XLGames: Goldfarming By Any Other Name


archeage

MMORPG.com recently conducted an interview with Yinzi Cheng of XLGames, creators of the MMO ArcheAge. The interview is based entirely around the game’s monetization format, which Cheng believes makes the game impervious to gold farmers. There are three currencies in ArcheAge: Gold, Arcs, and Crystals. Gold is the usual in-game gold, crystals are the real money currency, and Arcs are used to purchase many of the game’s premium goods. Gold and crystals are not tradeable, but arcs are. As Cheng says:

Gold that is earned from game contents is untradeable.  Arcs could be earned by purchasing Crystals, by enjoying some contents such as catching boss monsters, or by trading with other users. So ‘gold farmers’ cannot produce gold illegally. Therefore, the ‘gold farmers’ easiest way to earn gold, which is auto playing, will no longer bring them profit.

I don’t think XLGames fully understands how gold farmers work. Don’t believe me? When Jagex introduced trade restrictions to RuneScape, players simply converted to a currency based in junk items, allowing them to bypass the system completely. Materials can be traded between players, so what’s to stop a gold farmer from botting millions of gold worth of materials and trading those materials to the buyer who then sells them to an NPC for gold? Arcs are open season for gold farmers to generate in-game, as they can be mined from bosses.

ArcheAge’s non-tradeable gold idea isn’t new, and XLGames should be aware that the process hasn’t done much to impede gold farming in the other titles, like ArcheAge, where despite a strong insistence that the process isn’t feasible, there is quite a variety of gold farming services with varying methods of delivery. The lesson here is that so long as there is a trade system, people will find a way to farm gold.

(Source: MMORPG.com)

Angry Joe Interviews Zenimax


Angry Joe has an interview up with Zenimax discussing just about every aspect of The Elder Scrolls Online you can think of. I suggest watching the video, rolling in at fifteen minutes total. The interview is peppered with a fair amount of gameplay video, showing off combat including the reintroduction of first person mode, which players have been demanding for some time.

Subscription model and pricing are still in discussion, and the game is set for Spring 2014 release.

Cryptic Opens Studio To Polish Champions Online


champs

Better late than never, I suppose. Champions Online is a game that, despite its potential, has seen some neglect over the years. The game has been subject to a number of updates over the years that are either never fully realized or have spent their lives in a perpetual prototype or broken state. It appears that even Cryptic Studios is aware of this, because the developer recently announced the opening of Cryptic North in Seattle, Washington with the function of taking the ailing MMO and bringing it up to snuff.

In an interview with Gamasutra, Jack Emmert discusses the idea behind opening up an entirely new studio. Cryptic North is made up primarily of the old Flying Lab Software team responsible for Pirates of the Burning Sea. The team wants to give Champions Online the polishing that it deserves, and depending on their success may branch out into new projects.

Make better games. Make cost effective games. Treat our players better. Take care of our talent. Focus on working business models. A tried and true way to mitigate risk is diversification. And we also have a crazy diverse portfolio of games at [Perfect World Entertainment].

On another positive note, Cryptic is once again looking at porting their games over to consoles, with the upcoming PS4 and Xbox One. You may remember that Cryptic had plans to port Champions Online over to the Xbox360, but the project was cancelled last minute due to Microsoft’s lack of cooperation. With at least Sony having an open platform for MMOs, the likelihood of seeing a Cryptic MMO on the next generation consoles seems all the brighter.

(Source: Gamasutra)

Survarium Interview On Worlds Factory


survarium

Survarium is the upcoming spiritual sequel to the STALKER series, and our friends over at Worlds Factory managed to grab an exclusive interview with Vostok Games to ask a few questions. Survarium is a free to play online first person shooter set in a world following an ecological disaster. Players will need to team up if they hope to survive in the ruins of civilization. Survarium will be session based on segregated servers, but Vostok hopes that one day the game will be upgraded into a single seamless universe.

The good thing is that the online format of the project allows us to constantly upgrade and expand the game with new features and possibilities. So hopefully someday we can introduce a seamless Survarium playable universe as well.

You can read the entire interview at the link below, detailing game mechanics, server structure, and more.

(Source: Worlds Factory)

Derek Smart Returns: Free To Play, Line of Defense, Lockboxes


It’s been a while since we last talked to Derek Smart. A year and a half, almost, if you’ve been keeping count. Last time we talked about Quest Online and Alganon, focusing on aspects of free to play and how Quest Online was promoting the game. With the approach of Line of Defense and a few changes over the past year in the free to play market, I thought it was about time to get back in touch. In the interview, we discuss Line of Defense including plans for the game’s monetization, the use of lockboxes in other titles, and some thoughts on the competition for Line of Defense. I always enjoy the opportunity to have a chat with Mr. Smart, he’s one of the few people I can trust to not hold back or filter his answers through a PR machine.

You may know Derek Smart from Alganon, Line of Defense, as well as the Battlecruiser line of space simulators.

Q. How will Line of Defense balance free to play with a premium model?

Players gain Combat Experience Points (CEP) by engaging in combat, capturing installations, bases etc. These are used to increase your rank as well as used to purchase Combat Training Certs (CET) which give you access to certain skills. However, the premium aspect involves buying the premium pack for a minimal fee. This not only gives you a choice of starter weapon and ammo, but also the ability to select a unique armor scheme as well as a choice of inventory item (e.g. wingchute, jetpack etc). It also gives you some starter GALCOM Credits (similar to Gold in standard MMO games) which you can use to purchase some stuff.

The premium pack is a one-time purchase. There is no monthly payment. And you can purchase it at any time you’d like. Since you can still play without purchasing the premium pack and still be able to obtain enough CEP and CTC to obtain these same items, it is up to the player to determine whether or not they want to put in the time needed to get them. It is a competitive twitch based game, but everyone has the chance to obtain the same items. Since there is no grind in the game, getting the stuff you want is just a short investment of time.

We want a lot of gamers playing the game and so if only a small number pays for stuff, that – we hope – will balance the costs of running the game without making it a grind and penalizing those who do not wish to buy anything. Also, you can still acquire most items for a period of time. For example if you are working your way up to a powerful sniper rifle but decide to put that effort on hold because of some assault that your team is planning, you can easily rent that sniper rifle for a day and go play with it. Of course it will cost more to rent than to just buy it outright. Apart from that, you will still need the required CTC to operate it.

Q. How do you feel about lockboxes? Cash shop items that carry random items.

We’re not doing any of that. The loot drop boxes – randomly generated around the game world – contain random items. You don’t have to buy these boxes. And just because a box contains an item, doesn’t mean that you can actually use it; since you may not have the required CTC. You could of course sell it if you wanted to. So in LOD, these boxes are more about scavenging than gambling – and it gives those who choose not to buy anything, the chance to come across a cool item just from playing the game. Plus, most of these boxes will be CEP locked as well. So unless you have a certain amount of CEP or even a CTC, you won’t be able unlock a box. So the longer you play, the more CEP you collect, the greater your chance of opening a box that you come across.

Well gambling and videogames are two different things entirely. The introduction of gambling into these MMO games should be completely outlawed, banned or regulated. Slot machines operate in the same way that some of these in-game lock boxes operate and that puts them squarely in gambling territory. So yeah, that’s just all kinds of wrong. Gambling is gambling; no matter how it is framed. There is no fine line, the line is pretty clear. If it is not a gambling game, there should be no elements of gambling in it – period.

Q. Is there a list of items considered “off-limits” to sell for real money?

Well gambling style lock boxes are definitely off-limits. Also, we don’t have any cash shop item which someone else can’t obtain by playing the game for free. If an item is in the cash shop, you can very well find it somewhere in the game – for free.

Q. Line of Defense is going head to head with Planetside 2 in the very small library of open world MMOs. How do you shake someone off of the fence?

For one thing, Planetside 2 is shaping up to be a complicated, grind-riddled game with an identity crisis. For sure it is a fine game, but some of the choices that they’ve made, has to make you wonder if they actually know who their target audience is. You can’t dumb down the game in order to cater to a casual crowd as that will just alienate the hardcore niche Planetside 1 fanbase. On the other hand, since Planetside 1 was such a hardcore niche game, it is not likely to succeed in today’s market if it exists as such. The middle ground is far more complicated and not cut and dry. If you take one look at the Planetside 2 forums, you will see exactly what I’m talking about.

Line Of Defense has absolutely no concept of grind at all. You’re not going to be playing for the next decade in order to obtain a CTC so you can do/have something cool.  Heck, I estimate that in less a month of game play, a dedicated player would have access to every single CTC, weapon, vehicle etc available in his class. And since CTC will degrade over time, the incentive to keep playing, keeps your skills honed and in top shape. If someone wants to play for a couple of hours a day, I want them to feel like they have achieved something without them having to invest a month to get there. Gamers have a choice; so why make them seek out those other choices by frustrating them in your game?

Why have someone grind a month to get a CTC when they can play for a day or so, get that CTC and continue playing the game once they’ve got that sense of achievement? Also, apart from the fact that we have far more interesting and eclectic environments (and space!), gameplay aspects and features, the game has a lot more to offer than Planetside 2. However, both games can co-exist just as Call Of Duty and Battlefield co-exist in the same genre/space without one trying to be a mirror of the other. So both games have their strengths and weaknesses, will attract a specific type of gamer etc. Plus since LOD is cheaper to make, has cheaper operating costs etc, my guess is that – as with all my games – we’ll be profitable right out of the gate; thereby ensuring the longevity that will spawn all new cool stuff in our planned DLC pipeline.

 Q. Games like Line of Defense live and die on a populated world. How will you keep the server healthy and populated?

Well, all my games have always been about massive worlds. Those expanses of “dead empty land” are a direct result of players not having anything interesting to do in the game or in those areas. We’re not likely to have that problem at all. Heck, even the game’s base capture mechanics are tailored specifically to the game world, not one part of the land. And with players having the ability to be airborne in a variety of aircraft  be able to get to any part of the entire game world (including space) either by air, land or sea, it is highly unlikely that we’ll see this problem.

Think about this. If games have to grind for a long time to get a CTC to fly an aircraft, use a jump gate, just a jetpack, use a vehicle etc – how are they going to get around and explore the game world either for fun or for strategic reasons? This single issue is what alleviates the “dead empty land” issue. Plus since LOD allows grouped (in a Fireteam aka clan aka guild) gamers to build their own outposts, my guess is that before long, there won’t be any open real estate left since all those areas are going to be contested and battle-ridden.

Thank you again to Derek Smart for taking the time to sit down with us once again.

Jagex: Our Other Projects Were Hobbies, That Ends Now


Jagex CEO Mark Gerhard has always been pretty frank with the internal going-ons at his company, and in a recent interview with Develop, he answered the question as to why all of Jagex’s products that are not RuneScape have either failed to launch or failed to make a profit, and the answer is simple. The company has been treating its non-scape products more as hobby projects than real games. Gerhard believes that 8Realms, Jagex’s HTML MMORTS which shut down recently due to poor response, received precisely the attention it deserved from fans.

“I think to other projects, like 8Realms and things like that, I think that was one of the last hobby projects that we carried through, and obviously that was evident. Now it’s just working on the projects that matter.”

Jagex is currently working on several major projects, including the upcoming combat upgrade for RuneScape as well as the upcoming Transformers Universe MMO currently slated for beta in 2012.

(Source: Develop Interview)

The War Z: Sandbox, No End-Game


I can’t wait until The War Z comes out so I can get to end-game and grind the super master zombie raid. What? I can’t do that? Well then. In an interview with PC Gamer, Executive Producer Sergey Titov explains that The War Z is first and foremost a game of survival. Your goal is not to earn achievements or cause zombie slaughter in mass quantities, but to explore the wilderness and survive. As a result, the game will not feature traditional quests. On that note, the game won’t even feature safe zones. As anyone who has seen a zombie movie will tell you, armored fortresses are really just a convenient metal/stone box where humans gather to await being eaten alive.

Additionally, there is no end-game. Instead, the goal is to create a toolset and allow people to play to their heart’s content and create their own games. For instance, one server may have a goal of defending a fortress against a constant zombie attack. Meanwhile another server might task players with simply surviving against the zombies and one another.

This is also why we’re allowing players to rent their own servers and create their own private worlds with their own rules. Some will do just that—building their own virtual “strongholds” so to say and inviting other people to join as long as they are going to follow their rules. Some will band together into clans and will fight other clans—either on public or private servers.

More on The War Z as it appears.

(Source: PC Gamer)

MMO Fallout Talks: Storybricks Interview


Looking at my calendar, there are approximately 17 days to go until the Storybricks Kickstarter runs out of time. As of today, 347 backers have contributed $21,522 to the fund, which means there is a long way to go before the $250,000 goal can be reached. Here at MMO Fallout, we are supporters of the indie-MMO development scene, so when the opportunity arose to interview the team behind Storybricks, I jumped at it.

First, a little about Storybricks itself. Storybricks is a toolset where players are able to create their own worlds, populating them with NPCs that are programmed to react not just to the player, but to each other. The alpha build, which is still available here, is a small yet very impressive proof of concept. I recommend you check it out if you have an hour or so.

So how did Storybricks come to light? As is the case with many off-the-beaten-path titles, Storybricks has its origins in a group of MMO and MUD players with a dream of one day creating their own world, dissatisfied with the products being offered by other developers. So a team of eight full-time and three part-time developers began work on Storybricks around a year ago, culminating in the recently released alpha-module with the full release next year.

The initial pitch for Storybricks, before most of the team even joined, was to put advanced AI into our own MMO to create more believable NPCs. We kept a lot of that concept but we focused on the Storbricks tool to let people tell their stories within an MMO we develop instead of just having designers make more advanced NPCs.

While the current alpha build only showcases a fantasy theme, the toolset is flexible enough that Storybricks will be able to encompass many more settings. Without going too specific, the themes of dystopian science fiction and Three Musketeers were mentioned briefly.

In the long term, Storybricks is all about customization, allowing people to create their own worlds and characters to match the stories they wish to tell.

For NPCs, we would like a creation system like the character creation system found in many RPGs. We’d like people to be able to customize the characters to a high degree to match the story they want to tell. We have also designed a system for letting people edit a location. Instead of a set location, people can edit the tiles of a location to swap in and out features. Our goal is to allow a lot of customization without making players feel they have to do busywork like placing individual trees.

So Storybricks is on Kickstarter for a very real reason: Funding. So I had to ask, why are investors so hesitant to fund the title?

Considering women in Shakespeare plays were played by men, this is stunningly accurate.

I think the big hesitation from investors and from the audience has been trying to figure out exactly what Storybricks is. People who have played a lot of tabletop RPGs or who have played MMOs for a long time “get” Storybricks more than others do. It’s so different that when people try to compare it to existing games, the comparisons don’t quite work. It’s not a toolset like Neverwinter Nights, it’s not a traditional MMO like World of Warcraft, it’s not a construction setting like Second Life. So we’ve had a hard time coming up with a good way to describe it to people to let them know why Storybricks is so awesome and why we feel it’s the future of MMOs.

Expect more on Storybricks as it develops. I want to thank Brian Green and Kelly Heckman for taking the time to answer my questions.

James Cameron: Avatar MMO? Perhaps


Is the Avatar MMO a possibility? A question best left to James Cameron himself, perhaps asked by IGN. And by the good grace of Grendaline, IGN has come through with just such an interview. In an exclusive interview with Cameron, IGN asked the all important question, “what are your thoughts on turning Avatar into an MMO experience?” While the answer isn’t a confirmation that such a game is in the works, it does open the door to an Avatar MMO in the future.

I think Avatar is a perfect IP for an MMO. It’s a very, very big world and based on the first film, you might not sense that, but we’re talking about an entire planet, an entire alter world, and in fact a universe that has other planetary bodies, as well, and other cultures, other life forms. Eventually people will see enough scope to be able to see how the MMO will work, but that’s going to have to be launched…the timing of that is going to have to be carefully orchestrated with the release of the second and third film because we don’t want to be giving away elements before the fact. And also I think one of the cool things about an MMORPG is that you have to have a lot more possibilities for characters than what you see in the film. The film is really just a leaping off point, so we’ve got to create a rich and diverse world that lives well beyond the films.

Stephen Calender Talks:


By now, you may be slightly familiar with the name Stephen Calender, ex-programmer for NetDevil. A few weeks ago, I brought up his blog post in a Week in Review, that went into detail starting at the acquisition of Lego Universe by Lego (and subsequent layoffs) to the relationship between Gazillion and NetDevil and even advice on how to get hired in the industry. In his post, he also expressed his “frustration with fellow co-workers who primed the rumor machine,” dealing with how the media (including myself) managed to come across the news of the NetDevil layoffs before some of the people actually affected by the layoffs, thanks partially to the quick dissemination of details by laid off staff.

The next day I found an email from who else? Stephen Calender, with the hopes of explaining that his intention was not to “take a jab” (as I described it) at the media. So after a short back and forth, I saw this as an excellent opportunity for both of us, and requested an interview.

The interview is huge, so I’ve taken the liberty of hiding it behind the break.

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