A moltitude of new mmorpgs are in development. How many will be launched? And how many will actually matter in the market?
Webzen is a company that seems to come out of nowhere. They started with a Diablo 2 clone (MU Online) popular in China and now they are working on multiple big-budgeted mmorpgs. How is this possible I really don’t know. For sure “merit” isn’t the reason why they have so many resources. It’s already a few years that they get huge, loud booths at the E3 but I think they’ll still have to present something in the western market.
They say Webzen is one of the “market leaders” in Korea, but as far as I know they still have to launch one game there. They have open betas, ok. But no games yet. Maybe it’s better to wait before handing out titles?
What I see here is a lot of noise, lot of hype, but really no concrete signs that they can develop an interesting game that could matter in the western market. There’s lots of talk about all the “major” mmorpgs they are planning to launch, like Huxley and SUN, lots of hype, but the impression I get is that it’s all superficial. They are supposed to be a major threat for NCSoft but what I see is a company coming out of nowhere that is just releasing pretty splash screens. They want in the western market but it seems there’s not much behind the pretentious presentation.
Summary: “a barking dog does not bite”.
Huxley: This is supposed to be Webzen’s major title. The one supposed to tansform Webzen’s entrace in the western market in a triumph. Darniaq wrote:
This one appears to have all the makings of a success though. In addition to the massive battles of Planetside, it has pretty high production values, and is more than just about the battles themselves. Featuring ample storyline and game-directed content, Huxley could offer that magic combination of the superior control system of PS but with a more mass-marketable way of retaining players through new content release. The server will support up to 5,000 players concurrently logged in, but they appear to have some effort left to go before their 2007 launch since the game was lagging fairly noticably with just the 30 concurrent players they were hosting at the show.
Beside the fact that Darniaq is biased toward every MMO FPS, there isn’t much else. The first line is quite revealing. Huxley “appears”. Lots of promises, pretentious graphic and the idea of a massive FPS. But it’s all so vague, so superficial. They are selling an idea, they are showing splash screens but I wonder if there is something beside the marketing effort. This title won’t come out till 2007. This year we are going to have two major online FPS with some “massive” ambitions (UT2007 and Quake Wars) and many good and concrete ideas to advance the genre. Will we even remember this title in a year?
I’ve read other short previews but none that gives some concrete informations. It’s a FPS, it’s massive and it will come out even on the xbox360. This last one is the only significant element. The game will have a single-player portion, we’ll see how many players they’ll convince to pay a monthly fee to play an online FPS with “massive” ambitions. This specific market (FPS) looks more corwded than the MMOs one, and it’s also quite vital, with many significant advancements on the gameplay. I don’t see Huxley offering something particular beside some unfulfilled claims.
I don’t expect this title to achieve anything significant. Neither in the western market, nor in Korea. These titles may temporarily destabilize the market as they get hyped and enter open, massive beta tests. But I don’t think they have the numbers to stay.
Btw, it has levels.
SUN: This title is pretty much the same of Huxley. Just applied to the fantasy genre. Big focus on the graphic, high-production values and nothing else. It’s a “show”, a way to see a “game” in the most superficial way. Products made to catch the attention but so vapid that I doubt they can resist in the longer term. Joystiq wrote:
Fantasy MMOs are ten a penny these days, so we asked Webzen representatives what makes SUN different. They are banking on its graphical style to win fans, and also its competitive nature — players enter into ‘competitive hunting’ with others, rather than co-operating as in many other MMOs. The game also features voice chat amongst adventuring parties and guilds.
For a game that’s banking on its graphics so heavily, we expected something a little special — instead, SUN is extremely reminiscent of Guild Wars with similar style characters, environments and even a near-identical skill bar. The character customisation options are similar to FFXI or Lineage. While the voice-chat aspect may make the game stand out, one feature alone does not a successful MMO make.
Darniaq also has some comments but that don’t add much. It’s another title that won’t be released till the next year, all focused on the graphic and highly instanced like Guild Wars. With the difference that GW is a solid game based on solid premises. If it isn’t terribly successful is because of limits enrooted in the model, but it remains a valid game that definitely achieves its goals and with many good ideas behind. SUN, I don’t know. I’ve read it uses a skill chain system that is supposed to make the combat feel more involving but my imression is that it could be just tiring and extremely repetitive. It’s like a Guild Wars without the good ideas. Just fancy graphic and crappy, grindy gameplay slapped in with some Korean-style PvP. It’s interesting to know that this is also being distributed by The9, in China. Along with WoW and Guild Wars.
Webzen has also other titles in development like “Project Wiki”, but not even planned to arrive on our market. I don’t know how Webzen managed to convince everyone that they are BIG, nor I know from where they are getting the money and resources to pump all this hype, but the games look rather weak and I don’t think we will remember these titles for long.
Age of Conan: Here I’m biased and know very little about the game. For me Funcom is like Turbine. I have little consideration of both, and both fall in the category: “bit more than they could chew”. Funcom should have a bunch of different games in development and, as for Turbine, I wonder from where they are getting the founding. It’s not like their games are extremely successful.
The game is supposed to have a first part that is single-player only and that should be available “for free”, then another multiplayer part that requires instead a monthly fee. The world is instanced and I heard you can build cities. These two features don’t fit together, though. The combat is supposed to be simil real-time. From Darniaq:
They mapped the Num-key pad to perform sword swings at specific angles. For example, the 7 key would swing a sword from upper left to lower right while the 6 key would swing laterally from right to left. Fighting is very direct. Beheadings and lifting-enemies-by-their-neck-to-gut-them. PG-13 type stuff here.
I wonder: do I need three hands to play this game? Because if one is on WASD and the other on the mouse then I need a third for the keypad. Some ideas about this game are interesting but I don’t think the overall scheme is appropriate, nor I have faith in Turbine, erm.. Funcom.
Just not a game and setting that interest me.
Aion: This is one of the titles developed by NCSoft in Korea. With THREE Lineage titles I really wonder why they need another fantasy title with fancy graphic. They have in-game physics and world-changing events. I don’t know why this title exists, you can go find previews but I doubt you’ll find something that is even barely interesting. Just another trash fantasy game to add to the pile.
Exteel: This is the game that with Dungeon Runners will be available “for free” and then through RMTs. While for DR it seems that you’ll buy content, in Exteel is all about loot. It isn’t even a mmorpg. From F13:
Exteel isn’t an MMOG. It’s an third person shooter. There are missions in which up to 16 players (8 per side) fight on a map. There’s nothing around that. At all. You pick a battle map, it gets filled, you go. There are rankings and whatnot, but no linking world. It’s like EA’s Battlefield 2 servers.
Controls are twitch-based. The people there were hammering the mice and keyboards.
RMT. Lots of it. More mech types, better weapons, and so on. And here’s the rub; the guy who spend $500 on uber equipment? He can be thrown into the same maps as a bunch of people who’ve spent nothing. There will be private maps (they were vague on the details), but the default is the random matchup. Anyone with disposable income gets a better chance to win.
Environments are completely non-reactive. That bus you keep tripping over is melded to the landscape. Your two-story mech can’t punt it, and you can’t blow it up. It’s just there, and you have to go around or over it.
The only bright spot is that there is some detail to the combat. Like an FPS, fire can be blocked by intervening objects. Many of the mecha have shields, which can be angled forward or to fore-port / fore-starboard. If your shield isn’t facing the right way, it won’t help you.
Really, what it reminds me of is the single player Gundam games, like Gundam vs. Zeta Gundam. I could deal with that, but combined with the “buy your way to victory” subscription model, it really leaves a sour taste in my mouth.
While the business model isn’t exactly defined for our market, the way the game is built doesn’t leave many options, imho. Is this even supporting PvE?
Middle Earth Online: Meh, Turbine. I’m commenting this just because it seems it didn’t get much attention at the E3. I haven’t read anything about this title.
Pirates of the Caribbean: No particular hopes to care about this title, but what Joystiq says is more then enough to forget about it:
Disney’s upcoming MMO Pirates of the Caribbean Online is aimed at the teen and casual market, enticing fans of the films to try a new genre. As such, it’s a very stylised representation of a pirate world, with fast-paced action that’s easy to jump into for a few minutes.
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It looks like a good introduction to the MMO world, but veterans may find the game shallow and unfulfilling on the endgame front.
The movie was good because it didn’t look like a Disney movie. It seems that the game doesn’t go down the same path.
Tabula Rasa: Yes, I put this game in the sack as well. At least for now. It went through too many radical revisions to deserve hype. I’ll see if it’s decent when I can play it (but then I won’t because of the voice chat support), whatever I’ll hear about it is not relevant. If Garriott didn’t have nearly infinite resources available this game would have been a huge failure. But Garriott can have much more than “second chances” and it’s too easy to build decent games with those premises. Not everyone has the same luxury.
This moved from a fancy fantasy game with crazy ambitions to some sort of sci-fi FPS with RPG elements. With this E3 it became “SWG NGE done right”. Since it mixes two opposite kinds of gameplay I was interested to know more about the mechanics and the controls but the majority of the previews I’ve read don’t explain much.
The game seems to be all about the fancy graphic and the combat. The progress through the game seems to happen through scripted missions. Darniaq says that with “Q” you cycle weapons and with “E” you switch styles. There are still to-hit rolls like in a RPG, but you need to keep the target under your targeting reticle if you want to hit. From the sounds of it, it is really, really close to the last reiteration of SWG. This is why it would be really interesting to directly compare the two and figure out why one works and is fun (or so it seems) while the other sucks. Here I can only read the impressions of others and I cannot find elements that would justify a so different reaction.
Another point of interest is the cloning system that is probably the only element retained from the orginal Tabula Rasa design. The characters can be cloned, so you can “respec” to different classes without creating new characters and going again through the early content. You can basically branch your characters to explore different classes without losing the progress through the game. But this makes me really wonder. Why not simply move to a skill-based system where you can freely switch classes on the same character? The basic idea is just about allowing the players to access all the different types of gameplay offered and avoid repetition. There’s really no need to invent a fancy cloning system to achieve that goal.
Even this game is based on instances, so I wonder what you’ll do when you moved through all the levels. It sounds like it has no depth beside the twitchy combat and since they wanted to completely avoid the repetition I wonder with what they plan to replace it.
This is another game with voice chat support and that should be out before the end of this year, even if it could be delayed again. After all the resources they’ve wasted on it I think the game will have some value. But I wouldn’t bet too much on it.
Vanguard: Heh, Vanguard. After the passage to SOE and the last rumors I don’t care much anymore about this title, nor I think it will work. I’ve seen a bunch of screenshots and they are all range from barely acceptable to poor. It’s fun because when you complain about the graphic then the reply is that it’s the gameplay to matter. But then Vanguard brags about fancy technology and it seems noone is able to make the game run with playable framerates in beta. Excuse me but if the engine is so heavy then the graphic MUST be absolutely great, because it’s unacceptable to have a game that runs like crap and then even looks like an amateurish tech demo.
Hello world design. That looks more like a randomly generated terrain. I hope that no player character is supposed to walk there because it looks like the moon. With some ugly stains of green.
The screenshots I’ve seen all show large expanses of nothing with a few trees randomly distributed and a dull terrain texture with improbable colors. How it’s possible that the engine has problems moving that? It’s *empty*. It cannot be worst that EQ2’s engine, can it? They use Unreal 2’s engine, come on, it’s not possible that they crippled it down to the point it doesn’t run anymore. The impression I have is that the game will have these big continents with the actual content necessarily diluted. I know that Brad doesn’t want to use instancing technology so that different groups can meet and avoid to fragment the community, but then I wonder, has Vanguard the technology to support 6-7.000 players on the same server? Because without fast travel methods the risk is that you’ll never meet another player on a so large landmass.
Some previews I’ve read are silly:
Armor is also equally flexible — literally. A Sigil artist can create one set of armor that automatically molds itself to any body type. No more having to make human versions, elf versions, dwarf versions, gnome versions, et cetera.
Wow, serious stuff. The problem is that in Vanguard the races all share the same body model. What changes is the head and the skin color while the body model is exactly the same. Resized or stretched, but the same. Basically here they are selling a huge limitation as a “feature”. SWG’s races looked like crap because they all used the exact same animations, in this case not only the animations will be cloned for all the races, but even the bodies.
Tell me, then. Why have different races in the first place? To plug in the body different kinds of heads? It will be interesting to see that a dwarf is just a rescaled human.
Both Lum and Darniaq have mostly positive comments, though:
Lum: they’ve come a long way from the rough clients they’ve shown at previous E3s and save a few rough spots (mostly involving combat animations) it looks perilously close to coming out.
Darniaq: The graphics are ok. They feel like someone started with the EQ2 world and threw some vibrant colors at it. Animations were ok. Servicable, but nothing to write home about.
Believe who you want. I’m definitely not persuaded.
On the gameplay Lum and Darniaq also agree:
Lum: The devs who showed it off clearly were all experienced EQ-style MMO players and showed off various subtle game systems and UI improvements that would only make sense if you were staring at a combat screen forever, such as pre-built combat macros for common tasks, inherent friendly- and enemy- target differentation and the like.
Darniaq: # All enemies that are currently targeting you are listed on the upper right.
# Players can have both Offensive and Defensive targets. The former would be enemies you attack, the latter people supported, with things like heals and buffs.
The idea is of a game deeply enrooted in precise and convoluted gameplay mode. Following the trend that cuts out completely the immersion from the game. Aggro lists and different targets are solutions to the current paradigms. They aren’t new points of view on a “fantasy genre”. Instead they are elaborations of a specific gameplay model that now is completely independent from the original fantasy influences. The game doesn’t even try anymore to make the player “identificate” with something. Which is exactly what Lum wrote. It’s a game that targets to veteran, knowing mmorpg players already used to a specific gameplay scheme that here is pushed to the extreme.
It’s the opposite of the trends with sport games, FPS and what Nintendo is trying to do with the Wiimote. In these cases the effort is to move closer to an original “feel”. To simulate through a game the “real” experience. Make it as immersive and intuitive as possible (the faked dragon). Instead Vanguard represents a “mature” genre that is now completely independent from those influences that aren’t its own.
Extremely specialized in its abstractions.
Despite this, my overall opinion about Vanguard hasn’t changed. It’s not the hardcore target that worries me, but the execution. With a poor execution it will be extremely hard to make the players digest an hardcore game. It worked with EQ because it was the first explorable world in 3D. “Hardcore” is something you become if the incentive (“the push”) is strong enough. In the case of Vanguard the players have now choices, so it will be harder to impose gameplay choices on them. It’s now harder to influence them.
It will be interesting to see how things will go. After all I had NEVER expected EQ2 to come out of its horrible premises to become a game worth playing.
I’ll conclude with a note from Nicodemus:
All the wrong people are getting the right money to make the wrong MMOs.