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Darkfall Re-Reviewed By Eurogamer
Kieron Gillen discovers that the meta-drama of Darkfall is far more interesting than the actual game of Darkfall, especially after the first attempt at a review was met with much caterwauling.
In short, for one side, there was all the proof in the world. For the other, there was nothing.
From Aventurine’s perspective, they have logs showing that a reviewer who slaughtered their love-child had barely touched the game. They’re happy to show them to Eurogamer. Hell, they’re so confident they’re happy enough to fly a tech guy over to show them the logs. It’s clear the reviewer is lying about how much he’s played. The review is an outrage and a fiasco.
From Eurogamer’s perspective, they have a developer claiming that logs show something. Logs which are entirely within their control. I’d be surprised if Eurogamer has a tech guy in-house capable of ascertaining the meaning of the logs. More so, when changing logs is an absolutely trivial task, what the logs say when that tech examines it is ultimately meaningless. If Aventurine was dissembling, Eurogamer wouldn’t be able to tell.
As long as the reviewer claimed reasonably that he’d played the game for longer, Tom [Bramwell, editor] had to back him because -- really -- it was his word against theirs.
Aventurine should be pleased now, though, as their score is significantly improved from the original 2/10! However, there is a definite paucity of Ayumi Hamasaki videos in the piece, which we’ll rectify here:
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about 1 year ago
Lets see. Its a more in depth review, thats recognizable. And in general, DarkFall its not in there yet. Maybe at the year or so. That would explain the lack of interest and the “meh”/mojo lack of those who were stalwart defenders of that game.
about 1 year ago
Your Ayumi Hamasaki video scares me. Scares me greatly.
about 1 year ago
I thought it was going to be more than 4/10 from reading it. But I have been known to be retarded from time to time.
about 1 year ago
Scott, you’re missing the point. It was never about the score. It was about the review just being factually wrong. Kieron’s review was spot-on – he nailed the interface issues perfectly. That’s what a good reviewer does. The first review was junk, and the first reviewer should have been talked to, if not fired.
about 1 year ago
Nice video. Shame it has sound
about 1 year ago
Adventuring may have got their 4/10, but this re-review wastes no time in slamming the game’s obvious flaws in every other sentence. It’s almost as if to say, “well, if you guys are just upset about a number, we’ll be happy to increase that number for you, while anyone who bothers to read this review will realize the game defies a rating system by deserving a negative number rating.”
about 1 year ago
Is that Short Round?
about 1 year ago
I’m oddly scared and interested by that video. Both in a greater amount that Darkfall could produce.
about 1 year ago
*grooves to Ayumi Hamasaki* Thanks, Lum! It keeps Darkfall interesting.
I think this review was excellent. It was also better than the first. I say this not as fan of Darkfall (I ain’t anything of the sort) but as someone who likes thoughtful reviews.
Gillen got at some of the more important issues that can bedevil online games, such as the unintended consequences of game systems that have thousands of people acting on them, and how quickly that can scupper idealistic game structures.
The interludes were also very informative, giving insight and background into both a personal perspective on the public slap fight with Aventurine and how one approaches reviewing an MMO. I think Gillen did the matter justice, and did the game justice. I loved the ending, it speaks to the divergent experience a lot of us have with MMOs.
On a side note I laughed at some of Gillen’s more bawdy jokes. Great flavour. While I wish that it didn’t have to come to that absurdist theatre that was the public fight between Aventurine and Eurogamer, at least the product of that was a well done re-review.
about 1 year ago
Let this be a lesson! Complain and you can get your review score doubled by Eurogamer.
about 1 year ago
Now if you can avoid scoring a 1 or a 2 in the first place, you’ll be in business.
about 1 year ago
It sucked then, it sucks now so I’ll just keep moving.
about 1 year ago
The one good result of DarkFall existing, is that after seeing all these music videos I seem to have lost my racist impulse to believe all Asian chicks are inherently hot. Now I truly understand they can be just as annoying as everyone else on earth.
about 1 year ago
@dartwick
The one good result of DarkFall existing, is that after seeing all these music videos I seem to have lost my racist impulse to believe all Asian chicks are inherently hot. Now I truly understand they can be just as annoying as everyone else on earth
Just watched the video. Nope…still HOT!
My prejudice still stands
about 1 year ago
But too many Darkfall players have move on, however will the new review get the outcry the first one did?
Not that it would in either case; great review.
about 1 year ago
I still have yet to play this, or really look into it any further than their own forums. The smarmy attitudes of the developers are just fantastic, I really need to find a job somewhere that allows me to tell people to suck my dick. (Without working a street corner, I guess.)
I never knew you were such an Ayumi fan, Lum-san.
about 1 year ago
Nice review, shows what a hyped joke Darkfall was/is.
about 1 year ago
Oh wait, I take it back. He said EVE wasn’t EVE at the start…
about 1 year ago
In all the effort you guys make in patting yourself on the back for “debunking” adventurine, Tasos, and Darkfall itself be sure you don’t miss out on the really tremendously cool game that Darkfall is…
up to you though. It is the internet.
about 1 year ago
@Adam
Its not that DarkFall its cool or not (i bet that many of the people saying “terribad” havent played it), its just that the most stelwart defenders of that game have been really quiet, that tell us that its just another mediocre MMO in a market full of them. Move along, theres nothing to watch in here (exept Ayumi of course, if you are into that).
about 1 year ago
@Gx1080
“its just that the most stelwart defenders of that game have been really quiet, that tell us that its just another mediocre MMO in a market full of them”
I really hope thats not how you -actually- evaluate games.
With even a cursory glance at its features vs the other 90% of the mmos out there you could see that its attempting to be an Eve like pvp/market sandbox (with enough twitch to get guys like me to play).
That’s not really Freerealms or whatever all wow-a-likes are out there now is it?
Whether it succeeds at that will take months more of play and patching to find out.
But to paraphrase others “eve wasn’t built in a day”.
about 1 year ago
“…be sure you don’t miss out on the really tremendously cool game that Darkfall is…up to you though. It is the internet.”
It is indeed the internet and, as GX1080 pointed out, the internet is chock full of mediocre games that may or may not improve with months more patching and fixes. Maybe it will be another EVE…after it adds manufacturing, exploration, trading,missions,…well the list is extensive, lets just say after it puts some sand in the sandbox.
about 1 year ago
The enjoyment of just about any MMORPG out there could be divided up into phases:
1) Pre-play Hyping
2) Still-playing Honeymoon
3) Honeymoon’s Over: No-longer-playing
Of course, this is by no means an all-inclusive list, but I could see different games performing differently during different stages.
Darkfall Online had a great deal of #1 – even without trying, it was hyped far beyond its worth simply because it had a pretty ballsy PvP premise and pretty screenshots. By the time we got into #2, players were encountering a fairly kludgy GUI and blindingly-bad problems like exploits completely borking the balance. Thus, for most players who had played Darkfall Online #3 came early.
Hype the game all you like, the Honeymoon’s still over for this game. From what I gather, the cycle for the PvP niche has largely moved on to Mortal Online. Of course, everyone who has been around the block a few times has their own theories on whether or not this is truly “Open PvP Done Right.”
about 1 year ago
@jujutsu
There are serious limits in the very game design which will keep most any human scale mmo (ie not stars, ships and instance portals oh i mean jumpgates) to a significantly smaller server population than Eve Online allows.
I say this so we realistically assess how much Darkfall (or Mortal Online etc) can ever be “Eve”.
Trading will be limited to the economy of 10k players (at least in Darkfall which I believe has one of largest non-instanced worlds out there) vs 400k plus for Eve.
Manufacturing – not sure what extent you mean but Darkfall does allow the manufacture and sale of large ships and land tanks. Definitely not nearly as sophisticated as Eve.
Exploration- Darkfall has one very large world that has a great deal to see. It’s very well done and appears hand crafted. Darkfall is all the more impressive as there is no gating/instances as you run around with no loading. Eve has 5000 instanced star systems, many that very well could be computer/procedurally generated. This allows “exploration” and conquering of far territories. I think a human scale mmo could procedurally generate landmasses, mobs spawns and npc towns but I don’t know of one that has.
Trading – Darkfall has universal banks and somewhat uniformly distributed resources and so it is right now crippled in how sophisticated the economy is. Most of the players want this to change and it’s just unclear how much Adventurine agrees.
Missions – I’ve never met an Eve player that was in the slightest impressed with the “lore filled pve” missions/quests in Eve. Darkfall doesn’t have them really either. Most of the missions are copy/pasted from agent to agent in different stations/factions according to my friends. I personally don’t miss questing from other games, it was always deadly dull.
With those design differences in mind I think Darkfall is well on it’s way to “being” Eve as the economy gets more sophisticated.
about 1 year ago
@geldonyetich
The honeymoon is over for Darkfall. That’s a good thing as it’s clear people were putting way too much into their expectations for any real game to deliver.
The failed promises/launch hype meme is pretty tired.
It’s a shipping game. You can download it and play it to see what’s real.
It’s a great game that is delivering for people. The “Expansion” and the North American launch has brought a lot of happy players.
I might mention I’m in a guild with the same 3 officers playing happily/mmo-obsessively for the six months this game has been released. If there are people to kill and take their stuff… they’ll be here.
Mortal Online looks great. Most of the people I’ve talked to are significantly less “hype”d about it now that some of the design compromises are starting to be evident.
There is also widespread concern that it will support the massive battles that Darkfall has been fairly successful at (or if there is a motivation to fight at that level in the MO design with no sieging at release).
Since they just added arrows to the game a few weeks back I think it’s clear they have a lot of coding/fixing/tuning to do before it ships. Darkfall will have 9-12 months of patching and tuning by the time MO ships.
I’ve already pre-bought MO so I look forward to actually seeing which game is the better game. I’m actually interested in these games enough to play them AND talk about them so it’s good to have choice.
about 1 year ago
@Adam
].
Your point about being a ‘human scale’ mmo is well taken. However, it seems to me that the game systems included or not included are the result of design choices and scale per se. Darkfall is touted as a ffa pvp game. That’s all well and good but there seems to be little else.
I don’t want to appear to be an EVE fanboi but I think it is much more of a sandbox game that Darkfall in that you do have ffa pvp if you want but there is much more to do if pew-pew isn’t your cup of tea. I’ve been having fun for months without any pvp [although I got podded twice last night so I may be making up for it quickly
I know that the hype about EVE is all about pew-pew but if you look at the stats [or just look around in game] the bulk of the population at any given time is in empire space…mostly in the Caldari region of empire space.
I haven’t played Darkfall and don’t have any plans to do so but, imo, it will have to add a whole lot of sand to the sandbox to be a human scale EVE…
about 1 year ago
Please don’t compare EVE with Darkfall and don’t try to make any analogies.
EVE was a very solid game from the beginning even though it was pioneer technology, it always attracted many different player types and even though it had some bugs at the start it didn’t have vertical cliff fighting or firing missiles in the air to get the stats up or invisible mobs one could farm.
about 1 year ago
Hmm. Aparently people always forget something about EVE: it was planned. Nobody its saying that CCP over hyped their game and then they throwed shit and expected it to tank. They also thowed half baked shit, but they were honest about it and they had great connection with the community since a begining (Hint: Hire a CP right when you open forums).
So they builded for their niche, and their niche wasnt just hardcore PvPers, they were also the guys that wanted an economical empire (thats why the slow pace).
And giving the players the ability of scam others (of course unintended at first, but watching the suscription numbers rise every time somebody does something big) keeped the things interesting.
What DarkFall have: A bunch of designers (Tasos at lead) that spew over hyped bullshit whatever they wanted and now they barely are filling it, the same bunch of designers that are so desperate for the virtual blowjobs of the exploiters despite that they hurt the game that they let them do as they please and dont swing the banhammer until they have no other choice.
Oh and of course they DONT HAVE THE BALLS to do a server reset because they dont want to bother the special kids.
Yes they are fixing the exploits, yes they are rebalancing and yes they can keep at float. But they are not agressive enough against the players that break the rules. So that mishmash only produce another MEDIOCRE MMO in an -oversaturated of them- industry.
Im just not impressed (neither anybody around here, even the former stelwart defenders). Maybe Mortal Online its going to be better, i hear less hype about it.
about 1 year ago
I’ve been working on keeping my nerd rage under control. I understand that even though I loved Darkfall that most people will not, so I have waned my urge to attack them for attacking something they wouldn’t want to try in the first place.
That said, Darkfall is a fun game if you’re into that kind of world. If you can’t handle some kids calling you a fag, it isn’t for you. If you like killing kids who call you a fag thanks to being smarter than them, it just might be for you. If you like the idea of fair fights, skill determining the victor, and knowing you can’t win them all then Darkfall may be for you. I am not a social person in MMOs, pretty much ever. But in Darkfall I joined a guild and had some of my best gaming experiences ever defending our city that we worked together to build. It can seem time consuming, even demanding, so if you have a “this end of the spectrum or that end but no middle ground” type of personality like me, you may feel like the game requires too much of your time (like myself). But it was still amazing.
about 1 year ago
@Bonedead
Right on. Love this game, hope you find some time to come back and fight.
@EpicSquirt
All games ship with bugs, Eve is no exception.
@Gx1080
I don’t think there are many people that agree that they want their characters wiped.
But I see we both agree in a glass half-full/half-empty way that Adventurine is delivering what they need to deliver.
MO hasn’t shipped and has tons of work to even get to that.
If you are actually serious about playing a game like this Darkfall is here now, stable and fun.
about 1 year ago
First, im not saying that DarkFall its bad. Im saying that NOW its half baked. If i do try it, i will wait, thank you. Oh and if you like it, fine for you.
See:
http://www.merriam-webster.com/dictionary/mediocre
And, no i prefer EVE thank you very much. I like Sci-fi more and for Fantasy i got WoW. Read, its not the concept of the game for my tastes, its the theme of it.
about 1 year ago
@Jujutsu
Eve was simple at the beginning because it had to be.
When you create these game economies it very unpredictable how the players will “game” them so no sane game developer will try to create “Eve” level economies right out of the gate.
For example Eve had NPC sellers from the early days because they needed to provide people for buying and selling of basic goods. They took them out later as the economy matured. Seven(?) years later and ten major expansions later Eve is pretty sophisticated.
Taken out of context, the economies of Darkfall or Mortal Online aren’t at Eve’s level or ever will be. Take in context of the game spaces they employ I think they will be impressive in and of themselves. I look forward to seeing
There are quite a few crafters/gatherers in our guild that don’t do much else for what it’s worth. They don’t agree that there is nothing to do besides pewpew. I think the fact that gear crafting matters and resources are important in the position of the guild/individual makes a huge difference in whether it’s fun or not. Incidentally gathering from pve mobs is a big part of the resources needed by a guild. Adventurine definitely got that part right.
However I will agree that probably anyone that doesn’t like the FPS core gameplay and combat isn’t going to like the game.
I personally can’t stand the core combat of Eve. The fact that I can’t take immediate control of my ship at all is terrible gameplay -for me-. It why I can admire Eve’s scale but be uninterested in playing.
about 1 year ago
This whole thing reminds me a lot of WWIIOnline’s early years (although the devs weren’t such dicks, to my recollection). I stuck with that broken wonder for years, just because there was no place else to find that kind of gameplay.
Ironically, just at the time they fixed most of the worst issues with WWII, I had burned out and had to move on.
about 1 year ago
EVE Online is a completely shitty game, in many ways.
* The gameplay mechanic is ultimately uninvolved that combat is essentially “turn on guns, set optimal range, wait” with the occasional application of something like a shield-booster thrown in.
* The balance is completely borked in that you’ve about as much chance of encountering a fair fight as you do being dealt a Royal Flush.
* The whole thing is one protracted grind where you turn asteroids into components whose sole purpose is to explode at the hands of players such as yourself, rendering the whole point of combat to avoid it.
However, that said, the players have taken the game and made it their own by exalting the spectacle of the thing at every turn. It has all the appeal and logistics of a perpetual trainwreck in that it may be a terrible waste of time and life but one can nonetheless appreciate the drama that went into it.
about 1 year ago
Sorry to say, but EVE is boredom incarnate. For those who aren’t in on the metagaming, or getting giggles at the thought of scamming people, there’s nothing to enjoy; if you’re not in one of those super-alliances which dominate the game, your game is pretty much limited to (cookie-cutter) mission-running, with only money as your reward, or mining your hours away…
Or that was my experience anyway. One look at the official forums and I had the impression of being a nobody trying to butt in on an existing community already used to doing things their way with no consideration for outsiders just joining the game. And it’s not a case like World of Warcraft (which I had also started playing a few years into the game), where the forums were nothing more than ancillary; here the forums are where all the metagaming is going on. It’s a part of the game which me and my little mining operation clearly do not have access to; and my friends, who started playing at the same time as I did (late June), already indicated that they would not renew, so I won’t stick around either, especially since I don’t know anyone else playing EVE, and that EVE makes it impossible to trust strangers. Nice work there, CCP; I’ll feign compassion when the Goons cancel their subscriptions after having won the game.
Yeah, by all means continue to call EVE a sandbox; it’s just a sandbox for which the vast majority of people (you know, those who don’t leave Empire space, or who don’t or can’t come with their ready-made corporations and alliances) won’t even get the opportunity to enjoy 95% of it, while the pricks playing the game will just make it their duty to ruin the little 5% you’ve been segregated into.
I haven’t played Darkfall (and won’t), but based on what I read, I want nothing to do with that game. The same large guilds in the same large alliances bashing one another over the head for any stupid Reason of the Day which needs no elaboration because it’d be *gasp* roleplaying if they bothered to construct a plausible scenario. In that way, it’s quite similar to EVE, but deprived of the remaining 5% of the sandbox which the unaffiliated can safely play in.
Kieron’s review is interesting in its asides, rather than its conventional discussion of the strengths and weaknesses of Darkfall itself, because it opens a door into the games-reviewing process which a guy like Zitron would never have given (and which I think partly led to the annoyance that followed the publication of that review).
As for Ms. Hamasaki’s video, I’m pretty sure that such oddities in Japanese culture can all be attributed to the national shame that followed their defeat in WWII. I think. I hope.
about 1 year ago
@Vetarnias
I think the way to “crack” into Eve is actually do something called “Eve University”.
They have essentially setup a Corp that is entirely there to get you trained and into the larger game at which you would find some more people to form a corp or make connections to get you into one.
Guilds are part of most of these games. You might not find its that bad joining one…
about 1 year ago
@Adam
I think Vetarnias’ point is that it’s almost impossible to join a top-flight corporation in EVE – nobody there is going to trust a stranger (for very good reasons, given the game’s history). If you aren’t already an insider, it’s pretty much impossible to become one.
about 1 year ago
Nevermind being trusted to join a top-flight corporation. You’re disqualified simply because you haven’t got the years of offline skill grinding and accumulated venture capital to participate.
Truly, EVE Online has succeeded as an unregulated capitalism Sim. The Haves and Have Nots are well-established. The rich get richer by simply buying and reprocessing the spoils that the poor don’t have the resources to – these are the average standing ore purchase offers you’ll see in training space.
If EVE Online’s economy was socialist by nature, it wouldn’t have that great sandbox appeal, but it would probably be a lot more fun. Or maybe it would show another example of a major flaw in a system by allowing corruption to rise to the top and ruin everything.
about 1 year ago
You will not get into any “top”-PvP corp/clan/guild in any game if you have no references, you might tag along for a run and have an opportunity to prove yourself but that’s it. I don’t see how this is something specific to one game only.
Despite the legend building, EVE was released ready. One could fight over the regions and take control of them by simply being present in that particular space. Nobody ever gave shit about 95% of the carebear populaton in empire space _besides of CCP_, so I don’t know what you guys are getting at, it’s not like the mentioned 5% has/had the better game, 0.0 always came at a price, while empire space was a good starting ground or a place to rebuild to venture out again. EVE had its miners, traders, pirates, anti-pirates, mercs, roleplayers, mega-corps, alliances from the beginning and no one playing at the start of the game really cared that it’s “only” 3k people at the same time.
EVE has/had its issues of which you didn’t mention one, but I still don’t undertstand why you (people) end up quoting it against a game with benny hill type combat, I think it (EVE) doesn’t deserve it.
about 1 year ago
@EpicSquirt
The difference is the level of rampant paranoia in EVE. The “good” guilds in other games may not be open to new applicants a lot of the time, but once you’re in, you’re in. In EVE, after six months with a corp you could still be suspected of being a deep cover mole.
@Geldonyetich
Players who are at all bothered about making money in MMOs (beyond covering their raiding/PVP expenses) usually view the economy as “PVP by other means” – they do business to crush, and wouldn’t find a socialist economy very much fun.
EVE does lack social mobility, but that’s because the game doesn’t allow for disruptive innovations. There’s no way to be the Google of the EVE universe and vault from nowhere to God-Emperors Of The Internet. The sources of wealth are locked down by the wealthy and carved up into feifdoms, more like medieval Europe than a dynamic modern economy.
about 1 year ago
For finding if EVE its for you do this:
1)Get a PvP fitted frigate.
2)Go to low sec.
3)Kill an unsuspecting target.
If you didnt liked it, EVE isnt for you. (Protip: The nerd rage makes it funnier)
about 1 year ago
Death is nature’s wealth-redistribution model. Nobody dies in EVE Online, monolithic assets just float about as unbreakable pillars until somebody accidentally misplaces the keys to disband the alliance.
about 1 year ago
Geldo: Actually, except for the misplaced keys part, that happens in real life despite death existing. It happens through inheritances (extremely wealthy families) and corporations, which have their own succession mechanisms. Incremental advantages that widen the gap every year, rich getting richer, not so rich not getting rich as fast. I don’t if there is a “poor getting poorer” group in EVE… people quitting?
That it shares this aspect with real life is part of what makes EVE so fascinating to read about.
about 1 year ago
You’re taking me too literally.
I was just pointing out that, for all its claims to dynamic content, things in EVE Online tend to stay awfully static. The balance is such that eventually an alliance has a space so heavily fortified that invasion seems infeasible. The BoB disillusion has shown that the only way to win at the game is not to play it on the level.
Perhaps the trouble is that time doesn’t touch this game. Players subscriptions may lapse, but their assets remain floating about indefinitely. There’s no real maintenance; parts last forever. EVE Online is sort of a game that doesn’t need to be played.
about 1 year ago
I’ve always thought EVE should have ship maintenance costs and break downs and whatnot. Go the full nine yards with the war economy thing.
about 1 year ago
@Guy
The problem starts when I see some players actually think of the no-holds-barred capitalistic world of EVE as a good thing. When I complained about nothing stopping fraud in EVE on another forum, I was offered the usual responses that the poor are poor (in real life, mind you) because they don’t do their research and just whine instead (wish they’d say that to the single mother of three children), that “natural selection is a good thing” (even though something definitely went awry in the transfer of that scientific principle to the field of socioeconomic ideology), that regulations are bad, that government intervention is about protecting stupid people (rather than the weakest in society), and that I should just read Robert Kiyosaki’s “Rich Dad, Poor Dad” to be enlightened (even though I’m well aware of some of the controversies surrounding both book and author). As I’m always been wary of people who can’t differentiate between a game and reality, and that the libertarian fanatics appear to be drooling over the game (while I despise that ideology), why should I want to stick around?
Oh well, the whole conversation’s over there: mmorpg.com/gamelist.cfm/game/14/view/forums/thread/242539/page/2
So they dismissed me as a whiner who didn’t want to learn how to play. The problem with this reasoning is that at its core, the real matter is that EVE is boring. I would gladly be content with being just another nobody in the game, if the game to which I had access proved interesting to some degree.
Take Puzzle Pirates, my ideal comparison point. I’ve never been in a large alliance, let alone one powerful enough to run an island. And even then, chances are that I would just have been an ordinary officer in that alliance just running a ship instead of an island governor. Did I mind? No, not really, because the game to which I had access was varied enough to offset the loss of a meaningful role in the political game. I ran stalls, owned a small fleet, etc. And puzzles were at the centre of the game; as long as you enjoyed doing them, did you need anything else? Sure, I tired of it eventually, but it took months.
In comparison, I started playing EVE on June 24. Mining asteroids was fun for a week or two, then shipping it to market became an annoyance, so I resettled as close as possible to my selling point. Then mining got boring, to the extent that I would mine asteroids just as much as I needed to. Finally, two weeks into the game, I had to wait a week for my skills to level up to be able to sail my already-bought mining barge; that broke what was left of my spirit. At the time, my friends were already indicating that they would leave the game as well, so what reason could I now have to return?
I’ve been told that my approach to EVE was wrong — that I should not be waiting for skills to level up — but then what else could I do? I’m not in a corp, if you exclude that which my friends started; I wouldn’t trust, nor be trusted by, a corporation run by a complete stranger; I don’t really like PvP (especially not the griefing kind); and I’m sick of mining. The only reason I log in these days, as I still have a month to go, is to replenish the skills queue, on the off chance that I could change my mind and renew. Since I’m past the 1.6 million point training speed bonus, that’s pretty much once every three to five days.
So it isn’t, and hasn’t been, a matter of L2P in my case. If anything, I like steep learning curves in games, except when it gets to the point of being steep beyond what I am supposed to learn as a result, like those command inconsistencies in Dwarf Fortress. EVE, while being complex, has such gaping holes that I simply can’t excuse even if they turned out to be deliberate design choices, yet similarly can’t overlook as unimportant; corporation management, for instance. Sure, I was not the CEO of our small corp, but it seemed to me that the corp management interface was a step down from Puzzle Pirates, as though CCP voluntarily left a gaping hole to make sure that people with enough rank could steal everything your corp kept in its hangars, instead of just part of your corporation inventory. I saw huge parts of the game remain unused (at least among the Empire space outcasts), like offering shares in other corporations or meaningful contracts, even of the courier type, because everyone is either a scammer or worried about being scammed.
My interest in most MMO’s has always been economic (and yeah, I guess you could regard it as a form of PvP), but it has always been above-board. So seeing people gleefully announcing their latest scam (along with the victims’ names) on the official forums is too unsettling for me. As for a legitimate business pattern, all I have seen so far is that most of the money seems to be made in tier 2 and tier 3 items, which are impossible to produce without research facilities, which in turn require a player-owned structure you can use — hence back to this need for a corporation. I’m sure there is some money to be made producing newbie stuff, but it’s probably small potatoes in a crowded market, so the game deliberately excludes new players from the economic game.
I saw one of those EVE ads on a website recently, and I jotted down the numbers it mentioned: Week 1: 500,000 ISK; Month 3: 180 million ISK; over a year: 4.7 billion ISK. So this is, according to CCP, how much a player should be expecting to have on this time scale. When I see people on the forums talk of a billion ISK as though that were a trivial amount, I’m tempted to agree with Geldon: players starting out are nobodies, and will stay poor for the better part of a year (assuming they don’t get scammed or don’t go broke). Add on top of that being forced to join a corporation which, in turn, will treat you like a mole, and you’ll understand why I have tired of EVE.
about 1 year ago
I wouldn’t even mind being a lowly peon in the EVE universe if the game had a point to play. Instead, like many MMORPGs, the goal is to accumulate power that serves the means of accumulating power.
The developers didn’t bother to add any meaningful reasons for conflict, all it does is waste the spoils of grinding, so overpowering boredom stepped up to fill in the gap. People engage in PVP raids or petty piracy to fight not eachother, but boredom. In many ways, it was ultimately boredom that killed off BoB – it eventually drove somebody so far over the edge that they decided facilitating a coup de tat was preferable to tolerating boredom any longer.
It’s this kind of thing that causes me to write off open PVP scenarios as generally half-done. It’s not enough to add the means, you should add the context (the reason to perform the means) too.
about 1 year ago
Hmm. First, EVE do have context, all the good materials and stuff are in 0.0 space. And miners need the alliances for being able to go in there without dying. All all the routes from 0.0 to empire space pass through low sec, so theres also activity in there. Maybe it isnt much, but its better than the nothing that DarkFall offers.
There is a concept in EVE, thats why it hasnt failed like PlanetSide and WWIIOnline. Those games do were long-running deathmatches and for that theres Half-Life 3 and Counter-Strike.
IMO you do need to be a “misery inducing barbarian” for lasting in a game like that, not only for being able to have a good win/losses ratio, also for go and search your own adventure instead of staying in empire space.
Yes it appeals to the worst of the Internet, yes it isnt for everybody. But so far it had worked for them.
To your point geldon, whats the difference between acumulating power killing a raid boss and acumulating power killing other players?. Its still open ended and thats the point of MMOs. Most people want an undisturbed e-peen massage where they are the supreme heroes. No MMO can provide that.
about 1 year ago
One of the things that I enjoy about internet threads is the meandering, this one has [for the moment] turned from Darkfall to EVE. Since EVE is the game I’m playing at the moment I feel like I can add my own personal reactions. Purely opinion, no Geldon-level ‘punditry’
It can be frustrating to wait X amount of time to train a skill that enables something you want to do. Imo, it’s less frustrating than waiting Y amount of experience points to gain a level that enables something you want to do.
I will never have as many skill points as anyone that started playing before me. I don’t care. I’m not a hyper-achiever who can only be happy by superior comparisons to others. I only care about what I have and what it does for me, I’m not made less happy by knowing that someone else has more.
I will never be a leader in a “top” corporation. Replace corporation with guild and the same has always been true in every mmo I’ve ever played and will continue to be true. I can have fun with “non-top” groups of people. Must be that achievement thing in different form.
For now, I’m not in a corporation at all. I’m playing solo and doing just fine trying to learn the game. Everyone says its better in a corporation. I think thats true in any game.
about 1 year ago
Vetarnias: I can certainly sympathize with your having to deal with free-market-solves-all types. Funny thing: governments will always naturally arise in a society; you might say government is a result of free market forces. EVE being a game, on the other hand, puts all world mechanics in the hands of the developers, not to mention the “Empire”, thus artificially maintaining its low-sec Wild West surrounding high-sec Empire space dynamic.
I too, wish there was more to EVE.
“coup de tat”
Geldo, I don’t know if you did that on purpose, but that’s an awesome combination of “tit for tat” and “coup d’etat”.
about 1 year ago
When I say “context” I’m thinking more along the lines of a there being a reason to attack those miners in the first place. Other than the fight over resources – of which there are pleanty and which respawn anyway – there’s not. You mostly blow up miners because evoking nerd rage is a middling solution for boredom.
It’s the point of many MMOs, yes. However, I’m bored sick of it. If you’ve got dynamic content, tell a story or something with it. An RPG which is all about number accumulation, because story is prioritized as a minor backdrop at best, eventually fails when you realize that all this grinding is for nothing.
Like any really bad game, there has a be a gem of good to raise your hope and make you think the game has great potential before it dashes your hopes against the jagged rocks of a half-complete implementation. EVE Online’s dynamic content and realistic economy is that gem of good. The complete lack of real story progression not only dashes ones hopes, but it does so in a manner which is really common.
Heh, I knew I decided to ignore that it was misspelled for some reason.
about 1 year ago
@JuJutsu
In a way, the “level up while logged off” plan is good for people who don’t have much time to play, as opposed to the “grind to level up” approach of most MMO’s. Unfortunately, the downside is that the former gives you no reason whatsoever to log in if you’re just waiting for that essential skill to finish training. Being logged in will not speed things up, so there is nothing you can do about it.
A hybrid system where levelling up offline, with the process going faster while you’re logged in, would have been much better. And I don’t mean the lazy trick of keeping the computer turned on at night; I mean that the game should keep track of players doing something, whether it’s mining, PvP or mission running, and give them a bonus accordingly, whether on the skill currently being trained, or on any skill vaguely related to the activity you’re doing. (If you’re mining for several hours, shouldn’t that give you enough experience in mining that levelling up the mining skill would go faster?)
All of this, as it stands, reeks of “don’t overload our server, please”. And it means that no matter what you do in the game, you can never catch up with older players. But wait, wasn’t EVE supposed to be about commitment, winners win, losers lose, etc? Doesn’t this levelling scheme go against all that? If it’s just about keeping people subscribed even if they don’t play, it’s crass.
@geldonyetich
I think you’re right when you say that there is no believable reason for the RvR involved. Who is winning the game? The Something Awful (“The Internet Makes You Stupid”) Goons. They don’t care about winning the game — which is why they WILL win — and much prefer to be professional griefers instead. How can anyone talk of a meaningful RvR with those guys around?
I also see what you mean (I think) by the vicious circle of economic production (“accumulate power that serves the means to accumulate power”).
When I played Pirates of the Burning Sea, I thought this was a problem specific to that game, as every trade item in PotBS was either a direct component of shipbuilding (which meant, to keep the economy going, that ships had to sink, usually in PvP), or typical Caribbean trade goods (tobacco, cochineal, etc.) which you could exchange for shipbuilding components, and nothing else, at NPC traders. Likewise, any money made would in turn have to be ultimately invested in ships, because there was nothing else to spend it on.
The problem of PotBS was in the way the economy was implemented, which required no investment of the player’s own time (and instead had production pegged to structure labour in real time, with a maximum of ten lots per server), which meant anyone could be a crafter at no time loss to oneself; even your economy-abhorring PvPer put up his ten hemp lots for his society’s effort. The obvious result was internal society production, bypassing the market altogether, and to make matters worse, the official forum was full of brazen threads such as “my ten lots on Server X in exchange for your ten lots on Server Y”. When I briefly returned to the game last April, one French society on my server was derided by their own side for working under a capitalistic model; that old chestnut of “working against the national interest” even made a guest appearance.
But a few days after showing up in EVE, I realized that the problem which I thought to be PotBS’s — the market serving one activity vital to keep the market going — was really EVE’s. I’m pretty sure the same model also applies to WoW, WAR, etc., but in those games the market never struck me as anything more than an afterthought (and an utter joke in WAR). It would disappear overnight that not much would change; people would just discard their unwanted loot drops instead of putting them up at auction. Instead, PotBS and EVE were, ostensibly, RvR games with a robust economy. The former was undermined, as I wrote above, by the designers’ choices in terms of structure time; but the latter, which correctly pegged resource gathering to actual player time, makes the mistake of having a perfectly hermetic economic system, where every trade good must serve one activity, which must be performed in order for the economic system to work.
Somehow I’ve always liked the system of Puzzle Pirates best, where a good chunk of the economy came from non-essential items like clothing or furniture, sometimes using the same resources as essential goods like ships. It added a complexity to the economy which is lacking from EVE’s, which is entirely dedicated to having more pew pew.
about 1 year ago
@Guy (your latest post, which wasn’t there when I started writing my previous comment)
That’s what makes this utter belief in the free market on the part of some of EVE’s players all the more ironic. I remember one forum poster at MMORPG.com laconically replying to this “sandbox” mantra in his signature: “Even sandboxes have fundamental rules such as; “Don’t eat the cat poop, you’ll die.”" Pretty much like the “free market” that the libertarians espouse: The government sets up a framework. Even if it’s not an interventionist plan, it still provides laws under which a free market can flourish. If they didn’t exist, what would the free market look like? Pretty much like the Mafia, I’d think, or at least like Enron and Madoff — except it’d all be fine and legal. And this is what really, really bothers me about the free-marketeers espousing EVE: The game has nothing against scamming and protection rackets, they’re even encouraged, and those guys are proud of that? It’s so easy to say that if people get scammed, it’s all their fault, but I can’t believe they’re actually in favour of that in the real world.
Okay, so we don’t get a government in EVE, but we do get a framework, courtesy of CCP. Sometimes the developers’ hand is subtle, but it’s the particularly obvious cases which make you realize how it’s done. From PotBS, for example, take the river placement. Rivers increased production, so the developers placed rivers as resources only in cities around the Antilles, the level 40-50 “endgame” area. Which meant, notoriously, that New Orleans, being a continental city, has no river among its resources. A clear example of crafting the map in order to create one type of gameplay.
I’m pretty sure we could pore over EVE to try to figure out the overwhelming popularity (I’m told) of the Caldari, and how Jita became the main trading hub. Or how about jumpgate camping? Isn’t that a blatant example where the developers created the game that way in order to generate a certain way to play the game, and a despicable one at that?
about 1 year ago
@Vetarnias
“I mean that the game should keep track of players doing something, whether it’s mining, PvP or mission running, and give them a bonus accordingly, whether on the skill currently being trained, or on any skill vaguely related to the activity you’re doing. (If you’re mining for several hours, shouldn’t that give you enough experience in mining that levelling up the mining skill would go faster?)”
We already know how that system is treated in practice don’t we?
“Unfortunately, the downside is that the former gives you no reason whatsoever to log in if you’re just waiting for that essential skill to finish training.”
You have a very strong motivation to log in: making money. EVE doesn’t have a skill grind, it has a money grind. Skills with no money gets you nowhere. You mentioned earlier that you got frustrated by having to wait a week to use an already purchased mining barge. My experience is the exact opposite: I have to wait until I earn isk to buy stuff I’m already qualified to use.
EVE is not the nirvana for casuals with limited time to play that someone might think. Skills keep increasing while you’re not logged in but your wallet doesn’t.
about 1 year ago
@JuJutsu
“We already know how that system is treated in practice don’t we?”
I assume you mean botting/exploiting, powerlevelling, or both. I can see the concern about botting/exploiting, especially if it leads to a Darkfall scenario where everybody uses the shortcut to gain an early advantage. The question is interesting, though: How much botting takes place in EVE? I’m not familiar with that aspect of the game.
Still, the incentive to log in ought to go beyond mere monetary needs on the part of the player. And the fact that it’s clearly not a game for casuals makes it even worse.
about 1 year ago
Right, sounds like something I said is clicking with someone for once.
If anyone has actually managed to do a game economy right, even if that anyone is Puzzle Pirates, that would be a model to pay attention to. Why does it work so well? I don’t think it’s simply the ability to use the same components on frivolous things.
Perhaps it’s because the very medium of activity in Puzzle Pirates, the puzzles, reflect a certain level of thought which make the game engaging enough that it isn’t just a grind, and the economy can matter? Or not — I’m just spinning theories here.
Personally, I see it in terms of a scenario where you give somebody a boring, repetitive thing to do, and so they seek out mechanical assistance to do it for them.
Don’t get me wrong: even if you have an exciting activity, there will be people who prefer to take a shortcut to what they perceive to the “good part” rather than bother play the game (and don’t get me started about RMT). However, the prevalence is far decreased if the benefit of playing the game is actually to play the game.
Good question.
On one hand, EVE Online would be easy to bot, given it takes so few GUI interactions to do anything, and there’s a definite benefit to botting in that there’s always some asteroids to grind.
On the other hand, EVE Online practically does the botting for you already through the way they went about designing the GUI (some people play this game on dozens of computers at a time), but this is somewhat compensated for: the stakes are high enough that you won’t want to put anything valuable in the hands of a bot.
Of course, if you want to talk about how badly exploits have undermined EVE Online’s economy, there’s the fact that quickly gets swept under the carpet that apparently there were a number of resource and technology exploits being milked for all they were worth by just about any major alliance in the game. Chances are if there’s a space station in the game, given the massive amount of resources that would involve, over half of it was built from exploited resources.
about 1 year ago
Well, there are the puzzles, true, but as far as the economy is concerned, they added them gradually and I think some professions don’t yet have puzzles. When I played, the only professions which had an associated puzzle were shipwrightery, distilling, alchemistry and blacksmithing — and in fact, they haven’t added a new puzzle in this regard in over a year. Last thing they’ve added to economic puzzles was foraging, to close a loophole where people would use multiple accounts at once to forage (it never was considered an exploit). At the peak of my foraging industry, I had around five accounts, or 15 characters overall, and that was considered minor-league. A puzzle just meant you could continue using your alts, but you’d waste entire days at it instead of just 10 minutes for each character.
The introduction of the foraging puzzle, by the way, was the reason I left PP. I’m all for closing the loophole, but not when that loophole has been used for years on a server, with older players/crews/flags being able to sit on a cushion of foraging money as opposed to new players. My own take on it was the same it is today: Get rid of the loophole, by all means, but have the courage to wipe the servers; otherwise, let the loophole stand.
But to return to the subject of the PP economy, you’re right, it wasn’t all about frivolous expenses, though the latter made the game more fun than being forced to reinvest everything into shipbuilding. And I think those frivolous expenses were part of the larger reason why the PP economy was rather fun: the large part of casual players. And this may also explain why EVE and PotBS are relative failures as far as their economies are concerned: they target Their Hardcore Leetnesses, players who don’t care about the economy except as a means to an end, which isn’t economic.
I’ve talked about the closed-society shipbuilding operations in PotBS, which is a typical example with their autarkies in miniature that see the open market as a waste of money and productivity — even if it’s just to sell their extra production there. Why should they need the market for their own shipbuilding effort? They’re Hardcore, they’ll grind for all the money they need to produce it, and if they’re good at PvP, they’ll sell the marks of victory on the market for additional funds. But as far as actual production is concerned, they’re fine with what they have (especially since production time is, as mentioned above, pegged to structures and not the player’s time). They don’t need the market, or independent traders, because nothing beats having everything at cost.
EVE works differently in some respects, such as forcing players to actually go out there and grind those asteroids (though I’ve heard that the Goons’ strategy is to steal from miners and never mine themselves). You can’t beat relying on yourself, though: it’s as cheap as can be, and it’s a relatively safe way of guaranteeing supply, especially if you’re out of the way.
PP, however, had tons of casual players who weren’t part of such hardcore guilds (as soloing is actively discouraged in PotBS and EVE), so even though your major flags/crews probably had some form of internal production going, you still had plenty of outsiders who were going to buy from small shopkeepers. The only sector of the economy where you had to be affiliated to be profitable was shipbuilding; not only did the largest shipyards require a building permit (which only an island’s governor could deliver, so you’d have to be politically connected just to be able to erect one), but only the major alliances (flags) could guarantee a steady stream of orders. Otherwise you’d be selling a sloop every now and then, and it wouldn’t be enough to make rent, which was one of the highest in the game. I should know; I owned a small shipyard at some point, and it was a money sink — never had an outside order during the time I owned it. However, I did make great deals of money from selling cannonballs, an item which anyone setting sail would need.
All you needed was enough labour, and a few alts with the proper skill (if a puzzle existed) would be enough. (Here I’m talking specifically about the “doubloon”, or free, servers.) Anyone could create two accounts of three pirates each, equip them with labour badges (with enough capital), and you were in business. If you had friends, even better, and occasionally you’d get complete strangers trying out the puzzle on free days. Maybe it’s another area where alts ought to be eliminated, but when I was there it still worked decently.
So I would say that the reasons why PP’s economic model worked better are multiple: 1) As stated before, you still had room for frivolous expenditures. You didn’t have to spend a penny on clothes, and you didn’t need to paint your ship black, but you could. It’s a vanity expense, true, but it’s something which is available to you. EVE? Sure, make money selling spaceship parts, and you can spend all of it buying spaceships; there is nothing else to spend it on. 2) Casual players who still rely on you and see no reason to start playing the economic game (or maybe tried and failed). EVE? “Oh, but you _must_ join a corp to go anywhere.” In PP, you can be a small shopkeeper in a regional centre and still make a profit (if you know anything about Hunter Ocean, I was based out of Sayers Rock instead of Aimuari Island, the ocean’s hub). EVE? No salvation outside of Jita. Pity for me, I’m Gallente and don’t hang out nearby.
So I’m tempted to think that EVE and PotBS’s economic systems might have failed as a result of those games’ inherent Hardcoreness, whereas PP, with its casual outlook (never mind RMT), encourages a more open economic model. It also raises another interesting question: Could this be possible at all in a subscription-based game? World of Warcraft could have managed it, if it didn’t make the economy a completely insignificant aspect of a game as a result of the gear-and-level treadmill. What you get instead is insignificant — like that 2,000 gold I made selling small eggs during Winterveil. There is money to be made, but for the most part it is so fully integrated into the general treadmill of WoW that the economic game cannot come into its own: you can’t specialize as an economic player while just starting out, and there aren’t enough goods for which a market exists. I took blacksmithing; what a waste of time, since you’re forced to grind mobs for ingredients anyway — mobs which you can’t even kill until you’re of an appropriate level. So you’re forced to jump on the general-levelling treadmill just to play the crafting game.
But maybe a working economy isn’t something to be expected to show up in a subscription game anymore, between the Scylla of games for hardcore leeters who will appropriate the market to themselves (and seek independence) and the Charybdis of mindless treadmills such as WoW that are based on quest rewards and loot drops. The very presence of a subscription model seems to have sucked out any chance of getting casual players, whom I suspect are the real life-blood of a working MMO economy.
But I’m just rambling now.
about 1 year ago
That is, indeed, a whole lot of text.
For the developer, I could see it as being a definite pickle. By the time an exploit is detected, the damage remains done, and even if you could reverse the damage (perhaps due to excessive logging) most players would rebel outright when you suddenly pull the cushion out from under them.
Not a bad theory, really: to avoid the game from descending into a hell in which only hardcore grinders succeed, make it a game that alienates those kinds of players.
Though it’s sort of a “chicken or the egg” question: which really comes first, the grind or the players who enjoy grinding? Also, I’m not sure sure if casual and hardcore are truly different things in the long run. Don’t casual players become hardcore given enough time in the game?
So, from the sounds of it, it’s a support of a certain middle “casual-friendly” level of economy that made it seem better. Most games just give you necessities and an all-or-nothing approach to economy, while this game gave you frivolous expenditures and the means to be a small cog at your own leisure.
Maybe. Or maybe a working economy is something we see in a F2P game. A casual-friendly price, frivolous purchases available on the item shop, and a store built into every player.
Well, not quite. The “item shop” isn’t really a player economy so much as a means to keep the game float by perpetually enticing players to spend RL cash, but I did find it interesting that Runes of Magic had some access to the item shop using in-game accumulated tokens. The stores built into every player are indeed a small-end storefront, but rarely is there a true crafting system built to facilitate them.
about 1 year ago
I think it says quite a bit about Darkfall that everyone would rather talk about EVE and Puzzle Pirates. Perhaps Darkfall is unfairly maligned, but nobody can deny that it’s out of the news and off the radar.
about 1 year ago
In this particular case, it might be because there’s not much about Darkfall we haven’t already said. The game was a novel concept but released badly flawed (Darkfall Defender: WHAT FLAWS? I DON’T CARE ABOUT THE FLAWS) based on a PvP model that never really worked (Darkfall Defender: YOU ARE A CAREBEAR NEWB) and the honeymoon is well over (Darkfall Defender: I LOVE THIS GAME… but I’ve pre-ordered Mortal Online).
about 1 year ago
@pxib
I think this may have as much to do with Darkfall’s momentum having passed as with people who read and comment on this blog having for the most part never played the game. As far as I know, Geldon never tried it, and I have been too wary of Aventurine (not to mention being cash-strapped) to even bother with it. Even Mr. Jennings stopped playing Darkfall a while ago, instead of delivering further installments of his in-game adventures we were gleefully expecting. Even the resident Darkfall supporter, Owain, was considering leaving the game after Aventurine’s American cash grab, and since he has not commented since, I am assuming that he left (though I hope he’ll stick around here; the more the merrier and all that).
So what’s to talk about? A game we’ve only read of and never experienced first-hand? That protracted Eurogamer controversy provided ample fodder for discussion when it started, as you could discuss reviewing standards or criteria for success without ever having to address Darkfall itself. But now? In a way, you’re right, nobody seems to care about that anymore, and if Eurogamer had stuck to its 2/10, or given a worse score, nobody but the dwindling Darkfall supporters would have been manning the walls, and everybody else would have been pointing out how stupid and deluded those supporters looked. And Eurogamer sure seems to have dragged its feet before bringing us this latest review; it’s been more than two months since the controversy, yet Kieron played what, 20 hours?
@geldonyetich
Regarding the loophole, I was the only one who actually asked, though obliquely, for a server wipe. On the official PP forums, everybody else was seemingly more content with closing the loophole while continuing to enjoy the wealth that some of them had derived from it. But that was the problem, I found, with the PP forums: those reading them were the elites, not ordinary players — and therefore those most likely to be using the scheme on a large scale.
So there was no pickle, or if there was, it did not get expressed by the players on the forums, who were wholeheartedly behind Three Rings, and certainly not by the developers. Because you see, mass-foragers were seen as exploiters, who then used bots to move their fruit to market. Bots were forbidden, and I certainly did not use any, but mass-foraging was not an exploit. It was frowned upon by the devs, but it was not a bannable offense; I made damn sure of that before starting out.
Here is how it worked: The game would keep track of how many accounts you created on any computer, so you could theoretically only create three accounts (or 9 characters overall), but it would only keep records for three months, so at the end of those three months, you could create three new accounts using the same computer. And if you owned more than one computer, it would go even faster as the system worked by computer, not by IP address; so you had the horror stories of one guy going through his college dorm to create accounts from each computer.
So yes, it was being abused, but as long as you didn’t mess with the game files to create more accounts on a computer faster than the three months, there was nothing to be done. All you needed to forage was to have a character stand on a forageable island for ten minutes, then you could forage, log off that character and log in the next one. Not to mention that you could run as many accounts simultaneously as your computer or connection could hold. The maximum this computer could run was four accounts, or twelve characters overall, and it probably took me, with delays, 40 minutes to have them all forage.
Enter the foraging puzzle, and suddenly you’d realize that it would take 10 minutes per pirate to forage, if not more — so 120 minutes in my case, as you were forced to pay attention to the puzzle. People with more characters would have spent more time doing it, so they could have wasted entire sittings just playing the foraging puzzle.
The unraveling of this was quite fascinating, as it brought the hypocrites out of the woodwork, those who were welcoming the new puzzle because it would be a triumph of skill over exploiting. This, in fact, is the darker side of Puzzle Pirates — a class-demarcated game where your puzzling skill in large part determines your status. For example, I excelled at precisely one of the more useful shipboard puzzles, and my status was semi-elite; financially, middle-class.
Instead of repeating myself, I’ll just direct you to a recent post on this blog where I commented on PP’s class system: brokentoys.org/2009/05/15/freerealms-has-a-million-users-not-including-your-raiding-guild/
What I really want to bring up here is how different PP is from EVE in regard to what the game offers to people at the top and at the bottom; the hardcore and the casual. And just to prove that there are enough similarities between the two to warrant a comparison, guess who was running the largest alliance on Hunter Ocean in 2007? If you answered the Something Awful Goons, you’re correct; if they showed up, that says a lot about the game.
EVE sees fit to separate the two games (hardcore-elite and casual) by distance, with Empire space and nullsec as the two extremes, which means the gameplay is affected, and if you stay in Empire space you will see only a fraction of what the game has to offer; Puzzle Pirates, on the other hand, prefers to use a parallel system, where everyone uses the same space, but never run into one another because of the inherent skill-based class system. The elites have their own pillages, etc., and everything short of the political game and some high-end events can be played by everyone (blockades, for example, demand so much manpower that everyone can usually take part). EVE is all about alliances and corporations with nothing outside of them, but PP is more about skill-based connections. To be part of PP’s elite pillages, not only do you need the skills, but you need to know the appropriate people, and as long as they aren’t your political enemies, it’s perfectly fine to team up with strangers as long as you know something of their reliability. Somehow I can’t imagine this being possible in EVE, amid the paranoia.
A new player in Puzzle Pirates has a place, and the better he gets at puzzles, the higher he can climb; it’s perhaps what makes PP unique. None of this really affects the economy, though, so on the latter point, I will add that it is possible to get involved in the economy quite early on, as long as you have the capital for it. You can rent a stall and start making money if you have enough savvy (except shipbuilding, as mentioned above, and tailors/furnishers are also seen as money pits though I never tried them).
You don’t necessarily need a game that will alienate the hardcore grinders; you need a game where it is possible to succeed without being one. If that’s enough to piss them off, all I can say is good riddance. I can’t imagine succeeding in PotBS or EVE without being a hardcore grinder — nor in WoW, for that matter, which makes the hardcore players of that game even more annoying for their weak attempts at denying it.
But I’ll just make an attempt at explaining my general theory of what makes a successful game economy:
1) The economy, including crafting, can be played independently of the general levelling treadmill, without hurdles not economic in nature, such as the impossibility of access to resources in higher-level areas, or a blur between mob-killing and resource harvesting. Hence WoW’s economy is a failure by being based, in large part, on your general level and forcing you to grind mobs for resources.
2) The economy must play a vital part in the endgame (such as RvR) instead of being an aside (making WoW’s yet more of a failure, because it is irrelevant), but at the same time must be broader than just a means to an end, with a particularly faulty pattern being that vicious circle of economic production on which we seem to agree. EVE, for example, would fail in this regard because it limits itself to war production, which must be wasted on making war in order to justify more war production (and keep the game going).
So how about this for a chicken-and-egg dilemma: In an ideal game, should the economy serve the political/military, should the political/military serve the economy, or should the symbiosis be so complex that it becomes impossible to find out which serves which?
about 1 year ago
I’m not sure I understand. It may not have been expressed as a pickle by the developer, but the very presense of exploited virtual assets is one.
Some choose to write it off entirely (e.g. Asheron Call’s “if it’s in the game, it’s not an exploit” approach) but those who are willing to put a bit more work into trying to maintain a balance face a question of who are you more willing to displease:
1. The players who feel comfortable because they’ve exploited their way into riches. (Therefore, leave the assets in tact.)
2. The players who feel uncomfortable because they know the exploits had allowed people into riches? (Therefore, remove the assets.)
One way or another, you’re going to lose a player. In this case, they lost you because they chose #1. Ironically, it seems you yourself were a privy to exploiting, but you still were upset because you knew the assets shouldn’t have been there. So, even in trying to please your niche as they perceived you, they lost you.
Now, if that isn’t a pickle for a developer, what is?
In my opinion, this is a good thing. Most MMORPGs instead reward your status based off of one thing: persistence. (Of course, social status helps too, but that’s an external asset.)
A game that assigns where you are in the game based off of your actual skills seems a far better alternative. It quickly takes you to the part of the game in which you’re actually challenged. It’s more fun that way, by the definition of fun as Flow Theory would see it.
It’s a good system to promote fairness. I’m reminded of a Guild Wars tournament ladder. Even if instancing isn’t quite as realistic, it certainly provides a means to promote fair play.
It would be a stretch in EVE, I agree.
It gets really tricky when an accumulation mechanic is involved because, under many definitions of ‘hardcore,’ they simply have more time to play. Under an accumulation mechanic, having more time to play means having more time to accumulate (wealth, levels, whatever). The players will come to perceive those who have accumulated more as “successful’ while those who have accumulated less as “unsuccessful.”
So a game in which it’s possible to succeed without being hardcore? Seems like you’d have to ditch the ideals of personal accumulation altogether.
From a design standpoint, I’d probably look at political/military and economy as just different activities in the game. Whether one serves another has a lot to do with what the primary activity.
As such, it would vary from game to game. It’s tricky for me to say which is ideal without a specific case, but I will go so far as to say that there’s fairly obvious ways to do it wrong. For example, forcing people to participate in an activity they hate (like a boring trade skill system) in order to succeed at an activity they like (such as adventuring) is one such snafu. Forcing a real complex symbiosis that no player can truly understand their place within the economy/military relationship is another snafu.
about 1 year ago
Probably the only reason previous Darkfall threads got so much mileage was because of the incessant back and forth between Owain (who staunchly defended Darkfall against any negative comment at the time) and the rest.
about 1 year ago
I’m mostly argued out about Darkfall with the few rabid fanboys left in my guild who still play. The re-review spawned a little bit of discussion but at this point it’s like arguing with birthers. The majority of my guild who played have bowed out with ‘I like the game but am too busy in RL but will come back someday’ BS… they know the game is flawed but aren’t interested in discussing it. My guild has an unspoken rule about bashing games that other guildies play, but in truth any attempt to discuss pros-cons ends in being labeled a troll. I did play the game hardcore (in a guild, in a large alliance, with multiple cities/hamlets, participating in sieges etc.) for a couple months so I can answer any questions about why the game sucks if anyone’s interested…
My personal favorite example of amateur design: There are no clipping brushes. Thus the climbing up near vertical walls and the ‘stuck in the wall’ so the mob can’t hit you while you kill it with your mount exploits.
Regarding the ‘leveling while logged out’ mechanic of EVE… Darkfall does have it’s own unintended version of this. In order to truly compete at the highest level, you need to be logged in as much as possible. When you aren’t actively playing you are either macroing your skills up or standing motionless at a ‘blood wall’ where other players beat on you to an inch of your life to raise their combat skills while you raise your defense skills. I spent a good 75% of my time in game ‘at the keyboard’ farming some of the few mobs that were worth killing in order to get gold to buy reagents (sometimes buying thousands one at a time with a click macro, until they put the ability to buy multiples in the ‘expansion’) in order to set up an afk macro to train my magic skills. There are fanboys who will say “You don’t have to macro to compete, just play the game naturally and have fun” but they are noobs who will never be competitive at endgame… and if Darkfall isn’t about competing at a high level then it’s about nothing at all. Since there are no skill caps or diminishing returns, keeping up with the Joneses is an inflationary system out of control. Also, there is no such thing as a character template… all of the top players had highly trained skills in every area: Melee (both one-handed and two-handed), Archery, Magic (multiple schools) and Defense. Combine this with the fact that early in the game there were multiple exploits (like the above mentioned wall exploit) allowing the min-max hardcore early adopters to raise their skills at a fast rate and you end up with a system in which the inevitable result is an ever growing gap between the haves and the have nots.
Although the discussion about whether Darkfall is an example of poor game design has mostly petered out… I am still interested in the fact that Aventurine has pulled off this North American Publisher pay twice for the same game scam. How do they get away with this, and what does it mean for the future of MMOs milking clueless players out of their cash by any means necessary?
about 1 year ago
Maybe its just that. The DarkFall hype its officially over. We can talk about other things, like watching Lum choosing a crazy of teh intrawebs, explaining his crazyness, watching a 100+ replies thread grow and finally getting it closed.
Mainly because said crazy are, well, crazy. And they come and post long walls of text defending their crazyness.
About EVE, a slow combat sysem by design its less frustrating than a slow combat system by laaaaaag. And many recent MMOs are learning that the hard way. “Leveling while logged out” it isnt that important because you can only gain a 20-25% more in skills, the rest its depth. Player skill does matter more than ISK or skillpoints. Thats why many people get killed by smaller ships 1 vs 1.
But well, Vetarnias defend Puzzle Pirates (that he plays), i defend EVE(that i want to play but need a credit card) and geldon critics everything (and he doesnt play MMOs anymore-as far as i know).
Its all about tastes, and DarkFall doesnt taste good to nobody.
about 1 year ago
@Gx1080
“But well, Vetarnias defend Puzzle Pirates (that he plays)”
Not anymore. I played it for quite a few months in the summer of 2007, came back to it last summer for a month, but I don’t think I will return to it.
@geldonyetich
I still insist in saying there was no pickle over closing the foraging loophole, because of the PP financing model. The foraging loophole just allowed you to make insane amounts of money if you pursued it on a grand scale, while I’m pretty sure Three Rings would have much preferred to have all of us buy doubloons with real money. So who would they lose as players? Freeloaders who never bought anything, and so on, so no big loss, but it was probably because of RMT (and the possibility to convert doubloons into game currency, and vice-versa) that wiping the servers was impossible. You paid for stuff with real money, and now it’s gone? Had it taken place, it would have been ethically questionable, to say the least.
That’s why I’m saying there was no pickle, no dilemma. There was just one sensible course of action available: Close the loophole by introducing a puzzle, and don’t do a server wipe.
Yes, I rather like the skill system of Puzzle Pirates. It’s not as annoying as, say, the “if you do something long enough, you will be rewarded” of WoW.
Without having to ditch personal accumulation altogether (and what a boring game that would lead to), I like to think that in an online game you need a possibility to succeed on a smaller scale, that you can open your little store and stay in business against Walmart, even though your corporate bank account doesn’t have as many zeroes at the end of the fiscal year.
What I’m dead set against is the play-to-crush, number-one-or-nothing mentality, where the smaller guys immediately get killed off, are forced to amalgamate with larger groups, or are relegated to eating crumbs. Shadowbane, EVE, Darkfall, they’re all examples of that. The first notoriously had three dead servers when the Asian large alliances took control of the map; the second is a perennial fight between the Goons, BoB and maybe some Russian alliance. The third is still up for grabs, yet the dots on the map seem to appear in patches of the same colours these days: df.urme.com/map/ (It appears to have changed somewhat, but maybe that has to do with the North American release.) And if you’re inquiring about PotBS, it really doesn’t belong in this list because guilds don’t hold genuine power, and alliances don’t stick; you’re still The British, The French, The Spanish or The Pirates, and you play accordingly, as opposed to EVE where Gallente and Caldari players can still mingle and go pew-pew together even though they’re supposedly mortal enemies.
Remember when we were discussing Darkfall (I think) a few months ago, and someone (not Owain) showed up to say that a smaller group should never ever aspire to owning a city but should go guerrilla instead? That’s what I mean. That was a perfect example of being prohibited from playing a large part of the game because you weren’t large enough. Small crews in PP can still achieve something on a smaller scale, because they play a game parallel to Their Leetnesses, best demonstrated by the fact that the Goons couldn’t exactly wreck everybody’s day, except for those who played on their level — high-stakes politics. Those who despised the Goons were mostly their adversaries; average players didn’t give a damn. Yet PP is not exactly “never the twain shall meet” either; if you know the right people, you can still progress, or so I’ve seen, not like EVE where everyone is paranoid of their own shadow.
I think that the problem with EVE’s economy was that it was entirely at the service of the political/military, because it was not designed to be anything else. PotBS had the same problem, though far more acute, because crafting required no time involvement from the player, just money. One of the game’s most famous players once said that he was puzzled that PotBS was “an economic game where your financial success is intentionally gated by grind”. Yep, grind for money, then turn the money over to finance in-house ship production or unrest bundles to flip ports. It was a game where economic players were seen as second-rate, or just cows to be milked by PvP players for funds.
In comparison, the opposite, that of politics/war serving the economy just leads to lopsided maps once a side has access to all the capital it needs as well as strategic resources, because the economy still remains a tool for war. So I don’t really know where this is going, or whether there is any nice exit point/miracle solution.
about 1 year ago
I play everything… just not for very long. I’ve outgrown sucking at the teat of a grind in order to add a never-ending parade of foobar to my growing banana pile. Now, I demand that MMORPGs entertain me. Disappointingly few can.
Alright, if you insist. My only doubts come from a certain tendency to want to believe there’s never truly a “only one sensible answer” scenario where virtual environments are involved.
I’m working on testing this, really.
Perhaps. But then, if accumulation is to produce any results, there will be things that those who have larger piles of bananas will be able to do that those with lesser piles will not.
True. If there were maintenance costs, or colonists to feed, or magic foobars to find, that might be a bit more interesting.
about 1 year ago
@Vetarnias
The guy that said about doing guerrilla was me. And i didnt say “never ever aspire to owning a city”. I just watched what the guys that DO NOT are in a huge alliance do in EVE and sugested that the guys at DarkFall that do not are in an alliance do the same. Owning a city or not has nothing to do with it.
Personally, im expacting Global Agenda, mainly because its a heavily instanced MMO that plays like an FPS and where you get more guns, not more powerful ones. Personal acumulation can work based in breath, not depth. At least i hope that.
Other betas like Fallen Earth doesnt atract me because i predicted that due to high costs in ammo, the guys in the faction of the guns were all going to be alts of the melee guys. In a supposed faction vs faction game thats lame.
about 1 year ago
Vetarnarias said, “Even the resident Darkfall supporter, Owain, was considering leaving the game after Aventurine’s American cash grab, and since he has not commented since, I am assuming that he left (though I hope he’ll stick around here; the more the merrier and all that).”
Nope, I’m still around, but I was on vacation for a couple of weeks, away from my gaming rig.
Yes, the North American Server cash grab did torque my jaws enough to take a Darkfall sabatical. In the meantime, I’ve been playing around with Guild Wars, but it is too quest centric for my taste, so Mortal Online looks like the best bet for my next Free For All PvP attempt.
The KGB is still playing Darkfall, but with reduced numbers since the announcement of the North American server situation. In three months, when they permit US players to transfer characters from the EU server to the NA server, I may jump back in, but in discussions with guild mates and friends locally, I’m thinking I prefer the UO pvp model that hopefully Mortal Online will offer more than the ShadowBane pvp model combined with city sieges and conquests provided by Darkfall.
Many of our players prefer the ShadowBane model. In practice, I found it to be too defensive in nature. In many ways, it’s is the Maginot Line implementation of PvP. I’ve never been a happy resource gatherer, and city building does require the gathering of a lot of resources. If I do go back to Darkfall in a few months, I and a group of like minded KGB members will be concentrating more on fighting and raiding than city building. We have plenty of builders that need defending, so it will be a useful division of labor, but first many of us will have to overcome the taste of betrayal about the whole North American server debacle, and that taste is a bitter one.
In the meantime, while watching the Mortal Online development with great interest, I’ve actually been spending most of my time on a free UO server, In Mani Ylem. It recreates the early days of UO, which to my mind is an advantage, since this was a period before the advent of Trammel and much of what crippled UO, in my eyes. Alas, the shard is very unpopulated, and it’s almost like playing a single player game, which isn’t altogether bad in that it lets me see areas I never visited when I was occupied in the endless PK/Anti-PK wars. With all the current easy skill gain Monty-Haul free UO servers around, a slow skill gain old school free UO server is a hard sell. For some of us, it feels just right, and is a nice change of pace.