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(Network World) Interesting Curt Schilling's 38 Studios proves that some games take even longer than baseball   (networkworld.com) divider line 57
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3897 clicks; posted to Geek » on 03 Feb 2012 at 12:49 PM   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»   |    Get this fabulous T-Shirt and impress the methane out of your friends! shirt it!



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2012-02-03 10:23:06 AM
The reviews for Kingdoms of Amalur that I've read have basically been "It's a straightforward RPG done very, very well.", and the demo confirmed that for me. It did not strike me as groundbreaking, but there's room on my shelf for well-executed, evolutionary work.

Color me impressed that Schilling sank $30M of his own money into this. It says a lot about him that he is taking that kind of risk instead of just sitting at home, signing baseballs and socks between rolls in his money pile.
 
2012-02-03 10:59:19 AM
chimp_ninja: Color me impressed that Schilling sank $30M of his own money into this. It says a lot about him that he is taking that kind of risk instead of just sitting at home, signing baseballs and socks between rolls in his money pile.

Hopefully, the demo wasn't indicative of the finished product, which was "single player World of Warcraft tethered into all the linear level design that drives me nuts in nearly all of today's games", but given his noted junkie-ism for Everquest, it's very possible.
 
2012-02-03 12:03:53 PM
Mike_LowELL: chimp_ninja: Color me impressed that Schilling sank $30M of his own money into this. It says a lot about him that he is taking that kind of risk instead of just sitting at home, signing baseballs and socks between rolls in his money pile.

Hopefully, the demo wasn't indicative of the finished product, which was "single player World of Warcraft tethered into all the linear level design that drives me nuts in nearly all of today's games", but given his noted junkie-ism for Everquest, it's very possible.


The demo disappointed me with a lack of first person voice work, and it does sort of feel like a WoW-esque RPG, without the LOLspeak teenagers spitting as they type. After watching the roomie play through chunks of Skyrim, it was nice to see a fantasy RPG that wasn't just beige, tope, and black and grays...
 
2012-02-03 01:01:50 PM
Isn't this because Reckoning was originally designed to be an MMO? Anyways, if Reckoning is successful, they might pitch the MMO version around to EA.

And its quite refreshing that Reckoning is in the most anticipated games of this year that its an original IP and not a sequel/prequel/triquel/whatever of an already existing franchise
 
2012-02-03 01:07:17 PM
Dinobot: I thought they were already planning the MMO. I thought the whole project was to introduce the world as a single player game, then drop three or four DLC expansions, and then drop the MMO next year or so.

To be fair, I'm looking more foreward to the final Mass Effect game dropping next month. I'm happy to see more new goodies drop in the market though.
 
2012-02-03 01:14:59 PM
I killed everyone in the first town at level one. After all the guards and back up guards died, the villagers just went about their business, even as I was killing them. The game may have taken elements of other games and polished them up a bit, but it felt generic as hell to me, I hope the final game makes a better impression.

Did years of elves being magical fairy creatures piss people off? Because it seems like in every videogame they're featured in they're slaves, evil, hate humans, or nearly wiped out. It's odd they're lifting some Gaelic terms for things but not really using any of the interesting mythology.
 
2012-02-03 01:27:07 PM
I LOVE that guy's song! (new window)

/4...3...2...1.....
 
2012-02-03 01:28:43 PM
called Kingdoms of Amalur: Reckoning. It's been six years in the making"

which means it sucks.

the longer a game is in production the more it will suck.

/yes I'm looking at you Mr. Nukem
 
mhd
2012-02-03 01:45:48 PM
Oh my, R.A. Salvatore AND Todd McFarlane?

Twelve year olds must be giddy with excitement.

/Do 12-year olds know who Salvatore and McFarlane are?
//Next game: Kevin J. Anderson and Rob Liefeld
 
2012-02-03 01:55:13 PM
hubiestubert: The demo disappointed me with a lack of first person voice work, and it does sort of feel like a WoW-esque RPG, without the LOLspeak teenagers spitting as they type. After watching the roomie play through chunks of Skyrim, it was nice to see a fantasy RPG that wasn't just beige, tope, and black and grays...

Honestly, I just see the same mistake being made in the name of safe profit. In the article, it notes that Curt Schilling "was a huge World of Warcraft fan towards the end of his baseball career, and like a lot of us, thought he had ideas for how to make his own MMORPG to take the experience to the next level." Which is fine with me. It's his money and his ideas, nice to see him give it a shot. I'd almost feel bad if the game ended up being a dud. The problem for me with these games is (and I know I mentioned this in one of the previous threads on the topic), it seems like all these companies are taking the MMO model and seeing what they can do to improve combat. They want to retain the familiarity while pushing the couple of extra steps necessary to separate the game from Fable or World of Warcraft. I'd rather these developers take the God of War model or the Bayonetta model and see what they can do to add exploration elements to it. I've played very, very few games with exploration elements (Link to the Past and Link's Awakening immediately come to mind) where sub-par combat could elsewise be rescued by good level and dungeon design, so they might as well get the combat right, first things first. Unfortunately, that means alienating a percentage of your player base with a complex combat system that may not even be worth integrating into any sort of system that is going to promote grind. Castlevania: Order of Ecclesia is one of the few games I've seen use an experience system while remaining challenging (or providing the tools to remain challenging) for most of its relevant life cycle.
 
2012-02-03 01:56:39 PM
Actually, the issue is that they worked on a game for 3 years and then Curt Schilling bought Big Huge Games and totally changed the direction they were going in. I have a friend who is a higher up manager (he's listed on their employees web page). They touched on this in the article, but didn't spell it out. Frankly, I'd rather they wait until the game is good rather than rush it and screw it up. I'm patiently waiting for Borderlands 2, Guild Wars 2, and Torchlight 2.

I'm looking forward to trying this.
 
2012-02-03 02:28:52 PM
The MMO would be Copernicus, afaik.

Anyway, I'll probably end up getting this, just because I've been trying to support it (the MMO part) from the beginning. However, after many many discussions over on the FoH guild boards, I could tell that the game was going in a way other than what I would ideally like to play. However, I support people trying to go out and make something, so I'll give them some money whether I play it or not (that goes both for Reckoning and whatever MMO they end up coming out with).
 
2012-02-03 02:29:05 PM
Mike Chewbacca: Actually, the issue is that they worked on a game for 3 years and then Curt Schilling bought Big Huge Games and totally changed the direction they were going in. I have a friend who is a higher up manager (he's listed on their employees web page). They touched on this in the article, but didn't spell it out. Frankly, I'd rather they wait until the game is good rather than rush it and screw it up. I'm patiently waiting for Borderlands 2, Guild Wars 2, and Torchlight 2.

I'm looking forward to trying this.


The market changed, and even investing 30 million in the start up of a new company to make an MMORPG is a drop in the bucket. Given that Big Huge Games had already been working on their project for a couple years when Shilling bought them from THQ I don't know how much 38 Studios would've really needed to drop. I assumed they were working on Copernicus while interacting with Big Huge Games about the world building/art direction/etc of Reckoning to make sure that there wouldn't be creative dissonance between the two games.

A new MMORPG with a completely new IP would be a bad investment. Having a single player RPG to introduce the setting and essentially advertise a future MMORPG is an interesting idea.
 
2012-02-03 02:35:35 PM
Lumbar Puncture: Mike Chewbacca: Actually, the issue is that they worked on a game for 3 years and then Curt Schilling bought Big Huge Games and totally changed the direction they were going in. I have a friend who is a higher up manager (he's listed on their employees web page). They touched on this in the article, but didn't spell it out. Frankly, I'd rather they wait until the game is good rather than rush it and screw it up. I'm patiently waiting for Borderlands 2, Guild Wars 2, and Torchlight 2.

I'm looking forward to trying this.

The market changed, and even investing 30 million in the start up of a new company to make an MMORPG is a drop in the bucket. Given that Big Huge Games had already been working on their project for a couple years when Shilling bought them from THQ I don't know how much 38 Studios would've really needed to drop. I assumed they were working on Copernicus while interacting with Big Huge Games about the world building/art direction/etc of Reckoning to make sure that there wouldn't be creative dissonance between the two games.

A new MMORPG with a completely new IP would be a bad investment. Having a single player RPG to introduce the setting and essentially advertise a future MMORPG is an interesting idea.


From what I understand, they really did hit the reset button in order to assimilate the assets (like art and programming and story) of the BHG project into the 38 Studios project. My understanding is that they really do want to make absolutely the best game possible, so they took the best of both companies' assets and IPs and merged them.
 
2012-02-03 02:45:57 PM
Mike_LowELL: In the article, it notes that Curt Schilling "was a huge World of Warcraft fan towards the end of his baseball career,

Actually he was a huge fan of Everquest during his baseball career. Played it more than he should have type addiction especially when you're supposed to be up in 2 hours for a game. Then he got hooked on EQ 2 and then WoW.

The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.
 
2012-02-03 03:01:23 PM
when i first saw the text of Amalur i read the L as a T and i thought, did he really name his kingdom Amatur/Amateur? then i lol'd that it was an L.

/whew
 
2012-02-03 03:10:58 PM
Whatever happened to Green Monster Games?
 
2012-02-03 03:17:57 PM
As a Yankees fan I'll be forced to pirate it.
 
2012-02-03 03:43:54 PM
What...is he remaking Duke Nukem Forever?
 
2012-02-03 03:48:34 PM
Mike_LowELL:
Honestly, I just see the same mistake being made in the name of safe profit. In the article, it notes that Curt Schilling "was a huge World of Warcraft fan towards the end of his baseball career, and like a lot of us, thought he had ideas for how to make his own MMORPG to take the experience to the next level." Which is fine with me. It's his money and his ideas, nice to see him give it a shot. I'd almost feel bad if the game ended up being a dud. The problem for me with these games is (and I know I mentioned this in one of the previous threads on the topic), it seems like all these companies are taking the MMO model and seeing what they can do to improve combat. They want to retain the familiarity while pushing the couple of extra steps necessary to separate the game from Fable or World of Warcraft. I'd rather these developers take the God of War model or the Bayonetta model and see what they can do to add exploration elements to it. I've played very, very few games with exploration elements (Link to the Past and Link's Awakening immediately come to mind) where sub-par combat could elsewise be rescued by good level and dungeon design, so they might as well get the combat right, first things first. Unfortunately, that means alienating a percentage of your player base with a complex combat system that may not even be worth integrating into any sort of system that is going to promote grind. Castlevania: Order of Ecclesia is one of the few games I've seen use an experience system while remaining challenging (or providing the tools to remain challenging) for most of its relevant life cycle.

Does Dark Souls fit your criteria? I would love a giant, Skyrim-sized game with a Dark Souls level of difficulty and sense of consequence.
 
2012-02-03 04:10:23 PM
Mike Chewbacca: From what I understand, they really did hit the reset button in order to assimilate the assets (like art and programming and story) of the BHG project into the 38 Studios project. My understanding is that they really do want to make absolutely the best game possible, so they took the best of both companies' assets and IPs and merged them

Ouch, that could not have been easy to see a studios first project get merged into a different product. I think it's for the best for both studios and I'm glad to see they're working hard on trying to make games of good quality. I'm sure Big Huge Games are happy that they're not still with THQ at least.
 
2012-02-03 04:18:22 PM
too bad it has ea attached to the project otherwise i'd support it
 
2012-02-03 04:19:11 PM
Looked pretty standard..... *yawn*

What sets this apart from the others? The trailer failed at telling me why I should buy this or why it's better than "X"

I'll try the demo and see
 
2012-02-03 04:29:28 PM
Lumbar Puncture: Mike Chewbacca: From what I understand, they really did hit the reset button in order to assimilate the assets (like art and programming and story) of the BHG project into the 38 Studios project. My understanding is that they really do want to make absolutely the best game possible, so they took the best of both companies' assets and IPs and merged them

Ouch, that could not have been easy to see a studios first project get merged into a different product. I think it's for the best for both studios and I'm glad to see they're working hard on trying to make games of good quality. I'm sure Big Huge Games are happy that they're not still with THQ at least.


Yeah, it was rough. BHG was about 75% done with their product when they were bought out. My friend took solace from the fact that 38 really worked hard to merge both companies' hard work. I've been "merged" out of a job before, but at least my work wasn't something I was emotionally attached to, unlike an artist and his art.
 
2012-02-03 05:02:45 PM
JonQDoe: Does Dark Souls fit your criteria? I would love a giant, Skyrim-sized game with a Dark Souls level of difficulty and sense of consequence.

Absolutely. I want more games like that. In general, I'd like many more challenging games across all genres, but that's a personal preference.
 
2012-02-03 05:03:55 PM
chimp_ninja: The reviews for Kingdoms of Amalur that I've read have basically been "It's a straightforward RPG done very, very well.", and the demo confirmed that for me. It did not strike me as groundbreaking, but there's room on my shelf for well-executed, evolutionary work.

Color me impressed that Schilling sank $30M of his own money into this. It says a lot about him that he is taking that kind of risk instead of just sitting at home, signing baseballs and socks between rolls in his money pile.


Don't forget the $40 of taxpayer subsidies that RI gave him. He moved the company from MA because he couldn't get free taxpayer money. This is after a few years of his normal, blowhard GOP wargarble.

It's different when he wants free money after all, and it really gave me a different opinion of the man. Still grateful for his athletic accomplishments, but you;re an athlete, keep your mouth shut about politics. Especially if you're going to turn around and run a business which needs government pay offs to survive.
 
2012-02-03 05:04:18 PM
swaxhog: Actually he was a huge fan of Everquest during his baseball career. Played it more than he should have type addiction especially when you're supposed to be up in 2 hours for a game. Then he got hooked on EQ 2 and then WoW.

The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.


I mean, I don't have much love for the guy as a human being, but it would suck for someone to throw thirty million dollars into a video game as little more than personal philanthropy and have it get pissed away. Not something I could really wish on someone. Agreed with you, though. His game is catching the tail end of a market that's mostly disappearing.
 
2012-02-03 05:14:47 PM
Mike_LowELL: I've played very, very few games with exploration elements (Link to the Past and Link's Awakening immediately come to mind) where sub-par combat could elsewise be rescued by good level and dungeon design, so they might as well get the combat right, first things first.

There are a few problems with exploration elements in MMO games. Not that I don't like them, or that they're bad from a gameplay perspective, but from a metagaming perspective. If there's a tangible reward for exploring (like in Rift, there were hidden caches on places that you really had to bust your ass to find, or the holocrons in SWTOR), it becomes either mandatory if the reward is good or disappointing if it sucks. If there's no tangible reward, most people simply won't be driven to do it because they're busy following breadcrumbs and those who do feel like doing them will just google the locations of everything interesting.

Metagaming could be mitigated significantly with a truly interesting random encounter system, but that would be very frustrating for completionists.
 
2012-02-03 05:26:18 PM
swaxhog: Mike_LowELL: In the article, it notes that Curt Schilling "was a huge World of Warcraft fan towards the end of his baseball career,

Actually he was a huge fan of Everquest during his baseball career. Played it more than he should have type addiction especially when you're supposed to be up in 2 hours for a game. Then he got hooked on EQ 2 and then WoW.

The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.


Only, it doesn't look like it's an MMO. They may have started making a multiplayer game, but the demo felt very single player.

But all of that does explains the "class system" in Amalur. It felt like I was playing very early EQ2, back when you started as a scout/mage/whatever and progressed. The character design felt off, compared even to Mass Effect, I couldn't get the character to look the way I wanted. But, demo. The class system felt . . . old. Trees for each class, can't buy the high stuff without going through the lower level 'barely worth the points' skills. Mixing classes seemed interesting, but the demo didn't let me get enough points to see how that would work. Still, Elder Scrolls has been doing that type of skill system for a long time.

The Amalur demo was fun, but it was too button mashy for me as a PC player. I prefer slower combat like DA:O. A proper gamepad would make a world of difference, and this felt like a console game that just happened to end up on the PC too.
 
2012-02-03 05:33:23 PM
Mike_LowELL: swaxhog: Actually he was a huge fan of Everquest during his baseball career. Played it more than he should have type addiction especially when you're supposed to be up in 2 hours for a game. Then he got hooked on EQ 2 and then WoW.

The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.

I mean, I don't have much love for the guy as a human being, but it would suck for someone to throw thirty million dollars into a video game as little more than personal philanthropy and have it get pissed away. Not something I could really wish on someone. Agreed with you, though. His game is catching the tail end of a market that's mostly disappearing.


This isn't an MMO, so I'm not sure what the hell you are talking about.

Furthermore, MMOs are not disappearing. There will always be a market for MMOs. SWTOR and it's current count of 1.7 million subscribers (new window) proves that, granted we'll have to see how many they can actually keep. I think a lot of people seem to think you need 10 million people to be successful in the MMO world, and that is just silly. WoW was insanely lucky to be released at the right time and to cater to the lowest common denominator of video game players. I highly doubt we'll ever see an MMO with such a huge subscription count again.


On topic, I played the demo for this game and it was pretty good. Not good enough for me to buy it on release, but when it goes on sale on Steam I'll probably pick it up.
 
2012-02-03 05:38:10 PM
He is a big ASL player, he owns the company.
 
2012-02-03 05:39:55 PM
Damn, it took this long for it to come out? I got a tshirt signed by Salvatore and Schilling at GenCon 2010 promoting this game.
 
2012-02-03 05:41:26 PM
chuckdpe1: Damn, it took this long for it to come out? I got a tshirt signed by Salvatore and Schilling at GenCon 2010 promoting this game.

The merge happened in early 2009 (I think), which made them basically hit the reset button.
 
2012-02-03 05:44:44 PM
I'm grateful to Schilling for founding Multi-Man Publishing. If it weren't for that, Advanced Squad Leader would be dead.
 
2012-02-03 05:55:18 PM
sprawl15: There are a few problems with exploration elements in MMO games. Not that I don't like them, or that they're bad from a gameplay perspective, but from a metagaming perspective. If there's a tangible reward for exploring (like in Rift, there were hidden caches on places that you really had to bust your ass to find, or the holocrons in SWTOR), it becomes either mandatory if the reward is good or disappointing if it sucks. If there's no tangible reward, most people simply won't be driven to do it because they're busy following breadcrumbs and those who do feel like doing them will just google the locations of everything interesting.

Metagaming could be mitigated significantly with a truly interesting random encounter system, but that would be very frustrating for completionists.


Basically. Everybody here knows all the awesome things that I have to say about Asheron's Call, so I'll start doing it. That game tried to avert what you're speaking of with numbers of smaller dungeons scattered across its massive game world, but players moved towards the more lucrative dungeons with much easier points for trapping spawns and killing them behind walls and on ledges and all that nonsense. Which sucked, because the idea of stumbling across a random dungeon you've never seen before was pretty cool, regardless of how primitive some of these dungeons were.

However, Asheron's Call had a server that was a free-for-all player-versus-player environment, meaning anyone could kill anyone. The only way to avert it was to find a level with a dungeon cap more palatable to your skills and abilities...which often led to lower-level players getting high-level enchantments from their main character or a member of their alliance and trashing out a lower-level dungeon, something that was always hilarious to see. So, with those high-yield dungeons, you either ended up with one of two situations: You find a safer place to level (the open world, where people aren't going to stumble upon you) or you fight for the high-yield dungeon with your guild members and hold it around the clock. And the defenders always had the advantage, since the majority of dungeons functioned as instances that had to be portaled into, and it took a couple of seconds before your "portaling" animation put you into the dungeon.

So to answer your question, I'm not sure it's as much about creating a set of game mechanics that can incentivize exploration, but giving players enough input and control where their actions incentivize it. As far as my original post goes, concerning exploration elements in MMOs, I was actually thinking more of the single-player Action RPG. I'd love to see someone put a battle system as complex as what you see in Ninja Gaiden or Bayonetta and jam it into something like Skyrim. I can't imagine how much money that would cost these days, and it's probably easier to appeal to the WoW audience these days. Oh well.
 
2012-02-03 06:04:02 PM
Mike_LowELL: However, Asheron's Call had a server that was a free-for-all player-versus-player environment, meaning anyone could kill anyone. The only way to avert it was to find a level with a dungeon cap more palatable to your skills and abilities...which often led to lower-level players getting high-level enchantments from their main character or a member of their alliance and trashing out a lower-level dungeon, something that was always hilarious to see. So, with those high-yield dungeons, you either ended up with one of two situations: You find a safer place to level (the open world, where people aren't going to stumble upon you) or you fight for the high-yield dungeon with your guild members and hold it around the clock. And the defenders always had the advantage, since the majority of dungeons functioned as instances that had to be portaled into, and it took a couple of seconds before your "portaling" animation put you into the dungeon.

Wow. That kind of behavior right there is why I've never really enjoyed MMOs, aside from Guild Wars and Warhammer Online. Essentially, the game was set up so the other players really couldn't fark you.
 
2012-02-03 06:09:40 PM
swaxhog: Mike_LowELL: In the article, it notes that Curt Schilling "was a huge World of Warcraft fan towards the end of his baseball career,

Actually he was a huge fan of Everquest during his baseball career. Played it more than he should have type addiction especially when you're supposed to be up in 2 hours for a game. Then he got hooked on EQ 2 and then WoW.

The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.


That's fine... you can make a lot of money free to play. DC Universe Online revenue up 700% after free to play switch.

Microtransactions actually tend to be more profitable then subscriptions... I have no idea why people continue to believe that number of subscriptions is a benchmark of success.
 
2012-02-03 06:26:56 PM
Mike Chewbacca: Wow. That kind of behavior right there is why I've never really enjoyed MMOs, aside from Guild Wars and Warhammer Online. Essentially, the game was set up so the other players really couldn't fark you.

They're not for everybody (and their time commitment scares off a lot of people), but games like EVE Online and Asheron's Call are probably the class of the MMORPG; their systems were designed to create interesting forms of collaboration, whether players were engaging with the monthly updates and storytelling in AC or just trying to out-douche each other in EVE. The rest of the genre (the World of Warcraft that was inspired by Everquest and Dark Age of Camelot, which was then followed by all the copycats) is just a bunch of theme parks where you get on the ride, don't ask questions, and don't try to drink the water. The big problem for Asheron's Call was that guilds could be as large you wanted, and without any server resets, this naturally created a problem as the guilds and alliances attempted to consolidate their power on the Darktide PvP server. Here's an article on the topic. In short, after months of guilds forming alliances in a power struggle, it culminated in the guild leader Blood assuming control of over 3,300 members. As the author describes: "Game Over - It was over, all our goals were reached there was no real opposing force left so lots of our guys started to stop playing / selling by the end of January." People started cancelling their subscriptions because the war was over. These large publishers will never, ever, ever create a risk like that for themselves by letting players assume that much control over a game world, no matter how awesome the results are.
 
2012-02-03 06:39:24 PM
swaxhog:
The guy just loves mmorpg's and had the money to try and make one himself. Except he's rather late to the party. This will be free to play within months if it doesn't already start that way. The market is too glutted for another.


Oh man, I can't wait until this game is free to play! Finally a single player RPG that I don't even have to pay for. I assume I'll just go to Gamestop and they'll give me the disc, free of charge.

This is pretty revolutionary. Giving out a single player game for free, yet finding a way to profit from it? If Curt Schilling pulls this off, he'll be a hero to cheap gamers everywhere.
 
2012-02-03 06:42:36 PM
Mike_LowELL: I was actually thinking more of the single-player Action RPG. I'd love to see someone put a battle system as complex as what you see in Ninja Gaiden or Bayonetta and jam it into something like Skyrim

The problem is that a game like that would make no money. People tend to like either really exploratory games, or linear games, but with insane combat. Games that combine both tend to be overwhelming and thus sell poorly. Choose one and go with it. There's a few ways around it - Batman: Arkham games have good combat systems with tons of exploration, but these games are rare. Of course, you can choose one (say, the Battle System in FFXIII), do it poorly ,and have nothing to fall back on. Thus your game sucks (like FFXIII).

Being a Blizzard fan, I am willing to bet Mr. Schilling, thee of the bloody sock, probably understands one thing: Get the game right and you don't need to have 5 games a year. Blizzard does not need to have 20 IPs with 3 games each ::cough EA cough::, it has 3, which it releases when they feel the games warrant it, and when the game is ready.
 
2012-02-03 06:57:49 PM
Mike_LowELL: Mike Chewbacca: Wow. That kind of behavior right there is why I've never really enjoyed MMOs, aside from Guild Wars and Warhammer Online. Essentially, the game was set up so the other players really couldn't fark you.

They're not for everybody (and their time commitment scares off a lot of people), but games like EVE Online and Asheron's Call are probably the class of the MMORPG; their systems were designed to create interesting forms of collaboration, whether players were engaging with the monthly updates and storytelling in AC or just trying to out-douche each other in EVE. The rest of the genre (the World of Warcraft that was inspired by Everquest and Dark Age of Camelot, which was then followed by all the copycats) is just a bunch of theme parks where you get on the ride, don't ask questions, and don't try to drink the water. The big problem for Asheron's Call was that guilds could be as large you wanted, and without any server resets, this naturally created a problem as the guilds and alliances attempted to consolidate their power on the Darktide PvP server. Here's an article on the topic. In short, after months of guilds forming alliances in a power struggle, it culminated in the guild leader Blood assuming control of over 3,300 members. As the author describes: "Game Over - It was over, all our goals were reached there was no real opposing force left so lots of our guys started to stop playing / selling by the end of January." People started cancelling their subscriptions because the war was over. These large publishers will never, ever, ever create a risk like that for themselves by letting players assume that much control over a game world, no matter how awesome the results are.


I played all of the old-school MMOs and Asheron's Call was one of the worst. It had some decent ideas, but it was very poorly executed.

WoW, despite the scorn that you have for it, had some of the best PvP action in any game I have ever played. The battlegrounds were a fun diversion and the Arena was PvP perfection in my opinion. It had good incentives, PvP gear gained from farming Battlegrounds was then used in the Arena where you get the top tear gear from fighting in the arena. Matches were highly competitive and people used many different combinations of classes and specs. If you are really a fan of game play, then either you missed this portion of Wow, or you dismissed it because it was mainstream.

UO was actually one of the most perfect games before they made it a class game with kiddy pool rules. The old school rules combined with a decent skill system made it like the wild west. I have more fond memories and exciting player vs player interactions in UO than in all other games combined. Combat was the weakest part, and that is also what made Asheron's Call terrible.
 
2012-02-03 07:04:55 PM
Mike_LowELL: So to answer your question, I'm not sure it's as much about creating a set of game mechanics that can incentivize exploration, but giving players enough input and control where their actions incentivize it.

I never played it, but I heard the Shadowbane PvP system was like this from a friend who used to do a lot of crafting and guild v guild wars. But like you said above, the danger in letting players control the world is that some players will win; I think EVE Online avoids this by catering towards a very competitive type of player for nullsec shenanigans. Any alliance big enough to start to take control will shatter because of people out-douching eachother.

Mike_LowELL: So to answer your question, I'm not sure it's as much about creating a set of game mechanics that can incentivize exploration, but giving players enough input and control where their actions incentivize it. As far as my original post goes, concerning exploration elements in MMOs, I was actually thinking more of the single-player Action RPG. I'd love to see someone put a battle system as complex as what you see in Ninja Gaiden or Bayonetta and jam it into something like Skyrim. I can't imagine how much money that would cost these days, and it's probably easier to appeal to the WoW audience these days. Oh well.

That's part of why I'm interested in Guild Wars 2; they promise something that may not be quite as complex, but would be a lot more focused on positioning, dynamic attacks, etc. Then again, promises are promises (SWTOR promised much the same and farking failed at that count).

The Skyrim mod tools coming out soon will be pretty interesting. Considering there are already people working on making it multiplayer (with some basic successes) before the tools are out, it'll be fascinating to see where they can go with official support. I'm planning on fixing a few things myself.
 
2012-02-03 07:20:17 PM
hubiestubert: After watching the roomie play through chunks of Skyrim, it was nice to see a fantasy RPG that wasn't just beige, tope, and black and grays...

Are you saying Skyrim is that? If so, that's because that is what that geography looks like. There are some places in that game that are incredibly verdant. Alternatively if you get the PC version you can just download a filter mod and make the scenery look however the hell you, including acid trip.

If you're talking about Amalur then I need to download and play it.
 
2012-02-03 07:27:37 PM
chuckdpe1: Damn, it took this long for it to come out? I got a tshirt signed by Salvatore and Schilling at GenCon 2010 promoting this game.

Schilling had to wait for Keith Foulke to learn programming so he could come in and finish.
 
2012-02-03 07:31:25 PM
Barry McCackiner: I played all of the old-school MMOs and Asheron's Call was one of the worst. It had some decent ideas, but it was very poorly executed.

WoW, despite the scorn that you have for it, had some of the best PvP action in any game I have ever played. The battlegrounds were a fun diversion and the Arena was PvP perfection in my opinion. It had good incentives, PvP gear gained from farming Battlegrounds was then used in the Arena where you get the top tear gear from fighting in the arena. Matches were highly competitive and people used many different combinations of classes and specs. If you are really a fan of game play, then either you missed this portion of Wow, or you dismissed it because it was mainstream.

UO was actually one of the most perfect games before they made it a class game with kiddy pool rules. The old school rules combined with a decent skill system made it like the wild west. I have more fond memories and exciting player vs player interactions in UO than in all other games combined. Combat was the weakest part, and that is also what made Asheron's Call terrible.


I'm mostly of the impression that any role-playing game with combat dictated by server latency is going to be terrible, and yes, Asheron's Call had some pretty awful combat, with the added bonus that it was a much easier game to solo than most of what's been in the genre. (I can't speak for Ultima Online, but pretty much everything adopted Everquest's model, and I hate any game that says "If you're not within seven levels of this monster, you will not kill it, ever", which is why I'm going to partially assume that Everquest player-versus-player required a seven-level-or-less difference). The most interesting things to come out of the MMORPGs are the player-driven decisions, where players start spreading the Corrupted Blood, try to take down a god-character on their own accord (and score a personal victory by watching as the developer shuts down the server, for fear that they'll win) and those genres should be appealing to those feats of skill, whether the players are being douchebags, overly courageous, simply tinkering with the game mechanics, being stupidly curious, or contributing to the lore of the game world. That's what I want to see more of. I'd play give up Bayonetta: The MMORPG if it meant getting more games where player input is meaningful.

To note,I played World of Warcraft on three separate subscriptions: The first time, I rolled a character to twenty, got bored with it, quit. Then I rolled a priest to thirty, got bored, quit. Then I made an account for the sole purpose of writing random lulz on my web site, and somehow, it was the one time I did not receive a warning from Blizzard. Think I got to level seven or eight on that run.

Trust me that I would probably not play Asheron's Call as much as I did back in 1999 and 2000, even if it was free-to-play. Should they ever find a way to go free-to-play with the game (the programming apparently makes it impossible), I'd probably play a couple weeks for nostalgia's sake. But Asheron's Call did the things that the genre should be doing, rather than the genre we have now, which is mostly a group of wannabe Dynasty Warriors clones with fewer enemies on the screen. I know you think much higher of World of Warcraft than I do, but until they fix the issues that come with combat and server latency (and the general linearity of the genre), it's tough for me to get interested in it right now. (I wanted to pull out my farking hair after playing Rusty Hearts. Good god, if that's the direction the genre is going, forget it.)

sprawl15: I never played it, but I heard the Shadowbane PvP system was like this from a friend who used to do a lot of crafting and guild v guild wars. But like you said above, the danger in letting players control the world is that some players will win; I think EVE Online avoids this by catering towards a very competitive type of player for nullsec shenanigans. Any alliance big enough to start to take control will shatter because of people out-douching eachother.

Precisely. Asheron's Call never had that, and there wasn't much reason to piss off your chain of command, because the entire guild system was designed on the idea of a patron-vassal relationship, where the vassal gives the patron a cut of his experience points, preferably in exchange for loot and support. It was the kind of system where someone would go out of their way to absolutely destroy you if you pissed them off, and rightly so. I can't quite speak on the other MMORPGs that did these things, games like Shadowbane, games like Darkfall, unfortunately, so maybe I have a bit of a high impression for what AC beyond all the rest of the filth in the genre.

sprawl15: The Skyrim mod tools coming out soon will be pretty interesting. Considering there are already people working on making it multiplayer (with some basic successes) before the tools are out, it'll be fascinating to see where they can go with official support. I'm planning on fixing a few things myself.

Cool. Get it going. Fix the combat for me. ^^

Hopefully, they do something more interesting than Macho Dragon or My Little Pony Dragon or whatever it was they were doing. Because those were pretty cool, too. Top that and it should be fun.
 
2012-02-03 08:02:17 PM
Can he give us Half-Life Episode 3?
 
2012-02-03 08:05:58 PM
Mike_LowELL: Cool. Get it going. Fix the combat for me. ^^

I don't claim to know ANYTHING about how to mod, but I am looking to make the skill system less...ridiculous. Especially with stuff like melee scaling (I'm able to three hit dragons on master level with a sword/board character) and making grinding skills much less grindy/more meaningful. Making a billion iron daggers until you can make god tier armor makes me want to stab myself in the knee.
 
2012-02-03 08:10:21 PM
Mike_LowELL: I'm mostly of the impression that any role-playing game with combat dictated by server latency is going to be terrible, and yes, Asheron's Call had some pretty awful combat, with the added bonus that it was a much easier game to solo than most of what's been in the genre. (I can't speak for Ultima Online, but pretty much everything adopted Everquest's model, and I hate any game that says "If you're not within seven levels of this monster, you will not kill it, ever", which is why I'm going to partially assume that Everquest player-versus-player required a seven-level-or-less difference). The most interesting things to come out of the MMORPGs are the player-driven decisions, where players start spreading the Corrupted Blood, try to take down a god-character on their own accord (and score a personal victory by watching as the developer shuts down the server, for fear that they ...

UO was out there on its own. It did not have player driven combat in that they were not changing the landscape (other than player housing taking up every free inch), but it was heavy on player economy, guilds, and pvp fighting. This was back in the modem days though, so lag definitely ruined a lot of combat when it was bad.

The reason I called you out and brought Wow up in particular was because you often talk about lack of game mechanics and game play in RPGs with Skyrim being the prime example. I actually agree with you in the case of Skyrim as its combat is very repetitive and basically pointless after a certain point.

I played heavy PvP as a Paladin Healer for about 6 months (every day, arenas with headset communication, etc), and the lag was handled just fine 95% of the time. I literally can't speak higher about the PvP content. I have PvPed in every MMO until the most recent crop (I don't have the time anymore) and quite frankly I have never played a game that handled so many people so well and also handled lag and game balance between the classes. It was never perfect, but in every patch they always addressed something about class imbalance in the arenas and pvp. I had sessions that were so close and so nail biting that I would literally be sweating and would have to take smoke breaks after the fighting was over. Also the sheer number of talent specs within a specific class and then multiplied across 3 types of PVP Arenas (2v2, 3v3, 5v5) gave so many combinations of teams that it gave every team a fighting chance in every match.

I like the *idea* of player driven content more than the reality of it. More often than not player driven content is driven by those with the most amount of free time. You have a small elite who really control everything and then everyone else. While this mimics true to reality, it is not the reason why people play games.
 
2012-02-03 08:11:33 PM
*played paladin Healer for about 6 months after getting him to max level I should say
 
2012-02-03 09:49:39 PM
Barry McCackiner: Also the sheer number of talent specs within a specific class and then multiplied across 3 types of PVP Arenas (2v2, 3v3, 5v5) gave so many combinations of teams that it gave every team a fighting chance in every match.

"Sheer number of specs"? Every season had a flavor that rocked it before a nerfbat was swung at the method of being a fantastic team. Drain teams, RMP, the old pally/arms war combo in season 1, farking stormherald, hemo rogues with warglaives, etc. PvP could never be perfectly balanced because of the PvE environment and vice versa. Arenas were the worst thing to happen to WoW, for many reasons.
 
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