Aug 20 2010

In the Grim Darkness of the Far Future There Is Only DKP

It shouldn’t be a surprise to any of you who know my background that I have been very interested in the forthcoming game Dark Millenium: Online – the Warhammer 40k MMO being developed by THQ. While it’s true that the game is some way out and it’s far too early to jump to conclusions just yet, the message from Danny Bilson, Core Games Director (who has done most of the press stuff so far) has been somewhat incoherent.

Take for example this interview from Computer and Video Games on July 1st:

Speaking at E3 this month, Bilson said that the Vigil-developed online game is “very friendly to the WoW player” and even he as a WoW fanatic will be switching games.

“Have you seen it? The movie? I think it speaks for itself,” Bilson told CVG. “I’m a diehard MMO player myself – going back to EverQuest. I’ve spent lots of time in WoW. As a WoW fanatic, I’m going to go right to 40K as soon as it comes out. It’s very friendly to the WoW player.”

“The brand is fantastic – it’s so deep and so wonderful,” he said. “There’s just so much for us to play with. There’s more vehicles in our thing [than WoW], the combat’s completely different; you can get four guys in a tank and go.

“[40K] is stunning. It’s going to be a masterpiece. It’s been in development for three-and-a-half years already. It’s got two more to go. Look at it.” Go on then: Look at it.

“It’s sensational. I believe within the next six months we’re going to be showing playable sections of the game, not just a movie.” According to the THQ exec, the online game only needs to poach “a million” World of WarCraft players to be successful.

“They’ve got 14 million players! Gimme a million and I’m good! We’re real good at a million, right?” He added: “We don’t need everybody to migrate. We just need some of them – and I’m full confident we’re going to get them.

Two things that strikes me about that interview. Firstly I’m gong to be generous to him and assume that the ‘we only need a million players’ line was just playful banter that he didn’t actually mean. The history of such claims for other games is an unhappy one. Secondly, I couldn’t help but notice that he mentioned WoW a lot more than he mentioned his own product. Which is an unusual marketing tactic by any standards. I thought this was a one-off and perhaps reflected a certain single-mindedness on the journalist – I certainly remember talking about WAR to press who were basically only interested in framing the interview in terms of how that game stacked up to WoW. This week however at the Gamescom in Cologne, Mr Bilson was at it again, this time talking to Eurogamer.

Eurogamer: I’ve been excited about the Warhammer 40K MMO for a long time. When will it be out?

Danny Bilson: A couple more years. It really is about two years out.

Look, there is an 800 pound gorilla out there called World of Warcraft, which is a fantastic MMO that’s going to get updated with Cataclysm soon and drive a lot of people including myself back into it.

I’m a big MMO fan and player. I’ve played EverQuest, Dark Age of Camelot, City of Heroes, I’ve got a few level 80 characters in WOW. Now, imagine that the people making Dark Millennium Online are all a bunch of guys like me, who love WOW and the expansions it’s had along the way.

We all say to ourselves, ‘We’re not going to get all the WOW players to move to 40K.’ 40K has its own unique coolness and edge. And that edge and glorious gore is not going to appeal to everybody. It appeals to you and I.

But what I know about our 40K game is that if you’ve played WOW you’ll be able to pick up and play this instantly, and you’ll find all these things that feel like upgrades, in a way.

Wait.  WoW again? Sure I guess it’s a reference point for the industry and he’s certainly right to describe it as the ’800 pound gorilla’ of the scene but really, could you, y’know, talk a bit about 40k online rather than WoW for a change?

It has a lot of the same qualities of WOW in terms of ease of use and how the interface is. I want to say that if you play WOW, you’ll be able to jump into Dark Millennium Online really easy.

But you won’t be able to be a Space Marine right away, because that’s a very unique class, if you know the universe. The road there is a great road, and they are in the game.

WoW once again. Man can this guy stop talking about the competition. Seriously Activision Blizzard can afford their own PR guys and.. hold on for just one moment. Run that past me again.

But you won’t be able to be a Space Marine right away, because that’s a very unique class, if you know the universe.

In a Warhammer 40k game ‘you won’t be able to be a Space Marine’ straight away? What the hell? The single most iconic thing about the IP, the poster-child for the entire setting, the first thing that comes to most people’s minds when you say Warhammer 40k isn’t going to be playable at launch?

Scott Jennings said it best so I’ll just point you at his rant here.

Dear THQ, please don’t make this suck. Also please stop talking about WoW and tell us about your game instead.


Aug 16 2010

Blizzard Wins Big

Slashdot reported on the case of a company running an unauthorised WoW server who got flattened by Blizzard to the tune of 88 million dollars and change. The case was not contested and the judgement boils down to 63K for legal expenses, 3 million as the estimated earnings of the WoW freeshard and the other 85 million is statutory damages. To put that into perspective, that’s about as much money as would be required to build an entirely new game on the scale of World of Warcraft with a team of experienced and motivated veterans.

Freeshards aren’t new of course and neither for that matter is Blizzard’ s itchy legal triggerfinger. When I was working for Dark Age of Camelot, there were many unofficial servers that I was aware of for that game that all changed the game in fundamental ways according to the whims and technical ability of their owners. The usual claim is that the server code is reverse engineered rather than being copied thus there is no copyright infringement, having seen how complex and expansive the code for an AAA MMO is I’m not convinced that this is possible within the timescales that these servers generally begin to pop up. I think there probably is some reverse engineering going on, but I’d be prepared to bet that the first wave of freeshards for a game are accomplished with leaked code. That would be piracy which I am fairly heavily against.

Most of these freehsards of course aren’t making anyone any money Ms Reeves on the other hand netted 3 million dollars or so from her private server which rather changes the terrain a bit and makes it a hard sell to defend her as a figurehead for how code wants to be free.


Jun 19 2010

Ligging in Leipzig

CMC LogoI thought I had got out of the business of needing to attend games conventions but, over a year after I hung up my flameproof suit, I’ve been tapped to speak at the Community Manager Conference in Leipzig. This is held as a part of the annual Games Convention so if any of you reading this are going to be there on July 9th, drop me a line below.

My talk is going to be all about how community experience can be an asset in other areas of the games industry – either for community managers who want to move on to new roles or those who simply want to expand the scope of their current position. This is something I feel pretty qualified to talk about as I’ve worn quite a few hats over the past few years and ‘community’ has been at the core of nearly all of them. In fact, in my current role as a games designer I’m mostly responsible for creating social and retention systems. These are clearly areas where a strong understanding of player dynamics are essential.

Plenty of notable CMs will be there too, I’ll be in such august company as Donna Prior, Jörg Koonen, Sean Kaupinnen, Martin Rabl and a former colleague of mine, Fabien Alexandre. This is the first event of its kind in Europe and hopefully will become a fixture in the industry calendar – there’s certainly been a lot of lively discussion on the main CM industry forum and it looks as though Two Pi Team who are organising it intend to build on it for the future. For me it will be a nice change to be at the GC without needing to be on my feet for 14 hours a day and to be able to wander round and chat without feeling guilty.

There’s also a strong possibility that a Warmachine game between myself and Donna Prior may happen at the event. Should such a titanic struggle come to pass then it will of course be properly chronicled over on my other blog.


Aug 17 2009

Death of a World

Firstly I’m going to start out by sending some props to Randolph Carter of Grinding to Valhalla. His mission is to interview as many MMO bloggers as possible and, last Friday he featured me. Many thanks to him for that and I found it all too easy to get lost in the archives of his site.

I was playing Aion over the weekend in the closed beta preview event. For what it’s worth I thought it was a very pretty game with a lot of promise (I only managed to get to level 10 and out of the newbie area so I never saw any of the higher level gameplay or any PvP). I felt that it was a very traditional MMO (in the context of a genre that’s still only a decade or so old) and that – flying aside – it didn’t seem to advance the genre at all. This seems to be a game that (graphical aspects aside) could have been designed ten years ago. I will almost certainly play it some more in the open beta and commercial release but I’m not sure how long the prettiness alone will keep me interested.

A lot of people have predicted that Aion will kill various other titles. The more excitable ones are saying it will kill WoW, others are saying that Aion’s release will be the deathblow for WAR. That got me thinking about ‘gamekillers’ and, to date I don’t think we’ve seen one. I remember working on DAoC when WoW was gearing up for release and the common wisdom held that WoW would kill our game. That didn’t happen and, if WoW can’t kill a game then I don’t think anything can. WoW didn’t even kill EQII which had the double misfortune of launching the week before WoW and of not being very good at launch. Even that one-two punch didn’t deliver a deathblow to the game and now, while EQII may not have been as huge as perhaps Sony hoped, there’s no doubt that it’s a very solid game that’s been turned around into a successful product.

Aion will certainly bleed some subscribers out of existing games and will take a chunk of the market share but I’m not going to predict any closures as a result.


Jun 8 2009

Killerspiele

Recently in Germany the perennial topic of ‘killerspiele’ (violent video games) has been reopened. This time the trigger event was the Winnenden shootings where a troubled teenager went on a rampage at his school. Following this, there have been rumblings in the legislature that Things Should Be Done.

This isn’t a new thing in Germany, some years ago (after a similar incident in Emsdetten) the topic was raised but quietly dropped again after many German developers advised that they would leave Germany if this law came to pass. Now we are in an election year, the Winnenden massacre has created a lot of media frenzy over the issue of violence in culture and there are strong calls from many quarters to be seen to do something. And so now the German Congress is considering a law that would make it illegal to develop or distribute these games in Germany. There’s a good chance that nothing will come of it, but the fact that it’s even being discussed in such terms should be worrying.

To be clear, these aren’t simply media soundbites from off-the-cuff interviews with fringe politicians, these are serious policies put forward by senior state ministers.

In the interests of full disclosure I should point out that I work for a German developer working on what would be classified as a ‘killerspiel’.

The argument that’s being used is that the people who do these horrific acts often play violent games and so there is an unspoken causality made between the two events. The assumption is that playing violent video games either makes ‘normal’ people into violent killers or it makes disturbed people more likely to externalise their feelings and become violent. Additionally some of the more… excitable… elements of the press are performing he usual hand-wringing ceremony and asking ‘but what about the children?’ as if Counterstrike (which is the most often referenced game in this debate) has the power to turn rosy faced cherubs into remorseless psychopaths.

Let’s deal with the first point. People who find violence attractive are attracted to violent entertainment. This shouldn’t be news to anyone. If you like hurting people, you are likely to enjoy games or films where people get hurt a lot in graphic ways. Somehow this fairly self evident piece of analysis gets turned around by magic logical leaps to ‘violent entertainment is enjoyed by violent people therefore anyone who enjoys violent entertanment is a psychopath.’ This is clearly false but it is at the heart of the argument being used against our games.

To be clear, I think that there is truth in the claim that constant portrayals of graphic violence have a desensitising influence, but how much that is has been a topic of several studies with no clear answers as yet. In any case the base assumption that bad people won’t go on shooting sprees if they never get to play GTA or Counterstrike is clearly absurd.

Secondly the ‘why are our children being exposed to this’ argument. Short answer, ‘Because you are a terrible parent’. I look forward to the day when the generation in charge have grown up with video games their whole lives. At that point we’ll finally bury this pervasive misunderstanding about games in general. Politicians assume that computer games (because they are games after all) are targeted at children and so when they are confronted with a game that is very much unsuitable for children they naturally question why this is allowed to happen. To them it is like putting a chainsaw rape scene in a Disney movie; it’s a fundamental paradigm clash.

Games are entertainment (or art if you must), and like all entertainment choices they are tailored for different demographics. The sooner that this is absorbed the better.

So what is to be done? Well, firstly consumers (especially parents and politicians) need to become more aware of the various ratings systems and how to use them to make informed decisions. PEGI in Europe and the ESRB in the US both provide clear and unambiguous guidance on any rated title. People need to pay attention to these. Retailers need to be better at restricting sales to underage customers and in helping parents make an informed choice. Yes I appreciate that this is unlikely to happen without at least some state coercion. Finally, people who need help need to be identified and treated before they become a problem. This means better resources for parents, teachers, colleagues and friends to spot the signals and provide assistance. There have always been crazy people who did terrible things well before we had computer games or movies or heavy metal music or books or whatever. The sooner that we can help these people, the less often we’ll be having this debate.


Feb 17 2009

How Much is a Community

Jeremy Dalberg posted recently on the subject of supermassive communities. Actually the post is mostly about the relative benefits of official vs unofficial forums but that’s been done the science is in and the deniers have been denned. Scott Jennings mentioned the headline comment and, as is usual, the weird and wonderful came crawling out of the woodwork in the comments section to display some extremely poorly thought out opinions.

Jeremy’s post is mostly a critique of some points that Ryan Schwayder made on the pros and cons of official forums, but amongst all of that she makes some very interesting points on community scalability.  Communities, it is very clear work best when they are small. How small? Jeremy brings up Dunbar’s Number as a possible limit but in reality I think the answer is mutable. For a game community, a single server is probably too big to be considered a single community, an alliance or a guild is a better basic unit of community and those tend not to exceed a few hundred. If your alliance exceeds that number then the chances are you have several communities within that umbrella that can be said to be independant of each other as discrete communities. For all that we might talk about ‘the community’ on a particular server, the reality on the ground is a lot grainier than that. Just because we might end up fighting the same battle, we aren’t necessarily part of the same community. It isn’t necessarily limited to the number of simultaneous relationships any one member can sustain – hence why I don’t think Dunbar’s Number applies – but once you start going beyond second degree associations then I think you can start to define a boundary. The smaller a community is (above a certain sustainability threshold) the more tightly knit it tends to be,  this is something we see in every aspect of life from geographic location through to international associations.

The basic point of Ms Dalberg’s post is correct. However we are measuring the cohesiveness of a community, 5 million is way too many to be considered as a single entity. That’s crazy talk and is akin to assuming that putting the entire population of Belgium in a room to chat to each other and then trying to manage that would be in some way productive.

So how do you manage a 5 million member community? You don’t. You chop it up and manage a few hundred smaller ones.


Aug 27 2008

T-Shirt! T-Shirt!

I was in Leipzig all last week. A crazy time made doubly so by the rapidly approaching launch of the game.

We had an awesome booth and a fantastic crew, Mythic sent a sizeable contingent across too and over the week, we had about 7,500 people play the game on our stand. Pretty awesome!

I got to meet some of my fellow CMs and hang out with some of the coolest people in this industry which is always ace.

Here are my pictures, I’ll go through them over the next day or so to give them titles and descriptions. Have fun browsing!