Over the weekend, I was chatting with the mom of my son’s friend and let slip that I’m a video game blogger. Her reaction? “What do you think of Fortnite? Is it so big because it’s free-to-play?” Our kids aren’t even old enough to play this game, and she knew all about it and wondered about its runaway success.
The truth is, there are lots of reasons for Fortnite’s success, more than I had time to mumble out in small talk. Jamie Madigan on The Psychology of Video Games blog took a stab at answering the same question this week, and his answer is probably not what anybody is expecting.
“I think Fortnite Battle Royale’s secret sauce has to do with something that’s kind of obvious once you think about it: random chance. I don’t mean that Fortnite’s success is due to luck. Rather, I mean that Epic smartly leveraged the power of random rewards in their design for the game, and that’s one of the main reasons it’s so popular.”
Former ArenaNet developer Jessica Price has just made a string of new statements on Twitter discussing some of the issues surrounding the ongoing Guild Wars 2 PR nightmare, in which she and fellow developer Peter Fries were booted from ArenaNet following a Twitter altercation that mobilized a Reddit mob. Her primary complaint seems to be her allegation that ArenaNet – especially Mike O’Brien – “escalated” her (and Peter Fries’) firing, knowing what the mob’s response would be.
“The announcement was an escalation. The company could have chosen to say ‘their remarks don’t represent the company, we don’t agree with what they said, and they’re no longer with the company,'” she writes. “That’s not what they did. They framed an interaction on my personal social media in which I told a few individuals who (I thought) were being assholes that I wasn’t on the clock and wasn’t going to feign affection for people who are being assholes as ‘attacks on the community.'”
Consequently, she argues, O’Brien effectively provoked the mob, knowing what harassment would follow after she and Fries had been painted as “enemies of the community”; she calls it “active solicitation of harassment,” using the mob as punishment and then maintaining “silence in condemning the harassment,” which she says is “profoundly telling.”
Throughout most of EVE Online
‘s lifetime, players have developed their own third-party applications (and yes, spreadsheets) to help organise and enhance their gameplay. We’ve got skill training calculators, websites for keeping track of structure fuel, databases full of information on items, and advanced industry and market tools that look like they belong to real world stock brokers. Most large alliances also now use Slack or Discord to organise out of game, have their own dedicated voice comms servers, and use tools like Jabber to notify members of important events.
CCP Games itself has added some brilliant in-game tools over the years that help players organise too. We now have a great in-game Calendar and event system, a customisable notification popup tool, corporation bookmarks, and an official smartphone app. We even have the ability to simulate and share ship fittings, and a new Agency panel that helps new players find content near them. These are all extremely useful productivity tools, but with a few improvements I think they could be even better!
In this edition of EVE Evolved, I discuss a few improvements I’d love to see for EVE Online‘s calendar, Agency interface, and official mobile app that would help players organise and work together more easily.
Ever since the World Health Organization decided it will include its “gaming disorder” classification in its upcoming disease classification manual revision, game journalists, mainstream journalists, and academics have been enjoying a field day fighting over whether it’s justified and what the ramifications will be. As we’ve previously noted, according to WHO,
“Gaming disorder is characterized by a pattern of persistent or recurrent gaming behaviour, which may be online or offline, manifested by: 1) impaired control over gaming; 2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3) continuation or escalation of gaming despite the occurrence of negative consequences.”
Eurogamer, for example, ran a story from an editor who discussed how he personally was addicted to World of Warcraft. He calls the opposition to WHO’s classification “juvenile,” suggesting that it’s really about “the fear of facing up to uncomfortable truths about game design.”
Last week, we reported on an emerging lawsuit lodged over the new Westworld mobile game. Bethsoft is suing Behaviour Interactive and Warner Bros. over what it characterizes as copyright theft from Fallout Shelter. Behaviour (you know it from MMO Eternal Crusade) developed Fallout Shelter for Bethsoft and stands accused of reusing its design, actual code (complete with identical bugs), and “substantially similar gameplay” for Westworld for Warner Bros., entirely without permission. Bethsoft claims Behaviour and WB breached their contract, misappropriated trade secrets, infringed on copyrights, and unfairly competed with it in relation to the two games; it demands that the court put a halt to distribution of the Westworld game and award Bethesda appropriate damages.
Warner Bros. isn’t rolling over for this. The media conglom told GamesIndustry.biz that Bethsoft’s claims are unsubstantiated and untrue – that WB never asked Behaviour to re-use Fallout Shelter’s code, and that Behaviour didn’t do it anyway.
All right. When last I left off my Final Fantasy XI time, it was… wait, June 7th?! What the heck happened? If not for the fact that my posts still show up here regularly, I wouldn’t blame people for assuming I was dead, and I certainly wouldn’t blame people for thinking that I had dropped the column altogether. But neither of those things occurred, and I’ll happily explain… past the cut.
The important thing is that after the last column, my goal was back over to leveling and to seeing how far I could get within my one month of playtime. The answer is… well, about as far as I initially thought, but it didn’t look like it at first. After all, at level 25 and having hoped to hit the game’s first level cap before my playtime was up, it sure seemed like it would be a tall mountain to climb, even if I had at this point gained some fifty-odd levels across multiple jobs.
By now, many of you probably know that I’m the curator of the MMO Timeline on my personal blog. On this page, I’ve attempted to catalog the launches, expansions, business model shifts, reboots, platform transitions, and sunsets of MMOs by year. It certainly helps me to get a high-level overview of certain eras of online gaming history as well as to trace the development of certain titles.
For fun, because that’s a lot of what Perfect Ten is about, I wanted to start with the year that MMORPGs really took off and select one title per year over the next two decades that I felt had the best debut and was the most exciting title to launch that year. Some years it’s going to be really easy to pick, while others… man, I am setting myself up for some hate mail, aren’t I?
Let’s turn our time machine back to 1997 and get this show on the road!
‘s recent Into the Abyss
expansion has managed to grip me in a way that few expansions have, providing a challenging new solo PvE feature that’s as addictive as it is lucrative. Now that players are starting to figure out ship fittings and strategies for taking on abyssal deadspace
and it’s being farmed at an increasing rate, the question on many players’ minds is “what comes next?” The Triglavian storyline is far from resolved, and these new size-restricted instances could be expanded on in dozens of different ways to spark a virtual renaissance for small-scale PvE and maybe even PvP.
CCP Games has a long history of making impressive “first steps” like these in new areas of gameplay, but sometimes those ideas don’t go much further and the first steps are the last. Abyssal deadspace could easily become another one shot feature that joins EVE‘s permanent gameplay, just like the Sansha incursions that are still in the game years after they probably should have ended. I seriously hope that CCP doesn’t abandon the feature this time though, as further work on abyssal deadspace has the potential to open up whole new types of gameplay that aren’t available anywhere in EVE right now.
In this edition of EVE Evolved, I theorise about some of the different ways abyssal deadspace could be expanded and how the story of the Triglavian Collective still has a long way to go.
A trio of companies known best to our audience for their MMOs are gearing up for a big court battle in the streets of Sweetwater.
Bethsoft is apparently suing Behaviour Interactive and Warner Bros. over alleged copyright theft in the brand-new Westworld mobile game. You’ll recall Behaviour from its development of MMO Eternal Crusade, and of course Bethsoft owns Fallout – it’s Fallout Shelter that Bethsoft believes was “ripped off” here.
Bethsoft says Behaviour and WB breached their contract, misappropriated trade secrets, infringed on copyrights, and unfairly competed with it in relation to the two games. Apparently, Behaviour developed Fallout Shelter for Bethsoft and stands accused of reusing its design, actual code (complete with identical bugs), and “substantially similar gameplay” for Westworld for Warner Bros., entirely without permission.
‘s new Into The Abyss
expansion launched less than two weeks ago and I’m bloody obsessed with it
! Players have had great success running the first three tiers of the new Abyssal Deadspace sites in tech 2 fitted Heavy Assault Cruisers and there are some spectacular fits out there
for dealing the tier four and five sites already. My ship of choice for the Abyss is the Gila, a pirate faction cruiser with a great passive shield tank and a huge 500% bonus to drone hitpoints and damage, and which I’ve used successfully to reliably tackle tier four and five sites.
Abyssal deadspace fits are complicated by the fact that four of the filament types have resistance penalties that apply to both your ship and the NPCs inside the site, which has implications for both your tank and the damage types you should use. But how do the resistance penalties actually work, and under what circumstances is it beneficial to switch damage types? I performed a variety of tests on the test server and built a spreadsheet (yeah, you can make the joke now) to answer this exact question and figure out how to tackle top-tier Abyssal Deadspace sites.
In this edition of EVE Evolved, I explain exactly how the resistance penalty in Abyssal deadspace works, share my tried and tested Gila fit for high-tier sites, and detail strategies for tackling all of the enemies you’ll encounter.
For all its early access faults, Bless Online’s seemingly endless stream of producer updates and apologies ought to at least help assuage some of the the launch frustration. Today, Neowiz has yet another long missive for the playerbase from Executive Producer Sungjin Ko, who thanks players for their feedback promises more letters in the future too.
“First of all, we have reviewed all of your feedback regarding server stabilization, localization, monetization, game content, and more,” Ko writes. “As a result, we found that the biggest issues were server stabilization, client optimization and game content adjustments that differ from our originally intended game design.”
Ko also acknowledges the game’s localization just isn’t up to snuff. That’s apparently because because work on localization was paused prior to early access, but now, Neowiz is back on schedule.
Raph Koster is certainly a well-known name in the MMORPG industry who has spent his career working on titles such as Ultima Online, Star Wars Galaxies, Metaplace, and Crowfall. But did you know that he is also a prolific writer as well? Koster has posted many intriguing behind-the-scenes and industry discussion essays on his blog, and now he’s compiled those and many other new ones for a book that he’s titled Postmortems: Selected Essays Volume One.
Postmortems is due out later this June, and it contains plenty of stories that should intrigue fans and historical buffs of the MMO genre. “It’s not a memoir or tell-all; the focus is on game design and game history,” Koster said. “There’s still nowhere near enough material out there in print covering things like the history and evolution of online worlds (MUDs especially), in-depth dives into decisions made in games by the people who made them, and detailed breakdowns of how they worked.”
There are just two days to go before EVE Online
‘s Into the Abyss
expansion lands on May 29th, introducing its new Abyssal Deadspace solo PvE feature. Players will use abyssal filaments to travel into Abyssal Deadspace pockets that exist underneath space throughout the EVE
universe, risking their ships in challenging procedurally generated encounters. It’s in these instanced solo encounters that players will come face to face with The Triglavian Collective, a bizarre and twisted subspecies of human with powerful new ships and a new type of subatomic particle weapon called the Entropic Disintegrator.
This new solo content is intended for players of all skill levels, with the lowest tier sites being easy enough to complete in a well-designed tech 1 cruiser and higher tiers requiring considerably more expensive gear. Each site contains 3 randomly generated pockets of deadspace to defeat within 20 minutes, after which time the pocket will implode and destroy your ship. The prizes for risking it all in these dungeons include blueprints to build player-controlled Triglavian ships, plans for Entropic Disintegrators, and Mutaplasmids that can randomly mutate the stats on existing items.
In this edition of EVE Evolved, I follow up on last month’s article on preparing for the Into the Abyss expansion with some last-minute guidelines on preparing your ships, how to use drones effectively in Abyssal Deadspace, and useful tips and strategies for tackling the sites.