Tag: Everquest Next

Dual Wielding: is it dead yet?

Dual Wielding: A series featuring two bloggers writing on one topic and answering the question, “If the pen is mightier than the sword, what happens when you dual wield?”

Make sure to check out Ironweakness’ take on the subject.

Introduction- did that just happen?

When Ironweakness and i decided to pick our Dual Wielding series back up, we also decided for two topics, to be published on a monthly basis. The last one has been about Negativity in the MMORPG community and this one was to be an outlook on the genre. We figured it might be a good time for that post, so shortly after the release of Black Desert Online and The Division (as well as the Thieves Guild DLC). Little did we know what was bound to happen last friday- namely the cancellation of Everquest Next and layoffs at Carbine. Since these news broke, the question whether the MMORPG genre is dead has been tackled countless times, by bloggers as well as MMORPG-related Outlets and even general gaming sites.

I’d like to be brief here, because this post is about looking ahead, not at the past. I’d like to say, however, that both news didn’t come as much of a surprise, i guess, to people who were watching these games closely. We haven’t heard anything from EQ Next since what seems like forever, Landmark hasn’t seen significant developement during that time, either, and Wildstar clearly failed to get much attention, players and most of all money following the shift to free-to-play. Here’s what i think both of these news have in common and give a little hint at what’s coming next: the WoW days are finally behind us, and i do think this is a great thing.

Not in Azeroth anymore

Wildstar is basically “WoW in space”, and that’s not just relating to the art style. Sure, it has more features, but the whole thing is still very close to the WoW generation of MMORPGs. Everquest Next, as it was envisioned, was to be an evolution of the same thing- it still took the WoW-style MMORPG as a blueprint for what they thought should be improved in the genre- and furthermore, they took a Triple-A approach to that whole thing.

The MMORPG genre chased WoW numbers for 12 years now and threw evergrowing budget at their games. The idea was, of course, to build something “mainstream” enough to make the success of World of Warcraft repeat itself. While it was clear quite early on that simply copying World of Warcraft wasn’t enough, the thought that it might only take a few iterations on the concept lingered in the newer games of the genre.

All the while one thing has been mentioned but didn’t find consideration in game design: WoW was also that big of a success because the basic feature of MMORPGs- laying with hundreds/thousands of other players- was quite new at that time. That feature alone was enough to inspire awe in players. But with years gone by, contacting other people through the web has become normal- and we, the players, found ourselves isolated more and more, choosing to play with friends or people we already knew instead of with strangers from the web.

We all know now that throwing money after that problem doesn’t work, either. And we’ll be better off for it going forward.

Alone together

Playing alone together still is interesting and unique enough, but one has to see there still are technical limitations to what developers can do if they design a game around thousands of players playing at the same time- gameplay-wise, few if any MMORPGs are very compelling and i know for a fact that on the one general gaming site i read (Rock Paper Shotgun, you should, too!), players and authors alike pity MMORPG players because of the games’ repetetive, grindy and boring gameplay. So it seems unlikely that the normal, persistent, shared world MMORPG would be able to gather the masses for quite some time. Investing here really was and is throwing good money after bad. But designers came up with a solution.

Alone together in Guild Wars 2
Alone together in Guild Wars 2

There’s my MMO in your shooter

The Crew, Destiny and The Division are three games where you’ll find MMO elements as well as a semi-persistent world combined with a single player or simple multiplayer game. These games incorporate most of the “mainstream” elements of MMORPGs while offering a different kind of gameplay. Think about it: there are hubs where you see other players (the “alone together” part of open world MMORPG play), you can also join a few friends and tackle content together (similar to going into MMOs with your friends or doing some guild activities) and even grouping up with random players (just as you’d do with Dungeon Finders and the like). These games are basically an essence of what MMORPGs have become, but they shed a few shackles that put them in gameplay or feature-constraints.

When you think about it- maybe ArenaNet did it the wrong way around- releasing the hub-centric semi-MMO Guild Wars in a time when persistent, shared worlds were popular and then releasing Guild Wars 2 in a time where, maybe, stronger gameplay and storytelling would have won them the day.

There’s also Elite Dangerous and the upcoming Shroud of the Avatar, Shards Online and all these survival games where you can rent/create your own server where it’s possible to play the same game either totally alone, with friends or in a shared environment. While these are a different sort of game than the titles i mentioned earlier, they all give the option to scale the “Massively” part to comfort.

We have only seen early entries here and i think this is where you’d need to look in the future if Triple-A MMO-ish design is what you’re looking for. We should all be happy, because the “mainstream” will go in that direction and there will be huge hits releasing in that “semi MMO” genre.

Welcome back into my MMO, RPG!

On the other site of the fence we have “classic” MMORPGs- but fans of persistent, virtual, shared worlds can be happy about the demise of the triple-A MMORPG, as well, because now, the masses are chased elsewhere. We’ll be getting more niche products more fitting to our respective playstyles- think about Shroud of the Avatar, Shards Online, Camelot Unchained, the Repopulation, Crowfall and others. They mark the return of the classical western MMORPG. I have to cite something here, because i think this is spot-on.

The very problem was using AAAs as a measure of stability, success, and fun. AAAs broke us. Why be sad when they pack up their tents and move on? Clearly the core MMO playerbase will still be catered to; it’ll just look more like the early 2000s than like 2012.
– Bree Royce, Massively Overpowered

We’ll continue to get new MMORPGs, and if the current crop doesn’t meet your preferences, chances are the next wave will, because for once, after 10 years, we’ll be getting games that do something new or concentrate on a particular part that made MMORPGs great in the first place. Then again, if you want Triple-A MMORPGs, they are still going to come, but from the east instead of the west. And, to be frank, they always have. I think Lineage might just be the MMORPG that’s “really” the most successful- released in 1997, i think, it’s still the best earner for NC Soft in Korea. Black Desert Online shows how the next iteration of a shared, persistent, “alone together” world looks like, there’ll probably be others.

It’s not

As you can see, i’m really looking forward to future developements in the genre- all in all, it seems to me that it has matured and evolved into more specialized subgenres- we have MOBAs, the semi-MMOs like Destiny, we have Survival games and we have the classic MMORPG, and i probably missed something along the way. All these subgenres will provide players with different parts of what makes MMOs great, with different amounts of “massively” in their multiplayer options. The classic MMORPG will return to its genre-bending roots while also being specialized.

Fishing in Black Desert Online
Fishing in Black Desert Online, one iteration of “next gen” MMORPG

In the coming years, we’ll be better off and happier with what’s out there. If we like the current crop (as i do- i love Elder Scrolls Online), we’ll be happy to, again, stay with the titles we love for the longer term instead of always wanting to check out the new shiny. If we were unhappy, the next generation will provide more specialized experiences. And if we liked parts of what MMORPGs offered as a whole but disliked other parts, there will be games offering that, as well.

I wanted to touch on more than that- the shift in business model (buy-to-play is becoming the norm) and design (MMORPGs can’t afford putting the fun behind a grindwall anymore), but i’ve gone on rambling long enough (and really need to pack). I might get on these other topics another time, but in essence, i view both of these as getting better now, as well.

We’re not in our last moments here, we’re entering a new era in our genre and should be excited for it!

Quick Notes: Hew’s Bane, EQ Next & Wildstar

Hew’s Bane and Abah’s Landing

Yesterday’s guild evening began shortly after the news of Everquest Next’s cancellation broke, and i’m happy to report that we’ve been four players with two “regulars” missing- one sick, the other one surely on some other task, otherwise i know she would have been there. So my fears didn’t come true and we’re not out of our rhythm. The entry into the Thieves Guild DLC proved to be so exciting that i didn’t think of taking screenshots, so i can’t do a “Travel Log” yet. But as someone who hasn’t stolen one thing since it became illegal in Elder Scrolls Online and someone who avoids playing rogue-type characters at all costs, i can tell you it was huge fun. Sneaking into houses and stealing stuff in Elder Scrolls Online reminds me very much at The Secret World’s sabotage missions- only, it’s better, because your steps make sounds people can hear and i feel the reactions of the NPCs are more…realistic, somewhat. In the few sabotage missions i did in TSW i felt as if i was trying to avoid MMO mechanics- aggro range, for instance. In ESO, it feels much more like sneaking around. There’s also always the price at the end and, of course, whatever you care to steal on your way.

Great that you'll earn a costume by completing the first quest
Great that you’ll earn a costume by completing the first quest

Of course, being four people doing these missions, we were often seen and we haven’t managed to do even one mission without killing someone, but it was fun anyway and i’m happy to see this DLC being one i’ll be eager to play as soon as i’ll return from china.

I’ll probably write more about that, but i’d like to take a quick stab at why i think ESO will still be my number one MMO come april, regardless of how i feel about BDO: it’s because of me. I tried to cover that in my earlier post– if i were the same person i was four or five years ago, it would be Black Desert all the way. And i can understand the many, many positive impressions people have- i’m the same. But despite it offering almost everything, there’s something missing that i’m still finding in ESO- i guess it is about “connection”, or attachement. In ESO, i feel a connection to my character and the world and i miss that in Black Desert. Maybe that will change, maybe i should pay more attention to that black spirit thing, but right now, this is how i feel. I can still see BDO playing a huge role in my game rotation this year.

Everquest Next’s cancellation & Wildstar layoffs

I’m going to be brief here, because two months ago, when Ironweakness and i were planning our continuation of the Dual Wielding-thing, we set up two topics: negativity in the MMORPG community and the second one, to be posted on tuesday, about the future of the genre. Obviously, the cancellation of Everquest Next and the layoffs at Carbine will make an impression in that post. Suffice to say, i wasn’t really surprised, we kind of expected exactly the cancellation of the game to be the next thing we heard about it, as the silence before was deafening. So, remember my old blog, Party Business? I fired it up with the coming reveal of EQ Next, and i started it up with the intention to topically cover my search for a new MMO home i expected to find either in EQ Next, the Repopulation or ArcheAge. Great. One is now cancelled, the second one needs to move to a new engine and the third one was killed by its publisher and developer.

Gallows

For the Carbine layoffs, i feel sorry for the people affected and do hope they’ll find new jobs soon. But it’s also not really unexpected. The revenue numbers weren’t very good, even shortly after the transition to f2p and they’ll probably go down from there. I really kind of expect Wildstar to be the next big shutdown, maybe even as soon as this year. I think one reason for why it hasn’t already happened is that NC Soft knows full well that its popularity suffered under the closures of Tabula Rasa and City of Heroes. They don’t want to shut this one down, but in the end, they will. But this is just my guess.

So the genre? Commenters on Massively Overpowered seem to think it’s entering its grimdark times now. I both agree and (strongly) disagree- more on that on tuesday.

The Division

I can’t tell you much about that one yet- as said, i had a quiet week and have only reached my base of operations. I like it, but i was shocked to see that my pc doesn’t seem to fulfill the requirements. I can play, but i have to turn down the graphics by quite some degree. I’m not used to that- my pc is four years old and i started to notice that i just can’t put everything on “highest” since about a year or so, but having to put it on “low to medium” hurts. Still, it’s fun and oviously great to launch up and play a mission or two. It will also be the game i’ll be looking forward to see when i buy a new PC.

Personal notes and plans

For me, the following games are of interest right now:

  • Elder Scrolls Online
  • Black Desert Online
  • The Division
  • The Secret World
  • Blade & Soul

ESO will be the constant, Black Desert Online will be the “second choice”, everything else will be launched when the mood strikes me. Tomorrow evening, i plan to run a dungeon in ESO and i invited guild members to be there if they’d like to do one, as well.

Then there’s the now so timely post in the Dual Wielding edition on tuesday, and that will be it for march, gaming-wise, as we’ll be leaving for china on tuesday. From there, i might be able to post something (i think wordpress.com is blocked there, but not homepages run on the blogging software), but i doubt it will be gaming stuff.

So…is that it, then?

Yesterday John Smedley, president of SOE, tweeted:

Clearing up a few misconceptions about EQN in Europe and UK. All players including ones from Prosieben can play on all servers.

If you are from the Eu or UK you will go through Prosieben but it will be playing on SOE servers.

And there was a disturbance in the force as if thousands of EU players cried out in pain. Now, this could be a misunderstanding based on the nature of the selected medium- 140 characters might have been too short to add “if you have an SOE account you’ll be able to use that”- but given that John Smedley was quite active in conversations on twitter yesterday but didn’t react in any way to the outcries of the european players, this might just confirm EU players will have to go through P7S1 games and corresponding accounts for EQ Next.

This does make sense from the perspective of the publisher- the deal with P7S1 was announced shortly after the first bit of news of EQ Next hit the media- so my guess would be that EQN is the main interest of P7S1 getting the publishing rights for the EU. Now, Planetside 2 might play a role, as well. but my guess is the main bullet point of the deal in some office somewhere in germany was EQ Next. So forcing us to go with them is not unexpected.

Now, there are a lot of reasons why this is a bad idea and, if true, why i’ll choose not to play Everquest Next- some of them are rational, some others not. Let’s start with the irrational ones.

  • P7S1 is a media company that owns around half of the private tv stations in germany. And they’re bad- i mean, basically all channels in germany- excluding the public ones- show the same crap. I really, really, don’t like the company- neither this one, nor the other big private tv channel owner. So i don’t want to give them my money.
  • Furthermore, i don’t trust german companies in the web very much. I don’t want to go into much details (word count is high, again). To summarize- german companies often think of the internet as a new way of tricking people out of their money and i don’t like that very much, either. I’d also like to point out that “earning money via the web” and “tricking people into spending their money via the web” are two different things.

P7S1 games could be different, of course. But then you’ll have the more rational stuff/stories i read about P7S1 in the past.

  • There is a paragraph in their TOS about deleting account information, including characters and paid ingame-store currency after 90 days of inactivity (Paragraph 3.6 – in case you’re wondering: Alaplaya.net is owned by P7S1 games). Now imagine that. You pay for 100$ worth of currency, then go on a vacation, work as an expat or whatever. When you return, your account and your store currency is gone.
  • They published real names of players who missed subscription payments in their forums. Apparently they implemented a “more professional” way to track payments in the meantime.
  • There was a security issue with Planetside 2 accounts.
  • A CM, asked about a triple-station-cash sale suggested (physically) migrating to north america if you aren’t happy in the EU and with the sales of P7S1- but when you’re there, don’t complain if you miss the sales on other continents.
  • They messed up the transition of services of DCUO, bad. From what i hear, accounts got lost, DLCs got lost, store currencies got lost. When asked about it, customer service told the person they have the option to register for a new account (losing everything they spent with SOE).
  • P7S1 has not much experience in this business. Look at their portfolio and remove the SOE titles, and you have almost nothing in terms of MMORPGs. My guess is many people outside of germany have never heard of them being a publisher of multiplayer games before the SOE deal.
  • I have station cash i wouldn’t be able to use with P7S1. Granted, they offered an account transfer, but since i didn’t want to go to P7S1 then, as well, i chose to stay with SOE. And i’ll tell you that: even if they offered the same thing again, i’d still not do it.

So, this all might be hyperbole- it might be somewhat irrational, but these are the reasons i won’t play EQ Next via a P7S1 account. At all.

Fortunately, i’m not alone. It’s refreshing to see that the massively community seems to agree this one time- and i sure hope SOE got the message by now.

Other bits of EQ Next

There’s a lot to digest and read about EQ Next at the moment. I haven’t read it all and i don’t know everything (obviously), but i wanted to get some of the more detailed information and links to other blogs in here.

Crafting

Thanks to Jewel i stumbled across this interview on PC Gamer, where some of the mechanics of EQ Next are explained a little. The most encouraging sentence for me regarding crafting is this one:

[C]opper is the newbie metal, it’s the metal you find right outside the starting city and eventually you don’t need it anymore. Because of the way our game works, copper is always useful, because copper has specific qualities. Iron is always useful, mithril is always useful. All of these things are always useful to you, depending on what you want to make.

This is one of the main reasons crafting isn’t very compelling for me in most MMOs- every ten levels or so you need completely different materials and the old stuff isn’t important anymore. When you take a look at auction houses in some themepark MMOs, the beginner resources are usually quite expensive- which is odd when they should be the most commonly found resources.

SOE seems to wait with a closer look at crafting for a time when they’ll be able to present it better than when everybody’s still talking about all aspects of the game. They reiterate we’ll like it, though.

Combat and Class system

One other topic discussed out there is the apparent lower focus of roles in group play, the revealed classes and races and a summary of impressions after watching the lore panel. There are great opinion pieces by Belghast and Rowan Blaze. My own opinion is a short one, this time: i don’t quite like the style of dedicated healers and tanks. But i also don’t like GW2’s solution- it’s a tad too chaotic. Maybe they had this vision of another kind of trinity (Support, Control, Damage), but i don’t think it worked out very well. It seems SOE is preparing something to show a comparison of the combat to GW2 is not entirely correct.

Other Opinions

In general, EQ Next was well received.

  • Jewel has a great collection of information and opinion.
  • Rowan is excited, as well.
  • Bhagpuss has some mixed feelings, but updated us frequently and with some interesting additions like videos and commentary regarding the lore and class panel.
  • Ardwulf is impressed and has a great summary of a EQN Q&A session (Part 1Part 2) with some interesting bits of information.

Some others have been more critical.

Roundups

Some bloggers offered roundups of EQ Next related posts. I’d like to thank Syp from Biobreak and Wilhelm from The Ancient Gaming Noob for including me- both inclusions made up a more than significant amount of visitors to my (very new) blog. These numbers are exciting to see and very encouraging. Anyways, here are the roundups i found:

On a personal note

With all that was revealed and all the excitement as well as criticism, i forgot to mention something. I don’t care about the beta personally (others do, but we already know european players will be able to take part in it), but SOE, don’t expect me to go to ProSiebenSat1 Games for your game. If i can only access it with them, i’ll rather not play. To this day i can’t understand this decision- yes, sure, better localization and customer service, that’s right.

And i have to confess, one thing that came with free-to-play and many americans/english speaking players can’t see is that the german translations are horrible- in all the (f2p) games where i switched back to german for some time (namely: LOTRO and Rift- and both of them had good translations prior to f2p). It’s just a mess that clearly comes from Google Translate (not really, it’s not that bad). But, let me be clear on that front: i’d rather play a game in thai, which i can neither read nor understand, or move to north america, than registering an account over at P7S1 Games.

Everquest Next – after watching the full reveal

Today i watched the full reveal presentation of Everquest, so i am able to share some new opinions. Of course, the professional bloggers i linked to yesterday did a very good job of summarizing what’s been shown to their readers. I’d like to take what Dave Georgeson called the four holy grails of EQ Next.

Changing the core game: In this part, Georgeson talked about the EQ Next Multiclass system where every class has different abilities with each weapon (we know that 4 abilities are determined by the weapon you choose) and choice of class skills (the other 4 abilities in your build). It seems they wanted a change from playing Dungeons and Dragons with levelups, skilltrees and so on to a new, broader way of being able to multiclass and finding classes and skills in the world.

There is really not much new to that- we have that, as Bhagpuss wrote on Inventory Full, we have this weapon/multiclass system in TSW, GW2 and Rift to some extent, the skill collection was a part of Guild Wars 1 many players enjoyed. I mean, sure, why not build up on something not-so-new-but-rare and make it work better? Not saying this is a bad thing, i like it actually.

What i don’t like so much is the low counts of usable abilities right now. Four are used by your weapon, another four are free to build. I assume there’ll be passive abilities, as well, and i sure hope they are designed more alike to TSW than to GW2.

Destructibility: The voxel thing. So battles leave their marks on the environment- and the environment “heals” with time. That’s a nice gimmick which makes its way up to a nice feature when combined with the procedurally generated underworld. I like to sway around while playing- just now i only wanted to kill 10 rats, when i pounded one of them through the floor of the basement they dwell in and happened on a underworldy dungeon. That’s a real nice feature for me. Also, the fights feel very much alive.

A life of consequence: Now, that’s cryptic. Here’s talk about the mob AI- that they’re armed with likes and dislikes and might move around under certain circumstances instead of spawning on the same spot every time.

I think that’s a double-edged sword here. First of all, this could be some kind of hyperbole. Like i wrote yesterday, Guild Wars 2 described a quite similar scenario, although they didn’t hide that these movements and changes are part of a scripted experience aka dynamic event. If every mob has these likes & dislikes and moves around, this could lead to some very dynamic events- and this time for real. If SOE is bold enough to make strong mobs move around, we could see the end of level zones (EQ Next doesn’t seem to have levels, but TSW doesn’t have them, either. Try going to Egypt after the tutorial.) and the return of something nice: danger. It would be nice to be surprised by a mob too strong for me and having to run away. The last time that happened to me and caught me by surprise was with Vanguards free-roaming elite mobs.

Permanent Change: What we have here is the public quest/living story thing. So there are these rallying calls where the players have to do something- for example build up a village. There are crafting tasks as well as fighting tasks to be performed. These rallying calls take up to several months of real time to finish by the playerbase and once a rallying call is finished, its results stay in the world.

I like that idea. Yes, it might be only a crossover of public quests and living story, but at least SOE seems to be willing to make the happening event (living story) have something to do with what’s done (public quest) instead of making people grind minigames.

However, i like the look of EQ Next- the stylized graphics look just fine and work better for me than, say, Vanguard’s and EQ2’s style- especially considering their character models.

Now, there’s just one question- where did they hide the sandbox? I’m sure what they presented could be one, but they didn’t make it clear where to find it. The combat looks nice, the world with its day/night cycle as well, and if they incorporate many choices in their permanent change and consequence- parts and really enable players to go where they want and stick to their preferred play-style it could work out well. But they didn’t make it clear, in my opinion. There’s just this one thing…

Everquest Next Landmark. I’ll just go ahead and summarize it as “Minecraft as a MMO” here, as i’m sure you read about it- if you didn’t, there’s a good article over at Massively.

Now, that’s a sandbox. Players are able to build what they want, there’s an added social layer, even guilds and there seems to be some kind of adventuring. But in essence, it seems to be the game for crafters.

All in all, i’m still looking forward to their intentions in regards to crafting and player-driven economy, and i still hold to the assumption that SOE got their hands on something great- but i still feel what we know is a little hollow. If we define “sandbox”- and we could define this term in one thousand ways- with the words “driven by player-to-player interactions”, then we still don’t know much about EQN being the big new shiny sandbox MMO.

EQ Next reveal

So, voxels. We now know something about Everquest Next. I’ll keep myself short on the reveals itself, there are features for your reading pleasure over at Massively, Rock Paper Shotgun, mmorpg.com and ZAM.

To summarize what i got from the reveals:

  • Norrath, the world of Everquest Next, is voxel based. Quite like Minecraft, i hear. The thing is that this leads to destructible environment, caves you can explore/find and a changing world. It seems characters can start to dig anywhere they want and might find something underneath the surface of the world. Also, fights leave their mark in the world.
  • Mobs will have some form of AI, they’ll function with a list of likes and dislikes and might for instance reposition themselves when their current spot strikes them as too risky.
  • Questing will happen without exclamation marks, you happen to witness stuff in the world and choose to participate. There’ll also be public quests that last for months.
  • Skill sets function quite like in Guild Wars 2: you get 4 abilities depending on your weapon and 4 abilities you can choose from a pool of abilities available to your classes.
  • You can multiclass, but classes seem to have to be found in the world, as well.
  • There are no levels, so you can play with your friends at any time
  • Characters will be able to vault over obstacles, slide down inclines, or jump up and grab a ledge to pull up

So, that’s what i got from the reveal. First, let me mention that all these articles i linked above seem to have their roots in a presentation the authors saw at E3 earlier this year and yesterday an embargo was lifted so they could write up their impressions.

As far as the reveals go, i know they sound crazy and like a true innovation in MMORPGs, but i’m still cautious. If you recall my wants and needs for finding a new mmo home, here we have a feature list that concentrates on the world part, and it is done well. Norrath next seems to be a truly changing world and SOE seems to have found the RPG again. With EQ Next Landmark, which seems to be some kind of toolset for players to build stuff that might find its way in EQ Next, SOE seems to have the point of having something to return to, as well.

What’s missing for me, is something about crafting and trade. They didn’t say anything about that yet, and there are some clues one could follow allowing the assumption that crafting will be a solid experience in EQ Next (EQ2’s crafting is viewed as one of the better systems and there is a designer on board in EQN that changed EQ2’s system for the better), so i guess information on crafting and trade is still to come.

Here’s my main gripe, though: when you leave out the voxels, what’s revealed so far could just be Guild Wars 2 again. I’m not saying they are the same, but ArenaNet used almost the same descriptions for their game: changing world (“living story”), random encounters and “obvious” quests (dynamic events), mobs changing their behaviour as well as a living world.

There is something in all the information we got, something underlying everything, that makes me believe SOE. Maybe it’s that i think the message players have been sending for some years by now has reached SOE- MMORPG fans want better worlds instead of better games. Get the MMO-players instead of the “three month crowd” and you have a winner.

It seems to me SOE is aiming high, they seem to know that the time might be right for a new massive hit in the mmorpg space if you try to innovate and succeed in giving MMORPG players what they want- and judging by all we know, they might pull it off. Color me intrigued.