Entries in mmorpg (8)
What We Take for Granted in WoW
In the past month or so, I've had a lot more time to really sink my nails into playing WoW. While getting caught up in the hype of gold, dungeons, scoring a hot new flying mount and figuring out how to best spend my emblems is fun, more and more I'm coming to realize that there are so many amazing, intricate aspects to gameplay that I've come to expect to the point of no longer appreciating. Now let me preface this by saying that Blizzard knows its business. If executives want WoW to remain the top MMORPG out there, they undoubtedly know that they have to stay on top of their game and keep coming out with challenging, fun, cutting-edge material to keep players engaged. And, for the most part, they do. There's always insatiable audiences who constantly demand more content, but all in all, I think Blizzard pretty much tops the industry in keeping subscribers happy. Let me also say that I am in no way informed about the actual process behind creating content. I'm happy with myself when I can just successfully get an addon functioning, so make what you will of that. So perhaps I'm in the minority when I say that sometimes, it's those simple things in the game that can most amaze me. I think a lot of this has hit me during my recent jaunt in exploration. Sometimes the large size of a zone would be daunting while leveling. And yes, even annoying. Running back and forth across an expansive area to complete quests wasn't my favorite aspect of the game. But by the same token, I wouldn't have enjoyed the actual questing if everything was crammed into one tiny, crowded area. I remember when flight paths were a godsend. Each discovery of one of those tiny green exclamation points was reason to celebrate. But eventually, they grew to be expected. And when there were areas without enough flight points, it was disappointing because it would throw off my leveling agenda. Certainly I'm not the only one who has felt this way; the Patch 3.2 implementation of mounts at lower levels makes me think I'm in the majority, not the minority. I'm not ashamed to admit that I suppose I also can be demanding of Blizzard. Why shouldn't I be? As subscribers, most of us probably do feel entitlement in some form or another. I just try not to be an ass about it because in the end, I'm still having fun playing. But its during those instances of annoyance that I try to remind myself of just how awesome this game is - without even going into the expansive lore, which alone is enough to draw me in. When I can't find an NPC because (lightheaded isn't working and) their location isn't clear enough on a quest description, I instead find joy in the hunt. When I was leveling and couldn't squeeze in all the quests I wanted because they were so spread out, I instead popped into an inn and decided to make up the difference on rested XP another day. And (before the days of being able to trade BoP items with raid members) when I had to put in a GM ticket to swap a piece of loot, I focused on the fact that Blizzard cares enough about keeping players happy that they will do something trivial like allow me get a gear upgrade. Now I'm even more amazed by some of this after reading WoW.com's report the other day that Blizzard tracks 180,000 bugs at any one time. That's a hell of a lot of content to be weeding through and still find time to make one individual's gameplay experience a priority. So perk up and show some appreciation. We'll always find things to complain about, but there's so much more to be excited about. If you need further proof, just take a look at Project Lore's blog page on any given day and learn about what Blizz plans next.
Blizzard Among MMO Developers Sued in Patent Infringement Case
Activision-Blizzard and several other leading developers of MMORPGs are the targets of a a lawsuit recently filed by Paltalk Holdings, according to an article in the Boston Globe. The complaint alleges that the makers of many leading MMORPGs have infringed upon Paltalk's patented technology that allows players at separate computers around the world to see the same images in-game simultaneously. According to the article:
"In 2002, Paltalk purchased two patents from a company called HearMe, covering technologies for sharing data among many connected computers so that all users see the same digital environment. Paltalk claims that the data-sharing technologies used in games... violate those patents."Other developers named in the suit include Sony Corp., which created Everquest; Turbine Inc., the makers of Dungeons & Dragons Online and Lord of the Rings Online; South Korea's NCSoft Corp., maker of Guild Wars; and British firm Jagex Ltd., which makes Runescape. We've reported in the past on several other lawsuits involving Blizzard, such as one on a "Virtual World" patent, and it seems that there's always something new coming up that they must defend. Perhaps what sets this case apart is that Paltalk already defended the same patent against Microsoft Corp. In 2006, Paltalk sued Microsoft for its alleged use of the technology in Halo. The case was set to go to trial in March until Microsoft opted to settle out of court, paying Paltalk an undisclosed amount to license the patent rights, and in the process conceding that the patents are valid. And it's obvious that Paltalk means business just based on where the case was filed: the U.S. District Court in Marshall, Texas, "one of the nation’s most popular venues for patent lawsuits," because of its label as a "plaintiff-friendly jurisdiction." Looks like Blizzard could have a bit of a fight ahead if the technology it uses can be proven to be different from Paltalk's proprietary designs. Or, it may need to pay up for licensing rights.
WoW Obsessions Now Treated at Addiction Retreat
Sure, I've made plenty of jokes in the past about being addicted to WoW. Heck, I've even written a couple of blog posts on the topic, and we've seen the issue poked fun at in "South Park" and "The Guild." But I still was taken a bit by surprise when I recently learned that addiction therapists are making their way into WoW - actually creating characters themselves in an attempt to reach out to those who believe WoW is more than just a game. According to an article in the Telegraph, internet experts say that MMORPGs such as WoW are "are as addictive as crack cocaine." Really? In the article, psychiatrist Dr. Richard Graham says that addicts play up to 16 hours a day, and in the process neglect their social lives and educational priorities. Something that I think many of us bloggers here at Project Lore promote is the fact that the real world always should have priority over WoW (even when we would rather be playing!). And I am certain that there are people, as there are in any sub-culture, who have trouble distinguishing between the real world and the game. And those people may need psychiatric help. Or they may just need to get off their asses. Regardless, the majority of players do not have this issue. So being a gamer, I am troubled by the report quoted in the article, by Sweden’s Youth Care Foundation, which describes World of Warcraft as “more addictive than crack cocaine.” The idea of helping those with addictions certainly is a noble one. I'm just not sure whether WoW should be a targeted demographic for this when the rate of those who actually are "addicted" has got to be incredibly low. The Telegraph followed up their first article with another published last month stating that a 19-year-old man is the first to sign up for a 12-step treatment at the reStart Internet Addiction Recovery Program, in Washington state. The cost for a typical 45-day residential stay? $14,500 (£8,800). The retreat consists of activities such as camping and "wilderness adventures" - basically anything sans-technology. A psychotherapist said the institute was for quitting "cold turkey." According to the article, "the retreat is also open to outpatients seeking respite from an overreliance on joysticks, internet pornography and spending days on end staring at a computer screen." Most clients are expected to be men between ages 18 and 28. Here's one of my beefs: by comparing WoW's addictiveness to that of illegal drugs, it sounds a lot like the game is somewhat of a scapegoat for those who lose themselves in the game. Next thing we know, the game could be blamed for any violent act by some crazed person who happens to play the game. This is nothing new. In the past, the "evils" of Grand Theft Auto, FPS games, Magic: The Gathering and Dungeons and Dragons were blamed for society's issues. Before that, it was Rock 'n' Roll. Let's hope that WoW isn't the next up to bat. Blizzard was "unavailable for comment" in both articles. But I bet they're keeping a close eye on whatever publicity comes along from these initiatives. Sounds like a PR nightmare. As for me, I'll continue to post about those irresistible aspects of gameplay that make me "addicted." Not because I actually think I'm an addict. But instead, because I'll admit that WoW is a damn good game that makes people want to play - not need to play. It takes a certain disregard for society or RL socializing in the first place (not cyber-snorting lines) for it to go anywhere beyond that.
Marvel Joins The MMO Arena
Marvel announced this week plans to develop at least two new MMOs, joining a growing list of possible competitors to WoW. A few months ago, iTZkooPA posted on whether Blizzard should be worried about other MMORPGs that already have been released. It looked like, at that time, they weren’t too concerned. Maybe they had no reason to be. Since then, WotLK became the fastest-selling PC game of all time (beating out the Burning Crusade expansion, which previously held that title), and propelled WoW to a base of 11.5 million subscribers. But there’s a long list of upcoming MMOs that are still a ways from hitting the market. Do these pose a challenge for Blizzard’s dominant stance in the market? It seems to me that several of the upcoming MMO titles depend on an already-existing fan base. Let’s take a look at the Marvel announcement for an example:
“Gazillion's new licensing agreement with Marvel calls for the development and publishing of MMO games featuring Marvel's iconic universe super heroes. The first game in development is a casual MMO for younger audiences based on Marvel's Super Hero Squad property. Super Hero Squad features an exciting, super-stylized look for the greatest Super Heroes, including Iron Man, Hulk, Wolverine, Thor, Fantastic Four, Captain America and many others.”Undoubtedly, Marvel has a built-in fan base already salivating over the possibilities. And some of those fans also may play WoW. So would a Super Hero Squad MMO pull WoW players away? Perhaps some, if they don’t want to pay two monthly fees for games. (Marvel hasn’t yet stated whether the new games will have a monthly fee. I’m guessing they will.) But WoW’s fan base also might not be excited about a game proposed for “younger audiences.” This is just the first of what Marvel has announced, though, and subsequent games such as the “major new Marvel Universe PC and Console MMO” may pursue the franchise’s not-so-young audiences, as well. With team members from Blizzard, Pixar and Apple, I’m sure they’re well aware that an MMO done well can reach a much wider audience. A lot has changed since my first introduction to MMORPGs through Ragnarok Online many years ago. It looks like MMOs are becoming the popular thing to do. Or perhaps I should say the profitable thing to do (especially when superheroes are in the mix). Several other companies with pre-made audiences also have jumped onto the MMO bandwagon prior to Marvel’s announcement. Sony Online Entertainment is developing a DC Universe Online, Lucasarts and Bioware are working on Star Wars: The Old Republic, and let’s not forget about the LEGO Group’s upcoming MMOG, LEGO Universe (which has revealed its own interpretation of /chicken). With as-of-yet limited details on what any of these games will entail, it’s difficult to say where their place will be in the market. Perhaps that will be determined not only by the new games’ strengths, but also by what Blizzard continues to bring to keep WoW audiences enthralled. So what do you all think? Will these games’ pre-made audiences be enough to propel them into the mainstream? And do any of them sound intriguing enough to pull you or your buddies away from WoW?
New York Comic Con 2009
Can't post images from the other games in action. :*( |
- Warhammer Online: Age of Reckoning (Mythic Entertainment/Electronic Arts) - Mythic Entertainment's MMOG has been hit by some hard times lately. The company - along with numerous other internal developers - has been handed down directions from their overlords to cut costs. This has caused over 60 people to lose their jobs , including development staff. There really wasn't anything new shown in their hands-on area, but the panel discussion talked about their upcoming Call to Arms Live Expansion (free is good). I also scored the spiffy, reversible poster you see above. Regardless of the lack of new material, I was happy to see that EA is still throwing money around for WAR.
- Champions Online (Cryptic Studios/Atari) - Cryptic's newly purchased intellectual property is shaping up pretty nicely. While it essentially looks and feels like City of Heroes 2.0, that isn't necessarily a bad thing. The developer purchased the Champions property outright, giving them free reign over the material rather than being hamstrung by licensing ties. I played through a bit of a mini-instance - essentially a small dungeon designed to be soloed or done in a small group - complete with destructible objects and numerous mini-bosses wrapped in a comic-inspired presentation. Champions Online is supposed to be out this Spring and is currently in closed-beta, which I scored access to.
- DC Universe Online (SOE Austin/Sony) - DCUO is still in its pre-alpha stage according to the developer. The game looks more advanced - and less polished - than its superhero competitor above, but both are to be expected. According to the booth manager, Sony is treating DCUO like Blizzard treats its titles, it will be done when it is done. While it was originally announced for 2009, that can change at any moment. PS3 play also looked surprisingly manageable. What had me most excited about the title was the licensing agreement that is in place. Rather than SOE having have all aspect of the title approved, DC is apparently working with them at every level. The comic company is helping and/or developing the overall story arcs, quests and encounters as a team with SOE, with Jim Lee at the helm of the creative side. From what I was told, players that manage to stand-out from the run of the mill MMO gamer may even have an opportunity to have their character brought into the larger DCU, such as a limited comic appearance!
Job Recruiters Avoid WoW Players
Over at the f13 forums, a poster named Tale told a tale (I couldn't resist) about a job recruiter in the online media industry who informed him that he was told specifically to avoid WoW players when looking at potential employees. When Tale told him about the positive influences that WoW can have on job performance, the recruiter shook his head. From the original post:
He said there is a belief that WoW players cannot give 100% because their focus is elsewhere, their sleeping patterns are often not great, etc. I mentioned that some people have written about MMOG leadership experience as a career positive or a way to learn project management skills, and he shook his head. He has been specifically asked to avoid WoW players.Now, I can't say that I've ever gone out of my way in most job interviews to let a potential employer know how many video games I play, but then again I got this gig partially due to my love of one of those games. I suppose that is sort of a special case, though. With 12 Million subscribers worldwide, there are a lot of people that recruiters will have to avoid if they can't stand any WoW players. What do you guys think - are employers right in avoiding people who play MMORPGs? Should you avoid revealing the fact that you even play WoW or outright lie if asked about it?
Blizzard Not Worried About Other MMOs; Still Retaining Users
Warning: The post contains business information that may not be suitable for some minds. In the event that you hate business, market analysis, facts, quotes, words and things of that nature, you may want to read some other posts. However, it is good to have these things when you try and argue with your friends about which MMO is the best. Blizzard Entertainment has certainly struck a gold mine with World of Warcraft. ProjectLore is living proof of its popularity and cultural impact. I could give you all numerous examples to the phenomenon that is World of Warcraft, but its 11 million subscribers worldwide, should be enough to convince gamers. Since WoW's launch in 2004, it has constantly been put up against other MMORPGs. The first of which was the sequel to the previous industry leader, EverQuest 2. It took a few months, but it became readily apparent that WoW had won that first battle. The next battle was fought with some old Blizzard employees and their first title, Guild Wars, in April 2005. The trend continues, with a string of MMOs trying to dethrone World of Warcraft, but none putting more than a dent in the armor. A pair by Turbine (Dungeon and Dragons Online & Lord of the Rings Online), the terrible MMO from the Matrix universe (The Matrix Online), a MMO from the father of MMOs Richard Garriot (Tabula Rasa), and the brutal Age of Conan, all pail in comparison to World of Warcraft's influence. With the exception of EverQuest 2, I only felt that Dungeon & Dragons Online: Stormreach had a chance to upset WoW's stride. That is until Warhammer Online: Age of Reckoning was released in September. Mythic Entertainment released WAR to solid reviews and has posted impressive subscription rates since. To date, it is the closest anything has come to stealing WoW's thunder, holding over 750,000 subscribers with more than 1.5 million units shipped to retailers. Unlike AoC, it doesn't appear that the subscribers are leaving in droves after the free 30-days either. Is Blizzard worried? It doesn't appear so, but maybe they should be. Just a little. When Age of Conan was doing so hot its first months, Blizzard sat back and watched their members return, “about 40% of those players have returned to World of Warcraft," according to CEO and co-founder Mike Morhaime. That was just two months after AoC launched, so one would imagine that the number has only grown since then. Yesterday, as part of Activision-Blizzard's business mumbo-jumbo, Morhaime returned to update that number, and included WAR in the statistics. A whooping 68% of people who left for AoC have returned to WoW. Mythic Entertainment's title seems to have faired a bit worse than AoC. Almost two months out from WAR's launch and Morhaime reports a return rate of 46% to AoC's 40%. In fairness to WAR versus AOC, many people are likely returning to WoW for Thursday's release of Wrath of the Lich King. In fairness to both of them, just because players have re-subscribed to World of Warcraft doesn't mean they aren't still participating in the other MMO. Yet, according to research, most MMO players only subscribe to one title. The numbers show that WAR has been the biggest threat to World of Warcraft, but even a shiny new title with an incredibly dark universe and more mature theme, hasn't been able to retain its users when put up against an expansion. Let us pray that the competitors stay in business, and new titles make it to market for years to come. This will ensure that Blizzard has to keep the design juices and creativity flowing. Competition is a good thing. Anyone think Blizzard should be scared of some upcoming MMOs? Aion? Star Wars: The Old Republic? LEGO Online? To be honest, I think LEGO Online just might grab some impressive numbers.
It's Ladies' Night
Thank you ladies for all of your kind responses to my last blog. I'm glad to see that the women who play WoW and the men who love them are kind enough to share their perspective about playing WoW. While I'm on the topic, I'm interested in a few things that I wanted to ask the ladies. Now guys I suppose you could chime in, but really these questions are for the ladies. First, as a player that just happens to be female, do you think that there is anything that Activision / Blizzard could or should include to make the game more appealing to a greater audience of woman? I know from your posts that you enjoy WoW and like playing MMORPGs and I just wondered what you thought might increase your enjoyment of the game and a woman's enjoyment of the game. Second, as a female that happens to play World of Warcraft, do you think that there is anything in the game that is marginally offensive to women or potentially derogatory towards women in any way? I only ask because, while as a hetro male in RL I from time to time enjoy the WoW digital eye candy, I don't have a perspective of being female and am not sure how those 'ideal bodied' barmaids in WoW come across to the RL ladies. Then again, the digital dudes' physique in WoW would be the envy of most pro football players and they would probably topple over iRL being so muscle bound top heavy... lol. And third, is there anything that you've wanted to say about in-game play or players that really frustrated you but you never had the forum to vent and get it out? Write about it here. Be kind and PG-13 if possible. And if I like the post, maybe I'll do a series on it. It'll be fun. So as a player that just so happens to be female and as a female that plays WoW, I'd like to invite you to write a few world here. Maybe we can stir up a discussion or two, maybe even get the WoW developers to take notice and drop a patch on us with your suggested improvement. Who knows? But for now... It's ladies' nite, and the feelin's right. Oh yes it's ladies' night, come on and write. Don't you want to write? ( you're singing the song right? lol )