Tag Archives: MMORPG

Star Wars: The Old Republic

I had no intention of getting into this game for months. Really. I just heard too many good things about it, though, and I finally gave in to the temptation. I’m not disappointed. It’s not unique. It’s not breaking the genre mold. But it is highly polished, and it does do a few new things well. It also has a few annoyances.

Let’s get those out of the way first. The big one is the UI. The only part of it you can move is the chat box. You can’t resize it; you can’t put your minimap where you want, or your companion bar elsewhere, or anything else. This is very annoying. The UI takes up way too much of my screen. I would shrink my icon buttons if I could, move my minimap to my preferred location (top right) and my chat box to the bottom left. This is the default setup of theme park UIs for the last ten years, but I guess Bioware thought switching all that up for no good reason was a great idea. They were wrong. I’m starting to think UI developers need to have the Sword of Damocles over their cubicles to get them to straighten up and fly right.

Another annoyance is that combat feels a wee bit sluggish. I wish instant attacks would reset just a little faster. I’m wielding a double-bladed lightsaber. I want to look badass with it, not like I’m still in training.

My overall experience with the game is good, though. The fully-voiced quests are fantastically done and add a very strong element of immersion. I thought it would be a gimmick, that I would want to hurry through them to get to the meat of the quest, but I enjoy them. I haven’t heard any weak voice acting yet. The interactivity and strong story-telling elements do a great job of disguising the standard nature of the quests. (It’s hard for MMOs to get away from kill/collect/deliver quests). Still, I’ve had very few quests that required me to kill [x] creatures. Most of those are bonus objectives. Extra XPs, sometimes extra rewards, but not required to finish the quest line. The class storylines are great, too. I’d like to see more games focus on personal stories.

My highest level character is 12, so I haven’t seen much of the game. I don’t expect to play this one more than a month or two, which is fine by me. Like I’ve mentioned before, it’s rare for me to stick with a theme park game for long. But I can easily see myself coming back to it every few months as new content is added, or when I’d like to try out another class.


APB: Reloaded live action trailer

Got a press release about the APB Reloaded live action trailer and wanted to share it. It’s pretty cool, if a bit heavy on the slow motion. The song kicks ass. Check it out.

The release of the video trailer marks the launch of a unique Facebook campaign for APB Reloaded.  [a]list games and GamersFirst have partnered with Fanrank, the Facebook app designed to track and reward influential fans, to invite new players and encourage existing ones to spread the word about the game.  The campaign begins by awarding in-game prizes for those who share the live action trailer and get their friends to join in the Free2Play fun in APB Reloaded.  Later stages will introduce bigger prizes, new trailers, and ultimately a player museum of in-game and user generated content.

For the APB Reloaded Fanrank campaign, please visit: http://tinyurl.com/7rcuhr8.


Why Everquest 2 is better than World of Warcraft

Everquest II and World of Warcraft came out around the same time. EQ2 was released in October 2004. WoW was released in November 2004. And yet EQ2 has never garnered the numbers that WoW has. I didn’t play EQ2 on release (I was playing WoW like everyone else). In fact, I didn’t start playing EQ2 until early 2010. But I’d heard a lot of fan ravings about the game, and as I’m prone to do, I decided to check out the game.

I was blown away.

First, let me get the bad out of the way. EQ2′s graphics are not terrific. Unlike WoW, which holds up better with its cartoony style, EQ2′s art is showing its age.

OK, now that I have that out of the way, let me tell you what EQ2 does better than WoW. (I should note that everything I’m talking about is as a subscriber. I have no idea what the F2P limitations are for the game).

Housing: Five years later, WoW has yet to implement housing. EQ2, on the other hand, has one of the best housing systems in any MMO. Tens of thousands of objects, with the ability to place hundreds of them in a house using almost any layout you wish. The carpenter tradeskill class exists to craft housing objects. Holiday events almost always give housing object rewards, and many quests do the same. You can have more houses than you’ll likely ever need.

Quests: Admittedly, most of the quests follow the standard formulas of kill, collect, or deliver. But you can interact with the quest givers with back-and-forth dialog, rather than an NPC who simply gives you the quest in a box and an option to accept or reject. Your quest log can have, I believe, 75 quests at once.

Dungeons: I haven’t run many dungeons, since they tend to require groups, but I have run a couple. But one thing I noticed is that you find more quests once you’re inside than you grabbed outside. You don’t grab 10 quests and then run in with a group and complete them. You grab 3 and then run in and find 10 more. You know how you start a dungeon with as many empty bags as possible? You should also empty your quest journal as much as you can, too. Other games, including WoW, do this, but not to the same degree. I’ve run many more dungeons in WoW than I’ve run in EQ2, but I think I might have come across more quests within a single EQ2 dungeon than I ever did in every WoW dungeon combined.

Collectibles: EQ2 has objects scattered around the world for you to find. When you have an entire set, a special collector NPC will give you a quest reward (like a piece of jewelry or a housing object or even a new collectible). You can make good money selling your extra collectibles to other players. I have no idea how many collectible sets exist, but I’ve completed several dozen and have several dozen more in an incomplete state.

Exploration: I mentioned earlier that many dungeon quests are available within the dungeon. Dungeons aren’t alone. Objects inside buildings or out in the world will often highlight. When you click on them, they provide yet another quest. These could be anything from a sack of grain inside a mill that has a note tucked inside it to a book on a shelf (and you might be able to take the book and store it in your house when you’re done) to a section of destroyed wall. The game truly rewards you for taking the time to look around. I have yet to play an MMO that gives you as many quests outside the standard quest givers.

Bag space: I have yet to see an MMO that offers the amount of bag space as EQ2. I have six personal bag slots, each of which can hold a bag of whatever size I choose; my personal bank has 12 slots, plus another 8 shared slots to share gear amongst all the characters of the same faction. Each of those can store a bag, too. The largest bags I’ve seen have been 48-slot, though I don’t know if those are really the largest. You also have space in a housing vault, which can hold bags to store stuff, and the market’s available slots. It’s a pack rat’s dream.

Market: I don’t know who came up with the idea that auction houses were the way to go with MMOs, but I’m glad EQ2 got away from that. Instead of an AH, they use a market. You can buy partial quantities from a single seller instead of being forced to compute the per unit price of one seller over another. Also, each of your six slots can hold their own bags, so you can sell dozens of items at once. Plus, there’s no time limit on sales, and you don’t even have to activate an item once you put it on the market, so you can throw everything you plan to sell into your market bags and then come back later and set their prices.

Legends of Norrath: Even before EQ2 went F2P, subscribers received five free packs of LoN cards each month for maintaining an active subscription. Five packs of cards, at $3.00 a pack purchased normally. LoN is a very fun, very strategic collectible card game that is plenty great in its own right. (IIRC, new EQ2 players also receive a starter set to learn how to play the game). You don’t have to play EQ2 to play LoN, though you can play the card game from within EQ2. LoN packs will also sometimes have Everquest/Everquest 2 items that can be redeemed in-game. These might be housing objects, potions that provide XP buffs, or even mounts or house deeds. (My main has a really nice house that I got from a LoN pack).

This last feature I want to mention is one that isn’t even out yet. The winter 2011 expansion plans to introduce a Design Your Own Dungeon feature. And even cooler than just creating dungeons for other players to run (as cool as that is), the objects you will use to design them have to be found in the game. It’s housing with mobs. I think it’ll be very popular.

If I don’t stop here, this could easily turn into a 5,000-word article. I haven’t even touched on the unique races, the dozens of classes, the open world PvP (on PvP servers), the sheer size of the world, the lore, the gorgeous spell effects, guilds, and more. Needless to say, it’s a truly superior MMO well worth the $15/month. I play a lot of MMOs. Dozens of them. I won’t pretend I’m not likely to move on to another game in a few weeks, simply because that’s what I do (and also, Skyrim comes out in three weeks). But when I started EQ2 in March 2010, I told my friends it might well have been the best theme park MMO I’ve ever played. Getting back into it has only reconfirmed that belief. EQ2 should be the one talking about its 10 million subscribers. WoW, for all its polish and humor, simply isn’t in the same league.



A Glitch In The Matrix

After Massively.com repeatedly talked about the browser MMO, Glitch, I decided to check it out for myself. What is Glitch, you ask? Well, that’s a good question. The About page on the website calls it

a web-based massively-multiplayer game which takes place inside the minds of eleven peculiarly imaginative Giants. You choose how to grow and shape the world: building and developing, learning new skills, collaborating or competing with everyone else in one enormous, ever-changing, persistent world.

But what is it? It’s…

You know what? I really don’t know. It’s different. It’s quirky. It’s funny. It has real-time skill training and butterfly-milking and pigs that let you nibble on them for their meat. It has adorable avatars and an active auction house and hundreds of locations. It’s a game and a world and an idea, and it could well turn out to be revolutionary.

Also, I have an octopus on my head.

P.S. The game is live, but they’re controlling the influx of new players, so if you sign up, it might take a day or two to get in. If you want in faster, I have two invites remaining. Email me if you want one.


When cinematic game trailers make you wish they were movies

I have no idea whether the game will be any good, but after watching the trailer, I wish this was a movie.


Are subscription fees required for MMOs?

This Youtube video makes a good case that sub fees are not required to make MMOs profitable.

 

And while I don’t know whether Runes of Magic is profitable or not, the game’s servers seem quite busy, and they don’t charge either a subscription or a box fee. Their store prices seem quite reasonable to me, and I have no problem spending money in it. Plus, they offer the ability to buy store currency with in-game cash, making it entirely possible if you have the time to devote to making gold to buying store items without spending any real world cash.

More and more I’m seeing fewer reasons for MMOs to charge sub fees, especially on top of the box fee and cash shops. If they want to charge me a subscription, fine. But don’t make me also pay for the initial release and then sell me more content in the cash shop.

As an aside, Guild Wars 2 looks gorgeous in that video.


Double-dipping, or the art of screwing the gamer over twice

Massively just reported that The Secret World, Funcom’s upcoming conspiracy-themed MMO, will have both a subscription and a cash shop right at launch. This from a developer who saved a title from the brink of extinction (Age of Conan) by converting it to free-to-play. So they know F2P makes money. Of course, they promise that the shop will only contain vanity items and convenience items. For now. I have yet to see a cash shop that didn’t start adding advantage items to the game, too.

You know what, though? I don’t give a damn if the only thing the shop will contain are fuzzy bunny slippers. I’m getting tired of MMOs double-dipping. If you’re going to make me pay a subscription, give me all the content you create. Yes, all of it. Including the vanity items.

If you want me to buy from your cash shop, you need to drop the subscription or give subscribers store credit each month. I’m not a perpetual money generator.

Right now I’m playing three MMOs: Perpetuum Online (subscription but no cash shop), Runes of Magic (no subscription), and APB Reloaded (subscription-optional). And you know what? I have no problem spending money in Runes of Magic’s item shop. Because the choice in how much or how little to spend is entirely up to me. You can even get all the content in the game  using only in-game gold, because the cash shop currency is tradeable (much like EVE’s PLEX). As for APB? I haven’t spent a dime yet. I won’t spend money on a beta product. But once the game is live, I’ll consider a subscription. It’s not necessary. You can still be competitive without spending money.

I’m very disappointed that MMOs are more about making money than making a quality product. I want MMOs to make money, don’t get me wrong. I want them to be profitable. But you can’t truly succeed if you think, “I’ll make an MMO. Those things are easy cash!” You need to think, “I’ll make an MMO. I love those games, and if I make a good one, other people will love it, too.”

 


APB: Reloaded…reloaded

Back to playing APB: Reloaded, because the game is just that damn fun. Since the last time I played, they’ve improved the matchmaking system. Matches seem to work a lot better, to the point where now it’s pretty common to end up in a fight of 6+ on either side. It’s crazy fun. Matches also come quickly, and they are almost always opposing fights (instead of missions where no one comes after you).

Oh, and see this car in the screenshot? This is your starter car. After all this time, I still haven’t bothered to upgrade it (though I made it look fantastic). Why? Because it’s awesome. Seriously, it handles well, it takes corners like a dream, and I can weave in and out of traffic like a racecar driver. I love my car.


I’ve noticed that a lot of people don’t really learn to drive. Last night I was in a stolen taxi, being chased by another player during a mission. I made a hard left, guessing he wouldn’t be able to follow. Sure enough, I had no trouble shaking him off me. I spend a lot of my time between missions driving around the city, making random turns and 180s, trying to thread the needle without running into other vehicles, dodging other players, etc. It’s helped my driving skills immensely in the game. I practice with the different vehicle types, trying to get a feel for how they handle (and trust me, the handling is different with different vehicles). I find my best driving occurs with the starter car, the four-door pickup, and the taxi. I’m still working on the old muscle car that looks like a Charger and the little Porsche-like sports car. The worst is the luxury car that reminds me of a Lexus. I swear, I can flip that thing by looking at it sideways.

You can still play APB effectively without spending a dime, and they’re getting closer to the official release. It’s a great time to hop into the game.


Guild Wars 2

Guild Wars never really interested me much. It seemed too much like other MMOs, sans subscription, and I couldn’t really gather the interest to play it. I’d heard it was heavily instanced and didn’t have basic movements like jumping. I did attempt the trial once, but they never sent a trial key, so I gave up. So I also never paid much attention to Guild Wars 2. I couldn’t understand why it had the highest excitement rating on MMORPG.com, even higher than ArcheAge.

So I started looking closer at it. And I’m really liking what I’m seeing:

Dynamic events in the place of quests.

 

 

Traditional quest systems involve walking up to a character who usually has an exclamation point or question mark hovering over their head and talking to them. From here, you get a massive wall of text hardly anyone reads that describes a horrible or totally mundane thing going on in the world that you need to help with. You run off, complete this task, then return and talk to this character again to receive another wall of text and a reward. Traditional quest systems rely on these blocks of quest text to tell you what is happening in the world; this is just an outdated form of storytelling.

In Guild Wars 2, our event system won’t make you read a huge quest description to find out what’s going on. You’ll experience it by seeing and hearing things in the world. If a dragon is attacking, you won’t read three paragraphs telling you about it, you’ll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack. You’ll hear guards from nearby cities trying to recruit players to go help fight the dragon, and see huge clouds of smoke in the distance, rising from the village under siege.

There is a second fundamental flaw to traditional quest systems: what the quest text tells you is happening in a quest is not actually what is happening in the world.

For example, in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character’s home, and you need to kill them. You then get a quest which says, “Kill 0/10 ogres” and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character’s home – they will just eternally pick daisies in the field. The ogres aren’t actually doing what the quest says they are – the game is lying to you!

At ArenaNet, we believe this is NOT good enough. In Guild Wars 2, if a character tells you ogres are coming to destroy a house, they will really come and smash down the house if you don’t stop them!

Kill stealing isn’t possible. In fact, helping out rewards everyone.

The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.

Exploration sounds like an actual, viable option.

As an added bonus, we’ve also hidden hundreds of events all over the world that require interaction with the game world. This helps give an extra sense of reward and discovery for those who seek to explore the entire world. Finding an entrance to a secret cave deep at the bottom of the ocean and removing a glowing orb from the cave could let an evil creature loose from its ancient prison and kick off a chain of events as the creature terrorizes the ocean shipping lanes. Reading the spells written on an ancient wizard’s spell book in a ruined castle at the top of the highest mountain peak could open a portal to another world and trigger a chain of events as creatures from that world come through the portal.

I love the “oops” factor of that last one.

Personal stories

A player’s biography choices immediately tailor physical parts of the game to their character. Each character is given a home instance, personalized to their biography choices, located in their racial capital – Hoelbrak for the norn, the Grove for the sylvari, and so forth. Within this home area, things are more personalized to your character. Your home instance never stops updating; as your character becomes more involved in their story, it will alter accordingly. Two norn will quickly differentiate their personal area through choices in the storyline. They will encounter different adventures, make different decisions, and their home will change to match their story.

(And housing right at launch!)

Choosing specifics of your character’s biography, or making decisions during a storyline, will alter your character’s story within the game. Some of these differences will be tangible, like having special NPCs or merchants in your home instance, getting pretty town clothes, or seeing special cinematics.

High level instanced dungeons that require groups.

Each of our dungeons is divided into story and explorable versions. The story version of each dungeon comes first, and completing it unlocks the ability to run the explorable version. In turn, the explorable versions of the dungeons have several options (usually three), each of which creates a different set of challenges and goals in the game. So, when we say that there are currently eight dungeons, we really mean there are thirty-two dungeons, as each dungeon has a story version and three explorable versions.

Those sound like a cross between standard instanced dungeons and raids, but with more story.

Other stuff I’ve heard about include underwater exploration and combat, firearms, and a last ditch death system that sounds a bit like Borderlands. I’m definitely keeping a closer eye on this game now, and I look forward to hearing about how it’s faring on release.


If beta was good enough for them then, it’s good enough for them now.

In 2007, Flagship Studios released Hellgate: London, a hack-and-slash action-RPG. The development house was made up of former Blizzard employees, and the game used many elements from Blizzard’s highly-popular Diablo series. Set in a post-apocalyptic London, demons have unleashed hell on the world, and it’s up to you to stop them.

While the reviews were average, one major problem was that this non-MMO tried to charge a subscription for “premium” multiplayer content. In 2007, the only games that got away with charging subscriptions were AAA titles by large studios. Free-to-play was considered an inferior gaming choice, and the idea of charging for a game that wasn’t an MMO was unheard of.

It was no surprise that the studio declared bankruptcy in 2008, and its assets were seized. Fast forward to 2011. At some point between 2008 and 2011 T3 Entertainment acquired the rights to the game in North America and Europe, and set up to make Hellgate: London (now Hellgate Global) a free-to-play MMO.

So being the MMO fan that I am, and looking for something to play with friends that isn’t a fantasy theme park MMO, I downloaded the client and fired it up. The first thing that greeted me was a clunky UI that looked like it hadn’t change since 2007. The second thing to greet me was the fact that I couldn’t remap my mouse buttons, forcing me into WASD controls against my will. OK, so a UI that doesn’t really work isn’t the best start, but I’ve worked around worse. So how about the tutorial? Well, it was about 10 minutes long, threw everything at you in a tidal wave of confusion, and then dumped you into a subway station, one of the safe hubs where you pick up quests and drop your stuff in your bank.

After a few minutes to get acclimated, I found a quest and jumped in to the killing. This was exactly as fun and mindless as it is in Diablo. Mow down hordes of enemies, collect tons of loot, sell loot, mow down more hordes of enemies, collect tons more loot, rinse repeat. Ah, but if it’s fun in single player, surely it rocks in multiplayer.

Well, turns out that that the half-assed multiplayer implemented in 2007 became…the half-assed multiplayer in 2011. Bugs that should never have made it to release in 2007 are still there in 2011. Like the fact that some of your party members can jump into an instance and not see other party members, even though they’re there and able to fight. And this can happen repeatedly, forcing your group to jump in and out until everyone syncs up. This may well be the worst network code I’ve ever seen, and it’s something that an MMO should never allow past closed beta. There’s also no way this game was released in 2007 without this bug. It adds weight to the theory that the online multiplayer portion was a last minute addition, an attempt to cash in on the subscription model that made people see MMOs as nothing more than free money generators.

Another problem we encountered (mind you, all this was within an hour of play) was that since I’d already done a particular quest the day before, when the other party members went to do that same quest, I was completely unable to join them. I couldn’t port to them; I couldn’t restart the quest. I had to sit out. I haven’t seen that in an MMO since, well, probably since 2007.

And that was the end of our Hellgate Global test.

From what I understand, the game is completely free for the first couple of areas (which will get you to around level 12), and after that, it costs $4 to unlock the rest of the world. This was an apparent last minute change to the payment model that came about during closed beta. When you think about it, that means it isn’t really a F2P game but rather they provided an unlimited time trial and charge extra for things like more bank slots and PvP arenas. Sure, four dollars isn’t much money, but when the game is this shoddy, it’s still not worth it. When the developers seem to love a product, it shows. When it seems they’re only in it to make money, that shows, too. I don’t pay for the latter.


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