MMOG Fortunes Rise And Fall 34
ringbarer writes "The disappointingly mismanaged MMO Star Wars Galaxies has hit another low. The Japanese translation of the game has barely managed to reach its first Birthday, and now it's been canceled. A Rough translation is available, but the original untranslated news can be found here." I'm not entirely sure, but it seems as though players who've paid beyond the end of December will have their accounts transferred to a US/EU server if they're so inclined. Otherwise they'll have their money refunded. Apparently money isn't something SOE is smarting for, at the AGC this past week President John Smedley announced that they'll be releasing what is essentially a free MMOG, with no monthly fee. Speaking of free, the always excellent Puzzle Pirates is essentially doing the same thing. They're also doing some crackerjack Halloween Events tonight, if you're interested in some swashing and some buckling. Dark Age of Camelot's events for today's holiday sound pretty neat too.
puzzle pirates is free? (Score:2, Informative)
Re:puzzle pirates is free? (Score:3, Informative)
Re:puzzle pirates is free? (Score:1)
Is SWG really faltering? (Score:5, Interesting)
It's unfortunate that SWG Japan is not going well, but the game itself seems to be overcoming a lot of the chaos caused by the combat upgrade a while back. In fact, a lot of the loudest complainers are now running around bragging about how they can solo the toughest mobs. Those of us who prefer a more cerebral combat system long for the old one, but we have adjusted. Change is guaranteed in an MMOG, I think.
Re:Is SWG really faltering? (Score:4, Interesting)
Goes to Prove (Score:3, Interesting)
SWG on the other hand, has not lived up to expectations in many areas. With no support/enforcement of role playing servers, things have generally degenerated into the basic teen infested l33t first person shooter. Serious players dont want to see someone named ch3wb4c4 running around spouting leet speak.
There is also a disturbing trend to drag the movie gone video game scene into the mix. If SWG is having problems then Middle Earth Online is going to fail miserably, notwhithstanding that Turbine Entertainment is at the helm of that game. They are also not going to make a hit with dungeons and dragons online, since many players have invested hundreds of dollars in the game. Players would be reluctant to let it all gather dust on a shelf and give up on their favorite gathering places.
So far Blizzard has done a great job with few hiccups in World of Warcraft. I would expect them to be the superMMO for at least the next 2 years.
Middle Earth Online will fail because of Turbine (Score:5, Insightful)
Recent events include putting out an expansion for AC2 and then cancelling the game less than 3 months later. This is nearly a classic case of milking the existing playerbase for all the money you can get.
Lastly combine that with a reputation for tolerating cheaters, exploiters, and combat macros and MEO has a lot to overcome.
So MMOG fortunes do rise and fall and it shows just who really has the best production values. WOW turned out really well because Blizzard is a highly polished organization with competence from years of prodcuing games. For some companies their first product is a MMO and unfortunately it shows. Also the days of where you can build one of these in your garage and maintain that type of environment are probably long gone. Players do not tolerate very well bugs and downtime and the games which have these problems are usually quick to suffer from them.
Re:Middle Earth Online will fail because of Turbin (Score:1)
Re:Middle Earth Online will fail because of Turbin (Score:1)
Like City of Heroes, which just underwent an effective 44% nerfing to all powers of all classes a few days ago (and net result are that scrappers, tankers, blasters are about 0.4 of what they were since this 44% is cumulative across damage output, defense, healing, etc.
Purpose: To let PvP vs. City of Villains be viable, since having scrappers 1-shotting blasters, or tankers being unkillable, is not "with the vision".
So everyone has basically been hit as if t
Re:Middle Earth Online will fail because of Turbin (Score:1)
Re:Middle Earth Online will fail because of Turbin (Score:1)
> AC2 and then cancelling the game less than 3 months
> later. This is nearly a classic case of milking the
> existing playerbase for all the money you can get.
Reminds me of Crowley's Department Stores, a Detroit-based chain, closing a few years ago. They knew they were gonna go into bankruptcy, but sold $100 and $200 gift cards anyway. The day after Christmas, they went into Bankruptcy, and stayed open for awhile, [b]but refused to honor the g
Re:Goes to Prove (Score:3, Insightful)
I'd just point out that this bit is a little silly. MMORPGs and "pen and paper" RPGs are considerably different experiences (just like "live action" and "pen and paper" are) to the point where they actually appeal to different audiences. I have little interest
Halloween events (Score:3, Informative)
Overall it's nothing huge that disrupts the way the game is played, but it does enough to give you something to do and remind you that it's Halloween.
Re:IGE and their system glitch (Score:1)
Alternative Revinue Sources (Score:2, Insightful)
If you treated a MMO game a little like how a TV show is treated
Re:Alternative Revinue Sources (Score:3, Insightful)
it's much easier to sell virtual goods to script kiddies that want a OMGWTF Sword +10000 of "pwning"
and all they have to do to create it is make a direct connection from the Credit card transaction on the website to an SQL statement in the game database.
you rather see 10 mil per month in subscription upkeep or 35 mil a month in gold/plat/gil/credits/money purchases?
Re:Alternative Revinue Sources (Score:1)
> that want a OMGWTF Sword +10000 of "pwning"
Make sure you demand it be the best Sword of Pwning for at least 12 months before you plunk down your cash.
Nothing says FOO! quite like spending $30.00 for that +5 flaming vorpal sword, only to have it be superceded by a +6 electrical vorpal sword three days later...
Re:Alternative Revinue Sources (Score:2)
There can be only one huge MMORPG at a time (Score:3, Insightful)
To a degree any MMORPG is frozen in place technologically. No matter how many expansion packs come out you can only upgrade an engine so much. Take a look at my beloved Anarchy Online for a good MMORPG that got completely left behind in time.
As long as MMORPG are popular this will be the pattern. There will always be something new on the horizon that will grab everyone's attention while leaving only a smaller population of die-hards behind.
Re:There can be only one huge MMORPG at a time (Score:1)
Re:There can be only one huge MMORPG at a time (Score:2, Insightful)
WoW brought a whole new group to MMog's. B
Re:There can be only one huge MMORPG at a time (Score:1)
We Need Better Terms (Score:4, Interesting)
MMORPG's have some basic troubles (Score:5, Insightful)
I just played Vietcong 2. While it is not a perfect game it was enjoyable. For the maybe 10 hours I took me to complete it. The original seemed longer. Yet this for a MMORPG is nothing. EQ2 free trial offers more playtime. Vietcong 2 can barely be played longer although I suppose there are a few levels that have unlimited spawns (bits were you have to overcome defences and as long you have not crossed them new enemies keep coming in) were you could spend hours if you were so inclined.
Even games like Baldur Gate pale in the number of play hours next to a MMORPG. Lets face it, not many people play the same game for years and years. Everquest and SWG and Ultima Online are still being played by people who were there at launch.
Yes I am aware of games like counterstrike but if you are a diehard counterstrike player you will probably not still be playing on the same maps that were there at launch. CS, the sims, and Flightsim 2004 and other long lasting games are constantly updated by their users and it might even be argued that it is the users that create the game.
An MMORPG does not give the same freedom. Good luck doing even something as simple as creating your own "skin".
So rather then having longivity by constantly having new stuff added by unpaid monkeys, eh I mean dedicated users MMORPG's invariable try to last a long time by making progress slow. You will have to defeat an amazing amount of enemies once you get past the earlier levels, reading some quests in EQ2 reminds me more of a doom level then an RPG. I have to kill HOW many demon spawn? Where as the best RPG ever, Planescape Torment went out of its way to give you a way around the fights, there were only a tiny handfull needed, MMORPG's go for more hack&slash then Diablo.
Or to put it another way, MMORPG's are a grind. For regular RPG's there usually is somekind of experience/money cheat where by revisiting an area you can kill the same thing over and over if you need/want the reward. This is MMORPG's entire gameplay.
Because you are not alone and therefore you cannot be the hero of THE story they have totally removed the story based reward. SWG was worst in this respect. It basically HAD no story, just Elite type missions wich re-used the same stupid random message. Something like my little girls lost a flower please go kill a nest of rancors. The element of WTF was very high, the element of wanting to find out the ending zero.
EQ2 at first seems better but is still hopelessly basic. Almost all have the problem off you wondering, "Exactly how many blue gems has this girl found while sweeping anyway?". The simple problem off the fact that you and everyone get exactly the same quest even when that doesn't fit the story.
Only a tiny percentage of quests involve any roleplaying, you simply aren't allowed to make a choice. The choice between good and evil is basically just the architecture.
As an computerRPG MMORPG's typically fail. If you compare them to PnP RPG's then they are a joke. There is no roleplaying.
SWG in someways was an attempt to break some of the MMORPG's common pitfalls. It had a lot of customization, your character could easily look an individual with real control over body build, style and color of clothes and weapon choice.
Neither were you restricted to a handfull of jobs, you could choose and mix any of them.
So why did it so poorly? Well it is hard to explain. Perhaps people just didn't realize how good it was at its heart.
One of the things I still regret is the move away from the so called hologrind. For those who don't know: You could be a lot of different combo's of jobs but NOT a jedi with your normal character. To get one you need to unlock it by becoming a master in a random selection of jobs. Wich jobs they were could be revealed by using looted holocrons. Once you had mastered the required jobs you could become a jedi char.
The complaint was that this led to a lot of people trying jobs they didn't want to do ruining the economy bec
Re:MMORPG's have some basic troubles (Score:3, Interesting)
Ultima Online is a bitter shallow shell of its former self. At least I am bitter about it... I played since 1997-2000. The changes after Renaissance made the game not Ultima Online anymore.
I don't really know anyone how would still play that game unless they have a large investment into that.
I wish Richard G would get his original vision on for a new MMOG similar to UO.
Free for buying gear... (Score:2)
Guild Wars (Score:2)
Also, they're running their first post-launch world event with the return of the Mad King to Lion's Arch.
That, and they kinda beat Sony to the "no monthly fees" thing.
Re:Guild Wars (Score:1)
This year: Nothing, with people running around trying not to get their empty-scrotum stitches infected owing to a new world-record, and global, nerfing. 1.5 years after release.
"releasing a free MMO" (Score:1)
engage the players brains, not just their wallets (Score:3, Interesting)
a) kill creature x
b) find the red key for the red door
c) combinations or series of a & b.
Boring, yes? Why not leverage the power of the CPUs on people's desks to offer a DIFFERENT experience? I understand that in an MMOG with 4 million players you can't have as intricate and convoluted story lines as a single player game, but they could be more engaging - dynamically spawn a specific set of NPCs for a player to help, NPCs that change and develop over the course of adventures.
Using WoW as an example: character Adam enters Undercity for the first time. Immediately, a wandering NPC or three is created. It wanders the city, and if Adam comes close enough to it, it tries to engage him in conversation (and ultimately getting him involved in it's quest line). It's quest line is also randomized to some extent, but each stage might change the character so that if the player 'rescues' his sister, the player gets another wandering NPC (the sister) in a nearby town that does something similar. Or if the player finds his lost child, a couple of weeks later that NPC may have moved to another town or gotten married. The people change in the world according to a matrix of randomized possibilities to inhibit the walkthrus being posted everywhere on the web days later.
Then, let's say character Adam invites character Betty to join his party, and shares one of his personalized NPC quests with Betty. Then (here's the interesting part) Betty, when she turns in that quest, will 'meet' that NPC family. Now, she too can pick up quests from that network of developing NPCs...HOWEVER any progress she or Adam now make individually or together advances the plot. Meaning that Adam and Betty could both have the same quests, but if Betty finishes it, Adam may find an email from the NPC saying "Thanks for introducing us to Betty, she rescued Fido" and the quest disappears from Adam's log.
This is just off-the-top-of-the-head stuff, certainly it needs refinement. But you can see how very quickly the interlocking mesh of relationships would make for an intriguing and engaging world, much more like 'real life' than the static things we have now....