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The Matrix Online: Closing July 31, Game Over Q&A
News Discussion « General Discussion 6/04/09 11:28:50 PM
Originally posted by Inktomi
I would say 'great' idea(s): - Continuity of plot from the end of the movies combined with some traditional MMO ideas that really didn't work in conjunction with the above: and lastly inexperience in the MMO arena and all-too-typical scope creep, project underestimation, and time/money constraints led to: Monolith worked like dogs to deliver but MMO development is a different project entirely than a normal game or IT project. Lastly, all, leave SOE out of this one. They didn't reinvent MxO as it clearly needed but they didn't create the initial fubar and (unlike some of their other games' overhauls) they didn't do any harm to MxO.
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The Matrix Online: Closing July 31, Game Over Q&A
News Discussion « General Discussion 6/01/09 10:53:58 PM
Originally posted by Inktomi Why can't they at least give a warning and try to rally. No, all they did was charge the same amount of money for the product that obviously didn't warrant it. If it was so bad why can't they make it free?
'Cause bandwidth, support staff, and servers aren't.
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The Matrix Online: Closing July 31, Game Over Q&A
News Discussion « General Discussion 6/01/09 10:52:35 PM
Originally posted by Inktomi
Well, as a beta MxOer, I'd have to sadly say that MxO failed because, just when the MMO world was getting accustomed to accessible, well-balanced, thoroughly-tested games, Monolith had set its course on making a hardcore-style grind game, and ran out of time and money before being forced to release with bugs galore and no semblance of balance. It did feature a nicely stylized clothing system and plenty of emotes, which drew the mmo-roleplayers. It probably didn't help that the Matrix franchise's popularity was sagging badly due to the poor reception of the latter two films. As such MxO sold very badly and from reports at the time managed less than 60k subscribers at its peak. The 'live' plot, acted out by Monolith employees playing key roles, was the one shining gem in an otherwise sordid tale of MMO development. When Monolith ran out of money from the initial pre-orders and box sales to keep people paid, though, practicality took over. I really don't think there's much of a community left to need recourse, but for those few fanatics still there here's a salute (/bigtrouble) and take the yellow pill ... there is No Exit. (end obscure reference to tiny Machine faction which probably nobody will remember).
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General: MMO Underbelly: Take This Column To NPCX
News Discussion « General Discussion 5/23/09 2:20:21 AM
Yea! Someone else remembers Scruffy.
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General: Sanya Weathers's MMO Underbelly Debuts
News Discussion « General Discussion 5/06/09 2:05:34 PM
Originally posted by AmbushMartyr
That's silly. There is no single more important aspect to a MMO than its servers; if they don't work, there's no game any more, and unavailability is a good way to get people to try and get hooked on your competition. Now you have a half-point in that like many services MMOs do 'oversell' in that they are not providing capacity for every single subscriber to be online at one time, but then you throw out your half-point by venturing into hyperbole. Besides, if you had been looking, you would have noticed that lately Turbine was in fact advertising for a server programmer. I know this because I was recently in the job hunt and almost applied, but MA is a bit more uprooting than I wanted to do at the moment. Originally posted by Sanya Next week, I’ve got some discussion with an actual server professional to share with you. Tune in then! Oh, I can't wait to see who that might be... could it be her long-time friend and one-time Mythic server professional Lum? What are the odds?
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Did Turbine really drop the ball with DDO?
The Rusty Nail (General) « D&D Online 10/23/07 12:11:21 AM
Originally posted by Jeff44 Huh? I seem to recall Greyhawk books from original D&D, before even hardcover AD&D. Ah yes, here we are, a handy link: http://rdushay.home.mindspring.com/Museum/Fantasy/DDrevw.html
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Flame Bait: A Lord of the Rings Review
General Discussion « Lord of the Rings Online 2/25/07 3:29:07 AM
The OP's comments are appropriate for his tastes. Yes, the combat is like other traditional MMOGs. So it's similar to WoW, EQ2, EQ1, DAoC, and many other successful titles. The OP prefers a different style, something very active. Personally I think a more standard system is appropriate for LOTRO. The graphics are spectacular. They are not a translation of the movies, and they're not intended to be. Ditto sounds. I like them, I *do* think they're in line with Middle-Earth, but Howard Shore wasn't involved. This is not Lord of the Rings - The Movies - Online. If you were hoping for shield-surfing elves and comic-relief dwarves, you may be disappointed.
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Originally posted by PwndStar
Anyway: I am not a WoW player, never have been, and have no intention of starting, but Blizzard's success is earned and not luck. They simply took the best features of the existing crop of MMOGs, polished them to a fine sheen, and resisted the temptation to risk disaster by experimentation. This is *exactly* what they've done with all their other games and the formula has served them well once again. Lest anyone think I'm flaming Blizzard in the above: it is not a trivial exercise to accurately deduce what the best features of MMOGs are; it certainly isn't easy to refine them; and while new and unbroken ground is a great thing it does carry with it the risk that what your designers and in-house playtesters think is the greatest gameplay idea since the mouse will be received by the playerbase as one enormous wtfbbq (note this is a noun, used in place of clusterf...).
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Dungeons & Dragons Online: Module Three Release
News Discussion « General Discussion 8/16/06 8:00:18 PM
OK ok, that was for humor's sake. Honestly I don't know of another company that has given so much additional gameplay for their MMOG free of charge. With everyone else, you get what came in the box until the publisher delivers another box for you to buy. I don't wanna hear about how this or that "should've" been in at release. Given a chance, gamers (or at least the ones who post) want *everything* at release and go into instant-whine mode the minute they power-grind their way through the shortest path to max (ignoring, of course, the 90% of content not previously posted as the best xp/loot per picosecond method). DDO: more fun, less grinding. |
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Turbine's record with franchise property - implications for LotR?
General Discussion « Lord of the Rings Online 8/08/06 6:30:55 PM
"They got the D&D franchise and made DDO, a very average game also plagued by doing the same dungeons over and over, and initially, no solo play and no PvP." Here's an odd concept for you: not every game wants to be WoW. Now granted WoW is absurdly popular (and according to mmogcharts.com, over half its userbase is in the Pac rim) but really, unless your game is ready to BE WoW, it's marketing folly to try and be the things (PvP, raiding, fast soloing) that WoW is. So what *is* Dungeons and Dragons? It's not about grinding, it's not about mega-raids, it's not about killing the other players, it's not about tradeskilling, and it's definitely not for playing by yourself. It's about a group of people adventuring. So, that's what DDO is. Adventures for parties of players. Now as you pointed out not everyone wants this, so DDO did not become a 6 million user megahit. It did become a goodly 100k hit. More importantly, it actually IS D&D, not "WoW with D&D mobs." The point of all this is: if you are hoping for someone to take the revered LOTR mythos and turn it into d00d this and n3wb-ganking and other such things people in MMOGs these days enjoy, I think you'll be very disappointed. Those who have some remnant of respect for Professor Tolkien's work should be glad Turbine and not someone else is in charge of the MMOG bearing the LOTR name. |
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