When it comes to notable years in the MMORPG genre’s history, 2008 stands out as one of the most significant. World of Warcraft’s debut onto the scene in 2004 caused an upheaval in ways far too numerous to go into detail here. Suffice to say that its overwhelming popularity drew the attention of game designers who looked at the staggering numbers of players and found themselves envious of the potential to grab a slice of that money pie.
Many projects went into high gear following WoW’s launch, with plenty of them trying to copy the formula and structure that Blizzard established in the hopes of making it at least partially as big as that game. So-called WoW clones began to pepper the market and there was a sense that gamers were ready to move on from World of Warcraft to the next generation of MMOs. In many players’ minds, this would be either 2008’s Age of Conan or Warhammer Online, two big-budget MMOs with strong IPs that carried a lot of the weight of expectation.
Little did anyone realize that 2008 represented a bubble that was about to burst on the industry and the WoW clones that followed — including Warhammer Online. Today, we’re going to take a look at “bears, bears, bears,” the high hopes of Mythic Entertainment, and how WAR became a casaulty on its own battlefield.
Polygon recently had an interview with Conan Exiles creative director Joel Bylos focused on the game’s slavery mechanics, a “feature” I had entirely forgotten about, probably because the game calls such NPCs – whom you are encouraged to capture and enslave – “thralls.” Bylos likens thralls to the ‘bots of Westworld: They serve multiple purposes, from dancing for entertainment to manning base defenses as “intelligent turrets.” Essentially, he argues, they’re a mechanic that allows a single human player to build out and staff a mini empire.
I thought it would be interesting to explore the subject of slavery in Massively Overthinking now that Conan is back in the headlines (and getting good reviews). Should slavery exist in MMOs and other online games? Does it get a pass because it’s NPCs, or does it make you uncomfortable to see your player potentially cast as a heroic slaveholder?
has the odd distinction of being one of the most impenetrable MMOs on the market today and yet also one of the stickiest. Few new players make it past their first week or month in EVE
, but more of those who do scale that infamous learning cliff
tend to stay for several years and become part of the community. Many of the most active veteran players have even admitted that EVE
didn’t really click for them the first time, and for some it took them several attempts before they finally got hooked.
This anecdotal evidence seems to mesh quite well with CCP’s own brutal retention statistics, as we heard back in 2016 that over 1.5 million people had signed up new accounts that year but just over 50% of them quit within the first two hours. Even after the free-to-play option was added to eliminate the biggest barrier of entry for new and returning players, retaining more of those players in the long term is still proving difficult. So what is it that prevents new players from really clicking with EVE even if they want to, and what can be done about it?
In this edition of EVE Evolved, I look at some of the factors that make EVE difficult to penetrate, the importance of joining a corporation, and a few things CCP could do to help with player retention.
As you probably have heard, there was a Bless influencer event this week, with a couple of media and a smattering of MMO streamers in attendance. The leak of the price points happened soon before we went in, but none of the people in attendance, devs or streamers, really seemed fazed by it. Most people seemed ready to have a good time.
For someone like me, who was initially blown away by Bless circa 2011, the game had fallen off my radar, especially after the game’s rocky trip to Russia and initial Korean release. The western build-up for me has felt like a big PR push, with the pricing model dangled like a feature that people actually should be excited about. Basic questions like, “How does endgame work?” were easier to find on Reddit, Steam, and fansites than any of the PR I was reading. I was concerned, to say the least, but things like “tame almost any mob!” and “100v100” battles intrigued me. Though nothing I saw is probably going to change any core fans’ mind, it may be useful to those on the fence.
Yes, this is going to come in as the shortest Choose My Adventure series, but I feel it’s got a good reason to be so. I went into Ultima Online with a very simple question: Is the game worth playing now as a free-to-play title for the curious? I very quickly got the answer to that question: No. Definitely not. And writing a whole lot more on it is just going to continue to harp on that point.
That’s not to say that there aren’t at least a few more words to be spared on the subject, of course. There are a lot of games with a free-to-play option that players have said don’t feel like free-to-play titles; you can technically play without paying, yes, but the game doesn’t seem to want you there and keeps hitting you with paywalls. That wasn’t the problem I ran into with Ultima Online, though. If anything, it seemed like the game didn’t want me there at all. Not as a free player, but as a new player.
EA’s quarterly financial report and investor call turned out to be a doozy this year with quite a bit of useful news. To wit:
BioWare’s Anthem is set to ship “in the last quarter of the year, and in the last month of that quarter,” so if we’re counting by fiscal quarters, that’s March 2019, and no wiggling out of this latest delay, EA. According to PCGN, multiple execs inflated the hype, arguing it’s a “stunning and ambitious” game with a “fundamentally social experience.”
Also, in spite of industry interviews to the contrary, it appears that EA learned basically nothing from the Star Wars Battlefront II fiasco that drove the ancient lockboxes-are-gambling argument out of weary corners of the online gaming market and into mainstream politics. The plan going forward appears to be fighting the perception – now codified in Belgium – that lockboxes are gambling in the first place. “We don’t believe that FIFA Ultimate Team or loot boxes are gambling firstly because players always receive a specified number of items in each pack, and secondly we don’t provide or authorize any way to cash out or sell items or virtual currency for real money,” CEO Andrew Wilson said during the call.
MMOs and politics once again collide this week as last night CNN broke the news that Robert Mueller’s FBI team has zeroed in on Russian oligarch and Renova Group chairman Viktor Vekselberg as part of the Special Counsel investigation into Russian election interference, questioning Vekselberg about money Renova’s US “affiliate” transferred to US President Donald Trump attorney Michael Cohen. (Tangentially, those allegations were brought to light by Stormy Daniels attorney Michael Avenatti.)
And the name of that US affiliate under investigation? Yeah, it’s Columbus Nova, the firm that claimed it acquired MMORPG studio Daybreak back in 2015. Here we go again.
“FBI agents asked Vekselberg about payments his company’s American affiliate, Columbus Nova, made to Cohen, according to one source,” CNN reports. “The Russian was questioned as well about $300,000 in political donations by Andrew Intrater, Vekselberg’s American cousin who is the head of Columbus Nova, sources said.” Columbus Nova claimed to CNN that it is “owned and controlled by Americans”; it further denies any use of “Columbus Nova as a conduit for payments” to Cohen.
MMO development is rarely steady and even; there are ups and downs, fast periods and slow cycles. Sometimes the slower patches are necessary to firm up the basics, which is why Dual Universe has been in a “feature freeze mode” for a while. The good news? This phase is at an end, and we should be hearing more about what’s going into this sci-fi space sim in the near future.
“For several months we have been in a feature freeze mode to direct our focus near exclusively on both server and client stability,” Novaquark said. “This freeze period will be ending as the next client build coming in May will deliver many anticipated features! Players can now look forward to scanning, mining, trading, a piloting mechanics revamp, and other additional new content!”
In this month’s Kickstarter update, the team also showed off the new female Novean base outfit, laid out its May pre-alpha testing schedule, and shared the winners of the outpost building contest.
Check out our recent Dual Universe demo and interview for a deeper look at this interesting title!
When you work in video games, you often get asked what new titles you are looking forward to. While experience has been teaching me to temper my enthusiasm, I do have one that I’m excited to play. I first got to experience Dual Universe in-person at PAX West last September, and since then I’ve been eagerly anticipating its release! Why? That title pretty summed it up well: It’s a persistent, seamless, sandbox universe. More than that even, it is a hotbed of creativity thanks to its voxel foundation. So I’ve had a taste of what can happen in a world that customizable, and I hunger for more!
That meeting with Jean-Christophe Baillie, the president and founder of NovaQuark, was seven months ago. How has development been coming along since then? How does the game look today? I got to sit down with Baillie for an update on progress and a new tour through the universe a few weeks ago. In my first demo, I saw promise. This time, I saw more of that promise realized.
Sick of battle royale? Yeah, it hit saturation levels in a hurry. Undead Labs is over the craze too, which might sound funny given that the original State of Decay was right on the forefront of the zombie craze.
VG247 has a brief but interesting interview out with the studio design director, Richard Foge, as part of a State of Decay 2 media blitz. Foge basically says there’s no point for a studio like his to try battle royale at this point.
“It’s like there’s this field of wheat, right? And somebody built this perfect, glorious combine and went over that field of wheat. If somebody then comes up and asks you, ‘Would you also like to build a combine to go over this field of wheat?’ I’m like, there’s no wheat left! These giant combines have been rolling through this space – there’s nothing left for us to harvest. I would much rather us focus on what we’re doing, trying to find something unique in the space to excite and inspire them. Some new thing as opposed to trying to follow what other folks are doing, trying to see what scraps I can get from that.”
Buried in the Daybreak ruckus of last week was the rumor that Daybreak is not in fact merely the publisher of Standing Stone Games’ MMOs (LOTRO and DDO) – that instead it owns SSG outright. It’s probably not the first time you’ve heard the rumor, especially once it really heated up earlier this month when SSG’s Rob Ciccolini let slip that Daybreak Austin’s Jack Emmert was his “direct boss” in an interview. I have my own reasons to believe it’s true. But as they say, it’s not about what you know – it’s about what you can prove.
Daybreak declined to comment on the question of the full extent of its stake in SSG when I inquired last week; a spokesperson told me Daybreak wouldn’t comment on rumors (which is worth a chuckle since Daybreak commenting on the Russian sanction rumors is how it got into this mess). And sure, Daybreak doesn’t have to give its customers or the media a complete family tree. But given that Daybreak’s apparently been misrepresenting its own ownership for the last 3+ years, you’d think maybe they’d come clean just this once, as this isn’t a good look – which is why MMORPG players have dug up the bit about how a Daybreak VP appears to be an SSG director.
What do you think – do you buy the rumor that Daybreak owns Standing Stone Games, in full or in part? And if so, why do you think they’ve both been presenting it as nothing more than a publisher/developer relationship since the Turbine split?
How about those Red Sox? Seriously, that’s a conversation I’d rather be having than the one that has cropped up this week — and I don’t even follow the Red Sox. Instead, we’ve got the Columbus Nova fiasco and Daybreak’s disasterous response. I feel as if I am witnessing my favorite game studio hang itself.
As I sit here watching as this story all unfolds, I almost wonder if I’ve stumbled into some crazy movie plot or scripted prank show. Is this seriously happening? It doesn’t seem real, and yet here we are; I’m right with you, following each new step in the saga as it happens. Sadly, in this narrative there are no winners, only losers. The studio, the developers, the players, the industry — we’re all losers. No matter how this ultimately turns out, much damage has been done. The hopes that my favorite game will continue are crashing and burning alongside the last vestiges of trust I had in my favorite studio. How did it come to this? These are my thoughts and feelings as a long-time fan on the matter, basically my WTF reaction to it all.
It’s no secret that Otherland, the MMO based on Tad Williams’ popular sci-fi series, has had an extremely rough go of it through development and launch. It really did look like a game that was destined to be shut down (or to fade into obscurity) within weeks. However, Drago Games is making a valiant effort to shore up the game with tons of new quests and a summer expansion.
Drago sat down with MMORPG.com for an interview on the game, saying that it is attempting to “starting the process from scratch” of building up the game’s playerbase.
“We are now going back to the way it was in the game’s early access where developers communicated directly with players,” Drago said. “We already see from various responses that we are on the right track and we plan to go further to strengthen that relationship, do events of different kinds, but first and foremost be there and answer.”