Yearly Archives: 2013

Spoon Fed – The New Generation of MMORPGs

Spoon Fed – The “New” Generation of MMORPGs

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

The last couple of years we have seen many games take the more casual route, and as a hardcore gamer, I can’t say I am really happy with that. Let’s just take a look over at for example Dead Space; it is a great game, and the first game in this franchise was definitely a game to shake me awake in the middle of the night. Recently the third game saw the end of the tunnel and I must say I am disappointed, not because the game is terrible no not at all, I really found the game fun, but what happened to the horror of the game? Sure many of you would argue with the fact that the first one is also not really that scary, but I at least had some terrifying moments. But the MMORPG genre takes an even worse route…

 

 

And mainly from what I’ve seen, it is mainly the browser MMO’s that I have seen these new mechanics added. I cannot really understand the reasoning behind this but I just cannot believe that anyone can actually find this fun. Let’s get to the point, a few days ago I was again reminded that some game publishers are either not doing their jobs right or do not put their heart behind the game because the players are literally spoon fed the game objectives. It starts off in the tutorial: you have this big flashy arrow showing you what to click in order for you to go to the next step. And there is absolutely no way in hell that you will miss these arrows, because they will actually give you a headache after a while. But this is just something minor compared to the other points that I want to discuss. A lot of MMORPG’s and mainly the ones made by Asian companies actually don’t want you to do anything anymore. What happened to playing the game and finding everything out by yourself? More and more often I just see game mechanics that will automatically walk you to the next objective. You don’t even have to read the quests anymore. All you do is click on one line of text, and your character is on its way to whatever you have to do.

 

 

And to add the cherry on the cake, it sometimes even automatically attacks these monsters for you. I just cannot understand why these mechanics are implemented. What is the point in playing the game if you actually do nothing? Sure you can say, quit rambling about this and just do everything manually, but what is the point in that if the rest of the people are able to do something faster by clicking on one line of text.

 

 

I am an old school gamer. I have played games since I had my NES, and I must say when we picked up a new game we went into it blindly. Sometimes you literally had to read the instruction manual just to understand how to get started. The first Mario was just a weird plumber being able to run and jump around and that’s it. Sure it was simple, but most games taught you to search around, find how it works on your own and that actually taught my generation something, or perhaps it spoiled it. When I think of all the games ten or twenty years ago, they all let you mind your own business, and find everything on your own. As games evolved, they became smarter with their development to the point that titles like Megaman X would force you to learn certain skills to progress in a dynamic fashion that made perfect sense but still forced you to think. Yet lately only indie devs seem to follow this school of thought.  Where is the openness to explore and think things through in these newer titles? We even have sandbox games launching that tell you what to do. It’s just absurd.

 

Props to egoraptor on explaining the way games need to be made again

 

 

Perhaps as I’ve said, I might be spoiled. The current era of gamers want everything spoon fed because that’s the kind of world they’ve grown up in. Sure I am not that old yet thankfully, and I haven’t got any grey hairs yet, but I just cannot understand how the direction of gaming changed so suddenly. The new handheld way of handing out achievements for instance really irks me. Back in the day we just figured everything out, and the reward was that final eureka moment when it would just click. Nowadays all the information you need to gain an achievement is right out in the open for you to read and start working towards. What is the point of earning that ribbon if you knew it was coming the whole time and just grinded for it? I actually prefer to avoid looking into the achievement list in games like World of Warcraft now so that it can still be somewhat of a surprise when I suddenly hit one of these achievements. I want to explore, I want to discover, I don’t want to get handed money to buy candy, I want to earn it and understand the value of it. Does the current generation of rising gamers really look at this process in a different light?

 

 

But I’d like to get back to the automatic combat systems I touched on earlier. What is the reasoning behind this? Sure, on the surface it sounds useful if you like to gain levels when you are too busy to play, but we in the real world just call that lazy. Imagine telling your grandfather that you won a football match while you sat on the bench because you didn’t feel like playing that day. How can you feel a sense of achievement for something like that? The same applies to games. It’s hard to get that sense of level-up achievement when it happens while you’re at the store buying cookies.

 

 

While on the topic of leveling I have to state that the leveling curve introduced by many newer MMORPGs is just awfully implemented. Most of the time when I try out a new game and am done in the tutorial, I am already level 20 when I have played the game for only ten minutes. What is up with that? Hey let’s get these new players a walk in the park for the first few minutes of the game so they will enjoy the game more. What actually is the thought process for of pushing players to 1/4th of the max level in the first ten minutes of playtime? Do they think the rush of constant levels will give them that rush to look in the cash shop and make a purchase before they realize the title has no real content and move on?

 

 

The last thing I want to touch on that brings this entire rant full circle is the growing laziness of developers. In many games and mostly the Asian ones yet again, I see the same textures, buildings, and area types recycled and repeated with slight reskins that in no way disguise the obvious. We all know how loosely copyright infringement is enforced in some eastern countries, but is this an excuse to not be innovative? Sure I am talking about most of the minor Asian games that most of you probably never played, but when I take a look at the major ones, and even the MMOFPS games I see a lot of resemblances as well. Thankfully it feels players are finally getting tired of supporting these types of games and causing them to shut down quickly or I’m sure investors would be all for cutting corners on the major titles in the interest of increased profits.

 

 

Personally, these frustrations are usually a huge letdown when I see them in any game that I try out. I am not too sure if I am just spoiled or the new generation of today’s gamers just don’t know any better, but I miss the challenge that games used to give me back in the day. I don’t want to gain an achievement when I kill a monster ten times, hell no. I want to explore things, heck even try to find a bug that lets you access special places before you’re allowed to. And I most certainly don’t want to play something that looks like I have seen it before. Unfortunately we have seen this lazy attitude, and copying of features subtly leak into the bigger gaming studios as well. Every time I see an unknown game get popular, it gets made more casual with each patch and update to continually ‘appeal’ to a larger audience. In the end I’m sure most of the indie studios would follow suit when a large suitcase of money is thrown their way because most developers in the MMORPG field seem to have had the passion sucked out of them over the last decade of gaming. And without passion, the principles that made the genre fun and successful early on will never survive into the realm of the AAA titles of today before selling out.

OnRPG Shotgun News 2/20: Neverwinter, MechWarrior, and Defiance

OnRPG Shotgun News 2/20: Neverwinter, MechWarrior, and Defiance

By Shannon Doyle (Leliah), OnRPG Elder Scribe

 

 

Neverwinter Reveals Orcs

Orcs mash their way into Neverwinter in an all new video with epic music. The minute long video shows off art, Orcs in combat and much more. Check it out for yourself below.

 

 

 

MechWarrior Update Brings Snow Much New Stuff

The latest update to come to MechWarrior has arrived. The highlight is a new snow covered map called Alpine Peaks. There are also 5 new versions of the epic Trebuchet Battlemech that offers a blend of long and short range fire. And making a debut in this update is Phase III of MatchMaking. Best of all you can jump right in now.

 

Defiance Distribution Agreement in NA and Latin America

Trion Worlds has announced a new distribution agreement for Defiance with Namco Bandai. Following the agreement Namco Bandai will be in charge of distribution on the Xbox 360, Playstation 3, and PC for North America andLatin America. And as an added treat we have a teaser trailer for the Ark Hunter Chronicles.

 

 

Broken Realm Review – A Missed Opportunity

Broken Realm Review – A Missed Opportunity

By John Shadle (Sephorus), OnRPG Journalist

 

 

Broken Realm is a browser-based 2D isometric-style MMORPG published by R2Games.  Set in the kingdom of Vidalia, Broken Realm places you in the role of one of many heroes tasked with bringing stability to the lands and helping to restore order following a recent shift in the political landscape.  It’s a grand quest – at least, in theory.  Sadly, what I found during my time there was less Broken Realm and more Broken Mess.

 

 

Things begin simple enough.  You pick one of four classes – Barbarian, Paladin, Archer, or Mage – and choose your gender before embarking on your journey.  While the classes look fairly impressive on their own, there’s zero customization available during character creation – not a huge loss, but worth noting.  From there, you’re brought to a training area for new recruits and given a series of quests to introduce you to both the world and the mechanics of Broken Realm.  Showing players the ropes under the guise of being freshly enlisted in the military is normally a good plot hook to draw players in; however, between some extremely poor localization and the fact that you’re still receiving tutorials on new systems after thirty levels (with more game systems still unrevealed by that time), these missions come across as not being able to decide if you’re an amazing warrior or a complete scrub.  Additionally, while some of the more basic tutorials are easy enough (click to move, numbers use your skills, etc.), some of the systems specific to Broken Realm, like Spirit Stones, Item Synthesis, and Enchanting, have tutorials that boil down to “click this button, click that button, click this other thing, congrats!” without a proper explanation of just what was going on.  I’ll wager that plenty of players can figure it out due to experience from other titles (or just by paying more attention), but there’s potential for frustration otherwise.

 

 

 

Graphics and sounds, too, were a bit of a letdown.  While a lot of the static art looks fairly impressive, many of the animations felt extremely choppy, almost like there were a few frames missing here and there.  Music consisted of extremely short (~30 second) clips that would loop after a few seconds of silence, and while it was never downright terrible quality, the overall repetitiveness drew my attention away from the experience.  Similarly, sound effects were way off, both by feeling missed when they should be present and completely inaccurate when they were actually present; most noteworthy from my gaming sessions was fighting with a two-handed axe and having it sound like I was beating enemies to death with several stalks of wheat.  A close runner-up would be utilizing a Rage skill – an extremely potent area attack you can charge by defeating enemies – and having it be completely soundless when the ground around you would explode with rocky spikes.  All in all, the artistic presentation left a lot to be desired.

 

 

 

Fiddling with a lot of the aforementioned game systems, once they opened up, was a bit fun – at first.  Spirit Stones let you increase stats of your choice over time as they level up and unlock more choices for boosts.  Enchantment lets you spend in-game gold to increase the power of an item.  Pets can be summoned to fight alongside you and can be leveled independently of yourself.  Wisdom lets you boost your stats by using items gleaned from specific enemies.  There’s plenty of activities you can pursue to become more powerful, which is a good thing.  However, this ended up being where my biggest gripe with Broken Realm came into play – the cash shop implementation.

 

 

 

Most of the systems either had a chance of failure or could take incredible amounts of time during normal play – problems that can be negated with a bit of real-world coin.  Spirit Stones randomly gain boosts each time you level them, with an extra boost each time if you choose to spend crystals (Broken Realm’s cash shop currency) when you temper the stone.  Enchantment has a chance to fail and decrease the enchantment level if that happens, with store-bought Safety Stones preventing this loss.  Higher-strength pets unlock with Pet Loyalty – a resource that increases slowly through pet levels, but can be increased in chunks with Pet Essences.  Wisdom requires multiple uses of a rare drop from certain enemies, which is easier to obtain through, say, botting – or the in-game AFK Mode, which lets you fight enemies automatically and can have additional usage time added via the cash shop.  There are even items called Time Scrolls, which will let you automatically complete certain repeatable quests.  In essence, Time Scrolls amount to purchasing the experience and gold rewards with cash.  None of the cash shop purchases are outright required to play Broken Realms, as you’re not locked out of any content and it’s possible to eventually earn everything in-game, but I imagine it’s similar to being told that you don’t need a shot of Novocaine prior to having a root canal.

 

 

 

All in all, I found Broken Realm to have a lot of excellent ideas that ended up being very poorly executed.  With better localization, a major pass on the art and sound, and a far less intrusive cash shop, this would be a game I’d gladly spend some free time on.  With where it is at the moment, though, Broken Realm is a game where spending money means far more than spending time.  Sadly for the developers, I recommend both spent elsewhere.

Legend of Edda Vengeance – First Impressions

Legend of Edda Vengeance – First Impressions

By MerryQuiteContrary

 

 

Legend of Edda Vengeance entered another round of closed beta this past weekend and I had the opportunity to join in and give the “Best Cute MMORPG” a try.  Legend of Edda Vengeance is from GameCampus and offers PvP, PvE with “hundreds of quests”, dungeons, mounts, achievements, pets, crafting and character customisation.

 

 

Initially there are three classes to choose from: fighter, rogue and mage. Eventually, these will evolve into one of six distinct classes. There are two factions vying for power: the Olympians and the Titans. There aren’t any difference between the two factions as far as appearance goes. The Titans are clearly meant to be the “evil” faction with their leader having little pointy teeth.

 

 

Character customisation at creation is limited to the usual suspects such as hair style, hair colour, eye colour, skin colour and gender. There are no in-depth sliders or the like. There is at least one misspelled word in character creation, which will no doubt be caught before launch.

 

 

The first thing anyone will notice is the saccharin sweet cuteness of the PCs, NPCs, mounts, mobs and pets. This is definitely meant for those that appreciate this visual style. For others it may be off-putting.  It certainly isn’t to my taste. There were far too many pink unicorns and players dressed as kittens for me to take it too seriously. 

 

 

However, the combat isn’t half bad. It is very much your standard MMO fare. What I did notice though was that the hotbar spells were not very responsive to either clicking or key presses. Overall, combat is better than a lot of f2p games out there. Movement is WASD or click to move. Looting is bound to the Q key making it convenient. Interacting with NPCs is suggested to be done with the spacebar, which takes getting used to but clicking seems to work as well for the more traditional MMO feel.

 

 

It isn’t immediately evident how to pick up a quest from the tutorial. The tutorial explains the procedure but doesn’t mention you have to, often times, scroll down to accept. I found there were far too many key presses for picking up just one quest.  The quests themselves are what you’d find in most MMOs and include kill x amount of y or talk to so and so. There is voice acting from the NPCs but not all of it is in English. No doubt this will change as it is still in closed beta.

 

 

What is going to make this game appealing to a certain market is all the stuff that can be acquired from mounts, costumes, hair styles, and pets. For those that enjoy collecting in game items and love the cutesy, then this game just might be the thing they are looking for.

Hailan Rising Enters Open Beta with Wreck It Week Contest Challenge

Hailan Rising Enters Open Beta with Wreck It Week Contest Challenge

 

Hailan Rising

 

Reloaded Productions, a leading developer of free2play massively multiplayer online games, is challenging players to stress the servers of Hailan Rising on www.gamersfirst.com to the point of failure and win in-game prizes, GamersFirst currency and a coveted in-game Quality Assurance acknowledgment in the game’s closing credits. Starting February 21 at 11:00 AM PST, Hailan Rising will officially launch open beta and the “Wreck It Week” competition, lasting until 11:00 AM PST February 26.

 

 

During the “Wreck It Week” challenge, the first three players to crash the server, as reported by our monitoring tools, will qualify to win the following:

 

Third Prize: 10,000 G1C, GamersFirst’s game currency, valued at $50.00 US dollars.

Second Prize: 20,000 G1C valued at $250.00 US dollars.

Grand Prize: 40,000 G1C valued at $500.00 US dollars, an epic-quality in-game item, an original weapon named after their in-game character for “Wrecking the World,” and a Quality Assurance acknowledgment in the game credits.

 

Hailan Rising

 

“From the very start of development, Hailan Rising has always been about getting players into the PvP battle instantly, so when it came time to unlock the game for open beta, it only seemed right to challenge the players to take down our server first,” said Adam ‘CaliMaestro’ Smith, Hailan Rising producer for Reloaded Productions. “We’ve never done a competition quite like this one before and with so many of our players wanting to be a part of the gaming industry, what better prize to offer than to award them with an indelible mark on the game in the form of a game credit and an item inspired by their own character.”

 

 

Sign-up is not required for the contest; however players will need to have a GamersFirst account in order to receive promotions or winnings. A free GamersFirst account can be created at https://www.gamersfirst.com/register/index.php. All existing Closed Beta players, as well as players who download the client and create a character through February 17, will receive 200 G1C, redeemable in any free2play MMO on the GamersFirst.com. Players will receive an additional one-time 100 G1C if the currency is used in the Hailan Rising cash shop.

OnRPG Shotgun News 2/19: FireFall, World of Warplanes, Blizzcon, and Much More!

OnRPG Shotgun News 2/19: FireFall, World of Warplanes, Blizzcon, and Much More!

By Shannon Doyle (Leliah), OnRPG Elder Scribe

 

 

World of Warplanes Major Update Incoming

A huge new update has landed in Wargaming’s World of Warplanes. With it comes new flight models, improved mouse controls, reworked graphics. All of this can be seen playing the newest Japanese warbirds which were just added recently.

 

 

Firefall Public Beta Weekend Upcoming

Red 5 Studios has announced this weekend will be an open weekend in Firefall. Since the last beta weekend in January a lot has changed which includes Twitch broadcasting. In fact, everyone is invited to stream their weekend. The beta will run from Friday February 22-24.

 

 

Vendetta Online F2P? Maybe!

With just 5 days to go until the end of the Vendetta Online Kickstarter campaign a new update has announced that if the campaign is successful there will be an added free to play tier. It is something that has been asked for repeatedly and something Guild Software has always considered.

 

 

BlizzCon 2013 Announced

Break out your calendars, November 8th and 9th BlizzCon is going toAnaheim. Tickets aren’t available yet but be sure to keep an eye out as last year’s tickets sold out in seconds. But anyone interested in attending can get book their hotels now and get a discount by booking through the BlizzCon hotel website.

 

 

 

EA and Zynga Settle Their Copyright Infringement Lawsuit

Last year EA sued Zynga and Zynga sued back. Now we can report that the lawsuits have been settled. Details of the settlement haven’t been released yet and the court still needs to approve it but it looks like this may be in Zynga’s best interests.

Waren Story Announced, Beta Sign-ups Now Live, CBT Coming Feb 22

Waren Story Announced, Beta Sign-ups Now Live, CBT Coming Feb 22

 

 
Today, Gplayon has announced the closed beta test of its first publishing title, Waren Story, a 3D fantasy MMORPG. Featuring an epic adventure and intense PvP warfare, the game’s striking scenery and imaginative detail will sweep players away to an exotic medieval world.

 

 

The mercenary system in Waren Story allows players to hire a variety of allies to support them in combat. Players can recruit up to four mercenaries, ranging from the more familiar—soft-spoken Elf archers and rowdy Dwarf warriors—to the more nightmarish and unique—Dryad Queens, with their bark-like, twisted claws, and hulking, tattooed half-men/half-jackals.

 

 

To learn more about Waren Story’s game features, a variety of upcoming events and further info on the closed beta, check their site at http://waren.gplayon.com.