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APB Business Model – Back to the Old

Via Massively, I learned that All Points Bulletin, a game much on my radar, has received a release date (NA – 6/29, EU 7/2) and a pricing plan:

The retail client will be available digitally or in stores ($49.99/£34.99/€49.99) and will include 50 hours of ‘action’ game play plus unlimited time in the social districts. These districts include character customizing, socializing, and marketplace trading. Once you burn through your initial 50 hours of action play, you can purchase an additional 20 hours for $6.99 (£5.59, €6.29) or opt for the 30-day ‘unlimited’ package at $9.99 (£7.99, €8.99). There will also be 90 and 180 day discounts available.

I do like the pre-loaded hours option.  If they were available, I would likely have hours in World of Warcraft, Warhammer Online, and who knows what else.  So kudos to them for going back to a play-by-hour, and giving the consumer more options.  Yet, from all that I have read All Points Bulletin is more like a Grand Theft Auto version of Team Fortress 2 with a thin veneer of persistence found in the MMO genre.  It sounds like a lot of fun, but I am just not sure about their subscription and pseudo-subscription model. 

Continue reading APB Business Model – Back to the Old

End Game: Progression vs Buffet

So you’re an MMO developer and your players have hit max level. Now what?

We’ve seen a lot of MMORPGs out there, so you would think we’d have seen a lot of different ways to handle end-game by now. But end game across a large number of these games is dominated by instanced dungeons with bosses designed for large groups. The main difference between these games is just how many bosses they have and the order in which you’re allowed to fight them. This blog is about restrictions on how and when you’re allowed to experience end-game.

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Oz Trail of Trials, Part 4 – The Role of Trials

On my last review, on Everquest 2, there were some very valid comments from players of the game today. They made the point that the trial is not all there is to the game, and that I did not experience many aspects that make the game worthwhile. It’s safe to assume that were I to review any game that has been out for over 6 months that I would get people who whole-heartedly support the game and find issue with any negativity. They are not wrong, and yet, neither am I, the reviewer. We all look at games differently, and this is the beauty of a trial – it lets you see if that fit is “right”. However, that said, the trial must be the best show of the game’s mechanics possible. If not, your potential subscribers will have a bad experience and go elsewhere.

Let’s get meta.

Continue reading Oz Trail of Trials, Part 4 – The Role of Trials

Precision Pulling

I can excuse having the archer pull. The arrow is silent, and orcs yell all the time, so no one notices anything when Grok’thar bellows and goes rushing down the hallway. He’s just like that. The same for when you bean an ogre: he may have been knocked silly, but shuffling about and drooling is normal for him. I can even buy the sniper rifle pull, because I assume a silencer.

My Sonic Defender pulls by screaming. Literally. Her attacks are Scream, Howl, and Shout. The guy five feet away does not notice anything. Once I got Screech, I could stun someone in the middle of a group, scream him to “arrest,” and then start on his friends before they notice. Let’s suspend disbelief a little further: you can focus sound waves similar to the way lasers focus light, so maybe someone nearby would hear nothing from a well-focused sonic attack.

What about the guy with the fireballs? When my Ice Blaster chucks a head-sized block of jagged ice at your friend, do you not even notice its hitting the ground? What if I pull a torso-sized chunk of concrete from the ground and knock someone across the room? “Bob’s running off down that hallway again for no good reason. Grok’thar, did you leave this concrete here?” Does anyone see the pitched battle with grenades and flamethrowers on the other side of the room?

At least my Psychic Blasts make sense for that. Only how does he know where to run when someone punches him in the brain? Maybe only the target can see the psychic bolt coming. City of Heroes has properly recognized that psychic power manifests itself in glowing pinkness.

: Zubon

Multi-Purpose

American Red Cross Donate blood. If you can, you ought. Fewer people die, and the survivors share your blood type, so you will have more people around who are potential donors for you. It’s win-win. You also get a cookie.

As part of their social media, the American Red Cross site has avatars for download. Most of them are variations on “I gave” and “please give,” but note the avatar to the left. I don’t know about your favorite FPS, but in Team Fortress 2, everyone I kill gets an image of the kill along with my name and avatar. Now with every headshot I can show off my civic spirit, encourage others to donate blood, and taunt my enemies. I am also thinking of changing my spray to one of the “give blood” avatars, to decorate the enemy base.

: Zubon

We Rule – Quick Review

Against some rational part of my brain, I started playing the free game We Rule on the iPod this weekend.  I doubt the game will make it through the month on my device, but for how my weekends generally run it is a great, MMO-like dalliance.  Here is a really quick review for anybody interested.  Note that I have not played Farmville, so there will not be any comparisons to that and other Facebook games.

Continue reading We Rule – Quick Review

Mission Maker

I resubscribed to Star Wars Galaxies to try the new content that has been added since I last played. I remember reading the press release about one of the features which had been added called “Chronicle Master”. Apparently, it was like the mission creator system they used to talk about having in 2003. The press release claimed that over three million quests were made the first month. Considering SWG’s last reported subscriber numbers, that’s a lot of quests! One individual even created over 6,000 quests that month.

So now that I’ve had a chance actually try this system, I can say that SOE didn’t make anything worth bragging about. The reason an individual would create thousands of quests in a month is because everyone who wants to make cool quests has to grind for hours before they’re allowed to make anything worth doing. Almost all of the quests I’ve made have been made using a mouse recording program while I was asleep. Anyone that made six thousand quests in four weeks probably did the same thing. Every single one of those quests is as engaging as you imagine.

Why is that developers put in massive grinds into these things? I know they want me to play longer, but the ability to find well written player content would keep me playing a lot longer than a massive grind.

Level Up at School

The Daily Illuminator notes a Multiplayer Game Design class where

… Students leveled up, with an “A” being Level 12 at the end of the semester.

From the syllabus:
Class time will be divided between fighting monsters (Quizzes, Exams etc.), completing quests (Presentations of Games, Research etc.) and crafting (Personal Game Premises, Game Analysis Papers, Video Game Concept Document etc.).

Reportedly, class attendance and scores were up significantly. …

: Zubon

Developer Recognition

Warhammer Online is doing something pretty cool with four lucky bloggers: Gaarawarr, Mykiel, Shadow-war, and Werit.  They invited the four to visit Mythic Entertainment and sit down with the WAR Design team for interviews and discussion.  There is a real heavy emphasis on interactivity via Twitter too.  I love seeing stuff like this because not only is it a fan dream to meet developers but bloggers are fonts of communication… so everybody wins.  The event got me thinking about developer recognition regarding bloggers.

Continue reading Developer Recognition