Diablo-style God-of-War reminiscent upcoming MMO Mytheon is among the ongoing list (read: all of them) of MMOs with troubled developments. Citing poor efficiency and unreasonable demands for time and funds, publisher True games launched a lawsuit against the developer, Petrolyph. I commented (not here) at the time that the reasons cited in the lawsuit make it sound like True Games’ lawyers are the same people who troll MMO forums about how they cancelled their preorder because they didn’t anticipate that an MMO from an indie developer is likely to be delayed for months on end, but rather the game itself is an artful scam, by a fraudulent company. Petroglyph stated, in their defense, that True Games was expecting essentially a AAA title.
I’ve never been good at subtle titles, so you’re already aware of how this story ends. Unlike the other lawsuits I cover, this suit does have a happy ending: Although neither side is admitting fault or wrongdoing, they have settled their differences and Mytheon is back on track for a June 13th launch.
Congratulations and, once again, best of luck to Mytheon in becoming…well, a launched game.
Back in my day, our games didn’t have save features. Sure, there were a select few that had the ability to save, but otherwise if you wanted to finish the game, you were going to sit down and play through, or leave your console on and risk overheating. Once save functions became more prevalent and useful (no more 20+ string codes to input), a new generation of gaming was born: The no-save play through. These were players who refused to give up on a time honored tradition of playing through a game without ever saving, ever. If you died, it was game over for good. As time progressed, some games bought into this tradition, and created incentives for players to not save as often, if at all. The Resident Evil series is well known for, in the end-game score, factoring in how many times the player saved, as well as supplying a fairly limited number of ink ribbons (required to save at a typewriter).
As far as MMOs go, death is rarely much more than a nuisance. In fact, if you saw my NIDA Online videos, you’ll see my strategy of saving on health potions by resurrecting on the spot (resurrecting at that location cost so little in gold and experience that it was barely a scratch). At earlier levels, death hits you hard, but as you level up or join a populated guild, death just becomes a minor setback. In many games, you spend a few gold to fix your armor, and you’re back in the action. In MMOs such as Darkfall, you get your guild’s crafter to make you a new set of bone armor, and you’re back in the action. Or you just pull the extra pair of armor and regents out of your bank and head back to do some ganking.
Few MMOs have attempted permadeath, and the community’s cold reception to those that did is an excellent reason why many newer generation titles don’t even bother. Although Everquest had a permadeath server back in 2003, it didn’t last long (it was a promotional server). Star Wars Galaxies originally had permanent death for Jedi, which was scrapped considering the awesome amount of time that was invested into creating a Jedi. Titles like Eve Online and Face of Mankind are two successful titles that have managed a form of permanent death, but at a price: Experiencing permanent death in these titles is extraordinarily hard, as clones are abundant and easy to come by. In these titles, it is easier to delete your character than to die permanently.
As far as current MMOs go, virtually none of our current titles would support permanent death. With how much grind goes into games like World of Warcraft, Allods Online, Warhammer, etc, only the most hardcore of players would be willing to accept a permanent death system, even if it means forgoing any extra incentives (extra rewards or otherwise). Grinding hundreds of mobs for hours on end, just to have your efforts gone to waste because some guy and his clan decided to troll through town and murder everyone. Even more, players on PvP servers would regularly find themselves targets of griefers, high level players who would roll through and kill everyone. I mentioned in an old article about unrestricted PvP, and how there is no reason a level 80 should encounter a level 15 of the opposite faction, let alone fight them (and kill them with a flick of the wrist), and adding in permanent death would merely make the issue worse.
So it is safe to say that the “traditional” incarnation of permanent death is gone: losing your character because your died. That being said, although the feature is not coming back in any commercial MMO, we can see traits of it in other MMOs. Sandbox MMOs are more regularly adopting stat-loss, where your player loses a percentage of their stats across the board when they die. Stat loss is generally used for players marked as player killers, as a method of balancing risk vs reward, and has been well received in sandbox titles including Ultima Online, Mortal Online, and Darkfall.
In Dungeons and Dragons Online, players created a permanent death guild, where upon creating your character you join the guild, and then must leave if you ever die. Players claim it forces a lot more depth and strategy to the game, and although some players opt to delete their characters upon death, others simply treat them as an alternative character, an inviting opportunity to less hardcore players who still want to somewhat experience permanent death.
I’ve talked about this before, but there will likely never be truly meaningful death in an MMO, due to the natural fact that you will die during your game time. Although Eve Online and Face of Mankind include a form of permanent death, the system boils down to an alternate currency that must be paid upon death. Rather than simply paying your cash currency to remove death sickness (Aion) or to repair your items, you pay an alternate currency, purchased with regular currency, that you use to buy more lives. With the way both games have implemented it, it’s almost like taking Super Mario Brothers, but greatly reducing the 100 coin requirement for a 1-up. Aside from losing your items, death becomes still just a small hindrance.
Traditional permanent death will never be more than the kind of niche that Chronicles of Spellborn players look at and say “that is one tiny community.” With traditional permanent death, you set the risk v reward scale so far to one side that no one will want to risk anything, heaven forbid a lag spike come their way at a bad time, the server has a brain fart, or some magical bug causes them to die instantly (I’m looking at you, Runescape). MMOs may have free reign to do what they wish with the death system, but for all intent, the system will be small variations on a handful of features.
Instead of working on new ways for punishing players for dying, why not work on new ways to reward them for living? Lord of the Rings Online went as far as including achievements for getting to certain levels and never dying, with Champions Online including a star-like system where players gain stars (up to five) based on how many enemies they kill, that buffs the player. A little positive reinforcement can go a long way in pushing a player through a particularly long grind session, and in the developer’s benefit, give them the enthusiasm to keep that subscription going to next month, or buying that cash shop item they were on the fence about.
I know that the hardcore community is going to hate me for my belief that there is no median to the debate on death, and that the focus should instead be put on incentives for living, but I’m not the “carebear” some would think. I play a wide spectrum of MMOs, from Runescape to Dungeons and Dragons Online to Mortal Online and Xsyon. There is very little like strafing in a bank so that you aren’t pickpocketed.
I am certain I will revisit the topic if permanent death in the future. Until then, I remain unconvinced that a system will ever work.
I’ve been playing Xsyon pretty much since the beta went live, and by playing of course I mean doing as much as I can to get the servers to crash and functions to break. Don’t worry, that’s what the developers want. So far, not much is implemented in Xsyon, as Notorious Games does their best to work on server stability and other bug fixes. Following the modular approach many people saw in Mortal Online, Xsyon hopes to implement each feature on a feature-by-feature basis.
Now for some bad news: Xsyon has been pushed back from the original prelude launch (this month) to August 15th.
The trolls are out in force, of course, scrambling to already call Xsyon a failure, despite many of them likely just hearing about it for the first time. Those of us with, as Derek Smart would put it, “two working braincells” would know that delays, and often large delays, at indie MMO studios are expected when a small team is working on something that arguably a large team should be.
I love earnings reports, more so because I am a huge number crunching nerd, but because it gives us an occasional glimpse into how MMO developers are doing. NCsoft finally got around to filing their Q1 reports, and there is plenty of information to be found, namely in what game is doing better than others.
I often hear complaints about NCsoft pushing North American and European players to the side, and quite frankly they might have good reason. The breakdown of NCsoft’s income paints a picture as to why NA and EU may take a back seat to other regions.
Korea: 65%
Japan: 11%
N. America: 8%
Europe: 7%
Taiwan: 4%
Korea is still NCsoft’s biggest market by far, with NCsoft making almost as much from royalties (the remaining 6%) as they do from N. America or Europe.
As far as game sales themselves go, NCsoft pointed out at the top of the page that Lineage is continuing its growth momentum, which is quite impressive for a game hitting its twelfth birthday this September.
Aion: 71,235
Lineage: 47,507
Lineage 2: 29,662
City of Heroes: 3,348
Others: 3,255
Guild Wars: 2,382
Sales are down 5% from the last quarter, however the trend is continuing upward on a year over year scale. Profits have also increased due to what NCsoft referred to as cost cutting programs to improve efficiency. Arenanet looks like they are in some hot water, as their quarterly sales are down 33% from last quarter, and are plummeting on a year-by-year basis of 47%, making it the lowest operating NCsoft at this point. NCEurope did the worst this quarter with a 50% drop a sales, but is still riding a 180% year on year growth.
A few of the titles are disappointing, yet not all that unsurprising. Guild Wars, considering its age, is getting to the point where most of the people who will purchase it have already purchased it. Not to mention Guild Wars doesn’t exactly have a subscription to ride on for cash. City of Heroes is getting on in its age, although the game and its community are still going very strong. Lineage and Lineage 2 are still big sellers in Korea, no surprises there.
NCsoft is looking at a lot of potential in the next few years, what with their upcoming titles. Aion still appears to be selling strong, although the recent announcement of server mergers…well that’s for another story.
I love earnings reports, more so because I am a huge number crunching nerd, but because it gives us an occasional glimpse into how MMO developers are doing. NCsoft finally got around to filing their Q1 reports, and there is plenty of information to be found, namely in what game is doing better than others.
I often hear complaints about NCsoft pushing North American and European players to the side, and quite frankly they might have good reason. The breakdown of NCsoft’s income paints a picture as to why NA and EU may take a back seat to other regions.
Korea: 65%
Japan: 11%
N. America: 8%
Europe: 7%
Taiwan: 4%
Korea is still NCsoft’s biggest market by far, with NCsoft making almost as much from royalties (the remaining 6%) as they do from N. America or Europe.
As far as game sales themselves go, NCsoft pointed out at the top of the page that Lineage is continuing its growth momentum, which is quite impressive for a game hitting its twelfth birthday this September.
Aion: 71,235
Lineage: 47,507
Lineage 2: 29,662
City of Heroes: 3,348
Others: 3,255
Guild Wars: 2,382
Sales are down 5% from the last quarter, however the trend is continuing upward on a year over year scale. Profits have also increased due to what NCsoft referred to as cost cutting programs to improve efficiency. Arenanet looks like they are in some hot water, as their quarterly sales are down 33% from last quarter, and are plummeting on a year-by-year basis of 47%, making it the lowest operating NCsoft at this point. NCEurope did the worst this quarter with a 50% drop a sales, but is still riding a 180% year on year growth.
A few of the titles are disappointing, yet not all that unsurprising. Guild Wars, considering its age, is getting to the point where most of the people who will purchase it have already purchased it. Not to mention Guild Wars doesn’t exactly have a subscription to ride on for cash. City of Heroes is getting on in its age, although the game and its community are still going very strong. Lineage and Lineage 2 are still big sellers in Korea, no surprises there.
NCsoft is looking at a lot of potential in the next few years, what with their upcoming titles. Aion still appears to be selling strong, although the recent announcement of server mergers…well that’s for another story.
I’m writing this next sentence not only because it’s true, but because I know at least one hardcore Marvel fan is going to have a stroke after reading it: Who’s a cute little alcoholic? You are, little Tony Stark, yes you are.
The trailer I mentioned earlier this week for Marvel Universe Online, I mean Super Hero Squad Online, has arrived.
What we know of the game so far is that it likely follows the television show closely. The heroes are fighting the villains, both sides searching for the shards of an ancient and powerful sword. Throw in some jokes about Wolverine slicing bread, toasted over The Flame’s fiery body, and Dr. Doom throwing a temper tantrum, and voila! You have something.
And if the medics have arrived and are in need of assistance, you can mention to the gentleman/lady that this is not the Marvel Universe MMO. Whatever it is, expect more news in the coming months.
Super Hero Squad is being developed by Gazillion Entertainment, who you may know from the upcoming Lego Universe, Jumpgate MMO, and the defunct Auto Assault.
I’m writing this next sentence not only because it’s true, but because I know at least one hardcore Marvel fan is going to have a stroke after reading it: Who’s a cute little alcoholic? You are, little Tony Stark, yes you are.
The trailer I mentioned earlier this week for Marvel Universe Online, I mean Super Hero Squad Online, has arrived.
What we know of the game so far is that it likely follows the television show closely. The heroes are fighting the villains, both sides searching for the shards of an ancient and powerful sword. Throw in some jokes about Wolverine slicing bread, toasted over The Flame’s fiery body, and Dr. Doom throwing a temper tantrum, and voila! You have something.
And if the medics have arrived and are in need of assistance, you can mention to the gentleman/lady that this is not the Marvel Universe MMO. Whatever it is, expect more news in the coming months.
Super Hero Squad is being developed by Gazillion Entertainment, who you may know from the upcoming Lego Universe, Jumpgate MMO, and the defunct Auto Assault.
Iron Man! Who wants his milk and cookies? Or would that be gin and tonic? Come give me a big ol’ hug, and then it’s nap time! So your expression right now is likely one of three: You either 1.) would like to know why I am coochy-cooing Tony Stark, 2.) recognize the picture and know exactly where this is going, or 3.) are completely lost.
Back in 2007, Marvel launched the Marvel Super Hero Squad, an initiative at advertising the iconic comic book characters to children. The action figure line shored up a kid’s show that is currently airing called the Super Hero Squad Show, featuring a whole host of Marvel characters in itself, doing exactly what you would expect a kid’s show like this to do: Make references far too old for its intended audience (Thor shouting “It’s hammer time.) and making the kind of jokes that kids love (Wolverine cutting his toenails with his claws, Thor using his warhammer as an extender to wash the wall, etc). Also Tony Stark is not an alcoholic to my knowledge.
Many of us have been waiting for the news on the Marvel MMO, and as many of you see where I’m going at this point, it’s finally here! This website popped up, and Gazillion Entertainment has finally announced Marvel Super Hero Squad Online, the MMO where you have the opportunity to harness the power of your favorite Marvel Superheroes, from Spiderman to Iron Man, and everyone in between.
Now, of course, this is not the Marvel MMO most of you have been waiting for, and luckily Gazillion still has that listed as its own game on their website. It will certainly not be as adorable as this little MMO, however.
More on Marvel Super Hero Squad Online as it appears.
Silly Eve-izen, that’s not even from the right game. Losing items in a game where you drop everything upon death, is nothing short of not news. Players are killed, hacked, and generally die for one reason or another, on a daily basis and, whether or not we want to accept blame (Lag, account theft, etc), more often than not we are met with a simple “sorry, your stuff’s gone for good,” should we try to retrieve it.
There are three levels of item loss, as I will demonstrate:
If you want to annoy your players, allow them to be killed due to unforeseeable, yet annoying issues. Lag is chief in this category, not to mention players with easy access to exploits in the system, hacks, and other such software.
If you want to piss off your players, kill them via in-game bugs and don’t return their items. In Runescape, it isn’t uncommon for at least one update every four or five months to have some instant-murder effect, or allowing player killing in a spot it shouldn’t be. When Mobilising Armies was released, one player lost an enormous sum of money simply by talking to an NPC, and was not reimbursed despite confirmation by a Jagex employee.
And finally, if you want to get players to quit, take the items right out of their possession, by process of one of your intended features going haywire.
If you were logged into Eve Online today, or even if you weren’t, you may have logged in to find that one or more of your items were missing. Due to an unintended issue, the Eve Online ItemID recycling system ended up deleting a mass amount of items. How many? Up to fourteen thousand, to be exact. But how exactly did this bug happen?
In Eve Online, every item has its own procedurally generated ID (The ID is created when the item is created). In order to prevent items six years from launch being labeled #34054083489534890583890459348, Eve Online recycles ItemID’s back into the pool once the associated item is destroyed, or stacked with another stack of the same item. The retrieval system failed, causing items to not receive an ID when created under various circumstances, and thus disappear.
Although CCP is not returning lost items (they have no way to, the data trail is literally gone), they will be reimbursing players. Players affected are asked to file a petition with the list of items they lost due to the bug. As for how well players will be reimbursed, MMO Fallout will be listening in.
More on [MMO name retrieval failed. Deleting portion.] as it appears.
Silly Eve-izen, that’s not even from the right game. Losing items in a game where you drop everything upon death, is nothing short of not news. Players are killed, hacked, and generally die for one reason or another, on a daily basis and, whether or not we want to accept blame (Lag, account theft, etc), more often than not we are met with a simple “sorry, your stuff’s gone for good,” should we try to retrieve it.
There are three levels of item loss, as I will demonstrate:
If you want to annoy your players, allow them to be killed due to unforeseeable, yet annoying issues. Lag is chief in this category, not to mention players with easy access to exploits in the system, hacks, and other such software.
If you want to piss off your players, kill them via in-game bugs and don’t return their items. In Runescape, it isn’t uncommon for at least one update every four or five months to have some instant-murder effect, or allowing player killing in a spot it shouldn’t be. When Mobilising Armies was released, one player lost an enormous sum of money simply by talking to an NPC, and was not reimbursed despite confirmation by a Jagex employee.
And finally, if you want to get players to quit, take the items right out of their possession, by process of one of your intended features going haywire.
If you were logged into Eve Online today, or even if you weren’t, you may have logged in to find that one or more of your items were missing. Due to an unintended issue, the Eve Online ItemID recycling system ended up deleting a mass amount of items. How many? Up to fourteen thousand, to be exact. But how exactly did this bug happen?
In Eve Online, every item has its own procedurally generated ID (The ID is created when the item is created). In order to prevent items six years from launch being labeled #34054083489534890583890459348, Eve Online recycles ItemID’s back into the pool once the associated item is destroyed, or stacked with another stack of the same item. The retrieval system failed, causing items to not receive an ID when created under various circumstances, and thus disappear.
Although CCP is not returning lost items (they have no way to, the data trail is literally gone), they will be reimbursing players. Players affected are asked to file a petition with the list of items they lost due to the bug. As for how well players will be reimbursed, MMO Fallout will be listening in.
More on [MMO name retrieval failed. Deleting portion.] as it appears.