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Yes, That’s A Problem
Auran’s CEO, responding to rumors of Fury’s imminent cancellation:
Sadly, too many players have only experienced a savage beating at the hands of veteran players.
A friend of mine was moved to comment*, upon hearing the news:
Hey, game designer! 1997 called, they want their problems back.
* not an exact quote, but if I quoted exactly, my blog would be NC17.
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about 2 years ago
b7|nG bck ol sk00l fV7Y!!!!!!!!
about 2 years ago
When you make a game with only wolves, the wolves quickly devour their young, until nothing is left?
Shocking! Shocking, I tell you! I would have never guessed that.
Well, aside from the 20+ years of analysis that’s lying around the web talking explicitly about PvP MMOGs and this precise problem with them.
about 2 years ago
Did these guys completely ignore Shadowbane’s object lessons about marketing on purpose, or are they actually that stupid?
about 2 years ago
For the record Soulflame is a trammel loveing care bear. PvP is clearly the only way you prove your worthiness and skill at using hacks and flaws in the game mechanics to destroy people stupid enough to be new to the game.
It’s like people don’t even understand tactics anymore.
about 2 years ago
Why does it seem the conclusion by this community about PvP MMO is that they are doomed to failure so anyone trying to make them is just a nieve moron. You seem mock games like Horizons, Roma Victor, Darkfall, shadowbane, Vanguard because of their shortcomings. Seems it would be a lot brighter and more productive to put that 20+years of commentary and research together on how to make a proper pvp MMO.
And please refrain from that wolf argument, for one it is a poor and flawed argument no many how many years since the Shadowbane release you have repeated it. It was exactly because of the intense PvP that such a poorly implement game like Shadowbane was able to even remotely survive for the time it did. Eve itself survives for such a long period of time because of its intense economically oriented PvP. Sure its other features are nice, but its the so called wolves being allowed to go after each other in a properly implemented setting that retains the games population and numbers.
about 2 years ago
EvE is a niche game, that now is best known for PvPing your computer. Shadowbane was a joke, is still a joke, and will be the punchline of PvP MMOG jokes for years to come. On top of that, Shadowbane has the dubious distinction of proving, singlehandedly, that not only is the market not ready for a hardcore PvP MMOG, neither are the people who actually play them. Horizons? Failure. Roma Victor? Never heard of it. Failure. Vanguard? Faaaaaailure.
Want to talk about a game that has, I dunno, succeeded at pushing itself as a PvP MMOG? Take your time, it may be a while before you actually think of one that’s actually succeeded.
Second, you seriously are barking up the wrong tree. Scott is a dirty PK from way back when. I, myself, tend to play PvP type games, so do many, if not most, of the people in this community. We do not delude ourselves as to the flawed approach to PvP games up to now, unlike, apparently, some people do.
If Fury’s basic problems are pre-made teams that are abusing overpowered gear or builds, then it’s comically stupid to even think this is excusable. (And with the quick perusal of one of the threads Scott linked, I’d say that’s the biggest concern of many people who do play Fury – that there are teams that are for all intents and purposes “unbeatable”. Who wants to waste time when you know you’re going to get pulverized by “those guys” when it comes your turn to play against them?)
Persistent PvP MMOGs have several core problems – the biggest, in my opinion, is that persistence leads to players expecting that Time Spent In Game = Player Power. This freezes out anyone who’s even so much as a month late to the party, much less what it does to people who try to jump in years down the road. It’s like joining an Age of Empires game when everyone’s in Imperial, and you’re stuck in Feudal. Good luck with that, enjoy your assraping.
about 2 years ago
Nieves? Why are you bringing uopowergamers.com into this?
about 2 years ago
Fury’s problem is that they made a ‘Pure PvP game’ that is essentially just arenas, which most ‘hardcore’ PvP players hate, and on the off chance they don’t hate arenas, they’re playing WoW arenas.
So basically, they alienated two playerbases: hardcore PvPers, and well, everyone else.
about 2 years ago
Also, as an addendum, the game is just boring as shit, whether you’re any good at it or not. But nobody takes ‘boring as shit’ into their evaluation of games, instead just trying to bash them categorically as ‘PvP games’ or whatever genre they happen to be in. Guess what, boring games fail and fun games succeed, regardless of what genre or paradigm they fall under.
about 2 years ago
One more comment:
“Sadly, too many players have only experienced a savage beating at the hands of veteran players.” How ‘veteran’ can players possibly be. The game has been out a whole… what, two months? He should have just said “My game sucks and no one wants to play it.”
about 2 years ago
All those failures deserve respect. It is normally failures like that which drive evolution forward. WoW was not popular because it was innovative, it was popular because it was an extremely polished EQ. And eve is a Niche game because its a walking spreadsheet, not because of its PvP aspects. And that Joke of a game shadowbane, prove even a joke can last somewhat with a good PvP system. Not even a good PvP system, a PvP system that was only good at certain types of PvP like siege. It was the only reason people stayed for the time they did.
Time Spent In Game = Player Power. Congrats you state a problem. And your conclusion to this problem is .
“We do not delude ourselves as to the flawed approach to PvP games up to now, unlike, apparently, some people do.”
The people who will solve these problems are the type of the developers that you so love to put put the word failure after. Because they actually have the balls to fail and go at it again.
As for name games that are successful with PvP I already have, and which you have failed to refute.
about 2 years ago
You haven’t listed a single successful PvP MMOG yet.
Horizons? Give. Me. A. Break. The game was broken on release, a joke from the start of development til months after release, and no one, that I’m aware of, is still playing it. I’m surprised you would even _mention_ Horizons in a list of “successful” PvP MMOGs, as this game, above pretty much anything that is not Dawn, is a complete joke, failure, and an absurdity. FAIL
Vanguard? See Horizons response. With added fun that I personally know six people who tried this game, and canceled it before their free month was up, so they wouldn’t have to actually _pay_ for it. FAIL
Shadowbane? LOLOLOLOLOL Terrible movement scheme. Riddled with insane dupes and bugs that wolfpack never really banned people over. A “winnable” PvP MMOG that, shockingly, people won! And then got bored and quit, because surprisingly, when someone “wins” a persistent PvP MMOG, there’s no point in playing anymore!
Roma Victor? Still never heard of it. Let’s see what Wikipedia has about this “amazing” game that is so amazing, that I’ve never heard _word one_ about it.
Amusing. Another PvP MMOG that insists on Time Spent In Game = Player Power. FAIL
about 2 years ago
Oh! I missed EvE.
FAIL FAIL FAIL
Hell, the China based version of EvE has the Shadowbane problem, in that one guild won Sec 0.0 space (or whatever it’s called) and _no one_ is able to break their stranglehold, because the only way to do so is to build a shipyard… in 0.0 space! That is _epic lulz fail_ right there.
BoB came mighty close to winning 0.0 space in the western version of EvE; the only thing that stopped them was Goonswarm.
_This_ is what you want to hold up as a _success_?
about 2 years ago
Guild Wars seems to be fairly successful. The impression I have of Fury from everything I’ve seen/people who have tried it is that “It is like Guild Wars – but shitty!”
about 2 years ago
“You haven’t listed a single successful PvP MMOG yet.”
Uhh.. daoc? Given the creator of this site, it’s not even that brain-wrenching to think about.
about 2 years ago
Soulflame you seem to be pretty judgemental about everything posted. But what are your accolades? Why are you such a know it all when it comes to PvP? Have you ever been in the top tier? I highly doubt it. You can talk all the mess you want about what games are successful or not, but any game that still has users after being out for such a long time is a success, regardless if you have heard of it, liked it, whatever your excuse is. There have been plenty of solid PvP games out there, some of them fall short of the ideal one, but people continue to play it. It seems on your scale the only successful game has been WoW. Which in my opinion is a horrible display of the “nothing new, just polishing out other people’s ideas and making a huge treadmill to keep the sheep running and paying their subscriptions.”
Eve is a very successful game, as is many other ones who made it to release and turned a profit. In truth you can have all the grind you want, but without a solid end game PvP you have nothing but a treadmill. Since I seen your opinions on the other games listed, how do you feel about these?
DAoC, CoX and Guild Wars
about 2 years ago
Only strong point you bring up is the eve one, but then you bring up an example where they are stopped so that pretty much negates that. You fail to break down into details the failures of the games and why (even though on other analyst of fury you are totally capable of break it down into details). If you talk to the people who left shadowbane few say it was because someone had a stranglehold, it was because there was only one good feature. A PvP feature.
And BoB and evil empires like BoB make a better villian in a game then you could ever script, making people continue to play eve. People love being underdogs.
Hell people figured out to get democrat government that worked with human nature, i am sure we can figure out how to get a PvP MMO that fits with human nature.
about 2 years ago
“People love being underdogs.”
Thank you for demonstrating that you are oversimplifying the problem.
People love to be *successful* underdogs. The problem is that the overdogs got to be overdogs by ensuring that there were no other successful underdogs and, unlike fictional evil empires, haven’t forgotten how to do that as they’ve grown.
As a result, you have big, efficiently-run superguilds like BoB that nonetheless take time to meticulously crush rising guilds –sorry, corps– that are within reach.
Being an unsuccessful underdog *sucks*.
about 2 years ago
Ah to add onto this. Which pure PvE games are successful? Since PvP games are doomed to failure.
about 2 years ago
“Vanguard? See Horizons response. With added fun that I personally know six people who tried this game, and canceled it before their free month was up, so they wouldn’t have to actually _pay_ for it. FAIL”
Vanguard had like… 1 or 2 PvP servers out of a dozen or so. And on those servers, very little PvP happened. It was not a PvP game at ALL, and PvP has nothing to do with why that game failed. Bring up some more misinformation.
about 2 years ago
“Which pure PvE games are successful?”
EQ and EQ2 are about the closest to successful pure PvE games. There is not ‘no PvP’ but there might as well not be any.
WoW probably has the most successful hardcore PvP endgame just by nature of having the most players. The very high end of WoW arena play is essentially a wholly seperate game, and every win or loss counts. And at the low end of endgame PvP, I’m pretty sure more level 70 players are in battlegrounds instances at any given time than are in level 70 raid instances or even level 70 5 man dungeons. And WoW PvP servers make up a little more than half of the servers, and are generally more populous than PvE servers. So more than half the WoW players are playing on PvP servers, which are pretty grief-tastic, especially when leveling up, despite the lack of any real loss other than a few moments of your time. I think if WoW teaches us anything with regards to PvP its that your game needs PvP, and it needs some serious stratification with regards to tiers of PvP play to keep the populations from feeding upon each other.
But not every game needs to be as successful as WoW to generate a profit. Saying EVE is not a success is just a huge lie. It is a financial success DESPITE being a hardcore PvP game with the most backward controls, interface, combat and core gameplay ever.
about 2 years ago
Which pure PvE games are successful?
Toontown Online had about 110,000 subscribers the last time SirBruce had numbers, back in June ’06. If it’s a failure, then so is Eve, which had right around the same subscriber numbers at that time.
about 2 years ago
A mistake I see in every PvP game is rewarding PvP victory with better PvP gear/abilities. This widens the gap very early in the game’s history, until what was a very small gap in the beginning becomes an unbeatable gap. We saw this problem with DAOC’s RP system and WoW’s arena PvP gear.
When designing a PvP game, make sure you don’t reward your victors so much that the downtrodden can’t compete. They’ll just quit instead. Give them titles, fluff, whatever, but don’t give them bigger guns.
about 2 years ago
Jou, ask Hades who Soulflame is (lol)
about 2 years ago
“The game has been out a whole… what, two months? He should have just said “My game sucks and no one wants to play it.””
The veteran players are the folks who were in Alpha & Beta. Groups like Lords of the Dead, Paintrain, Carebear Stare oO. They were playing as far back as June & July, and having played with LoTD in beta I can attest that they knew how to make builds and teams that nigh-unbeatable by other elite teams. Casual players of anyone who came in the last 2 months are just the bug on the windscreen.
about 2 years ago
Sounds like a game mechanics issue then, if unbeatable builds have stayed the same since beta.
about 2 years ago
From what I hear, Fury would have been better if it had 1) been delayed 6 months and not been shoved out the door, 2) had a decent ladder system that didn’t reset periodically, and 3) didn’t result in you dying within 2 seconds of play time beginning unless you were amazingly resourceful and knew exactly what to do.
about 2 years ago
“Nieves? Why are you bringing uopowergamers.com into this?”
As a former writer for UOPG, I can tell you he didn’t mistype. Nieves and naive mean approximately the same thing.
about 2 years ago
Theres plenty of healthy and growing PvP games out there! I don’t what you guys are talking about. Fun times to be had in Team Fortress 2, it even has distinct and varied player classes!
Oh! Persistent world Massively Multiplayer Online PvP. And the game has to be designed specifically around PvP mechanics?
Eve Online – I would think. It may be niche but apart from the occasional dev corruption and random bricking patches, its there.
Why are people so worked up about PvP being a niche sub-genre of MMOs? Its niche, live with it. If someone makes a fully PvP MMOG that sells millions (or a few hundred thousand self sustaining), then it can be considered mainstream. You can argue all you like whether thats a realistic idea but after a few hours of TF2 – I think thats within the realms of possibility. The market determines “niche” vs “mainstream” not forum/blog rants.
about 2 years ago
RE: Mist
Just wandered over to the WoW site and counted ‘em: total of 103 US PvP and 112 US Normal…so it ‘taint quite “a bit more than half.” Population numbers are average higher for the PvP ones (as far as high-medium-low gives accurate or useable number) but, given fewer servers, there should be a slight bias up on the PvP ones. Also, getting into a decent support group is far, far more important on a PvP server, so density is driven up further by ruleset.
As far as “more 70s in battlegrounds than raids/5-mans.” I would submit that WoW’s “loose your way to uber gear” battlegrounds/PvP rewards have more than a little to do with that. If you spend enough time getting embarrased by Horde pre-mades, you too can acquire the top end PvP rewards.
The time invested in gear and skill to get to the “Gee look! I looted the Axe o’ Awesomeness from a recently dead Gruul” point is substantial, and raid guilds have hardcore skill requirements. Or you can sit around IF annoying people in /Trade while waiting for the BG queue. And then rack up HKs by spamming AoEs without actually managing to KILL somethig…
Not that anyone does that kind of thing…
about 2 years ago
I was counting Euro servers too. And theres still plenty of PvP on the normal servers, battlegrounds are just as popular there.
WoW’s formula works. Reward the losers a little. Reward the winners a lot more. Mudflation is not a bad word.
about 2 years ago
EVE tranquility(western server) “works” because their is only 1 server and the game has been developed over time in response to what the population does.
Its a rather narrow and specific method as evidensed by the failure of EVE China. It give an illussion of a more open world than actually exists. And even so there is always the possibility of a balance failure. All it would take is for about 10 or 15 key players to to decide on a new alliance. A lot of players might not like it but like real corperations little guys dont have much say in the game.
about 2 years ago
Just b/c I absolutelly loved the game I’m going to throw out Jumpgate as having had a decent balance of PVP and PVE for everyone to enjoy. I never really understood why it didn’t catch on more widely. But then it’s pretty clear by this point that I’m a micro niche player judging by how most games that I can’t stand succeed like crazy.
about 2 years ago
PvP vs Anti PvP. Here we go again. I’ve never bitched about my personal opinions on the subject, so here goes!
Rant on.
What really pisses me off about the “PvP is niche” debate is that it assumes that PvP is niche because of its lack of appeal.
Am I the only person who seems to notice that the number of PvE centric games with proper budgets number in the hundreds, and the number of PvP centric games with proper budgets can be counted on two hands? Is it possible that the reason PvP games are niche is simply because they’re hard?
I mean, pardon my language, but Jesus Fucking Christ, of course there are more successful PvE centric games than PvP centric games, there’s ten times as many of the bloody things! Now I’m not saying that PvP centric games are easy, but I hardly call the baby steps of UO, Shadowbane’s bug infested glory, a couple of PvE games shoe-horned into PvP, and EVE’s incredibly monotonous gameplay to be reasonable grounds for judgement on if the sub-genre has a chance or not.
And for the love of god, can we please stop calling games niche just because they don’t have nine million fucking subscribers? Because it’s really starting to piss me off.
Rant off.
about 2 years ago
DAoC. Heh. Go look at the pop numbers for that game. They are right here:
http://daoc.darkzone.net/
You can’t see what the Euro numbers are anymore, oops. But they are trending similar to US numbers for the data that’s there. US peak is hitting 6100 during the week, 6500ish on weekends. Those numbers indicate a 50% drop from peak off of January of this year. There’s no expansion coming to bolster numbers. The impression I get is that EAMythic is busy reducing hardware requirements, and copy/pasting abilities between the realms until the game is “balanced” enough that they can largely ignore it, in favor of pouring money into WAR.
The “failure” on the part of DAoC was this: ToA lowered the barriers to exit by a great deal, by requiring enormous amounts of time in PvE, on top of already onerous amounts of time required to RvR for power level increases. The release of WoW kicked a large number of people over that barrier.
On top of that, DAoC isn’t a PvP game, by design. It is an RvR game. There were two PvP servers, Andred and Mordred. Andred failed within the first year, and Mordred is posting peak population numbers of about 140. In other words, Mordred’s population is approximately 2% of the active online playerbase.
WoW is “successful” in that it has a huge number of subscribers. I could list reasons to hate on WoW, but apparently those reasons (travel time, player power = time spent in game by a ridiculous margin, etc) aren’t enough to keep people away.
Shadowbane… the reason for failure there can be summed up quite simply.
Seven weeks to rank up a city.
Forty eight hours to destroy it.
I think that about covers it.
I agree with the above sentiment: If you wish to play a successful PvP game, play TF2. Persistence adds too many problems that no one has been able to figure out how to overcome.
about 2 years ago
lol, people are mentioning Horizons as a PvP MMO? o_O
The game has ONE PvP arena, added way after release, and 99% of the playerbase hates it, and PvP in general. The only thing people do in that game is grind crafts.
So… yeah. Not the greatest example to cite.
about 2 years ago
Best I can tell is that the most successful MMO games people are mentioning are the ones with the most boobies. Not sure if PvP or PvE has anything to do with it.
about 2 years ago
Thousands Hundreds Many angry Darkfall fanbois inc to tell you why their game will succeed where Fury failed. They’re still responding to the last post you made about that.
about 2 years ago
Arena PvP in WoW is a diversion for PvE players.
I’m on a 3v3 and 5v5 team, there are about 7 actual people piloting various alts across those 8 slots. A typical week is run a (daily) heroic, run 10-15 matches. Or it’s a Saturday and ZA ended early and we go 5v5 for an hour. Not one of us is a “PvPer” at heart, it’s just not our bag. But we enjoy it on a weekly basis. Last season we had a 65ish% win record. Sure we get absolutely rolled from time to time, but we usually end up just mocking the people who just bent us over the table as douches in their S3/T6 gear. The game DOES attempt to not put players in that situation often because *dundunduuuun* it’s not fun.
Even on PvP servers actual overland battles are uncommon. Not rare, not never, just uncommon. Folks will contest the entrance to a raid zone from time to time, but most people are going to those places to RAID, not to fuck with other people. Arena and BG play on PvP servers is just as vibrant (if not moreso) than on PvE ones.
The simple fact is that even wolves don’t like getting jacked on their way to a new zone EVERY TIME. There’s only so many times that another player (or game element) can prevent you from doing WHAT YOU WANT before you say “this is stupid” and leave. Games that insist upon that experience being the core gameplay mechanic are facing a tremendous uphill battle right out of the gate.
about 2 years ago
Anarchy Online was/is a reasonably successful PvP MMORPG.
about 2 years ago
Glen, are you talking about the same AO I played? The one where you had to stack and switch implants to squeeze into yet higher implants to squeeze into gear many, many levels above you to even have a chance in PVP, only to have all that gear fall off as you get nailed by some (ridiculously imbalanced) trader’s skill drain?
about 2 years ago
So, umm…
when are we bringin’ back precasting?
about 2 years ago
MMO PvP will only work if there is an actual community with an actual form of governance.
As it stands now most PvP games are based on anarchy or a feudal warlord system for guilded players and with non-”guilded” players lost in no governance or anarchy.
For PvP to work there has to be a “police force” that enforces “laws” throughout the world.
about 2 years ago
Problem with AO was that overbloated abomination they called a skill system. As said before: throw in the implants and you just lost anyone with interests outside of the game.
about 2 years ago
BREAKING NEWS!!!11!
Scott Sparks Another PvP Debate: Crits Interweb for More than 9000!
about 2 years ago
Shadowbane’s downfall has more to do with the poor implementation of the game, graphics, etc. than whether it was a PvP MMO or not.
The idea was good. People wanted it and subscribed right from the start. Hell, the Beta community was huge. The desire was there. The playerbase was there.
Right away they drove off a huge number of people that just couldn’t get past crashing, freezing, sub-standard graphics, sub-standard animations, etc. It really was a piece of crap on publish.
Secondly, you had people that drove on because they happened to get a little bit of that feeling of CRUSHING. However, over time, more people quit because of bugs, so the downward spiral sucked them in too.
Then, you were left with the truly hardcore. You had those that held to the PvP extreme and wanted more of it. The game did start to improve, but it was really too late to be a market success. Of those left that were extreme and stayed, the next issue came. The game made it waaaaaay easier to tear stuff down than build it up. People got pissed and quit. Now, this could have been remedied and was slightly towards the end, but again, too little too late. I’m sure the development team was spending too much time trying to make the game playable than actually fixing some of the more foundational issues.
Lastly, the shear low number of players drove the rest away. How can you have epic battles with a handful of people on each side?
I truly believe the “idea” of Shadowbane was solid. It needed a HUGE number of balancing changes and it was on its way to do that, but it just was too late. Even if everything was fixed, those graphics were just painful. I tried the free play for a couple of nights and just never looked back.
I wanted it to work. A lot of other people wanted it to work. Is there a market? Yes, SB proved that. They couldn’t hold that tiger by the tail, but that tiger exists.
about 2 years ago
“SB proved that. They couldn’t hold that tiger by the tail, but that tiger exists.”
Like eating bees, do you really want a job holding tiger tails?
about 2 years ago
Just as MMO’s exposed comparatively minor errors and made them into huge problems (a dupe bug or ATM quest bug is no big deal in a CRPG), PvP in an MMO takes that up to another level. *Any* errors in balancing get thrown into sharp relief and become a major issue, any crash bugs become “I Win” buttons.
That being said, there are a few “bright line” things we’ve learned:
1) Every PvP’er thinks he’s hard core, but then he runs into the real freaks and finds out he’s really just another care bear.
2) Even the hard core aren’t hard core enough for an MMO where there’s nothing to do but PvP, all the time.
3) If you don’t actively design *against* the “Matthew Effect” (those that start ahead stay ahead), the first people to gain a significant advantage will never be defeated.
4) If it’s easier to destroy than to build, then nothing is worth building.
–Dave
about 2 years ago
“Glen, are you talking about the same AO I played? The one where you had to stack and switch implants to squeeze into yet higher implants to squeeze into gear many, many levels above you to even have a chance in PVP, only to have all that gear fall off as you get nailed by some (ridiculously imbalanced) trader’s skill drain?”
Yes, that’s the one! I kinda liked it but I think spreadsheets are cool. Just throwing it into the mix as no-one had mentioned it. They had a whole PvP focused expansion as well.
about 2 years ago
I was reading through Adam Carpenter’s post-mortem at f13, and it reads like a checklist of “Ways to fail” on making an MMO.
I started to put together a list for the comment thread, but I was up to a dozen different points and I was only haflway through the interview, and it became clear that all I was going to do was reinforce my reputation for being a jerk without anyone actually listening. These guys built a PvP MMO without ever really studying MMO design successes and failures, not to mention that PvP is “Expert Mode” for designers. The number of times I find myself saying “Did you pay any attention to the last 10 years of MMO failures at *all*?”, somewhere it becomes clear the answer is “No, and we aren’t really paying attention to this one, either.”
–Dave
about 2 years ago
“I started to put together a list for the comment thread, but I was up to a dozen different points and I was only haflway through the interview, and it became clear that all I was going to do was reinforce my reputation for being a jerk without anyone actually listening.”
What the heck, if the reputation is already there…..
Go for it.
about 2 years ago
Okay, random_internet_guy00, you egged me into it and it’s all your fault.
–Dave
about 2 years ago
I don’t know if anyone will listen but you didn’t say anything that was off the mark. Kudos from random_internet_guys everywhere.
about 2 years ago
I’m not sure how many of you in here actually read the gaming reviews done by magazines, fansites, etc but Fury didn’t fail because of LotD or a couple of other guilds pwning newbies.
This game tried to emulate GW arena/tournament PVP and to appeal to MMORPG players who also played arena/tournament PVP in their games (CoV/WoW/etc). It also tried to appeal to FPS players.
There is a market for this type of game, but I’ll break down the reason Fury failed from a guild community point of view.
1. False Advertising
PVP games live or die on word of mouth. After the fiasco from guild wars of “skill is greater than time spent grinding”, people aren’t going to fall for the same crap twice. Fury heavily advertised “no ganking, no grinding, etc”.
Well there was a grind by retail: gear, gold, skills
2. Massive Technical Issues
During the beta, world premier event in July, Fury Challenge, and even into retail over 50% of people could hardly run the game for one reason or another. I mean there were folks with 600 dollar GF8800′s who had worse performance than people with GF 6600′s. The game constantly crashed, had long loading times which caused teams to lose fights, and had frequent disconnects during matches.
The bottom line here is that a majority of people who picked up this game couldn’t run it well enough to compete, and people hate losing to tech issues more than they do being PK’d and looted.
3. Game Based ADD – too much to absorb
In Fury you had 24 skills. In similar games you usually only deal with 5-8 skills that you constantly use. In Fury you pretty much needed to use all 24 skills regularly, and you had to execute within 1 second or die. Fury should have learned from its successful competitor and not have made people have more than 10 skills to have to worry about.
4. Too Fast Paced
Damage was insanely high in this game. Using the right combination of gear and damage boosting skills, a good player should spike for over 100% bonus damage. In a nutshell, most people died in Fury with less than a second to react. MMORPG players are used to a little slower combat, and so they got turned off big time.
5. Too many NPC’s/Skills, Too Confusing
We told them over and over and over to consolidate the NPC’s and that players shouldn’t have to run to 50 different NPC’s to get things. They didn’t listen, and got raked over the coals.
The skill system was also bad. We told them not to have more than 1 tier for skills, and to streamline their “trial/quest” system to be less confusing. They didn’t listen, and they created a system where people wasted time, gold, etc to unlock skills they didn’t need to get to the ones they did.
6. Confusing PVP Ladders
You win, you lose rank. You win, you stay the same. You win, you go up. They made their ladder so confusing that you needed to be a rocket scientist to understand it. People win and they want to see themselves move up a ladder, they lose and they expect to see themselves go down. Same line of thought for guild play. But instead, you could win 50 matches and never move up or down.
Additionally they launched the game with no ladders, and didn’t get the first ladders put in until a month after release. Then they reset the ladders weekly to make people have to grind ranking up all over again, and get virtually no reward.
7. Adding it all up
So the new player had to overcome a confusing game, with lots of skills, and massive technical issues just to be able to play. Then when they got past all that, they had to grind gold to buy gear and skills they needed to compete. Meanwhile they got owned by anyone who did have gold or more skills than they had.
The result is that few people advanced to a middle tier, the game got massive negative word of mouth, and it has since tanked.
The beta testing community, including LotD, warned them well in advance of all these issues. We all collectively signed off on a post asking them to delay the game. But virtually none of our feedback was ever heeded until they had done it their way and failed, and then wanted to come back to us for feedback.
So you all can sit here and theorize, postulate, and do whatever but those are the basic reasons that Fury failed from the viewpoint of a real guild. I wish more developers would actually listen to the advice of real guilds, and maybe some of these PVP games would actually have a chance to succeed.
These PVP games cannot survive if all they do is cater to the hardcore, and they have to build in a mechanism for people or guilds to graduate from beginner, to intermediate, to advanced, and to expert. Since guilds recruit people at all levels, they are constantly helping their members through each of these stages and can provide valuable insight on where the stumbling blocks are. Get off the dev high horse, and listen to your guild leaders if you expect guilds to be a major part of your game. Otherwise, don’t be surprised if your game fails.
about 2 years ago
“The beta testing community, including LotD, warned them well in advance of all these issues. .. virtually none of our feedback was ever heeded until they had done it their way and failed, and then wanted to come back to us for feedback.”
As a third-party content developer (Trainz Partner) and Trainz beta tester for years, you have just described in a nutshell the year of horror that we went through before the release of TRS2006. Trouble is, Auran got too used to the dev community coming up with workarounds and fixes, and a loyal fanbase providing free support to end users, and when that becomes part of the business plan a train wreck (!) is what you’re going to get. The experience pissed off so many people that a large chunk of the hard-core evangelists either left the genre entirely or disappeared from view. Certainly we weren’t going to be unpaid developers and support staff for Auran again.
Looks like absolutely no lessons were learned from the TRS2006 release. I feel for you LotD guys, I know precisely what you’ve been through. At least I got my assets in-game and name in the manual.
Charlie Lear
about 2 years ago
Stumbled across this blog and wanted top point out something…
“EvE is a niche game…” – Soulflame
“Oh! I missed EvE. FAIL FAIL FAIL” – Soulflame
1) EVE is the only MMOG steadily increasing in subs each year.
2) EVE is the only MMOG experiencing *deflation* instead of inflation in its economy.
3) EVE has approximately 200k subscriptions which rivals most NA/EU MMOG subs. And the first answer that naysayers will puke out is “lolz everyone have five alt accts” or some other baseless horescrap because only 15% of the playerbase has multiple accounts. And even if it was one guy with 200,000 accounts to himself, I still think the bank deposit slips are a higher authority than you on whether the game is a success or not.
So, it would be interesting what data or facts you can present, Soulflame, that show EVE Online to be a niche game or a failure since pretty much everyone in the industry has considered it both a success story and model worth researching.
about 2 years ago
I’m surprised not more people have mentioned TF2 here. Sure it’s not a typical MMO because there is no grinding for exp levels and such, but for a class based PvP game, it rocks. It has alot of things in commone with WoW without the drawbacks. For one thing, there are no queues to wait in to play, you have typical FPS server lists and can jump in and out of games at will. There is no subscription fee. If teams are imbalanced (be it numbers or skill), you can switch sides. There is no gear gap and no PvE balance to contend with. And the biggest thing of all, custom maps. Sure most of the maps are not nearly as good as the official ones, but at least there are more than 4.
about 2 years ago
Hello Fellow Bloggers, Noixi here!
Well, I’d like to weigh in on this, if I may. This will be long, but I think really worth it.
First, I’d like to give kudo’s to who ever said this:
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A mistake I see in every PvP game is rewarding PvP victory with better PvP gear/abilities. This widens the gap very early in the game’s history, until what was a very small gap in the beginning becomes an unbeatable gap. We saw this problem with DAOC’s RP system and WoW’s arena PvP gear.
When designing a PvP game, make sure you don’t reward your victors so much that the downtrodden can’t compete. They’ll just quit instead. Give them titles, fluff, whatever, but don’t give them bigger guns.
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I agree with this whole heartedly.
Well, I’m here to pick on WoW. And relate my “lesson’s learned”. With hope, I would love to see blz apply fixes to their PvP, but that is perhaps a pipe-dream, until some other MMO comes out and eats their PvP lunch.
1) Blocking is EVERYTHING.
——- In PvP and PvE, blocking, where the game applies “collision” detection, is EVERYTHING. It drastically changes the game. WoW of course does not have blocking, and players can pass right through one another. And it has this, DESPITE that the actual game mechanics does in fact HAVE a blocing mechanism. To side track on this. In WoW, there are quests in Nagraand, where you plant flags into corpse of orcs and ogres to get the orcs and ogres to hate each other. When the flags are planted, they apply blocking to both Players and PvE mobs. I know, cause I tested this, and made a WALL after killing a bunch of the ogres in a NICE NEAT line, and then planting the flags. Sure enough, BLOCKING was there, and others mobs could not go through the FLAG-WALL I made.
OK, that said, without blocking in PvP, it is almost impossible to “BALANCE” squishy low armored characters. And the “atypical” squishy mage/wizard character suffers GREATLY if they can not keep the distance and/or have EFFECTIVE escape means. I won’t even start a discussion on WoW’s pathetic implementation of the Blink spell.
2) DO NOT BALANCE CLASSES BY POWER.
ONLY BALANCE CLASSES BY EXP NEEDED TO LEVEL AND COST OF LEVELING.
This is something that D&D taught us, LONG ago. The Mage class had a ton of NASTY, SURE-TO-KILL-YOU-DEAD spells in 1 shot, when used against other classes of the same level. They could keep the distance, have a HUGE range, and lots of means to escape. Their DOWNSIDE was they require like 30 times the effort to level in terms of EXP. And the costs of leveling was more like 1000 times greater. As result, no one complaimed when a level 10 Mage took on say a dozen fighters of the same level, and won.
WoW has made the HUGE mistake of BALANCING. And in PvP, you can not, nor should you try, to balance outcome based on class. That is a HUGE mistake, and it eventually leads to a loosing battle of doing-damage versus taking-damage where all other variables are so MUTED or out right removed, that the game becomes STALE, very fast.
For example, range. In WoW, the range of a Fireball from a level 15 Mage is the same as a level 70 Mage. In D&D, this was DRASTICALLY, not the case. The range would increase with level. But in WoW, to increase the range, would cause an IMBALANCE to outcome, letting mages have a greater chance to win. In WoW, spells like, so called Invisibility, Polymorph, are jokes. Polymorph HEALS the enemy. In D&D, polymorph PERMANENTLY transformed enemies into something else, and didn’t heal you. You were dead meat-puppy-feet if that happened to you. So in D&D, you would go out and get all kinds of protection from those spells, and YES it would take time and effort, but it was so worth it. This BALANCING outcome routine affects everything in WoW, from the EVADE BUG (sorry feature), to spells last SECONDS, to BoP on bags? Non-magical bags? To ridiculous effects like, the chance to kill a characters of Level X Mage with a Fireball to level X of any other class, is reduced as the characters level? It is a madness. And this leads to the next subject.
3) DO NOT BALANCE.
In WoW, the game is BALANCED, to ensure players play for as LONG as possible. Anything that would let a player get through content, too soon, too easily, is monitored, measured, and COUNTERED as soon as possible. This leads to why the PvP SUCKS. If blz makes there be NO REWARD to PvP, no one will do it. PERIOD. If they make PvP everywhere’s (including in instances), no raiding will be done. It will be too difficult to raid. Heck, it won’t be raiding anymore. So this leads to, “Well, we will make PvP rewards, and make them tough to get”. And that is why I posted that quote above, cause this leads to an early gap in gear for players at the beginning, which widens as time progresses.
4) Invisibility, Illusions, Fog, Terrain, and other NON-BALANCED tactics.
WoW basically does not allow any form of Invisibilty, Illusion, Fog, or the use of Terrain to the advantage of anything. Any of these would be deemed as IMBALANCED to the dev’s. In WoW, the supposed “Invisibility” spell is perhaps the most INSULTING aspect of how blz fails with PvP. The spell mages get at level 68, I have long since labeled INSULTABILITY. Invisibility is supposed to provide these 3 mechanisms:
Escape, Sneak Attack, Spy/Content-Bypassing.
In WoW, the dev’s manages to find a way to NOT do any of those aspects in the INSULTABILITY spell. And they HAD to. IF they allowed ANY of those, it would have allowed mages to get through content faster than other classes. Long before they added the INSULT spell, they had already made “Detect Invisibility” spells, potions, widely available. So countering the spell was already there for PvP. BUT, in PvE, that did not exists. And mages could have gone to high level dungeons using Invisibility to by pass content to solely focus on bosses.
Likewise, things like Fog, Illusions and use of Terrain to by pass content will NEVER be allowed in WoW. NEVER. And thus, back to PvP, the fun suffers. In D&D, the Fog spell was a seemingly useless spell, until you needed to escape or spy/bypass content. IT was not useful enough to make a sneak attack, as one could not discern friend from foe with it. But blz, can actually NOT allow this, cause in a dungeon, if players IN-MASS, could just bypass all the mobs before a boss encounter, the blz dev’s would have a COW.
Terrain is yet another super weak spot for blz. WoW actually has “castles” where the front door, and back door, are always open. Players can’t hide in turrets, or shoot through such seige mechanisms like murder-holes. All melee can always get to any place a ranged attacker can get to, no matter what. And of the most pathetic, is the STUPID, EVADE-BUG (sorry feature), where if the mob can get to you, you can’t get to it. WoW actually has it so that mobs will scale SHEER cliffs to get to you, or become INSTANTLY 100% healed, and INVULNERABLE if they can not get to you. Not in PvE or PvP can one use terrain to their advantage. This is stupid, and detracts for much fun the game could have.
5) Karma, Gear Destruction\Theft, and Level Draining.
Whoever made that post about PvP rewards is absolutely right. Left unchecked, a gap will appear early, and widen if PvP gives significant rewards to gear/power. But without some significant reward, people will not do the PvP. So how do you solve this?
D&D solved this LONG ago in several ways as such:
Gear Destruction\Theft) Your gear could be destroyed or stolen. Completely LOST. If one didn’t take measures to protect their gear, it could be destroyed, stolen. Things from disenchanting attacks, to Rust Monsters, to Shatter spells, to thieves in the night, made combat more interesting. But in a game with BALANCE, where making people play for as long as possible is goal #1, as is the case with WoW; This can not be allowed, because in PvP, if say gear could be destroyed, in fight, those classes not as dependent on gear, or less likely to have their gear be in combat itself, would be much more powerful, and thus win the PvP more often, and get the rewards sooner/faster. And thus, not be motivated to do content.
Level Draining) Nothing was more feared to players in D&D than loosing a level. If some one thought they were super BAD, the DM would throw a couple level draining Spectres on them.
Karma) D&D introduced the concept of Divine intervention with players as a game aspect. If one did too much of something to tick-off a God, that God would come down, and put hurt on them. Usually along the lines of Level Draining. If not, shifting them to a place of pain and suffering. WoW does not have Karma. Not for players, and certainly not for PvP. BUT STRANGELY, WoW does have Karma for BALANCE. GOOD GOD, if blz hasn’t demonstrated this time and time again. The most ridiculous showing of this was the raid/instance called ZG, where one boss, referred to as the “Blood Lord”, had terrain, which originally could be used to let raids take him down with ease. This so offended blz, that they spent many, many, MANY, man hours adding RAMPS, to anything and everything in the Blood Lord’s area so the terrain could NOT be used. Now that raid was not a PvP thing, but it illustrated what was FAR more important to blz, especially when compared to a PvP bug the game had in the EotS PvP battle ground, where mages could blink out of the start area, and begin the fight before the battle actually started. In that bug, it went on for MONTHS, and reappeared, and went away. That was not as big a deal to blz, as the ZG terrain exploit was.
6) World Based PvP.
WoW has “some” world based PvP. But it has no siginificant reward, and thus it is a complete FAILURE. WoW really needs to have a TON of world based PvP added, which means it needs a significant reward. Frankly, there should not be any “safe” zones. Not cities, not start up areas, nothing. Karma, Gear Destruction, and Level Draining, should be used to keep people out of start areas and would-be safety zones. World PvP should be EVERYWHERE, including instances.
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Conclusion
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WoW has trapped itself because of its endless pursuit of BALANCE. And thus I call them BALANCE MONGERS. To me, a good PvP system has blocking, illusions, TRUE invisibility (not the WoW INSULTABILITIY), spell/attack range increases SIGNIFICANTLY, with level. Classes are not BALANCED, and Wizard/Mages are at the top of the power-chain which they pay for by having to earn 10 times the EXP to level and 1000 times the gold. PvP is everywhere. PvP is checked (not BALANCED) by Karma, gear destruction/theft, and especially level draining. Thus there is no fear of the gear-gap. Also, terrain can be used to one’s advantage, from full scale seiges, to fighting in the tall grass.
about 2 years ago
Wow, Noixi. You’re a nutbag. Perhaps it’s time you play D&D.
about 2 years ago
Every time someone cites D&D <= 2nd ed’s XP differences as a good idea rather than a spectacularly rotten one, God kills a kitten. Noixi, you are not just mistaken, but badly mistaken in important ways.
about 2 years ago
Bachawk-
Guess you still have some gripe against me? I mean, why else even mention me or make the jibe? I am no one special in the gaming world these days. I kind of like it that way. I had my day in the gaming world and now I enjoy my time in the real world.
Thanks for the memories.
Hasta.