| Username | NotArkard |
| Real Name | Malcom Calivar |
| Rank | Lord of the Rings Online Correspondent |
| Joined | March 8, 2007 |
| Gender | Male |
| Age | (hidden) |
| Location | Bay Harbor, FL, United States |
| Last Visit | November 25, 2008 |
| Post Count | 60 |
| Biography | |
| Quote |
Cross-posted from MMOCrunch.com
It's been a while since a major online game has been completely packed up and taken away from the public. Auto Assault? It wasn't really a major game, it was one of NCSoft's many "side" games. The Sims Online? I'll bet very few other than me knew the game even existed. Whether you experienced Hellgate: London for yourself or not, though, you knew it was out there. You weren't sure exactly what kind of game it was, and that's quite possibly largely in part to the fact that it couldn't decide on a specific genre. I'm writing about it now, since the general opinion was that this game was an "MMOG" at the very least. Hellgate: London won't leave any innovative gameplay features in its legacy, but it'll serve as yet another example of how to not make an online game.
I. Release Date - Ooh, scary!
Hellgate: London was released just in time for Halloween last year. No, the game wasn't ready, but it was Halloween! It fit the "gloomy feel" of the game, and so it had to be released on that date. I did buy this game as soon as it was released, and so I'll note some of its most redeeming features at the time of release(remember, it was Halloween, so it had to be scary!):
I realize most of the times the deadline isn't set by the development companies, but by the publisher, or the person putting all their money into the project. Either way, publishers and developers alike need to realize that if something isn't ready, it's sometimes better to spend a little bit more on it to ensure that the game has a healthy lifespan, than to release it two weeks early so that it will be shut down a year later.
II. You worked on Diablo, we get it.
The game itself wasn't as hyped as the people that were working on it. The first thing I ever learned about the game a couple of years back was not that it had guns, or that it took place in a post-apocalyptic world. The first thing I even saw on their website was "We made/worked on Diablo. You should buy our game." I'm paraphrasing, of course. Still, if the best thing you can come up with to hype your game is "we made a great game in the past" you're not showing a lot of promise for the game you're currently trying to hype.
Hellgate: London had the following things in common with Diablo:
Other than that, they were two completely different beasts, and should've been treated as such. This is another thing game companies need to stop doing. I'll even say this got Mythic into some trouble when hyping WAR, since a lot of players ended up thinking it would be DAoC2. I, as a gamer, don't really care about your game development resume. Even the often-hated-for-no-reason SOE has released really good games, despite their bloodied past. Likewise, if you made a really good game in the past, you could end up making a terrible game now.
Just stop. Work on your game, hype its features, do what you want. Just make sure you're always focusing on your current job, not on your past. Imagine you have a child, and it grows up to be a success. If you then have another child, would you ignore or skip certain parenting aspects just because you made "a really good one" before?
III. We have guns, swords, and everything you didn't ask for.
Hellgate: London stuck to its vision from the beginning. They didn't want you to be able to "respec" your mastery trees in the game, just like you couldn't do it in Diablo. I, for one, was behind this one hundred percent. The problem in this particular case, was that you didn't need any damn points in anything. You could go the whole game without spending a single point into anything. This was especially true for Hunter classes. Your survival depended on how well you could aim in FPS mode and how powerful your gun was. That was it. You had points to spend on things, but they weren't any useful in helping you shoot things down better or faster. It's cool that you wanted us to think carefully about what to specialize in, but when nothing was useful, it didn't matter if you offered the option to "respec" or not.
This game had everything: rocket launchers, sniper rifles, automatic weapons, and...swords?! I didn't get this bit. It makes sense in steampunk-type games: not every soldier wants to spend an eternity reloading a rifle manually after each shot, and as such some will favour melee weapons. In this setting, it didn't make much sense, though. You had automatic weapons. There's absolutely no incentive or benefit to using a sword, or a shield against zombies when you could be gunning down or blowing up the masses with little effort. I guess templars felt the need to be "stylish" and using rocket launchers was beneath them. The game doesn't give you the impression that a catastrophe has occurred and everyone is doing their best to survive when you have assholes running around hunting zombies with a longsword for sport.
Another thing a lot of people were pissed off about was the lack of a LAN option for the game. I'm sure they're even more pissed off now that the servers are shutting down and they're going to be stuck with a single-player game they can't return to the store. It seems Flagship wasn't really interested in letting players play their games with friends unless it was on their server. They had reasons for this, and they were posted all over the official forums for time to time, but damn if I remember them. I don't even remember what I had for breakfast.
IV. Parting is such sweet sorrow.
Rumors are going around that the game will live on. People still aren't sure of the game's fate in the US or EU, but for Asia, at least there has been an announcement that they will try to keep the game alive. You can read about it here. The servers for US, and EU, currently hosted by NAMCO BANDAI Games America Inc. will issue their final breath on Jan 31st, 2009 at midnight.
Though we should never celebrate people losing their jobs, or someone's dream shattering before them, we should at least try to learn from it. Game development companies need to learn to take the right steps in hyping their product, preparing it for release, and take feedback from their communities. At the same time, publishers should realize that if something isn't ready, it isn't ready. Waiting a couple of months without income can net you a lot more in the long run.
Originally posted by Nikopol
Originally posted by matthewf978The wide population of christians believe Jesus to have been a peaceful icon. Therefore, the genre of a mmo involving Jesus or christianity would be unlike most of the other games currently listed here on mmorpg. It isn't unreasonable for such a game to be created, but it is highly unlikely that any of the audience who participates here would be interested in the theme.
Your 'Turn The Other Cheek' ability is on cooldown!
Your 'Treat Thy Neighbor as Thyself' ability hits Heretic for 4,359!
Your 'Treat Thy Neighbor as Thyself' ability hits you for 4,359!
I think it's fine that they're making their game a little less time consuming. I don't think most of the changes they've made are unreasonable. The game is still comparatively hard to others in the genre, and definitely not as forgiving.
As for the promyvions, I had a chance to do them when they were really, really hard, and then finish my last one when they were "dumbed down." From my experience(which may be inaccurate given as I was doing promyvions with a set group of skilled players), all they really did was increase the margin for error in the final boss fights. They used to be ridiculous the way they were. One screw up could get your entire party killed. It isn't the same as, say...increasing the damage every class does by 25% and reducing end-game bosses HP by 30%.
I don't think it's becoming like World of Warcraft. The main difference I see is that Blizzard has a tendency to completely trivialize older content(especially when releasing new expansions). While it may be true that Square Enix has made a lot of aspects in their game a lot easier, I think it would be making the game a great disservice by saying the content is being completely trivialized.
Thanks for your response, as well, WSIMike. I still have many questions, but re-learning the game is part of the reason I wanted to come back. Hopefully time and a good community will come to answer the remainder of my questions.
Thank you very much for your responses, k11keeper. I renewed my content IDs today to give the game a try once more.
Hi, guys. I've recently had thoughts about returning to the game. I made a lot of friends here, many that I've kept for over 5 years even through playing other games. This game has an incredibly high level of immersion, and it's perhaps the best experience I've had in my almost decade of MMO gaming.
I had a few questions, though, before I shell out some money to reactivate my subscription here. I'm hoping some informed, and currently active people can answer them.
1) Does the level sync feature I heard about work as well as they hoped it would? Are there incentives for higher level players to jump down to Valkurm to help out lower levels in leveling?
2) Do certain classes still have a really hard time getting groups over others? I'm not talking about a minute difference, I'm talking the 3-4 hours I sometimes had to spend waiting for a group on melee classes.
3) I read around here that Odin has a relatively high population. Given that, are new end-game linkshells being formed on a healthy basis? If not, are current end-game linkshells ever looking for new members?
4) Is there any reason to do old end-game content, such as sky, or has newer content(I haven't played anything in ToAU or WotG) completely replaced it?
5) I got to see the region info through someone else, and noticed a lot of areas are now beastmen controlled. Have people stopped leveling there completely? Does that make newer expansions an absolute must for leveling?
I appreciate your time in answering my questions.
What is your favourite Rogue archetype class in Age of Conan?