The noob experience

I noticed a piece of news about Ryzom and planned changes to the newbie experience and it triggered some thoughts:

The current “newbie land” system made of 4 separate islands, is completely changed and replaced by a unique island; and, the new players should also be able to find more help through new missions that will guide their first steps on Atys regarding the gameplay and the lore basics.

I don’t want specifically to discuss this game but just some general points. It is interesting because there’s a trend about consolidating the newbie zones and simplify a lot the offer in quests and content. For example it happened consistently in DAoC, with a progressive approach, and in the classic EQ with brand new “alienated” tutorial content that gets revised and redone from time to time. I say “alienated” in the sense that it’s like a different part of the game, like a “ship” that brings you later in the real game. A transition. The same approach was used in EQ2’s newbie island that is “somewhere else”. Almost a stand-alone game (“The trials of the Isle”).

The whole newbie experience is another crucial point in this genre because it brings up many problems, that get systematically ignored only to demand overhauls and redesigns later on. In fact I think Mythic hasn’t learnt from DAoC when planning Warhammer as I already commented about the introductory PvP model they have hinted.

Anyway, I can observe this general trend to restructure, consolidate and simplify the newbie content. This is probably the consequence of a “redistribution of the players” over time. Exactly what Raph explanied in this often-quoted chart (and that I commented specifically). The players behave like waves, moving uniformily toward the perimeter of the game, till they reach the dam and start to stagnate there (while the center exsiccates till it needs to be refreshed).

There are a few interesting concepts in there to consider, though. One is that I don’t think WoW will require a redesign anytime soon. What is different then? The fact that the game was planned and designed completely around the accessibility, something that noone else was able to reproduce well enough. WoW starts as a single-player game. The zone can be fairly crowded or deserted but the key element is that you are “emancipated” from the presence of other players. The game teaches itself, you follow along. There aren’t barriers to pass, you play it exactly as a single-player game, so if there aren’t other players the game doesn’t suffer. This isn’t only valid later on, but even during the off-peaks (that get always ignored in the design). So it’s a self-supporting part of the game and that is expected to work under much different conditions.

What have we learnt? I’ve written recently: the multiplayer part is a “natural drift”. The key point is that it is “spontaneous” instead of imposed. The idea of an connexion, a join. Or, as I defined it to go at the core design idea: a gateway. The single-player experience can be used as an efficient “gate” to bring the two parts together. To add the value of one, to the other. “Gated content” to make the impermeable barriers, permeable. To make the genre accessible.

Now there are a few other points to consider. One is how you can add new content to the early game. This is a common topic that gets frequently brought up. Recently I’ve seen Aggro Me writing about it. The content is always exclusively added at the endgame, following the linear progression model, opposed to a “systemic” approach. It’s a way to let the players surf the wave on the border and you have to regularly extend their space, adding “segments” through expansions and rising the level cap as a rarer measure. What about adding new content even for new players? It is not a simple consideration about the convenience (since there are more players at the endgame) but a risk. If you add new low-level content you risk to spread the players thin and fragment the playerbase too much. As we’ve seen in Raph’s chart, the noob to mid level content is almost always underutilized and frequently mudflated out of irrelevancy. It will be increasingly hard for the players to meet and enjoy the game together.

So are there ways to add new content for the low level players without damaging the game or change completely model? Of course there are. To begin with I consider stupid to erase and rebuild. You can work to reiterate the development, which would bring to very good results if it was actually done. Polish old content, refine the quests, update the monsters with new attacks and behaviours, loot, graphic, animations. Bring more life to what was too limited in scope. Then add more tie-ins, more connected plots, quests that link together and deepen certain paths. There is no need to stretch the content and fragment the players. There is no need to add ten more zones when the population clearly doesn’t support that choice. But you can bring new life to the old zones, not just reskinning a couple of mobs (Mythic has often this kind of superficial attitude), but with a more comprensive approach that delves in the content and makes it more interesting and complete. Something that could be positive not only for the new players who are presented with a better game, but also for the veteran players who may enjoy to reenact past experiences that were made more rich and would present interesting variations in the gameplay.

So it’s interesting work that could be done on both fronts: update and refresh the content already there and add new one that blends naturally with the rest. That completes it without dispersing. That is enriching instead of diluting. Instead of creating more and more and more space, you optimize, polish and reiterate.

The classic EQ has in the work another expansion that will be released later this year and that will have content supporting the whole level range, from level 1 to 75. I think it is a good idea but at the same time I cannot avoid to think what will be the role of the old content? Is this going to be the biggest mudflation event ever? If they plan for an autonomous expansion, particularly focused on the solo experience, they’ll finish to obliterate the old content, which is the exact opposite of what I proposed above: reiterate on what is already there instead of dispersing, fragmenting and diluting.

When you think to these problems you always finish to imagine some sort of adaptable server structure that can support dynamically the redistribution of the players along the lifecycle of the game. Guild Wars is the only game that specifically put these problems at the center of the design and the idea would work smoothly even to support the off-peaks. The players would be clustered depending on the need and the single servers would become multi-purpose instead of zone-specific, so that they would be actively used depending on the necessity. If the first day of release you have 99% of the players in the newbie zones, all the server would run newbie zones logic, when most of the players will be at the high levels, all the servers would run endgame zones logic, adapting dynamically and grouping the players to avoid both the desertification and the overcrowding.

Is that the best scenario? Not really, because abstracting the space means that the only persistence that is left is that of the players and not that of the environment. It would mean that there’s little to no active interaction, that the players only move on a static background and that the PvP is extremely limited. No consequences, no roles, no ownership, no management. No self-consistence.

Ultimately, from wherever I start to think about these problems and and possible solutions, I always land at the same conclusions. My tripartite model takes into consideration all these variables: the ease of accessibility through soloable content progression, a spontaneous drift toward the multiplayer without enforcing it, “gated content” to blend and interconnect PvP with PvE and a server structure that keeps the servers all balanced uniformly while solving the problem of the lack of persistence (just examined). The removal of the “levels” also helps a lot to close the circle while still retaining the role of the “cozy worlds”.

In particular my model follows what WoW does and then builds on it. For example at the end of WoW’s newbie zones there’s usually a quest that is more group-friendly. In the Dwarf/Gnome zone you have to go kill a named troll in a cave. It is common to find other players in there, sharing the same objective and group with them for a short moment (weak-ties) to complete that quest. It’s the first “multiplayer” step you do in the game, your preliminary grouping experience. But at the same time the quest is still soloable, if there aren’t other players around you can still carefully move through the cave and manage to kill the named troll. The group is a possibility that is naturally given (and spontaneously taken), but in absence of that possibility you can still move on.

This is the same approach that I follow (the second layer of the tripartite model) and that I extend to the whole game. All the content that is *mandatory* for your character progression is soloable, but at the same time adaptable up to four players. This makes it flexible, if you have more than four players you can split in two or more groups, noone is left out or put in front of a barrier. Noone is excluded. Parallel to this the content is then expanded to become truly group-oriented and requiring more than five players sticking together and collaborating (up to raids), but in this case the functional purpose of THIS content isn’t anymore tied to your own character progression but instead to a “world progression” and then “gated” toward the player vs player. So the design idea clusters the players from the single player up to large raids, it contemplates content for all these cases. With the key design goal to make the character progression always soloable and instead motivate the communal, group-oriented content through exclusively communal objectives (or “horizontal” personal character progression and personalization, like armor and weapons that aren’t stronger but with an unique look that defines a “status” without unbalancing the game).

The accessibility is there, the adaptable servers are there, the persistence is there.

Think to a twisted WoW’s model: the basic landmass where we have now the horde and alliance zones would become the open PvP field where the players and guilds conquer territories and raid cities and castles, a truly persistent environment. Ironforge and the other capitals would be detached from their location and become the “planes” in my model. Suspended and intermediating between that open PvP territory and the new PvE. “Hubs” where the players would gather and then begin their journey into the different PvE adventures (the dungeon instances). With the raids inheriting a different role. Instead of becoming the only way for your personal character progression, they would acquire only communal objectives that would finally affect the PvP world. Bringing to concrete consequences in the persistent world (evocating heroes and artifacts and triggering events).

Every time I reconsider those basic points I arrive at the conclusion that those solutions I’ve thought long ago are still enough satifying and innovative. I don’t know yours.

Laughing Out Loud (of the Monday morning)

It speaks by itself:

Vice president and general manager of Codemasters Online Gaming (COG), David Solari, has revealed a target of over a million players for the division’s upcoming Lord of the Ring Online (LOTRO) title and admitted intentions to compete directly with Blizzard’s genre-leading World of Warcraft.

“I think the goal [for LOTRO] would be over a million subscribers in the west,” said Solari, speaking at the COG LiVE event in Warwick, UK, yesterday. “World of Warcraft is such a benchmark now, but if something’s going to do it it’s going to be a Lord of the Rings brand that lets people play in that environment and experience that content. It’s got to have probably the best chance of competing with it.”

LOTRO, developed by US developer Turbine, is scheduled for a Q4 release. Demoed in fully playable form at the event by executive producer Jeff Steefel, the initial release is to include the content from the first Lord of the Rings book, The Fellowship of the Ring, with the rest of the trilogy to be added as the game evolves.

This goes right into the group with Campion (Eve-Online clueless producer who luckily quit shortly after release) claiming that Eve would have 100k of players online at the same time (and the servers supporting that without troubles) and Marc Laukien (MutableRealms clueless president) claiming that Wish’s target was at least 100k subscribers.

Why people in the high positions never have even remotely a clue?

Adding my own guesswork:

1M of players is laughable, 500k is laughable. Anything below that depends solely on the quality of the game.

Imho the best scenario they have is 150k to 200.

(I think I’ve been excessively optimistic, this game may never see the light of the day)

WoW: Cross-server battlegrounds

Gaming Steve has friends at Blizzard. And he doesn’t skip an occasion to repeat it.

So here some largely anticipated guesses about the cross-server battlegrounds that some of us were expecting and suggesting since beta:

Blizzard is hard at work right now creating new enhanced Battlegrounds servers. These servers will no longer be regulated to a single realm, but cross-linked across Realms to create an diverse PvP experience! Right now they are planning on linking 16 realms together per Battleground server for massive PvP action. You could imagine how this can really help out the Battlegrounds situation, not only will the queues go much faster but you’ll finally get a chance to fight across Realms.

And the best part? This enhancement is going to be released very shortly; most likely by patch 1.12 or 1.13 at the latest.

Then he starts to rave about worldwide tournament when I’m still waiting Blizzard to back up the claims during beta:
After the european launch we’ll give you the possibility to choose where you want to play.

The european launch was one year and a few months ago. The european servers are still inaccessible with an american account. And vice-versa.

Of course the problems of WoW’s PvP aren’t just about the queues. But to understand that you would need to have a clue.

P.S.
Interesting to notice that he says the expansion release could slip to early 2007.

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The Orrery, too pretty to blame

I wanted to comment Oblivion’s downloadable add-ons since when Raph give it some weight. This week even Lum added his opinion and I was going to back up those points.

I really don’t mind paying for content, especially for games I really like and wish would never end. Before Oblivion was out I was already anticipating these mini-addon they announced but I still didn’t know how superficial was the concept. I like the idea of “ongoing development” even applied to single player games, with mini-packs of content added regularly and aimed to continuously enhance the game.

I was waiting for new dungeons, factions to join, plots to discover, new scripted events, new zones to open up, new herbs to collect, new magic effects, weapons, armors, monsters. Extension to the game, content that could be worth a price.

Instead Bethesda’s idea of add-ons seems just taking the worst out of mmorpgs. Loot-driven instead of content-driven. As I often wrote this *genre* should be more than just “loot whoring”. When you offer something and ask for money, you should offer some kind of value. A “communicative pact”. In this case the message that Bethesda is sending is definitely wrong.

These mini-packs were an extremely interesting possibility that was ruined by an absurd mentality that, as Lum wrote, could be negative for the whole industry.

This is what I wrote on Q23 (in response to one of the devs):

ashileedo: Not to belabor the point, but I’ll say again — the Orrery itself took an artist a month to create – something we never did for Morrowind.


It’s not a problem of appearance, it’s a problem of substance.

You are basically selling loot, taking the worst from the RMT and mmorpgs. Instead we expect “content”. Something that has something to say. Some gameplay.

Role playing games. Not loot whores. The Orrery could be pretty, but it needs a role.

You have a team. The content you release should be the work of a mini-team as a mini exp pack. This means that in this team of devs you should have at least one member for each core duty, like a world builder, an artist, a scripter and so on.

Instead you are fragmenting too much. Leave that to the mod community. And instead take advantage from the fact that YOU CAN HAVE A TEAM.

And that’s the difference. Content-less plugins tweaking a couple of elements in the game are a type of content that the community can easily do. It’s that kind of superficial approach that everyone tries while poking things around with the toolset. You tweak here and there those few elements so that they fit better your taste.

From Bethesda I expect more than that. I expect at least small teams working together to add something to the game. I expect that kind of collaborative work that isn’t easy to find in the mod community where the great majority of the stuff is one-man work focusing in his area of expertise. I expect from Bethesda that special added value that is about working as a team, have different developers that are specialized in different areas and that can work on a project in its multiple aspects. Not just a new texture, a new model, a new bandit camp, a new script or a new monster. But all these “segments” of content brought together so that they build up a piece of the game with some cosistence. Complete in all its parts.

The Orrery is extremely deluding if you consider the gameplay. It drops a note directly in your backpack, enabling a waypoint where you have to go kill a bandit. This bandit will have a letter that will then mark four other locations where you have to kill more bandits and retrieve four dwemer mechanical parts (btw, it’s damn hard to find corpses rolling down hills and hiding in the grass). When you have these you go back to the mage guild and hand the parts to an NPC that will go work to repair the Orrery. You return one day later and finally the Orrery is open. It consists in a room and a button that you can press to get a daily power, the button will then give you different powers depending on the moon phases.

The gameplay sucks. It’s another random excuse and a button you press to get a special power adding nothing to the game. But I have to say that the Orrery itself is a true MASTERPIECE. And masterpieces have no price.

The value of this plug-in is truly unique. It is just a “room” but the work that the artist has put on it is something unparalleled. This is pure art. One wonderful steampunk machinery, completely animated that made my jaw drop. The detail in every little texture is impressive. This goes beyond a “game value”. It is pure visual awe toward a fancy artifact that leaves you speechless. And in this it captures perfectly the spirit of this object in the game.

This dwemer machine is a planetarium. It serves no game-y purpose and it is absolutely optional for the game. But it is optional even in the fictional Oblivion world as it would be in the reality. It won’t help the population to fight monsters or resist the invasion from the outer plane. It is like a museum. A museum that transfers its visual value from the game to the reality. Because this machine is impressive to see as you would go watch it in a museum if it was real. It’s like a blur between two realities and, in this, it becomes a true masterful work. There’s just no gap anymore in the suspension of disbelief.

It is definitely something new and unique. I’ve never seen something like this. Basically the artist has brought to life a dwemer artifact as if it was real. A veil rift. It is obvious that this work is an absolute exception. It just cannot be reviewed as a “game” product, since it is not. It is not a piece of loot with a price tag added. This is pure art form and a dedication from an artist that can be directly felt.

And in this it has no price.

(two critics:
– the animation of the walls is unbelievable the first time you activate it, sadly once active you cannot switch it off anymore. I wish there was a switch so that you could trigger the whole process at will
– I also wish the quests were more naturally blended into the game instead of just POP-UP screen messages the first time you reload)

P.S.
There was an Orrery even in Morrowind.

(screens here)




 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

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The website is having issues

I don’t know why but it’s not because of me.

In the last couple of days there are moments when the website doesn’t respond. E-mail, ftp and shell oddly work. Only the webserver seems to take vacations.

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Why Auto Assault will fail

Auto Assault should have launched recently and noone cares.

At least I don’t. I played Jumpgate for six months after launch. There was ZERO support. Nothing if not superficial massive “events” that were all about massive grinds (think to Ahn Quiraj). It was pretty obvious that NetDevil shipped the game and then forget about it.

When you do this, you deserve to go back into irrelevancy and stay there.

But of course people are stupid and the worst companies always get more founding. So now we have “Auto Assault”. It seems they worked on this for more than four years. With a team of 50. While Jumpgate was going on with a team of one.

Here’s the reason why this game and this company will never go anywhere:

NetDevil’s only other game was another massively multiplayer game called Jumpgate. NetDevil still maintains the game, which was launched in 2001, even though only about 1,000 people still play it.

And Brown said he plans to expand the company beyond its two current games.

NetDevil is going to start another team and multiple games,” he said, adding that the company might also look at creating more traditional, non-MMO titles.

You cannot support ONE game and you already plan for multiple projects. What a fucking CLUELESS management.

For now, Brown and his crew will watch the gamers roll into Auto Assault and hope they stick around long enough to see what else they’ve been working on.

I hope they don’t.

This whole industry needs surgery to remove inflated egos.

P.S.
There’s a thread on Q23 if you want to read more specifically about EverQuest on wheels.

In Interstate 76, you had to deal with the physics of your car, and what armor was on what quadrant. You had to use your front rear and side weapons very intelligently. If your left armor was gone, you had to constantly manuever to keep that side out of the line of fire.

In Autoduel, it was even more strategic. You had to do many of the things mentioned above, as well as deal with subsystems of the car going out. Like tires, engines, weapons getting destroyed after the armor was gone (Granted, Auto Assault has this as well, but with one health bar car placement strategy means nothing. Once your health bar is gone you have no control over protecting your precious interior).

In Auto Assault, you have one health bar. Your main weapon is on a turret, so it doesn’t matter where the enemy is. You can always shoot it. Also, how you manuever your car and it’s position relative to the enemy means very little. There are front and rear mounted weapons, so you have to keep the enemy in this front arc that is drawn in front of your car to use the front mounted weapons.

The problem lies in the fact that skill plays almost no role. For the turret, if an enemy is in range, every shot may or may not hit them dependent on a die roll. Same with the front weapons. You basically just drive around in circles keeping the enemy in the front arc and hope that the die roll rolls a hit. It’s a piss poor merging of standard MMO combat mixed in with a pseudo-skill based system.

The reason this exists is to give you weapons firings stats that slowly increase over time, to keep you playing. Unfortunately, it makes the combat so ridiculously dull because it doesn’t reward skill. The only reward is eventually getting your weapons skills high enough to auto-hit enemies.

If it was for me I’d have put all the weapons on fixed positions so that you have to steer the car. More like an x-wing simulator done with cars, which should be easily doable even in a mmorpg since the car movement is easily predictable for the netcode.

Then it would be all about ramming other cars with blades or tailchasing them with a machine gun. It seems Auto Assault fails already on these extremely basic expectations.

Oh, and if I would make a game about “cars” it is quite obvious that it would all pivot on “modding” them. That’s what the car geeks expect. No “ding, level up” shit.

At last we feet, mace to mace, you halfwit human!

I just got this morning Dragon Quest 8 on the PSX2 which is finally out in europe. I got the english version from play.com because I hate the translations here (and my brother’s PSX2 isn’t modded) but I noticed the european version has already all the different languages bundled in.

I simply LOVE this game. At first the graphic was a turn off (too ‘clean’), then I started to slowly grow fond of it and now I’m in love with just EVERYTHING. The characters, the monsters, the environments, the battles, the animations, the musics. This is a true masterpiece. Pure old-school RPG BLISS! One rare example where the new technological tidbits don’t get in the way of the long tradition of the series.

The night/day cycles are impressive, I find myself always instinctively thinking about grabbing a screenshot of the places and the character (I even tried for a few minutes to try to get a panty shot at the bunny girl in the pub with no luck, hm…). This is also the first game where you hoard healing herbs that you’ll HAVE TO use. Before reaching the first big mob at the end of the waterfall cave I died two times, maybe this is a game where the fights aren’t so trivial.

It is filled with cutesy stuff. At the beginning I couldn’t conceive to attack mobs so absolutely cute. My god, this game has the best mobs EVER. It’s something that must be seen. The whole things is a design masterpiece. It’s all extremely exemplified to the essential but with a polish and care that are incomparable. The modernity isn’t represented by bloated features and appearance but is instead more polish and detail. It’s hard to nail down exactly but often game design (here I consider game design the whole thing, mechanics, story, characters, look atc…) becomes just more, more and more. Here instead it’s all about an handful of elements, but all “right”. It’s enlightening. A gaming epiphany.

I so love the optimistic, lighthearted mood and the story remains archetypical but still involving and with fun and humorous twists thanks to the characters and that special feel that only Enix games have. A game with no age.

I just played for a few hours. A RPG classic. They are so rare nowadays.

If I had to review it, it would score a “perfect”.

You can tell that crystal ball’s a real’ un. Glows better, like. Bet we’ll get a good fortune outta this one, eh?

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Time to backfire on CCP?

My mmorpg commentary is like biorhythms. Up and down with no apparent reasons. But there ARE reasons. I’ve praised CCP and Eve-Online for a long time. It looks like things could start to change.

To begin with, the biggest delusion I could hear from them:

GamersInfo.net: What is your position with CCP?

Kjartan Pierre Emilsson: I have been Lead Game Designer of EVE Online these last 5 years, overseeing general design of the game, but in the near future I am gearing up for upcoming projects within CCP, so I will pass that flag along to be able to concentrate on those.

GamersInfo.net: Upcoming projects?

Kjartan Pierre Emilsson: No comment.

Now don’t just go start the alarms. It seems that “LeKjart” is still with Eve, but moving out to follow and lead the launch of the game in China, where CCP has huge expectations (and even the fancy plan to bring the two worlds together):

(see still the dev blog feed)
Following the alpha, Serenity will go into closed beta running on the brand new hardware that Optic has invested in to run the game. If that goes smoothly, it will go into open beta just before the launch itself, scheduled for some time this summer.

All of this has obviously tied up some resources within CCP, but we have also nearly doubled our staff over this last year. This parallel development will actually be beneficial for all EVE players. The code base between Serenity and Tranquility will be strictly in synch, so that any new development will be distributed to everyone. The main new addition that we had to do for the China cluster is converting the whole of EVE to Unicode, as well as putting in place a whole new back-end system to enable localization of each and every aspect of the game’s content and UI. This means that TQ players can expect to be able to choose their native language like German, French or Russian for the UI in the near future. This will only help TQ grow more and more, and make it culturally more diverse.

I will personally move to Shanghai for a while, to monitor the launch and the first critical months of Serenity, passing the torch of Lead Game Designer for EVE to TomB, who I am sure will wield it masterfully. Shanghai is a trend-setting city that leaves no one unmoved, and it’s futuristic Blade Runner-like atmosphere can only be inspirational for things to come in EVE. I certainly intend to soak in as much of its culture and atmosphere. In my opinion, this whole Chinese endeavor will influence CCP and EVE in multiple positive ways for everyone during the coming years.

This should reassure me that CCP isn’t following the stupidity of every other mmorpg companies working on sequels or clones, but they should still focusing and reinvesting exclusively on Eve. I hope this is true because mmorpgs life cycles aren’t about the “age” of a product, they are exclusively about the full support of their companies. A mmorpg always dies when devs move to new projects. Always.

Anyway. TomB is now the lead designer and I see this as a bad sign (putting my hands forward). I disliked him since early beta and my opinion never really changed. I’m not passing out judgements already, but I’m not really confident in what he can do. I’ll gladly change my opinion, though.

As you might have read in last week’s blog that Kjartan posted, we have had some changes in the design department of CCP. Since last year, my presence on the Ship & Module forum has diminished because of increased responsibility. Kjartan is now moving to our Shanghai based office for the EVE release in China and I have been promoted to EVE Lead Designer. Before, I have been known as the evil bas%#@d that ruins everything you love, but that’s not all there is to me. As a result, I thought it time to share some of the road that brought me to where I am now.

(full story + ‘badass’ claims still in the dev blog feed)

For me he’s always been the symbol of the hardcore mentality in Eve. Him taking the lead of the game could easily become the first nail in the coffin of a highly promising game that was just now starting to flourish.

Of course these are all early claims with no substance. Yet. But mmorpgs are long term projects and the shit that happens *today* is crucial for tomorrow. When everyone will have already forgot what happened and what brought the change of pace.

What you see as just mmorpg “gossip” is what really moves things in the background and determines if projects fail or succeed.

We’ll see.

P.S.
I’ll just throw this idea in there: the worst game designers seem always to come from QA, have you noticed?

SirBruce is still alive

And he has somewhat updated his charts even if he still displays old data or really bad guesses that aren’t really that useful to interpret the situation.

Let’s see if I can review the “scores” better:

World of Warcraft is given at 4.5 millions when we know that it should be above six. At least till The9 doesn’t blow up in China.

Lineage I & II have obsolete or wrong data, I have the most recent numbers in my last report.

City of Heroes/Villain is also at 190k instead of the old 150k on the chart.

Final Fantasy XI doesn’t release numbers since early 05 (I’m waiting for the new census, hopefully/probably after ToA’s launch) but the game seems holding well in Japan, while not so well in the USA. My guess is that it has probably lost 100-150k and it should be currently at roughly 500k.
EDIT: we got a recent press-release with the launch of the game on the Xbox360:
“more than 500,000 players, and 1.7 million characters”

SOE’s numbers aren’t anymore reliable in any way after the mess they did with the Station pass. EQ Classic at 400k (still) is a myth that noone even remotely believes but SirBruce. EQ2‘s subscribers, even if maybe rising slightly in the last months, should be still less than 250k (but at least more stable than any other SOE’s title) and SWG is probably closer to 100k than it is to 200k.

Dark Age of Camelot doesn’t have updated numbers and I doubt Mythic will release something. But it should be surfing the 150k wave. With a not-so-encouraging trend, though.

Eve-Online is given below 80k. Old data. The last number I saw was roughly two weeks ago and it was 114k. It is possible they are losing some, but they should be able to retain the 100k at least till the next significant update (and a lot will depend on it).

What’s left? Other mmorpgs are bread crumbs or odd models that it is not useful to compare. Not relevant to my eyes and to the number game.