Best RPGs / MMORPGs of 2004 126
The folks at RPGDot and MMORPGDot always run "game of the year" polls among their readers and staff members to determine the best interactive RPG experiences of the year. They've now run their course, and all the awards have been given out. For RPGs, they have the categories of Best Graphics, Best Sound, Biggest Surprise, Biggest Disappointment, Most Anticipated, Dream Game (mm...Torment 2), Best Console RPG, and Overall Best RPG of the Year. Vampire: Bloodlines, the dark RPG from the late, lamented Troika appears to have garnered many of the top honors. As for Massive Games, the categories included Best Graphics, Best Sound, Biggest Surprise, Biggest Disappointment, Most Anticipated, Dream Game, Best Expansion, and Best MMORPG Overall. World of Warcraft pretty much swept the categories for the genre.
Alas (Score:3)
May refreshes of slashdotters crash you to your knees.
Slashdot vs RPGdot (Score:3)
Biggest disappointment runner up (Score:1)
Maybe since it's not an MMORRPG, Troika is forgiven for launching a game ridden with gamestopping bugs?
Biggest Multiplayer RPG Disappointment (Score:1, Insightful)
Re:Biggest Multiplayer RPG Disappointment (Score:2)
The monthly fee, again (Score:5, Insightful)
I'm familiar with this topic because I run my own online RPG, Meridian 59 [meridian59.com]. It's not quite as large as WoW, but there's still a lot of basic costs that do scale up appropriately.
A discussion on about the monthly fee for larger games can be found at http://www.legendmud.org/raph/gaming/busmodels.ht
Essentially, these games take a lot of money to develop and then to maintain. The box fees help defray the costs of maintenance, and a large part of the subscription fees go towards maintaining the game world. Every time a gameworld in WoW goes down, there's a team of programmers and at least a few network center administrators working on the problem, most likely. These people don't come all that cheap, and a team of people working like this is fairly expensive. This is a necessary cost, because people expect unusually high uptime for these servers considering most people are only paying $15/month or so. I've had more broadband downtime over the past year than people would accept in M59.
I won't go too much into how good a price even $15/month is. You'd expect to pay that much if you watch pay-per-view shows a couple times per month. An online games will provide you with more than a few nights of entertainment per month.
There are alternatives out there, though. Meridian 59 [meridian59.com] doesn't require a box purchase and is only $10.95 per month. Sure you're not going to get the prettiest graphics and the slickest UI, but you will get a very balanced game that has superb uptime. You'll also get gameplay that's considerably deeper than most of the games out there. We don't have pre-defined classes and there's no levels.
One of the biggest things about the monthly fee is that no business runs at no profit. Every business needs a little bit to keep growing and developing, otherwise the company stagnates and eventually dies. One of the problems our company is having is that we feel our lower monthly fee is a better deal for players, and we want people to be able to play our game, but it's hard to make significant profit to fund development of new games. We'd love to do something a bit more modern than M59, but it's tough to do when you're on fairly thin margins.
Some information, as usual.
Re:The monthly fee, again (Score:2, Interesting)
Until you throw some numbers up, I can't just take your word for it. Bandwidth isn't cheap, but it ain't that expensive! I'm fine with them making some money, I'm all for it...but this is ridiculous.
Here's some basic math based purely on the estimated 800,000 users in just the US. The game costs $50 ($80 for the collectors edition, but we won't even worry with that). Th
Re:The monthly fee, again (Score:2)
Err, is that a bad thing? I kinda thought the whole point of making the game was to rake in some money. It seems pretty clear that everyone is happy in the deal. Developers get a pile of cash, gamers get a game that they feel is worth a monthly fee (or else they wouldn't pay it), and interest is generated in the industry so that the next generation of MMORPGs will be bigger and more bad ass. Other then the 16 year old kid who can't get mom to give him a credit ca
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:2)
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:2)
Box wise the developing company is only going to get around $15 for your average $50 box(more for collectors box). The game cost close to $20 mil to develop, salaries are ok but add 40% for retiurement,medical,vacaton,etc; don't forget office space, also don't forget phone support staff(figure 4-5 people for each 24/7 slot), also the overhead of running a business (HR,etc). Your prices for hardware is cheap(probably closer to $10,000 each(and they have more physical servers then wor
Re:The monthly fee, again (Score:1, Insightful)
Re:The monthly fee, again (Score:2, Insightful)
Please price me out a 16 CPU, 32GB Ram server with 4 HBA's, 4 gigabit NIC's from your New Egg or some "Golden Dragon" mom and pop shop where you get l33t prices.
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:1)
If an algorithm was designed well enough you could get away from this brute force protection scheme. Just because no one has figured one out yet, doesn't mean it's not possible.
Re:The monthly fee, again (Score:3, Informative)
This was to run ONE shard that usually holds between 10-12k concurrent users.
From what I've heard, the most overpopulated WoW servers push the 8-10k concurrent user mark EACH. (Usually when they crash) Let alone the other
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:1)
"roughly a 486" and "about 1 meg of ram per player, i.e... 16 Megs for 16 players" so if you have 1,000 players on one server, that's about a Gig of RAM. And if a little 486 (we'll say about 100Mhz) can handle 16 players, then 1,000 players would take roughly 6.25Ghz[intel style] to handle.
Now, I know you're gonna say that's an unfair comparison, but I don't really think so. You ha
distribution and sales (Score:2)
Re:distribution and sales (Score:2)
Re:distribution and sales (Score:1)
Re:distribution and sales (Score:1)
Re:distribution and sales (Score:1)
Me (in later post): "Well I worked at EB for 3 years and generally they were lucky to make more than $10 profit on any games in there. That's why they push the used games on you so hard along with all the guides and accessories."
Some Dude: "You're talking about the retailer. The costs of the Publisher aren't in your $10."
Re:distribution and sales (Score:1)
Me (in earlier post): "This is just an estimate..." & "...even if I was off by 3 times that and the game cost 75 million to run/produce, that would still be well over 100 million in profit"
What part of "estimate" [reference.com] did you not understand?
Re:The monthly fee, again (Score:5, Insightful)
But, let's talk about some holes in the numbers you came up with.
First, box sales are a completely different issue from subscriptions. You're lucky to see a third of the money from the box sale; most of the rest is eaten up by retailer margins, "promotion fees" at the retail end, cost of making the boxes, etc. Remember, this is also a one-time income item. Yes, there are expansions, but not everyone will buy them. Also, expansions have a cheaper price point than $50.
Second, not everyone that buys the box actually signs up, and very few of those people will actually play a full year. We have what's called a "conversion rate", which is the rate at which people will become paying subscribers after their free month. We also have what's called "churn", which is a comparison of the number of people that sign up compared to the number of people that cancel an account. This means that you're not going to have that full 800k paying. Dave Rickey, an experienced developer, estimates that out of those 800k, you'll probably have 442,800 to 543,152 [feetofclay.us] people per month, on average once you count conversion rates and churn.
Third, as you point out, people aren't going to all pay the full $15/month. Some people will be paying less if they sign up for more accounts. Ignoring discussions on the future value of money (take Econ 101 if you have a burning desire to hear more about that), this reduces income by several percent.
Already we see that the number is going to be considerably lower than your 800k x $15 equation.
Next, your estimation on the cost of the game's development cost are off by a considerable sum. I've heard it said that Blizzard spent $30 million on the game. Unfortunately, I don't have a reliable source to link right now, so you'll have to take my word for it. This is 3-6 times what you estimated. Hell, traditional single-player games have budgets that approach $10M; I don't even think you could make a game for only $5M anymore and expect to get it published on a console. It costs a lot more to make an online RPG like this because not only do you have to create assets and the game, you have to create more art assets (for a wider variety of player avatar options), a server, and hire network coders. Yes, single-player games sometimes have servers as well, but it's the difference between an elementary school baseball field (a few dozen people simultaneous) and a baseball stadium (tens of thousands of people simultaneous). Even if Blizzard got to keep 33% from each box sale (which is a crazy high number), they would have only made $13.3M, less than development costs.
Okay, now we come to bandwidth. Here's some numbers for you: Meridian 59 uses 1 kilobyte per player per second. Remember, this is for a game designed to be played on 14.4k modems on the client side; a game like WoW is going to require much higher rates. But, let's assume that players play an average of 10 hours per week (quite low, "hard core" players usually go 20-30 hours per week), there's 4 weeks per year, and use the numbers from Dave Rickey above, rounded to 500k to make my math easier.
1 kilobyte/s/player * 500k players * 40 hours/month * 60 minutes/hour * 60 s/minute = 67 Terabytes per month.
M59 currently spends about $3/GB per month. That puts bandwidth costs closer to $200,000 per month, four times your number. Keep in mind that 1) WoW probably uses more bandwidth per player per second , and 2) this bandwidth usage is constant, not bursty like most network traffic is. This means you're going to be filling up fat pipes easier and longer than most other server types will. A
Re:The monthly fee, again (Score:1)
Re:The monthly fee, again (Score:2)
Re:The monthly fee, again (Score:2)
Re:The monthly fee, again (Score:2)
Hi Brian,
I always enjoy reading your posts, so I just signed up for M59 today.
Say Hi if you see ElmerTheCat online on server 102
Re:The monthly fee, again (Score:1)
Feel free to email help@neardeathstudios.com if you have any problems getting online.
Have fun,
Re:The monthly fee, again (Score:2)
There is an old saying for those who want to start their own business: If
Re:The monthly fee, again (Score:1)
Sorry, nope (Score:2)
That means that when you go to your local store to buy it for $50, the upstream (Blizzard + wholesalers) are actually only getting $20, maybe (where I used to work, retail price was 250% of wholesale).
Take out the cost of printing, pressing and all the freebees they had to give away and replacement disks they had to send out for defective pressing, and your profit per item drops way down.
It is still up there, but n
Re:The monthly fee, again (Score:2)
Re:The monthly fee, again (Score:2)
If 800,000 people are willing to pay $15 a month, it means the price is good. It's the market which sets the price, supply and demand thing. Blizzard is not a monopoly in MMORPG business. If the price was unfair, people would not pay it.
Re:The monthly fee, again (Score:2)
You are very right about the market dictating what an appropriate price is. I was simply trying to make my case on why I, personally, do not want to pay that much for an online RPG each month.
How much would I pay? Well, I do like how Blizzard offers the game at a cheaper price if you pay for larger portions. I think $12 a month should be the limit though, and then they could have $11/month for 3 mont
Re:The monthly fee, again (Score:1)
Your estimates are way off, staff-wise. I'm not sure how large their programming staff is, and correct me if I'm wrong here, but didn't that NY Times article on them mention that their company has grown from under 200 to over 700 employees, most of which are doing customer support?
That's a pretty big expense...
Re:Biggest Multiplayer RPG Disappointment (Score:1)
Re:Biggest Multiplayer RPG Disappointment (Score:2, Insightful)
Re:Biggest Multiplayer RPG Disappointment (Score:1, Flamebait)
Re:Biggest Multiplayer RPG Disappointment (Score:1)
Only american games? (Score:4, Insightful)
Re:Only american games? (Score:1)
Of course, looking at the list of game reviews elsewhere on the site... the site clearly is almost myopically concerned with RPG releases from US developers. If you don't have reviews of Final Fantasy X or XI, Xenosaga, Shin Megami Tensai: Nocturne, etc, etc, up, then the awards list just reflects the site's previous... orientation. But that also means it's not a very complete reflection
Re:Only american games? (Score:2)
Its sad - I've always preferred the inventive Japanese RPG art to the stark realism you see in most American MMOs... but now A
Re:Only american games? (Score:2)
The ONLY RPG I am interested in 2005 from Japan is the Phantasy Star 1,2,4 remake on PS2. And that's sad.
Square needs to create a chronotrigger type RPG with Final Fantasy where you go in and out of FF1 to FFX in a single game. You can only ride chocobos so many times before you get bored.
Re:Only american games? (Score:2)
Re:Only american games? (Score:2)
Re:Only american games? (Score:2)
Normally not one to complain about results... (Score:4, Insightful)
(The reason I want to know this is because, if it's the latter, then may I say that, based on their top 10 lists, the poll choices were shitty. Two copies of both Dark Alliance 2 and Bard's Tale in the top 10? Why? Was console choice that important that they needed seperate spots?)
Finally: who in their right mind would even consider voting for Fallout: Brotherhood of Steel? There were far better RPGs released in 2004 that aren't listed there (Sin Megami Tenshin: Nocturne, for instance) than that piece-of-shit disgrace to the previous Fallout games.
Re:Normally not one to complain about results... (Score:1)
(And that should be Shin Megami Tenshei: Nocturne, not Tenshin. I've never been able to spell that damn title.)
WoW Report Card (Score:2, Insightful)
B - Story
A - Quest system mechanics
A - Number of quests
C - Quest content
C - Player classes
D - PvP
D - Incomplete
D - Nerfs
FFF - Availability and reliability of game world
o Basically, it's got:
o Blizzard Polish
o Fisher Price difficulty
o redundant and boilerplate quests
o modestly evolutionary game mechanics
o the worst online world management and availability I've ever experienced (out of UO, AC, EQ, DAoC, ATITD), bar none
Blizzard has made so many poor decisions regarding capacity pla
Re:WoW Report Card (Score:4, Insightful)
And, re: nerfs, please. Cry more. I know that most players would rather devs allow their games to accumulate broken game mechanics that they can leverage until they get bored, but devs have never been that dumb.
Re:WoW Report Card (Score:3, Informative)
I was there. It started with a bang, was slow, and then they suffered router trouble. They were having 8,000 connections dumped at a time, and then their login server would choke on the big simultaneous volume (that they never expected).
However, it took them only two days to get that issue completely worked out. Then they began a process of increasing bandwidth, server count, and most importantly, backbone connections (adding AT
Re:WoW Report Card (Score:2)
Re:WoW Report Card (Score:1)
Re:WoW Report Card (Score:1)
Re:WoW Report Card (Score:2, Insightful)
Re:WoW Report Card (Score:2)
Meaningless Results (Score:5, Insightful)
Worst...Poll...Ever... (Score:5, Interesting)
What a popularity contest. I do not see any signs that this was anything other than an exercise in people voting for the game they were playing at the time they took the poll. The clincher for me was the comparison between the results for "Best Overall MMORPG" and "Biggest Dissapointment". It would seem that while EQ2 is the second best MMORPG of the year it is also the biggest dissapointment and WoW while being the best was the runner-up for biggest dissapointment...hmmm.
Possibilities:
-Voters have absurdly high expectations and even awesomeness is not good enough for them.
-Voters are die-hard partisans and vote against the enemy for the negative award.
-Voters have never heard of any MMORPG other than EQ2, WoW or CoH
I think it's the last option. The hype machines for those three games pwn all and in a popularity competition it isn't even about popularity anymore, just hype.
Anywho, there are other MMORPGs out there. If you are interested in a well developed, balanced, mostly bug-free game with a superb market-driven economy and the kind of meaningful PvP that WoW and EQ2 only dream about then I suggest you give EVE [eve-online.com] a look-see.
-Pinkoir
Re:Worst...Poll...Ever... (Score:2, Informative)
The other MMOs can't even hold a candle to the complexity of Eve. In terms of economy and PVP they are well ahead the others in their genre. They've come the closest to emulating real life, and still having it be rewarding and fun without the traditional level grind.
Re:Worst...Poll...Ever... (Score:4, Interesting)
Running a production corp of about 50-75 active members from both the US and Europe for the better part of a year, as well with dealing with alliance politics/BS ended up being more work than I did at WORK getting paid. Eve forced me to learn a LOT of stuff in Excel I never thought I'd know. Problem was it became all management. I'd never actually play the game. I'd log in, do corp maintenance and paperwork for an hour or two, and log out. It stopped being a game and started becoming a job and I simply burned out on it. The simplicity of WoW is a friggin relief after Eve. I get ehough of real life in real life. I don't want it in my games too.
However, my 3 accounts are still active and training, in case the fire sparks back up.
Bad year for RPG's, I guess... (Score:5, Insightful)
The fact that Bloodlines won so many awards gives me a pretty good idea of how bad a year 2004 was for RPG's.
It was a buggy, sloppy mess. They took all the power of the Source engine, smeared it in poo and slowed it to a slideshow. The base gameplay and storyline were good, but not great, and overshawed by the general piss-poor construction of the game itself.
And that's the best we could do last year? Meh.
Re:Bad year for RPG's, I guess... (Score:2)
The only real performance problem with Bloodlines was the amount of RAM. If you had 512MB or less it was dog-slow at load
Re:Bad year for RPG's, I guess... (Score:2)
I've got an Athlon XP 3000, GeForce 6800 & 512MB, my system isn't the problem. My system isn't crappy, Bloodlines is crappy. I can run Half-Life 2 with the settings almost all the way up with good framerates, Bloodlines exhibited the Soure engine's stuttering problem to a degree MUCH worse than HL2 and I got significantly slower frame rates.
And, from what I've read, Valve has made ALL updates to the engine available to licensees, so apparantly Troika/Activision simply chose not to update Bloodlines.
Stupid poll (Score:1, Insightful)
Crappy results (Score:3, Insightful)
Re:Crappy results (Score:2)
WoW = wow? (Score:4, Insightful)
Re:WoW = wow? (Score:1)
Re:WoW = wow? (Score:2)
Partially yes. I miss the 'realistic' atmosphere of Everquest. WoW feels more like living in a comic-book world than a 'dungeons and dragons' world. Some of the artistic styles are a bit cheesy, but the low polygon count, like so many other things in that game, are very thoughfully designed.
Most people who've played previous generation MMORPGs appreciate WoW for its gameplay design. Twinking is almost non-existant, the interface is pure
Re:WoW = wow? (Score:2)
I was one of thoses who initally got WoW, played it got bored, though the consistance instance gratification was nice.
Switched over to EQ2 and am having a ball, a little slower in leveling and some stuff you have to plan on what you are going to do, but over all a lot more fun experience.
Re:WoW = wow? (Score:2)
If that is the case, I'd recommend quitting the service and, in two months, taking the $30 you've saved to get yourself a keyboard with a functional "Enter" key.
Is it me, or are the results a little specific.... (Score:2)
I would expect there to be different results at least between the disappointment, surprise and best game. Maybe there's some favortism in some of the more recent games.
Not all too surprising (Score:1)
Personally I like Final Fantasy XI better and would vote that higher, but when there are a higher number of players in World of Warcraft for each FFXI player now... again, not surprising.
Re: (Score:2)
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Re:Not all too surprising (Score:1)
I also find it interesting that WoW fanboys usually target FFXI as "omfg that game is teh sux!" I
Re:Not all too surprising (Score:1)
Following what you say... Apple and the va
Re:Not all too surprising (Score:2)
>definitely proves that you're an FFXI player.
>First of all, if you read the MMOGChart FAQ,
>Lineage and Lineage II list their subscribers in
>a weird way. They count basically any trial
>account that was ever created. That's why they
>get ignored in most subscriber comparisons.
Sigh. No, they do not do that, nor does my FAQ say that. If that were true, their numbers would never go down, now would they? No, the number I chart is "unique month
Re:Not all too surprising (Score:2)
That is incorrect, although I don't blame you for not knowing that. You can use another set of CD keys to set up a new Playonline ID, and it doesn't matter if it is a PS2 CD Key or a PC CD Key. You can buy the PC version and set up an account on the playstation with no problems.
It's not exactly an obvious solution to the problem, so it's not surprising you didn't know.
Well (Score:3, Insightful)
-Tales of Symphonia
-Star Ocean
-Shin Megamin Tensei Nocturne
-Shadow Hearts: Covenant (a flippin masterpiece imo
-Baten Kaitos
-Phantom Brave
That isn't even close to all the offerrings we saw last year. Gamerankings lists approx. 90 rpgs released this year and we are considering fable and Kotor II is all? Whether or not they (the few I listed) are universally loved doesn't matter, as some of the premier titles added to the genre this year they require consideration. How can they look only at console rpgs on the XBOX, the only console that is nearly completely lacking an RPG library. This is a pathertic poll. What a waste of a /. link.
RPGdot is a PC RPG site foremost (Score:1)
They have slowly started adding content for console systems over the last year or so, and they also add RPG-flavored PC games that aren't really RPGs, like the Heroes of Might & Magic strategy games, or Thief, a first perso
Deus Ex sales numbers (Score:2)
Is there any official method of checking how well the game sold and what it cost to develop? I seem to reca
Ahem (Score:1)
Re:Why Did WOW win so many? (Score:2, Insightful)