Quantcast MMO | Vagary.TV - Part 2

MMO Archive

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CCP Reduces Staff by 20% To Refocus

CCP, game company known for Eve Online announced today in a blog post that they are cutting about 20% of their staff to refocus the company. The majority of the jobs being lost are at the company’s Atlanta, Georgia studio although some of their other offices in are taking a hit to.

Citing that developing two new games while supporting their existing one has strained the company’s resources much too thin. CCP is cutting down staff to refocus on developing Eve Online and their FPS that will operate in the same world, DUST 514 on the PlayStation 3. Their highly anticipated sandbox MMO, World of Darkness is taking the biggest hit, with the development team being reduced to a fraction of what it was.

For the immediate future, our mission is to enrich the vast EVE Universe by strengthening the continuous development of EVE Online while preparing to bring DUST 514 to market on the PS3. We do this in order to realize our ambitious and challenging plan of joining the two in a cross-platform, truly massive online world.

World of Darkness will continue development with a significantly reduced team. This team will continue to iterate and expand on the gameplay and systems they have designed. We will also redeploy creative teams in Atlanta to support the launch of DUST 514.

However, they maintain that Eve Online is healthier than ever with subscriber count steadily increasing until the recent missteps the company has taken with their customers.

With the refocus of development, players can expect an un-named expansion pack this winter for Eve Online as well as the launch of Dust 514 private trials.


Source: CCP Blog

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Guild Wars 2 Beta “For Sure” This Year

In interview with Eurogamer, Colin Johanson, Lead Content Designer at ArenaNet, confirmed that Guild Wars 2 will be going into beta sometime in 2011.

“We’re going to go into closed beta by the end of this year for sure.

We’re in closed alpha right now. We’re going to go into closed beta by the end of this year. Based on the outcome of the closed beta, that will determine our open beta schedule. Based on the outcome of the open beta, that’s going to determine our release date.”

This give some creditably to what was reported earlier by French site, MMOCrunch, of a Korean report stating that Guild Wars 2 would be shown at G-Star, a gigantic gaming convention in Korea, following the start of the Beta in the West.

Whether or not Guild Wars 2 will beta in November is still unknown. Stay tuned to Vagary.TV, as we continue to cover how the beta shapes up for the well-received MMO.


Via: VG247

Source: Eurogamer

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Bioware Announces Release Date for Star Wars: The Old Republic

I know a lot of you have waited with baited breath for quite some time, I personally know some who have waited years for this, but the word is finally in. During their keynote address at the Eurogamer Expo, Dr. Ray Muzyka and Dr. Greg Zeschuk, co-founders of BioWare, announced that Star Wars: The Old Republic will launch in North America on December 20, 2011 and in Europe on December 22, 2011.

Players who pre-ordered with get a special code that grants them early access to the game prior to launch and buying the game itself will come with a free month of access to the game.

Bioware and EA has also announced their subscription model. It will have the routine $14.99 monthly fee but players will have the option of paying in chunks, $41.97 for 3 months, and $77.94 for six months. Those of you in the United Kingdom, the price will be £8.99 per month, £25.17 for three months (£8.39 per month) or £46.14 for six months (£7.69 per month). In Europe, €12.99 per month, €35.97 for three months (€11.99 per month) or €65.94 for six months (€10.99 per month).

It’s been a long time coming, how many of you are excited for this game, and what are you looking forward to the most?

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James Ohlen Details Companions in Star Wars: The Old Republic

Gamespot recently sat down with James Ohlen, Game Director for Star Wars: The Old Republic, to talk a bit about companions in their upcoming MMO.

Companions are computer-controlled NPCs that players will have along with them throughout the game. They will craft for you, fight with you, provide insight on various situations, and if you have the smooth moves of a jungle cat, you’ll be able to do the “tango” with them.

Talking with Gamespot, James highlighted that through feedback they added a lot of features for companions. Players will be able to customize their appearance, hair, skin color, and facial features. Another way players will be able to customize their companion is by item choice, players will have the option of selecting what their companion wears, what weapons they use; they even level with you throughout the game.

We wanted players to have more freedom than in any previous Bioware RPG when it came to companion customization.

Akin to the Dragon Age series, companions will have their own class and unique skills. Players will also be able to configure what skills their companions use in battle. James, admits that they were a bit hesitant to really flesh out companions at first because in a single-player RPG, players had the time to manage their team, but in a MMO, everything is done in real time and the task of micromanaging would overwhelm the players in intense encounters. The A.I they developed turned out to exceed expectations and they felt comfortable gives players that complex control.

Companion characters are going to be a significant innovation to MMORPGs. All of the testing feedback we’ve received so far on these characters has been extremely positive.

To supplement the interview Gamespot also released a new Developer Dispatch solely dedicated to companions. Be sure to give it a look.

Star Wars: The Old Republic is currently in Closed Beta and commenced beta weekends to ramp up the level of testing. Bioware and EA are still looking to release the game before year’s end.

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Square Enix Announces Dragon Quest X

In a press conference today, Square Enix announced their new title in the Dragon Quest series entitled Dragon Quest X Mezameshi Itsutsu no Shuzoku. This particular successor will be an online RPG on the Wii and the Wii U.

The game is being developed internally this time around unlike previous titles that were passed off to studios such as, Level-5 and Chunsoft.

Even though you might think that online RPG and Wii don’t relatively mix, you’ll be happy to know that Dragon Quest X is also being developed for the Wii U. The Wii U version won’t just a simple port, it will have updated visuals among other features and will be cross-platform compatible with the Wii version of the game.

Game Designer Yuji Hori, hinted that the game will have some connectivity with the 3DS but didn’t go into detail. He used the example of allowing players to download their characters to the 3DS and use them for Spot Pass data exchanges.

In Japan, they can expect DQX sometime in 2012. They will hold a beta test and there is no word yet on a US release.

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Gamescom 2011: Funcom Announces The Secret World Release Date

During the EA Press Conference in Cologne, Germany, it was announced that the mystical modern day MMO being developed by Funcom, The Secret, will ship and be digitally distributed for PC in April 2012. Funcom are best known for The Age of Conan MMO and The Longest Journey.

The Secret World pits secret societies against one another for total domination, but in a world where every myth, legend, and conspiracy is true, the three secret societies have a lot more to deal with than each other. Excited about the announcement, Senior Producer and Creative Director Ragnar Tørnquist had a bit to say about it:

“It has never been more rewarding working on The Secret World than it is now. The progress we are making in development allows the whole team to really enjoy just playing the game for hours on end. We are all looking forward to bringing in players through upcoming betas, and their feedback will be crucial to the further development of the game as we progress toward the April 2012 launch.”

They also announced they would open beta registration on August 26th thorough a unique social media campaign. So those interested, wait and keep an eye on their main site.

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Action MMO Tera to Beta Test in Early 2012

Chris Hager, North American Producer for Tera got on the horn this morning and stated that they finally have a time table in place for release and beta testing. Tera is looking at a Spring 2012 release window with alpha testing being conducted later on this year with beta following early 2012.

Tera is a Korean MMO that sports an action-oriented style of combat. Instead of the usual point and click and skill rotation, Tera function more like an action game with manual targeting, combos and dodging.

Chris goes on to outline there intentions during testing. During their Alpha test they will be looking to test PvP server settings, overall progression, quest feedback, BAM (big-ass monster) fights, our brand new platform (account management), and a lot of other things. They will then take the feedback they receive during Alpha testing and continue to tweak and polish the game so it will run like a well-oiled machine come time for Open Beta as they expose more and more people to the game.

The game has been out in Korea for quite some time but has been held back for a western release with Chris Lee commenting that “The game’s action combat and depth has generated a lot of interest, and we are committed to making sure every aspect of the game lives up to our standard of quality.”

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DC Universe Online Takes DLC Route With Green Lantern

It would seem that Sony Online Entertainment is adopting DLC content for DC Universe Online, as opposed to the typical expansion pack releases that MMOs usually make. This will mean that content will be relatively less expansive and feature less gameplay changes. This is atypical of MMOs, but its effectiveness may be proven if the content is met with widely positive reception. This could also mean for some interesting strategies in patch releasing, as SOE will still have to deliver an ever evolving experience.

SOE’s first bit of DLC content is titled Fight for the Light, and it features three new missions in the Green Lantern universe. This “sizeable” — as SOE puts it — bit of DLC features three new missions, the ability for all characters to start wielding a light ring, new items, and a bit more. Sony Online doesn’t want every character to turn into a full fledged member of the Green Lantern Corp, so the powers awarded by the ring will be less distinct and be less definitive to a character’s development as some may have hoped.

SOE does still plan on releasing free content to keep the universe seeming ever changing and alive, but they also feel that this DLC route can reward players more frequently and adaptively than yearly updates and expansions can. A release date has yet to be confirmed, but the price point is set at 9.99 for PS3 and PC this summer.

So, is this flexible DLC route something that could be more appropriate for the MMO market, or is this modest update simply not enough for DCUO players out there? Many people have voiced that this content should have been introduced even in the release of the title, but it’s better late than never, right?

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Final Fantasy XIV: The Road Work Continues


Final Fantasy was released back in September of 2010 and received a less then welcoming reception from the fans and media because of the numerous issues that continue to plague a potentially great game. The situation deteriorated so badly that the president of Square Enix, Yoichi Wada, personally wrote a letter apologizing to fans that the game wasn’t meeting their expectations and that Square Enix was fully committed to improving the game. They immediately showed that commitment immediately restructuring the development team – including a great shift in the upper management – and declaring the game free to play until it met everyone’s expectations.

In the midst of the debacle, they did the one thing they were dreadfully awful at: communicating with their player-base; they released surveys for players to voice their opinions, as well as a steady stream of developer letters that went into great detail about upcoming changes and the progress of development. From the surveys, the players told the developers that their biggest expectation was an overhaul of the fundamental aspects of gameplay; their biggest issue with the game was the lack of in-game content and they wanted to see more story-based/mini-quests in the game first.

Battle & Progression Systems

The problem with the progression and battle system is that it tries to do too much and ends up doing very little.

The way they approached the levelling system was two-fold: You had your physical level, which housed your main attributes and resistances, and then you have your class level, which uses those statistics from your physical level and scales them with your class level. It all sounds very unique but, when players did some testing, they noticed that the scale of power as you levelled up was relatively small.

The combat classes themselves were lacking in terms of being unique. Your class was defined by the weapon you used but you had the ability to equip non-class specific abilities outside of that class( you could equip unlocked magical abilities on your melee class and vice versa). Aside from the different type of weapon damage and a few unique abilities that are class specific, all of the classes feel the same in the current levelling system. There isn’t enough in the current system for the combat classes to feel different and provide a unique experience.

The hole gets deeper when you discuss the armoury system. The armoury system is very flexible and allows you to wear any type of armour regardless of what your class and level is. To balance it out, certain gear favours particular classes and job levels – meaning that you get the full effect of the item if you wear it in tandem with the favoured class and the correct class level. Again, the issue here is that even if you have really good gear and it caters the particular class you on you really don’t see that big of a difference; the whole point of attaining gear is that it gets better and better. So attaining new gear, playing different classes, and levelling up your character bottoms out and loses what a MMO needs to have and that’s a sense of progression.

Crafting System & Economy

The issue with crafting and the economy is fairly simple. In most theme park MMOs, the materials you need to craft are plentiful and the system is designed to either have you create trash loot for levelling, or provide a system that allows you to break down loot and reuse for the purpose of levelling. Within that system there are usually some pieces that cater to specific classes – allowing the crafter to have a wide arrange of items to make without overloading the market with a handful of useful items. In FFXIV the materials are easy to get but the rest is a bit of a clustered mess.

Crafting is very realistic in requiring you to make parts and then using those parts to create an item. I personally like a system that takes some of the real life practices of crafting, but the system is very bloated – requiring ample amounts of material to craft items. Grinding a level or two on your crafting job ends up requiring a lot of materials just for a level or two. Blend that with the entire crafting process takes a significant amount of time to do; From inputting the materials you want to use along with the mini-game you have to play to try to complete the item, you end up spending a chunk of time crafting in your day to day play session alone, which doesn’t leave you with a lot of time to go fight monsters. At the end of the day, crafting just isn’t very fun and at some point people, like myself, started calling Final Fantasy XIV ‘Craft Fantasy.’ Crafting woes aside, let’s look at how the economy is affected.

The economy issue isn’t necessarily tied to the crafting system but one of issues that harms the economy is the armoury system. Like I stated before, you can wear any piece of armour in the game regardless of your class. With the levelling system and the way statistics are calculated, it all falls by the waist side, so people end up sticking with one or two sets of their highest level gear for crafting and combat and just roll with it. Add that to the fact that you can level your character’s level efficiently by crafting, and now you have a flood of goods flowing into the market that leaves a higher supply than demand requires.

In addition, the formula for acquiring and spending gil (gold) isn’t correct. You get plenty of gilas a reward from performing Guildleve jobs that can leave the players pretty wealthy by grinding those out and levelling up. The only way the game takes out gil is by repairing weapons and armour and passing money around in the economy via the marketwards. Coming full circle, players aren’t spending a lot of money on items since they’re plentiful and cheap thanks to supply being higher than demand. There aren’t a lot of items that a player needs to perform tasks outside of crafting, so you have players with a lot of money that they don’t necessary need on anything outside of purchasing crafting material and the occasional armour and weapon upgrade.

Proposed Changes

To address the battle and progression problems,  Square Enix is looking at retooling the levelling system, nothing official on that front  yet but they are taking the matter of levelling system very serious with various forum posts and surveys. Based one of the surveys, players have opted for getting rid of physical levels and judging progression by class level. The developers are also looking into adjusting the battle classes to make them a bit more unique on the battlefield as well as restricting gear based on level and class. Though I would like them to implement a feature where you can level adjust to play with a friend and keep the way they scale the gear currently to make that possible.

In line with tweaking the battle classes and adjust the levelling system, they are also reworking the way a party functions. If you played Final Fantasy XI you’ll know combat in that game is very tactical; you work with other classes to perform weapon skill combos that, if performed correctly, produce an additional effect, resulting in more damage. They kind of went away from that with the fifth-teen party man system which just resulted in a bunch of zerging (throwing a mass number of players at one mob). They have reduced the limit of party size to eight and are making the battle regiment system more intuitive in order to promote tactical play. With the refocus of the party system they are also developing small and large scale PvE dungeons and other events.

They’ve already introduced a number of stand-alone quests that don’t involve the Guildleve system and are routinely developing more quests and story lore in each patch update – The latest being the introduction of grand companies that play a major role in the game’s story.

For the crafting system and economy, they plan to revise the recipes to require less materials, adjust the difficulty, retool the required items, and allow crafters to craft in bulk. This will ease the process of solo crafting and, by Rank 20, have crafters participate more with the focus being on the markets. I’m speculating that the crafting changes will result in players crafting items that will be in demand by other crafters. That’s one thing that I like about the crafting system in this game is that some recipes require materials that have to be made by other crafting classes.

Along with these changes, the developers have also spoken about a concept system in the works that will improve crafting and the economy. They call it the Materia system and, much like the inspired name from the Final Fantasy 7, this concept looks to bring uniqueness back to the classes by allowing crafters to create enchantment stones to help further differentiate various crafting pieces and allow them to made to cater towards certain classes. This system not only would fit in line with the changes being applied across the board but will also bring back some legitimacy to the crafting and gathering classes giving them another foothold in the game as well as another source of capital.

There are many problems with the current state of the game in and the developers are working hard to lay out a plan that will remedy a lot of the problems with the game and create a game that the developers and players can be proud of and take part in it.

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Lock, Stock, and Barrel: World of StarCraft Edition

Undoubtedly fans of World of Warcraft and StarCraft have always been curious what a StarCraft MMO would look like.   One such fan and mod maker for StarCraft2 tried to answer that question this week.  This LSB we investigate the drama, ideas and reality of the so called World of StarCraft.

The Issue

Ryan Wizen, a mod maker for StarCraft 2, released footage of a mod called World of StarCraft on youtube.  The video depicts the early stages of what a StarCraft MMO would look like if it was made in the wake of the World of Warcraft formula.  Activision/Blizzard’s legal department sent Ryan an email and asked for it to be taken down along with siting copyright infringements and other legal issues.

What the Media is Saying

Brendan Drain over at Massively starts us off with, “Today brings some bad news for fans of the World of StarCraft mod and its development, as Activision has finally taken notice. The alpha trailer released on YouTube has been removed at the request of Activision, the reason being cited as copyright and intellectual property violations.” Leigh Alexander of Gamasutra writes, “It’s unclear yet whether Blizzard, which has a new large-scale MMO of its own in development, takes major issue with the project itself — raising speculation of possible overlap with actual Blizzard projects in development.  It seems likely the problem is simply the name “World of StarCraft”, which rather overtly employs two of its brands: not just StarCraft, but its World of Warcraft too, and may violate the copyrights Blizzard has spanning both names.”

“There is, however, a silver lining in all of this. The popularity and quality of the mod caught the attention of Riot Games, the creators of League of Legends.” writes Larry Everett of Massively.  Andy Chalk of The Escapist says, “Winzen was contacted by Riot Games, the developer behind League of Legends, and offered a shot with the studio. He said it’s not a “100 percent guaranteed thing” and that he’ll still have to make his way through the application process and testing, but Riot Design Director Tom Cadwell confirmed on the League of Legends forum that the offer had been extended.”

While many jumped on Blizzard and Activision for the removal of the video, it would seem both Blizzard and Wizen are denying any wrong doing.  Chalk reports on Blizzards statement which includes, “Like many players in the community, we’re looking forward to seeing the continued development of this mod, and as part of our ongoing discussion, we’ve extended an offer to the developer to visit the Blizzard campus and meet with the StarCraft 2 development team. As always, we appreciate all of the efforts of the talented and enthusiastic mod-making community, and we look forward to seeing and playing what they create using the StarCraft 2 editor in the future.”

Also of note is Ryan Wizen’s statement which at one point he exclaims, “Literally overnight I’ve grown from a nobody to a guy that half a million people want to design a mod. I’ve had professional composers contact me, dozens upon dozens of game designers and programmers and organizers. Many professionals seeking a fun hobby project even though there is NO MONEY TO BE MADE. ( At this time premium maps is still just a concept ).” You can read his full statement here.

My Response

You may have noticed that I skipped the second set of responses, usually quoting a few community members from various comment sections.  While normally I enjoy doing this, when Blizzard or Activision are mentioned the general intelligence and wit of comments tends to degrade quickly.  From Massively’s two page discussion on the meaning of Capitalism to the variations of Blizzard and/or Activision names combined with obscenities on The Escapist.  The only decent comments seem to be coming from few and far between.

Essentially, I think this entire story needed a day to sink in before being reported on.  The issue was not that big of a deal and came down to the naming of the mod, which Wizen had clearly violated some copyrights with.  At no time had Blizzard or Activision ever served a Cease and Desist order.  Blizzard later made a statement encouraging its development and offered a trip to Wizen to come and meet the StarCraft 2 team.  All of the drama associated with this entire issue came out of the minds of Anti-Blizzard hate mongers or those who just didn’t take the time to understand more than what the headlines had told them.

Both Blizzard and Wizen have made statements saying there is not major issue here and that reasonable discussion has been made to alleviate any concerns on either side.  Yet like most provocative news stories in the gaming industry, it exploded with the inputs of the more ignorant masses.  What should be the story here is not the legal issues but more that Wizen did a great job of showing of the potential for a StarCraft MMO within a game not even designed for the mechanics.  It’s a great mod and with the encouragement of Blizzard could become something greater.

I suggest everyone take a breath, calm down, set the Blizz hate aside, and give a smile to yet another community modder getting closer to the dream of working in the industry.

Great work, Mr. Wizen.  We at Vagary wish you the best.

Sources: The Escapist 1, The Escapist 2,The Escapist 3, Wiken’s Statement, Gamasutra 1, Gamasutra 2, Massively 1, Massively 2, Massively 3