
Brendan Drain
Articles by Brendan Drain
The Soapbox: How to run a successful Kickstarter campaign, part 2
You wouldn't pitch to an investor without preparation, and you are asking people for real money on Kickstarter. Be under no illusions: If you want to run a Kickstarter campaign well, it will become your full-time job for a month.
The Soapbox: How to run a successful Kickstarter campaign
The past few years have seen an absolute revolution in the games industry, with an explosion of studios securing funding through crowdfunding platforms like Kickstarter. In a time when banks worldwide are tightening their belts, Kickstarter represents a lifeline for indie developers and a way for the bigger studios to work on their own projects free from the need for outside investors or publishers. But with the growing number of projects seeking funding each year, developers are facing stiff competition and the rising challenge of running a successful campaign. Most developers don't release all of their stats or write up advice and insights following a successful crowdfunding campaign, and those who do are often lost on obscure blogs that don't appear when you Google for advice. But I'm in the unusual position of both being a games journalist and having successfully Kickstarted a small game project (unrelated to MMOs and my work on Massively). Six months ago, I ran a campaign for my new sci-fi 4X game Predestination, and in the process I learned some valuable lessons on what works and doesn't work on Kickstarter. We've since published the campaign stats and gone on to help a few other campaigns hit their goals. In this article, I run down the lessons I learned the hard way during the Predestination Kickstarter campaign and give some advice for developers hoping to get funded.
EVE Evolved: Archaeology and Hacking in Odyssey
EVE Online's Odyssey expansion is set to land in just over a week's time, kicking off the game's second decade with a focus on exploration, immersion, and resource rebalancing. Developers plan to shake up nullsec by redistributing the value of various moon minerals and buffing player-owned outposts, and lowsec will become a more tempting place to visit with the addition of valuable new tags to asteroid belt NPCs. But what's in it for highsec players? In addition to new navy issue battlecruisers and immersive new jump and death sequences, players from all corners of EVE will find new exploration content in their back yards. A big part of the new exploration system is a complete redesign of the Hacking and Archaeology mini-professions, which have been in EVE for as long as I can remember and have remained relatively unchanged. Odyssey will add new sites for both professions and replace the boring old chance-based system with a new minigame that emphasises co-operation with other players. In this week's EVE Evolved, I look at the history of Hacking and Archaeology in EVE and what the new system brings to the table.
League of Legends reveals new cinematic trailer: A Twist of Fate
If you've been following the League of Legends competitive scene, you've probably noticed tiny cinematic snippets in promotional videos for big events. Those little clips have all been part of a huge effort at Riot Games spanning the past several years and aiming to create an epic cinematic trailer. Following last night's conclusion of the League of Legends All-Star event in Shanghai, Riot finally released its impressive four-and-a half-minute cinematic trailer A Twist of Fate. The video has been met with a huge response from fans, reaching over 1.2 million views in less than 24 hours. Continue past the cut to watch the full embedded trailer or head over to YouTube to watch the Behind the Scenes video on the making of the trailer.
The Soapbox: Diablo III's auction house ruined the game
After his departure from the Diablo III development team, Game Director Jay Wilson released a statement that the introduction of an auction house "really hurt the game." While players predicted doom the moment the Real Money Auction House was announced, Jay argued that the gold auction house was equally to blame for the game's fall from grace following its absolutely stellar launch sales. I don't normally agree with what Jay has to say on Diablo III, but in this case he does have a very valid point. Diablo II was consistently popular for over a decade thanks to its immense replayability. At its core, D2 was a game about building new characters and gearing them up by any means necessary. Every enemy in the game was a loot pinata just waiting to be popped, and players farmed endlessly for a few sought-after unique items. You almost never found an item that was ideal for your particular class and build, but you could usually trade for what you needed via trade channels and forums. Blizzard claimed that the auction house was intended just to streamline this process, but when Diablo III launched, it was clear that the entire game had been designed to make the auction house almost necessary for progress. The fault here lies not just with the concept of an auction house but with the game designers. That's right: I'm here to argue not only that Jay Wilson was right about the auction house ruining Diablo III but also that it was his own damn fault.
EVE Evolved: Could EVE use twitch controls?
A few weeks ago, the EVE Online community went nuts for EVR, CCP's exciting new virtual reality dogfighter developed for the upcoming Oculus Rift gaming headset. The game demo was produced by a team of just a handful of developers in just seven weeks using nothing but their spare time, but attendees and press at EVE Fanfest 2013 were nevertheless blown away during test sessions. Though EVR isn't going to be integrated with the EVE universe, Senior Producer Andie Nordgren stated in her Keynote address that CCP will be looking into more immersive flight and combat mechanics for some the game's ships. This comment has sparked a lot of discussion over the possibility of finally getting some direct flight controls in EVE. The lack of direct twitch-based controls in EVE is often cited by gamers as a big part of the reason they can't get into the game. There's no active dodging of missiles, manual ship targeting, or really complex tactical maneuvers in EVE, but that's kind of the point. Most ships in EVE are colossal lumbering hulks more akin to today's seafaring battleships than fighter planes, and combat with them is more a game of strategy and teamwork than a battle of reaction speeds. But that isn't exactly true of all ships; interceptors and fast microwarpdrive frigates move at several kilometres per second and are so agile that pilots can already pull off some interesting tactical maneuvers. So isn't it about time we made the combat for those ships a bit more visceral and immersive? In this week's EVE Evolved, I look at the fast-paced world of interceptors and explore how twitch controls and weapon aiming could possibly be implemented without killing the server.
True stories of EVE Online to become comic book and TV series
The CCP Presents Keynote at the annual EVE Online Fanfest is usually a fairly tame retrospective on how CCP has a company has done the past year and where it's going in the future, but for EVE's tenth anniversary, CCP broke out the big guns. In addition to announcing a massive new collector's edition, the studio has also revealed plans to turn real stories of events inside the sandbox into professional comic books and even a TV series. Industry giant Dark Horse Comics, the company responsible for comics like Hellboy and Sin City, will be publishing the 54-page graphic novel this winter in both a paid-for print form and a free digital download. For the lore buffs among us, Dark Horse will also be producing a colossal 184-page glossy colour hardback book covering all of the NPC backstory and lore behind EVE Online and DUST 514. Titled EVE Source, the book will be an in-character almanac of everything in the EVE setting that isn't player-created and will even include previously unreleased concept art.
EVE Online Second Decade collector's edition revealed
Moments ago at EVE Online's tenth anniversary Fanfest, CCP revealed plans for its Second Decade Collector's Edition box. EVE never really had a proper collector's edition, and the tenth anniversary of the game is the perfect opportunity to release one. The box will come with an awesome physical Rifter model that doubles as a USB hub, a CD of the tenth anniversary EVE symphony from this year's Fanfest, and a series of codes to redeem to cosmetic items in EVE Online and DUST 514. The box is due for release in October 2013 and on the EVE store and Amazon and can be pre-purhased right now for $149.99 (€149.99 for those in Europe). Cosmetic upgrades for EVE include a new golden pod skin that applies permanently to one character, some new bloodline-based in-game clothing, and several collector's edition ships. Players will get a five-run blueprint copy of the tenth anniversary Gnosis battlecruiser and a re-skinned red Tash-Murkon Magnate, and pre-purchasers will get a bonus Nefnatar Thrasher. DUST 514 items include a set of permanant Amarr templar drop suits and weapons with the same stats as normal items but lower skill requirements.
EVE Online plans major mining and industry revamp for Odyssey
Details of EVE Online's exploration-focused Odyssey expansion have been floating around since PAX East, but it seems the company saved some pretty huge changes to reveal at this year's tenth anniversary Fanfest. In two massive devblogs accompanying today's EVE Online Keynote speech, CCP Fozzie discussed plans to overhaul EVE's entire resource distribution system. Everything from asteroid and ice mining to moon harvesting and nullsec industry will be affected by the revamp. Miners will find their ice belts have been moved from static locations to hidden exploration sites that have to be scanned down, but to compensate it will now mine at double the normal rate. Normal asteroid mining in lowsec and nullsec is also due for a buff with the addition of large quantities of low-end minerals. Hidden asteroid belts will no longer need to be probed down but can be quickly located with the new Discovery scanner, and to top it off there'll even be new high quality ore sites that can only be found in prime areas of nullsec. Outpost industrial infrastructure is due for an update with new purchaseable upgrade paths expanding factory, office and research lab capabilities to the same level as fully-fledged empire stations. Lastly, moon minerals are finally being addressed with a redistribution of rare materials and several new reaction paths to bypass current bottlenecks. A lot of value will be moved from Technetium back to rarer materials like Thulium, Neodymium, Promethium and Dysprosium, and new supplies of all four will be distributed randomly into moons across the universe. Re-scan all of your nearby moons when Odyssey lands because it could suddenly be worth a fortune! Whether you're a die-hard fan of internet spaceships or just a gawker on the sidelines, EVE Fanfest is the EVE Online event of the year (and the key source of new DUST 514 and World of Darkness scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.
World of Darkness development shown at EVE Fanfest 2013
When the World of Darkness MMO was first announced in November 2006, it was just an idea and we knew that it wouldn't be released any time soon. The chance to play a sandbox game set in the Vampire: The Masquerade universe nevertheless made fans of the series go nuts, but now over six years later we haven't seen much progress on the game. At EVE Fanfest 2013 today, CCP laid the current state of development bare for all to see and showed some plans for the coming year. There are now 70 people on the WoD team, and they've spent the past week working on everything from art tools and server infrastructure to vampire powers and social options. "You're a powerful, immortal lord of the night. You don't want to stitch a shirt." Development plans for 2013 include working on out-of-game web-based social tools, clothing systems, and PvE game environments. There are also plans to work on item creation, but direct crafting is probably not on the cards. As the presenter put it, "You're a powerful, immortal lord of the night. You don't want to stitch a shirt." Though the game is still in the pre-production stage, CCP was keen to show off the tools it's made to speed up the development process. "Some of these videos are a bit dry and technical," joked the presenter, but it came across as more real and honest than another trailer or musings on theoretical gameplay.
What to expect from EVE Fanfest today: World of Darkness, EVE Keynote, and an interview with Jon Lander
The second day of EVE Fanfest 2013 is now underway, and the schedule is packed! Today kicks off with a highly anticipated talk on World of Darkness at 7:00 a.m. EDT, and continues with the CSM Panel at 8:00 a.m. EDT, Alliance Panel at 9:00 a.m. EDT and Art Panel at 10:00 a.m. EDT. The CSM and Alliance panels are usually filled with hilarious banter, but this year the CSM Panel happens at the same time as the Faction Warfare roundtable and a talk on DUST 514 planet conquering in lowsec. The big event today is of course the EVE Online Keynote at 1:00 p.m. EDT, where we'll find out details of the upcoming Odyssey expansion. World of Darkness is still pretty early in development, so the presentation will be talking mostly about the tools being used to build it. We're unlikely to get a release schedule or any solid gameplay demos, but with developers raving about their internal play-tests I expect to see some serious progress compared to last year. Since the CSM panel is likely being streamed, I'll try to hit up the Faction Warfare roundtable and see what CCP's current thoughts are on how to improve this aging game system.
EVE Fanfest 2013 day one: DUST 514, wormholes, and lowsec PvP
The 10th anniversary EVE Online Fanfest is beyond massive, with over 1,400 players piling into Reykjavik's Harpa building for three days of intense internet spaceshippery. Players fly from across the world to meet their corpmates and chat with other players as passionate about EVE as they are. CCP runs a packed schedule of game design presentations, reveals, and roundtable discussions with players, but for many attendees, the event is about being a part of a tight-knit community that usually exists only inside a game server. CCP made the bold statement to the press team this morning that its goal is "to create virtual worlds more meaningful than real life," and with so many people flying across the world to meet other players face to face, I'd say the studio has succeeded. Today saw talks on EVE's hugely successful Retribution expansion, ship rebalancing, map generation in DUST 514, and lowsec PvP, and of course, we attended the DUST 514 keynote speech. There were also some hilarious shenanigans with the wormhole roundtable room filling to bursting and a guest science lecture on the possibility of faster than light travel in real life.
What to expect from EVE Fanfest 2013 today: DUST 514 keynote and more
EVE Online's colossal tenth anniversary Fanfest hasn't even officially begun, but the excitement from attendees is already practically palpable. The Reykjavik nightlife has been invaded by hundreds of foreigners yelling about internet spaceships as players from around the world reunite with their online comrades and meet corpmates for the first time. Over the course of the weekend, a record 1,400 EVE fans and hundreds more press and partners will flood into the Harpa building for non-stop news and festivities from EVE Online, DUST 514, and World of Darkness. The talks and events start later today, but last night CCP kicked off the festivities with the Icelandic Symphony Orchestra delivering stunning renditions of tracks from the EVE Online soundtrack. Today, I'll be reporting back from key talks including the Retribution expansion roundup at 8 a.m. EDT (noon GMT), ship rebalancing at 9 a.m. EDT (1 p.m. GMT), lowsec PvP and crimewatch at noon EDT (4 p.m. GMT), and of course, the DUST 514 keynote speech at 2 p.m. EDT (6 p.m. GMT). I may also be able to join in on the roundtable discussion on wormholes and live events at 10 a.m. EDT (2 p.m. GMT) for an inside look at CCP's current thoughts. Check out the Fanfest timetable and let me know if there's something interesting you think I should try to squeeze in. I'd expect the tone of these talks to be one of looking back at another successful year and the great player response to the Retribution expansion. We probably won't hear much of anything about the Odyssey expansion today, but I do expect some big DUST 514 news from the keynote. While many are probably hoping for word of a PC release, I'd be very surprised to see CCP actually do it. We'll most likely just get a release schedule for the PS3 launch and possibly footage of the game running on a PS4 devkit. I'm personally also hoping for more details on post-release updates such as the ability for DUST corps to own and manage their own territory and industrial supply chains. Whether you're a die-hard fan of internet spaceships or just a gawker on the sidelines, EVE Fanfest is the EVE Online event of the year (and the key source of new DUST 514 and World of Darkness scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.
EVE Evolved: Five years of EVE Evolved
About five years ago, on April 27th, 2008, I joined the Massively team and wrote the very first issue of the EVE Evolved column. Five years later, the column is still going strong and delivering its weekly dose of EVE Online to thousands of readers. I used to worry about running out of ideas to write about, but regular game updates and hilarious player shenanigans mean there's always something interesting going on in New Eden. When EVE hits its 10th anniversary in May, this column will have been running for just over half of the game's lifetime. In that time, I've written over 250 in-depth articles, guides, in-game stories and opinion pieces on EVE Online and a few on DUST 514. As usual, I'll be celebrating this anniversary by rounding up this year's column highlights and giving away two 30-day Pilot's License Extensions to two lucky readers. To enter the competition, write a comment explaining which EVE Evolved articles from this year you liked best and what topics you'd like to see covered in the coming year. You will need an active EVE account to claim the prize, so be sure to include your character name in your comment if you want to be in with a chance. If you'd rather not give out your character name or don't have an EVE account but would like to give the game a go, you can sign up a new trial account and use the name of your new character. In this week's EVE Evolved, I look back at the highlights from the column's fifth year!
EVE Evolved: Massively's plans for EVE Fanfest 2013
There's just over a week to go until EVE Online's massive tenth anniversary Fanfest, and you'll be pleased to hear that Massively will be there this year to cover the action! CCP is aiming to make this the biggest Fanfest yet, promising huge reveals and announcements about EVE's summer Odyssey expansion and beyond. We can also expect to hear some big news about upcoming console MMOFPS DUST 514, and fans of Vampire: The Masquerade will undoubtedly get to see some of the year's progress toward making the World of Darkness MMO a reality. Tickets to this year's Fanfest sold out in record time, so many players who really wanted to be there for EVE's tenth anniversary celebration weren't able to secure a spot. CCP is running its usual livestream of the main talks for those not in attendance, but only certain parts of the event are being streamed. Here at Massively, we plan to give you an inside look at Fanfest with ongoing news coverage from April 25th to April 27th and in-depth opinion pieces on what each announcement means for players. In this week's short and sweet EVE Evolved, I lay out Massively's plans for in-depth coverage of EVE Fanfest 2013 and ask what you'd like to see reported on.
EVE Evolved: Temporarily fixing starbases
With its exploration-focused Odyssey expansion on the way, EVE Online is about to be hit with a deluge of players (new and old) venturing into the unknown. The expansion will introduce the yet-to-be-revealed Discovery Scanner and will add a ton of new exploration content all across New Eden. Odyssey aims to follow the lead of 2009's Apocrypha expansion, which saw hundreds of corporations lead lucrative expeditions into uncharted wormhole systems. We don't yet know whether the expansion will open new systems for exploration, but when Odyssey goes live, the race will be on to find and lay claim to all the goodies hidden in deep space. With no stations to dock at in wormhole space, corps currently have to store everything in destructible starbases that aren't really up to the task. Player-owned starbases were released in 2004 as sandbox-style tools for tech 2 industry and alliance territorial warfare. They were never intended to be the sole base of operations for an entire corporation, so they suffer from some pretty severe security and usability flaws as a result. Theft from ship and item hangars in wormhole space is commonplace, setting up corp roles for them is a nightmare, and living exclusively in a starbase provides a daily dose of frustration players could seriously do without. CCP has been planning to completely overhaul player-owned starbases for years, but some of today's issues can't afford to wait any longer. In this week's EVE Evolved, I look at some of the chronic problems faced by starbase-dwelling explorers and how CCP plans to temporarily fix some of them for Odyssey.
EVE Evolved: EVE's Odyssey expansion could be incredible
When EVE Online's upcoming Odyssey expansion was officially announced last week at PAX East, the anticipation from players was almost palpable. Odyssey aims to follow in the footsteps of 2009's blockbuster Apocrypha expansion by revamping the exploration system and filling the void of space with thousands of new hidden treasures. We've been promised new ships, a new scanner mechanic with sleek new UI and additional functionality, and a rebalancing of industrial resources across the game. Though CCP is saving most of the expansion reveals for next month's EVE Fanfest and beyond, we can make some fairly educated guesses on what the expansion will contain from the press release and teaser site. It's pretty much a given that we'll get some kind of new exploration ship, and there's pretty strong evidence that moon minerals will be changing somehow. We're also almost guaranteed to get new faction battlecruisers, and the evidence is mounting that Jove space may finally be about to open for exploration. In this week's EVE Evolved, I look at the evidence for Jove space finally opening, explain why we desperately need a new scanning system, and make some educated guesses on what else the Odyssey expansion might contain.
EVE Evolved: The Battle for Caldari Prime
The empires of EVE Online have long and bloody histories that, until now, have been played out largely through fictional chronicles and in-character news posts. This week saw conflict erupt in-game between two NPC empires in the Battle for Caldari Prime live event. The neutral CONCORD faction has managed to maintain order between the four main empires of New Eden for decades, but that doesn't stop the Gallente and Caldari factions occasionally violating the peace. The Caldari were originally part of the Gallente Federation but gained independence in a war lasting almost a hundred years. Following an attack on a Gallente city, a right-wing faction in the Gallente government seized power and ordered the bombing of the Caldari homeworld. Millions of Caldari citizens were evacuated from the homeworld, a planet that has been under dispute ever since. Caldari Prime resides in the Luminaire system and is officially inside Gallente territory, but recent events have seen the tables turn. In this week's EVE Evolved, I look at the story behind the recent Battle for Caldari Prime, accusations that the event was staged and scripted, and what the future may hold for live events in EVE.
EVE Evolved: End of an EON
This week we heard the disappointing news that EON, the official print magazine for MMO EVE Online, has officially closed down. The quarterly magazine first launched back in 2005 and may have been the first official magazine dedicated to a single MMO. The first edition was packed full of current news, sneak peeks, coverage on major events, fan-written fiction, features, and guides. The experimental magazine was produced by MMM Publishing under official license from CCP Games and proved to be a big hit, going on to publish 30 editions over the next seven and a half years. Though EON has had a much longer run than most official MMO print magazines (the World of Warcraft magazine lasted all of five issues), it's still disappointing to see it go. The closure has a special significance for me because it was at EON that I and many other players started out as writers and editors. It's thanks to the work of the mag's editor Richie "Zapatero" Shoemaker that I went on to get this job at Massively, where I've written the weekly EVE Evolved column for almost five years now. EON Magazine was a real gem that will be sorely missed by dedicated fans, but the biggest shame is that those who might support the mag didn't know it was having financial difficulties until it was too late. In this week's EVE Evolved, I look back at what made EON great, ask why it failed, and interview editor Richie Shoemaker on his thoughts behind the closure.
Guardians of Middle-Earth: A fun game doomed by its business model
The MOBA genre has exploded in recent years, with global giant League of Legends becoming the most actively played video game in the world and competitive tournaments getting more viewers than some televised sports. Today's MOBAs appeal to casual and competitive gamers alike, but until recently very few had crossed the console barrier. Released on PS3 and XBox 360 last December, Guardians of Middle-Earth took traditional DotA gameplay and made the quite experimental leap onto consoles. I'm not much of a console gamer (you can take my mouse and keyboard away when you pry them from my cold, dead hands), but I couldn't pass up the opportunity to see how Guardians of Middle-Earth stacks up against its PC-based counterparts. Monolith Studios has done great things in adapting MOBA gameplay to a console control scheme and audience, and the core game really is a lot of fun to play. But in charging an initial purchase price for a game that relies on having a large community, publisher Warner Bros. may have accidentally consigned Guardians to the scrapheap. In this hands-on opinion piece, I explore Guardians of Middle-Earth and ask why it's already a ghost town just three months after launch.