Bill Roper – Jupiter Broadcasting https://www.jupiterbroadcasting.com Open Source Entertainment, on Demand. Sat, 11 Jun 2011 15:13:00 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.3 https://original.jupiterbroadcasting.net/wp-content/uploads/2019/04/cropped-favicon-32x32.png Bill Roper – Jupiter Broadcasting https://www.jupiterbroadcasting.com 32 32 Planetside & Hellgate | MMOrgue 5 https://original.jupiterbroadcasting.net/9317/planetside-hellgate-mmorgue-5/ Sat, 11 Jun 2011 07:13:00 +0000 https://original.jupiterbroadcasting.net/?p=9317 The much-maligned sub-genre of MMO Shooters has been an intense and gorey battlefield since the first of these titles rolled off the production line back in 2001. Since that time, two major titles have come to serve as examples within this archetype: Planetside and Hellgate: London. Unfortunately, these two titles are frequently held up as […]

The post Planetside & Hellgate | MMOrgue 5 first appeared on Jupiter Broadcasting.

]]>

post thumbnail

The much-maligned sub-genre of MMO Shooters has been an intense and gorey battlefield since the first of these titles rolled off the production line back in 2001. Since that time, two major titles have come to serve as examples within this archetype: Planetside and Hellgate: London.

Unfortunately, these two titles are frequently held up as examples of what NOT to do, rather than being revered. In today’s episode, I’ll examine each of their failures and see if I can make a solid case for why each of these titles was considered a flop, despite reinventing a whole genre.

Direct Download Links:

HD Video | Large Video | Mobile Video | MP3 Audio | YouTube

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
HD Video
iPad & Apple TV Video
iPod Video
MP3 Audio
HD Video RSS
Large Video RSS
Mobile Video RSS
MP3 Audio RSS

Show Notes:

E3 is underway, and despite the incredible announcements that’ve so far been made by the big players at their flashy press conferences, very little has come out on the MMO front. Despite this apparent lack of MMO-themed information, I’ll be keeping a close watch on the continued coverage of the event over the next few days and hope to dedicate next week’s episode to a recap of the festivities.

But instead of looking forward to those announcements, today’s episode is going to look BACK on a specific facet of the MMO world that has had a rocky history. Despite FPS ruling the single-player, console, and multiplayer markets to a certain degree, they’ve never found solid footing in the land of MMOs. In order to understand why, today’s episode is going to dig into the meat of two specific MMO shooters:

Planetside, which is long past its days of glory, and gearing up for a sequel at the hands of SOE.

Each of these titles, and many of their unnamed brethren, suffered from many of the same flaws that have plagued the MMOFPS subgenre since its inception in 2001, with the launch of World War II Online. And because of these faults and failures of the past, this type of game has never made a name for itself in the MMO landscape.

However, developers around the world have not yet given up hope on the concept of the MMO shooter. So today’s show is going to review the major faults and faux paus of these two noteworthy titles, and lay out my opinions on what future developers need to do to find success in this area, where others have failed.

PLANETSIDE / NEXT

  • Released in 2003.
  • Balance issues and population imbalances led to widespread loss of subscriptions.
  • By 2009, all 6 original servers had been slowly merged into a single world.
  • Early gameplay also suffered from stability issues, and frequent network lag.

The GOOD:
– Thorough tutorials
– Interesting advancement system with many unique choices to make.
– Instant action is a great feature in a PvP-focused game.

The BAD:
– The ONLY thing to do, is fight over bases against other factions. Very 1-dimensional.
– No reason to defend, except for the love of battle. Nothing gained by claiming territory, except safe passage to another territory.
– Landscapes are all featureless and bland.
– A single battle over a single base can last HOURS, and success can be determined by attrition instead of actual skill or strategy.
– Vehicles are way overpowered compared to infantry unit types.
– Steep learning curve, and the amount of information to absorb may turn players off that just want to shoot enemies (typical fans of shooter games).
– No solo viability. Squad or Die.

Subscription fee may have been the nail in the coffin. In a world of FREE FPS games, why pay for one?

SOE shuts down The Agency
Also confirmed delay of NEXT due to switching development to a new Engine.

HELLGATE

Disclaimer: Barely an MMO.

Hellgate Relaunch!

  • US/EU shut down in 2009, continued actively in Eastern markets by Hanbitsoft.
  • In late 2010, Hanbitsoft obtained the rights to international distribution.
  • Currently undergoing the final phases of Closed Beta.

Why did it fail?

  • Boring gameplay mechanics (hold down the trigger while you spin/move) and lackluster abilities.
  • Massive engine stability issues. The game was rarely playable for more than an hour without crashing.
  • No narrative. With so many Diablo 2 devs on board, more was expected of the story.
  • Incongruity of mechanics and incomplete implementation. (Turret-based shooting gallery, improper scaling)
  • No Social Tools: LFG, Guild Support
    • This was DEATH to a game that launched at the dawn of “Web 2.0” when MySpace and similar sites were connecting people in new and exciting ways.
  • Subscription models … game was compared to Half-Life, Guild Wars and Diablo II (all free) and yet charged $10/mo for a subscription.
    • Box cost got you a stripped down version of the game, had to pay monthly to play multiplayer but the social tools SUCKed, leaving people on both ends of the subscription model feeling gypped.
    • Then there was the Lifetimer/Founder fiasco, when the game shut down…
      • $150 = 15 months. Game was only active for 10 months before the shut down was announced (which actually happened 5 months later.)

General commentary:

  • Another relaunch/resurrection from an Eastern company, of a failed Western title (APB)
    • This trend could represent more than just hope for gamers – it could come to be seen as a bail-out for investors and publishers of upcoming MMOs.
      • Not finding the success you wanted/needed at launch? Pawn the game off to a company that cranks out F2P relaunches, and try and recoup some of your costs.
  • This game is an excellent example of Hype Gone Bad.
    • The developers, many of whom had worked on Diablo and Diablo II, compared the game to Half-Life, Diablo II and Guild Wars at different times.
      • All of these games were defining titles of their individual genres.
        • The buggy, incomplete and LAZY release of Hellgate was a devastating disappointment.

Why the relaunch might find modest success:

  • Leech off the hype for Diablo III
  • Under-represented subgenre (FPS Action RPG)
  • Very low system requirements
  • Free to play!

SUMMARY:

In examining these two flopped FPS, we see a number of similarities…

1 – Subscription models don’t match the playerbase.

  • Fans of shooters can get their online jollies playing a billion different FPS games with no subscription costs. Charging for access puts you at a significant disadvantage.
  • MMO players want a game with more substance than is typically offered in a FPS. With customization of both abilities and avatars.
    • In other words, you’re charging the wrong amount, to the wrong audience.

2 – Social tools added as an afterthought.

  • When you’re creating an online environment, your ability to have players play together must be considered one of your most important gameplay mechanics.
    • Instant matchmaking, auto-grouping, and easy social hotkeys must take the place of conversation-based grouping, when your gameplay is fast-paced and action-centric. (In a word, more FPS-like)
  • Both of the above games seem to make the assumption that their players would talk to eachother and form bonds through conversation and interaction.
    • This is a disconnect with the type of player that would typically play these games.
      • They don’t want to talk, they want to shoot.
  • Seamless voice chat integration will make future MMOFPS games more likely to succeed on this point.

3 – Poor/shoddy implementation of features, rushed development schedules.

  • To be fair, this is becoming more of a common problem in the MMO industry in general, and is not unique to shooters.
    • Given the track record that these “incomplete” launches have, it boggles my mind that it continues to happen on such a regular basis.
  • However, on that note, I’m starting to see more and more release and beta windows get pushed back and delayed, across the industry.
    • As much as this upsets me as a player, it also potentially means more developers giving more care and attention to the product they will have ready at time of launch.

FIREFALL
Firefall avoids industry-only conventions (E3), wants to talk to gamers

Cinematic Trailer (made by Blur)
Gameplay Trailer
10 minutes of gameplay footage
6 minutes over-the-shoulder PVP from PAX East 2011

Release Date: “before the end of 2011”
Official Game Site

E3 Videos from Machinima:
https://www.youtube.com/show?p=dqBjY9Gxj1I&tracker=show0

Download & Comment:

The post Planetside & Hellgate | MMOrgue 5 first appeared on Jupiter Broadcasting.

]]> Torpedos Away! | STOked 48 https://original.jupiterbroadcasting.net/2666/torpedos-away-stoked-48/ Tue, 24 Aug 2010 06:38:45 +0000 https://original.jupiterbroadcasting.net/?p=2666 Have you ever wondered which torpedo belongs in your enemies’ faces? Wonder no longer -We've got a MATH segment that will guarantee insight into your all your pwning needs.

The post Torpedos Away! | STOked 48 first appeared on Jupiter Broadcasting.

]]>

post thumbnail

The boys of STOked dig into the meaty innards of another Engineering Report, and discuss the resumé of a developer newly hired at Cryptic Studios. But hold onto your Starfleet-issued undershorts, cuz they’ve also got a few RANTS in their PANTS regarding the Enterprise J, and time travel in general.

THEN — Have you ever wondered which torpedo belongs in your enemies’ faces? Wonder no longer – Jeremy’s got a MATH segment that will guarantee insight into your all your pwning needs.

PLUS — We’ve got the first batch of Captain Bios ready to receive a community spotlight, as we share the creative side of your fellow STO players.

Direct Download Links

HD Video | Large Video | iPod Video | OGG Video | MP3 Audio | OGG Audio | YouTube

[ad#shownotes]

Our STOked App:

STOked App Grab the STOked iPhone/iPod App and download STOked plus bonus content on the go!

Show Notes:

NEWS:

Engineering Report

  • Less focus on content, more on quality (though content is still mentioned frequently).
  • Less focus on Big Season Updates, and more on major features regardless of timeline.
    • This is a direct departure from the previous (Zinc?) attitude of, “we promise to release on these dates.”  The new attitude seems to be, “we promise to release a completely functional feature.”
  • New/clarified categories:
    • “In Development” = Actively being worked on.
    • “In Design Discussion” = Designers are meeting about implementing or improving this.
    • “On Hold” = Previously in development, but had to get shelved due to technical issues.

Hold on a minute.  Enterprise J?
(Insert Jeremy’s Rant)

Tech Support
A hand-picked group of social helpers that have already proven themselves willing and capable of assisting their fellow players in the Tech Support forums.

  • New user group title: “Helpful User, Tech Support”
  • Optional.  If you’re a frequently helpful poster, you won’t automatically be flagged, you’ll have to turn it on from your account settings.  Or you’re welcome to choose not to turn it on.
  • The forums love it.  Despite it being a group of hand-picked players that will have a direct channel to Cryptic…. just like the Advisory Council did, which they hated…

Bill Roper leaves Cryptic

  • He catches a lot of flack for a few bad moves (Hellgate London, Vibora Bay) but remember that he has also helped produce a wealth of excellent game titles including extensive work on Blizzard’s big three franchises:  Warcraft, StarCraft and Diablo.
  • Also named by IGN as one of the Top 100 Video Game Creators of All Time (#41)
  • So… Meh?  I don’t see this as an issue that will directly effect players of STO.  I don’t think he ever even posted on STO’s forums.

This, on the other hand, intrigues me: Jesse Heinig, hired as “Game Designer”

  • Highlights from his resumé include:
    • Fallout and Fallout 2  — Programmer and Feature Designer.
    • White Wolf (PnP RPG company) — Developer/Designer for various projects.
    • Decipher (PnP) — Lead developer of “Star Trek” RPG system.
    • Activision — Production Coordinator for Call of Duty 2.

MATH:

Torpedoes….. AWAY!

Some of you might recall back in Episode 32 I gave you a run-down of the pros and cons of each different type of energy weapon.  Well, I’d intended at the same time to talk a bit about projectile weapons, but the segment got WAY too long.  But I’ve been getting more and more requests lately to release that information, so that’s exactly what I’m gonna do!  I mean, who am I to say no to the people that watch this crap I put on the internet, right?

One other thing about Episode 32… remember how I talked about the efficiency of skill gains, for higher-cost energy types?  The same math will apply to projectile weapons, skewing heavily in favor of Photons & Quantums.  So keep that in mind as I discuss the individual benefits of each.

Before I get into that though, I wanna give ANOTHER callback to a previous episode of STOked.  You see, waaaaaaay back in “Season2 Episode2” which was aka Episode #21, I gave an overview of How Torpedos Work, including how the damage is calculated based on your skill bonuses in-game.  It’s really interesting stuff to help you understand more about your weapon skills, and investing and sticking to a uniform damage type.  So go watch it!

Ok, that junk’s outta the way.  Let’s talk about things that explode, mmkay?

Photon
Consider this your “baseline” torpedo/mine, and all others will be compared to it as necessary.
6.5 sec recharge (fastest available)
– Great choice, if none of the others’ special abilities tickle your fancy.  The fast recharge means you’ll launch a lot of these suckers.

Quantum
Slower recharge (8.5 seconds)
Approx 110% of Photon damage (hardest hit per torpedo available)
Fastest travel speed
– Good for long-range attacks.  The travel speed makes it slightly more likely that you will impact the shield quadrant you aimed for.
– The higher damage still doesn’t make up for the slower recharge.  If you launch torpedos every time they refresh, you’ll do more DPS with Photons.

Plasma
Slower recharge (8.5 seconds)
Approx. 75% of Photon damage
33% chance to proc hull fire (DOT does NOT scale!)
– If High Yield is used, resulting torpedo is MASSIVE and slow moving, but can be shot down.
– The HY version of this torpedo seems to have a very good bleed-thru rate against shields, and applies the DOT nearly 100% of the time.

Transphasic
Very slow recharge (10.5 seconds)
Approx. 70% of Photon damage
20% of damage dealt is applied directly to Hull of enemy (instead of standard 10%)
* Only useful if shields are UP.  Otherwise bonus does nothing, and overall damage is relatively weak.
* Here’s some quick math:
10% of 1000dmg = 100 dmg
20% of 700 dmg = 140 dmg
But when shields are down, it’s 1000 vs. 700.  Capiche?

Chroniton
Very slow recharge (10.5 seconds)
Approx. 85% of Photon damage
33% chance to severely hinder movement/turn rates
* Potentially deadly in PvP, especially against opponents that like to flee.  However, the proc can’t really be relied upon.  From personal experience only, seems easily resisted.
* Works better on MINES.  Combine with other stationary hazards (Warp Plasma, Tyken’s Rift, etc) to really mess with your enemy.

Tricobalt
(Note:  Only available at Mk X and above)
EXTREMELY slow recharge (60 seconds)
Approx. 250% of Photon damage, in about a 2.0 km area.
Also disables your opponent for a few seconds (all systems offline).
* No normal mode attack — always summons a “High Yield” type (HY cannot modify this torp)
* Travels slower than HY Plasma, and can be shot down.
* In order to compete with Photon DPS, the cooldown would need to be less than 20sec.  Since the true cooldown is more than 3x this, it simply can’t compete.  It’s a fun toy, not a useful weapon.  (Note, this would also be assuming full skill investment!)

And that’s the end of your options.  I’m going to go ahead and restate the opinion I’ve held since … well, forever I think … Quantums and Photons will always allow your ship captain to get the best bang (literally) for his skill-buck.  While each other projectile type has unique benefits that some players may find worthwhile, I’ll forever be in support of the basics.  Cuz after all – it’s their job to blow the other guy up in the most efficient way possible, right?  So let’s not screw around with shield penetration and hindering movement rates.  Just get the job done.  BOOM!

MAIL:

We got a MASSIVE amount of submissions, too many to read through in a week.  So instead, we’re going to spotlight just a few from what we’ll call the First Batch of submissions.  We will do this again next week, as well.

Common story traits:
Every vulcan is broken.

– No Kolinahr, or a mind meld gone wrong, or a physical brain injury.  All have emotions.

Famous Trek characters have interacted with EVERYone.  Or are related to them.

– Descendants of Kirk, or long-lost time-displaced characters (PIKE!), or sponsored into Starfleet by Admiral Janeway, etc.

Every Trill was joined thru an accident.

– “I was on a shuttle with a symbiont who’s host died, so now I’m joined!”

AzureAlliance:
His bio is pretty straightforward, but deserves special recognition because he is one of the ONLY Captains I’ve met that has an ongoing story via his “Captain’s Logs” in game.  Including a very involved and enjoyable personal plotline, in addition to a detailed ‘in character’ account of the Undine’s invasion of Federation space.  The moments between him and his wife (a bridge officer which he also ‘voices’ in his logs) are quite touching, and believable.

Daniel Carver:
Noteworthy because he’s been blogging his experience in-character, as an ongoing storyline.  His blog is named “The Oath” after the Hippocratic oath common to all modern-day medicine, “First, do no harm.”  His character struggles with being a doctor and sticking to this oath, in a time of war and chaos.

Rikturscale:
Born as a Borg Queen Designate within the Collective, but ‘rescued’ by Starfleet and liberated after the ship they were on was destroyed by a Hekaran Rift.  Only she and one other Queen Designate survived.  After being liberated together, they became friends and eventually married.  Awww.
The most interesting part of this character’s bio though, is a portion that paints the Borg in a new and different light — that their ultimate “destiny” (as they see it) is to unite the Galaxy against a coming threat that can only be faced if all are unified.  They see assimilation as the most expedient and efficient means to that end, and believe that without unification, all life is doomed.  This vast and ancient threat is not mentioned by name in the bio – it’s portrayed as if the character’s time away from the Collective has erased or clouded certain memories, preventing the details from surfacing.

STOked’s One Year Anniversary next episode!!

Download:

The post Torpedos Away! | STOked 48 first appeared on Jupiter Broadcasting.

]]>