Codemaster, that’s the way out the door

If Codemaster were (or going to be) relevant to the mmorpg space, I would write about this (Lum did), but they don’t.

Codemasters Online Gaming today announces ‘PlayPLUS’, a revolutionary subscription system for the hugely anticipated MMORPG ArchLord™. The PlayPLUS system will enable players to purchase packages that include both game time and in-game bonus credits. Credits will be redeemable against in-game items and benefits, such as experience bonuses, teleportation spells, health boosts and many other desirable enhancements.

Enjoy your way out of this industry. Noone is going to miss you.

I would also laugh so heartily if they could manage to convince Turbine to use that system on the soon to be failure MEO.

Shame on you, Sunsword.

If I’m wrong, do this

Folks,

I really like how I’m all ballistic against Mythic these days. I seriously don’t know why, actually I’m quite enjoying writing this and I do it with no anger :)

I was reading some comments on the Vault about Mythic and DAoC’s unannounced expansion and started to think about “half-truths”.

So they really have *no shame* to announce that they are hiring and that it’s the reason of the delay on the announces about the expansion, and everyone swallows that and sees it as a so positive thing. Of course Sanya pays attention to not reveal how many devs left in the meantime to justify the income of new devs. So: half-truths. Or better: half-lies to make appear everything positive.

Growth or inadequate compensation? You can imagine what I’m thinking ;)

What about facing the truth and demonstrating that all my suspects and bad mouthing are wrong?

Mythic, do this: gather an headcount, staggered from the beta of DAoC till today, every six months. Leaving out everyone who doesn’t work directly in the game, so including only designers, artists, programmers, coordinators. Everyone who touched directly the game, leaving out CS, QA, marketing and everything that isn’t directly related to build the game for what it is. Then put those numbers on a graph and publish it.

If I’m wrong and the graph still shows a positive curve, Mythic will have a quite effective marketing tool to demonstrate that the support to DAoC has always remained strong and that they still believe in the game as they claim.

If I’m right we’ll never see that graph.

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The expansion that cannot be announced

Folks,

DAoC was supposed to announce the features in its fall expansion a few months ago. For the previous expansions the press releases arrived around March/April, if I remember correctly. This time the first delay arrived with the E3 because Mythic wanted to hype Warhammer instead of letting it compete for the attention with DAoC. Like if it could have been a risk. My suspect is that they just didn’t want to be easily identified with the title of “DAoC makers” and instead appear, at least to those who aren’t knee deep in the mmorpg industry, as the new kids on the block.

(After all Mythic is only interested in those who never heard of it, or those who played DAoC so long ago that they don’t remember anymore why they left and just have sweet memories of it. The current players who learnt who the real and recent Mythic really is? Those are not important. Firstly because if they swallowed DAoC so long, they are probably going to buy Warhammer even after all the bitching, secondly because relating to them would be actually have to face the *merit* of what was being done. And not just the fluffy, sweet memories or the hype for the future. Those are players that will be harder to seduce and that are a potential danger to the image of the company. Those have memories.)

Then they said that the announce would arrive in June, then the sellout to EA was announced, then it was July and every other week of July:

First, please, let me say that I too am a little frustrated. Every time I ask, the answer is a very confident-sounding “Within the week! Don’t fret!” About three weeks ago, I started making little mewling noises, and pointing out that maybe saying that Every. Single. Week was starting to sound, you know, stupid.

Now it’s August but it still seems that this expansion is so secret and special that it still cannot be announced.

I’m hearing the announcement will be next week, but I no longer expect you to read that with a straight face, and that’s cool, I understand.

In the meantime lots of details leaked anyway. In an interview they said there was going to be a new race (minotaur) shared by all the three realms, and a new class (mauler). Then there were even rumors about a deal with Vivox (same as those working with Eve-Online) to offer voice chat support and use DAoC as a test bed for Warhammer, who is also supposed to have voice chat.

When people made you wait for something for so long, then expectations rise. I mean, there must be a reason why the features in an expansion are so precious that they cannot be disclosed with the players of the game’s community for MONTHS. It’s not like people really care about DAoC, it’s not like there will be earth shattering innovations. In fact it’s Sanya herself to anticipate the cold shower:

I CAN tell you that you shouldn’t be getting all psyched about the announcement, which is really aimed at people who don’t read the Herald.

Like if people who don’t read the Herald give a shit about DAoC’s next expansion.

Players shouldn’t be getting psyched because most of the features are already known? Maybe people shouldn’t be getting psyched just because this expansion has really nothing to say.

On the Vault I was already commenting:

I suspect that the delay is due to an agreement that needs to be finalized.

My suspect is that they are going to offer voice chat in the expansion as a test bed for Warhammer, waiting to receive confirmation from Vivox and finalize the details so that they can make the proper announce.

There will be hardly something else in the expansion beside that, the new class and race, and some redundant PvE stuff to keep the content team busy.

Oh, and probably that supid idea of instanced PvP.

Hmm. Instanced PvP (what a terrible idea for DAoC), Minotaur… Labyrinth.

The guess about the voice chat is just my very own speculation, so it’s quite possible that there’s no truth about it (beside that Vivox really contacted Mythic). Sanya gave also more hints, since the press release about the expansion is going to be deluding anyway:

we flashed up small sections of larger concept art – weird mechanical things. At another event, we put up a big piece of concept art, this one a kind of bloody, skinned thing with horns. This concept art is pretty effectively foreshadowing what we’re going to put in the press release.

Again, I’m sorry about the lack of expansion information to date. It is totally killing me, because I’ve SEEN what they’re building!

Ohh, I’m so THRILLED! Uhm… No, I’m not.

DAoC was driven to the ground a while ago and this expansion is another useless, superfluous stretch. I guess that the concept art she refers is about the PvE portion of the game. DAoC has shown in the past GREAT art and locations, always destroyed in potential by very bad game design and execution. That concept art doesn’t do anything for me, but that DAoC’s next expansion still has pretty art isn’t really a feature that could impress. It was the same for previous expansions, and it didn’t really help.

Again what I wonder is where the game designers are gone, what’s the vision for the game? Is there anyone at home beside polls and devs who are waiting to be promoted to Warhammer?

It seems not, and for a very valid reason:

“We need to coordinate this with EA.” Most recently, the delay was over something really good for us all, in the long term – we are staffing up the Camelot team by TEN more positions. That’s awesome news for the expansion pack we’ve been building for months, but it did mean we should hold off on the expansion announcement, since adding back some previously-cut features was viable.

Only Sanya could sell this as a good thing. As I wrote in many occasions, a high churn rate in the dev team is only a recipe for failure. Good games only come out of consolidated dev teams who learnt how to work together and developed competence, experience and synergy. Not from a bunch of guys thrown together at random just because the company is in the middle of a big shift. And I really wonder what the fuck there is to coordinate about a press release whose features were all announced and about which noone gives a darn thing.

What is sure is that noone cares about what Mythic is doing on DAoC beside those players still subscribed. What is even more sure is that the feature list on this expansion appeals noone if not, again, those same players (and the instanced PvP may well be a death kiss even to the little worth that was left in the PvP, as Catacombs task dungeons were the death kiss to the game’s PvE side). DAoC was driven to the ground, the original team gone and I strongly doubt that all those fresh guys coming from QA and CS will be able to refill the company of its leaked value and ambition.

Maybe it will happen and they will even do a better work. Excuse me if I’m skeptical. In fact I believe they are just being used as disposable fuel. To burn and leave by the road when this deal with EA will start to show its rotten fruits.

Why the secrecy? Why the delay? This really is bad form on Mythic’s end. They have NOTHING to lose if they were to tell us all their plans for the expansion right now. Really, what negative could come from just letting the people who are funding the expansion in on what it might possibly contain?

You really want to know? Because they have nothing to show. And because they know it.

So, think whatever you want. But there just isn’t another one on the internet who can write so much about a useless expansion that isn’t still even announced.

I want a cookie.

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Mark Jacobs does PR

I will say this about EA, they are saying the right things in public and on-record and I can see some of the things that they are trying to do/change. No company nor individual is perfect so there will be bumps in the road, that is the nature of things. Mythic, EA Mythic or just EA will not have a 100% track record, never has, never will. All I can say is that I’m in the middle of this, right up to my ears and so far, so good.

Now tell me if that’s not just inflated rhetoric.

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Vanguard needs a talented animator (and SOE in general)

Then a character modeler and a texture artist.

There’s finally out there a short video that shows some of the game. With some new screenshots here.

At a first glance it even looks quite good (there’s also a new fancy SOE logo at the beginning), but if you observe it with some attention the flaws start to show.

To begin with (and even somewhat acknowledged) the animations are *terrible*. Pretty much everything that moves looks awful. In particular the horses and the dragon.

And this is why I say the game needs a skilled animator. In the requirements put “must have NO experience with mmorpgs” and maybe you’ll be able to hire someone who knows what he’s doing.

Good animations are essential to have good controls on the character, show clearly what is happening (feedback), immersion and, in particular, to make the monsters feel more different and alive.

Take for example that giant that is shown for a couple of seconds. Why his mace doesn’t hit the ground? Why it doesn’t rise a cloud of dust, throwing away the players nearby? Why he draws back the weapon so quickly as if he was scared to actually hurt someone? Good animations should have a good flow. Swinging a weapon shouldn’t look like hammering a nail. There should be some dynamism, some weight. You don’t just move the arm to hit and then play the same animation backwards to move the arm back into its original position. A giant is supposed to be slow and heavy. Only a few attacks but meaningful ones. So it would make sense to have complete animations that take their time. Designing attacks and combat should be already imagining the way the monster moves and reacts.

Things look even worse when you go with a more realistic look and then have those kind of animations that are also cloned on all the characters. It completely disrupts the game. It feels too generic, amateurish and without personality.

The most improved thing seems to be the lighting system. On the grass it still looks odd like if it was photoshopped on the screenshots in a second moment, with colors too flourescent compared to the rest, but overall it should be decent. It helps to make the scenes feel more consistent and the characters less estranged from them.

I still continue to have mixed feeling when I look at those screenshots. I always have the impression of an amateurish game like those mmorpg studios that come out from time to time. Vanguard is one of those games to claim “cutting edge” technology but it still looks quite bad. I also wonder about the performance of the engine with that level of detail because if it looks like that, at least it has to move well. And not looking bad AND also having a terrible performance.

This is also another game who uses LOD heavily. Already in the video you can see objects popping up at a relatively close distance. At least let’s hope that the buildings will be persistent on screen, instead of watching just hills and trees.

Again, I’m more worried about the technical execution and production value in this game, than the design. It just looks very amateurish, generic and approximate. Brad is still aiming at about 400k subs, even hoping for more after WoW seemed to open the market for everyone. What if the “core” players are instead around 60-80k? That’s my prevision for the game at this time.

It would be a problem because it would cripple Brad’s plans with the future development and they’d have to decide if it’s enough to continue to support it, or just give up and getting reabsorbed into SOE, as in that scenario.

The point is that if Vanguard wants to seduce some of WoW’s players, it will HAVE to pass through EQ2. This is why I’m so unconvinced about the decision to publish the game with SOE. The truth is that Vanguard is EQ2’s most direct and serious competitor. They share the exact same market, and there are even some ironical analogies. Like the characters models and animations that suck in both games. And both look passable only on higher-end hardware because of “cutting edge” technology that looks bad and that has horrible performance.

From Smed’s blog:

One of the things I like best about SOE’s overall development direction is that we’re creating a wide variety of new games. We have four diverse MMO titles in internal development, not counting the five MMOs we currently have live, or our partnership with Sigil for Vanguard.

Each of these new games is aimed at a very different market and all of them are in different genres. From our perspective, it’s time to shake things up a bit in the online gaming space.

In the case of Vanguard what he says just doesn’t make sense because it will directly overlap with EQ2, and realistically only one of the two will survive (while I guess that the developer they acquired was from that show in China).

Right now EQ2 looks much more solid and I think it has the number to succeed over Vanguard even despite all its flaws. There’s also a video about EQ2’s next expansion. Blackguard says it’s alpha footage, still in too early development to be intended to be shown (and where we discover that a “Fae” is just an elf with wings).

Imho it looks terrible. And when I say terrible I mean much worse than what is in the game right now. So I just hope it’s just the video. The animations are worse than ever, the ground textures the usual, generic stereogram. Also quite blocky and unnatural in the way the terrain is shaped. EQ2 also needs a better, more natural-looking terrain editor. Add to the list.

I was also thinking while observing again God of War animations that the cloth he has on the hips moves wonderfully. EQ2 uses a laggy, ugly cloth animation system and I wonder again why you cannot just simulate the cloth animation, record it to the actual animations, and then have it directly in the game exactly as in GoW, without any fancy (and laggy) system.

The combat between the Fae and the rock thing has the sound completely desynched from the animations. The second combat between the two guys and the mechanical helicopter instead looks like a Power Ranger episode. Ugh.

So, really, Vanguard and EQ2 rival for who has the most ugly, jerky and confused animations. I cannot believe that with all the resouces SOE has, they still cannot find a first class animator and some good character modelers.

Btw, what happened to the Station Pass overhaul that was announced in a press release during this last E3?

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Mark Jacobs still in PR spree, funny as ever

Folks,

I laughed when I saw Lum’s remark.

Then I also went to read some of that “more of the same” that Mark is continuously rehashing EVERYWHERE. With more hadjobs to EA. With more silliness this time. It looks like that after all the money thrown in the eyes now not even Warhammer is enough for Mark’s ego. Now he wants more. And then MORE:

We have to create our own original IP, it is more than just words.

In terms of new IP, I can tell you that part of what drives me has also been to create new IP and not just do licensed games.

Now, for the first time in 20+ years in the industry (I’ve never worked for a game company other than one I owned), I’m part of a company that actually has the resources to bring some of my ideas to fruition and the corporate mandate to do just that.

Yeah, for a game company that cannot even support decently one game, let’s do DAoC, Warhammer, Imperator, Ultima Online 2 and even some brand new IPs. Let’s do five, six, seven… ten new mmorpgs.

Who cares after all? It’s EA now who is going to toss its money in the toilet.

With that claim he sounded exactly like that other idiot at Netdevil. They are also going to work on new games after that beautiful failure that was Auto Assault. After all what matters is wasting other people’s money without feeling responsible for it.

In terms of ToA, I promise. We learned our lesson from that as we did from Imperator. That was one of the things that made us more interesting to EA, the fact that we have learned from our mistakes and tried to correct them.

Ahh, the usual pure, empty rhetoric. How can people even take him seriously? Please notice how he obviously avoids to explain which lessons they’ve learnt. Because that would mean actually saying something in those paragraphs of texts he fills. But they have learnt those lessons. Mythic has, EA has. They are all cool and great, and you have to have faith in them. Why? Because he says so, obviously. Because EA is totally cool and you have to believe that. He’s seen so much money in the last few months, so many things that are now possible. He is completely ravenous. He’s gone completely insane.

Imho, ToA was DAoC’s best expansion. It was hugely successful and it brought many players to the game for the four months that followed its released. Then people started to figure out the huge design mistakes, and the whole thing spectacularly backfired. It was without a doubt one of their greatest efforts. To then be driven to the ground by shitty game design.

They learnt their lessons? Sure. Look at the other two expansions. I know I’m in a minority saying this, but Catacombs damaged the game far more than ToA ever did, despite, again, it could have been a great expansion if it wasn’t crippled again by bad game design. And the last one, Darkness Rising, was just so extremely lightweight to not have improved the game in the slightest. Some very good work from the artists, usually bad and pointless PvE, what else?

They just decided to not try anything at all. Doing the bare minimum. Avoid completely the game design. At least they wouldn’t even risk to damage the game even more. That’s what happened recently. They haven’t learnt anything as Mark claims. They haven’t improved. They just avoid mistakes since they aren’t doing anything at all if not when they are sure of an unanimous consensus.

Hell, now they don’t do anything without a preemptive poll. To listen the community? No, only because that way thay cannot be blamed for shitty decisions when who’s accountable is just a retarded poll. Competent game designers who have a plan for the game? Who are they? They come from QA and customer support, after all.

The game is barren and inhospitable for new players?

I have a love/hate relationship with DAoC as well. As far as newbies, when we opened the classic servers we had plenty of newbies in the starting areas but we’ll look into it again and see what we can do.

But the problem isn’t that there aren’t players. The problem is about design. It’s about the way the zones in Catacombs were planned, spreading the players thin and leaving those without the expansion basically alone and without being able to play the game properly. The problem is the task dungeons that killed in one step all the little worth there was in DAoC’s PvE.

Back in the day of Waterthread I remember distinctly how much I ranted about the /level 20 addition. I remember how I had EVERYONE against me. Lum included with who I picked a fight. Because at that time everyone thought that it was the BEST IDEA EVAR. BRILLIANT! REVOLUTIONARY! While I was saying that it was just an “opt out”. A way to dodge the problem and avoid to really address it for what it is.

Same retarded philosophy of the “free levels” and task dungeons. Instead of putting some value in the game, they remove it. Handing out free levels or even a stack of 20 levels all at once is just a way to acknowledge that the game is empty. And that they don’t have *any intention* of filling that void.

But now they learnt their lessons:

We feel like /level was not the best move we ever made. It had a brief, quick, positive impact on the game, but in the long run, it emptied out the newbie zones, making them less than inviting for the true newbies that continue to buy and try out the game. Removing it entirely might be the best thing for the overall health of Camelot. At the same time, we’re loathe to take something (that you’re used to considering as a reward) out of the game. So, we are presently at a bit of an impasse, philosophically. That’s the whole truth in a nutshell.

Yeah, they learnt the lesson. Now go buy their next game.

Mark is full with pointless rhetoric. You can never read anything he says that is even vaguely thought provoking or interesting. It’s true that he doesn’t usually say anything completely off, either, but people care about what he says simply because he is who he is, and not because what he has to say has an actual value. Common sense? Maybe. Insight? I haven’t seen traces of it.

Would I like to be number one? Absolutely. I’d be a liar if I said otherwise. Have I promised EA that we’d be number one? Was that even part of the deal? No. I’ll let you in on something. Not only did I never say we were not going to be number one, I gave them numbers that were so low, and I said you’re going to have to want to partner with us because you like what we’re doing, you like what we already have, and you like these numbers – because I’m not going to tell you that we’re going to get 10 million subscribers. Because if I’d sat here and really believed that we were going to get 10 million subscribers I would have taken my asking price, and multiplied it by 10. So we gave them numbers that were realistic.

So if you have the balls then tell what is that goddamn number. So that we have something tangible to judge instead of just endless, pointless rethoric.

If he was going to get 10 millions subs he would have asked 10 times more money? So can I guess that he promised EA around 1 million subscribers with Warhammer? HA! We’ll see.

Oh, I also wonder when Grimwell became a den of cocksuckers.

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Why Eve-Online has more than 100.000 subs (Mythic angst flavor)

I’ve received today the third issue of E-ON (the fourth is already out, but I’m always one behind) and there’s an interview with CCP’s CEO, Hilmar Petursson:

E-ON: Do you think it’s risky that CCP has all its eggs in one basket? Shouldn’t you be working on EVE 2, or some generic fantasy MMO by now? Isn’t it slightly insane, the resources you pour back into Eve?

Hilmar: I would say it makes perfect sense. I would actually use the word ‘insane’ to describe someone that didn’t stick with their product through tough times, who failed to do everything humanly possible to make it reach the success it deserves (I am using the phrase ‘humanly possible’ loosely here, btw).

I feel that question so fucking irritating (and maybe made with that purpose). Even more so because that kind of mindset is so widespread between both industry people and players.

It’s not ‘insane’. It’s completely RETARDED. How could you consider those questions legitimate?

The reason why Eve can count on more than 100k (currently surclassing DAoC by a fair amount, confirmed even by the total number of concurrent players online) instead of 20k is BECAUSE they poured back into it so many resources. If they didn’t, Eve would have joined the already quite big pool of failed projects, or at least never moved from those 20k it had. Zero-growth.

Why it would be reasonable to demolish all that Eve has built along the years to make a prettier sequel? Why it would make sense to always go back to zero?

You could say that Eve is successful just because it was lucky that noone else tried to revindicate that niche of the market. But let’s even assume that SOE or someone else with big money decided to go after Eve and “own” it. You would really think that it would be easy to develop a similar game with that huge scope from zero, spend three or more years into it and then expect to outclass what Eve is right now, plus all that CCP would be able to achieve in the case they really sustain this kind of aggressive development for those three years?

Not doing that would be like applying the mudflation to the real market. You build value (Eve 2) by devaluing what you have (Eve 1). It wouldn’t make sense, instead, to consolidate the value you have already and that you know is solid?

Or maybe people think that gambling is serious business?

I cannot believe how marketers and industry people can say that it’s more risky to try to increase the value you have instead of selling it off. The best way to secure the market would be about developing a core game that is valid and profitable. Then you work from there, reinvesting all you earn from it so that you can move out of reach of your competitors. That’s how you can distantiate them, that’s how you gain a definite advantage and are able to feel a little more safe.

And when you are able to reach a reasonable safety, you don’t stop there. Instead you use that advantage and your experience to continue to anticipate what others will be able to do. And you lead, and you increase your capital and value ON TOP of what you have. Not by devaluing what you have.

Instead if you keep abandoning projects to try new ones, then you are just going to be blown away by the first wind, because instead of consolidating what you had, you just dispersed it. All the little value you had, and all the value you could have produced. And you’ll finish with NOTHING in your hands because you threw everything away like that.

Take the example of Mythic. With DAoC they achieved a relevant position in the market. For a while they kept consolidating that value and the company grew and bacame more solid. Then they moved their resources on that bad idea that was Imperator, and then Warhammer. The result is that now the only valuable product that Mythic has is still just a betrayed DAoC that is quickly sinking into oblivion and all that relative safeness that Mythic had secured as a company, completely gone. To the point that their only possibility left was to sell out:

I saw that our games had to change. We were already changing Camelot, but not enough. Not fast enough.

At the time, Mythic was independent. And so if we failed with Imperator, there wouldn’t be anyone to bail us out.

With all the money and resources wasted on Imperator, with DAoC sinking like a plumb, of course going with Warhammer from scratch was risky. It wasn’t just another attempt between many to grow the company from there and secure more value. It was “or it goes, or it’s over”. Because they drove themselves into a corner. Because they burnt all that relative safety, as a company, that they achieved.

It’s too easy to fill your mouth with money then. It’s too easy and it won’t be for long.

The truth is that Mythic, despite the great start, despite the surprising and impressive growth, is now smaller than CCP. Losing to that sci-fi game without avatars that obviously couldn’t be as successful.

With one game only that when, rarely, people talk about, talk about in past tense.


And Matt Firor isn’t different:

Really, to be successful, a MMO title must be perceived as successful when it launches. If it is not seen as a major contender, and have buzz and excitement among its community the day before it opens, it will almost certainly fail. It’s a situation unique to MMOs in the gaming industry.

Yeah, tell that to CCP and Eve. Tell that even to Scott Hartsman and EQ2, which started as an announced spectacular failure and instead was surprisingly able to become at least a decent game and secure a moderate success, even if still deluding for its initial expectations.

In fact it’s true. It’s a situation unique to MMOs. Only one of these games is able to have a disastrous launch and still manage to fix its problem, improve with the time and become one great game one day. Only MMOs can evolve, only MMOs have second chances.

On single-player games it doesn’t happen. If they launch and they suck you can patch them later all you want. But they’ll never sell.

The launch for a MMO is important only for one simple reason: because after years of pointless hype, lies and false hopes, the players can finally see the game for what it is, and not for how it was presented.

The king is naked.

What Raph is working on

From his blog (also here):

I am not ready to talk about what I am working on with the startup studio, and probably won’t be ready to talk about for many months to come. It will be online, I can tell you that much.

From Grimwell:

As you might guess, I am not pursuing a CD nor a sub fee for what I do next.

CD stands for CD. The disk.

I guess it means something online and as a small download, if it needs one.

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Game development emancipating from technology development

While I was finishing those comments about God of War I felt like there was a lot more to write about that particular aspect of console games Vs mmorpgs (and PC games in general).

For example I cannot swallow how there are continuous attempt at “ruling out” the technology development from game design. Like if game design and technology could be decoupled and treated as independent.

That’s just terrible and it happening all over right now. Like in the recent news about SOE licensing the Unreal engine. I don’t think it’s a good move. At all. I’d imagine that at least Sony could have more than enough resources to develop its proprietary technology and make it at least good enough to be first class.

In all these years you would expect that SOE AT LEAST took the time to develop some great tools. And what happens instead? That not only their games deluded expecations, but that they were also unabled to develop a “capital” at least from the point of view of the technology and now are buying that tecnology from someone else.

I don’t like this trend who wants the technology trivialized and pushed out of the actual development. You can acquire middleware instead of developing it in-house, but it’s also true that it will represent a HUGE limit about what you can do. I believe that game design cannot be detached from that level. I’m quite sure that in God of War the majority of the development and design focus was about getting the technology right. And then fine-tuning it. That’s how you make a great game that will be remembered for years. I believe that’s what kept David Jaffe occupied for the majority of the time: working with the team to explain what he wanted and then push the technology to achieve those goals.

I mean, one things is saying “we have this technology, what we can do with it?”, another is saying “okay, we start from here, what technology we need to develop to achieve these results?” In general the games falling in the first group tend to not leave a strong sign.

Imho good programmers are more important than designers or even artists or animators. Like an obligatory premise for those other roles to exist. And in fact those games who tend to slide into oblivion are those where the programmers are moved away and there’s only a “content team” left who can just add more of the same. Like if we can forget that what a content team can do is confined by the tools they have. And the quality, variety and scope of what they can do is always directly tied with the tools they have available.

Technology and execution are the most important aspects in mmorpg development as they are for every other game. At least when you aim for a wide market and not a niche that can digest whatever you propose to them because they have no alternative. Take all those NWN modules. They are all exactly the same and feel the same. And the best ones are those who mess with the scripting at a deep level to make the game behave in ways that weren’t planned. As if the quality depends directly on how much you are able to break the technology available.

And if all the work is about breaking the technology, then maybe it’s more convenient to develop yourself that technology so that you can make what you really want. Makes sense?

Take that interview with Mark Jacobs (which, btw, I found rather plain and boring. There’s nothing interesting in what he says if you aren’t interested just because he is who he is. Like when he says that, one day, there will be a game more successful than WoW. No! Really?!):

That’s what’s so brilliant about it. You can play WoW on a lower spec machine than EverQuest 2, and than Warhammer. It was the way they designed it. If you look at the amount of polys that go into their figures, it’s less than what everybody has. And yet it feels better than EverQuest 2, and it feels better than Camelot. Now I don’t think it feels better than Warhammer, but it’s better than the games that went before it. And it wasn’t driven by the hardware, that’s what’s so amazing.

I definitely DO NOT agree with that. In the same way I didn’t agree with Ubiq analysis about WoW’s UI. WoW has without a doubt THE VERY BEST technology and tools among ALL mmorpg game companies out there. Saying that it just moves less polys and has a simplified UI is a HUGE understatement. How can Mark Jacobs get away with that one?

I’d be really curious to load the same amount of polys and particle effects used on WoW onto DAoC and see how it would perform, because I’m pretty sure that it wouldn’t move at all. The same about the UI which not only is extremely powerful under the simplistic appearance, but it has also a great performance, not lagging the game at all. Compare it with EQ2’s UI which not only has a fraction of the flexibility of WoW’s UI (and all the enhancements and new features supported from release till now were possible because how how flexible was the technology below), but it also heavily lags the client.

Give also a look at how the terrain in the various zones is laid down and is absolutely detailed and smooth. That’s not a world builder designer who adjusted all the vertices one by one. That’s technology and I bet they have the very best editors for every aspects of the development: animations, world building, quests, scripting and so on. I bet that you could build a small zone with that kind of detail and polish in just a few minutes. You would think that Blizzard has the very best developers in the industry. I think instead that they have superior tools available who made all that possible. Take some devs from Mythic or SOE and show them with what Blizzard devs are working. I think they would be AMAZED. That’s not “equal footing” at all.

I say that ruling out low-level programming and technology development is a big risk. Games start from there. That’s a part that comes before everything else and I strongly believe that game designers should always work in close contact with the programmers. If I cannot go talk with a programmer or an aritist to explain what I want to achieve, then game design simply cannot exist.

Thinking that we can abstract mmorpgs and game development as if we only need to work on the content and presentation is a foolish idea. Mmorpgs are complex products, that’s why those who see the light of the day and are valid can be counted on one hand. But this doesn’t mean that you can flatly ignore some key areas.

It just means that the price of admission in higher and will ALWAYS remain that high. Flexible middleware is just an illusion and an occasion to just see more crap products and amateurish teams who believe that they can build something worthwhile without the competence to do it.

I think it’s just like the illusory bubble of the new economy. “You can do that too!” No. You cannot. Go back in line.

In the future I see so many more spectacular failures than spectacular successes.

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