Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

Wednesday, July 28, 2010

And I Write Like...

Joining the I Write Like bandwagon, I took a two blog samples and came up with:


I write like
James Joyce

I Write Like by Mémoires, Mac journal software. Analyze your writing!




and then:


I write like
Dan Brown

I Write Like by Mémoires, Mac journal software. Analyze your writing!




To get a different perspective, I took a sample of some fiction I wrote elsewhere and came up with:


I write like
Dan Brown

I Write Like by Mémoires, Mac journal software. Analyze your writing!




So I suppose Dan Brown it is.

Monday, June 28, 2010

If Facebook Indicated Subscriber Numbers...

As someone who is anticipating Rift: Planes of Telara, I have it added to my Facebook page to get the latest news. Seeing how many fans they had on Facebook, I was curious to see the fan numbers for some of the other upcoming MMO's. And while I was at it, I then took a look at some of the existing MMO's.

So with no facts whatsoever backing this up and strictly for fun, assuming that Facebook fans represent 10% of the subscribers, here first is a list of current MMO subscriber numbers.

2,465,000 - World of Warcraft
810,000 - Aion
515,000 - Star Trek Online
498,000 - Eve Online
476,000 - Lineage2
420,000 - Guild Wars
317,000 - Lord of the Rings Online
229,000 - Dungeons and Dragons Online
185,000 - EverQuest2
162,000 - City of Heroes
153,000 - Champions Online
146,000 - EverQuest
135,000 - Final Fantasy XI
115,000 - Age of Conan
75,000 - Dark Age of Camelot
63,000 - Warhammer Online
53,000 - Anarchy Online
35,000 - Star Wars Galaxies
17,000 - Fallen Earth
14,000 - Asheron's Call
8,000 - Darkfall
7,000 - Vanguard: Saga of Heroes
2,000 - Istaria: Chronicles of the Gifted

Some of these numbers are actually believable, but obviously others aren't. But still was interesting to see how many fans these games have. Looking at the Final Fantasy number, Facebook definitely doesn't represent a world-wide interest, Asia in particular. And in more recent MMO's such as Aion and STO, those numbers make me think members added those games to their profile early on and then left them there. But I was more curious about the hype surrounding some of the upcoming games. If fans would subscribe today using the same 10% figure, here's what we'd have:

1,203,000 - Star Wars: The Old Republic
660,000 - Guild Wars 2
213,000 - DC Universe Online
170,000 - Secret World
94,000 - Final Fantasy XIV
14,000 - Rift: Planes of Telara
7,000 - Tera Online

I would have included The Agency, but they had only a very small fan-generated page. Rift and Tera definitely have some work ahead of them to generate more interest. I truly hope Rift doesn't get lost in the crowd of more recognizable names.

Saturday, May 22, 2010

The Current and Future State of MMO's

Wolfshead wrote a great article expressing his views on the current MMO situation. It's well worth a read.

I recall when my husband and I were playing EverQuest and imagining how amazing MMO's might be ten years from then. Here we are ten years later and we're both playing old MMO's because the new stuff is so lackluster. What the heck happened? I think Wolfshead's explanation of what happened is pretty spot on.

Will we see something more innovative and going back to our community roots in the next ten years? Well, let's see what's coming up:

- From SOE we have DC Universe Online, The Agency, and references to EverQuest "Next". I'm sure there will be some innovative items for sale in the cash shop, but as for gameplay, guess we'll wait and see.

- Many old school gamers seem to have their hopes in Final Fantasy XIV. This is one of the few upcoming titles I have an interest in. We'll see if they innovate and improve upon the previous version or are just slapping the WoW formula on top of it.

- Admittedly, I haven't read up much on Guild Wars 2. Having recently purchased the original Guild Wars Trilogy and no longer playing, I just have no enthusiasm for it. I felt too isolated with all the instancing.

- Star Wars: The Old Republic is another one I have no interest in. It seems like a single player game with not enough features to keep me interested for any length of time.

- Still not enough information yet on TERA. Not getting hopes up for innovation and community.

- Funcom is working on The Secret World. Not much more to say.

- Cryptic will announce a new MMO this summer. Please no. *crosses fingers it's not related to Forgotten Realms.*

- Add to that a Wheel of Time MMO by Red Eagle Games, and some yet unannounced titles by 38 Studios, Slipgate Ironworks, and ZeniMax Studios.

This list is by no means complete but that's a lot of games. I honestly don't expect any of these to be an improvement and offer something completely new. I hope I'm wrong but I think it's going to take more than ten years. It's going to take time for the WoW effect to start wearing off. Maybe as the current gaming population ages, their tastes will change so they begin to seek out greener pastures. Or maybe many be too deeply rooted to leave. I can only guess, but I'm definitely not as inspired to imagine the wondrous things that companies might bring to an MMO ten years from now as I once was.

Tuesday, May 4, 2010

Five Indie Games - Name Your Price

Just wanted to pass this along as it will be something I intend to take them up on. Five different independent game developers are offering a bundle of five games for whatever price you wish to offer. Also, you have the option of any or all of that amount going to one or both of two charities--Child's Play or Electronic Frontier Foundation.

The games you will be getting are Aquaria, Penumbra, Lugaru, Gish, and World of Goo.

Some of the games look like they might be fun, and hopefully most players are making reasonable contributions to help support both the independent developers as well as the charities. Offer only available for another six days. Visit The Humble Indie Bundle for details and to make your purchase.

Saturday, April 24, 2010

If You Liked That MMO, Then You Might Like This

While doing some internet searches for relevant DAOC information, when I'm not landing on dead links, I often find myself at old DAOC guild sites. Many of these sites had referring links as the guild has now moved on to another MMO. What was surprising was that in nearly all instances, they had moved to one of two games--LotRO or WAR. The role-play and more realm pride focused guilds tended to be in LotRO, while the RvR "we're going to kick some arse" focused guilds moved on to WAR.

It got me curious as to what players from other older MMO's were more likely to be playing now or for an extended period of time after leaving. So I did some searching through old guild sites, as well as lots of posts by individuals to see where they came from and what they liked afterward. Obviously, everyone's taste is different so there's much room for differences of opinion. But here's a summary based on gamers' first MMO experiences and where they moved on to for long terms:

If you liked Dark Age of Camelot, you might like WoW, LotRO, WAR, or Darkfall. The first three were mentioned most frequently from retired DAOC players, with Darkfall in a distant fourth. Single players more often went to WoW and LotRO, while entire guilds tended to focus on WAR or LotRO.

If you liked Everquest, you might like WoW, LotRO, DAOC, SWG, EQ2, or Vanguard. Considering how hardcore EQ1 was considered, it was surprising how the majority seemed to end up in WoW. WoW offered something for both the raiders and the casual players who had been struggling to continue in EQ1 as each expansion and mob difficulty became more raid focused. But aside from WoW, EQ1 players had varied tastes and ended up across several MMO's.

If you liked Ultima Online, you might like SWG, EVE, DAOC, WoW, or EQ. I never played this to make comparisons, but SWG and EVE were mentioned more frequently. I'm guessing the whole sandbox thing has some relevance here.

If you liked Asheron's Call 1 or 2, you might like LotRO, EQ2, WoW, or Vanguard. I didn't notice a clear number one choice here, but these were the MMO's most mentioned.

If you liked Anarchy Online, you might like EVE, Age of Conan, Ryzom, WoW, CoH, or SWG. EVE seemed to be the winner here, and I was surprised at how often Ryzom was mentioned. Also surprised to see CoH, but I guess they share similarities in the mission styles--pick them up, click on door.

If you liked SWG, you might like EVE, LotRO, CoH, and perhaps STO. LotRO was about even with EVE. Definitely something to be said for a good story line you're already familiar with. More recently, several guilds had set up shop in STO, but still too early to tell if they'll be sticking around.

I'm sure there's some I've left off here, but these were some of the older MMO's I was more famliar with. There's a few things to note here. The taste in MMO's definitely doesn't work both ways. While many EQ1 players may like WoW, odds of WoW players liking EQ1 may be slim. Same goes for DAOC/LotRO. Also there seems to be some brand loyalty in some of these cases. Why are Anarchy Online fans interested more often in Age of Conan than other gamers? Sometimes there's a comfortableness with your developer. You know what to expect from them and you already feel at home before even playing their next title.

It also reminded me how varied the older titles were compared to newer ones. Dark Age of Camelot had features to accommodate different tastes. You had a sense of belonging to your realm rather than a visitor passing through. This created such immersive play which also was a great setting for role-play guilds to form. The PvE content was expansive enough that you didn't have to RvR if you didn't care to. I felt none of that immersion playing WAR. I felt no connection to where I was and just was a visitor plopped down in a blazing outpost. The city was a place to bank, not a place to belong to. And the PvE.....bleh.

But not everyone is into that immersive play and RvR is plenty enough for them. So a portion of that type of DAOC player went to WAR, while some of those seeking the open world adventures, housing and immersion went to LotRO. How could an older game on a much smaller budget accommodate several play styles, while newer MMO's spending millions of dollars are so narrowly focused?

Ten years from now I wonder where those whose first MMO was WoW will be playing. If the new MMO's keep churning out like the last several, I'm guessing they'll still be playing WoW.

Wednesday, October 29, 2008

As We Approach Election Day

I have my own political opinions which I won't share here, but as a fan of Dancing With The Stars, this gave me a chuckle and I just had to share:


Monday, October 27, 2008

A Nice Place to Visit, But Would I Want to Live There?

Sometimes there are those stressful days where I'd just like to escape it all, climb through the looking glass monitor, and settle down in Norrath somewhere. Maybe a cabin hidden in the forests of Greater Faydark or a homestead in the fields of Antonica.

There are some games that elicit that feeling. I look around the world and think "Yep, I can live here!" I have to wonder if that's been a big part of why I enjoy one game over another. When I think back on the games I most enjoyed, they all had that livability factor. Not only is the world pretty, but my character felt connected to it.

I experienced this in EQ1, EQ2, DAOC, SWG, Anarchy Online, and WoW to a lesser degree. I'm sort of on the fence with LotRO. But with Vanguard and more recently Warhammer, I just didn't feel part of the world. I had this feeling like I was a visitor just passing through.

I don't know if it's a gender thing, an age thing, or maybe it's just me. But I need to have a home base in my MMO. And as much as all MMO's are pretty much all about slaughtering things, I need to have a peaceful home and safe haven there. In Vanguard, while you had a starting home, there was little reason to visit again once you left and it was too dang far to travel to anyway. From then on, you just move from outpost to outpost with no connection to anywhere. In Warhammer also you have this movement from outpost to outpost. While there was the main city of Altdorf, it was a long trip that I rarely made and even the city wasn't safe. And when I envision setting a house down anywhere in the Warhammer world, my first thought is that it would be burned to the ground within hours.

I have a feeling this is likely the trend of future MMO's. Rather than town heroes, we're nomads traveling down the one and only path.

Friday, September 5, 2008

The Guild - Episode 1

Just found this series of episodes on YouTube and thought them pretty funny. If any of you watched the Dr. Horrible series, you'll recognize one of the cast. Check out YouTube to see the rest of the series.

Monday, July 7, 2008

MMO Players - An Underutilized Resource

We are passionate about our MMO hobby. We blog about it; we sign on with gaming sites and volunteer our services; we create mods and maps to help other players. We spend gaming-related hours outside of actually gaming. And we do it for free.

Different gaming companies here and there have programs that take some small advantage of this. EQ2 has a guide program; however, you aren't permitted to do it on your own server and are randomly assigned another server. I had considered applying at one time, but I want to make my own server a better place, not someone elses. SWG took on player volunteers to silence the gold spammers. But so much more could be done to put players to use that would enrich the gaming community, create a reputation that brings in more players, and retain the ones you have. You can create a good game, but you need a community to build it up.

One idea would be someone leading weekly dungeon groups with an emphasis that those who never grouped before would be welcome and given guidance. I have come across so many who avoid grouping because they are afraid of doing something wrong. While players could undertake this task and start this up without developer involvement, odds are slim they will. Give them a special title while on duty, make them feel like they are part of your company, and give an occasional pat on the back and you'd be amazed how many would step forward to fill roles. And likewise, when players see an official representative getting that group together, they feel a bit more safe joining up.

The same goes for raiding. Many would love to try it once in awhile but do not wish to join a raiding guild. Why not company-sanctioned events and "hiring" on volunteers for the job? Or what about roleplay for beginners groups, particularly on the roleplay servers which can be intimidating when new. Or how about tours through zones, pointing out little-known lore and locations. These are just a few thoughts and I'm sure there are great ones I haven't thought of yet. Just like the guide program, there would need to be some accountability to be certain volunteers remain courteous and helpful. Expand on that guide program but please don't send them to other servers. We're more likely to volunteer and work hard for you when it benefits our own server and community.

This would also be a way to get guild leaders more involved in the community. The majority of players don't read forums or pay attention to official notices. So when your fancy titled group leader wants to lead a heritage quest group next week, how does that information get out to the community? Either the guild leaders can sign up for a mailing list to be notified of events which they then message to the guild, or make it their responsibility to keep up with a section of the forums for these events.

Now here's an example of how not to handle your company-sanctioned events. Recently, EQ2 advertised having a Guild Recruitment Fair. Guild leaders were asked to sign up, which I did, and we were told it was taking place at the Claymore Monument. So what was it I signed up for? Nothing. We were basically just given a time and date and told to show up. As I said, the majority of players don't read forums and didn't even know about it, and there was nothing there to signify any event. I showed up prime time evening on a Saturday night and here was the fair:


So much can be done to take advantage of our MMO passion and benefit all of us all the way around.

Monday, March 17, 2008

The Formula for THAT Game and Improving on It

There's that certain game everyone talks about in some form or fashion and too often every other game is referred to as a clone. Honestly, I have yet see a clone so don't know what people are talking about sometimes. If questing and killing mobs makes it a clone, well okay I guess they're all clones.

So what exactly do they have that the others don't? Obviously, it's not one thing but the combination together that works:

1. Low-end graphics - This is huge yet few take it seriously. An extremely large population buy their systems already put together and keep them for years without upgrading individual components. Even three years after release, people still complain about their computers not being able to handle one of those other games. Yes there are serious gamers who upgrade frequently so there is a niche for them. But if you're seeking to hit the million mark, this is the first priority.

Low-end does not mean ugly. There are certain MMO's that look quite beautiful and can run on older systems.

2. Non-forced PVP integrated with PVE - Only one other game comes to mind that had something similar, the difference being you had to travel to certain zones to engage. In this one, however, you might see the enemy player attacking the guards in town. You can go your merry PVE way or choose to attack them. I've seen many players who never wanted to PVP change their minds when they see their town attacked and the excitement of other players around them running around in the fray. But it's not forced on you. The choice is yours.

Past PVP MMO's have not been overly successful. I have no intention of ever participating in PVP, but obviously its existence in this particular MMO has worked to its advantage because it was accommodating to both types of players and even some in between.

3. Variety of Terrain/NPC's - Most MMO's have their rolling hills, snowy areas, and deserts. But the selection in this one was more than I'd ever seen anywhere - deliciously spooky zones, prehistoric dinosaur jungle, and autumn-colored forests, just to name a few. And mobs are extremely varied and appropriate to their setting. Odds are when you see a skeleton, it is not standing in some pretty field, but somewhere dark and ominous. Also, you don't just kill higher level versions of the same mobs over and over.

4. Sense of Humor - I have laughed from quests and npc's in this MMO more than I ever had. Seriousness has its place too, but mixing in the fun stuff is important. I seriously wondered if they hired some joke writers for some of this stuff.

5. Ease of Play - Leveling was for the most part stress-free and enjoyable. You didn't have to look up quests to figure them out. You didn't even have to figure out what zones to level in as you would eventually be led there. And of course you could solo most everything. Many consider this hand-holding but for folks who are stressed all day, this offers a sweet release.

I've played a large assortment of MMO's and haven't seen most of the above in any of them. So there are no clones as of yet.

So why am I not playing it? Because it's missing some things. I'm not the typical player I guess. I'm part of that "mom factor" group. To get me to play, I'd like to see:

1. Housing - Has to be available to everyone, with even new players able to afford something small. And if we can decorate our yards too as one MMO was able to accomplish, even better.

2. Crafting - I'm not huge on crafting but it's something extra to do when I don't feel like adventuring. So if I'm going to be doing it, I want it to be somewhat interactive and useful such as the current game I'm playing or the one I revisited a few posts down.

3. Better Communities - In smaller MMO's it's not as big a problem but when you start reaching the proportions of this game, I just refuse to deal with it and leave. It's not a simple matter of turning off chat channels. I like helping people and want to be able to hear if someone has a question. I want to be part of a community, not exclude myself from it.

The only way around this that I can see is offering Roleplay-Enforced Servers. By this I don't mean forcing people to roleplay. What I mean is keeping chat clean and restricted to game related chat in general channels.

My tolerance for dealing with rude players grows smaller as I get older. I don't want myself or my family exposed to it. This is a big determining factor in my sticking with a game. Everyone has their bad days and sometimes things slip. What I'm talking about here is those that get their jollies belittling people on a continued basis. Rather than silence them, most of the mature community turns off chat, while others view the offender as cool and join in.

The community in the game under discussion is horrendous and the absolute worst experience I have gone through. Restricted servers is the only way I can see around this and I would bet they'd become pretty popular. And I'm not talking implied restrictions. This needs to be enforced.

4. Casual End Game Content - Raiding has its purpose for other players but not me. Give me something to do, something to work towards. I want nice items too, and if I have to do some solo quests building faction or accumulating some special gems that allow me to purchase one nice armor upgrade after two months of play, then I will have something to work towards for a couple years. At the least, add instanced dungeons that can be done with two people with a chance of something nice to drop somewhere in there.

Forcing full groups on me to get things accomplished is the equivalent of raiding. I don't have lengthy sessions available to me for waiting around to fill up that perfect group. I want to log in and play. If I'm able to do this for 59 levels, I expect to be able to do it at 60.

These are just minimal things I expect in an MMO to keep me playing. Of course there are other things that I'd love to have as well such as being able to set up a shop in your home, attractive armor, having an entertainer class, etc. But that would just be icing on the cake. Currently, I'm still waiting for my cake.

Friday, January 25, 2008

Top 100 IRC Quotes

Found this and just had to share:

Top 100 Quotes

Friday, October 12, 2007

Best Features of Your Favorite MMORPG's

Keen and Graev have had an ongoing probe into what type of games people prefer. If a feature hasn't been invented or experienced yet you really only have past games to go by. So I thought I'd list each MMO I've played ranked in order of which I enjoyed the most and what features about them I recall enjoying most.

1. Everquest 1 - The features that stand out that I missed in later games are having a home village where you start and feel part of; setting up camp and killing mobs for a chance at a nice drop, faction, and experience (I hate quests); being able to pass on items to lower level players and buff them; being able to twink your second character; and also there were the warm fuzzies when you right click an npc of a certain faction and get a message that they regard you warmly (they like me, they really like me!)

2. Dark Age of Camelot - Odd as it may sound, I could spend an hour with my hunter exploring the forests of Midgard listening to the wonderful mood music in the background just plunking away at evildoers. Midgard was a bit dark and brooding, and the music combined with the beautiful viking structures just all came together. You had the option of experiencing in a dungeon or outdoors, doing quests, or doing mission-type instanced dungeons which were very quick with great experience. And of course the housing was great. It took me a year to save up for that Hibernia mansion with the climbable tree growing through the center. Also has been the only housing I've experienced where you can decorate your yard as well.

3. Everquest 2 - A great crafting experience, killing mobs gains reasonable experience as a means of leveling, and I love the collection quests to give me something else to work on. Also, as in EQ1, I like the chance at finding named mobs throughout most zones. And of course I could just hang around the Kelethin area listening to the music there. Just love that.

4. World of Warcraft - Zones were beautiful and manageable on my previous ancient computer. The night elf areas were unlike anything I'd ever experienced in a game. And they had a wonderful variety of zones....enchanted forests, snowy mountains, spooky Duskwood, and even prehistoric-type zones.

5. Star Wars Galaxies - Setting up your house almost anywhere, owning a shop and merchants to sell your goods, entertainers and cantinas filled with players hanging out together (at one time anyway).

6. Lord of the Rings Online - While I didn't like the gameplay, one aspect that I did enjoy was watching the npc's living their lives. This was particularly more evident in the Shire. I can recall one Hobbit in a boat on the river bragging how he just rowed all the way from Frogmorton. A nearby female proceeded to give him a tongue lashing telling him to get out of there before he drowns. The little things like that add so much to the "aliveness" of a town.

7. Horizons - Great crafting similar to EQ2 and again as with other games I loved the music in certain spots. And of course who can resist trying out a dragon, and a pretty neat looking one at that.

8. Anarchy Online - Quick dungeon missions for leveling. The Shadowlands expansion actually was pretty neat to explore and experience in for a time. Even without the expansions, playing the free version is not too bad and can easily be played for a few minutes at a time.

9. Dungeons and Dragons Online - The one thing I did enjoy was the class structure and the dungeons themselves. However, the group reliance and no sort of alternative play had me leaving fairly quickly.

10. City of Heroes - The only thing I enjoyed was character creation. The slummy cities were depressing to me.

I think that covers all that I've played for more than a quick trial. I'm curious how others would rank the games they've played and what features they enjoyed most from them. Would love to know!

Sunday, September 30, 2007

RPG Posters

In case anyone might not have seen this website yet, have a look at RPG Motivational Posters. Here's some of my favorites: