Archive for the ‘Star Trek Online’ Category

Atari Bails on Cryptic; Perfect World Entertainment Happily Obliges

31 May 2011 | 4 Comments » | iTZKooPA

Battle of the Forsaken Star Champions Online

Fans of Cryptic Studios’ stable of games can rest easy. After being in the hotseat for two weeks thanks to Atari labeling the studio as “discontinued”, the developer of Star Trek Online, newly free-to-play Champions Online and the upcoming Neverwinter RPG has found a new financial home in the hands of Perfect World Company, a rising star in the industry and parent to US subsidiary Perfect World Entertainment.

Let the flurry of Internet rumors retreat to wherever it is they go to die.

The reported $50+ million purchase will see Perfect World take over all of Cryptic’s properties from Atari. The acquisition delivers PWE two Western MMOGs, one being the company’s first subscription-based title (at least, for the time being), in addition to its first non-MMOG title Neverwinter, which remains in development. Global expansion, genre diversification, platform diversification and all on a budget.

Perfect World’s CEO Michael Chi has the full on business jargon:

“This strategic acquisition will add attractive game titles to our portfolio, which will help us further penetrate into the U.S. and global online game markets. More importantly, Cryptic Studios’ highly reputable development team and its technology platform will further strengthen our well-established R&D capabilities. We deem this as another noteworthy achievement of our global expansion efforts.”

Oddly enough, Perfect World Company’s stock has lost 2.7%, down to $23.67 a share, since the news broke today.

Perfect World has been in the F2P business since June 2008 and has been quite successful at it. This gamer expects the purchase to strengthen Cryptic’s portfolio as much as PWE’s.

Another One Bites The Dust: Lineage Closing in North America (and Cryptic Studios ‘Discontinued’)

18 May 2011 | 3 Comments » | iTZKooPA

What? It's from 1998.

It’s unfortunate that Another One Bites The Dust exists, but necessary. This column chronicles the fateful announcements ahead of an MMOGs’ downfall, a company closure or, in some truly sad cases, both. Grab your Big Gulp and let some hit the floor for the fallen.

NCSoft, perhaps best known in the West for being the publisher behind the Guild Wars franchise (and my favorite Sci-Fi MMOG Tabula Rasa) recently announced that the company will be shutting down Lineage in North America. The early MMORPG title continues to support itself in its homebase of South Korea, but North American gamers have moved on, perhaps to its sequel Lineage II or sister product Aion.

NCSoft is giving all players, current and previous, a chance to partake in the title’s final moments. Any player that is in good standing (i.e. not been banned) has had their account reactivated. All billing has been cancelled from last week on. If that describes you, you’d best join in, as the development team promises a few live events before Lineage heads to the digital graveyard.

Given that it’s remaining online elsewhere, I wonder if the closing moments of Lineage will have any impact on other realms. I’ll always remember Lineage as the game that introduced me to the horrors and joy, in that order, of MMOG PvP, and Eastern MMOG developers.

The North American servers for Lineage will close on June 29, 2011. That’s assuming the world doesn’t end on May 21 like those nutjobs keep saying.

In not-so-directly-related news, former NCSoft development partner Cryptic Studios is having its own issues. Atari, the company’s owner since 2008, announced in its financial report that it considers Cryptic Studios to be a “discontinued operation.” Gamasutra reports that the original developer of City of Heros/Villains (now at NCSoft subsidiary Paragon Studios), Star Trek Online, newly free-to-play Champions Online and the upcoming Neverwinter RPG will be sold off.

Atari and Cryptic Studios have separately stated that the developer’s products will remain unaffected, at least for the immediate future.

Atari is dropping the recently-acquired studio to focus on its new business strategy “of fewer but more profitable releases and further expansion into casual online and mobile games.” Losing some $25 million in the past two years probably didn’t bode well for Cryptic. The studio has not divulged if Champion Online’s move to the F2P genre was as successful as past endeavors by other companies.

All the best to those affected by the decisions.

Do You Care About Endgame Character Customization?

6 May 2011 | 1 Comment » | iTZKooPA

I. Like. Big butts. (And I cannot lie).

Each developer has its own definition of character customization. Cryptic Studios is probably the, ahem, champion of character customization. The company’s games have allowed players to make everything from popular comic book clones (begetting a lawsuit) to beasts of burden to their own alien species. Blizzard has been the polar opposite, maintaining the idea that its artists’ interpretations are what’s best for the universe and storytelling.

Sprinkled in between is every other developer. For every game with player-decorated housing, there are dozens without. For every title with a handful of starting options or sliders for character creation, we’re meet with troves that have an overwhelming amount of choice. For every game with armor dye, there are a handful of games that lock players in to a non-unique fashion sense.

Once upon a time, all members of a class in high-end gear in World of Warcraft looked pretty much the same. This made PvP judgement easy. Learned players would know who to fight based on their appearance. A full set player would be skirted, while the piece-meal player would stand out and get assaulted (or passed up for the priest in a twill set). Easy pickings.

For the longest time there simply was no endgame customization. Players barked and Blizzard added in frivolous gear sets that players could acquire during seasonal events, Santa outfits, tuxedos and the like. Useful for farting around your favorite city. The company steadfastly refused to allow the players do any actual modifications to existing set pieces or even one-shot PvE/PvP items no matter how much the community petitioned. But hey, we can cut our hair and beards…

The stance holds, but as pointed out earlier, players will now be able to get Tier 12 gear in a variety of colors. Blizzard has yet to reveal how the colors will be acquired, but the fact that players are being given an option at all is a start.

Personally, I don’t care for customization. During my MMOG career, I’ve attempted to make use of such features as they’ve been made available to me, but like achievements, customization isn’t my cup of tea. I’ve never been artistically inclined. Having the ability to tweak colors, patterns or arrangements is like having two anuses for me. Shit comes out either way.

What about you? Is customization a feature you desire? Do you long to be able to tweak your toon’s appearance as your tastes change? Do you think it should become a required feature in MMOGs, much like basic starting customization? Have you made use of it extensively in games that have made it available to you? Think Blizzard is feeling a bit of genre pressure, such as Rift’s upcoming patch and its appearance (dress up) system?

MMOG Concepts and Ideas to Dominate in 2011

11 January 2011 | No Comments » | Ronix

I’d like to welcome everyone to 2011. A year I’d officially call “The Year of Hope” for the MMOG industry. We can all attest to what a disappointment 2010 has been for the most part. We’ve seen new releases with a severe lack of content, major intellectual properties turn in to games that don’t do them justice, and were even ‘lucky’ to witness the shortest lived MMOG in history. As such, most gamers will remember 2010 with a sour taste in their mouth, and hope that this year will more than make up for the failures of the past.

2011 sure does promise a lot of new games worthy of our attention…or so it seems at first glance. Perhaps, a few of you have lost all hope for innovation in the industry at this point. No? Then let’s examine some of the concepts that new games aim to either introduce or develop further in the year 2011.

If everyone is different…are they not the same?” – Philosoraptor

Probably the most noticeable difference is the expansion of the term ‘MMO’ to include games that significantly differ from each other, much as their single-player colleagues do. Judging by existing games like Global Agenda, Need for Speed World and upcoming titles like Firefall, World of Tanks and Tribes Universe, it seems that the ‘MMO’ label can be successfully slapped onto a sandwich, provided that it is eaten by fifty or so gourmands at the same time. Whether this adds more choice to the genre or is just a cheap way to monetize gameplay, which should have accompanied a single-player release, varies largely from game to game. Coupled with a wider acceptance and prevalence of free-to-play projects, this can lead to some interesting combinations. Let’s just hope that these newer titles are examples of quality before quantity, which was a problem of the early F2P genre.

Float like a butterfly, sting like a T-Rex (Ed’s Note: Someone training to be a paleontologist?)

Combat in 2011 is moving towards relying more on action elements and player skill, rather than pure number-crunching we’ve been used to in the ‘good ol’ days.’ Games like Blade and Soul and TERA aim to challenge our agility, precision and situational awareness. For some gamers, this really brings out the issue of player skill, one that has been lacking severely in old-school games. Finally, we get games where gear isn’t the deciding factor and where true winners can carve their own success.

To others, this might be an unwelcome introduction to a genre that previously took a deliberately slower approach to action and was (somewhat) akin to a speedy game of chess, albeit one with unicorns (Charlie!) and spells. With existing projects like Vindictus and DCUO beta, another important issue has been brought up in the fact that some players can’t always handle the physical strain that these games deliver. Thus, whether the newer releases will create a successful blend of both traditional and new combat systems is still up for debate. Continue Reading

The Lore Corner: Luna Aislin Kira, Part I

4 November 2010 | 3 Comments » | Mordil

I return, Lore Hounds! With another piece of my fantastical writing (ignore the clear egotism). This time, though, it was just for skill practice and to keep the creative juices flowin’. With this one, I decided to give my main, Luna Aislin Kira — current Captain of the U.S.S. Heartbroken — on Star Trek Online a backstory. I’ll be posting more as I continue, enjoy Part I.

The lights and sounds moving and reacting to her touches on the monitor screen made Luna smile. With a flick of a finger, she made images slide off and on, quickly moving through the entire gallery. The Medical Bay was silent and eerily dark. Giving her the illusion of seclusion — she preferred it that way. Illustrations of surgery procedures quickly passed through Luna’s line of vision, her photographic memory capturing every one. Seeing a method she felt like attempting, she loaded the simulation into the Holodeck. Heading towards the hallway, she bumped into the Chief Medical Officer, Johnson.

“And where are you headed off to in such a hurry, Luna?” Johnson raised his eyebrow like he always does when he catches her in her mischief. The sparkle in the corner of his eye secretly told Luna he approved.

“I wanted to try the Cerebral Alpha cut on a Trill in the Holodeck.” Luna beamed back at Johnson. She grinned, looking up at him as he praised her prodigal talents.

“In a few years, I just may take you on as an Ensign Medical Assistant. Perhaps, if you learned to follow directions,” he sarcastically stared down his nose at her. Luna shrugged, skipping off down the hallway to the Turbolift, ignoring whatever else Johnson had to say. Continue Reading

Choosing What You Play: Hard Decisions, and Then Some Easy Ones

4 November 2010 | 2 Comments » | Mordil

It seems we have a prophet among us, Lore Hounds. Your fellow viewer, Nextgener was spot on when he said:

you’ll be back.

they always come back.

And so I will. After being dumped like a sack of maggot-ridden potatoes, STO lost its new car smell; not to mention its reason to be played. Many issues surrounded the intense, and once highly desired, relationship I had with my fellow Trekkie. Sadly, it ended a month later. In that time, I at the very least, was able to glimpse more into the newer IPs of the MMOG market.

I am back, and in full force. I have 33 days from now, to get my Kingslayer title. I’m after it. That is my Prime Directive (ha, ZING!) to bridge the gap between expansions. My agenda later then follows:

  1. Attempt to finish up Loremaster. Though, this probably should be at the bottom of the list of “most likely achievable”.
  2. Get spec / items in order on my alts to level them up in Cataclysm
  3. Pre-Cataclysm events.

Continue Reading

Star Trek Online: Devidian Episode 1 – Skirmish

28 October 2010 | No Comments » | Mordil

After I finally reached a decent level range while playing Star Trek Online, and with the bonus of new content being released, I had a great opportunity to record something for you all! Enjoy as I jump into the game headfirst in this first mission of the Devidian Series.

Well I hope you have enjoyed it, faithful readers, and I’ll look forward to reading any of your critiques or comments. The video quality isn’t the best in this one because I was running on a sub-par laptop, but I think I’m improving.

Choosing What You Play: Hard Decisions, and Then Some

5 October 2010 | 4 Comments » | Mordil

Durability taken from this will be very expensive.

At the peak hours of Friday night, I had acquired much-needed money. Much-needed funds in a discretionary way.  I used the greenbacks to accommodate what I’ve been after, Star Trek Online. Sadly, I realized that I don’t have enough to pay for both WoW and STO. With the classic dilemma that iTZKooPA managed to explain, I needed to make a serious decision, and fast. Fantasy or sci-i, orcs or klingons, daggers or phasers – an ever-lasting discussion. Before I get into the specifics of the scenario, let me educate you on the background of what has happened in my “fragile” MMO life.

  • Raiding has died.

Around four months ago, I had begun to actually experience what raid progression was like. With a guild of four close friends, we created a raiding guild and recruited others to join us. Week after week, we downed each wing and mastered the previous. Week 3 is where it all went down hill. Sindragosa, not only wiped the raid, but the entire guild! Eleven attempts in, we could only ever get her down to 25%.  **shakes heads in shame**

We wiped every time because people were falling asleep, losing focus, probably both. I, having engagements the next day, and seeing that we were not progressing, said “After the next two attempts, if we don’t get her past 25%, I’m out for the night.”

My raid leader (who was also my close friend, and guild master) threw a gasket. “None of this three attempts BS. If you’re out, you’re out.” So I dropped the group. He soon whispered me with “Don’t bother coming to the raid next week, you’re not going.” (Side note: I was the one who always scheduled the raids, made the group, and then gave him raid lead when he asked.)

Taking what was rightfully mine (stuff that I put in the guild bank), I /gquit. Soon later, he took the rest of the guild and convinced them to faction transfer to Horde on Archimonde, save my three real-close friends. They caught other flak of their own nature and decided to say “Snuff you.” Continue Reading