04/29/13

Reflections on Our Interview With Mark Jacobs

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So here’s big news I thought I shared but didn’t. MMO Radio was picked up by MMORPG.com just over a month ago and rebranded Game On: Epic Slant Press Edition. (And we get to maintain creative control!). That makes us the official podcast for the site, which is quite a bump from what either Adam or I expected when we got started. It’s also taken some getting used to, having that much more accountability, but it’s been for the better and I’m loving it. One of the best aspects to the move is having more accessibility to developers than we’ve ever, or probably could ever, have had before. Enter this last Sunday when Mark Jacobs, now of City State Entertainment, stopped by to talk a bit about Camelot Unchained.

I was saddened that I couldn’t be there and it actually reflects just how new this “greater accessibility” thing is to me. I emailed my awesome editor on Saturday asking if Mark might be willing to join us. I’m used to week-plus turnaround times, and we record Sunday, so I was thinking it would be a few days at best. Within 12 hours, we got the email back that Mark would be happy to join us. I couldn’t be there but Adam did an outstanding job on short notice. Good work, buddy!

I couldn’t have asked the interview to go any better. Mark was a great guest and didn’t seem reserved in the slightest. He talked about crafting, building, sieges, endgame, horizontal progression and more. The man even commented on launch cows from a catapult. Some listeners might expect that frankness with just over two days left in the Kickstarter, but I didn’t.

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A lot of interesting information came out of the talk, too. For example, the role of builders in the siege process. Fear not, crafters, it sounds like your efforts will be could be the linchpin for successful sieges. I loved hearing about how pivotal they will be, that crafters will be their own class, and that the preparations for war won’t be limited to just armor. Crafters will play a central role in building siege gear, upgrading fortresses, and repairing each cog in the war machine. The more I listened, the more excited I got. This could be the game that finally elevates crafters to the role we’ve always wanted them to be in: important, valued, and able to make a name for themselves both on the war field and off.

I also found Mark’s discussion of endgame and horizontal progression enlightening. We all know that vertical endgame’s exist and thrive for a reason and Mark knows it to. He’s seems set to make sure we feel the same satisfaction in progress even without different ranks of Fireball to attain. He also says a lot that’s enthusing for keeping the battles raging, even without PvE spawns to fight over. Resource collection sounds like it will be an important part — but we knew that much. Listen to how he describes it, the position of experience he shares from, and tell me that he’s not prepared to design around the issues we’ve been voicing. That’s reassuring.

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I’m also beyond the point of condemning the man for Warhammer Online, even though some players refuse to let it go. He fell on that sword when the time came and he owns his responsibilities — more than, really, because to hear him describe it, the buck stopped with him. It takes a level of humility to stand before audiences time and again and own his mistakes. In the last section of the show, Adam asks him what he would take or change from his prior development experiences. His answer was great: embracing the small team at CSE like he did at Mythic, designing for the audience and staying reasonable, and not over-shooting just to under-deliver. Their philosophy is poised to create a game that does what it sets out to very well and, if that building video is any indication, pretty creatively too.

Another note: What happens if they don’t make their funding? I was particularly curious about this one since a lot of people seem to be banking their hopes on Camelot Unchained. I was rather surprised to hear Mark frankly say that he may have to re-assess the amount of interest there actually is in this kind of game. If they hit ~1.9M, they’ll almost certainly re-launch their campaign with lesser funding goals. That’s great. I plan on playing the game primarily because it’s bucking a lot of industry trends and could really prove something to the major players out there (WoW is impossible), but I worry that the game not seeing daylight could prove a different, more harmful message.

If you haven’t yet and the game appeals to you in the slightest, consider pledging. They need your support. Even if they don’t make goal this time around, your donation (which may won’t get collected if they don’t hit 2M) could ensure the game comes back for round two.

And hey, if you listen to the show and like it, please drop us a line on the page or leave a review. We’re coming onto the iTunes feed after it’s been live for a few years, so your reviews will honestly help us get the word out.

04/5/13

Defiance: The PC MMO Totally Unprepared for PC!

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I suppose it’s about time I share some of my thoughts on the latest entry to our MMO library, Defiance. My enthusiasm for this game has ebbed and flowed during the PR cycle but never much broke lukewarm. To be honest, I felt like an outlier. When most of the internet seemed to join in a collective squee over the prospect of a combined MMO and TV show, I was busy standing on the sidelines contemplating just how prone to failure the whole thing was.

Don’t get me wrong, I realized that it could be cool, but let’s be frank: SyFy is the network that brought us Camel Spiders; they don’t exactly have a nose for quality. So Trion’s big follow up to one of my favorite games of all time, RIFT, would be an unproven entry into a incredibly difficult to break into genre and tied to a TV show that likely be cancelled by its third season? Not optimistic, despite my penchant for finding the positive in things.

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Optimism for Core Gameplay. It’s Greeeeeeat!

Now that I’ve gotten my hands on the game and spent around five hours with it, I feel confident in sharing that I am both optimistic and extremely disappointed.

Let’s start with why I’m optimistic. The gun game is wonderful. I’ve been rolling around with sniper and assault rifles to clear out packs from a distance and then close in to finish the job. Lag is mostly a non-issue. Any time I’ve lined up a headshot it hits for critical damage. When it doesn’t it’s because the mutant was moving. Guns come in all flavors with a wide range of stats, much like Borderlands. You can also chain together kills for extra damage and see the effect of weapon modifiers (fire, electricity, etc) on enemies.

You spend the bulk of your time shooting or pressing “E” over things, so the gun play has got to feel tight. It does. I turned on the damage indicators, which really should be on by default but aren’t, and it’s deliciously satisfying to see the numbers fall off like rain.

And that right there is it: the reason for great optimism. Gun play is the core of the game and it’s a blast (no pun intended). It also helps that I’ve found the world a really interesting place to run around in, what with its terraformed landscapes and giant, lantern-holding mushrooms and all. The story quests pretty interesting too, but that may be a result of pretty much everything being a mystery. I’m actually looking forward to the show revealing more about the game world and big story events, though not having main points explained up front is as confusing as it comes.

I would also like to disagree with a fellow blogger I enjoy reading. In his post, he mentions that Defiance and RIFT are cut from the same cloth and that players who don’t like RIFT aren’t likely to enjoy Defiance either. Now, maybe I’m missing something, but apart from the dynamic events, the two games are nothing alike. RIFT has rifts, and Defiance has Arkfalls which, indeed, are very similar. But apart from this piece of shared tech, the games are nothing alike. Their gameplay styles are so vastly different that it would be like comparing World of Warcraft to Borderlands 2. I just don’t see that.

Even if you hated RIFT, it’s hard to argue that random, rewarding, and optional bits of cooperative content are a bad idea. Defiance puts its own, shooter-friendly spin on them, so I content that even if you hated RIFT, that doesn’t mean Defiance is a lost cause.

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Disappointments, Bugs, and Total Freaking Cluelessness

Now to the disappointments. Where do I begin? Oh, I know: Trion should be absolutely ashamed to have pushed this thing to the PC market in its current state. Defiance holds the distinction of being the first MMO to launch simultaneously across platforms. It’s also the first MMO that feels like it was never intended for PC in the first place. Which isn’t to say the console versions are so great, but without seeing them, all I have is a buggy console port that feels like an afterthought. Feels like an afterthought + bug ridden = connected dots.

And it’s not even a good port. You have three customizable graphics options. Bloom, motion blur, shadows on/off. There is no screenshot button or way to hide/customize the UI. Menu navigation is obviously designed for a controller with the nuts and bolts settings being stuck in a radial menu, because you know how necessary those are with a mouse and keyboard. Trion doesn’t even deign to put patch notes in the updater like they do with RIFT. Why? Because console players don’t care and they are the intended audience. (Someday we’ll have to have a talk about why it’s a terrible idea to target console players first with cross-platform MMOs).

This is the company that gave us RIFT. There are no excuses for this slap-dash job. They should know better. And in fact, I’m betting they do but pushed the game out the door to preempt the TV show. Are we enjoying are cross-media yet?

So here’s the deal. In the time I played, the game crashed to desktop three times. Once was due to hitting escape to access the menu. Turns out those of us with 100Hz+ monitors can’t open the menus with the keyboard without a convoluted workaround (an issue since beta). Chat doesn’t work in most of the first zone. There is no quest log and they bug out often. On multiple separate occasions I had to move on or abandon them. More than once I interacted with an object only to have it not give me credit. Dropping missions is also pain and requires stumbling upon the option on your fullscreen map. Since you can only take one mission at a time, prepare for a hike to pick it up again after.

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There’s more. Cover is inconsistent and trips you up as often as saves your hide. The reticle doesn’t line up correctly when using it either. If you’re peeking out from behind cover with your crosshairs on an enemy but the tip of your gun isn’t completely outside the cover wall, you’ll miss. When using a controller, vehicles will sometimes despawn after you’ve left them, hopped back in and try to move. Dynamic events sometimes disappear midway through completing them. Keybinds don’t save consistently. Mobs seem to spawn erratically and based upon your location to their area.

It goes on. There’s no easy way to tell your level. What the hell is an EGO rating? Your self-worth as an Arkhunter? How do you level up skills? What do these stats mean? What, how, where?! Someone should turn that into a theme song for Defiance. Nothing is explained. No-thing. From systems and mechanics, to the entire reason California went to the mutants. And so long as chat is broken, good luck getting an answer. It’s really pretty terrible.

Quest design is also rote MMO fare and does indeed seem a little repetitive on the “locate and tag” front. The combat missions are fun, though, and I often found myself killing enemies just because I could while on my frequent searches.

Concluding Thoughts

At its core, Defiance is fun and I’ve enjoyed my time there, but it’s also an unfinished console port and an incredibly weak effort from a company we know can do better. That said, all those bugs could be patched out and what it does well is the single most important thing it needed to do well. After playing around in the world they’ve created, I’m also convinced that if the show is decent, it could mean very interesting things for the game. Evolving story arcs in this setting could be fantastic and solve a lot of the concerns people have with quests feeling repetitive. Do the weekly installment!

A note on quests. I’m becoming more and more convinced that professional reviewers, like those at IGN, just don’t understand MMOs. At the end of the day, almost all any MMO offers is a variation on killing and collecting things, with possibly a touch of crafting. It’s a limitation of modern design that, yes, we are slowly moving away from, but, no, isn’t a reason to tear apart a game. Guess what? Tomb Raider was about killing and collecting things. Bioshock Infinite is about killing and collecting things. WoW, GW2, TSW, RIFT, LotRO and every other AAA MMO is too. Defiance does hit too frequently on the “find and scan” mission types, but to use that as the primary criticism when there is so much more on hand just tells the world you went in biased against MMO gameplay.

03/27/13

My Return to Fallen Earth

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For my latest column at MMORPG, I made a return visit to Fallout Online Fallen Earth. It’s been over three years since I last checked in and a lot had changed, but even more remained the same. More specifically, all of the good parts — the crafting, shooting, exploring, humor, and stories — stayed in tact after the free-to-play conversion back in ’11. This was something I was worried about. The game didn’t seem to be doing too well and the freemium model was still finding its feet in a lot of ways. They could have destroyed the thing. I’m here to tell you, not only didn’t they destroy it, Fallen Earth is better today than it’s ever been.

For the life of me, I don’t know why more people aren’t playing this game. That’s not to say there aren’t a lot. I played at multiple hours each day over my two week window and there was always, always lots of people running around. I was Grand Canyon region, FE’s massive newbie zone, so I’m sure that had something to do with it, but chat was rolling, people were asking questions and getting help, and everyone seemed be having a pretty good time. One of the Game Masters was even in chat accepting duels from players. How cool is that?

What always made the game shine in my eyes was the combat, but I’ll admit, I wasn’t really looking forward to picking up the pea shooter I left off with. Something about getting headshots with paintball guns never sat right with me. What do you mean you’re bleeding? And no, you can quit faking dead right now. I gave you a welt, pal, so don’t pull this hemorrhage business on me.

Thankfully, GamersFirst threw that right out the window and give you a pistol right away. Ammo is also incredibly easy to make, so I never even came close to running out. That changed the game for me. When I used to play, it was stiffly-animated melee or crossbow all the way. Give me a high-powered slug thrower, why should I ever turn back? Most early players seemed to agree, because everyone, and I mean everyone, I ran across was going ballistics. They also seem to have done away with the “chance to miss” on headshots. Every time I lined up a shot, it did damage. That always drove me nuts last time.

The crafting game is really where it’s at, though. I lost so much time just going from node to node seeing what I could find and then piecing it all back together into something I could use. Everyone out there who complains that crafting should mean something, that it needs to be done right, needs to look to Fallen Earth. FE does crafting right. Not only is there a real-time queue, but with item wear and progressively improving recipes, you could play the whole game as a crafter, always be in demand, and be creating some of the best and coolest gear in the game. Especially vehicles. The only downside I see to this is that you still have to level up to gain AP and increase your skills. No combat-less play here.

But frankly, I don’t care. Fallen Earth has the MMORPG genre’s best take on on first-person-shooting out there. Melee not so much. Darkfall takes that award. Mimicking Fallout? Hands down.

And the cash shop can be wholly and completely ignored. I honestly don’t know how they’re making money. You are somewhat gimped playing free, but to be honest, I never once ran into a limitation. The slower crafting times are negligible for low level stuff and, really, I don’t think that much matters anyway. The whole game is open to you without paying a dime the entire way through. That’s pretty awesome, if you ask me. It also makes me feel a lot better about tossing down a few bucks when I do want a little booster.

Fallen Earth remains a diamond in the rough. If that same game released today, it wouldn’t be struggling right now. It would be met with high acclaim because it does so much of what people are asking for. I firmly think it was ahead of its time. People still wanted WoW-likes back then. Now, FE just fades into the background as one of the best games you’re not playing. So… go play it! ;-)

03/25/13

Worried About Wildstar’s Combat

Like many of you, I’ve been watching Wildstar for a while with eager anticipation. There’s something about that little title, maybe its sense of quirkiness, that has me intrigued. And action combat. We can’t forget that, especially since it’s my single biggest concern for the game right now.

Not the actual mechanics of combat, mind you. I’m actually enthused at the many-varied telegraphs for movement, even if it will kill communication during fights. But hey, that’s nothing new. What I’m more concerned about is the sense of impact when you actually hit things. It’s important, especially since a lot of people seem keen on comparing the game to TERA. You can say what you want about that game, what with its full fledged boob physics, but it’s become the gold standard for MMO action combat. It’s fun, satisfying, and game-making.

Back to Wildstar, I’ve watched a herd of the available gameplay videos and a disturbing number of combat encounters lack any sense of impact whatsoever. You can do a flippity-floppity sword swoosh all day long, but if the enemy doesn’t react, it’s a failure. I submit the following hypothesis: action combat without a sense of impact lacks satisfaction. It also begs the question of why bother. A sense of impact is important, right up there with maneuvers blending together into a tight orchestra of destruction. That’s why games like God of War succeed. Tight combat with every element working together in unison so you can feel the battle.

This may be totally wrong. Maybe I just haven’t watched the right videos or all of the animations aren’t in yet. That would be reasonable at this phase in development. Still, I hope they don’t go forward with the Warcraft style of hits that feel like misses. Considering how advanced their other systems are it would be a terrible oversight. And Wildstar systems with TERA-level combat? That would make for one heck of a game.

03/19/13

Updates and Upcomings; SimCity Owners: Grab Your Free Game From EA

I apologize for the recent quiet, readers, but it’s for good reasons, I promise. Most prominently is that I’ve been kicking up my writing across the internet. You can find more from me at Hooked Gamers, Vagary.TV, and most recently MMORPG.com than ever before. My grad work also wants more from me than ever before, as does my family and good will efforts, so balancing time for games and blogging has been a challenge. I’m not content to let things sit over here, though, so I have a couple of things in the works. Here’s what’s coming.

More, shorter posts: One of the more difficult things to manage is the sheer bulk of words I’m responsible for. On any given day, I’m writing anywhere from 1000-3000 words and sometimes much more. I still follow bloggers and journalists like a hawk and have things I want to comment on, so my plan going forward is to provide more frequent, shorter posts. I’ve aimed at this in the past, and we’ll have to see how it turns out, but that is my ultimate goal.

Bridging the site-gap: Most of you that continue to stop by here do so because you enjoy my writing and I thank you for that. Rather than ask you to add multiple sites to your readers, I plan to provide more frequent link posts pointing you towards my most recent work. It’s all video game related, with the exception of my weekly reviews of The Following, so it should be right up your alley. I would also like to start sharing my thoughts as I travel through new games for my Tourist column. This week is Fallen Earth, so I should have something so say about that shortly. Still a great game, by the way.

Independent Game Reviews: This is a personal project of mine and one of the key ways I would like to evolve the site. I review for different sites but not so much my own. I suppose I always figured that I needed an association to develop relationships in the industry but I don’t think that’s the case so much. I started this with Persona 4 Golden and I plan to continue it with SimCity next week.

On that note, those of you who have already purchase SimCity should stop by EA/Origin and claim your free game. The issues of last week were no doubt strenuous, so take some solace in a free copy of Mass Effect 3 or Dead Space 3. Both are a great bang for your buck, I promise you. A full list of games and instructions on how to claim yours can be found here.

03/1/13

Read my column at MMORPG.com!

Hi Guys,

Brief PSA today to let you all know that I’m now writing a bi-weekly column at MMORPG.com. It’s called The Tourist, and every couple weeks I’ll be hopping into a new game and sharing my thoughts. This week I played a fat husky dog in TERA. I’m really excited to dig into this thing and very thankful for the shot they’ve given me, so head on over and give it a read!

Thanks Guys,

Chris

02/21/13

Where Exactly Is Darkfall: Unholy Wars?

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Like many of you, I’ve been waiting anxiously for Darkfall: Unholy Wars so I can finally sink my teeth into a good, old school fantasy MMO. For a while there, things looked promising. The game was slated to release in December but it was pushed back into the new year to address bugs and get itself ready for Steam after a two-day Greenlight process (people don’t want this kind game anymore, right guys?).

Except the NDA was slated to drop a month ago and it never did. Nevermind that surprise betas are, well, surprising to we players, but I’m suspecting that Aventurine got some feedback that made them second guess how prepared they really were. With such a huge scope of gameplay, I thought it was crazy they weren’t planning for a beta in the first place.

Then again, the reports I’ve heard repeatedly indicate that the biggest issues have been addressed and that the game is in OK shape or at least better than it was before Greenlight came into the picture. So where’s the update from Aventurine? Even players in the beta are starting to worry that we’ll all have moved on when it’s finally ready for sale. That might be the case for newcomers, but I think a lot of us will still check it out when it’s time comes. Still, squandered opportunity.

When they announced, the hype wave was big and bold, and the Unholy Wars box art was surfing proudly on its crest. Come buy me… it called, over and over, and we wanted to! Then the wave changed course and flowed far down the shore. Months later, that wave is barely a ripple we’re still searching the weeds hoping the box will turn up again. The fans will search, the spectators will drift off, maybe saying “huh” when they read about it in the paper.

I really wish someone would help Aventurine with their PR. Their lack of communication hurts them more than any problem with the actual game ever has. And now more than ever, the MMO world needs a game like Darkfall, and we need it to be quality. To that end, we can probably all lend them our blessing in refining things. Just tell us so we remember we’re worth your time.

02/21/13

MMO Radio: Episode 09 – “Wildstar 2013: Lovely, Lovely Pigeons”

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Adam is out this week gettin’ hitched, so Gavin Townsley and I hold down the fort! Thankfully, it was a big news week with Wildstar being confirmed for 2013! We break down why this game is worth paying attention to, even for someone like me who tries not to attend! What? I don’t like spoiling things for myself!

But hey, when you have a full-on paths to endgame based on exploring, lore finding, being social, and yes, killing, that’s worth noting. Plus, 40 man raiding, dynamically spawning quest hubs and dungeons, action combat, player housing, PvP, and content layered enough where a mining node could turn out to be a spot on the back of a giant raid boss… well, you can see where we’d be piqued.

A little later we talk about Mortal Kombat, TERA’s excellent combat and odd boob physics, and anime roleplay! I bet you thought you’d get out of tabletop this episode, didn’t you? Well, let that one drop of sweat stand out from your head now, because we go there!

A reminder: Our 5-star iTunes review contest is still going! Leave a written review for your chance to win a copy of Strike Suit Zero courtesy of Hooked Gamers!

Gavin’s Links: Massively, Dragon’s Tear Tavern RP Community
Chris’ Links: Hooked Gamers; Game By Night; Vagary.TV
Adam’s Links: Epic Slant Press

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02/4/13

Hear Us On No Prisoners, No Mercy! (And Around the Web!)

Happy Monday, everybody!

As a lot of you know, I do some writing elsewhere on the web and also do a podcast called MMO Radio. I don’t update here whenever my work appears online since it’s usually dedicated to whatever venue I happen to be writing or recording for. That said, I’d love it if you took a moment to check out what I’ve been up to.

  • Most recently, Adam and I appeared on the No Prisoners, No Mercy podcast to talk about the video games and violence with our two favorite sisters. Adam also introduced the world to his parrot, Mango. It was a great time and well worth a listen. That’s pretty much how it works with NPNM, though, so give them a subscribe and enjoy. Thank you Sister Fran and Sister Julie!
  • Speaking of podcasts, I also guested on the WoW-specific Horde House over at the VOG Network. Rob and Shane were great fun to talk to and we had a great conversation. It’s Episode 91, so go give it a listen if you’re into the game. If you’re not into WoW, Rob also has Orange Lounge Radio where he and a round of compatriots talk about all things gaming.
  • While we’re at it, have you heard the latest episodes of MMO Radio? We’ve released episodes 5, 6, and 7. Episode 5 features Srs. Julie and Fran for a talk on the Fall of F2P (?), Episode 6 looks at the career and departure of Scott Hartsman from Trion Worlds, and Episode 7 features freelance games writerGavin Townsley. You might remember him from The Multiverse and Rift Watchers, but he’s since appeared at PC Gamer, GameSpy, and Massively.

For writing, I’ve been a busy bee.

That’s enough link love for now. If you’re interested in keeping up with me, I can do more of these posts or simply subscribe to Vagary.TV and Hooked Gamers. Enjoy!

02/4/13

Episode 7: Through the Looking Glass (Ft. Gavin Townsley of Massively.com)

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Guest Starring: Gavin Townsley of Massively.com!

Welcome back to another MMO Radio. We’re proud to present Episode 07 featuring our special guest and close friend, Gavin Townsley. Gavin has been a freelance writer in the games industry for some time and was recently picked up by Massively.com. You might also remember him from our old show, the RIFT Watchers podcast, and the Flex Your Geek website. We take some time to pick his brain about the state of the games press when it seems so embroiled in controversy lately. Taking note of the fact that there are few, if any, major — GW2 level — MMO releases in the future, we share realistic predictions on what the MMOs of the near future will feature.

We would also like to thank Green Armadillo for his excellent response to our Episode 5 discussion on the sustainability of F2P versus B2P.

Episode Kickstarter: ROAM (official site)
Gavin’s Links: Massively
Chris’ Links: Hooked GamersGame By NightVagary.TV
Adam’s Links: Epic Slant Press

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