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  • Free for All: F2P and microtransactions at GDCO

    by 
    Beau Hindman
    Beau Hindman
    10.13.2010

    Last week I wondered about how free-to-play would be discussed at GDC Online. After attending the event -- it was all a blur -- and listening back to my audio notes, it seems that free-to-play has reached some sort of level as a standard pricing option for a modern world. It could have been the fact that many of the developers at the event are making browser-based, iPhone or Facebook social games, but the word "subscription" came up rarely. Blended models seemed to be the runner-up. It appears that all the older companies -- the Turbines, SOEs and other western companies -- just cannot let go of that sweet, sweet subscription cash-flow. Can you blame them? It's a good deal for many, and it could be argued that without that subscription, many players would be turned off. Does all this talk of free-to-play and microtransactions signify some sort of change in quality or style of game? No, not really. It's my argument that things are different in only one way: quality has gone way, way up.

  • Flying Lab answers six questions about Pirates of the Burning Sea

    by 
    Beau Hindman
    Beau Hindman
    10.13.2010

    Unless you have a boulder for a roof, you know that the folks behind Pirates of the Burning Sea recently announced that the game is going down the free-to-play route. While that's very exciting, especially considering what free-to-play has done for games like Dungeons and Dragons Online, Lord of the Rings Online and EverQuest II, there were still some questions we wanted answered. We reached out to Declan O'Connell, the head of the Design Department at Flying Lab, for answers to some quick queries.

  • GDCO 2010: Bigpoint's Alan Dunton on the next-gen of browser MMOs

    by 
    Beau Hindman
    Beau Hindman
    10.12.2010

    Bigpoint has had a very successful run as a multi-game publisher over the last few years. If you're familiar with Seafight or Dark Orbit, then you have played some of the company's games. Of course, those titles -- plus the many others -- are just not enough for the devs at Bigpoint. They wanted to host, create and specify a game for the North American market. What they ended up with are a few titles -- The Mummy Online, Battlestar Galactica, and Ruined Online -- all crafted in the same amazing Unity browser engine. What this will do is allow for more flexibility, accessibility, and possibility. Bigpoint's background in free-to-play and microtransaction-based games will also help to monetize the titles -- a delicate science in itself. We were able to meet up with Alan Dunton, and he explained to us what Ruined Online meant for the company and for the future of Battlestar and The Mummy.

  • GDCO 2010: gPotato's Tara Einis on Iris Online and Allods' cash shop

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    When I heard that I had landed an interview with Tara Einis of gPotato (publisher of Allods Online, the upcoming Iris Online, and many others), I immediately began daydreaming about poring over hours and hours of audio and transcribing hard-hitting interviews filled with fiery give-and-takes. Instead, I found myself calmly wanting to know about gPotato's general cash-shop practices, long history in free-to-play, and reaction to Allods' perceived "debacle." I also found evidence for my theory that the company is, yes, still publishing games and still excited for the future. It should be no surprise, though -- gPotato has maintained a hefty presence in the world of free-to-play for longer than most. So, what are we going to see next? What did gPotato have planned for the future? Turns out quite a lot.

  • GDCO 2010: UTV True Games wows with three new titles

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    One of the most thrilling aspects of this job is visiting game studios. It's essentially like stepping into a toy factory, complete with strange noises and funny personalities. Nerf guns are a staple, and each desk or station is decorated with all types of toys, posters, and other trophies from Nerd-dom. UTV True Games is no different, so when we were asked to sit down with three (count 'em, three) different teams to preview some new titles, we knew we were in for a good time. Of course, our professionalism prevented us from actually clapping and going "sqqquuueeeee!" every time a new product was shown, but it's very possible that the teams would not have cared anyway. So what did we see? What do we have to look forward to from the same people that brought us Mytheon? Well, click past the cut and let's take a look!

  • GDCO 2010: Spacetime Studios' Cinco Barnes talks mobile design

    by 
    Beau Hindman
    Beau Hindman
    10.10.2010

    Spacetime Studios, the developer of the popular mobile MMO Pocket Legends, was started back in 2005 to create large-scale MMOs. Its founders decided to make a mobile platform MMO upon seeing the obvious marketing opportunity that the iPhone provided. After all, the players would already be connected and would be accustomed to microtransactions through exposure to iTunes and the app store. Of course, development could prove disastrous if the wrong game plan were followed, so Spacetime decided to keep it simple. How simple? Cinco Barnes of Spacetime was on hand at GDC Online to explain how his team members did it. What they found was a chance to do more than they'd initially planned on -- and an audience ready to gobble up everything the studio could create.

  • Free for All: How will F2P fare at GDC?

    by 
    Beau Hindman
    Beau Hindman
    10.06.2010

    GDC Online is one awesome event. Although I attended the event in the name of a different site last year, I remember it well. It was a mass of my favorite developers and inside-thinkers, clumping together to discuss customers, design and community. Of course, there were some panels and talks that, frankly, bored me to tears. Then there were many that were so exciting that they strengthened my resolve to be a games writer. In fact, it was around this time that dreams of design began to take a back seat to visions of writing. That's the power of attending such events. On the other hand, these events have the ability to convince writers of almost anything. When attending, we must promise to always stay skeptical -- no matter what anyone says to us. Let the information sink in for a while before we take it as gospel. Let the varying ideas of the various speakers blend together a bit -- then let's form our opinions. I am most excited to see how the last year's wave of free-to-play games and switch-overs will affect the chats. In '09, social gaming was the whipping boy (everyone said he/she hated it, yet everyone seemed to be planning some sort of social game), so will free-to-play receive the same treatment?

  • Rise and Shiny recap: Neverdaunt:8Bit

    by 
    Beau Hindman
    Beau Hindman
    10.03.2010

    I have a buddy who creates all types of music, and recently he decided to experiment with 8-bit. We've talked about it, and at first I think he was worried about how I would feel about it. After all, I've been playing in heavy rock bands since I was around 13 years old, so my disdain for most things electronica or artificial is pretty well-known. For the record, I do not hate all sounds that are created by a computer -- I just haven't found much that I like. So, as I watched 8-bit become a slightly hipper and hipper form of music, my tolerance has had time to adjust. True 8-bit art and design is about reduction, if you ask me -- it's about breaking down everything into single blocks of color or sound, and then rearranging those bits in an attempt to recreate something beautiful. When done well, 8-bit can be fun and exciting. Neverdaunt:8Bit is done well, for sure. While it is still only in "early" testing, it shows a ton of promise -- even if it is only made up of a few basic blocks of noise and color.

  • Free for All: How much for a ten-spot?

    by 
    Beau Hindman
    Beau Hindman
    09.29.2010

    In this week's Free for All, I decided to check out some cash-shop games to see what I might get for 10 U.S. dollars. For the record, some games can be subscription-based and still have cash shops, and some games can have cash shops that have been redesigned and tweaked so that they do not fit into the same old "cash-shop" model. For clarity, I stuck to cash shops that normally pop up while you're in-game -- usually inside their own window. Sometimes, though, the cash shops might be accessed or found on the games' main websites, as well. It was hard to choose, being that I generally don't buy from cash shops any more. It takes a very special product (like Wurm Online's currency) to get me to pay, namely because I do not spend as much time in a single game as I used to. Actually, let me rephrase that before someone starts to write a comment based on that statement: I still spend a lot of time in certain games, like anyone else, but my pace has slowed. Most of the cash-shop items out there are convenience items -- simply time-travel devices that allow the player to speed up his experience. Since I have all the time in the world because of the free nature of these games, speeding up is not something I am interested in. So, let's look at a few cash shops to see what piqued my interest!

  • Rise and Shiny recap: Nanovor: Evolution

    by 
    Beau Hindman
    Beau Hindman
    09.26.2010

    Nanovor: Evolution, by Smith and Tinker, has the ability to allow a player to experience in-depth combat and collecting or pick-em-up battles on the fly. It has also been created with the purpose of running in a browser window or (soon) on an iPhone or iPad. What you end up with is a perfect game for someone who spent a good deal of his week feeling ill, like I did. Playing the game was almost relaxing, rather than nail-biting or stressful. Were there intense moments? Yes, like the time I played someone several levels above me. Generally, however, the game provides an environment for fun on the go. The few criticisms I have heard about the game -- that it's grindy, "pay-to-win" or made only for children -- are completely valid but a little out of place. Nanovor: Evolution, like Vindictus or LOCO, isn't trying to be an open-world, non-instanced groupathon. What Smith and Tinker does is provide an easy opportunity for fun and action, while skirting the edge of the definition for "MMORPG."

  • Free for All: Five popular cash-shop item types

    by 
    Beau Hindman
    Beau Hindman
    09.22.2010

    Over the next few weeks, I would like to take a look at cash shops. Despite many good experiences I have had with them, even my referring to a cash shop can conjure up not-so-happy images for many players. For myself, a cash shop gives me a sense similar to a visit to a toy store -- a toy store where everything is dirt cheap. Good cash shops can not only make you want to spend money, but give you an item or experience that was well worth your cash. Before getting into the heavy-lifting topics, I will go over five of my favorite cash-shop item "types." Bear in mind that there is always some game that features some variant of each of these types. Also remember that there are always more categories, but that these represent what I think are the most popular and make the most money. Feel free to suggest any categories that you think do something similar, or correct me where you think I'm wrong.

  • What scares me about Final Fantasy XIV

    by 
    Beau Hindman
    Beau Hindman
    09.21.2010

    I am not the biggest Final Fantasy fan. But that's more because I lack for time, not because I lack interest. I played FFXI, but only until level 18 or so, and even then I would only return once in a while. The game was punishing to a solo player even with the recent changes that gave more opportunity to level. There was something ever-alluring about the world, however -- something complex and deep, and I knew that, if I could just become more powerful, it would show itself to me. Skip to the present and to the FFXIV beta. For the record, I try everything. I am not just a "free-to-play" guy -- quite the opposite. For most of my time in blogging and podcasting, I have maintained subscription games like FFXI. So, when the opportunity finally came to try the "new" version, I jumped at it. I'll be honest, it feels a lot like FFXI but with a nice twist. It's friendlier, more accessible, yet it still retains that uniqueness that attracted me to FFXI. There is one thing I'm a bit scared of, though.

  • Rise and Shiny recap: FreeJack

    by 
    Beau Hindman
    Beau Hindman
    09.19.2010

    FreeJack is a new MMORPG brought to us by Gamerkraft. It's based on parkour, a sport that pits human against pavement -- a ballet performed upon rooftops and railways. Well, that's the theory, at least. In reality, parkour is sometimes very cumbersome to watch. If you are ever fortunate enough to catch a televised parkour competition, you'll see that there is almost no fluidity involved at all. Instead, players perform flips and spins on a perfectly laid-out track. It feels clunky, especially when the runner pauses to set up a killer move. FreeJack, I had hoped, would give back some of that fluid movement to the sport. After all, a fall in a video game does not end your life -- greater risks can be taken. When we picture parkour in our heads, we see superhero-like movements, leaping between buildings, or balancing on wires. In most ways, FreeJack delivers this experience. It also features some really cool graphics, fantastic customization and great social systems. But in the middle of all that fun, the game can just stop you and make you feel more human than ever. %Gallery-102590%

  • Free for All: Turbine's pristine payment plan perfects pay-to-win

    by 
    Beau Hindman
    Beau Hindman
    09.15.2010

    There is one recurring statement that bothers me to no end, largely because it is simply not true. Most of the time if I pursue the player who uses the term, he will admit to using it only to justify his dissatisfaction with a handful of free-to-play games. That term is "free-to-play is pay-to-win." Essentially, the term refers to gaining advantages over other players through one's pocketbook, by buying power. As someone who has played, investigated, talked about or interviewed developers of over 100 free-to-play games, I can tell you that a "pay-to-win" scenario exists in the minority of games, not in the majority as some would have you believe. Most of the comments from the "pay-to-win" playbook come in more recent times, but that could be because my column has provided a nice, fertile space for everything anti-free-to-play. But I have found the most vocal of the detractors to be referencing recent free-to-play games like Allods Online, primarily because they may have loved it so much, yet did not want to pay a single dime for it -- and because they simply had not played many free-to-play games before that. Allods Online was, essentially, their main experience with free-to-play. Meanwhile, I am often shown DDO (or now, Lord of the Rings Online) as some kind of "proper" way to do a cash shop. Ironically, Turbine is now not only the largest, but the closest to a true pay-to-win developer. Anything larger would exist outside of North America.

  • Rise and Shiny recap: Planet Calypso

    by 
    Beau Hindman
    Beau Hindman
    09.12.2010

    Planet Calypso is another one of those titles that has a perplexing reputation. Granted, in the past I have actually slammed the game -- and I mean slammed it -- but for different reasons. Normally -- and I have seen this over the last week as I told people about the game -- people bring up that they have "heard" that the game is nothing but a gambler's paradise, filled with thieves, liars, and the addicted. Back then, I had an issue with the revamping of the game. I tried it on the day after release, bugs and all, and it was so unplayable that I couldn't move. Taking my own advice of looking back on games that we might have tossed aside, I can now say not only that the game has proved to be one of the most beautiful games I have played, but that the stereotype of the Planet Calypso player seems completely baseless. I looked, trust me, but all I found were nice people. Of course, I did only play it over six days or so.

  • Massively goes a little crazy with LOCO

    by 
    Beau Hindman
    Beau Hindman
    09.09.2010

    As I ran up to the disgusting-looking tower, several floating squid monsters attacked me. No worries -- I hit a number key corresponding to one of my special abilities and filled the monsters with hot lead from my twin six-shooters. They were dead in seconds, and I took the opportunity to help out my teammate as he attacked the tower with a pair of swords. I punched my uber-ability into action and riddled the fleshy tower with beans of death until it exploded. We moved on to the inner areas of the enemy territory, destroying defenders as they appeared. Soon, we were pressing down on the main building -- the headquarters of the opposite side. Our foes attempted to stop us, but we were rolling downhill, straight at 'em -- our inertia was too great. We destroyed the building and the giant that defended it. We had won, but not without facing a challenge. This is what a game of LOCO feels like to me. It's fast, strategic and fun. It looks amazing and is free-to-play -- that's a winning combination right there.

  • Free for All: So, what does "MMORPG" mean?

    by 
    Beau Hindman
    Beau Hindman
    09.08.2010

    As a reader of Massively, you should have a pretty good idea what MMORPG means. Not just what it stands for, but what it feels like, looks like, and behaves like. The problem is, despite common definitions, the games keep coming in different shapes and sizes -- and from all over the world. While I receive many comments about the Western coverage that Massively features, I would only be doing half my job if I reported on only the latest half a dozen games to break the multi-million-dollar budget mark in America. The world is a smaller place, especially now. And across the world there are MMORPGs that are being played and enjoyed in many different ways. There are PvP games, games that place players into instance after instance with only a handful of other players, all while offering the potential to hang out with thousands of other people. Is an instanced combat game still an MMO? How about a game like Mabinogi, which maintains a persistent world, but is broken into several invisible channels for players to skip in to and out of? This is impossible, but I think I will try to define exactly what MMO means -- now, in this current market.

  • Rise and Shiny recap: Shin Megami Tensei: Imagine Online

    by 
    Beau Hindman
    Beau Hindman
    09.05.2010

    Shin Megami Tensei: Imagine Online (longest. name. ever.) is perfect for Rise and Shiny: it is unusual, makes some people uncomfortable, free-to-play, and more "indie" than "AAA." I've played it off and on since its release but never found the time or desire to really push into it. After all, the combat in the game takes patience and knowledge, something that requires, well, patience and knowledge. Over the last week I decided to dive right in, changing my normal procedure of blindly downloading, playing, and socializing. I broke my habit of ignoring the wiki and the information from the playerbase, and I have decided to actually immerse myself into a week-long college course on whatever game it is I am playing at the time. The effort paid off big. The combat became more enjoyable, and the game made more sense. I met some very nice community members, and even found myself wanting to go through an epic hour-and-a-half dungeon experience. The game is not without its frustrating moments, of course. Starting out can feel like a pretty overwhelming experience. While there is a great beginning tutorial to help players understand the complicated combat system, many areas of the game require information that is so hidden that you must simply look it up in a wiki.

  • Free for All: Island of misfit games

    by 
    Beau Hindman
    Beau Hindman
    09.01.2010

    Call me naive, or perhaps call me stupid. To be honest, I am not sure which one applies to me more. Perhaps I am a glutton for punishment, or at least I am very forgiving. Either way, I have a lot of fun exploring the edges of MMORPG gaming. I live to dig through websites, searching for a title I haven't heard of. Often I am a little more than surprised when I find a brilliant world tucked into one of the many gaming forums I visit, and I think "Why didn't you email me? Didn't you know I was looking for you?" I try to act as the filter that these tiny games couldn't afford. It's hard to get a well-written press release out of a team whose community budget consists of hardly enough to eat out for the weekend. Don't worry, I tell them, let me come to you. Someday, if I have anything to do with it, that tiny game will have enough players to pay for more patches and updates. See, I like misfit games. I like to give them a chance.

  • Rise and Shiny recap: Global Agenda

    by 
    Beau Hindman
    Beau Hindman
    08.29.2010

    PvP is a funny thing. Essentially, it is a glorified game of tag. There are variations on the theme, of course: freeze tag, Marco Polo, or Hide-and-Seek. Most of us have had the pleasure of spending a summer evening playing it with our friends. I know that when we played it, we added the dimension of The Woods (as they were known) and all that hiding in those woods on a dark summer evening implies. It was intense, I remember. Once, I hid under a pile of leaves for 40 minutes, scared out of my mind, while my buddy tried to find me. Good PvP can be like that, but bad PvP can ruin your evening. Bad PvP, like a rainstorm during a campout, usually ends with one or more participants taking the event way too seriously. But when you spend a few hours in good PvP, running around shooting at strangers, throwing mines at each other and getting shot down by automated turrets, your heart will race and you will realize that you have had a smile on your face most of the time. Global Agenda has that effect on me, like a good game of tag.