Play Richard Garriot’s MMO While It Is Developed…


There are a select few articles here on MMO Fallout that garner attention after, say, six months of their publishing. It’s been ten months since I published the article about Second Star Interactive, a new development studio formed out arguably the greater minds of Ultima Online, Warhammer, and Dark Age of Camelot, and that article is still on the traffic radar. The comments on the article are just a small portion of the attention that my article brought in, and my tease about three factions and full pvp cause more than one urinary incident among fans.

Daoc 2? OMG i got the shivers

I already have my 50 bucks buried in a coffee can, counting the seconds until this happens…

SO longing DAOC2 or summat like it. I almost started to cry

Richard Garriot is talking to Electronic Arts about a relationship to create a spiritual successor to Ultima Online, as mentioned in a Eurogamer article today. Whether or not that deal is struck will place little sway on the direction of this MMO, however, as Garriot points out:

“I actually think it’s time to move on from that regardless, so even if we were to have access to the properties of my historical work, I don’t think I would change my current plans. I’m very confident of the current plans as the right way to evolve my creation, regardless.”

The interview reveals a number of details regarding Ultimate RPG:

  • Fantasy setting, although likely intertwined with science fiction.
  • Will likely preserve Ultima’s isometric view.
  • Ultimate RPG will be free to play.
  • Plans to make the game accessible via browser, client, iOS, and Android.
  • Target release date is 2012, 2013 (one of those two, says Garriot).
  • Ultimate RPG will take advantage of social media.
  • There are 25 people working at Portalarium (Garriot’s company)

Tantalizing readers even further, Garriot goes on to reveal that the game will be released closer to a Minecraft style format, allowing people to play as the game is developed.

“As soon as we have a viable game, we will immediately get it into players’ hands so that they can be a part of that creation process.”

(Source: Eurogamer)

Play Richard Garriot's MMO While It Is Developed…


There are a select few articles here on MMO Fallout that garner attention after, say, six months of their publishing. It’s been ten months since I published the article about Second Star Interactive, a new development studio formed out arguably the greater minds of Ultima Online, Warhammer, and Dark Age of Camelot, and that article is still on the traffic radar. The comments on the article are just a small portion of the attention that my article brought in, and my tease about three factions and full pvp cause more than one urinary incident among fans.

Daoc 2? OMG i got the shivers

I already have my 50 bucks buried in a coffee can, counting the seconds until this happens…

SO longing DAOC2 or summat like it. I almost started to cry

Richard Garriot is talking to Electronic Arts about a relationship to create a spiritual successor to Ultima Online, as mentioned in a Eurogamer article today. Whether or not that deal is struck will place little sway on the direction of this MMO, however, as Garriot points out:

“I actually think it’s time to move on from that regardless, so even if we were to have access to the properties of my historical work, I don’t think I would change my current plans. I’m very confident of the current plans as the right way to evolve my creation, regardless.”

The interview reveals a number of details regarding Ultimate RPG:

  • Fantasy setting, although likely intertwined with science fiction.
  • Will likely preserve Ultima’s isometric view.
  • Ultimate RPG will be free to play.
  • Plans to make the game accessible via browser, client, iOS, and Android.
  • Target release date is 2012, 2013 (one of those two, says Garriot).
  • Ultimate RPG will take advantage of social media.
  • There are 25 people working at Portalarium (Garriot’s company)

Tantalizing readers even further, Garriot goes on to reveal that the game will be released closer to a Minecraft style format, allowing people to play as the game is developed.

“As soon as we have a viable game, we will immediately get it into players’ hands so that they can be a part of that creation process.”

(Source: Eurogamer)

That Is Real Roleplaying: A Mortal Online Moment


Here at MMO Fallout, I’ve always said that most of my issues with sandbox games stem from a lack of content. When a company puts out a sandbox title, you have the option of being a crafter or a fighter, and often the choices are a toss up between pressing a button for hours on end or joining a group and kicking some serious ass. So you can see why such games generally devolve into systems where fighting is the main staple, and resource gathering is something done by macros through the safety of your guild.

The story I want to bring up today comes from BubbaJones on the Mortal Online forums. You can make of it what you want, this kind of scenario sounds like something that would keep me subscribed.

The other day (during MO’s night time), in Vadda, i was lounging around the bank and chatting with someone and out of the corner of my eye, i saw Cyde (a Red) proceed to run up to a crafter (by the utility vendor) from out of the bushes, one shot said crafter and promptly disappear into the darkness.

It created a commotion indeed, everyone yelling and running around, people panicked and warning others to huddle for safety.

Fighters were running around in groups of 2 and 3 to find the lurking Red who was hiding somewhere in the city.

It was Awesome, that feeling of danger – and what MO should be about.

Derek Smart Talks: Alganon, Free To Play


I know what you’re thinking: “Omali, you clearly don’t have a punchline ready for this segment,” and you would be one hundred percent correct, but I have good news. In my continuing efforts to branch MMO Fallout from the normalcy of sarcastic comments, random videos, rants, sales, and “I told you so” moments, I’ve decided to start trying to get interviews with various developers, starting with my first phase: “How Free Can You Be?” I’ll be trying to get interviews with various free to play developers, about their outlook and particular take on the business model.

So with fresh taser burns from my daily trash looting at the Bioware offices, I chatted with Derek Smart about Quest Online and Alganon.

First off, I want to thank you for taking time out of your busy day to talk about Alganon and Quest Online. For those reading this who might not play Alganon, tell us a bit about Alganon and Quest Online and yourself.

I have been a game developer for over twenty years mostly focusing on hardcore space games developed at a company which I founded and own, 3000AD, Inc.

Quest Online was founded and seed funded in 2006 by Greg Wexler and some other dude who used to work for him at one of his other companies, Mortgage Coach. The company developed the Alganon MMO game which was released back in 2009 prematurely by that very dude (later terminated) and to well publicized disastrous results. So I was brought in by the majority investors to head the company, rescue and finish Alganon etc. I’ve been heading the company and leading the team since then.

The holy grail of free to play developers is to strike a center where the player is not so encumbered by the cash shop that he feels forced to spend, but at the same time has an incentive to throw money down on items/equipment. What is Quest Online’s aim for the cash shop’s presence in-game?

To be perfectly honest, we were lucky in some regard. You see, the game was not developed to be a F2P game supported by a cash shop. So when we literally cobbled that in, the game’s original design gave players all this content for free because there was only so far that we could go in order to monetize the game without doing a major amount of work. So the end result is that when we made the switch from a subscription model, we didn’t get much push back from the gamers because they could play the game without having to buy a single thing.

In the past year we have added numerous items to the cash shop, some essential and some vanity and we’re continuing to do that periodically. For example when we started implementing PvP we took the opportunity to added more cash shop items without making it so that the player with the most money wins. Though that can in fact happen at some point; but that’s the nature of the beast. 🙂

The level boost (about $10 total for the last twenty levels) is really the only “essential” buy to experience all the content available in Alganon. Can you give us an idea about what the big nonessential sellers are? Vanity pets, dyes, potions, boons, gear, temporary/permanent mounts?

That is correct. I don’t have the metrics on hand, so I really don’t know what the big sellers are.

Do you believe in the 85-10-5 rule for cash shop games (85% pay nothing, 10% pay a small amount, 5% pay substantially)?

Absolutely because that is pretty much the sort of metrics that I am seeing in our weekly reports. For Alganon, since you can play for such a long time without having to spend a single dime, our metrics – while improving in leaps and bounds – tend to be all over the map. That comes with the territory.

Alganon offers scaling PvP armor (the armor stats level with the player) on the tribute market. How is the tribute armor balanced so Alganon doesn’t become a buy to win game?

I don’t really have the answer to that because I don’t know. What I do know is that the guys try to make sure that the game doesn’t end up being “pay to win” like so many other F2P games out there.

The manner in which Quest Online has set up the tribute market is rather non-intrusive (barring perhaps the last twenty levels). How do you go about attracting a player’s attention to the tribute market’s existence, or is that a secondary function of the level cap?

We try to be as discreet as possible because as I mentioned earlier we don’t want to give gamers the wrong impression. While we do want to make money, we want to ensure that gamers stick around long enough to like the game and thus spend money on it so that we can continue to improve on it. We periodically have promos and such but we don’t go out of our way to make them intrusive.

How did Alganon’s advertising campaign in PC Gamer perform? From my personal experience playing, there seems to be a small but noticeable increase in concurrent users on Alganon compared to just six months ago.

It quite well actually. But it wasn’t just PC Gamer; we had campaigns on various online sites as well as other print media such as Beckett’s MMOG and others. All that in addition to our on-going Google and Facebook promos. I tend to spend money wisely, so I don’t believe in just throwing money at a marketing wall. For me, timing is everything and it has to make sense.The game’s population is growing, which is precisely why I am expanding the game as well as branching the IP out to other games.

What do you think the largest barrier is to more people picking up Alganon? Quite a few free to play games have noted a significant (30% in Dungeon Runners) percentage of players never fully download the client after they register an account.

I think it boils down to the MMO version of a perfect storm. We had the disastrous 2009 launch by my predecessor followed by the well publicized drama of his inevitable exit. And to make things worse, the game wasn’t even finished, it was buggy, had missing features etc. As if that wasn’t bad enough, it was a game you had to buy and pay a monthly subscription to play. Yeah, crazy stuff indeed. So there’s all that.

With so many choices out there, getting gamers to come back and take a second look, takes a tremendous amount of work, resources and marketing. So we have been taking it one step at a time. So our biggest barrier is getting gamers to come back; in addition to those who didn’t even bother to even check it out.

Launching off of the previous question, are there any plans for similar promotions in the future? Would Quest Online consider bringing back referral bonuses?

Yes we are considering that and several other promotions which will be announced in the coming weeks. In fact we have a promotion going on this weekend.

Alganon’s saving grace from its launch has been Quest Online’s dedication to fixing up the title, whereas a lot of other companies might have cut their losses, given the figurative finger to the early adopters, and moved on to another project. I think this is why the active Alganon community, although relatively small, are very adamant defenders of the game. Since your arrival, you seemed to have really rallied the development team, improving the game a lot since its relaunch back in 2010. Your thoughts?

Well my first course of action was to see the game completed. Then we had to address the bugs, performance issues, touted but either missing or incomplete features etc. We had to get all that out of the way first in order to assess whether or not Alganon was worth saving in the long term. Of course the business model was rubbish to begin with and simply could not be sustained, so I got rid of that as well and took the game F2P. In the end, it came down to my deciding whether or not there was anything worth saving. So once all those obstacles were out of the way, I made that determination and so I rallied the troops who then hunkered down and just got on with it. It really boils down to focus. We came up with a plan and executed that plan in various steps and phases leading to where we are now: the expansion of Alganon.

On a completely unrelated note, I heard through a very reliable source that you will be present at E3. Will there be any news on Line of Defense?

Yes, we are unveiling the first Alganon expansion, along with a bunch of other good stuff. The PR which should be out on June 7th, contains all the information.

There really isn’t anything new on the Line Of Defense front, other than it is coming along nicely and is looking awesome. We are going to be releasing some new shots once the E3 noise dies down next week. In the mean time, this is the art for the posters and postcards available at the show. http://www.3000ad.com/lod/media/shots/lod_poster.jpg

I want to thank Derek Smart again for taking time away before heading off to E3 to talk to me.

Age of Conan Going Free To Play This Summer!


Crom, I don’t normally pray to you. I don’t have the time, what with writing all those forum posts making jokes like “Funcom? More like… not… so… funcom!” If you will grant me one thing, make it Age of Conan free to play. I’m playing in the welcome back week, and I’m very much enjoying the game, but I need to see more. And if you don’t, then to hell with you.

At least that’s what I imagine some Age of Conan player somewhere prayed before he went to bed last night, because Funcom delivered. Formally announced on the forums, Funcom is launching Age of Conan: Unrated this summer, allowing free players access to the majority of the original game, and a little bit of Rise of the Godslayer, absolutely free. Free players are limited from certain dungeons, Alternative Advancement points, offline levels, and veteran rewards, as well as specific raids, certain classes, and sieges altogether. Still, there is a lot to see in new Age of Conan free…for free.

You can check out the free/members perks here. Age of Conan free to play goes live this summer.

WAR: Facebook Update, And First Impression Thoughts…


Back in March, I mentioned a Warhammer Online campaign on Facebook with simple terms: Once the WAR Facebook profile hit five thousand likes, the price of the RvR Booster Double Pack would be dropped (permanently) to $9.99. At the time, if my memory servers correctly, Warhammer carried around fourteen hundred (1,400) likes. I also compared the move to Jagex having a poll to bring back the wilderness, but then starting work on development before the poll had even finished, because they knew what the outcome would be, and simply wanted some free press.

Well, as of Monday, the Warhammer Facebook page has hit five thousand likes, and the price for the RvR Booster pack has dropped to $9.99. All in all, slightly over a month.

On another Warhammer Online note, I have a big stick to raise with the team at Mythic. Perhaps you should consider making the Herald the home page for Warhammeronline.com. When I go to your website, the first thing I see is a news section, with the latest news being “Return to War” and “Patch 1.3.1,” from September 1st and August 31st of last year, respectively.

That’s just my morning two cents on the matter. It’s a small aesthetic change, but in a world where Warhammer’s active status is constantly in question, every little bit helps.

Rift: River Of Souls Goes Out With A Fizzle…


For all intent and purpose, the River of Souls event on Rift went rather smoothly, minus some intermittent issues with a few servers. On the other hand, the much touted second and third phase that the game had been working toward lasted all of a half hour last night. As one of the players who logged off to go eat dinner at around 6pm EST, I logged back in barely a half hour later to find that the event was over, the bosses killed, the death rifts not giving items, and the world event page over.

I guess what was disappointing was not the speed of the second and third phase of the event (about a half hour for both phases compared to several weeks for phase 1), but that there were some old developers on Rift from past MMOs that such an oversight should not have been passed over, and I’m guessing it was because none of those names had a part in the event. The event itself was well maintained, phase 1 at least, and continues to show Trion’s quick response to player criticism and suggestions. Perhaps part of the mistake was having the phase 2/3 events on a weekend, and not just any weekend, the “invite a friend” weekend, that set a lot of servers back into queues when they were brought down to launch the final phases of the event.

All is not lost, and assuredly the events that took place will have a lasting effect on future updates. To compensate players (like myself) who either ate dinner at the time, or were doing something else assuming phase 2/3 would be at least a few days long, Trion is offering compensation in the form of 250 otherworldly essence, a treasure box containing a random item from the event, an item to start a quest, and two achievements. The otherworldy source stones (currency for the death rifts) will continue to drop, and so will the shadetouch weapon quest.

More on Rift as it appears.

Rift: Now Integrated With Youtube


The program FRAPS is great, but recording tends to slow down my computer. Xfire video does the job, but not all of my games are supported. I’d love to see more MMOs implement what Trion just did today: integration with Youtube. In today’s patch, Trion added in support for players to link their Trion accounts to their Youtube accounts. By hitting Ctrl + Y in-game, players can record up to three minutes of footage. When the capture is complete, the video is encoded, and once the encoding is complete, can be sent off to Youtube straight away. Note: Unfitting death metal music and terrible editing skills not included.

To show the system, I’ve included a short 30 second video I recorded today, using this system. I did have some trouble on longer videos with the video skipping, and I’m not sure what is causing that.

If you are in Rift, hopefully you’re doing better than my server in fighting back Alsbeth. More importantly, I’d like to see more MMOs incorporate their own recording system. I’m looking at you, Alganon.

Thirty More Rift Servers Today


Just enough time to watch the Lord of the Rings Extended Director's Cut Trilogy

Less than a week ago, I mentioned that Trion was opening up over twenty new servers for Rift’s head start, after population built up into fifteen hour long lines just to log in. Of course it is worth pointing out that, with any MMO launch, a few of these servers will be going the way of the Dodo a few months out when the game has settled down to its base population.

Not content with adding twenty three new servers, Trion is looking to throw even more realms onto the pile, with the announcement of another 31 servers that will be added in March 1st (today) for launch. The official list contains 19 US servers, with 12 in Europe divided into 9 EN, 2 DE, and 1 French. The resulting count leaves server figures at 58 North American servers and 41 European servers.

When the time does come to it, hopefully Trion will be able to merge servers quickly and efficiently. You can check out the full server list here, or by ordering Rift from one of the many MMO Fallout-trusted retailers, and then log in.