When we moved over here to Massively Overpowered, some of us transplanted our long-running columns to the new space. I perhaps felt most devastated that I was going to lose all of the Game Archaeologist articles that I had painstakingly researched over the years. So my mission with this space became two-fold: to rescue and update my older columns while continuing to add more articles to this series on classic MMOs and proto-MMOs.
I’ve been pleased with the results so far because TGA is a series that I really don’t want to see vanish. As MMORPG fans, we should consider it important to remember and learn about these older titles and to expand our knowledge past the more popular and well-known games of yesteryear.
Now that we have quite a catalogue of Game Archaeologist columns, I thought it would be helpful to end the year by gifting this handy guide to you that organizes and compiles our continuing look at the history of the genre. Enjoy!
Even Warhammer 40K Eternal Crusade might be jumping on the battle royale bandwagon. That’s according to Behaviour Interactive’s latest pair of player-directed Q&A posts.
“We already have a series of Battle Royale game mode ideas, since it’s one of many ‘standard’ modes today,” says the studio. “Ours are of course adapted to fit with the 40K universe, and with the lore limitations. I also think PUBG showed how execution and nuances to a mode can really kick off something big. Just like LOL. It’s lower down the list of game modes we’ll prototype, as we already have some half-finished modes we’re applying to current maps, part of current maps (cutouts) or unfinished maps.”
The studio also notes it is indeed aware of the “brick wall of boredom” at rank 6 and is working on fixes, maps and storylines are under discussion now, and that a lot of game tweaks are doable – the team “just need[s] engineers” to make them happen. As for Steam Workshop integration – a ton of questions are about this feature – Behaviour says that weapon creation won’t be coming to the core game and that it has its eye on abuse such that it’ll be reviewing all submissions.
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!
Do you long to get your Eldar on in Eternal Crusade? We’re unsure of exactly how the Eldar get themselves on, but we assume that’s one of the topics covered in the Eldar campaign from the game’s most recent patch. The Autarch Eldar Hero will be introduced after the campaign along with other associated rewards, so by all means, get your Eldar on. Better yet, make your Eldar happen to other people.
The game has also introduced Challenge, so we can only assume that “get your Eldar on” is one of said challenges; the system is all about repeatable goals rewarding you with requisition points. There are also combat balance updates, improved tutorial points to help new players acclimate to the game, and all of the various bugfixes you would expect. Check out the full set of notes for details on all of the changes that have come to the game.
MOP reader Sally Bowls is on a roll with the good questions lately! She lobbed us one this past weekend that seems a good follow-up to a comment thread discussion about the problems inherent in unregulated three-way factional PvP/RvR (and how a game like Camelot Unchained will regulate it). By way of example, she noted that a certain MMO griefer famously argued in favor of strategy that basically made the opponent not want to log in, using tactics like creating timesinks and hassles in a sandbox. “Should the dominant faction on a RvRvR server ‘camp’ the smallest to try to drive them off?” she wondered.
“If it’s about fair PvP, then that is anathema. But if you see the game as being about your faction being at war with other factions, then not doing your utmost to win that war is incompetence. Neither is bad design per se, just a conflict in understanding of the goals. And will Camelot Unchained really be RvR, doing everything legal for your realm to win? Or will it be about PvP battles, with the RvR rhetoric being more marketing fluff than von Clausewitz and Machiavelli? If camping a mine hurts your kill/death ratio but makes the opponent weaker due to hassles or crafting, is that winning or losing? Is an RvR game really about realms vs. realms or is it just another BG?”
I’ve pitched Sally’s comments to the team for consideration in this week’s Massively Overthinking. Is RvR just a more carebear-friendly way to market FFA PvP? Do you play RvR or factional PvP to win or to have fun, and how does that differ from a more open FFA sandbox? How would you design three-way factional PvP to keep people from quitting and stop griefing before it starts?
Over the weekend, the studio behind crowdfunded RvR MMORPG Camelot Unchained released a hefty chunk of its ongoing beta one document, revealing extensive insight into the way the game’s social systems will be laid out. Parts of those social systems will look familiar to MMO players, such as groups (Warbands), guilds (Orders), and raids (Battlegroups). But there are more layers to contend with, including perma-groups or mini-guilds (Permanent Warbands), as well as project-oriented raids (Campaigns), all designed in the service of an ambitious RvR-centered MMO that makes space for soloers and small guilds by not over- or under-privileging the largest teams in the genre. That’s the goal, anyway!
CU boss and MMORPG veteran developer Mark Jacobs, whom many of you know personally thanks to his ubiquity in our comments section, gamely answered about a thousand of my questions over the weekend, which we’ve compiled into an absurdly long interview about how to properly smush together all these groups into a social system sandwich that makes everybody happy. There’s even a Star Trek quote and a bonus question about Warhammer Online’s development and CU’s budget at the end!
I strongly urge you to check out the original doc first, as the interview assumes knowledge of the basic terminology and structure of the game. Fair warning: While Camelot Unchained’s document is almost 6000 words, this interview itself is close to 4000. You put Jacobs in a virtual room with me and my questions go on forever, and damn if he doesn’t answer them exhaustively. It’s a whopper, but it’s worth reading for a glimpse into what could be the future of MMO community planning.
This particular part of September is loaded with MMORPG and MMO birthdays. In addition to ArcheAge, whose corgipocalypse we’ve been covering already, and Ultima Online, doomed to ding 20 by Monday, there are a few more we’ve not mentioned yet. Let’s remedy that!
is turning eight today, and it’s putting on a pretty sweet party
, plus a different one in the EU
. US players can look forward to bonus experience, cake, and Kroemede’s Revenge; through the weekend in the EU, expect a Cake Hunt, in-game boots, gifts, and temporary mounts, plus an event about poppys. I don’t know, it’s Aion
, man, just go with it. We’ll be streaming some of the US festivities on Saturday, so stay tuned!
Fallen Earth also turns eight today, though you won’t find any hoopla on the official site, where there’s been no news since last year. MOP’s Justin judged it in maintenance mode as of at least this past summer. It’s OK, Fallen Earth. We’ll have a slice of cake in your honor.
Considering that Eternal Crusade takes place in a very far-flung future, you could be forgiven for thinking that the game was set long after the point when firearms had become the only real method of hurting people. But it seems wrong to give your Space Marine a bunch of cool hacky tools like chainswords without making wading into melee the right choice at least some of the time. So it’s good news for players who like to hit things that the game’s most recent patch brings a lot of additional balance to all of these pointy bits of metal.
The patch also includes several matchmaking improvements as well as new map routes to allow more flanking opportunities. That’s in addition to various other balance tweaks, like ensuring that strafing isn’t as fast as running straight forward. Check out the full list of changes to get a sense of how the environment has shifted, and keep your eyes peeled for upcoming announcements today about the next major additions to the game.
Let’s begin with a little personal history. Back in 2008, I decided to get into the blogging scene by jumping on board the latest MMO hotness — in this case, Warhammer Online: Age of Reckoning. As I was growing increasingly tired of World of Warcraft, WAR seemed to offer a refreshing alternative: a darker world full of brutal PvP and awesome new ideas. So I joined the elite ranks of bloggers (hey, stop laughing so hard) and spent the better part of two years jawing about Mythic’s latest fantasy project.
And while Warhammer Online was, in my opinion, a solid product, it certainly failed to live up to the extremely high expectations held by both the development team and the players. No matter how it turned out, I really enjoyed talking about WAR, especially in the days leading up to its launch.
As with other IP-related MMOs like Star Trek Online and Lord of the Rings Online, Warhammer Online had its roots with another company and another vision. It’s a “what if?” tale that’s tantalizing to consider — an entirely different studio, Climax Online, creating a much darker version of Warhammer.
So what if Climax had brought its version of Warhammer Online to bear? Would it have eclipsed Mythic’s vision or been its own animal? Hit the jump and let’s dive into the pages of ancient history!
One of the reasons I gravitated to and stick by the MMORPG genre in spite of its many ups and downs (oh, so many downs) over the last two decades is the fact that I can play more or less exactly the character I want to play, which is usually female characters. Other genres, even RPGs, have been relatively slow to catch up to what we’ve had here in MMO land right from the start. The idea of a serious MMORPG launching without female toons of some sort is almost unheard of.
I bring this up because of Quantic Foundry’s latest blog post, which delves its Gamer Motivation Profile for data on how gamers feel about being able to play female protagonists. Unsurprisingly, three-quarters of female gamers and a third of male gamers, irrespective of age, consider that option very or extremely important!
For this week’s Massively Overthinking, I asked our mixed-gender staff three questions: what they think about Quantic’s findings, whether they stick to the gender they personally identify as when rolling toons in MMOs, and whether the lack of gender options — or in MMOs’ case, things like gender-locked classes — drive them as nuts as they drive me.
Welcome back to our intermittent series on MMOs and other multiplayer games you you’ve never heard of! Tonight we have four titles to highlight.
Remember NosTale? Yeah, we didn’t either, but it’s a super old anime MMO that Gameforge is resurrecting and plopping down on Steam, apparently at some point in September.
“Swordsmen, Archers and Mages – each class offers a unique flavour and the opportunity to create your own personalised character. Tame wild animals, train them and use them tactically in battle. Other players and partners can also join you on your adventures. Take some time out from adventuring in your very own Miniland, a place where you can build your own home, look after the garden and party with your friends.”
Cute! What else have we got here…
And lo, as the Battle Bards walk through the zone of the shadow of death, they will fear no evil, but they will listen to evil’s soundtrack because that is what they do! In today’s episode, the crew looks at the darker side of MMORPG soundtracks, dwelling in the wicked, the profane, and the deliciously macabre. Also, Syp does his Cookie Monster voice.
Battle Bards is a bi-weekly podcast that alternates between examining a single MMO’s soundtrack and exploring music tracks revolving around a theme. MOP’s Justin co-hosts with bloggers Steff and Syl. The cast is available on iTunes, Google Play, TuneIn, Pocket Casts, Stitcher, and Player.FM.
Listen to Episode 104: Something wicked this way comes (or download it) now:
Every MMO tells a story through the run of its life. A lot of those stories are pretty happy, too. Ultima Online may not be the most happening place in the world right now, but its story is about launching a genre and then running for two solid decades. That’s a pretty great story. However much it’s become a tale of mismanaged expectations, World of Warcraft kind of became the most popular thing for a long while and brought in tons of new people to the hobby. Even titles with sad endings often have bright stories; the end bit for City of Heroes sucks, but everything leading up to that was a gas.
And then you have these 10 titles. These are titles where the whole story is a tragedy, start to finish, and in many cases the tragedy isn’t necessarily over, but the story is still just plain sad. There are reasons, of course, maybe even good ones, but the result is that the narrative for these titles is pretty sad all the way through.