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MMOG Subscription Analysis Provides New Insights

Thanks to jer0 for pointing to SirBruce's updated MMOG Subscription Growth analysis page, which tries to "chart the trend in active subscriptions" for major MMO titles using public and private data. This "major revision" has the "chart separated into three tiers" dependent on subscription size, and shows Lineage as the worldwide MMO leader at "just under 2.7 million" (though this may be reliant on bulk 'PC Baang' subscriptions in countries such as South Korea, and the game has "only 7,000 [subscribers] in the United States.") Other notable entries include City Of Heroes ("surpassed 180,000 subscribers... proof that a well-executed MMOG can still garner substantial numbers even in the current competitive climate"), and the also recently launched, but less successful Horizons ("After peaking at around 35,000 subscribers, they have since fallen to somewhere between 20,000 and 25,000 subscribers.")

309 comments

  1. Horizons? Huh? by Ignorant+Aardvark · · Score: 3, Informative

    I consider myself up-to-date on gaming news, but I've never even heard of Horizons. Is it good? I'm interested in trying it out. Has anyone on here played it, and if so, what do you think of it?

  2. Runescape numbers inflation? by jbellis · · Score: 4, Interesting

    graph #3 reports 100k Runescape "active subscribers" in Jul 04. Either I'm hugely underestimating how many people pay for Runescape, or they're counting _all_ accounts, of which the majority are neither 'subscribers' or 'active.'

    1. Re:Runescape numbers inflation? by huchida · · Score: 2, Funny

      ... Just like The New York Times site has over fifty million registered users?

      Note: figure completely made up.

    2. Re:Runescape numbers inflation? by Carnildo · · Score: 1

      The early numbers look right for paying accounts. I was estimating subscriber numbers for the first six months or so, and the January to July end of the 2002 curve looks right.

      If it was "all active accounts", the February 2002 data point would be around 150,000 players. If it was all accounts ever created, the February 2002 point would be around a million.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    3. Re:Runescape numbers inflation? by rinkjustice · · Score: 2, Interesting

      100k is a reasonable figure. I see people of all ages at the public library hunched over pc's, playing that game. My daughters love it, their friends at school love it and play it religiously, and I see 40+ year old men playing it (which kinda makes me shudder when I think about it too long).

      It's gotta be the most popular MMOG out there.

    4. Re:Runescape numbers inflation? by ferreth · · Score: 2, Informative

      Runescape lists how many people are playing at one time. I just added up the servers on the pay side of things and came up with just shy of 10,000 players online right now. If you go with 10% online at any one time, 100K doesn't seem an unreasonable figure.

      Someone earlier was saying the assumption is 1/5 (20%) of your subscriber base online at anyone time - that's like 2.5 hours everyday. If that is realistic, then you're only talking 50K. Really, considering his methodology, being off by 2X is not that bad, and I think the trends he points out are valid.

      Now, for Runescape, I wonder - note the steady progression upward. Perhapes not having to pay to play initially and not pay for upgrades is having an effect The cheap $5 a month means even bored players might hang on a lot longer just to play the updates. These guys might be on to something.

      I play Runescape myself and I don't sweat it if I don't play for a week, or a month because I'm busy - it ain't a large chunk 'o change.

      --

      W9x:Thanks for the make-work project Bill.

    5. Re:Runescape numbers inflation? by SirBruce · · Score: 2, Informative

      It was Runescape's own parent company that announced they did indeed have over 100,000 bona-fide real subscribers. Remember, these people are only paying $5 a month, and you don't have to have a top gaming rig to run it, so I find the number plausible if higher than I would have guessed. The ratio of peak online users to total subscriptions varies from game to gave, but is generally in the 10% - 30% range. That's still a large variation, but at least you can verify if you are in the ballpark. I don't know that your measurement of 10,000 was taken at a "peak" time, but even if it was, a 10:1 ratio is not that unusual. Bruce

  3. Call me lame by Killjoy_NL · · Score: 4, Interesting

    But I'm kinda interested in the Matrix online game.
    I'm wondering how they will incorporate bullettime into the online/realtime arena.

    I'm afraid it will suck though, but if it's cool, that will be the first online game I will pay a subscription for.

    For me the other online MMOPROPRFPRFRPGR's are too boring in the long run.

    --
    This is the sig that says NI (again)
    1. Re:Call me lame by Kenja · · Score: 4, Funny
      "But I'm kinda interested in the Matrix online game."

      So be it. Your LAME!

      Nothing can turn me off a game faster then seeing a bunch of dweebs with names like n30, The0n3 and teh1 running around chanting "whoa, dude!" over and over.

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    2. Re:Call me lame by superpulpsicle · · Score: 1

      Soon anyone interested in a MMO game without someone having to commit a suicide over the game will be considered lame. Everquest and counting...

    3. Re:Call me lame by gamgee5273 · · Score: 4, Funny
      You're mixing your Bill and Ted with your Matrix. Bill and Ted is where "Whoa, dude!" comes from.

      You can tell Keanu has gotten older, because in The Matrix the line is only "Whoa."

    4. Re:Call me lame by gray+code · · Score: 1

      Yeah, but at least he doesn't rip-off Ctrl+Alt+Del.

  4. No Piracy Concerns by ticklemeozmo · · Score: 4, Interesting

    By requiring a paid subscription, you virtually eliminate the industry-standard scapegoat of "piracy" when your game fails...

    --
    When modding "Informative", please make sure it both has a source and IS actually informative.
    1. Re:No Piracy Concerns by Killjoy_NL · · Score: 1

      Well yes and no.

      I've played Ragnarok online for a little while on a hacked server, so I leeched the game and played it for free.

      The server's gone now, but I lost interest before it disappeared.

      --
      This is the sig that says NI (again)
    2. Re:No Piracy Concerns by geekboy2k · · Score: 1

      This is true, but why do I have to pay for the game AND the subscription?

      BTW - I just noticed that Lineage was a free download. (not that any of this matters - I don't play MMORPG's - leave me the single-player console RPG's)

    3. Re:No Piracy Concerns by Dark+Lord+Seth · · Score: 1

      Not only that, but it's far, FAR more lucrative. First of all, the subscriptions. Instead of paying EUR 49,95 for a game, you'll end up paying 19,95 or 29,95 or so per month, BESIDES the 49,95. Because of the many "First month free" offers and offers like that, I will ignore the first month for simplicity's sake. Also, there are players who really enjoy the game and will stay longer then three months, say... A year. Other players will go even further and might stay up to two years. Let's assume 10% of the former and 5% of the latter. I'm going to ignore the hardcore addicts ( a la Everquest ) because I'm lazy. ( Hey, at least I'm honest... )

      For 10.000 units sold:
      MMO:
      10.000 x 49,95 = 499.500
      8.500 x 19,95 = 169.575 x 3 = 508.725
      1.000 x 19,95 = 19.950 x 12 = 239.400
      500 x 19,95 = 9.975 x 24 = 239.400
      Total MMO: EUR 1.487.025

      Offline game:
      10.000 x 49.95 = 499.500
      Total offline game: EUR 499.500

      For a second, imagine it's laid out properly and not screwed up because of Slashdot being a mediocre product, at best.

    4. Re:No Piracy Concerns by ticklemeozmo · · Score: 1
      Estimates:
      For 10.000 units sold:
      MMO:
      10.000 x 49,95 = 499.500
      8.500 x 19,95 = 169.575 x 3 = 508.725
      1.000 x 19,95 = 19.950 x 12 = 239.400
      500 x 19,95 = 9.975 x 24 = 239.400
      Total MMO: EUR 1.487.025

      Offline game:
      10.000 x 49.95 = 499.500
      Total offline game: EUR 499.500
      While that may be true, in a closed system that will be a net change of 300%. However, one major point of the argument which you did not address is the technical support, website, staffing, bandwidth and server(s) that are required to support such a massive endeavor. So, without THOSE numbers, one doesn't know whether MMOs are more or less "lucrative".
      --
      When modding "Informative", please make sure it both has a source and IS actually informative.
    5. Re:No Piracy Concerns by DrEldarion · · Score: 1

      In addition to the points you made, many less people will play a game that requires a monthly fee (for various reasons like not being able to afford it, not having a credit card, etc), so they have less of a userbase.

    6. Re:No Piracy Concerns by bugnuts · · Score: 3, Insightful
      why do I have to pay for the game AND the subscription?

      Online games require similar development as traditional games, thus the initial cost of the game (and distributors and stores want their cut, etc). You generally get a discount on future products that link to the game (expansions) if you already own the original. Although you can download games, it takes a LONG time even over cable modems, and many people actually like to have a disk and the associated packaging.

      But they also require other things, and these are what your $13/mo subscription pays for:
      • Evolving content: generally including new quests, ongoing bugfixes, occasional big updates, ongoing balancing (aka nerfing :)
      • Servers and maintenance: your computer isn't the only computer required to run the game, and keeping servers up 24/7 is not trivial when 10,000 angry customers will scream if you accidently hose the database server.
      • Additional customer support in-game is required, for handling bugs (I'm stuck!) and harassment claims.


      Some big disadvantages of online gaming
      • right of first sale denied -- you can't simply sell the disk since it has been "activated" turning the disk into a mere communication program sans login information. Some EULAs forbid selling accounts (and IMHO should be challenged in court).
      • ship-now-patch-later mentality by developers. They know you're connected to the net, and they can push out updates to you at will. Why betatest when you can patch later?
      • Accounts often linked to email addresses, making it even more difficult to transfer. Get a temporary one for all your online games.
      • Credit card usually required, although some game cards are available which you purchase in a store, good for a few months.
      • net connection obviously required, which also means it's more difficult to play when travelling and forget playing your game on a plane!
      • in-game items are actually worth money on ebay, and some people spend their real-life time trying to figure out how to separate you from your virtual phat loot, including deception in-game, phishing schemes to collect IP addresses, and trojan horses.
      • dangerous to purchase, or even be GIVEN an account by a stranger, since they can generally recall and change the login information for the account after you have played it.
    7. Re:No Piracy Concerns by Anonymous Coward · · Score: 0

      "Some EULAs forbid selling accounts (and IMHO should be challenged in court)."

      "in-game items are actually worth money on ebay, and some people spend their real-life time trying to figure out how to separate you from your virtual phat loot, including deception in-game, phishing schemes to collect IP addresses, and trojan horses."

      ----

      Most EULA's forbid the sale of these items for liability issues. If the EULA was challenged and defeated, they'd have to take another route to Cover their asses (courts? Real documentation?).

      Besides, people who buy items/characters/money miss out on the reason you buy the game: to play it.

      I play FFXI and it's quite obvious who the gil-buyers and ebayers are when you're partying with them. You get high level characters with the best equipment asking the silliest questions and doing the dumbest things.

      Bottom line is that people who buy stuff are taking shortcuts (cheating?) in the game and sometimes it affects other people. This, on top of other reasons (account theft & virtual currency), is the reason that companies forbid resale of accounts.

      Not a very coherent argument, but basically the EULA (or some kind of agreement) is needed.

    8. Re:No Piracy Concerns by forgotten_my_nick · · Score: 1

      Instead you have to worry about your customer base getting hacked (through you or their actions), their characters being stripped and sold off. You also have a problem with returns in shops. If you don't like the game no shops will take it as a return as the CD-Key is now useless. You put a system in to let them get a key without a valid copy of the game and then they will pirate the game. This takes money away from the publisher, which may not have access to the subscription revenue.

    9. Re:No Piracy Concerns by Anonymous Coward · · Score: 0

      People always reference company expenses as the source for the monthly fee.

      Although it is overhead, the fee is there to increase profits first and support players second.

      No one would ever complain about $20 a month fees if they knew exactly where that money was going. Instead game companies hide it behind a veil, and let the consumers argue about where the money goes.

  5. Lineage language by Anonymous Coward · · Score: 5, Interesting

    does anyone here play any of those Asian based MMORPG's? I'm just curious, do they have enough english-speaking players or english language servers so that playing doesn't become a chore of finding something you can understand??

    1. Re:Lineage language by Stripe7 · · Score: 4, Interesting

      I play Korean Company Nexon's Shattered Galaxy online and chats in German, French, Chinese, while not common can be seen. Most Koreans apparently play the Korean version Tactical Commander. In game English works most of the time. Its easy to specify enemy locations, Arbs(Enemy Artillery) E5. That is understandable in all languages. I have heard of attempts at auto translatiion by some online companies but do not know of their progress.

    2. Re:Lineage language by Anonymous Coward · · Score: 0

      I play Lineage 2, there are US based servers which are for all the US and European players. In reality many asians play on them too (some to farm the in game money to sell on ebay and IGE, some are just legit, normal players).

      Lineage 2 is a fun game, but the US version suffers from second hand treatment vs. the Korean version. Expect alot of inconsistent translations etc. Also alot of people complain of the level grind, saying it is one of the longest ones. I have to say, it is pretty intense, don't play unless you have some serious time.

      That said, I've been playing since Open Beta.

    3. Re:Lineage language by mesmartyoudumb · · Score: 0

      I played lineage 2 until lvl 55 or so, We are an all american guild, Sinister,With other american guilds as allies; Redknights and THOR, We were not only the most powerful group on our server, we were the only people to take castles,and consistantly slaughtered all the foreigners. Most of us have quit the game, level 55 takes forever..all the level 60's were jobless,all the high 60's were multiplayed jobless people playing in shifts..

      The game is terrible, it has a lack of high end content,has a weak PVP system,and is very buggy.
      The art is good,but theres not much of it,they reuse the same models over and over.

      --
      "Comedy's a dead art form. Now tragedy, that's funny."
    4. Re:Lineage language by Kindaian · · Score: 3, Interesting

      Ultima Online has automatic translation... and... works enought if people talk "plain"...

      AFAIK, it's based on the systrans translation engine...

      (that was about... 3 or more years ago... now should be even better)

    5. Re:Lineage language by ErMaC · · Score: 2, Interesting

      I play the Korean MMORPG Ragnarok Online, one of the games listed (although the numbers they list are rather off). RO is rather unique in that it comes in many many flavors run by various companies that license the property. Here in the US you have Gravity LLC which runs International Ragnarok Online (iRO) although for all intents and purposes it's just Canada+US, in Japan you have jRO, China has cRO, Taiwan has tRO, Thailand has thRO, and there are RO versions for the Phillipenes, Malaysia, Europe (mostly German), and a couple more. If you counted all the various versions of RO in terms of subscribers, RO would be up there with Lineage in terms of subscriber numbers (there are something like a million in China alone).
      So while I'm playing a Korean MMORPG, I'm playing the US version of it. Sadly I couldn't play the Korean (or Japanese) version of it because they require the equivalent of a Social Security # to play, to assure you're from the country you're trying to play in. Which is a pity, cause I'd jump to jRO in a heartbeat.

      --
      "I want to get more into theory, because everything works in theory." -John Cash
    6. Re:Lineage language by rpillala · · Score: 1

      I play Lineage II and though I'm on one of the north american servers, there are plenty of players who speak other languages natively. Most of the European players speak English to some degree, but many of the Chinese players do not. I'm having fun learning some Mandarin though, so it's all in how you approach it.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    7. Re:Lineage language by Anonymous Coward · · Score: 0

      Heh, I'm amazed Sin stuck around that long in Lineage II. Come back to Eve! CA misses Sinister.

    8. Re:Lineage language by Cipster · · Score: 1

      I miss Sin :/ What game are you guys playing next?

  6. Re:Horizons? Huh? by DarkFencer · · Score: 5, Informative

    Horizons had some nice ideas but the implementation was horrible. The game felt incredibly lifeless and boring.

    There were no equipment drops as far as I was aware. Only items that could be used by crafters to create equipment.

    The combat was extremely boring and had little to keep anyone interested.

    The only interesting things was the extensive crafting system but it wasn't enough to keep this game from dying a slow death.

  7. Don't know anyone that plays Lineage... by ScottGant · · Score: 3, Insightful

    They keep saying how it's the biggest thing in the world, but I've tried it...it sucks. And if this is the biggest thing in the world, then the world needs a reality check. I mean, it's really totally awfull.

    Or is it one of those things that "it's world famous in Korea...and Korea is the center of the universe" kind of thing? I know, Korea has more people online per capita than the US, but still, do they have to subjected to such a sucky game? Someone move a EQ server into Korea or something. Those poor poor people!

    This shows that being the most popular certainly doesn't mean the best!

    --

    "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    1. Re:Don't know anyone that plays Lineage... by FortKnox · · Score: 1

      Just look at counterstrike. It was fun BEFORE it was popular. Once it became popular, though, it was cheating and infested with 12 year olds named "1337 m4573R!" with severe cases of tourrets.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    2. Re:Don't know anyone that plays Lineage... by foidulus · · Score: 2, Interesting

      I don't know how well EQ would do in Korea. Korea only recently removed the bans on importing "cultural" items such as cds and games from Japan. Sony, being a Japanese company, may have trouble setting up a Korean EQ server. It also explains why Koreans love American games such as Warcraft and Quake, but don't seem to be so supportive of Japanese games....

    3. Re:Don't know anyone that plays Lineage... by ScottGant · · Score: 0, Flamebait

      ah...so they're still pissed about the whole WW2 thing huh?

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    4. Re:Don't know anyone that plays Lineage... by Anonymous Coward · · Score: 0

      I played Lineage, for 3 years. And I can say it's gone downhill rapidly from where it was.

      It used to be hard to make good items(very crude crafting); it used to be hard to gain experience; castles(the 'focus' of the game) used to be very hotly contested. All that has changed, especially on the US servers with tight-knit groups of players controlling the economy.

      It's a great game, albeit 6+ years old and horribly imbalanced class-wise, and it fits well with a Far Eastern 'family' philosophy with its clan structure and castles. For hard-core powergamers, it can be very rewarding. Casual players are at a huge disadvantage, especially when starting out, due to the difficulty of outfitting yourself with decent equipment.

      As far as fast-paced balls-to-the-wall PvP, sieging a castle(or pledge fighting at a boss spawn) has no match in any MMO I've ever seen. Raids on Theed were fun in SWG, but 3d can't compete with 2d in the number of people on-screen.

    5. Re:Don't know anyone that plays Lineage... by Anonymous Coward · · Score: 0

      Also consider the culture factor. What may be popular in the western cultures may not be popular in the asian cultures. However it also could be as suggested, they haven't been exposed to a good game.

    6. Re:Don't know anyone that plays Lineage... by foidulus · · Score: 5, Interesting

      I would say it was the 35 year occupation(1910-1945) and colonial Japan's attmept to wipe out the Korean language and culture(people were given Japanese names, the Japanese language was the only language allowed in schools and official forums), Korean comfort women etc. Plus the fact that unlike Germany, Japan made very few renumerations to the victims. The youth of Korea seem a lot less angry at Japan than their parents/grandparents. Off topic but if you do get the chance, I recommend you talk to both Germans and Japanese about the war, you will get some very interesting opinions...

    7. Re:Don't know anyone that plays Lineage... by Carnildo · · Score: 4, Informative

      ah...so they're still pissed about the whole WW2 thing huh?

      It's been going on longer than that. Korea and Japan have been invading each other about as often as England and France have.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    8. Re:Don't know anyone that plays Lineage... by daemonc · · Score: 1

      "As far as fast-paced balls-to-the-wall PvP, sieging a castle(or pledge fighting at a boss spawn) has no match in any MMO I've ever seen."

      Tried Dark Age of Camelot?

      --
      All that we see or seem is but a dream within a dream.
    9. Re:Don't know anyone that plays Lineage... by ScottGant · · Score: 1

      my offhanded remark seems to have upset some people, but I certainly didn't intend for it to.

      People can't know everything about everything and I certainly didn't know the deep seated resentment of Korea to Japan

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    10. Re:Don't know anyone that plays Lineage... by sql*kitten · · Score: 1

      Or is it one of those things that "it's world famous in Korea...and Korea is the center of the universe" kind of thing?

      Like the way David Hasselhoff is very popular in Germany...

    11. Re:Don't know anyone that plays Lineage... by Anonymous Coward · · Score: 0

      Dunno if anyone even reads this thread anymore, but I've played lineage for about a year now, and it isn't a horrible game. Some of the new updates have really been killing it lately, but hopefully that is going to be taken care of soon. Out of any rpg game, online or offline, that I've played, lineage has been my favorite. The biggest complaint I see most people have about it is that its too difficult, but hey, thats why I like it. It's not something you ever beat, and you can't expect to be uber strong in one month, you really have to earn things on that game, yet its not so difficult it isn't fun (or wasn't, thats the main issue with some of the new updates, but whatever) EQ sux, and has always sucked. I guess the second main complaint I see about lineage is its graphics, it looks somewhat old school. It isn't runyourcomputerintotheground ultra 3d cool, but it runs fast, looks good, never crashes, and just all around reliable client. I think graphics have gotten to the point that they ruin game play now in some genres, lineage 2 being an example, its all about eye candy (which is what the american market seems to demand more than gameplay) while in korea they seem to care about the actual game play and not the pretty pictures

  8. Re:Horizons? Huh? by Don+Calamari · · Score: 2, Informative

    Horizons has a really good crafting system and one of the best UIs I've seen. It has some major flaws though. Really bad performance on ATI cards and a lack of high level content for example. I hear they are getting better on the content though. It has a 7 day free trial, so if you like crafting or being a dragon give it a go. http://www.istaria.com/

  9. Clan Lord? by White+Roses · · Score: 1
    Can't read the website, unfortunately, but did Clan Lord make the list?

    I played that once a long time ago. Very cool.

    --
    Do not touch -Willie
    1. Re:Clan Lord? by Anonymous Coward · · Score: 1, Interesting

      I still play ClanLord, been playing 4 1/2 yrs now. It's still going but it'll never be high in subscribers, they don't advertise, it's Mac only, and most of the work on it is volunteer. I would guess there are about 2-3k subscribers. It's still fun to play tho!

    2. Re:Clan Lord? by Righ · · Score: 1

      Nope. If Joe were to give him subscriber numbers, I'm sure that SB would add it to the list... as the smallest viable MMOG. :)

    3. Re:Clan Lord? by Anonymous Coward · · Score: 0

      only MMORPG I ever thought about playing because I have a buddy that is just an addict(been with it since its first beta/trial releases years and years ago) and the people on it do not seem to be all about leveling. But then again, I don`t own a mac and don`t liek the idea of subscriptions to play a game. probably why I`ll never play one. I think last I saw you usually don`t have more than a couple hundred people on at one time and I think the numbers my buddy gave me were something like 4 or 5 thousand characters(he has like 4 so I don`t know how many peolple).

      Oh well, goes to show that you don`t even have to be all that big, and its almost like an open source project because you don`t have to buy updates, even major ones. all free.

    4. Re:Clan Lord? by Zhirem · · Score: 1

      Played it very early on for a couple of years when I was still a strictly Mac guy. There is no PC version, nor linux, etc.

      The game is 2D with really poor sprite graphics. It is NOT free, but it IS cheap.

      People are not interested in levelling because there really are no levels. Skills train offline and online, and generally the folks are nice and will help newer players. Most everyone role plays.

      Now for the negatives:

      1.) Graphics - Circa 1984 or 1985. Compared to ANYTHING out on the market at this time, it is beyond the pale. Friggin' lame.

      2.) Gameplay - In a word: 'boring'. You start out whacking rats. You can be one of three classes, one class of which is almost COMPLETELY worthless. Progression is LOOOONG. And did I mention boring?

      3.) Content - Again, pretty poor. You will get to everything the game offers within a couple of weeks. Not saying you will survive, but you can get to nearly everywhere.

      4.) Sophistication - Damn near none. Again, in comparison to almost anything on the market, this game looks like it should played on a wristwatch. Palm OS is probably too beefy of an OS for it to be translated onto.

      5.) Immersion - Nearly none. Sound is weak. Graphics are like 8-bit sprites. Combat is click-and-whack.

      6.) Save your money. Don't even bother. Give yourself a couple of nice papercuts on your eyelids and then pour lemon juice into them.

      But hey, YMMV. 8)

      - Zhirem (the real one)

  10. Re:Horizons? Huh? by dsanfte · · Score: 5, Informative

    There's a free trial if you want to try it (www.istaria.com), but Horizons has a ... colorful history.

    Since a corporate takeover from the inside by David Bowman (of Asheron's Call fame, who was fired for "agressive ladder-climbing"), the game underwent an extreme redesign, and hasn't been the same since.

    It made its retail debut around December of this year, still very much in beta, for which it received sound derision. The bugs were incredible. The game was a flop

    Artifact Entertainment filed for bankruptcy a few months ago, and last month handed pink slips to half its developer staff. This seemed aimed at making the game a viable target for a buyout, but nothing has happened as yet.

    David Bowman ran AE and Horizons into the ground. All in all, I wouldn't play an online game with no future. Subscription numbers are dropping steadily every month. Horizons is on its deathbed, waiting to die.

    --
    occultae nullus est respectus musicae - originally a Greek proverb
  11. The funny thing is... by FortKnox · · Score: 3, Interesting

    Most of the people are the same. Jumping from one addiction to the next. See, you thought Everquest wasn't very addictive, so you took that first hit...er... month for free. Then when you got into that second month, they asked for money. Soon that got expensive, so you switched from crac...errr... Everquest to cocai.... errr... city of heros. Its a little cheaper to pay for, but the high you get is a little better.

    Yes, I feel that in 10 years we will see a sharp decline of subscribers from ALL MMOGs due to OD'ing or parents kicking their 30 year old kids out of the house and force them to get jobs.

    Seriously, though, I don't get it from the players perspective. You pay $30-$50 a shot to BUY the game and the first month. Then you pay $10 a month to play. You, then, PAY (?!?!?) for major updates to the system (cleverly named 'expansions')???
    What does that $10 go to? Just playing on the servers?
    The other sad thing is that the games aren't fun to a casual gamer. You have to be a teenager or college kid without any outside distractions to do well in these games. Once you are good enough, its your duty to be an ass to all casual gamers so they eventually quit and never play again.

    What MMOG really need is a 'death' time. You 'age' in the game, and once you hit like 60 you die. That way kids that play the game 8+ hours a day can start at level 16 and work to super massive skills, but the casual gamer can start at 30 when a few skills have been mastered and they can play without fear of some child named 1337 d00d smacking them around and being an ass.

    </rant>

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:The funny thing is... by pudding7 · · Score: 1

      Dude, you sound really bitter. Did someone beat up your 4th level Cleric in EQ one time?

      How many cafe latte's do you drink in a month? Skip two of them and now you've got enough to play.

      And define "doing well in these games". Having fun? You have to be a teenager to have fun? Damn dude, sounds like you're already working on growing old and dying.

    2. Re:The funny thing is... by rayde · · Score: 2, Interesting

      I think some of the games, such as Lineage, offer the game as a free download... you just need to give them credit card information to play. They don't really charge you for the game itself though.

    3. Re:The funny thing is... by ScottGant · · Score: 5, Funny

      What MMOG really need is a 'death' time.

      I play MMORPG's a lot, as does my wife....and we own our own house so we're not in line to be kicked out of our parents basement...but I digress.

      I've always thought there should be a RPG that has aging and perm death. All these kiddies walk around saying how lame PvP is on different games yet they curl up in a ball and piss themselves when I tell them my thoughts on PvP and MMORPGs

      You should start out very young, age through the game and at some point in the future die of old age if the environment doesn't kill you. Also, if you die, you're dead....you lose everything and can never come back. Your account AND credit card that you used to set up the account are locked and can never be used again! If you want to join the game again you have to buy a whole new version with a different credit card.

      Anything less than this and you're a little girl care-bear loser wimp! Don't even try to argue with me! You're a wimp care-bear! Eat it and STFU!

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    4. Re:The funny thing is... by FortKnox · · Score: 2, Insightful

      For the record, most of that comment was a joke, I'm 28, haven't had caffeine for months, and only played UO a bit when it first came out.

      I refuse to play a game that requires time from me daily and charges me $10 a month. Just saw one too many of my friends get pulled into games like EQ.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    5. Re:The funny thing is... by fitten · · Score: 2, Interesting

      Seriously, though, I don't get it from the players perspective. You pay $30-$50 a shot to BUY the game and the first month. Then you pay $10 a month to play. You, then, PAY (?!?!?) for major updates to the system (cleverly named 'expansions')???

      Actually, I played EverQuest for 5 years (from Day 1 until recently). Before EQ, I played many games, typically buying at least one $50 per month only to get tired of it and never play it again. With EQ, I payed a few times the $50 for expansions and took the longer subscription times for something like $13/month but I almost never bought any other games. While I played EQ, I actually spent less money on computer games than I did before I started playing EQ. So, in a sad way, I saved money by playing EQ rather than my pre-EQ buying patterns.

      Fortunately, I've been EQ sober for almost 8 months now, having cancelled my subscriptions about 5 months ago.

      What MMOG really need is a 'death' time. You 'age' in the game, and once you hit like 60 you die.

      This only works for the game makers if the cost to getting "super massive skills" is very cheap (a few days at most) and there is lots of content that is worth playing multiple/many times. Otherwise, there is no replayability and when folks die the first time, they cancel their subscriptions.

    6. Re:The funny thing is... by Bandit0013 · · Score: 1

      I don't currently play any MMORPG, but I was an everquest subscriber for nearly 2 years. I will tell you this:

      Most people are willing to pay a monthly fee for lag-free gameplay and good customer service.

      Everquest not only gives you the regular play servers, but also themed servers like PvP etc. If anything ever glitched in the game you could contact a customer service guide who would help you out (not immediately usually, but hey, at least they made an effort).

      They also patched and added small content on a regular basis, yeah the big expansion content costs you another $20 which kind of sucked, I would prefer just to be charged for the cost of the media/handling but whatever, you spend $20 taking your girl to a 2 hour movie and those expansion packs give hundreds of hours of play time. Not a bad trade-off.

    7. Re:The funny thing is... by Ignorant+Aardvark · · Score: 2, Funny

      I've always thought there should be a RPG that has aging and perm death. All these kiddies walk around saying how lame PvP is on different games yet they curl up in a ball and piss themselves when I tell them my thoughts on PvP and MMORPGs

      You should start out very young, age through the game and at some point in the future die of old age if the environment doesn't kill you. Also, if you die, you're dead....you lose everything and can never come back. Your account AND credit card that you used to set up the account are locked and can never be used again! If you want to join the game again you have to buy a whole new version with a different credit card.


      Wow, that sounds like an online version of Nethack, except that it can only be executed as root, and if you die it executes a "rm -rf /*" system call.

    8. Re:The funny thing is... by fitten · · Score: 1

      haven't had caffeine for months

      You poor man :( Caffeine makes the world go 'round.

    9. Re:The funny thing is... by ScottGant · · Score: 1

      if you die it executes a "rm -rf /*" system call

      Even better! Let the loser wimp care-bears play the safe PvP servers on other games! If you have nothing real to lose, you have nothing to lose...so what' the point?

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    10. Re:The funny thing is... by Anonymous Coward · · Score: 0

      so you refuse to play a game that takes time from your day?

      WOW.

      you seriosuly need some caffiene.

    11. Re:The funny thing is... by ScottGant · · Score: 1

      don't look at it as an addiction. It's a hobby, as simple as that.

      And it brings some people together. I know several people that have met and married in real life through Everquest. They are happily married and two couples have already started families.

      So it's not totally a waste of time for some people, but a social hobby.

      Guess it depends on the person.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    12. Re:The funny thing is... by Anonymous Coward · · Score: 0
      Just a note for those expecting free gaming:
      1 month - $15 USD
      4 months - $45 USD ($11.25 per month)
      from here
    13. Re:The funny thing is... by Xzzy · · Score: 4, Insightful

      Problem with that kind of system is the amount of content required to keep players playing.

      The game would have to be reasonably easy, and reasonably fast paced. Most games these days keep people tagging along by installing longer and more involved advancement methods. If jimbob spends 6 months getting to a high level, then dies to a dragon somewhere, he's going to quit. If he spends 2 days getting to the same level and dies, he'll be just as likely to start over as quit.

      There is also the min/maxing problem that many modern gamers fixate on. They see two states for their character: max level/stats, and newbie. The entire point of the game is to be the best they can be. Everything accomplished on that route is considered "work" and is what makes the game "lame".

      "Journey" type systems where the point of the game is having fun exploring a world are doomed to failure because of this mindset. Nethack is the best example of this type of game.

      I find it a hilarious no-win situation on the part of the developers. I also find it hilarious that players are only happy with a game when they are the highest level, and fail to see that if the "level grind" were completely removed, they wouldn't have played the game to begin with.

    14. Re:The funny thing is... by ScottGant · · Score: 1

      exactly...I of course was being sarcastic.

      The journey to 65 (in the case of EQ) is where most of the fun is!

      That's also why you rarely rarely see someone that's a griefer/jerk/idiot that's 65 in EQ. Yes, there are some, but it's rare. The kiddies just don't have the patience.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    15. Re:The funny thing is... by DirePickle · · Score: 1

      I personally do not play or really enjoy MMOGs, but... Oh my God! The developers invest tons of money and man-hours into the game, on an ongoing basis, and still have the gall to charge for new content, and access to their network? Pshaw! They should all work for free! And it's not like tremendous amounts of bandwidth cost anything.

    16. Re:The funny thing is... by Anonymous Coward · · Score: 0

      horizons does the same thing, sign up for the free month demo & you download the game for free.

      if you decide to stay after the 1st month, they start charging you the $12 a month

    17. Re:The funny thing is... by Anonymous Coward · · Score: 0

      That's one of the strangest definitions of fun I've ever heard of. In fact, I don't think fun is the right word at all. I think it's called masochism.

      Yikes...

    18. Re:The funny thing is... by benzapp · · Score: 1

      And it brings some people together. I know several people that have met and married in real life through Everquest. They are happily married and two couples have already started families.

      There are some out in the world who cringe at this statement. To think that our society has become so depraved that people cannot meet in the real world to start that foundation of civilization, the family.

      --
      I don't read or respond to AC posts
    19. Re:The funny thing is... by Rhys · · Score: 1

      So that's like, what, $10/month for entertainment versus $10/movie without popcorn and a drink at the theater for 3 hours entertainment (max). Even factoring in the price of expansions it's still cheap entertainment. (tho really that's an everquest and clones thing. Asheron's Call has had 1 and will finally have it's second expansion out sometime next year)

      CoH hasn't been nearly as bad for the casual gamer as a lot of the other games. There's no uber loot you must spend forever camping to get (tho I hear it may be introduced shortly but I haven't seen it yet at 34th level). I'm probably best described as "casual hardcore". I have a job, tho I'm still renting. I have a girlfriend. I play other games like a D&D campaign, host a real-life board game night on friday nights at our place, cook, work, sleep, etc.

      CoH is also cool in that if your friends get ahead of you in level, when you next group and fight the system will tend to rapidly bring you up to your level. One of my friends who joined late was around 18 when I and a couple others were around 24. By the time we hit 25 he had hit 21 and by the time we hit 26 he'd hit 24. When we hit 27, he hit 27 shortly thereafter.

      Now he's 38 and I'm 34 and I'm looking forward to getting "powerleveled" as I team with him. ;-)

      Of course, CoH doesn't have any PVP at the moment. Frankly I think I prefer it that way. If I'm going to go against humans, I'm going to go where a huge time investment in their character won't help them (aka go FPS or maybe Planetside).

      --
      Slashdot Patriotism: We Support our Dupes!
    20. Re:The funny thing is... by Michael+Bernstein · · Score: 1

      I think some of the games, such as Lineage, offer the game as a free download... you just need to give them credit card information to play. They don't really charge you for the game itself though.

      You're incorrect. The idea of the download only was so that people who could not purchase the game could download it and purchase a serial code online. You still need to pay for $49.99 for the game. I'm now quitting Lineage2 because the gameplay is alright, however, the content is mediocre. After getting my Dark Avenger to 52+ and having a bunch of alts at 30+ (52, 40, and 20 are the points where you can do special things like at 20 and 40 do class changes and 52 use B grade equipment) there hasn't been much more to do. Granted, I play on the Kain server and the clans really don't get along, creating two large factions which ensure that neither will be able to take over a castle anytime soon.

      --

      michael bernstein
      michael [$at] simoniac.com
    21. Re:The funny thing is... by Anonymous Coward · · Score: 0

      Level grinds are exactally why MMORPGs suck. If I ever find myself saying "Just do one last thing, then i'll have fun", I quit.

    22. Re:The funny thing is... by ScottGant · · Score: 1

      yet they DID meet and they DID start that foundation of civilization, the family.

      How and why they met are secondary really.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    23. Re:The funny thing is... by Anonymous Coward · · Score: 0

      I see it as a chat room. I used to love the AOL chat rooms but hated AOL. So I got into FPS's. Lots of fun talking smack an putting the own down where its needed. But I almost never played with the same people and the clans I got into where usualy local. I play Final Fantasy XI. The game looks GREAT and when you fight things in a good group its like watching a Dragon Ball Z episode. But what keeps me going back to it is the chat room effect with nice looking interface. The $$$ I could care less about. That much every day when I go out to lunch vs what I pay per month. Also if I ever want to quit the game I can sell all virtual money I made in the game to others and make every dime back I ever paid in monthly fees.

      Thats just what I think but I could be wrong =0.0=

    24. Re:The funny thing is... by Derekloffin · · Score: 1

      Nevermind issues of that business model essentially being equivalent to shooting yourself in the foot, the single biggest reason that won't work is technical. Lag happens. Disconnections happen. Bugs happen. All of these could easily kill someone through absolutely no fault of theirs.

    25. Re:The funny thing is... by Anonymous Coward · · Score: 0

      Hell why stop there? why not have thugs break into your house rape your dog, and kill your family. That way when your dead, your really dead.

    26. Re:The funny thing is... by Razman · · Score: 1

      There was MMORPG that was in development, like this, alas, the company went under.

    27. Re:The funny thing is... by AuMatar · · Score: 1

      And these same people aren't scared when people do the same in a bar? I know which would scare me more, and it ain't the game.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    28. Re:The funny thing is... by Scum+Puppy · · Score: 2, Insightful
      I know this was modded funny, but some people might actually think it's a good idea. Consider what permadeath means to an MMO game:
      • Just about everyone is going to be afraid to take risks. In real life, when you fail, it's not usually the end of the world; you've gained experience and you know what not to do next time. Here, if you fail, you have to do the exact same thing to get back to where you were before you failed. Fun! Even if it doesn't take long to do it, would you want to do it? More than once?
      • Don't tell me that the first time your connection dies, the game crashs, etc. and your character is lost, through no fault of your own, that you won't be extremely annoyed. I know I would be, especially since my ISP is Verizon, who can't keep their DSL network even close to stable.
      • Some of us take longer to do things than everyone else. For instance, in the game that I play, my two main characters have about 4.5 months of in game time. But I've probably spent the majority of it just sitting around talking to friends I've made, and just running around and seeing the world. Should I be penalized for trying to engage in what I like by not being about to see as much of the world as the lifeless, boring powerleveler?
      • As a side note, the rise of PvP-oriented MMOs is a bit strange, isn't it? From everything I've read, only a minority of people who play MMO games are into PvP. To use my MMO as an example, there's 9 servers... only 1 is PvP only, and it has always had the lowest population, by far... and a very, very small minority of people on the other servers chose to participate in PvP fighting. If permadeath is "necessary" to make PvP decent, why inflict it on the rest of us?

      So yeah. You crazy people play your game with your permadeaths. I'd like to see a better solution, personally.
    29. Re:The funny thing is... by Anonymous Coward · · Score: 0

      To think that our society has become so depraved that people cannot meet in the real world to start that foundation of civilization, the family.

      How is that any different than arranged marriages, which have existed for a couple of thousand years?

    30. Re:The funny thing is... by Anonymous Coward · · Score: 0

      Give toontown a try. Very casual player friendly, free game download + 3-day trial. Even works across a http proxy.

      While the combat is slow paced(geared towards young children), the game itself is a very well designed MMORPG. Much better than City of Heroes.

    31. Re:The funny thing is... by bugnuts · · Score: 1

      Seriously, though, I don't get it from the players perspective. You pay $30-$50 a shot to BUY the game and the first month. Then you pay $10 a month to play. You, then, PAY (?!?!?) for major updates to the system (cleverly named 'expansions')???

      Since I started playing mmorpgs and paying $10/mo or more, I soon found that I was saving a ton of money. I used to go to movies every weekend or two, at $17 a pop for two, which usually included additional cash for drinks and food. Gaming replaced a lot of that entertainment, and at $10/mo, it's pretty damn cheap in comparison! You need to look at the big picture. If gaming can satisfy your entertainment needs, it can be much cheaper.

      You probably pay a lot for things which gamers have no further use for. Things like ... deodorant, soap, food, gasoline, ... you get the idea. Plus, gamers have less use for other forms of "interactive" entertainment with strangers (nudge nudge, wink wink), especially those 1-900 numbers that kept mysteriously appearing on their parents' phone bills.

    32. Re:The funny thing is... by Anonymous Coward · · Score: 1, Insightful

      Its funny the AC posts the interesting response.

      Arranged marriages exist because the inevitable extension of the family, was of course the tribe or the community. While you may disagree with the legitimacy of arranged marriages, they existed to foster the strength of the community, and it was ultimately the community that made the decision.

      Meeting people through online games is a modern example of our egotistical and self abosrbed civilization. The people that play such games have no idea what a community really is, and they can't be a part of one. Now, for many I do sincerely believe games provide some semblence of escape from the alienation our society forces upon its people. For that, I am not suggesting the OP who found is wife on an online game is himself morally depraved.

      I am simply saying that this form of meeting separates marriage and family entirely from the community in a way some would say is bad.

      Just a thought...

    33. Re:The funny thing is... by huchida · · Score: 1

      And it brings some people together. I know several people that have met and married in real life through Everquest.

      C'mon. SEVERAL? I mean, I could see knowing one couple, but more? I mean, the odds of a woman playing Everquest to begin with is so astoundingly low... Unless some dude you know married some other guy who was pretending to be an elf chick.

      They are happily married and two couples have already started families.

      Gahh, so there are at least THREE couples who met on Everquest, and you personally KNOW THEM?

      I'm sorry, but unless you work for Sony, run some sort of MMOG support group or happen to personally know thousands and thousands of people I have to call bullshit.

    34. Re:The funny thing is... by Yert · · Score: 1

      No, you are mistaken.

      He said "Lineage". Not "Lineage 2". There is a rather substantial difference, not only in system requirements and appearance, but in cost.

      Lineage was a free download, and for $2 or so they'd ship you a CD with the latest patches integrated in, and you could install without the 12 hour or longer download, which was a nice option for those on dialup. (And surprisingly, it plays well on dialup.) Additionally, every time a major update (Or "Episode") was released, they'd send you a new CD for free. I've got half a dozen laying around somewhere....

      Lineage 2, on the other hand, is available for retail purchase, and while you may purchase it from plaync.com, this only works if you are in a country where brick-and-mortar retailers don't carry the game, otherwise you are told "sorry!". One major tip to prospective players - don't order it from gamestop.com, no matter how desperate you are to play the next day - drive to Best Buy and suck up the overhead in gas prices. Gamestop had a "leak" with an employee in distribution, who dumped the SQL database with 200,000 or so CD-Keys from the machine that printed the sleeves, and resulted in several hundred people getting unusable copies of the game. NC Soft is re-issuing new keys fairly promptly, but it's still a 2-3 day pain in the ass.

      As far as gameplay becoming stagnant, that's why Chronicle 2 is going to be well recieved - that, and my Sorc will no longer suck wind in Cruma Tower. :)

      --
      Truck driver, plumber, Linux systems engineer.
    35. Re:The funny thing is... by ScottGant · · Score: 1

      Ok, I don't know them personally as in real life...know them through the game.

      But yes, I know 3 couples that have met this way. Remember, I've been playing this game for 5 years now.

      Me and my wife play...though we didn't meet on it.

      No bullshit, sorry to disappoint you. Just because you don't play it or think it's stupid doesn't mean that others don't find it an enjoyable hobbie. And that's all it is.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    36. Re:The funny thing is... by Anonymous Coward · · Score: 0

      The problem is your playing a Sony game.

      Asherons call costed me $20 and I got the first month free.

      They had major updates every single month.
      Only one expansion pack was made, and probably only one more is going to be made. I dont know how EQ did it, but once the expansion came out AC, a new player could just buy the expansion pack instead of the game and the expansion pack.

      I totally agree however, its ridiculous to have to pay $50 for a game that you will be paying $10/mo for.

      These new MMORPGs suck to. I got more content out of AC then any other mmorpg I've played. (DAOC, AC2, Shadowbane, Planetside, SWG)

      I want 1999 back.

    37. Re:The funny thing is... by snuf23 · · Score: 1

      In general COH is pretty good for less hardcore players. In many ways it has just replaced the time I would spend in an online shooter such as Battlefield or Unreal.
      That being said, I wish there was something in between the regular missions and the 5 hour task force missions. Task force missions are great ways to get both a ton a experience and a complete story arc but they are pretty time consuming. I really don't have 5 hours to play very often.
      I agree that the $15 / month (or less if you pay upfront for more than one month) is not bad when you figure the amount of time you are likely to play. I've only bought one other game since I started playing COH (over 3 months ago)- so my total gaming cost has gone down.

      --
      Sometimes my arms bend back.
    38. Re:The funny thing is... by forgotmypassword · · Score: 1


      You should start out very young, age through the game and at some point in the future die of old age if the environment doesn't kill you.


      Weeeellll then I would just play an elf.

      And I would never leave the village.

    39. Re:The funny thing is... by Anonymous Coward · · Score: 0

      so we would mark you down as a care-bear wimp then?

    40. Re:The funny thing is... by ScottGant · · Score: 1

      Of course you're right. I was being sarcastic in my post.

      But you read on any forum of any MMORPG and the PvP players are the most vocal...as if they make up the majority of the games out there. Which they don't.

      But when I bring out my idea of PvP they shut up pretty quickly with the care-bear crap.

      --

      "Music is everybody's possession. It's only publishers who think that people own it." - John Lennon.
    41. Re:The funny thing is... by VoidWraith · · Score: 1

      MMORPGs have more female players than pretty much any other genre of game. Everquest included. I'm not basing this on mere interactions with people (what would the point of them telling me they were female be, anyway? That's beside the point, but the data personally supports it) I've seen articles showing this. Don't start bashing without some facts.

    42. Re:The funny thing is... by Zebbers · · Score: 1

      Ummm.. Do some research about player death in muds and moos. The concept isn't as easy as you think. Real time is spent on these chars, and real money. To be taken away and destroyed over a GAME. It's a game, it's not meant to be real life....its meant to be entertainment. It's not entertaining to have your time wasted for naught. That said, there is room for improvement in handling player death. Level loss, item loss and such things tend to be sufficient enough. No one wants to die. Aging can be worked in well too.. Have a bell curve for stats, etc. But in the end people just want to login, play and HAVE FUN. What you described is funny, but not fun.

    43. Re:The funny thing is... by Breakfast+Pants · · Score: 1

      I've seen articles showing that that is not the case at all.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    44. Re:The funny thing is... by Anonymous Coward · · Score: 0

      this...girl... you speak of...

      I`ve heard that you can actually do something with them back at `your place`(not quite sure what that is, but I`m sure my parents can tell me as I still live with them).

      I`m not quite sure, but just to experience this new fangled thing(girls, or as we joke about that at those conventions, the final frontier), I might be willing to give up ever... ah.. crap.. my level 60 mage just got killed, now I`ll be working 12 hours a day just get back all the stuff I just lost.

    45. Re:The funny thing is... by rozz · · Score: 1
      Wow, that sounds like an online version of Nethack, except that it can only be executed as root, and if you die it executes a "rm -rf /*" system call.

      and you sound like a mega-geek

      --
      "There is nothing more frightful than ignorance in action." Johann Wolfgang von Goethe
    46. Re:The funny thing is... by Anonymous Coward · · Score: 0


      Everyone would just play elves then! Those bastards live 10x longer than humans!

    47. Re:The funny thing is... by RichardX · · Score: 1

      People who enjoy that sort of thing should check out progress quest a freeware RPG without all that irritating moving, fighting, talking, and questing that gets in the way of the true RPG experience

      --
      Curiosity was framed. Ignorance killed the cat.
    48. Re:The funny thing is... by Ignorant+Aardvark · · Score: 1

      "Journey" type systems where the point of the game is having fun exploring a world are doomed to failure because of this mindset. Nethack is the best example of this type of game. Are you saying that Nethack is doomed to failure because it is a "progress" type game? Min-maxing occurs in Nethack too, you know, what with playing an extinctionist, or trying to get a perfect set of +7 armor through pudding farming, etc. Your post has been forwarded to the proper Nethack authorities.

    49. Re:The funny thing is... by Ignorant+Aardvark · · Score: 1

      Actually, I played EverQuest for 5 years (from Day 1 until recently). Before EQ, I played many games, typically buying at least one $50 per month only to get tired of it and never play it again. With EQ, I payed a few times the $50 for expansions and took the longer subscription times for something like $13/month but I almost never bought any other games. While I played EQ, I actually spent less money on computer games than I did before I started playing EQ. So, in a sad way, I saved money by playing EQ rather than my pre-EQ buying patterns.

      Wow, that experience sounds like something I'd be really interested in hearing more about. I played EverQuest a little bit but I'd really like to hear from someone who played the whole way through on what the changes in the community was, how the game changed over time, how many characters you got to level 50 or 60 or whatever the max is now, etc.

  12. Re:Horizons? Huh? by fitten · · Score: 1

    Horizons was something that I watched for a few years. The original premise and descriptions were really cool but sometimes about a year ago, maybe, they started releasing real information and it wasn't going to be anywhere near their ideals. I never tried it.

  13. Aha! by Anonymous Coward · · Score: 1, Funny
    Now I can spot the trend...
    1. Publish some sort of global, hard-to-gather stats
    2. File for an IPO
    3. Remove the stats after someone's paying any
      significant attention to them
    4. ???
    5. Profit!!
  14. Free MMORPG list by rayde · · Score: 5, Informative

    after playing SWG for a few months and getting tired of paying for it, I tried some free MMORPGs. There's a list of some here.

    1. Re:Free MMORPG list by Anonymous Coward · · Score: 0

      radiohead sucks

    2. Re:Free MMORPG list by Stripe7 · · Score: 1

      Try Shattered Galaxy. www.sgalaxy.com for a massively multiplayer online RTS instead of a RPG. Its free.

  15. Free MMORPGs by StevenHenderson · · Score: 3, Informative

    It will be interesting to see how free MMORPGs in the future such as Guild Wars (http://www.guildwars.com/) do. For me, I personally refuse to pay 10 or so bucks a month when I don't have the time to commit to such a game.

  16. Subscription != Bargain by SpermanHerman · · Score: 2, Insightful

    I for one don't mind paying 50-80 bucks for an online game. But I have a problem paying the full price for a game in addition to a monthly subscription. Sure it's a great business model for the game industry however it's not a good bargain for me as the consumer.

    1. Re:Subscription != Bargain by stratjakt · · Score: 2, Insightful

      Naw, it's a ridiculously obvious cash grab. 50 bucks for the game, 10 bucks a month, and in a few months, another 50 bucks for the "expansion pack"..

      I'd give some a shot, like City of Heroes or SWG, and I wouldnt mind burning 10 bucks for the first month if I decided the game sucked. But it'd cost me 60 bucks minimum to find out that the game sucks. Actually City of Villains, the sequel, sounds even better, since I'd much rather be Venom than Spidey, or Sinestro than Lantern, etc..

      I kind of don't get it. Wheres the competition in CoH, besides telling everyone "nyah nyah I'm level 8". I mean, you're all good guys. I want to fight other players.

      Besides, there are still plenty of ways to get an online gaming fix without spending a dime.

      RPGs arent necessarily my bag in the first place. However, I'll pay to play the first MMOFPS. Or a MMOGTA, massively multiplayer online grand theft auto! Get to work, Rockstar.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Subscription != Bargain by Anonymous Coward · · Score: 0

      um there has already been a mmofps.. its called planetside and it sucks bigtime.

    3. Re:Subscription != Bargain by Silicon+Avatar · · Score: 1

      For the record, the first month of CoH is free.

      On the one hand, the "competition" of CoH is getting your next level, your next power, your next super power ...

      But for me, it's all about watching my wife go nuts when she manages to heal me just in time to save me before I die in a mission we've been working together.

      It's all about yapping at my friends through teamspeak or typing at them while we're running to the next mission zone.

      It's all about playing around with various templates, and suggesting various combinations to friends.

    4. Re:Subscription != Bargain by Anonymous Coward · · Score: 0

      City of Heroes is meant to be cooperative in nature. If you just want to kill other people then fire up Unreal Tournament and have at it.

    5. Re:Subscription != Bargain by Don+Calamari · · Score: 1

      I'm playing planetside right now (Terrans) and its a decent enough FPS. All I can say is get into a good outfit (guild) as soon as you can, this makes the game much more fun. What I like most is you have level progression that doesn't really make you stronger, just more flexible. Its usually a fair fight between a level 2 and a level 20. Also, I've been in some really cool 150-200 person battles on quite a few occasions. They have a 30 trial for $10 . http://planetside.station.sony.com/

  17. Re:Horizons? Huh? by chaotic_synergy · · Score: 2, Insightful

    I never understood that MMO crafting thing. Why craft fake stuff? If I want to craft something, I'll do that in real life.

  18. I was in the Beta by Conspiracy_Of_Doves · · Score: 1

    It's decent. Pretty big world, good crafting system, lots of stuff to kill. There is a market for used items. Lots of races to play as, including Dragons which have thier own crafting system. Of course I havn't played it since the beta.

  19. No real accuracy. by Shivetya · · Score: 4, Insightful

    Hence all this is just a shouting/boasting game depending on which side of the coin you are. Too many of these companies do not publish numbers and I don't believe the old rule of 5xpeak online is really relevant much.

    Take Horizons, their subscriber base in the US is probably less than 10K, but that is in essence a seperate game from the European operations under GN. Artifact Entertainment is in Chapter 11 as we type, they have a big show down with their provider at the end of the month, a provider whom they basically defrauded for many months. Their bankruptcy documents provided a lot of insight into these groups.

    As for AC/AC2. Who knows, they won't tell as their numbers have never been good. A company proud of its numbers will tell you. A company with something to hide from players and investors tells a whole different story.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:No real accuracy. by SirBruce · · Score: 2, Informative

      The 5xpeak rule is not hard and fast; as I've said before it varies from 10 - 30% depending on the MMOG. But I do not use those for the basis of my numbers to begin with; only for verfication to make sure they are in the ballpark. The 20,000 figure comes from the very Horizon bankruptcy documents you cite, so you know they are not just "shouting/boasting". Many companies are proud of their numbers but still won't release them because of old company policies. This is changing, but slowly. Bruce

  20. MMOG stats I'd like to see... by myowntrueself · · Score: 3, Insightful

    what proportion of their subscribers are griefers?

    --
    In the free world the media isn't government run; the government is media run.
  21. ATATD. by DAldredge · · Score: 3, Interesting

    If you haven't tried the A Tale in the Desert Beta you really should.

    It's just hard to describe.

    http://www.atitd.net/ Current - Non Beta version
    http://www.atitd2.com/ Beta Version
    http://www.atitd.info/ Info on the game

    In the game: Karsus

  22. *Sigh* by Wind_Walker · · Score: 4, Insightful
    All data in those graphs are based on owner-reported numbers. "We have more than 7 billion subscribers!" means a data point of 7 billion.

    There is no standard for the data. For example, Star Wars Galaxies is in the habit of reporting the total number of unique numbers in their database. So everybody who downloads a free trial counts as "a new subscriber"

    Finally, we have the biggest laugh of them all. "...proof that a well-executed MMOG can still garner substantial numbers even in the current competitive climate." The problem is that "substantial numbers" does not equal success. City of Heroes has been out for about 3 months. Most of the people currently playing CoH are still in the MMORPG "honeymoon" phase where everything is new, the end-game content is still unexplored, and people are trying out new ideas and new play styles. A year from now, we'll see if CoH is still succeeding.

    The same goes for World of Warcraft, Everquest 2, and whatever new games come out. The only measure of a game's success is staying power.

    1. Re:*Sigh* by Anonymous Coward · · Score: 1, Interesting

      That's not wholly true. A game can be a success without having generated a large draw at launch certainly, but if in 90 days of launch you're game has paid off it's investment and prepared you to empower your company for the forseeable future and next project, that you are a success even if most of the people aren't playing in a few months. Which, I might add, is a common, yet entirely unfounded argument that elitist MUDheads use in the industry when something is successful that doesn't match their idea of what a good game is.

      A good game is one that 140k (the number from cryptic and thier place on the top 10 sales lists for several weeks says this number is low) pay to play, no matter how you slice it.

    2. Re:*Sigh* by Sentry21 · · Score: 1

      Just for reference, when Square-Enix publishes their numbers, they generally put out two separate numbers - amount of accounts (current, paying accounts) and number of characters. Their numbers don't include free trials, or characters that were played but aren't anymore (I believe Everquest does this; FFXI deletes accounts 30 days after they are closed down).

      --Dan

    3. Re:*Sigh* by RollingThunder · · Score: 1

      Did you not notice the "Confidence ratings" in there?

      SirBruce is a stand-up guy, and big on accuracy. He only puts an A there when he knows the numbers are for real. I met him playing WW2Online, and I know that his A there comes from the fact he's a good friend of many in the company (and I believe a not-insignificant investor).

      The publisher just going "We've got 400,000! Yay us!" would merit a C, maybe a B if the past history of insider information and announced subscriptions meshed.

    4. Re:*Sigh* by Ilgaz · · Score: 1

      As ww2 online is definately a tough simulation its interesting that it became that far.

      Now they got deal with SpeedTree and moving to OpenGL totally, a Linux version is not a dream.

      Game uses OpenAL already.

      My story is, I typed "mmog os x" to google, only that showed up with Everquest thingie, I placed my bet on that.

    5. Re:*Sigh* by RollingThunder · · Score: 1

      Unfortunately, in talking to one of the main programmers (Hi Rick!) there's almost no likelihood of a Linux client. There are some folks who have got it mostly running under Wine, though.

  23. Bowman the Rat by JNighthawk · · Score: 1, Informative

    Bowman stole the company right out from David Allen (founder of Artifact Entertainment and Pharaoh Productions) and then had the gall to get Allen fired. Allen came up with the original idea for Horizons, and when he left, the new AE mashed and changed it so much, it was no longer the same game. It has about all the similarities that the book series I, Robot has with the movie. David Allen has since shut down Pharaoh Productions and left the game development industry in disgust.

    --
    Wheel in the sky keeps on turnin'.
    1. Re:Bowman the Rat by Anonymous Coward · · Score: 0

      yea the original horizons was going to be so good too...i cant beleive david did that to the game...i was so dissapointed in how much it had changed.

    2. Re:Bowman the Rat by Anonymous Coward · · Score: 0

      All indications was the game/company was not doing well even before Bowman came in. Allen was great at PR but thats all the game had. Bowman can be credited for practically creating the game from scratch.

  24. Re:Horizons? Huh? by Anonymous Coward · · Score: 0

    played it for like an hour in the beta, couldnt figure out how to do basic things (too sharp learning curve on the interface) deleted it.

    planetside was fun if you like a sort of FPS/RPG type massive multiplayer game.

  25. Notes for those who didn't RTFA by l33t-gu3lph1t3 · · Score: 4, Informative

    1 - all info on each game is provided by the game maker, so take it with a grain of salt.
    2 - the stats don't differentiate between "players" and "accounts". So a single account with 3 characters may show up as 3.
    3 - the stats don't differentiate between active accounts and inactive accounts.
    4 - the lineage figures are crap as massive bulk of them come from South Korean cybercafes. It's noted that South Korea apparently doesn't get many Japanese import games, thus it figures that Lineage may have a disproportionately high user base there.

    A much better chart would be the server population figures for these games ;) But I doubt the makers would provide that data.

    --
    ------- "From bored to fanboy in 3.8 asian girls" ----------
    1. Re:Notes for those who didn't RTFA by Shivetya · · Score: 1

      1. Actually most of his numbers are guesses. The majority of these companies DON'T publish their numbers. Some may hint at them but most don't tell you what they are.

      2. That is primary an issue with Korean games. It is not an issue for US based games as that type of gaming community does not yet exist here, or in any real numbers.

      3. Again as most of these companies don't give real numbers to begin with!

      FWIW, AC2 numbers can be gleaned from the frontpage of www.fallenkingdoms.com They peak at around 2K at night across the US servers with less than that number on their Euro servers. Horizons is considating from 8 to 2 servers, mostly because of population issues but also their bankruptcy ain't helping.

      DAOC numbers can be obtained from their own site I believe. I don't think you have to subscribe to see them

      --
      * Winners compare their achievements to their goals, losers compare theirs to that of others.
    2. Re:Notes for those who didn't RTFA by RasputinAXP · · Score: 1

      Actually, in regards to your #2, you've got it slightly wrong.

      The stats don't differentiate between players and accounts, so a single PLAYER with 3 ACCOUNTS will most likely show up as 3 not 1.

      Multiple characters per account is standard on nearly every MMORPG.

    3. Re:Notes for those who didn't RTFA by SirBruce · · Score: 2, Informative

      No, sorry, the numbers aren't guesses. Each one has a source, although often those sources are private, not public. If I'm forced to use something I consider a "derived figure" that I have little confidence in, I reduce the confidence rating until I can confirm it later.

      That being said, there's no claim that the numbers are wholly accurate. They are simply the best available. It is in the industry's own interest to provide better numbers if they want the chart to more accurate reflect reality.

      Bruce

  26. new gameplay concepts by MattW · · Score: 5, Insightful

    City of Heroes is fun, and I commend them for doing something different when too many people are just trying to be Everquest.

    It goes to show that there's a lot of different things that attract different people; CoH was my first MMO, despite being a long-time MUDder who wrote 100,000 lines of code to expand the Diku/ROM base for a mud I helped make. (I do have an SWG box still gathering dust that I'll use sooner or later)

    I think there's two concepts that are waiting to make a lot of money:

    (1) MMORPG for people with money. People are desperate to target the $10-15 range. But I think there's a substantial set of subscribers who would pay a lot more for better service. I think the MMO to exploit this will be two tiered. Much like EQ's premium service, but far more so. It will be at least $75/mo -- or possibly not flat rate. It may be $50/mo + $2/hr or something. I know a lot of players are price sensitive, but I paid $3/hr on weekends to get onto compuserve and move an asterick around in a dungeon at 300 baud. And $2/hr doesn't mean squat to me, and if I can get a party of 6 into some real "DM-controlled" sort of adventures at $2/hr, I'm on it. I'd probably want some perks, but it could be very profitable. I know a lot of people who would do the same.

    (2) Skill-based play. By which I mean reflexes. I'm a broken record on this topic, sure; but MMOs are "the same". One needs to implement semi-twitch gameplay... perhaps a Q3 style play, with a level of auto-aim that decreases with level. (or simply easier-to-hit monsters) I don't want to completely twitch-base it, I think anyone should be able to fight and win (at least at lower levels), but I think there should be an in-game effect of "skill". Please don't mention planetside; I still want level progression; I still want it to be playable by people who don't have the reflexes. I just want those that do to get an edge for them.

    <rant>

    On another note, I'd like to pre-emptively predict the utter failure of Dungeons and Dragons Online. They were SURE to get a subscription out of me, until I read an interview, and discover they are MANGLING the D&D ruleset, one of the best things about it... doing things like allowing a +5 attack bonus to let you "perform 5-hit combos with the proper key sequence". What? Are these crack-monkeys making D&D Online or Street Fighter II Online?

    </rant>

    1. Re:new gameplay concepts by Rhys · · Score: 1

      I believe I saw Ken Troop listed on the D&D Online team from Turbine.

      Anyone who remembers his stint as AC1 lead, or the mess that is AC2 should know enough to stay well the hell away from games he's working on.

      --
      Slashdot Patriotism: We Support our Dupes!
    2. Re:new gameplay concepts by Wind_Walker · · Score: 1
      One needs to implement semi-twitch gameplay... "perform 5-hit combos with the proper key sequence". What? Are these crack-monkeys making D&D Online or Street Fighter II Online?
      You bash Dungeons and Dragons Online for trying something new while simultaneously bemoaning the fact that all MMORPGs are the same. That level of doublethink is amazing.

      Are you John Ashcroft?

    3. Re:new gameplay concepts by Dalroth · · Score: 1

      $2/hr doesn't mean squat to me, and if I can get a party of 6 into some real "DM-controlled" sort of adventures at $2/hr, I'm on it.

      You can save yourself $2/hour and just install Neverwinter Nights.

    4. Re:new gameplay concepts by Erik+Hollensbe · · Score: 1

      Neverwinter nights was such a huge let-down.

      CoH was my first pay-for-play game ever, and one of the huge reasons was that it was not fantasy/mideval based. The other reason is that I can play a bad guy in a few months. :) The campy approach to the game leaves me with a good feeling that there's no expectation to take it seriously - which IMO, is what a game should be.

      For the most part my teammates have been generally people that I don't mind - with the few exceptions falling under the "30yo in the parent's basement" type. If you have to tell me that your character (or your alt which you're not playing) is level 46 to feel better about yourself, that's a problem I can't solve. However, I can easily check out your level myself by clicking on your avatar if I'm interested. ;)

      The problem I had with Neverwinter Nights is that there are a heck of a lot of these types that play it. In fact, a good portion of these types also run the servers. A lack of servers which have appeal and good operators (which I might feel differently about than you) was very, very slim.

      At least with City of Heroes, I can vote with my dollar, and that gives the people I pay incentive to keep me happy.

    5. Re:new gameplay concepts by Dread_ed · · Score: 1

      "but I paid $3/hr on weekends to get onto compuserve and move an asterick around in a dungeon at 300 baud"

      I played that game too. I think it was called Hobbit or something. I have been looking for a copy of the game somewhere to play but it seems to disappeared into the Compuserve black hole.

      It was pretty damn challenging compared to other D&D games of its type and I had a ton of fun playing it.

      --
      When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
    6. Re:new gameplay concepts by egomaniac · · Score: 1

      It will be at least $75/mo -- or possibly not flat rate. It may be $50/mo + $2/hr or something.

      Who, exactly, would be the target audience here? I make $400,000 a year and I still consider that to be ridiculously expensive for a game. The fact that I can easily afford that doesn't blind me to the fact that it would be a stupid waste of money.

      --
      ZFS: because love is never having to say fsck
    7. Re:new gameplay concepts by Anonymous Coward · · Score: 0

      I'd look at it this way. If you make $400k/yr, that's $200/hr for a normal workweek. Let's assume you're a workaholic, and shave that to $100/hr. Now, it's your precious leisure time. You have two choices for your 10 hours a week you get to game (generously). You can pay $.38/hr to play a watered down MMORPG designed for the masses, or you can pay $2/hr for a customized, always-unique RP experience designed to be story driven and shepherded by a staff GM with access to special server powers.

      $2/hr might seem like a ripoff to you; personally, I know several people paying $100/mo for cable TV, and that seems like a ripoff to me. (and certainly works out to more than $2/hr given the number of hours of TV I watch in a month) I happily spend $130 on bottles of Far Niente; a lot of people think $30+ for a glass of wine is exorbitant. But I enjoy it, and since I can, I'll pay a premium.

    8. Re:new gameplay concepts by sqmagellan · · Score: 1

      Neocron - www.neocron.com

      Not exactly twitch-based gameplay, but it DOES require some FPS skills to play, and the leveling/crafting system isn't bad to boot.

      Too bad so few people play it.

  27. Nice, but is it trustworthy? by Anonymous Coward · · Score: 3, Insightful

    I've been looking this study over and I don't see any documentation for any of his facts. Granted this isn't the New York Times or the Washington Post but whenever I need to provide a report or an article I need to site my references, been that way ever since 6th grade. Why should he be held to any other standard though if he expects us to take his work seriously?

    Take for instance his SWG numbers. SOE does not release their population numbers at all, so if they didn't want people to know their numbers why would they tell him as a secret source and not just release that information publically? And the only guess we have is between 200-300k subscribers based on a quote from one of the suits at SOE. A range of roughly 1/3 of the possible total volume can not be taken as accurate. Which makes me wonder how he was able to determine subscription drops +-15k when the only number we have is between 200k and 300k.

    Yeah, it's nice he spent the effort to plot this stuff out, but it should really only be looked at as an analysis of what he thinks their subscription numbers are when he fails to provide any sort of sources or documented references. Quite frankly, his guess is as good as mine on most of these games regarding where their subscription numbers are. As a SWG player I can say It certainly appears there are more people playing now compared to six months ago, but that could just by my server(Bloodfin) seeing a population spike while others fall. Not enough for me to make a conclusive argument one way or the other on their total subscriber numbers.

    Sorry for the AC post, moderators have been kind of flaky lately and don't want to get burned as a troll for raising a valid concern.

    1. Re:Nice, but is it trustworthy? by Anonymous Coward · · Score: 0

      Population is exploding as well on the Eclipse server. When I started playing in Dec 03, you could fly from Theed to our guild area without passing a single building (about 1200m). Now the entire path is littered with houses, malls, harvestors, factories and PA halls. We're discussing moving our village (and possibly losing city status) to Rori just to get away from the overcrowding. At this point it seems that the only reasonable thing for Sony to do is split the server.

    2. Re:Nice, but is it trustworthy? by Anonymous Coward · · Score: 0

      > I've been looking this study over and I don't see any documentation for any of his facts.

      If instead of looking it over you had actually RTFA you would have noticed that he has given a very clear explanation as to why this is. I'm not going to repeat it though since you obviously can't be bothered.

      > Take for instance his SWG numbers. SOE does not release their population numbers at all .... repeat four letter acronym ....

      "Star Wars Galaxies (Confidence Rating: B)"

      "B - This indicates that while some of the data points shown may be official, a substantial number come from press articles, unproven inside sources, or other indirect means. The numbers may not be exact for the MMOG in question, but are certainly in the ballpark."

      > Quite frankly, his guess is as good as mine

      No it isn't, because he actually took the effort to inform himself instead of just 'looking over'.

  28. Does "Second Life" count? by 5n3ak3rp1mp · · Score: 4, Interesting

    I actually just registered for Second Life last night. It's kinda interesting. I don't think it qualifies as a conventional "roleplaying" game, although you do have an avatar in a massive multiplayer online world, and you can configure how you look and amass all sorts of objects in an inventory... as well as virtual money. But there's no "experience", per se.

    One aspect that may definitely disqualify it as a MMORPG for sure, is that it actually has women in it. ;)

    Second Life has a scripting language (C++-based) and basically allows anyone to create freeform objects with behaviors and properties. The economic model is interesting. You can do things like create an automated dispenser which charges people to create copies of objects you have created. You can also own virtual real estate.

    Someone has created an adventure-within-a-world in it that tracks experience. I haven't checked it out yet, but it sounds interesting. You have to "buy" an Adventurer's Pack which gives you all the relevant objects.

    So I don't know if it counts. What do you think?

    My name in it is Roark Spinnaker, in the event you run into me while I'm flying around in it. I haven't decided yet if I will stay after the free week trial is over.

    1. Re:Does "Second Life" count? by Carnildo · · Score: 1

      Just to be on-topic: As of earlier this week, it was determined that SecondLife had around 15,000 subscribers, based on data released about the in-game economy. Earlier this year (around May, I think) the official subscriber numbers were 10,000 accounts.

      Long-time subscriber Carnildo Greenacre here.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    2. Re:Does "Second Life" count? by Anonymous Coward · · Score: 0

      I've been playing for a while now (Adam Zaius), despite the horrible name. ( Linden labs needs to fire whichever markedroid decided upon this. ) it's an amazing 3DVR platform, more than a game so to speak. (The developers, aformentioned LL have never distinctly answered whether it's a game or a platform.). The scripting language is actually very versatile, and is powerfull enough that player creations can be used for both good and evil (these scripts can also interface via XMLRPC/Email to the outside world, I've started running things like automated mappers using this [but I wont post the url, for fear of /.'ing] . :)

      -Adam

  29. Where does The Sims Online stand? Is it still up? by pappy97 · · Score: 4, Informative

    Hehehehehehe.

    I just watched an episode of G4TechTV's "Icons "profiling Will Wright and it was before the full launch of The Sims Online. Someone said something like "it could do well, or fall flat on its face."

    Boy did it ever fall flat on its face.

  30. And *presto* bullettime by RedLaggedTeut · · Score: 5, Funny

    They will just force you to run it at a resolution of 65536 x 49152 with 16x antialiasing, and there, you got it, bullet time on your PC.

    This unique feature gives real strategic depth to an FPS game, because you can think a minute for every move.

    And it will contain a programmable backdoor so that you feel how it is to be in the Matrix when it is hacked.

    --
    I'm still trying to figure out what people mean by 'social skills' here.
  31. Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 4, Interesting

    I've been toying around with writing me own games for a bit now, and I've been thinking about writing them much longer than that. And I've gotten into no small number of arguments on various IRC #gamedev channels about MMORPG's in particular lately.

    Though I don't claim that it's foolproof or that it's guaranteed sucess, I don't think it's a guaranteed failure either. Here is my idea:

    A smaller, more focused MMORPG, perhaps even the "massive" part needs to be removed. Target subscription is 500-1500 subscribers, with a set upper limit of probably 1500. Target subscription fee $50 a month (read on before you just dismiss everything outright). Before anyone explodes over that rate, consider that for every other product, there are people interested in paying a premium for just about anything. (Also consider that the hardcore gamer has a bigger game budget than that anyway... but will he devote so much of it to this?)

    Not sure about the world itself, but I will admit that it probably has to be either a starwar'ish space thing, or medivieval fantasy (dragons, elves). If you wanted to play, you'd submit an application, and assuming it's not all booked up, you'd be given a choice of up to 2 dozen characters to play, complete with biography summaries of those (and if they were completely unsuitable... wait another day, while we find some other choices for you). I'd also try to weed out all the obnoxious players, too, for that matter. People who want to play in character are important, and if you chalked up more than a few infractions (talking about monday night football in game, using too much modern slang, etc) I'd probably end up canceling the subscription.

    Player death would be permanent (choose another character). There would be skill levels, but this isn't pacman and they aren't power pellets (numbers hidden from the player). There would be a true storyline/plot going on, but it's up to the players what happens with it (will the evil lord dominate the known world, blah blah). Also (and I'm still conceptualizing what the tools would have to be to allow this) the DM's in the game would work hard to come up with alot of subplots for players, while encouraging players to not only maintain the plots, but invent/help out/ grow them.

    For instance, let's take a very boring character that no one would choose to play. An owner of a small bookshop in the village that passes for a major city in the kingdom. One day walking to the market, a DM uses his "godlike" powers to put a old hag in his path, in a way that he can't help but walk into her, knock her down. She casts a curse, which the player might not even choose to believe (I tend to go for the flavor of story where magic is truly rare, though this world may or may not be that way). That DM flags that player, so that if another DM takes over, they can keep a fairly close watch on him. For the next week of play, whenever he logs in, bad (but not really evil) things happen to the character. Keeps stepping in horse turds, or if he walks past a candle, his head catches on fire (though not allowing it to do significant damage). Let the player decide how to handle it. Will the player seek someone out to reverse it? Will he seek out the old hag and apologize? I don't know.

    And I could cook up a few dozen other subplots, for this *boring* character. Town guards extorting protection from him (which is actually an intersecting plot for another character I use an example). Some evil creepy stranger asks you to track down a rare book. Etc.

    Among other things, each player would be flagged as to what subplots had been used with him, and maybe the software should even keep track (suggest?) of possible subplots. With at most 300 simultaneous players, it just might be possible, if everything were automated well for the DM. (They'd have to be good typists though, to keep up with everyone, talking through so many NPCs).

    Anyone care to comment on how stupid all of this is?

    1. Re:Anyone care to settle an argument for me? by Gannoc · · Score: 0, Flamebait

      Anyone care to comment on how stupid all of this is?

      Sure, I will. For $50/month, if I died a permanent death in week two, I would be really, really pissed off.

    2. Re:Anyone care to settle an argument for me? by Hank+Reardon · · Score: 1

      This idea sounds a lot like A Land Far Away for Neverwinter Nights. Except for the pay-for-play, of course.

      I've often wondered if it would be possible to take something like DAoC or EQ, license the engine and server platforms, and set up something similar to this.

      --
      There's so little difference between politics and jihad lately...
    3. Re:Anyone care to settle an argument for me? by Anonymous Coward · · Score: 0

      ZzZzzzzZZ....ZzzzZZzZzZz....ZzzZZz

      ZZzzZzzzZZzzzzzzzzzzzz

    4. Re:Anyone care to settle an argument for me? by nitehawk214 · · Score: 1

      Actually... And I know people will be getting tired of me bringing this up every time there is a discussion of MMO's... it sounds like most of the more popular NWN servers. Basically they gain popularity by the DM's interacting with players and accepting player input. Custom player housing has been popular latley, rewared to long time players who have given alot back to the community.My favorite server Lands of Lore has a great community based development where players have designed many of the areas in the land.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    5. Re:Anyone care to settle an argument for me? by funwithBSD · · Score: 1

      Take a look at www.eventide.net.

      Rubies of Eventide closed its doors in Feb, re-opening in July.

      It is using a free-2-play model, with a server limit, with a $50 donation to get a unlimited account.

      Prime time caps to 125 f2p's, no limit on gentry, hits the upper 100's to low 200's at times. As much as in the p2p days peak...

      The response has been amazing, going from less than hundred previous hard core players, including me, to over 1000 players in 6 weeks.

      No one is getting rich on it, it basically pays for itself, and some consulting fees for content and programming.

      While it is a nice game, the graphics are a little aged.. but the game has been around 10 years, as MUD, as a 2d game, and now as the 3d version. The lore is very deep, well thought out, and the owners/devs LISTEN to the community and actually play the game, several hours a day even!

      I played for a good 2 or 3 months with the owner of the game, on one of his alt accounts he did not advertise...

      --
      Never answer an anonymous letter. - Yogi Berra
    6. Re:Anyone care to settle an argument for me? by jbmarsh80 · · Score: 2, Interesting

      At E3 this year I attended a discussion about MMOG's and all of them agreed that the newer ones are going to cost about $10 million to develop. One of them was the lead designer for Puzzle Pirates and he said he pulled that one out for $1 millions. Everyone would stop playing puzzle priates instantly if they were charged $50 a month. I'm not sure many would play the new, hot MMOG for $50 a month. But assuming you did get 1500 people to play your game at $50 a month, it would take more than 11 years to offset the the cost of development. Good luck finding Venture Capitalists for that :) Most MMOG developers concede that the best way to be successful in the MMO market is to publish a good game that will be affordable to the majority of the public, NOT THE HARDCORE GAMER. That means trying to get 100,000 at $15-$20 a month. That figure is more what venture capitalists are looking for. The idea is good, but doesn't fit the economics of game development

    7. Re:Anyone care to settle an argument for me? by oGMo · · Score: 3, Insightful

      This is unrealistic for many reasons. It might work in a small MUD, but for anything largescale (say over 50-100 players) you've got one major component to worry about: balance.

      Economic balance. Play balance. Story balance. Everything has to work and continue to work for an extended period of time. Having DMs working fulltime coming up with quests is a nice idea, but with 1500 people that's a lot of DMs, and the balance will quickly spin out of control. (And if you want DMs talking through NPCs, that'd be at least 1 DM per PC, following them around and paying attention to their actions. Waiting 20 seconds to get a response from each NPC as the DM types it would still suck.)

      It works like this: if quests lack sufficient rewards, no one will complete them. Sufficient rewards include the following:

      • Power (new items, abilities, etc.)
      • Social Status (fame, fortune)
      • Information (substantial plot forwarding)

      However, too much of any of these will throw the game, and you have to be very careful to measure things out and consider how each affects the other across the board. Having 500 DMs constantly handing out arbitrary quests will be fairly quick chaos. Enormous inflation (even simple items cost millions), social breakdown (everyone is an ultrapowerful level-99 adept with infinite money on hand), or spiralling plots (contradictions, dead ends) are the issue here.

      And $50/mo is laughable. People choke at $12.95/mo for FFXI (which is high), and FFXI has incredible balance (one of the few MMORPGs with a stable economy even after 2 years).

      If you want to play this sort of thing, play a "real" RPG with pencil and paper, where such concerns don't matter. P&P RPGs can be far more fun and flexible anyhow.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    8. Re:Anyone care to settle an argument for me? by Rhys · · Score: 2, Insightful

      DM complexity doesn't scale linearly with the number of players, but exponentially. Good luck, you'd sure as heck need it.

      You'd be better off working on research into how to get computers to be able to make up/tell coherent stories on the fly.

      --
      Slashdot Patriotism: We Support our Dupes!
    9. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      Ah, so you want pacman. I'm not catering to you.

      But I will clarify. Permdeath is critically important, in my opinion. But there are some safeguards. First, I'm weeding out all the 15 yr old ijits and the griefers. Second, no one is allowed to kill you out of character. If the bookseller decides the game is boring, and goes on a rampage... the DM may just reverse your death. That head blow that should have killed you, just knocks you silly. This is going to be problematic, hoping to not have to do it often. Third, if it happens in week 2, I'd give a refund, or you could simply choose another character.

    10. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      Yes, the NASA method of game design. I prefer the Rutan methods, myself.

    11. Re:Anyone care to settle an argument for me? by brkello · · Score: 1

      I just can't see this working. While it does seem like there is a market for it, it is extrememly hard to get people to play the way you want them to. Your idea of a book owner isn't going to appeal to anyone unless he can progress that character to something more interesting. Sure, it can be sort of interesting if he gets a curse, but really, so what? He isn't having any effect on the major story line.

      Let's assume that that was just a bad example and that people can have effect on how the world is run and what happens to it. It is extremely hard to find people who are good role players. There will always be people who want to go around and just destroy stuff that others have built up. Also, you are having people pay so much, they are going to feel entitled to do whatever they want. So when a GM isn't paying attention to their every petty little need, or isn't letting them step on cat, they are going to get pissed off and start complaining, ruining for them around them. It is hard even to get 5 people together to role play in a room, and you are talking about a server with over 100.

      I know you are targeting more mature audiences by charging so much, but you are still going to get griefers. How do you handle them? Kick them off the server, log their IP, and send a full refund? I just don't see that as being a successful business model.

      I think the technological hurdle will be the biggest problem. Trying to have GMs be everywhere at once catering to the whims of all the subscribers will be tough. You will almost need one GM per every couple of players for it to work. Doing strange things in the game isn't going to work either unless the game is already programmed to do it. When someone's head catches on fire, they want to see it burn, so you have to have the graphics and the logic programmed in for that. You can't just have text on the screen "Your head has burst in to flames..oh no, what will you do?" Just your scene to have a guy run in to a woman and get cursed is going to require an insane amount of programming for just that one person to experience.

      Finally, the biggest hurdle you will face is find good GMs. Unless these people are paid a ton of money, you are not going to be able to get the real good ones. Bad GMs will kill your game almost instantly.

      I am not trying to kill your dreams or something...I may be full of it and you could pull it off. I just don't see it feasible with current technology...it is almost like programming true AI...it sounds great, but it is an extremely difficult problem that won't be solved any time soon.

      --
      Support a great indie game: http://www.abaddon360.com
    12. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      $50 with 300,000 subscribers is ridiculous. Just as Rolls Royce prices would be ridiculous selling 50 million cars a year. Selling them in quantities of a few dozen isn't so silly though.

      P&P rpg's can indeed be fun, I haven't been able to find enough people in over 10 years. Most people out of highschool probably have the same problem.

      Plot contradictions aren't a problem, in my opinion. Since when does everyone know the true story in the real world? As for lvl99 players... let's see that happen when they don't know that there are levels. Infinite money? Bah. Didn't even like D&D in how it did money... its a 12 year old's idea of how a modern economy works, substituting gold pieces in for $$$. Players would just have objects, not money (even if some of those are gold coins). There should be all sorts of mixed coinage (using the coins from the kingdom that died 200 years ago, but people consider them worth more, since they don't have so much copper/tin in them as the new stuff). Sellers should haggle, they should try to swindle. Prices should vary... if the seller is practically starving, you get a bargain. People should barter. Not 5 gold = 1 platinum = 25 silver =50 electrum blah blah blah. When a DM isn't controlling an NPC seller, this could still be simulated fairly well.

      As for 500 DM's, where do you get that number? 1500 subscribers, all over the world, different time zones, different work shifts. What, maybe a peak of 400 online at once, more typically 250? with lows in the 100 area. Lots of software, for a DM to keep track of many people at once. He doesn't even need the 3d view, necessarily (or certainly not fullscreen). Macros, scripting. I figure while it's small, 1 DM at any given time (paid). Maybe up to 3, if you maxed out the subscribers. (With developers filling in when able). I'd expect at least as much work put into the DM's software, as the player's.

      And again, not sure it would work, just not sure it wouldn't either.

    13. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      Good GMs would be key. But let's pay them well, say $20 an hour. That's about half the revenue there. I'm figuring $15 grand a month for a decent server and bandwidth. You just might be able to do it (though lord knows what kind of hiring process could find 4 good DM's to start with).

      While you would limit that world to 1500 players, you could still expand this, one 1500 player world at a time, even catering to niche genres (cowboy old west world, lovecraft 1920's worlds).

      True AI. I don't think that's needed (though if you had it, that could be cool). I'm thinking more like really creative people who can multitask extremely well, and have superbly designed tools. I'm no genius, but we've all seen software with bad interface design, where you think "damn, why didn't he put the widget over here, and do away with this one?". You'd have to eliminate all of that, maybe even catering to the specific tastes of your DM's.

      As for my dreams, I have some much more modest games I'm working on. A space RTS with a twist, and a pacmanesque game titled "Bull in a China Shop". A little gay guy chases you around with a broom screaming "You're ruining everyTHING!" with a lisp, each level adds more chasers. Cowboys, animal control, matadors... and you can even crash out of the maze through the storefront window, and gore PETA and hindu protesters (carrying signs like "cows are people too", "cows are sacred") for bonus points. Powerups like "mad cow disease" and bovine growth hormone". Engine is finished, art 50% (not my strongest skill).

    14. Re:Anyone care to settle an argument for me? by oGMo · · Score: 3, Insightful
      1. It's nice you think you're targetting the "luxury MMORPG" market. I'm sure all 5 people in this market will appreciate your work.
      2. I'd like to happen upon some RPGers, but I haven't really looked. I know a few places to start (like game shops and SIGs), but I haven't.
      3. Your world is very very very very small compared to the real world. Most significant players will know each other. They will compare notes. They will see the world is mostly arbitrary and thus stop caring about it, and you will lose them.
      4. Details like coinage are an annoyance, much like weapon/armor degradation, thirst/hunger, and other "real world" details which should remain in the real world. Many MUDs feature coinage, automated into irrelevance, but there for atmosphere (I guess).
      5. Haggling over every item gets old fast, and is only useful when you're a peon without any money and you need to save a few pennies. A more real-world economy where there's less haggling and more dynamic prices (simulation of raw material production, transport, manufacture, etc.) might be interesting, with a very large world, but no one has really done this. (At a certain point, players gain the ability to go anywhere quickly, so it stops mattering, too. If they don't, they stop playing your game, because running for an hour gets old fast.)
      6. I said one DM per player, if you truly want them doing on-the-fly quests. They need to be aware of each player's activities, communicate via NPCs, make sure items are in place, etc. This is a lot of work even for 1 DM with good tools for one player (or, perhaps, a party of players, but worst case is 1:1). People will probably be playing this 24/7, so you need to spread your DMs out. 1-3 DMs? Maybe if you just have entirely automated quests just like everyone else. Not if you want to support 500 players at a time.
      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    15. Re:Anyone care to settle an argument for me? by Sentry21 · · Score: 1

      People play video games to be someone else, someone important and interesting. A bounty hunter, a mage, a rogue, a walking death machine. Why would I want to come home from my boring life as a bookseller to enjoy a fake boring life as a street sweeper? Doesn't sound too compelling. If I wanted to walk into doors and step in poo to spice up my life, I'd go DO it. I play MMORPGs because I can go out with other people and cast crazy spells and blow up ugly monsters, to do stuff that I can't actually do in real life. Why would I pay money to walk into old hags? That happens whenever I go to the mall, I don't need to pay someone to do it online.

      It's good that you have ideas, and I like the idea of smaller worlds with more character potency, but people wouldn't pay money.

      --Dan

    16. Re:Anyone care to settle an argument for me? by MyHair · · Score: 1

      Forget the PC. Just sell your house and possesions and work and tour with Scarborough Fair.

    17. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      And why would I offer that as one of your character choices? I'm not an ass. But you do have some misconceptions, I think. Many of what people would call the more mundane characters could actually play a big "epic" part in a major storyline. Then again, I'm a guy that favors Tad Williams over say, RA Salvatore.

      I think a bounty hunter would be a doable character in my world, but someone starting out as a wizard wouldn't be anything I'd allow. Maybe an apprentice to one, but even so... even on something the size of a planet, I can't see there ever being more than a half dozen such apprentices.

      Not even sure what a rogue is supposed to be, other than some lame way to put walls around character development. Is it Blizzards over-cleavaged lady that likes to use a bow, or D&D's attempt to blend a "thief" and "fighter"?

      Keep in mind, that I was serious about making people apply to subscribe to this. I wouldn't give you 6 random shitty characters to choose from... would try to pick something I'd think you could at least consider.

    18. Re:Anyone care to settle an argument for me? by mabu · · Score: 1

      The idea is neat in theory but it probably won't work.

      The reason your idea would fail is the same reason why successful MMORPGs end up losing players.

      People don't play these games because they seek the mundane. They play these games to escape the mundane aspects of their daily life. The last thing they want is to have to play a game that reminds them of their boring real life. That's the problem with the high-end MMORPGs. In games like Everquest, policy and diplomacy and ass-kissing (to get into powerful guilds so you can access the high-end content) is so rampant that the game turns into a chore more than entertainment and suddenly you fight that you're spending more energy to get farther in a fantasy world than in real life.

      MMORPGs are hit by an unintended side-effect these days. The more complex and detailed they are, the more they begin to resemble real life and turn off players.

    19. Re:Anyone care to settle an argument for me? by slashdotjunker · · Score: 2, Informative
      A smaller, more focused MMORPG, perhaps even the "massive" part needs to be removed. Target subscription is 500-1500 subscribers, with a set upper limit of probably 1500. Target subscription fee $50 a month (read on before you just dismiss everything outright).

      ...

      Anyone care to comment on how stupid all of this is?

      1500 people at $50 per month = $900,000 annual revenue.

      Let's assume cost of revenue is only 50% (very generous!) so that leaves us with $450,000 gross profit.

      Let's assume a total encumberance of $160,000 per employee (realistic). That gives us enough for 2.8 employees, not including you. That, of course, would be for zero net income.

      Not much of a company, eh?

      (Encumberance means all costs associated with an employee: ie. salary, taxes, healthcare, office space, electricity, etc. Think of it as TCO for people. It can get as high as $220,000 in large companies.)

    20. Re:Anyone care to settle an argument for me? by NoMoreNicksLeft · · Score: 1

      Well, I don't want to dispute your figures exactly. For instance, I do realize that if you pay someone $60,000 a year salary, that no matter how you look at it, all the various things make it much more than that. Health insurance alone (usually considered a requisite) could be one third again, of what you pay them, right? But $160,000 a year? I suppose if I pulled an Ion Storm, and had the company logo inset in 20 feet of expensive italian marble, in the top floor suite of the largest skyscraper in Dallas...

      Colo the server some place reliable, preferably close. Rent out some modest office space (for up to 10 people, maybe?). Figure that even my own salary if I'm one of the 2.8 people, I'd be happy with that. My god, I've never earned $40,000 in a year, and that's gross... I'm scared to figure my net pay usually. I don't want to live like a rockstar. And if my few employees didn't do so either, maybe they'd understand when payday comes, and they get a nice check.

      I'd be more worried about ramping up to the 1500 subscribers, and what kind of marketing campaign is necessary to interest them when there is so much cheap competition, and when people are so against the concept in general.

      Again, keep in mind that this could easily scale on a per world/game basis. One engine, multiple genres... and assuming a mature engine, the developers could likely cover many simultaneously. Fulltime coverage on the DMs... without them putting in overtime, we're talking ~4 of them minimum. The good ones would be irreplacable, so you can't make it a pain to work for you. Won't happen at $160,000 per employee, but if you get it down to $80,000 per, that leaves you with a workable 6 employees (2 developers, 4 DMs).

      And will it really cost $40,000 a month for some cheap office space, and a kickass server? I realize I need something more than a silly little ecommerce webserver that everyone quotes prices for. But $20k a month should get me a truly kickass machine (4-8 cpu's) and bandwidth galore. What, 5 grand a month for modest office space? (Richmond VA here, not NYC) I would say telecommuting and ignore even that, but that kinda sounds dumb.

      Assuming you could figure it right, tighten the belt and scale if up to a half dozen world's, it just might bring in a little money. And even if it doesn't work out, how is that different from any of the other game studios that we're always hearing about?

    21. Re:Anyone care to settle an argument for me? by slashdotjunker · · Score: 1
      My encumberance numbers may not be accurate for you. It depends a lot on where the company is located and what kind of people you are hiring. I hope I haven't misled you.

      You seem dedicated, I suggest you get on the MUD-Dev mailing list and ask Andrew Tepper for advice. He is lead on A Tale in the Desert. ATITD is a small-scale MMORPG on par with your target of 1500 subscribers (they have over 2000 I believe). When I last kept track of ATITD they had about 5 people working on the project. Andrew Tepper could probably give you a lot of useful feedback on the business aspects of your idea.

      Good luck.

    22. Re:Anyone care to settle an argument for me? by JasonAsbahr · · Score: 1

      A new, AAA MMP title costs $10mil or so to develop. A small game wouldn't need to cost as much, especially if the developers reused existing technology.

  32. No Puzzle Pirates? by faust2097 · · Score: 1

    Meh, my favorite is still Yohoho! Puzzle Pirates. It's a free download, runs on any platform that runs Java, it has skill-based gameplay and a friendly community. Of course if you're a PHAT LEWT whore who enjoys crapping your pants so that you don't miss a mob it's probably not for you. It's better suited to more casual players.

  33. MMOG's by vegasbright · · Score: 0

    To me they really are not that entertaining. I can understand every once and awhile playing a store bought game, but in order to do well, you have to dedicate a sizeable ammount of time to character bulding. Sorry, its just not for me.

    --

    Tyler: You don't know where ive been, Lou. YOU DONT KNOW WHERE IVE BEEN!!
    1. Re:MMOG's by stratjakt · · Score: 2, Interesting

      I'm waiting for MMOFPS's or a massively multiplayer GTA3.. Yeah, I know about the online mod, but 64 players isn't "massive".

      Huge technical challenge to try and get 1000's of people onto the same FarCry (for example) map, but it would really be cool.

      I think of GTA because it has to be somewhat pointless. Not like a RTCW:ET setup where you have teams and roles. I can't play that, I have no idea what to do and the knobs who play it can't tolerate a "noob".

      I want to just run around, shooting guys, throwing rocks, smashing up cars, flipping the bird, etc..

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:MMOG's by Anonymous Coward · · Score: 0

      "I'm waiting for MMOFPS's"

      Tried PlanetSide? The first MMOFPS, and if you will accept how it is meant to be, it is really well worth it, and trust me playing 150vs150 owns :)

    3. Re:MMOG's by Talrias · · Score: 1
      How about Planetside?

      Massively multiplayer gaming takes on a new face in PlanetSide®, where thousands of players wage war on a planetary scale. A newly designed 3D engine drives PlanetSide's first-person player-to-player combat and vehicular warfare across ten continents.
      --
      aterr - an open source threaded discussion board.
  34. You've already missed the first MMOFPS. by LordPixie · · Score: 1

    RPGs arent necessarily my bag in the first place. However, I'll pay to play the first MMOFPS. Or a MMOGTA, massively multiplayer online grand theft auto! Get to work, Rockstar.

    I'll assume you never heard of (The now defunct) 10Six. It was an MMO FPS with RTS aspects. Your only opponents were players, and their automated turrets/vehicles. An amazing amount of fun, hosted through the even more defunct Heat.net.

    Also, PlanetSide is pretty much a MMOFPS. Likewise with WWIIO. I can't claim to make a solid recomendation on either, but I'm sure someone could.


    --LordPixie

    1. Re:You've already missed the first MMOFPS. by Peter+Cooper · · Score: 1

      I'd say Meridian 59 was the first, starting in 1996. Strictly it was an RPG, but presented in FPS view, and you tended not to shoot rather than fire arrows ;-)

  35. Olympics were rigged already by Anonymous Coward · · Score: 0
    LYDON:
    I'm working on next month's Oscar nominations. Any preference?

    CIGARETTE-SMOKING MAN:
    I couldn't care less. What I don't want to see is the Bills winning the Super Bowl. As long as I'm alive, that doesn't happen.

    JONES:
    That'll be tough, sir. Buffalo wants it bad.

    CIGARETTE-SMOKING MAN:
    So did the Soviets in '80.

    JONES:
    What're you saying? You rigged the Olympic hockey game?

    CIGARETTE-SMOKING MAN:
    What's the matter? Don't you believe in miracles?

    LYDON:
    The boss gave the Russian goaltender a pre-game good luck pat on the back... unseen novocaine needle on a bogus wedding ring. Goalie's a little slow on the stick side... four-three, home team.

  36. So lemme get this straight by Anonymous Coward · · Score: 0

    So you make money with an MMORPG even if you have a game that's not very good. Horizon "only" has 20,000 or so subscribers but at around $12.95 a month they are pulling in around $250,000.00 a month. That's not too bad if your company isn't very big and it's really not that bad when you figure it doesn't take in to account the money you get from people purchasing the boxed game. Which itself is probably $30-$50. No wonder everyone and their mom is making an MMORPG. I guess the only problem would be the money drain that these things are on publishers before they get to market. It could take a couple of years for a good one and 3-5 years to make a great one (look at WoW or EQ2). But if you can get it published the odds are with you that you'll make some good money (just maybe not for very long).

    1. Re:So lemme get this straight by AlphaDecay · · Score: 1

      Considering Artifact (developers of Horizons) is filing for bankruptcy you can see all of their financial dealings.. (since it is published as a part of the chapter 11)

      For example, they have 101k in salaries per month and about 200k in other expenses. That means even with that $250k a month coming from subscriptions they are in the hole at a minimum of $50k per month (and thus the bankruptcy). You should note that this is also after they have laid-off/fired employee's and taken salary/benefit cuts.

      It isn't cheap to produce a MMO, and it is even worse when you don't do good business (Artifact has has a shadow over the company throughout its existence).

      --AlphaDecay

  37. Re:Horizons? Huh? by EvilIdler · · Score: 3, Insightful

    I never understood that MMO killing thing. If I want to kill
    monsters, I go hunting for spiders in my apartment, or track down
    the bear that killed a local farmer's sheep.

  38. Logarithmic charts would be better by BalloonMan · · Score: 3, Insightful

    The article complains about how the Legend stats completely dwarf the rest of the data in a linear graph. Doesn't this dataset just beg for a logarithmic presentation? This is like compairing populations of countries or any number of other scenarios where power laws apply.

    Anyhow, the absurd comparisons of random untrustworthy data sources and the poor presentation just shows that this guy needs a good statistics teacher to whack him upside the head. I'm going to go read some Tufte.

    1. Re:Logarithmic charts would be better by Sentry21 · · Score: 1

      Can you put this into non-math terms for us laypeople that failed highschool math? All I really got from that was 'blah blah blah blah blah countries blah blah', but it sounds like what you're saying is probably really interesting or something.

      --Dan

    2. Re:Logarithmic charts would be better by Anonymous Coward · · Score: 0

      No, Dan, I'm afraid I cannot describe logarithms in non-math terms for you. You see, it's kind of a math thing that only us elitist math cognescenti can comprehend. Ask me again when they finally kick you out of 6th grade.

  39. It can work, but not in a vacuum by MattW · · Score: 2, Interesting

    It's something that can and will work - it's like EQ legends taken to the next level.

    The trick is, it needs to piggyback on a successful service. You can't develop a game for 1500 people @ $50/mo. Even if you could provide the service at that rate (and I think $75/mo would be more likely, or $30 + a per hour rate), that still won't nearly cover development. But you can have a standard service and have some custom content on the premium service as well as route all content through a period of exclusivity there. The key is the GM/DM intervention to set up quests, make the world come to life, and do things like reward good roleplay.

    It's a lot like what you'd get if you were able to join an NWN server with good content and a dedicated DM any time you wanted. I'd happily pay a *ton* of money for it... certainly $100/mo.

  40. The market is there. by Anonymous Coward · · Score: 0

    Its just may not seem that way as so many MMO's are tanking because they plain suck ass.

    But the netx gen is about to kick in with some really intersting games that will do very well.

    ie Guild Wars, EQ2, and World of Warcraft.

    Although GW doesnt quite fit in with those due to its unique business model and it not being a full blown MMO, its still going to be a measuring stick for future MMO's in not only gameplay, but business model.

  41. Re:Horizons? Huh? by Anonymous Coward · · Score: 0

    It is a long story but be aware that several people are in love with Allen as with a love that never got real - it stays a dream thing that never got corrected by daily live or reality so of course it would have been the best thing ever...
    Read what Allen says, how unporfessional he slams AE and the people working there and from this judge his reliability. Many very talented people left AE early before Bowman got on board and they got it finally running from vaporware to a MMORPG. Why those people left? Because they couldn`t stand working with Allen who promised everything in forums the actual coder had no way to make real technically and at the same time wasted millions of dollars and not even got an alpha client done. So the board finally decided to throw him out of the company when he tried to throw Jones out of it.
    Those following Allen still love praise him like being the deity on earth himself, they went crazy that he he go those two possibilities from AE in early 2001: work with Jones and the other member of AE or leave instead of behaving like the little king. Of course he couldn`t agree to that and left. And in best Allen manner those Allen-Lover now go to every board or forum to slam the company, Bowman and the game.
    I think this as example for what they cause pretty much stands for itself:
    http://www.tazoon.com/releaseForums/tm.as p?m=38875 6
    Go and try the trial to see if you like it. Its the full game too after one week so you don`t need to buy the box.
    And if you want some videos some player did ingame, watch this:
    http://www.tazoon.com/releaseForums/tm.asp? m=39056 7

  42. isn't there a reason they're free? by MattW · · Score: 1

    I'm sure that some people will stumble across a niche game they like... but if they're giving it away, that probably says something about it.

    1. Re:isn't there a reason they're free? by Anonymous Coward · · Score: 1, Funny
      Yeah, kind of like those operating systems and software people give away...

      ...Oh, wait.

    2. Re:isn't there a reason they're free? by MattW · · Score: 1

      Were the games in question built by people as a passion-project because they wanted to build a game, or are they free because they weren't getting enough subscribers when people had to pay for the box?

      There's a big difference between free by design and free by market bitch-slap.

    3. Re:isn't there a reason they're free? by Anonymous Coward · · Score: 0

      Yeah, because everything free is crap. Take linux for example.

    4. Re:isn't there a reason they're free? by Mr.+Sketch · · Score: 1

      but if they're giving it away, that probably says something about it

      Yeah, and that whole GNU/Linux thing that's free just says something about it too.

    5. Re:isn't there a reason they're free? by Erik+Hollensbe · · Score: 1

      Good luck getting a decent, experienced 3d modeler/animator for "free". Much less people to write content, and maintain complex databases and networks.

      Games aren't all programming, you know. Has anyone noticed recently in the counter-strike community how many, many more rental servers are out there? Someone is paying, even if it's not you.

    6. Re:isn't there a reason they're free? by DoctaWatson · · Score: 1

      I don't know about complete games, but gaming mod communities never seem to have much of a problem finding excellent artists or content producers.

      Check out some of the things the Morrowind mod community has done in terms of new models (Better Bodies, Rhedd's Heads), new textures (Visual Pack), new sounds (the Atmospheric Sounds project) and of course content (too many great mods to list).

      Those people all did excellent work for free. A quality completely free game is certainly not out of the question, IMO.

  43. ATITD :: Amazingly Well Done by endofoctober · · Score: 4, Interesting

    I have to agree with parent's sentiment - ATITD2 (I just started playing the beta) is amazingly well done, but p0w3rg4m3rz will be bored within minutes...a plus as far as I'm concerned.

    The game takes place in the Egypt of antiquity, and all players begin as peasants. The goal of the game is to build "the perfect society" according to the Seven Virtues. You learn how to build structures, and learn new skills at "state sponsored" schools dedicated to the Seven Virtues, eventually completing tests to move higher in the tech tree.

    Three things I find of particular interest: cooperative learning (wherein citizens donate materials to Universities in order to unlock higher skills for *all* their region), the ability to teach skills to other players, and player-written laws.

    If you don't like the way something works in the game, propose a law. If it has enough votes (and doesn't break game mechanics), the "law" is written into the game by the devs. And speaking of the devs, they seem *very* responsive to player ideas. You really get the sense that they care about the enjoyment factor.

    I still play EQ and CoH, but ATITD2 looks like it will appeal to people who like a challenge, but want to go a different route.

    --
    - Jack
    1. Re:ATITD :: Amazingly Well Done by Sparr0 · · Score: 2, Interesting

      My biggest problem with the ATITD2 beta is the lack of instructions. I played ATITD for a bit so I understand the premise of the game, but i still got lost after a couple of minutes. The UI is not very intuitive, either to a newbie or to someone used to other MMOGs. And the method of progression is completely unknown to new players. I got lucky enough to start near a guild (or whatever) building that offered membership and access to tools if you just went and gathered a few things for them... but I had no idea where to get the things. Sand, ok, easy. Grass, again, easy. Wood, a little harder, but I figured out you could click on the trees so that wasnt too tough. But slate? where tf do i get slate?

    2. Re:ATITD :: Amazingly Well Done by Voivod · · Score: 2, Informative

      The game can be played in a window (rather than maximized) and many players take advantage of this fact to keep some browser tabs open to the incredibly detailed websites and wikis out there that cover all these subjects. These websites are easy to find from the www.atitd2.com Links page.

      Also, the Linux client runs great! I just started playing this game two days ago and I'm hooked for sure.

    3. Re:ATITD :: Amazingly Well Done by DAldredge · · Score: 1

      Search for a mentor, they will be around the flags when you start. They will help you

    4. Re:ATITD :: Amazingly Well Done by Anonymous Coward · · Score: 1, Informative

      Mt first post on slashdot (damn, now I need an account).

      I've been playing ATITD for um, close to a month now. If you want a MMORPG that does pit players against players and has a *maassive* set of skills, try it. It's free for 24 hours of play (that can be a single day or as long as you want to stretch it). It's also cheap ($15/mo) to play longer.

      It's not a combat game. I like to think of it as a civilization building game, like Civilization or Masters of Orion. However, both of those are played in "god" mode; in ATITD you play the individual.

      You have to collect (it's Egypt keep this in mind) sand, mud, grass, and wood and from there develop the civilization, with your fellow players. New "tech" is available from the university, once researched anyone can have it. Skills are paid for a the school.

      Bored already? Try some of the tests for Egypt. 7 different tests in 7 different school should keep you busy. Want to raise stats? Play takeshot or one of the other 5 games for improving stats. What to increase your skills? *USE* them. While you can spend all your time (Gosh, really I have) gaining more resources and buildings, there's plenty of tests available that allow you to become an Oracle in a diciple.

      For newbies, I still suggest ATITD, the first telling. If you need help, of just someone to ask questios of, hit the Disciples of Anubis (my guild) or DaTwinkDaddy (me). The beta is still gonna have bugs, and not as many players. You may find yourself lost. With the old telling, you don't get the privaldge of discovering anything, but you can play around with a lot of the game at our guild site. (We still need rabits, cobras, and some of the "test" buildings, but there's a lot at the guild stie you might not see signle player).

      Speaking of single-player: Some MMORPGS make it easy to solo. With ATITD, that's a no-go. AT ALL.
      You wanna pass tests? You gotta find other players. You wanna develop new resources, other players are not required but, they help *a lot*. Trading is very important. *Cooperation* is very important. [1]

      Anyway, I haven't checked out the list of free MMORPGs yet, but if you want an MMORPG you dan't have to pay $50 to try, check out ATITD.

      1: Get off newbie island; build a tent [Initiation into architecture]; and check out the "Test of the Megalopolis" -- then tell me you can solo this game.

    5. Re:ATITD :: Amazingly Well Done by DAldredge · · Score: 1

      If you are having trouble, let me know and I will mentor you. In game I am Karsus and I am based out of Red Sea Oasis.

      Please let me know. This offer is good for anyone who wishs to be in the Red Sea Oasis area. Don't forget, the beta is free and requires no credit card to sign up for.

  44. Horizons Bankruptcy filing docs. by Shivetya · · Score: 1

    http://www.archonon.com/artifact.zip

    Please mirror this item, it is 770k and I doubt my rented web server can handle the strain.

    Contains publically available documents on their declaration in PDF format.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  45. Re:Horizons? Huh? by chaotic_synergy · · Score: 5, Funny

    If I see a spider in my appartment, I run and scream like a girl. (Not too difficult cause I am a girl!) Then I go play my MMO, kill things, and pretend they're spiders in my appartment.

  46. MMOG? by Anonymous Coward · · Score: 1, Funny

    Back in my day it was MMPOLRPG, then MMPORPG, later MMORPG, and now MMOG? How long before it's just M? Just a thought...

  47. Project Entropia by vegasbright · · Score: 0

    A while back ( about 2 years ago) there was a MMORPG that was free to download and free to play. You just had to exchange your $$$$ for "credits". I played it for a half an hour, wasting 10$ and a half an hour shooting creatures and making my 10$ sword useless. It was a total rip off! Does anyone know if it is still around? Has anyone had similar experiences?

    --

    Tyler: You don't know where ive been, Lou. YOU DONT KNOW WHERE IVE BEEN!!
    1. Re:Project Entropia by Wes+Janson · · Score: 1

      It's still around. It's still going, like the Energizer bunny. And while it's number of active players is probably around 10-20k, with an average number online at any time of perhaps 100-200, it's still showing no signs of stopping. Personally, I've deposited $75, and my accounts are worth about $1500-2000+

  48. Re:Horizons? Huh? by Anonymous Coward · · Score: 3, Funny

    I am a girl!

    Will you marry me?

  49. missing option... by rayde · · Score: 1

    how about the astronomical number of Progress Quest players??? there must be millions of people out there with Double-Wookie Mu-Fu Monks, or Enchanted Motorcycle Bastard-Lunatics... ;-)

  50. Or Subscription == Bargain? by EXTomar · · Score: 1

    Are you sure its not a good bargin? You correctly point out that buying Doom3 for $40 is cheaper than a years subscription to any MMOG. But the trick happens to be, are you going to play Doom3 for [i]an entire year[/i]?? Most stand alone games can be played through in less than a month and have zero replay value. MMOG have months on end play value.

    When viewed that way games like Doom3 are worth $40 but no more of a value than playing City of Heroes month after month.

    1. Re:Or Subscription == Bargain? by 88NoSoup4U88 · · Score: 1

      Don't underestimate the mod-scene that will put out quality content, which adds to the D3 value.

  51. Would I pay for this? by eberry · · Score: 1

    I would consider playing such a game. The problem with all the MMORPG of today is that too much is handled by the computer. You camp an orc village, monster spawns, you kill it, rinse, repeat. There needs to be DMs. MMORPG are just graphical chat rooms, where players shout "*DING* Lvl 58!". I wish there was a MMORPG where professional DMs ran adventures.

    But your price tag is a little too steep. Perhaps paying 9.99 a month, while charging extra for adventures. Sunday afternoon, 3 hour adventure - Only $10.00. It would be cheaper than a movie, more entertaining than TV, and would require some thought. Now that I would pay for.

    On another note, NPR had an interesting feature this morning on Dungeons and Dragons turns 30; where they discussed it's affect on computer gaming.

    --
    Whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa. Lois, this isn't my Batman glass. - Peter
    1. Re:Would I pay for this? by NoMoreNicksLeft · · Score: 1

      Not going to happen, and I'm not being greedy. But with 1000 subscribers, thats $10,000 a month. The server alone might go for that much, and it doesn't allow for me living while I spend 80 hours a week making it interesting... certainly not hiring 2 more DMs for 24 hour coverage and another developer and/or DM.

      People pay more for the travesty that is EQ, I thought.

      $50 may be high, but much less than $25, and my idea isn't tenable (and the other guy was right... it just won't work).

  52. Sign me up for immortality! by jayveekay · · Score: 2, Funny
    Player death would be permanent

    I'd pay more, up to $29.99/month, for a game in which player death is NOT permanent, so if I'm like killed in a car crash or something then the game company resurrects me (presumably so they keep getting my subcription monies...)

    Talk about customer service!

    1. Re:Sign me up for immortality! by kalicki · · Score: 1

      If there ever was a time I needed mod points, this would be it.

  53. MMO was supposed to be the next big thing by SmallFurryCreature · · Score: 4, Interesting
    And it hasn't happened. Why not? Well for one I think the game industry has no clue. Nor do most gamers. Why? Wich is the most popular PC game? No it is not a trick answer like solitair. Just check sales figures of full priced real PC games. The answer? The Sims. Still selling at full price (although by now bundled with 1 or 2 expansions) years later.

    Yet the sims online was a total failure. I think the reason for this is both simple and important.

    What was the difference between The Sims and The Sims online?

    The sims is a non-competitive game. It is totally impossible to compare the "performance" of one player vs another. The Sims as played by those still playing it is perhaps even a coorperative game. Most of the content is not created by Maxis/EA but by the users and shared by the users. I even think that people don't by the expansions for the extra content but for the extra capability it gives the community to create their own content.

    Compare this with the sims online where there is no user created content and that introduces competition with other players. Plus now you gotta work for every credit in game (Many The Sims player use the moneycheat to get the money they need for their family). The Sims is a game where you let your creative juices flow. The Sims online is a grind to compete.

    The Sims is also a good example because the sales figures show that the people that play it are not afraid to spend money. Even content downloaded is often paid for as most of the "free" content is hosted from a central site that requires a subscription to offset hosting costs. Add the constant expansions and The Sims player have easily spend hundreds of dollars.

    Most MMO games seem obsessed with adding competition even PvP. Sure online combat games are popular but is it popular with the right crowd? Is it possible that people who like Counter Strike will never pay for a MMO version of it? After all why should they, they got their MMO free.

    Paid for MMO games perhaps should aim at a different audience. An audience that prefers to have something more then just a grind to compete on a ladder game. Competition gives winners and losers. People are not going to pay money each month to loose to some 12 yr old kid that can afford to spend 24/7 learning every exploit in the game.

    Game industry take note. With every leet counter stike kiddie you attract to your game you loose 10 people that just want to have fun.

    I am not saying the a massive CS game won't work or sell. Just that at their is a different market as well. Second Life is an example of this.

    What I would like to see in a game. No PvP except maybe in arena's with very clear rules and no cheats. A low lvl/irregular player is not worthless, read this as not making it compulsery to first grind to lvl X before you can do anything fun/usefull. Police that constantly checks for assholes ruining it for everyone else. Ban people that can't behave. 1 asshole can easily turn of dozens of players.

    Growth would be nice too, you start as a kid with no skills and weak stats, then grow up and eventually grow old and then die. Give the option to retire and make the next character related to the first. A child an apprentice or similar. This neatly would avoid insanely high characters but a child would inherit money and some basic skills avoiding you to start a new low lvl character once you reached the XP ceiling.

    But most importantly the game should still be fun when you remove the multi player element.

    To many games now are very basic Diablo clones. Nothing wrong with diablo but not everyone likes it and there is no market for dozens like it.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:MMO was supposed to be the next big thing by AlphaDecay · · Score: 1

      What I would like to see in a game. No PvP except maybe in arena's with very clear rules and no cheats.

      Horizon's doesn't have a lick of PvP, arguably one of the best crafting systems available, housing, etc. Its tanking big time. Most likely due to depth of content and too many bugs in a production game.

      If anything, your statements prove not that the developers dont get it, but that they have to continue making games that suit many types of people and hopefully the type they get are those to continue with the game. Considering subscription fees, MMO's have easily the potential to outstrip money made from Sim's (offline) expansions. Also consider they can offer expansions themselves.

      I think Raph Koster (lead developer of Star Wars Galaxies) has said it best in that there are so many facets to develop in making a game (housing, quests, pvp, crafting, etc.) that its really hard to do using the latest technology (good graphics, sound and client speed) without busting a major budget. With so many MMO's on the market, people have room to be finicky (many offer a free trial sooner or later) and will not stand to have buggy products even at launch (Anarcy Online, WWII Online, AC2, Horizons). Those games all died at launch, due to bugs, even though it could be argued that AO and maybe AC2 are/have developed into decent games.

      --AlphaDecay

    2. Re:MMO was supposed to be the next big thing by Anonymous Coward · · Score: 0

      "What I would like to see in a game. No PvP except maybe in arena's with very clear rules and no cheats."

      So basically you want to pay $10/mo to kill computer automated monsters?

      More PvP results in more interesting player interaction. The game becomes dynamic.

      After all, what is the point of having massive amounts of players on one server, if your doing something that you could do with 32 people?

      As far as low levels being weak and high level players being strong.. I didn't know an RPG can work any other way. Enlighten me.

    3. Re:MMO was supposed to be the next big thing by jkerman · · Score: 1

      check out a tale in the desert.... it was developed by a couple of guys with very similar lists of frustrations. and its a hell of a good game.

      www.atitd.com its in free open beta right now too. :)

  54. Re:Horizons? Huh? by gophur · · Score: 1

    Given the bankrupcy filings I don't forsee them standing a chance in hell. 180k in monthly colocation and bandwidth? That's just plain negligent to your investors.

  55. Text MMOG for console freaks by Jack+Action · · Score: 2, Informative
    They used to be called MUDs...

    Check out Aardwolf if you want something to keep on one of your windows in Screen. Its also free.

    A nifty MUD client to make your play sharper: TinyFugue

    In case you were wondering, an aardwolf is an African hyena that eats termites. Why they called the game that, I'll never know...

  56. street fighter 2 online by Anonymous Coward · · Score: 0

    Would rock... I even spent a year coding something like it.

    http://pathofdreams.net/crazyj/roaming.html

    1. Re:street fighter 2 online by MattW · · Score: 1

      Heh, it would be pretty damn cool to play SFII online. I have a SSF2:turbo upstairs in the game room, actually. I used to play in Sunnyvale, CA at the Golfland that was home to the best players in the country. Way too much, of course.

    2. Re:street fighter 2 online by Anonymous Coward · · Score: 0

      download an emulator called Final Burn Alpha it is a capcom emulator that has an option to play somone over the net

  57. His lame what? by Acy+James+Stapp · · Score: 1

    There wasn't really a sentence there in the middle.

    --
    -- Too lazy to get a lower UID.
  58. I am playing the game - even as I write this by tramsan · · Score: 5, Informative

    I see the replies here are sort of one-sided, so as a current Horizons player I guess I should post my views. As good as any first post, I guess. =P


    First off, let's deal with the "corporate takeover from the inside." There are two camps in regards to this. There are the Allen camp and the anti-Allen camp. David Allen was the CEO of Artifact Entertainment before the "takeover," and provided most of the early days ideas, concepts and designs.

    The Allen camp claims it was a vicious, ruthless takeover, taking Allen's baby away from him and then ruining it.

    The anti-Allen camp claims that Allen was fired due to incompetence and inability to make all his nice ideas into something real, and then the remaining staff created a game as best as they could with the funds and time left at their disposal.

    Thing is - WE DON'T KNOW. We can never know either. All we have are Mr. Allen's biased articles and interviews and AE's official (and thus, naturally, biased) comments. In the end, this becomes a non-issue, since it's the game itself that is important, and not who made it and who not made it.

    Also, AE did not file bankruptcy, they filed bankruptcy -protection-. The difference is huge, and the story is long. Details can be had www.istaria.com, for instance.


    Alright, now for the game itself.

    Horizons of today is a completely different game than Horizons of pre-launch, or even at launch. I'm not going to say much, in order to not come off as biased, but I will bring up a few of my personal likes.

    Variety and freedom: Character development in Horizons is very flexible. You can decide to do anything at any moment. You can build complex characters with multiclassing, leveraging individual strengths of the different classes. For instance you can train up a warrior based class for the melee capability, and then switch over to a mage based class to get some magic support, then to a cleric based one to enhance your survivability. Since you can join any and all schools available in the game, you can do a lot of things. (Exception is dragons, more on that later.) Tired of killing things? Go join any of the crafting classes and start building weapons, armor, houses, food...

    Construction: Unlike many games where you buy a premade house to put your things in, in Horizons you buy a Plot. The plot has a set size and any of three zonings which determine what structures can be put on the plot. (RCI - Sim City players will be familiar with those.) When you've placed a building on your plot only the basic scaffolding is actually placed. You then have to build it yourself. Putting in that final stone block on a building and seeing it complete is very gratifying.

    Crafting vs fighting: While Horizons is very crafting centric, it's hardly a must. I know several players who have opted to ignore crafting in favour of more adventuring, and they are doing well. Likewise, if you don't like fighting you don't have to do that either - as long as you can outrun the occasional monster wandering around dangerous resource places.

    Dragons: To my knowledge, Horizons is the only current MMORPG that allows players to play as dragons. Playing as a dragon is a -very- different experience to any other race.

    Community: Due to how Horizons plays, it tends to attract social people, or "team players." In no other game have I met a community so helpful, kind and cooperative as in Horizons.


    In the end, Horizons is not for everyone. It is a niche game, and everyone knows it. Chances are it might be for you. In fact, you know what? Don't listen to me. Don't listen to what anyone else says about this game either. Go download the trial and play the game to get your own perception. It won't cost you more than your time and some bandwidth. If you don't like it, fine, leave it. If you like it, a winner is you! I will give you one advice, however. Don't be afraid to join the community. Ask for help, trade, just plain chat. The communication inte

    1. Re:I am playing the game - even as I write this by Anonymous Coward · · Score: 0

      A good post. Play it, see how you like it. I love the game, myself. Anyway, if you truely are looking for some information on Horizons, here are a few resources.

      http://www.istaria.com/
      http://www.tazoon.com/releaseforums/ - Fansite message boards with lots of current information
      http://hz.stratics.com/A fansite with some decent current info and message boards.
      http://www.dragonspires.org/wiki/ A wiki in the infant stages of development with some information of use.

    2. Re:I am playing the game - even as I write this by Anonymous Coward · · Score: 0

      Shameless plug.
      And there's not even a linux version.

    3. Re:I am playing the game - even as I write this by Kjella · · Score: 1

      First off, let's deal with the "corporate takeover from the inside." There are two camps in regards to this. There are the Allen camp and the anti-Allen camp. David Allen was the CEO of Artifact Entertainment before the "takeover," and provided most of the early days ideas, concepts and designs.

      I can only speak from my experience having played Demise since the first beta up to somewhere near release, including some alpha-testing. Demise was a game that always felt 80% ready to release. I was always expecting a "push" to get the last 15% and do the last 5% in patching, as has become the norm. Somehow, it never came. Something got fixed here and there, but the target kept moving as well, as time went.

      When the Horizons announcement went out, I always thought that this game would never get done. The entire takeover seemed foul, though. There was a great silence, and then a complete blackout trying to wipe out both the community, the previous concept art and gameplay specs out of memory. As the ideas and concepts were great, as were the previews. I don't see much other reason than that they wanted to wipe "his" image of the game. That is much more than a change of leadership, that is a hostile takeover. Looks like they will get the slow death they deserve.

      Kjella

      --
      Live today, because you never know what tomorrow brings
    4. Re:I am playing the game - even as I write this by Anonymous Coward · · Score: 0

      I played the shareware version of Demise's precursor (Can't remember the name), as well as the beta versions of Demise under it's orignal name. Finally bought a copy of Demise when it came out. All decent games, although I got really tired of "Help us.. save us..." as I ran through groups of slaves. However, Demise had the same problem as Horizons: constantly shifting goal posts. I liked the game when it came out, although there were a couple of bugs, but it took a lot longer than expected. I strongly suspect that Horizons still wouldn't be out if David Allen was still in charge.

  59. Re:Horizons? Huh? by KDR_11k · · Score: 1

    That almost sounds like we're going to see "Horizons 3000AD" soon...

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  60. I'll describe it by blunte · · Score: 3, Insightful

    Go fetch small piece of natural resource X.
    Go fetch small piece of natural resource Y.
    Put X and Y together to make tool A.

    Go fetch small piece of natural resource Y.
    Go fetch small piece of natural resource Z.
    Put Y and Z together using tool A to make item B.

    Repeat until you have 80 units of item B.

    Go fetch small piece of natural resource P.
    Bake P in item B.
    Removed baked P.
    Stack baked P.

    Call all your friends to gather around and see your abstract art, created entirely of baked P!!11!

    --
    .sigs are for post^Hers.
    1. Re:I'll describe it by DAldredge · · Score: 2, Informative

      You left out the legal system, the tests and all the dev and player run events.

      It's just a little be more complicated than you make it out to be.

    2. Re:I'll describe it by blunte · · Score: 1

      Yeah I know, I was overly harsh. But if memory serves me correctly, those advanced features really didn't come into play until you had built structures, tools, and perhaps raised livestock.

      --
      .sigs are for post^Hers.
  61. AE Employee here by lanner · · Score: 2, Interesting

    Hi. I am a former Artifact Entertainment (Horizons) employee. I was a systems administrator for their production server and networking equipment. If you have questions, post them and I will answer, so long as it won't get me into trouble.

    1. Re:AE Employee here by bugnuts · · Score: 1
      heya lanner....

      so, wtf happened with horizons?

      Specifically:
      • Why didn't it run properly on Radeons? SWG launched soon after, and ran great on all common video cards, and had much better graphics. Gale-AE kept denying there was a problem.
      • Was it actually possible to unlock the new races from launch, or was the game shipped before the races were even in the game?
      • Do you think they'll pull out of chapter 11 and turn a profit?
      • Have the show-stopping bugs been fixed? (ati issues, gui issues, etc)

    2. Re:AE Employee here by lanner · · Score: 3, Interesting

      * Why didn't it run properly on Radeons?

      If you are referring to the actual "ATI Radeon" card, you're nuts to even try gaming on it -- too old/slow. I am aware that ATI users had more video related issues than NVidia users for Horizons. I can't say exactly why that is. I can say that there were many who used ATI video cards with absolutely no problem, including myself.

      * Was it actually possible to unlock the new races from launch, or was the game shipped before the races were even in the game?

      Yes, I believe it was. They had at least some of the Satyr and other race content in when it shipped. It was always a switch that AE had to throw though -- there was no ability for the gamers to initiate the unlock without action taken by AE on the server side.

      * Do you think they'll pull out of chapter 11 and turn a profit?

      Sorry, won't answer that question right now.

      * Have the show-stopping bugs been fixed? (ati issues, gui issues, etc)

      Yes. You have to remember the perspective of the publisher. Just because you as an individual have a show-stopping problem doesn't mean that everyone else does too. The client really was in pretty good shape when the game shipped. The real quantity of show-stopping support requests that we got was pretty low, and the majority of them I would categorize under "customer on crack" rather than an actual bug. The quantity of people who try to play graphic intensive games using a Pentium 200 and S3 Savage 4 video card no longer amazes me.

    3. Re:AE Employee here by Anonymous Coward · · Score: 0

      Now lets see.
      The game had problems reinitialising the D3D interface throwing 0xC0000005, LoD decreasing performance (and still does). Hotkeys graying out, override folder not working. Was and still is a CPU hog.

      You have to remember the perspective of the client, just because you can get a computer with 100 CPU's doesn't mean everyone can, most users have a system in the 1.5ghz to 3 ghz range, way above the recomended specifications.

      I play the game on maximum quality, as the video card is not the limiting factor, the "slow" 2.2 ghz CPU is. It does not matter how graphically intense the game gets, no matter if you tell the graphics card to draw gray blobs or full-detailed characters the frame rate will be the same if the card has to wait for rendering instructions.

      Got around 20 FPS with a view range of 50 meters, covering an area of 50*50*K*PI(?) at New Rachival. Increased range to 1000 meters covering an area of 1000*1000*K*PI, an area increase of 400 times, watching all of Tazoon (=Lagzoon). Frame rate took a deep inpact 5 FPS down to 15 FPS.

      Even better is the performance of a couple of frames per second I got in a fight, with 5 characters involved.

      Looks like bogo-sort to me.

  62. MOD Parent Up by Tlosk · · Score: 1

    I agree, if you want a personalized, well done RPG experience you can get it with a small group of your friends and any one of the many tabletop RPG systems out there. (NWN has some elements of it, but still depends far too much on prescripting to ever provide the wonderful on the fly turns in plot and action that make table top gaming so enjoyable and memorable.)

    But to deliver this sort of experience on a scale past 10 or 20 people just isn't possible while maintaining the quality level.

    And that's what's so exciting I think about getting into this area, taking a concept that is currently not possible to implement, and figuring out how to do it.

    And on a side note, if you're successful, online RPGs will be far from the only area where this technology will find use. I suspect that in twenty years we'll be talking about the person that finally nails the problem the same we think about Linus Torvalds or Gordon Moore today. Even very brilliant people just shake their heads now and scoff at the impossiblity of the task. I know I do lol, but there's always a solution, you just have to find it.

  63. Economics and opportunities by Peter+Cooper · · Score: 2, Interesting

    What I don't get it why there aren't any smaller coding / artwork groups doing really well with MMORPGs.

    Release the client for free, make it open source even, ditto for the server, and then charge, say, $10 a month to use a centrally hosted 'world' (which has all the good stuff). Even a 25,000 players (less than most of the games in this study) would rake in $250,000 per month.. and imagine what, say, 15 hardcore people (who might ordinarily be working on free software anyway) could do with that!

    Okay, I'm not saying this is an easy venture by any means, but it strikes me as odd that I haven't heard of anyone trying this. There seems to be so much money and opportunity in it.

    1. Re:Economics and opportunities by funwithBSD · · Score: 2, Informative

      Checkout www.eventide.net.

      They are doing exactly that.

      Client is free, play is free, they get donations.

      It is working quite nicely.

      Disclaimer: I am an active memember of the ROE community, I may be a bit biased =)

      --
      Never answer an anonymous letter. - Yogi Berra
    2. Re:Economics and opportunities by valkraider · · Score: 1

      Windows only. :(

  64. Consider the source... by rben · · Score: 3, Insightful

    My wife, who works in the MMORPG Industry, tells me that she believes that Sir Bruce's numbers should be taken with a grain of salt.

    I'd like to point out that some companies, including the one my wife works for, are extremely reluctant to reveal these kinds of numbers and consider them closely held proprietary secrets. Therefore, it's unlikely that all these numbers came from the game companies themselves. Numbers that did come from game companies might be a bit inflated. It's hard to resist the temptation to make your game look just a little bit better.

    Just a word of caution that you shouldn't believe everything you read.... even on /.

    --

    -All that is gold does not glitter - Tolkien
    www.ra

    1. Re:Consider the source... by Arathrael · · Score: 1

      I think not RTFA is taking not believing everything you read one step too far. :-)

      For example, the section on 'SOURCES AND METHODS', which says:

      Most of the data comes from press releases from the companies themselves. Verant/Sony (EQ), Origin/EA (UO), and Mythic (DAoC) have been particularly good at doing this on a regular basis. Much of the rest of the data comes from news articles in a variety of industry magazines and web sites. I have tried to be careful to only select those reports that contain "official" numbers given in response to a reporter's request for information, but in some cases they are estimates at best. Still other numbers have come from "off the record" numbers given to me by trusted insiders, or in less public forums like the MUD-Dev Mailing List. In a few cases where numbers seemed to conflict, I have picked the one that seemed the most reliable and which seemed to fit with the other data. The upshot of all this is that these numbers should not be taken as gospel. They represent the best research to date.

      Makes your whole comment somewhat redundant, don't you think?

  65. Re:Horizons? Huh? by lanner · · Score: 1
    Here in Mesa Arizona, where Horizons was made, we have SCORPIONS. And the scorpions climb up to your second story apartment and start climbing up your walls. The good news is that only the "potentially deadly" scorpions can climb walls.

    http://www.opendreams.net/jesse/images/20040722_ar izona_bark_scorpion/

  66. Cuts both ways. by Anonymous Coward · · Score: 0

    David Allen and David Bowman BOTH showed the world how NOT to run a company.

    Don't call the kettle black.

  67. I am an NWN whore by MattW · · Score: 1

    I have nwn installed, and host City of Arabel, which generally owns the PW Story category. But the DM:player ratio is a PITA to deal with; PW servers are largely unattended or understaffed. Great for free play, but for people who value their game time more than their $2...well, you get where I'm going.

  68. I *LOVE* Horizons! by Brash+Endeavors · · Score: 5, Interesting
    The deluge of negative articles about this game has always astonished me. I've been a very heavy MMORPG player since 1999 or so, and have played EQ, AC, AC2, DAoC, FFXI, and some others I cannot recall now.

    Horizons is hands down my favorite of all of those. I foresee myself playing this game for years to come.

    The game has a much more mature player base than any other I have seen, a complete lack of d00ds/griefers (the lack of a PvP element probably is a part of this). The game certainly is less attractive to power-levelers who do become bored with it rapidly. The game is also the most "solo friendly" of anything I've played since AC1. I have always hated forced-grouping games, and Horizons gives you both the ability to participate in a community, as well as a chance to be self-reliant if you choose.

    For me the attraction is the very immersive world. The world itself is a beautiful one, the player models from Dragon to Dryad are great, the crafting system is first-class, and the multi-schooling system is much more enjoyable and intriguing for me than rigid class systems like EQ/DAoC had. I love the *process* of playing Horizons, and just interacting with the world. If you are a goal-oriented person in a race to level 100, then yes this game may not be for you.

    There ARE issues with the game at this time, and they ARE making some major improvements, which I expect to really transform the game over the next 6-12 months. For a game like Horizons, I am willing to give this game the time it needs to fully mature. I currently play mainly on the Blight test server and there are a LOT of changes coming in the very near future.

    Visit Tazoon.com to see a greater amount of positive feedback from CURRENT players who really love this game, and learn WHY they like it. It has a loyal diehard fanbase that I have not experienced since my three years with AC1.

    But most of all, try the 7-day free trial and make up your own mind about this game.

    1. Re:I *LOVE* Horizons! by dsanfte · · Score: 1

      It doesn't just have a lack of "d00ds", it has a lack of everything. The game is a wasteland.

      --
      occultae nullus est respectus musicae - originally a Greek proverb
  69. Re:Horizons? Huh? by Erik+Hollensbe · · Score: 2, Informative

    Heh, considering crafting normally consists of:

    1) Hunting around endlessly looking for a fancy materials drop, repeatedly
    2) Running back to the "craft station"
    3) Hitting "craft repeatedly" to create as many items as you can
    4) Holding your "great" item over everyone's head as if you made some huge accomplishment, only to sell it at the store so you don't get screwed in a trade.

    I'll stick to programming. At least the time and effort is normally worth it.

  70. MMORPG's...Dear God by Omniscientist · · Score: 2, Interesting

    The last MMORPG I played was Dark Age of Camelot. The last one before that was UO, and before that was Realm. I played Realm when I was maybe 11 years old. I played it for a few months, got to the max level, then they did this thing we called "The Big Update" where the increased the max level from 100 to 500 and changed the whole game. I quit after that, too many bugs. Then I played UO for years. Ultima Online was the best MMORPG there ever was hands down, when it FIRST came out. There was nothing better than it, there will never be anything better than the first UO. But then they started changing things. An old MMORPG proverb says "When the company starts changing things due to complaints from users, that's when the MMORPG starts to crumble" And it is true, I've seen it in every game I've played. The lesser skilled people complain, bitch, and moan, and they all bark at the company to change something to suit them, once that trend starts the game will die, I've seen it with over 4 different games. Ultima Online was amazing because it was unforgiving. When you died, you lost everything in your back pack. You could be PK'ed at any second outside of town, even if you just started. When the game was new and the first day I joined, some guy was like, want to go on an adventure? I was like sure! He took me out on my boat, stole all my money, killed me. I logged back in as a ghost, on an island, and it took hours for me to get back to town. There is nothing like that today, everything is too easy. Everyone wants their secure worlds where they won't be killed, that's just lame. You worked for weeks to get a house in UO, then when you finally got one, someone could come along, kill you, take the key, and it was their house. Being a PK was fun back then, because you could basically take over dungeons. I remember I was "leveling" in a dungeon and 2 blue portals appeared, out stepped 5 guys in jester hats with 2 pet dragons, they killed everyone and posted dragons at the entrance of the dungeon, killing everyone. Sounds lame maybe, but it was so fun compared to the bullcrap safety stuff today. Then they introduced a reputation system where when you killed enough people (like 4!!) you were permanently a murderer, you couldn't enter towns (which was how it was before however if you were good long enough you could get rid of bad status), and when you die you lost alot of your skill points, which took days and days and days and weeks to get back. They effectively killed PK'ing, especially when they introduced the "non pk world" and the "10 hour newbie invulnerability from pvp". I got my ass kicked constantly, but you learned how to get strong and kick butt back. Now everyone just bitches and moans, because they can't handle being weak. And the company listened to them, and UO started to fail. Dark Age of Camelot was a big thrill to me. I didn't play an online game for years after UO, as I thought they all sucked, but I played a hour of DaOC and I was sadly hooked. It was exciting because the world was so huge, and I loved the concept of 3 different countries where communication was impossible (different languages in the game), and the only place you could meet them was on the battlegrounds where you tried to take over their keeps and their treasurers. That was cool, and it had a very nice PVE (fighting NPC's) element. However guess what...people started bitching and moaning. DaOC was very responsive to people and they actually did a good job in keeping the game relatively good while changing stuff. But eventually it went a little too awry, hell go on the VN boards over at IGN and all people do is bitch. This ruins games if the company changes stuff for them. And it did. I was off of the game for 2 weeks due to computer repair, I come back, there was a major change, and the game was dead. Completely dead, all my friends quit. MMORPG's need to be hard, they need to be unforgiving. PVP is not only a good option it is essential in MMORPG's, because eventually fighting those NPC's becomes predictable, and easy. The game becomes boring.

  71. Speaking of which by pcgamez · · Score: 1

    Does anyone know if there is something similar to Mankind out there? I played that game for 3 years before I quit out of disgust.

    1. Re:Speaking of which by Anonymous Coward · · Score: 0

      EVE-Online is the closest you are going to get at this point (unfortunatley)

  72. Thumbs Up! for City of Heroes by Phrogman · · Score: 3, Informative

    Its not perfect by any stretch, but COH had the smoothest release and has the least problems of any of the MMO products I have tried.

    Its a fun PvE game, the AI on the mobs is quite good - again far better than any other MMORPG game I have tried - and the developers seem to have a handle on what the game needs. They listen and respond to public feedback.

    Currently its a bit content light, but they are adding new content and new features quarterly at the moment, and the first (and only) patch was pretty problem free.

    I went to DAOC from EQ because Mythic looked like they were doing things right and addressing the aspects of EQ that really bothered me, and the whole RvR thing looked neat. I played it since release until the release of City of Heroes, and was a pretty big DAOC fan. I don't think I could return now, COH has spoiled me. It is lightyears ahead of the competition in my opinion, and while its early still, being only 3 months old, I think it has a very bright future.

    Its well worth checking out City of Heroes if you are looking for a new game.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    1. Re:Thumbs Up! for City of Heroes by neye_eve · · Score: 1

      why do think it has a bright future? I don't think you're wrong, but I don't think you're right either - I'm just curious as to your reasoning?

      It's the same 5 frickin indoor areas over and over. No end game (though CoV will undboutably help this), and leveling is either painfully slow with ATs such as controller/defender or fairly fast as an AoE blaster, spine scrapper, burn tank, or fire/* controller.

      I picked up CoH after playing 2 years of DAOC. I'd pretty much burnt out of daoc and had absolutely no desire to play it anymore. Funny thing is, after 3 weeks of CoH, I got bored enough that I've now started playing daoc again, much more than I had before, and am enjoying it a lot.

      who knows, maybe Issue 2 and CoV will give the player base a reason to keep playing.

    2. Re:Thumbs Up! for City of Heroes by Elsebet · · Score: 1


      I also played DAoC for two years (like the above and other posters mentioned) and loved it, but quit for a multitude of reasons (ToA one of them).

      Since I always game with my man, we tend to favor games which let us level up easily in a duo. DAoC was ok with this, and CoH is fantastic. We are level 30 of 50 and grouped briefly only once. Sure it has flaws, but that certainly is one of its strong points. We can log in, do a few missions or some street fighting, and log off after an hour or two and feel like we got something accomplished. That's pretty hard to do in most other MMORPG's.

      Forced grouping (a la FFXI) hurts casual enjoyment of games, and CoH certainly gives you options. Once they add PvP and more PvE content (yes missions ARE repetitive and boring, no argument there) it will really be a nice game.

      One thing I disagree with the above poster is the "end game" idea. Put good, interesting, CHALLENGING content at every game level not just the end! :)

      --
      Sacré-bleu! Where is me mama?
    3. Re:Thumbs Up! for City of Heroes by Xurbax · · Score: 1

      I totally agree. I am playing COH right now too, and it's a huge amount of fun. It is easier to make progress in COH than most other MMORPGs I have played, which helps. Character/costume customization is great as well (though even more is better - I hope they will continue adding options). Somehow the comics theme and flexible costume creation seems to encourage more role-playing than most MMORPGs I have played before.

      One game that doesn't seem to be getting much attention here is Anarchy Online, to my great disappointment. The subscriber numbers in those charts make me fear for it's long-term survival... It is a great game. Right now I'm hooked on COH, but long term I think I will be back to spending most of my time in AO (if it survives). Hopefully the upcoming expansion pack for it will renew some interest in it... I guess AO was hurt very very badly by one of the worst MMORPG launches ever... But since then it has been fixed up into a very good game. The only big flaws in AO for me are the long level grind (which a lot of games have, and isn't really a flaw if you are more than just a casual player like me), and my disappointment that they started with a semi-skill-based character development system, but back-tracked over time to a much more rigid class-based system.
      Anarchy Online has a 7 day trial available. It might require a credit-card, I am not certain. See http://www.anarchy-online.com/.
      I have a couple of 30-day trial keys I was sent - I will post those in my journal for anyone that wants them.

  73. Re:Horizons? Huh? by Jeff85 · · Score: 1

    One of my friends who was really into Everquest was bought into all the hype about Horizons. He had thankfully retired from Everquest a while before Horizons was released and actually acting like a normal person for a while. However, once he found out about Horizons, he was like, "Dude! This is going to be the best game EVER! All my old Everquest friends are going to be playing it! Check out all the cool features! You gotta buy it when it comes out!" I didn't think it sounded nearly as good as he said.

    I've never been a fan of subscription based gaming. So when it came out, him and a few real life friends and several online friends bought it and played it for a while. In fact, he made me install his copy on my computer to try it out on his account. I must say that I was not impressed with what I saw. My computer exceeded the recommended requirements and I have a DSL connection, but the game lagged to the extreme. I mean, you couldn't even walk with nobody else in sight without your guy jumping all over the screen. I quickly uninstalled it from my computer in disgust.

    My friend kept trying to say that, "Oh, it's still in development. They haven't implemented all the awesome stuff yet. The game still rocks!"

    He and all his friends quit playing after another month or so.

    Everytime he wants me to try a new game, I just remind him how stupid Horizons was. I mean, playable dragons? That just takes all the awesomeness factor away from them.

    To be fair, though, my friend was right that they had some ideas that sounded good, but the realization of those features weren't so great.

    --
    Fetch Text URL - Firefox Extension
  74. radeon/gui issues by Brash+Endeavors · · Score: 1
    I have a Radeon card (an older 128DDR 8500/9100) and have never heard of any particular issue with Radeons. I have no idea whether this means it was fixed sometime after June 2004, but certainly I've never seen any indication of an ATI issue since June 2004. Was it involving CTDs or general performace or ..? I rarely ever have a CTD in the game.

    I did see one thread since starting in June, discussing ATI/nVidia cards but it seemed to have very mixed outcome, with some people running two computers with one of each brand saying their nVidia system played better, and others saying their ATI system actually ran better.

    I am also not aware of any GUI issues. What was the specific issue there? They have made a lot of changes in the past few months.

    1. Re:radeon/gui issues by bugnuts · · Score: 1

      At the time, the 9800 pro was one of the fastest cards on the market, but Horizons ran like a dog, leaked memory, and ctd all the time. No other game I played did this. In fact, nearly every time I recalled to the bind point: ctd. Periodically in towns, it would slowly drop framerates until it was well below 5 fps. This issue (probably a memory leak of some sort) was only noticed if I didn't recall to my bind point, because otherwise I CRASHED TO DESKTOP!

      If you visit any searchable fan sites, you'll find lots of old threads about ati's running like crap. And it didn't happen to everyone, but I would guess about 15-20% of the ati owners. We all compared drivers, trying many many different configurations, etc. Yes, all the obvious stuff was checked, updated, and even rolled back to old drivers when the new ones didn't work.

      WRT the gui, if you activated an ability or attack during the recharge of another one, the first would "grey out" and be unusable unless you either did some fancy macro commands or relogged. Actually, you could also cast it with the popup menu, but the hotkey was DEAD until you did that, and in a battle that was unacceptable.

      Ack... I was even considering trying out the trial since I spent a lot of time playing my mage/spellcrafter (hell, I even had a very nice RCI plot that cost 150 S), but now thinking of all the pain I had, I don't want to try it again. No way.

      If I do anything, I'll restart AC2 instead. It's a far prettier, far more developed game. And I hear they really fixed up the crafting system... I was looking at it this morning and it was a huge improvement from when it was first introduced.

    2. Re:radeon/gui issues by Brash+Endeavors · · Score: 1

      I've heard VERY nice things about how AC2 has improved since release. I played in the beta but was heavily into AC1 at the time, and just never quite got grabbed the same way by AC2. But I do know it has it's own very solid fanbase.

    3. Re:radeon/gui issues by evilkarl · · Score: 1

      The performance of the client has improved, with a new combat engine and lots of other work on the client. My frame rate has improved a fair bit since launch.

      The greyed out hotkey button issue has been fixed since febuary or so.

      They have done alot of work to improve the game since you played it seems and people who post about a young mmo with only experiencing the initial month should refrain from posting on the subject until they get up to date info

      --
      Everyone is stupid, it is just the degree that varies
  75. Planetside by SatanicPuppy · · Score: 1

    Planetside was (and is) a pretty solid online MMOFPS. It's more tactical than UT or Quake, but if you're good, you can still wreak havok on your fellow man.

    The thing that stopped me playing wasn't the gameplay (which was damn good), but the people who were playing. In a game where teamwork and cooperation were KEY, it was really difficult to deal with lamer 12 year olds making up 50% at least of the players. Though it was completely satisfying to TK their sorry asses.

    I've thought of getting back into it, but the expansion is still more than I want to pay, so nah. Maybe later.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  76. PlanetSide and reflexes by fvdham · · Score: 1

    > Please don't mention planetside; I still want
    > level progression; I still want it to be
    > playable by people who don't have the reflexes.
    > I just want those that do to get an edge for
    > them.

    I dont consider me to have good reflexes.
    But I still do very well in PlanetSide.

    For example I lay mines, spitfires,
    drive the mobile base and am sniper.

    PlanetSide is a lot about thinking,
    amongst others carrying the right gun
    for the current situation. That means
    less emphasis on reflexes.

  77. Horizons was to bugged by SmallFurryCreature · · Score: 1
    It arrived after many many other horribly bugged MMO games and frankly I doubt anyone bothers anymore.

    However I still think the PvP is hurting business. It will never be as good as PvP counterstrike style with some of those game becoming very big, played a demo with 256 players in the field.

    It simply isn't fun to be a casual player in a game dominated by kiddies. SWG is the prime example, they are so focussed on the balacing of combat that they fail to see the constant drain of players going on. The recent 14 day demo had plenty of new players coming in and many many played the full 14 days and then asked, so what can I do now. I fought everything, is there anymore. The answer? No. An MMO game where you can see everything in 2 weeks is not going to sell many monthly subscriptions.

    That is the real killer. Some people like diablo games. Some don't. Sales figures suggest that current MMO games are targetting the wrong audience.

    Then again maybe it is just the bugs.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Horizons was to bugged by MikeBabcock · · Score: 1

      PvP is amazing; but you need lots of smaller servers; people *like* campaigning with friends and beating up baddies, but they don't like being outnumbered by players too much better than themselves.

      Check out Quake or its many derivatives; online play is booming ... why? Well, its free of course, and servers host 8-24 players usually; sometimes in every man for himself situations, sometimes team play, but its always fun because you find a server with players around your own skill level (or a bit better, personally) and you play for as long as you want, then hop to a different one if you don't like it.

      --
      - Michael T. Babcock (Yes, I blog)
  78. Re:Planetside expansion by fvdham · · Score: 1

    > I've thought of getting back into it, > but the expansion is still more than > I want to pay, so nah. Maybe later. Just ignore the expansion. You dont need it to play and most players would say you should not bother to buy it. There are still "free" "weekly" updates to the game. For example the past week all skydomes have been revamped and one map (Oshur) has been replaced by 3 new smaller maps.

  79. Changes since release by Brash+Endeavors · · Score: 0, Flamebait
    I did not play the game when it was first released, except I have heard there were tremendous performance issues back then. I do know many 'oldtimers' say that area has massively improved since release. I have only been playing since June 2004. I play with an older Radeon 8500LE and with 56k dialup.

    I very much like Horizons, and expect to be playing it for several years to come. Maybe I was very lucky having come into Horizons six months after release. I generally stay away from games right after their release, and especially ones with a lot of this-is-gonna-rock! hype attached to them.

    Personally I would never go near a game if someone told me "Dude! This is going to be the best game EVER! All my old Everquest friends are going to be playing it!"

    That alone would send me running in the opposite direction ...

  80. MMO by Anonymous Coward · · Score: 0

    if you are interested in a 'mature' mmo, meaning if ur a l33tOMFGWTFH4X4U kidiot you get banned, that is both fun, and relativly inexpensive (10 a month), try www.darkspace.net

    The client is free, and the community is small (maybe 1000 players total, no more than 100 online at any one time). Everyone knows everyone, and the devs are very responsive. The game plays similiar to the starfleet command games, but with more skill and less tedium involved. Its def. worth a look..,

  81. Perma-death? by EvilIdler · · Score: 1

    If Frontier 1859 ever gets beyond the vapour-ware stage,
    that would be just what you want. True wild west - players make
    the laws, you only get one life, but you can pass on your genes.

    http://frontier1859.com/

  82. Re:Horizons? Huh? by Kukuman · · Score: 1

    I only played Horizons for about two weeks, but I can tell you this... the Horizons community is very touchy and defensive about their game. Recently a group of people from various fan forums descended upon the Wikipedia article for Horizons and ran it into the ground. The dust has settled and it looks good now but there were about 2 days of constant reverts, blatant bad POV edits, and vandalism.

  83. Maybe more americans are playing LineageII by Mongoose · · Score: 1

    It even has a special 3rd party patch for winex. I think it was more fun playing it in taiwan that america, but I perfer polite players. In american beta I had to kill 4-5 trouble makers a login. Best PvP I've seen, and it uses the unreal2 engine like UT 2003. The sexy dark elf models help too. =)

    http://www.lineage2.com

    1. Re:Maybe more americans are playing LineageII by rhuntley12 · · Score: 1

      I'm a current player on Hindemith and do like it. Although there is a huge problem with Chinese players farming and selling adena, everyone is of the impression they need the best gear available right away. It's level grind is also horrid, it's hard work after the 40's, but I still enjoy it. The castle sieges are absolutely great, as are some of the big battles. Although the karma system needs a huge overhaul, which I think is fixed in the next huge patch.(Not going purple when you attack a red, it's lame) And the expansions are free.

  84. You ought to play one by Sycraft-fu · · Score: 2, Interesting

    Your perceptions are really distorted. I'm not saying there are no 20-30s loosers that do nothing but play, but they are not the majority. Last one I played was Star Wars Galaxies. I joind a big PA (collection of players, in other games a guild) that used voice chat. I discovered some things that many would consider supprising:

    1) A good number of women. The stereotype seems to be all males and that wasn't true. Our PA was probably 30-35% women.

    2) Lots of married people, with children. Some couples, some single, some father-son teams, and so on. It wasn't just the "single people with lots of time", the married people may have even been the majority. For them, this is what they did INSTEAD of watch TV or other more classic American persuits.

    3) High median age, probably about 25, maybe 27. 18-25 was the biggest group, but there were plenty of 25+s. Not a bynch of teenagers, in fact under 18 was pretty rare.

    4) Plenty of successful, skilled, people. I hung out with a group that knew eachother in real life, being all engineers for a JPL contractor. One guy was one of the designers for the Mars Rover communication system (the ground side).

    5) Plenty of casual gamers, me being one of them. I lack the attention span to be hardcore in those kind of games. Even when I have loads of free time, I just can only play for so long. There were plenty of hard core ones, but plenty of casuals too.

    So your stereotypes are not at all correct. No doubt there are plenty of people that do fit your description, but there are plenty that do not. I find MMORPGs entertaining in a way that other games are not, so I play them, as I do other games. However I own my own house, have a full time job, and spend time on other things.

  85. Um, about the women by way2trivial · · Score: 1

    Do they wear this t-shirt during the day?

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  86. Re:Um, about the women by Anonymous Coward · · Score: 0

    The T-shirt isnt too funny ... the fact that it is available in 5xl is though :)

  87. "Provides New Insights" by Sinner · · Score: 1

    Like what, exactly? I've ready the FA and all the comments, and I'm still not feeling insighterated (made up word).

    Unless the fact that millions of Koreans play a game I've never heard of constitutes an insight?

    --
    fish and pipes
  88. Too early by Anonymous Coward · · Score: 0

    I've known about this site for close to a year now.
    If watching the competition between EQ (a 3D game) and Ultima Online (primarily old school 2D) has told me anything, it's that the time of the MMORPG has not truly arrived, and won't until the Internet develops into the kind of environment that William Gibson wrote about.

    Anyone who's interested really ought to consider giving this book a serious read where this topic is concerned. I first read it close to ten years ago, and even back then it predicted the idea that the net or certain regions of it would basically become their own geopolitical entities in the full sense of the word, complete with all the economic implications that entails. Castranova doesn't realise just how right he is.

    Although there are a few wily early birds, such as this guy for instance and some others who are already scratching a reasonable living out of it, virtual tourism and commodity speculation isn't going to truly hit the mainstream radar for a while yet.

    Once it does though, it doesn't need mentioning that a lot of the rules most people take for granted will change. One of the main reasons why I'm suspecting that this will be so big when the technology gets here is actually because of the terrorism problem. With environmental degredation reaching fever pitch in some places, most governments in the developed world rapidly moving towards an Orwellian wet dream, and meatspace being as dangerous as it is in general these days, 3 days in Norrath is going to end up being the only way most of us who get afflicted with the travel bug will be able to scratch our itch. You could also eventually hear about such things as newlyweds spending a honeymoon at a resort on Britannia's Magincia Beach. ;-)

    What does it need to get to this point, however? It needs the Matrix, boys and girls...not necessarily Keanu's, either, in the photorealistic sense...but definitely in the Shadowrun/Gibson sense. Some fringe dwellers play text-based MUDS, sure...but just as there's talk at times about how "Linux isn't ready for the desktop," so we have a scenario where Joe Sixpack is going to insist on full-blown VR before he'll even bother...mainly because although some of us do, he doesn't have the imagination to parse text and create an evironment from that in his head. The addiction problems associated with EQ and its initial explosive popularity tell me what I've always suspected...that the net ain't really going to *be* the net in any sense that's genuinely worth talking about until networked VR gets here.

    UO/EQ are great for getting our feet wet...but it's worth remembering that nobody yet has created a real swimming pool. That I think is also why they're losing popularity...the novelty has worn off, and people want more...but the technology isn't quite here yet to give it to them.

  89. Re:Horizons? Huh? by DrMrLordX · · Score: 1

    Scorpions shmorpions. It could be worse. Would you like camel spiders climbing up your walls instead?

  90. Can't settle it, but I will make it grow. by Parandor · · Score: 2, Insightful

    Anyone care to comment on how stupid all of this is?

    There is nothing stupid about being constructive.

    A smaller, more focused MMORPG, perhaps even the "massive" part needs to be removed. Target subscription is 500-1500 subscribers, with a set upper limit of probably 1500.

    To my mind, the problem here is more the number of people online at anytime than the actual number of suscribtions. A game that has "dead" periods is in bad shape to start with.

    If you wanted to play, you'd submit an application, and assuming it's not all booked up, you'd be given a choice of up to 2 dozen characters to play, complete with biography summaries of those (and if they were completely unsuitable... wait another day, while we find some other choices for you).

    You can not enforce characters on the players. Game masters like to try this to improve game balance, but the end result is always unhappy players that can't play the style they want and unhappy game masters that have "good characters" played "wrong" by players. This is good for tounament style of play, not MMORPG.

    Inststead make a limited number of choice ( 5 or 8 instead of dozens ) and make sure they are all playable and balanced. Earth & Behond is a good example of this aspect. Allow non-linear evolution for each of them ( E&A fails in that ) and you have a good recepie.

    I'd also try to weed out all the obnoxious players, too, for that matter. People who want to play in character are important, and if you chalked up more than a few infractions (talking about monday night football in game, using too much modern slang, etc) I'd probably end up canceling the subscription.

    Sorry, won't work. You cannot stop your players from doing off topic chatting. A MMORPG is more than just a game, it's a community. You have to accept it.

    Player death would be permanent (choose another character).

    As a result, players will leave the game upon loosing everything to a simple bad luck. Eve-online is a good example of this. Not good. Do it the other way around, allow players to die as many time as they want, but with consequences. This is a game, everything happening in it should be enjoyable to players, even loosing.

    The main problem of many MMORPG is that the GM staff cannot afford to micromanage the game. When a player start, the discovery of the game is good enough to make him stay. At "high level" new quest and plot are aimed at you. But in between, this is where things go wrong. Fill this void and you'll be in business.

  91. WARNING: Shameless plug (PlaneShift) by Jorrit · · Score: 4, Informative

    I'm one of the developers on the free (in the sense of not having to pay money to play it) MMORPG game called PlaneShift (http://www.planeshift.it). The MMORPG engine is fully Open Source (GPL). This game is still in development and the current released demo is getting old. But even if you can't do a lot in it yet (only explore, chat, hunt crystals) it still has 100000 registered accounts. The next version which will soon be released will have magic, combat, ...

    The game is fully free. You don't have to pay to download the game and you don't have to pay to play it.

    Greetings,

    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    1. Re:WARNING: Shameless plug (PlaneShift) by cyxxon · · Score: 1

      Well, might be a shameless plug, but this is definitely the right place to advertise PS. Here on /., verybody always bitches about how MMORPGs should be more about Roleplaying, and that is PS's goal.

      On the other hand: stop posting here, for fucks sake! You got a game to complete ;) But I see from CVS that you are really coming along nicely. I am also lurking on your forums every day...

  92. Re:The funnyer thing is... by Sindri · · Score: 1

    You are just a Care Pirate, you want to be able to kill people in MMORPGs and you care about them caring.

    Up untill that credit card part its actually a pretty good idea. The credit card part will be impossible to sell to investors so such a game would never be made anyway.

    I think a MMORPG with permanent death. After witch you can create a new n00b character is a pretty good idea.

  93. Re:Horizons? Huh? by Anonymous Coward · · Score: 0

    I think I would take the that isn't venomous over the one that is.

  94. Re:Horizons? Huh? by tehcyder · · Score: 2, Funny
    I admire your lack of pesky requirements for your intended.

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  95. Exactly quake. wich is FREE by SmallFurryCreature · · Score: 1
    So why should I pay a monthly fee to play something wich doesn't even come close to being quake? Granted I prefer cooperative versions but am up for team games as well. BUT I don't like CS. Why? You most likely end up playing not with skilled players but with players who learned every trick on their favorite maps. How can you tell skilled players vs map learners? Map learners will bitch like hell when a new map comes on and moan in every new game how it is to hard.

    Anyway Quake and its ilk are one segment of the market. Most MMO are trying to copy the PvP element but making it in such a way that casual players only got the pistol while the hardcore kiddies got an unlimited ammo BFG and that is costing you 15 bucks a month.

    Would CS be so succesfull if you could only start hunting terrorist after first spending a month shooting bunnies?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  96. Too many games, not enough time. by Eisenfaust · · Score: 1

    I really enjoy MMORPGs, but these days there are so many it seems physically impossible for one person to even begin to experience them all. Add a job, school and a family and its really hard to even follow single game.

    It used to be that staying informed about the games on the market was a relativly easy task. I think this underscores the importance of game reviewing. Since it is about impossible to try out all of these games you must rely on others to do it for you.

    --
    Grrrrr... don't bother me, I'm thinking.
  97. MOD UP +Funny!! by Anonymous Coward · · Score: 0

    Or maybe it should be +Ironic. In any event, it's sad.

    But don't look to Slashdot for remedial training. If you want to do yourself a favor, spend a few weeks teaching yourself some simple mathematics. Just because your school failed you is no reason to live the rest of your life incapacitated by choice.

  98. Re:Horizons? Huh? by Ilgaz · · Score: 1

    I play ww2 online. No craft, no "beaming". Plain old opels and rifles and all ww2 stuff.

    Its REAL strict simulation. You can't run all the time too. Also if you rambo a tank in a city, prepare to be sapped with 2-3 newbies playing you like cat with mouse...

    Check playnet.com :)

  99. Re:Horizons? Huh? by Anonymous Coward · · Score: 0
    playable dragons can be awesome if you make it "realistic" enough minus real time growing up. Dragons in lore were very small and weak when young and had a very harsh life. Darwinism to the extreme, the ones that flourish were stronger because of it and as they grew only then did intelligence and "magic" develop. Speech and higher reasoning followed until the elder dragons achieved a sort of transcendent state that put them beyond (or just crossing multiple) the plane they were on... this uses D&D terminology I admit but you can get the picture in a more general way.

    I would think that this would greatly reward the casual but long term player and punishes the power player who frankly is more suited to the "Big Buff Axe Warrior." Like real life we need people like this as fodder and they are more than happy and willing enough until they get bored and move the next newest game.

    However, technical issues are inexcusable and a completely different topic.

  100. Ragnarok by ^_^x · · Score: 1

    It's hard to believe no one has mentioned Ragnarok Online yet. In North America, people seem to doubt the success of MMORPGs, but South Korea seems to be producing a considerable amount of them. In addition to Lineage and the new Lineage 2, there's Ragnarok Online, a Diablo-like socially-centered MMORPG that has 5000-7000 users online at a given time on either of their "unpopular" international servers, as well as more successful franchises with more servers in Korea, Taiwan, Malaysia, Singapore, China, Thailand, Indonesia, recently Europe, and through a company called "GungHo," Japan.

    Standing on its own, it gets to be a boring diablo-ish game once you've finally travelled the world and know all the dungeons (though they keep adding more with new monsters/gear/skills/player classes) but the community of players in this game is like none I've ever seen. It really keeps things entertaining.

  101. Meh, kinda burnt out on most of the current titles by RobotNinjaFromEnglan · · Score: 1

    Interesting, but I'm really burned out on most of the games that are out now and even most of the ones coming out. I've seen Matrix Online and it's like City Of Heroes without the superhero charm. City of Heroes is fun for a month, and then it's on to new things. EQ/2? Don't make me laugh. World of Warcraft? It's alright, I've played the beta, but it's the same old things other MMOs have done, with that little bit of spit and polish Blizzard puts on everything it does. It's a refinement, maybe even a perfection, of the old-style MMOs. Wish is a goat-herding simulation and a joke. Meanwhile, let's survey the current MMO landscape. UO is ancient by MMO standards. EQ is home to a legion of hardcore poopsockers, people who can create drama by pretending to sleep with sexy wood elves played by fellow sweaty geeks. SWG is a bunch of Star Wars geeks playing a broken game and Jump To Lightspeed will be Geeks In Space, which is basically that Pigs In Space sketch from the Muppets. Horizons is a joke, Shadowbane's a walking corpse, Lineage 2 is populated by a bunch of insane Asians and some Americans trying to convince themselves they're having fun staring at jiggling Dark Elf boobs. Really, the only things that give me any kind of hope are Pirates of the Burning Sea, which looks like a pretty cool pirate MMO, and The Saga of Ryzom, which looks like awesomeness distilled into MMO form. Definitely looking forward to the Open Beta period on both of those. The rest? Just EQ clones and Tolkien ripoffs.

  102. D'oh ... cheap Earthlink account hit quota... by Anonymous Coward · · Score: 0

    Our good friend, SirBruce's traffic quota has been reached... can anyone recommend a mirror, or am I forced to patiently wait 'til Sept. :-P Much obliged...

  103. Anarchy Online by Xurbax · · Score: 1

    You don't mention Anarchy Online...
    It's quite a good game, you might want to give it a try. In my opinion better than all the others you mention, except for UO (which is outdated now), and City of Heroes (which I love, but is better suited for casual players like me than it is for powergamers). I think it fell off the map due to one of the worst launches in MMORPG history, but it has since been fixed up into a solid game. There is a 7-day trial available, and check my journal for a couple of 30-day trial keys.

    http://www.anarchy-online.com/

  104. Web Page Overload by SirBruce · · Score: 1

    Thanks to slashdot again for overloading my bandwidth quota. I got 17,290 hits in one day, which is a new record.

    Here's a temporary backup site, but it won't last very long at this rate:
    http://pw1.netcom.com/~sirbruce3/Subscripti ons.htm l

    Bruce

  105. Web Page Overload by SirBruce · · Score: 1

    Hmmm, my previous comment was deleted?

    Again, the web page is currently up at an alternate URL:
    http://pw1.netcom.com/~sirbruce3/Subscriptions.htm l

    Bruce