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Dominus: Translations in Community Management
News & Features Discussion « General Discussion 3/23/12 3:55:51 AM
"We are investigating the problem. We’ve got a fix on the test server right now. Knock wood."
Test server? Experience suggests for several mmos, that's the one we're playing on.... |
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Warhammer Online: Age of Reckoning: RvR Pack Details
News & Features Discussion « General Discussion 9/06/10 4:30:47 PM
Originally posted by Nephaerius For me, because it could, and should, have been SO much better than the emasculated product thet got released. Quite why they are only now realising there were lessons to be learned from DAOC really baffles me...... |
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Warning: Call to Arms event is NOT active yet!
Britannia Tavern (General) « Ultima Online 8/09/10 3:11:52 AM
Interesting situation. I'd hope MMORPG are pushing very hard for an interview with EA/Bioware/Mythic to get an explanation of what is going on here, since it's of interest and concern to a lot of mmo players, particularly current and prospective UO players. But on past history, EA will mainly want to cover up any mistakes and will try ignore this until it gets forgotten about..... |
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Ultima Online: A Call to Arms
News & Features Discussion « General Discussion 8/07/10 2:38:44 AM
This may just be the worst organised PR activity and press release ever by EA... Neither the link given in the press release, or the one given by the writer of the article, lead to a page with ANY information about 'Call To Arms' for UO. Of the features listed as coming in 'Call To Arms' - Event Moderators have been active on all shards for almost 2 years - it's not new. - The PvP 'arena' structures appeared in-game a few days ago - they are hopelessly bugged at the moment, large areas of the floor 'trap' people, the walls of the arena block movement for players but all the game mobs can target you, and they walk through the walls to hit you, without finding them any impediment at all. - The PvP system for the arenas, so people can actually fight in them, is not yet active. - Quite what currently retired players will see as an 'incentive' of new tokens for advanced characters is escapes me, since if you are not a current player you need to pay to reactivate your account, then buy a token from the GameCodes store to scrap an existing skillset on a character and get the new template... so you pay quite a bit in order to have a partially complete new character. If you are wanting to come back for the PvP changes, that means a lot of time training up those essential top-end skill points or you will die, a lot, to the characters who already have the skills and equipment at top level. And this is 'active' from 5 August? As a current player, let me state clearly - NO IT IS NOT. Anyone signing up now expecting to see this stuff in game is going to be mightily ticked off when so much of it simply is not there.... |
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General: Five Reasons to Avoid Beta
News & Features Discussion « General Discussion 7/21/10 1:10:22 AM
Those are 'reasons' to avoid the advertised 'beta testing stage' of a mmo. They are only problems if you don't understand what a Beta Test is, and fall for the marketing hype that usually offers Beta access as some sort of reward or free gift when it's meant to be fairly hard 'work' testing something so it's right when it is finally released.
In the modern mmo environment, you can't 'avoid beta' - every game released is still so far from completeness, balance and content that I can't think of one retail release that wasn't really a 'beta state' (or worse) product chucked onto the market to grab cash from the customers for a company more concerned about cashflow than content or quality. If you are lucky, maybe in a year and several patches later you get to see the 'real' game.
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But always remember Justin, one reason there is no Terris page as such on Wikipedia is because fans like you didn't write one.... There are 'incidental' links referring to it, such as the mentions in this page - http://en.wikipedia.org/wiki/Paul_Barnett_%28video_game_designer%29 which actually links to the 'official' Legends of Terris page
But for all it's weaknesses - and there are plenty - something NOT being on Wikipedia is more likely to be because us people didn't put it there than any other reasons..... but just to be clear, I reckon anyone using Wikipedia as a sole source for anything is very, very silly.. |
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General: Community Managers: Where We Came From
News & Features Discussion « General Discussion 11/17/09 3:50:43 PM
'Community Manager'. Interesting title. However, I don't particularly feel like being 'managed' by a company I pay for their products, so it's not off to a good start. It's not really the job of the company to 'manage' their customers - and that's what these people are. Managing expectations, managing the proper flow of information, fair enough. But implicit in the term 'Community Manager' is that the company wants that bunch of customers to be something - but what, exactly, are they being 'managed' into? IIf an organisation wants to 'manage' me, they can give me a contract and put me on the payroll. Otherwise, what they really need are good customer relations, but you can only have that if you regard those customers as a partner in making the product a success. That has the awkward problem built in that us darn people just seem not to be happy with the too often sub-standard service, lousy information flow and PR spin they are being sold. Every mmo company is happy to pay lip-service to that 'partnership', though - shame so few, if any, are prepared to spend the money and invest the time needed to make it genuine. |
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Warhammer Online: Age of Reckoning: Producer's Letter Assuages WAR Fears
News & Features Discussion « General Discussion 11/14/09 11:37:43 AM
Originally posted by Demz2
Months, if not years, back... http://www.mythicentertainment.com/ They run those three - try the one on the right.... there was quite a long saga about how EA wanted to drop UO, but Mark Jacobs persuaded them to let Mythic run it when they were absorbed into EA - who wanted DAOC a bit and WAR a lot. |
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EA cutting 1,500 jobs, over 'a dozen' games canceled
The Pub at MMORPG.COM « General Discussion 11/09/09 6:15:21 PM
Originally posted by ste2000
CEO of EA is John S. Riccitiello - never had much to do with setting up BioWare that I know of! Of the BioWare founders, Ray Muzyka is "Group General Manager" for RPGs and MMOs, Greg Zeschuk is "Group Creative Officer" for the RPG/MMO 'studio group'. |
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General: At The Back Of The Line
News & Features Discussion « General Discussion 10/09/09 9:50:31 PM
Interesting... Reminded me of those mmos that were good games, designed by people with understanding of the 'mmo' mindset needed to keep hold of players, which subsequently plummeted in subscribers when taken over by a games company used to the model of 'sell them the shiny new game we have, don't worry about too much bug fixing, development or support, just do enough to keep them quiet until the next shiny new game we can sell them comes out and we're fine'.... |
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Ultima Online: AGDC Interview with Tim Cotton
News & Features Discussion « General Discussion 9/24/09 3:27:37 AM
Originally posted by SgtFrog
Your memory is misleading you slightly... 13 server clusters in the US, 8 Japan, 2 Korea, 2 Europe, 1 Taiwan, 1 Australia.
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Ultima Online: AGDC Interview with Tim Cotton
News & Features Discussion « General Discussion 9/24/09 2:20:48 AM
Originally posted by Dana
Ahem. Think you'll find it's Cotten, not Cotton... |
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I really want to get into this game but...
Britannia Tavern (General) « Ultima Online 9/03/09 6:17:47 PM
Originally posted by Draco91
Have a look round some of the server-specific forums out there (I'd suggest Stratics as a good start), and post in one of the forums that's fairly active and likely to have a reasonable connection speed to your physical location and fits your timezone. I can pretty much guarantee you'll be welcomed, a bunch of people will be more than happy to meet you in-game, help you get started and get you involved in their activities. The only warnings I'd give - it's a hard game to learn from scratch, although it's well worth the effort it can be intimidating at first - but a bunch of other players will help get past those problems. Customer support from EA is woefully poor, so if you run into issues your best bet, again, is to ask other players. Since currently there's 14 days free play, allowing you to try out most aspects of the game and see if it's for you, give it a try! |
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General: Why Not Build a Proper Sandbox?
News & Features Discussion « General Discussion 8/11/09 3:53:10 AM
Originally posted by Jairoe03 I'd argue a 'sandbox' is more defined by what it does not limit than what it does, and some of those limits are more implicit in the 'game culture' than explicit in the skills sets and 'Terms and Conditions'. The concept of 'end game' is a tricky one though - for some players, an mmorpg is (admittedly in a pretty limited way) an alternate 'life', and opinions vary greatly if either the 'artificial' or 'real' life should have a neatly defined 'end game'. Problems come in with, to use your example, areas where you need high skills to go somewhere, or high mining skills for a particular ore. In the real world, people go to extremely dangerous places out of a sense of adventure and exploration, or to be known as the explorer/discoverer of something, or for profit from what they think is there - the latter is especially true for the 'rare mineral extraction'. But those are not ends in themselves, they translate into the joy of the experience, fame for the achievement, fortune from the profits - but they are not the end of the 'game'. By advertising certain areas as the 'most difficult, greatest reward sources' there is an automatic implied challenge in there - and given much of the audience is competetive-minded gamers, it's bound to appeal - that this is where the 'best' players are to be found, and thus qualifying to be there and thrive becomes an aim in and of itself. But life really isn't like that.... or rather, it is for a small minority, most of us are not slogging out our lives desperately trying to get a particular house, car and lifestyle in the hope of looking impressive to the rest of the world. Many do it happily, in some cases almost obsessively, in a game setting, but simply because the objective is there and presented as a nice shiny medal to wear, and conveys a sense of importance or achievement, it skews the structure of the game world. The 'game objective' takes control more and more insidiously until to many it becomes the entire point - but in that, you lose the sandbox elements of freedom of approach, style and action that you can get by just setting up the core, very minimal, rules and leaving people to get on with 'living' in that world. Sandboxes don't have 'winners' in the usual gaming sense, although they can have 'winners' in the sense that people regard their achievements in life as 'winning' - but that concept is not one that sells easily to sales and marketing people. Each style of games tries to appeal to a different style of player, but at present, the most money is with the competitive, and thus widely copied, level/quest/item scripted model. The market for a real freestyle game is there, but much smaller - probably still enough to make a pretty reasonable living, but 'reasonable' profit doesn't appeal much to the corporate world. |
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General: Why Not Build a Proper Sandbox?
News & Features Discussion « General Discussion 8/08/09 3:56:43 AM
Originally posted by eric_w66
So how would you define 'freedom' in a game - or are you arguing there's really no such thing? As an aside, the ethos of so relatively little 'direction how to play' helped build a lot of the 'community' of UO, which in turn led to a lot of it's longevity. It wasn't let loose as a game with a defined 'solution', but more a 'what would happen if we gave people this stuff and left them to play with it' experiment. A mixture of the relative complexity of the game (there wasn't anything like it around to compare it with, really), and the sheer lack of knowledge about the world and how things worked, meant you HAD to talk to people, watch how things happened, and do all the 'community building' stuff if you wanted to figure out how the game worked. Even PvPers spent time learning the game, and the maps, and the interaction between spells, environment, mobs... That led to superb discussion forums, which again reinforce 'community', and a genuine sense of exploration and discovery when you played. That faded with knowledge, experience, and changes to the game world, but the openness of the character system and the friends/guilds/teams built up initially kept involvement in the game pretty high. What's that got to do with 'sandbox'? A real 'sandbox' doesn't have a clear end-game, be it boss dungeons, special 'must have' loot, elite areas and such that form the only visible, pushed by the designers, long-term aim of the game. All should be there in every game, to some extent - but in many current game designs, they are the only longer term aim presented to the player, and people mostly follow the path indicated and stick to the designated route rather than exploring the wilderness - or sheep-like follow the flock, if you want a crueller analogy -. and you can't really fault anyone for it, since they enjoy it. By default though, if you have an 'end game' in your design document or underlying philosophy, you can't build a sandbox - but without it, you have a hell of a time getting any of the 'suits' in the business understanding what you are making, and probably won't get the financial backing to make the game. Instead of keeping players (or as they are more usually referred to nowadays, 'subscribers') by giving them an emotional investment in a freeform game, you are bound to try keep them by new expansions, extra classes, bigger dungeons, and more shiny 'stuff', and you make your money because people don't want to feel left behind without the new toys... again, the finance guys love this model because they can see the revenue rolling in. Nowadays I doubt you can recreate that bigger atmosphere of 'exploration and wonder' because within a day of game release (if not before, from Beta testing), there are pages and pages of info, detailed maps, data, templates, analysis of item/skill/level interactions, and everything else, out there on the web or in expensive guidebooks in your local game store (forming part of the money-making machine for the game company) - but good, complex and interesting as they are, and I think the devotion that goes into building them is admirable, they reinforce the concept of 'end-game' as it is being offered by the developers and designers. Combine that with the basic similarity of interface, class/character role, movement systems, hotbars and so on, and in a very short time the game stops feeling 'new', and for a lot of players becomes more 'habit' than 'adventure'. Sure there's the 'you don't have to read it approach, but in all honesty how small a minority of us take that choice? |
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General: Why Not Build a Proper Sandbox?
News & Features Discussion « General Discussion 8/06/09 1:03:41 PM
MindTrigger - Don't get me wrong, I completely agree a 'sandbox' game is needed, and as a long-time UO player I really wish there was anything that innovative out there again now - but my point is there's zero appetite for it in the major companies, they really are not showing any signs of interest in adventurous design or genuine innovation either in mmo or standalone games, and unless they stop seeing the big $ pouring in from what they turn out now they have no incentive to take the risky step. A smaller independent company would be the best hope, but the costs nowadays make it extremely unlikely they could fund something without being taken into partnership with one of the 'giants', and that would end up killing the potential innovation on offer. I can't see a 'sandbox' mainstream mmorpg until such time as profits from the generic version fall far enough that someone in the corporates thinks 'might be worth taking the risk', and I fear that will not happen soon. Sure, people get disillusioned with the existing games eventually, and then are further disappointed that there's so little real variety on offer from the others in the market - but as long as the existing product gives a big payoff to the makers, they really have no reason to change the recipe. |
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General: Why Not Build a Proper Sandbox?
News & Features Discussion « General Discussion 8/06/09 12:44:02 PM
"Why Not Build a Proper Sandbox?" Because the corporate accountants behind the companies big enough to launch a full-scale mmorpg are scared that it wouldn't give them the almost guaranteed levels of income of a generic clone of existing mmorpgs promises, whilst taking away their security blanket of 'being in control',and they are not even slightly interested in taking the chance - 'freedom for players' is their worst nightmare, they see it needing human moderation, and in-depth support, and all those pesky expensive bits that they are trying so hard to abolish by pre-scripted 'quests', automated and soulless 'levelling areas', and cheap phone 'support' in place of genuine customer service.... Or was it just a rhetorical question? |
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General: MMO Underbelly: Progress In Open Chat?
News & Features Discussion « General Discussion 7/04/09 3:18:56 AM
Mindless or unthinking bigotry in phrases often comes from mindless or unthinking people, and although it's sensible to try explain to them the offense they are causing, you need to be aware you may well be unable to get through to them - but that does not make the effort worthless. If they insult or upset other players then the people running the game are absolutely right to act to prevent it happening - if something offends though, I always prefer first trying to explain what the offense was, before shouting for the cops to lock up the 'offender'. You might be able to get them to realise what they did and change their behaviour, which is surely a far better result than getting them a ban from an online game. Shout for the cops after you know persuasion won't work, not as the first reponse based on your own assumptions that you can't ever argue with 'people like that' - which is also, in the proper sense, prejudice. Whist I'd be pretty upset at most of the examples of word usage that have been mentioned so far in this thread though, and all appear worth pursuing and arguing against, I'm concerned that there appears to be a growing belief that any of us have a 'right' NOT to be offended by what others say or think, which I'm not convinced is true at all. Also, remember that being offended on behalf of other people can sometimes of itself be patronising. A better world would in part consist of one where people at least thought before speaking, or typing. Work towards it yourself, encourage it in others, but don't hold your breath waiting for it. |
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General: MMO Underbelly: Content Design
News & Features Discussion « General Discussion 6/27/09 5:15:54 AM
Originally posted by Nero0130
Therein lies one of the problems. QA is too often regarded as the minimum wage training area for people who will grow up to get a 'proper' job in the industry, rather than what it really is - a vital part of making a good product that holds an ever more restless MMO audience. Despite the hype about "we got 1, or 2, or 200 million the players at release date", it's far more important to keep them, but shoddy product loses players and wastes the potential of the game. |
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Warhammer Online : Age of Reckoning: Hickman - Addressing the Cut Classes
News & Features Discussion « General Discussion 10/07/08 4:07:27 AM
"“We had a great launch,” he said, “and I’ve played through every major MMO launch personally and I can honestly say that our launch was absolutely head and shoulders above every one that I’ve been through.”
Very true - if you were not one of the European customers, where it was, quite bluntly, a total farce when NOBODY could register for days thanks to terrible decisions by GOA, who launched their new "we don't need to test it, we know it will work fine" account system - which totally collapsed, meaning a large chunk of 'open Beta' was only available to those folks who already had Closed Beta accounts, customers couldn't log in to the live game for several days while the mess of their accounts database was resolved by GOA manually entering account details for customers who submitted them on their website, since they couldn't get the automation of that into their full accounts database working - and then had a 24-48 hour delay on the mail coming out to tell you your account was activated because their mail system couldn't cope! Over in Europe, we still don't have the server web pages up, GOA won't have their billing systems running until tomorrow (barring any more screwups, that is), there have been serious problems with abilities simply not working for players which turned out to be caused by problems with the GOA servers, the ISP link between the GOA server cluster and the rest of the world fell over and took the best part of a day for alternatives to be brought online........ You have a really great game. Why the hell do you ruin your reputation as a company by partnering with incompetents? |
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