Your Next: GLHF

A game called The Elder Scrolls Online launched recently—you may have heard of it. While you may not have heard me make mention of it, I have been pretty critical of the game for some time. There are some things about it that, in my opinion, are simply broken, but you could say that about many games, MMOs in particular. So this week after much goading by friends I decided to give the game a fair shake—many people are enjoying it, after all.

So off on an Elder Scrolls adventure I went, willing to put a whole week of my gaming time on it in the name of research, hoping to be proven wrong. I tried to look past the things I disliked and to enjoy the experience for what it was, and play the game in the way it was intended.

While there are some things that I was too critical of, and other areas that I think are quite good, on the whole I had a terrible time.

When I said before I was willing to put a whole week of gaming time into it, I should have said I failed to put more than a couple of days into it. I am purposefully being as vague as possible about what it is I like and don't like about the game; this isn't a review and the specifics are unimportant.

What it boils down to is that I wasn't having any fun playing the game. I was having fun chatting and joking around on Skype, but the game itself did nothing for me. I'll make it clear at this point—it’s fine if you like the game, I'm not saying you shouldn't, I'm just making the point that it's not for me.

When push comes to shove, I think the phrase 'it isn't fun' is the most damning thing you can say about a game. While you could write thousands of words explaining in detail why you believed it (just be glad I didn't) the phrase cuts so violently to the core of the issue. It isn't fun.

Of course, fun isn't the only thing games can try to be – the developer CCP maintains that fun is only a very small part of a user's experience, so there's little benefit in trying to design for it. But then, they would say that, they make the utterly brilliant but not obviously 'fun' EVE Online.

Your Next: No More Heroes Anymore

After much teasing, SOE President and apparent surprise fetishist John Smedley laid out the details of the newest MMO offering from SOE this week. Landmark is no longer the new kid on the block as H1Z1 shuffles out into the light, a zombie apocalypse themed MMO. The reaction seems mixed right now, with some commentators wondering what will differentiate this offering from the other early access zombie contenders.

For my money, SOE won't want to mess too much with the formula that made DayZ a phenomenon, but what they do have is a solid MMO engine and the resources to get a well-polished product into the market, something the current crop certainly struggles with.

If you're a regular reader you'll probably be aware I'm a big fan of DayZ, and since H1Z1 is free to play you can be sure I'll give it a try. It's also one more reason to invest in the new SOE All Access subscription plan, so in my opinion SOE knows what it's doing.

The announcement did make me think about the direction of game development as a whole, as we are seeing more and more games that put the user in the driving seat. There are more robust tools for user generated content, an increase in player agency and a focus on emergent gameplay. I'm a fan of this type of design, and I think it will persist until it becomes the norm. There's the rise of online gaming as a platform to consider, the 'evergreen' nature of procedurally generated content and PvP, but ultimately it's what the new generation of gamers are used to. 

These new crops of gamers are growing up with MOBAs like League of Legends, procedural sandbox builders like Minecraft and survival gankers such as DayZ. These are the games that the largest demographic of video game players in history are shaping and being shaped by. Interestingly, while these games have mechanisms that can make a player feel powerful, they don't make you feel like a hero if you don't want them to. Landmark follows this trend—there is no good or evil as of yet, and with players eventually determining the nature of the content, can good or evil really exist at all? We can destroy the evil cyborg one day and blow up the elf queen's castle the next.

Think about how many games the older generations grew up with that cast us as the hero, which prescribed us a moral compass and told us who was evil.

It's an interesting thought, and incredibly important to consider when trying to contextualize decisions being made by designers who want us to play their game for the next 10 years. For younger players so used to having such a big impact on the world they play in, H1Z1 and Landmark seem to be a great step in the right direction.

SOE Live 2014 Registration Opens

Sony Online Entertainment has announced that early registration for SOE Live 2014 is now open! This year’s event will be at Planet Hollywood in Las Vegas, A‌ugust 1‌4-1‌7.

There are three pricing levels available: the Day Pass, Evening Pass, and the all-encompassing Premium Pass. The Premium Pass has Early Bird pricing of $129 if you buy one before the May 12, 2014 cutoff. Kids 12 and under are free this year, but they need a badge so be sure to include them in your registration.

There are also two optional upgrades: Priority Grand Banquet and Welcome Seating, where you can buy a 12-seat table for $60 at the big events (each reservation requires a separate purchase), and the Sunday Dev Brunch, which costs $59 and requires a Premium Pass.

Check out the in-game items after the jump.

Your Next: Leave Those Kids Alone

Progress on the EverQuest Next Landmark alpha marches on, the Roadmap is turning into real metaphorical roads, and all the while we are showered with news and updates.

Life is good for the Landmark enthusiast, but what of those people who are here for the promise of a return to Norrath? News from the new world has been thin and far between, by design, but we did have a Roundtable response that gave some insight into the newest incarnation of the world.

So here we are, discussing EverQuest Next. Though I would strongly urge those people who have dismissed Landmark to take a look at the longer term goals of the game, I'll be needing gladiators for my arena when the time comes.

The question was deceptively simple: Should there be multiple starting areas? It's a good question to spark discussion as the conversation will naturally branch into ideas of factions, starting areas, new player experience and so on, but the question itself turned out to be a bit of a trap.

The forum population, and those who vote on the Roundable polls, is heavily seeded by those who are already invested in a new EverQuest experience, so when a question comes up, you can bet the top response will be whatever EverQuest did. There are people asking for a reskinned EverQuest, so it's no surprise.

What we didn't know was that the designers of the game had decided to go against what the vast majority of the players that voted, as is absolutely their right, and wanted to explain why. To be fair to SOE, the designers were interested in the discussion of what a starting area could be and how it could fit into the world, hinting that they might be going in a new direction could have derailed the discussion before it started.

The long and the short is that making starting experiences is not easy as they need to be finely tuned. The first few minutes in a free game is absolutely vital, especially these days. Back in my day we had to walk 15 miles in the snow for a quest to kill some rats, and we were glad to have it, not like kids these days.

Speaking of kids these days...

EQN Round Table Response: Building in Landmark

Senior Brand Manager Omeed Dariani and Director of Development Dave Georgeson discuss the recent poll about how players plan to build (solo, group, etc.) in EverQuest Next Landmark.

It seems that currently most players desire to build solo and have pride in ownership. Cooperative building is something that might interest them later. Some co-op build-out structures are in the works, like guild structures allowing players to share resources and integrating social networks to help creating builders communities.

EQNext Landmark: Alpha System Requirements

Sony Online Entertainment shared the initial pre-Alpha system requirements of EverQuest Next Landmark. They plan on performing optimizations throughout the testing period and hope to lower these requirements over time. As such, they might vary during the course of the Alpha testing.

Your Next: Is It Alpha Yet?

The last week of January is almost upon us! SOE is hosting an EverQuest Next Landmark Community Celebration next Friday and David Georgeson's twitter feed is awash with teases. Winter is here. Alpha is coming.

As this is potentially the last 'Your Next' before the servers go live, here is something to keep in mind:

We are going to be participating in the development of a game that will be used as a tool to build EverQuest Next.

What a privilege, and what an opportunity for all of us. If you had told me 15 years ago that this would be happening I simply would not have believed it. From the level of skepticism we have seen about the promises of both games, it seems there are many who still don't believe it.

In this new era of game development, where designers are turning to their players and communities more and more, we have the chance to help shape EverQuest Next into something really special. How appropriate that it should be the franchise that stood on the strength of its community and the boldness of its vision that once again leads the way.

So yes, I'm excited for alpha. It's felt like time has frozen recently as more and more tidbits of information are let out of the black box. This week I was particularly impressed with Developer Michael Mann’s Lead System Designer diary. If you missed it, you can watch it here and read our summary here

EverQuest Next Landmark Developer Diary: Crafting

Sony Online Entertainment has released their latest Developer Diary video for EverQuest Next Landmark, this time touching on the subject of crafting. Landmark's Lead System Designer, Michael Mann, dishes out the information on where, what and how to craft in the game.

SOE Talks About the Year of EverQuest

This year marks a huge milestone for Sony Online Entertainment. Its flagship title, EverQuest, will turn 15 years old in March, and in early November, EverQuest II will celebrate its 10th birthday. To add to the celebrations, EverQuest Next Landmark will soon launch into its Alpha testing phase.

SOE will host a public celebration event on January 31, 2014 at its headquarters in San Diego. Developers will be on site to chat with players, a 15-minute demo of Landmark will be available (be prepared to sign an NDA for it, though), there’s been talk of SOE building tours to see where the devs work, and the community team will be livestreaming the event for those who cannot attend in person.

We got the chance to chat with EverQuest Senior Producer Thom Terrazas, EverQuest II Senior Producer Holly Longdale, EverQuest Next Landmark Senior Producer Terry Michaels and the EverQuest Franchise Director of Development Dave Georgeson about what players can expect to see in the coming months.

Your Next: Glory Days

As the MMO genre has grown and matured, demands for convenience have seen massive increases in solo-able content. Instant group finders abound, and community ideals erode in the glare of instant access group content, designed to be completed without any need for communication.

Many people see this as a problem, the strength of the MMO genre is the persistent nature of the experience, what good is it if all its parts are disposable?

What is the answer to this problem? Many think it is to wind the clocks back to a pre-World of Warcraft state, but this is simply not possible. The realities of making online games has changed dramatically, playing with other people over the internet is now no longer a novel concept. This was a time without YouTube, when social media was in its infancy and people thought Steam was something that came out of a kettle.