Anarchy Online - The Perils Of Pushing Products 183
Johnath writes: "Anarchy Online was supposed to be the next big thing in MMORPG [?] s. It was huge, it was complex, it was sophisticated. Unfortunately, it was also released far far FAR before its time. The AO forums are filling up with negative posts (which are then apparently being deleted by moderators) and the reviews, which AO reps asked people not to write are starting to come out anyhow." Update: 07/12 5:03 PM EST by CT : Links were randomly redirecting people, so I dropped them.
Sierria Studios (Score:1)
Asherons Call launched without issue. (Score:1)
Re:Graeme Devine fights back (Score:1)
Re:*sigh* (Score:1)
So Microsoft and Sony can pull it off
Stodi's Review and Comments (Score:2)
Thoughts on a Fortnight [funcom.com]
Funcom: Playability / Puff Out Your Chest (not a flame) [funcom.com]
Re:Poor, poor Lowtax (Score:1)
Given the UO Developer Mentality... (Score:1)
I will maintain till my death that UO's server software is a big POS, sloppily designed, hacked until it barely worked, and left in that bastardized state without any further refinement.
BTW: The asian game has its own unique problems... From what I hear, the police over there have special RL/PK units to combat the new phenomenon of taking RL revenge on an in-game PK.
The real Threed's
--Threed
Cornered Rat? (Score:1)
Re:Asheron's Call did it right (Score:1)
I'm staying away from AO until I get reports back that its stable and most of all playable.
Secret windows code
Perspective from a Fan (Score:2)
Coming from Asheron's Call, I'm not used to problems with lag. We have seperate shards based on where you want to play, not geographic region. There isn't 1 server for EVERYONE. Everyone should be split into shards, especially for the time being as I'm sure that their datacenters are going to be hard pressed to handle that much traffic (I actually ran it through my firewall, and it was using about 40% more traffic for normal play action [moving, running, shooting etc] than AC does).
The point is that there are companies that seem to be able to handle it, and companies that aren't unfortunatly it appears that Funcom is not. I truly regret that since I *really* want to play.
Secret windows code
Re:Yet another typical response to an MMORPG... (Score:1)
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Re:Thats why... (Score:1)
Of course, every Blizzard game ships way late.
Everyone here seems to think if you don't ship early enough, your games won't see. They say the companies have to ship buggy products early or they'll loose money.
Hmm. Blizzard doesn't seem to be hurting for money. In fact, they're the one company I'm willing to plop down any amount of cash for on a box with software I've never seen running nor read a single review.
People who think you have to ship early and patch later are full of crap. Delay the launch, miss your Christmas deadline. Are you nuts, they say? But when has Blizzard ever made a Christmas deadline? Are they hurting for cash? I don't think so...
I guess most game companies are just too stupid too live. Hopefully they'll go out of business before disappointing too many people...
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What happens if they alienate people? (Score:2)
What if the user base they sold to figure out they've been sold a bill of goods (which is what appears to be happening right now...)- they're going to be leaving in droves and spreading the word about the game being a piece of crap.
All they did was buy themselves a little time with a smallish cash injection- they've hurt themselves in a way that's going to be hell to get over. If they go broke now, they lost what was left of their reputation and they're broke.
Telnet BBS (Score:2)
Re:*sigh* (Score:1)
Yet another typical response to an MMORPG... (Score:2)
The mass of players finds quirks and exploits them much better then the small beta teams. And no, Beta 4 wasn't huge.
Server load can never be predicted. And when your a fairly new company with this type of game, you can't afford masses of servers until after the game starts to get popular.
Everquest started like this, as did other games. Give them a break and let them fix things, instead of expecting perfection from this still new genere.
Re:Asherons Call launched without issue. (Score:1)
But AC still have "issues" introduced later. For instance, you can still attack through doors (melee), and the effect that the attacker sticks to the victim in lag has killed me many times. (No, silly shreth, I didn't want to move so close to that group of banderlings that they attack me!)
AO has quite a few lag issues (like not indicating lag very well), but it's only two weeks into release. The game as such is very playable when it works (for hours at a time minus the lag), and has far greater variety than AC. The only times I play AC now is whenever AO is down.
Re:Asheron's Call (Score:1)
Yeah, everyone use the same templates. :-) I've lately discovered the exp-machine called Deception, but if I suggested it to others, some optimizer would jump in and say it's a waste because everyone knows you should save up for Item instead, because without Arcane and Item you won't amount to squat at higher levels. According to them.
AO has way more customization options IMHO - but wasn't out two years ago.
The most stable, lag- and bug-free MMORPG on the market for over a year and a half.
Except in AC lag can get you killed. And the lag spikes aren't that infrequent, though fewer than AO currently. Of coursde, since each world only has up to about 2,500 players, it's unclear what would happen if the 20,000 players AO claims to support logged in to one of the eight AC worlds at the same time...
Neocron (Score:2)
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AO Problems (Score:1)
1) The game displays a black screen on most ATI cards due to a problem with fog being set at 100%. There are temporary fixes, but most of them only work until you do something like walk out of the room that you were in. How can you not test a 3D game without testing ATI, NVIDIA, and the departed 3DFX?
2) The install and patch process was terminally broken and their "downloadable
3) The insecure credit card processing on their registration site--which has been fixed.
I can live with the scaling and other problems because they are just part of the nature of the beast. If Sony and EA have scaling and lag problems how is a small development shop supposed to be able to do better. It is not like EA and Sony shared notes with FunCom on "how to scale your MMORPG."
Re:i was a beta tester... (Score:1)
Re:i was a beta tester... (Score:2)
I've heard that they shipped when they did because funds were starting to dry up. I can't say whether this is true or not.
But, I can see why they would ship it incomplete then. If there is no money, at least they can release and get some funds, then fix bugs and hope to survive rather than just giving up and going broke.
I couldn't ever connect when I was a beta tester, so I don't know anything about it other than what I've read.
Re:Poor, poor Lowtax (Score:1)
This is why SA goes to goatse.cx now... The slash effect was literally killing their server. People visiting the site normally without going through /. will see the normal site.
Re:i was a beta tester... (Score:1)
You know
To be quite frank, I can fully understand that funcom thinks its more important to fix the damn bug they've had 200 reports about, than to answer every single whiner out there.
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Re:i was a beta tester... (Score:2)
Let me see.. You couldn't log in, you complained, and it was probably logged together with the other 200 people that suffered the same problem.
Hmm.
Why are you complaining that you weren't able to beta test the product? It sounds to me like you sent of your worries, and that they probably took note of it.
That YOU didn't get a reply
I also expect that they will be responsive to the people show are testing the game for them. I sent them serveral e-mail about my problem and didn't get so much as a auto-response back.
I guess you're one of the idiots that think autoacks are okay. Personally I'm more put of by those FUCKING IDIOTIC AUTOACKS than I am by not getting a response.
ohwell
newbies.
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Poor, poor Lowtax (Score:5)
Not long ago, Lowtax had "Go the Fuck Away" week on Somthing Awful. He can barely afford the normal SA traffic (and by "barely", I mean "usually can't"). He's been fucked over by multiple ad networks, gone for 6+ months without getting a paycheck, and yet continues to put out "teh funney". And then Slashdot links to SA. Goodbye, SA, it was nice knowing you.
Was linking to SA really necessary? I'm sure there are other reviews out there that could have been linked, reviews on major gaming sites that expect this kind of thing. I won't say it's "bad journalism", because Slashdot has little to do with actual journalism. I will say it was a bad judgement call on Hemos' part to leave those links in the submitted story.
Actually.... (Score:2)
Well, other than MS didn't do a ton with AC except on the network end (at least initially), from what I understand anyway, that does surprise me. Another differance with AC was the open beta which AO kinda sorta did with beta4 which was too short to really call it a Beta.
The point I'm trying to make is that it's not just this genre of game that is getting released in an unfinished state. Even Black and White was released in an unplayable fashion for a lot of people. I couldn't play it when the game was released under win2k because of an error with the copy protection. This left me repartitioning my drive and installing 98 so I could play the game. Now, Black and White has been out a long time, and the official patch was only released today, I know this cause I just got the email about it today. So, overall, the MMORG's are the worst, but the game companies (software industry?) get's away with murder and people put up with it.
I've met quite a few devious programmers, but I don't think it's thier decision to release the half finished game or application. I think the blame for that lies on the shoulders of the bean counters and marketeers. I just wish more people would vote with thier dollars and protest the unfinished program. Doing a lot of IT consulting it's amazing how many people think technology has to be painfull, whe it honestly shouldn't be.
Re:Actually.... (Score:2)
It probably doesn't expire immediatly (Score:2)
Re:i was a beta tester... (Score:1)
The beta test wasn't just to beta test the game. It was to beta test the web servers, the registration server, etc, etc, etc.
Those people who weren't able to download were needed to show where the web/ftp servers needed to be beefed up. People who couldn't register their game showed where the bugs were in the registration system. People who couldn't log in showed where the login systems were paltry.
They -did- participate in the beta, perhaps in some of the most important ways.
I admit, the game got released about 2 weeks early, but FunCom didn't charge for those 2 weeks and has stated they will do "something" (no clue what) for those people who ate the disconnects and such the first week.
Now that it's out and playable, I definitely don't expect much free time. How could I resist a fully 3 dimensional MUD with thousands of PCs all online.
My Experiances with Anarchy Online (Score:2)
First we had 2 weeks of not being able to log in.. When you did finaly log in after a day of trying, you would crash in 5 minutes (!).
Then they fixed some / most of those problems, and now you crash every hour, but the lag kills
Last, the sploits... ive seen the beginning of AC and UO, and its never been this bad yet. From item dupping, to risk-less XP looting, to being able to spend your 'level points' more then once.. This has resulted in a part community thats level 16'ish and trying to do it fair, and a part thats level 40+ without having to break a sweat.. very demorelising.
More, they seem to break a lot of promises. First they promised NOT to start chargin until the game was working, now in its very broken state, they have decided to start charging anyways. Also to 'silence' the crowed a bit, they promised daily updates from developers, etc... which hardly seems to be lived up to..
Basicly they broke every game and marketing rule out there for making a game a success...
-- Chris Chabot
"I dont suffer from insanity, i enjoy every minute of it!"
Public apology. (Score:3)
And for the folks saying that you should use consoles only for gaming: WTF? That's insane; you must be made of money. If I pay $1500 for a computer, there better damned well be many games that are not only savory and delicious, but nutritional, too!
Will the XBOX/PS2 change that? (Score:1)
Personally, I also like the "finished" nature of console games compared to PC games, but I do like the PC expandability of games. I'm not sure either end of the spectrum is perfect.
Re:More arguments to use console for gaming (Score:1)
I know the trick with games isn't to ship them bug-free, but to find a happy medium between shipping soon and shipping with all problems fixed. FunCom didn't find a happy medium - they released the game before it was playable by most people, from the sound of things. I know that's scared me away from trying a game that sounded good in the pre-release hype. It's also made me wary of any releases they may come out with in the future.
Can I understand if they released the game sooner because they were running out of funding? Yep. But if I buy a game I'm not going to do it out of sympathy - I'll do it because I think I'll have fun playing it. If play gets interrupted by bugs, and problems in the game aren't quickly resolved by adequate support, then it isn't likely to be enough fun to be worth my money.
Re:More arguments to use console for gaming (Score:1)
A certain amount of hype before a game is released can generate excitement over the title and get people talking about it, which can help sales when it gets released. You're right though, too much hype too early consumes money that should go into development, and drives expectations up to impossible-to-meet levels. It can also make gamers so sick of hearing about a game that they're less likely to buy it - Halo, for example, would have to completely bowl me over in a demo before I would spend any money on it now. I've heard too much about it for too long, and all the anticipation has drained away.
Re:More arguments to use console for gaming (Score:2)
I'm sure there's more incentive for developers to thoroughly test games for consoles (particularly since they usually need the console manufacturer's approval before marketing the game), but that incentive is no guarantee of stability. Better if developers for all platforms just figure out that not releasing a product before it's finished will result in poor sales for current and future titles.
And that will only happen if consumers remember which companies screwed them over with buggy products. Time will tell if that happens with FunCom.
Re:Poor, poor Lowtax (Score:1)
After all, I have seen a ton of goatse links in this thread.
The forum goon known as Vitriol.
Gah! CR = FC! (Score:2)
'Funcom' created Anarchy Online. 'Cornered Rat' created WWII Online, a different, but equally poorly released, game. Just substitute 'Funcom' for 'Cornered Rat' in my above post, and sorry for the confusion.
Re:WWII: Online (Score:3)
Anarchy Online has barely playable code, memory leaks, and crashes.
WWII Online has barely playable code, terrible interface problems (three keys to fire a gun?), weird hardware requirements (can't drive a vehicle unless you have a certain kind of joystick!), and ridiculous bugs (gotta love those flying tanks.)
Because AO's problems were mostly technical and WWIIOL's problems were mostly caused by poor design, I used to think that WWIIOL was in the lead for the title of Worst Release. But now that Funcom is thinking of charging money for AO -- and Cornered Rat is still allowing people to play WWII gratis -- I think AO is edging WWIIOL out for the Worst MMOG Release Ever. Who will ultimately win (or, really, lose)? Stay tuned.
The problems cannot be understated. (Score:5)
The technical glitches in this game are immense. Installing the game was tricky and difficult, and many people screwed it up so badly they corrupted their registries. Once installed, for days it was nearly impossible to log in. To open your account, they forced you to give them your credit card over an insecure web site. And the game crashed to desktop every five minutes or so.
It's gotten slightly better. But there are still problems logging in, horrible memory leaks, graphic card incompatibilities, and problems moving from zone to zone (play areas are divided by zone, with each zone usually hosted on a different server. If you can't zone, then you can either be where the monsters are or where the resupply shops are -- not both.) And these are just the technical problems; game system imbalances and exploitable bugs also exist, as they do in all games of this type but seldom in this quantity.
Although the game is barely playable, it is in no way finished software. Any software that misplaces 50 megabytes of RAM every hour and then crashes when it is forced to use a swap file is NOT ready for primetime. IMHO the game concept is sound and the underlying game is fun, but it's just not finished.
But Cornered Rat (the developers) decided to release this buggy game on schedule, due to budget problems. Approximately one month from now they're going to start charging people $12.95 a month to play. Then we'll see how many people are willing to pay for horribly broken software.
WWII: Online (Score:2)
Basically WWII: Online's producer forced it out the door early too. (see: aplha stage) The game is meant to be a pay for play ($10/month), but they are very kindly allowing everyone to just play until the game is completely developed.
WWII: Online isn't even feature complete. I feel for the programmers who have to take this morale beating at the worst time. I definately plan on buying it when it is complete, in about 6 months.
Graeme Devine's post wasn't deleted. (Score:1)
AO IS A GOOD GAME!!!! (Score:1)
We planned to do really really badly (Score:1)
Everquest currently has 400,000 active players. Forethought anyone? What kind of company plans to not be able to handle 8% of the load of their major competitior?
Truffle
Asheron's Call (Score:1)
Not really a surprise (Score:4)
Why are these products failing where their text-only counterparts held so much promise?
Duh! The text-only counterparts focused on what they could do, and did those things as well as they could.
The key to gamemastering multi-player gaming is to get the hell out of the way and to let the players entertain one another. It is why the dumb-as-dirt games such as Diplomacy are so hot in terms of game-playing experience.
The game isn't important if you let the people do what people do best. Formation and breakup of coalitions in a dynamic environment is one of the most exciting things humans do. And its breathtaking fun, win or lose, so long as the stakes are manageable. Get the hell out of the way, and your players will love you, thinking you designed a magnificent game, even where the underlying game is no cleverer than rock-paper-scissors.
Facilitate interaction and providing for growth in such an environment without crunching the first rule is challenge enough, and this is what separated the adults from the kiddies in the text-only game designs. This was among the hardest game design problems of our generation, although very few people noticed, and those who solved it left seminal clues how game designs should move on to the future.
But what happened to single-platform RPGs next happened to their multi-player counterparts: graphic heat. Computers, finally capable of meaningful representational graphics and real-time interaction with graphical worlds brought more numbers, to be sure, to play those games. But the question is really, for how many did the attraction to these games "stick?" (After all, it is the long-term fees, not the package price that holds the greatest commercial promise for MOLRPG.)
Stuck in a world of their own choosing, the game players left because the game sucked. The best gamemasters left because the game could not be game mastered, and the interaction suffered because of the inherent limitations of the (albeit awesome) technology in permitting the kinds of growth and management necessary to make it work.
NOONE TO DATE has understood the separation of concerns necessary to make these products work. In my (here's my "old fart" credentials) past, the single most amazing games were the multi-player and outrageously distracting, but awesomely simple in comparison, games on the PLATO system. Nothing before or since has captured, at least, my passions for the game as did these. And it is because it did everything well, rather than trying to do all of everything now. The graphics and game designs were modest, the interaction was suited to the game and communities lived well.
Someday, someone will do this right. But not for awhile, regrettably, given the publisher's misreading of the market and their concommitant propensities to do things the wrong way. It comes from trying to do these games as concept products: Doom on a large scale, and so forth.
Some things don't scale. You need the vision first, and then exercise sound design and engineering techniques to implement this under the guise of a competent director.
Unfortunately, these products are producer-driven, not director-driven. Until they figure it out, these products will be doomed to (at least critical, if not commercial) failure.
Re:WWII: Online (Score:1)
The difference is, you can see that Cornered Rat Software (the dev of WWIIOL) is actually making progress. And the flame wars in their forums easily match those on the AO forums. The developers of WWIIOL are actually reading postings in the forums, and participating in the discussions. I've never seen a posting from the AO staff anywhere in their forums.
WWIIOL has the potential to be a truly awesome experience. They're just not there yet, nor have they said otherwise.
See ya on the battlefield
Re:WWII: Online (Score:1)
The code is very playable, as long as you're not expecting Quake.
If you're gonna mention interface problems, talk about the radio. The three keys to fire a rifle are pretty damn realistic. Raise gun to shoulder, look through sights, fire gun.
I've played this game with four different joysticks, never had a problem. Two were MS USB Sidewinders, 1 Saitek, and 1 Logitech.
And I haven't seen a flying tank since the first few weeks.
Am I defending this game? Yes, because I feel it has the potential and I'd rather see it get there, rather than see it go down in flames.
Re:Bad sign... (Score:1)
Maybe they'le make money anyways (Score:1)
Even so, for all we know, their buisness model was to dup people into breaking their licenses and then sue them for "losses"...
My own take? Neat game, but I stopped playing after a few days. To buggy for my limited gaming hours.
It is a frightning trend brought on by net access (Score:3)
Now that distributing a patch is a easy as throwing up a link, It seems to me that software companies are now saying, lets ship now and fix the bugs in a patch (AO, Tribes2, B&W, and many other products, not just games).
And while I am on it, gaming sites like Planet<whatever> never seem to have anything bad to say about these games. I wonder how much $ (if any) they get from the game publishers to help pimp their stuff?
Anyway, This is just a frightning trend. How many people here wont buy a game until a few patches are out? When was Quake2 finaly solid? It was the 20 release right?
It doesn't seem to be the Dev's who release the crap...it is the bean counters screaming "we gotta ship soon!! We will miss our profit window!"
Anyone else notice this or am I insane (certainly possible
And yet.... (Score:2)
The excuse "it's a big project, this is hard, noone has done this before" has worn damn thin after being repeated by so many people who should have learned the lessons of others.
One would expect new iterations of the MMORPG line to get better, not worse.
This is inexcusable.
continuing that line of reasoning (Score:2)
Computers are not a good platform for gaming because of the hardware variability. This creates huge headaches of developers and detracts from the quality in a big way.
Consoles should be the only gaming platform IMO.
Not Cornered Rat (Score:3)
Apart from the frequent bugs and crashes, the game only includes of a fraction of the features listed on the box (including such trivial details as Naval Combat) and is in no way a completed product.
Sadly, alot of people bought it anyway, and the financial message to game developers is "go ahead and release your unfinished product, they'll buy it anyway".
Reviewing AO, And Games In General (Score:5)
Anarchy Online people: The minute your product hit the shelves is the minute that we, as an industry, get to review your game. What, it still has problems? Then it shouldn't have been released in the first place. Period.
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Re:More arguments to use console for gaming (Score:2)
I'm a big PC-gamer, and while I'll still shell out 200 dollars for a console that I only want one game for (Rogue Squadron for GameCube), there is no Homeworld or Dungeon Keeper II for consoles. (and, if they are, they are ports. Ports Suck.)
I'm trying to avert a PC v. Console war. I think their will always be both, and both have many advantages. But, in some sort of dao of video-gaming, neither will destroy the other in the near future (if/until convergence, blah blah blah).
Re:Reviewing AO, And Games In General (Score:1)
Mandates like this mean NOTHING without game sites willing to implement them.
It's time for a REAL game site/magazine since the established brands have proven themselves pawns of the publishers and not champions of the people. I mean really -- gamespy and gamespot scooped by somethingawful?
Re:Yet another typical response to an MMORPG... (Score:2)
No, it wasn't huge, but they were finding hundreds of problems during the beta that were still unfixed when they went gold. I've seen a lot of messages saying that "You can't find all of the problems in beta, you need the full load," but that would assume that they had fixed the problems they found with the smaler beta testing load, which is still entirely untrue.
There remains the question, however -- if the company was going to fold, and noone would have gotten to ever play the game, is it better that the company funded itself from gamers' dollars?
i was a beta tester... (Score:5)
After 3 weeks and repeated emails from myself and hundreds of others, I never heard back from Funcom and gave up.
But, along the way, I visited all of the forums, and alt.games.anarchy-online, and discovered that I really didn't want to get involved anyway. Right up to the day before they "launched" people would spend hours getting to the goal of a mission such as picking up an object and returning with it, only to discover that they couldn't pick it up.
People are getting trapped in rooms without any way to get out, even after quitting, suiciding and restarting. The lag is often interminable.
Granted, the company is not currently charging the monthly fee until the game is complete, but really, if they recognized that it wasn't complete, why go gold? Why ship?
Re:More arguments to use console for gaming (Score:2)
Don't take this post as an endorsement of AO's actions. They were horribly unprepared to release their product. If what I read was correct, they didn't even have a secure web page set-up when they started to collect their customer's credit card info. A lot of their problems they have also blamed on network configuration issues. This points out that this type of game has a lot of issues to deal with that your typical console game doesn't, however it's the business they chose to get into, and they should be better prepared to deliver the product they have both promised and charged for. I personally considered buying AO and trying it out, but I became suspicious when I saw that they were charging around $50 or so for the game. Other games of this type retail for around $30. When a unproven company is promising the world, and is trying to get more cash up front, you're better off waiting until they start proving themselves.
... network congestion problems were overcome (Score:2)
I haven't palyed UO in over a year, but it still had some network congestion problems, and server crashes were at least a weekly occurrence when I played (not long after the Renaissance expansion came out).
I currently play AC. In highly populated areas of the game world LAG (to which I'm assuming network congestion is a contributing factor) is still a problem.
No online game is going to be perfect. There are always tradeoffs between performance and features. In it's current state AO doesn't seem to be really playable yet. They have what could be considered a beta system in opperation, but aren't ready for prime time. It also sounds like they've run into cash flow problems, and in the economy's current state they likly couldn't raise more cash without shipping the product as-is and trying to fix the bugs live. I hope they wake up and realize they can't charge people the monthly fee for the product they have right now, and let those who purchased the game play for free untill they get it going. Maybe the cash they get from the game sales will keep them going long enough to finish the product, and maybe they'll survive the well deserved black eye they get for releasing early. I'd like them to succeed, because I like the game concept, and would hate to see the efforts of the game developers that have poured their lives into this product go to waste. On the other hand, maybe the failure of AO would teach game producers a needed lesson about shipping a product this far before it's ready.
More Information (Score:4)
There are articles here [planetcrap.com], here [planetcrap.com], here [planetcrap.com], here [planetcrap.com], here [planetcrap.com], here [planetcrap.com], and here [planetcrap.com].
Hope this helps.
AO Accounting (Score:2)
Even though when I log in and attempt to cancel my account, I am told that I no longer have an active account, I find that it is still possible to log in and play the game. I don't, but there is nothing other than disinterest stopping me.
This concerns me. Client validation should have been tested and fixed before release. Frankly, in a game like this, it should be a first-class issue. When something this simple and fundamental slipped through the cracks I have to wonder what is going on inside the rest of the code.
Maybe I'm overly pessimistic. I would love to see AO succeed, but I'm starting to doubt whether the product can be salvaged before the fanbase is alienated.
AEH
*sigh* (Score:4)
Re:normal balance between Producer and Director (Score:2)
What would you say if you bought a car and the rear windows didn't roll down?
I'd return it. You can return software, too, but most people don't. However, if you look at Consumer Reports, you'll find that the first year of a new model car is usually quite poor compared to following years: the syndrome of 1.0 versus 1.1, 1.2, and other updates.
Software that doesn't work right is called beta, and only Microsoft gets to charge for it.
Yes, it's a strange world where it's the norm to have EULAs that disavow any suitability to any task, and to dismiss any liability in the face of damages caused by their products.
You mention Microsoft, so in fairness, I'll troll the other way as well. I think of Linux as being in perpetual beta. Any distro is just a bunch of current snapshots of works in progress, instead of a concerted effort to get a coherent set of features together in one place. Without group cohesion, all I can hope for in a linux distro is that all of the snapshots are relatively stable, if not orchestrated. That said, I use Linux half the time, and Windows half the time.
normal balance between Producer and Director (Score:5)
I'm not defending either camp, so put away that (-1: Troll) click for a second.
The Director always wants to get it done right, taking forever to do it.
The Producer always wants to get it shipped, even with a few flaws.
These are naturally at odds, and the MMORPG market is no exception. When external beta testers get involved, however, they act as an extension of the Director: fix this, fix this, it's not ready yet. The Producer has to intensify the push to release the product before it's perfect but while it still has a market. Every week of development can cost tens of thousands of dollars, and if there are scheduled marketing agreements in place (say, retail endcaps), it's ruinous to blow your deadlines.
The MMORPG genre has a couple other wrinkles that Hollywood doesn't usually have, that complicates these roles.
For one, an Internet-age game can be patched or upgraded AFTER it is released. So 1.0 sucks, that's nothing new. 1.1.6b.alpha.release3 is where it gets better.
For two, the beta testing crowd is a fickle bunch. Some stick to the new product for a long time, while some flee for the Next Big Thing(tm). They're not the core audience. See my writeup on Everything2 about the Life Cycle of an Online Community [everything2.com] for my three-act summary of this phenomenon.
Three, the shelf life of an Internet game is far longer than a movie or a solo game. Movies are in the dollar theaters and videotapes in a few months. Solo games are in Wal*Mart bins in a few months. An online community takes that long just to get up a good head of steam.
As Guy Kawasaki (ceo Garage.com) said, "Don't Worry, Be Crappy." You have to ship to make money. You have to get Revision One out there so you can see HOW to make it better, instead of noodling around in the workshop forever.
All MMOGs are/will be like this (Score:3)
It is getting better, though. When Ultima Online launched, the entire game economy was destroyed within days. Connection and crash bugs were unavoidable. Even to this day, they don't have all the kinks worked out.
The same can be said for EverQuest. EverQuest's early days were nightmarish, and the game quickly earned the nickname "NeverQuest," because players could not log on much of the time, and those that did were usually disconnected quickly. It took them several months to deal with those problems. Beyond that, the game has always suffered from a myriad of internal bugs, client bugs, quest bugs, and a host of other bugs. The EQ bugs, however, don't even compare to the bugs in UO.
Then along comes AO. They have a lot of problems, but at least many of their customers can get in and play. Crash bugs come up here and there, but nothing like UO and EQ. People often report gameplay to be a satisfying experience.
This is the nature of the beast that is online gaming. It will be this way for a long time, until there are a few established players in the field with a good, easily reusable code base and good testing methods.
Re:MMORPG's are NOT before their time (Score:2)
Re:MMORPG's are NOT before their time (Score:2)
Very good point! (Score:2)
For an example of this, just head over to Tanarus.com [tanarus.com]. This is a really great tank game that has been around for about 4 years now (that includes a year-long open beta). Once they came out of beta, they charged $10/month to play, and earlier this year decided to make the game free again. There's probably two reasons for that: 1) the game has been around so long that a lot of hardware and bandwidth costs have either come down significantly or been paid off altogether, and 2) the game is now subsidized by the company's other hot property (maybe you've heard of it? EverQuest?). I think that the game has done amazingly well, considering that the marketing budget was virtually non-existent from day 1; it has survived almost entirely because of the loyal following it got from its open-beta period.
Getting back to AO, though... coming out of the starting gate with a ton of negative reviews is a kick to the groin that the AO folks probably aren't going to recover from without doing a major overhaul and releasing it as AO2.
That is not true. (Score:2)
All MMORPGs have not released badly, certainly not as bad as Anarchy-online. A simple counter-example is Asheron's Call, which had few actual playability issues. The lag was not horrible, and there were a few esoteric bugs (duplication bugs) and other things that got worked out quickly.
EQ had a very rocky start. UO was even worse, from what I hear.
However, these games were released YEARS AGO. Current games have to be able to compete with CURRENT products, not the pioneers of the genre. Imagine releasing Doom today. Imagine the sound as it flopped completely. Now imagine what's going to happen to AO if they don't get their network and server code up to snuff with today's games. The ONLY thing they got going for them is eye candy (very good eye candy, btw). Hopefully, they'll get the rest of it working to make a real game, instead of the somewhat painful version of today or the joke of a release a couple weeks ago. And hopefully they'll do this before they completely lose their fanboi playerbase.
Funcom has been responsive (Score:3)
Currently, the game looks like this:
Re:i was a beta tester... (Score:2)
I'm glad to hear I wasn't the only one this happened to. That was enough to convince me not to bother buying the game. I'm sorry to hear how correct my decision was
--Ty
Re:i was a beta tester... (Score:2)
When I join a beta and I am accepted into it. I expect to be able to actually beta test the game, yes.
I also expect that they will be responsive to the people show are testing the game for them. I sent them serveral e-mail about my problem and didn't get so much as a auto-response back.
I've done plenty of beta testing in the past, and I hope to do more in the future. This was the worst interaction I've ever had with a company I was testing a product for.
What you described above sounds more like an alpha test to me. Things are susposed to be functional one betas start. It's susposed to find the bugs in the system, not the flaws in the design.
--Ty
Re:Funcom has been responsive (Score:2)
That's the case in Everquest as well, in most areas. And Everquest isn't even beta.
Everquest decided that they didn't want to bother with having to write fast code to run on the servers to path the monsters through the front door, so they didn't bother.
This means that monsters attack and kill from OUTSIDE, and YOU CAN'T FIGHT BACK. Many times I would get killed in a shop from a lion or other monster from outside, without any warning at all.
So I gave up playing Everquest. Sometimes I almost miss it; and then I remember 'details' like this...
Re:Reviewing AO, And Games In General (Score:2)
Graeme Devine fights back (Score:4)
Of course, if you're an employee for a major game developer [idsoftware.com] you can just leverage the Power of the
"I'm posting here because my posts to the Anarachy Online Community board get deleted," Graeme Devine writes in his latest
Re:WWII: Online (Score:2)
Why would I bother giving a game a chance if it's barely playable? I honestly don't care who was responsible for a terrible game, whether it's the programmers or the publishers who rushed it out the door half finished. If it's terrible, it's terrible.
I feel for the programmers who have to put up with all the crap that comes along with an intensely buggy product, but I'm not going to waste my time or money on a half-finished game just because it *might* be playable eventually.
If a game really has potential, then I wish the developers/publishers would just be a bit more patient and release it when it is fully realized. That's one of the biggest problems with computer games these days -- they're rushed out the door incomplete with 100 MB patches the day after release.
Whatever happened to the id "motto" from back in the day: "we'll release it when it's done." Nowadays, it seems to be "we'll release it when it's half done, take some money and get around to the other half eventually." (Not that id games haven't had their share of patches, but at least I could get Quake up and running on the first try as opposed to 3 weeks.)
J
As was I... (Score:3)
However, FC has made a ton of improvements in two weeks. For all of you saying that the game is unplayable and you can't do anything:
Review holdoff (clownboat) (Score:2)
Out of curiousity, is anyone aware of any reviewers who've actually said they're going to wait to review it?
Re:Upside to AO's Horrible Launch. (CB!) (Score:2)
What I've heard from beta-testers seems to indicate numerous bugs that were discovered during the beta were left unfixed for the product launch.
Re:i was a beta tester... (Score:3)
As was mentioned in the second SA review (I believe it was there -- I read the review back when it was originally posted to SA), Funcom has started the meter, so to speak. Around July 9th or so, everyone's regular free month (as opposed to the indefinite "We're not charging until bugs are fixed" period) has started.
Re:Actually.... (Score:2)
Umm no: Its a fucking motorcycle. It is *not* a 'lifestyle' or a 'culture'. These things cannot be bough, no matter what the synergetic-cross-branding-co-hosted-sponsership-m
Gah. (Score:4)
I'll never get to play.
Re:*sigh* (Score:2)
Someone mod that back up, he's not a troll.
Censoring feedback? Screaming at customers? Banning them for disagreeing with you? But it works for Everquest [everquest.com] made by Verant [verant.com] and Ultima Online [uo.com]...why not AO, too?
And if people didn't stop buying games they Knew weren't ready, they should not buy them or continue to support the companies. WWII online was so bad, and was returned so much that some stores put up signs saying they would not take returns under any circumstances!
I really am surprised that given the number of us geeks who game, there aren't more stories on slashdot about the general idiocy and crappiness of MMOG staff and software and hardware. Ignorance is bliss, or in the case of these companies, profitable.
-Mynn the Museless
Bad sign... (Score:3)
Juz kiddin', folks. But seriously, this whole mess is inexcusable. I mean, I can almost kinda sorta understand (if not excuse) single-player games that are pushed out the door by half-wit marketeers. After all, basic economics deem that there is a point where you'll sell less copies if you wait (say, past the holiday season) and fix everything than if you release a piece of crap immediately. For someone with no real love or respect for the video game industry, it's almost a no-brainer, issues with customer trust and sales of future games aside.
However, this is an online game! And a pay-for-play one at that! They knew they'd have to deal with these customers day in and day out for months, and that these poor souls would be especially angry since they're charging over time. They knew the financial success of the title hung from the continued good graces of monthly billed gamers. Did nobody sit the top brass down and discuss the whole plan with them? Somewhere, somehow, someone who sincerely needed the "hard, cold bitch-slap of truth" was neglected.
Ah, well, live and learn. On the bright side, really makes Diablo's launch look good, no? ^_^
One last side note: Take that "something awful" site with a grain of salt; IIRC, they only give bad reviews.
---
Four hours a day? (Score:2)
Of COURSE they'll make money. (Score:2)
No reviews means
Customers are not informed means
Customers do not know how bad it blows means
Customers see it in store and it looks cool means
Customers buy it!
...and then find out LATER. My best friend wasted $35 on this thing cause of all the hype and MAN is he pissed. I wonder if there's any possibility that FunCom has violated truth in advertising, if only the spirit and not the letter...?
-Kasreyn
Re:What happens if they alienate people? (Score:2)
Yes, but that's not what they're concerned about. If they run out of cash, it's "game over." If they get an injection of cash that carries them through what should have been the beta period, then they'll probably make out OK eventually.
Remember, they aren't looking at what happens over the next year and a half. They are looking long-term. Ultima Online has been around for nearly 4 years and it not only going strong, but growing. Ultima Online had some pretty serious issues when it finally released as well (and it was pioneering the MMORPG genre, so it was even worse then), but they managed to fix it up quite nicely. I'm sure that the AO people are hoping for the same thing.
The other thing to remember about a company that is out of cash and about ready to go under: they never do what is "right" for their customers or their employees. They do what they believe will give them the immediate influx of cash to have the company survive, even if it means cutting off their arms to do it.
Say "NO!" to tax money for religious groups. [thedaythatcounts.org]
Re:And yet.... (Score:2)
That's why I can't wait until Richard Garriott's new company eventually releases their MMORPG. Most of the people who work for him now are former Ultima Online and Ultima Online 2 developers. They've been through it, and they know how it works. And Garriott is the kind of guy that (assuming the company lets him) will make sure that it's very playable and clean before it gets released (his more recent problems with UO and Ultima IX were largely related to EA's pushing). And I think that they'll have the financial stability to be able to pull it off because their first project isn't going to be their game, but instead porting and supporting one from a Korean company (that is insanely successful in Asia).
So they picked a relatively simple but cash-generating venture for their first attempt so that when they get around to making their own game they will have the money and tons of experience with different MMORPG systems. Great idea, eh?
Say "NO!" to tax money for religious groups. [thedaythatcounts.org]
Re:MMORPG's are NOT before their time (Score:2)
Microsoft may be the distributor, but they sure didn't code it. Do you really think that MS could make a product that would support 2000 concurrent anythings?
Besides, you left out the grandaddy of them all: Ultima Online. The original and still the best, it's been chugging along for 300,000+ users (makes Asheron's Call look like a drop in the bucket!) since October of 1997. And they have regular content/scenario updates as well.
Say "NO!" to tax money for religious groups. [thedaythatcounts.org]
Re:Given the UO Developer Mentality... (Score:2)
Yes, I've read similar articles. There is apparently some organized crime/gang influence in the situations that you describe. However, I think that is perhaps more of a cultural issue than a game issue.
Say "NO!" to tax money for religious groups. [thedaythatcounts.org]
Re:MMORPG's are NOT before their time (Score:2)
I never played on the Linux client (wasn't even aware that there had been one), but I'm not surprised that development for it lagged behind that of the Windows client. That's been par for the course for years on most software that originates on Windows.
As far as the in-game halfwits go, that problem has been largely done away with when they split the worlds in facets. There's one facet where anything goes, and another where you cannot PK and stealing doesn't work. It's pretty simple to travel between the two with your character, so most of those problems have gone away while still allowing the player to choose which style they enjoy more. Nowdays the worst problem you tend to encounter is a foul-mouthed punk, but you'll get those in any game and they're easy enough to ignore or block.
I started playing when the game was released in 1997 and only played for a couple months because I kept getting PKed and it was painful to play over a 24kbps dialup connection. I got back into it about a year and a half ago and have been going strong since.
Say "NO!" to tax money for religious groups. [thedaythatcounts.org]
Re:More arguments to use console for gaming (Score:2)
Want to bet? Wait for X-Box to raise the bar for everyone. Not in the first releases, but when the flood of under-resourced PC title conversions starts (two weeks, fifty bucks and all the pizza you can eat), they'd better have a patch strategy in place.
Re:It is a frightning trend brought on by net acce (Score:2)
That's precisely what happens. I know for a fact that when Braveheart went gold, the team went straight onto patch work, and had a (vital) patch ready by the time the box hit the shelves. They'd actually planned for this. The game was broken out of the box, and this was considered acceptable.
Re:Graeme Devine fights back (Score:2)
Well worth reading, thank for that.
I hear you, buddy. The AO developers will be trembling, shambling wrecks by now. They're probably beyond even caring about what they're doing. They really should take Graeme up on his offer.
Yay Netrek! [netrek.org]. But it's a stonker of a point. Netrek dealt with these issues ten years ago. Jeez, AO guys, you only had to ask.
More arguments to use console for gaming (Score:4)
Just think about it: With a console, you CAN'T issure patches for a game. That means that you have to have it right the first time, and you can't get away with rushing a half-finished game out the door and thrust it upon unsuspecting buyers.
Also, I admire Somethingawful for not kissing major game publisher ass to gain favor with them. This is in contrast to most site which, like Lowtax said, will do almost anything to get "inside looks" at unreleased games. Journalistic integrity is not in their vocabularies (although it probably isn't in CmdrTaco's, either).
Re:*sigh* (Score:2)
> Knew weren't ready, they should not buy them or
> continue to support the companies. WWII online
> was so bad, and was returned so much that some
> stores put up signs saying they would not take
> returns under any circumstances
When I signed up and paid 45-50 bucks for Anarchy Online I presumed I was buying a working product - it doesn't even run on my ATI 128GL which is a fairly standard video card. (I get a nice black screen)
I then spent an entire day trying to patch the beta version to a working version - it simply failed most of the time, I ended up following ridiculously obscure instructions (posted by a player, not anyone official mind you) on the AO bulletin board to eventually get it to work. (things like clicking Cancel at certain points etc, rebooting your machine at others)
All in all, I'd like a refund of my money and I'll consider purchasing it when its working properly, but of course I can't do that apparently - well, I can if I contact my credit card company and complain that I haven't received "working goods".
Re:Poor, poor Lowtax (Score:2)
You may not have known about the bandwidth, but you've gotta know [slashdot.org] about his lack of ad cash [slashdot.org] that pays for said bandwidth. Donations to make up for lack of said cash would probably be an acceptable apology:)
This never happened with Everquest. (Score:3)
EverQuest, when it was released was a SOLID game. It has class balance issues and a few exploits to be taken care of for the most part. The client was rock solid, as were the servers. The game worked flawlessly. HOWEVER, the first *3* days EverQuest was released to the public they has SERIOUS BANDWIDTH issues! The login server was flooded (/.'d) so bad it reached its peak and wasnt allowing people to filter on in. When you finally got in, you were disconnected shortly after because their ISP couldn't handle the load and the lines were constantly up and down. After 3 days of this, they had more than enough bandwidth for everyone and REAL playtime ensued. From there the rest is/was history. Tweaks, Nerfs, Class Balances, and a few DirectX problems, but other than that the game hs been *rock solid* since launch. I know, i've been playing 6+ hours a day, every day, since those first 3 days. And you know what? The game is by far one of the best ever still to this day.
What Anarchy Online is totally different. They released the game with buggy clients and buggy servers. This should never have been allowed.