MMOrgue – Jupiter Broadcasting https://www.jupiterbroadcasting.com Open Source Entertainment, on Demand. Mon, 22 Feb 2016 02:45:45 +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 MMOrgue – Jupiter Broadcasting https://www.jupiterbroadcasting.com 32 32 Grab Bag! | MMOrgue 17 https://original.jupiterbroadcasting.net/12338/grab-bag-mmorgue-17/ Sat, 24 Sep 2011 06:56:58 +0000 https://original.jupiterbroadcasting.net/?p=12338 Jeremy’s decided to throw together some of the hottest stories that’ve surfaced over the past week in the MMO industry.

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In lieu of the AoC review originally scheduled for this week, Jeremy’s decided to throw together some of the hottest stories that’ve surfaced over the past week in the MMO industry. Included in this grab bag of editorial goodness is the DCUO-F2P announcement, GamersFirst’s new “offer” venture, WoW’s unique features coming in patch 4.3, and Trion World’s charitable efforts.

Direct Download Links:

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

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Show Notes:

DCUO announces going F2P

  • I just said last week that this needed to happen, since CO and COH are both free now, and Marvel U will be F2P as well (if it ever launches).
  • This just sounds like an excuse to charge people for future expansions, like they intended to do with Fight for the Light.

GamersFirst invites spammers onboard

WoW Patch 4.3 will bring easier PUG raids and cosmetic options

  • A new LFG queue that will automagically put you into lower-difficulty versions of the existing raids, with lesser loot. But 25-man versions ONLY.
  • These raids also don’t include lockout timers, which will be a HUGE boon to folks that regularly do PUG raids.
  • This will work GREAT in WoW due to the nature of the community, but I’m worried about this becoming a trend that other games may pick up on. Any developer interested in this trend needs to take a close look at their specific type of community before deciding whether to use this same methodology.
  • For example, WoW has a healthy PUG community, and a lot of smaller guilds that can only raid 10-man zones. So making a 25-man option more accessible actually allows MORE players to experience this side of the raiding game (which has a huge content focus in WoW).
  • Meanwhile, if a game thrives more on small groups and tight communities, implementing something that reinforces a PUG atmosphere would offer very little benefit while encouraging community fragmentation.

RIFT devs get awesomely charitable

  • Partnering with “Extra Life” to benefit Children’s Miracle Network

  • Devs will be creating a guild and inviting new characters to join them, and play for 24 hours straight.

  • They will also offer titles to anyone that participates (“the Charitable”) and for anyone that lasts the entire 24 hours (“the Insomniac”).

  • Also a whole mess of achievements/contests:

  • Highest Level Achieved

  • Most Favor Earned

  • Most Planarite Earned

  • Highest Crafting Skill (combined)

  • Most Achievements Earned

  • Most Dungeons Completed

  • Most Money Earned

  • Most Critters Killed

  • Most Artifacts Collected

Money from MMO subscriptions officially on the decline
– Money from F2P microtransactions is up!

SWG adds new feature, despite looming death knell

Rusty Hearts is now in Open Beta

The post Grab Bag! | MMOrgue 17 first appeared on Jupiter Broadcasting.

]]> Secret World | MMOrgue 16 https://original.jupiterbroadcasting.net/12182/secret-world-mmorgue-16/ Sat, 17 Sep 2011 13:35:51 +0000 https://original.jupiterbroadcasting.net/?p=12182 We’re going to take a first look at Funcom’s upcoming Horror/Conspiracy MMO, The Secret World, including several innovative features and game mechanics!

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In today’s episode, we’re going to take a first look at Funcom’s upcoming Horror/Conspiracy MMO, The Secret World. Despite not having the hands-on demo they hoped to have available at PAX, they still dropped a boatload of information onto awaiting fans, including several innovative features and game mechanics that make this game worthy of attention.

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
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HD Video RSS
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Show Notes:

In addition to that, we’ll cover some recent news from DC Universe, as well as updates on the F2P conversions of City of Heroes and Fallen Earth.

Before that however, I’d like to share some potentially upsetting news about the immediate future of SWTOR:

SWTOR – Release Delay Imminent?

Beta Weekends Cancelled: LINK
Official Statement
Release Date Might Slip

Anyone following the beta news closely may have already heard that Bioware recently chose to cancel a couple of their beta test weekends, after the first round of them went in a few unexpected directions. They’ve spun this as being in the best interest of potential players and testers – and honestly, I believe that assessment to be true – but it’s still another potential red flag that Bioware may not be completely ready to be in charge of a top-shelf MMORPG such as this. I hope they DO take their time with this beta process, and work out all the kinks prior to launch. But at the same time, too many hiccups similar to this one may begin to erode consumer confidence in the eventual launch of the title.

And, as if this beta cancellation wasn’t enough bad news for the game’s supporters, it recently slipped out during an internal conference call that EA already has contingency plans in place just in case the launch of TOR may slip from Q4 of 2011 to Q1 of 2012. Could a launch delay be imminent? I can trust that’d be in the game’s best interest if so, but I’m hoping that it’s smooth sailing for this title from here on out, simply due to the amount of attention the title is receiving in both MMO communities, and gaming communities in general. As I mentioned a few episodes back, this game has enough hype behind it that any potential missteps by Bioware through this process have the potential to further reinforce the poor reputation that MMOs have for launching in a buggy, unplayable manner. Please Bioware… get your act together, for all our sakes!

Secret World

PAX Info from Funcom

Based on the gameplay footage I’ve seen of this game so far, I’ll admit that I’m not all that impressed with the game as a whole. My primary complaint being that this is supposed to be a SECRET world of conspiracy and intrigue, and everything we’ve seen so far shows hordes of magic-wielding superheros doing combat with monstrous zombies and cthulu-esque creatures that stand 2–4 stories tall. Not so secret looking, if you ask me.

Then there’s the development process itself, which has been suffering from repeated delays and mixed messages. Despite already having publicized a launch date of March 24th, the game is not even in Closed Beta yet. This, to me, feels like jumping the gun in a very big way, despite that launch date being more than 6 months from now.

But, my personal gripes with a few of the game’s details do not diminish the innovations that are taking place in regards to a few specific mechanics within the game. Some of them are inventive enough that I’ve decided to take the time to showcase them in a brief preview.

  • Environmental Interactions
    • Ambient critters will react to environmental stimulii. The examples we’ve so far seen are car alarms getting zombies’ attention (and spawning extra baddies), and light sources attracting the attention of baddies in the dark.
    • This added layer of complexity assists in keeping the game in the Real World.
    • This light source mechanic can also be utilized in PvP, where some maps will be too dark to see clearly in, but using a light source will attract the attention of enemy players. Meaning you have to choose between being seen, and being able to see.
  • PvP outfits
    • When entering a PvP match, players will have their appearance automatically altered to match their “role” based on the powers they have chosen. Healers will end up looking like healers, stealthy melee types will look like thiefs, etc.
    • While this diminishes the players’ ability to show off their custom avatar in PvP, it also makes it easier to be able to pick targets in a match. So your allies will know who to protect and synergize skills with, while the enemy will know who to focus their attacks on.
  • 3-faction gameplay
    • This is something that Funcom is not talking much about, but that I feel the need to draw attention to.
    • The only prior game that I know of with a 3-faction PvP gameplay mechanic, was Dark Age of Camelot, which is still considered by many one of the best PvP experiences that has ever been available online.
    • The strength of 3-faction PvP comes in the form of a socially-driven balance. It is exceedingly difficult for any single faction to gain dominance over the remaining two at any point, because which ever faction gains such a strong foothold will inevitably be targeted by the other two.
  • Skill System, No Respecs
    • Over 500 unique skills (not just improved ranks of other stuff, but unique effects)
    • You earn more and unlock them as you adventure, but start with a full suite of abilities.
    • Much like Guild Wars, you can freely respec at any time. Swapping out a full set of 7 actives and 7 passives, for any other skills you have so far learned.
    • Funcom claims that the difficulty of this game is based on players’ skill, and not the abilities in the game scaling up. That even “starter” abilities are viable later in a players’ life, and will scale up based on your equipment, and not any set of stats or level.
  • ARG – Investigation Missions
    • Scattered throughout TSW will be missions that inspire the player to investigate strange leads OUTSIDE OF THE GAME.
    • This is perhaps the most importantly unique aspect of TSW, as it allows players to feel like a real part of their world, rather than playing in some fantasy realm. It adds an extra level of instinctual immersion when visiting iconic cities like NYC and London, when you are also asked to research the history and myth of these locations in a real-world scenario.
    • One example given, is a locked crate in the wreckage of a shipping barge. Using the internet, you can look up the ship’s manifest online and cross-reference the crate number printed on the side of the shipping container in-game. Following these clues will lead you to the access codes to the crate.
    • Some are FAR more complicated than this, requiring players to actually research occult references in general, drawing the player further into the game’s mythos.
    • The downside here is that, unless Funcom is able to author a full suite of these missions anew every few months, players will quickly solve them all and post the solutions online for anyone to find without having to follow the clues.
  • There will also be events that take advantage of this mechanic, and are cross-faction competitive. Whichever of the 3 factions solve it first, gets a boost of some sort as a reward that affects the entire faction.

Subscription Model
Monthly Subs + Cash Shop
We’re TOLD it will be “cosmetics and conveniences only” … but we’ve been told the same thing in other games, and it never quite works out that way. So, time will tell if they can stick to their guns on this.
Really, though, this is GOING to upset players. Subscribers are left asking why, exactly, it is that their monthly subscription fee doesn’t get them the entirety of all this game has to offer, when it does in other competitor MMOs. Why should they be asked to pay extra to have a specific look?
To quench those fears, Funcom needs to make these same cosmetic items available in-game in some manner. In fact, offering a way for players to acquire those items in-game may even drive additional cash shop sales of those same items. I know it seems backwards, but MMO players are generally more likely to buy the CONVENIENCE of being able to bypass a time investment, than they are to simply buy an item that they cannot otherwise obtain.

Fight for the Light – FREE!

https://massively.joystiq.com/2011/09/06/dcuos-fight-for-the-light-pack-available-today/

Many of you may recall that I covered SOE’s big PR blunder a few weeks back, regarding their decision to charge subscribers for the “Fight for the Light” mini-expansion to DCUO. I was not alone in my outrage over this decision, especially considering their prior promises that future content would be delivered free of charge.

Well, I have a bit of good news for anyone still following this subject… SOE has mended their ways, and decided to offer the Fight for the Light expansion free of charge to all subscribers.

In my opinion… this is too little, too late.

The damage to their reputation over this violation of trust has already been done. I don’t foresee them digging themselves out of this particular blunder simply by going back on a bad decision. The decision was still made, and they took too long to recognize their mistake. It’s nice of them to have eventually come around, but I believe the damage has already been done.

Additionally, with their competitors in the Superhero MMO genre both now offering their game under a F2P subscription model, I don’t foresee a bright future for DCUO. Which is a shame. I had high hopes for this title for many reasons, not the least of which its action-oriented combat which I’d like to see more frequently in the MMO arena. It would be a real waste to see an innovative set of mechanics like this be buried by poor management decisions on behalf of SOE.

Free-To-Play Conversion Updates

Fallen Earth – F2P launching Oct 12th
Link directly to matrix of subscription levels

Before I sign off for this week, I’d like to do a quick update regarding the impending F2P conversion of City of Heroes and Fallen Earth.

First off, we now have an official launch date and subscription matrix available for Fallen Earth, which will undergo its F2P conversion on October 12th.

Based on my review of the matrix, it looks like they’re doing a good job of incentivizing the subscription options available. Even the cheap-o $10/mo one looks nice. But the $30/mo subscription looks to have very little benefit for players going into the game alone, as its primary benefit is in the form of an aura that bestows “premium” boosts similar to a $15/mo sub, on anyone grouped with the $30/mo player. I could see that being handy, but the value is questionable in my opinion.

It’s nice to see the trend of offering stipends to subscribers is continuing, however.

City of Heroes – VIP access starts this week!

And City of Heroes undergoes a launch to existing subscribers on Sept 13th… in fact, by the time you’re seeing this episode, VIP members (those with active subscriptions) will already begin playing the game with the new set of features.

They still haven’t announced a solid launch date for when Freebies will be able to join the rank and file of Paragon City’s superheroes and villains. I’m taking that indication to mean that this is a sort of beta period rather than a head start. So subscribers get to be the guinea pigs before the unwashed masses are let back in. Now that’s what I call a subscriber benefit!

Wait… what?

Next Week:

Age of Conan – Unchained

The post Secret World | MMOrgue 16 first appeared on Jupiter Broadcasting.

]]> PAX Prime 2011: Firefall Demo and Gameplay https://original.jupiterbroadcasting.net/11638/pax-prime-2011-firefall-demo-and-gameplay/ Thu, 01 Sep 2011 08:56:54 +0000 https://original.jupiterbroadcasting.net/?p=11638 Firefall was all over the floor at PAX Prime, and several of us got our hands on the playable PvP demo, as well as a PvE event demo.

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Firefall was all over the floor at PAX Prime, and several of us got our hands on the playable PvP demo, as well as a PvE event demo. In addition to this footage, we also have a hands-on explanation of some of the game’s backstory and classes from a Red 5 staff member. Enjoy!

The post PAX Prime 2011: Firefall Demo and Gameplay first appeared on Jupiter Broadcasting.

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PAX Prime 2011: Guild Wars 2 Footage https://original.jupiterbroadcasting.net/11646/pax-prime-2011-guild-wars-2-footage/ Thu, 01 Sep 2011 08:56:45 +0000 https://original.jupiterbroadcasting.net/?p=11646 This video includes a glimpse of character creation, and a ton of PvP footage from various demos held throughout PAX Prime 2011.

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Check out some of the latest gameplay footage from ArenaNet’s innovative upcoming MMORPG, Guild Wars 2. This video includes a glimpse of character creation, and a ton of PvP footage from various demos held throughout PAX Prime 2011.

The post PAX Prime 2011: Guild Wars 2 Footage first appeared on Jupiter Broadcasting.

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PAX Prime 2011: Guid Wars 2 Lore Panel https://original.jupiterbroadcasting.net/11641/pax-prime-2011-guid-wars-2-lore-panel/ Thu, 01 Sep 2011 08:52:21 +0000 https://original.jupiterbroadcasting.net/?p=11641 Join four of ArenaNet’s core writers and loremasters as they take us a behind-the-scenes look at the processes involved in fleshing out the world of Guild Wars and Guild Wars 2.

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Join four of ArenaNet’s core writers and loremasters as they take us a behind-the-scenes look at the processes involved in fleshing out the world of Guild Wars and Guild Wars 2.

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PAX Prime 2011: League of Legends Interview https://original.jupiterbroadcasting.net/11632/pax-prime-2011-league-of-legends-interview/ Thu, 01 Sep 2011 08:33:39 +0000 https://original.jupiterbroadcasting.net/?p=11632 Jeremy interviews LoL:Dominion producer, Mark Norris, to delve into what the unique gameplay mechanics of League of Legends may offer for an MMO gamer.

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Jeremy interviews LoL:Dominion producer, Mark Norris, to delve into what the unique gameplay mechanics of League of Legends may offer for an MMO gamer.

The post PAX Prime 2011: League of Legends Interview first appeared on Jupiter Broadcasting.

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Rusty Hearts | MMOrgue 12 https://original.jupiterbroadcasting.net/10972/rusty-hearts-mmorgue-12/ Sat, 06 Aug 2011 07:45:17 +0000 https://original.jupiterbroadcasting.net/?p=10972 We go hands-on and feature a first-impression gameplay extravaganza, of Perfect World Entertainment’s new side-scroller action RPG, Rusty Hearts.

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As convention season rolls on, we’ve begun gearing up for GamesCom and PAX Prime. NCSoft and ArenaNet have started their hype engines in anticipation, and we’ve got information and opinions to share with you regarding their announcements.

The heart of today’s episode will be a hands-on first-impression gameplay extravaganza, of Perfect World Entertainment’s new side-scroller action RPG, Rusty Hearts. The game recently entered Closed Beta, and I’ve got gameplay and info to show you whether or not it’s worth your gaming time to get excited for the impending launch of this title.

Also, share your thoughts regarding the psuedo-MMO, League of Legends! Should the MMOrgue cover this wildly popular arena-style PvP game, or does it not have a place among discussion of the MMO industry?

Direct Download Links:

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

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Show Notes:

T-Shirt of the Week:

“I am the Chosen One”

CafePress
* I am the Chosen One – Baseball Jersey
* I am the Chosen One – Tee

Officially attending PAX Prime 2011

Aug 26-28
Maybe we can meet up?
+ Watch my Twitter (@JBJeremy) and Jupiter Colony for more info on that, but definitely let me know if you’re planning to attend.
+ This might also mean no official episode the week following, but I’m hoping to roll out mini-episodes filled with footage from the floor, interviews, and anything else I can shove my camera in front of.
+ More scheduling information on that will be announced in a future episode, as we draw closer to the convention.

Before we move on to today’s main editorials, I’d like to request your feedback on the topic of…

League of Legends

Are you interested? A current player?
I’m considering a future episode about the title due to some recent news coverage, to discuss the psuedo-MMO nature of this online arena game, but would like to hear thoughts from the community before I move forward with the planning and research.

Recent LoL news that’s caught my eye:

Ten LoL matches are created each SECOND (3.7 mil hours a day in-game)
LoL boasts 15million registered accounts

If you have any opinions to share on the matter, please head to our show page and post a reply at the bottom of that page.

NCSoft – new developments…

NCSoft announcing new MMO title at Gamescom

Announcement from developer = Carbine Studios
+ “…games that can adapt to you instead of the other way ‘round.”
+ While the game will be unveiled at Gamescom, they will also be at PAX where I’ll try and drag out more information, if they’re really innovating the MMO market.

MMOCrunch researches recent trademark registrations … but it’s just names, no details
* Influx
* Blighted Empire (rumored to have something to do with Guild Wars)
* Wildstar

The artwork on Carbine’s site gives the game world a decidedly fantasy flair, but also with what COULD be steampunk elements.

NCSoft obtains a controlling interest in smart phone app company, Hotdog Studios
(makers of mobile action RPG, Dark Shrine)
+ As an article on Massively points out, NCSoft has been very cautious about moving into the mobile gaming space so far, so this move came as something of a surprise.
+ May have something to do with the intention to develop an online mobile presence for Guild Wars 2…

Rusty Hearts – First Impressions

Official Homepage and Beta Signups

A side-scroller-ish hack & slash adventure grind, reminiscent of older console games like Double Dragon and Streets of Rage. But with the addition of persistent character advancement in the forms of skill and gear progression.

  • Gender-locked classes (cut scenes, story a focal point)
  • Camera-locked scroller experience
  • Repetitive grinding
  • Unique controls with a strange learning curve
  • Best on a controller, but UI doesn’t feel like a console port
  • Cash shop (items obtainable in-game via crafting, mostly)
  • STAMINA system limiting grind of dungeons (doesn’t eliminate ability to play, just lessens rewards)

So far, I get the impression that the gameplay is not deep enough to satisfy the average gamer, but may interest anyone that would enjoy an anime-take on a Castlevania-like story. And with its low-low pricetag (free), maybe a weekend jaunt would be in order to find out whether or not this unique multiplayer experience is up your alley.

Rusty Hearts is still in Closed Beta, but more invites are being sent out on a fairly regular basis. Keep your eyes on Perfect World Entertainment’s website to find out more about Open Beta, and the eventual launch.

Tease of the Week

Guild Wars 2 PvP and Customization Coming at GamesCom
Since these same demos are likely to be available at PAX, I may hold off on reporting until I’ve gotten a load of them myself.

Unless something BIG happens in the MMO world, next week’s episode will be dedicated to the Best of MMO music, using many of the suggestions sent in by you guys.

The post Rusty Hearts | MMOrgue 12 first appeared on Jupiter Broadcasting.

]]> Hellgate Review | MMOrgue 10 https://original.jupiterbroadcasting.net/10528/hellgate-review-mmorgue-10/ Fri, 22 Jul 2011 23:16:51 +0000 https://original.jupiterbroadcasting.net/?p=10528 Enter the gates of Hell, otherwise known as the slums of London! Join Jeremy for a live review of the first few hours of gameplay for Hellgate:Global

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Enter the gates of Hell, otherwise known as the slums of London! In today’s episode, join Jeremy for a live review of the first few hours of gameplay for Hellgate:Global, as well as the usual smattering of MMO news and leaks, including hints of Comic-Con announcements from Bioware!

Also included in this episode is a proposal for an audience-participation segment on the topic of The Best of MMO Music. Tune in to hear the details, then join the conversation!

Direct Download Links:

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Show Notes:

T-Shirt of the Week: https://store.hbo.com/game-of-thrones-stark-t-shirt-black/detail.php?p=298870&v=hbo_best-sellers

It seems we’ve hit a slight lull in big MMO news. Not an outright drought – just a lack of stories that are prompting my usual editorial spiel.

In order to combat this, I have a proposal: an episode dedicated to the best of MMO music

I need YOUR submissions…
* If there is a specific GAME that sticks out in your mind as having an incredible soundtrack.
* If there is a specific SONG that you think is fantastic (EQ2’s Qeynos theme, e.g.)
* If you don’t care for music, I’d like to hear why, or what sort of music you listen to while gaming.

Please include links to samples I can listen to when submitting your responses!

LINKS WORTH TALKING ABOUT:

APB may be charging a box fee for their “F2P” game?
https://www.mmocrunch.com/2011/07/14/free2play-apb-hitting-store-shelves/

GW2 World Tour ‘11:  NCSoft @ GamesCom, ArenaNet @ PAX
https://www.mmocrunch.com/2011/07/18/guild-wars-2-world-tour/

HELLGATE: REVIEW

Getting the game downloaded, installed and patched can be a long, tedious, boring process.
And the patcher is always on top! It cannot be moved beneath other windows!
– It has been recommended to use the uTorrent download, but I went the traditional route.

This game was originally published in 2007 and was already showing its age.
– I’ll let the visuals speak for themselves at this point, and audio listeners may get more value by watching the video version of this particular episode.

I will making frequent comparisons of this game to Diablo II, Torchlight and Borderlands.
– And unfortunately, while this game sits somewhere between those three spiritually and mechanically-speaking, it doesn’t really stack up to any of them individually. And not for any single particular reason, just as a compounding of all the little things. Most of which I hope to show you in this review.

It’s an easy, casual experience. Pick it up, shoot some stuff, grab some loot, walk away. But don’t expect any deep or meaningful experience.

The gameplay is driven by greed and power — kill things to get better gear, so you can kill bigger things to get even better gear. This cycle breaks down at the high end of the game however, where it suddenly becomes necessary to care about the world, in order to care about progressing. Unfortunately, the world as a whole is relatively bland with no real sense of urgency or community.

The sole virtue this game has going for it, is the non-existent barrier for entry. For the cost of nothing but a few hours of your time, you can start enjoying a basic hack-and-slash, shoot-em-up mindless loot grind, and even bring along some friends for the ride.

For my part, I still feel like this game fails as a comparison to Diablo II due to shallow mechanics, and incomplete feeling animations. Add to that the confusion of the crafting system, frustration of inventory management, and the lack of a compelling storyline, and it leaves me thinking that FREE is about as much as I’d honestly pay for this title.

If you want a good loot-whoring shooter, go play Borderlands. It’s worth the box cost, and contains multiplayer. And if you’re willing to try out an older title for your fix, Diablo II has aged surprisingly well, and Torchlight 2 is just around the corner!

Next Week: Comic-Con in review!

  • It’s happening at the time this episode is being published, and already there is speculation that several large announcements may be occurring, including:
    The unveiling of Zenimax’s MMORPG (assumed to be based on the Elder Scrolls universe)
  • Official details on Blizzard’s “TITAN” project (though I suspect this will happen @ BlizzCon)
  • The official release date of SWTOR

Speaking of TOR announcements…
SW:TOR’s box art released (Standard & Collector’s)
https://www.mmorpg.com/gamelist.cfm/loadNews/21245

The post Hellgate Review | MMOrgue 10 first appeared on Jupiter Broadcasting.

]]> Eve Meltdown | MMOrgue 9 https://original.jupiterbroadcasting.net/10346/eve-meltdown-mmorgue-9/ Sat, 16 Jul 2011 13:53:31 +0000 https://original.jupiterbroadcasting.net/?p=10346 A veteran EVE player joins us t to cover the highs and lows of the launch of the Incarna expansion, and editorialize on what CCP did so very, very wrong.

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The ENTIRE WORLD of online gaming erupted in a massive conflagration of hate, bile, controversy and intrigue, and naturally it was EVE Online that was to blame for it all. It seems like any time a major newsworthy meltdown occurs, this sandbox space simulator is the culprit behind the uprising.

On today’s MMOrgue, we’ve brought on a veteran EVE player as a correspondent to cover the highs and lows of the launch of the Incarna expansion, and editorialize on what CCP did so very, very wrong.

Direct Download Links:

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Show Notes:

OPENER:

Today’s T-Shirt: https://www.amazon.com/dp/B003LUZQRS/?tag=thelinactsho-20

RIFT discounts…
* $10 on Steam during their summer sale (now $40)
* Subscription discounts
* “Come back” weekend
* … feeling the pressure from other upcoming titles?

HELLGATE REVIEW: Delayed until NEXT WEEK

And now, on to EVE!

List of ignominious CCP quotes:
https://www.eveonline.com/ingameboard.asp?a=topic&threadID=1534552

Leaked pdf: “Greed is Good”
Confirmation of authenticity: https://www.eveonline.com/ingameboard.asp?a=topic&threadID=1536065&page=5#126

Dev Blog response:
https://www.eveonline.com/devblog.asp?a=blog&bid=932

Devs fly CSM players out to Iceland:
https://www.eveonline.com/devblog.asp?a=blog&bid=934
Statements from each side:
https://www.eveonline.com/devblog.asp?a=blog&bid=935

My thoughts:
It seems, to an outsider, that the purpose of the Aurum store was to allow players to circumvent the ISK:PLEX exchange, and shortcut the economy straight from RL money to in-game items.
This, on a certain level, makes sense.
The issues arose from rumors of new Aurum-only items, and the feeling that allowing cash-purchased items devalues the time-based skill investments of long-time players.
TIME is the ultimate currency. In a way, every MMO is just a complicated barter system for your time investment.
With the widespread shift to F2P+CashShop mechanics, will this have a lasting impact, or will it be looked back on as a “silly debate”?

An Aurum-incentivized viral marketing campaign:
https://www.eveonline.com/devblog.asp?a=blog&bid=937

Post-Thoughts

Tease of the Week:
According to Paul Darrow (well-known voice actor) his work on SWTOR will be published by Christmas
https://www.mmocrunch.com/2011/07/13/swtor-coming-out-by-christmas/
Add this to a rumor I’d heard that the SWTOR Razer gaming peripherals will be released in November… it’s looking like a pretty solid launch date for this much-hyped title.
But jeez… that’s still 6 months away! pout

Next week:
Hellgate and MORE!

Download & Comment:

The post Eve Meltdown | MMOrgue 9 first appeared on Jupiter Broadcasting.

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All Hail F2P! | MMOrgue 7 https://original.jupiterbroadcasting.net/9793/all-hail-f2p-mmorgue-7/ Tue, 28 Jun 2011 20:56:00 +0000 https://original.jupiterbroadcasting.net/?p=9793 In today’s episode we’ll look at a few of the most recent free to play MMOs, and discuss the ins-and-outs of their particular takes on the F2P concept.

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Since the beginning of the year, nearly a dozen different subscription-driven titles have announced their intention to switch to various versions of Free-to-Play subscription models, across the MMO landscape. In today’s episode we’ll look at a few of the most recent additions to this playing field, and discuss the ins-and-outs of their particular takes on the F2P concept. How are they moving from premium subscriptions without alienating existing consumers? How will they market themselves to new gamers? Find out on this week’s MMOrgue!

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:

Fallen Earth
Being republished by GamersFirst, who also recently resurrected APB 

Corrections about GamersFirst — Ep. 2 of MMOrgue
Response from GamersFirst

  • I incorrectly stated that they are an Asian company. This is just flat-out incorrect, and I’d like to apologize to the crew over there for getting my wires crossed during my research phase.
  • To be frank, I got their acquisition and relaunch of APB mixed up with Hanbitsoft and the relaunch of Hellgate. Embarassing!
  • GamersFirst is actually a California-based company, and entirely stationed here in the Western market. And while they have a world-wide presence, they don’t consider themselves to be marketing to an “eastern” market by any means.
  • That being said, I believe my criticisms about their “Pay To Win” cash shop still stand, including the fact that this type of F2P model is more common, and more accepted, in the East.

Now… moving on to CURRENT news, GamersFirst announced about a week ago that they were partnering up with the makers of Fallen Earth. Shortly after that announcement, the info surfaced that Fallen Earth would soon be relaunched under a new F2P subscription model.

Since I have never gotten my hands on Fallen Earth, the best thing I can say about this move is that I will soon be able to do so. Without it costing me a cent.

  • This, I think, is a very important statement to nail home, about the concept of F2P in general…
    • MMOs are seen as long-term investments, by the typical MMO gamers. We’re not generally looking for a game that will keep us entertained for a weekend, or a summer. We want longevity, community, commitment, and enough content to satisfy the cost of investing in a title.
    • This attitude was ingrained in us from the standard Premium Subscription model, where a box costs as much as a standalone game, but then you also have to pay monthly to continue to play.
      • Under a F2P model, the client is generally given away free, and a huge portion of the gameplay is available without spending one red cent.
      • By eliminating this barrier of entry, you can accomplish two separate financial goals:
        • 1) MMO gamers accustomed to monthly subscriptions are now more willing to “try out” your title without having to drink your kool-aid.
        • 2) Gamers that are unwilling to pay monthly subscription fees are introduced to a whole new style of gameplay.
        • Even if only a small % of either type of gamer stick around, it’s still an improvement.

The core Fallen Earth team of devs will be staying in their current location, and remain employed as a separate game studio under Reloaded Productions (GamersFirst’s dev wing).

According to their dev blog, they hope that an influx of new players, and possibly more funding, will allow them to follow up on features and content that they’ve had plans for, but no resources to follow up on.

Subscription Tiers:

  • Free: Unlimited free trial. No reward points. Similar restrictions on trade & crafting to current “Trial” accounts.
  • Low Premium: Costs less than current sub. No reward points.
  • Mid Premium: Same as current sub ($15/mo). Monthly reward points. XP bonus.
  • High Premium: More than current sub. Monthly reward points. Bigger XP bonus. “Premium Aura” which allows many bonuses to be shared with their teammates. This aura stacks.

All tiers enjoy unlimited content. FE devs want you to play in their world with your friends, regardless of how much money either of you decide to spend on the product.
I’ll also say this: I’m not a fan of many of the design choices made in APB, but there appear to be different minds behind Fallen Earth’s transition. If they can steer away from the money-grubbing attitude present in APB – which they SEEM to be doing, based no their dev blog and community posts – then I could definitely see this breathing new life back into this rather unique, but barely alive, title.

These changes are supposed to take place in Q4 of 2011. Vague!

LEGO Universe

My Review at Ten Ton Hammer

Raise your hand if you didn’t see this coming. *raise*

Press Release

Why didn’t I see it coming? I mean, it was already cheap, and only a moderate success in the online space. Gazillion Entertainment already sold it back to LEGO Corp a few months back. This shouldn’t come as a surprise, so why does it?

Because it’s aimed at KIDS.

Cash Shops are a necessity of F2P models – it’s how you make money. LEGO U would need to make its shop easily accessible, without putting Daddy’s credit card in the hands of a spendy 10 year old with a passion for fashion.

So what is LEGO doing? NO CASH SHOP! Problem solved… kinda…

This is not a truly free-to-play version of LEGO Universe, as the headlines indicate. This free TRIAL version of LEGO U will only include 2 adventuring zones and one personal property area, whereas the full game features almost a dozen of each.

This is insidious!

The adventuring side of LEGO is not its true selling point. If you want a good LEGO-themed adventure game, you’re far better-off playing one of their standalone console or PC titles, like LEGO Star Wars, etc. The mini-games, like racing and a shooting gallery, are the only bits that stand out.

So what does that leave you with? Building things! This is the core joy of LEGO to begin with, and they’re allowing you access to it in the Free Trial version… kinda…

With only one property to build on, the canvas for your bricky masterpieces is limited. Furthermore, with only 2 adventuring zones available where you can collect bricks, the amount of models you can effectively construct will be massively limited. Anyone hoping to build a truly epic construction of their own will likely be FORCED to subscribe to the full game, simply to gain access to the full range of Brick and Model vendors available in zones that will otherwise be beyond their reach as Trial Accounts.

In summary, I’d like to say “Shame On You” to LEGO Corp for their misleading Press Release and disingenuous use of the phrase “Free to Play.” And a secondary “check your info” to every MMO news site out there that ran with the headline before reading the fine print.

The FREE TRIAL of LEGO U will become available in August of this year.

City of Heroes

https://www.cityofheroes.com/news/news_archive/announcing_city_of_heroes_free_1.html

Download Link: https://www.cityofheroes.com/account/download_game_client/download_city_of_heroes.html

Renaming the project, City of Heroes Freedom.

No colon? No apostrophe? That’s terrible grammar! ARRGH.

I don’t have much to say about this, except that this swap was simultaneously, inevitable and a surprise to me.

  • Inevitable: The superhero market is reaching saturation, between COH, CO, DCUO and the upcoming Marvel MMO. With CO being a primary player in that subcategory, and offering its content under a F2P subscription model.
  • Surprise: NCSoft has never shown itself to be a proponent of this model. 4 out of their 5 big titles are currently subscription-driven, with the remaining title still charging a box fee.

Details of subscription model: https://www.cityofheroes.com/news/freedom/player_choices.html

Current subscriptions = VIP access. Full content + 400 Paragon Points per month
Prior subscription = Premium access. Free + Anything you previously purchased or earned with Reward Points (expansion packs, etc)
No subscription = Free. Limited content. Buy Paragon Points with cash.

VIPs will also have access to an exclusive server (no F2P allowed!)

Free players will not have access to Mission Architect.
Unsurprising, but kind of a let-down. UGC is a big draw for this game. But I suppose you have to convince new players to pay for SOMEthing.

———

These three up-and-comers join a cast of dozens, including prominent titles like:
Age of Conan
Global Agenda
Ragnarok Online
APB
Champions Online
and of course, DDO and LOTRO

On a completely different topic, I’d like to drop this week’s big speculation on you: Pottermore

By the time this episode airs, we may already know the answer as JK Rowling’s YouTube page says that a big announcement will be forthcoming on June 23rd. I won’t lie – I’m a Harry Potter fan, and firmly believe that an MMO in that universe could potentially be a BLAST to play. Or could fail so hard it would make the entire island of Great Britain sink into the ocean. Either way, I’m keeping an eye on this one.

Next Week:
Player Housing
Some of the best examples, and the worst, and perhaps even get to the bottom of why this particular feature has such a spotty implementation history throughout MMOs.

  • Best current example, EQ2
  • Worst, STO
  • CO getting “Hideouts” soon
  • Gods & Heroes will have “Estate System” (releasing today)

So until then… play smart, and target their healers first!

Download & Comment:

The post All Hail F2P! | MMOrgue 7 first appeared on Jupiter Broadcasting.

]]> E3 Recap | MMOrgue 6 https://original.jupiterbroadcasting.net/9486/e3-recap-mmorgue-6/ Sat, 18 Jun 2011 06:51:20 +0000 https://original.jupiterbroadcasting.net/?p=9486 This week’s episode will be taking a closer look at some of the intriguing bits of MMO goodness to have spilled from the halls of this years E3!

The post E3 Recap | MMOrgue 6 first appeared on Jupiter Broadcasting.

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As promised, this week’s episode will be taking a closer look at some of the intriguing bits of MMO goodness to have spilled from the halls of the Los Angeles Convention Center during last week’s Electronics Entertainment Expo, more commonly known as E3.

Although most fans of MMOs left the expo talking about the latest trailers and announcements from SWTOR, or the launch of Neverwinter Online’s website and subsequent flood of information, there are few stories which have stood above the crowd in my eyes. Two console-bound MMOs that promise to break new ground with innovative features and business models, and unprecedented presence beyond the confines of games themselves.

The first of these comes from Trion Worlds, the makers of RIFT and End of Nations. Their newly announced third-person shooter, Defiance, will come to PC, consoles, and television. Yes, you heard that correctly.

The other console-bound MMO comes from CCP, the geniuses behind the innovative and unique space sandbox MMO, Eve. In Dust514, players will extend the war for dominance of the galaxy to a new front line, without leaving the old war behind.

Before we get into the details of each of these interesting new software titles, I’d like to first review some hardware that made a big showing at this year’s E3. The cloud-gaming service, On-Live.

Direct Download Links:

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

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
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iPad & Apple TV Video
iPod Video
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HD Video RSS
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Show Notes:

ON-LIVE
Disclaimer: On-Live has made NO MENTION of getting into MMOs. This is entirely my speculation and opinion on how their technology could change the landscape. 

Server-Client nature
– Standard faire MMO gamers
– Inability to play offline is not a setback for this genre
– Lack of ownership of title is no big deal
For developers:
– No more client hacking
– Patching – seamless/easy

Sluggish gameplay not a distraction
– Majority of MMO games can be played in lag without bother

System Reqs:
Cloud gaming means that the gameplay is rendered remotely in real-time, then sent to your screen as encoded video transmissions. This eliminates the need for local hardware, other than the bare essentials needed to decode the video (which is very efficient), and a beefy internet connection.
– Many MMO gamers already have strong connection speeds, or would not balk at upgrading their speed to play a new title they were excited about.
– The MMO industry is known for keeping reqs low in order to cater to a more casual playerbase.
** By eliminating the need for high end hardware at the customer’s end, you can push the specs of your game to unseen heights. Making prettier games, that run even on very low end systems.
** In fact, if the game is DESIGNED to be an OnLive exclusive, you can even push the envelope of what’s available at the bleeding edge of technology, and go beyond the graphics capabilities of ANY consumer.
– No more time spent ensuring your client runs on dozens of different hardware setups. You can eliminate that portion of your development cycle by ensuring that your cloud-based servers all have the same hardware. Compatability issues become a thing of the past.

In summary:
If a major development shop joined up with OnLive to deliver a product, it could potentially revolutionize what gamers expect from an MMO. By delivering higher quality graphics, eliminating downloads, and destroying technological barriers for entry other than a strong internet connection speed.

Simply put, the playing field would change. And it’s my opinion that games delivering their content using the current model of downloading patches and

DEFIANCE

Defiance (interview)

Trion Worlds is partnering with SyFy (NBC) to create an evolving story that ties together across the game, and a TV series.

  • This partnership originated on the NBC/Universal side, so it’s possible that the SHOW comes first.

Yes, there will be an ongoing TV series airing alongside the game, focusing on a cast of a few primary characters.

  • These characters will also appear in game, and if their actions in either affect the world as a whole, players of the game will see those changes occur, and see their world evolve dynamically.
  • It also goes the other way — players or guilds that have an impact on the game’s dynamic world may find themselves written into the script of the TV show (though probably only as a mention, and not an actual appearance).

Also launching on PC, PS3 and Xbox360 at the same time.

  • Devs are “not talking about cross-platform at this time” but other news sites are already reporting that players on all 3 platforms will be able to interact.
  • If true, it would be the first to break down those barriers.

Trion Worlds says the game shares elements of Borderlands, Red Dead Redemption and Halo.

  • From a few fans that saw the demo, it’s also been compared to Tabula Rasa.
  • Could we finally have the spiritual successor we’ve been waiting for?

Arkfall events, very similar to “rift” dynamics.

  • In addition to standard missions (aka quests, but geographically triggered).

DUST 514

Dust 514 details integration with EVE (1, 2, 3)

Exclusive to PS3 (and PSVita?)

  • Not a true MMO, but rather a match-based FPS.
  • Although each individual battle may contain “massive” numbers of participants, there’s no persistence within Dust514 itself.
  • These battles represent, and control, resource conquest within EVE.
  • For example, an EVE player might want to build a space elevator on a planet, in order to take control of that planet’s resources and facilities. He could set up a contract with a Dust 514 player (or even multiple players) to attack a certain point at a certain time, and if a Dust 514 player can win that battle, the EVE player’s corporation could earn control of that area, and all of the spoils therein.

Separate game, unified economy.

  • Respawning and re-equipping in Dust costs ISK, which is earned easily by directly contracting with pilots and corporations in EVE.
  • Once a contract is fulfilled, the ISK is sent from EVE to DUST.
  • Sure, that means you could “contract” your own toon in the other game. But the political intrigue doesn’t stop there.
  • It’s well known that the majority of what you might consider EVE’s “end-game” is played only by the most powerful and well-connected players. They are all a part of massive corporations that seek strength in numbers, and overcome their enemies through a combination of skill and tactics on the battlefield, and political machination and espionage behind closed doors.
  • The addition of these ground-based skirmishes is just another layer to the already complicated interaction of these powerful corporations. And it’s possible that a skilled DUST merc could find himself contacted by multiple corps, and deciding the fate of the larger galaxy through his successes. Or even via his failures.
  • It won’t be unheard of for a Merc to accept a large budget contract to “win” a match, only to also sign an off-the-record deal with a rival corporation to throw the match for a larger sum.
  • Dusters can also join EVE corps, and dedicate themselves to a single purpose instead of merc’ing out for their whole lives.

Two games, one war

  • There will be airstrikes, and ground-to-space attacks
  • Meaning that the games are not as separate as they may at first feel.
  • Also meaning that a group of ground mercs playing DUST won’t necessarily want to risk assaulting a planet’s command center unless they have a fleet in orbit protection against retaliation from an associated EVE corporation.

UI design?

  • While CCP has plenty of experience running massive worlds and maintaining online servers, its only prior product is EVE.
  • EVE is a mire of spreadsheets and UI elements that combine to form an immediate information overload even for low-end players. By the time you’re a veteran of the game, you look at boxes filled with complicated text and figures more frequently than you get to enjoy the stunning beauty of the game’s space environments and ships.
  • A shooter requires a streamlined, easy-to-use, intuitive and minimalistic interface. Although there are plenty of models to aspire to on the market, CCP is going to have to overcome their own tendency to overload players HUDs with information. Keep it simple, stupid!

CCP is marketing this to NON-EVE PLAYERS

Cost to play?

  • Free, with box cost. (no box, distributed via PSN)
  • But the box cost is refunded in ISK (which can even be spent to buy game time in EVE).
  • You can then purchase additional ISK if necessary. And since re-equipping after death will require ISK, it may very well be an expensive game to play, if you’re not very good at it.

To date, no other MMO has launched an entire second GAME that directly interacts with their predecessor project. The interconnectivity of the economic and political portions of EVE and DUST set an unprecedented standard as an evolutionary leap forward towards at last experiencing dynamic, player-driven, sandbox events at every scale of human experience.

Other E3 News

New Titles:
Wizardry Online
Dragon Nest

More Info on Known Titles:
TERA Online announces Political System (1, 2, Q&A)
Black Prophecy enters Open Beta
SWTOR… was there (1, 2

Download & Comment:

The post E3 Recap | MMOrgue 6 first appeared on Jupiter Broadcasting.

]]> 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 […]

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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.

]]> Rift, 2KGames, Mass Effect | MMOrgue 4 https://original.jupiterbroadcasting.net/9061/rift-2kgames-mass-effect-mmorgue-4/ Sat, 04 Jun 2011 07:33:12 +0000 https://original.jupiterbroadcasting.net/?p=9061 We take an editorial look at the beginning of the life of Trion Worlds’ flagship MMO, Rift. Plus a look at two new MMO franchises.

The post Rift, 2KGames, Mass Effect | MMOrgue 4 first appeared on Jupiter Broadcasting.

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This week, we finally get around to taking an editorial look at the beginning of the life of Trion Worlds’ flagship MMO, Rift. How are the initial impressions and population trends for this game? What’s the long-term outlook for this game’s future success?

After that, we’re taking a look at two new franchises that may soon be landing on the MMO landscape, from developers at 2KGames and BioWare. What are we in store for, from these top-name game shops? Tune in to find out, and speculate along with us!

Direct Download Links:

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

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
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iPod Video
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HD Video RSS
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Show Notes:

First, an update on a previous story…

It was announced this morning that “Perfect World” has penned a deal to purchase Cryptic Studios for $50mil.

  • I’m going to save the majority of my commentary for this week’s episode of STOked, which will film live on Saturday, June 4th @ 11am PDT. Tune in to hear all about it, or catch it after it is published on Tuesday, June 7th.
    • But, I will say that this quote makes me happy: More importantly, Cryptic Studios’ highly reputable development team and its technology platform will further strengthen our well-established R&D capabilities.
      • The emphasis on technology and R&D are what has made Cryptic a studio worth considering a player in the MMO industry as a whole, and it’s nice to see their new owners appreciate that fact.

RIFT

Inevitably… comparisons to WoW

  • Talents = Souls (some even exactly the same, just renamed)
  • Abundance of Kill, Click, Fetch and Deliver quests
  • UI elements (hotbars, extra hotbars)
  • “Whack-a-mole” combat mechanics – slave to cooldowns

Where it doesn’t live up to this:

  • Content (vastly inferior quantity)
  • The argument that “WoW has had 7 years to add content!” does not hold water. You have to compete with what’s on the market, not what was on the market 7 years ago.
  • Many “smaller” features, like guild banks
    • Added a LFG tool within first 2 months… took WoW several years to make one!
  • Balance — “Trion Worlds has thrown up their hands due to the complexity of their soul system.”

Where it breaks the mold:

  • Rift events
    • On one hand, fun change of pace
    • On the other, interrupts otherwise mindless and easy to execute gameplay (grinding)
  • Soul construction, and ease of switching roles while adventuring
    • At a glance, similar to Talents … until you realize the amount of options available to you.
    • Can swap any of your 3 active souls, to any others you have unlocked (within your archetype).
    • Individual souls are capable of doing things you can’t do in WoW: Tanking priests, healing rogues, Warriors with pets, etc.

Population consistency:
https://www.riftstatus.net/graph/Hammerlord/history/7d#!/graph/Briarcliff/history/30d

  • Most popular servers (which by default appear at the top of the list) are seeing growth, while smaller ones are shrinking or going stagnant.
  • Indicates that the trend is overall good for population.
  • Initial 30-day period definitely saw a drop, but not a monstrous one.
  • The response among active players seems to be “good riddance” for most of the folks that left. Community strengthened by it.
  • How many people? Under 1000 per server at “prime time”, but 58 different servers in the US, and another 41 in Europe (whoa!) Avg 500 per = almost 50,000 concurrent
    • Implies a serious lack of content.

Overall…

RIFT is a success, for a very specific type of player.
– Likes WoW’s mechanics, but hates its age and lack of “outside the box” class structure.
– Likes WoW’s interface, but doesn’t want to rely on UI add-ons to customize their experience.
– Likes smaller communities, smaller population servers.
– New to MMOs

The future of RIFT…
Sadly, despite the success it is experiencing right now, I don’t see it remaining a top player in the MMO world after the launch of SWTOR and/or GW2. Even another WOW expansion pack would take a significant bite out of RIFT’s population. It feels to me like a game that a lot of people are playing while they bide their time waiting for something better to come along.

Why? LACK OF INNOVATION.
Almost every single aspect of RIFT has been done elsewhere, first. Admittedly, Trion Worlds has done many of those same things BETTER in RIFT (like active, dynamic events, which we’ve seen since Anarchy Online and Warhammer), but they are still not anything NEW.

2K Games Enters the MMO arena!
https://massively.joystiq.com/2011/05/23/take-two-signs-with-xlgames-to-make-existing-property-into-an-mm/
https://phx.corporate-ir.net/preview/phoenix.zhtml?c=86428&p=irol-newsArticle&ID=1568889

Lineage creator Jake Song (and his company, XLGames) signed into partnership deal with 2K Games to “develop and publish a massively multiplayer online game for the Asian market based upon one of 2K Games’ top-selling franchise.”

Let the speculation begin!

  • Since this is specifically in reference to 2KGames, and not its parent company Take Two Interactive, you can probably rule out IPs that aren’t directly owned by 2K. Including:
    • – GTA
    • – Red Dead Redemption
    • – LA Noire
  • This leaves a fairly short list when you’re talking about “top-selling” franchises:
    • – Bioshock
    • – XCom
    • – Borderlands
    • – Dungeon Siege
    • – Civilization
    • – Pirates!
    • I wanna see an innovative MMO Shooter.
    • The one most likely to get adapted would be Dungeon Siege, imho. Though a part of me would love to see either a Borderlands or Bioshock MMO.
      • I don’t honestly know how popular or appealing any of these IPs would be to a Korean gaming market.

What about XLGames’ “ArcheAge?”

  • Now undergoing its third beta phase, all reviews coming out of the game have been favorable. In fact, I’m honestly hoping to see an English version of the client available some time this year, as many of the sandboxey features of this game have definitely caught my interest.
  • Since this deal is a “partnership” and not a buyout, it’s likely that the future development and support of ArcheAge will not be affected in any way.

BioWare Talks Mass Effect MMO:

I’ll be honest, this is kind of a non-news item at this point, since it’s primarily based off a single quote. There’s not much to go on, but I’ll give you this:

https://www.vg247.com/2011/04/11/bioware-mass-effect-mmo-makes-sense/

“A lot of people say that they want to see an MMO, I think that kind of makes sense for this universe. […] If you get rid of the Reapers and win that, wouldn’t it be amazing to just live on the Citadel or just take a ship to Omega? That makes sense.”

That quote is from Casey Hudson, Executive Producer of the Mass Effect franchise.
Not just “some guy” musing about the future of Mass Effect… he is “the guy” that could make it happen.

That quote is also from more than a month ago, and nothing has been said since…
Bioware is waiting to see how SWTOR does on the market, before moving forward with other online projects.

  • They’re not a small-fry company: They take BIG risks, and expect BIG payoffs.
  • If SWTOR doesn’t show a viable payoff for some reason, we may not see further MMOs from Bioware.

Reasons it could work:

  • Mass Effect has a rich galaxy, filled with political intrigue and TONS of stories to explore.
  • “Magical” technology (Biotics) allows for limitless imagination and flashy gameplay.
  • Psuedo-realistic astronomy would be unique in current space genres, if allowed to explore.
  • Plenty of armor, weapons, ships, etc, already established.

Reasons it could FAIL:

  • If you destroy the Reapers in ME3, why is it worth tooling around in this universe? What are you saving?
  • It would HAVE to be a cover-shooter, to live up to Mass Effect. And developing the maps, cover mechanics, bullet physics, class balance, and everything else… PvP would be a nightmare in this setting.
  • Your crew… people? No, I want well-scripted, well-acted companions that I can get to know, converse with, maybe even romance. If I wanted to talk to people, I wouldn’t be playing video games!
  • You’re not Shepard. This IS the Mass Effect franchise. Without Shepard, is it really ME?

Nintendo recently applied for ESRB ratings on a game titled “Zelda Universe.” No other news. But it’s POSSIBLE that Nintendo is looking to enter the MMO space.
– Interactive website?

NEXT WEEK:

I will be exploring the concept of MMO shooters. Why did PlanetSide not find success? Will SOE fix those mistakes in PlanetSide Next? Will FireFall be the next big thing in online shooters? How could Duke Nukem influence the future of this market?

Download & Comment:

The post Rift, 2KGames, Mass Effect | MMOrgue 4 first appeared on Jupiter Broadcasting.

]]> Champions / Marvel | MMOrgue 3 https://original.jupiterbroadcasting.net/8861/champions-marvel-mmorgue-3/ Sat, 28 May 2011 03:00:49 +0000 https://original.jupiterbroadcasting.net/?p=8861 In this week’s MMOrgue, we’re digging up the dirt on the world of superhero MMOs!

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In this week’s MMOrgue, we’re digging up the dirt on the world of superhero MMOs! Join us as we don our capes and tights to take a look at the latest troubling reports from inside Marvel Universe Online, as well as examine the effects that SOE’s network security issues and subsequent outage have had on DC Universe Online.

Last but not least, we examine the announcement that Atari is parting ways with Champions Online developer, Cryptic Studios. What has motivated this divestment, and what could this mean for the studio’s future and existing projects?

Direct Download Links:

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

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

Show Notes:

First, to respond to some feedback:

“The dark theme and name do not suit the show’s content.”

  • First the obvious reasoning behind the name: Everybody talkes about MMOs, and everybody considers themselves an expert worthy of a name and brand. Hence, MMO-everything is taken. I kid you not.
  • More importantly, the concept of looking at the inner workings of a living industry is very much in line with the idea of cataloguing and studying our dead.
    • I chose this theme and name to illustrate a scientific and analytic approach to the stories that will be covered herein.
    • The communities, technologies, and professionals of this industry are very much the heart, lungs and brains of any MMO. Without analysing what motivates and drives any of these, we potentially lose sight of the whole.
  • And lastly, the MMO industry is a dangerous place. Covering titles and technologies that are dead, and finding out what put them there, is something that WILL be covered on this show.

“You need a co-host.”

  • If this was a show about sharing the latest press releases and announcements, I would be inclined to agree. Finding commentary and conversation on such topics is easy, and flows best between separate minds.
    • However, as this show is 100% editorial driven, the content is created from the mind of its host. Increasing the number of minds involved would only fragment the content and any opinions contained herein.
  • That said, there will occasionally be important industry events which either slip my radar, or about which I know too little to accurately form an editorial opinion.
    • In these circumstances, I intend to invite “correspondents” to join me on air to discuss those particular situations. If you feel as though you would like to become a correspondent, please contact me by posting at jupitercolony.com, or by emailing jeremy@jupiterbroadcasting.com, to start a discussion on what content you would like to present to our audience.

DCUO and SOE outage

  • Infographic
  • On May 2nd, SOE went dark. Then hundreds of thousands of gamers cried out in frustration, and never went silent.
  • It took almost two weeks to get the network, and all of Sony’s games, back up and running and (apparently) secure from further invasion. That outage is estimated to have cost SOE a total of $171 million.
  • And this is AFTER a fiscal year that ended in March, which reported an annual loss of $3.2 billion for the company.

What does this rough patch mean for the future of DCUO?

  • Nobody at SOE is making any official statements yet, other than to say that DCUO’s population is currently “very good.”
  • In the past 3 months, there have been two replacements among the DCUO project’s upper management that were made from within … existing execs taking on extra responsibility instead of promotions, or new hires.
  • And this after the project suffered a round of layoffs in April.
  • It is likely that subscriptions will see a noteworthy drop due to the outage. Even with the incentives being offered by SOE by way of apology.
    • This comes down to Consumer Confidence, which is fancy way of saying “people don’t like to be jerked around.”
    • SOE has a large overhead, capable of supporting a few rocky patches. Even so, they’ve been known to shut down games (Matrix Online).
  • GOOD NEWS: Apparently this outage scared SOE into being more interactive with their customers, and their forums are now ablaze with Dev Posts at regular intervals sharing REAL info instead of SOE’s standard practice of silence and mystery.
    • Let’s hope it lasts.

MegaServers

  • Just days before the SOE network outage, it was announced that ALL of the existing DCUO servers would soon be merged into a few instanced networks called “MegaServers.”
  • Through the use of “phasing” technology, players will still be participating in areas that will have reasonable populations.
  • The benefit of this is to allow all of the back-end queueing for Raids, Duos, Alerts, and PvP to work across ALL players (on a per-platform basis).
  • The idea of server mergers has always been seen as a bad thing by the MMO press. It indicates a population decline, and a lack of interest.
    • This MAY be different, as this sounds more like a fundamental tech shift, and not just a run-of-the-mill merger.
    • However, it is still addressing an issue that would not be present if the game had a large and active population of gamers (queue times for instanced content).
  • Community outcry of “name collision” issues, and lack of solid responses from SOE, are causing additional schisms and rage among players.

Champions Online – Atari divests itself from Cryptic

https://www.gamasutra.com/view/news/34704/Atari_Drops_Champions_Online_Developer_Cryptic_Studios.php

First, rumor killing:
– Nothing is happening YET. Atari has only announced their INTENT to divest. They have not announced that they are seeking a buyer, nor that any change of staff will occur as a result of this decision.

Atari is making a Bad Choice

  • Investing in casual markets
    • Casual / Facebook games do not create brand recognition, fan loyalty or press.
    • As this market continues to mature, games will become more and more complex and impressive until their development budgets rival current standalone titles.
    • Long-term investment in this area will continue to require more and more finances to remain competitive. It is not a quick and cheap money-maker market.
  • Profits continue to rise
    • 17.3 million prior year, 7 million this year, next year = ??
    • While actively developing at least one unreleased title – Neverwinter
    • Early indications that Champions Online move to F2P has resulted in huge increase in profits, which only occurred in Q3 of 2010.
  • Foundry Tech
    • No other MMO has created such a successful and robust UGC tool, and it is now available to be ported to all titles using the Cryptic Engine: STO, CO and NWO.
    • Giving the power of content creation to users opens up new doors to new types of gamers, and creates a powerful sense of community.
    • Other MMO devs would probably love to get their hands on this technology…

Independence for Cryptic?

  • In today’s MMO landscape, no Dev survives alone.
  • They all need a publisher, and most publishers end up owning the Dev studio
    • Blizzard was acquired by Activision in 2007
    • Bioware became a part of EA in 2007
    • Turbine, the biggest example of a successful “indie” developer, was purchased by Warner Bros in 2010.
  • To date, no major developer has managed to leave its parent publishing company, and survive. In fact, it’s such a risky prospect that studios typically just dissolve rather than even attempt it.

So then, who buys Cryptic?

  • I think it’d be a bit presumptuous for me, as a gamer and not a financial analyst, to try and make an educated guess on this one.
  • MMORPG.com has a couple good editorials that cover most of the major candidates in this area. Check the show notes for details, as I don’t have much else to add to the discussion at this point.
  • Fans of Star Trek Online are hoping that the company is acquired by CBS, the IP holder of the Star Trek franchise.
    • Would CBS be interested in entering the online gaming arena? They haven’t yet.

Future of Neverwinter IP?
Possibly the biggest question mark in all of this…

  • Atari holds publishing rights on all Dungeons & Dragons products until 2017.
  • A lot of money and time already invested in the project, including a co-publishing deal with a line of novels written by R.A. Salvatore, and a deal with Wizards of the Coast for additional tie-ins.
  • Unlikely that Atari will let this one go completely.
    • It will either get pulled from Cryptic and given to another studio with Atari maintaining their publishing oversight, or a new deal will be worked out to keep Atari on board in spite of their divestment from the studio.
    • Either option discounts the title from being a bargaining tool in obtaining a new investment partner.

Marvel Universe

F2P

  • Attempting to live under the title of “First ever AAA F2P MMO in the West, at time of launch”
    • Color me completely unimpressed.
    • First of all, you can’t CLAIM a title like “Triple-A” without having a product. At this time, with the total lack of game footage, screenshots, timelines for beta/release, or even branding… what is here to lay claim to?
    • This just sounds like empty hype, from a company that has already started disappointing us with overblown hype for their other unlaunched MMO, Jumpgate:Evolution.

No Character Customization
Rank this as my “most worrying” concern for this title.

  • On the one hand, it will allow players to jump into game as iconic well-known superheroes from the Marvel franchise.
    • A lot of people will find this appealing, as evidenced by the outstanding sales records for single-player superhero titles like “Ultimate Alliance.”
    • Developers at Secret Identify Studios claim this will make everyone feel more heroic, and “we won’t be merely ‘sidekicks.’”
      • EMPTY CLAIM — CO allows heroes to feel like heroes, and even have their own Nemesis with minions and a base. What sidekick has that?!
  • On the other, how many Wolverines and Hulks will be roaming around? Or will each server have only one instance of each? Where’s the “massive” in this MMO, if that’s the case?
    • And how about progression? If you have to unlock the powers of your favorite superheroes, how do you explain them losing their abilities at the start of the story?
  • Possibly one of the biggest selling points of superhero MMOs to date, has been character customization. CoX and CO had it in droves, and DCUO’s comparative lack of options brought them a lot of criticism from MMO players and press.
    • This is a technological step backwards, and will only work if this is NOT a true MMO as we’ve come to define it.
    • If this is just another “X-Men Legends” or “Ultimate Alliance” with robust online matchmaking services, then it could work.
    • But any form of persistence, progression and community, will be lost without personalization of your avatar.

Written by Bendis
This has the potential to make me excited.

  • Brian Michael Bendis is the godfather of Marvel’s “Ultimate” universe, and creator of some of the most critically acclaimed stories ever to spring from comic books. Including “Avengers Disassembled,” “House of M,” “Civil War,” and “Secret Invasion.”
  • He claims to be writing stories for MUO that will portray some of the most iconic moments from each characters’ lore, and re-imagine them into events that players will experience in-game.
  • Not much else to say about it, really. Bendis has never really done anything ‘wrong’ (except, arguably, killing off Hawkeye… ) so it’s great news for the story side of the game.
  • Between this, and the news that R.A. Salvatore is writing for Cryptic’s “Neverwinter,” it could set a precedence in the industry to bring in more established high-profile writers to flesh out the story of an MMO. Nothing wrong with that at ALL. There’s a reason they are high-profile after all… it’s because they’re AWESOME.

https://www.mmorpg.com/showFeature.cfm/loadFeature/5187/page/1
https://massively.joystiq.com/2011/05/02/the-daily-grind-do-you-think-marvel-universe-is-an-mmo/

—————

Man… this whole episode was a lot of bad news, wasn’t it? And here I was hoping that superheroes were a HAPPY topic of conversation…

Well, maybe next week will turn some of that around…

+ RIFT feedback and discussion
+ 2KGames enters the MMO arena, through a partnership with XLGames (Lineage)
+ Bioware talks Mass Effect MMO

 

The post Champions / Marvel | MMOrgue 3 first appeared on Jupiter Broadcasting.

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Age of Empires / APB | MMOrgue 2 https://original.jupiterbroadcasting.net/8452/age-of-empires-apb-mmorgue-2/ Fri, 20 May 2011 20:41:29 +0000 https://original.jupiterbroadcasting.net/?p=8452 We discuss Age of Empires Online, beta now and brings an entire new subgenre into the wide world of online gaming. Also a look at the once-deceased APB Reloaded

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In this week’s show we’ll be discussing Age of Empires Online, which is set to soon crawl its way out of the womb of beta and bring with it an entire new subgenre into the wide world of online gaming. We’ll also take a look at the once-deceased APB Reloaded, since it is clawing its way out of the fresh dirt of its un-mourned gravesite, and shambling across the MMO landscape in search of brains. I mean … wallets.

But first up, a quick note on RIFT, and an invitation to join the fledgeling community for this show being hosted at www.jupitercolony.com

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Show Notes:

Age of Empires Online

All of the ‘classic’ RTS elements are here, and each individual mission/quest acts almost exactly like a traditional RTS campaign.

Strategy vs. MMO = Persistence

In order to add persistence, AOEO added:

– Gear
Worried that high-end PvP will be less about strategy, and more about gear.

– Talents
Actually a really great idea. I’d love to see something like this implemented into single-player RTSs, where your choice of tech advancements control which missions you can play through.

– Crafting and Materials
A HUGE pain in the ass! Not enough storage space. No explanation for why you might need some and not others. No information on rarity or approximate value.

– Socialization
There are options to trade (which is a necessary part of the Materials economy), visit other kingdoms, team up for elite co-op missions, and PvP. Because this is primarily an RTS game though, means that by-and-large you’re dealing with a Starcraft-type crowd, and not a social gamer scene. Very mercenary and cutthroat.

So, with all these things added, what did it lose from a standard RTS?

Not much…

– No immersive story
Granted the AOE franchise has never been big on story, but seeing a campaign unfold before your eyes has become an expected feature of RTS campaigns. But since most hardcore fans of the genre play these games for randomly-generated challenges and online deathmatches, this isn’t a huge loss.

– Any sense of urgency or loss
Your home kingdom can never come under attack. It is completely safe, and therefore the entire game lacks any feel of true conflict. Getting slaughtered by barbarians? All your villagers get killed off? No biggie – just quit out and try again, and you’ve lost nothing but time.

But really, neither of those are game killers.

The final thing that’s lost when making the jump to the MMO space, is a fundamental shift in progression paradigm of the RTS. You see, in most single-player RTS campaigns, progression is first dictated by tech barriers as you unlock new buildings, units or abilities, and then switches over to being solely about the PLAYER getting better at the game. However, in AOEO, a large portion of that progression has been replaced by gear acquisition and social networking. Meaning that instead of having to become a better player to beat a particular mission, you can instead brute-force your way past it by having better gear upgrades and bringing along a buddy or two to overwhelm your opponents. This is standard MMO faire, but in my opinion, it diminishes one of the core charms of the RTS genre – that only the skilled will survive.

Final Verdict: As a fan of strategy games, I personally tend to play them for specific reasons. They’re a mental challenge to overcome, and not a social one. The shoehorning of multiplayer features (excessive loot, large-scale economic balance, crafting timers, gated content, slow advancement) has caused players of AOEO to have to overcome the game mechanics themself, in order to enjoy it the same as they would a single-player RTS. And while I won’t necessarily call that a bad thing – especially as a fan of social gaming – I frequently get the feeling that I would prefer that they kept their chocolate out of my peanut butter. The additional layer of complexity that an MMO game adds to the established RTS traditions is an interesting change of pace, but it is just that – an addition. This is not a melding of the two game types, it’s an RTS + more. And not all players will enjoy what’s been added.

I haven’t touched yet on the fact that this game is going to be F2P, supported by a cash shop. This is for one simple reason: The cash shop is not yet open in the Beta, so I can’t see what the developers are selling.

They are saying that no game-balance-effecting items will be sold in the shop, and that it will be limited to content. But in the same breath, they’ve mentioned selling “special units” which sound to me like an option that could fundamentally change the balance of the game, especially in PvP.

Until I see the actual items being sold, and the costs, I’ll withhold an official opinion on the matter, but be forewarned that although there is no initial cost to play this game, the addition of a cash shop will ALWAYS mean that the best gaming experience will still cost you money.

[ad#shownotes]

APB Reloaded

REASONS TO HOPE FOR SUCCESS:

1) Customization of Content

APB’s robust character customization tools allowed players to take control of their avatar’s appearance in unprecedented new ways. The sliders and facial morphing are impressive, and the ability to design custom logos, then place them onto your characters’ T-shirts or car hoods, was something no MMO had allowed in the past. Additionally, the game encouraged players to take these customized items and trade them to one another for in-game currency, allowing a substrata of the economy to grow around a single mechanic that has ABSOLUTELY NO EFFECT on gameplay.

The loss of this series of features from the MMO landscape when APB was closed down, was a sad day. So imagine my excitement when I heard the news of APB’s resurrection at the hands of GamersFirst!

2) Future Resurrections

This is the first time that we’ve ever seen a big-budget ‘top shelf’ MMO get a second lease on life after failing to impress fans following a dismal launch. PlanetSide, Matrix Online, Tabula Rasa, Auto Assault… all of these titles could have warranted a similar treatment back in the day, but nobody was willing to take the risk. Could this be the beginning of a new era of second-run MMOs? Could games that begin life as a financial flop, look forward to resurrection at the hands of a new owner? Time will tell if APB’s story of a second coming is a unique situation, but it would be short-sighted to ignore the potential impact that this could have on the MMO industry if APB Reloaded becomes a successful game with a long lifespan and active playerbase.

PRIMARY HURDLES:

1) Cash Shop and a Pay-to-Win atmosphere

I mentioned earlier that there will be a cash shop within APB. This is because GamersFirst is doing away with the previous subscription system, where players would pay per hour of game time, and replacing it with a Free To Play system that is supported by microtransactions. Now, I can already see many of you rolling your eyes at this, and saying things like “nickel and diming” and “pay to win.” Well, let me tell you… your concerns, are my concerns.

You see, when I first met APB, I saw a game ripe for cash shop exploitation, in the form of gating off their massive customization tools into a series of unlockable features driven by microtransactions. Hair packs, tattoo packs, shirt packs, jacket packs, nose packs, beard packs — all of these could’ve ended up on an in-game cash shop, and people would’ve paid thru the nose for a new nose. And it would’ve had absolutely ZERO effect on the game’s PvP-driven game content, doing away with concerns of it becoming a Pay To Win atmosphere.

But no, that’s not the way GamersFirst does things. You see, they are primarily an Eastern Market publisher, and cash shops in Asian MMOs are known for their Pay To Win offerings. Especially in games with PvP. While American and European markets tend to eschew this financial inequality, it’s been embraced by the Eastern markets for years now, and has become a core part of their long-term business models for many different MMOs.

The result, is a cash shop for APB that offers things like Rocket Launchers, Machine Guns with unlimited ammo, and extra-durable vehicles that can take a massive amount of pounding. Yes, you heard me right, in a deathmatch shooter where survival is frequently determined by the quality of the gun you’re toting, you can now spend real-life cash to ensure that your survival is more likely than the enemies’. Pay To Win.

Players unwilling to spend money on goodies like this out of the gate are destined to suffer through a pretty brutal starting process of being nothing but cannon fodder for their more well-equipped teammates, while earning tiny portions of the overall mission bounty, until they can either scrape up a decent weapon or break down and purchase one from the cash shop. So not only will you be at a disadvantage for being new, but you’ll be at an additional disadvantage if you don’t slap down a credit card and start spending.

2) The Gameplay Itself

It’s up to each player to determine if a particular game suits their habits, budgets, and needs. Despite the bleak picture I’ve painted here of a cash-driven power struggle, I actually think that APB is destined for success this time around. The game has a visceral, fast-paced and action-packed feel to it that many gamers are sure to enjoy, and the additional layers of complexity offered by customization and exploration could definitely win over some long-term fans. I will forewarn you though that this game is not standard MMO faire, and instead should be considered more akin to a massive deathmatch shooter with a seamlessly integrated matchmaking system and persistent graphical lobby. You’re not likely to spend time getting to know your fellow players while you’re lobbing grenades at the opponent, or racing the wrong way down a busy street. Or sidewalk. You’ve got a gun to aim, and badguys to kill. The rest is just flavor, and not the main course.

Download:

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GW2 and SWTOR | MMOrgue 1 https://original.jupiterbroadcasting.net/8156/gw2-and-swtor-mmorgue-1/ Sat, 14 May 2011 19:39:23 +0000 https://original.jupiterbroadcasting.net/?p=8156 A few upcoming titles go under the microscope to see if they stand up to scrutiny, and whether or not the hype being generated for GW 2 and SWTOR is warranted!

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Welcome to The MMOrgue!

In our inaugural episode, your host – Jeremy – will walk through thru the specifics of just what the heck this show is all about, as well as offer some insight as to the future content it will portray.

After that business is out of the way, we’ll be putting a few upcoming titles under the microscope to see if they stand up to scrutiny, and whether or not the hype being generated around Guild Wars 2 and Star Wars: The Old Republic is warranted.

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Show Notes:

What is The MMOrgue?

I am not an industry professional, but I play one on the internet.
– I have been playing and testing MMOs since 1997.
– Since that time, I have participated in over 30 closed and open betas, and subscribed to more than 20 different MMOs.
– Besides just playing the game, I also take an active role in the community whenever possible. Have also worked as a volunteer CSR on three different active MMOs.
– I have been every genre stereotype, from Trollish Griefer, to No-Nonsense Raid Leader, to Friendly Roleplayer, to Casual Part-timer. I have a good understanding of what motivates different portions of the MMO playerbase.
– As a co-host of a successful MMO-focused podcast (STOked), I have gained a significant amount of insight into the development process of MMOs, as well as numerous industry contacts.
Every story covered on this show will have an angle that addresses the industry in its entirity.
* How a certain feature/attitude (from players and/or developers) will impact the future evolution of the industry.
* What a game’s success or failure indicates about the current state of the industry.

* How lessons of the past are being learned from, or ignored.
WILLS and WILL NOTS:
* WILL:
– Focus on innovation and evolution within the MMO market
– Occasionally include developer interviews and commentary, whenever appropriate
– Maintain a focus on how certain game mechanics or developer attitudes impact their communities.
– Contain exclusively editorial content. Although news and announcements will be shared, they are only here to drive the opinions portrayed.
* WILL NOT:
– Cover every feature announcement and press release for every game in development
– Make a habit of dwelling on the minutiae of game mechnics, except where a thorough explanation becomes necessary in order to explain the larger impact of an innovation
– Play favoritism towards any particular developer or sub-genre.

That last point leads me to my next topic…
ArenaNet

I won’t mince words, I’m a HUGE fan. But, you should be, too. Let me tell you why…

Guild Wars 2: Why You Should Care

There is a video floating around the internet, made by ArenaNet. They call it their MMO manifesto, and within this short video they outline a number of reasons that their next product – Guild Wars 2 – is going to revolutionize the way that MMOs are perceived, and played.

RETHINK EVERYTHING: INNOVATION GALORE
“ArenaNet was founded to innovate.” – Mike O’Brien, President
– Awesome.
– But change for change’s sake is dangerous:
* Auto Assault, Fallen Earth, PlanetSide, even EVE to a certain extent.
* While many people want something new, MILLIONS still play only what is recognizable and easy to understand.
— (RIFT’s similarity to WoW has bred success, while still offering something new)
* ArenaNet is being changed in deliberate ways, to drive community interaction and gameplay immersion. Every innovation is being thoroughly examined for impact.

BE THE HERO: A PERSONAL STORYLINE
– From the moment of character creation, you have a personal story.
* WHO you are, not WHAT you are.
* Branching objectives, evolving story.
* Replayability for alts is incredibly high.
— Social aspects of shared knowledge may suffer.
— Lack of uniform player experiences may cause a rift among players that have grown accustomed to being able to share the same game experience with their friends/guildmates. (Look at sites like WoWHead as an example)

EXPERIENCE A LIVING WORLD: DYNAMIC EVENTS (NO QUESTS)
– Completely removed traditional questing, replaced with Dynamic Event Chains
* You will never be asked to kill 10 wolves, or collect 5 rare flowers.
* You will notice something in the distance, get closer and examine the situation, then choose whether or not to be involved.
— With this change, Exploration has become the POINT of the game, and not an extra pass-time or something that just happens along the way.
* Dynamic Events will have branching objectives – won’t always end the same.
* Scaling AI smart enough to adapt to all different types of involvement, not just population levels.

MAKE A FRIEND: SOCIAL INNOVATIONS
– Concept of the “golden triad” of classes has been eliminated.
* Every class can tank, heal, dps, control. Roles switch based on weaponsets and ability choices.- Automatic sidekicking, driven by environment instead of group mechanics
* No high-level griefers in low-level areas.
* No scaling issues with dynamic events.
* Allows high-level characters to seamlessly enjoy low level content if they choose to.
– Social mini-games in non-combat areas.
* Scorekeeping and leaderboards to encourage friendly competition.
– Mobile apps to keep you connected when not in-game.
* THIS IS HUGE, and an absolute NECESSITY for the next generation of MMOs.
WATCH THE ACTION: ACTIVE COMBAT SYSTEM
– Simplified hotbars, 10 buttons max.
– Cooldowns frequently controlled by fatigue system, which also ties to movement.
* Combat is balanced so that spamming a move is possible, but not recommended. If you use your Fatigue too quickly then you can’t move/dodge and will take more damage. Meaning that standing in place and swinging repeatedly is a recipe for failure.

– Heavy emphasis on movement and positioning.
– Power interactions and environmental effects (fire + arrows)
– Line of sight and collision mechanics

POSTSCRIPT: MMORTICIAN’s THOUGHTS
– If they deliver HALF of this HALF as well as they intend to, it will send ripples through the industry as player expectations will shift dramatically.
– The class system is likely going to undergo many, many tweaks during Beta. I find it unlikely that every class can truly tank, heal and DPS as well as every other, and some may shine in certain areas.
* It is the wont of MMO gamers to min/max in every scenario. If one class excels at a certain thing, then that IS THEIR ROLE, regardless of their ability to perform in other areas.
—————–

https://www.swtor.com/community/showthread.php?t=188836

The concept of evolving storylines is not unique to Guild Wars 2. In fact, it is a cornerstone of one of the most highly-anticipated MMORPGs of the current world: SW:TOR

IMMERSIVE STORYTELLING: The “Fourth Pillar”
Progression, Exploration, Combat, and STORY
– Every class (16 total, so far) will have their own storyline, complete with branching objectives allowing for your individual choices to drive the content that you will experience.
* Each of these stories is said to be as large and fully-featured as a single game.
* Unlike a singleplayer game, there’s no Save/Reload to allow you to explore alternative choices. Experiencing something other than what you choose will require an alt character, or hearing about it second-hand from another player.
YOU ARE NOT ALONE: Companion Characters
– Companions have factored into every BioWare game. And are also a part of Star Wars (Chewbacca, R2D2, etc).
– Each companion will have their own stories and interests. Players can choose to help, or corrupt them. Companions may even turn on you in some outcomes.
– Companions also act as the crew of your ship, and assist you in crafting items and obtaining resources.

HEAR AND SPEAK: Voice acting
– More lines of voice-acted dialogue than every other BioWare game PUT TOGETHER
– Including YOUR character! Hooray for no more mute leaders.
– This level of voice acting simply cannot happen in any genre other than an MMO. Even in PC Gaming, developers are urged to keep resource usage low, and if they intend to sell a console port then it becomes an absolute NECESSITY to keep resources to a single disc.
* Look at Dragon Age II and the re-use of the same 20 maps over and over. This was done because of voice acting, and limited console resources.

* Since this type of feature can only effectively happen in an MMO, it is my opinion that ALL “Triple-A” class MMOs must strive to include it in the future. It can become a defining characteristic of a genre that frequently lacks a unified identity.
Bioware’s efforts on SWTOR are already catching the eye of prominent players in the MMO industry, including Mike Morhaime – CEO of Blizzard Entertainment. His published point of view is that a successful high budget title under the Star Wars IP can only mean good things for the population level of the MMO industry across-the-board.
While I agree, I doubt he’d be saying the same thing if Bioware was publishing a fantasy RPG that was in direct competition with World of Warcraft.

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The post GW2 and SWTOR | MMOrgue 1 first appeared on Jupiter Broadcasting.

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