By Request, This Week's Darkfall Post!

Eurogamer reviews Darkfall, gives it a 2/10.

While playing for a few hours of reasonably solid combat only netted me a few increases in sword handling, a kindly fellow informed me that it would only take me “about six or eight hours to get good”. On further questioning, this was revealed to mean “keep banging your head against the same goblins until you can reliably hit something bigger”.

And so hit those bloody things I did, not enjoying one second of it.

Tasos Flambouras reviews Eurogamer, gives it a -15/2.

When we read the hostile review by Ed Zitron, one thing became apparent: he had not played the game at all. Eurogamer readers and Darkfall players are posting bullet lists of factual errors in the story. The reviewer hadn’t even figured out the very basics of the game before he wrote about it. We checked the logs for the 2 accounts we gave Eurogamer and we found that one of them had around 3 minutes playtime, and the other had less than 2 hours spread out in 13 sessions. Most of these 2 hours were spent in the character creator since during almost every one of the logins the reviewer spent the time creating a new character. The rest of the time was apparently spent taking the low-res screenshots that accompanied the article. At no point did this reviewer spend more than a few minutes online at a time.

Darkfall is the largest MMORPG game of its kind and this guy spent a few minutes playing(?) before he tore it apart. How can someone do that responsibly? Ed Zitron didn’t even give Darkfall a chance.

Eurogamer reviews Tasos Flambouras, gives him a 13/20 .

The reviewer in question, Ed Zitron, disputes the server logs that Aventurine presents as fact. According to the logs they supplied, Ed played the game for just over three hours. Ed says the logs miss out two crucial days and understate others, which suggests they are incomplete, and he insists he played the game for at least nine hours.

That said, the passion with which Aventurine has attacked Ed’s review is considerable, and the allegations obviously go a long way beyond arguing the toss. With this in mind, it seems only fair to take another look at Darkfall to supplement the review we’ve already published.

I’ve already contacted another one of our PC writers, Kieron Gillen, who has agreed to review Darkfall. Kieron is a vastly experienced, award-winning journalist and one of the founding editors of Rock, Paper, Shotgun. I’ll publish his review as soon as it’s ready, and we will see whether he agrees with Ed or not.

Lum reviews Darkfall, gives it a 0/10 since despite, according to Tasos, it being “the largest MMORPG game of its kind”, it’s not technically, you know, actually for sale.

  • Guy

    Keen’s blog is blocked at my work too, but luckily I can dig in my Google Reader RSS archives. He has many, many posts on Darkfall, including very detailed (and often enthusiastic) accounts of his time spent in Darkfall, and I skimmed through them just now backwards, latest posts first. Here’s one towards the end, where he collects some of his general thoughts on the flaws:

    Here’s a far more detailed collection of thoughts on hits and misses written in the middle of his time in Darkfall:

    Here’s one part way after his initial beginner days (actually after the last link), describing what he’d been up to in-game:

    Here’s where he gets hopeful about the “end-game”

    And this is from the very beginning, part 1 of 5 or so of his initial impressions

    So hopefully you’ll see that he did give the game a fair shake and that, for him at least, the unsatisfactory outweighed the good.

  • Guy

    Well, I tried submitted a long post with links, failed several times, then succeeded with some reformatting, then editted it, and the edit caught the moderation filter. So I don’t know if it’s still visible from before the edit, but if it’s still not up for a while I’ll try again.

  • http://dsob.wordpress.com/ geldonyetich

    Gx1080 :
    You know, this thread get long because what its fun for somebody isnt fun for somebody else. And, i hate saying it, but invalidating the other point of view it doesnt make you look better.
    Thats for ALL the involved parties.

    I was saying this on page one. However, while it’s true that everybody likes different things, you can still point out a lot of things that are clearly wrong with Darkfall Online in terms of game design.

    This is the real point of contention we’re having here. Some people are hearing, “Darkfall Online is a poorly constructed game” and are interpreting this to mean, “Darkfall Online is bad and you’re a poor judge of games to play it.” There’s a difference here that’s not being properly recognized. A game can still be poorly constructed and yet people will find it enjoyable.

    Darkfall Online fully deserved a bad score because it is, in many ways, an ill-conceived game. Provably so, insofar as game theory is provable (which is not very, but I’d like to say we’ve learned something). Regardless, some people will still like it, there’s nothing wrong with that. Heck, a lot of those people playing the game actually agree it has these faults.

    Regarding the “pandering to asshats” aspect, that’s sort of putting a negative spin on the idea that they’re basically fully supportive of play mechanics which are typically identified as grief play. I’m not saying grief play is great, just another thing that’s wrong with Darkfall in a game design assessment, but if you’re going to say it panders to asshats it builds a heavier negative suggestion than necessary.

  • Guy

    Risking a multiple post (sorry Scott):

    Keen’s blog is blocked at my work too, but luckily I can dig in my Google Reader RSS archives. He has many, many posts on Darkfall, including very detailed (and often enthusiastic) accounts of his time spent in Darkfall, and I skimmed through them just now backwards, latest posts first. Here’s one towards the end, where he collects some of his general thoughts on the flaws:

    Here’s a far more detailed collection of thoughts on hits and misses written in the middle of his time in Darkfall:

    Here’s one part way after his initial beginner days (actually after the last link), describing what he’d been up to in-game:

    Here’s where he gets hopeful about the “end-game”

    And this is from the very beginning, part 1 of 5 or so of his initial impressions

    So hopefully you’ll see that he did give the game a fair shake, and that, for him at least, the unsatisfactory outweighed the good.

  • http://oracle.the-kgb.com Owain

    Vetarnias :As for Darkfall pandering to asshats, I think it’s best exemplified by Tasos’ grandstanding over the years.>

    Not sure how that’s pandering to asshats. Shit happens, and nothing ever goes as planned. They’ve had their problems, but finally released. That’s something that some companies never accomplish, so good for them.

    [blah blah blah - bunch stoopid crap deleted]

    So your chief complaint is that they marketed the game for their target audience? How dare they? Things didn’t go as planned, but they persevered. The FIENDS!

    Yet in spite of that, they released the game, demand exceeds current capacity, and for the most part, the players they have enthusiastically enjoy the game provided.

    Losers!

    >

    That’s the best explanation I can come up with.

    And a pretty lame explanation it is…

  • http://oracle.the-kgb.com Owain

    A game can still be poorly constructed and yet people will find it enjoyable.

    This statement makes no sense. I would think that it would be axiomatic that if people enjoy a game, by definition, it is well constructed for that audience. Tastes differ. I do not proclam that soccer is poorly constructed, and thus a failed game just because I prefer basketball.

    Darkfall Online fully deserved a bad score because it is, in many ways, an ill-conceived game. Provably so, insofar as game theory is provable (which is not very…)

    Yeah, this is great. It’s provable (but not really…). Do read this stuff before you Submit Comment?

    Again, you are referring to an issue of taste and preference. It is not an absolute.

    Specifically, what is wrong with Darkfall from a game design assessment? I have yet to hear that defined.

  • Brask Mumei

    Owain :
    Specifically, what is wrong with Darkfall from a game design assessment? I have yet to hear that defined.

    How about this? The loot mini game ignores client being in the hand of the enemy. It is merely time until auto-loot is written and becomes defacto. History of UO should have made this clear.

    This has nothing to do with taste or preference, it is just a design decision made in spite of certain physical facts that apply. Complaining about players macroing, botting, or scripting and ruining a game is the same as complaining about gravity ruining your plane design. You knew it was there when you went to the design table.

  • Nero

    I find blog game reviews like Lums way more helpful than “official” game critics. Bloggers are just people with a website and an opinion. They do not pretend to be anything that they are not. On the other hand game site critics tend to have nice things to say about any game produced by a company that has advertising money to spend. Making their reviews almost totally useless.

    I read Eurogamers review and it looks like Aventurine does not have any advertising money to spend. So the reviewer decided the game was not worth nice words or his time. That said, some of his observations may well be valid. The complaints about the combat system concern me, but the rest of it sounds like the reviewer was unhappy because the game is not like WoW.

    I have not played Darkfall. But I remember Owain’s guild from Shadowbane. I’ll bet that is why Owain is having a good time well others are struggling. In Shadowbane you join a guild first, and then you make a character. You log your character in and get it added to your guild, and BAM, you’re in the end game content. I’m betting Darkfall is very similar.

  • Raelyf

    Demand exceeding availability is a failure in itself – no no, really, it is.

    Regardless, I think Darkfall has, as any MMO, made some good decisions and some poor ones. Time will tell if they can recover from those or not – whether the game turns a profit and keeps running is, in the end, the final judge of success.

    In all honesty, I think the negative review is most likely justified. When I can actually play the damn thing, I’ll repent if my opinion is wrong – but I’d put money down that the game is unpolished and a bit rushed, that every feature isn’t sufficiently thought out long term, ect, ect. It’s forgivable in light of the fact that Darkfall is doing something somewhat unique – I’ll put up with certain problems because there’s no other alternative. Still, I suspect Darkfall is to perfection what Everquest is to WoW – a long ways behind.

  • http://oracle.the-kgb.com Owain

    There’s a loot mini-game? I’m not entirely sure I understand what you are saying.

    Do you mean that the process of looting a corpse, npc or player, is controlled by the client, and although it hasn’t happened yet, so it currently is not a problem at all, at some point in the future (or maybe never) someone may write an autoloot hack, so Q.E.D, Darkfall is teh FAIL.

    How would you suggest that this design abomination be fixed? The user has to select the tombstone using the client. The user has to drag individual items, again using the client. Everything the user does to communicate with the server, by definition, uses the client. How do you suggest they change this. Require telepathy?

    I don’t see this as a major problem. If you are in a pickup group, and somebody employs a loot hack like this, you have a nice option. The group can always gank him, and take the loot of his rapidly cooling corpse.

    This isn’t a long term solution, so maybe the best bet is to report him to the dev’s, who hopefully will be able to detect the use of an unauthorized hack in violation of the TOS, so you may be able to perform the ultimate gank, and get his account canceled.

    If this is the worst ‘flaw’ you can come up with, I can rest easy.

    Next?

  • http://oracle.the-kgb.com Owain

    “Demand exceeding availability is a failure in itself – no no, really, it is.”

    In a perfect world with unlimited resources, maybe.

    So, which is worse?

    1) Capacity far exceeds demand for your game, so you lose money hand over fist, you have to combine low populations servers, delete servers, and perhaps go out of business because you’ve developed a game no one wants to play (Vanguard comes to mind here).

    2) Because you are a small developer with limited resources, you conservatively open with one server, and limit availabilty to maintain a server population you can support, but you are able to continually enhance your product and improve capacity because you remain profitable, and over the long run supply an entertaining game to an appreciative audience. (Eve most closely fits model).

    As you say, time will tell. For now, Darkfall appears to be following the second development strategy.

  • Vetarnias

    @Owain
    I’ll give Aventurine that, it knew precisely which type of clientele it wanted to reach, but it’s not much to Aventurine’s credit because that clientele is incredibly easy to pin down. They hate Trammel UO way past everyone’s caring point. They played Shadowbane, until the bugs and exploits, not the premise, ruined it. They cry “carebear” left and right, and they can’t find a game to satisfy them because the games around them have all been tainted by carebearization. They see their gameplay as permanently under siege from their inferiors who dare to refuse to play victims to their greatness. They are organized. And whatever they say, they ensure they say it as loudly as possible.

    Aventurine just pushed the right buttons, and that’s how it ended up with that “community”. Whether it’ll manage to retain it over the long term, considering how quickly such players abandon games, is another matter.

    That clientele and Tasos’ grandstanding are, to borrow a cliche, a match made in heaven; they feed off one another. And if you don’t believe me that the community is one of the worst out there, by all means, check it out for yourself, both on the official Darkfall forums and on the MMORPG.com Darkfall forum (since I don’t play the game, it’s the most direct evidence I have). See their old-school smug sense of superiority which might be, WoW’s invincible-juggernaut “casual elitists” excepted, the most arrogant you’ll find around a game anywhere. Read the Darkfall players’ trash-talking, even when addressing legitimate questions or answering mild jokes. But if you’re reading a blog such as this, it’s likely you already read the forums.

    As for pandering to such hardcore players, what about the “choice words” before choosing to finish off another player? I’m pretty sure it’s just the tip of the iceberg.

  • tsweatt

    Owain :

    2) Because you are a small developer with limited resources, you conservatively open with one server, and limit availabilty to maintain a server population you can support, but you are able to continually enhance your product and improve capacity because you remain profitable, and over the long run supply an entertaining game to an appreciative audience. (Eve most closely fits model).
    As you say, time will tell. For now, Darkfall appears to be following the second development strategy.

    With the exception that Darkfall has not improved it’s capacity. They can’t even manage to keep the store open. So really, they haven’t followed item #1 or #2 in your post.

  • http://oracle.the-kgb.com Owain

    In that case, WoW panders to it’s resident asshats, Warhammer panders to it’s asshats, and so does Second Life, Left 4 Dead, and every other game that has ever been released. It’s called Marketing.

    ‘Darkfall, the Forum’ is not ‘Darkfall, the Game’, which is why I do not waste my time on the forums. In my experience, the players who are the least accomplished in the game are the ones who are most prolific on the forums. If they spend as much time in game as they spend perfecting their forum PvP, they’d be better off. I’m sure I could go on the WoW Battleground forums and find morons there as well. They might even be the same morons, playing both games. You’ll have to do better than that.

    What “choice words” when finishing off another player? You don’t have a feature in Darkfall like you had in UO where speech appears over your head. You can’t ‘talk’ to another player. There is a global chat channel, but no one I know monitors that channel. I’ve deleted it from my interface because I have quite enough to keep track of in the System, Clan, and Alliance channels. There is a tell function, which shows up in a separate tab, but those are usually Delete-Before-Reading. If you open that tab, you deserve what you get. I think I’ve gotten a total of 3 annonymous Tells, which may have been innocent, I don’t know. I don’t think that trash talk is a big problem.

    Again, since you don’t play the game, you really don’t have an accurate idea what goes on in the game. Since your assumptions are flawed, perhaps you should reconsider your conclusions.

  • Vetarnias

    Owain :
    “Demand exceeding availability is a failure in itself – no no, really, it is.”
    In a perfect world with unlimited resources, maybe.
    So, which is worse?
    1) Capacity far exceeds demand for your game, so you lose money hand over fist, you have to combine low populations servers, delete servers, and perhaps go out of business because you’ve developed a game no one wants to play (Vanguard comes to mind here).
    2) Because you are a small developer with limited resources, you conservatively open with one server, and limit availabilty to maintain a server population you can support, but you are able to continually enhance your product and improve capacity because you remain profitable, and over the long run supply an entertaining game to an appreciative audience. (Eve most closely fits model).
    As you say, time will tell. For now, Darkfall appears to be following the second development strategy.

    It’s one thing to be conservative. It’s quite another to brag about how successful the game is because the game’s demand so outweighs supply.

    If I print a single copy of my book and that three of my friends want to buy it from me, can I claim it’s a runaway success because demand outgrows supply in a proportion of three to one?

    Option #2 is the most realistic to follow in the case of Darkfall. It’s fine, and as a niche product it’s probably the ideal way to go (this coming from someone who saw the all-but-niche Pirates of the Burning Sea when it had 11 servers, quickly whittled down to 4). However, I’m not sure about long-term growth by restricting supply. If I’m left waiting too long in line outside a fashionable nightclub, how long will it take before I say, screw it, I’ll do something else instead? It’s arguable how long it will take, but the game’s momentum will pass. And the queue will dry up.

    If so many people are lined up, why doesn’t Aventurine seize the opportunity to maintain supply as close to demand as possible? Why not make a cash grab early on, even if that might mean cutting down on servers in a few months when the Darkfall fad has passed? It’s one thing to start with too many servers (or to mistake early success for steady numbers down the road, a la Age of Conan); it’s another to keep supply low no matter what, especially if the demand is there.

    The only type of goods for which an artificially low supply is successfully maintained is luxury items priding themselves on their exclusivity; in their case, it’s part of the branding process. But Darkfall? No. Playing it isn’t a status symbol, and like all games it has a very limited “shelf life”. In fact, restricting supply just risks pissing off guilds that can’t get all their players into the game.

    I can understand Aventurine’s refusal to overestimate demand. But I can’t understand their not even trying to meet it.

    EVE is basically one large server, but did it have limitations on the number of players who could play? I’m not sure, but I never heard about anyone being forced to wait to register for the game.

  • http://oracle.the-kgb.com Owain

    Vetarnias :

    It’s one thing to be conservative. It’s quite another to brag about how successful the game is because the game’s demand so outweighs supply.

    Is anyone bragging about how wildly successful they are? I haven’t heard about it, if so. Got a link?

    Even so, success is relative. They are FAR more successful than the developers of Duke Nukem Forever.

    I haven’t heard about it, if so.

    However, I’m not sure about long-term growth by restricting supply. If I’m left waiting too long in line outside a fashionable nightclub, how long will it take before I say, screw it, I’ll do something else instead? It’s arguable how long it will take, but the game’s momentum will pass. And the queue will dry up.

    Patience, grasshopper. It took Eve years to build it’s player base, which was done slowly, and mostly by word of mouth. There seems to be a ‘fast-food-mentality’ at work here. If you don’t instantly get your gamer-happy-meal, something must be wrong. Maybe. Maybe not.

    If so many people are lined up, why doesn’t Aventurine seize the opportunity to maintain supply as close to demand as possible? Why not make a cash grab early on, even if that might mean cutting down on servers in a few months when the Darkfall fad has passed? It’s one thing to start with too many servers (or to mistake early success for steady numbers down the road, a la Age of Conan); it’s another to keep supply low no matter what, especially if the demand is there.

    Let me scroll up… Yes, I did mention ‘small independent developer’ and ‘limited resources’. Just checking.

    I’m sure the Darkfall devs would dearly love to capture some of that pent up demand right now, but for reasons best known to them, there must be constraints they facing that precludes that. As soon as they are able, I’m sure they will.

    I can understand Aventurine’s refusal to overestimate demand. But I can’t understand their not even trying to meet it.
    EVE is basically one large server, but did it have limitations on the number of players who could play? I’m not sure, but I never heard about anyone being forced to wait to register for the game.

    Eve doesn’t have multiple ‘shards’, so speaking of servers is a misnomer for them, and is probably not accurate for other games as well. As I understand it, Eve increases it’s player capacity by adding more servers to a collective server farm, which is probably also true of other games.

    I played Eve briefly, but didn’t like the ‘ship is your body’ approach. I couldn’t identify that ship on the screen as being ME. While I playing, there were times where you would have problems in high population star systems. Lag in those systems would be very bad, and when trying to enter that system via a jump gate, you’d enter a jump queue that would keep you waiting for a long time sometimes. Eve did not limit game purchases, but allowed population to degrade game performance. Over time, they added additional servers and larger servers to improve things, but some systems were always very laggy.

    Darkfall has elected to limit population rather than degrade game performance. Having tried both, I prefer the Darkfall approach, but that’s easy for me to say, since I’m in game, and others are still waiting. Again, time will tell if Darkfall made the correct development choice here.

  • http://oracle.the-kgb.com Owain

    @tsweatt
    A false statement. The population for the European server is steadily increasing. Slowly, to be sure, but it is increasing. In addition, there used to be big problems on login with server queues where players would have to wait for long periods of time in the queue before entering the game. Those problems no longer exist.

    The reason the store is infrequently open is because they are doing that to control server population. Players may not like that, but it is not because they don’t know how to keep the store open. It’s intentional. As capacity increase, they allow additional downloads. Sure, I would have preferred not to wait as long as I did, but I don’t have millions in development funds invested in this game and they do, so they make the rules.

  • Gx1080

    Vetarnias :@OwainI’ll give Aventurine that, it knew precisely which type of clientele it wanted to reach, but it’s not much to Aventurine’s credit because that clientele is incredibly easy to pin down. They hate Trammel UO way past everyone’s caring point. They played Shadowbane, until the bugs and exploits, not the premise, ruined it. They cry “carebear” left and right, and they can’t find a game to satisfy them because the games around them have all been tainted by carebearization. They see their gameplay as permanently under siege from their inferiors who dare to refuse to play victims to their greatness. They are organized. And whatever they say, they ensure they say it as loudly as possible.
    Aventurine just pushed the right buttons, and that’s how it ended up with that “community”. Whether it’ll manage to retain it over the long term, considering how quickly such players abandon games, is another matter.
    That clientele and Tasos’ grandstanding are, to borrow a cliche, a match made in heaven; they feed off one another. And if you don’t believe me that the community is one of the worst out there, by all means, check it out for yourself, both on the official Darkfall forums and on the MMORPG.com Darkfall forum (since I don’t play the game, it’s the most direct evidence I have). See their old-school smug sense of superiority which might be, WoW’s invincible-juggernaut “casual elitists” excepted, the most arrogant you’ll find around a game anywhere. Read the Darkfall players’ trash-talking, even when addressing legitimate questions or answering mild jokes. But if you’re reading a blog such as this, it’s likely you already read the forums.
    As for pandering to such hardcore players, what about the “choice words” before choosing to finish off another player? I’m pretty sure it’s just the tip of the iceberg.

    Ahhhh. Now I get it. Its not that DarkFall its terribad, its that you, Lum and many, many others really dislike the market of DarkFall. Even if it DarfFall was perfect (that it isnt), many people would still complain about it because they hate the community.

    Besides that, i still stand that Adventurine doesnt fight macroers because they enjoy their blowjobs.

  • http://oracle.the-kgb.com Owain

    @Guy

    OK, I followed the links, and I can sympathise with what he says. That said, I think his biggest problem was due to unrealistic expectations. In one of his posts, he listed all the game features important for him, his expections before release, and his impression after getting into the game. His expectations in all areas, I think, was “fantastic”. Reality, for him, fell far short of that. No kiddin’? I can’t imagine how that might happen.

    Perhaps I had lower expectations. I played UO, Shadowbane, DaoC, SWG, WoW, Vanguard, Age of Conan, and Warhammer, plus probably some others I’ve forgotten before coming to Darkfall. No game is fantastic in every category. Every game has it warts, and every game has it’s good points. Darkfall is no different.

    For people accustomed to a class/level based game, yes Darkfall will may seem slow to you if you have an unrealisic expectation of maxing all your skills out in short order. I’ve been playing about 3 weeks now, and my archery skill just hit 30. No, KGB enemies do not phear my ‘l33t bow skills. By the same token, during our recent siege, I shot a shit load of arrows to good effect, so I’m not broken hearted about it.

    I don’t expect my skills to go up lightning fast in game, maybe because in real life I play the bagpipes. I spend a LOT of time practicing piping drills and exercises. I also spend a fair amount of time shooting arrows into the air in Darkfall to build archery skill. I’ve been playing the pipes for about 6 years. I’ve been shooting arrows in Darkfall for 3 weeks. I’m pretty happy with my archery progress. I had a lot more trouble learning how to play “Dr Ross’s 50th Welcome to the Argyllshire Gathering.”

    I also played high school football, years ago. A month before school began, we had two practices a day. After school started, we had a practice every day, and played an actual game maybe once a week. We still had plenty of guys who wanted to play football, despite all the time we had to spend ‘grinding’ our skills.

    If your expectations are for nonstop siege operations and PvP, your expectations are unrealistic. I spend a lot of time harvesting resources for crafting and to support city repair and development. I hunt mobs with clan mates to earn cash for equipement and supplies. Those activities support PvP and sieges, which are my recreation. You have to decide for yourself if the effort expended working vs time spent playing (PvP) is worth the effort. That’s very much a personal choice.

    Turns out Darkfall was not the game for Keen. Darkfall probably is not the game for many of Lum’s readers. I have no problem with that. But just like my high school football team, there are a lot of people playing, and a lot of people waiting to get in, so it does appeal to the people it appeals to. I can’t worry about the people who were cut from the team, or who quit, for whatever reason. I’m still having fun playing the game with the people who are here, and for right now, that’s good enough for me.

  • Einherjer

    Owain, please…
    You are being too articulated and making sense.
    You are even bothering to politely debate with people who are not engaged in a serious discussion, just mud slinging.
    We have to keep the FFA PVP players reputation.
    Just write a “back to wow, n00bxor, lulz1!!!!1111″
    ;)

  • http://antipwn.wordpress.com IainC

    Owain :

    A game can still be poorly constructed and yet people will find it enjoyable.

    This statement makes no sense. I would think that it would be axiomatic that if people enjoy a game, by definition, it is well constructed for that audience. Tastes differ. I do not proclam that soccer is poorly constructed, and thus a failed game just because I prefer basketball.

    His point makes perfect sense. A game can be poorly designed or otherwise flawed and people will still play it despite that. People will play practically anything as long as they are able to find some meagre crumb of comfort from somewhere in the design.

    There are plenty of bad games out in the wild. People play all of them despite their many faults. And a ‘bad game’ is defined by the quality of its design and not by the preferences of its players. By trying to redefine the argument as a question of differing tastes, shows that you don’t actually understand the points that are being made.

  • Vetarnias

    IainC :

    Owain :

    A game can still be poorly constructed and yet people will find it enjoyable.

    This statement makes no sense. I would think that it would be axiomatic that if people enjoy a game, by definition, it is well constructed for that audience. Tastes differ. I do not proclam that soccer is poorly constructed, and thus a failed game just because I prefer basketball.

    His point makes perfect sense. A game can be poorly designed or otherwise flawed and people will still play it despite that. People will play practically anything as long as they are able to find some meagre crumb of comfort from somewhere in the design.
    There are plenty of bad games out in the wild. People play all of them despite their many faults. And a ‘bad game’ is defined by the quality of its design and not by the preferences of its players. By trying to redefine the argument as a question of differing tastes, shows that you don’t actually understand the points that are being made.

    At one point, though, the preferences of players will reflect on what is deemed good or bad game design.

    However, I entirely agree with the view that people will play deficient or even bad games (even by their own standards) because they enjoy one element of it. Would Mount & Blade, for example, be such a success if it were judged exclusively by the depth of its politics or the variety of its quests? No, all that I hear about the game is that it is good despite the repetitive quests (worse, being forced to do them if you’re a vassal with any given kingdom), mostly on the strength of its battle mode. Or the Gothic series, a model of how to NOT do an interface, which wins points purely on immersion and plot design.

    We could discuss this subject for days on what makes a good or bad game, and how we should assess it, but tastes would probably take a large part of the list of criteria — unless you want to address purely technical concerns such as bugs or game stability, which are besides the point here.

    However, as far as this conversation is concerned, I feel like taking the disgustingly consumerist cop-out of saying that a good game, as far as MMO’s are concerned, is one whose features are commercially viable. That way, I skirt around personal tastes and the moral high ground. Yeah, I know what this also means, and I can’t shake off the mental image of WoW fanatics grinning from ear to ear. But games are a business. As much as I think that WoW’s commercial success doesn’t mean it’s perfect (far from it, in fact), from a commercial viewpoint it’s still some kind of holy grail that, for better or worse, can’t be ignored by the industry. But sustainability is an important factor that is unique to MMO’s, because in single-player games the closest we get to that is replay value — and even then, they’ve made their money off you, they don’t care if you play it a week before letting it gather dust on the shelf.

    From that perspective, can Darkfall sustain itself? That would depend on a few factors. First, assuming the game lives up to its premise, it refuses to offer anything to PvE players because it doesn’t want to have them around. Fair enough. Better make that clear instead of having a situation like Pirates of the Burning Sea where you try to appeal to both PvP and PvE players, and in the end satisfy neither. Where’s PotBS today? It’s still around, but based on what I saw last month the PvEers seem to have all left. A few reasons I’m tossing out: lack of quest variety, PvE that almost exclusively served PvP, the internal guild production that killed the economy, etc. But the big one: PvEers like to do their stuff without being fodder to the PvPers. And the PvPers, on the other hand, just need to grind to be able to PvP. If we’re talking about imperfect design, that is one blatant example.

    So on that level, the game just made it clear it’s not for the PvE crowd. Fine, I’m not losing sleep over that. But then you need to explain why Shadowbane, which also made it clear (with “play to crush”, etc.) that it was exclusively for PvP and RvR, happened to fail. Six years might be long, but how long was it artificially kept alive? I played in late 2007 and it looked dead, despite the Asian popularity of the game, an unwanted demographic as far as advertisers funding the then-free game were concerned.

    Unfortunately, what you’re getting when discussing Shadowbane is that everything but the premise is to blame for its failure. The bugs (SB.exe, for example), the exploits, the developers’ actions, a few design choices (Wanderer often mentions the function-follows-form problems of the game). Sure, there were problems with that. But in the world of laissez-faire sandbox gaming, there is another problem that accompanies the premise: What happens when the map is dead? Big alliance decisively wins over other big alliance. Now what?

    When that happens in EVE, I’m sure the game will start dying, unless CCP comes up with something to keep it dynamic — and after six years, surely they’ve thought of something. Pirates of the Burning Sea used periodic map resets as an alternative. It detracted from the “permanent” aspect of the world, and the same factions won every round unless they had collapsed in the meantime, but at least the map maintained a semblance of dynamism as a result — even if by a deus ex machina.

    And that’s where I’m not particularly confident about Darkfall. Maybe they’ll be lucky, and the map will stay dynamic for years like EVE’s. But what will Aventurine do if it doesn’t? Have they thought of something? And how will the Darkfall community take it? Does the community even think long-term after starting to play the game? Don’t such players usually stay for a few months then leave when they start losing or when they get bored?

    Honestly, I don’t have much confidence in Aventurine to solve or even address these problems. Everything about the release so far has been amateurish, from their sort-of beta and their woes after going live to their credit card billing problems to the rampant macroing we hear about. And all we get is smack-talking from players and Tasos alike. It’s as though the issues will just go away by bullying them hard enough. Attitude is no solution to game design problems, because it just smacks of “no, never mind the sea water in your cabin, or the objects rolling off your dresser, the ship is NOT sinking”.

    Is there anything in place to avoid a Shadowbane scenario? I’m not sure. But the two servers that did remain alive before the last round of wipes last year were those where the map was still dynamic, and where the Asian zerg hadn’t invaded everything.

    If Darkfall can sustain itself, all the better, because we sure as hell need alternatives to World of Warcraft. I even remember Lum posting something to this effect a few months ago. But the problem is thus: Aventurine is almost like an opposition slate in a two-party system where the administration is corrupt, arrogant, and haughty. But all it manages to propose as an alternative is to fill fire hydrants with single-malt Scotch and hold armpit-farting contests as the high point of its cultural policy. They are, in one word, a joke. And if they fail, the bean counters will just nod and say “we told you so” and stay away from PvP games. And the WoWites will just claim another scalp, regardless of context.

    And regardless of shortcomings in execution (such as Shadowbane’s), the premise of a sandbox FFA PvP comes with problems, but Aventurine has shown little willingness or competence to address them. How do we combat player attrition? What is there to do with griefing? How can the map remain dynamic? Questions apparently all brushed off, for it would be too carebear to address them.

  • http://oracle.the-kgb.com Owain

    @IainC

    @Vetarnias

    People keep saying the Darkfall is poorly designed, but fail to specify HOW it’s poorly designed. I contend that it is not poorly designed for it’s target audience. It’s not perfectly designed, by any means, but for it’s current audence, it is adequate.

    Consider player demand as a gaussian distribution, => a standard bell curve that describes a normal distribution (http://www.netmba.com/statistics/distribution/normal/)

    WoW was developed to capture the fat part of the distribution – they try to have something for everyone. They have PvE servers, they have PvP servers, they have roll playing servers, they have battlegrounds, they have solo play, they have play for 40 person groups, they have achievments for everything from battlegronds to cooking. They cover the spectrum, and thus they have 8 million subscribers.

    Other game companies want a piece of that market, so you get new games recently like Vanguard, Age of Conan, and Warhammer. They all open up with dozens of servers, and they sit back and wait for the subscriptions to roll in. Initially, they do roll in, but their problem is that they have designed their games for the same part of the gamer distribution dominated by WoW, and too bad, WoW pwns that segment of the market, so you start hemoraging players and dollars, so you have to combine servers, and close servers, and possibly fail. You chose your market poorly.

    Game companies think that if they clone WoW, but add a few minor changes, they will succeed. That’s like some newcomer trying to compete with Starbucks. Unfortunately, no one is interested in coffee served with an avacado slice, even if you do call it “Kalifornia Koffee”. And no one is interested in you new MMO, even if you do call it Vanguard, or whatever, because everyone who wants to play that kind of game is already playing WoW.

    Unless game companies supply something completely different than WoW, they will almost certainly fail, which is why for MMOs, you see things like Second Life, The Sims Online, and Eve doing reasonably well. They are nothing like WoW, so they are capturing market segments that Wow does not serve.

    Darkfall is also going for a segment of the market unserved by Wow, the free for all fantasy PvP market formerly served by ShadowBane. They know that is a small market, so on release, they opened only one server. As mentioned previously, as a small independent developer, they have limited resources, so it makes sense for them to open that server in Europe, because that is where they are located. Right now, that server is filled to capacity, and demand to get into the server remains high, which is frustrating for gamers. Still, for this segment of the market, it’s the only game around that even comes close to giving them the kind of game they want. Over time, the distribution bottleneck will HAVE to improve, but for right now Darkfall isn’t doing that badly.

    The problem with Wow, from my point of view, is that it is too bland. That is an inevitable result of their ‘one size fits all’ design. One might say that they are ‘pandering’ to the mediocre player, to use a phrase lightly tossed around here, but I wouldn’t say that. They have successfully developed a game for a market to which I do not belong. So I don’t play that game because there are too many elements that I don’t want to have to support with my purchase/subscription dollars. I’m not interested much in PvE, except in so far as it supports my PvP. I’m not interested in quests, since my friends and I want to pursue our own goals rather than being let around by the nose on endless quest rails. I’m not interested in ‘achievments’, cooking, or otherwise. I’m not interested in battlegrounds. I’m not interested in 40 man dungeon crawls whose main objective is competing for an uber purple trinket drop so I can complete my set of fashionable uber purple crap. I don’t like class/level games in general. A lot of people DO like all that stuff, and WoW is the game for them.

    Darkfall is the game for me, and for players like me. As such, it has good, but not perfect design. It is a design for players toward the end of the normal distribution curve, far from the center region. That design will doubtless change over time, but I hope the Darkfall devs resist the temptation to move too far towards the center. WoW OWNS that region, and trying to move there will only annoy your primary market, and will fail to attract players who are already happy with their game of choice, WoW and it’s imitators.

  • faefrost

    Owain :“Demand exceeding availability is a failure in itself – no no, really, it is.”
    In a perfect world with unlimited resources, maybe.
    So, which is worse?
    1) Capacity far exceeds demand for your game, so you lose money hand over fist, you have to combine low populations servers, delete servers, and perhaps go out of business because you’ve developed a game no one wants to play (Vanguard comes to mind here).
    2) Because you are a small developer with limited resources, you conservatively open with one server, and limit availabilty to maintain a server population you can support, but you are able to continually enhance your product and improve capacity because you remain profitable, and over the long run supply an entertaining game to an appreciative audience. (Eve most closely fits model).
    As you say, time will tell. For now, Darkfall appears to be following the second development strategy.

    There is a third state, where capacity is grossly below long term fiscal viability. This is the state we all suspect darkfall is currently in. They have been limiting the availablility of the game to throttle the number of players on their server, because the server and software capabilities simply cannot handle larger numbers. At least not alone or not at this time. But everyone reading here is a student of MMO’s for many many years. Even if Darkfall is an extreme niche product, with a planned lower development cost and cost of operation, there is simply no way that the numbers we have been seeing make sense. In any modern subscription model MMO do you really see any feasable way for a MMO provider to pay off several years worth of development costs and pay for continuing operations on the basis of 10k or so subscribers? Based on their known or stated staffing, and their known or strongly suspected subscriber base, their annual income stands at roughly around $36,000 per employee. This is before development costs and ongoing non employee operational costs such as servers, bandwidth etc are factored in.

    Does anyone here really think this is a viable success or a sustainable model of operation? I think we all have come to expect that the absolute drop dead break even point for most MMO’s, The low ball budgeting estimate that makes it a “niche game”, Is a minimum of around 100k paying subscribers. And the sad thing is Darkfall could probably hit that easily, if their tech could actually handle that number. The fact that their current tech cannot handle subsciber numbers that would be needed for fiscal viability, at the time of release, is a core design flaw. The biggest I at least have ever witnessed in one of these games.

  • http://antipwn.wordpress.com IainC

    Owain :
    @IainC
    @Vetarnias
    People keep saying the Darkfall is poorly designed, but fail to specify HOW it’s poorly designed.

    Yeah they have, you’ve just been blowing it off as hate on the niche PvP market.

  • Brask Mumei

    Owain :
    There’s a loot mini-game? I’m not entirely sure I understand what you are saying.
    Do you mean that the process of looting a corpse, npc or player, is controlled by the client, and although it hasn’t happened yet, so it currently is not a problem at all, at some point in the future (or maybe never) someone may write an autoloot hack, so Q.E.D, Darkfall is teh FAIL.

    Yes, I mean that process. No, I did not say “Darkfall is teh FAIL.”

    You asked what was wrong with Darkfall from the design perspective. I presented this as evidence as something that is poorly designed.

    How would you suggest that this design abomination be fixed?

    Design goals:
    1) prevent people from looting quickly
    2) trade off fully looting a corpse vs escaping quickly
    3) prioritizing looting order quickly
    4) excitement of seeing the Sword of Coolness among junk items

    User view:
    Click on the tombstone to loot. You go to the loot screen. You click once on items to loot. These items are added to your loot queue in order of clicking. Queue is visible, growing as you add to it, and disappearing as you successfully grab the items. Items also disappear from the queue if someone else loots them first. You can hit a Loot All button that just dumps everything on the queue, maybe sorting by some $$ metric. Maybe you can rearrange the queue by drag dropping the queue if you see something you want more.

    Looting proceeds by the server grabbing the top item on your queue and transferring it to you. Then there is a cooldown time, run on the server, before you can loot the next item. If someone grabs the item before you, it is gone from your queue, so you don’t lose your loot chance, you just pick the next thing on your queue.

    Result:
    We have pretty much eliminated the possibility of a client side hack. We have maintained the tension of looting a corpse, and the fun part of the game of choosing which things to loot first. What we cut out was the twitch button mashing. We also have the option of making a Looting Skill which cuts the cooldown period.

    The user has to select the tombstone using the client. The user has to drag individual items, again using the client. Everything the user does to communicate with the server, by definition, uses the client. How do you suggest they change this. Require telepathy?
    I don’t see this as a major problem.

    The limiting factor in how quickly I can loot a corpse is how quickly I can drag items with my mouse. This is a false limit as I could easily make an auto-looter that does that dragging for me much faster. If looting quickly becomes important, such auto-looters will predominant. If looting quickly isn’t important, well, why the heck do you have this in the first place. Why give people RSI if all you wanted to do was slow down looting? If your goal is to slow down looting, slow it down.

    If you are in a pickup group, and somebody employs a loot hack like this, you have a nice option. The group can always gank him, and take the loot of his rapidly cooling corpse.

    That is a rather meaningless counterbalance. In such a pick up group you probably would *want* someone to use this to ensure no one outside the pick up group loots it. The designated looter would then call out the items and do the person-to-person trade. Or just wait until everyone is back home to redistribute. In UO, the dungeon crawls I went on always ended with dumping all the loot on the ground for people to pick through afterwards.

    This isn’t a long term solution, so maybe the best bet is to report him to the dev’s, who hopefully will be able to detect the use of an unauthorized hack in violation of the TOS, so you may be able to perform the ultimate gank, and get his account canceled.

    And how do you tell the difference between an auto looter and someone who is just really skilled at dragging stuff off a corpse? And how is it good game design to make a system where the “solution” is to waste GMs time investigating hard to substantiate rumours?

    If this is the worst ‘flaw’ you can come up with, I can rest easy.

    You merely asked for evidence of poor design. I have presented it.

  • Vetarnias

    @Owain
    Nobody is asking Darkfall to be more like WoW.

    The problem I have with Darkfall, if we can call it a problem, is that it not only claims to offer an alternative to WoW (which I’d say is most welcome when the bulk of the industry is seemingly content with copying it), but that it pretends to offer a superior alternative. Superior not just in design, which any company would claim, but in gaming ideology as well.

    I, too, fear the landscape where WoW would dominate everything, as several of its elements leave me cold. Achievements are hollow, the economy is utterly meaningless, the lore is risible, PvP is based entirely on level and gear, and the rest is a gigantic treadmill. Tolerable in small doses, if you like that kind of thing, but as a necessary template for an entire industry, no thanks.

    But then you get the Darkfall demographic. The old-school hardcore players who seem to never have outgrown pre-Trammel UO. Any hardcore game harking to that tradition, they’ve played it: EVE, Shadowbane, etc. Nothing wrong with that. I’d love to play a sandbox game with consequences if it were peopled with chivalric fools such as myself, and yes, even with people who’d readily stab you in the back — as long as they respect the game environment.

    (I believe there is a place for roleplaying in such games — not the cliche “carebear” version of roleplaying, pictured as spending its time inventing implausible story lines full of Mary Sues and trying new clothes, but roleplaying that respects the nature of the game and doesn’t tax others with too much backstory, as though you told your entire biography to every single person you met.)

    But the problem with Darkfall is that this type of player seems to be a rarity. Instead, you get griefers with leetspeak names. That’s what Ed Zitron was talking about when he mentioned being “killed by a six-foot wolf called BarBArIaX WooFKilLer”. If I’m looking for a medieval fantasy world, it’s the kind of thing that kills a game for me. No respect whatsoever for the game environment, as though it were one big excuse for them to do whatever they do, and in many cases what they do is grief.

    I’ll be frank here and say that I’ve never been an admirer of the PvP type, because they put so much stock in their own superiority. How did “go back to WoW/Hello Kitty noob/carebear” become a catchphrase among such players? Could it imply some failing on the part of the player at the receiving end of it? Not to mention the implied superiority of the playstyle: WoW is kiddie stuff, it’s the majors here. I’ve often seen variations where any complaint about PvP in a game (or even the game in general) was immediately answered with “you must suck at it”; otherwise, I wouldn’t be complaining, right? In such cases I just say, “assuming I do, so what?” because it’s both honest and reduces uber-PvP skills to their appropriate worth in the general scheme of things.

    But at least the PvPers respect the game (since excelling at it is so important), whereas your griefer-ganker types don’t. Even worse than that, I’ve seen examples (including one in this blog’s comments a few months ago) where someone would claim that griefing was the saner playstyle, because it was devoid of emotional attachment to any virtual property.

    So that’s why I’m skeptical of Darkfall. Not because it is different from WoW, but because it claims to be superior to WoW for reasons mentioned above. Sure, it’s fine to be at one end of the bell curve instead of smack in the middle. But what you get as a result is the sort of elitist mentality that creeps in when you have a minority subjected to the majority, the minority being inherently superior because of its smaller numbers as opposed to the lowest common denominator, and therefore constantly under siege. But the elitists trash-talk, cheat, and brag, just to make sure the club remains exclusive and small.

    And here it’s worse: the developers encourage it. Worse than Shadowbane’s “play to crush”, worse than Pirates of the Burning Sea’s “no crying in the red circle” (which they were sensible enough to drop a few months after release), because you have Tasos calling the shots.

    Is it any wonder why some people want to keep their distance?

  • http://oracle.the-kgb.com Owain

    @faefrost

    What, then is your theory as to why Darkfall does not provide additional servers? My theory is that they will expand capacity/servers incrementally as resources permit. I see nothing to contradict that theory so far. Prior to this, they have been developing with ZERO customer revenue. They may consider themselves still in development are are using the subscriptions to improve their cash flow. The game now is sufficiently mature that I don’t mind paying to play it now, even if it isn’t in it’s final form. Customers pay the development costs over the long run anyway. Most costs are paid after the fact. Maybe I am helping pay more up front than most. Hopefully, the game will only get better as a result.

    @Brask Mumei

    In practice, your autoloot ‘problem’ isn’t a large concern. I noticed it while running newbie quests during my first 3 days. Since that time, I have only run in clan groups where we have a designated looter anyway, so I haven’t opened a tombstone in nearly 3 weeks.

    It isn’t a problem in PvP either, since it’s an all or nothing thing. In a big fight, people frequently don’t have time to administer the gank coup ‘de grace, let alone loot your corpse. If you pause to finish someone off, or try to loot them, you will quickly find yourself being looted. If they have time to successfully loot your body, it means you have no allies close at hand to prevent it, so fast or slow, it doesn’t make much difference.

    You approach, it seems, is a solution looking for a problem that doesn’t exist over the long term. It would be a minor improvement down the road, perhaps, but I’d rather have the dev’s working on other issues before they address this one.

    @Vetarnias

    “The problem I have with Darkfall, if we can call it a problem, is that it not only claims to offer an alternative to WoW (which I’d say is most welcome when the bulk of the industry is seemingly content with copying it), but that it pretends to offer a superior alternative.”

    It IS a superior alternative for the market it was developed for. It is the ONLY alternative in my view, so that makes it an EXCEPTIONALLY superior alternative. It may not be the alternative YOU would like, but that in itself doesn’t invalidate the statement. Sometimes, it’s not all about you. It’s not even all about most game players. In this particular case, it happens to be about ME, and people like me.

    “I’d love to play a sandbox game with consequences if it were peopled with chivalric fools such as myself, and yes, even with people who’d readily stab you in the back — as long as they respect the game environment.”

    I’m sorry, that is elitist role playing bullshit. There isn’t a great deal of difference between a character named “BarBArIaX WooFKilLer” or “Grishnachk the Terrible”. Neither are particularly easy to pronounce, and both are equally hard on the eyes, but in general I don’t notice names except to separate friend from foe. Who knows. Maybe in Orkish, Grishnahk translates to Ganks-a-lot.

    You are proceeding from a false premise, though, with respect to trash talking. As I mentioned yesterday, I see none of that in game. Words don’t appear over players heads as in UO, they appear in the global chat channel, which to my knowledge, no one monitors. So even if someone is trash talking, no one is listening, so who cares. I suspect no one does it because they KNOW no one is listening, but it isn’t worth the effort necessary to check the theory.

    The old-school hardcore players don’t need to outgrow pre-Trammel UO. Why should they? They prefer the kind of game they prefer, and are content to have you play the kind of game you prefer as long as OUR kind of game is available. However some people, you perhaps, seem never to have gotten over the fact that long ago, someone was mean to them, and used rude language. As such, the thought that somewhere, somehow, a PvPer may be enjoying himself is for some reason, intolerable.

    Is it any wonder why some people want to keep their distance? No! You should keep your distance. That’s what I’m trying to say. If you don’t like unrestricted PvP, don’t play Darkfall. I suspect most people on this forum will fall into this category. The reason I’m here, bucking the current, is NOT to convert the ‘heathens’. I AM one of the heathens. I’m here to explain why most of commentary here about Darkfall is uninformed/misinformed nonsense. If along the way, I attract a new player or two, fine, but I don’t expect that to happen.

    But when people say things like “Darkfall is fundamentally flawed and that’s provable (except that I admit it isn’t, but I like saying stoopid things like this because most folks here will nod their heads in agreement anyway),” I have to roll my eyes and submit yet another wall-o’-text to try at least to counter the most laughable misconceptions.

    Futile, I know, but then I enjoy unrestricted PvP in general, and Darkfall in particular. I MUST just enjoy the pain.

  • Drakks

    There are a lot of words here.

    Let me sum up simply: This is not a game many people will play, and of those that play fewer will like it. Those that do, more power to you. You’re a minority, and probably totally okay with that. Also, the idea you have to pass a fucking rite of passage bonding with your refresh button to even buy the game is god damned hilarious all by itself.

    I would certainly lump it into the “sweet jesus this is bad” category, but not everyone would because of the sweet, sweet hype deal that came with labeling it hardcore. It’s harccore like Mountain Dew is hardcore, and it’s sold to the same people that would drink Mountain Dew because it, of course, is hardcore. You’ve seen the commericals. You skydive, and snowboard and shit when drinking mountain dew, and in Darkfall it’s 100% pvp loot your kills OMG HARDCORE!!!111!1 (insert tiger roaring or screaming jet engine here).

  • http://oracle.the-kgb.com Owain

    Drakks :…in Darkfall it’s 100% pvp loot your kills OMG HARDCORE!!!111!1 (insert tiger roaring or screaming jet engine here).

    If you include the phrase, “screaming twin J-79 jet engines, in full afterburner, from a supersonic MacDonnel Douglas F-4E Phantom II, it’s freakin’ 20 MM Vulcan cannon blazing”, you will be closer to the mark. But that’s only because I used to fly Phantoms…

    Otherwise, not bad.

  • Raelyf

    @ Owain

    I’m not knocking DarkFall’s premise, or DarkFall’s niche. It’s my niche as well.

    Now, you can argue all you want but let’s be honest – being unable to buy DarkFall is a huge mistake on their part. As another player pointed out – they’re not financially stable with their current population and when every month puts your already considerable (from the development) debt higher and higher, waiting for ‘resources to permit’ the cost of additional servers is quite clearly counter productive.

    On the looter – Brask is 100% right. If the looting mechanics make no difference, as you say, then clearly the developers should implement an autolooter and save people the unnecessary hassle. If, on the other hand, the looting is a conscious design decision by the developers to add flavor and choice and risk, as I would assume is the case, then they should have built the system in such a way as to be, at the very least, not completely trivial and untraceable to hack.

    Now, like I said before, I’d consider myself part of the niche DarkFall is shooting for. I really think DarkFall’s premise is sound and that there’s a market for the genre it’s addressing. That being said, that doesn’t mean DarkFall is doing well. EverQuest did well, but it was poorly designed in dozens of ways. In truth, the demand for DarkFall is almost entirely due to the fact that there is no real substitute, in my opinion. If Blizzard had put out a AAA, hardcore PVP game, DarkFall would be just another forgotten drop in the ocean.

    My point is this: DarkFall will succeed if it is even barely adequate – at least until an alternative is released. That does not make it well designed, and a slip up on something as simple as the looting system suggests a serious lack of foresight. Couple that with the fact that the fact that I can’t even buy it – which to me suggests short sightedness and poor planning (it could be excused as a limited resources thing if they stayed conservative until measuring the demand, then did their best to meet it – but they’re not even doing that) – and I wouldn’t even give this game a second thought let alone buy it if not for the fact that there’s no real alternative.

    As a note, lag in EVE hasn’t ever been due to subscription numbers or even number of people online – the lag in EVE has always been due to the problem that there’s frequently spikes where 500 people show up and start shooting eachother in a system that generally averages a few dozen players. I’m more than willing to bet that, when you start seeing those kings of numbers coming together in DarkFall – you’ll start seeing lag as well.

  • Ed

    Crappy game play or not, there are tons of companies that would to unspeakable things to livestock to be in the same position as the Darkfall folks. (i.e.: too many customers to actually sell your product)

  • http://oracle.the-kgb.com Owain

    @Raelyf

    The limited availabilty may indeed prove to be a mistake, but right now, for whatever reason, it’s intentional. It’s not just because they forgot to open the store. They announce when the store will be open, and within seconds of the announced time, the store opens and then closes when the desired number of downloads are sold. I have my theory why they are doing it, but regardless, it is working for them at this time, otherwise they’d do something different.

    Until we know more, I don’t know that this point requires much further discussion. You can suggest short sightedness, poor planning, or bad flossing technique, but neither you or I have a clue of what is going on, so why dwell on it? They are doing what they are doing, and they must feel they are justified in their current course of action. If they are doing well a year from now, they will have been proven right, and critics will have been proven wrong. We’ll all just have to wait to see how it plays out.

    I do not contend that Darkfall has a perfect game design. It’s OK. As you say, unless something else comes along it will succeed. Currently, you have to agree that Darkfall has THE best design for it’s target market currently on the market. Competition in the market is a good thing, but right now there is none.

    Even so, a less than perfect design is not the same thing as a failed design, which is the common refrain around here. And again, I do not agree that the looting thing is a slip up. It is a simple design, but it doesn’t need to made more complicated than it is, because the current design has a near zero impact, long term, on game play. It is possible to overengineer things, and right now, changing that design would be a waste of development resources that could be better spent elsewhere.

    And yes, Darkfall does have lag, for many of the same reasons you list for Eve. Go to a big siege, you will lag. Further, the server is based in Europe, which doesn’t help US players any either. Bandwidth is finite, and even with a big pipe, sooner or later you will exceed available bandwidth. That’s physics. Under most circumstances, though, with the current population, lag is acceptable.

  • Guy

    “You can suggest short sightedness, poor planning, or bad flossing technique, but neither you or I have a clue of what is going on, so why dwell on it?”

    We can’t know for certain what exactly is in Tasos’ mind so we shouldn’t bother discussing it? Come on.

    “If they are doing well a year from now, they will have been proven right”

    How will you define “doing well”? That’s the tricky part.

    “I do not contend that Darkfall has a perfect game design. It’s OK.”

    What do you consider it’s flaws? (Even if for you they aren’t big enough to cause problems.)

    “It is a simple design, but it doesn’t need to made more complicated than it is, because the current design has a near zero impact, long term, on game play.”

    You’re not really getting the server-side vs. client-side problem, are you? Making the mechanics completely client-side, instead of for example implementing a server-side cooldown, makes it trivial and untraceable to hack, as others have noted.

    “And yes, Darkfall does have lag, for many of the same reasons you list for Eve.”

    And yet EVE didn’t restrict purchases like Darkfall does.

  • Soulflame

    PvP MMOGs are worthless because of the problem of persistence. Add on top of that whatever sort of “grind” has been added in front of actual participation, and it’s little wonder PvP MMOGs are a tiny niche. Even “large” PvP MMOGs such as DAoC or EvE rarely see more than 20% of the online playerbase in actual real-live PvP. Most of the playerbase is hiding in whatever safezones exist, only venturing out on occasion, and getting a facefull of proof as to why they rarely do bother attempting to PvP.

    In Darkfall, you’re already too late to the table to ever be meaningful in PvP. You’re months behind the people who’ve been grinding skills from the word go, earning money, building whatever laughable “ownership” exists in the game world itself.

    On top of that, it’s trivial to provide examples of absolutely stupid game play decisions. The PvE aspect, which is largely what, shooting at mobs from inaccessible terrain, or creating inaccessible terrain by blocking in tougher mobs while someone other than the blockers kills it? Yes, brilliant game play, that.

    Darkfall is going to fail, and fail horribly, because at some point soon the number of people who stop playing will exceed the number of people who start playing. At that point, the game will be locked in an inexorable death spiral. That there are no safe zones, and grinds to even become competitive will only hasten its demise.

    Oh, and the sorts of people who are attracted to this sort of game won’t help either.

  • Vetarnias

    Owain :
    @Vetarnias
    “The problem I have with Darkfall, if we can call it a problem, is that it not only claims to offer an alternative to WoW (which I’d say is most welcome when the bulk of the industry is seemingly content with copying it), but that it pretends to offer a superior alternative.”
    It IS a superior alternative for the market it was developed for. It is the ONLY alternative in my view, so that makes it an EXCEPTIONALLY superior alternative. It may not be the alternative YOU would like, but that in itself doesn’t invalidate the statement. Sometimes, it’s not all about you. It’s not even all about most game players. In this particular case, it happens to be about ME, and people like me.

    Fair enough. I’d just shrug and move along. However, the segment of your player core which scoffs at any other gamestyle except its own makes it impossible. These guys don’t respect me as a player; why should I just turn the other cheek?

    “I’d love to play a sandbox game with consequences if it were peopled with chivalric fools such as myself, and yes, even with people who’d readily stab you in the back — as long as they respect the game environment.”
    I’m sorry, that is elitist role playing bullshit. There isn’t a great deal of difference between a character named “BarBArIaX WooFKilLer” or “Grishnachk the Terrible”. Neither are particularly easy to pronounce, and both are equally hard on the eyes, but in general I don’t notice names except to separate friend from foe. Who knows. Maybe in Orkish, Grishnahk translates to Ganks-a-lot.
    You are proceeding from a false premise, though, with respect to trash talking. As I mentioned yesterday, I see none of that in game. Words don’t appear over players heads as in UO, they appear in the global chat channel, which to my knowledge, no one monitors. So even if someone is trash talking, no one is listening, so who cares. I suspect no one does it because they KNOW no one is listening, but it isn’t worth the effort necessary to check the theory.

    Then I really have to ask how much of a community you have in the game if chat isn’t even paid attention to. But I’m pretty sure you’re going to say it’s all happening inside guilds, and most of it on voice chat.

    As for roleplaying, yeah, I know it seems elitist to some. That’s why games maintain designated RP servers. That reminds me of the controversy surrounding the fact that Age of Conan didn’t have a North American RP-PvE server, while there was one in Europe. I remember some forum comments at the time wondering whether this wasn’t some sort of prejudice on the part of Funcom. I can understand why it’s annoying to non-roleplayers, as roleplayers usually seek to impose their own criteria on everybody to make sure the illusion is complete. Hence the segregation, and when there is no roleplaying server, such players just agree on one and settle there.

    But sadly, roleplaying seems to be exercised by a small minority today. And I thought the RPG part of MMORPG still meant something.

    The old-school hardcore players don’t need to outgrow pre-Trammel UO. Why should they? They prefer the kind of game they prefer, and are content to have you play the kind of game you prefer as long as OUR kind of game is available. However some people, you perhaps, seem never to have gotten over the fact that long ago, someone was mean to them, and used rude language. As such, the thought that somewhere, somehow, a PvPer may be enjoying himself is for some reason, intolerable.

    If we leave the psychobabble aside, the problem isn’t that some people loved UO (or maybe still do), it is that by now said love for UO has been taken over by nostalgia. And unfortunately, part of the effects of said nostalgia has been to transform game the game design flaws of UO into now desirable features.

    Don’t be mistaken, I love old games (well, going back to the late ’90′s, when I bought my first computer). I still play a few of them, just as I can imagine myself playing Mount & Blade on occasion five years from now. But I realize that the times have changed, the technology has changed, as have artistic considerations.

    I respect the history of the field. However, when I see something like, say, Dwarf Fortress, that is replete with nostalgia at the expense of gameplay, how can I not cringe? In the case of Dwarf Fortress, it’s a very good game, with more depth than most of what’s on the market today, but it’s a post-2000 throwback to the glorious era of ASCII. Even worse, the sole designer is in his lower thirties, which is about my age. But the difference between him and me is that he had access to a computer as a child, whereas I did not, so I was spared the entire eighties’ contribution to home computing which he apparently can’t shake off.

    Which means I end up looking at Dwarf Fortress and its chain-key commands barely less convoluted than an optometrist’s eye chart with a mix of desperation and frustration, because I see how much better the game would have been had its maker been willing to acknowledge the existence of the mouse. (And instead of working on his interface, he’s still adding on top of the existing game following his every whim, the gaming equivalent of the Winchester Mansion.)

    Likewise, UO is a product of its time, and I see attempts at duplicating it as quite unfortunate — especially if the new design makes it a point of ignoring every problem that game had (or turning them into “features”) or of throwing the entire following decade of game design, graphics excepted, into the garbage bin.

    And unfortunately, Darkfall looks like just that. Perhaps it’s not, but it seems to make a point of pretending it’s a time capsule straight from 1998.

    Maybe roleplaying is a relic from the past, too, though if that’s the case maybe it should be given a proper funeral (Haris Pilton from WoW could deliver the eulogy). And for that matter, it’s already public knowledge that I oppose the use of voice chat, less out of nostalgia for the good old days of typing things out than privacy, and it’s gotten to the point where it makes it almost impossible for me to play a game where any amount of player coordination is involved. I suspect I wouldn’t last long in Darkfall, if for no other reason.

    As for PvPers enjoying themselves, fine. As long as it isn’t at the expense of someone who didn’t want to be involved in PvP in the first place. That was one of the reasons for the failure of Pirates of the Burning Sea. PvEers wanted to run their missions but had to cross red-circle PvP zones to get to them, or wait until the zone went away. The PvPers, however, thought it was just dandy. And when the PvEers dared to complain, the PvPers immediately remarked, “we’re forced to PvE to make the red circles pop up, so stop complaining about being forced to PvP.” And you had the hardcore guild types saying every other type of gameplay had to be stamped out of the game, even if that meant only 200 people hardcore enough were left playing it (pity Flying Lab Software in that case).

    Maybe the PotBS case explains my views on the matter. It cemented my view that hardcore gamers don’t care about the viability of a game, as long as they can have the run of it. And having the run of it means chasing away everyone else. At least Shadowbane and Darkfall aren’t ambiguous about that, but beyond that, I’m far from convinced that Darkfall can survive in the long term.

    Is it any wonder why some people want to keep their distance? No! You should keep your distance. That’s what I’m trying to say. If you don’t like unrestricted PvP, don’t play Darkfall. I suspect most people on this forum will fall into this category. The reason I’m here, bucking the current, is NOT to convert the ‘heathens’. I AM one of the heathens. I’m here to explain why most of commentary here about Darkfall is uninformed/misinformed nonsense. If along the way, I attract a new player or two, fine, but I don’t expect that to happen.
    But when people say things like “Darkfall is fundamentally flawed and that’s provable (except that I admit it isn’t, but I like saying stoopid things like this because most folks here will nod their heads in agreement anyway),” I have to roll my eyes and submit yet another wall-o’-text to try at least to counter the most laughable misconceptions.
    Futile, I know, but then I enjoy unrestricted PvP in general, and Darkfall in particular. I MUST just enjoy the pain.

    I will just have to say that Darkfall has history going against it. Sure, there is the EVE exception. But I’m not sure it’s going to repeat itself with Darkfall. The guys in Reykjavik never displayed the level of incompetence of Aventurine (I mean, the website still isn’t updated? Beta first impressions, really?).

  • faefrost

    Owain :@faefrost
    What, then is your theory as to why Darkfall does not provide additional servers? My theory is that they will expand capacity/servers incrementally as resources permit. I see nothing to contradict that theory so far. Prior to this, they have been developing with ZERO customer revenue. They may consider themselves still in development are are using the subscriptions to improve their cash flow. The game now is sufficiently mature that I don’t mind paying to play it now, even if it isn’t in it’s final form. Customers pay the development costs over the long run anyway. Most costs are paid after the fact. Maybe I am helping pay more up front than most. Hopefully, the game will only get better as a result.

    My assumption on the single server and strictly limited sales is that they quite simply do not or did not have the money to implement a larger scale server farm and infrastructure. They pushed the single primary development platform out live. They probably lost the funding for a real production multiple server facility when they lost the retail box publisher. So they have gone live with what they have, and are generating interest via word of mouth and a weird limited feeding frenzy in the hopes that they can now, with a working product, actually drum up funding to implement the full server infrastructure.

    So I suspect that they are survivng on a razors edge right now. Now to be fair they do seem to have pulled off whatever they would normally need to prove they are not vaporware and generate some funding. I hope it works out for them.

  • http://oracle.the-kgb.com Owain

    @Vetarnias
    One mans design flaw is another mans feature. That’s about all that can be said about that.

    “Then I really have to ask how much of a community you have in the game if chat isn’t even paid attention to.”

    You are correct that most community involvement is in the guild. The KGB has dozens of people in game at any one time and more during big events. So I monitor guild chat, alliance chat, and system chat, and I have a hard time keeping up with that. I don’t need a universal server wide partyline.

    “Maybe roleplaying is a relic from the past, too.”

    That, I think, is due mostly to the pace of operations. I played D&D, and sure role playing is a big part of that game. You decide what you want to do, describe it in detail to the DM and fellow players, and then roll the dice. Now where did I leave my d6?

    You can do that in a PvE game too, without too much trouble. The mobs are generally predictable, so you can decide who is going to tank, who is going to dps, who is going to nuke, who is going to cc, and what to do if you the mob baf’s, and you can do it all in Elizibethan English, if you want. Ready for the pull?

    Pacing in an unrestricted PvP game just won’t allow that. Everything is stripped to minimums. You could try it if you like, but I suspect you would be spending most of your time resurecting at your bindstone.

    “…it’s gotten to the point where it makes it almost impossible for me to play a game where any amount of player coordination is involved.”

    And yet you oppose the use of voice chat. There is a great deal of player coordination going on, and voice chat seems to me to be the most natural efficient way to to that.

    “As for PvPers enjoying themselves, fine. As long as it isn’t at the expense of someone who didn’t want to be involved in PvP in the first place.”

    Which is why Darkfall is a nearly pure PvP game. By definition, someone who doesn’t want to be involved in PvP should NOT play Darkfall.

    I don’t think that it is a case of hard core PvPers not caring about viability of the game. PotBS sounds like it was a really bad design in the way they tried to force both PvP and PvE. PvE players wanted to play the game in such a way that they wouldn’t have to interact with PvPers at all, even though it was an integral part of the game. Were they unconcerned with the viability of the game? The PvPers were playing the game as designed, so how you blame them for not caring about the viability of the game? If you don’t want to PvP, don’t buy a game that requires you to PvP! PvP sounds like a PotBS requirement, since players HAD to traverse the PvP areas. The devs didn’t do that by accident, I’m guessing.

    Darkfall doesn’t have history working against it so much as it merely serves a smaller audience than other games. The KGB still had people playing ShadowBane right up until they closed the servers, but even I wouldn’t go that far due to the many problems ShadowBane had that were unrelated to PvP design (mostly interface, lag, and stability issues). That audience will move en masse to Darkfall once it becomes more widely available. I think it will enjoy modest success, along the line of Eve Online.

    I would predict more, but my crystal ball now reads, “Future Hazy – Try Again Later.” I guess I’ll just have to wait and see, like everyone else.

  • Raelyf

    Soulflame :
    PvP MMOGs are worthless because of the problem of persistence.
    [...] Even “large” PvP MMOGs such as DAoC or EvE rarely see more than 20% of the online playerbase in actual real-live PvP.

    PvP MMOGs are not ‘worthless’. Hundreds of thousands of people play and enjoy them, and they continue to turn a profit for the companies who own them.

    In any case, though I highly doubt your numbers, your premise is fairly sound: not everyone, or perhaps not even most, people who play EVE regularly participate in PVP – if at all. I myself actually played EVE about a year without actually having anything to do with PVP. The PVE side of EVE is reasonably good, actually.

    That being said, just because I didn’t actively participate in PVP did not mean it didn’t affect me. PVP in EVE allows for a level of real risk vs reward, which you simply don’t have in most other MMORPGs. Without EVE’s PVP, EVE could also never have developed a real economy like it has. Persistence without loss or risk, is, to me, completely meaningless.

  • http://dsob.wordpress.com/ geldonyetich

    Owain :

    A game can still be poorly constructed and yet people will find it enjoyable.

    This statement makes no sense.

    No kidding.

    There’s no reason why you would keep beating your head against a forum largely occupied by gaming pundits unless you have the wrong perspective to understand that’s going on here.

    As I said, this is where pundits reside. Considering a game as a pundit would is an attempt to distance one’s self from subjective opinion and instead consider a game in very technical terms. Darkfall Online has a lot, technically, wrong with it.

    Coming here and explaining to people that you like the game and they should try it is missing the point. You could do it all day and night for a week, you could be very vocal about it, but it still doesn’t fix the fundamental fact that the game is clearly broken in many ways we’ve pointed out, and we know this, because we’re pundits who have come to observe games this way.

    This is actually pretty core to the Eurogamer versus Adventurine debacle, really. Adventurine missed the point, and was very vocal about it, precisely in the same way you are here.

    Actually (taking it to the next level) as a game designer, they should have been immune to making that mistake. Chances are, they’re just being vocal to work the hype and make their fans support them despite the flaws they know are there.

    Hurray, I think I’ve reached last week territory.

  • Gx1080

    Time will say if DarkFall will remain or not. But, if many of you havent realized yet the market of DarkFall enjoy making others explode in attacks of nerd-rage with the fury of a thousand suns.

    DarkFall it works for its demographic despite all the issues with it. Their demographic is despised? HELL YEAH!!. But their demographic enjoy all the nerd-rage against them. Because it means that they screwed with somebody. If you cant think in terms of revenge as a reaction for defeat you shoudnt play a PvP game.

    And, come on, being “teh hero” of that demographic is what motivates Tasos and Co. (that and all the hero blowjobs).

  • http://oracle.the-kgb.com Owain

    @geldonyetich “Coming here and explaining to people that you like the game and they should try it is missing the point.”

    Missing the point? Irony is so ironic. I think Yogi Berra said that.

    No, I’m not saying you should try it. I am saying, how can the game be broken when the people playing it don’t consider it broken?

    Let’s try this again, preferably so I can keep this under 2500 words. What is the single most broken-ness about Darkfall?

    In a game so fundamentally broken, that should be easy for you to list.

  • http://oracle.the-kgb.com Owain

    @geldonyetich
    Pundits. I really was going to try to ignore that one, I really was.

    Did you have to go to pundit school for that or something?

    All I can say is that I’m sure WAAAAAY impressed now!

    How about the rest of you pundits? Are you all equally impressed with yourselves as geldonyetich obviously is? Even if you are, I think he’s got you beat as far as smugness is concerned.

    PUNDITS!!11@1

    Ok. I’ll be nice now.

  • http://dsob.wordpress.com/ geldonyetich

    Owain
    No, I’m not saying you should try it. I am saying, how can the game be broken when the people playing it don’t consider it broken?

    A game is no different than anything else in the world that it can be broken but some people will like it anyway. There’s many examples you can find in this world.

    Really, it comes down to fact vs opinion. What’s not subjective versus what is subjective.

    The technical and design issues in Darkfall Online? Fact/Not Subjective. (Well, small parts of it will be, such as whether or not the subject (player) finds interface awkward.)
    That the game is highly enjoyable? Opinion/Subjective.

    If you’re going to interpret non-subjective fact as subjective opinion, you’re setting yourself up for infinite frustration.

    Most of what was in that Eurogamer reviewer and what other pundits are trying to isolate is the former: fact.
    Most Darkfall Online apologists are stressing the later: opinion.

    Never shall they meet by the nature of the things.

  • Keybounce

    … your premise is fairly sound: not everyone, or perhaps not even most, people who play EVE regularly participate in PVP – if at all. I myself actually played EVE about a year without actually having anything to do with PVP. The PVE side of EVE is reasonably good, actually.

    Now this surprises me. Everything I’ve heard about EVE up til now was that it was a PvP game. Yes, there’s a 1.0 “secure” space, but first, that’s only the “starter” area — everything I’ve read indicates that to make any real money, or get any ship other than the most basic, you have to go into PvP space, and second, early on in the game’s history there were guilds that were planning on waging war in that 1.0 space just because they could. In other words, 1.0 space wasn’t “safe”, it was just “riskier to attack”.

    Secondly, I’m really curious about PotBS. I followed this game closely during Beta. I don’t have a machine that can run it (G4 mac, or back then, Microsoft windows with motherboard graphics), so I wasn’t able to play it.

    But as I understood it, the idea was that the PvE game would have enough things to do that even if some of your quests were in a red circle, you had other things to do that were not. And the “lifespan” of a red circle was only supposed to be three days, after which the port battle would clear the redness. Was I wrong about this, or was there something else that clobbered the PvE game here?

    Fundamentally, the “battle” of the game needs to matter. In WoW, a “battle” is just “hit this mob a few times until it dies”. This is botable. You play this tiny battle game thousands of times a day.

    PotBS, on the other hand, had a “battle” of a ship to ship combat. That really sounds like fun — the game itself is fun, not just the “meta-game” of putting lots of not-fun fights together. The only other choice for ship to ship combat that I know of is Puzzle Pirates, and that’s a very different type of game.

    So if PotBS has failed/is failing, what happened to wreck what seemed like a great setup? Yes, the economy seemed to be about 50% too big (a smaller level of detail/abstraction would probably be better; YPP’s economy is about one size too small), but is that the only cause of failure?

    Your comment about PvP being meaningful, and the PvP economy being meaningful making PvE and the PvE economy meaningful seems to apply to PotBS just as much as EVE. So what’s the difference here?

  • http://oracle.the-kgb.com Owain

    @geldonyetich
    So for a game that is so amazingly broken, you not only can’t come up with the single most broken design element, you fail to list a single one.

    Just what are the qualification one must have to be a pundit, anyway? Whatever they are, they must be pretty minimal.

    Fact?

  • http://dsob.wordpress.com/ geldonyetich

    I’m not going to bother listing them again.

    Not only are you oblivious to the fact that I listed them before on this comment thread, you’re miraculously oblivious to the fact you recognized and agreed with their existence on this thread.

    Go read the one and only published real pundit review of your game, the one scored 2 stars out of 10, if you’re looking for some examples.

    To be fair, maybe there’d be some more big-name reviews to refute that. You know, if it weren’t a product made by a strange-minded indy developer that caters to a ridiculous niche.

  • http://dsob.wordpress.com/ geldonyetich

    Oh, and if you’re looking for a definition of what a pundit is, it’s right here. Yeah, Lum (Scott Jennings) is a fair legend, it’s sort of how he got into the industry. A lot of people who followed his little singularity sort of have aspirations towards punditry. However, that guy who works for Eurogamer who writes reviews? He’s the one who gets paid specifically because he’s a pundit.

  • Vetarnias

    @Keybounce
    About PotBS: The first thing you need to know is that the map, unlike EVE’s, is microscopic, maybe 45 minutes from one end to the other with favourable winds. So this means that when a PvP red circle pops up, it can cover half a dozen or more ports, and not just of one nationality.

    This led to very strange dealings in the game, a famous one being an informal Spanish-French agreement to not attack Havana and Cayo de Marquis (in the Florida Keys), because both were deep water harbours where the largest ships could be built, and if a red circle appeared around one, it immediately covered the other as well.

    A screenshot is probably necessary here: http://www.burningsea.com/forums/attachment.php?attachmentid=9337&d=1210216947

    This was taken in early May of last year. The circle most to the left is around Cayo de Marquis, and as you can see it covers Havana as well as one pirate port, and it ends right on the outskirts of Grenville in Florida, which is a lowbie port.

    That setup means that some regions will always be inside one red circle, whether from one port or another. The Haiti region was pretty always in the red, because if someone wasn’t going after Leogane, then they were after Port-de-Paix, or Irish Point, or Jaqueme. If you were a pirate, that was a problem if you needed to get to Tortuga, the capital (the black dot right north of Haiti). Same situation for the Lesser Antilles, where the French have their capital.

    What that screenshot also illustrates is that while theoretically you did not have to enter red circles, in practice it was almost a necessity from time to time. If you’re playing French, Florida is the lowbie area, and Louisiana is next when you’ve outgrown it. On that map, the only way to go from one to the other without crossing a red circle is to sail east to the strait between Hispaniola and Puerto Rico and sail west again; twice the length of time it would have taken you to just go west around Florida (and perhaps more, if you consider that prevailing winds are from the east). Had that channel been covered with a red circle, the map would have been cut in two.

    And a few of the missions (especially career missions, as close to a necessary mission as you would get in the game) had you go to specific ports, including the capitals. Some rewards could only be obtained there. But with the French and Pirate capitals being where they are, how long would it take you to go there if you wanted to avoid red circles? This was often longer than just a few days, because one circle would appear in the town next to where the old one was; sometimes it went for a week or more, even worse when unrest decay was turned off for a while last year.

    And because the game world is split between levels, the high-level missions are all around the Antilles. If you’re level 40 and want to level up to 50, that’s where you have to go.

    Despite all this, much was made by PvPers of the PvP being “consensual” because you theoretically never had to enter a red circle, but at the same time other PvPers made the point that if PvPers were forced to do PvE stuff to make the red circles appear, it was only fair that PvEers be forced to cross red circles. So which was it?

    And the game was indeed marketed to both PvP and PvE types. In fact, I do remember reading the CEO of Flying Lab praising the quality of the writing of the missions in one interview last year. Yeah, yeah, I know, it’s all PR, but as Shadowbane and now Darkfall ought to demonstrate with their complete absence of quests, missions are at their core PvE material, especially when the meat around the bone is being graded. Those two PvP games, on the other hand, decided early on that they didn’t need missions, since it’s just grind-and-kill-stuff anyway, and I don’t see Darkfall’s core demographic clamouring for missions. (I can’t talk about EVE, which I hear does have missions, often described as uninspired).

    As much as I want to avoid saying the game has failed, the situation I read about, with some players already requesting another round of server mergers (from five to one or two) isn’t exactly encouraging. On the MMORPG.com forums, comments on the game have dwindled to practically nothing, so its momentum seems to have passed. So I would say that while it has not failed beyond redemption yet, it appears to be failing.

    The intricate economy wasn’t the problem, but maybe it’s just the economic player in me speaking. The developers claimed it was too complicated when they brought changes to the economic setup a few months ago, ostensibly to increase ship production and presumably lower the costs on lower-level ships. But market shortages and inflation were not the result of the economy being too complicated. The problem was that, regardless of what the flow chart looked like, it was entirely possible to produce everything in-society — and in fact it was the most efficient way of producing things. However, it also meant that because you couldn’t make money off the market, you still needed to grind for the capital required to produce your goods.

    What made this possible was that the amount you could produce was not pegged to the time you, the player, spent crafting it; it was pegged to game time. So three days of production were three days of production by structure “workers” no matter how long you were logged in. You could log in every three days, drain your structures of their labour, which you could do within minutes, and voila, three days’ worth of production. So the societies, knowing that their own production wouldn’t cut into their other activities, started acting following a communistic economic model, and multi-boxers had a field day. Some even advertised cross-server lot swapping on the game forums, but FLS might have clamped down on those in the meantime; I’m not too sure what the policy on that is these days, or if there are any means to enfore it.

    So it wasn’t the complicated economy that was the problem. In fact, I would argue that simplifying it (and reducing the labour time needed to produce certain items, thereby increasing production) has probably made it worse, because it just made it easier and faster to build ships inside a society with no need for the outside market. I have no doubt that FLS’s assumption was that when societies would have built the ships they needed for themselves, they would continue to produce ships to sell on the open market with their extra labour, but I don’t think it works that way. Because you’re forced to grind to fund production, with a very hypothetical sale at the end of the line (which would never materialize if every society produced things internally anyway), you would not continue building ships for the open market; you would stop producing for as long as you had a reasonable cushion of ships for yourself, and only when the cushion would grow thin would you start producing again. You might take private orders (a guaranteed sale), but you would not supply the market. Great if you know who to contact; not so great if you’re a new player just trying to quest.

    This also meant that the crafter demographic, which I like to think is entirely different from the mob grinders, never had the opportunity to take hold in PotBS. (If I may be allowed an aside, I think this might be what disgusted me most about WoW, when I realized I could not even craft meaningful recipes without turning to mob grinding for ingredients.) Player skill didn’t matter in crafting production, because you didn’t craft things yourself. And you didn’t actually spend time doing it apart from a few minutes each day.

    The other problem was that the economy entirely revolved around shipbuilding, which meant ship loss was the only way to get it going. There is a famous devlog from over a year ago which all but admits that the game shipped with only this leg of a planned economic tripod in place, and the other two (social spaces, port governance) are not yet in the game. Insurance was brought in to minimize PvP losses, but with the money having nowhere to go but into ship production, the inevitable result was inflation, which only favoured the communistic model for those who could set one up, along with the port battle (a.k.a. endgame) dominance of ships once so costly as to be routinely inaccessible.

    It costs (or used to cost, not sure if prices were affected with the economic changes) over ten million doubloons for a First Rate, and now port battles routinely field 5-10 on each side (out of a 24v24 maximum), with several Second or Third Rates. Either you have one, or you’re not welcome at the battle. And if you don’t have one, better start grinding. As a new player (and you would be useless in a port battle until you hit maximum level anyway), it’s quite daunting.

    The ship-to-ship battle was the high point of the game; but what was there apart from it? Everything around it was broken or incomplete. Furthermore, since fights were instanced, it led to the creation of ready-made six-ship ganksquads that quickly took over. And PvP in PotBS isn’t meaningful, insofar as the RvR is only limited to changing the colour of dots, capped by a map reset. Players don’t run ports (that’s what port governance is supposed to do, if it ever sees the light of day), they can’t stake out a territory like in EVE, and economic production isn’t affected by the loss of a port except for higher taxes — quadruple the usual amount for freetraders with tax evasion (read: everybody’s alt) — which means that anything outside the most expensive ships isn’t particularly affected by it. Ports gained by Pirates automatically flip back after three days, likewise any starting ports the Pirates lose, so that nation can’t really win the map anyway and has no reason to pursue the RvR aspects of the game.

    The RvR, therefore, is uninvolving, and I think it’s one of the major differences with EVE, where corporations get to run things instead of being just one society forced to belong to a loose “nation” as in PotBS. I’m not saying the PvP can’t be fun (it can), but that it has no RvR underpinnings. Hence the gankers, who aren’t particularly concerned about whether they can get to wrap what they do in a flag.

    Gankers took over the game in the first few months, and when I returned to PotBS in April of this year, they were still to be found here and there, but the players who remained just accepted them as a fact of life. But how many other players did the gankers chase away in the meantime? Sad to say, the PvE demographic in PotBS seems to have vanished completely. As much as Owain might say that it was supposed to be that way, the case of PotBS was never as clear cut as that. Why did so many PvP players of the game go out of their way to point out that PvP in PotBS was entirely consensual? I’m pretty sure you didn’t get that kind of rhetoric about Shadowbane, and I’m sure you don’t have it around Darkfall.

    As for Puzzle Pirates: Great game, very different but very accomplished. The economy was for the most part functional, too.

  • http://[email protected] JuJutsu

    “I am saying, how can the game be broken when the people playing it don’t consider it broken?”

    Punditry may have a low hurdle but you still manage to trip. For a while I thought you were being obtuse but I’ve decided that you really and truly don’t get it and never will. Enjoy your game. As for me, you’ve made it clear that you have nothing useful to contribute to discourse about gaming.