fallout

See: TheFallout series on Wikipedia. MMO players will forever be waiting for Fallout Online, we suspect.

Creditors lay claim to nearly $700,000 in Gazillion assets in bankruptcy case

We named the sad death of Marvel Heroes the greatest MMO disappointment of 2017, and it appears it’s not even over yet. Redditors noticed that on January 4th, three creditors – Secret 6, Playchemy, and Caitlin Capes – filed claim against the assets of Gazillion, or rather, whatever is left to fight over following the company’s apparent collapse last year.

Secret 6 appears to be a multinational game dev studio known best for its art production (Ronald Schaffner is its president), while Playchemy is a mobile development studio. Caitlin Capes’ linkedin shows her as having been an associate producer on Marvel Heroes as well as on the multiplatform VR game Gazillion was reportedly working on. In total, MMO Fallout reports, the three are claiming nearly $700,000 in unpaid debt, the bulk of which is allegedly owed to Playchemy.

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Lockbox roundup: MMO studios on ‘elegant’ lockboxes, legal issues, and the ‘cosmetics only’ angle

You know the lockbox thing is reaching saturation when there are so many things to cover we have to resort to a roundup. Nevertheless, for those of you who want to stay on top of developments and arguments, here we go.

Polygon has an explainer piece up on Destiny 2’s Eververse fallout and why everyone is still rioting over the game’s monetization. Of note for this discussion is the publication’s note that if Destiny 2 is hell-bent on having lootboxes, it ought to adopt Overwatch’s lootboxes, as they’re relatively tame and haven’t produced a Reddit in full meltdown.

Gamasutra has a roundup of MMO developer quotes from studios that believe they’re doing lockboxes “elegantly,” including Trion (for Defiance), PWE (for Star Trek Online), Wargaming (for World of Warships). In this particularly case, that means either being easily accessible through in-game play (not just in the cash shop), making lockbox drops tradeable to other players, creating systems of accruing lockbox rewards, or offering a choice of lootbox type.

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The Game Archaeologist: Vanguard Saga of Heroes

The significance of Vanguard’s development, release, long-running drama, second chance, and eventual closure should be of great interest not just to game historians but to everyone who plays MMOs, period. What happened with this game caused a huge fallout in the industry, and we are still feeling some of its effects even today.

As our own Bree once put it in her blog, “Vanguard’s implosion was a big deal at the time and marked the beginning of the post-World of Warcraft destruction of the industry that hobbled Age of Conan and Warhammer Online a few years later.”

While the crash and burn of Vanguard was a very well-known tale several years ago, I’m wondering if today there might be many who are quite unfamiliar with what happened to this unassuming title back around 2007. Let me put on my old fogey glasses and we shall begin!

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The Stream Team: The final KOTFE chapter in SWTOR

It has been quite the journey through SWTOR’s Knights of the Fallen Empire for Massively OP’s MJ and Larry, and they couldn’t have done it without you, the audience. No, really: You’ve made all the important decisions! But it’s all about to come to an end; the duo starts the final chapter today, discovering the fallout of SCORPIO’s actions. Join us live at 2:00 p.m. to help wrap this story up. (But don’t worry, there’s a whole other expansion to dive into for Choose My Alignment after this one!)

What: Star Wars: The Old Republic
Who: Larry Everett & MJ Guthrie
When: 2:00 p.m. EST on Wednesday, November 29th, 2017

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MMO Mechanics: What can be learned from Guild Wars 2 Mountgate?

Most often, MMO Mechanics articles focus on the gameplay mechanics that both make the MMO genre unique and those that diversify MMOs from one another, but this time I’m focusing on the mechanics that drive profit for the modern development studio and will discuss the lootbox phenomenon. Although the lootbox is by no means a new topic in the world of online gaming, the purchasing method has been under fire more than ever recently and has seldom faced the same scrutiny from the playerbase and wider media before now.

Recently it has been ArenaNet under fire for the particular way randomisation factors into purchasing Guild Wars 2 mount adoption licence skins. A unique combination of a highly requested and anticipated extension of a likewise highly requested and successful new game feature and the employment of lootbox mechanics has caused quite a stir in the game community, despite the fact that Guild Wars 2’s Black Lion Chests already employ RNG lootbox mechanics. In this article, I’m going to discuss why the skins were such an issue in the first place, evaluate ArenaNet’s response to the player outrage the skins caused, and ponder on the reasons why studios rely on lootbox mechanics in the first place.

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Marvel Heroes dishes out a hefty daily allowance as the game counts down to extinction

Marvel Heroes players are dealing with the fallout of yesterday’s announcement that the superhero MMO is being shut down by Disney and will officially sunset on December 31st. At least before this happens, the community will have the opportunity to play or wear anything they want.

This is thanks to Gazillion’s decision to dish out 1,000 GsMarvel Heroes’ premium currency — every singe day from now to its closure. Even better, all store options are now 50Gs across the board. “This is the best current solution we have with limited resources and technical limitations of the PC, and wanted to make sure this got out to you,” the studio said.

Former Creative Director Jeff “Doomsaw” Donais popped back up on the forums yesterday to praise the work that the team did on the game and urge other studios to hire those laid off: “The actual people who worked in every department on Marvel Heroes were the definition of epic. They accomplished an amazing amount of work with a relatively small budget and an approval process that made everything a little tougher.”

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EVE Evolved: EVE Online’s CCP Games is gambling with the livelihoods of employees

Last week we broke the story that EVE Online developer CCP Games is backing out of the virtual reality games market, closing its Altanta office and selling its VR-focused Newcastle studio. The long-held Atlanta office was acquired in the merger with White Wolf in 2006 and has been hit with several rounds of layoffs over the years, with a major hit in 2011 after the Monoclegate disaster and another 2014 when the World of Darkness MMO was cancelled. The Newcastle studio was the development house responsible for CCP’s VR dogfighter EVE: Valkyrie, and both Valkyrie and CCP’s new VR game Sparc will now be maintained by the London office.

Around 100 staff were laid off in the restructuring, roughly 30 of whom worked in CCP’s headquarters in Reykjavik, Iceland. Though we were informed at the time that these changes would not impact the development of EVE Online, it since became apparent that more than a few non-development staff were cut. In addition to the EVE PR staff and others that were stationed in Atlanta, all but two members of the EVE community team in Reykjavik have also been let go. There are reports that several GMs and the localisation manager for EVE have departed too, and the mood on twitter from staff in Reykjavik recently is best described as sombre and a little shaken.

In this extra edition of EVE Evolved, I dig into CCP Games’s history of taking risks with staff’s jobs, look at some of those affected by the layoffs, and ask whether there is more fallout to come.

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Guild Chat: Dealing with one bad egg in an MMO guild – without breaking the others

Welcome along to another edition of Guild Chat, the column through which we all band together to help a reader in need solve their guild-related dilemma. This time, reader Cee is wondering how best to handle one person who doesn’t seem to settle into the rank and file of his guild without ruining the solid working dynamic with the offending party’s friends. Cee feels that almost everyone else in the guild finds this person funny and friendly, but after a couple of complaints and uncomfortable exchanges, Cee doesn’t feel the same. The member came into the guild as a part of a group of friends during the guild’s initial recruitment phase, and although this member was initially affable with Cee and his officers and slotted in well, there has been growing friction between a small group in the guild because of more raucous behaviour.

Read Cee’s full submission below along with my take on the problem, and don’t forget to leave your thoughts on the matter in the comments below.

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Massively Overthinking: The state of early access, alpha, and beta ‘testing’ in the MMO genre

I remember years ago when then-Massively-columnist Rubi Bayer let loose with a blistering rant on the state of faux beta MMOs. She helmed Betawatch back then, see, and she was fed up with (mostly imported) MMOs claiming to be in beta when in fact they’d soft-launched. A lot of readers didn’t understand her fury at the time, but boy have things changed, right? Now, every game’s in on that very old trick, only they call it early access now, while some are still pushing the boundaries, charging $1000 for pre-alpha.

MOP reader Pepperzine proposed a topic for this week’s Massively Overthinking that’s right on point. “I was thinking it would be interesting if we could discuss when people consider a game to be in alpha/beta versus a final launch as a topic,” he wrote to us.

“Back in the day, this was easy to determine. Selective testers were extended invites into beta who were experienced testers who had the computer hardware to handle the software. The primary purpose of being in the testing phase was exactly that, to test and bug report. When the game was made available to the public at a price, a game was considered launched. Now, players are granted access to pre-launch titles by ‘donating’ or purchasing access. For the most part, the primary purpose of participating in the pre-launch experience for these players is not testing or bug reporting but rather to experience and play the game. The division of purchasing a game and donating to test has become so blurred that it is no longer a valid way of determining if a title is at a state to where it is launch ready. These titles can stay in this pre-launch phase for as long as they deem necessary, easily deflecting criticisms by reiterating it is still in development. So when do you consider a game to be launched? Is it when the producers declare it is? Is it when there is no longer the possibility of wipes? Is it when cash shop monetization is implemented? Is it as soon as the company begins selling access?”

Where’s the line in 2017? Let’s dig in.

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Fractured introduces its complex horizontal leveling system

Since this past summer, we’ve had our eye on Fractured, yet another SpatialOS MMO on the way to hard drives everywhere. If it’s not on your radar yet, it probably ought to be be, as it’s touting planetary colonization, crafting, housing, skill- and reflex-based combat, and most interestingly, no grind and no forced PvP.

The team’s most recent dev vlog covers character progression, specifically a “knowledge system” that is “different from both level-based and skill-based systems.” In fact, Dynamight Studios is saying it “can be defined as the first accomplished example of horizontal progression in an MMO,” which I’m sure will quirk the eyebrows of all the other games with horizontal progression, yeah?

In any case, this does sound pretty cool. The goals, Dynamight says, are to keep newbies competitive from the start with “minimal power gaps,” while providing “long-term objectives for character development,” avoiding grind, and creating opportunities to change builds during play. If anything, it reminds me of systems used in the Fallout series: Exploring the worlds, encountering new critters, identifying items, and discovering relics all help you earn knowledge points, which you can then spend on a talent tree, which looks more like something you’d see in a sandbox than in a typical themepark or OARPG with class trees.

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Counter-Strike: Global Offensive community rocked by death threat controversy

Here is a lesson that we should all take to heart: Smack talk is one thing, actual death threats are entirely another.

The Counter-Strike: Global Offensive scene is still dealing with the fallout of a death threat made a few weeks ago at a tournament. The situation arose when one team, The Immortals, arrived late at the tournament and sparked widespread rumors that they were partying too hard the night previous.

When one player publicly accused the team of this, Immortals team member Vito “Kng” Giuseppe tweeted to him, “You’ll prove it, or I’ll kill you!” Reportedly, Giuseppe then tried to go find the accuser and had to be restrained.

The Immortals decided to deal with this internally, scheduling a meeting with Giuseppe to go over his actions. When he didn’t show up, the team decided to suspend him and then, shortly after, let him go entirely.

Source: Polygon

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EVE Online thieves produce propaganda music video, auction off ill-gotten gains

If betrayals, heists, coups d’état, and threats aren’t enough to pique your interest in EVE Online’s metagame, maybe memes will do the trick.

As PCGN points out, EVE Online players are rushing to fill the vacuum left by last week’s theft of in-game property worth $20,000 (and subsequent banning by CCP of one of the victims for issuing multiple real-life threats to maim the perpetrator). Indeed, the winning cohort, if you want to call any of this “winning,” has now produced a taunting propaganda video set to Johnny Cash’s God’s Gonna Cut You Down and begun auctioning off some of the in-game property its members stole. I’d link to the pun thread as well, but as of press time, there are racist comments in it, so suffice it to say that EVE’s Reddit community has squeezed every imaginable hand- and mittens-related pun out of the whole mess.

Massively OP’s Brendan “Nyphur” Drain, who’s been covering the EVE universe for over a decade, has written extensively on this topic over the last week, discussing the particulars of this arm of the war, the fallout over the real-life threat, and most recently, the shift in what’s considered acceptable toxicity inside the game since its launch in 2003.

Source: YouTube via PCGN

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Guild Chat: What to do if drug use impacts your MMO guild

Welcome along to Guild Chat, the column through which we all band together to help someone get on top of his or her guild-related issue: While I give my two cents here in the article, plenty of useful advice and different perspectives on the matter at hand emerge in the comments section. This time, reader Michael has a rather challenging issue to deal with that hinges on his guildmates’ drug use. Michael’s guild centres around an online friendship group that began in MOBAs and has recently been adversely impacted by the behaviour of several members of the group who live close to one another. These members have, for as long as Michael has known them, taken recreational drugs while gaming, but recently Michael has noted some personality changes and volatility that is uncharacteristic of his friends. He wants to know how best to deal with the issue and bring back positive relations in his guild.

You’ll find my two cents in the comments, but this is a massive topic that needs a measured approach. The submission does not include specifics of what drugs the friends are consuming and whether or not those substances are controlled or otherwise legally restricted in their country. I am in no way qualified to give professional advice about drug consumption and all advice given is in support of seeing a medical professional who specialises in drug dependence and addiction. Add your own thoughts in the comments, of course, and see Michael’s full submission below.

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