A Quick Look At Ultimate Collector


I have to admit: When I saw that Richard Garriot’s new game was a Facebook social title, my heart sank. And then when I found out he was partnering with Zynga, the force of sudden massive compression caused my heart to tear itself inside out. Luckily, through the magic of modern science and a genetics laboratory hidden under my storage room, I have plenty of spares in case I need to set up another long winded joke that goes nowhere.

Richard Garriot’s Ultimate Collector (currently in beta) was a difficult game for me to convince myself to start playing, let alone write a quick look of. If there is one faction of the gaming industry that manages to boil my blood, it is the thousands of Facebook ad-driven, nickel and dime, pay-now-or-annoy-your-friends, energy driven games, that pass themselves off as enjoyable to anyone other than the most casual of gamers, housewives, and people with a lot of expendable money and not a lot of sense in how to spend it. Unfortunately for Ultimate Collector, it is not not one of those games. But hear me out.

Ultimate Collector was quite possibly conceived by a hoarder, and as someone whose habits border somewhere between pack rat and hoarder, I can’t honestly comment. But what struck me once I got to playing after a while was that every item in this game is a real, living, object. Apart from the trinkets which serve as quick cash, every serious sale you make is a real, true to life, branded toy. It could be a Gameboy Color, a copy of Paula Dean’s 1000 Ways to Fry Butter cookbook, Beanie Babies, pull toys from the 50’s, and more. In fact, someone who enjoys nostalgia may find the sheer number of items available in Ultimate Collector to make the game worth playing.

You might even be able to find Richard Garriot’s Ultima games. Oh and Tabula Rasa (never heard of it, personally).

As you play, you’ll find that Ultimate Collector can be viewed in virtually brain dead mode, or you can play with a bit of strategy and foresight and really rake in the dough. When you buy an item, you lower the asking price by finding flaws, while raising your profit on resale by finding virtues. By recycling your less profitable goods rather than selling them, you retrieve parts that can be used to fix the more profitable items, making them even more profitable. So the game is about finding the balance in what is worth spending your energy in appraising, what is worth buying for spare parts, and what you should just leave in the bin.

But now we have to get to the part about the cash shop. Ultimate Collector is, after all, an energy based Facebook game, and that means every action has a cost. Each time you rummage through a bin, that’s an energy. Every time you appraise an item (five times per item), that’s an energy. Don’t want to wait for the auction to finish? That’s a Portcash (cash shop money). Don’t want to wait until tomorrow to gain your energy back? You can also spend Portcash on that. Although you gain an energy every few minutes, so the wait to refill your bar is just a few hours if not less.

And for what it’s worth, Ultimate Collector does try to throw a bone by increasing your maximum energy with leveling, and throwing Portcash at the player every now and then. Additionally, buying and selling goods raises your experience in that particular field, which in turn results in more free appraisals saving the user more energy. So there is the feeling that, while corporate won out in the end, the folks on the development side at least tried to give the user a break.

And if you are playing casually, you likely won’t spend a dime on Ultimate Collector anyway. With the way I play, I log in once or twice a day to salvage someone’s garage sale, bring the goods back to my house and see how much money I’ve made from the previous day’s sales, and then put the new stuff up for sale. For me, however, Ultimate Collector is more than just a Facebook game. It is a sign that Richard Garriot has gone back to the man I once knew and always anticipated his next announcement with held breath. The guy who made games that were basic yet filled with depth, were created with an obsessive amount of attention to detail, and occasionally make you wonder if the creator was insane from the start. Ultimate Collector has renewed the faith in Richard Garriot that I lost when Tabula Rasa went down in flames as its development team struggled to keep it alive.

I am really looking forward to seeing Ultimate RPG.

Video of the ___: Save City of Heroes


The hope for City of Heroes grows bleak, but that doesn’t mean the community has given up hope. Since NCSoft’s surprise announcement that City of Heroes would shut down later this year, players have rallied all over the web to keep the superhero MMO online and fighting crime. Or causing it, depending on your stature. City of Heroes player Tim The Enchanter has posted a video entitled “Save City of Heroes,” combining music, in-game footage, and an array of news headlines and podcast audio related to the movement.

Currently the change.org petition to save City of Heroes has gathered over nineteen thousand signatures. So far NCSoft hasn’t said much at all apart from detailing reimbursement plans. But the fans will not go out without a fight.

Sign Up For Wizardry Online Beta


Wizardry Online marks a noted change in direction at Sony Online Entertainment. Produced by Gamepot and reportedly 30 years in the making, Wizardry Online bills itself as a hardcore MMO with little in the way of patience or sympathy for its players. As the website describes it:

With the risk of permadeath always looming, players group with trusted allies to survive. Using skill based combat, and a little bit of luck, players battle to defeat amazing anime creatures, cheat death, and live to tell the world!

And starting today, players are able to sign up for the Wizardry Online beta. If you’ve signed up for SOE betas in the past, you already know what you are doing. Otherwise, you will need a Sony Online Entertainment account. If selected, your account will be validated rather than a key being sent out. Wizardry Online is scheduled to go live in 2012, and will be free to play.

(Source: Wizardry Website)

A Fair Criticism Of Guild Wars 2


I love Guild Wars 2, but my love is not without its fair share of annoyance. So while my previous articles have been about bumping up the MMO, I am using this space to discuss a couple of my gripes with Arenanet.

1. The Game Isn’t Dynamic

I have a problem with MMOs calling their systems dynamic, because the catch-phrase that has caught on is that anything not-static must be dynamic. Warhammer Online tried this with public quests, when in reality they were simply multi-stage regular quests with timers attached to them. Tabula Rasa tried this with base assaults, and Rift claimed that its rifts we’re also dynamic.

Anything that can be put up on a schedule is not dynamic, and Guild Wars 2 is about as predictable as it gets without going back to the standard MMO quest model. The events are dynamic in the sense that they are not available 100% of the time, but apart from the zones run on a recurring treadmill, one with alternate paths that all lead to the same destination, before looping around at the beginning and starting all over.

But this doesn’t detract from the overall enjoyment of Guild Wars 2, it is just a poorly worded phrase, like how Tim Horton’s “cappuccino” comes in a bag and is powdered.

2. The Trading Post Needs Work

The trading post is massive, a technological marvel that Arenanet should be immensely proud of. That said, when this behemoth goes down, boy does it go down hard, bringing down some other features with it. And the Trading Post isn’t just down for an hour or two, when it crashes it has remained offline for days on end.

But the trading post has a massive load on its back, so let’s go further than connectivity issues. It took a while to understand why there were thousands of high priced orders for certain cooking ingredients but no buyers, before I realized that the trading post lists account-bound goods. And while you can’t sell account-based goods on the store, you can still place orders to purchase them, I expect from Santa Claus.

In its current state, the trading post is rather bloated and not very user friendly.

3. Discovery Crafting Became Obnoxious

I mentioned in my reviews of Guild Wars 2 that discovery crafting is likely the best part of crafting, at least as far as cooking goes. It gives a reason to travel and complete the map, as certain materials can only be obtained by vendors unlocked by finishing heart events. And even your crafted goods can be further used as their own crafting resources.

But previously, the discovery window only displayed items from your inventory. So my method of crafting became to store goods that were above my level and could not be used. In an update, Arenanet made crafting easier by allowing the bank and collection box to be pulled from. At the same time, this cluttered up the discovery page with all of the items you can’t use, removing any sort of filtering system (apart from deleting the items).

Again, I’m not trying to point out fatal flaws with Guild Wars, since frankly I don’t believe there are any.

4. Cooking Produces A Lot Of The Same

I love discovery crafting, and not just because my psychiatrist says I have the symptoms of a hoarder with none of his means of acquiring items. But to wrap up this list of mostly crafting based whine, while you can create everything from white chocolate cake to peppered steak, strawberry pie and at least a couple hundred things in between, the food itself generally doesn’t offer anything other than nourishment and bonus experience.

Perhaps if different foods offered a greater variety in boosts, cooked items would be in greater demand. Of course I could be completely wrong and foods far higher level than myself may offer the diversity I so wish for.

Falling Out #14: Well, They Are Asian


Remember folks: When western companies make similar games, it’s just creative license. When a Korean company does it, it is criminal theft.

The more you know.

Runic Has No Plans For A Torchlight MMO


We’ve talked before about the possibility of a Torchlight MMO, and while Runic has hinted at the possibility of an MMO before, nothing has been set in stone. Unfortunately, it looks like the odds of an MMO based in the dungeon-crawling universe are slim. In an Ask Me Anything on Reddit, Travis Baldree (President) commented that there are no plans currently for a Torchlight MMO, at least for the moment.

“I’ll be frank, we have no plans to jump into that right now. The landscape is a little different than a few years ago, and creating the amount of content we did for Torchlight 2 was a supreme effort with a team this size. Taking on an MMO immediately afterward is not our current desire.”

So it seems that the Torchlight MMO may just be wishful thinking at this point. Still, I can’t blame the folks at Runic for wanting to do something different after working on the Torchlight series for so long.

(Source: Reddit)

Kickstarter Implements New Rules To Protect Users


Kickstarter is not a store, and the folks at Kickstarter Inc want potential backers to know this without question. In the Kickstarter articles here at MMO Fallout, I’ve made a point in reminding viewers that making a pledge is a risk, closer to investing in a company than pre-ordering a game. Regardless, there are a number of people who have invested in Kickstarters without realizing, or without caring, that there is no real guarantee that the project will ever come to fruition. And for that matter, there is no real guarantee that the project isn’t a fly-by-night scam.

So Kickstarter is adding in a few new guidelines to projects. For starters, Kickstarter projects must post clearly the risks of backing a program.

  • Product simulations are prohibited. Projects cannot simulate events to demonstrate what a product might do in the future. Products can only be shown performing actions that they’re able to perform in their current state of development.
  • Product renderings are prohibited. Product images must be photos of the prototype as it currently exists.

Additionally, there is now a limit on hardware:

  • Offering multiple quantities of a reward is prohibited. Hardware and Product Design projects can only offer rewards in single quantities or a sensible set (some items only make sense as a pair or as a kit of several items, for instance). The development of new products can be especially complex for creators and offering multiple quantities feels premature, and can imply that products are shrink-wrapped and ready to ship.

While the new guidelines only affect hardware, gamers should be very careful about what products they pledge to. Just keep thinking: Kickstarter is not a store!

(Source: Kickstarter)

Firefall Is Sick of Trolls, Will Be Kicking Them Out


I’ve talked about the fine line between trolling and constructive criticism, one that generally doesn’t seem to be understood by trolls. And while MMO developers aren’t fans of trolling, they are also generally reluctant to expel their (often paying) customers for throwing up a fuss either in the game or on the forums. Firefall developer Red 5 is not one of those developers. In a post on the forums, CEO Mark Kern posted a stern warning: Continue trolling, and you’re out.

So, I have to say for the first time that I’m disappointed in some of the community. The amount of threads here saying that e-sports is all we care about, despite all the information we’ve posted about PvE being our focus is disheartening to those of us working hard to make PvE awesome.

More so, the amount of shortsightedness and selfish trolling and self-important pontification I see from armchair game analysts is stunning. We’re not done with the game yet. We are showing you our early builds, warts and all, so you can share in shaping the game. We welcome your feedback, but not your Chicken Little “sky is falling” ranting from those whose imaginations are not capable of looking further than the nose in front of their face and who ignore everything we say and do and have done in the game for you.

We do listen to you guys, more than any other game company on the planet, and we have proof because we show you builds so early, that they are incomplete… so you can help us fill in the blanks. But instead of embracing the concept, a vocal minority of you have taken up arms in the forums, with pitchforks and a sense of selfish self-entitlement I have never even imagined possible.

If you intended to frustrate me, you have. From now on, we’re going to start moderating the negativity on these forums for the sake of healthier discussions.

Personally I remember a time where alphas and betas were a privilege to join. Granted, this was a long time ago. But when I play MMOs in their alpha/beta stage, I see and abundance of whining over features not being complete, the presence of bugs, or features not being completely worked out. And that in itself isn’t the problem, as negative feedback is how a game develops into a higher quality product. But the people who Kern is talking about are more along the lines of:

“This feature isn’t complete, wow this game sucks why do I even bother playing, this company is going to go bankrupt and the game will fail because the devs are all incompetent idiots.”

But it would behoove Mark Kern to take this new proclamation seriously. Quite often demands to remove trolls turn into a hard culling of any negative feedback from the community, and that often leads to far more than just the undesirable folk leaving, either of their own frustration or through overreaching policies. And a game like Firefall can’t afford to turn its community away before it even launches.

Warhammer Online: Costs Haven’t Synced For Free To Play


Warhammer Online’s fourth birthday has come and gone, and Massively.com has quite an interesting interview with Producer James Casey about the life of Warhammer, past, present, and future. Casey also talks about Warhammer’s MOBA brother, Wrath of Heroes, and how the development teams for both games have been kept complimentary, but separate. Finally, Casey answers the question many of us have been asking for a good while: Why hasn’t Warhammer Online gone free? My guess has always come down to cost, and from Casey’s reply, I wasn’t wrong:

We’ve investigated this option in the past, but the costs and changes needed to make it happen in a satisfactorily way haven’t synced up yet.

Transitioning a game to free to play is incredibly expensive and, in the case of games like Earthrise and Gods & Heroes (and now Warhammer), is simply out of the question.

(Source: Massively.com)

Warhammer Online: Costs Haven't Synced For Free To Play


Warhammer Online’s fourth birthday has come and gone, and Massively.com has quite an interesting interview with Producer James Casey about the life of Warhammer, past, present, and future. Casey also talks about Warhammer’s MOBA brother, Wrath of Heroes, and how the development teams for both games have been kept complimentary, but separate. Finally, Casey answers the question many of us have been asking for a good while: Why hasn’t Warhammer Online gone free? My guess has always come down to cost, and from Casey’s reply, I wasn’t wrong:

We’ve investigated this option in the past, but the costs and changes needed to make it happen in a satisfactorily way haven’t synced up yet.

Transitioning a game to free to play is incredibly expensive and, in the case of games like Earthrise and Gods & Heroes (and now Warhammer), is simply out of the question.

(Source: Massively.com)