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Tabula Rasa To Shut Down

NCSoft announced today that it will be closing down Tabula Rasa on February 28th. The sci-fi shooter-flavored MMO struggled for quite some time, despite recent attempts to draw in new players by announcements of new features, price reductions, and using Richard Garriott's trip into space as a promotion. We discussed Garriott's departure from NCSoft a couple weeks ago. This is NCSoft's second failed MMO, and apparently layoffs are in the works. They seem to be making an effort to make the game's last few months as fun as they can for their remaining players, though. "Before we end the service, we'll make Tabula Rasa servers free to play starting on January 10, 2009. We can assure you that through the next couple of months we'll be doing some really fun things in Tabula Rasa, and we plan to make staying on a little longer worth your while."

244 comments

  1. Last time the marketing department springs for a t by ZeekWatson · · Score: 4, Funny

    Last time the marketing department springs for a trip into space ...

  2. Truth in advertising ... by tomhudson · · Score: 4, Funny

    They really WILL become a "tabula rasa".

    1. Re:Truth in advertising ... by theaveng · · Score: 1

      Yes very sad but...

      did somebody say "free"??? I like "free". :-) Alright. I'm new to online gaming. What do I need to play this game? Is dialup good enough or do I need broadband? Is the software downloadable?

      --
      FOX NEWS.com should be BANNED from television and internet. Have the Congress take it over and give us Truespeak.
    2. Re:Truth in advertising ... by theaveng · · Score: 1

      P.S. I have done SOME online gaming. It's just that it's been a long time - back in the days of TradeWars (pure text BBS game) and Populous and 2 k modems.

      --
      FOX NEWS.com should be BANNED from television and internet. Have the Congress take it over and give us Truespeak.
    3. Re:Truth in advertising ... by RupW · · Score: 2, Informative

      did somebody say "free"??? I like "free". :-) Alright. I'm new to online gaming. What do I need to play this game? Is dialup good enough or do I need broadband? Is the software downloadable?

      According to TFA it will be free next year but it isn't yet. Yes, I'm fairly sure you'd need broadband. You can get the client here but the installer is a few versions out-of-date and will need to download patches before you can play - you're looking at about 3.2GB all in.

    4. Re:Truth in advertising ... by yoyhed · · Score: 1

      There are about 10 copies of the collector's edition at my local Wal-Mart discounted to $2.50...

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    5. Re:Truth in advertising ... by Chabil+Ha' · · Score: 1

      Oh man, I remember TradeWars back from the BBS days! Did you know that there's a public beta going on for a web based version of the game?

      --
      We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
    6. Re:Truth in advertising ... by Anonymous Coward · · Score: 0

      Is dialup good enough or do I need broadband?

      HahHaha!! Are you serious?!

    7. Re:Truth in advertising ... by sneezinglion · · Score: 1

      http://blacknova.net/ has been doing this for years......and it is open source!

    8. Re:Truth in advertising ... by luder · · Score: 1

      discounted to $2.50...

      Really?! Around here it sells for 50â (around $62)!

    9. Re:Truth in advertising ... by yoyhed · · Score: 1

      Well it originally was $70.. but you can see the massive cascading stack of stickers, as they kept on discounting it further and further.. I remember considering buying it at $7.50 a while ago, and then seeing it at $5 next time I was at Wal-Mart, and then the most recent time I was there it was $2.50.. and all this was before they announced they were shutting it down. Funny how I still wouldn't buy it at $2.50 though, haha..

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
  3. MMO = fun? by Anonymous Coward · · Score: 1, Insightful

    Wait .. people play MMOs for fun? Why didn't they make it fun earlier? Maybe then it wouldn't be dieing.

    1. Re:MMO = fun? by LoneBoco · · Score: 4, Informative

      It WAS a lot of fun. It just couldn't shake the stigma attached to it when it went through the public beta. The game had VASTLY improved throughout the year. They resolved many of the issues people had with the game. It is sad really.

    2. Re:MMO = fun? by Trillan · · Score: 1

      Not so much sad as expected. There are enough other online games out there that a launch has to be extremely compelling or near flawless.

    3. Re:MMO = fun? by Anonymous Coward · · Score: 0

      Well, this should show them to release a game after everything is fixed instead of "we will fix it during the year".

      I know the development is expensive but that's the risk, if they are not going to take their time to finish it and then keep it running for a year or so, don't wase the resources and do something else.

    4. Re:MMO = fun? by KDR_11k · · Score: 1

      Also everyone claims "it's going to be fixed soon, we promise" but people are impatient when their time costs money, when experience shows them that promises like that tend to be false and when competitors are already done implementing all the stuff.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:MMO = fun? by blahplusplus · · Score: 1

      "It WAS a lot of fun. It just couldn't shake the stigma attached to it when it went through the public beta. The game had VASTLY improved throughout the year. They resolved many of the issues people had with the game. It is sad really."

      Why is it sad? Why should customers expect to pay on launch for a product that isn't ready? I really hate that about the software industry, from a design and engineering perspective, the software industry still sucks at designing things.

    6. Re:MMO = fun? by symbolic · · Score: 1

      I totally agree. The game has a lot of unique qualities, and I personally they did a pretty damned good job on it. I will miss it!

    7. Re:MMO = fun? by schon · · Score: 2, Informative

      The problem is that it's not just the software industry.

    8. Re:MMO = fun? by garylian · · Score: 4, Informative

      It may be fun now, but when a public beta is one dimensional and boring, this is what happens. And that summed up Tabula Rasa in a nutshell. Considering that the last few Origin games weren't that great (it peaked at 3-5), Garriott had lost his fastball.

      MMOs are really about how good a game is at launch. The more bugs and poor gameplay there is, the worse the game will do. And it's hard to recover for a lackluster launch and first few months. Let's look at some examples.

      City of Heroes had one of the cleanest launches of an MMO that I've ever seen. Almost no bugs, and for the first 20-30 levels, you don't really pay too much attention to how monotonous the game really is. Then the monotony gets to you, and players pushed through it. Personally, I think it was the costumes that made this game playable beyond those first 20 levels or so, as the costume generator is second to none. But the number of players dropped quicly after launch, because of that monotony. You can only go through so many "caves" or similar looking "installations" before you're done.

      EQ2 launched, and the game was specifically designed to be just as hard as EQ, but with better graphics. There were a lot of interesting aspects to the game, but the #1 drawback is that you didn't play your real class until you hit lvl 20! You started off as a generic fighter/mage/healer/thief, and at lvl 10, you refined it down a little more, and at lvl 20 you finally gained your ultimate class. Well, nobody liked that part. While it was launched a week or two before WoW, EQ2 suffered for that initial stupidty. In many ways, EQ2 now is a better game than WoW is today, with a lot less downtime, a heck of a lot better with new content, and a more mature player base. But it is doubtful that it will ever recover from the blah launch it had. Maybe if Blizzard destroys WoW with some stupid expansion, EQ2 will explode, minues the PvP crowd.

      WoW launched after a pretty positive closed and open beta. And unless you were on one of the original "terrible 20" servers (I was on one), the game wasn't too bad. Sure, they took about 6 months to stop having the same exact problem after EACH update, but the game has a genuine "fun factor" to it that didn't wear off until you hit level cap, unless you enjoyed PvP. Blizzard made a LOT of mistakes, but what they didn't screw up was making the game flat out fun. There's a reason they have over 10 million subscribers world wide: it's fun to play. It will remain to be seen if Blizzard's continual push for more Arena style PvP starts to piss the player base off, but it's hard to get a large group of friends to switch games, and WoW has most of them hooked deep. The only things that will be a WoW-killer are Blizzard and time.

      LotRO was a pretty poor beta experience. When one class is completely dominant over all others, the game has problems. The primary healer class was also the best offensive spellcaster in the game. A group of 4 of them could handle pretty much all content easily in the early stages, leaving a poor taste in the player's mouth. It's not surprising that with all the history and the success of the LotR movies, the game saw decent numbers at launch. They didn't last very long.

      AoC was a disasterous beta, in the fact that the open beta only let you experience the first 20 levels, which happened to contain the only fun part of the game. Look at it now. It's going to be the next game to shut down their servers. I'd guestimate that over 75% of the players that bought the game for launch left within 2 months. That's a staggering number.

      Warhammer Online might make a decent dent in the market. For all the delays and the removal of content prior to launch, the game was actually a hell of a lot of fun in beta. I hate PvP for the most part, and even I enjoyed my beta experience a lot. I believe the game is doing well so far, from what friends are saying. The game didn't get a lot of good hype based on it's name alone, so the hype was all about the gameplay itself. This one could have staying power.

      We won't even get into SW:G and everything that went wrong with that game. We'll just cross that one off as a colossal mistake.

    9. Re:MMO = fun? by thoughtlover · · Score: 2, Insightful

      Yes, it looks like a great game, actually. I would probably have played it, too. Would I have been upset with bugs, yes, but the genre of the game is what I like. In truth, there are so many games that it's hard to know what is out there at any one time.

      So my question is, if the game has improved drastically, why are they making it free for the last month, if only to say to all the new players, "Ha! we told you it would be worth it" ??

      If anything, they should make it free now and see how much play it garners till the end of the year. Enough mew players (and disgruntled early adopters) may come to like it enough to pay for more later.

      --
      No sig for you! Come back one year!
    10. Re:MMO = fun? by nschubach · · Score: 3, Insightful

      Warhammer Online I would have to say will fall into your COH assessment. I played it up to level 26 and got bored and tired of the RVR content. It was repetitive and always the same. People were/are stupid and never worked together (on both sides.) Every match pretty much was the same, with the same tactics, and the same look. It was worse than sewers and buildings in COH. At least they changed layout in COH.

      Now, you take that formula and make end game out of that? No thanks! I was sick and tired of the game when I hit level 20 without playing RVR and had to go to the other areas and complete partial chapters just to level. Then I found out RVR experience was a pretty huge part of the game and I started RVR'ing more. Then the boring repetitive run Morkain's Temple (sp?) over and over and over again until you got sick of it.

      Granted, I'm not a fan of PVP/RVR content. I think it inspires all the wrong in people and they become competitive rather than cooperative. The type of people that play PVP games are generally less inclined to help other people. Nowhere better did this show than in Public quests. It wasn't about helping people complete it. It was about who could heal/damage/tag/collect more than everyone else. Then you toss in the random loot roller and you had a situation like I had with my friends. You see that a PQ was near completion, you'd jump in and get a few shots to have the opportunity just to get loot and out roll the players that had been there progressing the quest from the start.

      Games like these make me absolutely hate PVP. Not because of all the good things that COULD come from it... but because of all the bad that DOES.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    11. Re:MMO = fun? by shermo · · Score: 1

      Maybe that's what they're really doing? The 'check it out - it's free and going away soon' line seems great as a promotional tool.

      --
      Insanity: voting in the same two parties over and over again and expecting different results
    12. Re:MMO = fun? by Cristofori42 · · Score: 1

      So what you're saying is that you don't like PvP, so you didn't very much like a PvP-oriented game. I'm shocked.

      That being said, I love PvP and I love Warhammer, I find that playing that same piece of content repetitively DOES get boring if you're playing against the computer (which is why I got bored of WoW). But throw in a human element and suddenly it's an entirely different experience every time you play a scenario or take/defend a keep, even if it's the same one. And by the way I love Mourkain's Temple.

      --
      "Is that dad? Either that or Batman's really let himself go."
  4. Beautiful by Anonymous Coward · · Score: 3, Insightful

    This is why you spend 60 bucks on MMO's or other locked down games: just to see it disappear as the company goes under.

    1. Re:Beautiful by v1 · · Score: 3, Insightful

      being locked down has nothing to do with it. relying on a central server for gameplay when they go under is the problem. Such is the nature of the beast.

      --
      I work for the Department of Redundancy Department.
    2. Re:Beautiful by Anonymous Coward · · Score: 0

      What if they made it possible for third parties to act as servers?

    3. Re:Beautiful by Brian+Gordon · · Score: 1

      Battle.net ran on a central server; bnetd solved that.

    4. Re:Beautiful by Brian+Gordon · · Score: 2, Funny

      At least with a MMO you pay far more over the months than for the original game; when they cut off service it saves you money. What does it matter if you play for a year or so then never really play it again or if they shut it down totally?

    5. Re:Beautiful by Macthorpe · · Score: 4, Informative

      This got insightful?

      NCSoft isn't going under - far from it. TR was just not making them anywhere near enough money to keep it going. Not only that, but for people who stick with the game till the end, every player will get:

      - 3 months free on City of Heroes
      - 3 months free on Lineage 2
      - beta access to Aion
      - a pre-order key for Aion
      - 1 month free and a paid-for client for Aion

      Not a bad deal for 'wasting' 60 bucks on a failed MMO - a free game and about 100 dollars in free game time.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    6. Re:Beautiful by billcopc · · Score: 2, Funny

      What if hell froze over, pigs flew, and Bush found WMDs in Iraq ?

      Yeah. Not gonna happen.

      --
      -Billco, Fnarg.com
    7. Re:Beautiful by Anonymous Coward · · Score: 1, Insightful

      - 3 months free on City of Heroes
      - 3 months free on Lineage 2

      If they do this like they did it for Auto Assault... those "3 months free" things only work on new accounts. In other words, if you already play those games, or have no interest in them, they're worthless.

    8. Re:Beautiful by Xeth · · Score: 1

      The difference between an MMO and a locked-down game is your expectation of value. When you buy a single-player (or small-scale multi-player) game, you are putting down your money to play the game whenever you want, and it's reasonable to expect those terms continue without being sabotaged. When you subscribe to an MMO, it's a completely different outlay. You're making a recurring payment to be part of a world that has hundreds or thousands of other people simultaneously interacting.

      Would you really want to play World of Warcraft single player?

      --
      If your theory is different from practice, then your theory is wrong.
    9. Re:Beautiful by khellendros1984 · · Score: 1

      I've tried it (on a friend's custom server). I liked it even less than I liked playing the game multiplayer.

      --
      It is pitch black. You are likely to be eaten by a grue.
    10. Re:Beautiful by Fourier404 · · Score: 1

      Yeah, battle.net and an mmo server have very, very little in common. The closest you get currently is FPS games where there server software comes with every copy of the game, some of which can host up to 64 players. That's hardly 'massively multiplayer' though.

    11. Re:Beautiful by KDR_11k · · Score: 1

      Too much work for something that's getting EOLed anyway.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:Beautiful by tyrione · · Score: 1
      $60?

      I see $19.99 for the software and an additional $14.99 per month. Sorry, but people bitch about OS X being $129 for an entire freaking operating system major upgrade but they want one to basically spring for $180 to have a year of on-line game playing?

      Brilliant idea! That's right up with the $20 a month for email to chat with strangers on dating sites. Mankind finds amazing ways to piss money down the drain.

      The game looks very cool and if they had a means of subsidizing it and making it so addictive that you want to pull a Half-life view where life just seems dull without it then I suggest something less immediate on the pocketbook and more on charging for expansion packs or whatnot.

    13. Re:Beautiful by Kjella · · Score: 1

      Would you really want to play World of Warcraft single player?

      Single, no but small scale multiplayer with a player hosting? You could do 5-man, 10-man instances with friends and experience most of the PvE content that way. A lot of other things wouldn't be like WoW, but it would be a worthy stand-alone game I think. Obviously you can do all those things in the MMO, but I don't think you have to buy into the MMO aspect to enjoy WoW.

      --
      Live today, because you never know what tomorrow brings
    14. Re:Beautiful by TheLink · · Score: 1

      It's Christmas soon. You could give it to someone. They might even find that they like it :).

      --
    15. Re:Beautiful by Anonymous Coward · · Score: 0

      Bush found WMDs in Iraq

      Oh, a "current" events JAB!

    16. Re:Beautiful by Anonymous Coward · · Score: 0

      Damned sight better than what Lifetime subscribers got out of Hellgate London.
      Of course, we wouldn't have the verb 'flagshipped' without them.

    17. Re:Beautiful by mpeskett · · Score: 1

      They could always release their code (or "get hacked") and let some enthusiast figure it out.

      Still unlikely though.

    18. Re:Beautiful by jcuervo · · Score: 1

      There needs to be a Godwin's Law corollary for Bush.

      --
      Assume I was drunk when I posted this.
    19. Re:Beautiful by KDR_11k · · Score: 1

      Naah, closed code is still an asset you might be able to convince someone to pay for. Even if it's just users raising money to buy the code to opensource it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:Beautiful by Anonymous Coward · · Score: 0

      There are free to play private servers for wow available now, just like bnetd/pvpgn did for diablo/warcraft/starcraft.
        Check out http://toxic-wow.net or google for more servers.

    21. Re:Beautiful by mpeskett · · Score: 1

      On the other hand, there is always the value of goodwill on the part of your customers - if the company is generally viewed positively then more people may be willing to give you money for other games.

      But, it's hard to quantify and dependent on someone with sufficient clout in the company deciding to go about things in a non-normal way... so yeah, it's not probable

    22. Re:Beautiful by Glennethh · · Score: 0

      NCSoft will not go under. it has many other different games that are quite successful. Example GuildWars

    23. Re:Beautiful by Anonymous Coward · · Score: 0

      You can't play all of them at the same time, dude.

    24. Re:Beautiful by Macthorpe · · Score: 1

      Who said you had to? I take it you don't know how the free time system works.

      You get a code, which you then apply to an account for that game. You don't have to apply them all at the same time.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    25. Re:Beautiful by Anonymous Coward · · Score: 0

      Until blizzard's nice cease and desist letter made them stop continued development. BnetD also lost in court to appeal the ruling so you have to run an old copy of starcraft to be able to connect.

  5. Sad but true... by www.blogLinux.org · · Score: 2, Interesting

    Asking around, no one so far has even heard of this game. I watched the intro video, looks cool. Too bad it's already over; I would say next time, look into advertising.

    1. Re:Sad but true... by C18H27NO3+ · · Score: 1

      I've never heard of this game either so I would also believe the lack of marketing was the reason it went south.
      Everquest has been around for nearly 10 years with 15 expansions and it is still fairly strong.
      Granted Verant and then Sony had/have a lot to throw at it in terms of dev and marketing but they are keeping it putting along rather well.
      It's a shame that NCSoft thought they had a revolutionary game and put a lot of effort & money into it only to have it fail.

    2. Re:Sad but true... by Tharsman · · Score: 5, Insightful
      It was not just publicity but the type of publicity it got.

      I got this game expecting an exciting alien warfare scifi reminiscent of Starship Troopers, that was what the ads sold me.

      Once I started playing, though, what I found was that I landed in a planet filled with fantasy-like tribal race, with a "religous" thing about some magic like technology that I had the power to use... it was nothing but a fantasy game sold as a sci-fi one. THAT was the biggest issue with the game, that was what made me cancel the subscription just after 1 week. I even gave it a second chance and despite the few technological structures and mechs that were around, the entire thing still felt like a fantasy game. Heck, I'd go as far as granting the game 90% Fantasy/10%Sci-Fi on a box that spelled 100% neo-apocalyptic, human-alien warfare.

      In short, it was like ordering a Burger and getting a Hotdog, may be a good hotdog, but I wanted a frigging burger.

    3. Re:Sad but true... by jadin · · Score: 1

      As an avid "MMOer" I knew of and wanted to try this game. But with no free trial, I chose not to spend $50 to find out if I actually liked it or not, and I'm their target audience... The only reason I can think of that you _wouldn't_ want one on your game is you're trying to hide how horrid the game actually is. Makes sense I guess.

      What they should do is allow players to download their character files, as well as sell the software to make 'private' servers. Now that would generate good will.

    4. Re:Sad but true... by atari2600 · · Score: 1

      Bullshit.

      1. If you are an "avid" MMMoer, you wouldn't be cheap (and looking for free trials).
      2. You had to pay 5$ for the pre-order and get in the Open beta program. I did.

    5. Re:Sad but true... by passthecrackpipe · · Score: 1

      it got a lot of publicity on MMO Sites. I played it for a while, it looks cool, and there was some interesting story, but nothing too fancy. Something you'd pay $20 or $30 to play, but not something you would pay a subscription -- any amount -- for.

      --
      People who think they know everything are a great annoyance to those of us who do.
    6. Re:Sad but true... by jadin · · Score: 1

      Bullshit to your bullshit.

      WTF kind of logic circuits are you using? They seem to be faulty.

      As an "avid" MMOer I can be cheap as I want to be, doesn't make me any less of one. The entire design of an MMO is perfect for free trials. The game is (in theory) never-ending, so allowing gamers to sample it for a week doesn't prevent sales, it promotes them. Unless of course like I proposed in my original post, the game is junk, and you want to hide it.

      When Tabla was in preorder and open beta stage I couldn't care less about it, at the time I was busy with another MMO perfectly content. It wasn't until I tired of that one that I shopped around for a new one. I like playing ONE MMO at a time, not 10 or whatever you think I need to be doing.

      Just because I don't play my video games _exactly_ like you do doesn't make me any less of an "avid" gamer. Grow up. (I know, I know, don't feed the trolls)

    7. Re:Sad but true... by RupW · · Score: 1

      As an avid "MMOer" I knew of and wanted to try this game. But with no free trial

      As well as the $5 preview there were *loads* of sites giving away open beta keys just before the release. There were plenty of chance to try it before it went live - you can't possibly have missed it?

      And a few months into live they added 3-day trial accounts. The first wave needed an invite from an existing player but then they made it open to all. Yes, you can try the game for free.

    8. Re:Sad but true... by jadin · · Score: 1

      Please see this clarified post - http://slashdot.org/comments.pl?sid=1038495&cid=25856677

      I was not interested in the game when it was released, nor a few months into live. It wasn't until about 3 months ago I was ready to try it, and could not anywhere find a free trial. Looks like I lucked out, since the game is folding anyway.

    9. Re:Sad but true... by Anonymous Coward · · Score: 0

      Huh? You couldn't go to the game's official web site, and click the giant 'Free trial' link?

      Really? Is it that difficult?

    10. Re:Sad but true... by jadin · · Score: 1

      Which either wasn't there at the time, or wasn't available (discontinued etc).

      Really? Is this so hard to comprehend?

    11. Re:Sad but true... by Anonymous Coward · · Score: 0

      It has been there for nearly nine months and still is. You apparently never even bothered to look.

      You are either lying (most likely) or just a complete idiot (also likely). Either way, I'm through. Spread your lies elsewhere.

    12. Re:Sad but true... by Korin43 · · Score: 1

      I think anyone who tried the beta is likely to not buy the game. I was getting something like 1.5 fps on a computer that averaged 40 fps on WoW. I'm sure my new computer could run it better, but what's so hard about making the "low" settings actually low?

  6. Historical record gone. by eggman9713 · · Score: 1, Interesting

    This is exactly why MMO's don't lend themselves well to keeping a historical imprint on society. One part of what defines us is what we did for entertainment, but without a real hard copy of a game (be it CD, cartridge, etc.), the archaeologists of tomorrow will never know what time we REALLY wasted. In fact that's one BIG problem with everything going to bits, everything needs electricity at some point to keep the records. One big EMF smackdown on the earth and its as if we never even existed past the early 2000's.

    1. Re:Historical record gone. by Tastecicles · · Score: 1

      solution: let's get all these soap dodging workshy freeloaders doing something useful, like writing stuff down.

      Oh, wait. That requires them actually being able to write, doesn't it?

      --
      Operation Guillotine is in effect.
    2. Re:Historical record gone. by AsmordeanX · · Score: 1

      r u sayn i cant rite?

      (Lameness filter prevention text)

    3. Re:Historical record gone. by mog007 · · Score: 4, Informative

      Firstly, I think you mean EMP not EMF. Secondly, EMP would have absolutely no impact on the bits that are stored on a hard drive platter, or a CD or DVD. Granted, those two forms of media won't last for thousand of years without severely degrading, but that property holds for paper also.

      Our historic records are a scant fragment of what actually existed at one point, and imagine if the only pieces of entertainment we have today that can survive an archeologist digging them up in 50000 years would be a copy of ET for the Atari 2600 from the landfill out in the desert.

    4. Re:Historical record gone. by Dutch+Gun · · Score: 4, Funny

      This is exactly why MMO's don't lend themselves well to keeping a historical imprint on society.

      Of all the criticisms I've heard of MMOs, I have to admit... that's a new one.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    5. Re:Historical record gone. by Anpheus · · Score: 1

      It's a Redundant Array of Idiotic Cartridges! The mirroring means surely at least one will survive...

    6. Re:Historical record gone. by Fractal+Dice · · Score: 4, Interesting

      On the Ultima Online boards a few years ago, there was a discussion about player memorials (once a game has been around ten years, when a notable player passes away, it can have a real impact on the community - especially in a game where player houses can become landmarks). One of the arguments against player memorials was that there was no guarantee that the game would always be there, so it didn't seem the right place a true memorial.

    7. Re:Historical record gone. by Anonymous Coward · · Score: 0

      Funny, but it seems like nowadays there's no guarantee anything REAL will be there either, and at least with digital memorials there's always the possibility of someone else erecting a copy of it should the original fall, with minimal financial impact to themselves.

    8. Re:Historical record gone. by edschurr · · Score: 1

      There are lots of World of Warcraft videos, and my guess is it would be much more useful & interesting to watch those and see how people played than to know only what people played (by analogy, like knowing the rules of chess vs. the history of chess: the former tells you less about people).

    9. Re:Historical record gone. by philspear · · Score: 3, Funny

      One big EMF smackdown on the earth and its as if we never even existed past the early 2000's.

      Well, much as I loved "Unbelievable," I don't think they're coming back, so we need not worry about that.

      And anyway, do we really WANT to preserve the history of MMOs for future generations? They might see "LOLZ!!! N00BZ got pwned by agro horde!!!" and decide not to clone us back to life. Worse yet, they might emulate it.

    10. Re:Historical record gone. by Anonymous Coward · · Score: 0

      Firstly, I think you mean EMP not EMF. Secondly, EMP would have absolutely no impact on the bits that are stored on a hard drive platter, or a CD or DVD. Granted, those two forms of media won't last for thousand of years without severely degrading, but that property holds for paper also.

      As long as you're far enough away that the EMP isn't quickly followed with the explosions wavefront. :-)

    11. Re:Historical record gone. by Anonymous Coward · · Score: 0

      World of Warcraft has no guarantee that the game will always be there, yet there is a tribute to Michel Koiter in the Barrens at the Shrine of the Fallen Warrior.

    12. Re:Historical record gone. by hairyfeet · · Score: 1

      Yep I'm sure they'd learn a lot by watching this video about WoW. And before the WoW players flame me to oblivion, you do have to admit it is funny the way some of you guys plan this stuff out like you were about to hit Omaha beach.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:Historical record gone. by Blakey+Rat · · Score: 1

      Our historic records are a scant fragment of what actually existed at one point, and imagine if the only pieces of entertainment we have today that can survive an archeologist digging them up in 50000 years would be a copy of ET for the Atari 2600 from the landfill out in the desert.

      They shredded those carts before burying them. They wouldn't find anything but shards of plastic. Of course, in 50,000 years they might have cyber-mega-brains that can look at a shard of plastic and instantly put E.T. up on a Cyber-Futur-Disp-TV. Then the cyber-mega-brain would get bored and bury it again.

    14. Re:Historical record gone. by griego · · Score: 1

      You know they were taking the piss, right? The whole video was a joke, including the "strategy".

    15. Re:Historical record gone. by hairyfeet · · Score: 1

      Yes,that is why it is called "satire" and not a documentary. But let's be honest here: who here HASN'T dealt with guys that get WAY too serious when they play MMO and plan everything like they were heading up the invasion plans for Omaha beach? I just chose that one because I always thought it was funny but there are way too many I could have chosen from actual raids where some guy is giving the troops a battle plan that would put anything Patton cooked up to shame. Hell, even back when I played Mechwarrior 3 and 4 online there were guys that planned their teams movements like they were great battles of the pacific fleet in WW2. Hell that's what makes it funny, because we have all been there and seen that online.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    16. Re:Historical record gone. by Rich0 · · Score: 1

      If nothing else they'll wonder why our great culture had such a fascination with falling into pits...

    17. Re:Historical record gone. by Merls+the+Sneaky · · Score: 1

      Just wait till they try to explain it.

    18. Re:Historical record gone. by Merls+the+Sneaky · · Score: 1
    19. Re:Historical record gone. by Anonymous Coward · · Score: 0

      An Electro Magnetic Pulse is just a temporary Electro Magnetic Field.

      Hard disk platters are specifically designed to be sensitive to EM. They would be one of the first things to fail.

  7. Re:Last time the marketing department springs for by Ethanol-fueled · · Score: 4, Funny

    It's like when Bill Gates swam in a pool of money to promote Microsoft!

  8. WOW I Mean WOW No pun intended by NetNinja · · Score: 1

    I wonder how long will the Star Trek MMO will last. Hop they learn some lesssons from this failed MMO.

    1. Re:WOW I Mean WOW No pun intended by Hubbell · · Score: 1

      I'm waiting to see how awesome Darkfall is. Yes, lots of people still claim it's vaporware, but closed beta has actually started finally, and all reports (official and not) are that it's everything they claimed it would be and more.

  9. Not all that surprising by Sycraft-fu · · Score: 4, Insightful

    From what I read of it and the little I saw it was trying to kinda be a sci-fi World of Warcraft. Ok... But the problem is World of Warcraft is really good. Blizzard really did a lot right in that game, things other games had failed miserably at (like having a very easy, engrossing introduction to the game). So if you are going to try and take on WoW, well you'd better be damn good. They weren't so there you go.

    The MMOs other than WoW that seem successful are the ones that try and offer a real different gameplay experience. Something like Eve Online or Warhammer. They aren't trying to be WoW, they have their own idea of what a game should be. Now that may not get you 10 million players, but it can get you a comfortable niche. There are people who don't like WoW's way of doing things. If you make a game for them, you've got a good chance.

    While I certainly think a game can compete with WoW, and we will see one at some point that does, it is going to have to be really good, and good out of the gate. WoW does a whole lot right and is generally very polished. So you've got to get all that down. If you don't, well then you are going to have people try your game and say "Eh, WoW was better,' and migrate back. Just changing the theme a bit or adding some bits won't help.

    Personally what I want to see is an MMO that is really good that isn't trying to be WoW. I'd really like a more PvP oriented MMO. Warhammer has potential, but right now really lacks polish. I'd like to see an MMO that is as good as WoW, but in a different area. That is going to have a much easier time succeeding than something trying to take on the king.

    1. Re:Not all that surprising by kungfugleek · · Score: 5, Interesting
      I'm still waiting for an MMO that really feels like a living world. Where the quests I'm on are only mine: they haven't been done by anyone, and after me no one will do them again. A shared world, but the experience, the goals, and the journey are mine alone. When our paths cross, it isn't because we both clicked on the bright exclamation point over Quest Giver Cletus, but because our individual journeys have fallen in step for a time. And maybe I can develop my character not through killing and loot, but by making real moral decisions. Not the simplistic "Either take your reward (neutral), refuse the reward (good), or kill the guy and take the reward anyway (evil)" choices, but the ones that aren't very clear: Do you steal from the king, who you've sworn allegiance, in order to give some food to somebody who's starving? Do you kill one innocent child in order to save a village?

      Not that I don't mind a little level grinding now and then. It's just that sometimes I want something with a little more meat to it.

      Maybe someday I'll play a game that puts the "character" back in "character building".

    2. Re:Not all that surprising by Anonymous Coward · · Score: 0

      You and probably every other MMO player. Now all we need is a method of allowing for player driven content, and making sure the content actually "works" within the game.

    3. Re:Not all that surprising by Symbha · · Score: 3, Insightful

      It IS that surprising.
      Garriott is a veteran, the whole Ultima Franchise, not to mention UO (more or less) started the whole (grahpical) MMO thing. To have created an epic fail like Tabula Rasa, is surprising.

      And, I'll say for the record, WoW is not the first to be designed like it is. WoW itself was trying to be so many other RPGs, and MMOs before it (but better.) WoW was fantastic, even though I'm highly critical of the endgame.

      The flipside of that is EVERY MMO is trying to be as successful as WoW. To your point, it is the reigning champion... but it's also getting old, just like every last one of them before it.

      And can I say FINALLY!

    4. Re:Not all that surprising by Datamonstar · · Score: 1

      Making player created content work isn't the problem. It's keeping all the asshats away from it that create PR/legal nightmares for your game. I was really surprised that Pirates of the Burning Sea let players upload their own pics for sails on their ships. I did expect to see more people flying under the banner of goatse. But the developers approve all the artwork. Kudos to them. It's a REALLY fun aspect to the game. Policing custom quests and other more hefty player-driven content would probably be a bit more difficult.

      --
      The eternal struggle of good vs. evil begins within one's self.
    5. Re:Not all that surprising by WhatAmIDoingHere · · Score: 1

      "Where the quests I'm on are only mine: they haven't been done by anyone, and after me no one will do them again."

      For WoW, that would be over 10 million accounts with on average 3-4 characters each. Each of those characters needs to have unique quests to get them from 1-80 (for now). That is an INSANE amount of work. Especially considering that you only have so much room for NPCs and mobs.

      --
      Not a Twitter sockpuppet... but I wish I was.
    6. Re:Not all that surprising by Greyfox · · Score: 2, Interesting
      I think if you really want to do that the players have to interact more, and in more varied ways than a current MMO. You'd want players occupying roles usually held by NPCs, you'd want to have players be able to generate quests and you'd want to have players build up or tear down towns outside the core few provided by the game.

      I think Ultima Online was closer to providing that experience than WoW has been -- player owned towns were not uncommon and early on it was a constant battle with the forces of chaos since PvP was unavoidable and reds were always griefing.

      MUDs do an incredibly good job of providing an experience like that, since literally all the content is player generated and any NPCs are usually experimental AIs. The problem is it's not nearly as easy to generate graphical content as it is text content. Even if you did the whole game would probably eventually deteriorate into an MMORGY.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    7. Re:Not all that surprising by zerocool^ · · Score: 1

      If that's what you're looking for, sign up for eve, spend 3 months skilling up and learning the basics (go for Amarr), and then leave the sections of space controlled by NPC's. Go get involved in alliance politics. It's not "only you" doing missions, but if you join up with one of the player controlled alliances in 0.0 space, it's your alliance deciding their destiny - taking over other people's space, staging raids on their resource-gathering operations, defending your corner of the universe. It's really dynamic. This (http://www.eve-iss.com/external/maps/territoryanimated.gif) is the map (player made map) of alliance territorial control from 2003 to mid 2005, and here's a shot of it today: http://dl.eve-files.com/media/corp/Verite/influence.png. The center bit of eve is what you're talking about - the same 20 quests over and over. The rest of it is player controlled.

      Go make history.

      --
      sig?
    8. Re:Not all that surprising by O('_')O_Bush · · Score: 2, Informative

      It's interesting you mention Warhammer and Eve, when WoW's biggest competition (by far) is actually... Runescape.

      Blizzard toots it's horn about having 10+ million players, but Jagex hit that number back in 2007, and in 2008, an estimate was placed that the current RS community is over 16 million players.

      Unlike in WoW, RS is extremely difficult to make a powerful avatar (Less than 100 players have reached max level), the game almost encourages individualistic gameplay, the graphics are unimpressive, and playing is dangerous (dying means most all items, no matter what the value, are lost on death).

      What's the secret to success? Easy access. Unlike many other MMORPGs, Runescape doesn't require a 50$ upfront cost. The subscription fee is cheap at a little over $6.00 per month, and there is plenty to do for a willful individual in the free game.

      Most importantly though, the game can be played from almost any computer that can run Java. There are no hard requirements or lengthy installs. Most users choose to play the game through the web browser.

      Perhaps instead of making games that require a player jump through hoops to play, and fork out a stack of cash each month, developers should make the game easier to access and cheaper to play.

      --
      while(1) attack(People.Sandy);
    9. Re:Not all that surprising by Anonymous Coward · · Score: 2, Insightful

      I'm still waiting for an MMO that really feels like a living world. Where the quests I'm on are only mine: they haven't been done by anyone, and after me no one will do them again. A shared world, but the experience, the goals, and the journey are mine alone. When our paths cross, it isn't because we both clicked on the bright exclamation point over Quest Giver Cletus, but because our individual journeys have fallen in step for a time. And maybe I can develop my character not through killing and loot, but by making real moral decisions. Not the simplistic "Either take your reward (neutral), refuse the reward (good), or kill the guy and take the reward anyway (evil)" choices, but the ones that aren't very clear: Do you steal from the king, who you've sworn allegiance, in order to give some food to somebody who's starving? Do you kill one innocent child in order to save a village?

      Not that I don't mind a little level grinding now and then. It's just that sometimes I want something with a little more meat to it.

      Maybe someday I'll play a game that puts the "character" back in "character building".

      You're looking for a pencil & paper RPG, in an MMO. Sure, it can and likely will be done.. in time.

      It won't require a huge team of content writers, constantly creating new quests and such. There's no way a company would put it together under those conditions. The only way it would truly succeed, is when the server is capable of functioning as a GM. Really, really in depth AI will be required.

      Its just not going to happen until the computer can do it without constant developer input. Nobody(almost nobody, at least) would be willing to pay the additional costs to have that many dedicated developers working on content.

    10. Re:Not all that surprising by SydShamino · · Score: 1

      Why do you need the "M" or the "O"? You will never, ever, see what you want in an MMO because A) no one will develop a detailed, nuanced game intended for mass online interaction and then B) only let you play it.

      If you want to be the only one to do the quest, ever, why not play an offline game? Then you are the only hero. Or, better yet, if you want a game where you can make any level of nuanced decision and have the world reflect appropriately, and you still want to interact with some other people, why don't you find a local GURPS (or similar) group?

      In the real world of what's available today, WotLK has added what Blizzard calls "phasing". It makes it possible for each character to have a unique view of the world, so that the world can indeed change (for you) as you affect it. See the quests at Angrathar the Wrath Gate.

      --
      It doesn't hurt to be nice.
    11. Re:Not all that surprising by LordLucless · · Score: 2, Insightful

      I actually played it, and it was significantly different from WoW. The most obvious difference was the combat mechanism - it was rigged up like a first person shooter. You had targetting reticle, and you aimed at the enemy, and pulled the trigger to fire off bursts. It didn't have the usual timed-swing mechanism of most MMOs. It felt very dynamic. There were your usual RPG "dice"-rolls behind the scenes, but it felt very shooterish. There were some other differences, like the class tree, item creation mechanisms, etc, but that was the most obvious.

      What lead to Tabula Rasa's failure, I think, wasn't that it was too much like WoW. Firstly, it was not enough content. Seriously, I think there were about twenty different enemy creatures in the entire game, and you just see more and more of the same. Secondly, the graphics, while gorgeous, were very toned-down and muted. This suited the game, but I don't think it attracts people as much as the vivid, eye-catching, over the top cartoonish graphics of WoW.

      From what I hear, there was also very little endgame content. Unlike WoW, where the endgame brings a whole new level of gameplay, with Tabula Rasa, there was nothing really to do except start again with a new character. While a lot of players may not make it to endgame, I think an active endgame helps promote an enthusiastic community among the players. If all your most energetic players wander off after they cap out, your game is naturally going to fade away.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    12. Re:Not all that surprising by lxs · · Score: 1

      Have you tried Outside?

      It really works like you describe. The only drawbacks are that it takes up most of your time, and when you die only once you get a permban.

    13. Re:Not all that surprising by passthecrackpipe · · Score: 1

      I just finished looking at the gameplay trailer and got bored after 60 seconds. its like WoW, but with a lower polygon count (seriously, how crappy can they make toons look?) and some gimmicks.

      --
      People who think they know everything are a great annoyance to those of us who do.
    14. Re:Not all that surprising by Anonymous Coward · · Score: 0

      I'd really like a more PvP oriented MMO

      [cough] Guild Wars [/cough]

      admittedly they are winding down the game in preparation for GW 2 but GW is the one, full-product MMO that is profoundly different.

    15. Re:Not all that surprising by Anonymous Coward · · Score: 0

      Actually "Age of Conan" fits this pretty well. The graphics are the most realistic of any current MMO which definitely helps with feeling to be "part of the world". The gear is also more on the realistic side which i appreciate a lot for the same reason (unlike other games that pander to players that love to show off how great their "epic" new green glowing warhammer is...)

      Furthermore unlike at launch the servers are much less crowded (due to initial bugs most of which have been removed, though most players that left didn't come back). This leads to the paradox situation that people can't do group quests and lots of people are calling for server merges; but on the other hand single player quests are real fun: I'm the sole hero, I don't need to stand in line for some mob to spawn - I can actually read the quests and role play my hero without need to consider what group members or other players want me to do. For me it's really fun to play, because I love the roleplaying.

    16. Re:Not all that surprising by Hitokiri+Battousai · · Score: 1

      Personally what I want to see is an MMO that is really good that isn't trying to be WoW. I'd really like a more PvP oriented MMO.

      It doesn't look like it's been mentioned on slashdot in a while, so I might suggest checking out Darkfall. It's true that it has been in development for a long time, but it's currently in a sort of public-invitation-beta, and it's due to be released by the end of the year.

      From everything I've read about it, it seems to be a lot like UO. PvP can take place anywhere, and it's full loot on death, but you're held accountable for your actions by a reputation system and there are NPC guards to protect you in the main cities (this is all exactly like EVE online too). It's also classless and level-less; your character is defined by what skills you choose (and your race to some extent), and there's a max number of points you can have for all your skills, which you can train and un-train at will. Players can make their own cities with their own NPC guards even who can be instructed on who to attack. Most items will be player created. The list of fun stuff goes on, but the biggest problem I foresee is in the area of polish, as it's made by a relatively small and new company. Then again they have been working on it for something like 7 years, so one can hope.

    17. Re:Not all that surprising by Anonymous Coward · · Score: 0

      I'm still waiting for an MMO that really feels like a living world. Where the quests I'm on are only mine: they haven't been done by anyone, and after me no one will do them again

      It's hard to imagine that ever happening. You're asking for unique quests for, say 50,000 players (and how about alts?) to keep them interested, even for a year, even playing just a couple hours a few times a week, you still need to arrange millions of unique quests. It's just not in the realm of reality. The uniqueness of an MMO depends on the player interaction-what you do to or for other players, the goals you and your group/clan set for yourselves, etc. The NPC interactions in a MMO are essentially time-killers.

    18. Re:Not all that surprising by MaskedSlacker · · Score: 1

      Too much grinding in that game.

    19. Re:Not all that surprising by blahplusplus · · Score: 1

      "Garriott is a veteran, the whole Ultima Franchise, not to mention UO (more or less) started the whole (grahpical) MMO thing. To have created an epic fail like Tabula Rasa, is surprising."

      Garriott was out of his element, he hasn't really designed games (been in the trenches) for years, he should have stuck to fantasy I knew his sci-fi work was doomed from the moment I heard it. Few companies can do sci-fi, and even then their success is moderate.

    20. Re:Not all that surprising by BollocksToThis · · Score: 1

      Only until you get a wife... then the grinding pretty much stops (or becomes prohibitively expensive).

      --
      This sig is part of your complete breakfast.
    21. Re:Not all that surprising by Hubbell · · Score: 0

      How is a full loot, FFA PVP, kingdom building game which is entirely skill instead of levels, allows freedom to do anything you want, as well as being FPS (TPS for melees) just like WOW?

    22. Re:Not all that surprising by Anonymous Coward · · Score: 0

      From what I read of it and the little I saw it was trying to kinda be a sci-fi World of Warcraft

      I'm an actual player, so I can offer more than the opinions who has zero experience of the game. Crazy, I know.

      It is not 'WoW in space'. The combat, PvE mechanics, art design, class hierarchy, etc are all very different from WoW. For one thing, it's all based on guns - there are classes which use melee weapons, but they don't appear until the final class tier. TR is a third-person shooter, you have to aim your weapon, and combat happens in real time. There's no 'click enemy, push number key, repeat' like you'll see in WoW, WAR, or most MMOs. PvE quests are similar to most other MMOs, you enter a new area, you look for dudes with markers over their heads, you get the quests, but TR also had 'Control Points', which are similar to keeps in other games, where you and your squad try to take or keep the CP from enemy assault. Those were probably some of the best parts of the game.

      Tabula Rasa tried to do things differently by removing some of the downtime you see in other MMOs. The fast travel system was great - all outposts and bases had teleporters. You could go from base to base with them, or use a personal teleporter out in the field to get back. TR also has cloning - no more grinding the same low levels over and over. You just clone your character before hitting the next class tier.

      The timing of the closure also sucks, because so much more is coming out next month: Mechs, UI improvements, new weapons, Earth (which in the storyline has been taken over by aliens). This is the stuff everyone's been waiting for.

      The MMOs other than WoW that seem successful are the ones that try and offer a real different gameplay experience. Something like Eve Online or Warhammer.

      WAR is pretty similar to WoW (to its detriment, IMNSHO). LOTRO and EQ2 are both popular, and neither are that different gameplay-wise. People like the same-old fantasy games with turn-based combat, gear- and level-grinding.

      I think the lesson of the last two years is: the launch is all that matters. Vanguard. Age of Conan. Tabula Rasa. All were incomplete at launch, got bad press, bloggers jumping on them, and none have recovered, no matter how much they might have improved.

      All I can say is on Jan 10, download the client and join in. I hope they bring the story to a close. Since a return Earth is in the next Deployment (TR-speak for big patch), maybe we'll win.

    23. Re:Not all that surprising by Anonymous Coward · · Score: 0

      Good to see Goonswarm is still holding it down.

    24. Re:Not all that surprising by MouseR · · Score: 1

      Serves them right for being a Windows-only offering.

      I'd have registered in a snap had it been available for Mac.

    25. Re:Not all that surprising by Witchlight+Marauder · · Score: 1

      wow (no pun intended) you clearly did not read enough about Tabula Rasa if you think it was aiming to dethrone or even compete with WoW. Early in Tabula Rasa dev cycle the decision was made to NOT be anything like WoW. Wow is an MMORPG...its the RPG part that gives it the feel that it has. What TB did was say were NOT RPG. They made an MMOFPS. They were the very definition of different gameplay experience. I think that the perception you had of it was shared by the majority of ppl and that contributed to TB failure. Certainly not that it didn't offer something different. If your looking for a fantasy based MMORPG thats geared to PVP then it's been done. Try Guild Wars. IT's got PVP down to a science. I have my fingers crossed for GW2 to have crafting with a bigger PVE end and I'd never touch WoW again.

    26. Re:Not all that surprising by DrGamez · · Score: 1

      You have to keep in mind the sheer number of people MMOGs are expecting. Even the bad ones will see a few thousand people, and on any one server you're bound to have at least a few hundred people. This means every quest/character/choice all have to be unique and special. You're looking at a LOT of programming/debugging or you are looking at the current solution, which is give everyone the same quests right now and hope they don't mind too much.

    27. Re:Not all that surprising by Sycraft-fu · · Score: 1

      I'll have a look. I'm always shopping for new games. Not that I dislike WoW, play it a lot in fact, it's just that I would be even happier to find something I enjoy more.

      However I have an unfortunate feeling Darkfall is going to suck. Two major warning signs:

      1) Unrestricted PvP. The problem is, people are assholes, and without the real, permanent consequences offered in real life, they will be assholes to an extreme degree. This has been proven time and time again in games, and indeed looking at human history you can see that most of it is full of a small group of powerful dominating and oppressing a large group of weak. It is silly to think your game will be any different. Thus far, I've never seen that sort of thing work. It seems that the game itself has to enforce balance, has to give allies and enemies and so on. Leaving it up to the players creates a ganktard fest.

      2) Long development time. This is also usually a precursor to fail. There's a lot of reasons for it, but generally speaking if you can't get your game out in a reasonable amount of time, it means you are never going to have a good product. It isn't that you need more time, it is that you are unfocused, or don't have the right skillsets or whatever. When the final product does come out it is dated and buggy.

      I worry it'll be like Shadowbane. Same deal overall: World PvP, players run things, developers that took a long time to make it, etc. Game was a piece of crap, unfortunately. Massive problems in terms of balance, extremely dated graphics and so on.

      I'll certainly give it a look, but I'm a massive skeptic when it comes to this kind of thing. I basically assume it sucks until proven otherwise.

    28. Re:Not all that surprising by gd23ka · · Score: 1

      Somebody probably pointed this out earlier so if they did, know I cant' be bothered to even read the
      thread I'm posting in.

      Most obviously you're already playing the game you;'re asking for. I don't see the need for a game
      in a game kind of thing here. Here your quests can be yours and only yours .. if you manage to
      break free of your enslavement of course.. or maybe breaking free should be your first quest.
      Anyhow we had to throw in some thoroughly evil content to make it all interesting, I hope you're
      enjoying it, whether you find the love of your life or you're having sensational sex with the chick
      from school you always wanted, are creating fabulous works of in-game art or are laying in
      somebody's basement bleeding out of your mouth as you weakly breath in gasps to not upset
      your broken palate plate... remember it's what you make of it and we have something for everyone!

      Enjoy
      The God Entertainment Team

    29. Re:Not all that surprising by Joe+the+Lesser · · Score: 1

      check out Darkfall, supposed to be a dynamic world. In beta now.

      www.darkfallonline.com

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    30. Re:Not all that surprising by powerspike · · Score: 1

      The MMOs other than WoW that seem successful are the ones that try and offer a real different gameplay experience. Something like Eve Online

      fixed, Warhammer must be one of the biggest wow rip off's i have played. I've played alot of mmo's (got a shelf full of them), and this almost seems like just a reskin... with some bad handling...

    31. Re:Not all that surprising by jagdish · · Score: 1

      That sounds like the game Ender plays in Ender's Game?

    32. Re:Not all that surprising by Ledgem · · Score: 1

      I'd say that was how Ultima Online felt to me, although your notion of quests still sounds a little WoW'ish. The thing that's weird about WoW is that it's an MMORPG, but it seems very structured (I haven't played it). You enter a quest, run through the mission, and then you're dumped back into the world. Many MMORPGs seem to be following that path. With Ultima Online the entire world was seamless. There were dungeon areas, but nothing quest-like about it. You could do what ever you wanted - be a craftsman (of which there were many classes), be a murderer, a warrior, a mage, a miner, and so on. I chose to be an animal/beast tamer, and had fun traversing the world. People could choose a starting city, and it seemed like many would stay there - so traveling between cities would put you into interactions with new people, all of whom were trying to do different things. It was a fantastic experience, although much of it was about "level grinding" (repeating actions to raise your skill in a specific area). There were quests put on by human game masters, but they were nothing like what the WoW quests seem to be. Still, I feel that WoW, with its structured content and set path, offers very little freedom in how it can be played. With Ultima Online it was truly like a second life... and a bit too addictive. After UO I promised myself I'd never touch an MMORPG again. Games like WoW barely seem MMO'ish by comparison, though.

    33. Re:Not all that surprising by duckInferno · · Score: 1

      You're going to be waiting a while. The second WoW expansion, Wrath of the Lich king, was released just the other week and the game's never been more fun than it is now. ;)

      --
      Fool me once, shame on you. Fool me twice, watch it -- I'm huge!
    34. Re:Not all that surprising by Hythlodaeus · · Score: 1

      The Old Republic Online is your only hope.

      --
      For great justice.
    35. Re:Not all that surprising by Anonymous Coward · · Score: 0

      What you want is EVE.

  10. Free to play by aztektum · · Score: 0

    Sounds like they're trying to squeeze a few boxed copy purchases out of people

    --
    :: aztek ::
    No sig for you!!
    1. Re:Free to play by Fnord666 · · Score: 2, Insightful

      Sounds like they're trying to squeeze a few boxed copy purchases out of people

      Since the boxed sets are selling for $0.96 USD, they aren't going to recoup a whole lot of cash.

      --
      'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
    2. Re:Free to play by aztektum · · Score: 1

      Good point.

      --
      :: aztek ::
      No sig for you!!
    3. Re:Free to play by the_Bionic_lemming · · Score: 1

      It's overpriced.

      I won't rent games for this reason, and the other reason that I can afford to play games, but don't want to have to compete with kids having 16 hours a day + to play when I have to make a living and pay for where I live.

      The imbeciles running the gaming industry are claiming that the PC gaming is coming to an end. If they would stop the stupid online gaming and just do some stuff like moo2 and x-com, they'd see a resurgence in the sales from 30 to 50 year old gamers who just want to play a game instead of having to stay up until two in the morning to do some stupid raid.

      I keep a PC up just for moo, moo2, x-com, the original mechwarrior, Day of the tentacle, etc, etc.

      --
      _ _ _ Go for the eyes Boo! GO FOR THE EYES!
    4. Re:Free to play by WhatAmIDoingHere · · Score: 1

      I read an interesting article about how, in the past 3 years, there have been just shy of 80 million home gaming consoles (not handheld). Do you know how many GAMING PCs were sold? Not the crappy HP boxes you have at work, mind you, but real GAMING PCs?

      179 million units.

      PC Gaming is as strong as ever, if not stronger.

      --
      Not a Twitter sockpuppet... but I wish I was.
    5. Re:Free to play by Anonymous Coward · · Score: 0

      Link or it didn't happen.

    6. Re:Free to play by Anonymous Coward · · Score: 0

      I won't rent games for this reason, and the other reason that I can afford to play games, but don't want to have to compete with kids having 16 hours a day + to play when I have to make a living and pay for where I live.

      Cute argument. Most players are working adults. Tabula Rasa doesn't have 'raids', but I guess facts or staying on topic would just get in the way of your rant.

      Besides old people are supposed to be playing on the Wii, gramps.

  11. VMK by OpenYourEyes · · Score: 3, Insightful

    Its not just spending the money... nor the company collapsing. Disney shut down their free MMO VMK for no apparently good reason except that they seemed to want to generate bad will among their customers. At least NCSoft is trying to "promote good will".

    1. Re:VMK by Fred_A · · Score: 1

      Its not just spending the money... nor the company collapsing. Disney shut down their free MMO VMK for no apparently good reason except that they seemed to want to generate bad will among their customers.

      Disney does have an image to maintain. Even if it's expensive.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    2. Re:VMK by Anonymous Coward · · Score: 0

      Did their tech support tell you that?

  12. Re:What? by westlake · · Score: 3, Insightful
    Who wants to be the first to suggest to open source the leftovers?

    Who wants to donate endless hours in development and management of the game? Who wants to pay for the servers? Who wants to contribute assets to the game: art, animation, story, dialog, etc?

  13. This Is A Shame.... by Caraig · · Score: 3, Informative

    This is a shame; TR had a lot of potential to be more than just another shooty take on MMOs. Ancient mysteries, xeno-archaeology, a strong theme of religion and myth, a dramatic war.... It could have been a lot more. Instead it was pretty bland at times. They had a lot of great ideas but they never seemed to implement them in time or well enough.

    I was in the closed beta, and I really really wanted to like this game. The music was cool, the settings were fantastic, the scaling was pretty nicely done, and it was open to the casual gamer... but it was flawed. It just didn't grab a person.

    As I said, it's really a shame. It could have been a lot more. Oh, well. I hope they learned something from it's failure. I just hope that 'Worlds of Starcraft' doesn't waltz in and take over the SciFi MMO slot.

    --
    "I am an Adept of Tantric VAX."
    1. Re:This Is A Shame.... by Anonymous Coward · · Score: 0

      I agree. I managed to get into the beta, and initially I was excited about my character, and the game in general.

      After about a week, though, I just about totally lost interest in the game. It definitely had some interesting features, but I guess it just wasn't put together in a way that made it compelling to keep playing.

      I wish I could put my finger on what didn't click.. but I guess if I could I'd be designing awesome MMOs or something.

    2. Re:This Is A Shame.... by captjc · · Score: 1

      After seeing the game, my first thought was that it would have made an awesome single player KotOR / Mass Effect-style adventure RPG. Shame...

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    3. Re:This Is A Shame.... by TOGSolid · · Score: 1

      Hopefully Warhammer 40k Online learns a few lessons from this and doesn't fall down the same hole. There are no fanboys alive more hardcore than the Warhammer 40k group. I fully expect an army of them, armed with pewter figurine firing bolters, to launch an exterminatus on the devs if they screw this one up.

    4. Re:This Is A Shame.... by haydon4 · · Score: 2, Interesting

      I really thought TR had potential. It's true that the launch was a little rocky and it was rough around the edges but as you really progressed through the game, the story was actually rather compelling.

      I had some misgivings about the limited character creation system where is was basically a cookie cutter system where you could only change the face as a whole, hair, skin color and a couple accessories; as well as the clunky and convoluted crafting system that they took way too long to fix. I think they really had the game to a point where they could tweak settings here and there and still add more content.

      I thought the graphics were great, the enemy character models looked real and had a lot of detail. Gameplay was almost constant out in the field. They even took player created events and made a separate zone for them to hold it. It was a prime example of the developers listening to the players and giving them what they want.

      I think ultimately where they failed was in the advertising arena. When I talked about the game to other gamers, 75% of them had no idea what I was talking about. It is a sad day indeed for TR fans, but I suppose I can invest more time into CoH now.

    5. Re:This Is A Shame.... by Blakey+Rat · · Score: 1

      As a pretty casual gamer, Tabula Rasa's introduction/tutorial was *awful*. I played for 3 weeks, and there are some game mechanics I still don't even come close to understanding:
      * There's something like you can sub-class your class every 4 levels, but then if you don't like the subclass you picked, you can go back to the other sub-class if you get demoted a few levels? Hell, I dunno.
      * The entire game is instanced like WOW dungeons, which I guess is good for their serverload, but it means that if you're in Central City you can't see your buddy who's also in Central City, even though you're chatting with him-- turns out you're in Central City 2 and he's in Central City 5. It makes no damned sense.

      Also I got lost in the game world constantly; it has a radar and map, but both were hard to read and interpret. Added to that, they somehow managed to cram in *less* character customization than WOW (which has ... barely any), and fewer distinct enemies.

      It's no surprise the game is closing to me. I just hope it'll shut up Richard Garriot's blowhard-ness for a few years and we can all go back to forgetting he's still alive.

  14. takes me back by Leontes · · Score: 3, Interesting

    Back in 1997, I was playing a character on the old TrekMoo, when the Q (the admins) were in the process of moving to new servers. They decided to all scorched universe on the remaining players and I have to say, that was a heck of lot of fun. The Borg invaded, the Romulans and Klingons got their ass kicked and we intrepid few in the federation were forced to make some tough choices that included sacrificing our ship. It was a small community of text based adventurers, but the collaborative effort made it a hell of a lot of fun.

    I'm surprised there aren't more scorched earth games, where we build up communities just to have them torn down. I hope the loyal players of playing Tabula Rasa get to have the same kind of experience. I know it influenced me as to what good collaborative theaterical improvisation was all about.

    1. Re:takes me back by cptgrudge · · Score: 1

      Blizzard tried something like this with the most recent world event to usher in the new expansion. Player controlled zombies rampant everywhere, infecting other players and NPCs alike. In the end, half of the players enjoyed it. The other half brought some *serious* whining, complaining that they "couldn't get stuff done". Can't please everyone, I guess.

      --
      Qualitas edurus commercium, nullus penitus net rimor, nullus deus beneficium
    2. Re:takes me back by rob1980 · · Score: 1

      Well with the number of people playing the game and the availability of official forums for people to have their verbal diarrhea on it's no surprise. I will say though having the world event spill out into areas where people who potentially don't even have the higher level characters capable of taking advantage of the new stuff in the expansion is just going to tick them off for really nothing in return can get irritating. There's nothing dumber than getting ganked by a level 70 zombie in the Crossroads of all places.

    3. Re:takes me back by nedlohs · · Score: 1

      If it's "the game server is shutting down in 2 weeks" there isn't much "stuff to get done" to complain about not being able to do.

      Of course they won't spend any dev time on it (it's shutting down...), but even a "the bad guys are attacking" followed by spamming big bad guys in all the usual safe places would do.

      Also when you are shutting down "pleasing everyone" is completely irrelevant...

    4. Re:takes me back by JohnSearle · · Score: 1

      I would like to see this apply more to a long term strategy for an MMO.

      MMO != Never ending questing.

      An MMO could be more meaningful if the game actually had epic stories, that had real goals and real conclusions. Establish story lines as if it was a science fiction or fantasy series, where player actions are permanently etched into future stories / histories. Hire some permanent story writers, and develop an ongoing dialogue between them and the players, making player actions meaningful.

      Then you can have your creative destruction, as well as your lasting epic journey.

      - John

    5. Re:takes me back by Anonymous Coward · · Score: 0

      Chances are pretty good actually. In Guild Wars (one of NCSoft's other MMOs) they ended one of the beta sessions by having Gwen (one of the NPCs) go psycho and kill everyone.

    6. Re:takes me back by Anonymous Coward · · Score: 0

      Getting ganked by a team of level 70 zombies on sunstrider isle qualifies in my book.

      I lost 2 good players to that zombie crap. Both went right back to guild wars.

    7. Re:takes me back by Anonymous Coward · · Score: 0

      Eve Online: In the player run areas of space (so-called 0.0 space), its all about building up and tearing down. Basically, the alliance with the biggest stick beats on it's neighbors, destroying what they've built, and putting their own infrastructure in place. A few months/years later, someone else comes along and takes it from them. Quite a lot of fun, but there are a few broken game mechanics in there, mostly revolving around the largest bully on the block, the BoB alliance.

    8. Re:takes me back by duckInferno · · Score: 1

      Have you seen those forums? Hives of scum and villainy. Whiners and trolls litter the thing and every 10th god damn thread is locked because it was created by a fucktard. These people complain about drastic changes. They complain about minor changes. They complain when there are no changes, and they complain about all the people complaining. On a quiet day, I even saw someone complain about the lack of complaining.

      It's no surprise that the zombie fun put these people off. These are people that wake up on a sunny day to a hot blonde chick serving them their favourite breakfast and have friends shower them with expensive gifts, then complain about being woken up.

      As for the zombie event itself... yes, there were "actual" complainers. But by and large these people were drowned out by the legions of players enjoying what was to be the first and final zombie outbreak, a fun, once in a lifetime event that will never again grace the surface of azeroth.

      You just can't please everyone.

      --
      Fool me once, shame on you. Fool me twice, watch it -- I'm huge!
    9. Re:takes me back by cptgrudge · · Score: 1

      I lost 2 good players to that zombie crap. Both went right back to guild wars.

      Ha! You had me there for a moment.

      --
      Qualitas edurus commercium, nullus penitus net rimor, nullus deus beneficium
  15. Re:What? by Bieeanda · · Score: 2, Interesting
    I knew that suggestion was going to pop up within the first twenty posts. Beyond the technical reasons for not bothering, there are plenty of legal ones too. Just ask any of NCSoft's shareholders, or the management hierarchy that would have to reach consensus in order to release the code. This isn't just a matter of one person's pet project, or a small company folding.

    And before anyone points Quake out, recall how long it took for them to release the source, and also recall that the release included none of the actual graphic assets or maps.

  16. Re:What? by houstonbofh · · Score: 1, Interesting

    Who wants to be the first to suggest to open source the leftovers?

    Who wants to donate endless hours in development and management of the game? Who wants to pay for the servers? Who wants to contribute assets to the game: art, animation, story, dialog, etc?

    This seems to fit with both the Google and the yahoo business model. Take your pick.

  17. No community support FAIL by S77IM · · Score: 5, Insightful

    I'm sure other posters will mention Tabula Rasa's bugs, lousy control scheme, poor class balance, etc (typical MMO grievances) but to me the thing that always stood out about TR was its abysmal support for building communities.

    Everyone's abuzz about Web 2.0 and "social networking," and somehow the TR devs didn't even see fit to have a Looking For Group feature in the game. The had on-line chat and a Friends list, and that's about it. The thing about massively MULTIPLAYER games is that they are only as good as the people you play with. Sure, a small percentage of MMO players exclusively solo, but for most people, the solo experience is basically a laggy, slightly glitchy single-player game, with extra monotonous grinding. In other words, you get bored of it after a month or two, max, just like any other single player game.

    "Players come for the game, but stay for the community." -- I forget who said it, but that sums up most MMOs today. Compared to single-player games, any MMO is mediocre at best. The only reason people will pay $15/month for the MMO is to play with their friends. Tabula Rasa made it very difficult for me to locate people I might want to team with, let alone befriend. There was more incentive to solo than to assemble PUGs.

    Suggestion to future MMO designers: Find a way to match up players with other players of similar game-play styles and compatible personalities. No, I'm not talking about in-game romance, just helping people find a good team. Match up Leeroy Jenkins with other Leeroy Jenkins, etc. Stop thinking of the players as an audience looking for "content." They're not. They're looking to hang out with friends and kill monsters.

    --
    Student: Is it true that the foundation of the universe is paradox?
    Master: Well, yes and no.
    1. Re:No community support FAIL by WhatAmIDoingHere · · Score: 1

      WoW existed for about 2-3 years without a LFG system other than a channel that was spammed with all kinds of garbage.

      Ask anyone who remembers how the global LFG channel went.

      --
      Not a Twitter sockpuppet... but I wish I was.
    2. Re:No community support FAIL by Anonymous Coward · · Score: 0

      I liked open lfg chat. Plenty of other people did too.

    3. Re:No community support FAIL by bigstrat2003 · · Score: 2, Funny

      Ask anyone who remembers how the global LFG channel went.

      /shudder

      And I just got done with therapy for that, too. Thanks for reminding me...

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    4. Re:No community support FAIL by Anonymous Coward · · Score: 0

      Wow also had (and probably still has) a couple of user made LFG mods that existed well before the Blizzard implemented LFG system.

    5. Re:No community support FAIL by duckInferno · · Score: 1

      WoW's first attempt at a LFG system was a complete downgrade from that "spammed channel" they had going. If you were there for its implementation then you would have seen the immediate effect of a lot less groups happening because instead of a "hey we're doing this everyone, wanna come?" thing it became an opt-in system limited to only three things you wanted to do with an extremely broken class matcher (yeah I really want to run Stratholme with five rogues).

      It's slowly crawled its way up to what it is now but it's yet to reach the efficiency of the old city LFG channel.

      --
      Fool me once, shame on you. Fool me twice, watch it -- I'm huge!
    6. Re:No community support FAIL by WhatAmIDoingHere · · Score: 1

      The old LFG channel was the barrens. Everyone on both continents could say whatever they wanted to everyone else, and it was opt-out.

      The current system is still a nightmare, but at least they're trying.

      Half the time when I'm looking for a group it throws someone into a party with me and makes me the leader. The other half of the time, I get an invite, join the party, get asked my spec, and get kicked.

      The only groups I'm finding is by asking in the general chat of the zone the instance is in.

      --
      Not a Twitter sockpuppet... but I wish I was.
    7. Re:No community support FAIL by duckInferno · · Score: 1

      That's the new-old. The original was a LFG channel that existed only in cities, and separate per city. Everyone would condense in Ironforge and "/4 LFM mara". The result was, you didn't get spammed even while in ironforge, and while going about your daily business you could see the above and think "oh hey, mara sounds good", without opting in to the LFG system.

      The next iteration, a global LFG channel, is what you're talking about. It was hell because it wasn't really used for looking for groups; people either spammed it or left it permanently or treated it like global general chat.

      You'll notice a reversion to the original system when you're in a major city; people advertise groups over the trade channel, which everyone can see (presumably). People who haven't listed themself into the LFG tool (which is most people in the city) can still see it.

      That's the greatest advantage of the city LFG channel. Blizzard could substantially improve their system by making the LFG channel, which is normally only "open" to you if you're in the LFG tool, automatically open if you're inside a city.

      --
      Fool me once, shame on you. Fool me twice, watch it -- I'm huge!
  18. You can't take it to the bank by Anonymous Coward · · Score: 0

    The problem is that everyone sees the Gobs of money that blizzard is making and this "Hrm, I'd love to make that much" so they produce an MMO and hope it works. It's not to say that WoW is better then these MMO's, but it's to say that you have to have a certain about of luck to truly make it succeed.

  19. Re:What? by Anonymous Coward · · Score: 0

    Perhaps those people that are running unofficial WoW servers?

    Personally, I'd love to see it all open sourced simply for the learning opportunity it would present. Seeing how such a large scale project is done would be quite fascinating.

  20. Hard to do by Sycraft-fu · · Score: 3, Interesting

    For a lot of reasons not the least of which being such a thing would require a phenomenal amount of writing to be done to make all these unique quests and allow for all the branching. Hard enough to do something like that well in a single player game and in a huge multi player game, well it's near impossible. There's also technological hurdles to implementing such a thing.

    At this point the closest you'll find to a game world you change is, again, in WoW. There are some quests that deal with a phased world. There are literally multiple versions of a given area and you experience the one relevant to your quest progression. So you do something and the world changes permanently because of it. However each person gets to do it. You are all in the same world, but there are multiple versions. Works pretty well.

    At any rate the sort of thing you want isn't ever likely to come fully to fruition. You'd need something near a real artificial intelligence on the back end to deal with all this and a massive staff of writers and designers to try and implement this ever changing unique experience for millions of people.

    With games you need to be satisfied to live in a small sandbox. There are going to be rules and boundaries of various kinds. That's part of what makes it interesting, fun, and doable. It is just like cards, you have to have a set of rules, limits on the deck and so on. If you just got people together and started drawing random shit on paper and trying to make a game you'd have the card game equivalent of Calvin Ball.

    In terms of deep story and changing universe, you need to stick more to single player games, that's really the place it works. Play Mass Effect for a deep story, play WoW to kill night elves.

    1. Re:Hard to do by Datamonstar · · Score: 1

      Don't think in a limited way/. Sure it's pretty unlikely that a company could actually get through the organizational red tape and god forbid the budgeting to pull of something of that scale, but that doesn't make it so improbable that it will never be done. Those are the real reason nothing of this nature has been accomplished. Money,getting a publisher to be patient enough for it to be developed, and the fact that no one wants to see someone else finish an awesome quest that they can't copy and reap the same rewards of. Most people want to be in that same epic set that everyone else has. I have a much differing opinion personally, but I am in the minority. I'd much rather have one really good piece of unique loot in a really balanced game than a full set of carbon copy armor and a mimic blade in a game where gear gets you farther than your character cane.

      --
      The eternal struggle of good vs. evil begins within one's self.
    2. Re:Hard to do by iCEBaLM · · Score: 1

      Actually yes, it does make it so improbable that it will never be done. The state of the art in computing isn't there yet for a computer to be able to create unique, contextual, meaningful or sensical quests on the fly. That means a human would have to do it, and for a human to be able to do this, unless these quests were so enormous as to take months, even seasons, to complete, you're looking at almost a 1:1 ratio of players to game master/developers.

      Which in turn means the cost to play this game would be many fold more than the game masters salary, and no one could afford it.

    3. Re:Hard to do by Anonymous Coward · · Score: 0

      If quests involved multiple modules, you could set up a quest system that involved multiple ways to accomplish the goal or involved stopping other from completing a particular goal. A sort of choose your own adventure questing system. That's probably more achievable than unique quests for every character. Also I don't know how possible a quest system that changes the world is since pretty much every mmo requires a fair amount of downtime to enact world changes.

    4. Re:Hard to do by apoc.famine · · Score: 3, Interesting

      Well, I've been thinking on one way around this, and while I should save it and make a bazillion dollars off the idea, here it is:

      In many MMOs, the quest items are ethereal - you kill stuff and get things, but you never actually have those items on your person - the quest keeps track, and when you get them all, it goes "ding" and you turn it in for a reward. You don't actually tote around 15 horns of some beast, hides, etc.

      Make those items easier to get, real, but encumbering, and allow them to be traded. And make it so that at lower levels killing the things would be good XP, but at the level you get the quest they aren't very good XP. At first glance this seems like a stupid idea, but....

      The beauty is that there's a good chance you will ask someone lower level to go do your dirty work for you. You'll pay them for the goods, they'll get XP and gold, you'll turn in the quest. Thus, rather than you getting quests from NPCs, you'll get them from PCs. "Damn - that 37th level fighter just came by and offered to pay me a ton of gold to go kill swamp rats, if I bring him the tails. I guess some wizard he knows needs them."

      That is far more interesting than going to the tavern master six times in a row, or bouncing from NPC to NPC in town to get and turn in quests. The strength of a MMO is that there are lots of people playing. Make them part of the world, rather than "just another player".

      When the 57th level wizard rounds up the n00bs and has them party up to go hunting grass snakes for him, that will make the game far more engaging and interesting. If each one of those n00bs was hunting them for the alchemist next to the baker, it would be far less engaging and interesting.

      --
      Velociraptor = Distiraptor / Timeraptor
    5. Re:Hard to do by Anonymous Coward · · Score: 0

      player generated content

      There are actually people who enjoy creating plots and watch others engaging in them. You don't pay your Pen&Paper GM either.
      That would be difficult to implement in a somehow balanced way. But if you get the rules for that straight there is no technical or financial reason why that is impossible.

      You don't even have to reach a 1:1 ratio of players to game masters. Just create content for a group of people. I mean you would not play a MMO if you don't want others to take part.

      And then there is the other player generated content that is the actual driving force of all MMOs. I mean if you want a special item, that you cannot get alone, you ask other players to help you. You propose a deal that makes the task interesting for them, or they help you out of pure sympathy.
      What about that is different from a "usual" quest, other than you don't have to click a NPC?

    6. Re:Hard to do by Oldstench · · Score: 1

      Except at some point in all MMOs everyone is at level cap or leveling up their 2nd, 3rd, or 4th alt who are going to be twinked to hell anyway and therefore won't need the handouts of said 37th level fighter.

    7. Re:Hard to do by Anonymous Coward · · Score: 0

      FFXI is very much like this -- there are a number of rare items that become "soul bound" like in WoW, but the majority of items in game can be freely traded. Often times players need to complete X amount of quests to raise "fame" in a city to receive further quests and the cheapest/fastest way to complete these quests is to do repeatable turn in quests (I guess just like WoW in that regard)... so you end up going to the auction house to buy mass quantities of farmed items like rabbit hides, flint stones, bat wings, zinc ores (items that can all be obtained by level 1-5s), then at higher levels you start getting into boyadha moss, black tiger fangs, etc.

      For many low level players, those are all very real ways of making money since to receive higher level quests requires oodles of fame and many higher level players just farm items that they can sell to other higher level players to pay low level players to farm the items so that they can do their quests.

      Example: In FFXI players can change their character's job at will (while saving the progress on another job... sometimes if people are bored, they'll sit at a moogle and change their job over and over and over and over for the pretty swirly effects... yes, this game gets that dull). One of the most expensive jobs that a player can do is ninja (since to cast ninja spells one needs to have reagents -- for every single spell. To get through one single xp mob can require 5 or so casts and reagents are player crafted and also expensive) -- most of the time players just leave this job alone until they have already gotten a higher level job and then once they can farm items on their high level job, they can use that to fund ninja. Almost all of the ninja spells are obtained through quests -- players can buy the spells (scrolls) off the auction house or do the quests themselves. So one can turn in 200 zinc ores (or so) to raise fame up to get one of the ninja quests, then do the quest, or pay someone else to do that quest and buy the scroll from them. FFXI also offers instanced boss battles where players receive very good gear -- and occasionally ninja scrolls -- that can be sold by the players on the auction house if the high level player doesn't want do the boss fight repeatedly until the desired scroll drops.

      Damn, I hate this game, but I also miss so much :|

    8. Re:Hard to do by vux984 · · Score: 2, Insightful

      In many MMOs, the quest items are ethereal - you kill stuff and get things, but you never actually have those items on your person - the quest keeps track, and when you get them all, it goes "ding" and you turn it in for a reward. You don't actually tote around 15 horns of some beast, hides, etc.

      You haven't played Everquest. The reason the new games don't do this is players are whining retards.

      1) "I accidently deleted my quest items/ sold them to a vendor/ dropped them on the ground" wah wah....

      2) "Quest items are taking all my backback/bank space, and they're too heavy, and I have to make trips back to town to unload them and I'm not levelling as fast..." wah wah...

      The beauty is that there's a good chance you will ask someone lower level to go do your dirty work for you. You'll pay them for the goods, they'll get XP and gold, you'll turn in the quest. Thus, rather than you getting quests from NPCs, you'll get them from PCs. "Damn - that 37th level fighter just came by and offered to pay me a ton of gold to go kill swamp rats, if I bring him the tails. I guess some wizard he knows needs them."

      That's how tradeskills ALREADY work. Except the player interaction is funnelled through the 'auction house' system. And it fucks up the game, because selling trade skill items to higher level players tends to be one of the most profitable things you can do. Kill 100 level 5 critters? make a couple silver. Mine 40 units of copper in WoW or farm 40 spiderling silks in Everquest... and you'll make 100x times that or more.

      That is far more interesting than going to the tavern master six times in a row, or bouncing from NPC to NPC in town to get and turn in quests. The strength of a MMO is that there are lots of people playing. Make them part of the world, rather than "just another player".

      No. Its far less interesting. You always go to the same place and you deal with a spreadsheet interface instead of an NPC or PC.

      Everquest, again, started out without an auction house, and resisted adding one for a long time, because they had a thriving player driven auction house, and the games had areas where people were standing around hawking their wares, traders roamed the servers with Want-to-sell and want-to-buy chatter, and honestly... its was very cool.

      But too many players wanted the easy route... they wanted a serverwide searchable database, they didn't want to actually travel to the vendor, they didn't want to acutally have to be online at the same time as the vendor... they didn't want to actually have to haggle and trade... they wanted ... well... WoW's spreadsheet system. Sure its more efficient and whatnot.

      The only thing close to a living world i've ever played was everquest during the first few expansions. The lack of an auction system, the travel challenges, the wandering high level mobs in newbie areas... it forced players to actually interact.

      What killed it? Most player really don't want to interact - it 'slows' them down.

    9. Re:Hard to do by Psychochild · · Score: 1

      What killed it? Most player really don't want to interact - it 'slows' them down.

      To be fair, most people play these games for diversion. So, they tend to want to get into the fun quickly. Being able to head to the auction house and then fly to my destination is easier than traveling for an hour or more to the accepted trading location and bartering with people. That is, assuming you got the memo about where the accepted location is if the game developers haven't set aside a location.

      Richard Bartle, co-author of the first text MUD, wrote about this. He pointed out that design ideas can be good or bad in the long or short term. Many games tend to have a lot of features that are good in the short term, even if they are bad in the long term. It's also hard to introduce a feature that is bad in the short term but good in the long term. So, removing the auction house and putting in player trade stalls might be a good long term feature, but it'd hurt in the short term so there is no way that WoW would do that. And, now that WoW has set the standard, not including an auction house would be a short term negative for a possible long term benefit; in other words, it won't work because players will complain about the short term pain.

      IMHO, the solution here is to start making smaller-scale MMOs. There are enough people that share your tastes that a game could be made to cater to you. There are two issues to overcome: first, you have to realize that you will be playing a niche game instead of a large one, and that means you're not going to get a game with a $50 million budget. Second, you have to accept that you'll probably have to pay a bit more for the game in order to make the game appealing in a financial sense. For now, it's mostly going to be small, independent developers (like me!) looking to service the niche, and we still have to eat and pay rent.

      Some thoughts from a professional MMO developer.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    10. Re:Hard to do by Anonymous Coward · · Score: 0

      That must be what 3D Realms are doing!
      Duke Nukem Forever is gonna be a virtual world game, with infinite choice and a single shared, persistant, but mutable reality.

    11. Re:Hard to do by vux984 · · Score: 2, Interesting

      To be fair, most people play these games for diversion. So, they tend to want to get into the fun quickly. Being able to head to the auction house and then fly to my destination is easier than traveling for an hour or more to the accepted trading location and bartering with people.

      Why -bother- with the auction house at all? That's sort of my point. As a game mechanic its fundamentally FLAWED. Its there to appease the players that don't actually want to trade, that want that whole part of the game reduced to the absolutely most efficient and impersonal mechanism possible...so that they can spend the absolute minimum amount of time on it.

      So we gave them a global spreadsheet/database application interface six inches from their bankers?!?!

      I honestly think it would be better to simply remove trade from the game. If your players want to avoid it that badly, and consider it such a complete waste of their time to that extent, just take it out, and design your game around not having it.

      The trouble, or perhaps the beauty of WoW, is that they cater to a (massive) player base who really just want to "kill stuff and get loot" and -anything- that slows down either they want removed or mitigated. Minimal travelling with lots of easy/safe shortcuts, and certainly no "dangerous travelling", no trading, no juggling quest items, no reading, no hunting for NPCs.. they'll barely tolerate running from question mark to exclamation point, provided its on their mini map, and not too far and if it gives them lots of xp or loot.

      From my point of view though, its a pathetic ghost of an mmorpg.

      IMHO, the solution here is to start making smaller-scale MMOs. There are enough people that share your tastes that a game could be made to cater to you.

      I agree, and have advocated this in the past. I don't begrudge WoW players their game, I'm glad they have soemthing they enjoy, but its not for me... everquest, at one time was... but as it evolved, it catered increasingly to the now WoW playerbase, and gave up its soul in the process. (Not that early everquest wasn't flawed... there were PLENTY of flaws.)

      Eve proves that niche games can be successful, (though Eve itself does nothing for me, for a variety of reasons.) I have WAR subscription now, but I find it as uncompelling as WoW...

    12. Re:Hard to do by darkwing_bmf · · Score: 1
      they didn't want to actually have to haggle and trade.

      Meh. In Warcraft, there still are people doing the WTB, WTS thing for various reasons, and indeed, nothing in the game prevents you from doing so. The auction house is just an option for those who care more about adventuring than about standing around town chatting. Nothing wrong with this. If you want to build a community, just organize 5-man groups for dungeons. You'll meet a lot of people that way.

    13. Re:Hard to do by Psychochild · · Score: 3, Interesting

      As a game mechanic [auction houses are] fundamentally FLAWED.

      It depends on what the goal of the mechanic is. In the case of WoW, it streamlines the experience and lets people get to the "fun parts" of building up a character faster. So, in this instance, it's actually a rousing success. You're arguing that it takes away something that you value: the feeling of a living world. But I don't think that goal, as you would define it, was ever an intention of WoW. Therefore, you can't say the auction houses are fundamentally flawed as the apply to WoW.

      The trouble, or perhaps the beauty of WoW, is that they cater to a (massive) player base who really just want to "kill stuff and get loot" and -anything- that slows down either they want removed or mitigated.

      Exactly. And, know what? A lot of old-school MMO game players heralded that as a success. It gets people to the "fun parts" of the game. It doesn't make the game feel like "a grind". People have welcomed this with open arms. WoW has, by far, the largest subscriber base in North America of any game; the masses have spoken, and they like that type of game. (Not to downplay the market power of the "Blizzard" and "Warcraft" names, though, since those helped a lot.)

      Unfortunately, the grim business reality is that most projects are going to want to aim for this market. Back when EQ1 was the king of the roost, people wanted MMO projects to be "more like EverQuest!" Now that WoW is top of the heap in terms of subscribers, people want that. Especially the people funding these projects, because they want to make what Blizzard is making off of WoW. That means things like having what feels like a "living world" is not usually a concern for MMO game developers, specially the ones getting big funding from game companies.

      Eve proves that niche games can be successful

      EVE proves nothing of the sort. EVE was a commercial failure when it launched, the publisher dropped the project quickly after launch. For most companies, this would have been death. CCP, the developers of EVE, got funding from the goverment of Iceland, and thus were able to re-acquire the rights to the game and stay in business. EVE was able to stick with development and enjoy some modest success for being a game that didn't try to directly copy EQ or WoW. But, it took a pretty special set of circumstances for the game to survive and thrive. A lot of niche games aren't so lucky.

      This is why I made a big deal about people having to accept that a niche game isn't going to be as large, high quality, and/or as cheap as mainstream games. WoW is like McDonalds: it serves millions and millions, but it's not the best food you'll ever eat. If you want something more healthy and tasty, you aren't going to be able to only spend 99 cents for your hamburger; likewise, if you want something that isn't built to cater to the largest market possible, get ready to have to accept some compromises.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    14. Re:Hard to do by vux984 · · Score: 2, Interesting

      It depends on what the goal of the mechanic is. In the case of WoW, it streamlines the experience and lets people get to the "fun parts" of building up a character faster.

      Precisely. It streamlines away part of the game the majority of the players don't want to play. Why not just finish the job, and streamline it right out of the game? Its not like anyone actually enjoys sitting there using the auction house. Its just a "housekeeping" chore that they attend to. It still takes time away from doing the "fun parts" of building up a character faster.

      To illustrate my point, if they added a smithing system, where you could walk up to a smith, design your equipment from the available options. (or even just choose from any piece of equipment that ever hits the AH), pay for it and leave the AH would be dead. The AH is simply a means to an end, nobody actually enjoys it. If something even more streamlined showed up, that would be the end of the AH.

      Exactly. And, know what? A lot of old-school MMO game players heralded that as a success. It gets people to the "fun parts" of the game.

      Those guys were NEVER really "MMO game players", what they really wanted is a first person shooter with an ability/equipment progression in a fantasy setting. A first person 3D diablo II.

      Unfortunately, the grim business reality is that most projects are going to want to aim for this market.

      No question about that.

      Back when EQ1 was the king of the roost, people wanted MMO projects to be "more like EverQuest!"

      I disagree. The challengers to everquest were ALWAYS about "improving" everquest by eliminating more 'downtime', being more solo-able, and allowing you get to the "fun parts" as you call them faster. WoW is really just the first game that "improved" Everquest by effectively removing everything that slowed people down. All the games Post Everquest moved in this direction. WoW just 'mastered it'. Food/water - gone. Difficult travel - gone. Death penalty - gone. Corpse recovery - gone. Trading - reduced to a spreadsheet. Questing difficulty - reduced to finding the exclamation points. Limited Spell slots - gone. Slow natural health/mana regeneration (aka downtime) - gone. Trains of mobs/chain aggro - gone. Faction - essentially gone.

      Turns out that in terms of attracting / satisfying a lot of players it was a good move. Blizzard distilled the mmorpg genre to the essense of what people "liked doing". Trouble is, its barely an rpg anymore. I think "first person diablo 2" is surprisingly close to the mark. (And there is nothing wrong with that of course... D2 is a fun game, and WoW obviously appeals to a lot of people. But its not really an MMORPG at all. All that housekeeping stuff - maintaining inventory, quest items, avoiding death, travelling around, figuring things out, etc are part of the genre.

      WoW is to an MMORPG what Need for Speed is to a real racing sim.

      PS - Interesting comments on the history of Eve. I didn't know that. Its discouraging to say the least.

    15. Re:Hard to do by brkello · · Score: 1

      I agree with most your post except the end. WoW may serve the most, but not because it is cheap and not fulfilling. It is simply the most fun and the has the most people that you probably know playing it. It isn't for everyone, that's fine...that is what will keep the niche games afloat. But at the point, it is really hard to see anything bringing WoW down. Every time they release a new expansion they just blow me away with how much they really get it. If WoW could stand still, something might be able to beat it. But it keeps moving and improving and becoming more polished. No one will be able to match that polish in a beat or at start. Warhammer did a hell of a job but after some time you realize that it is basically TF2 with levels, and I can play that without a monthly subscription whenever I want.

      --
      Support a great indie game: http://www.abaddon360.com
    16. Re:Hard to do by Psychochild · · Score: 1

      WoW may serve the most, but not because it is cheap and not fulfilling.

      What I meant was that WoW was produced for the masses. McDonald's became popular because the food was cheap, available, and offensive to pretty much nobody. (Note that reputation has changed over time.) What does Blizzard do best? Take popular, established gameplay then polish it to high shine. The reason why WoW shuns the "living world" aspects the grandparent post was talking about is because that's a niche interest compared to streamlining the process of killing things and taking their stuff.

      But at the point, it is really hard to see anything bringing WoW down.

      People said the same thing about EverQuest before WoW. Of course, the thing that proves more successful than WoW may be another Blizzard MMO. ;)

      --
      Brian "Psychochild" Green
      MMO developer's blog
    17. Re:Hard to do by Psychochild · · Score: 1

      Its not like anyone actually enjoys sitting there using the auction house.

      Actually, some people do. Even before the easy availability of plugins like Auctioneer, there were people who bought and sold goods to try to control markets. Some were very successful. For some people, doing arbitrage on the auction hall was more rewarding (especially in money earned) than "playing" the game as intended.

      Also, having a player economy satisfies a lot of other design requirements as well. For example, it provides one way to give crafters a ready market. In the old EQ games, tradeskills were seen as a money sink to get some good items. In WoW, most tradeskills can derive some profit if you put in enough effort; but, two gathering skills are the sure ticket to some extra cash. I'm interested to see what happens with enchanting now that they can effectively put enchants up on the AH. One of my friends just made 800 or so gold from posting enchants on the AH; he has no patience for selling his wares in town, so that's money he probably wouldn't have made anyway.

      The challengers to everquest were ALWAYS about "improving" everquest by eliminating more 'downtime', being more solo-able, and allowing you get to the "fun parts" as you call them faster.

      Well, as you point out, the problem is that by "improving" those areas they took out a lot of what people consider the "living world" aspects. Tough travel means that the world feels (and stays) larger, even thought it means you don't get to hop all over the world for some silly quest; it also sometimes means that you and your friend don't get to start playing together too easily, a definite drawback.

      One thing most developers realized after games started reducing downtime is that the "downtime" was actually "social time" in MMOs. It was the time when people talked to each other and learned more about each other and formed friendships. Compare this with "PUGs" in WoW where people want to group, accomplish a goal, then leave as quickly as possible. That is, if they even group at all. I've made no long term friends in WoW, other than some of the people I chat with that were in the raiding guild I joined for a bit this year. Raids have more downtime, so there is more time to chat and make friends.

      PS - Interesting comments on the history of Eve. I didn't know that. Its discouraging to say the least.

      Yeah, it's not something that CCP obviously brags about. :) But, that's the reason why I keep telling people that they really have to support indie developers if they want to see indie games. Most companies can't do what CCP did with EVE. If you don't support the independent game makers, then we will die out and you'll only be left with WoW clones. The problem is, most people who really want something different aren't willing to put up with something that isn't as polished and attractive as the newer games. That leads to the paradox: people won't play a game without a large budget, and games with large budgets rarely try anything radical or niche. You have to ask yourself: do you want to play something pretty, or do you want to play something different? You're not going to get both anytime soon. That's the truth, beyond trying to get people to play my game (or future ones!) ;)

      More thoughts from an indie MMO developer.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    18. Re:Hard to do by vux984 · · Score: 1

      Hmmm... I thought I replied to this... maybe i forgot to hit submit. The main point I wanted to make though...

      The problem is, most people who really want something different aren't willing to put up with something that isn't as polished and attractive as the newer games. That leads to the paradox: people won't play a game without a large budget, and games with large budgets rarely try anything radical or niche. You have to ask yourself: do you want to play something pretty, or do you want to play something different? You're not going to get both anytime soon. That's the truth, beyond trying to get people to play my game (or future ones!) ;)

      I'm not really seeing anything really innovative or niche coming from anywhere though, except for a push for more 'player-generated' content. Player generated quests, player generated cities, player-vs-player conflict, etc.

      And, for me, at least, I've had my fill of PvP, and player-driven worlds, and I don't like them. They have three key flaws from my perspective...

      1) 'He who plays most wins'. PvP and player run anythings are inherently competitive, and to the most dedicated go the spoils. I don't have time to play enough to be the King of Town, but I have no interest in being low man on the totem pole either, simply because I'm only going to play 6 hours a week. Shadowbane and Eve really drive this home -- if you don't feel like playing for a couple weeks over the summer and hit the beach instead your town/space station might be gone when you get back. The game shouldn't hold me hostage... yet if it doesn't... then what's the point of the PvP consequences? (WoW / WAR PvP consequences for example are irrelevant to the point that I just could not care less if 'my team is winning'.)

      2) The gank factor. PvP encounters, unless carefully controlled and regulated are virtually all grossly one sided. In a game with open PvP, most encounters will just be a slaughter.

      3) As much as playing against humans is 'more challenging' than against the PvE AI, the PvE AI is actually free to be much more varied. When you engage a new PvE encounter you don't know what you are in for... the mob could summon allies, it could have AE effects, it could have a million hit points, it could regenerate, it could swarm you with adds or you can fight it alone... it could rise up from the dead, it could explode, it might have immunities and vulnerabilities...it could have access to spells and skills you've never seen before...good PvE encounters are like puzzles that are as much solved as fought. (Sadly too many players just want their PvE mobs to do nothing special, come when they are tagged, and die efficiently, while moving the xp bar along at a fair clip. Because modern games seem to be filled to the brim with these things.)

      PvP is JUST other players, and always JUST other players, who have all the same skills and abilities you do, and while there might be some variation in how you fight a given class, at the end of the day any PvP battle has a certain uniformity to it -- where you get the same variety and challenge as you would from a game of unreal tournament or guildwars... but without the recurring monthly fee for the privilege.

      I enjoy pvp... and I've played PvP games... from EQ's rallos zek to AC's DarkTide to Shadowbane, to DAoC to WoW and WAR pvp options... but I've come to the personal conclusion, that when I want to fight other players I'm generally far happier in an proper 'arena' game... whether its unreal tournament, or ghost recon... or whatever.

      When I hit an mmorpg, I really want to explore and see something truly =different=. I think PvP is a good thing to have in an mmorpg, but too much focus on it, and I'd rather be playing a Guildwars or something.

    19. Re:Hard to do by Psychochild · · Score: 1

      Thanks for an interesting conversation. :)

      I'm not really seeing anything really innovative or niche coming from anywhere though....

      The trick is you need to go looking for these games. Anyone doing anything truly innovative or highly focused on a niche will not have a large marketing budget. You really need to go scouring for the type of game you like, because it's not going to show up at your local Wal-Mart or Gamestop. But, particularly for online games, you really need to support anyone doing anything that sounds even mildly like what you want. Otherwise, they may never get the chance to do something bigger and better.

      Have fun,

      --
      Brian "Psychochild" Green
      MMO developer's blog
  21. What?-Rose Colored Ideology. by Ostracus · · Score: 0, Flamebait

    Who wants to pretend that open source is the magic bullet that will give us world peace?

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
    1. Re:What?-Rose Colored Ideology. by Tharsman · · Score: 0

      Open Source will cure cancer and feed starving children, dude!

  22. Re:Frosty Piss by Frosty+Piss · · Score: 1

    This is a fucking frost piss post you cock sucking teabaggers!

    I beg your pardon? Did you say Frosty Piss?

    But here's what I think: It's just a last ditch effort to generate buzz and customers. If they get a significant increase in players, down the line there may be an announcement that the death is being put off. Then, a bit later there will be value added content for a fee. If things really pick up, they can make it all pay-for-play. Or, if nothing happens, it dies on cue.

    --
    If you want news from today, you have to come back tomorrow.
  23. Tabula WHAT? failed PR by citizenr · · Score: 1

    First and only time I heard about this game was that trip to space gimmick. Going to their page there is not a single gameplay Video you can actually watch (instantly as in flash player). Sure, you can download 600MB file if you are feeling desperate for info, but most people will just skip it and look for a game that is not ashamed of how it looks.

    --
    Who logs in to gdm? Not I, said the duck.
  24. So... by Anonymous Coward · · Score: 1

    Why doesn't anyone mention Anarchy Online anymore?

    Personally it's still the best MMORPG out there, it may not have as many people online as it used to have a couple of years ago, but it's still very popular.

    I liked tabula rasa, but it lacked the 'twinking' aspect that AO has, and WoW doesn't.

    AO may look dated, but for sheer immersion it's the best out there.

  25. What's it like ? Heard of it, but not much by billcopc · · Score: 1

    Has anyone played Tabula Rasa ? I've only heard of it, mostly due to Richard Garriott's involvement, but I don't know any players. From reading the write-ups, it sounds a lot like Sony's PlanetSide, with some anime RPG elements bolted on.

    PlanetSide never really got big enough, so there wasn't enough action to keep things interesting. There's really no fun in being the only guy on the continent, capping base after base without resistance.

    If Tabula Rasa suffered the same fate, well... sucks but that's just what happens. That's the problem with MMOs, you need to build up hype before they launch, else it's a false start and it never goes anywhere after that.

    --
    -Billco, Fnarg.com
  26. Re:What? by devman · · Score: 1

    The difference being Google is a useful tool to a lot of people. TR is just entertainment.

  27. Power of community + run by the community? by Morgaine · · Score: 1

    I like your observation that community is the key ingredient that gives an MMO longevity. It makes me wonder if an open-source MMO might one day not only rival the current big commercial ones, but even become far more long lived than any of them because its community would last forever, and it could never get shut down, regardless of perceived success or failure.

    The easy attack on that idea is simply that "server farms cost a ton of money", but MMOs don't have to be programmed to require centralized server farms, and many FPS communities are more than happy to put up a server for public use anyway. There's no reason why such machines couldn't be confederated to underpin a community MMO.

    What's more, there are MMO models that require very little in the way of centralized computing power. For example, Guild Wars has a heavily instanced framework, so that once in a fighting zone, there can never be more than 8 people playing together, which requires very little power from server systems --- in fact an instanced MMO programmed like that could even be run in P2P mode while in the instance, merely sending occasional game state updates to a central point, a very low centralized power requirement.

    Yet, you still interact with vast numbers of people when in town or in your guild or when messaging across the world, so the MMO feeling is there despite the server requirements being not much different to those of an IRC server. Technically, this approach is definitely possible for a community-run MMO without any commercial backing.

    We have all the open-source components for making both the client and server sides of a community MMO, and community-developed online games are announced occasionally, but we don't really hear of any success stories. Is it that none of them are any good, or just that the commercial ones get all the attention?

    It sure would be nice to put one's investment of game time into a community-developed and community-run MMO instead of into a commercial one, both to avoid draining the wallet and to ensure that your favourite world exists forever. There must be huge merit to having such a community game world, if only it could be got off the ground in a flexible enough form.

    --
    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
    1. Re:Power of community + run by the community? by Nethead · · Score: 1

      ..requirements being not much different to those of an IRC server..
      You've may have never run a popular IRC host then. It's not the bandwidth so much but the damn DDOS that will kill you. I had a popular IRC box back in 2000 or so and it took a 400MB/s DDOS hit. My boss sure didn't like that on his network!

      --
      -- I have a private email server in my basement.
    2. Re:Power of community + run by the community? by passthecrackpipe · · Score: 1

      and who will donate the incredible amount of high quality artwork in all forms required to make a good MMO? and not only do you need lots of high quality artwork, it also needs to be done along the same style and theme, and be artistically consistent. the people that have the skills and talent to make art for are an MMO are usually too busy with their dayjob.

      --
      People who think they know everything are a great annoyance to those of us who do.
    3. Re:Power of community + run by the community? by OrangeTide · · Score: 1

      Exactly you can't just slap together a bunch of components like you can with a kernel or compiler. Some projects only need a lead architect to wrangle developers and enforce some quality control. But games generally need a series of directors beyond the programming. There are many interdependent groups that can not easily move forward independently. Client, Server, UI, modelers, level designers, 2d artwork, audio, I'm sure the list goes on.

      Maybe being a kernel developer has me thinking that kernels are easy and games are hard. But I think I am right in assuming that the organization of people is much more complex and vital in a game project than it is in a systems project.

      --
      “Common sense is not so common.” — Voltaire
    4. Re:Power of community + run by the community? by Anonymous Coward · · Score: 0

      What you say is true, OrangeTide, but don't you think that the power of community could help there?

      Working on the Linux kernel requires well-directed leadership because it's ONE KERNEL. In a community MMO, that would be true of the game engine as well, but it would not necessarily be true of the game itself because that could be run as multiple independent branches, all using the same engine.

      It would be a challenge to make a game engine that can support multiple independent game branches, but not a terribly hard one. We're totally used to separation of policy and mechanism in FOSS software, and this is just another case of it. The same engine could easily underpin multiple, and totally different, MMOs.

      With multiple independent branches, there would be no conflict of interest between people with different views of how an MMO should look or be run, because each group with a common opinion could simply run in an instance that reflects their need, without affecting anyone else. Parametrizing game instantiation is not a problem at all.

      The other poster said (effectively) "Artists won't create free artwork like programmers create free code". That was definitely true in the past (just as with music), but times are changing, and Creative Commons is now a big thing in the arts, with musicians leading the way. The 13,000 free CC albums on Jamendo.com and 300,000 CC recordings on Archive.org show that quite clearly. :-)

    5. Re:Power of community + run by the community? by Psychochild · · Score: 2, Informative

      It makes me wonder if an open-source MMO might one day not only rival the current big commercial ones, but even become far more long lived than any of them because its community would last forever, and it could never get shut down, regardless of perceived success or failure.

      In a word: No. This has been tried many times before. Perhaps the most notable project has been WorldForge (http://worldforge.org/).

      For a bit of background, I've been developing MMO games professionally for over a decade, and did text MUD coding in college starting in 1993. I currently own and operate the MMO Meridian 59 , a game that originally launched in 1996. So, I have some idea of what is required for making an MMO game. I'm also a professional who has shown a personal interest in maintaining an online game world even after it was originally shut down; 3DO shut down the game in 2000, and my business partner and I bought the rights to the game and re-launched it. Let me tell you, that has turned out to be a somewhat thankless task.

      The main problem with a "community MMO" as you suggest is that you need a strong, central vision for the game. You can't just have a bunch of people working on things and hope it comes together as a cohesive project at the end. You need someone like Linus with Linux, someone who can direct the path of the project. These types of people tend to be fairly rare, though.

      Another major problem is that MMO games aren't just technological, they're also creative. One part of being a professional game designer is being able to realize that most of your ideas suck. It's easy to sit around and spitball ideas all day, but refining them and turning them into something that can be implemented into a fun game is a pretty rare skill. And, most people contributing to the project probably don't want to hear, "Your game ideas suck, stick to coding." The reason a coder would work on a game rather than another project is probably because you want to have input on the formation of the game. Again, you need that strong, central vision to keep things going.

      Finally, game development is really hard. I've tried to start up a lot of small-scale projects in the past, bootstrapping the project instead of getting a questionable deal on funding form publishers. Of the few dozen people I've interacted with in the past few years, about 95% of them have flaked out on me. Most of them weren't experienced game developers, so when the real work reared its ugly head, they were suddenly scarce. As I said above, it's easy to sit around and spitball different ideas to see what might stick, but actually turning that idle chatter into an actual game is much more difficult than people realize. Without a paycheck, it's hard to keep people productive when the "real work" starts.

      ...the MMO feeling is there despite the server requirements being not much different to those of an IRC server.

      You're pretty off-base here. I'm not saying MMO servers are horribly complex (the server for Meridian 59 can be (and has been) run on my laptop), but they require a bit more than your typical IRC server, particularly if you want to support more than a few hundred people on a server. Most of the gameplay is calculated on the server, mostly to help reduce the effects of cheating. That's one of the reasons why a "distributed peer-to-peer" MMO is unlikely to work, unless you come up with some sure-fire way to prevent cheating. Given how much people have complained about WoW's Warden system on Slashdot in the past, that's a tall order to fill.

      Some thoughts from someone who has some experience.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    6. Re:Power of community + run by the community? by Psychochild · · Score: 1

      Maybe being a kernel developer has me thinking that kernels are easy and games are hard.

      I do game development for a living, not kernel development. But, I agree game development is pretty difficult. As I mentioned in a reply to the post parent to yours, the big issue is that game development has a large creative component in addition to the technical issues, and creativity relies on opinion. If you and I disagree on a task scheduling system, we can each build our systems and then run tests to see who has the superior result for the situations we are likely to encounter. If you and I have a different idea for gameplay, particularly if it's something fundamental to the game like going with a class and level system vs. a skill-based system, it's hard to build the systems in any reasonable time frame and there is no easy way to measure success. As I say to a lot of people, there are no unit tests for "fun". In the end, people contributing to a game project don't want to hear that their game ideas suck, which most (even mine) do. It takes a serious professional to sit down and refine ideas until they are workable before being released (which I hope mine are!) But, that's the "real work" of game development and the thing that tends to scare most wannabe game developers away once they get a taste of a real project.

      My thoughts.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    7. Re:Power of community + run by the community? by Anonymous Coward · · Score: 0

      That's a great response, thanks Psychochild!

      I don't quite follow your logic all the way though, in particular the bit about there not being enough developers left after the flakes leave, nor the need for a strong single artistic vision.

      Let me give you a concrete counter-example to what you suggest is a fundamental problem. The old open-source Cube game that turned into the (still very popular and active) Sauerbraten, that's basically a multiplayer FPS game that is not significantly different from an MMO, and countless maps have been developed for it, many of them extremely beautiful and as large as some commercial MMO zones.

      There doesn't seem to have been any shortage of dev time in the Cube/Sauerbraten project, and even less a shortage of artistic asset creation time. Nor is there a shortage of originality nor any kind of creative tension: all the map developers do it their own individual ways, and far from sticking to a common creative theme, they've rejoiced in being different. This seems to be very clearcut evidence that lack of dev and creative time is not a showstopper, particularly if contributors are not dissuaded from being different.

      Now the server model of Sauerbraten certainly isn't "MMO" in the Everquest external zone sense, but it is in the Anarchy Online dungeon sense where instancing ensures that just a handful of players are usually present in a fight zone. Indeed, it almost certainly scales to full raid party sizes in traditional shared-zone MMOs, where the action normally takes place in instanced dungeons anyway. So, there isn't a significant difference here, particularly if you stick to smaller numbers. This isn't really a technological problem that would make a community-run MMO impossible.

      As far as cheating goes, yes, it could be an issue, but social issues always are hard. However, they're not showstoppers. Sauerbraten uses simple versioning of one key binary component (the rest is open source) to maintain some anti-cheat control, but even without it, you could always just play with people you trust instead. That's been a good strategy to use in countless online games, and works a treat when they're instanced. Not a showstopper.

      So none of the issues you highlighted seem to be showstoppers, apart from the lack of a paycheque for devs that require it. But not all do, and the Sauerbraten example demonstrates that well.

      I certainly accept that you've experienced the problems you mention, and the non-existence of any successful community MMO seems to support that, but I also see counterexamples to those points just outside the MMO area, so I'm wondering if those problems are actually inherent in the concept of community MMOs or if some other factor is at play.

      Thanks again for the comments. ;-)

    8. Re:Power of community + run by the community? by Psychochild · · Score: 2, Informative

      That's a great response, thanks Psychochild!

      My pleasure. I enjoy a good discussion about an area I'm pretty passionate about.

      Let me give you a concrete counter-example to what you suggest is a fundamental problem.

      I don't know much about Cube/Sauerbraten, so I can't comment on it directly. I will say that it's nowhere near as complex as an MMO. The game boasts 7 weapons, whereas Meridian 59, which is hardly the largest game, has 13 melee weapons, 4 ranged weapons, and over 150 individual spells that all have to be balanced against each other. It has many, many rooms, which are about as complex as DOOM 1 levels, all interconnected. Now, imagine a game like WoW that has hundreds of weapons, armors, spells, stats, etc.

      But, let me give an example of what I was talking about: MUDs.

      Text MUDs were the predecessors to modern MMO games. They were entirely text-based, but they shared a lot of features with modern MMO games. The two primary game-focused ones were LP-MUDs (which allowed user programming on the fly) and DIKU MUDs. DIKU MUDs were a lot more popular for two reasons: there was only one administrator and the popular verions had a game world right out of the box. LP-MUDs had a tradition of allowing the top players to become Wizards (coders) on the game, and you usually had to write most of the game world yourself. The shared administration duties caused a lot of schisms, and probably at least half of the LP MUDs out there were formed when someone got into an argument and took a copy of the existing game to create their own version of the game.

      And, in games where you had a variety of people working on them, you often had special issues. For example, every new player wanted to have the "best" area, which mean that you had to have something special in your area that was more desireable. Perhaps the most powerful weapon or armor, so you had the original cause of "mudflation". Or, you had one person working on an X-Men themed area right next to one area with Ninjas and another area parodying My Little Pony. A far cry from the (mostly) coherent storylines found in current graphical games.

      MUDs used to be what people who wanted to do an online game made back in the day. There were a lot of them, and the best ones (and most of the ones that still exist today) had very strong, central authorities to support them.

      One other thing to consider: What is the weakest area of open source development? Usually the documentation. It's not sexy and few people really want to do it. However, game development is about 50% documentation (that is, the game design). I noticed Sauerbraten has a Wiki, so it's ahead of that game. But, look at the documentation the vast majority of open source projects out there; the documentation only becomes mature once the project has been out there long enough. That's death for a large scale game like an MMO.

      [Y]ou could always just play with people you trust instead. That's been a good strategy to use in countless online games, and works a treat when they're instanced. Not a showstopper.

      We're talking an MMO here, though, not something like a personal Neverwinter Nights server. The difference is trying to run a D&D game for your friends vs. trying to run D&D games for a convention. If you just want to play with your friends, then you're not talking about an MMO anymore. Not to say that something like a game server where you could play with your friends wouldn't be cool, but it's not the same.

      So, there's some clarification on my points. I think the differences between a multiplayer FPS and an MMO is important. In fact, the first "M" stands for "massively", which was intended to separate these games from the 16 player FPS servers that were available back in the day.

      Now, all this isn't to say that I think a community project would never work or that I wouldn't support one. I know a few of the WorldForge people and really respect them for the work they've done. But, I've heard from them first-hand about the issues they've faced.

      More of my thoughts.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    9. Re:Power of community + run by the community? by Anonymous Coward · · Score: 0

      I think the differences between a multiplayer FPS and an MMO is important. In fact, the first "M" stands for "massively", which was intended to separate these games from the 16 player FPS servers that were available back in the day.

      Except that the definitions have changed, as a result of the huge success of highly instanced online games.

      For example, in Guild Wars you still have a massive worldwide population of interacting players (there is no sharding or other community barriers, just dynamic splitting into districts to avoid being overwhelmed by crowds) so all the usual socializing and Looking For Group activity and item trading occurs just as in the traditional MMO model. However, having constructed your group, you enter a zone or dungeon which is a private instance, so none of the massively-shared-zone load problems apply. What's more, all the griefing and kill-stealing and camping etc etc etc problems of the old model disappear too through this design (you are in effect playing only with a temporary trust group), so its popularity is not surprising. Games like Anarchy Online allow the population of the instance to be changed by teleporting people in, so midway solutions are possible too.

      So no, today's "Massively" is no longer necessarily the same "Massively" that applied in EverQuest. It can be even more massive than before, but not implemented the same way, so the load-related problems that used to be associated with "Massive" are significantly lessened, and sometimed eliminated completely. Indeed, we sometimes joke that the in-zone component of server operations in Guild Wars could be run on a cellphone. While not really true, there is some truth in it. ;-)

      In summary, what's important about MMOs is the feeling of massive community and the ability to commune with it when you want, and modern designs can provide that without using old implementation mechanisms that inherently mandated a very heavy server-side investment. I think it's that that gives me hope that a community-run MMO is a possibility, and becoming more so as technologies improve further.

      As you say, there are many other issues to consider, but they appear to be melting away slowly.

      The latest marker on that road is the success of the 3rd party OpenSim grids (community-built world servers confederating into SecondLife-compatible grids), which despite the early days and alpha state, are already highly interesting and supporting ever-growing communities. Of course, these aren't game worlds, but their virtual world technology is not hugely different and it's community-developed and community-run, so clearly game-oriented offshoots are possible.

      Times they are a-changing. :-)

      Regards.

  28. How Richard Garriot scammed NCSoft by Anonymous Coward · · Score: 0

    Basically richard garriot used his 20 year old fame from the ultima series to scam the biggest korean mmorpg maker to let him and his deadbeat chronies handle their business in the "west". He then ran the main franchise and it's sequel into the ground and blamed it on western audiences. Since he was LORD FUCKING BRITISH, they gave him money to make his own shitty game to show them how it was done, and then conned them into sending him into space as advertisement for the game which he convinetly forgot to advertise once he got his space suit. After coming back from space, he promptly QUITS the company and gives everyone the finger. Now his multi-million dollar piece of shit is being shut down. This comes as a huge surprise considering how much money Ncsoft has literally thrown away on their other games just to keep a presence in the western market.

  29. Re:What? by westlake · · Score: 1
    This seems to fit with both the Google and the yahoo business model. Take your pick.

    The successful RPG has to give a player a significant and entertaining role to play in a world that invites and rewards deep exploration. Tech isn't as important as art and story. That is a very different universe than the one inhabited by Yahoo and Google.

  30. Classic Richard Garriot by CuteSteveJobs · · Score: 1

    I remember how Garriot's Ultima Series took a nose drive. Ultima 8 was bad enough; last Ultima I ever bought, but Ultima 9 was worse; just a really sloppy job. Does this sound familiar?

    "The game was so poorly received that no other Ultima was ever released. Richard Garriott shortly left Origin, which was shut by parent company EA Games soon after." http://en.wikipedia.org/wiki/Ultima_IX#Controversy

    Poor NCsoft. Perhaps they should have Googled him before they hired him. ;-)

  31. Re:Last time the marketing department springs for by Anonymous Coward · · Score: 0

    Yeah, except no one cares about this!

  32. Re:What's it like ? Heard of it, but not much by iCEBaLM · · Score: 1

    I started playing PlanetSide during the open stress testing. I loved that game. I bought it the day it was available at the local EBGames. The game was simple: kill the other guys and take their territory. It was like this until WoW's open beta, then something happened...

    They started adding crazy crap: now certain bases couldn't be captured just by taking them over, you had to grab a football (LIU I think they tried to call them?) and take it back to another base you controlled. Oh wait, look at that, you're not on just one planet anymore, the planet blew apart and now you're on a bunch! Holy shit Jenkins, you have to go underground now! This is when people started to stop playing. When the fundamentals of the game changed. The part that made it fun was teaming up with a few squads and taking a heavily defended base, not running a football. If I wanted fucking football I would have bought Madden. I still miss flying my reaver....

    I started playing World of Warcraft during open beta stress testing. I still play it. I am a pretty hard core end game raider. I have killed Illidan, I have seen the Sunwell. There are a lot of things WoW does right. The main one is the developers don't just add a bunch of stupid shit simply to add a bunch of stupid shit. This is what screwed up PlanetSide. If the developers of PlanetSide had left well enough alone with the goddamn rules of the game and stuck to just adding more vehicles, weapons, maybe the world breaking apart could have been handled and we could have seen some new terrain, but no, they add in ridiculous crap like certain bases have impervious shields unless you capture the other bases around it in order. Oh yeah, and you can only cap bases that you have a base connected to via this lattice shit. What, the, fuck guys? This is WAR, not checkers. I should be able to flank. I should be able to surprise my enemy.

    I started playing Tabula Rasa during open beta stress testing. This game was bad. Terribly bad. The graphics were horrible, the animations were junk, the combat.... ugh. The storyline, while very good and is what interested me in the first place, was somehow non-existent in the actual game. Maybe I was jaded by WoW. No, I am jaded by WoW. I expect certain things of a modern "post-WoW" MMO. I expect not to look like I'm ice skating while I'm running. I expect that if I read the whole quest text that it will tell me what I need to do and I don't have to guess. I expect to have options in combat and not to just be completely useless if I run out of ammo. I expect to be given the opportunity to make enough money to buy said essential ammo via my characters normal course of events without having to go out of my way to farm at level 5. TR was deleted from my system after 3 days of play. I am not surprised this game is ending. It was very bad.

  33. Plenty of Reasons To Open Source It! by rhinokitty · · Score: 1

    I am so surprised no one sees the immense benefit that NCSoft could gain from Open Sourcing this program! There are plenty of business models for Open Source software!

    Look at ...! Uh, wait... Twitte-no. Shit.

  34. CoH's Future by HardlineHeretic · · Score: 1

    There is much speculation in the CoH community that it will loose subscribers and eventually shut down with the advent of champions Online, a similar and more in depth game by former CoH devs Cryptic Studios...

  35. Free Ryzom by Per+Abrahamsen · · Score: 1

    These guys did, for a different MMO. They did raise 200.000 EUR to buy the remains of the bankrupt company. Their plan was to make the source (for client and server) free. Users would pay for the operations of the servers, development would proceed as any other free software project.

    They lost the bid to another company, than run the game in a more traditional way.

  36. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  37. Got off on the wrong foot at release... by Aereus · · Score: 1

    I extensively beta tested Tabula Rasa, but in the end did not buy the release version based on the experience. It's a classic example of an interesting idea rushed out the door before it was finished.

    The classes were poorly differentiated, and in most cases the base skills were better to use than the later specialized skills. So most classes spammed basic attacks. Probably one of the worst games I've played as far as polishing classes goes.

  38. This is why I don't play MMO's by Anonymous Coward · · Score: 0

    If I flip through my CD's 30 years from now, and I find something that makes me go nostalgic, I just want to be able to put it in the drive and play it again. With MMO's there's no such possibility. Even if you wouldn't mind walking through an empty world, you still need the support of the company that ships it to make it work. Of course there's no good technical reason why you shouldn't be able to run an MMO server on a LAN party or something, but as it stands MMO's just aren't built that way. When you pull out any MMO of today in the future, all you can do is stare at the disk and reminisce for a bit. I realize that used to be true in every walk of life, but for me one of the nice things about games* was that you could relive the experience.
    *Applies in a slightly different way to books, film and music as well, which modern life also alows us to keep around where this used to be impossible.

  39. Not gonna happen in a MMO by sirwired · · Score: 1

    You are asking for conflicting goals:

    If you want an individualized experience with complex moral dilemmas, plus a long-term story, you simply cannot deliver that inside of a Massive game. Can't be done.

    If you want quests that have never been done before, will never be done again, yet still integrate with a long-term plot, affect your character for a long time, and involve real moral decisions, you are simply looking in the wrong place. What you are asking for requires the services of a living, breathing Gamemaster. Period.

    If this is the sort of this thing you are looking for, you need to go back to pencil and paper gaming, and stop looking on the computer.

    SirWired

  40. Plenty of Reasons *NOT* To Open Source It! by Anonymous Coward · · Score: 0

    There's a small chance it could be used to compete with them later, and the lawyers will wring their hands and say 'nothing to gain and think of the liabilities'. But yeah, good point, very rarely do we see companies shutting down a project open sourcing it. I plead guilty. I wrote a pretty cool database product in the Internet boom days and made a good living selling it. Eventually the market gravitated towards the solutions you see now so I killed it. Could have opened sourced it, but occasionally when I have open sourced stuff I've come across occasional jackasses posting on public forums bitching about the program (they don't email and tell you, they just like to bitch). So at job interviews employers googling on me could find this. See where I'm going? No good deed goes unpunished

  41. I knew this was destined to happen by DragonTHC · · Score: 2, Informative

    First, I was supposed to beta test it. The installer kept giving me a weird error about a FIPS cryptographic package. I was never able to install it. The NCSoft Support team didn't seem to have a clue as to how to solve the problem and install the game. If anyone deserves to be sued, it's NCSoft. People bought TR with the expectation that it would be an on-going experience. It is now shutting down. The value that was expect is no longer.

    --
    They're using their grammar skills there.
  42. Uhm, what? by The+Living+Fractal · · Score: 1

    So let me get this straight... As an MMO operator you only do the 'really fun things' once you are going out of business?

    Because, I guess it wouldn't make sense to have been doing those from day one. You know, to stay in business?

    Seriously, I played TR. I enjoyed it immensely during the first half of the game. Then it got incredibly repetitive and boring. The crafting and economy were simply not good enough. End-game activities were not good enough. In today's world, those are two make-it or break-it pieces, which TR did not have.

    Brilliantly conceived, poorly executed. Same ol' story.

    --
    I do not respond to cowards. Especially anonymous ones.
    1. Re:Uhm, what? by ElAurian · · Score: 1

      You can only really have fun at school on the last day of term.

      Imagine the last week of school when your grades are all in, you've got an acceptance letter, and the school is shutting down next week... Goddamn, that's one helluva party.

  43. Naysayer by justinlee37 · · Score: 1

    Surely it wouldn't be easy, but you're just a stick in the mud. You could do this. The first step would be having a system without explicit questgivers, just goals that AI entities and the player characters must fulfill to survive -- IE, not getting too hot and burning to death, not getting too cold and dying of hypothermia, not running out of food to eat daily, etc.

    Now quests are "unique" not in the sense that nobody has done what you've done before (stealing food from an NPC king to feed a dying NPC orphan, hoeing a plot of land to grow food for yourself, killing the hungry goblin NPCs who terrorize the town for it's food which they also need to survive), but they're unique in the sense that each player comes up with the idea to do the quest himself, and he does so for more tangible reasons than "I need xp." His actions will affect the course of events with these NPCs.

    And if you think about it, it shouldn't be that hard to incorporate live gamemasters into an MMO format. The scale of economy should be large enough that you could have a single GM for every 100 to 1000 players or so come online for a few hours a day and manage NPCs (remove corpses, spawn new NPCs) in order to create interesting, dynamic, emergent situations in the gameworld that seem like "quests" to the players.

    In short, we need a game that mimics reality more than the current vanilla-brand fetch quest MMOs do. Tabletop was always the best for that, it was it's strength, I agree with you. But you're just a damn pessimist and there's certainly no easier way to be wrong faster than saying something can "never" be done.

    While it's nothing like what we've been discussing, "Hinterland" has been seizing a lot of my time over the past couple of days.

  44. P.S. by justinlee37 · · Score: 1

    Now just throw in the option for "hardcore" servers which don't allow player characters to respawn, and allow open PVP, and I think you've got a game that would appeal to ye olde hardcore tabletop RPG crowd. It'd be truly immersive if any actor in the simulation could die permanently, either to a sword in the belly or just from the lack of an adequate food supply.

  45. Can't compare to Meridian 59 by greenhuey · · Score: 0

    This only goes to show what I always say: nothing, NOTHING, will ever compare to Meridian 59 - still running after all these years. http://www.youtube.com/watch?v=ynOWe89A4IY

    --
    I added the word "nerds" to http://wordandlink.com/, you should add a word too.
  46. Destination Games? by Taulin · · Score: 1

    So with Richard gone, and this project X closing down, where does that leave Destination Games? Did it really exist? From what I read, I didn't realize that Richard was just am employee or NCSoft. I see Richard's castle everyday driving to work, and with a failed game, and nothing big done, but a lot spent, he must either have some great investments elsewhere, or made crapload of money from Ultima. Good for him, and I wish him well.

  47. Re:What's it like ? Heard of it, but not much by borizz · · Score: 1

    I only started with PlanetSide when it got free to play for the first levels. I enjoyed it for the most part, but I agree that the Lattice Logic Unit (LLU - the football) seriously degraded the game. And the nodes-in-a-graph base layout really sucked for attacking. But the game had some redeeming features; if you had a base with one feature that was connected to another base (basically, you'd need all bases between them) you'd get that feature too. So you could have a base with a vehicle plant and no shields, or both, or none. Or whatever.

    In the few months I've played it I've only been in 2 sieges, one attacking, one defending. The defending one was the most fun. People coming in from all sides, artillery left and right, aircraft flying over. I was an anti aircraft MAX dude. Lots of fun. Assault on the other hand, was worthless. It's just attack the base, die, respawn, repeat. For four hours.

  48. Simple past tense by el+americano · · Score: 1

    Here's a tool to help you in your quest to become a pedant: http://conjugator.reverso.net/conjugation-english-verb-swim.html

    "swam" is correct.

    --
    Those are my principles. If you don't like them I have others. -Groucho Marx
  49. TR Communutiy now trying to obtain game rights by Banquo · · Score: 1

    I play Tabula Rasa and when this announcement came out many of us thought the same thing,..
    If they're ditching this project (and as it's the best game that no-one knows about) what would it take for the user community to take over the game?

    Obviously we *JUST* found out about this and are just brainstorming the concept, but there are some people on board with the idea that are 100% serious, and several have internal connetions to NCSoft.
    Last night we set up a discussion board (quick and dirty) to kick things off for brainstorming, updates etc...
    Yeah I know you can shoot a million bullets into this idea right now, but any "Constructive" help would be appreciated on the boards.

    http://www.changingwind.org/savetr/signup.php

    The concept is that it would be run by a group of gamers, so the things that were the ultimate failures of TR in the first place (user community tools, social aspects, gamer support, advertising) might see a vast improvement.

    If you have any ties to "gamer media" I ask that you take a chance to follow a story that could be a huge Cinderella story, or a possible nightmare, but should be interesing either way.

    1. Re:TR Communutiy now trying to obtain game rights by BoneFlower · · Score: 1

      Good luck. It would be great if NCSoft did something, even explicit authorization for server emulation I think would be a great way to retain some goodwill. Actual code release would be ideal, but there may be other companies code in there that they aren't authorized to release. You guys may want to retain an attorney to help on that, unless you've already got one in the group willing to help out.

      Server emulation may be a second best solution, but at least it would allow the game to survive in some form.

  50. A current player... by LunarEffect · · Score: 1

    I started playing Tabula Rasa this September and have been hooked ever since. Its a really good game, really underrated in my opinion.
    Well anyway, not only is the NCSoft team planning on making the last few months a lot of fun, there is also going to be a nice present for people who currently have active accounts: This is something I'm definitely thankful for NCSoft willing to give me =)

  51. Not saying that isn't a valid way to go too by Sycraft-fu · · Score: 1

    But don't pretend like it is the only way. There's a lot that WoW does better than Runescape. Graphics, would be a big one. WoW is just a beautiful game, especially with the Lich King expansion. Part of that is because it uses and requires 3D hardware, but also that is because there were some really good artists behind it. IT actually isn't the most high end, photorealistic game out there. I've got games that hit the GPU a lot harder. However the art assets in it are very well done, and the game looks fantastic for it.

    So while there is certainly value in games that are easy to access, there is also value in games that have more design effort behind them. That, of course, requires more money and also is likely to require a more powerful computer to render.

    As far as numbers go, I think you are confused. For one, the 10 million number cited isn't people who've tried WoW, it is the number of people who are currently paying Blizzard on a monthly basis to play. For US and Europe that means people with the month paid out (you pay per month in those regions) in Asia it means people who have paid to play at least once that month (it's pay per hour over there).

    Now look at this chart: http://www.mmogchart.com/Chart1.html

    Unless they are drastically wrong, and as far as I know they are the best numbers out there, Runescape doesn't have near the players you are claiming.

    So I think it is wonderful that there is a game like that. It is somewhere in between a more expensive, large, typical MMO and a totally free web based game like one of my coworkers likes to play (I can't remember the name right now). However please don't pretend it's the One True Way that all game studios should be going.

  52. If you really think Macs are a major market by Sycraft-fu · · Score: 1

    You are kidding yourself. Games do not fail because they don't have Mac versions. Sorry, but it's true. There just aren't a whole lot of Macs out there, percentage wise, and of those out there only a fraction of the owners are gamers. If the game couldn't succeed on the Windows market, it doesn't matter if it had a Mac client. Yes it would have brought in a few more subscriptions but two things to remember:

    1) They didn't need a few more, they needed a lot more. This isn't a case of "Oh if only we'd had 1,000 more people play we'd have made it." They needed more people to play and in particular more people to KEEP playing. Their big problem is people tried it and left. Adding a platform doesn't really help that.

    2) It would add cost. Cross platform isn't free, especially if done right. This adds more development and support costs and thus increases the number of copies you MUST sell to be profitable. So if you make a Mac version and it gets you 10,000 more sales, that doesn't help if the cost of doing so requires 30,000 more sales to break even.

    I'm not saying there's anything wrong with companies doing Mac versions or that they shouldn't especially for successful titles, but please cut the bullshit of "Well if they'd released for a Mac it would have done well." No, not the case. It's a very minority market share (single digit percentage wise) and a non-trivial amount of it's market is in things like media production and so on where games aren't relevant.

  53. They are Microsoft FUD Collaborators by fwr · · Score: 1

    I actually own two NCsoft games. Then about a year or two ago came across one of the Microsoft FUD adds with NCsoft as the example company. I wrote an email informing them that I did not appreciate their participation in the program and would not be purchasing any of their software in the future. I followed through. I doubt they will, but I wouldn't be upset if they did go under just for bad karma.

  54. So all you want is to reduce XP grind? by sirwired · · Score: 1

    No quests? Are you nuts? What exactly are you supposed to do all day long in the game then?

    From your reply, it sounds as if your only goal is to replace XP and quest grinding with a grind for food, money, faction, etc. I don't necessarily see this as much of an improvement. You are still grinding, you are just grinding for a different goal.

    I'm not seeing a whole lot of motivation in your game. Okay, I steal food from the NPC King which pisses him off, (or reduce my faction, if you want to translate into MMO terms) to feed the NPC Orphan. (Maybe that kicks my alignment around some.) Now what? Okay, maybe now such-and-such barmaid will notice my kindness and give me a place to crash for the night so I don't freeze.

    All I did just now was faction farm in exchange for shelter, and I'm going to have to repeat the whole process tomorrow in some form, since I have no overarching quest to do. I'm not seeing the fun here...

    If you don't like quests, you don't need a new game to avoid them; simply don't accept or complete any quests, and turn yourself into a Money/Food/Faction grinding robot. You can do this now in WoW, but I'm afraid you'll end up looking like a Chinese Gold Farmer.

    For better or worse, quests provide motivation for players to go to new places, obtain new gear, improve their stats, along with providing plot tidbits, which are triggered by their completion.

    The GM's you are calling for aren't real GM's. Removing corpses and spawning some new NPC's can be done by the computer already without any help. And if those NPC's aren't handing out quests, what are they doing other than more-or-less the same thing they were doing yesterday, just plopped down in a different place with new stats?

    If a GM is spread out among 1000 players how much individual growth could he possibly provide? I don't see this as being any better than the current model of content patches providing new things for all players to do.

    Tabletop "was" the best for providing individual player growth? You do know that tabletop still exists... there are a huge number of games out there, with countless others under development, along with enough content to keep you busy until you die.

    And yes, I will be so bold as to say that this is something computers "can't" do. Computers can't do plot. This isn't pessimism, it's realism.

    SirWired

    1. Re:So all you want is to reduce XP grind? by justinlee37 · · Score: 1

      The overarcing quest is that if you don't feed the orphan, he turns up dead the next day of cold and starvation ...

      The best way to provide what the OP wants is to allow the players to create their own quests. Lots of people loved "Morrowind" even though it was rather simplistic. It just gave them a lot of hands-off freedom.

      Also, on "was always the best ..." you're just nitpicking at my words. I've got a bookshelf of tabletop RPG material, so you can eat shit. How could you get from me agreeing with you over an aspect of tabletop play's advantages, to inferring that I've never seen tabletop or played it?

      The fact of the matter is that what you're thinking of is probably more detail than is required for the OP to feel satisfied in his desires for a "different" kind of game. Emergent, unscripted scenarios based on AI scripts is the best way (that I can think of) to create quests that are unique and not handed to every player by an NPC with a glowing exclamation point over his head.

      I'm proposing that maybe the sea walrus guy wants the moose because he's worried about dying of starvation, and that's why he'll pay gold for the food. I'm also proposing that maybe that sea walrus could die permanently ... either if he runs out of moose to eat after several days, or if someone (likely a PC) kills him ...

      There certainly must be ways that GMs could lend a personal touch to the proceedings ... writing NPCs while offline, and minor plot scenarios, then dropping them into the server ... and you could likely create a setting that provided an explanation for the influx of people on a regular basis ... maybe by, for instance, making your setting a small frontier town with lots of "gold rush" style immigration, and a high turnover rate due to mortalities?

      If you had just said "it would be hard," I wouldn't have chimed in to say anything. I totally agree with you - as the market stands now. But you didn't say that. Instead, you said it can't be done, and made it a bullshit little advertisement for your favorite genre of game. You're like some of the folks in the 1950's and 1960's who said Artificial Intelligence could never be a possibility. That's hardly the consensus now.

      Someday, somebody will create an engaging "reality simulator" that gives the OP the sort of game experience he's looking for. Tabletop games have their place but that's no reason not to ignore the future and chant "it can't be done."

    2. Re:So all you want is to reduce XP grind? by justinlee37 · · Score: 1

      P.S. I never suggested anything about excising experience. But you should be able to gain experience in a freeform system from practicing your skills ... and maybe they could be diverse skills, including things like architecture and agriculture, as well as your usual sword & shield & backstabbing & magic fireball skills. Everybody's favorite MMO crack "World of Warcraft" doesn't even let you attack NPCs in your own faction on a whim, much less other players. And forget about building cities, or actually dealing with the realistic struggles of day-to-day life in a medieval setting ("How will I make food? How can I protect my farm from the hungry bandits?" etc). And the game NEVER gives you the impression that anyone is threatened with mortality. Big boss baddies conveniently respawn for the next wave of adventurers. Every wave of adventurers also respawns in order to challenge him again, over and over, until they are successful. Even on the off chance that someone from an ENEMY faction kills say, your storekeep, an identical storekeep will replace him within an hour.

      I'm not suggesting replacing one grind for another, I'm suggesting that the current flavor of grind should actually make a wee attempt to live up to the "role playing" part of RPG. If they did, it'd be a lot better. Unfortunately it seems like all of the games today try to reach "the widest audience possible," and thus we get RPGs with permanent training wheels attached.

  55. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  56. Re:Last time the marketing department springs for by knails · · Score: 1

    Hey. I liked those ads. I thought they were funny.

    --
    "I disapprove of what you say, but I'll defend to the death your right to say it" -Voltaire
  57. Couldn't help but notice by duckInferno · · Score: 1

    that the game you just described sounds like arse.

    --
    Fool me once, shame on you. Fool me twice, watch it -- I'm huge!
  58. Good times in PS... by ztcamper · · Score: 1

    I used to be quiet a fan of Planetside. My subjective opinion is that it is simply the best game ever made...

    I might have not been born with wings but I damn well earned that transportation citation. Remember those Magrider squads that drove funny? Well that was me and my drunk engineer buddies. Sometimes it was hard to tell us apart from newbies. Believe me I know. Erratic motion, variable aim, continuous exchange of creative terminology with friendly cloackers inappropriate for a game rated T... What gave us away as true psychopaths was the amount of observable shell impacts and bullet holes. All things considering though I was a pretty decent pilot as well. A flying Mag is as exhilarating from the inside perspective as it is breath taking from the outside. Quiet literally so as it lands on the observers face and half of their squad. I strongly believe that a world where you are not prosecuted but infarct encouraged by your superior officers to drive a tank in a state of severe intoxication and awarded medals for manslaughter, deserves a second chance. It just needs optional blood stains on everything (most importantly vehicles) and rag doll effects. May be something similar to Fallout 3 eye candy.

    Alas the old days are gone now. I truly hope that one day demons of creation will pull their heads out of their asses and end the never ending Zerg fest with 3 guns that Planetside has become.

  59. Re:What's it like ? Heard of it, but not much by ztcamper · · Score: 1

    A lot of fights used to be outside base. Believe me it was far more rewarding. The population cap was much higher too. It was freaking awesome. Big fights would last for over 24 hours with occasional skirmishes in other places. Like a 3 way fight inside volcano on Searhus. I loved that place.

  60. Sucked by Anonymous Coward · · Score: 0

    Tabula Rasa probably wouldn't have sucked, had Garriott's original designs and visions been realized. The man makes an interesting game, just look at the (single player) Ultima series. But they didn't let him. They changed pretty much everything until the only thing the retail version had in common with the original idea was the name and the word "logos".

    Also, respawn rates were WAY WAY WAY WAY WAY too fast for soloers, given that there are almost NO non-aggro-patrolled areas outside towns. Even killing fast, a soloer could not clear 10 mobs before mob #1 respawns. And to require a group for safe travel in a very underpopulated game is just asinine.

    They deserve to shut down because they made stupid choices. NEXT!

  61. Why not? by tjstork · · Score: 1

    I could see that an EMP pulse couldn't do diddly to a DVD or a CD, but I would think a hard drive might be a different story.

    --
    This is my sig.
  62. This is what the DM is supposed to be for. by je+ne+sais+quoi · · Score: 1

    I agree with your post, but I can say that I've already played a MMORPG that does that: the nwn server I used to play on.* The way the servers run in this case is not a huge world, but more of a community who plays together on the same server who is run by somebody (not the game developers) out of their own pocket. For example, in our server the admins were very good about removing a lot of exploits that the game devs didn't bother to remove, so rather than policing our player-base, we, the DMs, spent the majority of our time running unique quests for the players and developing the plot lines of the world. There was an admin or two who spent a large amount of time just making permanent changes to the world based on the in-game event as well.

    From what I gather, in the larger game worlds with professional GMs, you don't get that kind of attention. Basically, what I think is needed to be done is an open source MMORPG modeled after nwn that is completely community modifiable and doesn't require a walk mesh to be downloaded each time you change something on the world (nwn2 did, which is one reason why it bombed). That gives motivated people the ability to create their own communities for role-playing and it gives a much more rich story-telling environment for the admins.

    *I won't tell you which because the original admins who developed everything found other things to do and the ones who replaced them were a bunch of asshats, so I left. (But that's to be expected, nothing lasts forever.)

    --
    Gentlemen! You can't fight in here, this is the war room!
  63. Open source it please! by Narcocide · · Score: 1

    Garriott, listen to me man! Open source the thing. If you've got any choice in the matter open source it so that it can live forever. The concept is solid you just need more time.