Archive for the ‘MMORPGs’ Category

Final Fantasy XIV team gutted

Friday, December 10th, 2010

Back in October, I bought a copy of Final Fantasy XIV on release day. I really liked Final Fantasy XI, but didn’t really have the time to dedicate to it, and since XIV was to be more geared to solo/casual players, I figured it was time to dip my feet back into the Final Fantasy MMO scene.

Oh, how wrong I was.

It turns out that the game in its released state was broken in so many ways (not including their baffling decision to not process credit cards domestically for us users in the United States) that it resembled alpha-level software. Features were incomplete or nonexistent, the game was unstable, and it was not much fun to play. I lasted about a week and a half before I gave up (logging in twice).

So the guys at Square Enix rallied, apologized, gave people an extension on their complimentary month of game time in anticipation of some big fixes that were around the corner, including implementing such features as “can scroll map with mouse in PC version”.

And, true to their word, a patch was released in mid-November that addressed some of these issues, free game time was extended again, and more big fixes were promised, though some major game-breaking issues remain. For example, the decision to not have an in-game auction house means that buying and selling items between users is so time consuming and tedious that you can spend all night looking for something that may or may not be available.

That’s not fun.

So, even with the Big Changes(tm) that were coming down the line, I had given up hope on this game ever being good. But, then I got an email update with some surprising news:

Thank you for your continued interest in and support of FINAL FANTASY XIV.

While more than two months have passed since the official launch of FINAL FANTASY XIV service, we deeply regret that the game has yet to achieve the level of enjoyability that FINAL FANTASY fans have come to expect from the franchise, and for this we offer our sincerest of apologies.

After thorough deliberation on how to meet those expectations, it was decided that the most viable step was to approach improvements under new leadership and with a restructured team.

To realize this vision, and in doing so, provide our customers with a better game experience, we have assembled our company’s top talent and resources. Taking over the role of producer and director is Naoki Yoshida, a passionate individual for whom customer satisfaction has always taken top priority. Not only is he one of our Group’s most accomplished and experienced members, Naoki Yoshida is also a charismatic leader possessing the skill to bring together and effectively helm a team which encompasses a wide range of responsibilities. We also welcome several new leaders handpicked from other projects to work with the existing talent on FINAL FANTASY XIV.

We realize time is of the essence and are fully determined to provide our customers with quality service. It is because of this that we ask our customers to be patient until we are able to confidently present them with a concrete plan outlining FINAL FANTASY XIV’s new direction. The free trial period will be extended until that time.

Regarding the PlayStation 3, it is not our wish to release a simple conversion of the Windows version in its current state, but rather an update that includes all the improvements we have planned. For that reason, we have made the difficult decision to delay the release of the PlayStation 3 version beyond the originally announced date of March 2011.

The FINAL FANTASY XIV team is working hard to bring our customers an unparalleled adventure, and we ask for your continued understanding and support as we march ever diligently towards that goal.

President and CEO, Yoichi Wada

You can read the rest of the announcement here, which includes an apology from Hiromichi Tanaka, the producer who is stepping down. I have to admit that I’m flabbergasted that this shakeup is being made so public. It’s clear that Tanaka is being made the scapegoat here for the mountain of problems this game has, but I don’t know that changing the programming and art teams is going to be enough to save this game. Once the free trial eventually ends, unless the game is radically reworked (and their payment system fixed) I expect a mass exodus no matter what they do.

Massively Single Player

Tuesday, November 3rd, 2009

It’s been quite some time, really, since I decided to try the new online sensation that is the Massively Multiplayer Online Role-Playing Game. Since then I’ve logged several hundred hours across Final Fantasy XI, World of Warcraft, Guild Wars, The Lord of the Rings Online, Dungeon Runners, Everquest, City of Heroes / City of Villains, and R.O.S.E. Online.

And I’ve given them all up. For one main reason:

Trying to organize a group of strangers to achieve a common goal is next to impossible.

Take Final Fantasy XI for example. Most of the game consists of finding a ‘camp’, sending one guy out to lure a monster over to your camp, and then beating on it mercilessly until it keels over and you get somehow stronger. Especially in the early levels, it really is that simple, but you’ll get people who act like they’ve never held a controller before, will walk off from their PC / Playstation without telling you, or instead of bringing one monster back to the camp, they’ll bring every monster in a five-mile radius for an insta-slaughter.

Or World of Warcraft. You might have a quest that tells you to take a thing to a guy in the next town over. If you’ve done the quest before and you know where the second guy is, you tell your buddies and start off to deliver the parcel. You get there only to discover that one guy followed you there, one guy got lost and ended up falling off a cliff, one guy is still at the store getting his gear fixed / selling trash, and one guy went to get supper 20 minutes ago, but didn’t bother to tell anyone, so he’s two towns back wondering where everyone is and begging them to come back to help him finish up the steps of the quest that everyone’s already done.

And on it goes that way. It’s as if the people on the other end of the game were plopped down in front of the control panel of a nuclear submarine, and all of the controls were in Esperanto.

So, rather than trying to deal with that nonsense, I mostly end up playing those kinds of games in single-player mode. Which is great, I don’t have to listen to anyone whining, I don’t have to bother with trying to coordinate chunks of missions around someone’s dog-walking schedule, and I can generally do things in the order that I want to, with the added bonus that if I take down a challenge that’s meant for a group by myself, then the victory was harder fought and slightly more memorable.

Of course, that means that I also miss out on large chunks of the games, mostly because I’m not bothering to do much of the group stuff, but that’s a tradeoff I’m willing to make.

MMO Game Design Has Stagnated

Wednesday, July 25th, 2007

It looks like today might be MMO day. Richard Garriott, progenitor of the Ultima games has delivered a keynote in which he notes that design of MMO games has not significantly changed in the 10 years since he brought out Ultima Online

Core gameplay elements are the same, and Garriott argues, the lack of innovation is cheating players out of a richer experience.

“Combat systems, character leveling that caused players to obsesses over ‘grinding’ and the misassumption that AI can be replace by player-controlled characters were the features he dismantled and accused MMO developers of being overly reliant on.”

I’ve only had in-depth experience with two MMORPGs, Final Fantasy XI and World of Warcraft (I’m not counting my trial of 9Dragons), and the sameness of the core gameplay is striking. I’ve put together a quick and dirty comparison of them below:

Activity FFXI WoW
Quests where you kill a certain amount of Enemy X(kill quest) Yes Yes
Quests where you find an item and bring it back to some character too lazy to do it himself(fetch quest) Yes Yes
Gaining experience points by killing things to get stronger and kill slightly stronger things, to get stronger to kill slightly stronger things (level grind) Yes Yes
Using the offal from the monsters you slay to create items (crafting) Yes Yes

Unfortunately, most of the activities in these games can be put into each of these categories. The NPCs don’t move and don’t change what they say or do in response to anything that happens in the game world, or if they do, it’s because of a fairly significant world event. This seems to be because even though there are thousands of players in a given server or world, they are all experiencing the same story. They are the hero going on epic quests to whatever end, most likely quelling evil. What happens when you finally defeat the Great Evil? Nothing, really. You get a cutscene, some loot (phat lewt, no doubt), some adulation by some NPCs and the Great Evil reappears for the next group of adventurers to try their hand at vanquishing it.

I’ve not played them, but games like Eve Online give the players the chance to play the economy, build companies, and the like. This is good for those who don’t necessarily want to stand in one place and kill goblins all day, it gives them something to do to break up the monotony. I also understand that Star Wars Galaxies allowed characters to open shops, create communities, and generally alter their game world, but since I’ve not played either it or Eve I can’t really say how much fun either of those things are. I do, however, like that they have activities that are slightly different from the norm. It helps keep the game fresh.

I understand that my view of these games is somewhat skewed, but the single design I would like to see changed is geared toward the single player. I quite enjoyed playing both of the MMORPGs that I did for the time I was a subscriber, but I’m strange and ran out of stuff to do, even though I didn’t get to the maximum level. I prefer to play those games either with people that I know in real life, though a pick-up party on occasion is nice, or to play them by myself. The big problem is that MMORPGs are developed around the concept of parties. You do everything in a party, you do quests, you slaughter native fauna (and sometimes flora), and you experience the bulk of the story all in a party. So if my group of regulars is unavailable when I want to play, my choices on what I can do are pretty limited.

The question then becomes, “Why are you playing a multiplayer game if you want to play by yourself?” The answer is that I like the game, I like the mechanics, and I like checking out the game world. The problem is that in real life I don’t have to gather a group of six people to slaughter sheep while I run to the store and fetch some milk, or chop some wood, or mine some ore. Yes, real life wilderness is teeming with wildlife, but there’s not some creature waiting behind every tree plotting to kill you.

Here’s to radical design changes.

Link! (via Kotaku)

Richard Bartle on MMO Game Design

Wednesday, July 25th, 2007

There is an interesting interview up with Richard Bartle, one of the folks behind MUD, a virtual world programmed way back in 1978. Running on code carved onto great sheets of stone and running on some steam-powered contraption, no doubt. MUD has had quite the influence on modern MMORPGs. There is an interview with Mr. Bartle here that details some of his views on how far the genre has come in the last 29 years and how much they’ve stayed the same.

“However, when all is said and done, reality is far more detailed than virtuality can ever be. There are some forms of social interaction you can’t get any other way. Reality always wins in the end. A kiss in a virtual world or a kiss over the phone is never going to be the same as a kiss in real life.”

The interview is certainly worth a read even if you’re only marginally interested in virtual worlds.

Link!
Guardian Unlimited via DevBump)

Europeans get cheap starter pack for Final Fantasy XI, I finally get to use a ‘£’ in a post

Thursday, July 19th, 2007

It’s bee quite some time since I quit playing Final Fantasy XI. I actually quite liked the game, but the pacing of the game was ponderously slow and if you didn’t have a group of at least 5 friends then you had troubles making it to the next town without getting savagely beaten to death by rabbits and silkworms. If you did have a balanced group then the game was quite fun, even standing in one place slaughtering fish was entertaining if your group worked well together.

I thought that the barrier to entry for this game was fairly low, since you can get the game and 3 expansions for $20, but apparently it gets lower. Eurogamer is reporting that folks will be able to get a ‘starter pack’ version of the game (just the main game with no expansions) and a free month of gameplay for £5.99 (or about $12.27 in American money, or about the equivalent of a one month subscription to the game). I wasn’t able to determine if it was coming out stateside or not.

Is this a desperate attempt to increase a stagnating userbase or ingenious plan to draw attention to the new expansion pack?

Time will tell!

Link! (Eurogamer)

9 Dragons

Monday, July 16th, 2007

A while back, Acclaim folded as a game company. The Acclaim name was bought by one of the guys from Activision, turned into Acclaim Games, and began pumping out MMORPG’s. Wikipedia’s article is somewhat lacking, but will give you a basic understanding of the situation.

I got an invite from one of my friends to try out one of their RPGs, 9 Dragons. It’s a game based on Kung-Fu. You travel the land, join a Kung-Fu clan, and beat things up. Seemed like a reasonable premise for a game.

More details inside.

Acclaim’s MMORPGs are the kind that are free to download, and free to play. The catch being that to generate money to cover bandwidth and development costs ads are injected into the game and you have ability to spend some of your real-world money to purchase things in game, such as extra abilities, exclusive outfits, and exclusive items.

The ads that you see are a nearly full-screen picture ad on each loading screen and a smallish one that will pop up in the center of the screen toward the top. It doesn’t obscure your view too much, but it certainly takes your focus for a second when it pops up. It’s worth noting that of the ads I saw, two of them were for the game I was playing, and the others were for Acclaim itself.

The download for the game is relatively small for a Massively Multiplayer game, weighing in at just under 800MB. After downloading and mucking through the obnoxious installer, I tried to start the game, only to find out that the desktop shortcut it installed would open up a new tab in Firefox. Doing a little digging, I was able to find out that the game inexplicably uses Internet Explorer to launch. Since I use Firefox as my primary browser, I had to follow these directions to make the shortcut on my desktop point to the actual game.

Once I was able to actually start the game, I ran through the fairly limited character creation process, created my character, and was told that the name ‘basscomm’ could not be used. The game apparently found a dirty word lurking in my handle. I’m not surprised, Uniracers invalidated my handle for the same reason. So, I chose a new name, ‘Food’, only to get the message that ‘This character has already been created’. Turns out that the message really meant that the name had been taken. I eventually settled on ‘Bland’, picked my starting area and started the game.

Immediately upon dropping into the game world, I had the option of doing a tutorial quest. This optional quest promised to show me the basics of the game, with a paltry reward at the end. I accepted and was spirited away to a field where someone behind me was needing some assistance.

It was here that I became acclimated to the controls. I’ve grown accustomed to the standard WASD controls or even the arrow keys to move around. In this game, you left-click on the ground where you want to move to, and hold the right mouse button and move the mouse to move the camera. Since you also use the left mouse button to talk to people and generally interact with the world, you need to make sure you click directly on the person that you wish to speak with otherwise you run right past them and have to fight with the camera to get back.

The tutorial quest is an escort quest, before you can do anything, you get to watch some instructions running through the basics of inventory management, enemy engagement, using skills, etc. I found it odd that instead of using in-game graphics, the person doing the motions in the tutorial was a small looping movie with a missing frame. I only knew that the frame was missing because he would turn into a large red block for a split second every time the video would loop.

After learning how to ready myself for battle, I started escorting my way up a hill and was attacked by three bandits. I was then introduced to the two modes you character can exist in, Peace Mode and Battle Mode. In Peace Mode you cannot attack anyone, and in Battle Mode you can. Why you would ever not want to be in Battle Mode is beyond me. The bandits appeared behind me, so I ended up wrestling with the camera while simultaneously trying to frantically click on the enemies that were surrounding me. It didn’t help that you can’t press ‘Tab’ on the keyboard to select an enemy, that button is to go in and out of Peace Mode. So what happened was that I was running around in circles, not attacking because I was not in Battle Mode.

I eventually managed to take down the assailants and it crashed to desktop. No worries, I thought, I’ll just log back in and finish off the quest. Turns out that my progress was not saved, so I had to start the quest over, and I got to watch the tutorial videos again. Then my game crashed again. I went through this process a couple of more times before I restarted my computer. I never could figure out what was wrong.

After restarting, the game was much more stable. I was able to finish the tutorial quest, gained a skill that allowed me to regain my health, and entered the game world proper. To the game’s credit it looks reasonably good. Until you start interacting with things. Throughout the village I started in there were these pots that kept spawning on the ground. A couple of whacks with my stick cracked them open so I could get the gold piece that lay inside, but the animation of the broken pieces was almost comically bad. Chunks would fly up and then land on the ground, but had no inertia. It looked like they landed on flypaper.

I puttered around for a while killing livestock while I explored the town, getting stuck as my guy couldn’t figure out how to walk around anything. You can’t jump, so if there’s a couple of pebbles in the way, they’re suddenly an impasse.

Around the village there are folks that sell skills, I bought one, and then learned that you have go to some training ground to train in the skills you’ve purchased. I never was able to find the training ground, and so was never able to use my awesome fist skill. I was, however, able to load it into my quickbar. Four times, in fact. I noticed at this point that my ‘regain health’ skill (meditation) was gone, and that I couldn’t figure out how to remove the worthless skills from my quickbar.

I eventually found a quest giver who gave my my first real quest, killing the foxes that were harassing his chickens. Sounds easy enough, the foxes just kind of stand around the town and aren’t aggressive in the slightest, even when I’m bludgeoning them with a quarterstaff. While killing foxes, one of them decided to walk away from me, directly up to and then through the wall of a house. Cunning.

I finished my quest, turned in my ‘fox skin’, sold my ‘fox hair’, and was offered another quest. I accepted, logged off, uninstalled the game, deleted the uninstaller, and burned down my computer.

I don’t really think there was ever any danger of me getting addicted to it, even it is free.

Moral responsibility in addictive game design

Tuesday, June 26th, 2007

There is an interesting article over at steveswink.com exploring whether or not MMORPG game makers are wasting their time making their games in the same way that their players are playing them.

“The crux of the question is whether or not playing WoW is more or less a waste of your life than creating original games intended to produce the same kind of enjoyment. In this age of digital property, virtual experience, how does one set of bits have value relative to another? How is it that Shane is wasting his life while I am an artist or a game designer or whatever? Why is sitting around making games and digital art different than raids on Molten Core?”

I’ve been on both sides of this coin, and I’m going to have to say that development ‘Crunch Time’ is certainly more stressful than any raid, it can easily eclipse the amount of time that a hardcore MMO player might spend in an average week in game, and may just as detrimental to your health. Though you are getting paid to Crunch instead of paying to play your MMO, so I suppose Crunch may be slightly less so.

Link! (via DevBump)

Gold Farmers Make $Bupkis/hour

Monday, June 18th, 2007

The New York Times has an article detailing the daily worklife of the Chinese Gold Farmer, the scapegoat of MMO players everywhere. Shockingly, they don’t make much money by American standards.

“For every 100 gold coins he gathers, Li makes 10 yuan, or about $1.25, earning an effective wage of 30 cents an hour, more or less. The boss, in turn, receives $3 or more when he sells those same coins to an online retailer, who will sell them to the final customer (an American or European player) for as much as $20.”

Slashdot

Burning WoW

Wednesday, May 30th, 2007

I quit playing World of Warcraft on June 12, 2005 making it 1 year, 11 months, and 17 days since I’ve played it last. Not that I’m counting. Imagine my surprise, then, when the following arrived in my mailbox:

Now, ignoring all of the things in that picture that make me a huge dork, you’ll notice, around the center, that I have been sent a DVD that has the free 10-day trial on it (as well as the original version, should I have misplaced it, or course). I’m guessing that the unsolicited email announcement I got about it combined with the media blitz that I absolutely can’t get away from just wasn’t quite enough to pique my interest in the game, since the expansion’s been out for a full four months since the game came out and I still haven’t managed to get to the store and buy it.

Of course, if I do reinstall the game, install the expansion, play for 10 days, decide I like it, and then decide I want to resume my subscription, I’ll have to pony up $40 for the full price of the expansion, whether I download it from Blizzard directly or get a box from the store. Heck, I don’t even really need the box, I have the full version of the game. I just need that precious serial number.