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Written by Vicious
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Thursday, 06 May 2010 17:24 |
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DCUO Source Presents: The Dungeon
Great Expectations
Excelsior Sourcers! In nearly a month, the biggest event in gaming returns, with massive announcements, secret reveals, unattainable claims and most of all, Games, and more importantly our first real look at DC Universe Online in action and available for play to (the relative) public since October of last year. So why E3? What makes it so important? And What can we expect to see there? And what does yours truly want to see?
The Electronic Entertainment Expo (or E3) began in 1995, due to the high demand by retailers and publishers to showcase upcoming games. Prior to this, the Consumer Electronic Show was frequented by Games, but had really outgrown CES to merit having their own Tradeshow. Every year, publishers, developers and manufacturers showcase their upcoming and current products for media coverage and in hopes to attract the Buyers for the national retailers. A solid E3 presence could conceivably insure a game, system or peripheral's exposure in the already fierce Retail Game Market. E3 is only attended by Industry registrants...meaning if you don't work in the game industry, you'll just have to watch the highlights on G4 or online. E3 is like our mecca as gamers...like the Superbowl, CES and ComicCon all built into one!
So what do we know we'll see at E3 this year? Well, we know for certain that we'll see the long awaited (and never before seen to the public) reveal of Gotham City! Game Director Chris Cao has stated that we'd be experiencing an area called Amusement Mile which appears to resemble a carnival...complete with a Topsy turvy room and gigantic balls and other assorted carnie action. Character create has been rumored to be shown as well, maybe giving the public the first opportunity to try their hand at making their own Hero or Villain. The Amusement mile scenario will feature the Joker and Harley Quinn, so it's a safe bet that we'll see some members of the Bat-family as quest givers or at the very least, fighting beside players in the scenario.
That's all we know for sure for E3. In the meantime, i'll share my E3 wishlist for DCUO with you. I'll state what I want to see and why. Then i'll mention what I expect to NOT find out.
Costume Creation: I know I mentioned Character Create, but what I really want to see is the full blown Costume Creator. This is a big one for fans.
Raids: We've seen instances and we've seen open world missions and encounters...Now let's get to the meat and potatoes for MMOers...The Raids.
Super Powers: I'd like to see the final list of available powers for launch announced. Are there any secrets? New Ones? Has anything not made the cut?
Class: Jens as almost specifcally stated on several videos that the game has classes. Once upon a time, the game was dubbed as class-free. I'd like to hear the actual details and how they work. They were mentioned in the video to have some bearing on our Powers. I want to know how that works and all the gritty details.
Beta: The game has been in Alpha for a good while. Fans want to know when Beta will start. It's time to let them know, and how they can participate. ;)
So that's my short list...my must haves. Sure there are other questions...we have threads and threads in our forums, speculating and discussing every element of this game. With that being said, here are the items that I don't expect to be revealed, expounded upon nor touched by SOE while at E3:
Release Date
Subscription or Free to play
Secret I.D.
Arenas
Now if i'm wrong, i'll be the first to admit it...and pleasantly at that. But these items seem a bit time-sensitive, and if the game launches in the release window i've pondered before in the Dungeon, then 6 months away from launch is still plenty of time to reveal those details.
Only time will tell though. At the time of this writing, we're about 40 days from E3. In a little over a month, we'll have our answers, and hopefully they will be ones we're happy with....Oh who am I kidding? We won't be satidfied until the game is released!
~Vicious
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Last Updated on Thursday, 06 May 2010 17:27 |
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Written by Vicious
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Tuesday, 30 March 2010 23:35 |
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DCUO Source Presents, The Dungeon:
A Farmer's Life
Hello Sourcers! In this edition of the Dungeon we'll take a look the bane of MMO players everywhere, Gold Farmers.
Quick...for any old school MMO players....what's the number one problem affecting your favorite game? Some of you may have said Nerfs, O.P. Classes or Grinding, but a nearly universal majority will probably state: Gold Farmers! For those who don't know, what is a Gold Farmer? And Why are they so hated?
Gold Farmers are player characters who actively perform repetitive tasks that earn monetary credit or items of value in a Massively Multiplayer Online Game. This could be as simple as earning currency by exploiting aspects of a game or by repeatedly performing menial tasks to gather stocks of valuables in the game. Gold farmers then attempt to sell these items for Real World Money. Many gold farmers work for large-scale companies who offer the sale of in-game currency and valuable items, but also high-level accounts and even offering to "Power Level" a character, effectively doing all of the "work" for a player who simply wants to play the endgame of an MMO.
The problem with Gold farmers is dual-fold. The first issue is the irritation for players. Gold farmers frequently take items that other players may be seeking for legitimate uses such as quests, increasing players' wait and frustration for items or Non-player characters on a respawn timer. In addition, players' in-game communication is constantly affected. Companies trying to sell the gold that they've farmed are known for sending repeated messages in-game, advertising their services, effectively "spamming" the players. This can come in the form of in-game Mail, direct whispers to each player and General Chat. This is all falls under the irritation that gold farmers and sellers can cause among a particular MMO populace.
The next major area that is affected by Gold farming is each game's virtual economy. The economic balance of a virtual world is a delicate balance. Modern Massively Multiplayer Games have a specific and overt, intentional balance between currency and items. The more money that is available, the more items can cost. So in effect, Gold farming inflates the price of goods sold between players, such as in Auction Houses. Unfortunately, some see the Gold Farming/Selling problem as an inevitablity...Seeing as it is players themselves, although a small percentasge, who perpetuate the businesses and influence them to continue their practices. After all, businesses exist to make money...to prosper and thrive. If players stopped paying for gold...for max level characters....and for power levelling services, then wouldn't the Gold Farmers eventually move to a more profitable business?
Unfortunately, for all of their End User Agreements, MMO publishers have yet to prevent players from purchasing content from theird parties on a large scale to stop the problem.
So what if another tactic is employed?
To date the idea of a triple A quality MMO selling items to players has been sort of taboo. Thus far, most MMO's that have offered microtransactions in lieu of a subscription. In fact, some recent MMO's have forgone the monthly subscription after limited success only to change to free to play and incorporate microtransactions. The in-game items vary from cosmetic changes, to consumable items and even weapons and armor. The response was so impressive from the fans, that the game increased their revenues by 500%. Freerealms, launched with No subscription, but offered microtransactions from the get-go. To date, the game has over 9 Million registered players, and it's believed that nearly half of those players regularly purchase content for the game, including the Trading Card Game which is tied to it.
What if an company attempted a core quality traditional subscription based MMO, yet also incorporated regular microtransactions within the game? What if the players could openly purchase items in a game such as World of Warcraft?
DC Universe Online stands in a unique position. First, with it's business model having yet to be released, there is an excellent opportunity for innovation and surprise. There are no set expectations on how the game will be paid for. And while it's certainly difficult for me to a accept that a game of its caliber and quality could be free-to-play, it's entirely possible that we could see some creativity at work in this department. We could see the advent of a lower tier monthly fee with optional microtransactions available. Or possibly a tiered system which could give players in-game 'credits' to use, based off of the price of their subscription (i.e. $10 sub with 200 points, $15 sub with 500, etc.) to name a few possibilities. The point is, MMO developers and publishers can combat Gold Farming very effectively by controlling the sale of in-game items themselves. With SOE already publishing Freerealms, they have the basic framework with which to implement these microtransactions.
This is but one exploration of a solution to the Gold Farming problem. The idea is that if players could purchase the items directly with real world money, they'd refrain from purchasing money from Gold sellers. But in all reality, this is but one method that MMO publishers have to combat the problem. Only time will tell how SOE will fight this issue in DCUO. All we as future players can do is refuse to be part of the problem.
~Vicious |
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Last Updated on Tuesday, 30 March 2010 23:44 |
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Written by Vicious
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Sunday, 31 January 2010 16:26 |
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DCUO Source Presents, The Dungeon:
Information Society
"Where is the life we have lost in living?
Where is the Wisdom we have lost in knowledge?
Where is the knowledge we have lost in information?"
~T.S. Eliot
Information.
It is quite possibly our most precious commodity... our most valuable resource.
Nations have risen and fallen due to it.
Wars have been won and lost because of it.
Lives are lost and saved as a result of it.
For all that we do in life, all that we accomplish and achieve and gain....more information can always be known.
So how does information relate to Video Games, and specifically the MMO genre?
In the world of Gaming, information about games is an integral part of the Industry. Entire corporations and empires are built on this foundation. Gaming Magazines and Websites are all based around the premise of information about Gaming. In general, most of the outlets do not allow Gamers to play the games, but rather provide information about the game. This usually falls into 4 major categories: Previews, Reviews, Strategies/Cheats and Community. Brands like IGN, Gamespot and Game Informer have thousands of gamers that visit their sites or read their content for these purposes.
In many cases, information about a game prior to it's release is a game unto itself.
Game publishers walk the tightrope between setting fan's expectations and building hype about their future product, and giving away too much information by either discussing elements of the game that may change which can alienate fans or even by revealing content to their competitors causing theft or copying of ideas. For example, famed Nintendo designer and Mario creator, Shigeru Miyamoto famously spoke about his regret of showing his demo for 128 Marios at Spaceworld in 2000. His game mechanic was copied by other developers who rushed their product to the market, causing Miyamoto to scrap the project so that it did not appear to be a clone of the other titles. Another example of information being released that can cause detriment to the game's release is Warhammer Online. This game was Mythic's proposed WoW-killer, said to launch with all the bells and whistles one would expect to take on the 800 lb. Gorilla that is World of Warcraft. The game was originally promoted to Fans with 6 total Capitol Cities and 4 Classes for Each of the 6 Races in the Game. Shortly before launch, Mythic cut 4 Capitol Cities and 4 Classes from the game, causing much dissension among fans.
So how are some current MMO developers handling Information about their upcoming games?
First we'll take a look at the aforementioned gorilla, in Blizzard. The studio is nearly infamous for their complete control over information regarding their games. They release info when they see fit, and are adept at keeping leaks from springing. In general, Blizzard tends to announce a title at a major event, such as their own Convention, Blizzcon, with some concept art or a CG cinematic. Then fans won't hear anything about said project for sometimes years, when Blizzard does a minor preview. Then prior to launch, Blizzard tends to invite journalists to undo all of their hardwork at keeping secrets, by effectively releasing almost all of the information they held so close to their vests during development.
Next, take a look at Bioware. These newcomers to the MMO scene have console and non-massive PC Game development down to a science. They churn out hit after hit and are are positioned even better by their partnership with EA. With their endeavor into the MMO market, Star Wars The Old Republic, Bioware has chosen to unveil much information about the game, from the Classes, to the Planetary Locations, Gameplay elements, Plotlines, etc. since the game's official announcement less than a year ago. Of course, astute gamers were aware of the presence of a KoToR themed MMO for years, but Bioware recently proved their rather naive approach to MMO information as the game's release window has been announced for Spring of 2011, nearly 6 to 10 months later than gamers were expecting.
Lastly, SOE has taken a median approach between these two extremes. While the game was announced in 2005, the first public showing of the game was at E3 2008. Since that point, a fairly good flow of information was made available...from what criteria make a character (i.e. Origin, Superpower, Weapon, Movement Mode) to the locations players will be playing in and so on. However, certain points of interest have been held closely to their vest...information such as Release Date, Beta Testing and Subscriptions are all highly sought after, coveted topics with very few clues. SOE has also been regularly featuring characters that will inhabit their virtual world for the fans, with Wallpapers, Concept Art and In-game renders. This is something uniquely applicable to DCUO, since Blizzard doesn't have established Icons outside of their games and Bioware is creating a game the takes place thousands of years prior to the events in the Star Wars movies.
The balance between unveiling information about a publisher's upcoming game and not revealing too much, too soon can be a challenging situation. By revealing too much, the publisher runs many risks, the most important being alienation or anger of their fanbase. If they don't allow enough information, they risk losing hype and player interest. In either scenario, the importance of information about these games in development cannot be denied.
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Last Updated on Sunday, 31 January 2010 22:20 |
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Written by Vicious
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Monday, 07 December 2009 03:53 |
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Release Date, get!
Excelsior Friends and welcome to the final edition of the Dungeon for 2009.
One of the most sought after pieces of information for a highly anticipated game in development is its Release Date and DC Universe Online is no exception. I’ll be discussing my thoughts on DCUO’s possible release window, but first let’s take a look at why release dates are handled in the fashion that they are in the Video Game Industry, and MMOs in particular.
In most forms of media entertainment, very popular franchises or works from a specific creator/creative team tend to gain a large following. One way to generate interest and invoke anticipation is by marketing certain dates to consumers to drive traffic and sales at the time of release. The Music Industry, Movies, Sports and even Television (to a lesser degree) maintain consumer loyalty and interest in this manner, to generally positive results. I can still remember the date that certain movies debuted in the theater and remember franchises such as Star Wars and Lord of the Rings drawing millions across the country on their respective release dates, encouraging many Über-fans to get in line days, weeks or even months before!
Unlike those mediums, Video Games usually take much longer to develop and deliver to the marketplace, making the ability to set and advance release date in many case impossible if not improbable, as a Publisher doesn’t want to commit to a date that can’t be met. Besides disappointing ones’ consumers, millions of dollars in marketing can be at stake, as well as skewing financial numbers for potential Shareholders and creating dissidence with Retailers by not meeting their commitment. With the exception of a few special cases, many times a release date isn’t officially announced before a year within its release. Microsoft made headlines when Peter Moore announced the release date for Halo 2, a year and a half before its release with a Tattoo to prove it at E3 2003. Halo 2 went on to become one of the largest media releases of all time, debuting at $125 Million in it’s first day!
In general though, gamers don’t tend to receive this type of unparalleled, early and accurate advance notice. More often than not, games are announced for preliminary dates that aren’t met. Some publishers have forgone announcing release dates until they are absolutely certain the game will be complete at that time. Blizzard is notorious for this practice, as is Nintendo.
Taking all of this into account, how do all of these factors affect DC Universe Online?
We know that during his keynote address at GDC 2009, Sony Online Entertainment President John Smedley announced that DC Universe Online would be coming out in 2010.
Obviously that’s a broad canvas to choose from.
So what else do we know?
Last we heard, the game was still Pre-Alpha, and that was during Austin GDC back in mid-September. Nothing in terms of Alpha Status has been revealed, nor do we have any clues to the actual time frame for Beta Testing. Now, traditionally SOE hasn’t held an open beta test phase, but the last SOE game, Freerealms broke that trend. All that we know for certain is that the dev team is hard at work and the game is coming out in 2010 barring any delays. Assuming that we can have up to several months notice prior the actual release date, we’ll also likely know about the Friends & Family as well as Closed Beta Phases, because let’s face it, people talk. This leads me to believe that we can safely assume that the game will come out in the latter half of 2010; but let’s take this a step further…When working as a Store Manager for the now defunct EB Games, we were privy to many sales numbers for the Video Game Industry, and one of the most amazing and somewhat startling facts was that the Game Industry does nearly 75% of their business in the 4th
Quarter (or Q4) the last 3 months of the year, during the Holidays.
The rumor is that Bioware is positioning their first venture into the MMO landscape, Star Wars: The Old Republic, in Q4 of 2010. Blizzard is also been on the verge of flat out announcing that the 3rd expansion to
the 800 lb. gorilla that is World of Warcraft, The Cataclysm for the same general time period. On one hand it could be dangerous going up against either of these titles. On the other, SOE could put a fairly significant dent in either Game’s potential sales by releasing within the same Q4 2010 window. Although a large part of the DCUO user base will potentially be comic book fans, a substantial portion stands to be your average gamer or MMO player.
With all of these considerations, can we really speculate or ascertain the exact release date for DCUO?
The truth is, No.
Regardless, based upon previous game releases, potential competition, developmental readiness and maximum sales potential, I’m going to make my own personal prediction, which I might add is complete and total speculation; More of an educated guess:
I think that we’ll see DCUO release in Q4 2010, and more specifically, in November.
We’ll all find out together in the not too distant future. |
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Written by Vicious
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Monday, 09 November 2009 15:35 |
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DCUO Source Presents, The Dungeon:
Quality over Quantity?
Excelsior, Friends!
In this installment of the Dungeon i'd like to pose a hypothetical question to you, our loyal reader and fellow gamer: Which is more important to you? Quantity or Quality? Now the answer seems obvious...But let's look at the facts. In general, gaming is an immersive experience that engages us, draws us in, whether through a single player narrative, or multiplayer session. A single player game is judged by many of the same merits that a multiplayer game is, save one: length. The reason for this is simple: multiplayer games offer continuous, repeat visits, and while some players will attempt mastery of a single player campaign with second or third playthroughs, it's not as often. Many single player games of the past decade have been lauded by critics and consumers alike for their quality gameplay, amazing art direction, emotionally charged music, engaging story and tight controls; only to be ultimately judged harshly due to their perceived brevity. One major example is Microsoft's own Fable. The esteemed game director Peter Molyneux famously made many exaggerated claims about the game, prior to it's release, and to be sure, it was an amazing game (though maybe not as revolutionary as Molyneux thought) but gamer's collectively griped about one thing: How short it was.
An average gamer could complete the main story in 8 to 10 hours, extending it to 15 to 20 if one pursued extras and collectibles. I personally sought out most of the hidden items and still finished in under 20 hours. Is that acceptable? It's certainly more than I would have gotten out of watching a movie. Even if I went to the movies 5 times (nearly equalling the cost of the game) I'd still be able to spend more time in Fable. The fact is, that gamers have been spoiled a bit, by these longwinding dramas that last for dozens of hours. Games like Suikoden, Final Fantasy, Knight of the Old Republic, etc. have encouraged us to come to expect long games. But is that necessarily a good thing?
How does this translate into multiplayer games, and specifically MMO's?
In many multiplayer games, the player is given areas, or maps in which the developers specifically built for repeat play over a period of time. How many times did you have to play through a map in Goldeneye, Halo or Team Fortress before learning all of their intricacies and using that advantage upon your opponents. In recent years, microtransactions or downloadable content have enhanced this, by giving players access to even more maps, extending the replay value of the game. Again though, these games are celebrated for how many maps, classes or weapons they have, over the quality of gameplay in many cases.
For Massively Multiplayer Online games (MMOs) this is another issue entirely...or is it?
Take a look at the most popular game in terms of active subscribers globally, Blizzard's World of Warcraft (WoW). When it launched in November 2004, it had plenty of large areas, huge continents with sprawling environments, although it was severely lacking in terms of group instance content. Sure there were quest lines and such, but the real fun was getting a group together and taking on group dungeons or instances like the Scarlet Monastery! Sadly, many of the instances were spaced out too far for the player in terms of level appropriation. Once a player hit mid-level, and unearthed the secrets of Scarlet Monastery, players wouldn't experience that kind of fun again until nearly endgame. Certainly there were some interesting Dungeons littered throughout, such as Maradon, Uldman and Temple, but frankly the instance content in the middle levels of WoW were for forsook in lieu of extra world content. If Blizzard can create 4 open world areas in the time that they can create one instance, why not?
Well as my friend put it...would you rather be killing Boars in the Blasted Lands, or running Scarlet Monastery with your friends?
New MMO's face this challenge as well....the balance between Quality and Quantity. Obviously, we all want to play a Good Game. Yet we also want to experience something that doesn't get finished or run out of content quickly. An MMO has to ideally, launch with enough content to get their average player to the endgame, and then continue to steadily add more content, via patches and expansions, to insure emotional investment and attachment to their characters, their friends and the virtual world in which they inhabit. The worst thing that an MMO developer can do though, is promise content and then deliver a subpar quality experience...while lacking the content that had been promised. Warhammer Online suffered this fate when it debuted with half the capital cities and only Two Thirds of the Races/Classes that they had announced for launch.
SOE has been dedicated to this ideal of only showing us quality content that is in a near finished state, and putting it in the players hands at conventions, but not committing to content unless they know that It is definitely going into the game. DC Universe Online certainly appears to have the quality aspect down...from the tight controls, to beautiful cityscapes and exciting and detailed characters quality won't be an issue. We can only hope that the quantity of the content, is met the same approach. |
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Last Updated on Thursday, 12 November 2009 23:22 |
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