Mark Kern Removed From Red 5 Studios


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Hello, timing. Earlier today, Gamefront.com broke the news that CEO Mark Kern has been voted out by board members at Red 5 Studios. An internal email leaked detailing that Kern no longer had any authority within the company, and that further information would be given at a subsequent company meeting. Red 5 reached out to Gamefront, confirming that Kern was indeed no longer with the company.

As of Thursday, December 19th, Mark Kern is no longer the Chief Executive Officer of Red 5 Studios. Mark founded Red 5 Studios in 2006 to provide exceptional game entertainment along with a world-class team of developers working on the MMO Shooter, Firefall. Red 5 Vice President of Development, James Macauley, will be moving into the role of acting CEO. The team at Red 5 continues work on Firefall and looks forward to all that we have to offer in 2014.

The Escapist has reported contact from Red 5 employees detailing Kern as absent, visiting only to make arbitrary decisions, and disruptive to the company.

(Source: Gamefront)
(Source: Escapist)

Embers Of Caerus And Volunteer Projects


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I love our indie friends, in fact I went as far as to devote space here at MMO Fallout to promoting the City of Titans Kickstarter effort not to mention multiple others. And even though I added the widget to the side-bar, I never went as far as directly telling people to pledge their money. It isn’t because I don’t trust Missing Worlds Media, but because I’ve been part of enough volunteer projects to know that even with all of the best intentions, they have a tendency to die at a moments notice. Usually this happens when the most talented and dedicated of the group realize that they could do the same thing but get paid for it at a real company. With that in mind, I wrote an editorial about how the next step in City of Titans was to ditch the volunteer bit now that players had a monetary stake in the game.

As far as risk goes, a project whose employees are entirely made up of volunteers is about as high as you can go, barring an office comprised entirely of corgis working on computers built out of beef jerky. Take a moment and look in from an investor’s point of view, here you have a project of questionable direction being built by volunteers of varying degrees of loyalty, skill, and reliability, all under the leadership of an “ideas guy” powered by hopes and dreams rather than experience or knowledge. People who have little or no incentive to stay on board, especially when during times where things go sour, which they certainly will. I’m talking about Embers of Caerus, in case you’ve forgotten the headline.

Embers of Caerus is an MMO being developed by Forsaken Studios, a team of volunteers. As is usually the case, development has hit the proverbial brick wall thanks to a lack of direction, unity, and leadership, and the game has lost not only the support of many of its volunteers, but also of its potential investors. CEO Rob Steele posted on the forums to let everyone know that the game is being taken in a new direction, shifting focus to game and system design with the hopes of partnering with another studio to get the ball rolling.

As you all know, several months ago a decision was made to move to Unity to prototype our systems and provide proof of concept to community members, supporters, and potential investors alike. This transition was not seamless in terms of how it was handled internally, and mistakes were made in regards to how we released the information to the public. Those mistakes unfortunately cost us a great deal of support from one particular individual who was on the verge of providing start up funds for our office and overhead costs – enough for at least a couple of years to be sure. At the same time, this put a lot of pressure on our development team to bang out modules and updates to our demo in a timely fashion. With a purely volunteer group, it is extremely difficult to have enough man hours available, from the appropriate part of the team, to set and hit benchmarks that we have – whether set internally by us, or by others.

Business is difficult, especially for those who don’t have any experience. And this isn’t just video game companies, either, so don’t think I’m picking on them. There is generally a 40-55% percent chance that a business will go under in the first four years after opening, no matter what industry you are in, and 46% of those cases are due to “incompetence,” or lack of knowledge and experience. That statistic comes from this website, by the way.

I apologize if I sound like a jerk or that I’m picking Embers of Caerus out and ignoring other examples. I’m talking about Embers of Caerus because its redirection prompted this article, and I didn’t include other examples to keep it focused and avoid rambling. As far as being a jerk about the whole ordeal, that is business. I have said time and time again that this is an incredibly high risk, high price, saturated market. There is also great potential for success, but the path to success is littered with failure. A lot of authors said that.

In case you also noticed, I used a screenshot from Black Mesa Source to show an example of a volunteer project that became something great, so it is absolutely possible.

(Source: Embers of Caerus)

Eldevin Impressions: A Touch of Nostalgia


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I suppose it’s a good thing that I murdered every single prisoner in the prison, considering the dead guards and smashed doors, this place probably isn’t suitable for holding any of them for the foreseeable future. The prison will also find itself lacking in a warden, seeing as how I killed the traitorous bastard on the roof of his own building. Since we’re on the topic, you might want to renovate the exterior, I don’t know how but there are a few escaped prisoners hiding out in the house across the street. Maybe send someone to clean that up, or let me do it.

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Games like Eldevin and RuneScape have an odd ability to convince us to power our way through what is probably the same kind of grind that we would reject had it been foisted upon us in any other MMO. The lure of vast riches and a growing pile of resources to turn into finished products or dump at a nearby vendor in return for cash to spend on creating more stuff and stabbing more powerful beings in the face is exactly the carrot that hangs just a few inches out of reach on the grind treadmill, but close enough that we think we’ll get it if we just keep running. It is the charming world, beautiful soundtrack, living environment filled with other players all meandering about with their own tasks that make such a grind not just bearable, but actually enjoyable.

Giving my impressions on a game like Eldevin is difficult as breaking the game down into its individual mechanics would provide an inaccurate detailing the overall experience. Eldevin’s saving grace is in the sense that while the game does require a great deal of grind, it perhaps doesn’t feel as pointless as other games where the reward is often just seeing your experience bar tick up. Nearly every action in Eldevin has a purpose, from killing creatures to level up your skinning for resources to use for cooking and making armor, to finding equipment useful for vendoring to afford the catalyst items needed in the second stage of crafting.

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The world of Eldevin is one that is brimming with life. Granted, once you give the world a deeper look, you see a bunch of NPCs following pre-scripted paths and animations. Still, it’s a nice touch to walk through town and see people hauling boxes around, city guards going down their paths, guards coming off duty and changing after their shift, etc. It is pretty basic at its core, but a sad reminder as to how little effort other games put into making their world feel more alive rather than a gallery for lifeless quest vendors and merchants.

Crafting is centered primarily around harvesting nodes and turning said products into goods at a station. If crafting is supposed to be a gold sink, Eldevin does it well. Most, if not all, recipes require an item that can only be purchased from vendors at a cost of anywhere from ten copper to five silver (five hundred copper). The slow process of gaining crafting experience can be alleviated slightly through a number of daily quests available for each profession. Players are able to level any skill to its maximum level (40), but you might want to focus on just one or two.

Combat, on the other hand, is where Eldevin meets standard MMO fare. The player has access to melee, range, and magic no matter what class you choose at the start, and combat is dealt through auto attack and specials. Health and mana can be replenished in combat with potions or out of combat with the various food items you can cook or buy. Combat is rather smooth and responsive, although the camera is restrictive and can get in the way, and special attacks have a habit of cancelling out your auto-attack.

Eldevin’s cash shop may be an issue, and not in the sense of pay to win. For a game focused on collecting mass amounts of resources, the fact that Eldevin sells extra inventory slots and bags will be a cause for concern for some. Alternatively, you could criticize the cash shop for selling certain items like health potions for in-game gold because the game delivers them directly to your inventory. There are multiple currencies on the cash shop, not all of which I fully understand at the time of writing and all but one are obtainable in-game.

Alternatively you can subscribe to Eldevin for $7 a month and receive experience boosts as well as a stipend of cash shop currency. I used mine on buying sacks that can be filled with gathered items, and filled them with wheat, meat, hides, and basil. Still, I find Eldevin oddly charming in the same way that RuneScape caught my attention years ago, and considering that I’m still playing the latter a decade later, I have a feeling that I’ll be sticking around in Eldevin for a long time to come.

Lessons From 2013 #10: Something About Hyperbole


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I love my audience, each and every one of you, but let’s be honest: We have a habit of taking jokes out of context when they come from people or organizations that we don’t like. I’m not trying to shame anyone, I fall into that same trap myself from time to time. It’s easy to call someone a liar when they are clearly exaggerating or being facetious.

Still, that didn’t stop people from taking Perfect World Entertainment seriously when they revealed a joke infographic detailing how Neverwinter is actually an annual savings of $25 million USD if you look at it the right way. Or they were just looking for something to complain about. Or they can’t take a joke. Or they have a strange grudge against people they never met who make a game they likely don’t play.

NSA Infiltrates World of Warcraft


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Terrorist hunting or just looking for a reason to play World of Warcraft at the taxpayer’s expense? According to documents leaked to The Guardian by NSA whistleblower Edward Snowden, the US National Security Agency and British Government Communications Headquarters deployed spies into multiple MMOs including World of Warcraft. The practice, dating back to 2008, monitors game communities on the grounds that terrorists may be using chat channels to plot activities. Terrorist activities of a terroristic nature, no doubt.

In addition to World of Warcraft, the agencies have also targeted Second Life and Xbox Live services. The documents don’t provide much evidence that the services are actually being used for terrorist activity.

(Source: The Guardian)

MMOrning Shots: Go To Hell


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Today’s MMOrning Shot is a very old screenshot from Hellgate: London, circa 2005. I could be wrong, but I’m not entirely sure that the demon pictured above ever made it into the final game. Is Hellgate even running anymore? The website says yes but the forums appear to be offline constantly.

Check out MMOrning Shots every Monday, Wednesday, and Friday.

Lessons From 2013 #7: Taking Threats Seriously


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Am I the only one who has noticed that stupid people have a habit of doing stupid things? Case in point? Back in 2007, teenagers on Long Island started a fad of running into fences to knock them over. Every once in a while you hear on the news that someone called a bomb threat to a school or business as a joke. Stupid? Yes. Dangerous? Maybe. Liable to ruin your future? Absolutely.

Earlier this year, a gamer in RuneScape learned just that lesson when police showed up at his house to arrest him over a threat made in-game. In addition to multiple anti-Semitic comments, Thomas Frongillo reportedly also said “I’m shooting up my school tomorrow.” Frongillo was arrested and charged with threatening to commit a crime and threatening a bombing or hijacking. He contested that it was just a harmless jest.

The moral of the story is nothing. The people who need to be told that saying “I’m going to shoot up my school” is a stupid idea aren’t going to pay attention anyway.

Lessons From 2013 #6: A Rift Between Regions


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This year taught me that Trion Worlds isn’t all too enthusiastic about overseas endeavors. Over the course of 2013, Rift announced its impending shuttering in China, Korea, and Russia, but what caught my eye wasn’t that the game was shutting down, but why. In early October when Shanda Games announced that Rift would be shutting down in China, the publisher put the blame mostly on Trion Worlds. Xiangdong Zhang, CEO of Shanda Games, pointed to Trion and accused them of not responding to requests for localized content, leading to a lack of updates that harmed the game’s ability to keep customers. Later that month, Belver shut down the servers for Rift in China. In their announcement, Belver also noted that Trion Worlds refused to support the localized version.

The lesson here is not to localize Rift.

Rant: Disappointment In Arkadia


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Back when City of Steam launched its open beta, removing features, emphasizing the cash shop, increasing failure rates on modifications, and more. As someone who loved the game’s closed beta period enough that I not only loved enough to throw my own money into very early in closed beta, I partnered with Mechanist Games to share beta keys, I was particularly disappointed. After open beta on R2Games fell hard and we found out about City of Steam: Arkadia, I had hoped with every fiber of my being that the reason the game went so astray was because of publisher pressure.

How wrong I was. I opened Arkadia in hopes that it would bring back the special moments that I shared with closed beta, but instead I found that the game had fully made the transformation into every other Chinese free to play browser title. I apologize in advance if this rant jumps from topic to topic without a proper segue. I don’t know where to start, so let’s dive in.

Direct trading between players does not exist, still, rather you are forced to use the auction house which only deals in Electrum (real money currency). Previously instanced dungeons are now open world areas where players stumble over each other to complete intricate puzzles like killing twenty enemies and collecting five shillings. Luckily for you, and the other random people you’ll be sharing the dungeon with, groups of mobs respawn just as quickly as you can defeat them, often times faster.

And you will never be under-powered or outmatched. Thanks to fishing and mining, which serves no other purpose other than throwing mass quantities of ability and talent points at you, I probably have enough ability points at level 8 to sustain me to the level cap, and enough talent points that I never have to worry about running out. Even without these upgrades, I found myself constantly emptying my inventory of the hundreds upon hundreds of potions given during quests, as drops, and I haven’t had a reason to use any of them. I don’t think my health has dropped below 97% for the entire time I’ve been playing, and that includes solo’ing boss battles on the harder mode for that dungeon.

Apparently Mechanist Games realized that somewhere along the line, City of Steam had its soul stripped and churned into mulch, because they added the ability for the game to play itself. A built in goldfarming bot! Your character will walk himself through the dungeons, kill enemies with pinpoint precision, use abilities, pick up shillings and whatever else drops, use mana potions as they are needed, find his way to the boss, kill them, and the game will then log you out of the dungeon. I believe that experience and shillings are capped per run, because I hit the auto-attack button and went to sleep just to see what would happen, only to wake up to find my character still running around killing stuff but without any notable increase in experience or cash from the previous night. I haven’t checked my achievements, I probably have a good few thousand gun kills racked up over that seven hours.

Then I came across two of the game’s new mini-games. One game mode is a giant Pacman level, where you run around a maze with knee-high walls and the game throws experience at you. The other game mode has you smashing eggs that drop massive quantities of shillings. There-in lies the problem, that the game gives you everything and does everything for you. Arkadia feels like it is two degrees away from handing me a book and some crayons and telling me to color and stay quiet while it plays itself.

Now that I’ve finished shouting myself blue in the face, I want to end this rant as I normally try to do: On a positive note. The silver lining in all of this is the admission that the US version of Arkadia was essentially built up on short notice with a tiny crew. There are multiple versions of City of Steam, each meant to cater to their respective region, which hopefully means that the English game will be molded to better focus on American and European customers.

For COS English, unfortunately, we are very short of hand for now. The English version will be started from Dave, Ethan, and Shirley. I believe it will get better and better and we will have more resources to be invested, more localization, more specialized cosmetics, and more and more cool stuff which I don’t know.

One can dream.

Lessons From 2013 #4: Threats From Devs


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Despite some of the criticisms I make here at MMO Fallout, I have a decent relationship with most developers that I talk about. I don’t water down my editorials and for the most part they are fully aware that anything negative is said with the best of intentions. That out of the way, MMO Fallout has received several threats of defamation and slander lawsuits, all of which disappeared when pressed to explain precisely what was said that was false or published with the intention of damaging said company/individual. Over at MMORPG.com, however, 2013 saw the delisting of two games due to the actions of their developers. Back in March, WWII Online was removed completely after Cornered Rat Software threatened to sue over comments made by users in the forums. Just a month later, Jason Appleton threatened the website over comments made about Greed Monger, resulting in the game also being removed.

Forums for MMORPG.com and big video games are often toxic pools of hatred, but a place where someone is allowed to vent their frustration, even if it is poorly worded, incorrect, or agenda-driven, is always preferable to one where the developer has a strangle hold and silences any criticism. The unfortunate side of the MMO genre is that as the market continues to push itself far past the saturation point, with games shutting down left and right, the very developers who can’t afford to push their customers away are doing just so, and they are the same people who will be sitting alone, wondering where everyone has gone and why no one returns their calls anymore.

This lesson of 2013 is that websites are not responsible for the statements that their forum users make, although if you want to shoot your potential for publicity in the head, you should target the largest MMO websites first to convince everyone else to stop covering your game.