainment recently announced an event called “No Sleep Til 60.” Running from March 12th through March 26th, new accounts (does not include existing accounts) will be rewarded the further they are able to level their characters.

The event, open to anyone who creates a new account after 12:01 a.m. PDT on March 12, will help get you and your friends ready for TERA’s exciting endgame. To enter, all you have to do is start a new TERA account. (Existing players can certainly help the new folks level up, but they can’t start new characters to earn prizes.)

So sixty levels in fourteen days to hit the highest tier. Considering how well my past power leveling stunts have gone, I’ve decided to preempt the inevitable and sit this one out. More often than not for me, these power-leveling events wind up becoming more of a job than a game (which already happens enough writing for MMO Fallout), losing much of the fun of playing it in the process. By setting a goal and forcing users to play in a style that is likely outside of their norm, you risk running the player ragged and burning them out on your game much earlier on than if they had simply joined and started playing normally.

The other risk factors are the players who do reach level 60 by the time the promotion ends, and then they either burn themselves out or run out of things to do and quit anyway. Of course, you also have the risk in cases like this of alienating your existing community by excluding them from an event that could potentially reward $60 worth of cash shop rewards, which En Masse apparently recognized because they completely backpedaled on the terms of the offer and not only included existing accounts and characters but also dropped several rewards from the event entirely.

Then again, I could be entirely wrong on this. If TERA is truly one of those games where the first fifty nine levels are just there to add fluff while the real gaming starts at 60, this could be incredibly successful.

[Taco Tuesday] TERA's Ingenious Plan To Burn Out Prospective Customers


TERa1

It is Tuesday and that can only mean one thing: The greatest day of the week, at least as far as lunch is concerned. Taco Tuesday will always stand as the best day because it has something everyone can enjoy, whether you prefer beef, chicken, vegetarian, or even fish. Now, someone once asked me “Omali, do you ever wish Taco Tuesday could be every day?” And I said no, homeless man who walked into my high school cafeteria, I don’t wish Taco Tuesday was every day. Because then it wouldn’t be special, and tacos would simply revert back into meat in a shell.

And I feel that the same should apply to TERA, or any video game for that matter. If you hadn’t heard, En Masse Entertainment recently announced an event called “No Sleep Til 60.” Running from March 12th through March 26th, new accounts (does not include existing accounts) will be rewarded the further they are able to level their characters.

The event, open to anyone who creates a new account after 12:01 a.m. PDT on March 12, will help get you and your friends ready for TERA’s exciting endgame. To enter, all you have to do is start a new TERA account. (Existing players can certainly help the new folks level up, but they can’t start new characters to earn prizes.)

So sixty levels in fourteen days to hit the highest tier. Considering how well my past power leveling stunts have gone, I’ve decided to preempt the inevitable and sit this one out. More often than not for me, these power-leveling events wind up becoming more of a job than a game (which already happens enough writing for MMO Fallout), losing much of the fun of playing it in the process. By setting a goal and forcing users to play in a style that is likely outside of their norm, you risk running the player ragged and burning them out on your game much earlier on than if they had simply joined and started playing normally.

The other risk factors are the players who do reach level 60 by the time the promotion ends, and then they either burn themselves out or run out of things to do and quit anyway. Of course, you also have the risk in cases like this of alienating your existing community by excluding them from an event that could potentially reward $60 worth of cash shop rewards, which En Masse apparently recognized because they completely backpedaled on the terms of the offer and not only included existing accounts and characters but also dropped several rewards from the event entirely.

Then again, I could be entirely wrong on this. If TERA is truly one of those games where the first fifty nine levels are just there to add fluff while the real gaming starts at 60, this could be incredibly successful.

GamersFirst Takes A Hard Stance on Scrubs In Fallen Earth


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Everyone hates scrubs in their video games, and while GamersFirst isn’t exactly sure what a “scrub” is, they have the power of Merriam Webster’s dictionary. In a post on Facebook, Tee Affo has announced a new dedication to removing scrubs, no matter their definition, from Fallen Earth.

Tee Affo with a special report –

We’ve had numerous complaints in-game about “scrubs”, and we’re taking a hard stance against scrub playing.

However, I realized that I had no idea what the word meant, so I took to the internet to hunt down the definition. I’m not sure which one our players are complaining about, so be on the lookout for any of the following:

1. a large area covered with low trees and shrubs, as the Australian bush.

We want it to be known that Fallen Earth is NOT a game where you pretend to be an empty field with low-lying ground cover. NOT AT ALL. In Fallen Earth, you are actually a clone or something. Probably a clone. Is that right? Listen, I don’t have time for RESEARCH, READING, or DOING MY JOB.

2. to rub hard with a brush, cloth, etc., or against a rough surface in washing.

Ew. Yeah, don’t do that. Nobody do that in our game. Do…do we have a problem with this? Ew. If I see anyone vigorously rubbing anything in Fallen Earth, I’m going to be upset.

3. A fella can’t get no love from you.

This definition comes from noted ThinkTank TLC, which I think stands for “The Learning Center”. Dr. Lefteye (I assume he’s a doctor) describes this scrub as “Leanin’ out the passenger side of his best friend’s ride, trying to holla at me.” If you see someone in the wasteland yelling at you from the wrong side of their borrowed Interceptor, please report them to the mods immediately, as we DO NOT want no scrub.

Thank you, with your diligence we can remove all “scrubs” from the game. Please focus on “n00b” playing instead.

If you do see a scrub in Fallen Earth, especially one trying to holla at you, make sure you use the appropriate reporting tools.

(Source: Facebook)

[Community Concerns] Truth To Source Material


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In case you hadn’t noticed, we are in what is essentially Neverwinter Week here at MMO Fallout. This week’s Community Concerns goes back to the actual community. In this case, user Shroom Mage over at the MMORPG.com forums gave a great explanation as to why Neverwinter, despite some complaints from gamers, is still a Dungeons and Dragons game.

These so-called “D&D purists” should probably think for a moment what D&D is actually about.

You think it’s about the “complexity”? The classes? The alignments? Turn-based combat? The specific list of skills each class gets? Ability scores? Feats? What?

If you take any one of these mechanics and replace it, you won’t have changed the core of the game at all. We can change the setting of a 3.5 campaign from Forgotten Realms to Star Wars, and you know what? Even without the same classes, skills, feats, and other mechanics, it still feels an awful lot like D&D. We could play AD&D, and… yeah, it still feels like D&D.

We can completely change the rules of combat (change the way dice are rolled, replace the dice with some other mechanism, play a physical game instead), and still retain that D&D feel. Is the transition to realtime really a factor? Surely a game can feel like D&D without turn-based combat.

The core of tabletop is in two things: dungeon-crawling and storytelling. By level 10, Neverwinter has more dungeon-crawling than any other MMO I can think of, and with fairly well-written quests, scripted instances, and, most importantly, the Foundry (which, using dialogue options and trigger items, will allow an incredible amount of complexity), I think the storytelling will be quite strong.

Couldn’t have put it better myself. As I said in our beta hands on of Neverwinter, if you are looking for a direct translation of the pen and paper Dungeons and Dragons, or a recreation of D&D Online, you will be sorely disappointed. Those seeking an action-oriented MMO might find themselves a new home in Perfect World’s upcoming game, however.

Community Concerns airs every Monday and focuses on thoughts by the community surrounding current events. If you have something you would like to talk about, shoot us an email: contact[at]mmofallout<dot>com.