Beta Perspective: Paladins


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Hi-Rez Studios is one of those “follow the trend” developers, one that doesn’t seem to have an explicit purpose like Treyarch (first person shooters), Obsidian Entertainment (role playing games), or Sergey Titov (shovelware). Instead, the company’s development history can be summed up as whatever seems to be most popular at the time, with its first two ventures turning out to be financial sinkers. With the success of Smite on PC and Xbox One, it was likely guaranteed that Hi-Rez’s next product would be something along those same lines. Introduce Paladins.

I like to think of Paladins as the love child of Team Fortress 2, Smite, and Hearthstone. The game is a Frankenstein’s monster mash of first person shooting, MOBA objectives, with a splash of collectible card game customization that keeps people awake (and spending money) on Hearthstone.

First, the SMITE part. The meat of Paladins plays out nearly exactly like its MOBA counterpart (at least in the one game mode currently available), with two teams of five players of unique class fighting for control of capture points. The team that captures said point spawns a siege weapon of incredible strength that lumbers towards the enemy base. With the help of the siege weapon, the team must knock down two layers of base defense before destroying the core itself and claiming victory. Once the siege weapon is destroyed, the timer restarts and a new point opens.

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Paladin’s characters are bound to be familiar to anyone with MOBA experience. You have the turret and shield-laying engineer-type, the bow-wielding ranger scout that can reveal hidden enemies, the healing paladin, the tank, etc. Each class has three powers plus a mount to allow for faster travel around the map, and even the maps themselves seem to be structured similar to the three-lane system present in MOBAs.

But where Paladins is similar to SMITE, it is equally different. Like any other first person shooter, you have to aim your attacks. You won’t find trash mobs to grind money and experience on, in fact there is no money as the inventory and item shop didn’t make the roll over either. Rather, players can gain points through capturing objectives, dealing damage, and defeating enemies, in addition to a rolling experience that keeps poorer performing players from falling too far out of the loop. Finally, the level cap is 5, with much of the power difference coming from cards that become available as you level up.

The Hearthstone level of customization is ultimately what sets Paladins worlds apart from MOBAs and other team-based first person shooters. In one match I was able to turn my archer into a mean green killing machine, not only capable of landing major hits that slowed down targets, but healed me at the same time. My engineer in another match was capable of a shield turret combo that healed me while the shield damaged anyone who dared to get too close.

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I also have to hand it to Hi-Rez for adding in a casual version of the game to even the playing field. The standard game mode doesn’t allow you to choose which cards you go into battle with, instead picking them randomly out of your inventory. It’s a nice idea to keep the game fair for everyone, rather than forcing newer players to go up against seasoned veterans with stacked decks, but the effect can be frustrating. While the game is still being heavily balanced, the game mode does make it possible to go into battle with none of your useful cards.

The more you play Paladins, the more you unlock cards, and the more tinkering you can do with each individual character. I heavily enjoyed my time playing in the beta so far, and look forward to the new characters and game modes that will be coming out in the coming months.

As with previous Hi-Rez games, you can nab a beta key by buying a founder’s pack ($20), by registering for the beta, or by begging someone in the community for one of their extra invitations.

[Rant] Double Standards And The Scrubbed Starting Line


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I dove into this topic in my piece about Infinite Crisis last week, but the line between beta and launch has become so blurred in the MMO industry that the whole concept has lost its meaning and many of us in gaming journalism are thoroughly sick of it. Go to virtually any website that reviews MMOs and you’ll likely see the same policy: We start judging when they start charging. I’m paraphrasing, but the point is the same regardless.

In earlier years, I defended the practice of selling beta access as a perk for pre-ordering because it was the best a customer could do to get a “demo” on an MMO. Granted, these were the days when 90% of western titles had subscriptions and wouldn’t see free trials until at least six months post launch, if at all. Furthermore, it was relatively low risk for the consumer. All you normally had to do was throw down the $5 minimum at Gamestop (or your local equivalent), a refundable/transferable five bucks I should add, and you’d get a beta key on your receipt. Apart from some know-how of the game and maybe a participation item, people in the beta didn’t get any advantage because characters were reset before launch.

But then free to play became dominant and the goal posts got moved time and time again. Developers stopped wiping beta characters, began opening up the cash shop in beta and in some cases even alpha. It’s important to read into the motives because the general consensus is that once you start charging for the use of a product, you agree that it is worth selling and therefore worth critiquing.

The launchification of beta, or early access as the industry has started calling it, has presented a remarkable double standard in game developers who want the freedom to treat the game as effectively launched in the sense that the servers won’t be wiped, the cash shop is open, and anyone can create an account and start playing, but keep up their shield against criticism whenever someone like myself posts a preview saying “this isn’t worth buying right now.” I have several times been the recipient of an email conveying disappointment or offering corrections, calling my criticism unfair because the product wasn’t considered launched yet.

What we’ve learned from the industry these past few years is that certain devs have no problem blurring the lines between beta and launch so long as it conveniences them and, when pushed on it, rubbing it out and flat out denying that it exists. When pushed on refunds, Turbine turned around and said no to founders because they’ve been playing for two years and, by Turbine’s opinion, they got their money’s worth regardless of if the game launched. When players struck back and pointed out that at least a decent portion of the time was spent dealing with outages, extended maintenance, game breaking bugs, and missing or incomplete features, Turbine’s CM simply denied the concept of launch altogether.

Because, in their logic, what does launch really mean when the game will continue to receive updates, bug fixes, and new heroes in the coming years? It makes sense, yes, but going by this line of thought, when are reviewers allowed to critique your product? Because if it’s unfair to criticize a game before it is finished, and a game like Infinite Crisis is in your explanation never finished, are you trying to say that it is never fair to criticize the game?

Or does the whole narrative eventually collapse and we go back to where we started?

With games increasingly shutting down mid-beta or very shortly after and then refusing to compensate customers, the need for tough scrutiny is higher than ever. The days of beta being a low risk, fun thing we did to get some game time in, help squash some bugs while stress testing, and ease the pain of waiting for launch are long over, and in its place is the high risk, predatory game of early access that carries no customer protection, no guarantee of ever receiving a final product, and no out once you’re in.

Otherwise I have no opinion on the matter.

Top 5: Lessons We Should Learn From Infinite Crisis


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This week Turbine Entertainment announced that Infinite Crisis is shutting down, news that shouldn’t have really been a big surprise given the game’s extended development period, stretched out beta, lack of promotion, and how Turbine was throwing $50 cash packs in with Nvidia graphics cards.

Infinite Crisis isn’t the only game I’m going to talk about here, so just imagine the title was “Lessons We Should Learn From The MOBA Industry”

1. Developers Face A Steep Uphill Climb

If earning a seat at the MMO table is about as hard as getting a reservation at Rao’s in New York City, then the MOBA industry is right up there with a gig at Carnegie Hall. There are a few dozen MOBAs on the market right now, only a small handful of which will dominate the rest while the industry graveyard continues to branch out and buy up more land for the recently deceased. We talk a lot here about how World of Warcraft clones fail because, for the most part, players aren’t willing to forego the time and money spent leveling their characters to go do the same thing over again.

The MOBA genre, with its hyper-competitive nature, has a lot of shortcomings that can kill it early. You’re going up against companies with established communities, years of work balancing each individual hero, and thriving eSports scene. In order to break into the industry, it seems that companies either need to bring something different to the table (ala Smite), be backed by a company with a massive community (ala Dota 2) or to have gotten into the industry at an early age (League of Legends/Heroes of Newerth).

2. Big IPs Still Mean Squat In Gaming

Isn’t it fitting that, out of all of the MOBAs, the ones that crashed and shut down happen to be based on very popular properties? Warhammer is a franchise that spans tabletop games, pen and paper role playing, video games, novels, and more, and yet none of that mattered when the MMO toppled and the MOBA couldn’t sustain itself through beta. The same goes for Transformers Universe, a popular IP with the backing of an established developer with a massive customer base.

Even Guardians of Middle Earth, with all the power of the Lord of the Rings, couldn’t avoid being critically panned (22% approval on Steam) with presently deserted servers on PC. The game came and went on PS3 so quietly that even Warner Bros. didn’t notice to update its website to stop directing people to buy the PS3 version on Amazon, or even acknowledge the game’s existence on PC. According to Steam Charts, Guardians of Middle Earth has a 30 day peak of 19 players on Steam.

3. The Perpetual Beta Is Tired And Pointless

The idea that a game should receive more lenient coverage when in beta became a thing of the past when developers started fully charging for products that were still in beta, and it would be irresponsible to not acknowledge this when MMOs/MOBAs are shutting down without ever launching, and many don’t even offer some form of refund to the customers that went out on a limb and spent their hard earned money to fund an unfinished project.

And while the unfinished state of the game is a great excuse to deflect criticism when reviewers tell you not to spend money, Turbine apparently has no problem using beta time played to justify denying a refund to their founders, which is the exact sentiment given by Turbine’s Community Manager.

That’s mostly it. Because Founders got to play for 2+ years, you guys were well outside our refund window. We really do thank you for supporting the game, as it was your support that kept us going. Make no mistake about that. But, they guys who just bought their elite pack or starter pack from Steam, they didn’t get to play for as long as you guys.

4. The MOBA Genre Is In The Middle Of A Soft Crash

Right now the genre is in a position where developers are looking at the success of the likes of League and Dota and saying to themselves “I can do that too.” What we’ve wound up with is three major players (League, Dota, and SMITE in that order) and a whole lot of stragglers. This isn’t the case of the MMO industry where we have one game to rule them all and a ton of other companies making much smaller, but still livable incomes. The MOBAs that are down on the bottom of the list are struggling to remain relevant, in a genre that is heavily favoring those few at the top.

Compare the 30 day peak of Infinite Crisis to Dota2 on Steam: 1,557 to 967,674. Or Super Monday Night Combat (152), or Demigod (27), or Guardians of Middle Earth (13).

5. Fully Funded Betas Are Still A Bad Place For Your Money

Paid betas have taken on one of the worst attitudes and practices by developers, as repeated by Turbine’s community manager. Developers like Turbine have no problem selling a beta as though it is a finished product, ending character wipes, opening up a fully functional cash shop, and pulling hundreds of dollars out of players, yet when push comes to shove and people start giving the game negative reviews because of bugs or unfinished features, they turn around and claim that it’s unfair because the game is not released and not a finished product.

And when games like Infinite Crisis shut down after a prolonged beta and short launch? Well then it’s considered a full experience, and when pushed on a refund? Deny the entire concept of a finished game.

I know some of you feel as though you only had a small amount of time to play a “finished” game, but Infinite Crisis is a game that was built to consistently change. Even after launch we were still going to produce new champions, add new features, and continue iterating the game as we went forward. As we posted during our launch announcement, launch was never going to be a stopping point in the eyes of our development cycle. We’re an online game, and we’ve changed a lot (and changed for the better) over the last two years.

Turbine’s CM knows as well as you or I do what the players mean by “finished,” that being when the game sheds its beta tags, but you have to hand it to Turbine. Infinite Crisis was finished enough to open up the cash shop, not finished enough to review as a final product, and when it shut down right after launch? Well what exactly does “finished” mean, really? Hold two sides of the same coin, and then deny that the coin exists.

We understand when indie developers can’t finish a game because it’s a couple of guys working out of a motel/office funding the game partially out of pocket and partially through donations/pledges. A company like Turbine, on the IP of DC Comics and the backing of a corporate hulk like Warner Bros. shouldn’t be dropping development of a game because it wasn’t making enough money during beta.

It’s PR spin, and people aren’t going to fall for it. Infinite Crisis shutting down right after launch is bad enough as it is, bridges will be burned and customers will be lost, it’s an unfortunate part of business. But burning founders can damage a brand, in the case Turbine’s future ability to put a game out in beta and ask people to join in early to fund you, as people will look back to when Infinite Crisis shut down and see that while those who jumped in late were refunded, the people who were there from the beginning were told “oh well, too bad.”

I feel that this is a bad sign for Turbine overall.

SMITE Announced For Xbox One


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Hi-Rez Studios came out at Gamescom to announce that the popular PC moba title will be making its way console-side. The ID@Xbox program allows developers of all sizes to bring their games to the Xbox platform, and is the platform through which SMITE will make its way to the console.

“As a third-person action game, SMITE is perfectly suited for the Xbox One controller”, said Chris Charla, Director of ID@Xbox for Microsoft.  “We’re excited to feature a MOBA that fits our console audience in gameplay and look forward to Xbox gamers around the globe battling for dominance.”

There are no further details other than a tentative 2015 launch date at this time.

(Source: Hi-Rez Studios Press Release)

Transformers MOTA Set For Summer Launch


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Jagex’s Transformers Online, or “Not RuneScape” as I have referred to it in the past, has admittedly struggled in its development. Originally announced in 2011 for a 2012 release date, Jagex announced at the back end of 2012 that Transformers Online would be completely repurposed as a MOBA-style game and released in 2013. Why? Because Transformers don’t bake bread. As you might expect, this ground-up rebuild meant that the game would not make its 2013 release either.

In a news post released yesterday, Jagex announced that Transformers Online is primed and ready for a Summer 2014 release.

So here’s the big news. We are 100% set to launch Transformers Universe this Summer, and will be progressively inviting an ever-widening portion of the BETA community to enjoy the game before opening it to the rest of the world this summer!

The internal release date set for Transformers Universe is June, as stated by a Jagex employee on the official forums.

(Source: Transformers Universe)

Nab Alpha Access To End of Nations


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Raptr has teamed up with Trion Worlds to give alpha access to End of Nations, the company’s upcoming MOBA title. If you aren’t already acquainted with the program, Raptr is a program that tracks achievements and playtime, not to mention serving as an instant messenger and a place to congregate and discuss your favorite games with other people who play them as well. As many of you have seen here before, Raptr often partners with developers to promote their games and throw up some free stuff for users, including in-game items, free copies of games, and more. There is no payment required (or even possible), and the giveaways generally entail obtaining a specific rank in related games.

The giveaway for the End of Nations is a little different than past promotions. Rather than requiring that users be above a certain rank, Trion has asked for the requirements to be below a certain rank. In this case, users must be the rank of dedicated or below in specific MOBA titles in order to qualify. If you have a MOBA of choice that you are already ranked Elite in, all you have to do is download another game from the list and boot it up once to reach amateur rank and qualify. Trion’s reasoning is that they want players newer to the MOBA genre to get in and get a feel before they open the doors to the professionals.

But don’t fret, players who are ranked Hardcore or Elite in their chosen MOBA will be able to retrieve a key starting August 15th, so just a few days from now. The list of qualifying MOBA titles is as follows:

  • Arena of Heroes
  • Dota 2
  • Heroes of Newerth
  • League of Legends
  • Smite

(Source: Raptr)

End of Nations Is Now A MOBA


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Remember when End of Nations was set to go into open beta? Over seven months ago when Petroglyph underwent massive layoffs and Trion had to take over development? All’s been quiet on the Russian front for over half of a year, and now we know why: Much like Jagex Ltd did with Transformers Universe, Trion has decided that the best course of action is to recreate End of Nations as a “MOBA RTS.” The End of Nations website has reappeared on the web, describing the game as a tactical MOBA where the user controls multiple units on the battlefield.

End of Nations® is a tactical MOBA where your success on the battlefield depends on the heroes and units you command and quick decision making in the heat of combat. Dominate during team based matches and catapult your commander to the top of the ranks.

In this case, End of Nations was already so much like a MOBA that the change is virtually in name only. Even then, the game feels distinct enough to set itself apart from the crowd of League of Legend clones.

(Source: End of Nations)

$10,000 SMITE Tournament At PAX East


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As a MOBA, SMITE is somewhat reliant on attracting the competitive eSports gamers, and that can only mean one thing: Tournaments. In a press release circulated today, Hi-Rez Studios has announced an upcoming 5v5 tournament at Penny Arcade Expo East from March 22nd through 24th. Eight teams will compete to dip their collective hands into the ten grand prize pool. Seven of the eight teams have already been selected with the eighth to be decided at a Wildcard event on March 10th.

“PAX is always a great time because we get to meet and talk directly with the fans of our games,” says Todd Harris, Hi-Rez Studios Chief Operating Officer. “We’ve been attending PAX events consistently since 2009 and this year we’re excited to return and show off SMITE competitive play.”

You can find the rules of the event, and wildcard tournament, at the link below.

(Source: Hi-Rez Studios)

Funcom Q2 2012 Highlights


Funcom’s second quarter finances are out, and the results are rather predictable. Since we already know from previous reports that The Secret World failed to meet up to Funcom’s expectations, and greatly so, it comes as little surprise that the recently launched MMO has pulled in less than half of Funcom’s previous “Conan-like” scenario. The second quarter also has the bad luck of taking in all of The Secret World’s development costs with little of its income, due to head start not beginning until the end of July.

The Company still considers it likely that sales for the 12 months period following launch of the game will be less than half of what was presented in the Conan-like scenario in 1Q presentation.

Revenue was down once again compared to the previous quarter, due to Funcom’s main source of revenue (Age of Conan) taking yet another hit in sales. That being said, all of Funcom’s currently launched MMOs are rated as “cash flow positive.” The Secret World has sold more than 200,000 copies since launch, as noted in the filing, with what Funcom says is a strong and positive reaction from its user base. Funcom recently launched a number of titles, including The Secret World, the MOBA Bloodline Champions, and a couple of free to play social games.

For the future, Funcom has a few titles under its belt. Revealed earlier this year, Funcom has partnered with Lego to create an MMO based on the mini-figures. Additionally, the report mentions a large-scale MMO titled “Project A.” No doubt we will be hearing more about that in the future.

(Source: Funcom Investor)