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MMOs' wild frontier Article

MMO PC Article by Oli Welsh

25 April, 2009

Page 2 of 3. <- Page 1Page 3 ->

Fallen Earth

Fallen Earth is a company so single-minded that it named itself after the game it's creating. Once again, we're in post-apocalyptic wasteland territory, although this time in the nearer future (150 years away) with a very clear sense of space - the Grand Canyon, reproduced to scale.

100 years after a plague has ravaged the earth, politically and ideologically opposed factions are warring over the Canyon's uranium. All player characters are clones, which explains their ability to resurrect in this markedly more realistic setting than most MMOs'. After "birth" in the Hoover dam, the last bastion of civilisation, the tutorial will then take new characters through the basics of Fallen Earth's free, FPS-style combat, which balances reactions and accuracy with RPG number-crunching.

Once again, advancement is classless and skill-based, and though there are levels they're less important than in most RPGs. You get a couple of advancement points to spend every tenth of a level, though there are other sources. As well as skills themselves, you'll spend them on attributes: first aid, athletics, group tactics and social (bartering) skills, for example. Mutations explain away the "magic": telekenesis, telepathy, nano technology and the plague.

'MMOs' wild frontier' Screenshot 2

Fallen Earth: broken concrete as an art form.

Deep research-tree crafting, trade economy, vehicles and factional warfare in a scrappy, hardscrabble Mad Max world is the name of Fallen Earth's game. You can earn experience from crafting alone, and vehicles will be the big money- and time-sink. But going by the ATV we saw in our demo, they'll struggle to appeal in handling practice as much as in theory, which might be a problem when it takes a month to make a car.

Fallen Earth's hearty bleakness, semi-realistic setting, open exploration and clever factional setup (nature versus technology, order versus anarchy, faith versus commerce) are a great draw amongst the much more generic worlds, sci-fi or otherwise, that beset MMOs. But once again, the execution is lacking - stilted animation, unconvincing combat and erratic AI were the first and most glaring issues. Aiming once again for release this year, Fallen Earth has a long hard road ahead of it.

Gatheryn

I was starting to get the sense that these loners' games were all pursuing interesting ideas down niche-interest cul-de-sacs, and that none of them possessed the presentational skills to bring those ideas back out into the light. Gatheryn didn't reassure. Supposedly aimed at a casual audience, here was a proposition so bizarre it seemed to appeal to its makers and no-one else.

'MMOs' wild frontier' Screenshot 3

Gatheryn's mini-games will rely on "tried and true" mechanics, says MindFuse.

Developer MindFuse brings together talent from both ends of the gaming spectrum - LucasArts and Shockwave Flash games. If only they could be said to meet in the middle. Gatheryn is a 3D social virtual world with a top-hats-and-zeppelins Victorian steampunk theme, overlaid with 2D puzzle-game diversions and persistent MMO character development. It doesn't, frankly, make any sense.

Planned for 2009 once more, Gatheryn looks even shakier than Earthrise and Fallen Earth, despite being much less ambitious (technically, at any rate). Its genteel township looks ten years out of date, and the gameplay seems to be drawn from every standard MMO element except the central one - combat - without any thought as to what would replace it. Resource gathering, questing and taking to NPCs are all present and correct but don't appear to have any meaningful design or purpose to them; crafting did, just about, involving a gem-matching mini-game just barely related to the task at hand.

With only 15 mini-games of this sort, plus a few even lighter micro-games, it's hard to see what MindFuse expect their players to do except shop for costumes, pets and housing trinkets with micro-transactions. Gatheryn is free-to-play, but you'll need to pay a subscription for the right to own property and aim towards the big collaborative goals - building an airship, for example.

Up against the likes of Sony Online's ruthlessly polished and broad-church Free Realms, Gatheryn seems like a curio at best, a misguided shot in the dark. The search for a promising indie MMO was starting to look like a wild goose chase.

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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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