This week’s episode is full of computer roleplaying game goodness, as well as some of the disbelief of a Nintendo-owned Harry Potter franchise. All that and Civilization VI and Turok excitement to boot.
The news includes:
Wasteland 3 multiplayer details revealed in new Fig update
Civilization VIoffers multiple leaders for each civilization
Turok 2 remake ‘is coming‘ according to Nightdive Studios
Nintendo wanted to buy the rights to Harry Potter in the 1990s
Satoru Iwata, president of Nintendo has gone on record with his thoughts of the Wii friends code system. He’s a father, with a daughter, so he’s letting his own personal judgment get in the way of a good community built game system.
In talking about the open access of the Internet he said, “I as a father do not feel like allowing my daughter be engaged in that kind of world.” He’s more inclined to protect his children from the dangers of the Internet and random (often insulting) people by requiring a 1:1 paring with real friends.
For many gamers the Wii friends code system is far from perfect. It’s so far from perfect its a barrier to entry and any form of fun on the console platform. Nobody is against protecting their children, a parent will be the first to admit they’re desire to protect their kids over all else, but clearly someone isn’t thinking outside the box on this topic.
The only way to protect your children is to enforce a large numeric key which you must hand deliver (or e-mail) to your friends in order to play? We’ve got more creative enforcement in child safety on our TV sets using the VCHIP which allows parents to password protect certain television programming.
Over the last year we’ve seen developers scrambling to find “value add” features to new game purchases. Their goal is to convince the customer to buy new instead of used because developers don’t see a penny from a used game sale. While GameStop sees 48% profit margins from the used game market developers struggle to stay floating in the industry.
This is not the fault of GameStop and their 48% profit margins because they’re only getting 7% to 20% profit margins (say analysts) on new game sales. As someone that’s run a game store online, if you’re getting 15%+ on a new game you’ve got some great hookups in the distribution channel or are buying in huge quantities.
Buying games in huge quantities to build profit margins can be a huge mistake in this industry. Gamers are fickle little creatures and they’re going to buy their top tier games for a few weeks and then sales will drop significantly. No retail chain wants to purchase a thousand copies of GTA IV (only as an example) and sell seven hundred over the first few week to be stuck holding onto a few hundred copies when the dust settles. Now you’ll have to put them on sale to get them out of the store because the hardcore gamer have already done their shopping and you’re not going to get any price protection if you’re not a major player in the industry.
Why take 7% profit margins when you can get 48% on a used game? The gamers don’t seem to mind because they’ll trade in a used copy of a sports title like Madden to save $5.00 on the latest franchise release. Gamers will buy Fable 2, beat it in a week and rush to the store to get the “most for their dollar” before the game gets stale and buy-back prices drop like a stone. Why not rent Fable 2 and save yourself $50.00? Of course, renting pisses off developers as well because they see no additional revenue.
While the economy struggles and consumers fight for their jobs, the entertainment side of life continues to grow. People would rather “cocoon” in their homes playing video games and watching movies on their brand new HD television because it takes them away from the low points of the economy if only for a few hours. History has shown us trends in entertainment during the down points of economies, it’s natural to want to get away for a bit.
But, consumers want to play these games on the cheap because their job may not be there tomorrow. Saving $5.00 knowing the store just took the title in for half the price doesn’t bother you; $5.00 in your pocket is better than in their pocket right? The fact that they just pocketed upward of 40% on the game doesn’t matter to you — it’s all about your bottom line!
While we’re bargain hunting during the recession developers are going to try and up sell you to a new copy of the game. If that means giving you special game items and features with a “one time code” upon purchase, it will be up to you to decide if it’s valuable. All the while GameStop will lock out the game industry from selling used games because 42% of their overall gross profit is from used game sales.
You, the consumer, benefits from a slightly cheaper game, bargain bin fire sales and additional game features if you do choose to buy new. The economic down turn is a great time to be a gamer, as long as you remain employed.
This article was published on January 19th, 2009 by me, about an MMO that never came to be.
With Ultima Online heading into its 12th year, and Richard Garriott declaring he wants to make a new fantasy MMORPG, its time to examine the MMO that never was: Ultima X: Odyssey.
Before any discussion of Ultima X can be made, one must examine Ultima IX: Ascension, a 1999 disaster that basically doomed the Ultima franchise, and ultimately, Origin Systems, Garriott’s development company that was purchased by Electronic Arts in 1992. Ultima IX was an ambitious, completely 3D game that promised to be revolutionary. For instance, when you shot an enemy with an arrow, the arrow would persistantly remain in the enemy; it didn’t help that enemies could withstand a ton of damage, so they often resembled chia pets with dozens of arrows sticking out of them. The attempt came at a price, however. The graphics engine was so demanding, large cities were villages. There were numerous bugs and glitches. Worse yet, the game was so divorced from the previous Ultima titles in terms of story and characterization that devoted fans were annoyed and turned off from it.
Ultima Online was released in 1997, and when it began to be overshadowed by graphically superior games that utilized 3D engines like Everquest, they began develop of a 3D Ultima MMO called Ultima Worlds Online: Origin. Aside from the new engine, UWOO promised to have parties of 20-30, presaging the online raids that World of Warcraft would perfect. However, the sequel to Ultima Online was doomed by its predecessor – Electronic Arts feared UWOO would steal subscribers from the still profitable UO and canned the development group, sending Garriott packing. Sony, on the other hand, had no such qualms about a sequel and released Everquest 2 in 2004, which was successful in eventually transitioning fans from the first to the second game.
By the time 2003 rolled around, an host of new 3D MMOs had been released, including Dark Age of Camelot in 2001, and Ultima Online‘s subscribership was dwindling quickly. It was clear Ultima Online was now a dinosaur in the MMO world, and it needed to be updated. At E3 2003, Electronic Arts announced their second attempt at an MMO, Ultima X: Odyssey. The reaction to it was immediately positive, as you can tell from the above video.
One of the deliberate challenges by the designers of the announced MMO was the name itself. Unlike Ultima Online and the aborted Ultima Online Worlds: Origin, Ultima X was putting itself in the canon of the series as a numbered Ultima; when rumors of Ultima X began, people initially thought it was to be the first of a new trilogy. The use of the “X” was seen as a bold declaration in another way: it was following the disastrous Ultima IX, putting the game in the same position that Star Trek VI did, having to follow the footsteps of a franchise-killer. Furthermore, this was being done without Garriott, the lifeblood of the Ultima franchise, for the first time.
In being the “next Ultima RPG”, the developers stressed that it would be more like Ultima than Ultima Online was. Lead designer Jonathan Hanna explained in an interview at E3:
UXO is also more heavily based on the previous Ultima single-player games than UO is or Origin (UWOO) was going to be. The Ultima RPG series is considered by many to be one of the best RPG series ever. Ultima 4: Quest of the Avatar™ and Ultima 7: The Black Gate™ are often listed in best games of all time lists in gaming polls. It is no accident that the franchise has continued for over 20 years now. UXO will hearken back to the legendary world first brought to life in those classic games as well as creating new twists that will appeal to both old time fans and those who have never played an Ultima game. (GameZone)
Even more appealing was the way characters would develop. The player would pick from six races – elf, orc, pixie, phoda, gargoyle and human – and use one of four Paths, each of which would allow players to buy skills from four different subclasses – a system later adopted by Tabula Rasa.
For example, the Path of the Blade includes Fighters, Knights, and Barbarians. Players who choose the Path of the Blade can select abilities (skills) from any of these Disciplines. In most class-based games you have to choose either a Fighter (a primary class) or a Barbarian (a hybrid class). UXO’s character advancement allows you to either focus on one Discipline or create your own hybrid class.
Player characters would further be affected by the eight Virtues that were found in every Ultima game since IV. Every mission would increase a player’s rating in one of eight Virtue, and gaining in Virtues would allow you to buy Virtue-specific equipment. Even more off the beaten path, a player would create additional characters, and if each of their PCs achieved the maximum in a Virtue, the original PC would become an Avatar.
Another interesting aspect in trying to create a more player-centric experience was that rather than players seeking out missions, the missions would come to the player.
The people of Alucinor will need your help and they aren’t shy about asking for it. Once you accept a quest, you’ll have the opportunity to make choices that will change the direction of the quest, the reactions of the NPCs and monsters, and the reward you get. So you don’t have to follow a predetermined story in order to succeed; you can actually role-play the various situations and create your own unique adventure. The choices you get to make are based on the Ultima Virtues, so there are no wrong choices. Just decide how your character would react.
So, the gamers who tried it out at E3 2003 loved it, and the developers had unique MMO experiences prepared, and a proven MMO license backing it. What went wrong?
On June 30, 2004, the following message appeared on the UXO website:
This isn’t an easy decision, but it’s the right move for the future of all things Ultima, including the community and the team. We look forward to sharing our plans for the future of Ultima Online very soon.
I would like to thank all of the Ultima X: Odyssey supporters who have been with us from the beginning. I hope you will continue to support the Ultima franchise and the development team as they transition to new projects.
Once again, Electronic Arts balked at starting a new Ultima MMO and chose to support the aged Ultima Online with new expansions. But why?
The chief reason was the sheer glut of MMOs being developed and released at the time – Ultima X: Odyssey would have to compete against fellow E3 2003 showcases World of Warcraft, Everquest II and City of Heroes. At the time, EA balked at losing their older property with a chancy new product that had different gameplay from its predecessor. An odd decision, as mentioned earlier, since Sony had no compunctions about replacing Everquest with a sequel – with more demanding graphics.
One must wonder what the MMO landscape might have been had UXO been released to compete with World of Warcraft and the other MMOs. What do you think?