Tag: funcom

Being supportive

Yesterday, Trion Worlds teased a new game. If you go and take a look at the comments on Massively Overpowered, as well as on mmorpg.com, you’ll see a lot of negative comments for a game that’s only been teased as of right now. We don’t know anything besides some art piece that serves as a background for a homepage. Of course, these comments don’t attack the game, they attack Trion Worlds- and it makes me sad. Compare that to the positivity we saw when it was announced Trion would publish ArcheAge and you’ll see Trion has a problem on its hands there.

trion_worlds

But it’s not only Trion. Daybreak can’t get a break, as well, especially since it was announced that the dev priority is now in EQ Next and not Landmark anymore– but it’s been negative ever since they went from being SOE to being Daybreak and a few high-profile employees left- or had to leave – the company.

Of course, Blizzard is making us pay subscriptions and for mounts in their cash shop while delivering content at a very slow pace and taking away flying for most people. We don’t like Perfect World because of their monetization schemes. We dislike NCSoft for closing City of Heroes and/or Tabula Rasa (this is the one i miss dearly). Carbine is quite bad for delivering a raid endgame, ArenaNet has lost goodwill, as well, maybe since the perceived lack of delivering something akin to their design manifesto, maybe for overprizing HoT or something else entirely. Bioware turns SWTOR into a single player game and uses a f2p model where they make the customers pay and Funcom overpromises and does launches bad.

I think, right now, the only company who’s somewhat seen in a positive light is Square for closing and reopening Final Fantasy XIV. While i think they deserve the praise, i think we shouldn’t behave like that.

In defense of ArcheAge

I don’t really see Trion at fault here- i mean, one could say that they should have looked at how exploits, hacks and so on work in that game- but in the end, they delivered a product we were wanting very badly. I think the hacking/exploiting was the main problem in AA, this is what sucked the fun out of it for me- because i felt that crafting and so on was made worthless if someone else could just cheat his or her way out of the system, especially with housing spots. But this stuff isn’t really in Trion’s hands.

Something tells me i'm going to take another look at this game
Something tells me i’m going to take another look at this game

As for the cash shop? I don’t know. Yes, selling Labor point potions might be a bit much, but i don’t see it as critical- first of all, the labor point system was in place since before the game went free-to-play. Personally, i like a system like that, because there’s a stop gap on what one account can do each day. It allows dirty time casuals like myself to not lose contact to others so quickly and it also makes players prioritize what they spend their LP on. You can learn and level all crafting professions in AA- labor points is used to maintain interdependancy in the game. If they didn’t have that, crafters could just craft everything by themselves instead of trading with other players. This might be what we want, but in my opinion, this takes away some of the fun that is to be found in MMORPGs.

In defense of Trion

Myself, i really like Trion. I still do, even if i was quite disappointed at how ArcheAge turned out to be, as well. But if you’d take a look at their other games- you know, those they actually developed, namely Rift, Defiance and Trove, i think they are doing a decent job, especially with Rift and Trove. If you think Trion is a company desperately trying to “steal” your money, you should take a look at Trove. Regular, meaty updates that take player feedback into account and a monetization that is quite fair. I don’t begrudge anyone trying to sell me something, i simply decide whether the game is fun to play and if what is offered/the prize it’s asking is worth it to me.

We are customers, not fans

Massively Overpowered had this article about MMO terms that should just go away- for me, there are two terms that rub me the wrong way- first, it’s when someone calls playing an MMO “work”, as in “i worked so hard to get gear x,y and now they’re nerfing it”- you’re not working, you’re playing a game. The second one is “fans”. While it might be true in some ways, i think it creates a slightly off mindset. If you think about “fans”, the first thing that comes to mind are sport teams- for us over here it’s soccer/football, for north americans it might be american football/baseball and so on.

Now, fans of teams get passionate, they do. When things aren’t looking so good for their team, they’ll look for someone to blame, will probably find someone and will want him or her gone. But these fans always want the best for their team.

In the other direction, i think it makes devs feel to safe when they think about us, the players, the customers, as fans- there might be some fans to each games- i think all those who create fan sites should be considered fans- but the main body of us? We’re customers- devs/publishers will have to offer a product that’s worth its prize.

We should be more fan-like

I’ve stated before that in my personal opinion, MMORPGs are in a decline. It’s not the license for printing money everyone thought it to be in 2006 to 2010. MOBAs used to be it, but i guess that time’s over now, as well. Maybe survival is next (i think we’ve only seen indie survival games up until now). 2015 turned out to be a better year for MMORPGs than i thought when it began, but this is for existing MMORPGs, mostly. There are quite a few indie MMORPGs in development, and some of them might even be great (Repopulation and Shroud of the Avatar, looking at you here), but if we are honest about it, few of them, if any, should be considered Triple A. Those times seem to be gone.

I think we should be more positive with the people/devs who provide us with games from our favourite genre. I think especially developers, so those guys actually creating these games for us, are very enthusiastic about what they’re doing- because frankly, i think there’s more money to be made elsewhere with the skillset they have. I have little doubt, as well, that people like Scott Hartsman, Joel Bylos, John Smedley and so on love what they’re doing. Maybe sometimes they’ll make tough decisions we don’t like, but they’re doing this with the best intentions for their company, even if it might seem that it isn’t in our- the customer’s – best interest. But i don’t think we can blame them for that- making games is also a business.

We might not be “fans” of certain games or certain companies, but we are fans of the genre and would benefit greatly if the genre was doing fine- in quality and quantity.

If all these companies we “don’t like” are gone- who will provide us with the games we love to play?

So i’m looking forward to seeing what this new Trion game is, give them credit for what they’ve done with Rift and Trove, at least, and just hope it’s something ambitious- either self-developed or published- we need that.

By the way, the best guesses i’ve seen so far seem to indicate it’s possible that Trion might be publishing Lost Ark in NA/EU.

Edit: It looks like Devilian Online is a better guess.

Age of Conan – The Secret World’s previous life

Ah, Tortage. When Age of Conan released, it caused some problems for the players- namely, that it was a polished and story-heavy part of the game that didn’t translate to the later game.

I never liked it. It’s a matter of “instanced” starting zones- when i play an MMORPG, i want to join the “open” world as soon as possible. Granted, in AoC, the open world isn’t much more open than Tortage, but in starting zones, i always feel left out and want to leave them as soon as possible. So Tortage’n night time questline is a hindrance to that goal.

If you didn’t know, in AoC’s Tortage, where all characters begin their journey, you can- and have to- switch manually between day- and nighttime. Daytime is just about what you’d expect from an MMO- it offers quests, other players, NPC vendors and so on. When you switch to night, you’re all alone. The questlines differ from class archetype to class archetype- warriors play a slightly different story than thieves, mages or priests.

Jingci on White Sands (Nighttime)
Jingci on White Sands (Nighttime)

But one does have to give credit where it’s due. It’s funny in a way, because The Secret World kind of opens the door to better understanding Age of Conan, its mechanics and the story-heavy introduction. I’ll see later how well it transports over to the open world, but for now, i find it to be very interesting.

The story revolves around a town, Tortage, where some dark power overthrew the previous leader of the town- and it’s your job to help the resistance in getting the power back. Once successful, you’ll be able to leave the town. It’s quite long- i just tried to finish as much of it as possible since we’re playing AoC in a group (or two, as was the case last friday) and we’ll have to do the nighttime questline at some point. I played about 2 hours and could still go on, but i don’t have time for that.

AoC’s Tortage offers great locales- there’s a volcano, underhalls, a lighthouse and the isle of White Sands, a surprisingly dangerous place, be it night or day. The difficulty is one of the things that stick out in AoC- it’s far more difficult than what we’re used to nowadays. Even Solo, you have to pay attention to your pulls and body-pulls have a long range. It’s not rare to fight against 3 or more opponents at the same time. Three, i always manage. When i made a mistake and get to fight four or five in a row, it will be a close fight.

I had to respawn more often than i thought
I had to respawn more often than i thought

Age of Conan still looks great (for an MMO)- although i’d say at least Elder Scrolls Online is more beautiful, AoC has a good look that aged well and it offers really atmospheric zones. And these are all things we see come to a high point when playing The Secret World- atmosphere, story, difficulty and to some extent, freedom. AoC offers some of that- not only does it still boast the initial skill trees that used to be standard but by now have become the exception in MMO design, but there are skill points you can distribute to activities like climbing, running speed and perception, which enables your character to see hidden opponents.

I’m playing a Dark Templar because our group(s) were short of tanks- not that i’d know how to tank, i’ve never done it, but Dark Templar was also the class i played when i joined AoC for some time, so it is a style of play i’m still somewhat used to. My favourite thing about the DT are its leeching abilities- with level 13, there’s not too much yet, but later on, by level 29, i had about 4 or 5 buffs i could activate and i was leeching health the whole time.

Even the guards change at night
Even the guards change at night

I can only stress once again that sounds, graphics, the story and the general theme of AoC make for great atmosphere- and the game is kind of fun, as well. The combat style isn’t as actiony as it was advertised back when the game released, but it is an active style of combat, with the combos and quite unique skills all around. I’d also have to give AoC credit for its classes- they’re really unique- you won’t find something very similar to a Bear Shaman, Herold of Xotli or Tempest of Set in other MMOs.

I’ve written about the business model before, so i’ll make it short: while levelling to level 80, you’ll be hard-pressed to find a need- or even a reason- to spend money. I don’t know if this is very wise of Funcom, but for us players, it’s a good thing in some ways. If you really want to, you’ll find some stuff to buy in the ingame-shop, but there’s not much that’s needed. All that changes when you’re level 80, though. To progress further, a subscription might be required and you’ll have to purchase the one and only expansion of the game.

I didn’t take a look at the newly-released achievement system, although they recently added “vistas” and treasure chests to the open world and these additions seem interesting enough. I guess we’ll see about that at a later point in our group’s journey.

Saving a boy
Saving a boy

For me, as much as i’d like to dive into AoC, for now i’ll constrict it to the guild group. But AoC is worth a look if you’re curious- and it’s cheap (but not small on the hard drive). And somehow, i feel it’s kind of a look into The Secret World’s past.

Funcom – the new good guys?

I don’t know about you, but for me, i’ll always support the “good guys” in the genre. Last year, i thought SOE might shape up to be the new good guy on the block, but since SOE went Daybreak, the news we got were more in line with what happened to Trion after Scott Hartsman returned to the company as CEO. Remember Trion? They are the company behind Rift, and they were- i think- the most popular developer of MMOs up until Rift went free-to-play, although Defiance had put a stain on their white vest already. When it was announced that Trion would be publishing ArcheAge, it was met with great positivity.

Nowadays, Trion isn’t so popular anymore. And even pressed hard, i don’t think i could come up with any studio that’s regarded in a similar way. City state entertainment (Camelot Unchained) seems to be quite popular, but in reality, this is easy for people who haven’t released a game yet.

If we’re looking for a good guy in MMORPG development space, for me, there’d need to be some qualities i’d like to see:

  • quite open communication
  • an honest, straight-forward business model in their game(s)
  • a noticeable will to do what’s best for their games and players
  • not outright abandoning any games that don’t perform so well

With all that in mind, my current favourite would be Funcom. Yes, they messed up launches in the past- Age of Conan and Anarchy Online are famous for that. And maybe there were “misunderstandings” when you played through Tortage and realized that the game was quite different later on. Also, they seem to be unable to create a compelling crafting system/economy. But i have the feeling, they’re doing the best they can.

Doing what’s best for their games and players

We know their financials aren’t looking too good, and it seems The Secret World is carrying the weight of the other games in Funcoms portfolio- so it is understandable that their main focus in development would be in TSW. But they haven’t forgotten Age of Conan. New content has been released, the achievement system, while not content in a strict sense, is a system where you can play around even if you are a dedicated long-time veteran of the game.

Still don't like Tortage, though
Still don’t like Tortage, though

With the focus of the guild project turning to AoC, i also found that the atmosphere in AoC is interesting, very unique (i thought about another MMORPG with that kind of mood, but i don’t know any) and very well done. Funcom were able to deliver on that even before TSW.

Also, their games feel different. The Secret World moreso than Age of Conan, but to call any of them a “WoW clone” would be quite wrong. You won’t find a game similar to TSW (yet), with the huge focus on story, a brave attempt at cutting down on quest log entries which in effect makes quests more noticeable and important as well as easier to follow and pick up again after some absence.

For instance, in TSW i relogged into my character in the Blue Mountains and it was an easy return- she only had one quest open (two if you count the main story quest) and only one hotbar with abilities- getting reacquainted was an easy task. I also found out how their EPE update made life better- the current quest took me to fight Ah’kabs…lots of them. See, i’m pretty sure they were the reason why i logged out the last time i tried to play TSW and haven’t really returned since. This time, they were still annoying, still not easy to fight mobs, especially when you pull more than one of them, but fighting them was enjoyable.

So they also do what’s in the best interest of their games and players- i’m including the current sales which seem to have brought a lot of new players to the game. In game, it almost feels like a relaunch similar to what happens after a business model change.

Business models in Funcom games

I find The Secret World and Age of Conan to be honest in their business models, as well. They are different- TSW is buy-to-play, Age of Conan basically is free-to-play for levelling and a subscription game at level cap. Both heavily rely on dedicated players to pay the bills which is a nice change to all those PLEX/REX/CREDD/WoW token games that monetize new players. With TSW’s sales, you can get all the currently available content (with the exception of the side-stories, maybe) for 50$.

In the laundry
In the laundry

 

In Age of Conan, i looked for a reason to subscribe, but there’s really no reason to if you aren’t at level cap. My main reason for looking is the ability to unlock a character with a level above 20, so i could create a guild for the guild project- the perks i’d have for subscribing would be menial, though. A little Alternate Advancement that only really starts at level-cap, anyway, more bag space and…that’s it, i think. Well, some Funcom points.

I can’t talk about Anarchy Online because i don’t know the game and business model, but these two, i find to be quite easy to understand, fair to the players and sensible in what they do.

Yes, it seems there is a little bit of complaining around as somehow deals for new players to join are seen as “screwing” their loyal customer base. I don’t agree- games always go into discount some time after release and, especially in MMOs, free-to-play, item shops and digital sales have stabilized prizes somewhat. I mean, Elder Scrolls Online, for instance, was sold for 20$ in january, when they announced the change to buy-to-play. Nowadays, it’s 60$ again, and still one of the best-selling games on Steam and Amazon.

Open communication

I don’t really know how it is nowadays, after Joel Bylos went to his new project, but when he was around, he communicated very open and honest in the official game forums.

So, for now, i declare Funcom my current favourite developer. I feel like they’re doing their best within their financial abilities, they treat their customers like adults and they aren’t afraid to try new things in their games or change their games in ways that ultimately benefit all their customers.

Towards a bright future

I’m excited, again. This is a result of a few events since i last wrote.

Time is running

First of all, i haven’t had much time to play all through september until the middle of this month. What i do then is what i should always do: fire up the games i like to play in this moment. See, since i know i won’t be playing for longer than, let’s say, 1 hour , there’s not much of a point to “force” myself into those MMORPGs i decided to treat as “main MMO”- if i’m in the mood for some The Secret World atmosphere, so be it.

As a result, i’ve played that one in those weeks where my weekly average playtime was about 3-4 hours. Sometimes i started something else- like Lotro, for example, and even Star Wars: the old republic (which i still find surprisingly enjoyable, but more on that later). So these 6-8 weeks freed me up, as a result, my list of MMOs i play grew back again.

The other game

Now, there has been Syl’s NBI armchair game designer – or how that other MMO keeps ruining my gameplay experience and i wholeheartedly agree, as someone who falls into the same trap more often than not. I keep thinking about how nice it would be if MMO x borrowed feature a from MMO y with a twist of MMO z’s way of handling things. Or i bemoan missing stuff, thing the game developers have done wrong and so on. As a result, every MMO experience feels incomplete.

I like them all in one way or the other- well all of those i covered here- from Fallen Earth to EVE, Vanguard, TSW, Rift, Lotro, FF14 and so on- they’re all great in some ways and lacking in some others. Being in one of them makes me miss some others. Or even think about that MMO that is sure to come out “soon” which will be a perfect fit for me. I used to think about ArcheAge in that way, and before i really liked GW2, but it turns out that none of those is perfect. And believe me, Black Desert won’t be perfect, as well.

I think this mentality has resulted in what i’d call the first deemed-failure-before-release MMORPG, ArcheAge. If Jef is thinking of jumping ship to another MMORPG that’s even further down the line (with no word on NA/EU release whatsoever), many others will be already done with ArcheAge.

So i’ve come to the conclusion (before reading Syl’s posting, but his words really fit perfectly) that one should enjoy those MMOs that are out there- there’s no point in always chasing the next release- which i think the community’s been doing since the release of Age of Conan.

The Secret World should be a hit

When playing TSW, i always think that this poor game is neglected because of…well, i don’t know. Maybe because it launched too close to GW2, maybe it is because it’s a bit rough around the edges or maybe it is because those who tried it found it to be “more of the same”, a mistake quite easily made when you give the game only an hour or so.

When you dive in, though, there are so many points where TSW innovates and tries new stuff that one would think all those players who scream for “something different” (myself included) should happily be playing The Secret World. The quest system might look like “more of the same”, but it isn’t. You’d have to give the game a little bit of your time to realize that, but the quests in TSW are very interesting story-wise and they offer a lot of variety.

Also, The Secret World is a game where it really is about the journey- i think one could run through everything in a quite short amount of time, but that wouldn’t be the point.  I agree with Syp that story-wise, the Secret World is as good as it gets in MMO space.

But even if you’d play through the experience and were “finished”, with the releases of content (Issues) down the line, you could always expect to return to TSW for a short time- and i’ve heard those storylines are really great. The business model is a very good one, as well. You don’t need anything from the shop (except additional content) and you don’t suffer any restriction compared to subscribers. In a way, it’s quite like GW2’s business model- without the lockboxes and with stuff you’d like to buy in the item shop.

What i like very much about TSW, as well, is the balance in group/solo play. TSW doesn’t force you into grouping up (unfortunately it forces you to do some of the stuff solo) except for dungeons, but a group is really handy because the fights in this game take some time. If you can get a friend to join you, it’s more fun and easier.

I am glad i’ve “returned” to The Secret World, it’s a great experience that works very well with my gaming schedule and playstyle. Of course, if another game beckons me again, i’ll be there. And by now i already know when this is going to happen and with what game.

A good guild

I’ve always thought that guilds play a big part when it comes to longevity of an MMORPG- and right now, i’ve made a good choice. In the past, i’ve made no experiences with guilds despite almost always joining one in the games i play. Most of them were chat channels, the german guild i joined in Rift was a chat channel where tidbits of voice chat conversations would sometimes appear.

I think a guild should be more, though. And it’s not about going to dungeons or getting help, it’s about building community. At least if a guild is always recruiting it should always do community building. How much that can be, i learned in the TSW cabal i just joined.

There’s a cabal meeting every month- i can’t remember when i last was member of a guild that did guild meetings, possibly the ones i co-founded / co-lead. Guild meetings allow the members to meet up, see the characters of the other people even when they are at different stages in the game. Also, you can catch up to news about the guild, talk to the other members and stuff like that. It helps. Especially in a game like The Secret World that doesn’t really allow you to chat and play along simultaneously.

There’s also a newsletter/magazine published by quite a talented member of the community- it covers everything from news to articles provided by other members.

And the third reason i joined is a sub-group within that community that wanders different MMORPGs every few months. If interest is high enough, recruitment for the guild founded in that game will commence and it will become a part of the community. So Multigaming and game-hopping are built in.

What i like is that there is a vision, and there is an idea how to follow through on this vision. It’s neither a casual nor a “hardcore” setup in this guild. I feel great with these guys, and while probation is still ongoing for me, i’m already confident that i’ll stay with them in the long term. If they don’t kick me, that is 😉

Soon we’ll embark on a new adventure in a new game, and i’m pretty excited to start with this group of people.

Darn it, my list is filling up again

Now, concerning myself. I started this Blog with a few games and a resolution for myself: i’d pick one of three candidate games- ArcheAge, EQ Next or The Repopulation, stick to my choice and keep this blog as a journal-type recording of how i got to select the MMORPG in question and how i experienced it when it released. In the meantime, i wanted to stick at least to my resolution, since i don’t have much time and wanted to experience at least one MMORPG to the fullest before moving on.

Moving on, though, has become somewhat unlikely. I still look forward to all three of these games, but something’s telling me they won’t be exactly what i’m looking for, as well.

Plus, there’s another thing: the sticking to one MMORPG at a time doesn’t work for me. First, i chose Rift, but Rift being what Rift is, it still didn’t provide me with the experience i was looking for. Many people describe Rift as being quite soulless- and i think for me, this is the problem with the title, although the accusation doesn’t hold itself when you enter expansion terrain. The content of Storm Legion has lots of soul.

So i moved on from Rift to find a surprise- Final Fantasy XIV, a game that has lots of soul, as well. I can’t see a downside to this selection- the game is an experience coming quite close to what i’m looking for- there are things i like very much- the dependency on others in economic matters as well as progression, the fact that gold sinks >= gold fountains (the balance has yet to be found, though), it is great.

As an addition, Firefall offers a different game experience- quite action oriented, quick, and a deep experience nonetheless. Plus, at this stage, it suits very well as a second MMORPG- there’s still lots of development to be done, it will not be provided very quick and vertical progression is not very long. I still like Firefall a lot, even if i didn’t get around to play it for quite some time.

The same goes for FF14, i have to admit. It’s been more than a week ago that i played it; there has been real life stuff in the way, other hobbies (watching football/soccer), meeting real friends at the weekend, so all in all, i clocked 8 hours game time last week, 6 of which have been in FF14, while the other two feature a new, old newcomer and my biggest surprise in released MMORPGs from last year: the Secret World.

Hanging out in Kingsmouth
Hanging out in Kingsmouth

This week, it looks like TSW will win the fight for my gaming time. In general, i think this is a good thing- see, i did buy the grand master pack shortly after release, but really didn’t play it enough to justify the expense, and i am generous on that front. While Funcom didn’t devalue the lifetime subscription in my book, i didn’t do as well on my end. So playing it again is a positive in this regard.

As in many others. The Secret World is a much underappreciated effort done by Funcom. It’s an MMORPG with loads of good stories in it, a good, but not very good, fighting experience, a great way of progression- at least for non-raiders and/or content locusts and some very interesting mechanics above that. What FF14 is for 2013, TSW was in 2012- the biggest positive surprise in MMORPG gaming in my book.

I haven’t really decided yet whether i’m going with my “old” character on the english RP server or with the new one on the german server. The german server seems to be business as usual for german servers- it’s quite silent and not so very populated, but i have to say i enjoy Sword+Fist more than Sword+Assault rifle. Also, i enjoy taking my time in the zones i visited earlier, but the decision to stick it out with the new character could turn into a bad decision when i realize that progression is too slow, when i remember all the missions and know how much of that is still waiting for me before i enter new territory.

So, all in all, i’m back up to three MMORPGs- Final Fantasy 14, Firefall and The Secret World. It seems i’ll achieve none of my goals when starting this blog, but at least the third reason for opening it up at the time i did will present itself soon enough- the Newbie Blogger Initiative 2 is going to start in a few days, this time mentored by the two sites Contains Moderate Peril and T.R. Red Skies. I wanted to join that, so i probably will, because i think this initiative is a great way to encourage new bloggers like me and foster the MMORPG/gaming community.

Edit: i’ve decided on continuing my “old” character, Eliza “Lisah” Ruben, on Arcadia and updated the Group up – page accordingly. As always, feel free to contact me in- or out of game.