Tag: gameinfo

Is ArcheAge dead on arrival? Is Final Fantasy XIV’s launch bad?

So, i’ve been quiet for a few days due to real life stuff, not much game time and no “hot topic” to discuss. I’ve played some Final Fantasy and will come around to that. For now, i’d like to focus on two impressions i had after reading articles and comments of the two games mentioned in the title.

ArcheAge

It seems XLGAMES go through a restructuring period after Archeage didn’t become the huge success they expected it to be in Korea. This is a rumour, mind you, and it is clearly stated as such in the article’s title. The news itself doesn’t need to surprise anyone- it’s a familiar path newly released games go through: from being a new hope to good sales, dropping subscriber numbers, transitioning to free-to-play and laying off staff- that’s the way things seem to go in the MMORPG business right now. It is unfortunate, but when you take a look at the last MMORPGs that released as pay-to-play products- namely The Secret World and Star Wars: the old Republic; both didn’t make it to one year as a purely pay-to-play game. So it’s not a surprise that ArcheAge shares their fate, right?

In that line of thought, i wasn’t surprised when the game went f2p in Korea, although i still have some worries with a Sandpark/Sandbox being free-to-play. Fallen Earth does a great job with that and i don’t know what Archeage does in Korea. Also, despite AA being one of the formerly 3, now 2 future releases of sandboxes i’m watching out and waiting for, i didn’t follow the developement of the game in Korea – i read two reviews of the game with one’s conclusion being “meh” and the other seemingly having a good time and hopes for the game, but i don’t know how they’re making money now or what changes from the earlier advertised vision were made.

I don’t think steam-driven hot rods are a huge shift in design philosophy, but what i read in the comments of the linked article worries me; for instance, the removing of a durability system for gear. Now, i’ve mentioned it before and i’m going to reiterate that: to have a player driven economy, items need to vanish into nothing just like they came into being out of nothing. If the game’s not doing that, the economy won’t work. In a themepark, it doesn’t matter much- you can do something with interdependency of crafters instead of the markets. But we all know how that turns out: it will be “time” that sells in the auction house- resources, for example, are going to be more expensive than finished products…and why is that? Because they vanish and it takes time to get them back.

Also, nevermind that goats used to be the moneymaker in the game- that happens, design mistakes are going to be made and corrected, but the general impression in the comments seems to be that Archeage got “dumbed down” to themepark levels with sandpark possibilities. I don’t know what these changes would be, but from reading Massively a lot, i know the commentors who stated that and know that they aren’t talking out of their backends.

Archeage went from being the new hope of MMORPGs to DOA in the comments of Massively without even being released in NA/EU. That has to be a new record. Also, this makes me wonder about us, the players and customers in this genre- now we are dismissing games before they even release, and that doesn’t bode well, in my opinion. I’m going to continue to wait for ArcheAge, although i have to say: tough luck, Final Fantasy XIV ARR is great and i like it a lot, so any new game would have to compete with that.

Final Fantasy XIV

Talking about that one, the free trial seems to be extended for 7 days. And also, today marks the day they want to get over their launch issues which are: too many players want to play the game. As with Archeage, it’s the comments that really make this article interesting, since the extension of the free game time is not surprising after many players, including me, had difficulties with playing the game.

To call this launch “failed” and attacking Square Enix for not implementing a “proper queue” or afk timers is a bit harsh, in my opinion. MMORPG launches usually come with their share of problems- in Guild Wars 2, my guild had to invite everybody everyday for almost a week and there was trouble with the guild chat and other stuff. The auction house and the forums were deactivated; you could play the game, but with a guild starting its life the problems with the guild interface were extremely bad, but it had to be expected to some extent. Also, huge spikes of players after release are nothing new and i actually think developers are in the right when not opening up servers like crazy in these days only to find them depopulated after a few months.

So i couldn’t play it in the evenings, which is my time to play during the week, and my last time playing it was sunday morning despite wanting to play sunday afternoon and on the evenings since then. I tried, got 1017’d and left. Guess what? I watched a movie and read a book instead and it was fun. I’m looking forward to playing FF14 for quite some time, and the staggering launch won’t change that. And in a year or two, when/if i’m still in Eorzea, the launch won’t matter in the slightest.

What matters is the game- and this one is great- it is interesting to explore and play. I can’t really understand why people are so disenfranchised by a few evenings of not being able to play as to pass on this game just because of that. If you want to enter a new MMO smoothly, just wait 2 weeks before buying it.

Aleport

Aleport

Game time: Final Fantasy XIV

I was ingame, though, and i experienced the first bits of group content, which i liked very much. There are two downsides: one is the small group size- i like 5 people being a party- and the other one is me being a healer. Both are minor, the latter my own “mistake” for playing Conjurer first. Right now, i know the Arcanist is more up my alley, but i don’t want to play that up to 15 before going on in my story, although it wouldn’t take that long, i guess.

But my first goal is being able to sell and store stuff, so i am “rushing” to get retainers. With my gaming schedule being a bit weird, in the way that i don’t usually know if i’m going to play for 30 minutes or 3 hours, it’s not easy to plan for the mandatory Dungeons you have to enter in the storyline of the game. I went into Sastasha and am now approaching Tam-Tara. When i know my gaming session will be short, i just gather up some herbs and lumber as a Botanic. The next time, though, i’ll want to fight stuff. I know i’m not going into a dungeon before the weekend, so i might be switching over to Arcanist again and see where it leads me.

So, again, here is my revised list of goals in Final Fantasy XIV ARR:

  • get retainer access by advancing in the storyline
  • bringing the Arcanist up to par (probably Level 20 by then)
  • bringing the Botanic and Weaver up to par (probably Level 20 by then)
  • switch over to Arcanist as main class
  • find a linkshell/free company

Firefall is a great addition

Forget what i said. It’s no use to choose to stick to just one game/MMO at a time, when said MMO doesn’t satisfy all your gaming needs. It makes sense to stick to as few MMORPGs as possible, though, because game hopping as a casual player doesn’t really help anybody- not if you like your MMORPGs to have depth, a wide array of activities and longevity- which is, for me, a cornerstone and one of the main reasons i like the genre.

But sometimes, a game comes along, that fits the scenario you’re in very well. For me, this game is Firefall. While Final Fantasy XIV ARR with its truckloads full of content is my main-MMORPG for now, there are times when a change of pace is in order- or when there’s launch- or patch day and i know i won’t be able to play FF14 (i tried, yesterday, but wasn’t able to login, as expected).

Our army continues to grow, i think we are 8 now. With the restriction of 20 characters per army, there’s no reason to go out recruiting or anything. We guess we’ll fill the other 12 seats naturally with time. We went out and did some ARES missions, thumpers and one Tornado in a full squad, which was fun.

Yesterday was a bad day, though, because my main game had launch day issues and Firefall had Patchday issues. We had some fun regardless.

Now, here are the reasons why Firefall is a great addition to my MMO-diet:

Easy to get in and play

You don’t have to prepare very much in this game if you just want to have some fun- log in, join the online guildmates or place a thumper if you are on your own. Or just run around, do ARES missions or invasions or whatever. You can jump right into the action.

Somewhere in New Eden
Somewhere in New Eden

Still deep

While it’s easy to get in, there are a lot of things to grasp in this game- how does crafting work? What do i need to jump into melding pockets or the instanced area? You can upgrade your equipment and so on. There is a lot to do, but you don’t feel forced to do that quickly, because you are not missing out on gameplay features just because you haven’t progressed very far. Sure, crafting the key to the instance or the pockets might take some time, but there’s no hurry.

Don’t powergame your way through it

If you play this game to “reach the end”, beat it or just to progress your character, you will be finished with Firefall in no time- and chances are you’ll be burned out when the game will be in shape for “release” and miss out on something great. Red5 have a plan, but it will take time to implement it. Firefall is a very fun game, and if you’re having fun, play it all you want- there’s enough to explore, beautiful landscapes, great missions and content, but when you set out to “beat” the game, i’ve got a feeling it will be over very quick.

Squad fun

A vision

Red5 has a vision for this game, and they try to stick to it. This is one thing that makes a good MMORPG- and Red5 are willing to hold their position- the durability system is one thing where one can see that- some, or many, players didn’t like the introduction of breaking items because it made the game “grindy”, but Red5 feel it is a good thing to have in their game and i tend to agree- without removing items out of the economy, there will be no economy. And also, this gives players “something to do”, because Red5 won’t be able to provide content at a very quick pace.

All in all, i’m looking forward to Open Beta stage 2 and the future of the game- with this developer, i’m quite optimistic. I don’t know when Red5 will reach a state of the game where they are comfortable to call it “V1.0”, but i think, they will arrive there and the game will be very good by then.

When you add FF14 on top of that, right now, i am one happy gamer (who would be even happier if i could play FF14 or understand Square’s account management system).

The Repopulation: primer

It’s time to check out the second of the three future MMORPGs i laid my eyes on: the Repopulation. Now, the Repopulation is in Alpha 2 right now, so it may be some time before we get to play it, but the general direction the game is going is set and made available for your reading pleasure with great articles and descriptions by the devs.

The Repopulation is set in the quite-distant future and a time when earth as we know it is no longer there. Fortunately, we aren’t on Earth anymore- scientists had sent out some spaceships to habitable planets 200 years ago and we are going to be inhabitants of a planet called Rhyldan.

The Repopulation calls itself a sandbox and it is quite obvious from their design descriptions where this is coming from. You could summarize it by saying “It’s a lot like SWG pre-CU”, but if you are like me, you don’t know what Star Wars Galaxies was like neither pre- nor after CU.

Factions

There are three factions in the Repopulation: the OWON (One World, One Nation) and the FPR (Free people’s republic)- we can summarize these by saying one is the oppressive empire and one are the rebels. Of course, it’s more complicated than that- and there’s a great backstory on the official homepage.

The third faction is no faction at all- all players start as either OWON or FPR characters and are put in a generic nation (tR’s equivalent to guilds) of their faction. Eventually, players can form their own nations and align them to one of the two factions or become a rogue nation. A rogue nation has no allies by default and therefore has to conduct diplomacy by themselves. Nations can start out as being a part of OWON or FPR and become a rogue nation, but they can not revert to being part of one of these two factions.

Now, while it does seem somewhat generic, i still enjoyed reading the Lore to the Repopulation and think that this is a great way of doing things- Sandboxes usually tend to offer free-for-all PvP, additionally with full loot systems (Darkfall and EVE come to mind), but i think it is served better when there is some kind of alignment- i mean, when you enter the game, at least you know there are people out there who do not want to kill you. In my view that’s a big step forward from my panic attacks while picking iron in Darkfall.

PvP

The interesting twist with factions will influence PvP, as well. Now, nations can own cities, outposts and harvestable areas in this game, they can lay sieges on other cities and so on. So there is a massive amount of possibility in the Open PvP realm.

Other than that, tR seems to be somewhat like ArcheAge’s PvP system, at least under what the devs call the “normal ruleset”- in which there are protected areas, no loot system and no heavy death penalty. Furthermore, there’s a distinction between reserve and active soldiers. You start out in reserve status and are protected in non-contested areas controlled by your faction- you can’t attack anyone there and nobody’s able to attack you. When you venture out of your faction’s area into the contested land, though, there’s open PvP between the factions.

Every faction owns around one third of the game world, the last third being contested by all factions and nations. I think there’s only cross-faction PvP, but the article isn’t clear on that.

PvE

PvE in the Repopulations seems to look like standard fare when looked at for a short amount of time- there are Missions (Quests), Engagements (Public Quests), and a general system of delivering those that is similar to something like Rifts or Dynamic Events.

When you read upon the details, however, there are some very interesting twists. One twist is that you don’t have a linear path through the world- missions are tailor made for your character and reach you through the ingame mail system. They take your skill & gear levels (there are no character levels) and previous actions into account and offer branching dialogues and outcomes. In the article, there’s an example of an NPC who changes its mood to “angry” based on your actions- now he might reference you in a bad way to other players, insult you when you walk by and offer varying missions. Engagements don’t have to be combat related, but could, for instance, involve building up a city. Instead of spawn points the game uses Dens. Dens can spawn various amounts of mobs in number, strength and type, but still fitting to the area the dens are in. Oh, and they can spread if players don’t take action.

Crafting and Items

Now, here comes the core. See, everything mentioned above is interesting and all, but this is it- at least for me. If a Sandbox doesn’t offer a complex crafting and trading system, it might just as well be a first person shooter. Fortunately, crafting in tR is complex and rewarding- i’ll start that off with a video.

Crafting will be interdisciplinary, so chances are high that you have to depend on other crafters to focus your own progress. The only bound items? Cosmetic ones from the cash shop. Items degenerate in quality and become useless with time. So there is opportunity in crafting and market, here.

Items you craft will have a quality range from F (bad) to A (good) and a subquality ranging from 0 to 9- so you can craft items with qualities from F0 to A9. Quality is determined by your skill, the quality of the ingredients and some luck and decisions made during the process of crafting itself. From what i saw, i think the crafting system will be similar to those of EQ2 and Vanguard (and FFXIV), but a bit more complicated.

Impressions

I’ll finish this entry, for now. The systems i mentioned are more complicated than i have made them to be, of course. But let’s have a look how the Repopulation measures up with some of the points i made in previous entries.

Virtual World

The worldbuilding seems fine to me- the Lore doesn’t seem like much, but i enjoyed reading it nonetheless. There don’t seem to be fast travel options like teleports, but one can craft vehicles. The world seems to be as open as possible with some sensible restrictions put into place.

I was surprised, however, that after really reading about this game for this post i found there are many systems at work here that EQN is advertising for, as well. But to me, it seems as if players make a bigger impact in this game.

Player-to-player interaction

There seems to be a lot in this regard. From building houses (in-world as well as instanced individual housing), cities, a crafting system that’s complex and involves other players to PvP, PvE encounters, open grouping, item degeneration, a reduction of bound items there are many options to play with, alongside or against others.

While the auction house seems to be global and i’d prefer locally different prizes, a good crafting system can make up for that. We’ll see how that goes.

Conclusion

I’m really looking forward to the Repopulation. What i read is encouraging, this game is developed as an MMORPG at its core. There are many systems in place that will allow for longevity- actually, even if EQN hadn’t disqualified itself for me, right now i’d place the Repopulation higher in regards to expectations. Also, tR might release before EQN, but since it’s still in Alpha2 it’s too early to estimate a release date- although it is slated for 2013.

The Repopulation will be free-to-play, which, at the moment, is my main concern. They’ll have to earn money and with Sandboxes, i think it’s quite difficult to strike a balance in a free-to-play title that’s both good for the devs and the players. Either they’ll offer convenience/fluff items only, and leave me wondering if many people buy those, or they’ll interfere with gameplay- for instance by selling repair kits that should be crafted and traded by players.

Above & Beyond Technologies are an independent dev studio, so there might be some concerns in regard to polish and gameplay feel, but i don’t think this is critical- if it’s playable, it will be alright. Fallen Earth is a good example of a game developed by an independent studio with not-so-polished gameplay that’s still highly enjoyable.

I can see this game being a huge contender for ArcheAge when it comes to my personal “next MMO” decision.

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.