You got your duck sauce in my soy!

One of the things I love about blogging at MMO Voices is that I get to hear the opinions of people that are passionate about the same type of game as I am. We share our thoughts on game design, systems and mechanics, and relate recent experiences we may have had while playing. It also makes the perfect environment for discussion, since everyone has invested a part of themselves into the genre. Sometimes, however, we have disagreements.

For example, one that comes to mind is a recent post by Alik Steel. For some reason, Alik has a grudge against mini-games. He doesn’t want them sullying the good name of MMOs with their casualness. Many of the MMO Voices writers are big fans of Free Realms, so you can imagine that many people disagreed with his points.

Now, don’t get me wrong. I do see his argument. Mini-games have homes all across the internet and generally stand in a whole separate biosphere than the usual MMO would. On top of that, MMOs tend to be single player, so it’s not hard to imagine people playing alone instead of grouping up.

Mini-games THAT way!

Still, I don’t see any problem in making mini-games part of an MMO. I mean, in a lot of ways they already are. After all, the Bejeweled and Peggle addons are officially endorsed by Blizzard and are enjoyed by, literally, hundreds of thousands of people. Saying mini-games have no place in an MMO is also ignoring the fact that gathering and crafting is, in itself, a mini-game.

Plus, certain systems could be vastly improved by pulling in more mini-game aspects. Take Leala’s ideas on fishing for example. How anyone can think of “click…. watch tv…. click” as fun is beyond me, which is probably why only masochists and the incredibly bored bother leveling it. By bringing in more of a mini-game, fishing might actually be worth something, other than to occasionally turn into a pirate. ARRRRRmirite me mateys? Sorry, I’m not feeling it.

I don’t think anyone’s proposing making that the Free Realms model is the wave of the future. I think that it’s more about people wanting options. In education, we talk a lot about differentiating how we deliver content and that’s all this would really be. Imagine if I took the crotchety approach to teaching.

ME: Alright kid, you’ve got a choice: Three Little Pigs or Fox in Socks. Which one do you want?
STUDENT: But… Mr. Chris… I, I’d kind of like to read Cat in the Hat too…
ME: Screw that kid, this is how it works. Deal with it.

And then maybe the next day the student’s Mom calls in and has him change subscriptions or something.

Anyways, the point I’m trying to make is there’s nothing wrong with a little change. When things don’t change, that’s when there’s a problem. I’m not for throwing out what works and reconfiguring the genre. Some things should stay and some were even better before they got changed. But we pay by the month for a reason, and I don’t think it’s so we can all be Conservative Charlie of the Everquest Nation.

Change is inevitable and I don’t plan on being the old man on the porch shaking his cane at the whipper snappers with their fancy do-hickeys and whoozits. Or maybe I will. But not about games.

Short fiction from multiple authors a real possibility

Hi everyone,

When I started this blog, I made sure to include a section for short fiction. I decided to do this because I love to write stories when the mood strikes. This semester, I’m lucky enough to be in a fiction writer’s workshop. I’ve seen some really exceptional work — stuff that could be in fiction magazines pop up a few times through these courses and, assuming the authors are interested, I may be featuring a few of the best ones here. I won’t be posting anything that I don’t consider publish-worthy to maintain my quality standard for this blog, so if it makes it’s way up here you can feel confident that it’s probably well written and something I found personally intriguing.

I’m not sure what people’s expectations would be for fiction published on this site but I’m not going to limit anything to a specific length/genre/what have you. For example, the first story I’m considering details the drug woven life of two girls as they grow from children into adults, full of unexpected twists and turns.

So, this is something that may be a real possibility going forward. Obviously, the core of this blog will remain unchanged. We’ll simply be filling in one of our as-yet empty sections on our left sidebar.

If you have something you’d like to see posted but don’t have a place for it, I’d be happy to have a look at it and see about giving it a home here. Please submit these materials to admin@gamebynight.com.

Thoughts and images from Aion’s open beta

I had a chance to log in to the open beta twice since they’ve opened the doors. My experience has, so far, been very good. Since I’d played in the Chinese version, I wasn’t expecting too much different from what I’d already experienced but as someone who’s been following the game pretty closely, I had to take the chance at checking out what we’re going to be getting.

Now, before we get too far down, I’d like to introduce you to a couple of people.

First, meet Syeric.

Syeric, fresh from battle with his eyes still glowing

Syeric is the original, the spiritual pre-cursor to the character that will be born on release day. In other words, he’s my boy blue!

Now, meet his little brother, Slurp.

Big hands, big feet, big gut

You'd let him take you on a date, wouldn't you?

Slurp is a good creature but, in the words of Hank Hill, the boy just ain’t right. Yet, I fully intend to level him into Abyss range just to see his scraggly overweight body commit mass slaughter. With a face like that, would you expect anything less?

Now, moving onto to the important stuff.

I haven’t been able to play a whole lot but I’m happy to report that FPS seems to be better this go round than in the Chinese version. I haven’t changed anything with my computer, so I can only assume it’s related to the recent couple of patches they’ve released.

Ping and network performance was mixed. When I logged on last night, I didn’t notice any lag or rubber banding, however lots of people were complaining about it over regional chat. This morning was a whole different story. I started off with 800ms latency and moved up to about 1100ms pretty quick. Using the netstat function in command line, I was able to determine the ports the game uses to connect but even after adjusting my firewall and configuring my router, I didn’t notice any difference. Rubber banding was a serious problem.

Now, it should be pointed out that I chose to play on a high population realm which may have something to do with this. Also, we musn’t forget that this is the first day of open beta and things things are far from uncommon. Even playing across the ocean was better than it was this morning though. Many players are also experiencing issues with GameGuard. I was, thankfully, free of these issues but, to be frank, GameGuard sucks and is a horrible addition to the game. A quick Google search should yield some possible fixes though, since this was also a big issue for our overseas friends.

I’ve elaborated on some of the more important issues but here are some of things I made note of as I played.

  • Leveling is quicker than the Chinese version by a long shot – at least early on. Quests give far more experience that they provided previously.
  • You must be level five to use the regional chat. On one hand, this is great because gold spam was a serious problem in the live version (worse than any game I’ve played, actually). On the other, it stops newbies from asking for help. Thankfully…
  • The tutorial is great. Tooltips blink at the bottom of your screen and when you open them a short video, complete with a voice over, shows you exactly how to perform the basics of the game. The voice reminded me of the woman that did Free Realms.
  • The best way for a newbie to regen is to rest. This is done by hitting your comma (,) button.
  • /tell soandso results in the entire tell being announced as a /say. I knew this before but made the mistake again almost immediately. Use the T button to perform a reply.
  • Help your lag. Open/forward ports 7777 and 10241. And don’t forget to allow the game through your firewall. If that doesn’t help, check out our latency guide.
  • There’s dancing and people made sure to do it in the roads.
  • The community seemed very helpful and open to people’s questions. Hopefully it stays this way after launch.
  • The westernized quest text and voice overs are mostly well done. On some quests, I didn’t notice much of a difference at all but others were almost totally re-written. There’s some good stuff here guys, none of this “we write out quests in 100 characters or less business”. NPC voices seemed to be pretty good but some of the voices just didn’t seem to fit the speaker. Maybe I’m nitpicking.
  • The graphics are good and FPS is great even on highest settings. I have a 2.4GHz Intel Core Duo, 800MHz FSB, and an nVidia 260 GTX, and with everything maxed out (except anti-aliasing which was at 2x) I was still hitting anywhere from 50-110FPS.
  • Even though I really like the art style, I don’t like how obvious it is that the distant background is just another template. It’s pretty and everything but it stands out as distinctly 2D when the rest of the world is 3D. I like to believe I can get to any point I can see, template backgrounds like that make me feel like I’m playing in a bowl. Thankfully, it’s fairly easy to ignore since you have to tilt your camera up to see it.

With all of this out there, I’m not planning on putting too much more time into the Open Beta. I have a lot of fun with the game but since I’ve already played through these early parts once already, I don’t want to disenchant myself before I actually buy the game. There’s not too much more I’m really expecting to get out of it that I can’t wait for. I’ll be checking in and eagerly reading the reports that come out but, in full disclosure, I’m not the biggest fan of betas. It’s kind of like peeking at your presents the day before Christmas morning.

Still, on the whole, I’d say the game is coming along. If the biggest issues this game faces are latency on second day of open beta,  I think we’re in a good position for launch.

Exploration: may you rest in piece

I had a lot of fun when I played WoW seriously. Coming from a history steeped in MUDs, the idea that I could run and meet any object I saw on the horizon was extraordinary. The prospect of actually being able to climb up a mountain is something a good friend of mine was giddy about. It was that sense of “open world” that we’d never experienced before that made the game exceptional.

Yet, for all of the things I found amazing, I was let down by the exploration. WoW offered very little to the explorer. Even before the release of The Burning Crusade (about when I started), the world chests were the best reward a fledgling explorer had to look forward to.

I believed, and still do, MMOs should be worlds with a lot to discover. By looking behind the waterfall, maybe you’d find a little known cave or treasure chest. Or maybe you’d find a hidden catacomb at the bottom of a castle. Yet all of that was missing from WoW and it left me wanting.

Streamlining our games killed exploration. The proof is in the pudding. Which games still promote exploring in a meaningful way? Ones that aren’t after mass market success. Most games looking to dethrone WoW work on a rapid reward, low investment philosophy. Exploration requires time and effort, so developers don’t bother with it.

Maybe it’s all related to theme park vs. sandbox design. Games like Vanguard and Darkfall are huge rich worlds with a lot to discover, yet, both are sandbox. Theme park design creates a game on rails, where the developers point the carrot wherever they want you to go. Wanderlust let’s you direct your own adventure and isn’t something companies want to design for. Instead they try to actively engage players in quests or raids.

And that’s fine. Quests and raids are fun but I can’t help but feel that these worlds are shallower than they could be. There’s something to be said for fighting your way through a hidden cave after some powerful item. There’s a little thrill that comes from that, just like running an instance, but that stands apart by its open-world setting. Oblivion is a prime example how this works.

The final nail in the coffin is success itself. We gamers are information hungry. When a game becomes a hit, websites pop up to capitalize on that fame. Take Curse’s database sites. They’re great tools but prove that the internet is the enemy of the unknown and of exploration as a gaming mechanic.

The fact is, meaningful exploration is probably dead in the mass market. Diabloized loot (a Ferrelism!) and treadmill progression stand against all that would make exploration meaningful to your character. As Keen talked about some articles back, I think it’s a piece of what MMORPGs have lost over time. And sometimes it’d be nice to find an area that’s something more than a quest target, farm point, or blank mountainside.

Speaking from the recesses…

This is what happens when WoW exclusionaries feel threatened. Feel bad for Dravi. He was that house elf in Harry Potter, right?

A couple of extra famous faces from the Aion character creator

Courtesy of AionSource.com

Courtesy of AionSource.com

Courtesy of AionSource.com

Courtesy of AionSource.com

Breaking News: Top WoW PvPer actually a lifeless hobo

If you’ve been reading WoW Insider (WoW.com now) for any length of time, you’ve probably heard of a guy named Serennia. He’s one of WoW’s forerunning PvP’ers and a quick Google search will pull up lots of fun PvP videos and SK Gaming . But all is not as it seems in Serennia land. Take a moment to read the transcript included in the article. I’ll wait here.

Apparently, to achieve his lofty PvP ambitions, he lives out of a LAN. When he’s not pwning noobs in Arena, his offering his teammates Hershey bars in exchange for a night at their place. Nights which, coincidentally, happen to begin at 3AM when the LAN closes and he, oh so politely, calls you repeatedly to entice you with that sweet, sweet chocolate.

When you watch those videos, you see a guy who’s got drive. When his apartment isn’t undergoing spur of the moment renovations that force all of the tenants to live on the streets, he’s got his bag in order, baby. He’s not the kind of guy that would steal his friend’s iPod, where are the honor points in that? So don’t bother believing this very believable account of the kind of loser he is.

I’m not the kind of person to kick someone when they’re down. In truth, I feel bad for the guy, what kind of life is that? He’s obviously ashamed of it, or else he wouldn’t be lying to the people he was counting on to help him. This guy has a track record for being abusive and derogatory to other players. I’m glad this reality check hit him, sometimes honesty is the best kick in the butt a person can get. With any luck, maybe he’ll get his life together to prove the “haters” wrong.

10 things to know about Aion Online

With the release of Aion Online looming ever closer (and open beta starting tomorrow), I thought it might be a good idea to get some kind of basic points out there for people that a teetering on the edge of joining. If you’ve been following it for some time, you may have heard some of these points before. Without further adieu…

  1. You make your own race. Alright, that may not be exactly true but for most people, it will be. You start off the game choosing either Elyos (good) or Asmodians (evil). By default, they look human; however, the character creator is powerful enough to let you customize them to your hearts content. Want a dwarf? Make one. Want a goblin? Make one. Want Orlando Bloom? Yeah, you guessed it. Make him.

Aion_111422

Aion_111427

  1. Sorry, no talents here. Without any outside factor, all characters of the same race/class will be exact duplicates. However, Aion’s answer to WoW’s talents are stigmas. Stigmas are slottable abilities and ability modifications that will commonly be found as drops. Each character will have five slots for “normal” stigmas and three for “advanced” stigmas.
  2. Before level 25, Aion is a PvE game. If you’re getting into Aion solely for the PvP, prepare to wait a while. The main PvP zone (and endgame) is the Abyss and is level bound to only those above 25. Before that, it’s possible to engage in PvP through rifts (portals) that open throughout the world and transport players into enemy territories. Aion has a solid PvE aspect to it. If you liked WoW’s leveling game, you’ll probably like Aion’s.
  3. Aion is not just a PvP game. It’s PvPvE. Most readers can break down the acronym into its parts but may not be familiar with how such a system will actually work. Imagine this, you make your way into a dungeon through a tunnel from the south. You’re running along and all of the sudden an enemy group of players bursts out from an intersecting tunnel, heading towards the same boss as you. Only one group can make it there and battle ensues. That is PvPvE. Players fight each other for strategic control of resources and dungeons. There’s also the added issue of the Balaur…
  4. The third NPC faction is there to hold you down. Apart from fighting amongst ourselves, Aion also features a third computer controlled faction known as the Balaur. This guys jump into battles throughout the Abyss. Typically, they target the winning side to keep things balanced. Expect them to come for you at one point or another. This faction also has hold of a very cool PvPvE dungeon known as the Dredgion.
  5. Flight is easy to do, hard to master. It’s one of those beautiful little systems that you anyone can use but few can use well. I’ve read reports from some top PvPers out of Korea and China and the ability to use flight well can make or break a fight. Don’t expect to be a master a flight based PvP based on wafting around the earlier zones. You’re going to die and probably a lot to begin with.
  6. Choose your class with grouping in mind. If you’re planning on PvP’ing, plan on playing in a group. Some roles are more effective within groups than others. Like most games, very few can play well alone in PvP. As you’re leveling, consider the skills, abilities, and stigmas that will help you maximize your potential while playing with other people.
  7. Collecting Abyss points is like collecting honor. You earn Abyss points when you kill other players and Balaur. These points determine your PvP rank, which is effectively your badge of honor. There are a limited number of slots for each rank, so not only do you have to earn enough points to qualify, you need to remain competitive while you’re playing to keep the rank. On top of that, Abyss Points can be exchanged for new gear, in turn lowering your rank. Check out this article for more details.
  8. The higher your PvP rank, the more you have to lose. When you die in the Abyss, you lose some of your Abyss points. At the lowest Abyss rank, you’ll have to die five times to lose the value of a single kill. At the highest rank (of which there can be only one person) dying twice loses 140% of the points a single kill will earn you. As you can see, dying is meaningful and something you’ll want to avoid. Hence, playing solo is a lot more dangerous than playing with a group.
  9. You can learn every available profession. This is a big selling point for me; however, even though you can learn everything it’s going to be hard, if not nearly impossible, to max everything out. If you do become a master crafter however, you receive a special title and stat bonuses depending on what craft you’ve mastered. On top of that, crafted items have a chance of being created with special attributes over the base item, somewhat like LotRO’s crafting system.

Hopefully these points help some of you decide whether you’d like to try the game and inform some of you that haven’t already heard them. The game is lot deeper than this list might imply but it should give you some basic insight into how things work.

Oh, and number ten. I almost forgot. Take the game for what it is. Similar to WoW in many ways, different in others and a melting pot. Unreasonable expectations will only lead you to be let down with this game for the sole reason that it’s core focus is not revolutionizing the genre.

If there’s something you’re curious about, check out this great Aion Online Wiki. If you have any other insights, feel free to share them below.

LotRO: Siege of Mirkwood expansion examined

nazgul

We’ve got some exciting news today on the LotRO front. Turbine just announced that they plan to release their first digital expansion this fall titled “Siege of Mirkwood!” Victor of Mmeow was quick on the uptake and had a post up on this almost right away, so thank you to him for the tip. I have to tell you though, the timing on this worked out perfectly because I decided to revisit my level 29 Guardian just this morning.

There’s lots of goodies packed into this expansion that newcomers and old vets should all enjoy. Let’s break it down.

(All quotes taken from the official press release, found here. Emphasis my own.)

The Epic Conclusion to Volume II: Mines of Moria™ – Under the command of Celeborn and Galadriel, players will fight through vast armies of Orcs alongside the Elves of Lórien in a battle that will take them to Dol Guldur, the fortress of the Ringwraiths. This update includes Book 9 and the Epilogue to the sweeping epic tale begun with the award-winning Mines of Moria expansion.

This part won’t benefit me right away since my highest character is still fairly low. Still, I love how the storytelling of the book quests, so I’m glad to see players get this addition to the story.

What really stands out to me is the “fight through vast armies of Orcs” part. I’m hoping that this means some truly epic battles. It’s one thing to kill hundreds of orcs in small bursts. It’s another to fight through masses at a time in a battle scenario. I wouldn’t be surprised to see them to use heavy instancing to give that epic feel but they’ve shown that they can pull that off well.

Increased Level Cap — Players will be able advance their characters up to level 65, gaining access to new traits, virtues, skills and class quests.

Players relish the ability to progress their character, so this will be a welcome addition to many. The five level increase makes me wonder about the upcoming (and as yet unannounced) expansion. Will they raise the level cap by five there too? Ten? Not at all? Based on this slight raise, I would expect a 5 level raise come expansion time and more lateral content as we’re seeing coming forth in WoW.

Answer the Call of War! – Jump into the heat of battle with the new Skirmishes feature. Skirmishes offer endless action in repeatable, randomized instances where players can create and lead customizable soldiers into battle, training them to greater skill as they earn victories against the forces of shadow.

Skirmishes! Finally! This makes it sound slightly Diablo-esque, which I think would be a great addition to the game. I have to wonder if/how skirmishes will be tied to character progression. Making them of too much benefit will just lead to farming unless some form of limit is placed on how many times a player can run a skirmish. Customizable soldiers, too! Perhaps skirmishes will serve the purpose of advancing soldiers more than anything else? The idea of training customizable soldiers sounds a lot like IXP. One more thing to progress but since soldiers are limited to skirmishes I’m waiting to hear why we should care about advancing them.

Answer the call of war wherever violence erupts with the new “World Join” function that lets players and their fellowships band together to fight in various locations throughout Middle-earth.

There are two ways this could play out. Either the game will ready battlegrounds (read: instanced encounters) where players face off against monsters attacking a town or region; or, cooler, random attacks will begin hitting parts of Middle-Earth. I see instancing as the more likely option because it’d be pretty immersion breaking to have areas pop from “at war” to “at peace” and vice versa.

Hopefully, the outcomes of these battles will have some impact on the wider game world.

Take up Arms! – Infiltrate the dark jails, deadly arenas and savage stables of Dol Guldur, the fortress of the Ringwraiths, and strike a blow against Sauron’s forces in new 3 and 6-player instances. Call upon your fellows to adventure into the most deadly 12-player raid yet and face the ultimate challenge – the Nazgûl Lord!

They say all that needs to be said.

And, the big one:

Major Gameplay Enhancements – Turbine continues to improve the award-winning experience of LOTRO with major improvements to the combat and Legendary Items systems. Players will experience improved responsiveness when in the heat of battle. Players will also be able to create and craft their own customized Second and Third Age Legendary Items from raw materials and grow their weapons’ power to level 60. Achieve new Legacies, new titles, and a fourth Runic slot that will make Legendary Items even more unique and powerful.

There’s a lot in that paragraph but the bold part is probably the most important to players currently looking at the game or considering returning. One of the biggest gripes players have is that the combat feels sluggish. I’ve read that it’s by design but the fact is a lot of players don’t like it and it looks like the devs are wising up to that. I’ve seen a lot of reports about people liking the game but not being able to stand the combat. If this sounds like you, check the game out again after the expansion. This is a change that should take effect for everyone, whether you get the expansion or not, so it’s worth a try.

Now, you’ll notice that this release is being tagged a “live expansion” and not a “patch.” When I first heard this, I almost rolled my eyes since it seemed like the same marketing trick Mythic tried to pull with WAR. Well, in this case, I think it’s a little more valid. This little piece hidden below the bullets explains.

Details regarding Siege of Mirkwood’s pricing and availability will be unveiled soon. For more information or to download a free trial, visit www.lotro.com/mirkwood.

That’s right. They’re charging for this one. I expect that some players will be upset by this given Turbine’s track record of release big chunks of content for free but I don’t see it as much of an issue. They’re adding a lot here (even though I expect the decision to charge was based largely on the level cap increase) that will substantially change the game. FFXI has been charging for small expansions than this forever, so it’s not unprecedented. So long as they don’t charge more than $15, I won’t much mind.

All in all, things are looking good for LotRO players. I enjoyed my own time there this morning, despite still being in the North Downs. I’m so close to being done with it and the Lone Lands that I’m considering devoting more time to just get it behind me. I hear the game gets a lot better once you move past them. Plus, I don’t quite know that I have it in me to dredge through them both again on another character. They are, by and large, a worse equivalent of WoW’s STV and that’s saying something.

We’ll keep you posted on anything else we find out!

Update: Middle-Earth Adventurer reports that the base price point will be $19.99. Alright, a little more than what I’d hoped but I’ll bite.  He also has an interest analysis of the Rohan expansion. Is it coming or not?

Update II: Tony has a some official responses on how these systems and features will work. I’m so glad to hear they’re speeding up combat!

We’ve got some exciting news today on the LotRO front. Turbine just announced that they plan to release their first digital expansion this fall titled “Siege of Mirkwood!” Victor of Mmeow was quick on the uptake and had a post up on this almost right away, so thank you to him for the tip. I have to tell you though, the timing on this worked out perfectly because I decided to revisit my level 29 Guardian just this morning.

There’s lots of goodies packed into this expansion that newcomers and old vets should all enjoy. Let’s break it down.

(All quotes taken from the official press release, found here. Emphasis my own.)

The Epic Conclusion to Volume II: Mines of Moria™ – Under the command of Celeborn and Galadriel, players will fight through vast armies of Orcs alongside the Elves of Lórien in a battle that will take them to Dol Guldur, the fortress of the Ringwraiths. This update includes Book 9 and the Epilogue to the sweeping epic tale begun with the award-winning Mines of Moria expansion.

This part won’t benefit me right away since my highest character is still fairly low. Still, I love how the storytelling of the book quests, so I’m glad to see players get this addition to the story. Not to mention.

What really stands out to me is the “fight through vast armies of Orcs” part. I’m hoping that this means some truly epic battles. It’s one thing to kill hundreds of orcs in small bursts. It’s another to fight through masses at a time in a battle scenario. I wouldn’t be surprised to see them to use heavy instancing to give that epic feel but they’ve shown that they can pull that off well.

Increased Level Cap — Players will be able advance their characters up to level 65, gaining access to new traits, virtues, skills and class quests.

Players relish the ability to progress their character, so this will be a welcome addition to many. The five level increase makes me wonder about the upcoming (and as yet unannounced) expansion. Will they raise the level cap by five there too? Ten? Not at all? Based on this slight raise, I would expect a 5 level raise come expansion time and more lateral content as we’re seeing coming forth in WoW.

Answer the Call of War! – Jump into the heat of battle with the new Skirmishes feature. Skirmishes offer endless action in repeatable, randomized instances where players can create and lead customizable soldiers into battle, training them to greater skill as they earn victories against the forces of shadow.

Skirmishes! Finally! This makes it sound slightly Diablo-esque, which I think would be a great addition to the game. I have to wonder if/how skirmishes will be tied to character progression. Making them of too much benefit will just lead to farming unless some form of limit is placed on how many times a player can run a skirmish. Customizable soldiers, too! Perhaps skirmishes will serve the purpose of advancing soldiers more than anything else? The idea of training customizable soldiers sounds a lot like IXP. One more thing to progress but since soldiers are limited to skirmishes I’m waiting to hear why we should care about advancing them.

Answer the call of war wherever violence erupts with the new “World Join” function that lets players and their fellowships band together to fight in various locations throughout Middle-earth.

There are two ways this could play out. Either the game will ready battlegrounds (read: instanced encounters) where players face off against monsters attacking a town or region; or, cooler, random attacks will begin hitting parts of Middle-Earth. I see instancing as the more likely option because it’d be pretty immersion breaking to have areas pop from “at war” to “at peace” and vice versa.

Hopefully, the outcomes of these battles will have some impact on the wider game world.

Take up Arms! – Infiltrate the dark jails, deadly arenas and savage stables of Dol Guldur, the fortress of the Ringwraiths, and strike a blow against Sauron’s forces in new 3 and 6-player instances. Call upon your fellows to adventure into the most deadly 12-player raid yet and face the ultimate challenge – the Nazgûl Lord!

They say all that needs to be said.

And, the big one:

Major Gameplay Enhancements – Turbine continues to improve the award-winning experience of LOTRO with major improvements to the combat and Legendary Items systems. Players will experience improved responsiveness when in the heat of battle. Players will also be able to create and craft their own customized Second and Third Age Legendary Items from raw materials and grow their weapons’ power to level 60. Achieve new Legacies, new titles, and a fourth Runic slot that will make Legendary Items even more unique and powerful.

There’s a lot in that paragraph but the bold part is probably the most important to players currently looking at the game or considering returning. One of the biggest gripes players have is that the combat feels sluggish. I’ve read that it’s by design but the fact is a lot of players don’t like it and it looks like the devs are wising up to that. I’ve seen a lot of reports about people liking the game but not being able to stand the combat. If this sounds like you, check the game out again after the expansion. This is a change that should take effect for everyone, whether you get the expansion or not, so it’s worth a try.

Now, you’ll notice that this release is being tagged a “live expansion” and not a “patch.” When I first heard this, I almost rolled my eyes since it seemed like the same marketing trick Mythic tried to pull with WAR. Well, in this case, I think it’s a little more valid. This little piece hidden below the bullets explains.

Details regarding Siege of Mirkwood’s pricing and availability will be unveiled soon. For more information or to download a free trial, visit www.lotro.com/mirkwood.

That’s right. They’re charging for this one. I expect that some players will be upset by this given Turbine’s track record of release big chunks of content for free but I don’t see it as much of an issue. They’re adding a lot here (even though I expect the decision to charge was based largely on the level cap increase) that will substantially change the game. FFXI has been charging for small expansions than this forever, so it’s not unprecedented. So long as they don’t charge more than $15, I won’t much mind.

All in all, things are looking good for LotRO players. I enjoyed my own time there this morning, despite still being in the North Downs. I’m so close to being done with it and the Lone Lands that I’m considering devoting more time to just get it behind me. I hear the game gets a lot better once you move past them. Plus, I don’t quite know that I have it in me to dredge through them both again on another character. They are, by and large, a worse equivalent of WoW’s STV and that’s saying something.

We’ll keep you posted on anything else we find out!

Darkfall: The Destiny of Indie MMOs?

You know, there’s a lot of great things I’d like to say about Darkfall. Like, how they’re setting a new precedent for patch releases and content upgrades. How they’re the premiere competitor for any MMO company releasing patches. How they’re more of a true MMO than any of the current crop of Disneyland games overwhelming the market. Unfortunately, I can’t.

The fact is, no one really cares what Darkfall’s up to. It doesn’t matter that they’re introducing systems into their games the likes of which we’ve rarely seen before. It doesn’t matter that they’re taking existing systems and features and making them their own. Or that it’s perhaps the best sandbox world this side of EVE. Not one bit.

I honestly think that if a game like LotRO or WoW were to introduce naval combat or a working weather/season system, it’d make the news for every big MMO site out there. If Blizzard started cranking out meaningful patches at the rate Aventurine is, well hot damn, we’d have a new industry standard.

People write it off for two key reasons: it’s a PvP game and it’s made by a small developer. I think that most places, especially outlets for gaming news, throw the game out right off the for the sole reason that smaller amounts of money will be invested into it. Never mind that that doesn’t make much sense, just look at the facts. Darkfall is up to very interesting things and the amount of coverage it’s gotten has been miniscule at best.

There’s a lot of really interesting up and comers out there. The fact is, none of them are “AAA” and are therefore destined to earn less. At least initially. And a game that earns less generates fewer page views for the companies that run our news sites.

By following that logic, any indie game that intends to go somewhere had better have a big marketing budget available for after they launch. Sites like Massively will tear upcoming games to bits with the amount of coverage they’ll provide but once the game launches and performs as expected, the amount of articles plummets to sad levels. The MMO explorer is then forced to Google fan pages and blogs, which isn’t the most consistent resource for any company with something to sell. Sometimes that reader might find a great resource in the battle reports from someone like Syncaine. The next person might stumble across the boundless cesspool that is Darkfall Goons.

In my opinion, even the best, most cliché, indie MMO is probably going to stay that way. They’ll have a small audience and smaller reporting across the net. That’s one key reason why developing an MMO is a risky endeavor unless you’re a multi-billion dollar company. Hey Aventurine, pool your money together and hire Ozzy. Maybe if he’s on board some of the more touristy writers will jump back on board.

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