Yearly Archives: 2010

RPG Hybrids: What Is Next?

RPG Hybrids: What Is Next?
By Kei Beneza (dividelife), OnRPG Journalist

 

Ever wonder why RPGs don’t evolve much? RPGs have been around for decades, providing players with huge make-believe worlds while shoving them into the shoes of a certain character classes. After playing of the most up-to-date MMOs and MMORPGs, we have come to the conclusion that RPGs are merely repeating themselves in terms of background and content. While Dragon Age: Origins and Mass Effect managed to give players a diverse choose-your -own-adventure system and unequaled combat mechanics, it does not change the fact that it still branches out from the same settings provided by countless other titles.

 

It’s always been about medieval and steam-punk fantasy worlds, and no other setting has been offered since the horror RPG Parasite Eve. Requiem: The Bloodymare also tried to give us something new by presenting a pseudo-horror theme, but those are just grains of sand on the beach of games.

 

The RPG Spectrum

In my opinion, RPGs are one of, if not the, broadest genres in the gaming scene. Since the early Diablo games, RPGs have presented different forms of game play, from dungeon crawlers to turn-based Japanese RPGs. It was so broad that it even branched out to the MMOs we know and play today. The possibilities of RPG designs are limitless, especially since they can combine with other genres to create even more variations. Whether it’s over the shoulder, first person, browser, or even RTS micromanaging, RPGs can copy almost anything and still claim the game as one of its own.

 

RPG Spectrum

 

Lack of Diversity

It’s such a shame that RPGs today are no longer as innovative as the ones released in previous years. Instead, they just milk whatever titles that have sold successfully throughout the years. Castlevania Symphony of the Night is one of the best examples I can give regarding this matter, as nextgen games no longer exercise the epic feeling of 2D Metroid-mania mazes. Castlevania has long been the poster game for quality 2D games, until it was recently released an action game (Lord of Shadow) that is no different  from Devil May Cry and God of War. There’s also the tactics subcategory, which uses grids to both move characters and perform actions. To be honest, I think that the evolution of graphics is partly responsible for this lack of diversity.

RPG Lack of Diversity

Nextgen Hinders Diversity?

Why yes indeed. Since nextgen platforms are not that cheap to begin with, gamers tend to want to play games that are rich in graphics, eradicating the beauty of 2D games and some side-scrollers. Some tactics games like Record of Agarest War and Disgaea are also affected by this visual migration, seeing as players would rather pay for Final Fantasy XIII (regardless of how good or bad it is) because it has good graphics that literally lets you smell the pores of Lightning’s 3D funbags than a 2D game that repeats the textures in the background.

 

RPG Next Gen Hinders Diversity

 

Additionally, when it comes to game play, players tend to be a bit ‘picky’, and only respect certain RPG categories. This is precisely why games like Final Fantasy XIII and White Knight Chronicles fail to impress most RPG players. While these games share the same nextgen graphics that players today are looking for, they are definitely not enough to fill in for the lack of diversity. Final Fantasy XIII has seemingly regressed with its linear game play. While RPGs today give you tons of options as to where you can go and what side quests and stories you can explore. The game has oddly removed these features and basically just roped you into doing what only needs to be done making it bland and unimaginative.

 

Let’s put it this way. While Final Fantasies back then earned everyone’s respect, getting high reviews and nothing but raves, it isn’t enough to impress the nextgen engines.

 

What’s Next: Other Subgenres Worth Repeating

As a big fan of horror games, I would personally like to see horror RPGs like Parasite Eve again. Although the RPG genre may have problems in delivering scares due to the tactical pause menus that are essential when using skills, or the regular turn-based interface usually found in various RPGs, I’m sure that they can come up with new ways to heighten the experience. Requiem called itself a horror game but it was merely an MMO that had absurd looking characters, not even managing to scare my eyebrows half to death. Perhaps it is because they focused too much on character design. Hellgate London managed to make the experience darker, with monsters coming out from the darkness, and fat bloody corpses emerging from the ground. Although the scare tactics have improved, the game play was absolute trash with repeated (or perhaps re-colored) environments. No wonder they closed down early. They already executed an FPS-RPG hybrid successfully with Borderlands, which has a great levelling system, massive questing, and a good FPS targeting system. I hope they exercise this subgenre more soon.

 

RPG Whats Next?

 

More Variations

When it comes to game play innovation, I would say that western RPGs have the edge in this decade. After seeing games like Fallout 3, Mass Effect, Diablo, World Of Warcraft, and Dragon Age: Origins, it was hard to appreciate the RPGs that we used to love in the old days. I guess evolution really plays a big part in this, especially since players often yearn for something new. Although the western industry has launched quality RPGs in the past few years, I still admire Japanese RPGs for creating weird hybrids such as the tactical action game Valkyria Chronicles–which has an ideal combination of unique graphics, EXP-earning system, story, action, and character balancing–and other action RPGs like Tales of The Abyss–which comes from a long line of series that still managed to stand out against its predecessors. Whether it’s western or eastern RPGs, I wish they would come up with something new and fresh.

 

Limitations: Verdict

Let’s admit it. The old RPG just won’t cut it anymore for today’s players. The good ole combination of an engaging storyline, interesting characters and great graphics isn’t enough. We also have to take into consideration the players of today: we are easily distracted and unfortunately, there are lots of other games to distract us from focusing on the new “epic” RPG on the market. Choices abound, and it’s easy to just throw away something when it doesn’t suit our interest. We are all looking for something unique that can give us the infinite adrenaline rush.

 

Having mentioned all of this, it seems tantamount to admitting that the standards of RPGs of today are almost synonymous with excellent and jaw-dropping graphics.

 

I am fully supportive and fond of titles that prefer to separate themselves from the mediocre system of copying content from successful titles. Games that break this linearity may not always be the next Dragon Age or Final Fantasy 7, but I salute these developers and hope that one day, they will come up with something we’ve yet to see.

 

9Dragons German

9Dragons is a martial arts MMORPG set in the ancient China. Ten years have passed since a great war ravaged the land, and after the loss of their mystical leaders, the great clans are slowly rebuilding their numbers, their reputation and their honour.

9Dragons features more than 100 different Kung Fu-combat styles and more than 1000 different weapons. Players will have to find their own path to make their name and maybe learn the mystery of the Nine Dragons!

Will you join one of the six major clans, each with their own secret and powerful Kung Fu and philosophy? Or will you try to make your own way as a clanless vagabond? Will you fight for the Imperial Army, or join the rebellion led by the Heavenly Demons?

Client and service are at the moment only available in German, but adding support for other language is scheduled for 2011.

Runes of Magic – BIG -Christmas Contest

Runes of Magic – BIG -Christmas Contest

 

Fun Factor

 

Christmas is coming to Taborea  (plus patch 3.0.7), along with a range of special events and promotions on a seasonal theme guaranteed to put Runes of Magic fans in the festive mood. Mid-December will see the start of the Snowflake Festival, conveying Christmas charm to the online community giving brave adventurers of Taborea the chance to earn great rewards for the completion of special daily quests. Players also get the opportunity to decorate their in-game houses with festive frills and plant seeds for magnificent Christmas trees.

 

There are also  more tangible prizes on offer as well in the Bake and Make Christmas Contest, which promises to put Runes of Magic fans’ creativity to the test. Players are requested to create something ‘Christmas-y’, but  related to Runes of Magic. Whether using dough, glue, pen and paper, or something quite different is up to them, as long as their entry is relevant to the game and above all, photogenic! The best entries will be rewarded not only with hardware prizes such as an Internet Media Streamer and a Shuttle PC, but also with valuable in-game mounts.

 

Tales of Fantasy Review: Awaken The Warrior Within

Tales of Fantasy Review: Awaken The Warrior Within
By Kei Beneza (dividelife), OnRPG Journalist

 

Since MMOs nowadays offer nothing but repetitive content and generic gameplay, you’ll probably need to try out a lot of different titles to find the MMO experience you’ve been waiting for. If so, then should Tales of Fantasy be in your to-try-list? After seeing the trailer, I could not help but feel hyped over the idea of mounted combat. Since mounts have been nothing more than a fast travelling aid in various MMOs, it was quite refreshing to see players fight while on the backs of their fast moving horses. Tales of Fantasy is a free to play MMORPG that features a broad 3D world where players can travel while immersing themselves further in the game’s questing storyline. It also features open PVP, as well as a handful of other things that may appeal to most gamers today. The question is, does Tales of Fantasy have enough features to outlast today’s MMOs? Let’s see, shall we?

 

Time To Awaken Thy Inner Warrior

Upon starting the game, players are opted to choose between two warring factions (Bohren and Ashland). Each faction has two unique styles to choose from: Agile and Handsome for the Bohrens, and Cute and Cool for the Ashlanders. Other than aesthetics, players must be careful when choosing their style as it also gives them various stat bonuses and unique skills that boost the capabilities of specific classes. There are also two starting classes to choose from: the Pugilist, which is the default melee class that can branch out to either Warrior or Rogue, and the Apprentice, who specializes on spell casting, eventually taking the role of either Mage or Healer. The game sports the traditional job system, which allows classes to “evolve” after reaching a certain level. All-in-all there are four basic classes, and eight final classes. Each class can pick one of two superior classes every time they require a job change.

 

Final classes are as follows:

Rogues: Marksman and Assassin

Warrior: Gladiator and Sentinel

Mages: Summoner and Archmage

Healers: Priest and Druid

 

The Joy of PVP

Although you’ll spend most of your time completing quests and grinding on monsters, PVP still plays a  role in almost any MMO. What is good about Tales of Fantasy’s PVP system is the reward function, which allows players to earn points, which they can use to purchase in-game items after slaying a member of the opposing faction. Once you enter  neutral territory, you better watch your back, as player killers are most likely to be lurking around. There’s also the duel function, which allows you to fight your friends to see who is the better warrior. There’s a penalty for killing low-level players though, so keep your sword sheathed unless you’re about to engage a formidable opponent. Although I find the whole “no-killing-lowbies” rule bothersome, it does make it easier for players to start without worrying about getting GANKED. In my experience, allowing players to kill ‘lowbies’ without penalties often results in them contacting the high-leveled players of their faction to come to their aid. It is a good way for faction members to exercise teamwork, thus making use of the massively multiplayer function of the game, but I suppose this will have to do.

 

Other Functions For Mounts

With all the MMO games you’ve played so far, aren’t you tired of using the generic mount function? Mounts are great for travelling, especially if your game makes you travel great distances with a character who has a stamina bar. Luckily, Tales of Fantasy decided to change all that by introducing mounted combat. Unlike most games, players can access their first mount as early as level 5. Once astride their mighty mounts, players can wield their weapons against their enemies while making use of the mount’s speed and agility. Might I say that I was absolutely impressed with this feature, as most games only use mounts for travelling purposes. Another mount feature is the ‘Horse Race System’, which allows players to race each other to see who’s fast and who’s ABOUT to be furious.

 

Tales of Fantasy Other Functions Mounts

 

Wings!

One of the unique features in the game is Soul Fusion, which lets you upgrade various types of equipment by forging magic items known as Soul Crystals into them. Doing so greatly enhances the equipment’s stats, and offers a lot of bonuses that can aid you in your journey. Also, fusing these items together grants your character a set of wings that add up to your style factor. There are different wings in the game depending on which crystal you use, so have fun fusing.

 

Tales of Fantasy

 

Graphics

When it comes to graphics, I would say that Tales of Fantasy is above most titles. The landscape can feel repetitive at times, but the action-packed lighting effects and spell animations greatly make up for it. Graphic-wise, I’m very contented with this game. The interface on the other hand, really needs a makeover as it normally presents itself with a black bar on the top and bottom part of your screen, regardless of which resolution you use. I don’t understand the relevance of this, but I guess it makes it easier to see the life bar (?).

 

Tales of Fantasy Graphics

 

The Verdict

Despite its features, the game’s repetitive nature really pulled it down. Although the game sports quests and a variety of ways to strengthen your character, the fact that you’ll be doing everything in a linear and systemized way makes it feel more like a chore rather than a game. The Soul Fusion system is very fun to use, and the mounted combat feature makes this game’s PVP a must try for everyone, but I really don’t think it makes up for the game’s lack of diversity. I would still recommend this game to various MMO gamers, but if you’re feeling drab by playing it, don’t force it.

 

Pros

-Mounted Combat

-Broad world

-Open PVP system

-Soul Fusion system (Wings are just charming)

 

Cons

-Linear Gameplay

-Repetitive backgrounds (change matters)

-What is WITH those black bars? I’m not even sure if they really wanted that effect or if they just did a poor job with the resolution <_<

 

Stress Test For Hack´n´Slay MMO Mythos Within The Month

Stress Test For Hack´n´Slay MMO Mythos Within The Month

 

In preparation for the fast approaching closed beta, Mythos has now entered the ‘Family & Friends’ phase. Frogster will be putting its servers to the test on December 28th. Thousands of players will be allowed to enter the game world for the first time to test the capacity of the servers, which may well crash as a result. The mayhem will begin at 11:00 CET (10am UK), and the masses will be unleashed in waves to test the server capacity gradually.

 

Anyone who goes to the website and creates an account by December 26th will be entered for a chance to participate. The same goes for fans who already have a closed beta key. Those who have already registered for the closed beta on the official website will automatically be included in the selection process and do not need to register again. Before the test, all candidates will be informed by email whether they can participate and, if applicable, in which wave they will be granted access to the game.

Interview With Derek Smart of Quest Online: Developers of Alganon

Interview With Derek Smart of Quest Online: Developers of Alganon
Questions by Jonathan (Ardua) Doyle OnRPG Journalist
Answered by Derek Smart, President, Quest Online, LLC

 

Derek Smart

OnRPG: Thanks for taking the time to talk to OnRPG on behalf of Quest Online Inc. Could you introduce yourself to our readers and give us a little insight into your job at QOL?

I’m Derek Smart the president of QOL. I first came in contact with the company in November 2009 when I was approached to give assistance to the Alganon effort as consultant. A few months later in February of 2010, I was made the interim president. That position was made permanent following the departure of the company’s previous manager and original co-creator of the Alganon game. My primary role is to steer the company, handle daily operations as well as to oversee and lead the team developing the company’s flagship MMO title, Alganon.

OnRPG: Quest Online is of course best known games wise for Alganon. How fares the world of Alganon since launch?

The game has been growing in leaps and bounds. As you know it was launched prematurely in December 2009 in an unfinished state. Once I took over the reigns, I came up with a robust plan to secure funding for continued operations as well to steer the team with specific milestones which would lead to the completion of the game. The latter eventually happened in April with the official launch of the 2nd generation Alganon game. Almost eight months later, we have seen the player base double, the game improved significantly and is nearly unrecognizable from its original incarnation in terms of appeal, gameplay, stability and feature set. We still have quite a way to go before I give the “all clear” signal, but we’re getting there.


OnRPG: What part, if you could pick one, of Alganon are you most proud of?

To be honest, my pride is in the team first and foremost. The guys have done a remarkable job since I took over the reigns. What was a largely incomplete and shoddy mish-mash of features with no discernable cohesion or direction is now a unique and decent game in which all the parts are now neatly tied together and with a better streamlined interface as well as gameplay and feature set. Plus, taking a game that was built around a subscription model, then reworking it for F2P, adding a monetization system etc – in less than a few months – was no mean feat.

As a game developer myself and not some corporate suit who doesn’t know what it’s like down in the development trenches, the level of team work and dedication that these guys put into this game and under such intense stress from the 2009 fiasco is highly commendable. Under normal circumstances, most companies would have folded by now.

But I made the decision to keep things going rather than fold it all because the team very quickly proved to me that with the proper direction, leadership and support that they could pull it off. They did and they continue to work very hard.

In all, this was an incredible amount of work and was made possible through various team shuffling (all of the original    designers, including the creator, are no longer with the company) in various departments as well as the   construction of specific and achievable milestones.

Despite what you may read elsewhere, where some departed people are trying to take credit for things they never had a hand in nor created or spearheaded, as well as trying to ride on the our successful continuation, the value of this company is in the people who work here. No one person did anything here. We can all scrap a game and start from scratch; but it is hard to replace experienced, dedicated and hard working people. It took an entire  team to build this game and company. Today, we have a much stronger, focused and dedicated team who now have everything they need to excel. When we look back on how things were before I came to QOL and where we are now as a company with a game that was pretty much DOA and a company on the verge of closure, everyone wonders how we ever made it to this point.


OnRPG: Many companies are linking in with Facebook nowadays but you yourselves have instead launched the networking site http://www.myalganon.com/ for players. Why have you gone that particular route and how has it benefitted you and the players?

Well I wasn’t involved in the design of that space. It is quite different from social networking sites because it is tied specifically to the game and a user account. It benefits the players because it is a portal where they can read  news about the game, meet each other, write their own blogs, create guilds etc. Basically, this is our own social.

OnRPG: While connecting players on http://www.myalganon.com are there any plans for QOL to go one further and have player meet ups?

Given the level of effort, planning and finances that it would take to pull off something like that, it is not   something that I am considering at this point. Maybe in the future I will put some thought into it.

OnRPG: How many people are at Quest Online working on Alganon?

At any point in time, we have up to twenty eight people, including some contractors who we only use when   needed.


OnRPG: Naturally enough, where Quest Online and Alganon are concerned, people will ask about the vocal and passionate Derek Smart. How much of the focus of QOL has changed under his leadership?



Well, in Nov 2009, as a consultant on the outside looking in, I came to a company that had an incomplete product,  a disillusioned team, very upset investors who had poured a fortune into this company and with no hopes of seeing any ROI, had run out of money and was on the verge of closure.

In less than a few months, the investors who own the company saw the value of my input and expertise, then made the decision to have me take an active lead in running the company and the team. It was a last ditch  effort to see the game finally completed, handled properly and hopefully turn the company around.

Things didn’t immediately go as planned due to a lot of friction between myself and those who wanted to  continue the Status Quo – which had then yielded no decent or meaningful results.

So, with my newfound authority as president, I took the bull by the horns, made some rapid changes to both the   team as well as the game’s development roadmap. Along the way, we had some distractions in the form of one frivolous lawsuit and two other threats of a lawsuit, all of which were eventually disposed of so that we could continue focusing all our efforts and resources to the game.

As an industry veteran with over twenty years experience and fourteen shipped games, I have a lot of experience in dealing with adversity, challenges, detraction and everything in between. For me, as long as I keep my eye on the ball, everything else is just noise. This attitude has pretty much brought QOL to where it is today. Of course    none of this would be possible without the support of the investors who own and fund the company or the team that work very hard on the game.

Because I am, first and foremost a game developer, producer, inventor and everything that those entail; and given my experience in running virtual teams, developing very large hardcore games, keeping costs in check etc running QOL was right up my street. I do very few things differently at QOL when compared to how I run my own company, 3000AD. And this has led to exceptional results and is the primary reason that we are where we are   today. I am a firm believer in the notion of “leave well enough alone”. So I really wasn’t interested in running QOL  and the Alganon team any different than I would my own company and products.

As the team will attest to and have said in various places, my taking the reigns was pretty much a refreshing break  from what came before. I have always believed that even when things are tough, nerves frazzled, tempers flared etc treating your team with the level of respect that they deserve and have earned, is paramount to your success as a leader. Especially in our business where teams are made up very diverse personalities, all with their own opinions, eccentricities etc. It is very hard to have people follow your lead if they don’t respect you as a leader; even if they’re just pulling a paycheck.

So given where we are today and compared to where we were a few months ago, I think it is safe to say that   whatever it is I’m doing is obviously working. Besides, unlike 3000AD, I don’t own QOL – I just happen to run it. So if that wasn’t the case, the investors would have pulled funding and closed the company down by now.

OnRPG: Given how the blogging universe revolves around personal opinion, have you as a company had any trouble regaining positive press with the David Allen situation?

Well negative press against the company and game are few and far between. In fact, if you checked, you would see that most of the press has been positive since I took the reigns. The Allen situation didn’t cause us any problems in the media at all. After all, I’m not this clueless and unknown n00b out on his first outing. So everyone   pretty much settled on the fact that as long as I was involved, no matter how dire, I would eventually emerge undetered. So there was really no news there because irrecoverable disasters are a lot more fun to watch and   write about. My thoughts on that are that because similar events had taken place at other companies and projects  involving Allen, the media – who reported on those events back then as well – just treated this new fiasco as “same ol’, same ol'” and quickly moved on. Through it all, we remained focused on actually finishing the game and  getting it out there. The lawsuit and the ensuing drama were just noise and distraction. So apart from a few interviews that I did, we didn’t focus on that fiasco at all because, as I said from the start, it was rubbish and largely inconsequential. Obviously the fact that we’re still forging ahead like it never happened, proves that I was obviously right.


OnRPG: Getting a game live and into the market has to be a big moment for any company. What can we expect from QOL next? Are there any projects in the works that you can give us a little sneak peek on or tidbits on the future of Alganon?

There are quite a number of things going on at QOL which I am not at liberty to divulge at this moment in time. So you will have to wait for the press release(s) on that. But it is safe to say that Alganon will live on and we’re most certainly not putting all our eggs in that one proverbial basket. That’s your hint. 🙂

Despite the fact that I work for the investors, I have always maintained that once completed and handled properly, Alganon was a very good game which had a lot of potential for future growth. A lo t of money was spent by the investors in creating this game. And we’re going to end up spending just as much getting it where it needs to be in the long term because we believe in this game and in the team that remains at QOL and feverishly working at it. As I have the authority to make decisions like this, if for one minute I felt back then that it was a pointless cause, I would have advised my clients – the investors – to just give me the go ahead to shut it all down and wind down the company. I opted to keep it going and thus far we’ve all seen the results of that as it relates to where we are as a company and indeed the state of the game itself. We took Alganon from a shoddy DOA mess to a worthy contender that continues to generate third party licensing interest, increased player numbers etc. And the team and I did all that within eight months of my taking the reigns – and on a shoestring budget no less. Think about that for a minute.

I mean seriously, have you seen some of the crap that’s out there? Heck, while you’re at it, take a look around and see just how many other better funded and higher production quality MMO games that are not WoW are still struggling for relevance and survival, have since moved on to a F2P model, been shutdown etc.

Nobody knows what lies ahead, but at this point in time and going forward, we are committed to Alganon as a going concern and thus will continue to improve on it as well as market it heavily in order to build up our numbers etc.


OnRPG: Any final comments you would like to add on Quest Online or Alganon?

I just want to invite back all those who tried the original 2009 game and were disappointed. Come back to Alganon 2.0 and see how far we’ve come – you will be pleasantly amazed. Plus we’re still making improvements and a lot lies ahead for the game. Join us.


OnRPG: Thank you for your time.

You’re welcome.