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All Posts by BillMurphy

All Posts by BillMurphy

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1873 posts found

We grabbed Todd Coleman to pester him about the Kickstarter for Crowfall, Artcraft Entertainment's new Throne War Simulator MMO. With $900K in just five days, it's time to start looking at stretch goals. We asked Todd about the few that have been announced so far, and what may come down the road after the Kickstarter ends.

MMORPG: On the female Centaur: does this race's female counterpart being a stretch goal mean there are other races who may need stretch goals to receive the opposite sex? Except Guiniceans, because let's face it... how would we know the difference?

Todd Coleman: We certainly could, though the remaining gender-locked races all have a pretty strong narrative reason for the restriction.  The only real candidates would be the Fae (currently female only), the Guineceans (as you mention, they would look the same except for clothing choices) and the Elken, which I'm afraid might look rather silly.  The centaurs were the most obvious choice of the group, because there wasn't any narrative reason not to include them; it was simply done for cost reasons.

MMORPG: On the subject of mounts: if the 1.3 mln goal isn't hit, does this mean we'd never see mounts in Crowfall, or that we'd just have to wait until after launch? 

Todd: It means we'll have to wait until we can afford it.  That doesn't mean launch -- we'll keep raising money via crowdfunding. And potentially via other means as well -- and IMO mounts and caravans are something pretty key to the design vision.  Hopefully we'll hit that stretch goal, though, and be able to move on them immediately!

MMORPG: Being optimistic, do you have any other hints about what other stretch goals we might see?

Todd: We have a long list of items that we would love to work on, but that just didn't make the cut of being "core" to the vision.  The first priority after mounts and caravans is to go back to the idea of variant rulesets and really flesh those out.

MMORPG: When the KS funding is over, do you plan to keep allowing pledges similar to how your friends at Shards Online, or even Portalarium allow? And if so, will further pledges get players additional goodies like more parcels for their Eternal Kingdom, and so forth?

Todd: Yes, absolutely -- it helps us funding the ongoing development of the game, which is better for everyone.  We won't be offering the Kickstarter exclusive rewards any more, however.  

MMORPG: My last questions brings up an interesting thought I don't think we've covered quite yet... Crowfall launches, sells a ton of copies, and then what? How will you guys obtain further revenue? Do you have any ideas we could talk about yet, even if there's nothing specific? 

Todd: We have an optional subscription that we'll be offering players -- our hope, obviously, is that the optional subscription (which grants the ability to passively train multiple characters in parallel) will be attractive enough to our players that it will create a sustainable revenue base for the game service.  We're also going to sell cosmetic items at some point, which has proven to be pretty effective in other games for generating incremental revenue.

MMORPG: Okay, one more. $900k in just 5 days. That's pretty astounding. What does the reaction to your Kickstarter say to you about the design of Crowfall, and are you feeling any pressure to deliver now?

Todd: Yeah, it's amazing how quickly your brain can shift from the stress of "will they like it?" to the stress of "OK, now we have to build it!"  

Overall, the response has been astounding.  We are incredibly grateful.  We knew that Crowfall would be a niche title, the only question was "Will the niche be large enough to support us?"  That was the gamble -- a leap of faith that 'if we build it, they will come'.  So far, so good.

And remember, the success of our Kickstarter is great -- even for players who aren't interested in Crowfall.  Whenever a studio can find success with a niche vision, other developers think, "maybe we should take a risk, too!”

We wouldn't have tried Crowfall if not for previous successes like Shroud of the Avatar and Star Citizen.  If our success helps convince other studios to try different ideas, to target other potential audiences -- that's a huge win for everyone.  Innovation begets innovation.

If you're interested in backing Crowfall, you can find more about the game and their fundraising at

With today's announcement of Tokens coming to World of Warcraft (think EVE's PLEX or WildStar's CREDD), we're asking: will you be getting in on the action? Do you think the addition of Tokens will do anything to stave off gold sellers in Azeroth?

I'll admit it, the proposition is a good one. There are a lot of gold sinks in WoW, and as the type of gamer who doesn't play one MMO, the thought of being able to buy a bunch of gold to get a shiny mount or something else I might want seems like a good deal. Especially when it's sanctioned and internally hosted by the game itself. 

In fact, much of the Gems I've bought in Guild Wars 2 have been converted to gold instead of just used on cosmetic items.

So today's Daily Quest is a short one: will you use WoW's Token system and do you think it'll stave off the rampant gold selling and spam in Azeroth?

Frankly, it's because Crowfall is obviously the biggest topic right now in the MMO world, next to GW2's expansion, WoW's patch (stuff coming Monday for that), and FFXIV news (coming later today).  

CU? I'd LOVE to do some CU coverage. Simple fact is they're not talking much right now while Crowfall IS and people are reading every word.

We've all lost a beloved game... and in the MMO industry, they rarely come back unless by less-than-legal means. But if you could pick, what one dead MMO would you see make a comeback? That is today's daily quest.

I'm personally having a hard time narrowing it down to just one, so I'm going to list two that I know I would actually play.


This was one of my babies. I loved it, warts and all. I would kill to see it given a proper second chance, though I know how niche its angle really is. There was just something about my Human Engineer that I loved. It could have used some work, and honestly would probably play better on consoles if it was ever revisited. But I sure would like my Twisted Metal MMO back one day.


You don't know what you got... TILL IT'S GOOO-OONE! So true in this one. I want the RVR back, I want my Ironbreaker back. I want to punt people into lava and march against the Chaos scum. 

I'm a firm believer that not every game can be Subscription-Based if we want variety. And I also believe that B2P and F2P can be done well (see GW2, TSW, and others).  I just wish that EA would have given this one a shot as a F2P title where you paid for cosmetic upgrades. It could be true to the Warhammer table-top model, and probably would have kept the game running for years.

But what about you? What game do you miss that you wish you could still play? Something tells me SWG, CoH and Vanguard will be mentioned a lot.

This... actually looks really fun.

It's an age-old discussion, or at least as old as the MMO itself. Some players love crafting, others tolerate it, while others still ignore the act entirely. But everyone agrees that it's a necessary feature in the MMORPG. So today's quest is a simple one... what could or would make crafting more interesting for you as a player?

For me, it's a tough question. I've grown to like systems like WildStar's, ESO, and GW2's. All three encourage experimentation, and are more than just your average "collect this, press make" systems. But none of them go far enough for me in terms of making crafting an actual engaging form of gameplay.

It's not even that the crafted items aren't good (in all three games they can be some of the best items in the game), it's that the act of actually crafting items can be too passive. I like EQ2's style of active participation in crafting and would love to see it more widely explored.  

At the same time, I know that for some the act of crafting being a passive activity is precisely why they like crafting. 

So what about you? Are you satisfied with how crafting is represented in most games? If not, what would you like to see added? 

Originally posted by Nanfoodle

What rule set is the one on the left? I can only think of so many PvP rule sets.

Those are going to be player-run "permanent" kingdoms. So they don't end like the Hunger worlds, and are player-ruled. So rule-sets are determined by the ruler. 

I like that the "Eternal Kingdoms" are permanent home worlds.  These won't reset, and will have content to be played. But the best materials for crafters and so on will be fought for on the Hunger-ravaged worlds, which reset and end (think A Tale in the Desert). It's a good system, I think. 

Guild Wars 2: Heart of Thorns is one of the biggest topics in the MMO world right now, being the first official expansion to ArenaNet's sequel. As it happens, we're headed to Seattle to see the game next week, and we want your questions to take with us. Post them, as many as you have, beyond the break.

That's your simple daily quest today, folks... give me your questions!

Whether it's about the Revenant, Masteries, Specializations, Group Content, PVP, WVW? Anything and everything, we want your Q's!


Originally posted by Hyanmen
Originally posted by BraedonH

Is mmo as a genre so dead that this site is now just gamespot 2.0?


Not quite at all. - Why we now cover RPGs.

We're always going to be primarily about MMOs, and as you can see from our features page and news page, MOST of our coverage is still about MMOs. But we've added RPGs as well, because it does give us more games to cover at conventions, during down/slow periods, and with reviews. In addition, we're seeing more and more developer shy away from the term MMO when they are in fact making one (see Defiance pre-launch, Destiny, The Division, etc). By telling PR and suits that we cover both MMOs and RPGs, they're more liable to give us the content we need to cover those games.

In addition, though I can't put a date on it yet, when the new site launches this year it'll be MUCH easier to tell what is an RPG and what is an MMO in terms of coverage.

Originally posted by nuttob
Originally posted by askdaboss

I was really impressed with the mesmer class. It seems there is going to be a similar feeling with this class, which is great.

I will need to buy an extra character slot though.

Maybe the extra character slot will be included in the expansion price!  I would hope so!

I hope so! I'll ask.

I think the most important question here, isn't what Carble will do with Defiance (I'm sure he'll be great)... but just what is Trick working on now at Trion? I smell unannounced game, yes indeed.
Originally posted by ButeoRegalis
Hasn't hammer engi been already comfirmed, though?

Nope. Not "officially". But yeah, pretty much.

I'll fix. :)

The superhero, or comic book-based MMO, is a subgenre that simply hasn’t gotten enough love through the years. There are hardly even enough games out there to even populate this list! Still, I thought it would be fun this week to highlight the experiences that are on offer and also talk about my hopes for the future in this area.

Read more of Michael Bitton's Top Superhero MMOs of All Time.

Pretty excited about this myself. Partly just because of the UE4 engine alone. :)
Fixing. :)

It's an argument we see on our forums a lot: some folks love open FFA PVP, others hate it, some love full-loot, others loathe the very idea. But there's a lot of wiggle room in between. So we ask you today: what's your ideal form of PVP?

For me, personally, I'm somewhere in between. I love the factional warfare of games like DAOC and GW2, but I don't always want to be watching over my shoulder either. I'm looking forward to games like Crowfall, where several different worlds offer different types of PVP, but I worry that there won't be a home for pure PVE fans (which may be the point). 

I can say I'm not a fan of full-loot, but if that's what you're getting yourself into, you know what to expect. It works in games like DayZ and H1Z1, and it can and will work in Crowfall... because those players on those FFA servers with full loot will know exactly what risk they're taking.

But for me the perfect mix probably lies somewhere in the factional or guild-based PVP. Where I have allies and enemies alike on the same server. And I don't mind partial loot, as long as I can elect to "insure" pieces I want to keep or replace upon death for a fee.

And yes, I do like instanced PVP too. It's quick-spurt, quick-fix PVP that really can give the kind of action I want without much hassle trying to find a fight.

But what about you? What's your ideal form of PVP? This is your quest! 

Daybreak games says it's still very much alive, and Terry Michaels is one of the devs still leading the charge, so what do YOU want to see from EQ Next in 2015? What will affirm your faith in the studio after its layoffs and convince you that EQN is on track?

Personally, and I talked a bit about last week, all I really want is more details and more gameplay video. If Landmark is the testbed for what EQN is to become, than I think we're more than ready to see the game in action as the devs are making it. Enough "we're transparent" talk without really showing anything. Give us classes, mechanics, dungeons, lore, and races. Give us how the rallying calls will play out, and more than just a quick "sort of" video at SOE Live.

If Daybreak is to continue the transparent style of SOE, then there's no better game to show that approach than EQ Next. We've heard plenty of talk, and the ideas behind the game are fantastic... but let's see some meat on those bones.  Let's see if EQN is one of the main reasons Columbus Nova would buy SOE, and don't make it just another teeny update either.  

What about you, what would ease your worries about EQN under Daybreak Games?

I personally don't see this happening, not to the full extent of a profession acting as a healer, but I suspect more support roles and abilities are incoming for sure. It's a nice thought, David, but I think a large amount of GW2 fans would be upset if there was dependency on a healer (not me, I'd love to play one).
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