So what is Raph doing?

My FEAR is that he is working for Second Life, in a way or another. I had this suspect since Cosmik stalked him (WTB SEARCH FUNCTION!).

Spotted by Ubiq:

I am glad you think of me as enlightened. :) We will be announcing our startup in the next couple of days, and when we do, believe it or not, I hope you’re among those who are interested.

While I’m very curious I keep hearing in my head the voice “not for the gamer”. Sigh.

It’s like two factions at war for predominance. And I’m definitely on the “gamer” side.

Anyway, after one year wondering I have some anticipation.

EDIT: Cosmik is right (comment here below). The new company is named “Areae”.

He is NOT working on Second Life. He is building HIS OWN:

What matters is what it means: many places, many worlds.

Areae, Inc. is a company dedicated to taking the tired old virtual world and making it into something fresh and new. Something anyone can jump into. Something where anyone can find something fun to do or a game to play. Something where anyone can build their own place on the virtual frontier.

We’re working on some new tech that will literally change how virtual worlds are made. We’ve got a cool world or two incubating on the back burner.

We want to make sure that putting you guys first is something that is in Areae’s DNA from the very beginning.

(from jobs page) We’re all about having fun while doing great work, a real collaborative environment, openness with the community and real respect for community members. We’re making the next gen of virtual worlds — and it’s not what you expect.

If you’re interested in revolutionizing virtual worlds and online gaming, we want to hear from you.

We’ll be running quiet for a while — check back in a few months to see how far we’ve come.

This is coherent with what Raph wrote from the beginning. “The game of games”.

I have to say that the way he is “selling it” is fascinating. Instead of saying much he is just teasing the curiosity with a site with a simple layout and incisive choice of words. Straight to the point and very, very effective.

“We’re definitely working in the virtual world space,” says Koster, but adds that though “there will absolutely be games involved, I would say that we are disruptive. We’re doing something different. We’re trying to reinvent how virtual worlds are made, how customers are treated, how they’re accessed, how the business models work, pretty much everything.”

Koster says that the seed of Areae was planted as soon as he’d left Sony Online Entertainment. “In a lot of ways,” he says, “this is something that I’ve been dreaming about doing for a long time. But we’re setting forth now, the company is funded, we’re venture backed, and we’re out there hiring. It’s pretty exciting.”

“We’re not talking too much about the business model yet,” he says, “but the way to put it is that we’re really looking to bring the qualities of the web, especially of Web 2.0, to virtual worlds. There’s a lot of things wrapped up in that – everything from very low-end user costs for being able to participate, lots and lots and lots of listening to users, having them involved, having them contribute.”

What he is *actually* doing is not important. For the next six months we’ll just discuss how you pronounce “Areae”.


EDIT: Since I got linked I’ll copy over the “meatier” comments I wrote on the forums. At least there’s something more to it.


I like a lot the “words” on the site, but I don’t like much the way my brain guesses what he is doing.

On Gamasutra he says that he’ll do something that is different from EverQuest as it is different from Second Life.

He says that the players will build content.

He says that there will be some sort of “metaverse” from where you access different kinds of games.

He always repeated that he wants something that requires almost nothing to download.

He says the business model will be different.

The point is to take all those hints and de-dignify them, translate them in common language that would probably remove much of the “magic”.

It can be a portal or an aggregator, but in this case there are already other examples.

If it’s a “platform” then the point is to build tools, scripting languages, engines and so on. But that would be Second Life again.

He probably wants to make something much simpler than Second Life and that everyone can jump in. Something that doesn’t require you to read instructions. Easy to get into.

Maybe less tech-savy and more game-y.

Jayce: When did this turn into a “beg and carp for a job” thread?


More concrete details right from “the producer”. And Raph himself gave it the best coverage.

I knew he loved the teasing.

Where Game Meets the Web”

On a browser?

Guild Wars hits 3M (boxes) and patches Most Requested feature

What a perfect occasion to write about something I left behind. My notes and comments on NCSoft seasonal reports.

Fourth article in a series.

The .zip file with the original pdf document can be downloaded here.

Summary:
– Lineage I&II and CoH stable
– Guild Wars doing “okay”
– Dungeon Runners still not here
– Tabula Rasa not in sight

But let’s start from Guild Wars. I was going to archive the press release when I noticed this part:

Reconnect After Disconnect — One of the most player-requested features comes to Guild Wars! If a player gets dropped from the game due to a connection problem, and that player can reconnect within ten minutes, the player’s character will be relocated to the spot of disconnection. If the character was performing an action, such as casting a spell or auto-attacking a target, that character will complete the action as if still connected. If a player is in a group when disconnected, the other members of the party will be notified about the player’s connection problems.

WOOOOOT!

At last! It’s since I played for the first time in beta that I ask for that. Finally my first complaint got resolved and I’m happy. Good work.

The press release was to announce they sold 3 Millions of boxes:

December 13, 2006 (BELLEVUE, WA) — Fueled by sales of the hit game Guild Wars NightfallTM, the latest release in the award-winning Guild Wars® franchise, sales for one of the world’s leading subscription-free online roleplaying games have surpassed three million units worldwide in a little more than a year and a half.

Notes:
– That’s the cumulative number of all three expansions. That would mean: Prophecies + Factions + Nightfall = 3M
– As of September 06 they were at 2.4M, so Nightfall has sold around 500k till now (roughly).

Raw numbers:

Lineage
1,355,970 subs worldwide (-43,939)
9,727 in the US (+42)

Lineage II
1,116,927 subs worldwide (-22,001)
94,000 in US + EU (+10,779)

City of Heroes
172,420 subs worldwide (that is US + EU only) (+1,420)

There’s not the need to go in detail for each as the situation seems stable in all three cases. I’m quite surprised that CoH is holding that well. This year it didn’t have the help of the release of a major expansion as it happened a year ago with CoV. Since its release CoH sat at around 170k and aside the highs and lows it’s still holding surprisingly well, especially for a game whose development cycle I consider particularly lacking. As it is happening to CCP also Cryptic is now busy with the development of a brand new game (for Marvel) so I’m quite sure CoH will be left progressively behind as their efforts concentrate more on the “new”. It will be interesting how the game will perform in the next months. For now it is doing much better than how I would have “predicted”.

There’s also a positive note:

We are revising up our guidance for year 2006 to 339 billion Won on the top line from 330 billion Won and 39 billion Won in operating profit from 20 billion Won.

The primary reasons for the increase in profits are: (i) better-than-expected sales for the world’s leading MMORPG franchise Lineage, Lineage II, and City of Heroes/Villains, (ii) decrease in major costs such as payroll and advertising, and (iii) the one-time write-off of Auto Assault-related expenses in Q2, which amounted to roughly 11.2 billion Won.

It’s actually odd because as written above the two Lineages are holding well, but they hardly seem doing “better than expected”, so there must be something going on behind the scenes that I cannot find with this superficial glance.

For retrospective it’s also worth going back to the beginning of the year and give a better look at that “performance”:

First report of the year: earnings guidance 353 billion Won, down from 396 – operating profit 50 billion Won, down from 66
Second report : earnings guidance 330 billion Won, down from 353 – operating profit 20 billion Won, down from 50
Third (and last: earning guidance 339 billion Won, up from 330 – operating profit 39 billion Won, up from 20

In 2005 the sales were 338 billion Won and profit much higher, 76 billion Won (-49%).

The drop in the second report was due to not so good results of Guild Wars and the Auto Assault write off.

From the second report:

In North America and Europe, NCsoft will launch multiplayer online games such as Dungeon Runners in Q4, 2006, followed by Exteel and Soccer Fury.

Tabula Rasa will enter a limited closed beta testing stage during the second half of 2006.

A bit behind the schedules. I wonder how far Tabula Rasa is from release. Maybe May 07?

With Nightfall out I’m now waiting for the first reports about Guild Wars spring’s expansion. It will be interesting to see in which direction they will go. The game needs a “shift”, something that can rise some hype.

Objective-based PvP in WoW

There’s a part of WoW’s PvP system that I still haven’t commented but that truly interests me.

Right from Cosmik’s comment:

Now, if you’ll excuse me, I have to get back to joining my team-mates in running past the enemy players in Alterac Valley and totally not killing them just so I can engage in some PvE against the Battleground boss first.

He is obviously sarcastic, but that’s an important theme.

I like goal-based PvP much, much more than “deathmatches” and mindless kills. I hate what DAoC became in the last years. With organized 8vs8 skirmishes and almost zero interest in the keeps and territorial control. I like territorial control. That’s one soul of PvP.

It looks like in this case Blizzard went too far. The objective (and reward) are so appealing that the players have learnt… not to fight.

This is an old discussion, in part already examined.

One of the problem at the core is that the conflict isn’t “real”. So the players learn how the game really works and exploit it. They see past the fiction.

But I don’t want to talk about that. Let’s see the possible solutions.

Well, this is one of the main issues that I tried to solve with my proposed PvP system. The Hotspot idea.

The point is not to find the right balance between the single kill and the objective, the point is to understand better how PvP works. My idea was based around the “convergence”. PvP action needs to converge. An objective should be an excuse to meet in a point and fight for it.

In the Hotspot idea the “points” were still gained mainly by killing other players (and without the stupid diminishing returns), but you gained more points the more you fought close to the Hotspot. The idea was basically to think these objectives as “magnets”. The closer you are the more points you get, so they make the PvP action to converge in that point and have a conflict.

If there’s one Hotspot, then it’s in the interest of both faction to control it. The Hotspot, aside the “magnet” effect on the points, had two functions. The first is to slowly build a bonus, like a multiplier to the points earned by the faction that controls it, so in the interest of the other faction to take the Hotspot back as soon as possible so that the multiplier doesn’t grow. The second was to slowly build up a “bounty” (for every kills scored in the meantime) that would work as another incentive for the other faction to take it back. When the Hotspot is conquered all the players in the area would be rewarded with the points in the bounty pool.

That was a simple solution to have goal-based PvP while still encouraging the players to fight each other, as you would get almost no points by conquering a deserted Hotspot.

The problem was that the system was designed for the world PvP. So how you “fix” the problem in Alterac?

The scenario you *expect* is: meet in the middle and starting to “push” to slowly gain territory till one of the faction is pushed back and the other can score a victory. The original Alterac battles could last many hours in fact and it wasn’t rare than one player logged out before the whole thing was over.

The scenario nowadays is: the two factions rush in opposite directions. Neither of them cares about what the other does. The “defense” is completely discarded and wins who can score a victory faster. Instead of a “collision” you have a parallel competition. Alliance and Horde play at the opposite sides of the map. And a battleground lasts half an hour on average.

Now, the duration of a single match is a design problem, and the “content” in the BG should get tweaked till the results are considered satisfactory. It’s pretty obvious that the right choice should be between the too quick current battles and the first ones that lasted way too much. From my point of view an average of 1/1.5 hours should be the target for the Alterac battleground.

But how to fix the problem at the core (the fact that the two factions don’t really… fight)?

It’s simple. The reason why they don’t fight is because the progression of one is disconnected from the other. I mean, if Alliance wins, the Horde could have been 30 seconds away from scoring a victory itself. The real problem is that disconnection.

Company of Heroes could be an inspiration for a fix. Instead of just graveyards and two different, independent battlefronts you add objectives that must be held so that you can score a victory. In short: you force one battlefront instead of two independent ones (or even: you design a more open-ended battleground when you need to hold multiple spots at the same time to score a victory as in Dawn of War).

Let’s say (A) is the alliance base and (B) is the horde base:

(A) x1 – x2 – x3 – x4 – x5 (B)

As it is now the alliance can fight at x5 while the Horde is fighting at x1. That’s the problem.

The fix: in order for alliance to reach (B), they have to conquer and hold all the “x”, from 1 to 5. Same for the horde in reverse.

This forces the action to “converge” in one point. One battlefront. The territorial control is progressive and linear. And the players would fight each other and try to slowly conquer territory and defend it, instead of avoiding each other.

Revision of the proposed LFG tool

Referred to the previous mock up.

I was thinking about the “Auto LFG Elite quests” option that automatically flags you for all the elite quests in your quest log.

The problem is that this is unlikely a default behaviour, so the option isn’t all that useful. If you are questing in Redridge you’ll unlikely join a group in Loch Modan. Even if it’s for an elite quest that sat there from a long time and that you want to finish (and in this case it’s more reasonable to flag for it manually).

The idea is to replace that option with a different one “Auto LFG Elite quests in current zone”.

This other options would automatically flag you LFG only for those Elite quests in the *current* zone. Also adding your name to the “location” tooltip so that other players can see you without even searching through the LFG matchmaking function.

So if you check both those options in the upper right corner of the panel you would be flagged LFG for the current zone and all the elite quests in the current zone. Which is more likely a “default”, useful behaviour for a majority of the players.

Oh, I was forgetting. Blizzard completely disregarded the PvP on their LFG tool (I did as well, but here I am demonstrating that I didn’t). Sometimes the LFG chat channel was used to organize PvP raids.

The idea is adding, for all levels, two generic static options to the “raid” list on the LFG panel: PvE and PVP. So that the players can flag for one of the two and then use the comment field to give more details (Azuregos raid, Crossroads raid or whatever).

And it would also be a good idea, when in the appropriate level range, to add to the “dungeon” list also the Arenas and Battlegrounds, so that you could flag LFG even for PvP.

Snark about Second Life

Since everyone seems talking about Second Life while I really don’t care, here’s my contribute reporting this quote.

Right from the NYT:

For one thing, most people over 30 have a bit of difficulty grasping the concept of why you’d want a digital version of yourself online. (Fair enough.)

But the bigger issue is what you do with your other self. In the case of Second Life, the virtual world saw its “population” grow to more than one million, but a large number of folks never make it past their first visit. It turns out that navigating a second life can be as complicated as living the first one.

Wake me up when Second Life will actually become profitable (last I heard it wasn’t).

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The origin of Dungeon Runners

On Q23 I unintentionally lured Alan Dunkin to comment on Dungeon Runners.

As everyone noticed (on the forums everyone is handing down invites for a supposedly closed beta but that seems instead quite open) the game looks a lot like WoW. Maybe the best part is that the game doesn’t take itself too seriously and it won’t be marketed to compete directly with the bigger titles. It could actually be a fun diversion and I think I’ll try it when it will be released (no invites to me, thanks. I’m done betatesting games for free).

I’ve already wrote about the true origin of this game, the most interesting part is that everyone thinks it’s a blatant copy of WoW. In fact that was also my very first thought and the reason why I believed that Dungeon Runners was being built by those Blizzard devs who left and decided to join NCSoft (circa April 05).

But there was something that didn’t correspond. I remember that NCSoft opened offices right NEXT to the Blizzard building to make the jump even more appealing. This would be in California, Orange Country. But Dungeon Runners is not built in OC, it is built in Austin, in the NCSoft headquarter along with Tabula Rasa and some other things.

And that’s the point. Even if Dungeon Runners reminds so much WoW, it isn’t built by the Blizzard group that joined NCSoft (and that is still working on something unannounced in the OC offices). And Dungeon Runners also had a very long development that started even before the release of WoW.

I’m aware of all that. I stated “far as I know” as it’s possible that parts of the game were imported from other projects (and other countries) since DR is, in many ways, very much a sum of many parts.

The initial amount of art which is still in use in the game was created long before the release of WoW – from what I remember, a period of time between the release of Lineage and Lineage II/City of Heroes. I can’t speak for the decisions made to keep or alter the art during the years as those people are long gone. I do believe however that the idea is to keep with the themes that we currently have for anything newly generated.

I like every tiny detail I can snag.

Anyway, this is mostly because people are talking about this game and it may be interesting knowing some more about it.

EDIT: From the wikipedia about Joe Madureira:

Joe then went on to work for the video game industry. Starting with the start-up company Tri-Lunar, he created concept art on a game called Dragonkind which was cancelled when Tri-Lunar folded. He then went on to work for NC Soft, on two games, Exarch (which was also cancelled) and Dungeon Runners.

After leaving NCSoft, Madureira founded Vigil Games with several other ex-NC Soft employees. Vigil was acquired by THQ in March 2006.

What the wikipedia doesn’t say is that “Dungeon Runners” is just Exarch with a new name and basically getting scrapped and redone. And Exarch itself was “Trade Wars” scrapped and redone. As I wrote this game has a long and complicated gestation (and it’s written again in that link up there).

I was a fan of Madureira, I really liked his style. One of my favorite comics artists ever (on Uncanny X-men, Battle Chasers was just too damn slow to be readable. Now he is still doing the Ultimates third series? Well, hoping he doesn’t get tired after three issues. And Quesada could have put him somewhere else, the Ultimates of Millar & Hitch was a masterpiece).

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Dark Messiah released today!

This is a game I wanted to write about while the site was “suspended”.

Well today Arakne released the 1.02 patch after a looooooooong wait. At release this game was plagued by terrible technical problems and some design issues, with this patch I think everything should be much, much better.

I think I actually contributed with the fixing of the major memory leak that could bring Nvidia 6800 series cards to slow down considerably on reloads with HDR enabled. At one point I was able to got 1 FPS, with sound going in a loop, till the whole thing crashed miserably.

The memory leak appeared after the tutorial chapter and used to affect FPS sometimes mildly, sometimes to an unplayable level. But it was always there crippling performance in a form or another.

I reported this problem in detail on their forums, they asked me to send them a save game by e-mail where the problem was more visible. I did that, providing detailed instruction to reproduce the issue, and a few days later they posted a command line parameter that completely fixed the leak:

For Steam User: In the “My Games” menu, right click “Dark Messiah of Might & Magic Single Player”, select “Properties”, then “Set Launch Options” and add: +mat_forcemanagedtextureintohardware 0

For DVD User: Right Click the shortcut to the game and add on the target exe line +mat_forcemanagedtextureintohardware 0.
With a default installation you should get:

“C:\Program Files\Ubisoft\Dark Messiah of Might and Magic\mm.exe” +mat_forcemanagedtextureintohardware 0

It proved to fix:
– Crash on Loading
– Crash on Bink
– FPS down to 1 on GeForce 6800 during gameplay
– Increase Loading times a LOT

After that I was able to play the game in high detail with no problems, but I decided to wait the final patch to continue.

Dark Messiah 1.02 patch (changelog)

I’m still downloading this patch, so I don’t know if it actually “delivers”. But I’m confident it does.

If you are a fan of fantasy melee combat or have at least an interest for it YOU HAVE TO play this game. While it isn’t a masterpiece, it still delivers the very best melee combat ever. Before the primate was of Mount & Blade (that also got updated but that I didn’t like at all). That game still excels in larger battles, ranged and mounted combat, but Dark Messiah is FAR superior when it comes to pure melee.

And it also has some great combat with staffs.

Some comments I wrote taken out of a forum thread:


This game has probably the best melee combat ever. Competitors could be Mount & Blade and Oblivion, but there are reasons why they are left behind.

Mount & Blade has still better ranged combat and mounted combat, but the melee isn’t as good compared to DM. What MB does better is the parries, that need to be timed perfectly and are more reactive, but DM has something similar that if you don’t read the manual you don’t notice (if you wait the last moment to parry an attack you force the enemy to recoil, so it’s better than keeping the parry stance on the whole time).

It feels better overall compared to MB not just because of the production value (spectacular animations, fatalities, variety of attacks etc..) but also because the combat is faster and the controls more responsive.

The kick/shield bash mechanics are well done, and it’s something that I was suggesting for Mount & Blade on this forum a year ago (since piling up enemies while you backpedal is simply bad). It really gives space for more interesting combat since you get more mobility and can escape better from corners and groups of enemies.

Another thing that this game does perfectly and that is better than any other game to date is the “feel” of the body. The way the camera moves differently depending on your state, the way the arms move… It’s the first thing you notice just by moving the first step in the tutorial. I thought it would induce motion sickness and become annoying, instead it’s great and it has a very important role to make the combat and action in general feel truly visceral. It shows how they dedicated to it a lot of time and fine-tuning.

Jumping in particular is done perfectly and has a great feel. There’s a part during the game where you chase gollum on rooftops, in other games this could be the worst part as jumping levels are always the most hated and dreaded, instead in this case the sequence is actually really good and has a great feel just because the controls are superbly designed.

What makes DM stand out (interaction with the environment) is also one of its weakness. Fire and damage from moving object is out of scale and feels incredibly cheap. In these cases they just pushed them too much and they can ruin the challenge of the combat.

The AI is easily exploitable. It was never intended to be truly challenging, but in many situations you can climb out of reach and kill everyone with zero risk. There was a part where I was up a ladder and just waited and kept kicking down guards one by one. It was fun, but also stupid. It’s also interesting to notice that they decided to unbalance the game all toward the player, instead of trying to make the fights more “fair”. Fire does almost no damage to you, while it’s an instant kill on monsters. Spikes and physics object deal also zero damage to the character, and enemies never pick up objects to throw at you.

This is a precise design choice, and also the reason why it’s not suitable for multiplayer. Ever if it was technically possible, the combat system was designed to be completely asymmetric.

About the graphic I have mixed feelings. Some of the art is awesome but there are highs and lows, as if not all the game was equally polished and detailed. I hate some too dark rooms, in particular those where you have to fight. I would have appreciated environments with dim lights, but at least more uniform. Models and animations aren’t on part with the level design, but they do their work. I’m still not far into the game, but I would have liked a bit more variety in the encounters, instead of seeing just one type of enemy through a whole level. Mixing monster types together would be definitely more fun than fighting one enemy type changing for each level.

As a rollercoaster it tries to go close to what Valve is doing with HL2, but it just doesn’t have the same kind of polish and attention to the detail. Some sequences are fun, but the constant loading continuously breaks the flow and it gets rather annoying (the sequence on the rooftops I mentioned could have been fun if it didn’t have a loading screen every two jumps).

I’m playing on “hard”. The game is fairly challenging if you avoid the blatant exploits. The combat is well balanced despite its flaws and sometimes I went to replay some parts just for fun.

In fact I almost think that this could have been a better game if you removed the story entirely and transformed it into a pure hack&slash with endless combat. Like a first person version of Diablo.

An “arena mode” like the one in “Sin” could be insanely fun. I mean, if it’s a sandbox on rails, why not add a mode that removes the rails and keeps just the sandbox. It’s something that could hugely increase the replayability instead of having to go through the storyline (and long, constant loading) again.


One thing in particular that I noticed. The jumping has an absolutely GREAT feel. There’s something that makes it feel better compared to every other FPS I played. As I wrote above this is an aspect where Dark Messiah absolutely excels: the feel of a real body. You don’t feel like a floating camera that slides around. You feel the body, you feel the corporeality, physicalness. You feel the arms you see in first person as part of the rest of the body, and not just floating mid-air. And this is all done through a great, precise use of the camera movements. That’s a part of really wonderful game design.

Well, one thing I noticed and that I believe is responsible of the great feel of the jumping is that while in other FPS jumping just moves the camera up and down, but always “parallel” to the terrain, in Dark Messiah the camera also TILTS slightly downwards. Try to do just a simple jump and you’ll notice that as you land, the camera rotates slightly downward, giving the feel of actually landing on your feet. It’s actually hard to explain in words, but in the game it’s much more evident.

Oh, and the game also has a flavor of “twitch” magic system that is incredibly interesting to see in action (no “lock-on” spells).

Today is April 1, and Fallout The MMO will cost $75 Millions

From Cosmik (again). Holy cow!

Actual source.

DUE TO THE SUBJECT MATTER OF A POST NUCLEAR
APOCALYPTIC WORLD RESULTING FROM THE COLD WAR
(1945-1990), ALL CONSUMERS 20 AND OLDER WILL
HAVE SOME TIES TO FALLOUT AND WILL BE INTRIGUED
TO FIND OUT IN THIS VIRTUAL WORLD: “AND WHAT IF THE
NUCLEAR WAR REALLY HAD HAPPENED?”

LOL!

Preproduction Budget $5,000,000.00
——————————————————————————–
Production Budget $40,000,000.00
——————————————————————————–
Launch Budget $30,000,000.00
——————————————————————————–
Production Start January 2007
——————————————————————————–
Launch Date July 2010

Money hats!

Return on investment is expected within the first 3 years

Interplay’s management was involved in the World of Warcraft project at
Vivendi

But WoW was a success IN SPITE of Vivendi. And it’s worth reminding that Vivendi had caused many Blizzard’s key developers to leave and start their own studios. Of today also the news that Red 5 got fundings.

– REACH 1 MILLION SUBSCRIBERS DURING THE FIRST YEAR

– PROFITABLE YEAR 2

– REVENUE OF 160M$ PER YEAR AFTER FIRST

– NET INCOME OF OVER 50M$ PER YEAR STARTING YEAR 3

It is worth reading the whole thing but I had already problems in the past with something similar, you know. So I just quoted those point more relevant.

Some random thoughts:

1- It’s just a silly suspect or this whole thing was put together just by marketers with their heads in the clouds?

2- Bethesda will do Fallout 3, single player. They have repeated a number of times that they don’t have the license for a MMO. So, again, who the hell is working on this? Is there a Shadow Development group that we never heard about till today and that is able to release an AAA mmorpg in the span of exactly three years and seven months? Yeah sure. And Father Christmas is going to hand me a game designer job the 25 of this month.

4- I like how the studies on the market are made by SirBruce :)

5- And the money. From where they’ll got $75 Millions? Didn’t Interplay fail? Fail isn’t = to “no money”. I don’t know business speak, so forgive my naivete.

6- When they list the “few” competitors they forget SOE, Mythic, Funcom, CCP, Turbine. And of course all the new companies that could release by when this Fallout thing is supposed to launch, such as Bioware, GMG, Spacetime Studios, Red 5.

7- Join the “1 Millions subs is easy!” club. T-shirts soon.

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