Absolutely had to share this!
Friday, January 29th, 2010
I’ve finally got my head above water on my project and returned to my blog reader. It feels like it has been so long and as a result I have a whole lot to catch up on. I came across something so interesting on Elder Game that I just had to share. Basically Eric talks about what a woefully bad year 2009 was for MMOs and why. As of late I’ve been throwing a lot of blame for these failures on poor management decisions and the nature of the business. He seems to suggest a bit of the same. (more…)
Do existing IPs bring more MMO success?
Friday, August 14th, 2009
The MMO genre, like most genres, is not immune to trends. One of the current ones that we’ve been working through is taking an existing intellectual property and designing an MMO around it. We saw it with Star Wars Galaxies, Lord of the Rings Online, and Warhammer Online. The question I have to ask is did those names really bring in more players than the MMO would have anyway? The notion of course is that a Star Wars fan who has never seen an MMO might play SWG. That should mean extra dollars, right?
In truth I’m not so certain of that fact. I would say that at the onset a developer might sell more boxes due to the name they attach to it. Does that name alone, however, lead to the most important monetary generating system: conversions? How many of those players, after seeing what an MMO is, agree to play past the first month? (more…)
EA merges Mythic and Bioware
Sunday, June 28th, 2009BioWare and Mythic’s RPG teams are now one and the same, in the eyes of Electronic Arts. The publisher has restructured the design of their RPG and MMO group, putting Ray Muzyka, co-founder and general manage of BioWare, at the helm. Marc Jacobs, current general manager at Warhammer: Age of Reckoning, left the company as of yesterday. (Edited: Yesterday as of the writting of this article. -Ferrel)
“We thank Mark for his contributions at Mythic and wish him the very best going forward,” the company said in a statement on the official Warhammer web site. “Mark played a major part in the success of Mythic with his contribution as General Manager and Lead Designer of WAR.”
Muzyka, whose studio is currently developing (more…)
Articles to read this week
Tuesday, June 16th, 2009I try to spend a lot of time reading through other blogs and news articles during the week when possible. It gives me inspiration for my own articles and keeps me informed on what is going on. The MMO sphere is quite large and impossible for any single person to cover. One thing I have tried (poorly) to do in the past is advertise what I enjoyed and share some love. With any luck I’ll start doing a better job of that going forwards. I invite my readers to post links to stories you liked via comments on this article. Don’t be shy. I know I find some great stories through your daily reading.
Syp over at Biobreak laments the direction that World of Warcraft has taken. He makes some pretty solid points and I thought they were worth sharing. Take a moment and go read WoW: It’s a Small, Small World.
Reagn took some time to mull over the prospect of playing Aion. He is having mixed feelings due to the PvP focus of the game and his experiences with Warhammer. He touches on some good points regarding PvP as a game’s core experience. Since I’ve been talking about just that lately I enjoyed his opinion on the matter. I recommend Aion Beta: Once Bitten, Twice Shy?
Timothy of Incoming Pull is stuck between MMOs and feeling a bit out of it. It is something that all of us go through when we leave a game. In a way, it is like leaving a relationship. We put in so much time and effort but sometimes the negatives out weigh the positives. If you’re between games or ever have been you should check out The lull and drudgery of being in limbo.
Okay, so this one is way late, but it was something I read last week and enjoyed. Moorgard (aka Steve D of 38 Studios) did an interview with Ten Ton Hammer about the creation of IPs. It was a solid read. You’ll find a link to it via Steve’s article Please Hammer, Don’t Hurt Moorgard.
A dubious package on my doorstep
Tuesday, June 9th, 2009Like many evenings I returned home from work tonight expecting nothing but junk mail and bills in the mailbox. I was not disappointed in that but I did find a package nestled outside of my door. This package had my name on it and, knowing that I had not ordered anything, I simply assumed it was a mail bomb from an angry ex-girlfriend or developer.
After a brief consort with my own personal bomb squad, (which may or may not be nothing more than miniatures that I talk to when I’m lonely), we decided the package was safe to open. I was treated, almost immediately, to the top of someone’s skull. It was from a developer! Who else but Mythic! It seems they’ve got another genius plan to excite us about their up coming patch. I would say mission accomplished!
There was a letter included that basically stated I had a portion of a Rosetta stone. With my stone, and those of others bestowed upon other bloggers, players can learn the name of a Nehekharan royal and earn a game code! With that code they could win one of only 5,000 “Scarab Amulets.” 1,000 amulets for each “cartouche” and they may be found on Gamespy.com, Kotaku.com, Massively.com, Mmorpg.com and Tentonhammer.com! With that said, I give you early low-res versions of what was received. High-res versions will come when my esteemed friend arrives with something a little better than a camera phone. For those that might want the original low-res pictures see the end of the post.
Wed, June 10th Update: MMORPG seems to have received the first cartouche. The best I can tell is that we’re missing some bloggers still. Here is what I think we know: _ J H _ _ _ U _ N _ Others may have differing opinions on that.
Friday, June 12th Update: You can now solve the Massively puzzle. I did so and the key does work! I think the MMORPG one should also be solvable now.
I was also provided a map and torn journal pages! This map shows locations of special tome unlocks and possibly more. The pages are the accounts of explorers.
Update: Tome of Knowledge seems to be the recipient of another package! Thus far that makes two.
Update 2: It appears that Da’Toughest received some bones as well!
Update 3: Keen and Graev received their bones!
Update 4: Syp has received some bones as well! See them on BioBreak.
Update 5: Werit received some bones! Rainbow MMO did as well.
Update 6: Stylish Corpse got some stylish bones!
Update 7: Rivs received some bones too! The Raven God Blesses Us?
For the original horrible shots:
Skull 01, Skull 02, Skull 3, Map, Journal 01, Journal 02.
Character Advancement Part V – Heroic Levels
Friday, May 15th, 2009It is time once again for an article about character advancement. We’ve covered some of the normal ways to progress (levels, skills and traditional AAs) and even some crazy ideas like Endless Grind Points. Today I want to look at another alternative to traditional progression. This concept is another one of those on the “far left” when it comes to advancement.
In the simplest of terms Heroic Levels would be additional levels beyond or in parallel to the traditional leveling scope. They should be viewed as “non-traditional” progression and would clearly define the history of the character who possess that level of advancement. What does that mean exactly?
I imagine heroic levels to be achieved only through actions. I’m not talking about grinding mobs or doing quests either. These levels would indicate immediately where a character, and by association, a guild stands in the progression of the end game (just an example, it could be any criteria). To illustrate this lets say that to achieve HL 1 you need to defeat six two group raid mobs. When you do so you level up. To reach HL 2 you will then need to best three additional two group raids and a three group instance. This would progress until you defeat the final content for an expansion or time period.
The benefit to this is that the levels don’t have to be as powerful as traditional levels. They are heroic in deed, not in power. Of course they could be both. It would also help developers channel players through content as they intend. It would help reduce excessive content jumping if the power you got from a heroic level was of some benefit to defeat the next tier of encounters. I want to stress that the heroic level shouldn’t be a necessity though. Skill and tactics should always prevail.
Beyond keeping players on the straight and narrow the biggest benefit I see is that this is a true method by which “bind on pick up” can be eliminated. I’ve frequently heard developers say they do not want players to get raid rewards without raiding. I’ve suggested many things in the past as compromises on the issue (see bind on guild). Heroic levels fit this bill far better. Items can be level restricted by heroic levels and then made bind on equip. Sure, you could sell a top tier item to another player but unless they did the raid themselves they’ll never be able to use it.
This would also spur competition and reduce the amount of false claims that go along with it. After all, it would be hard to claim you defeated Tarinax if you didn’t have the associated heroic level. As an additional feature I think it would be great if the game tracked when a character achieved the heroic level (and for that matter any level) like EQ2 did. When it came to the power curve developers would know exactly where players stood at all times. Raid encounters can be designed with a certain heroic level in mind. Players would also know which content they were intended to do and recognize that to do other content it will require a lot more skill and ability. At least in that sense it is win/win.
The only words of caution I would give is that these levels should also make the character at least slightly more powerful. I say this because of the generally poor reception that was received by the ward system of Warhammer Online. Progression was literally delayed by making wards not a benefit but a necessity. No amount of skill could overcome the ward system and once you had five wards almost all the encounters were beyond trivial. Heroic levels are meant to be a reward for achieving content and not a barrier to it (other than the items that are generated).
It is just one more of those interesting (to me) ideas I’ve had. I’d love to hear some feedback about it as I did with EGPs. I just think there should always be some form of noticeable progression for characters. A little bar keeps me going. As soon as it stops my play time declines to just “when we’re raiding” or “when we’re doing an instance.” This wouldn’t quite help that but, like EGPs, it is another facet of engaging the player.



