Brief catchups, Steam Sale, and a RPG kickstarter not to miss

There are two main reasons that I have been quiet on the blogging front lately. The first is that I’m feeling quite uninspired about MMOs at the moment – my main games are WoW (in which I’m still raiding with my awesome guildies) and LOTRO (which I’m playing about a session a week with Arb on my runekeeper). They are both oldish games. Maybe I’m just an oldish school MMO player.

The EVE experiment ran to the end of the first month, by which time I was really only logging on to tweak the skill queue. I have no doubt that the game is all about the corps and PvP, but I’ve played sandbox games enough to know that even with all these things in place, it’s still not going to be a game for me during the long slow summer gaming slump. It is in the nature of sandbox games to involve a lot of hanging around and being bored in between flashes of interest. It’s a pretty game though and I miss Elite.

Like many other players, I often fall into a summer gaming slump. This year feels different, because my enthusiasm about upcoming MMOs is so muted. I have played the FF14 beta and it was OK, but I felt bored. I saw nothing to make it stand out from the other themepark MMOs I am playing. I may have missed the aspects that make the game stand out, but I played until I got too bored to log in any more. TESO is likely the next new MMO I will play, and mostly because a friend of a friend told me that the writing was good. We’ll see.

The (not so recent now) news that Blizzard have ditched whatever their old plans were for Titan and are starting from square one didn’t surprise me, I’d already wondered whether they have dropped previous redesigns and had to redo due to changes in the market. But it does mean that WoW is going to be the Blizzard staple for a few more years yet. They’ve done a lot of things right with MoP but by this stage in the expansion, I am still feeling generally unenthused. It will be hard work for them to keep coming out with this level of content output and even if they do, they will be constantly losing players.

And as I have pretty much no interest in shooters, the upcoming shooter type MMOs are largely going to pass me by also.

The second reason for not blogging is that I’ve been busy with new job, which is all quite positive but takes a lot of energy.

I will however try to do more regular updates in future. Even if I am on a downswing in MMO playing (and the genre in general is also) it is still worth documenting. Along with some generic thoughts about MMO tropes that I will not miss. It is the vast virtual worlds to explore that I will however miss. I’m not sure how great a feature those will be for any new entries to the genre, such as it is.

Steam Sale

It’s that time of the year again. Anything big on anyone’s wishlist? I’m not sure I do, this time around. A lot of the games I wanted I have already been able to buy at good discounts. Kerbal Space Program sounds intriguing though, and I’d be up for Sword of the Stars or some kind of 4x strategy game. Any indie games anyone would recommend?

Clearly it is a bad idea to buy new games when there are older ones I have not started yet, but such is the world of extra disposable income.

Kick out for Chuubo

And lastly a shout out for a kickstarter that is ending soon, which is a (pen and paper) RPG by one of the most talented writers in the industry. Jenna (probably best known for Nobilis and some of the better received Exalted books)  is often hailed as either a genius or a quirky cultish author but aside from her evocative writing style, the real smarts are in the way she plays with rules and mechanics to build games that just work differently to the standard D&D wargaming based dungeon crawls.

In Chuubo the goal is to make it interesting and easy to run pastoral games, where character development and exploration is core to the game rather than just killing monsters and looting their corpses. If you want to know how she does this, plonk down $15 for the KS and you can have access to the entire first draft, as well as various other freebies, examples of play and short stories that she’s put up for the KS supporters. And as you might guess from the fact that the first draft is up, the game is already  completed and the KS is funded – further funds will go towards the stretch goals.

She describes the game as:

It’s an RPG that strives, as its first principle, to make it worthwhile to spend your time on both the little things and the big ones — a game that’s meaningful and fun whether your characters are drinking tea with their friends, exploring their new home, doing their daily round of chores, or hunting horrors in the dark. It’s a work that strives, as its second principle, to bend but not break when the same people who were sweeping or arguing over television shows a few minutes before start throwing around godly powers, breaking the world with their poorly-phrased wishes, and heading out into the dark to challenge Death.

I especially recommend this one to game designers. She is honestly a genius with mechanics. Enjoy!

[Kickstarter] Camelot, t’is a silly place

With only 10 days left to go until the end of the kickstarter, Camelot Unchained (Mark Jacob’s proposed new niche PvP MMO)  is looking on shaky ground. All the updates, stretch goals, interaction on reddit and other forums, press interviews and media rounds cannot hide the fact that the kickstarter still needs to make over 700k to become funded (and that of course will not include any stretch goals such as the fancy updated version of Darkness Falls).

The kicktraq chart shows them being on track to hit $1.9m – a huge amount, but still  short of the $2m goal. MJ et al have responded by adding more high end kickstarter tiers, a reasonable response given that CUs higher tiers have sold out rapidly to keen fans.  It’s not all over until the fat lady sings and there’s still time for more pledges to come in, but I want to talk today about the problems I see with the project and with the kickstarter.

Maybe niche projects should have niche targets

The main problem CU has is that there simply aren’t enough backers. Compare their current 8350 backers to the numbers who backed other recent successful big gaming kickstarters like  Torment or Project Eternity  (around 73k-74k people each), or Shroud of the Avatar (22k people, more modest goal than CU). As you might expect from this type of project, individual backers have been prepared to spend big on their fantasy heartbreaker (an old tabletop term for people who design their PERFECT game but the games are never quite different enough to grab an audience). But CSE set a high, ambitious goal – they may be asking just too much of their niche. It does speak well for the project speaking to a moneyed fanbase that it is getting as close to the goal as it currently is.

The high tiers have been selling like hotcakes, it’s quite astounding how many people are willing to throw $5k or so at a niche product that won’t be out for a couple of years at best. If nothing else, CSE have shown that the niche exists and it has cash to spend. At the same time, unlike other gaming kickstarters, this one is for a subscription game. This is one reason why the lower tiers don’t look as enticing to people with a mild interest  – even getting a good discount on the base game, there will be more to pay.

And while kickstarters often see a rush at the end, I think it’s just as likely for a project like this that some backers will have been overcome by the excitement and pledged more than they can afford in the hope of making the project attractive to others. Expect to see them cancelling or reducing pledges if the thing looks as though it might actually fund (and they might have to pay), or even trying to issue a chargeback.

This is not unknown on kickstarter either – there is at least one case where Paypal froze a project account from a kickstarter because some donors had been threatening chargebacks.

Incidentally, I remember commenting on Syncaine’s blog when I first heard about the project that I predicted they would set their goal too high and not make it. I still think that.

What do players actually want out of a pure PvP MMO?

For me, I felt MJ had dropped the ball when I listened to the description of the stretch goal (he also didn’t actually mention what the stretch goal is to unlock the new dungeon, but they’re not going to make it anyway so it may be irrelevant). He has often historically been very focussed on what players want from this type of game but I felt something was off in the description.

He had a very strong focus on how fun it will be to make your enemy suffer, watch your enemy suffer, lay traps and inhabit monsters to inflict misery on your opponent. ie. Have fun griefing the dungeon!

Now while there are plenty of players who will enjoy that, it is a sideshow. The main appeal for players in a permaworld with PvP is the opportunity to BUILD, not just to destroy. People want to know they can hold territory with their guild, stamp their authority on the landscape of the game, invest time and effort to be a part of the story of that gameworld that will go down in gamer history.

EVE gets this right. CU does not. Sure, “haha, that dude fell in the lava trap!” is good for a laugh in a Dungeon Keeper kind of way, but it isn’t the draw that being able to stake out your claim to a part of the world and defend it will be. CU certainly offers possibilities for the latter type of play too, but that wasn’t what MJ was hyping. I think he’s losing touch with his niche. Presenting high end tiers which involve custom build bases for guilds also impinges on the model – they will be cool for people, but they mean the design has to allow for bases to be in safe areas. That means guilds will be limited in how far they can take over each other’s bases or territory.

There is no reason this won’t be fun, and it does mean the higher tier purchases don’t have an undue advantage, but it will not be the no holds barred PvP-a-thon of EVE or even Darkfall. So you don’t get all-in PvP, but there are also no plans for a PvE game. People are excited about the project now, but I wonder if that is really what this niche want.

So what needs to happen for CU to fund?

One of two things needs to happen: either existing funders (plus anyone who was hanging in there until the very end to pitch in) need to all stick more money into the fund, or else a bunch of new funders show up.

CSE is betting on the former, with the introduction of new high end tiers for anyone who … just feels like throwing in an extra $10k or so.

Even if Camelot Unchained fails to fund, I wouldn’t call it a failure. They’ve raised a lot of pledges from a small player base so far. I just don’t think they’ll make their goal.

Catching up: Kickstarters

I don’t know about any of you but I’m getting to a place with gaming kickstarters which is much closer to how I buy regular published games. I read the kickstarter, think “Sounds cool” and then “I’ll wait till it’s released and then pick up a copy if it’s any good.”

To get me to contribute these days, I’d need more emotional attachment to the project than just “Oh neat.” It would either have to sound like something I really want to play, involve a creator of whom I am a fan, or support a cause I care about. Maybe the sheen has just gone. Creators are finding new ways to use kickstarters – sometimes to raise awareness or for publicity more than for the kickstarter cash itself. This wasn’t really the original idea, but that doesn’t mean it’s terrible.

It’s just that in the grim dark future, instead of applying for a beta or preordering (or prepaying) to get your beta spot, it’ll only be open to people who paid more than $X in the kickstarter.  But the equating of “how much cash are you willing to put up” as a measure of your dedication as a fan is a trend that is only going to increase. It is also inherent in the F2P mindset. That’s more of a topic for a future post. For now, lets just say that fan enthusiasm is a commodity to be monetised. Fun times.

Anyhow, there have been a few large gaming kickstarters in the mix lately. Terra Silverspar sees this as a sign that kickstarter is going to be a bad thing for gaming in the longterm.

Many of big name developers using Kickstarter are furthest from strapped for cash to be able to produce the titles they are looking to produce, but they threw out these rather large figures at what they feel would need to be to create these games, some of them with not even a demo or name of the product to be seen, and even threw out shameless incentives to get people to pay more.

((…))

All they have to say is remember my one good game and they know their fans will jump on it, especially if said big name makes large promises that claim their in development product you’ve never seen will be like one of their famous games of the past.

This isn’t fundamentally different from the way hype works anyway. “New game X will be like old game Y that you really liked” is a fairly basic argument, especially if it’s backed up by having some of the same team involved. You pays your money and takes your chances.

However, phrases like “harkening back to his innovative early work,” “the team will revisit X’s design roots”, “this game is counter-revolutionary” et al lean towards a current view of kickstarter where it is getting used to support revolutionary (or not)  little indie games and old school (ie. not revolutionary) larger games. Except that the indie games struggle more with publicity than a big name celeb game designer.

Anyhow, I’m going to scan over some of the projects that I have either backed or been following.

Shroud of the Avatar (Lord British)

I know Arb is fond of this one, for sentimental reasons. This successful kickstarter has been controversial because Lord British (yeah I know, his real name is Richard Garriot) is wealthy enough in his own right that punters wonder why he can’t pitch a game to publishers without needing $1m of funding from the public first. Also controversial as the man is a dab hand at giving controversial interviews. Or in other words, he gives good media.

On the other hand, he is proposing making an open world RPG of the type he became famous for with the Ultima series. Shroud of the Avatar is a direct callback to Ultima, as your character was called “the avatar” in many of those games, although for legal reasons it won’t be using any of the Ultima IP (last seen being cast onto iOS via Ultima Forever). It is going to be a PC game. He is calling it a multiplayer game rather than an MMO so there is going to be some overlap with solo play and group play.

So if you liked that sort of game – which Arb and I did very much – it will be one to keep an eye on. I like open world RPGs, and that is what I expect this to be. The kickstarter almost doubled its $1m goal, so let’s see how it goes.

Jane Jensen (Moebius)

This is one of the first kickstarters that I backed, and I liked it because I admire Jane very much as a game writer and have fond memories of the Gabriel Knight games. Her studio has already put out an extra mini graphic adventure aimed at 5-9 year olds – which wasn’t anything I was interested in, but free perks are always nice and if I knew anyone with a kid and an iPad I’d happily give it to them. But the main attraction is Moebius, an adventure game which does not stray far from its Gabriel Knight roots.

RPG didn’t think much of the trailer but as a backer I’m happy, it looks pretty much to be what I would have expected. I look forwards to playing it on release and am happy I was able to support it.

Also she’s been great about monthly updates, free wallpapers, and generally being in touch and available.

Camelot Unchained

As a fan of DaoC (and Warhammer Online) I am always interested to see any project that Mark Jacobs is behind. He spent a few months building up publicity for this kickstarter before it launched, and is currently almost halfway to his $2m goal. It is a large goal, especially for a fairly niche type of game, so this will be an interesting one to watch.

Mark is doing a lot of publicity for this at the moment via interviews. He also has been quite active in the reddit, and I recall he always seemed to quite enjoy interacting on forums et al during DaoC also.

Although I really liked DaoC I am not backing this one, because all PvP all of the time isn’t for me. I do think it was a good idea to limit the scope of the game – PvE content in MMOs is expensive and there is definitely an audience for a smaller PvP focussed game. If it is your thing, feel free to go pledge them some cash as this kickstarter has just under a month to go.

A friend of mine commented that he thought this kickstarter was very jargon heavy and would be hard to follow for anyone who wasn’t into MMOs. I don’t think they are trying to get new players into the genre, the people who want to back this game will know what the jargon means.  I do wonder a bit about how developing their own game engine is going to impact on things. It isn’t that it is a terrible idea, just that having the core of your game as a new untried and untested piece of code adds some risk to the endeavour.

Double Fine

This is the kickstarter which really kicked off the phenomenon for gaming, raising $3m on an initial goal of $400k. The game now has a name (Broken Age), a website, a trailer, and you can preorder. They have also been releasing regular video updates for backers giving some insight into the development process.

I am looking forwards to seeing the game, and I like the concept a lot. The videos have been fun and it feels like a fun, different way to support a game genre that I like and get a cool game at the end.

Torment (Numenera)

This is the Planescape Torment sequel that isn’t set in Planescape. The concept of that confused me enough that I decided not to back it – I did however back Monte Cook’s Numenera pen and paper game so at least I’ll be able to decide if I like the setting before putting any money down for a computer game. (Oh and also I can wait for the game to be released to see if I want to play it.)

Fortunately, Torment isn’t dependent on my backing as the kickstarter raised a whopping $4m off an original goal of $900k. Planescape really was that popular. They’ve recruited Chris Avellone (original Planescape: Torment designer) onto the design team, among other experienced designers, and have already turned out some cool looking screenshots.

I’ll look forwards to seeing what they can do with the money. But I’m perfectly happy to wait until release before deciding if I want it.

Here’s an interview with Brian Fargo where he talks about his experiences with successfully running kickstarters for Torment and Wasteland.

Project Eternity

Another RPG (I have straightforwards tastes in gaming), this time to be developed by Obsidium Entertainment with the help of just under $4m raised via kickstarter off an initial goal of £1.1m. Chris Avellone is going to be busy with both this and Torment, and they’re likely to be quite similar games.

This one I did support, I liked the idea of knowing a bit about the team going into the project at the start. And I want to see what Obsidian can come up with. They have been sending out regular updates, and we’ll just have to see how it goes.

I also like that although they’ve been clear about their influences and what type of game it’s going to be, it doesn’t feel like so much of a namecheck as the Torment game. I will of course play both if they’re any good.

Kickstarter, older games, and the packaging up of gaming nostalgia

kotor2

KOTOR2 featured in the Steam Autumn Sale this week for the grand sum of £1.74. And you know what? I realise I never stopped loving this style of RPG.

Let it be widely known that the long-awaited Kickstarter gaming backlash has officially kicked off!

Oh, there had been stirrings in the blogosphere previously. People wondering if punters really thought about projects before they hit ‘donate’, projects that collected money for ‘tech demos’  or ‘demo videos’ on the backs of a zealous fanbase, projects that raised their funding but failed, projects that simply failed to raise the funding required (maybe the fanbase just wasn’t zealous enough.)

None of that indicates a broken system. When you throw money at a kickstarter you are taking a risk. And it is the nature of crowdfunding to favour creators with an established fanbase.

But the more recent trend is for old designers to come out of the woodwork with a shiny new kickstarter to produce some updated version of a nostalgic fan favourite. It worked when Double Fine reminded people that actually they did like point and click adventure games, or Jane Jensen reminded them that she was still writing and still liking these games too. Chris Roberts’ Star Citizen, aside from showing convincing video, reminded people that they liked open world space sims.

I’m an old enough gamer to have loved all those genres too the first time around, and to miss the lack of those genres in the current scene, so I wish the devs and backers all the best of luck.

But then we move to the pitches that just failed to convince. Brenda Romero and Tom Halls ‘Old School RPG’ kickstarter seemed to just remind people of all the things they didn’t like about old school RPGs. For once, even having big name designers didn’t stop punters from murmuring (check the comments on this thread) that it looked like a half thought out cash grab, not a fully realised project. David Braben’s Elite Kickstarter (currently just under halfway to its $1.25m goal)  made people wonder why someone with a successful studio behind them couldn’t get some funding together without going to the fans – or maybe Star Citizen just got to those fans first. And now Peter Molyneux is proposing a God Game kickstarter (aka Populous remake).

I liked all of these games back in the day – apart possibly from the old school RPGs which could get pretty tedious. There are genres that could use a remake with a modern sensibility for gamers who never played the classics of yore. Particularly because some of these games, being designed for old slow hardware, don’t require heavy twitch skills. And they date from before the era of everyone-has-internet, compulsory multiplayer features. (Obviously both of these features will probably get designed out to match more current trends.)

But I am down with letting the teams actually build and release the games before I buy them now. Some of these projects are way too ambitious in scope for my taste. By all means be ambitious, but when Tim Schafer says he’s going to build a single player adventure game in the style of the old adventure games he became known for, I believe him.  When Chris Roberts says he’s going to build a new Wing Commander with a huge sandbox online component as well as a single player game, I think “Good luck, I’ll believe it when I see it. And I’ll happily buy in once its done.”

Also the amounts being asked for don’t bear much resemblance to costs so much as a ‘how much can we get?’ approach. Kickstarters were once seen as a way for indies with good ideas to get some backing from people who liked those ideas too, and now we’re looking at some kind of nostalgia cash grab. Not only that, but as backers get bored of the endless stream of ‘hey pay us money to remake XYZ, we have a sketchy outline and we’re working on a demo’, other creators are going to find themselves on the downturn of a trend that once offered them an airing and a genuinely innovative way to do business.

Jeff Minter  (icon of my gaming childhhod!) commented on twitter that he’d love money to do a T2K remake but that people who are already rich have taken the wind out of the kickstarter sails.

Matt Barton has a particularly good analysis of kickstarter and gaming. I’m just not sure whether I agree with his conclusion that everyone who cares about games should be supporting kickstarters. I’m through that phase now, and would rather wait for a demo.

As an alternative, how about playing the actual older games?

As you can see from the screenie at the top, I’ve been playing KOTOR2 this week ( I’m using the restored content mod,  if anyone is interested). It cost a pittance, and I’m really enjoying it. I like story heavy RPGs, especially if they have combat that lets you pause. And while the graphics are dated, it makes surprisingly little difference to the basic fun of the game. Having good voiceover work and/or music is particularly effective at making an older game feel more convincing. That game is 7 years old, which makes it a spring chicken compared to Elite or even Day of the Tentacle, but the core gameplay is fine. It isn’t fine due to nostalgia or my memories of an earlier era, it’s fine because I was playing it this morning and thinking ‘this feels a bit old school but still pretty fun.’ (Although wtf with having  my character run around in her undies for the first hour or so, Obsidian?)

Older games have never been more accessible to gamers, via Steam Sales, GoG,et al. Even my local library has a load of PS2 games amongst its collection to be borrowed. Some of the older games date horribly. I picked up Ultima: Martian Dreams when it was a free download from GOG earlier this year. I know it’s a really cool game, I loved the steampunk setting back in the day. I couldn’t play it for more than 5 minutes before sadly laying that piece of nostalgia to rest. I’m pretty sure I would do the same with Elite.

An alternative – maybe even a happy medium — is the Balders Gate approach, where an enhanced version is offered. Not a complete overhaul and upgrade, but some new characters, a graphics update, and tweaks.

And now, if you’ll excuse me, I need to go sort my characters out for raiding in another game I’m still playing and enjoying that is 8 years old.

[Links] Guild size, MoP and warriors, D3, The Secret World, Bad Kickstarters

The imminent release of Diablo 3 this week is likely to be the biggest PC gaming event of the year, which  has less to do with any gameplay innovations and everything to do with how slick the Battle.net interface is for helping people to play together. And nostalgia. It’s a good time to remember that one of the biggest factors that drives new game sales (based on unscientific personal observations) is word of mouth – and particularly in multi player games, this means knowing friends who plan to play and want to know if you are too. It’s worked very well for CoD and it will work for Blizzard too.

Anyway, on to the links. Let’s start with some links about Diablo 3 – you won’t  stop hearing about it from now on in so may as well get cracking.

Jaded Alt explains the D3 Auction Houses and how Blizzard is taking their cut (ie. charges).

On one hand the entire AH system appears designed to be bad. On the other, I can’t imagine Blizzard leaving money on the table.  This is a head scratcher for me. I really don’t know which way it will go. Either way there won’t be large quantities of transactions. $1 is a stupid price point for quantity and max listing of 10 isn’t much better.

Tobold writes some general tips on Auction House strategies in D3. Comments are entertaining because he dislikes paid for guides and discussions entail.

The Internet is full of get-rich-quick scams. And with the release of Diablo 3 next week, a lot of new scams are going to exploit player’s dreams of paying their rent by playing Diablo 3. Selling virtual items for real money sounds like a dream job. So scammers will gladly promise you the secrets of making $25 per hour, if only you buy their Diablo 3 secret gold guide for $19.95.

You could be excused for thinking that D3 was an auction house with a game attached, rather than the other way around. The AH is going to be used by such a huge number of people and I’m not aware of any UI Auctioneer-type tools to help analyse it, which means that any individual will only be able to track a fairly limited range of goods. So unlike Tobold, I could see the value for people in being in a community that wants to share information. I’m sure there will be plenty of free resources and communities around for people who want to do that. But why would you share information that is making you a profit? I think that like the RL stock market, there will be a lot of suspect ‘tips’ around. The surest bet is pick a class and sell magic find or gold find gear for it. (I may experiment with a gold finding farming set,  it’s less random.)

The Secret World held an NDA-free beta weekend so there’s a fair amount of feedback from blogs around that. People are generally positive about the game, it’s a modern day urban fantasy conspiracy setting and  it’s doing some quite different things, but I’m not hearing people say that they think it’s ready to launch next month. Which could be concerning, because it’s due to launch next month.

Gaming for Introverts has a really big TSW beta post.

Randomessa is drawn in by the beta .. or was it Illuminati mind control?

Sente also is converted by the beta.

Belghast is trying to decide whether the good parts outweigh the bad.

Personally I am looking for games more like EQ2, and less like WoW/Rift/SWTOR.  So all the extra fluff this game has, really appeals to me, and I can look past some of the awkward combat and cutscenes for the time being.

And Feliz at MMO Compendium has posted a lot of TSW screenshots.

Kickstarter has been the topic of some more discussion this week. I’m thrilled that Jane Jensen has met her target, and I think the way she has been engaging with the community is pretty much a model for how this sort of thing can work. I get the sense that she’s really enjoying the process, and that’s infectious. There are 5 days left to get in on this one if you are a fan of old school adventure games (Gabriel Knight being the more famous ones she’s written, and the next game sounds to be thematically similar.) They have announced that they will also definitely make a second game this year, making the $50 tier sound like a good deal if you are REALLY into old school adventure games.

But while it’s one thing to throw some money at an established name with experience in the field who you trust (to some extent) to come up with a product, other Kickstarters are more nebulous. The Pathfinder Online Kickstarter in  particular is a bit of a head scratcher – they’re asking for backers to fund their tech demo. (This game btw will never get funding to be made – I am pretty darned confident in that prediction.)

Ferrel at Epic Slant discusses his experiences with Kickstarter and has concerns about the Pathfinder one.

Vicarious Existence is even more cynical.

What this Kickstarter is really about ismarketing. Getting a tech demo developed on-the-cheap is a bonus, but the real focus is on showing publishers that there is a potential market for PathO.

Ryan Dancey compares himself in his blurb to ‘the Steve Jobs of MMO marketing’. Stopped laughing yet? The folks at rpg.net haven’t. (He’s been involved with large companies and done some good work but I’m not seeing it either.) What this says to me is that this isn’t even so much about marketing as padding out a resume with “have organised a successful kickstarter.” Having said all that, a Kickstarter should be very clear about exactly what is going to happen with any donated funds and backers are at the very least expected to read this and understand it. Caveat Emptor.

There is also an issue with their ‘stretch goals’ (ie. what they’ll spend the excess money on now that they’ve funded the $50k they originally asked for) because they’re not really assigning it to the same tech demo project at all, more to general funding:

Extra funding will allow us to bring more resources to the table faster. We may be able to accelerate our hiring plan, and begin the task of expanding the work we’re doing to create the technology demo into the alpha version of the game. And, of course, the more money we raise, the better Pathfinder Online looks to investors!

Since I play a warrior in WoW, I’m vaguely interested to read what people have to say about where they are going in the next expansion. And the word currently is … not looking good.

Malchome has been playing the beta and is  disappointed in active tanking for warriors.

The Warrior, Bear, and Paladin feel like all they did was take some of the survivability that was normally there and removed it and added some buttons to press to give it back on a limited basis with massive resource requirements.  Great so now we suck more by default and have to spend all our time gathering resources just to get our previous survivability back.

Zellviren agrees that active mitigation is a flop, in a two part post.

I’m now looking at a promising expansion in Mists of Pandaria, but wholly disappointing gameplay from my warrior. I didn’t reckon with the power of bad design and the impact it could have on such a good idea. Essentially, as far as warriors are concerned, “active mitigation” is turning into a nasty belly-flop where we’re potentially going to end up MORE passive than we are now.

Ghostcrawler actually posts a long reply to this.

We don’t think standing there doing nothing, or standing there trying to maximize DPS is going to be fun for tanks, so we want the attacks to translate into some amount of tank survivability. That’s the intent behind active mitigation in a nutshell.

Or people who want active mitigation could just go play another game with a more active combat mechanic style? For me, the best type of active mitigation in standard MMO is exemplified by interrupts. You do your tanking thing and if the boss starts casting its big attack, you interrupt it. Bingo, you take less damage because you used the right ability at the right time.  THAT is active mitigation. Anything that doesn’t involve the player reacting to the environment is just a more complex rotation.

But I’d be lying if I said that hearing all these negative things about my favourite class isn’t putting me off checking out MoP.

Dragon’s Dogma is apparently going to have something in it that sounds like huge multiplayer raids.

Rohan wonders if MMO decline, as shown by reduced subs, is driven by the move towards smaller guilds and raids. I’m not sure if decline is the right word when there are probably more people playing MMOs now than ever, taking F2P into account. But I do think he’s right that smaller guilds are less stable, all it takes is one person to leave and the guild may not be able to raid any more without merging, or recruiting, and before you know it, everyone is feeling unsettled and thinking about hopping to the next game.

Black Seven talks about the details of how the guild system works in GW2.

Liore joins the mass of SWTOR unsubscribers, and gives a post-mortem on her time with the game.

I like Bioware, I like Star Wars, I like “the fourth pillar” of story. Somehow, though, at the end of the day it all came together into something I’m not interested in playing, or at least not interested enough to pay $15 a month to play.

TOR Wars posts some shots of hats in SWTOR – they’re not as bad as LOTRO but …. some of them get quite close. There are some bounty hunter headpieces which are just awful that I’ll try to capture sometime.

Syp has been posting links to new blogs all week, check them out. He also has some advice on managing criticism and attacks in comments.

And Scary posts the best blogging advice ever.

You’re not going to like it, but if you still want to blog after this post, you NEED to blog after this post.

Yeebo describes how she uses in-game mail as post-it notes. Have there been MMOs that actually gave you some kind of a notepad for this kind of stuff?

Kadomi advertises a Pern MUSH, if you’ve ever been intrigued by the idea of MUSHes this sounds like a supportive kind of environment to check it out.

And now some more lists of links

A few people on my blogroll have been posting lists of links to posts this week. So this is a list of lists of links to posts.

[DAW] Developers Appreciation Week: Jane Jensen

Scary has been hosting/ encouraging a week of appreciation for the developers, storytellers, artists and coders who create the games and gameworlds into which we players sink so much of our free time.

My game of choice right now is SWTOR, and I give huge props to Bioware for having made a game that I still thoroughly enjoy playing well after the usual 3-month mark. But I’m winging my developer appreciation this week in a different direction.

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Ah for the heady days of old school adventure games, where the best of the bunch featured solid research, cool characters, and totally hatstand puzzles. Syp, in timely fashion, has been indulging in some nostalgia and describing his experiences playing Gabriel Knight for the first time. The screenshot here is from Gabriel Knight 2, in which our hero goes to Munich, hangs out with werewolves, and searches for mysteries hidden in Wagner’s operas and Schloss Neuschwanstein. I also seem to remember a scene where one of the sinister yet strangely compelling male alpha  werewolves comes on to your (male) main character, or maybe I imagined that part.

Yeah, imagine that in today’s gaming world. A story that hinges on classic opera. And some batshit puzzles – although not quite as crazed as those featuring in Gabriel Knight 3 which Old Man Murray argues convincingly helped to kill the adventure gaming genre. I have fond memories of playing GK2 with my boyfriend, who had just come back from working in Munich, and was impressed at the attention to detail in aspects like the map of the metro system.

The author behind these classics is Jane Jensen, who has continued to work in the field as well as publishing some GK novels. She’s the developer I’m picking to admire this week because she succeeded in telling the sorts of exciting dark fantasy stories in her games that have made it into gaming history, made a name for herself as a female developer in a field which was still mostly male dominated, and is one of the few old school game designers who was particularly known as a  writer who could be easily named by fans.

She also has a kickstarter up at the moment to produce more story based adventure games, so if you like what you see then go support them.

Kickstarter: Something exciting is happening to computer games

I posted awhile ago about the Double Fine kickstarter – a crowdfunded project to support a new point and click style adventure game with some big industry names behind it. As it happens, that particular project broke all Kickstarter records by raising $3mil. (That’s million.) That makes it the largest project in Kickstarter history.

There are currently over 87000 backers for that project alone. Eighty seven thousand.

So does that mean that all the available money for minority interest computer games was funnelled into that one project, starving out lots of other interesting ideas by less well known developers? Actually, no it doesn’t. Kickstarter write about this in a blog post. It turns out that once interested punters have lobbed some spare cash at an interesting looking gaming project, they’re more likely to fling a bit more at other interesting projects on the site (acting quite like actual venture capitalists in that respect, since if you throw cash at a few projects, chances are at least one will be a winner.)

I suspect that being able to get a full copy of the final product for a fairly reasonable outlay is behind the huge popularity, even though plenty of enthusiastic backers are happy to pay more. If they had set the Double Fine rewards at $50 to get the full game, there wouldn’t have been nearly as many takers.

In the month before Double Fine, the Video Games category averaged 629 pledges per week. After Double Fine’s launch, the Video Games category averaged 9,755 pledges per week, excluding pledges to Double Fine itself. The jump is similar in terms of dollars:

  • $1,776,372 was pledged to the Video Games category in Kickstarter’s first two years. In the six weeks after Double Fine, $2,890,704 was pledged ($6,227,075 counting Double Fine).
  • Before Double Fine, one video game project had exceeded $100,000. Now, nine have.
  • Wasteland 2, a million-dollar game project that launched after Double Fine, has received nearly $400,000 in pledges from Double Fine’s first-time backers.

(Wasteland 2, incidentally, currently has attracted about $1.8mil in backing as of the time of this blog post.)

Kickstarter support this by having a social media type setup on their site too, so you can check which projects your Facebook friends have supported (for example.)

And not only does the rising tide of video game support help lots of new game projects, lots of projects in other areas such as comics, film, art, music, etc got a boost from all those new users on the Kickstarter site.

Crowdfunding isn’t the only, or even the best source of funding for all indie games. But it’s interesting to see how willing people are to put money behind blue sky projects. Melmoth compares funding Kickstarter projects to having one night stands (note: this is more of a male perspective Smile ).

Rise of the (Day of the) Tentacles?

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Laverne: “Gosh, I hope this isn’t like the primitive, dangerous microwave ovens of my century. Those things could really pop a hamster good.”

Maybe you just had to be there.

Anyhow, all you need to know is that Day of the Tentacle is one of the most brilliant, funniest, best written, comedy time travel adventure games ever written. I have very fond memories of playing it together with my partner back in the day. And the guy behind it (Tim Schafer) is getting funding together on Kickstarter for his studio to produce another point and click adventure game. Contributors will get a chance to talk to developers about the project while development is going on, as well as the chance to help test betas and a copy of the finished product.

So if you like well written point and click adventures and are curious about the process of game development, this looks like a fun process to be part of. They’re looking for $400k, and they already have raised half of that. So this is going to happen, and good for them. I know I’m in.

(edit: and they raised the money in under 24 hours… )