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Bethesda To Have An MMO-Dev Sibling

Gamasutra is reporting the exciting news that Bethesda's parent company ZeniMax has just announced they are opening a new studio dedicated to online games. It's going to be headed by Matt Firor, formerly of Mythic Entertainment. "Firor worked for Mythic for 10 years, serving as the producer for the company's popular MMO Dark Age of Camelot, as well as taking a lead role on all of the studio's other projects. Since leaving Mythic in 2006, Firor has worked as a consultant in the online gaming industry, advising publishers interested in entering the online market ... The studio is expected to continue to take on staff over the next 18 months in order to establish 'an entire MMO-sized team,' according to Firor. Specifics on planned subject and platform for ZeniMax's MMO have not yet been revealed." Fallout's MMOG rights are still firmly held by Activision so ... Elder Scrolls Online, perhaps?

16 of 76 comments (clear)

  1. How Many? by Anonymous Coward · · Score: 2, Funny

    >>Elder Scrolls Online, perhaps

    How many MMORPG's with a sword and sorcery theme can the market bear?

    1. Re:How Many? by TitusC3v5 · · Score: 4, Insightful

      They said the same thing a few years ago when MMORPGs starting making waves. Then World of Warcraft happened.

      That being said, I would drop cash in a heartbeart to play a MMORPG with Oblivion-like gameplay. MMORPG meets first-person shooter. Sort of like Darkfall, but with a reachable goal instead of trying to be everything to everyone. Give me fun gameplay, lots of content, and character progression that isn't shackled by that atrocity known as class, and you'll have my $15/mo.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    2. Re:How Many? by Havenwar · · Score: 2, Interesting

      Ah well that is my general plan yes, I tend to wait and see. Still, the trends are not encouraging, and even good studios make bad moves. These days everyone and their mailman has a plan for an MMO of some type, so... I can't say I am overwhelmed with the news. Now if a Fallout MMO was actually coming out any time soon I would be more enthusiastic, even though my pessimistic streak says that will probably be screwed up as well. Simply put the game industry in general has too much imitation these days and not enough innovation. I keep feeling like I am playing the same game again.

    3. Re:How Many? by Reason58 · · Score: 2, Interesting

      Give me fun gameplay, lots of content, and character progression that isn't shackled by that atrocity known as class, and you'll have my $15/mo. Ultima Online

      Over a decade old, and it is a classless, skill-based system just like the amazing innovation that is Oblivion.
    4. Re:How Many? by nick_davison · · Score: 2, Interesting

      That being said, I would drop cash in a heartbeart to play a MMORPG with Oblivion-like gameplay.

      The best thing about Oblivion is what happens to it when it's modded. Almost every single PC review will talk about how the available mods turn it in to the game it should have been - from interface enhancements to losing powerless vampires and demons at low level and losing indestructable uber wolves at high level. The biggest complaints most reviews seem to have with its expansions is that they play with the mods turned off again and realize how much they miss them.

      Unfortunately, MMOs tend not to be moddable - losing the best aspect of Oblivion's gameplay.

      Then there's their second best feature - completely exploitable gameplay. No "balanced" MMO is going to let you create a spellcaster with custom spells that drop cold defenses by 100%, increase cold damage by 100% and do so much damage on touch that they're one shot kills. Whilst that utterly appeals to the hacker gamer mentality, it's something that'll have most players whining about how "unfair" it is.

      While it's theoretically possible they'll carve out a niche, inventing an MMO that gives all of those advantages back, doesn't claim to be balanced and stops worrying about whether people can powerlevel or have to suck up grind or not... something tells me that no current publisher has the nerve to risk it. Shame. Seeing those aspects of Oblivion make it to the MMO space would be one hell of a breath of fresh air.

    5. Re:How Many? by Gideon+Fubar · · Score: 2, Interesting

      to quote a UO playing friend of mine "please go die in a chemical fire".

      UO is terrible. It was only acceptable when it was released because it was the only thing most people knew about as far as persistent online games were concerned, and even then that's because Sierra didn't advertise The Realm anywhere near enough.

      UO suffered (and in some cases still suffers) from terrible gameplay and lag issues, as well as having a solid community of griefers, necessitating a shard system which removes PvP from the game completely for anyone who wants to play without being constantly pwned and teabagged by Legends and Epics.

      Otoh, they let you collect the brains of those you slaughter.

      --
      http://www.xkcd.com/354/
    6. Re:How Many? by Gideon+Fubar · · Score: 2, Funny

      Indeed there were no Legendaries or Epics. These skill levels were added in Kingdom Reborn, with a client just as buggy and useless as the original, touting an 'advanced 3d engine' which still used some of the same sprites from the original client. Great.

      You know WHY they were added? Because the game that essentially defined the grind wasn't grindy enough anymore.

      Your stab is noted, btw.. if i could think up a witty retort, i would have done so already. Instead, i'll just stand amazed and gape because you recommended UO in the first place*. The only appeal i can see it having is fringe appeal, or retro perhaps. Some kind of fucked up retro that's completely unaware of anything better.

      *no, wait.. did you just call Oblivion innovative??

      --
      http://www.xkcd.com/354/
  2. Watch as they hate on thieves by QuantumG · · Score: 4, Interesting

    One of the best parts of the gameplay of Oblivion was the thief skills. Any house you want you can pick the lock, steal goods and sell them to fences. Only the best thieves get access to the best fences. There's even a mythology around it: the mysterious Gray Fox!

    Compare this to 99% of online games where thieves are universally hated on. The sneak skills don't work. The pickpocket skills only work on poor NPCs and mobs. Lock picking is virtually non-existent.

    Virtual world designers hate thieves because they don't play the game in straight lines. They're not trying to get more kit or grind up levels. They're more like hackers, trying to find the interesting nooks and crannies of the game. Using the thief skills you can finish every mission in Oblivion almost without killing a single monster. Fine for a single player game, but how do you balance such awesome skills in a competitive online world?

    --
    How we know is more important than what we know.
    1. Re:Watch as they hate on thieves by fotbr · · Score: 2, Funny

      You completely nerf them and turn TES into yet another generic hack/n/slash grind fest.

    2. Re:Watch as they hate on thieves by Chris+Burke · · Score: 3, Funny

      Only the best thieves get access to the best fences. There's even a mythology around it: the mysterious Gray Fox!

      You mean he's a fence in addition to being a crazy cyborg ninja?!

      --

      The enemies of Democracy are
    3. Re:Watch as they hate on thieves by morari · · Score: 2, Insightful

      Many designers don't seem to appreciate anything that will make soft players cry, such as being pick pocketed or killed by another player. Such popular safeguards only drag MMOs further down into the "waste of time" pit as opposed to elevating them into the "immersing world" category.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    4. Re:Watch as they hate on thieves by QuantumG · · Score: 2, Insightful

      Yep, that's exactly the kind of nerfing I'm talking about. If it's illegal to kill people, it should be illegal to kill thieves. The "NPC Police" should arrest thieves and make them serve appropriate sentences.. assuming of course that your world works that way. If you use death as the punishment for everything then yeah, your system works just fine. As for flagging people.. that's one of my pet hates. Nothing like sneaking into a house, making sure you're not see, making sure you're wearing an appropriate disguise, grabbing the loot and then discovering that you have been magically tagged as a thief and now everyone wants to kill you.

      Oh, and the biggest annoying factor is that often the world designers will make stealing from, say, chests ok but stealing from player inventories not ok. Then they'll fail to provide any advantage or requirement to put stuff in chests. Characters walk around with a million tonnes of stuff in their inventory. As character inventories (including gold) are magically safe from looting, there's no need to lock it up in chests and guard it. Similarly, often these medieval era games have banks.. which is just retarded.

      --
      How we know is more important than what we know.
    5. Re:Watch as they hate on thieves by jdigriz · · Score: 2, Insightful

      In Eve-Online, death is not really death, a can thief will just get his ship blown up if he loses. So the NPC police in this case are just turning a blind eye to one property crime as a result of another. Even if the aggrieved kills the pilot in the escape pod, the pilot has a clone stashed away on a space station which then gets activated, and the game goes on. As for banking, many of these swords and sorcery games are actually set at a tech level similar to the early Renaissance period rather than the medieval Era. World of Warcraft for instance has firearms, crossbows, and full plate armor. It is therefore perfectly reasonable that they have banks, as banking was an innovation of that period in real life, for instance, http://en.wikipedia.org/wiki/Fugger

    6. Re:Watch as they hate on thieves by Rui+del-Negro · · Score: 2, Funny

      They already did that to TES. It's called "Oblivion".

    7. Re:Watch as they hate on thieves by walnutmon · · Score: 4, Funny

      I agree... Wow would be MUCH better if the cities had a massive room, and every time you transacted a peice of business the banker walked into the massive room and locked up your stuff. It would be REALLY fucking cool if my stuff could be stolen while I was offline too! I mean, that would really kick ass!

      You are full of awesome ideas. You know what bothers the hell out of me about WoW?! I can eat a razor tail pot pie, and NEVER have to go use a toilet. What the fuck is the deal with that?! I want to HAVE to take shits! That would give Taurens an advantage, because they would have bigger colons than gnomes, and wouldn't have to take potty breaks as often.

      And can we get some fucking virtual grooming?! How do they reconcile the fact that my dwarf NEVER needs to clip his toe nails... Things like that really ruin a game for me.

      --
      You take it, I don't want it...
  3. Ugh... by Drachemorder · · Score: 2, Interesting

    Just as long as this doesn't steal time, resources, or people from their single-player RPGs, I'm okay with it. But if it does, even just a little, I will detest it. I hate MMOs.