Progression, Nostalgia, and Special Servers July 21, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment, World of Warcraft.
Tags: Nostalgia, Rambling Friday on Monday
One of the questions that comes up all the time in the EverQuest forums is when will SOE launch the next progression server? It may be the most popular question on the Progression Server sub-forum.
Second place goes to people asking for a Classic server, though those questions are somewhat undermined by both the fact that they are off-topic in that sub-forum and that there is nothing like an agreed upon definition of what a Classic server would actually include. It ranges from just launch content out to the Planes of Power expansion, though there are a couple of voices that would stretch thing to just shy of Gates of Discord.
So the two most popular topics seem to be about getting a new special EverQuest server from SOE.
And why not? SOE has something of a history with special servers for EverQuest, going all the way back to the initial PvP server to the first progression servers, The Combine and The Sleeper, which rolled out in June of 2006, to the Mayong 51/50 server back in 2009, to the current Fippy Darkpaw and Vulak’Aerr servers, with their time locked rule sets, which went live in February 2011.
So the assumption is that of course SOE is going to roll another one, it is just a question of when. When will SOE roll out the next progression server?
My gut response to that is “never.”
There are lots of arguments for such a server. It brings people back to the game. It rewards long term fans. It is popular, illustrated by the fact that both times they have done a progression server they have had to roll a second server to accommodate demand. And in a time when the game is free to play, a luxury item like a special nostalgia server seems like a reasonable way to boost revenue.
On the flip side of all of that there is the problem with nostalgia. That driving sense of nostalgia often doesn’t last long beyond the point when you return to the time/place/song you were nostalgic for. I have read a couple of articles about how the internet is going to kill nostalgia as a sensation before too long. When you have access to what amounts to a historically unprecedented amount of information in the comfort of your own home, the moment you feel nostalgic for something, you can track it down on the internet and watch/listen/read all there is available about, to the point that the sensation is sated. Having access to the thing for which you are nostalgic replaces nostalgia with reality. And, often times, the reality includes the downside, the reason the world moved on or the series got cancelled or that you never bought that band’s second or third album.
So while the progression servers… or any special servers… tend to start off strong. Things taper off over time. Fippy Darkpaw was packed when it opened and remained popular for the first few expansions.
After a while though, the feeling begins fade. Potshot and I joined in on the fun and were quite invested for a while, visiting many old locations in the game. And while the great PSN/SOE hacking episode of April 2011 knocked us off the path, that episode might have done us a favor. We ran around a little bit more after that, but for me at least, content after Kunark is still flagged as “that new stuff” in my brain, so our progress was arrested before we made ourselves sick on nostalgia.
But nostalgia does wear off. And so it is that the question “When will Fippy Darkpaw and Vulak’Aerr be merged?” might be the third most common question on the progression server sub-forum. In hindsight, SOE probably should have just bit the bullet and stuck with a single server, especially based on the history they had with The Combine and The Sleeper, which had to be merged less than a year into their lives, because now things are very quiet on both servers.
Unless you are in one of the raiding guilds. They still play, racing to unlock each expansion and then hanging around, farming gear, until the next expansion. But they are playing their own game and the rest of the server could be empty and it would not bother them.
So nostalgia wears out or the server advances to the point where the current expansion is no longer nostalgia and you end up with something more akin to a special raiding preserve as opposed to a home for old school players.
Thus I think that, given the cost of maintaining such a server and the limited pool of personnel that SOE has to devote to such tasks (as opposed to working on EverQuest Next) I think we may have seen the last special EverQuest server out of SOE. Smed isn’t going to overtly point you to Project 1999, but SOE hasn’t shown much interest in stamping out such private servers of late either.
And what other game would be prime for such a nostalgia server? EverQuest is somewhat unique in that not only were there a lot of expansions, but that expansions tended to leave old zones alone. Blackburrow today looks pretty much like it did back in 1999.
Certainly World of Warcraft would spring to mind for many, but Blizzard effectively shut down that idea when Cataclysm reworked the original game. There are parts of the old world that were no doubt better for the change, but you cannot go home again. There is nostalgia for original vanilla WoW in part because you can’t go there any more, and Blizzard isn’t going to support two clients just so you can go back in time.
And what other games would be prime for nostalgia. RuneScape has an old school server up now, and Dark Age of Camelot did one in the past. But most other MMOs are too young or have changed so much that the work to create anything like a nostalgia server would make the whole thing a non-starter. Lord of the Rings Online still delivers about the same experience for the first 40 levels, so who needs a different sort of server. A few people pine for the early days of EverQuest II, but how would you even roll back to that?
Then there are games like EVE Online, where there is only the one server.
I asked in a post just about two years back if SOE was going to be the sole vendor of a nostalgic MMO experience. Now I wonder if even they will keep that up.
But then there will be nostalgia.
Maybe, at some point, way down the road, nostalgia will become a viable business decision for some MMOs.
What sort of special server would you want to see? What game should have a nostalgia server some day?
What Does It Mean to be a “Subscription MMO?” July 18, 2014Posted by Wilhelm Arcturus in entertainment, EVE Online, EverQuest II, Lord of the Rings Online, Rift, Sony Online Entertainment, Star Wars: The Old Republic, The Elder Scrolls Online, World of Warcraft.
Tags: Rambling Friday, SuperData Research
I am on the press release list along with a lot of real media outlets, so my inbox is often stuffed with the raw material that is barely recycled for content a lot of places around the web.
I skim through them every day, but don’t bother to mention 99% of them as they tend to be rather thin on things worth talking about.
This morning through there was a press release from SuperData Research pointing at their June factoid report. Lots of little bits of data in that from which you can barely come up with to points to draw a line about anything.
The highlight of the report though was a chart listing out revenues for the top subscription-based MMO titles for 2013, worldwide.
The top spot is unsurprising. WoW, even down to something like 60% of its peak, still rakes in money like no other. Then there are a couple Asian MMOs which you might have heard of if you have been paying close enough attention. Lineage 1 is still NCsoft’s biggest money maker.
And then you come to Star Wars: The Old Republic and Lord of the Rings Online, where you might legitimately ask a question like, “Hey, aren’t those free to play?”
As the title of this post asks, what makes for a subscription MMO these days? Because if we are talking about needing a subscription to play, several of those titles fall off the list immediately.
But if, as the list here suggests, merely offering a subscription option is enough to be called a subscription MMO, then aren’t we missing a title or two.
Specifically, I would expect EverQuest II to make the list. I don’t have any hard data to back up that expectation, but my gut impression of the game is that it ought to be somewhere on the list ahead of Lord of the Rings Online, something that is backed up, in my mind, by the fact that EQII has no problems cranking out expansions and interim content for all ranges of player while LOTRO is publicly giving up on raiders for now and doesn’t seem to be able to scrape it together for an expansion in 2014.
But maybe EQII isn’t doing as well as I thought. Or maybe SOE’s model somehow falls outside of what SuperData considered a subscription MMO. Or, most likely, maybe SOE just didn’t cooperate with SuperData and its information requests. And one could also ask about Final Fantasy XIV.
Otherwise, I am somewhat surprised at where LOTRO ranks. SWTOR is still popular, if not WoW popular, and that its revenue is only 1.65x what Turbine gets for LOTRO seems odd, given the downtrodden way Turbine seems these days. And Rift seems way down the line. But that does seem to mostly line up with the 2013 end of year summary for the Digital Dozen over at The Nosy Gamer. EVE is generally higher on the list than LOTRO, but otherwise it seems about right. Does that give this chart more validity? Or the Digital Dozen?
And, of course, one key item missing from this chart is how much subscription revenue played into the totals listed.
Because the follow up chart points out that subscription revenues have been decreasing since their peak in 2010.
Subscriptions are trending down, while microtransactions are… well… sort of flat really if you look at that line. They are not not rising up sufficiently to off-set the loss of subscription revenue overall, which seems to go against what some cheerleaders for the model would have us believe.
Which might be why we saw a couple of subscription based launches this year. SuperData pulled out the very exact number of 772,374 for The Elder Scrolls Online subscriptions. That would make for a nice revenue stream. WildStar was mentioned, but since it just launched in June, there were no numbers.
I would really like to know how much of the revenue for a game like SWTOR or LOTRO comes from subscribers. If that chart is to be believed, subscriptions still make up most of the revenue.
And what does all of this mean? This isn’t the range of data I would like, but you look at the industry with the data you have, not the data you want. But I am not prepared to go all Massively comment thread, where the trend seems to be “lying liars lie!” for everybody whose pet theory is not supported by the data provided.
Anyway, as noted, the full report is here. If you want more data, you have to pay.
Addendum: Azuriel makes an interesting comparison between the above chart and other MMO data available.
Addendum 2: And Flosch takes the numbers and extrapolates a bit.
If It Can Go Wrong, It Will Go Wrong… At SOE July 15, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, Sony Online Entertainment.
Tags: Because SOE
I was actually trying to get to the EverQuest forums this morning. There was a rumor going around about the Fippy Darkpaw Progression Server. It was possible that one of the raiding guilds was going to down-vote the unlock of the next expansion, Underfoot, because they wanted a couple more weeks to farm gear from the current expansion live on the server, Seeds of Destruction. There hasn’t been a down vote since the Gates of Discord fiasco back in mid-2012, when that expansion was voted down three times running before finally going live in June.
Pure rumor, with likely nothing behind it, but it is so rare to hear anything about the server that I thought I would follow it up and see it anybody mentioned on the results on forums. Only I couldn’t get to the forums.
Sony Online Entertainment appeared to be down.
A quick run through the usual sources turned up a post by the ever vigilant Feldon at EQ2 Wire, who noted that SOE had somehow forgotten to renew one of its underlying domains, sonyonline.net, and that, after a considerable grace period, fell off the internet. Since SOE uses that domain for its own name resolution for its sites and games, that pretty much kicked the company offline.
It is Tuesday, we were expecting downtime in any case, right?
Word is that SOE has reclaimed the domain and that it should be propagating across the net even as we speak. If you are in a hurry to get to an SOE site, Feldon has some tips over at EQ2 Wire on how to speed things up.
We are working on a login issue impacting all SOE games and websites. Thank you for your patience. [Dexella]—
Sony Online Ent. (@SonyOnline) July 15, 2014
The question remains though, how did this happen? The rumor is that the email address receiving such notices from Network Solutions had gone unattended. That is speculation, of course, but I have enough experience to know that if you lay enough people off, something important like that will get missed. And, hey presto, your domain resolves to a site offering EverQuest and WoW gold!
Interesting that EverQuest gold (which should be platinum) is still a thing. I thought inflation, F2P, and general old age issues had killed the currency market for EQ.
Anyway, not exactly in the same league as the 12+ days of downtime SOE experienced back in 2011, but it is still an SOE thing.
Addendum: Smed speaks
Sorry for the dns problems folks. Wont happen again. Notices sent to wrong email. Doh—
John Smedley (@j_smedley) July 15, 2014
I want to give him the benefit of the doubt, but who gave Network Solutions the “wrong email?”
DNS issues may take up to 48 hours to resolve. We are really really sorry on this one folks. Embarrassing and preventable. We screwed up—
John Smedley (@j_smedley) July 15, 2014
Addendum: TechDirt sums it all up.
You Don’t Have ProSiebenSat.1 to Kick Around Anymore June 18, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest II, Sony Online Entertainment.
Tags: Because SOE, ProSiebenSat.1
Well, that de-escalated quickly.
Sony Online Entertainment announced today that European players of DC Universe Online, PlanetSide 2, and EverQuest II will have their accounts merged back into the SOE fold and become direct customer of SOE, which is what they were two years ago when this whole PR disaster started. (The sordid history is over at EQ2 Wire.)
Since those three titles do not represent all of SOE’s games, I am not sure what this means to European EverQuest players (Did that ever get migrated? It was promised/threatened at one point.) but it seems to be a move in the right direction.
Never a popular proposition, the whole thing was summed up early on by a cartoon that depicted SOE selling off their European customers, represented by a protesting child, to a dubious looking man in a van. A child molester as the metaphor for your plans is never a good thing. Once that image took hold, there was probably no hope of a happy ending.
There is, of course, a FAQ about the transition up on the SOE forums. The official cut off between the two is July 1, but it appears that the two year old region locking has been turned off as of today players can now play on any server they so desire. The rest of it… changing launchers, updating accounts, conversion of SevenCash to StationCash, and the “you know it is going to happen” complaint from somebody who prefers ProSiebenSat.1 to SOE.. will transition over the coming weeks. Read the FAQ for a vague guess at how this will roll out.
Anyway, put this on the list with the NGE and the Station Launcher as another SOE scheme that did not quite work out as planned.
Tags: DC Universe Online, Quote of the Day, SOE All Access
Smedley said DC Universe Online is the largest revenue generator across PS3 and PS4 combined, even though the game is free to play.
That is a pretty amazing, given how DC Universe Online stumbled almost immediately after a hot launch.
Then again, the article says that the PlayStation people are just starting to embrace free to play, so there isn’t much competition. (Warframe is the top on PS4 alone, and I wonder where PlanetSide 2 stands?) And the game itself was designed around playing with a controller, one of my primary complaints about the game when I tried it on the PC. It is very much a console title.
I suppose there is some irony in that DC Universe Online was something of the last stand for subscriptions at SOE back in early 2011, with Smed making a pretty strong statement about what customers of a subscription game should expect. By the end of 2011, the move to free to play was in full swing at SOE. Now, in this article, it is all about free and harnessing the user base for content and not depending on subscriptions. The article closes with:
SOE continues to evolve as a company. The days of charging a subscription for online games are part of its history.
Well, except for that one subscription they still have.
SOE All Access is still a thing, and as good of a deal as it seems these days compared to the past, you still pretty much have to subscribe to get the fullest out of games like EverQuest or EverQuest II. So call it mostly part of SOE’s history.
Landmark – Another Quick Peek Week May 13, 2014Posted by Wilhelm Arcturus in entertainment, Sony Online Entertainment.
Sony dropped me an email Firday letting me know that they had activated my Landmark account for another seven days. They seem to be trying to drum up interest by handing these seven day invites out. I am not sure that this is the opportune time for such handouts. The game… or what game there is… is still very raw right now and pretty much focused solely on resource gathering and building. My daughter looked over my should at one point and said, “Oh, is that adult Minecraft?“
Even the current logo just shows mining and building… though I haven’t seen anything as sophisticated as that water wheel as yet… though there is water of a sort in Landmark now.
Since I was able to amuse myself some the last time around, I decided to give the game another look in its closed beta (for specific definitions of “beta”) state.
Unfortunately, back when I first looked into things, there was a meager five day limit on how far out you could pay up the rent on your claim, so I knew my previous location and everything I had done would be gone. SOE even sent me an in-game message telling me what happened to my claim.
And that message would have been very useful, had the game not crashed as I was trying to access it.
Something changed… not sure if it was on my side or on SOE’s… but I was getting a lot of video card related crash to desktop events in the first couple of hours I was back this past weekend, despite a couple reboots. The joy of being in a pre-alpha closed beta I suppose.
Anyway, that left me running around on Saturday unaware that I hadn’t lost all of my stuff, it was just stored away some place I couldn’t access. The game, however, was keen to let me know I had a template of my old structure, so I tried to figure out what to do with that.
I attempted to just lay it out, but it told me I needed a claim. I ran off and created a new claim flag, my old one being stored away with everything else, and started looking around for a place to plant it. I was able to find something not too far from the spires, at the junction of a couple of buffer zones.
I grabbed the spot and started fiddling with the template again, trying to use it on my new location. This time it started telling me I was grossly short of materials to recreate such a structure. I thought that you got refunded all of your building material when you lost your claim (which was true, and which I would have known had I been able to open up that mail and attachment mentioned above), so I was a bit annoyed to find myself short on mats. I tried fiddling with the template, deleting it just in case the raw materials were somehow locked up as part of it. No luck.
That might have put me in a sour mood for a while.
I tinkered with the remove tool on my claim, then went off to do something else.
The next day I returned for a bit and was actually able to access the mail message above and access the attachment, so was suddenly flush with resources again. I took all of that and built a sacrificial altar dedicated to Zuul up in the sky above my claim. I was originally thinking about some sort of swimming pool in the sky, until I found that water was a thing, but not yet a thing you could do anything with… plus the ocean was miles away… so a sacrificial altar in the sky became the choice.
There is a platform extending behind the altar that allows one to dispose of the bodies by dropping them into the deepest pit the game will allow. Seriously, I got out the removal tool, dialed it up to maximum size, and then started digging until it would let me dig no further. You eventually hit a hard stop rather than, say, falling through the world. Falling through the world doesn’t require any digging at all. I managed to do that by just stepping off the ramp to the altar at an odd angle.
After digging my pit, I decided that I had better leave a way out, so I jumped into it and carved out a series of ascending caves leading back up to the surface. The removal tool is my current favorite, as you can make a large impact on your claim with a relatively small effort. Other potential building plans I had for my claim petered out when I started running low on materials again. That served to remind me that any effort I expended in gathering would be for naught once the big pre-open beta wipe came. Losing the results of all of ones efforts looms large over Landmark for me.
So I remain interested in where Landmark might end up… and, of course, what it might presage for the distant promise of EverQuest Next… but I am reluctant to expend a lot of effort on something that is going to be taken away.
So, yes, call me for open beta. I’ll be ready to invest then.
SOE’s New All Access Plan Up and Running April 29, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment.
After a couple of false starts this month, Sony Online Entertainment has finally launched their new SOE All Access plan, which was announced back in late January as part of some big changes to their game lineup.
For what was once the price of a single Gold subscription you can now have premium access to a range of SOE games.
There was a time when this would have been an “OMFG must have this” deal. Despite closures, both recent and pending, SOE still has a few games in its stable and more on the way, each of which delivers its own set of benefits should you go with the SOE All Access plan.
The problem, for me at least, is that my complex relationship with SOE and its games is at a point where I now get my limited fill via free. EverQuest II is a strange place for me now, EverQuest is best left as a happy memory (at least until they launch a new progression server… maybe some day), while neither PlanetSide 2 nor DC Universe Online ever really lit a spark. I have some mild interest in where Landmark might end up, but that is out in the future. And H1Z1 is… I don’t know… somebody is going to have to sell me on that.
So while I applaud SOE continuing to be a leader in this area, there isn’t really any call for me to subscribe to their brand new plan at this time.
Maybe when EverQuest Next makes the “coming soon” list.
Tags: Candy Crush Saga, Free-To-Play, No Real Point, Quote of the Day
The micro-transaction is so strong and it’s definitely a much better model. I think all companies have to transition over to that.
Tommy Palm of King.com, interview at IGN
IGN is becoming the place to talk about free to play and micro transactions. And King.com, the new Zynga, certainly has reason to support that point of view. They are making a lot of money and, true to Tommy’s word, you can “win” Candy Crush Saga without paying. But they are also monetizing frustration, as has been pointed out by Laralyn McWilliams, which I am not sure gets them a lot of love.
People defend King.com by pointing out that a lot of people play through the whole game without paying or by noting how much money they make. But I do not see many F2P advocates examining their monetization scheme (Laralyn McWilliams aside) and asking if that is the best approach. The monetizing of frustration aside… which alone has kept me from giving a damn about any other game King.com has made… there is the question of buying progress.
Buying my way out of a level with their boosts… and as far as I can tell, there are no levels you cannot win on the first try if you have spent enough money… feels a bit like cheating. It is like dealing out a hand of solitaire and then giving somebody $1.99 to tell you it is okay to re-arrange the cards so you win any given hand. I would say that is, in essence, pay to win, except you are not actually playing against anybody but yourself, so I am sure somebody would take me to task.
So maybe it is more like pay to skip playing, in which case why bother playing? That might explain why only 30% of players who beat Candy Crush Saga paid any money. Where is the feeling of victory or the bragging rights if you paid your way through the tough bits?
Or to flip that around, I wonder how many of that 30% would admit to paying? Sure, King.com knows they did, but would they tell their friends?
Anyway, you might excuse Tommy’s exuberance because of the corner of the market he is in and how much money his company is raking in. They have likely spent more on TV ads for Candy Crush Saga than they did on actually developing the game initially.
But we also had David Georgeson talking about all games being free to play as well, and he definitely lives in a world where there is a lot of development expenses before you can start ringing up microtransaction dollars.
We’re effectively street performers: we go out there and sing and dance and if we do a good job, people throw coins into the hat. And I think that’s the way games should be, because paying $60 up front to take a gamble on whether the game is good or not? You don’t get that money back.
-David Georgeson, busking out in front of IGN
This is, of course, the utopian ideal, the big upside to the whole free to play thing, the idea that you only shell out money for what you like.
And I can certainly find examples to support this idea.
I spent a lot of money… bought the collector’s edition and a lifetime sub… on Star Trek Online, which ended up being a game I really didn’t enjoy playing. A big fail on my part.
In comparison I spent no money at all on Neverwinter, which also ended up being a game I really didn’t enjoy playing. But at least it was only time invested.
Those, however, are both negative examples. Games where I was better, or would have been better off, with free to play.
But when it comes to the whole persistent world MMO genre, of which I am a big fan, I do not have any real positive examples where a free to play game really sold me. Sure, I have played a lot of Lord of the Rings Online, even after they went F2P, and I was enthusiastic about EverQuest II Extended when it first showed up. But those were converts from the old subscription model into which I had invested and I have had my ups and downs with both. I think I am done with EQII, and if I return to LOTRO again, it will be because of Middle-earth and despite the microtransaction in every window nature of their business model.
So, while I am okay with microtransactions in many forms… I have enjoyed games like World of Tanks and War Thunder, and I think the iOS version of LEGO Star Wars has a great model where you get the base game and a few levels for free, then can buy additional content if you like the game… it doesn’t seem to work for me in certain areas. The money-where-my-mouth is proof is the persistent world MMOs I am currently playing, World of Warcraft and EVE Online.
Fortunately, as small as the world of game development may seem, it still encompasses a broad spectrum of opinions on many subjects. So while some are gung-ho on F2P, others are sticking with older models. The Elder Scrolls Online just launched as a subscription model MMO, and WildStar plans to later this year. Maybe EverQuest Next or Landmark or something else will change my mind, but for now I seem happiest with the alleged outdated model.
There is no one true path, and I always wonder and people who make declarations in defiance of that. The industry cannot even decide on DRM. We have had industry voices wondering while companies bother, yet just this week Square Enix was saying that DRM is here to stay.
Meanwhile, I hope we’re all spending our dollars on things we actually enjoy playing.
H1Z1… Because… Zombies? April 10, 2014Posted by Wilhelm Arcturus in entertainment, Sony Online Entertainment.
Tags: Because SOE, H1Z1, PlanetSide 2, Zombie Apocalypse
I think it is just that sort of dedication that brought about the NGE, no? I guess if SOE can figure out that Landmark isn’t an EverQuest game, maybe they can eventually sort out who H1Z1 is really for as well.
So far all we have for official word is a web site with a moonrise, some spooky music, and a link to the H1Z1 subreddit, Smed’s current favorite venue. I guess Reddit is the demographic he wants to reach.
The H1Z1 subreddit has a “what we have learned so far” thread that attempts to summarize what is known. The state of affairs as it currently stands:
- First Person or Third Person shooter
- Zombie Survival
- Night is dark and full of terrors
- Player versus Player at it’s core.
- More than just zombies in the world
- Base Building, Town building, Fortress creation
- Can burn down things others build.
- Lots of crafting. Probably the biggest thing about the game.
- Vehicles are already in. Possibility of aircraft in the future.
- Based off the United States.
- If you die, you lose your gear. It stays on your corpse.
- “No skills or levels”.
- “Thousands of players”. I’m willing to bet this will be larger, playercount wise, than planetside 2.
- There will be Hunting.
- PC first, PS4 later. “Well, we are Sony” when asked about the PS4 version.
- In terms of cross-platform play, Planetside 2 will not be doing cross platform due to the logistics of updating the game on the PS4 vs the PC. I expect that this has not changed so I don’t see cross-platform play happening. SOE has made no comment on this point however, so I could be talking out of my ass.
- “If you can run Planetside 2, you can run H1Z1 better”.
- “Orders of magnitude larger than Planetside 2″.
- Based of Planetside 2. Shares no tech with Everquest Next (so no Voxels).
- Built in voice chat options.
- Free to play
- Part of the All-Access subscription that SOE is launching this month. $15/mo for premium sub in all SOE games.
- “you seriously don’t need to spend a dime. We’re still figuring out the monetization but we will telegraph our plans early and let people comment and we’ll listen if they don’t like something and come to a place where people feel good about it.” -Smed, in this thread
- Early Access ($20ish, on steam) in 4-6 weeks.
I’ll just leave that there as a baseline to compare against as things move forward.
For those hoping that this will be a Landmark or EverQuest Next based zombie game, disappointment is already in the cards. The cynic in me sees this as PlanetSide 2 tech re-purposed as a zombie game with some PvE and building elements.
Which isn’t necessarily a bad thing. There could be a market for this, so long as it doesn’t degenerate into the aimbot hack hell that PlanetSide 2 became. It doesn’t thrill me at the moment, but a shooter with more to it could have a draw.
Of course, the cynic in me also wants to know how it will work in a world where you already have a lot of choices on the zombie front?
How will SOE differentiate H1Z1 from the pack?
I suppose we shall see.
Others talking about H1Z1:
Quote of the Day – Never Shutting Down EverQuest April 2, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, EverQuest Next, Sony Online Entertainment.
Tags: Quote of the Day
EverQuest and EverQuest II? We hope they never die. We have no intention of ever shutting those games down.
-David Georgeson, interview at IGN
I was just picking on Georgeson this week because of a quote from a year back about the idea that MMOs should never die. Of course, this week we saw SOE shut down two of them, Star Wars: Clone Wars Adventures and Free Realms.
CWA is understandable. That was a tie-in with a TV show and clearly had an expiration date. But Free Realms, that was all SOE’s to do with as they pleased. Ah well.
Still, I am more likely to take him at face value when it comes to talking about the EverQuest franchise, the bedrock on which SOE rests. SOE without Free Realms is still SOE. SOE without EverQuest though? I am not sure that is an actual thing that can survive in our universe. We’re fifteen years in and the game is still playable and getting new content.
So EverQuest forever and all that. At least I expect to see EverQuest hit 20.
But I still wonder how things will play out once we have EverQuest Next in the house… probably about when EverQuest hits 20 if we keep getting updates about it at the current rate.
Two EverQuests on the scene I can fathom, but three?
I suppose it depends on what the plan is. I am pretty sure SOE figured people would move from EverQuest to EverQuest II and they would shut that down in a couple of years. Instead, people either stayed with EverQuest because they were invested or, as like as not, ended up in WoW.
Is EverQuest Next expected to coexist with its two direct predecessors? Given recent history, how long can that last? And who goes into the night first?
Maybe they can recreate EverQuest on the EverQuest Next platform. You can say that it won’t be the same, but when has EverQuest ever stayed the same for long in the last 15 years?