Yearly Archives: 2012

FireFall Stress Test Beta Impressions

FireFall Stress Test Beta Impressions

By Remko Molenaar (Proxzor) OnRPG Journalist

 

 

For quite some time now this new innovative title has been available behind closed doors for many lucky players that managed to snatch or receive a key. I’ve been among this lucky few for some time now, popping in now and then to see how things are progressing. You may have seen their strange bus touring around the states already advertising this great upcoming title that has been in the making for several years now. If you have been to any game convention in the last two years, you might also have noticed the cosplayers the team behind FireFall hired purely for the advertising wow factor. Yet recently things have gone dark in the review industry so I’m here to fill in people as to why FireFall is not to be underestimated and not to be missed.

 

 

Now before I tell you more about the game itself I do want to note that this game is still in the closed beta phase and everything that I have seen, and what I will tell or what you will see in the screenshots might be changed in the full release version of the game or even as soon as open beta. As I have experienced over the months and weeks that I have played is that the game can have a completely different interface with a lot of changes in the game itself as well. This is normal for any MMO or game in general that is in the testing phase, although I must say, Red 5 Studios takes feedback from the community to heart more than just about any developer I’ve had experience with prior. Unlike many other MMORPGs where the developers purely test the game on bugs and whatnot, this closed beta exists to gather our opinion as they openly express what ideas the community has offered to push the game’s development forward. As such it’s also one of the longest betas I have ever seen as the MMO community is quite outspoken and never is fully satisfied with what they are currently playing.

 

 

Gameplay

Now on to the game itself! FireFall is a team-based shooter mashed up with MMORPG’s key elements creating a truly innovative title that’s difficult to compare to anything that’s come prior. When you first start the game, you will learn that the game is mainly played in the third person view, but for people with a background in the FPS genre like me you are also able to swap camera types. Personally I found first-person a lot more useful for FireFall’s PvP aspects. This game has a way of dynamically creating epic tales from each arena match, which is what originally had me hyped to play prior to getting beta access.

 

 

As for my mention of MMORPG key elements? Don’t come into this Sci-Fi shooter expecting a normal role playing game that is focused on leveling your virtual character. No FireFall considers the archaic character leveling systems blasphemy. Why create the boring content of leveling your character when you can simply ‘upgrade’ it? Instead of gaining levels you spend experience like a secondary currency to unlock new features such as better weapons, armor modules and abilities that will help you out more on the battlefield or against the PvE factions like The Chosen and other alien mutations.

 

 

Besides slaughtering mutations, evil beings and the Chosen for experience and helping out the residents of Copacabana where FireFall takes place, those with a taste for adventure will find much more to do in this world. Collecting resources to unlock the full potential of your class will be a primary drive in your character’s evolution. These resources can be found by whacking your hammer on the ground and finding the perfect spot for a thumper to fall out of the sky to start mining the precious minerals that are beneath you. These precious resources can then be used to craft you some useful items to get you even better resources, upgrades, consumables like medic packs and other useful materials that you need to craft other items with. Just be prepared that the local wildlife doesn’t appreciate your noisy thumper and will make sure you’re aware of it.

 

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While half of the game revolves around gathering resources, you’ll also spend much time testing out various playstyles to see what suits you. Now this can be done by finding the best likeable class, but when you have chosen a class it doesn’t necessarily mean you’re trapped on rails. Each class has a tech tree that players can branch down that lets you specialize in multiple different ways to build your class. Beyond just simple skills, each branch of the tech tree will unlock new tech to completely change the feel of your class. This greatly increases your utility in battle while giving you unexpected advantages that can throw opponents off balance in PvP. And since there are five different Battleframes, which are basically the classes of FireFall, there will always be a play style to match the personality of anyone playing.

 

 

The five Battleframes that are in the game are the following:

 

The Recon Battleframe is the light class in FireFall who focuses on the use of sniper rifles. Their extra jetpack capacity allows them to claim hard to reach crows nests that most foes would never expect a surprise attack to come from. Their lighter frames of course require that they use the element of surprise to take out their foes prior to being spotted and cornered.

 

The Assault Battleframe is probably the most iconic class in FireFall and was the first I gave a try as a result. They wield a might plasma cannon that deals some heavy damage but does has some disadvantages such as some serious recoil and a slower firing rate.

 

The BioTech Battleframe is the healing type of class in FireFall; this nifty class has a bio-needler gun as its primary main weapon with the abilities to heal yourself and allies as well as a knock back damaging weapon to keep foes off your trail.

 

The Enginer Battleframe almost doesn’t need an introduction since it is basically the same as any other game. This class uses special made mechanical equipment to indirectly support their allies from the sidelines. But don’t underestimate this battleframe at all since it is capable of dealing some heavy damage when coordinated with allies for a proper ambush.

 

Last but not least is the Dreadnaught Battleframe which is the meatiest of the current battleframes. This big heavy battleframe uses the big chain gun that only the strongest men out there are able to handle. This class obviously sounds like a beast on the battlefield, but since this tank-like battleframe can only be played by strong men, it also has less mobility than any other classes.

 

 

Graphics

FireFall’s innovative gameplay is top tier but it offers a well-rounded package with mind-blowing graphics. The landscapes of Brazil are absolutely beautiful looking and all the little towns and cities that I have seen and walked through are stunningly beautiful and yet have a feeling of realism to them. Since this game is still in its testing phase I am afraid to actually tell you some information regarding the system requirements since all the kinks and engine bugs are still being discovered and removed.

 

 

But I can tell you this, I ran this game perfectly fine on multiple systems that all differ from each other. While talking graphics it would be a shame to skimp over how well the UI is put together (who would have thought that following player feedback would create an ideal UI?). In most MMORPGs you basically interact with the game through menu’s that you can open up with a simple hotkey or click on a button. FireFall however has a different set-up to navigate your way through the world and interact with everthing; with the use of scroll type menu’s you only use a couple of buttons to do basically every interaction in the game. As a big fanatic of RPG’s this was really something to get used to, but after a few days playing I really got the hang of it and I actually enjoy it more since it really speeds up the process of accessing your tools without breaking the frantic gameplay.

 

 

Conclusion

Some might see Red 5 Studio’s over the top marketing campaign as excessive. I see it as a sign of confidence that these guys really have the ability to build the sci-fi MMORPG that can stand the test of time. From the graphics all the way to the gameplay, everything looks extremely well done and thought through. Everything is so innovative and well-polished that I personally am looking forward for this free-to-play game, with hopefully a bright competitive future in eSports. My only fear is financial burdens resulting in a pay to win payment scheme. Thankfully so far only cosmetic items and crafting boosters exist within the cash shop.

Marvel Heroes Beta Preview

Marvel Heroes Beta Preview

By Meticulous Meta, Traveling Superhero

 

 

 

I’ve been saying for the last few weeks that I would be making rounds through all the Super Hero MMOs. Well here is my first stop, Marvel Heroes. It is still deep in Closed Beta but I was lucky enough to take part in a special Press only beta. Now, I am the first to admit I love super heroes but not comic books. I especially adore all the Marvel movies recently. So getting a chance to play the heroes from the Avengers, which is in my opinion the best movie of 2012, was a chance to live the movie.

 

 

For the sake of completeness I tried out three different characters. Two of which I’m quite familiar with thanks to movies and television, Iron Man and Hulk and one I’m less familiar with, Punisher. I actually started out with Punisher because he has guns and that makes it easier to compare to other games I’ve played. And what a fantastic choice it was too. Your first abilities are mouse based, left click for one shot, right click for repeated. Where it shines though is being able to hold that button down and just blast away in an arc around you. So your attack isn’t limited to being a cone or a single target.

 

But while Punisher was fun there was a Hulk sized hole in my Marvel Heroes heart. So I loaded up the store and bought the loveable green beast. And that was when everything changed. As it turns out punching is a million times more satisfying than shooting. Especially when you punch the ground hard enough to blow up nearby cars! I spent hours running around punching the ground just to watch cars explode. Then one time, I stood a little too close to a car and picked it up! That moment was really the highlight of my Marvel Heroes experience. I could throw a car at a dude trying to mug me. Why anyone would try to mug a giant green rage monster is beyond me. But it taught me that Hell’s Kitchen is not a place to go to alone. And every time Hulk said his oh so famous “HULK SMASH” I saw his grin from The Avengers and knew this is where Hulk is happiest, this is where Hulk belongs. My only regret was not getting to punch the God of Thunder. Maybe in a cutscene.

 

 

Speaking of cutscenes, the ones in Marvel Heroes are fantastic. I may not enjoy comics but these make for an elegant way to set scenes, and progress the story. They are drawn by actual Marvel artists and the voices are performed by voice actors who have played the characters before in various media.

 

 

When I got around to trying out Iron Man I was more interested in my customization options than trying out his combat. Though I did do a few hand blasts just because I could. Each playable character has several outfits you can buy for them in the store. This includes outfits which reflect how the characters looked in The Avengers and more classic looks for the heroes. Iron Man may not have had the most options, that honor went to our favorite not so jolly green giant, but his were certainly reflective of how his look has changed through the years. Gear that you pick up from combat changes your stats but won’t change how you look. The gear is also character specific. So I can be on Iron Man and a pair of giant purple pants might drop off a mugger. But that’s ok! Because you can have up to 49 characters! So you can have the whole Marvel roster if you want. Each character takes part in the same story, so you don’t have to go back and repeat content just to level up a character. On the other hand though, new characters fresh out of the store start out at level one and are thus somewhat limited until you get them a few levels.

 

But while there are plenty of positive things to be said about the game there are also some downsides which have to be addressed. The biggest and most obvious to me is that you aren’t playing a character of your own creation. Marvel Heroes is the only MMO in the Super Hero genre that has this limitation. And I think as a result it will turn a lot of fans off the genre off the game. But anyone used to this sort of game such as the ever growing MOBA crowd, will find it quite familiar.

 

 

To defeat some bosses you MUST team. There is a big difference between making a fight difficult to solo and making it so the only way you can get past it is to team up with others. Yes, MMOs are ultimately social but when it comes to the super hero genre I’ve found it tends to attract more solo players than any other. But other than those rare moments Marvel Heroes is a fantastic solo game. I never felt so overwhelmed that I needed to team. Unless I ignored mobs and had some chasing me. In that case though it is entirely my fault and can happen in any game.

 

 

Overall Marvel Heroes was a fun experience. It wasn’t at all what I thought it would be. There were moments when I was grinning and giggling like mad and other moments where I wanted to bash my head against the keyboard. Coming from a Super Hero MMO point of view it falls short but coming from a MOBA point of view it’s freeing and exhilarating. I would recommend this game to friends when it comes out on a wider release. And if they ever made a version of the game coming from the villain’s perspective I would be there in a heartbeat. I want to thank Gazillion for the opportunity to try out Marvel Heroes. I can’t wait to give it another go later on down the road.

 

 

This is just part one of an ongoing saga to try out all the Super Hero MMOs. Next week I’ll be taking a look at Champions Online. So if you’re there be on the lookout for Meticulous Meta, I’ll be running around saving the day all week. Don’t be afraid to say hi, you might just end up in the article!

OnRPG Shotgun News 12/17: EA, Frontier, Square Enix, and Much More!

OnRPG Shotgun News 12/17: EA, Frontier, Square Enix, and Much More!

By Shannon Doyle (Leliah), OnRPG Journalist

 

 

Today’s Shotgun News is a whole lot of industry talk. Layoffs, finances it’s all there.

 

 

EA Drops from NASDAQ 100

It has been announced today that EA will join nine other companies which are to be dropped off the NASDAQ 100 list. The list is a collection of the largest 100 non-financial stocks listed on the NASDAQ exchange. Along with it are companies like Netflix which has been struggling.

 

 

Frontier Announces Layoffs

The makers of Elite: Dangerous have announced they have had to let go of 14 staff members. The hardest hit is the art department which has lost 9 positions. There were previously 233 staff members.

 

 

Legends of Aethereus Available for Linux and Mac

The indie action RPG with co-op and pvp modes Legends of Aethereus is now available for Linux and Mac in beta. Players can access the beta through the official website or the steam community.

 

 

Aeria Games and Gamepot Merge

Aeria Games and Gamepot have announced they will merge to create a global company with a gaming platform. Aeria Games CEO Lan Hoang and Gamepot Chairman Hiroki Totoki will both act as CEOs of the new company. Collaborations between the two companies has already begun on future projects.

 

 

Square Enix Announces Layoffs

Square Enix has confirmed rumors of layoffs in it’s LA offices. However they have stressed it will have no impact on the upcoming launch of Final Fantasy XIV: A Realm Reborn.

Aeria Games and Gamepot Merge to Create Global Force in Free-to-Play

Aeria Games and Gamepot Merge to Create Global Force in Free-to-Play

 

 

Aeria Games & Entertainment, Inc., a leading global publisher of free-to-play online games, announced today it is joining forces with Gamepot, Inc., a leading Japanese publisher and developer of PC and mobile games, to create a global operation. The combined entity will have a worldwide gaming reach with a portfolio of over 50 PC and mobile games, full operations in five countries supporting 11 languages, and over 50 million registered users. The transaction will accelerate the scaling of Aeria Games’ technology and Ignite distribution platform in four major continents, adds substantial mobile development capabilities in Japan and Korea, and provides a one-stop shop for developers looking to publish games in major international gaming markets. Each company will continue their respective operations and brand identities, with a joint focus on shared technology and know-how, cooperation on mobile game development, and close coordination for licensing and publishing global game IPs.

 

 

Both companies will function under a new, US-based holding company headed by Hiroki Totoki and Lan Hoang as co-CEOs. Lan Hoang is the CEO of Aeria Games and Hiroki Totoki is the Chairman of Gamepot and also CFO of So-net Entertainment Corporation, a subsidiary of Sony Corporation and Gamepot’s parent company prior to its combination with Aeria Games. The shareholders of Aeria Games will own a majority stake in the holding company.

 

 

“This strategic partnership further helps to cement our position as a truly global multi-platform publisher and developer,” said Lan Hoang, co-CEO of the new holding company. “We are adding significant mobile games and development resources while expanding our core PC publishing business and increasing international reach and resources to acquire and publish Triple-A titles. The combination strengthens every facet of our business – strong financials, global reach, a large and dedicated community of mid- to hard-core players, and a shared technology and distribution platform.”

 

 

“Gamepot will add development expertise for client-based games, such as the successful Wizardry and Paperman franchises, and its large mobile development teams in Japan and Korea to Aeria Games’ global platform,” said Hiroki Totoki, co-CEO of the holding company. “We have already started collaborating on co-development projects, leveraging our mobile resources, to bring high-quality games to the international markets.”

 

 

The combined entity will have almost 600 employees with offices in the US, Japan, Germany, Brazil, and Korea.

Robot Rising

Robot Rising is a Facebook browser mmorpg that gives you, as a self-aware AI, the knowledge of technology and the ability to control powerful resources left behind by less fortunate inhabitants. The struggle to survive is compounded by the need to find out more about this hostile world, the source of the endless flood of enemies, and what, if any, victory can be won over cunning foes such as Bastille and Null. Oh, and did we mention it is a Facebook Game?

 

Features

 

A Futuristic World Never Before Seen On Facebook

In a world where robots are tools of war, technology and power fuel generations of conflict. As one of a new species of self-aware Artificial Intelligence, your challenge is to find a way to survive, and even thrive, by gathering resources, building your base, and conquering the vast planetary complexes occupied by the ruthless New Bastion. Evolution or extinction, these are your only choices.

High-End Graphics and Game Play in the Browser

Fast-paced combat is at the heart of this sci-fi role playing experience. Hundreds of different levels hold countless powerful enemies. Unleash a merciless arsenal in non-stop, white-knuckle combat to defeat your mechanical foes, claiming for yourself their treasure and powerful gear. Expand your technology to build even more capable robots, delving ever deeper into the depths of this chaotic world.

Construct a base with a fully customizable layout to match your command style.

Research new structures to upgrade capabilities and house more resources to produce epic equipment and massive firepower.

OnRPG Shotgun News 12/14: MechWarrior, TERA, C9 EU, and Much More

OnRPG Shotgun News 12/14: MechWarrior, TERA, C9 EU, and Much More

By Shannon Doyle (Leliah), OnRPG Elder Scribe

 

 

MechWarrior Teams With Penny Arcade for Guide

As part of an ongoing partnership between MechWarrior Online and Penny Arcade a new informative guide has been created for potential pilots. It is inspired by the airplane safety cards you would find on all flights. It has five tips over two pages. You can see all of it by going to the MechWarrior site here. http://mwomercs.com/pennyarcade

 

 

C9 Arrives in Europe on gPotato.eu

Webzen and Gala Networks are pleased to announce that free to play action MMO Continent of the Ninth Seal (C9) is now available on gPotato.eu in English. Other languages available are Polish, Turkish, Italian, French, and German.

 

 

EA Making Play4Free Part of Origin

EA has announced that free to play gaming hub Play4Free will be folded into it’s online store Origin. Origin already has a section for all the free to play games.

 

Age of Conan F2P Options Gets Tweaked

Funcom has announced that anyone taking advantage of the free to play option in Age of Conan will be getting a bit more. All twelve classes are being made available and f2pers will be able carry 10 gold instead of just 2. In addition all the pre 80 dungeons have been made available.

 

 

Asheron’s Call 2 Returns

Six years after being shut down, a single server of Asheron’s Call 2 has been created. To be able to play on the Asheron’s Call 2 server you must be an active subscriber to Asheron’s Call. It is in a sort of beta state at the moment as there are a lot of tests and bugs to work out.

 

 

Buy TERA Box, Get An Epic Mount

For a limited time when you buy a boxed edition of TERA you will also get an Epic lion mount. The Tawny Huntress is only available via this deal or by trade inside the game. In addition players will get two emeralds, and two semi-enigmatic scrolls. Unfortunately if you bought the game prior to yesterday you’re out of luck.

 

 

Darkfall Unholy Wars Pre-Order Now Available

Though the beta for Darkfall Unholy Wars has been delayed yet again players can pre-order the game via the official website. With it you get instant beta access, 30 days of game time after launch, and the chance to reserve your name.

Snail Games Announces Second Closed Beta for Age of Wushu

Snail Games Announces Second Closed Beta for Age of Wushu

 

Age of Wushu

 

Christmas comes early for PC gaming fans this year as Snail Games will launch the Second Closed Beta of Age of Wushu on Dec 20. Given the overwhelming fan response to the game’s first Closed Beta in November, the company decided to offer a trial option to any player interested in joining this unique event.

 

“During the first Closed Beta, our company was flooded with requests from players around the globe. Each user was desperate to play Age of Wushu and join the adventure,” said Dick Roberts, EVP of Marketing for Snail Games. “With this trial option, we have found a way to let them experience the game alongside the rest of the world.”

 

 

Originally slated to be accessible only to those players who had pre-ordered the game and select members of the press, Snail Games is opting to let their North American fans play the #1 game in China for free during the 2012 Holiday Season. Rather than limit the activities, abilities or skill caps like many other free-to-play titles, any players on a trial period will have full access to Age of Wushu until the close of this Beta in early 2013. Players who have previously purchased a preorder package of the game will retain their benefits and in-game items.

 

Age of Wushu

 

All players will be able to engage in PvP battles, travel across Ming Dynasty Era China and make a name for themselves as a martial arts legend, but those on the trial will have a playtime restriction. Any player who does not own an Elite, E3, New York Comic Con or Deluxe Edition of Age of Wushu, but wants to play the game will be given:

 

10 Hours of Unrestricted Play: Players can start their virtual martial arts adventure for up to ten hours of in game time.

60 Minutes of Gameplay: Upon hitting the initial 10 hour cap, players will be given up to 60 minutes of gameplay each day until the close of the trial period.

 

 

Those who want to continue the journey can choose to purchase the Deluxe Edition and gain unlimited play during this period, as well as many other bonuses and in game items. The customization and progression of all characters, any skills learned and items attained during the Second Closed Beta will not be reset and will be available for players to resume upon the next play period of Age of Wushu.

Meta’s Verse: Interview with Melissa Bianco and Matt Miller on City of Heroes

Meta’s Verse: Interview with a Melissa Bianco and Matt Miller

Questions by Meticulous Meta, Umemployed Superhero

 

 

 

Here I am again, wearing my Meticulous Meta suit. I know I said last week would be the last time I write about City of Heroes. But you know what? I lied. Ok, I didn’t lie, I just got an offer I couldn’t refuse. Former Paragon Studios developers Matt “Positron” Miller and Melissa “War Witch” Bianco were kind enough to take time out of their busy lives to answer a few questions about the closure of Paragon Studios and City of Heroes, the future, what could have been, and of course memories from the past. It is a bit lengthy compared to usual, but I promise you this is not to be missed.

 

 

MeticulousMeta: So let’s start off with yourself. I know the community will be eager to hear how your job hunt has been going. Do you have a new job? Are you planning to stay in the MMO industry?

 

Melissa: I don’t have a job yet, but I’ve been in talks with various people both within and outside of the gaming industry. There are some really interesting opportunities, so I’m hoping for the best.

 

Matt: I’m still trying to find the right thing. MMO’s are not really a high priority for a lot of publishers, and lead positions are few and far between, but I have a few headhunters looking out for me. I am looking into opportunities outside the MMO space as well that can leverage my experience.

 

 

MeticulousMeta: Are you keeping in touch with anyone who worked at Paragon Studios?

 

Melissa: We still keep in touch almost every day through Facebook and email. It’s a great way to informally discuss how we’re doing, who’s eating where, or provide job help. And once in a while, we even get together for lunch or movies.

 

 Keeping in touch is harder now that people have moved on or moved away. It’s not surprising, though, because they’re building new relationships, new friends and colleagues. Despite all that, even though I can be socially lazy, I try to make a point to hang out. (I can hear in my head right now, Matt Miller saying, “When is your next game night?”)

 

Matt: Absolutely. I don’t think that I’ve had a job where I’ve kept in touch with people to the degree I have with Paragonians. We get together and game (both real world and virtually in other MMOs and games like League of Legends). And of course we all rag on each other on Twitter since most of us have accounts there.

 

 

Meticulous Meta: By now I’m sure many have seen the video of the last minutes of City of Heroes that Jessie posted. I know you two were some of the developers who were chatting there. Who were you on?

 

Melissa: I logged in around 5 p.m. (PST) on the Virtue Server as War Witch. I’d lost my “dev access” so I was stuck in a generic costume. I had to find Hit Streak and have him change my costume for me. I wasn’t feeling particularly “super-powered” because each time I’d get disconnected, I had to log back in and have someone help me put my tights back on!

What I would have done for the final hours was travel all over the place so that I could hang out with people in Pocket D, or AtlasPark, or Praetoria, but I didn’t have the dev access to do that anymore, so I just stayed put in AtlasPark

 

Matt: I was on as Positron in the zone I loved the most: Rikti War Zone. Staring at the crashed Rikti mothership.

 

 

MeticulousMeta: What were you doing when the servers went down?

 

Melissa: Both of us were both hanging out with players, former Paragon developers and even some really awesome friends and colleagues from Cryptic did, too (like poz and Ravenstorm). My screen was in constant motion with Tells. It felt like one minute I had hours until the clock would strike midnight, then I’d blink, and suddenly we only had thirty minutes left.

 

 By this time, I’d moved to the Twitch.tv Channel with some of the other devs. Matt and I laughed because we were trying so hard to keep up, but it was pandemonium! We didn’t want to let anyone down or not respond in some way. It meant a lot to me, personally, to respond to everyone who took the time to talk to me.

 

 I felt this wild energy about all of it: the server activity, the comments, the thank-you’s. Ironically, it reminded me of the original City of Heroes Beta! Everyone that had taken the time to log in was dedicated to City of Heroes in some way so it meant a lot to me that they were there.

 

 The end was bittersweet, though. I had been there the moment Beta went live and I was there until the very end, when they shut us down. I’m not sure many can make a claim like that. I needed to be there, though. It was important in ways that I’m unable to accurately describe.

 

 

MeticulousMeta: Let’s talk a bit about the closure now. How exactly did NCSoft break the news that Paragon Studio would be closing and City of Heroes was being closed?

 

Matt: Several people found out the night before we were “officially” supposed to be told, so the morning of the closure, people were already cleaning out desks before any announcement was made. Brian Clayton, the studio manager, stood in front of the assembled company and broke the news officially, and at that moment the OCR team published the closure notice to the public (and I tweeted about it).

 

 The mood of the room was incredibly sad, but soon people were regaling everyone with stories of the company, the game, the players, everything. Soon the tears of sadness were mixed in with tears of compassion as we knew we were all part of something special: City of Heroes.


 

MeticulousMeta: I guess the biggest question on everyone’s mind is simply, why? Why was the studio and game shut down?

 

Matt: There are many answers to this, but in the end, NCsoft simply no longer wanted to run Paragon Studios for reasons that may never be completely understood by any single person.

 

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MeticulousMeta: Now let’s talk about what could have been for a moment. In 2011 I asked Nate Birkholz if there plans as far ahead as the 10th anniversary. How far out was in the planning stages? Can you give a few highlights?

 

Melissa: Ah, what could have been.

 

 Actually, the Development Team had been planning for content up to Issue 28, which would have coincided with our 10-year anniversary. We had a great idea for the anniversary present for our fans. Pretty much since the game launched, players had been begging us to put a Moon Base in game. They wanted to go out into space and do cosmic superhero stuff. So we wanted to reward their patience with Mare Crisium, the long-awaited Moon Base that was going to be the center of earth’s defense against the alien Battalion (the ultimate nastiness)!

 

 All of the content from Issue 24 and on would lead up to that reveal. We were already working on a new zone for Issue 25 called Kallisti Wharf, where we would bring in the first phase of the Battalion invaders, finally introduce many more new maps, a new Task Force and a Strike Force, the next Incarnate Slot (Genesis) and a lot more.

 

 Each issue would have added more back-story to Mare Crisium while introducing additional Incarnate Powers, a new storyline involving the Vanguard, Battalion’s first strike against planet Earth, a tie-in to the Well of the Furies, all the way up to Issue 28, when the players would have to go out into space to take the fight to the biggest threat they had ever seen.

 

 The fight against the Battalion was “The Coming Storm,” a storyline that had been hinted at in COH lore over the years. This was the ultimate fight that our players had been building up towards. The dev team was going no holds barred for this. We were going to see Heroes become evil, Villains fight for redemption, and the return of some old friends. There was also going to be a very unexpected change to the status quo – Tyrant, one of the greatest enemies players had faced, would take up the mantle of becoming the NEW Statesman. Issue 28 was finally going to conclude years of stories in an epic battle, and set the stage for the next chapter in City of Heroes.

 

Meticulous Meta: If I had asked you before we all found out City of Heroes was going to close how much of a future did you think City of Heroes had left in it?

 

Melissa: I was working hard with Marketing, Matt Miller, and the dev team to ensure that we had awesome MTX (Microtransaction) offerings while simultaneously allowing us to work on the content progression towards Mare Crisium. The plan was to ensure that everything we did developmentally coincided with what we would sell on the Paragon Market, so that work wasn’t wasted. Eric Johnsen, one of our producers in charge of the MTX team, proved invaluable in this regard.

 

Development and Marketing didn’t always see eye-to-eye, naturally. Marketing’s focus was to make money and create visibility for the brand while Development wanted to maintain creative control without compromising the integrity of the game. When I stepped into the role as Lead Development Producer one of my priorities was to find that common ground so that both sides got what they needed and the Development Team wouldn’t be crippled trying to juggle content and MTX at the same time. It wasn’t always easy. I didn’t win every battle, but I had established a good relationship with the Marketing team so when I provided a recommendation, they knew it wasn’t just because I didn’t “want to” – there was sound reasoning behind it.

 

 In fact, not only had we identified our MTX plan for 2012, but we’d already planned it out through the end of 2013 as well. So yes, I know that we would have been around for a few more years.

 

Matt: CoH had plenty of life left in her. We had tons of new products gearing up for the Paragon Market, costumes, powers, super-packs, etc. We were just planning the stories and doing the art for the coming of Battalion and the Armstrong moon base. We were getting ready to close a lot of storylines we’ve had open for a long time.

 

 

MeticulousMeta: The future also held a mystery project which was in the works. I know you won’t be able to give any details on the project. But what I’m wondering is if you think it will be picked up by another studio or if it is now just stuck in limbo never to be finished?

 

Melissa: Since NCsoft owns every project Paragon Studios was working on, it would be up to their discretion as to what they’d do with it, so I can’t speculate. I can tell you, however, that it wasn’t just one project, it was two, and they were awesome and very different from each other and from City of Heroes.

 

Matt: If they did I’d be in line to buy it day 1.

 

Meticulous Meta: Looking back at the finances was going free to play good for City of Heroes or did the money coming in drop?

 

Matt: Oh my goodness was F2P the right move for us! We were making a LOT more money per month than the normal subscriptions brought in. This allowed us to leverage even more for the Paragon Market. If we were not doing well we wouldn’t have been adding as many costumes and power sets to the market over the past year and planned out as many as we had.

 

 

MeticulousMeta: What do you think of the #SaveCoH campaign? In particular the current efforts with Disney.

 

Melissa: The #SaveCoH campaign has been nothing short of mind-blowing, to be honest. Seeing our players unite together and fight for the game that they love was humbling to me. TonyV nailed it when he said, “We are heroes. It’s what we do.” And what better platform to utilize the steadfast resolve of a hero?

 

 In this, the pieces just came together. The letters, gifts, cards, the social media campaigns, the videos, it was incredible. I shouldn’t say “was”, it’s still going on. These are people with lives, families, jobs and they take time out of their personal lives to support City of Heroes! How incredible is that? Their passion and dedication is awe-inspiring.

 

Matt: I think it’s pretty amazing what they put together in such a short time. I never saw such an outpouring of support for a game when its closure was announced as I did these past few months. When it comes to Disney, I wish them all the luck in the world.

 

 

MeticulousMeta: Matt, there had previously been rumors and discussions that if by a certain date you hadn’t found a job you were considering a project of your own. Is this something that is going forward?

 

Matt: If I got the right partner(s) I’d definitely consider it. It’s a huge risk and a lot of money. I am watching several similar Kickstarters to see if that’s an emulatable path or if I would need to go with traditional venture capital.

 

MeticulousMeta: During the whole closing process was there ever anything you wanted to tell the community?

 

Melissa: Telling them thank you was the biggest thing. When I found out about the closure of the studio and the impending end of City of Heroes, I was frustrated because it didn’t have to be. We weren’t World of Warcraft, but we were a profitable game and we were, as a studio, working on some projects that were really exciting. It seemed like such an unnecessary waste. I wanted to tell the players my personal opinions, many of which were speculation since I wasn’t involved at the highest level of discussions with NCsoft that Brian, Ross, and Destin were. So I felt that it would be petty of me to go down that way. Don’t get me wrong, it would have been satisfying for a time to be negative about it.

 

 But that’s not really my style, especially since it didn’t change anything. I opted to focus on the positive: how great the game was, how many memories it created, how much I valued my colleagues, the incredible game development education I’d received over the years, and the wonderful interactions with our players.

 

 Mind you, I still really didn’t feel the weight of what was coming until later. Once the majority of the developers had left the studio and it was just me and a handful of developers watching, bit-by-bit, as they tore down the posters, took away the vending machines, and catalogued and took away hardware, that the reality of the studio shutdown really hit me. One day, we were a studio; the next, we were just a warehouse. The soul that was Paragon Studios had finally departed.

 

Matt: They’ve heard me say it over and over: without the players City of Heroes would have died a LONG time before now. Simply the BEST Community I have ever seen anywhere for anything. If there is anything I miss it will be them.

 

 

MeticulousMeta: There are still a lot of questions after the Lore AMA. Is there any chance of getting another?

 

Matt: I’ll make a deal: I’ll do AMA’s about CoH lore every April 28th until the questions stop coming in. I’ll give more details as we get closer to that date, and I can’t promise everyone who should be involved will be.

 

MeticulousMeta: Has it all just been a Nemesis Plot?

 

Matt: Battalion destroys the world in the future, and it’s Lord Nemesis who comes back in time to arm us to fight them, so in a way: Yes, but like all his plots, they never quite succeed.

 

 

MeticulousMeta: Is he maybe going to…take it to the next level?

 

Melissa: You said that, I didn’t! Even though I don’t work on City of Heroes anymore, I did make a promise. Besides, as I have demonstrated, the phrase is clearly overused. We need to come up with something new and overuse that instead.

 

MeticulousMeta: Finally, I’d like to end on a happy note. What is your best memory from working on City of Heroes?

 

Melissa: Oh, was that “best memories” you meant to say? After nearly eleven years on a project it’s nearly impossible to pare it down to just one memory. But I will say that opening weekend Beta of City of Heroes was one of the best.

 

 The conventions and panels, even though I am terrified to speak in public, were (in hindsight) a lot of fun, too. That’s not because of anything I did, but because I got to meet some really awesome people and spend time with colleagues I respected and admired.

 

 I guess the best memory for me is the collection of perfect moments that I amassed over the years – whether they were related to the game, the players, my industry knowledge, or just some silly or memorable situation that stuck in my head and refuses to leave.

 

 (Matt’s sneezes and Destin’s laugh are legendary, though.)

 

Matt: One of my favourite memories was coming up with the idea that we could actually make the players go Trick or Treating on Halloween because we had so many doors in the game. The looks on the programmers and Producer’s face were priceless as they figured out exactly how they could make that happen.

 

 

MeticulousMeta: Thank you both so much for taking the time to answer these questions. I will admit that I had some difficulty knowing exactly what I should ask. If you feel like there is anything else you would like to add that hasn’t been covered in these questions please add it. Thank you for your many years of dedication to City of Heroes. You were a part of an amazing team who made what may be the most impactful game ever made. City of Heroes changed lives. And it couldn’t have done that without an amazing development team.

 

Melissa: I’m still trying to find a way to phrase this without sounding like we aren’t the only game that has ever shut down and players fought it, because we’re not. I do think that City of Heroes, the players, and the #SaveCoH campaign has been a significant event in the game industry, especially as the MMO landscape changes. I also think that because our shutdown was so surprising, and our players’ reactions so strong and passionate, that one day we’ll look back and think of this experience as a bit of a phenomenon.

 

 

 

So there you have it! I can’t thank Matt and Melissa enough for taking part in this. It was great to hear from them both again. And I imagine it won’t be the last time we hear from them either. We have something exciting to look forward to in April if nothing else! So start thinking of your questions now! We only have four months to go. As it gets closer to April I’ll be sure to have a couple of special editions of Meta’s Verse to cover the Lore AMA.

 

 

I’ll be starting my trek through the super hero MMOs quite soon. But I can’t do it alone! So if you’re in one of them and want to help give me the grand tour leave a comment below. I’ll be on the lookout for all of you.

Wizardry Online OB Podcast Summary

Wizardry Online OB Podcast Summary

 

 

This afternoon SOE offered up a brief Q&A session on changes coming to Wizardry Online. Though the 24 minute podcast can still be viewed on their SOE channel HERE I’ll save you some time and sum up the major points covered.

 

 

Although commercial launch (previously announced as beginning of open beta) will be January 16th, players are now free to test the game out in an open beta test going on now. This will however have a Soul Wipe prior to commercial launch so be prepared to have your characters sent back to start, likely on the 13th of January.

 

 

The primary response from CB testers was that the cutscene text was too slow and they lasted too long. Players will now be able to skip cutscenes, a useful feature especially for returning players from CB that have already seen them.

 

 

In response to feedback, the Soul Name and Character Name will be reversed to be more akin to western standards of surname and given name practices. This caused much confusion in naming in CB.

 

 

A new underground sewer dungeon will be introduced as the final dungeon of the chapter 1 storyline. It’s supposedly going to be huge and take hardcore players days and most weeks to level up to even have a chance of tackling successfully.

 

 

Those that participated in the closed beta will receive rewards on their account. Those that participate in the open beta will also be given a reward different from the CB reward. And yes greedy players you are able to get both rewards and apparently you won’t want to miss the open beta reward.

 

 

The devs mentioned that the focus of the CB testing was to figure out how their servers functioned and work a bit on class balancing. Open beta will be more geared towards addressing community concerns, adjusting gameplay rules, and gauging the economy and Royal Shop (the Wizardry Online cash shop).

 

 

The Royal Shop will be open in OB but Station Cash is still disabled. Instead players will be able to spend a flat rate of 10,000 gold to buy any Royal Shop Items. The devs will be keeping an eye to see what is popular and what players feel needs adjustment.

 

 

The Royal Shop will feature items to improve gear forging. Items to prevent the chance of gear from breaking. Cosmetic Armor that hides what actual armor you are wearing. Spheres that contain random items. Potion type consumables and much more. The podcasters were quoted saying it is “Pay for Convenience. Pay for Security. Not Pay 2 Win.”

 

 

Wizardry Online will support the SOE All Access Pass.

 

 

Criminal Status duration was asked about and the devs stated that so many factors go into calculating it that it’s very difficult to give an exact answer on how long you will be a criminal. Use common judgement and guess for yourself based on the crime you commit.

 

 

There are no current plans for a new class though the chat room was dying for an archer class.

 

 

After much badgering one of the devs confirmed that the random stat roll can reach as high as 70 (he did not say that was the max roll). He also said it would take hours if not days to manage to get a roll that high and even getting above 12 could be an exercise in madness.

 

 

They mentioned that multi-classing was not very popular in CB and encouraged players to try it out in OB. They also encourage the community to join their Wikia page and contribute as much as they can to grow an active community (and perhaps learn a thing or two!).

 

 

Finally and perhaps the biggest announcement of all is that there will be separate servers for NA and EU but that you will be given the option to choose your server upon rolling your character. They promised players would experience no lag even if they choose not to play in their region.

 

 

Another podcast was slated for about a week from now so stay tuned to OnRPG for more details covering Wizardry Online!