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MMOs' wild frontier Article

MMO PC Article by Oli Welsh

25 April, 2009

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The MMO market is a strange place: a land of boundless opportunity, or at least perceived to be, going by the tales of hardy adventurers into the unknown like EverQuest and EVE Online and, of course, the great explorer World of Warcraft, who ventured deep in-country and found riches beyond imagining.

So games publishers, seasoned developers and media companies around the world have been busily financing their own expeditions - but few so far have been as successful as their backers might have hoped, and sometimes it's seemed as though the more money they spent and the more sensible and experienced they were, the more likely they were to stumble in Blizzard's footprints. But the huge cost of and risk now involved in these expeditions has surely ruled them out for everyone else. Or has it?

Not hardly. Like any gold-rush, the MMO market also attracts a different kind of adventurer: the fearless, inexperienced, determined and solitary dreamer, making a go of it on nothing but their own resources and pluck. The online distribution and direct revenue streams - be they subscriptions or micro-transactions - make it theoretically possible to make a mint in MMOs without any help from the gaming establishment at all.

Several of these enterprising types were hawking their wares at last month's Game Developers Conference. From the pet project of a multi-millionaire to the abstract vision of one mad coder, these games are all made by start-ups without, to date, any backing or partnership with the games industry - yet several of them are full-scale virtual worlds that lack nothing in their ambition. Do any of them have a chance of striking gold?

Earthrise

We didn't know it at the time, but when we met Bulgarian studio Masthead's mild-mannered CEO with the cosmonaut name, Atanas Atanasov, he was on the point of concluding a deal with Interplay to work on its cherished but endangered Fallout MMO. So this lone rider has turned hired gun already - but Earthrise remains all Masthead's own work.

It's not hard to see what made Interplay think Masthead would be a good fit. No fewer than three of these independent MMOs have post-apocalyptic sci-fi settings, but Earthrise's blasted landscapes, mutant animals and cracked architecture are particularly close to Fallout's. We might question Interplay's enthusiasm for Masthead's engine, however - the framerate was as rocky as the terrain in our demo, and though the detail was impressive, the game had a rather flimsy look.

'MMOs' wild frontier' Screenshot 1

Earthrise: it's not all this lush.

We've covered many of Earthrise's basics in our earlier interview with Atanasov; freeform skill-based RPG advancement with no classes or levels, a focus on crafting and a strategic endgame of player-versus-player territory warfare. He expanded a little at GDC - your character will be shaped very much by its equipment, with your stats dependent on your armour (a naked character will usually die with one hit) and weapons - fists, blades, plasma and laser firearms - dictating which skills will be available (you'll be able to learn them all, but not equip them all at the same time). All of this will be summarised in a "battle rating" to give you something to brag about.

Psionic powers for mind control and electricity and fire magic will also feature - Earthrise isn't breaking the links with the fantasy RPG completely. That goes for combat, too. Although superficially similar to Tabula Rasa, with its lock-on and over-the-shoulder camera, Earthrise has an even slower pace than many traditional MMORPGs. In fact, it's glacially slow, with four-second cooldowns on simple gunshot attacks. The seamless, zoning-free world is an impressive achievement, and it's pretty in places, although with 80 per cent of it being barren and post-apocalyptic, it's not all that inviting.

Earthrise has much that will recommend it to a certain subset of the MMO hardcore, but in its current form it will seem unpolished and obtuse to many. And with the first beta invites due to go out in May with a release planned for the end of 2009, Masthead doesn't have long to do much about that.

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Comments: 1-17 of 17 in total

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gohda
25/04/09 @ 09:19
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Love looked very interesting on the co-op podcast.
justMe
25/04/09 @ 09:32
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Love always wins in the end.
ChthonicEcho
25/04/09 @ 10:07
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Saw the typo on the front page (tales), knew it was Oli's article. On the other hand, a fairly interesting article, this.
hiddenranbir
25/04/09 @ 10:12
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Love is the big one for me. A procedurally generated MMO. That's the kind of thing MMOs should be. Not just some static worlds with linear pathing and "end game" where everyone does a single activity of raiding waiting hopelessly for the next set of linear maps to go through.

Come on Love! Come on!
Krelle
25/04/09 @ 11:07
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I want to love Love, but im almost certain itll fail. Hard :c
MonsieurToni
25/04/09 @ 11:09
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I fail to see a reason to support an indie company just because they are indie. It is somewhat questionable that a first project for some of them is undoubtedly one of the most intimidating one -- a full-fledged MMO. Whereas games such as World of Goo are plausible goals for those without strong financial backup, I don't think the same applies to games that (normally) require dozens of people whom you have to play salaries. This just leads to rushed releases in hopes of getting some assets to continue working with their labour of luuv. The supposedly "new" ideas are mostly niche-of-a-niche with much more time spent touting these features as something anti-WoW (a seemingly great seller amidst the rabid supporters of these niche games).

Good luck to all of the indie companies thou and hopefully they can actually implement half of the features promised, after all, the more genuine competition there is on the market the more us consumers can demand. Too bad the adverse seems to be true at the moment when consumers are ready to accept lack of polish for as long as the product is allegedly something à rebours the badbad big money.
RedSparrows
25/04/09 @ 12:31
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Love looks cool.
Olemak
25/04/09 @ 13:38
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What no Darkfall?
Nithron
25/04/09 @ 14:07
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Hang on. Some people are making MMOs with actual honest-to-goodness real time combat in them?

Holy goddamn shitsticles.
Silvervein
25/04/09 @ 14:15
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@MonsieurToni

I fail to see the connection between size of a team making a game, its funding, and the end effect. Currently, mmo's are dominated by games offering a derivative of korean grinder mechanics, with majority of them being placed in some sort of high fantasy setting.
Any attempt to make a game that would offer something else is to be commended.

Rushed releases are way more common with mmo's (and single player games) that are funded by big companies, since they are only after company profit and keeping shareholders and investors happy with income. Both of those have remarkably little to do with making a game good. Indie developers can usually take more time working on their projects, since they are not the one and only source of income, and usually fall into category of after hours fun project. I believe that was the case with Mount & Blade. That turned out pretty good, at least in my opinion.

As a side note, I'd like to repeat what I always say. Tons of money and cutting edge technology (as well as large team size) used on a game don't make it automatically fun. It would be good if people kept that in mind.
UncleLou
25/04/09 @ 16:04
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Too bad the adverse seems to be true at the moment when consumers are ready to accept lack of polish for as long as the product is allegedly something à rebours the badbad big money.

I have just the opposite impression - too bad consumers are ready to accepty any old tosh as long as it looks shiny and is reasonably polished.

I'll take a lack of polish over a lack of creativity any day.
Edited 1 times, most recently on 25/04/09 @ 16:04
Krelle
25/04/09 @ 16:17
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"I'll take a lack of polish over a lack of creativity any day."

+1
TheRealBadabing
25/04/09 @ 18:59
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I'd take a lack of originality over the lack of a Planetside sequel any day.
Krelle
26/04/09 @ 02:39
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In that case, why not just play the original Planetside?
hiddenranbir
26/04/09 @ 10:51
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We need a big company to really heavy R&D on procedural generation mmos.
notmyrealname
28/04/09 @ 07:20
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Hah, that love game is the first ''MMO'' that has ever interested me. Will definitely be trying it when it comes out:D

Gotta love one man armies anyway, especially this day and age.
Udontknowme
05/06/09 @ 02:22
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Global Agenda looks as it is defining the MMOFPS genre, forcing players to work together and creating constant objectives for all players to pursue. The futuristic style is believable, and not too far fetched, leaving tasteful and enjoyable environment to become part of. Hopefully, when it reaches its release, Global Agenda will leave an impression on the gaming world. GAMC!

Comments: 1-17 of 17 in total

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