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MMOs' wild frontier Article

MMO PC Article by Oli Welsh

25 April, 2009

Page 3 of 3. <- Page 2

Global Agenda

And then along came Hi-Rez Studios' Global Agenda. Playable with the developers on closed alpha servers, this fast-paced blend of "spy-fi" MMO and deathmatch FPS stunned with its professionalism, slick graphical sheen and effortless playability. It puts many games from much larger companies to shame.

Funded by Erez Goren, an "eccentric self-made millionaire" in software who dreamed of being a games programmer in his youth, Global Agenda could be the ultimate vanity project in videogames - if something this focused, smart and appealing can be called a vanity project. A team of 45 based in Atlanta, many without a games background, has been piecing Global Agenda together since 2005.

The core of the game is in 15-minute player-versus-player matches that play into a massive global domination metagame contested by alliances of player-run agencies. This runs in "seasons" lasting around 45 days, after which a winning faction is declared. There's also one big NPC faction to fight: sinister despots the Commonwealth. The matches might involve escort missions or agency raids, but always result in fast and fluid skirmishes between the game's recon (sniping and intelligence), medic, assault, and robotics (remote control pets and turrets) classes.

'MMOs' wild frontier' Screenshot 4

Global Agenda: thankfully you don't have to do the Global Minutes afterwards.

Once again, the quality and specialisation of your gear is your primary concern, with Global Agenda's levelling system advancing versatility rather than power - appropriately for a game whose combat rests so heavily on player skill. Equipment is divided between primary and secondary ranged or melee weapons, jetpacks, and offhand gadgets with cooldowns that act more like your traditional MMO abilities, all fed from the same power source. In an RPG nod, damage comes in four kinds with matching resistances - energy, fire, physical and poison.

Equipping, re-equipping and re-speccing your character for action on a neat loadout screen is half the fun in Global Agenda. The other half is in battles which somehow maintain a furious pace without ever descending into chaos, in part thanks to a busy, colour-coded interface that makes all the damage and healing going on crystal-clear. Unlike so many MMOs, it's a tactile and physically satisfying game to play, too, with the weapons and jetpacks having a finely-tuned feel. The hi-tech future setting is entirely generic, but presented with a bold sheen and clear silhouettes for the chunky and appealing characters.

Global Agenda is very tight indeed, and for once the aimed-for June beta and end-of-year release seem entirely feasible. Score one for the poor little rich guy.

Love

As nice as Global Agenda looks, there's no doubt that the most visually arresting MMO I saw at GDC was made not by an eccentric millionaire's private army, but by an eccentric coder's army of one. Eskil Steenberg may well be mad, but one thing's for sure - he's outrageously talented.

We've covered his micro-MMO, Love, before. Check out Jim's preview from last year's GDC for the full details of this esoteric, atmospheric blend of city-building, FPS action, procedurally-generated worlds and breathtaking watercolour visuals. I confess I spent much of my time with Steenberg talking about his astonishing tools, a series of art and asset management programs with crisp vector graphic interfaces straight out of Rez that allow him to tweak assets on his servers in real-time.

You can debate whether Love - which will have a couple of hundred players to each server - is really a massively multiplayer game. You can wonder whether its fast-and-loose combat and collaborative progress will gel and compel, whether giving players the freedom to deform the terrain is a step too far, whether its tiny world will feel hemmed-in after a while.

'MMOs' wild frontier' Screenshot 5

Love: it really does look like this. Really.

The tactics and puzzle-solving based around disrupting energy lines and power grids to bypass shields - which have an environmental angle too, as wind-turbines die down around sunset in Love's short day-night cycle - are intriguing, and Steenberg says he'll concentrate on enemy AI in the next phase of development. But you can't, at present, tell whether Love will hang together.

You can, however, tell that people will want to play it. Its delicate, impressionistic visuals and lone-wolf indie cred will get it that far. Steenberg's plan to start with one server and grow the game organically may well prove impractical given the level of interest; he will, eventually, need help.

But his story is still an inspiring one. So is Hi-Rez Studios', which may operate at the other end of the financial scale but which is still an outsider in a way, just as EVE Online's developer CCP once was. Even in a post-WOW world, massively multiplayer games can be made outside the system and can still be beautiful, exciting, ambitious - and can work.

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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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