Showing posts with label MMOGs. Show all posts
Showing posts with label MMOGs. Show all posts

Thursday, March 19, 2009

State of Darkfall Online

The steady fall of Ultima Online has taken with it the promised land of persistent, hardcore PvP. Nearly all MMOGs since have focused on the EverQuest/MUD-based model of gameplay. By simplifying and streamlining those theories, World of Warcraft introduced a huge audience to the genre. These 'carebears' ended up marginalizing the players out there who desired something more out of an MMOG since every company wanted to take a slice of Blizzard's multi-million-dollar-per-month cake.
Being 'gamers first,' and not businessfolk, Athens-based indie company Aventurine has struggled through nearly a decade of development. Often whispered as Ultima Online's 'spiritual successor,' Darkfall would reintroduce the concepts of risk, danger, and control to the MMOG playbook. Full loot, first-person style combat, and character skill-based stats had the hopeful drooling and the naysayers crying, "Vaporware!"
Finally, late last year, Darkfall entered its Closed Beta. Not everyone was let in, but I was fortunate enough to participate. While the world of Agon had its glitches, its potential was easy to see. Players didn't have levels, so there was no "you have to be this old to ride the mount" mechanic. Someone could come in game, get geared up by a friend, and start fighting other players. If they really wanted to, at least.
At the end of February, Darkfall was 'launched' in an absolutely terrible fashion. A sequence of hoops was created, and at the end was a pre-order which would allow beta-testers to have a head start. At least, that was the plan.
The Account Management that Aventurine used was inadequate for the demand, on top of ISP issues preventing a great deal of people from even seeing the webpage properly to begin with. Some Accounts which were made - like mine - were bugged from the beginning to never work. Others would only pretend to pre-order the game, instead failing utterly.
Unsurprisingly, the Account Management link that was given out to the Beta Testers as a whole was quickly posted to the forums. Aventurine was too busy trying to get its game launched to even apologize properly (read: give them Accounts) to the beta testers left high and dry. While they've since fixed Account Management and everyone who wants an Account can make one, not everyone who wants to purchase the game can, at the moment. There's just not enough servers for the demand.
This is all beside mechanics which had yet to be fully balanced while still in Beta. Mounted combat was given a huge boon right before 'launch,' but refinement of the new damage dealt had yet to occur. Sieges - the practice of, not neccessarily including Warhulks and Cannons - were far too rare to have given much accurate feedback. The servers would still shut down for maintenance at the drop of a hat, with no warning, essentially destroying any travel progress one has made along with their mount. 
However, those who considered themselves fortunate enough to have taken their chance at purchasing Darkfall soon found intense sync issues once back in-game. At its peak, the most profitable thing to do was fish for lobster, since a player was unable to react to the goblins blinking around them.
While the syncing was being worked on, Aventurine prevented new purchases of the game. There was a new issue, with the queue to enter the game growing longer and longer. Players were leaving their clients on while they went to work, and were still waiting for a play slot when they returned home. In order to allow people to play Darkfall from any browser, the Darkfall Simulator was made - essentially a few images on a web-page showing Darkfall's unmoving queue. In essence, people were paying to wait to play an Open Beta version of Darkfall. 
For those still in-game, lag is still a major issue when large groups gather. Though outside of that, I'm reassured that Darkfall is very enjoyable for those players who love skirmish-sized combat, as well as having a sense of pride for building a city. 
It bears clarification: the players in-game are a fraction of those who want to be. The community is exceedingly frustrated with Aventurine. I clearly remember stating back in Beta that I would pay the subscription just to sight-see, since Darkfall's settings could be so beautiful. There were times I could just sit down on a cliff and watch the clouds go by. That charm is still there, but its being eclipsed by Aventurine's projected incompetance more and more. 
It's harsh to phrase it that way, and I agree. If you think I'm overdoing it, you should visit Darkfall's forums. At least I have compassion. I think what Aventurine has done is spectacular, and they have the making of one of the 'essential' MMOGs. However, the cold shoulder that the Darkfall community feels from Aventurine only amplifies the game's shortcomings, and further threatens its longevity. 
As can be expected, a lot of players and players-to-be are wondering about the true state of Aventurine's finances. It's not a huge step of logic to consider that the company was forced, one way or another, to launch before the game was ready in order to start some sort of cash flow.
Despite a stumble out of the starting gate, Aventurine and Darkfall can still rejoin the pack. There is an obviously neglected niche, which Darkfall (mostly) covers. Aesthetic and social details, which are outvoted by the hardcore PvP types, need to be addressed as soon as mechanics are balanced well. Otherwise, Agon will be a simulation instead of a world.
Even though the community is highly dedicated to Darkfall, 'forumfall' is quite simply too toxic to stand. Players are juggling the theories of arrogance, incompetence, and apathy in order to cope with Aventurine's vague and shallow-looking Public Relations. The company's image needs more than a pinata saying, "There will be ample compensation for any missed game-time." 
I believe that offering up some transparency into the operations of Aventurine would go a long, long way. Several studios have successfully used developer video-diaries and mini-documentaries to help with an irritable playerbase. The outspoken players may tend to be fickle and crude but they're actually very forgiving. And patient, too.
In short, Darkfall is having trouble with its eggshell. Aventurine seems to be an aloof parent doing the best it can. The hatchling isn't exactly strong enough for the real world quite yet, but now that it's here the only option is to nurture it. The beast has a strong heart, and as long as Aventurine can keep itself alive I think Darkfall can grow out of its emaciated and bewildered state into a fire-breathing contender.

Thursday, March 05, 2009

How not to release a MMORPFPRTSG

[The following is mostly casual complaining with a bit of information and opinion thrown in.  Hey, at least I'm posting again!]

In case you hadn't notice, Darkfall was released on February 25th after several weeks of extensive Beta testing, of which I was a part.  Now that Aventurine has taken the liberty of denying me access to something I enjoy, I find I have time to do other things with my life again.  So thank you, Aventurine, for sucking really hard at such a convenient time.

Anyway, it all started a few days before the star-crossed released date, when Aventurine figured out that a "large network provider in the US is facing a serious network issue and this is affecting an account management service we're using. As a result account creation and pre-ordering are timing out."

It's a hunch, but I think it was Comcast.  They're prone to sucking.

On Sunday, February 22nd, we were given this update on the ISP issues:

"Two major ISPs, one in Europe, the other in the US are cooperating on the issue we've been facing. We've been supporting them, and they've been working around the clock. The issue has been escalated as far as it can go, and we believe it's just a matter of time before it's solved. The minute it's done we'll likely launch the pre-orders." 

February 23rd, and the pre-order issue was apparently solved.  Personally, this is when I made my account.  What I didn't learn until yesterday, however, was that the majority of the accounts made on that day were bugged, and wouldn't nor ever would save information it needed for pre-ordering.   

As can be expected, all pre-orders were sold out long before launch day.  On that day, the 'retail' version sold out incredibly fast.  A great deal of the beta-testing community, however, was still out in the cold.  This is a huge group of players who stuck with the game for the better part of a decade, who believed that it would in fact not be vaporware, despite the majority opinion on the matter.  

It seems as though Aventurine has simply decided to let serendipity decide who gets to purchase the game and play.  For awhile there, people were spamming their F5 keys, refreshing the Account page, in the hopes that the server would wake out if its stupor long enough to let them pass.  Then Aventurine went and got themselves some anti-multi-session software or something to alleviate the stress and auto-temp-ban the folks trying to give them money.

Why didn't they just email all the beta testers personalized links to purchase the game?  Surely that would have been easier on... well... everyone.

It's been over a week since Darkfall launch, and I still haven't been able to buy the game.  There is no 'retail box' that needs to be purchased.  Are they using pen-and-paper to process accounts? 
So, ultimately, there were people playing the game.  Not a lot of people, but enough.  Apparently the experience was like Beta Testing II: The Reckoning.  A horribly laggy, unsyncable sequel to a a great college film.  I don't quite understand how Aventurine went from having a stable game with lots of beta testers, to an unstable game with few beta testers, in such a short amount of time, without patching anything.  I didn't particularly care at the time though, due to the large spite-filled tumor that started colonizing my brain.

I cannot wait to read the Post-Partum on this one!  Dear Gamasutra, send someone to Greece to stare impatiently at Aventurine until someone talks.  

Am I being too hard on Aventurine, an underdog developer trying to fill Ultima Online's big shoes?  Maybe, but there's a couple pretty unacceptable things going on.  Even now, Darkfall's servers still crash without warning on a semi-regular basis.  Anyone using a mount, at the time, loses it.  The moons of Darkfall's world can be seen through the horizon when you're in higher elevations.  The front page of Darkfall's website hasn't been updated since before Beta started. The world is large and mostly barren of wildlife - despite having beautiful landscapes for them to inhabit.

This is something Aventurine did very well, that I must commend them for.  It adds to my patience with them greatly.  Darkfall has the most beautiful god damn sky I've ever seen in a video game.  I am completely ready to pay them money to let me sit and watch their virtual clouds go by.  That is genius art design right there.

What else would placate me?  I don't even mind not playing at this point.  I've got enough things to keep me busy.  First, I'd stop calling this a 'launch' and admit that things went wrong beyond just the Account Management software.  Level with the community on what exactly is being worked on and why, and what the timeline is for further development of the game - as opposed to its infrastructure.

Expect me to go into a much more intelligent consultation on Darkfall's mechanics and design, soon.

Did you get burned by Darkfall's release? Did I skim over anything crucial?  Please comment and correct!

Monday, September 22, 2008

Blessings of the Old Ones.

So, yeah. Ms. Hoffman of Philomath Games started following me on Twitter, earlier, and to my great surprise I recieved an email informing me of such. (Erin, I promise I'll buy Settlers, soon.)

I had forgotten about making that Twitter account. In any case, it's now a part of the blog.

Today I found myself at Man vs. Horse for the first time, reading their experiences with City of Heroes, WoW, and EVE Online. It's a good read, especially for those who aren't really paying attention to MMOGs at the moment.

One of the later posts, however, I found the need to reply to. The one about Warhammer Online and Wood Elves. Apparently I called for an air strike, because some fellow named Marty (who I may or may not know) came in and laid siege to the poor blog. It was pretty epic, but I feel a little bad for the overkill.