Tuesday, June 16, 2009

Domain of Heroes: Caught Between Progress Quest and a MUD

Domain of Heroes, a free web-browser MMOG, has caught my attention as of late. Part text-based MUD, part graphical adventure game, DoH is:
Unlike any other browser RPG

Other games feel like...well...like using a website. Not us. Domain of Heroes uses the most modern technology - you never leave the game page!

Play anywhere, anytime, for FREE.

Domain of Heroes is a FREE browser-based massively-multiplayer web RPG/PBBG. What a mouthful!

You can play at home, at school, at work (yes, we condone it), or at the coffee shop — as long as you've got a browser and an internet connection, you are ready to be a Hero!

You can play on PC or Mac, PS3, Wii, even iPod Touch!
Unlike Free Realms or Quake Live, Domain of Heroes is operating system agnostic and requires nothing outside of what a normal web browser provides. This makes it a TRUE web-browser based game in my book.

The true beauty of the game is that it almost plays itself ala Progress Quest. Players simply "set it and forget it". Journey to a location, search for monsters, and a player's character will do all of the work as battles cycle infinitely until the character dies or the player leaves the area. This makes it great for the casual gamers out there or the "no worries boss, I am really working, not playing web games" gamers.

With that said, combat can be involved as well. Characters have multiple skills and options during combat. In the early levels these are not needed as much, but the higher up a player levels (max being 75), the more involved in the combat a player will want to be.

Outside of combat, the game offers a surprising level of depth. There is a PvP conquest system where warring factions can take over areas of the game world. There is an open trade channel and a market to play for items. Guilds and guild tools are offered as well.

Lastly, there is an amazing amount of possible class and race combos. To exemplify this, I am playing as Heartless the Squirrel Illusionist! Yes, I am playing as a small, furry rodent most often found in one's backyard.

Friday, June 12, 2009

MMOs On Steam 20% - 75% Off, WAR Not Included

Steam is hosting a sale on MMOGs.
Most of Steam's Massively Multiplayer games are on sale through the 19th, starting today.
Curiously enough Warhammer Online: Age of Reckoning, one MMOG that could use a little boost in sales before its next big patch, isn't included in the list. Between this and Mark Jacobs semi-absence as of late, it has to make WAR fans wonder what is up in Mythic-town.

However, SOE isn't missing the boat, with almost all of their MMO games on Steam for sale. From Everquest II to Pirates of the Burning Seas, they've got it covered.

I would be very interested to see how this sale helps out each of these games. Unreal Tournament III saw a fairly healthy revival when its price tag was slashed on Steam:
According to Valve, that strong spike was a 2,000% increase in simultaneous players in the game (UT3). Additionally, the game held the top spot on Steam's bestseller list.
Of course, UT3 didn't carry the baggage of a monthly subscription, so it may be a little apples to oranges, but it does show that older games can have new life breathed into them via the greatest PC gaming platform on earth.

Thursday, June 11, 2009

Free-To-Make-Money

Gamasutra is running a great article on Free-To-Play, but not really because there are micro-transactions, and the revenue they generate.
Yes, good money can actually be made in the rapidly-growing world of free-to-play massive multiplayer online games (MMOs), but just how much can micro-transactions actually generate? Unfortunately, average revenue per user information is often concealed behind the fog of competition by privately held game makers reluctant to report either very high or very low results.
The article contains some great quotes from Daniel James, CEO of San Francisco-based Three Rings Design.
"There seems to be a perception," he explains, "that there is a business advantage to not being transparent. But I disagree."

As James blogged recently: "People often ask me, with a wary look such as you'd give a lunatic, 'Why do you dish out your numbers like this?' It's a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don't think that has much to do with our numbers. They executed better, that's the hard bit. Well done to them.

"The upside," he continued, "is that the more information that circulates the startup and games community, the more people will share their data. This rising tide will raise all boats. If I can shame my fellows into parting with their data, we'll all benefit."

Indeed, James reveals that Three Rings' MMO Puzzle Pirates takes in approximately $50 each month from each paying user (ARPPU) for a total of $230,000 a month, all resulting from microtransactions.
I've often railed against the micro-transaction model as inferior to the traditional subscription model in regards to revenue. However, after reading this article, I'm a bit surprised how well some Free-To-Play games fair.

Also, I want to share my desire for companies to be more transparent with their data, as I strongly believe it leads to negative stereotyping of the business model. Before this article, and seeing Puzzle Pirates and Domain of Heroes (in the comments) revenue numbers, I just assumed that the average revenue for a paying player was well below the standard $15 of a subscription-based player.
I'll break the figures down into Lifetime (8 months) and 7 day (last week). Daniel didn't mention this, but I would add that the numbers seem to get better each month as long-time players continue to make purchases and new features are added that retain/convert newer players.

Lifetime:
ARPU: $2.03
ARPPU: $59.27

7-Day:
ARPU: $3.51
ARPPU: $46.66
If the numbers hold true in the article, it is far greater! In some cases, close to $50. The benefits of which Raph Koster, of Metaplace, sums up nicely:
The biggest reason to go with a micro-transaction model, says Koster in a recent blog post, is because "it opens up both ends of the curve. People who would not be willing to pony up the full $15 a month [subscription fee] are enticed to pay at least something, thereby hugely broadening your market."
So, color me conflicted on micro-transaction business models. I still don't believe it beats a subscription model, but no longer is it the EVIL that I thought it was.

Tuesday, June 09, 2009

Aion: The ! of Diku?

Tipa, of West Karana, has a great non-NDA breaking post regarding Aion's NA beta:
But there’s no NDA that tells me I can’t talk about the players.

Take one step into the world of Aion, and from that moment on, you’re an expert player. All your years playing MMOs has prepared you for this moment, and nothing you encounter will give you a moment’s hesitation. By the end of the preview Sunday, many characters were fairly high level, guilds had been set up and there was a rough hierarchy of achiever guilds vs casual, friend-based guilds.
Tipa is addressing the general crowd that reads West Karana, which is probably the same sort of crowd that shows up around here. Mostly, veteran MMO players that have played everything from Ultima Online to World of Warcraft. More importantly, we all understand the Diku-inspired MMO structure. We have long been experts. We grind levels and loot bosses in our mother-f'n sleep.

While the Aion beta is still under NDA, there's tons of freely available information from other countries that have the Live version of the game already. A quick search for Aion on YouTube or Bing, brings up all manner of info for the game.

The general consensus is that Aion is pretty good, but derivative of all games that have come before it. Aion delivers on the basics and adds a little flair (like flying, the Abyss PvP, etc.). It's all wrapped up in a great looking package and delivered by a company with a somewhat reliable track record. Everything for Aion is in place for it to be a serious contender in the MMO space.

Where World of Warcraft was the definition of Diku-based MMOGs, it appears Aion will be the exclamation point.

Saturday, June 06, 2009

The Path Demo, Not As It Appears

Tale of Tales has released a demo for their game The Path, which actually turns out to be a prequel, making it well worth the download for those of us who were thoroughly enthralled by the full blown game.
Instead of making a trial version that allows you to play part of the game, we created a new chapter that takes place in the same forest but with a few things different. So even if you have played The Path, you might like to have a look at this.

The primary purpose of The Path - Prologue is of course to give people an opportunity to get a taste of the atmosphere of the full game and test our technology on their computer. Hopefully many like what they see and buy the full version.
Brilliant move for a brilliant game.

Download link.

Thursday, June 04, 2009

Won't Anyone Think About the Zombies!

Some people seem to be angry about the announcement that Left 4 Dead 2, a full blown sequel to L4D, will be released later this year.
"People are pissed," I told him.

"Well, some are," he responded.

That's something of an understatement. I've been getting e-mails, texts, phone calls, and tweets from readers and friends enraged over Valve releasing a sequel to Left 4 Dead so quickly. This is a company that has reinvented Team Fortress 2 since its release, and every update was free. Left 4 Dead received the Survival Pack, and now there is a sequel coming to the PC and 360 this year.
Personally, I like L4D, but don't nearly play it enough to care about a second one coming out this fall. My biggest disappointment with the game was the limited number of campaigns and character types. Unfortunately, in a very unlike Valve way, it appears this will be remedied in an expansion.

Valve should really start thinking about the Zombies. Chainsaws? A bit harsh, even for the living dead, in my honest opinion. A bit cliche as well.

Update: 25 Oct, 2009 - I take back everything I've said in this post.

Sunday, May 31, 2009

Team Fortress 2 Unlockables and Achievements: Back to Normal

Valve has updated the item unlock system of Team Fortress 2 to include achievement milestones again.
Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables.
So, in addition to the new random drop system, we also have the old exploitable/grind achievements model. While, I like that there is a directed way to unlock the items for a single class again, I can't help but sigh at the fact that Spy and Sniper achievement cheat servers are going to run rampant. I'm not sure this benefits any legitimate players, as it appears the random drop rate for items has been increased. I'm getting new items faster than before and I've not suffered a duplicate item since my run in with Natascha x4.

Keen believes this combined system redeems Valve for the early stutters of the random drop system:
Thankfully they came to their senses. Valve fixed the unlock controversy with a patch today that makes the item unlock system work how it should have worked all along: Items are once again unlockable through earning achievements in addition to being found through drops. I’ve noticed that the drop rate has been increased as well (found 3 items, that I already had, in under an hour of actually playing).
I don't see how it redeems Valve. With the increased drop rate, I can't imagine anyone playing fair would actually go after the achievement milestones as a way to unlock an item. Which means, the only players using the achievement milestones are the cheaters that want the Spy/Sniper items (or whatever class is next to get updated).

In my opinion, this just shows how poorly thought out the unlock system was to begin with. As I've stated in the past, Valve should just dump the system and keep the random drops for things like hats.

Keen ends the argument for me:
Honestly, it’s a bit easy and if you play for any time at all you’re going to get items but that’s how a FPS game should be - all skill with these extras being fluff.
It will be interesting to see the spike in the number of Spys and Snipers running around with their new toys, all gained through legitimate means no doubt.

Wednesday, May 27, 2009

Free Realms Hits 2 Million, None Could Be Reached For Comment

Free Realms, fresh off their first million players announcement, has announced that they've reached the 2 million mark.
Today Sony announced that over 2 million unique users have registered to their new free2play MMORPG Free Realms. Of those users, 75% are under the age of 17, 46% under 13 and 1/3 are female gamers. To be honest I thought Free Realms was going to be a flop. I didn’t actually play it, but I obviously severely underestimated the draw it would have on young people. Two million unique registered players in less then one month is huge to say the least.
Certainly a remarkable feat, although moot in the grand scheme of "is it making any money?". However, I honestly question where these two million players reside. I've logged a few hours in Free Realms now and I have yet to actually speak to anyone in game directly. I haven't even seen local chat between players. Even when playing the card game, there is limited to no talk between players. So far, Free Realms is a 3D web site that forces you to run from mini-game to mini-game instead offering the instant access of a standard website.

I'm really confused on what to think of Free Realms. The mini-games get repetitive fast, but yet tie back into a larger world which varies the goals and makes the repetition at least mildly interesting. Secondly, the game play is solid and the game itself runs without a hitch (so far).

But as I approach more than a few hours played, I am starting to see the freebies run out and the game increasingly asking for a credit card. Plus, it loves to remind players at every loading screen that member benefits are only $4.99 (per month) away and as anyone that plays Free Realms knows, there are A LOT of loading screens.

Unfortunately, I don't think SOE cares. They are hitting their age demographic and as I have no teenagers/young adults in my household, Free Realms is most likely to be lost upon me.

Tuesday, May 26, 2009

No Such Thing as a Free Game: Quake Live

Ever heard that there is no such thing as a free puppy? Sure, the puppy is free, but the food is not, veterinarian bills don't pay themselves, and that poop in the back yard isn't going to clean itself up. Nothing is ever free; there is always a price to pay.

Quake Live: Free to play, ad supported

Why Quake Live isn’t a free game: because there’s a $1,500 gaming computer sitting on the desk.

Pros:
  • Free to play and the advertisements are not intrusive.
  • It runs or will run on almost any PC.*
  • Quake Live is quick and simple to get started with. The game itself downloads while players play a practice match against the computer.
  • The social and community features are well done. It’s easy to track friends and join them in matches.
  • The achievements system is well done, adds challenges, and contributes to replay value.
  • Tons of maps and several game types also keep replay value high.
  • Match-making based on skill level helps to keep a level playing field.
  • Finding a match that interests a player and offers the game type they want is dead simple. One of the best mergers of a server browser/match making system that I’ve ever seen.
Cons:
  • It claims to be web browser-based, but requires an installer that runs outside of the web browser. **
  • The game does not seem to cope well with latency. Any little bump in latency or lag will result in a deteriorated play experience.
  • Game-play is twitch-based and fast. This limits the game to a niche audience.
  • The text output onto the UI is tough to read and follow.
  • The graphics are dated and special effects are lacking.
Conclusion

Quake Live significantly lowers the barrier for entry into the FPS gaming genre and as a game that is meant to be played in a web browser, it’s good. For those players lacking an up to date gaming rig, Quake Live is a golden opportunity. For those players with an up to date rig, like me, Quake Live feels dated. I have always believed in quality of game play over eye candy, but when I can pick up games like Team Fortress 2 or Unreal Tournament III for $10-$20, Quake Live loses ground. However, free is free and Quake Live delivers exactly as it has promised and offers a FREE escape for a few minutes of FPS fun. For that, I give it two thumbs up. So, go give it a try!

*as of this writing, only a Windows installer is available, but they are working on Linux and MAC versions.

**the installer installs a plug-in based on the web browser being used. For me, it was Firefox, which normally can install plug-ins without the need to download an installer and regardless of what operating system I am using at the time.

Sunday, May 24, 2009

Team Fortress 2: Spy vs. Sniper Unlocks/Item System Woes

It was not long ago that I questioned Valve's item unlock and achievement system for Team Fortress 2. The original system, whereby new items were unlocked by completing achievements, promoted grinding and cheating. It wasn't any fun.

Fast forward to the Spy vs Sniper update and Valve has introduced a new system. Gone are unlocks via achievements; arrived are unlocks via random luck (or so it seems). The new system:
For the last number of months we've been working on using the Steam Cloud to store a player's inventory. With that finally in place, we were able to deploy a new system focused on the giving of items to players. That new system watches the amount of time that players are playing TF2, and gives them a chance to find items at regular intervals. They aren't guaranteed to get the item at those points, but they have a pretty good chance. We based the system on granting items on the amount of time played because we don't want players to have to do weird things like join achievement grinding servers to get new content. Basing it off time also has the benefit of ensuring that if you play a lot of TF2, you're going to get more items than players who don't.

However, this has spawned a new type of cheat. Players are filling up cheat servers, going AFK, and after X hours are receiving their items. Whereby, a lot of players who are actually playing, are getting items at a slower rate because when someone actually plays, there is downtime between matches as servers load new maps. There is a slight advantage to the cheaters currently, but honestly, if the items can be attained legitimately by just playing, the cheating isn't as detrimental as within the old system.

Valve has stated the system is suffering from some bugs and they are investigating it. The major issue where players were receiving NO unlocks after hours of play has been resolved.
In the first few hours after the release yesterday, we had some issues that prevented the system from working properly, so that timeframe was not indicative of the system as it's designed.
Unfortunately most of my playtime with the new patch was during the affected timeframe, so I do not have much experience with the system to give a thumbs up/down. So far, in about an hour of play outside that window, I've yet to stumble across a single item. Thus, I am ending this post and getting back to the business of bitch-slapping some spies and hoping for random drops. It almost makes me wonder if I'm playing an FPS or an MMO!

Update: After 2.5 hours of play, I have "found" my first item. I died and then a screen popped up stating that I had unlocked Bonk! Atomic Punch for the scout.