Storybricks Wanted to Buy Everquest

Straight from their “we’re closing the doors email” that went out a few hours ago:

PS.
There is one more story to tell before we part ways.

We fell in love with the EverQuest franchise and we wanted the best possible future for it. We knew Sony Online (300+ employees IIRC) was for sale so Storybricks (barely 10 people) tried to actually buy out the whole division.
We retained an investment banking firm as a proxy and they went directly to Sony Corporate bypassing the local executives. We would have been able to raise the necessary capital, and had interviewed new and existing management ready for a turnover.

Alas, it was not meant to be as the terms offered by Sony Japan were unacceptable to us and to our investors. It is my understanding that other buyers had the same reaction and, in the end, Columbus Nova got a completely different deal that the one we were offered, but by then our investor group had moved on.

Make no mistake the company needed cuts badly, and we would have cut and cut deeply. Possibly as deep as Columbus Nova did but maybe we would have cut more senior management and less game developers instead. It was our intention to try to acquire the 38 Studios assets and made them available to players in EQN. Moreover we would have probably changed the server infrastructure allowing people to run their own servers. It would not have been a very canonical EverQuest but we would have done the best to service our customers with the limited budget of an independent studio who wanted to punch above its weight.

We really did try our best. And our best was not enough.

I’m still gathering my thoughts, but in general I just have a lot of questions. Basically, if I’m reading this right, Sony Japan sold SOE for less than they could have gotten, to a company that didn’t know anything about games. Only way that makes sense is if there is some sort of pre-existing relationship between the people doing the deal at Sony and those at Columbus Nova. Like the Sony Exec’s godson/favorite nepher/golfing buddy is the big cheese/VP/owner of Columbus Nova. Either that or part of the deal was not made public or was done under the table. Either is a likely possibility.

#storybricks, #daybreak, #everquest next

A Few Words On Exploration

Werit had a solid post on Exploration a couple of weeks ago. The thrust of it was that Exploration in an MMO needed to be Interesting and Persistent, and that as a result, procedural generation was not a good option for it. The backdrop is STO and how to integrate exploration into it after pulling the plug on their previous system.

I have to confess I do not agree with this stance. I loved the Exploration system in STO and spent most of my time doing just that. It *felt* like the most Trekky part of the game. I would load my ship up with supplies and head into the unknown clusters. Each point of interest either spawned a shiny in the form of a crafting node, or a mission. Sometimes a planet to explore, sometimes an asteroid base to defend, sometimes a Borg invasion that I had arrive just in time to quell. And sometimes it was no mission at all, but rather aid and diplomacy – passing out industrial replicators or medical aid to a planet in distress.

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At the end of the night, I would warp home, my bay emptied of commodities and filled with trinkets and crafting goodies, to receive a commendation from the Admiral. Even the duty officers had tie ins, with special missions to establish colonies and such and even recruit the rare species of that cluster on to the ship. In other words, it was very interesting, at least to me.

Was it persistent? Not in the sense that I could revisit the same planet twice, but then again, how often did they do that in Trek? How many Encounters were there at Far Point? Every episode was something new, and in that sense STO did it right. The point was not to find a new home base, it was to explore new worlds. And those I liked, I took screenshots of, which are what you see in this post.

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I have never again visited the AT&T planet, as I called it. But it is persistent – I have a record of my time there, and I still remember the mission. Which is more than I can say for some of the “featured episodes” and definitely more than I can say for any Foundry mission I have ever done.

So…

To me, the real crime was that the system was simply dropped instead of being tuned and made better. How could they have done that? A couple of things.

The first was further tie in with the duty officer system, and in particular the Diplomacy subsection. Colonization and Diplomacy should have been broken out of the duty officer rotation and into its own reputation mechanic, much as they have done with the special Task Forces and New Romulus and so on. And exploring the planets and points of interest in the clusters should have afforded the commendations necessary for those unlocks. Here is where your Ambassador titles and cross-faction immunity buffs come from, as well as special uniform and item unlocks.

The second was to further flesh out some of the missions. The aid missions boiled down to dropping off supplies and a small pat on the back. Commodities, rather than being bought, could have been (and still should be) a crafted item, much as The Old Republic does with its new conquest system. Get enough commodities to the planet, and good things happen. This could even be a long term missions. Many people don’t realize that while the generation of the planet was in some way temporary, it was tied to your mission log. If you kept the mission open and uncompleted, the client/server was able to return you to the same system again and again. If the mission objectives were changed or made long term, you could keep returning to the same system, unlocking new sub goals (as you would in a regular quest) with each step of aid granted. Or perhaps they could be tied to the project system directly in the Reputation system as it exists today.

With some improvements, you have the PvE version of all the damn Reputation grinds that STO is so enamored with these days, all of which center primarily around PvP or required group content.

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Instead, unlike other “useless” aspects of Star Trek (like starship interiors) that developers have realized are actually important to subsets of the community (like Roleplayers), and put a little bit of time and effort into improving and strengthening the tie ins with the rest of the game, it was jsut tossed aside, with nothing to take its place. It is mind boggling that any game would simply throw away content, particularly without having a replacement in development, or at the very least, to have an idea of what they eventually wanted to replace it with. It still ranks high on my list of “worst developer moves in an MMO” category of failures.

Would it work for every game? No. But in this game, with this lore, it was a pretty good emulation of what Star Trek is about. Exploration was not only possible, it was truly, for the first time in an MMO, not limited by the creativity of the dev team or artists, while also leaving room for the player to make his mark on things.

If You Can’t Go Back, Go Back Even Further

Wilhelm has a good piece up right now detailing the ins and outs of doing a progression server for EQ2, and how that probably would not, generally speaking, really be all that fun for anyone. The salient points, for me, were primarily that EQ2 was a very different animal back then, and the changes to the landscape and to the way characters are built have changed significantly since launch. This poses problems with progression mechanics and just what, exactly, you would be enacting.

However, if going back creates problems and lacks interest, maybe you’re just not going far enough back. Don’t turn back the dial to 2004. Turn it back by one thousand years, to Norrath as it was before even the original. Norrath as it was in Everquest Online Adventures.

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EQOA was in some ways the little brother of EQ2. Launching nearly two full years before, some of the flavor of EQOA resides in EQ2, though whether by accident or design I couldn’t tell you, I assume its by design. Both games at one time featured progression through classes as well as levels. Much as EQ2 simplified some of the controls and difficulties of EQ, EQOA was also catered to a more casual crowd, perhaps because of console limitations at the time. Many of the skills also overlap, or perhaps were tested in EQOA and later used fully in EQ2.

But two hurdles are fairly obvious from the outset: would anyone play, and how much work would it really be?

The first is easier to answer, using polls and other metrics, but I think the answer would be “yes” provided the opportunity was branded correctly. Billed as an opportunity to play your ancestor, perhaps with appropriate tie ins to the main game via account unlocks, it would provide some interest from role players and achievers alike. Not to mention explorers get a whole new world to roam, and raiders have a whole new set of boss mobs and locations to trash. And while EQOA’s fanbase was admittedly small, they were loyal enough to keep a dead PS2 game going for 9 years – including years well after anyone even continued to sell PS2, much less make new games for them.

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The second question (“how difficult would this be?”) I can’t really answer. SOE was game for the unusual and down to take risks at times. But now that they are not calling the shots, this is probably a pipe dream. Still, if you wanted to do it in an efficient manner, you could. Classes did not really have all that many abilities – taking the same simplification approach that EQ2 has – not giving each level’s identical spell new names, then most classes really had few spells (the toolbar in EQOA was 4 or 5 slots if I remember correctly – a very modern approach). If I remember correctly, my magician had light and heavy versions of cold and fire direct damage spells, a pet, and a couple of utilities available at any given time.

Quests were streamlined and small in nature. After starter quests each level to get you to 5, quests were spread out after that, with several levels passing at a time before a new one would open up. And quests (with few exceptions) were not class or race specific. The world itself had quite a bit of open space, but textures and animations could be reused from EQ2, and some of the locations would probably just need minor editing as opposed to full blown overhauls.

Fayspire

Its a pipe dream, and I know it. But I still think it would be a lot of fun to do. Who among the EQ2 crowd even knows what Fayspire is, much less having ever visited it? To open up even a few zones of recreated, thousand year old Norrath, for current characters would make for great nostalgia of a different sort in the game, and provide opportunities for some interesting quest lines and stories to be told. Its not the first time that an MMO has turned to time travel to explain zone changes, new zones, or expand storylines, am I right?

Well, in any case, I guy can dream. And if Smed drops by, maybe he can look into making it a reality.

#mmos, #everquest, #2015

A Funny Thing Happened On The Way To Play A Game

So my son has really enjoyed Marvel Heroes Online. And I play a good bit with him. A fun diversion and his first real introduction to an MMO of sorts. But while watching the new Star Wars cartoon (Rebels!) on Disney last week, he looked over at me and his memory had clearly been jogged.

“Dad, didn’t you used to play a game like Marvel, but with Star Wars?”

Yes son, yes I did. He requested a download of SWTOR to his computer, and in this day and age of Free To Play, it was a done deal. He asked me about playing with him, and I told him sure, as any good dad would, but I wasn’t really sure, if you know what I mean. The game and I obviously have a very troubled history together. I did update the game, but…

So a couple of nights ago, I was playing some War Thunder with my brother and my son wanders over and says…”oh” – putting a dozen levels of regret in his voice as only kids can do. And went over to fire up SWTOR. And I knew it was time for an epic dad moment. Through WT text chat, the deal was arranged.

My brother and I stealthily logged off War Thunder and into SWTOR. I casually made a drink run to figure out his character’s name and where he was. We pulled a couple of similar level toons, and just like that, history was made.

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So this post is to commemorate the first time that my brother, my son (his godson), and I all played an MMO together. The first time we all did Star Wars together.

And perhaps because of my son’s enthusiasm for all things Star Wars, and the game in particular, and perhaps because my brother didn’t have quite the experience I did and continued to play even after I stopped, I have found myself back in a game I never thought I would be in, and yes, even having fun in it.

And since TESO has decided that they will no longer require a sub, it looks like this will takes its place, for a while anyway (my son can’t afford the sub, but did spend the last of his Christmas money on Cartel Coins for unlocks and a Preferred account status). This bears more exploration and posting about, but as I said, this one is mostly to mark history, and to help me remember the way my son’s face lit up when a couple of familiar faces showed up to help him out with his questing on Coruscant.

People, this is why I do Time Capsule posts. Never would have guessed…

#mmo, #swtor, #2015

Quote of the Day

Like any classic video game, there was that moment of zen-like gaming where you’re just playing on a whole different level.

~ Syp at BioBreak, commenting on Wolfenstein 3-D

The quote resonated with me because I know exactly what he is talking about. Its the same thrill a tank or healer gets in an MMO when pulling out a miracle in a close battle. The thrill you get in a fighting game when you are in this groove where you can’t miss. The trash talk inducing haze that comes when you are laying a beat down on your friend/neighbor in Madden. It happens in World of Tanks, Planes, War Thunder.

And it happens in real life too. I played soccer growing up and love being the goalkeeper because of those moments – we called them “save sequence” or “save barrages” (here’s a video of what I’m talking about – 4 saves in 15 seconds). The moments like that from my life are so memorable that I will never forget them.

Perhaps we love video games because the moments we have like that inside the games. And because in our often broken and “mediocre” lives, we rarely see them face to face, and are willing to take them where and when we can get them. We draw strength and confidence from them, and that’s something most of us could use more of.

Crowfall Will See You Now

The registration restrictions have been lifted from their website, and the vaunted Kickstarter campaign has begun.

Its basically Shadowbane: Game of Thrones Edition. Which is not a bad thing at all, from a marketing or gaming perspective.

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Regular server resets with changing rules? Check. Character building with base classes, prestige classes, and disciplines, using a points system? Check. Kingdom building with resource gathering and base attack/defense? Check.

I liked Shadowbane. Its the only time I have really dug into and enjoyed a full on PvP MMO. Unfortunately, the game was shut down just as I was getting warmed up. Well that’s not quite true…I was wrestling with the multiboxing issues that were going on (something that Crowfall will have to address eventually as well). The variety of server rules, the ease of leveling to cap (set up more as a speedbump to curtail day one PvP and ganking), and the impressive array of character builds were all very appealing, as was the very group oriented nature of the PvP.

So I may very well end up contributing. But if I don’t I probably will be playing in some capacity, provided they do a decent job with it.

Blogging the Dominion, Part 2

When last we left our intrepid godling, Ikea, and his custom built (heh) realm, they were all ready for some warfare. And that’s exactly what I set out to do – rally some independent territories to my banner, by force if necessary.

So with that in mind, I bestowed my blessing on the centurion Rowan, making him Disciple, and I gathered a bit of an army for him to use – mostly my own cultural troops – copycats of Roman legionnaires, but also I picked up a mercenary contract for some fish-men. Mercenaries are great fodder to help blunt those first volleys of arrows and cavalry, and they are cheap at base…but other countries are also bidding for their services, so you have to make sure to shell out enough in the blind bid to get them (contracts run three months long). Then, since we are in the NE corner of the map, I decided to pin down my corner before branching out to the south, where I’m sure my first AI opponent awaits.

Before I did that though, I decided that my army wouldn’t get far without some magical prowess. So I recruited a Theurge, and named him Wilhelm. Because I could. So Wilhelm and Rowan set out with a small army – a gang really, at this point, while Ysharros turned south to seek out who my first real challenge would be.

The independents were….underwhelming.

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Dominions lets you set orders for your troops, but resolves the battles between turns. So there is the mentality that you are the coach, calling the plays, but you are not directly influencing the battle. Since Dominions originated as a PBEM game, this makes sense, though it may seem strange coming from other 4x games. I like it though, its fun to watch the battles unfold and the sometimes unexpected ways your troops take care of business. As you might imagine, the battle above was fairly one sided. And my trusty mage and disciple took a month afterwards to recruit some of local troops and also to do that thing that only a half living, half undead empire can do – get some troops out of the ground.

The next month, my now larger army handled a second province, but I made a mistake. I told my new skeletal cavalry to charge, which seems obvious. However, the cavalry were just a smidge faster than everyone else. And in the time it took the rest of the crew to catch up, they had been surrounded and slaughtered. Back to the ground with you! A few more months and more territories fall.

One of the nice things is that this process is made easier because I spend some of my..uh…character creation (god creation?) points on Ikea’s Dominion score. So little candles are popping up all over the map, indicating converts to my faith. And this is a big deal because Ikea, his Disciple Rowan, and and blessed troops (remember those Shadow Vestals?) all get bigger and badder the more dominions points I have in a province.

Meanwhile, at home, a few more mages join the rotation as I recruit them, and all of them, along with Ikea himself, are doing research. After all, you have to read the directions before you start building things. Right Ikea?!

Right?

The Man In The High Castle

I had this great post in my RSS feed today and wanted to share it, but I thought I should back up and give the whole story for those who missed it.

If you are a fan of Philip K. Dick (Blade Runner, Minority Report, Paycheck, etc.) then you may also be a fan of his great alternate reality novella The Man In The High Castle, which looks at a 1960’s America jointly occupied by co-conquerors Nazi Germany and Imperial Japan.

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You may or may not know that Amazon is looking to turn the novella into a TV series, and that you can view the completed pilot episode (and vote on its production). I loved the book and I think the TV show does a phenomenal job of making minimal changes as necessary while capturing the story and spirit of the original.

So, I say all that to say this: the Strange Maps blog (which is fantastic fun), has a post about all the fictional maps made of that fictional world, and takes the TV show version of the map to task a little for being incredibly inaccurate, while offering up a survey of all the maps published for the fictional world. Take a peek, and check some of the other posts on the blog, they are always informative and entertaining.

Blogging The Dominion, chapter 1

So, since I ended up with one more sick day than anticipated (the flu, it sucks), I played some Dominions 4 yesterday and decided I was actually going to do it. I’m going to blog it out. And you all are going to help me, because when I set up the rules for the game, I enabled renaming. So all my commanders are ditching their crappy generic names like Maximus and becoming more like all of you. Once more, this is a big H/T to Syp and his Retro Gaming session with Master of Orion, which was probably the best blogging series I read in 2013. I immediately wanted to do something like it with a different 4X game, so this is my take on things. I call this blog-gaming, or blogaming. If at any time you think this is a cool idea but that I suck at explaining it, about six months ago PC Gamer did a similar playthrough, and you can read their excellent version starting here.

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The first thing to do in Dominion is set the table. You have to decide how advanced civilization has become before the Pantokrator (chief omnipotent God) up and left for unknown reasons. Then you have to choose your civilization, from dozens of choices modeled on popular fantasy themes ranging from Howard and Lovecraft to the Bible and Assyrian mythology, with a ton of stops in between (including some historical ones). Then you have to create your Pretender God (demi god/supernatural being/archmage) who will guide that civilization on their hunt to ascend to the Pantrokrator’s throne.

I ponder what to do for my Pretender. Choices are myriad between form, magic powers, and dominion powers (things that affect your realm). Different forms have different perks. The Demilich is good at magic, not so good at leading people. A Cyclops is great on the battlefield for stomping foes into submission, but not much else. Etc. I finally settle in on an old favorite, the Forge Lord:

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And since the Forge Lord is best at staying at home researching the arcane and building things, a suitable name was easy to come by:

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And his people shall be perhaps my favorite ones, the Scelari. An offshoot of this world’s fantasy version of the Romans, their mages and priests averted a disaster with Death itself and now the civilization operates with “the living and the dead working side by side.” I will have access to Death and Astral magic, and my legions will be a combination of Hastati and undead, led by Lictors and Thaumaturgs. I also get one special unit, a Shadow Vestal. These are young women raised from birth and trained in battle and magic, who then voluntarily join with an ancestor spirit to form a sort of shadowy undead super soldier. They will be rare to begin with, but, later on….great shock troops.

The the game generates a small world for me and a half dozen other civilizations to fight over. The goals is to find and control the three provinces that contain the Thrones of Ascension, so that my Pretender can ascend and win forever and ever. (You could also cast an Ultimate Spell, or defeat all the other pretenders, etc. But thrones is generally the shortest way to win, and even in this way, this series might take some time!) It also gives me a few provinces already under my control, and a pair of leaders. A Scout to sneak around and give me reports, and a Centurion to lead my first army. I thumb through my RSS Reader and pull a couple of names.

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Ysh will be the eyes and ears of the kingdom, and Rowan will find himself shortly elevated in rank – each player can choose one commander to become their “disciple” and gain extra powers. All that’s left to do is build an army, and get to searching!