AoC Server Merges - When Worlds Collide
AoC Server Merges - When Worlds Collide
When it comes to MMOs, it is the nature of the beast that a strong population is critical to the survival of a game. So what happens when the massively multiplayer turns out to be not so massive? Developers often have to make the hard decision and start offering transfers, which ultimately gets followed up with server merges.

There is no denying that Funcom’s Age of Conan has had a rough going during the course of the 6 months it has been released. Funcom and their stockholders watched with horror as roughly half of their subscribers jumped ship in the first 90 days. Now after server transfers, Funcom has now entered the server merging phase to help sure up the population levels for their remaining players. Controversy is starting to brew regarding their decision to merge 2 servers of different rule-sets, the normal PvP server “Bloodspire” and an RP-PvP (Role Playing) server “Hyperborea” are about to collide into what looks to be a very interesting situation.

Now I’ll be the first to admit that I have never played on an RP server in any of the MMORPG’s I have played, but I do respect the option to have that playstyle choice. Now I will also be the first to admit that I have played on non-RP PvP servers in Age of Conan, and I have witnessed first hand the culture of these servers. It could be that some on these servers are role-playing as a mentally-unstable sociopathic teenager, but one has to wonder how the role-players will react to their new friends.

So what happens now? To the best of my knowledge, I can’t recall seeing a situation like this in an MMO and we can’t blame Funcom for trying foster a healthy environment for the players in terms of population. What is about to unfold will be a very interesting social experiment. I decided to take a look at some of the server forums to see the reaction from the communities, and so far it looks like a mixed bag. I don’t believe that both cultures will be able to survive personally, so the question will be to see who folds.

One possible scenario is that the non-RP types might be willing to give role-playing a shot, although I suspect that this is probably not going to be the case. The other scenario could be that this officially ends the culture of role-playing in this community, and the disgruntled RP crowd tries to proceed to the nearest exit by seeking a transfer or opting out all together. Funcom has made their choice and now it is up to the players of these servers to make their own. Let’s see if the players be willing to give up the RP in RPG for the MM in MMO. I am interested to hear player’s predictions on how you think this will play out.
Paragus
Co-leader of Inquisition
www.inqguild.com
AoC Server Merges - When Worlds Collide
AoC Server Merges - When Worlds Collide
When it comes to MMOs, it is the nature of the beast that a strong population is critical to the survival of a game. So what happens when the massively multiplayer turns out to be not so massive? Developers often have to make the hard decision and start offering transfers, which ultimately gets followed up with server merges.

There is no denying that Funcom’s Age of Conan has had a rough going during the course of the 6 months it has been released. Funcom and their stockholders watched with horror as roughly half of their subscribers jumped ship in the first 90 days. Now after server transfers, Funcom has now entered the server merging phase to help sure up the population levels for their remaining players. Controversy is starting to brew regarding their decision to merge 2 servers of different rule-sets, the normal PvP server “Bloodspire” and an RP-PvP (Role Playing) server “Hyperborea” are about to collide into what looks to be a very interesting situation.

Now I’ll be the first to admit that I have never played on an RP server in any of the MMORPG’s I have played, but I do respect the option to have that playstyle choice. Now I will also be the first to admit that I have played on non-RP PvP servers in Age of Conan, and I have witnessed first hand the culture of these servers. It could be that some on these servers are role-playing as a mentally-unstable sociopathic teenager, but one has to wonder how the role-players will react to their new friends.

So what happens now? To the best of my knowledge, I can’t recall seeing a situation like this in an MMO and we can’t blame Funcom for trying foster a healthy environment for the players in terms of population. What is about to unfold will be a very interesting social experiment. I decided to take a look at some of the server forums to see the reaction from the communities, and so far it looks like a mixed bag. I don’t believe that both cultures will be able to survive personally, so the question will be to see who folds.

One possible scenario is that the non-RP types might be willing to give role-playing a shot, although I suspect that this is probably not going to be the case. The other scenario could be that this officially ends the culture of role-playing in this community, and the disgruntled RP crowd tries to proceed to the nearest exit by seeking a transfer or opting out all together. Funcom has made their choice and now it is up to the players of these servers to make their own. Let’s see if the players be willing to give up the RP in RPG for the MM in MMO. I am interested to hear player’s predictions on how you think this will play out.
Paragus
Co-leader of Inquisition
www.inqguild.com
Hell Froze Over: An Interview with Funcom’s Erling Ellingsen
Hi, I’m Daedren. You might remember me from other interviews like “Mark Jacobs: He Didn’t Call Me Back” and “Richard Garriott: Corp Por or In Vas Mani?” I write this not with a gun to my head, or a sharp weapon to my balls, but because I’m an advocate of objective journalism in the MMO industry. That means when I strike up a dialogue with someone as unlikely as even Erling Ellingsen, of Age of Conan interview fame, I must adhere to my own code. I think I’m saying that because I’ve been watching Dexter too much.
A short synopsis of the background leading to this interview: I recently wrote an article titled “Age of Conan: A Post Mortem Analysis” that was, by MMO industry standards, famous enough to have Massively’s chief editor send me a couple hookers and a bucket of KFC for my troubles. Some of my readers summed it up as “The harshest review ever done on a game - but mostly true” or “inane babble by a crazed man, obviously driven insane by his socialist European overlords” - in any case, it got the attention of Funcom, probably because I emailed it to all of them.
I eventually came to discussing the article with one Erling Ellignsen. After he realized I was not all fire and brimstone, he lightened up to the fact that reaching out to MMO player base might be a good idea. No one is perfect, of course, and it’s only fair to give someone the chance to explain. With that said, I’ve given Erling 5 questions to answer, and here are his responses:
Daedren: In an interview with Jon Wood of MMORPG.com, you state that “No big features didn’t make it in to launch”. However, Age of Conan was marketed as a PVP-Oriented MMO. As the game was launched without a PVP system, how is this possible? We understand the need for testing and ironing bugs out, but it really does seem like the PVP system should have been there at launch and wasn’t. What gives?
Erling Ellingsen: I disagree with you that the game launched without a PvP system. You could PvP players from day one, both in mini-games, in the open world and in sieges. One of the things we received the most positive feedback on was actually PvP, and Age of Conan is unique in regards to the fact that the majority of our players actually play on PvP servers. We even launched with a PvP cultural server ruleset. However, we know that we need to develop PvP further and that’s what we’re doing when we’re now rolling out PvP experience, levels, armor and the consequence system. Saying that Age of Conan launched without a PvP system would, however, be incorrect in my opinion.
Daedren: In the same interview, you mentioned that “We know better than anyone what issues we are facing with the game”. That said, how can you then justify the recent gem changes, the horrible gem balance from before, the past and current in-game itemization, and lastly, failure to fix game breaking problems like gems and epic item farming (effectively ruining the economy) in a reasonable amount of time? What sort of assurance do players have that mistakes like this won’t be done again in the future?
EE: I certainly understand your concern, but rest assured that we are doing the best we can at the moment. We would like to fix everything right away, but that’s simply not the way it works. These changes take time to develop and implement, and we need to work from a list of priorities. We have done a tremendous amount of improvements since launch, just look at the various patch notes. That being said we know there are still many issues that needs to be corrected, and we are working relentlessly on that. The gem system is being worked on as we speak, and the recent change we did was a temporary one to offer an intermediate improvement until we get it right. We will address all the issues we can, we just need to work from a list of priorities, and that means some issues will be ironed out before others. I know it’s hard to be patient about these things.
Daedren: There has been a lot of criticism about Funcom already announcing a pay-for expansion for Age of Conan. A hefty portion of people have been allocated for this project. How can you justify spending time on paid content when basic features (like PVP) are missing from the game, and how can you try and compete with other games like Lord of the Rings Online who provide these content updates at no cost?
EE: I have absolutely no idea where you have “a hefty portion of people” from. Right now the expansion team is very, very small. Our main focus now is, of course, the live game. It would make no sense whatsoever for us to not prioritize the live game — we need players to be happy with the game or else there isn’t much point even making an expansion, so improving on the game that’s there is priority number one. We wanted to drop some news on the expansion now because we wanted to show our playerbase that we are making long-term commitments to the game. Again, addressing the concerns the players have about the live game is alpha omega to us. The expansion is far, far away from release and we merely wanted to announce that we are indeed committing ourselves to delivering that sometime in the future. Until then, the live game is top priority.
Daedren: With the release of Warhammer Online and the upcoming World of Warcraft expansion, how do you plan to retain players? What is the focus in the next 6 months of Age of Conan to either keep players playing or get them back from other games?
EE: That’s a good question, and I’m sure it will be a challenge! Right now what we want to do is work with our players on addressing the concerns they have and making the necessary changes and improvements that both we feel is needed and that the players feel is needed. We’re definitely getting there, and I think you will see us picking up speed in the time ahead as more and more good stuff is coming out. The first part of the PvP update is leaving the test servers now, and I can’t wait to hear the player’s feedback on it. Then we need to get the consequence system out, and I think we have definitely made a heavy improvement to PvP. We’re also rolling out a whole new outdoor area for level 55+ players, a whole new dungeon for level 60+ players, Tarantia Commons for mid-level players, as we have at least two level 80 dungeons in production. Then there is epic raid gear coming for all the classes, and we will continue to revamp content similar to what we did with the Black Castle. We are also looking into loot distribution, making the items more meaningful and making raiding more rewarding. We are committed to improving on Age of Conan and a large number of the changes you’re seeing is a direct reaction on player feedback.We will also work towards improving communication with our playerbase, and we want to keep everyone more in the loop on what we are doing with the game.
Daedren: How are the current subscription and server numbers? We’ve hear rumors of server merges and severe population declines on some servers. Any plans for these?
EE: I’m not at the liberty to discuss subscription numbers due to the fact that we are a publicly traded company. The latest number we announced was the 415.000 customers per August 14th. We will certainly do what is necessary to entertain a healthy community of players on the servers, and if we decide on doing anything such as server merges we will make sure to notify the playerbase when we can. Right now I can not give you any definite plans on this, though. We do, of course, register the feedback we’re getting on the forums and we’re taking it into consideration.
*And there we have it, folks. I’m a bit disappointed with the answers, of course, but that’s not surprising. If you call “able to attack another player” a “PVP System” then I guess that’s your call. Perhaps I should have said “No meaningful PVP System” or perhaps “A PVP System different than Bruce Lee on the Commodore 64.” Not releasing subscriber numbers might not be Erling’s decision, but I think it’s safe to say with Warhammer launching this week and WotLK out in November, Age of Conan is going to have a bit of a difficult time not only retaining players but getting new ones as well. From how Erling talks, Age of Conan is being patched constantly and fixing problems, not introducing new ones. How accurate is that?I’ll be honest: I haven’t played Conan since June. That said, I’m not the most informed on the current game status: though word on the street is that the PVP patch still hasn’t launched and there are still some glaring performance problems. I’ve heard from a couple MMO hobos that still play AoC that a real patch hasn’t been introduced since July or early August, and that the PVP patch (the one promised in June) is hyped up every week, only to be let down come patch day.That said, I ask my readers to come up with some questions to bring to Funcom. Of course, I’d like to know peoples response to these answers. I’ll be compiling what I consider the “best” questions from readers around and giving them back to Erling in a week or two - that is, if he doesn’t put a restraining order out for my vivid pictorial references above.
Consider this an open dialog with “the Funcom”. I’d like to hear from both ex-customers like myself and also some current subscribers that still enjoy the game.
Oh, on a last note, here is the three month trend for Funcom Stock. If you’re too lazy to click, it’s gone from $55 per share to $8 per share in just over 90 days. I’m no market analyst, so I ask for help on this as well. Is that healthy?
Hell Froze Over: An Interview with Funcom’s Erling Ellingsen
Hi, I’m Daedren. You might remember me from other interviews like “Mark Jacobs: He Didn’t Call Me Back” and “Richard Garriott: Corp Por or In Vas Mani?” I write this not with a gun to my head, or a sharp weapon to my balls, but because I’m an advocate of objective journalism in the MMO industry. That means when I strike up a dialogue with someone as unlikely as even Erling Ellingsen, of Age of Conan interview fame, I must adhere to my own code. I think I’m saying that because I’ve been watching Dexter too much.
A short synopsis of the background leading to this interview: I recently wrote an article titled “Age of Conan: A Post Mortem Analysis” that was, by MMO industry standards, famous enough to have Massively’s chief editor send me a couple hookers and a bucket of KFC for my troubles. Some of my readers summed it up as “The harshest review ever done on a game - but mostly true” or “inane babble by a crazed man, obviously driven insane by his socialist European overlords” - in any case, it got the attention of Funcom, probably because I emailed it to all of them.
I eventually came to discussing the article with one Erling Ellignsen. After he realized I was not all fire and brimstone, he lightened up to the fact that reaching out to MMO player base might be a good idea. No one is perfect, of course, and it’s only fair to give someone the chance to explain. With that said, I’ve given Erling 5 questions to answer, and here are his responses:
Daedren: In an interview with Jon Wood of MMORPG.com, you state that “No big features didn’t make it in to launch”. However, Age of Conan was marketed as a PVP-Oriented MMO. As the game was launched without a PVP system, how is this possible? We understand the need for testing and ironing bugs out, but it really does seem like the PVP system should have been there at launch and wasn’t. What gives?
Erling Ellingsen: I disagree with you that the game launched without a PvP system. You could PvP players from day one, both in mini-games, in the open world and in sieges. One of the things we received the most positive feedback on was actually PvP, and Age of Conan is unique in regards to the fact that the majority of our players actually play on PvP servers. We even launched with a PvP cultural server ruleset. However, we know that we need to develop PvP further and that’s what we’re doing when we’re now rolling out PvP experience, levels, armor and the consequence system. Saying that Age of Conan launched without a PvP system would, however, be incorrect in my opinion.
Daedren: In the same interview, you mentioned that “We know better than anyone what issues we are facing with the game”. That said, how can you then justify the recent gem changes, the horrible gem balance from before, the past and current in-game itemization, and lastly, failure to fix game breaking problems like gems and epic item farming (effectively ruining the economy) in a reasonable amount of time? What sort of assurance do players have that mistakes like this won’t be done again in the future?
EE: I certainly understand your concern, but rest assured that we are doing the best we can at the moment. We would like to fix everything right away, but that’s simply not the way it works. These changes take time to develop and implement, and we need to work from a list of priorities. We have done a tremendous amount of improvements since launch, just look at the various patch notes. That being said we know there are still many issues that needs to be corrected, and we are working relentlessly on that. The gem system is being worked on as we speak, and the recent change we did was a temporary one to offer an intermediate improvement until we get it right. We will address all the issues we can, we just need to work from a list of priorities, and that means some issues will be ironed out before others. I know it’s hard to be patient about these things.
Daedren: There has been a lot of criticism about Funcom already announcing a pay-for expansion for Age of Conan. A hefty portion of people have been allocated for this project. How can you justify spending time on paid content when basic features (like PVP) are missing from the game, and how can you try and compete with other games like Lord of the Rings Online who provide these content updates at no cost?
EE: I have absolutely no idea where you have “a hefty portion of people” from. Right now the expansion team is very, very small. Our main focus now is, of course, the live game. It would make no sense whatsoever for us to not prioritize the live game — we need players to be happy with the game or else there isn’t much point even making an expansion, so improving on the game that’s there is priority number one. We wanted to drop some news on the expansion now because we wanted to show our playerbase that we are making long-term commitments to the game. Again, addressing the concerns the players have about the live game is alpha omega to us. The expansion is far, far away from release and we merely wanted to announce that we are indeed committing ourselves to delivering that sometime in the future. Until then, the live game is top priority.
Daedren: With the release of Warhammer Online and the upcoming World of Warcraft expansion, how do you plan to retain players? What is the focus in the next 6 months of Age of Conan to either keep players playing or get them back from other games?
EE: That’s a good question, and I’m sure it will be a challenge! Right now what we want to do is work with our players on addressing the concerns they have and making the necessary changes and improvements that both we feel is needed and that the players feel is needed. We’re definitely getting there, and I think you will see us picking up speed in the time ahead as more and more good stuff is coming out. The first part of the PvP update is leaving the test servers now, and I can’t wait to hear the player’s feedback on it. Then we need to get the consequence system out, and I think we have definitely made a heavy improvement to PvP. We’re also rolling out a whole new outdoor area for level 55+ players, a whole new dungeon for level 60+ players, Tarantia Commons for mid-level players, as we have at least two level 80 dungeons in production. Then there is epic raid gear coming for all the classes, and we will continue to revamp content similar to what we did with the Black Castle. We are also looking into loot distribution, making the items more meaningful and making raiding more rewarding. We are committed to improving on Age of Conan and a large number of the changes you’re seeing is a direct reaction on player feedback.We will also work towards improving communication with our playerbase, and we want to keep everyone more in the loop on what we are doing with the game.
Daedren: How are the current subscription and server numbers? We’ve hear rumors of server merges and severe population declines on some servers. Any plans for these?
EE: I’m not at the liberty to discuss subscription numbers due to the fact that we are a publicly traded company. The latest number we announced was the 415.000 customers per August 14th. We will certainly do what is necessary to entertain a healthy community of players on the servers, and if we decide on doing anything such as server merges we will make sure to notify the playerbase when we can. Right now I can not give you any definite plans on this, though. We do, of course, register the feedback we’re getting on the forums and we’re taking it into consideration.
*And there we have it, folks. I’m a bit disappointed with the answers, of course, but that’s not surprising. If you call “able to attack another player” a “PVP System” then I guess that’s your call. Perhaps I should have said “No meaningful PVP System” or perhaps “A PVP System different than Bruce Lee on the Commodore 64.” Not releasing subscriber numbers might not be Erling’s decision, but I think it’s safe to say with Warhammer launching this week and WotLK out in November, Age of Conan is going to have a bit of a difficult time not only retaining players but getting new ones as well. From how Erling talks, Age of Conan is being patched constantly and fixing problems, not introducing new ones. How accurate is that?I’ll be honest: I haven’t played Conan since June. That said, I’m not the most informed on the current game status: though word on the street is that the PVP patch still hasn’t launched and there are still some glaring performance problems. I’ve heard from a couple MMO hobos that still play AoC that a real patch hasn’t been introduced since July or early August, and that the PVP patch (the one promised in June) is hyped up every week, only to be let down come patch day.That said, I ask my readers to come up with some questions to bring to Funcom. Of course, I’d like to know peoples response to these answers. I’ll be compiling what I consider the “best” questions from readers around and giving them back to Erling in a week or two - that is, if he doesn’t put a restraining order out for my vivid pictorial references above.
Consider this an open dialog with “the Funcom”. I’d like to hear from both ex-customers like myself and also some current subscribers that still enjoy the game.
Oh, on a last note, here is the three month trend for Funcom Stock. If you’re too lazy to click, it’s gone from $55 per share to $8 per share in just over 90 days. I’m no market analyst, so I ask for help on this as well. Is that healthy?
Bad MMORPG launch? Fine. It’s really par for the course!
The whole Age of Conan debacle did more than just highlight that the entire staff at Funcom probably shouldn’t be entrusted to mail a letter, let alone produce a multi-million dollar MMORPG. It also resurrected an old MMORPG community meme that has been repeated 1000s of times in forums, blogs and podcasts. What is this meme? You’ll probably find that you start nodding sagely as you start reading the next few words, “MMORPGs have never been any good in their first six months…” For added emphasis, some forumites/bloggers/podcasters will also slip in a knowing, “… even WoW.”
Now, far be it for me to don my Captain Obvious outfit but there is a vast difference between calling a situation for what it is, and actually being happy with it. In other words, yes, there are definitely many MMORPGs which got better over their first six months of release. But does that make things OK? Is that an acceptable situation for us as consumers? The resigned way in which people parrot the line whenever a bad game launches is rather disturbing. It’s like people have given up hoping for an MMORPG to release with minimal issues. As if it’s somehow impossible. Oh God, it is still possible, isn’t it?
Do I need to start slapping folks around the head at this juncture? This is so wrong, people! You certainly never see an automobile company produce a car which breaks down every few kilometres and have people standing on the footpath nodding and telling you, “Yes, cars are always unreliable for the first six months. But stick with it, mate…” And you never buy an electrical product which fails to work reliably or, worse, tries to electrocute you, only to have someone suggest that this is situation normal, pesky electrocutions be damned. It’s actually your fault for wanting to use that toaster so soon!
Seriously, why is this tolerated in the MMORPG community? Nay, not just tolerated, but celebrated by some? Just because a game can be patched and upgraded on the fly, doesn’t mean it should be released in a terrible state and fixed on the fly as the days, weeks and months go by. Age of Conan has proven, if such a thing was even necessary, that trying to fix an unfinished and buggy game on the fly is a recipe for disaster. Even Funcom fanboi’s are horrified at how the company’s game patches seem to break more than they fix and, worryingly, the company doesn’t even try to fix the worst issues in the first place.
Can anyone suggest why this situation exists? I’m at a loss. It wouldn’t be tolerated in so many other industries, yet we just sit here and collectively eat it up. Things have to change. Thankfully, over 400,000 people walking out on Funcom during the first three months of Age of Conan might be a start. A step in the right direction, if you will, that even though the new car smell has yet to wear off a new game, that people are becoming more willing to take their $50 investment and flush it down the toilet, rather than labor with a flawed game and a never-ending selection of developer lies.
I can only hope that this situation inspires all developers, currently working on games, to take quality assurance a lot more seriously. And, you know, rather than better graphics, more levels, more quests and all the other measures of e-peen that games try and compete on, why not pull your current projects back to manageable levels, employ excellent QA people, run more in-house testing with respected guilds and gamers in the community and basically hash out your problems in advance of beta testing, let alone the actual game launch?
It’s almost embarrassing to have to tell people who call themselves professionals how to launch a good product, but the truth is a good PC game is no different to a good car or good electrical appliance. It simply needs to be as good as it can be when the consumer buys it otherwise your reputation could be sunk quicker than you can say, “What’s Quality Assurance?” Save those extra ideas, or classes, or quests, or zones, for the game’s first update in a year’s time. Concentrate on the core, and get that right, first. You can always continue to build in the future off a solid base, after all.
Bad MMORPG launch? Fine. It’s really par for the course!
The whole Age of Conan debacle did more than just highlight that the entire staff at Funcom probably shouldn’t be entrusted to mail a letter, let alone produce a multi-million dollar MMORPG. It also resurrected an old MMORPG community meme that has been repeated 1000s of times in forums, blogs and podcasts. What is this meme? You’ll probably find that you start nodding sagely as you start reading the next few words, “MMORPGs have never been any good in their first six months…” For added emphasis, some forumites/bloggers/podcasters will also slip in a knowing, “… even WoW.”
Now, far be it for me to don my Captain Obvious outfit but there is a vast difference between calling a situation for what it is, and actually being happy with it. In other words, yes, there are definitely many MMORPGs which got better over their first six months of release. But does that make things OK? Is that an acceptable situation for us as consumers? The resigned way in which people parrot the line whenever a bad game launches is rather disturbing. It’s like people have given up hoping for an MMORPG to release with minimal issues. As if it’s somehow impossible. Oh God, it is still possible, isn’t it?
Do I need to start slapping folks around the head at this juncture? This is so wrong, people! You certainly never see an automobile company produce a car which breaks down every few kilometres and have people standing on the footpath nodding and telling you, “Yes, cars are always unreliable for the first six months. But stick with it, mate…” And you never buy an electrical product which fails to work reliably or, worse, tries to electrocute you, only to have someone suggest that this is situation normal, pesky electrocutions be damned. It’s actually your fault for wanting to use that toaster so soon!
Seriously, why is this tolerated in the MMORPG community? Nay, not just tolerated, but celebrated by some? Just because a game can be patched and upgraded on the fly, doesn’t mean it should be released in a terrible state and fixed on the fly as the days, weeks and months go by. Age of Conan has proven, if such a thing was even necessary, that trying to fix an unfinished and buggy game on the fly is a recipe for disaster. Even Funcom fanboi’s are horrified at how the company’s game patches seem to break more than they fix and, worryingly, the company doesn’t even try to fix the worst issues in the first place.
Can anyone suggest why this situation exists? I’m at a loss. It wouldn’t be tolerated in so many other industries, yet we just sit here and collectively eat it up. Things have to change. Thankfully, over 400,000 people walking out on Funcom during the first three months of Age of Conan might be a start. A step in the right direction, if you will, that even though the new car smell has yet to wear off a new game, that people are becoming more willing to take their $50 investment and flush it down the toilet, rather than labor with a flawed game and a never-ending selection of developer lies.
I can only hope that this situation inspires all developers, currently working on games, to take quality assurance a lot more seriously. And, you know, rather than better graphics, more levels, more quests and all the other measures of e-peen that games try and compete on, why not pull your current projects back to manageable levels, employ excellent QA people, run more in-house testing with respected guilds and gamers in the community and basically hash out your problems in advance of beta testing, let alone the actual game launch?
It’s almost embarrassing to have to tell people who call themselves professionals how to launch a good product, but the truth is a good PC game is no different to a good car or good electrical appliance. It simply needs to be as good as it can be when the consumer buys it otherwise your reputation could be sunk quicker than you can say, “What’s Quality Assurance?” Save those extra ideas, or classes, or quests, or zones, for the game’s first update in a year’s time. Concentrate on the core, and get that right, first. You can always continue to build in the future off a solid base, after all.
Age of Conan: A Post Mortem Analysis
Hi, I’m Daedren. You might remember me from other articles such as “The effectiveness of raiding in only a tubesock” and “Erling Ellingson: Age of Conan Dev by day, Transvestite Cyborg by night?”. It’s me, alright, and I’m here, playing the role of the unbearer of bad news. I’m not bearing it, because it’s not even news. This little tidbit of info-mation is that Age of Conan sucks. It’s not the Gigli of the MMO industry, thank God, but that’s only because Ben Affleck turned down his role for voiceovers for King Conan. No, I’m likening Age of Conan to be more of the Alexander of the MMO Industry: Huge expectations, huge budget; huge letdown, gracious cleavage.
This article isn’t for people thinking about maybe playing Age of Conan. It’s not for those still playing Age of Conan - which, admittedly, there still are. It’s not even for the large majority of people who played the game, let it take you home, and then never called you back. This is solely targeted at a select group of people: the people at Funcom who helped make this piece of shit, and other people at other game companies who are also making a MMO. Now, you’re probably thinking to yourself “Why the hell would Funcom devs read this wordy, highly opinionated article that’s basically beating a dead horse, albeit more thoroughly and hopefully more eloquently than the past beaters?” The answer to that is I’m going to personally e-mail it to every one of them.
Funcom, now lovingly deemed “Failcom” by a good portion of the planet now, dropped an estimated $60M US pesos to produce what ended up being, for the most part, a huge disapointment to nearly everyone that played it. But hey, don’t take it from me, let’s take it from the burly, helmet clad raiders of Funcom themselves:
Erling Ellingson confirms that “subscriber base” is now 415,000 out of the original 800,000
My carefree use of the quotes here are for a reason. The term “subscriber base” seems to need an explanation.
Subscriber base is a fairly loose term which roughly means “People that might still be playing”. You see, they fail to mention that in this 415,000 they’re including anyone that still had their subscription active at the time of the report (15 August 2008). That means if you were unfortunate enough to subscribe for 3 or 6 months at the time you bought the game, you’re included in this number. No one actually knows how many active players they have as they’ve not released any server metrics, with damn good reason.
That means that half of the people that bought Age of Conan jumped ship within the first month of the release. And, if player estimates are correct, the actual player base is more realistically somewhere around 150K or 200K players. 3 months after release. Hell, Dark Age of Camelot and Everquest 1 are pulling those numbers today. Perhaps if Erling was actually honest and forward about the game and its flaws, instead of talking it up like it’s the bees knees, his statements would gain a bit more credibility.
Next, we need to present the financial woes of Funcom and more importantly the CEO of the company:
Funcom CEO sells a pissload of his stocks, punches a baby
One really cool thing about Funcom is that all the execs have really cool viking sounding names like Olav and Gaute (pronounced like Gout). While this might be useful picking up American girls at a bar or scaring the shit out of someone by screaming their name at them, it seemingly means piss all when it comes to making a successful MMO.
Funcom stock dropped to all-time lows recently and the CEO is starting to liquidate. Next thing we know the lead Community Managers will be busted for kiddie porn and their corporate headquarters will mysteriously “catch on fire” - darn, and things were going so swell.
The Analysis
So, what the hell went wrong? Age of Conan does have a few redeeming qualities, that usually come with a price. Let’s list these redeeming qualities, along with it’s price:
Redeeming Quality Price
Nice graphics Shitty client
You see boobies Shitty client
Heads do fly off Shitty client
Good starting area Delusion that the rest of the game will be like that
That takes us to cause of death #1: Poor client performance. Stability was actually better at release than it is now. Very few aren’t victim of the memory leak bug - causing blue screens and CTD’s quite frequently. Nothing like a few CTD’s in a night to keep that immersion level going. The client itself is clearly lacking polish, something World of Warcraft did so splendidly. All the high res graphics and tits in the world don’t mean anything if you can’t keep your customer in the game and seeing these things.
Moving on: promised features. You’ve heard it all before: stuff was on the box that either wasn’t there on release, or, functioning like Jenna Jamesons naughty parts: present but highly suspect.
Feature on the Box Status
DirectX 10 Support Rumored to exist somewhere
Drunken Brawling Needs more polish, like Gaute's Ferrari
Massive 150/150 PVP battles Shitty client feature kicks in well before 300
Siege Battles, Keep Takes Buggy and boring. If only there was an...
An actual PVP System Missing, presumed dead
I’ll stop right there. In all honestly, no one gives a shit what is on the box of a game: who reads that anyway? However, a certain professional level is at least expected from a game company when they promote their product. Where do we draw the line? If the next MMO that hits the market says the box will give you a blowjob once you hit level 30 on your in game character, it had better well live up to its name, no matter how uncomfortable and disturbing that sounds.
Cause of death #2: Missing basic game features
Blah, blah, blah. This is all repeat shit from everywhere else. I’m effectively beating the proverbial horse here. It’s time to move on to a more lucid analysis:
THE GAME IS NOT FUN
I suppose this makes all of theser “Causes of Death” a bit redundant. Objectively speaking, though, why is the game not fun? It’s hard to put a finger on the exact reason, much like it’s hard to explain why eating a plate of dog poo is not fun, other than it’s a plate of shit. Let’s start with this small, chaotic list:
- Instanced zones
- Lack of content past level 20
- Uninnovative questing system (kill 50 what?)
- Poor class balance in PVP
- No PVP System whatsoever
- A simple Rock / Paper / Scissors PVP design
- Horrifically boring dungeon encounters
- Lack of meaningful or interesting end game content
- Itemization that seems like it was designed by a learning impaired doorknob
- Extremely hard to customize your character or look different than anyone else
- Travel system consists of trying to find new ways to kill yourself as quickly as possible
- An economy that is completely broken
- Crafting that is nothing more than a pointless time-sink
- Identical guild cities everywhere that are, you guess it, nothing more than a pointless time-sink
- Lack of creative vision when designing combat system
- Complete lack of ingenuity regarding the spellcaster magic system
- Failure to fix bugs in a timely fashion
- Fixing bugs usually introduces more bugs into the game, which are then ignored for long periods of time
- Focusing on stupid shit like spell names and sound effects when basic features of the game are not yet implemented
- Legendary in-game customer support inspired by Verant and SOE
- Constantly surprising players by showing how little they know about their own game
- Inclusion of game breaking bugs (like gem duping or epic item farming) and then fixing them, oh, a couple weeks later
I know I missed a few. What it boils down to is that Age of Conan just doesn’t provide a unique or meaningful game experience. Characters can level to max level somewhat quickly, yay!, only to be presented with the option of doing absolutely nothing interesting other than leveling yet another character to max level. A certain kudos is in place to Funcom for even failing at the basic treadmill system; for most people, that carrot on the end of the stick (being making another character to keep waiting for the real carrot) didn’t go over to well.
That leads us into cause of death #3: Poor core game design makes the game not fun, nor addicting
Making a MMO that doesn’t encourage players to play more, come back, or feel drawn to the game is like selling crack that doesn’t get people high. I suppose some crackheads might say “but hey, I’m still smoking crack!” - but really, it’s just a sugar cube that you paid 20$ for. In that sense, Age of Conan is a MMORPG without the first “M” or the “RPG”. It’s not Massively, because you’re forced to be separated from the rest of your people either by the horribad instancing or poor zone design. It’s not RPG because you don’t feel like you are, indeed, roleplaying, due to the games limitations. At the end of the day, all we’re really looking at is a “Multiplayer Online *something*” - or, in other words, a glorified chat room with mediocre Showtime-esque nudity that is prone to memory leaks.
I’ve by far passed the normal sane limit word count and thrown any credibility away as not saying whatever the hell is on my mind, so I need to hit one last point. There is one area, I must say, that Funcom has truly outdone itself:
Funcom Devs and Public Relations guys, we salute you!
For being complete tools.
Not all of them, of course. In fact, I bet its safe to say the majority of the Age of Conan team was just doing what they were told. Kind of like the Nazis were doing what they were told when they started cooking people. Intentional Godwin aside, most people of the dev team didn’t have a big picture look at the game, so they can’t be much to blame. However, Funcom has blessed us with a few memorable souls, and by memorable I mean complete assclowns and/or utter douchebags. First, we focus on the man himself. The one, the only, the…
Gaute Godager
This guy had some potential. Though his first name sounds like unsightly gout, his last name had the chance of being epic. It could have been “Go, Danger!” or, more sinisterly, “Go, dagger!”. Now we’re just left with not giving a shit what his name is because he’s not only the “Game Director”, meaning he’s the one ultimately responsible for the state of this game, but also because his PR skills hover somewhere between “ghastly” and “humorously deranged”.
Perhaps his most famous quote is this:
“I enjoy playing WOW, I enjoy playing Lord of the Rings Online. But you know… I’m going to be a bit cheeky now, but if you’ve been to McDonalds for four or five years, and had your burger and your coke, sometimes it’s great to just have a great steak and a glass of good wine,” he said.You’re exactly right, Gout. You were a bit cheeky. However, your analogy is a bit flawed. I’ll fix it for you:
“I enjoy playing WOW, I enjoy playing Lord of the Rings Online. But you know… I’m going to be a bit cheeky now, but if you’ve been to McDonalds for four or five years, and had your burger and your coke, sometimes it’s great to go into a restaurant, give them 50 bucks, stick around for 3 hours hoping you get food, before finally passing out with a bottle of MadDog 20/20 in your hand and still fucking hungry,” he said.You, sir, are no steak and wine. Well, I guess that’s not entirely true. You could be a rancid Salisbury Steak TV dinner, along with a glass of wine that came out of a box, but even that’s pushing it.
Last up, but certainly not least, is the great Erling Ellingson. This guy was pretty much unheard of before a few weeks ago, when he decided to show up at a couple conferences and do some interviews. Instead of handling these interviews like a normal, sane person, he decided to go another route. The route of lies, delusion and outright idiocy.
Don’t believe me? Watch this video with Jon Wood of mmorpg.com - at your own risk. This guy squirms so much when talking you can tell he’s bullshitting even with the sound muted. Here are some highlights:
“The game turned around 100% just before launch. Miracle patch…” “The 1-20 part of the game was intended to be very detailed… When WoW launched, high end content was sparse. We have lots of stuff for players end game…” “The PVP fugitive system, it’s all new stuff that we’re adding in. It’s not stuff that was supposed to be in before launch…” “We’re incredibly happy with the launch of Age of Conan, it was an incredibly successful launch… “(proceeds to self fellatiate) “It’s really few things [that didn’t make it into launch]. It’s not really big features. “The asinine comment about PVP not being a major feature earns a collective cockpunch to Erling on behalf of every player that played AoC hoping for a PVP oriented game. It was its main selling point, and it’s the reason that most people wanted to play the game. Hell, even Erling himself states “This might surprise you, but most people that play AoC play on PVP servers” - no, that doesn’t surprise us. What does surprise us that this “PVP Oriented MMO” doesn’t even have a PVP system. Oh, and when you roll out this magical “PVP Fugitive Patch”, you’ll be taking away yet one more slightly redeeming quality that AoC once had: PVP Freedom.
Now, it’s time for desert. The icing of the cake is brought to you by the collective tools at Funcom who thought that announcing an expansion for Age of Conan was a good idea. Apparently they’re busy listening to Erling rant on about how the game is pure awesome-sauce rather than actually playing their game. Scarily enough, there is now a team of developers working on an expansion to Age of Conan, rather than fixing the fundamental problems the game has. Make it X rated and you might get a substantial player base back.
Conclusion
In summary, the main causes of the death Age of Conan were this:
1. Poor client design and performance
2. Lack of basic features included in the game
3. Unaddictive gameplay, lack of thought put into game design: the game simply isn’t fun.
Worst of all, we have a company and the makers of this game telling us that it is good. These same people will be put on the next MMO. Hell, Gaute might even get the nod to direct Funcom’s next MMO - assuming the company still exists. “Gee, Gaute, you did so well on Age of Conan, here is another 50 Million, go make us another blockbuster like it!” Get your head out of your asses, Funcom: the people that made the decisions on where this game was going need to never be allowed on another MMO project again. But hey, it’s your money, it’s your funeral.
Many people might be thinking “Man, why so fucking hostile?” - and I sympathize with that. I’m not pissed at these guys I’m making fun of, I’m more disappointed. The MMO industry is just peppered with mediocrity now and it’s almost becoming industry standard. Objective journalism is nigh-unheard of at mainstream MMO websites because they don’t want to piss anyone off. Lastly, while what I’ve written here is my opinion, it’s really the collective thoughts from nearly every veteran MMO player that had the misfortune of playing Age of Conan.
Future MMO developers: use this as a lesson learned; things not to do. Above all, do not patronize your players like they don’t know what the hell is going on. Funcom: the game is beyond saving, but try to save some face by actually admitting the games problems, and not tap dancing around the issues like a drunk circus bear. Honesty, though missing from your corporate vocabulary, goes a long way in player retention.
That’s all. Daedren out.
Age of Conan: A Post Mortem Analysis
Hi, I’m Daedren. You might remember me from other articles such as “The effectiveness of raiding in only a tubesock” and “Erling Ellingson: Age of Conan Dev by day, Transvestite Cyborg by night?”. It’s me, alright, and I’m here, playing the role of the unbearer of bad news. I’m not bearing it, because it’s not even news. This little tidbit of info-mation is that Age of Conan sucks. It’s not the Gigli of the MMO industry, thank God, but that’s only because Ben Affleck turned down his role for voiceovers for King Conan. No, I’m likening Age of Conan to be more of the Alexander of the MMO Industry: Huge expectations, huge budget; huge letdown, gracious cleavage.
This article isn’t for people thinking about maybe playing Age of Conan. It’s not for those still playing Age of Conan - which, admittedly, there still are. It’s not even for the large majority of people who played the game, let it take you home, and then never called you back. This is solely targeted at a select group of people: the people at Funcom who helped make this piece of shit, and other people at other game companies who are also making a MMO. Now, you’re probably thinking to yourself “Why the hell would Funcom devs read this wordy, highly opinionated article that’s basically beating a dead horse, albeit more thoroughly and hopefully more eloquently than the past beaters?” The answer to that is I’m going to personally e-mail it to every one of them.
Funcom, now lovingly deemed “Failcom” by a good portion of the planet now, dropped an estimated $60M US pesos to produce what ended up being, for the most part, a huge disapointment to nearly everyone that played it. But hey, don’t take it from me, let’s take it from the burly, helmet clad raiders of Funcom themselves:
Erling Ellingson confirms that “subscriber base” is now 415,000 out of the original 800,000
My carefree use of the quotes here are for a reason. The term “subscriber base” seems to need an explanation.
Subscriber base is a fairly loose term which roughly means “People that might still be playing”. You see, they fail to mention that in this 415,000 they’re including anyone that still had their subscription active at the time of the report (15 August 2008). That means if you were unfortunate enough to subscribe for 3 or 6 months at the time you bought the game, you’re included in this number. No one actually knows how many active players they have as they’ve not released any server metrics, with damn good reason.
That means that half of the people that bought Age of Conan jumped ship within the first month of the release. And, if player estimates are correct, the actual player base is more realistically somewhere around 150K or 200K players. 3 months after release. Hell, Dark Age of Camelot and Everquest 1 are pulling those numbers today. Perhaps if Erling was actually honest and forward about the game and its flaws, instead of talking it up like it’s the bees knees, his statements would gain a bit more credibility.
Next, we need to present the financial woes of Funcom and more importantly the CEO of the company:
Funcom CEO sells a pissload of his stocks, punches a baby
One really cool thing about Funcom is that all the execs have really cool viking sounding names like Olav and Gaute (pronounced like Gout). While this might be useful picking up American girls at a bar or scaring the shit out of someone by screaming their name at them, it seemingly means piss all when it comes to making a successful MMO.
Funcom stock dropped to all-time lows recently and the CEO is starting to liquidate. Next thing we know the lead Community Managers will be busted for kiddie porn and their corporate headquarters will mysteriously “catch on fire” - darn, and things were going so swell.
The Analysis
So, what the hell went wrong? Age of Conan does have a few redeeming qualities, that usually come with a price. Let’s list these redeeming qualities, along with it’s price:
Redeeming Quality Price
Nice graphics Shitty client
You see boobies Shitty client
Heads do fly off Shitty client
Good starting area Delusion that the rest of the game will be like that
That takes us to cause of death #1: Poor client performance. Stability was actually better at release than it is now. Very few aren’t victim of the memory leak bug - causing blue screens and CTD’s quite frequently. Nothing like a few CTD’s in a night to keep that immersion level going. The client itself is clearly lacking polish, something World of Warcraft did so splendidly. All the high res graphics and tits in the world don’t mean anything if you can’t keep your customer in the game and seeing these things.
Moving on: promised features. You’ve heard it all before: stuff was on the box that either wasn’t there on release, or, functioning like Jenna Jamesons naughty parts: present but highly suspect.
Feature on the Box Status
DirectX 10 Support Rumored to exist somewhere
Drunken Brawling Needs more polish, like Gaute's Ferrari
Massive 150/150 PVP battles Shitty client feature kicks in well before 300
Siege Battles, Keep Takes Buggy and boring. If only there was an...
An actual PVP System Missing, presumed dead
I’ll stop right there. In all honestly, no one gives a shit what is on the box of a game: who reads that anyway? However, a certain professional level is at least expected from a game company when they promote their product. Where do we draw the line? If the next MMO that hits the market says the box will give you a blowjob once you hit level 30 on your in game character, it had better well live up to its name, no matter how uncomfortable and disturbing that sounds.
Cause of death #2: Missing basic game features
Blah, blah, blah. This is all repeat shit from everywhere else. I’m effectively beating the proverbial horse here. It’s time to move on to a more lucid analysis:
THE GAME IS NOT FUN
I suppose this makes all of theser “Causes of Death” a bit redundant. Objectively speaking, though, why is the game not fun? It’s hard to put a finger on the exact reason, much like it’s hard to explain why eating a plate of dog poo is not fun, other than it’s a plate of shit. Let’s start with this small, chaotic list:
- Instanced zones
- Lack of content past level 20
- Uninnovative questing system (kill 50 what?)
- Poor class balance in PVP
- No PVP System whatsoever
- A simple Rock / Paper / Scissors PVP design
- Horrifically boring dungeon encounters
- Lack of meaningful or interesting end game content
- Itemization that seems like it was designed by a learning impaired doorknob
- Extremely hard to customize your character or look different than anyone else
- Travel system consists of trying to find new ways to kill yourself as quickly as possible
- An economy that is completely broken
- Crafting that is nothing more than a pointless time-sink
- Identical guild cities everywhere that are, you guess it, nothing more than a pointless time-sink
- Lack of creative vision when designing combat system
- Complete lack of ingenuity regarding the spellcaster magic system
- Failure to fix bugs in a timely fashion
- Fixing bugs usually introduces more bugs into the game, which are then ignored for long periods of time
- Focusing on stupid shit like spell names and sound effects when basic features of the game are not yet implemented
- Legendary in-game customer support inspired by Verant and SOE
- Constantly surprising players by showing how little they know about their own game
- Inclusion of game breaking bugs (like gem duping or epic item farming) and then fixing them, oh, a couple weeks later
I know I missed a few. What it boils down to is that Age of Conan just doesn’t provide a unique or meaningful game experience. Characters can level to max level somewhat quickly, yay!, only to be presented with the option of doing absolutely nothing interesting other than leveling yet another character to max level. A certain kudos is in place to Funcom for even failing at the basic treadmill system; for most people, that carrot on the end of the stick (being making another character to keep waiting for the real carrot) didn’t go over to well.
That leads us into cause of death #3: Poor core game design makes the game not fun, nor addicting
Making a MMO that doesn’t encourage players to play more, come back, or feel drawn to the game is like selling crack that doesn’t get people high. I suppose some crackheads might say “but hey, I’m still smoking crack!” - but really, it’s just a sugar cube that you paid 20$ for. In that sense, Age of Conan is a MMORPG without the first “M” or the “RPG”. It’s not Massively, because you’re forced to be separated from the rest of your people either by the horribad instancing or poor zone design. It’s not RPG because you don’t feel like you are, indeed, roleplaying, due to the games limitations. At the end of the day, all we’re really looking at is a “Multiplayer Online *something*” - or, in other words, a glorified chat room with mediocre Showtime-esque nudity that is prone to memory leaks.
I’ve by far passed the normal sane limit word count and thrown any credibility away as not saying whatever the hell is on my mind, so I need to hit one last point. There is one area, I must say, that Funcom has truly outdone itself:
Funcom Devs and Public Relations guys, we salute you!
For being complete tools.
Not all of them, of course. In fact, I bet its safe to say the majority of the Age of Conan team was just doing what they were told. Kind of like the Nazis were doing what they were told when they started cooking people. Intentional Godwin aside, most people of the dev team didn’t have a big picture look at the game, so they can’t be much to blame. However, Funcom has blessed us with a few memorable souls, and by memorable I mean complete assclowns and/or utter douchebags. First, we focus on the man himself. The one, the only, the…
Gaute Godager
This guy had some potential. Though his first name sounds like unsightly gout, his last name had the chance of being epic. It could have been “Go, Danger!” or, more sinisterly, “Go, dagger!”. Now we’re just left with not giving a shit what his name is because he’s not only the “Game Director”, meaning he’s the one ultimately responsible for the state of this game, but also because his PR skills hover somewhere between “ghastly” and “humorously deranged”.
Perhaps his most famous quote is this:
“I enjoy playing WOW, I enjoy playing Lord of the Rings Online. But you know… I’m going to be a bit cheeky now, but if you’ve been to McDonalds for four or five years, and had your burger and your coke, sometimes it’s great to just have a great steak and a glass of good wine,” he said.You’re exactly right, Gout. You were a bit cheeky. However, your analogy is a bit flawed. I’ll fix it for you:
“I enjoy playing WOW, I enjoy playing Lord of the Rings Online. But you know… I’m going to be a bit cheeky now, but if you’ve been to McDonalds for four or five years, and had your burger and your coke, sometimes it’s great to go into a restaurant, give them 50 bucks, stick around for 3 hours hoping you get food, before finally passing out with a bottle of MadDog 20/20 in your hand and still fucking hungry,” he said.You, sir, are no steak and wine. Well, I guess that’s not entirely true. You could be a rancid Salisbury Steak TV dinner, along with a glass of wine that came out of a box, but even that’s pushing it.
Last up, but certainly not least, is the great Erling Ellingson. This guy was pretty much unheard of before a few weeks ago, when he decided to show up at a couple conferences and do some interviews. Instead of handling these interviews like a normal, sane person, he decided to go another route. The route of lies, delusion and outright idiocy.
Don’t believe me? Watch this video with Jon Wood of mmorpg.com - at your own risk. This guy squirms so much when talking you can tell he’s bullshitting even with the sound muted. Here are some highlights:
“The game turned around 100% just before launch. Miracle patch…” “The 1-20 part of the game was intended to be very detailed… When WoW launched, high end content was sparse. We have lots of stuff for players end game…” “The PVP fugitive system, it’s all new stuff that we’re adding in. It’s not stuff that was supposed to be in before launch…” “We’re incredibly happy with the launch of Age of Conan, it was an incredibly successful launch… “(proceeds to self fellatiate) “It’s really few things [that didn’t make it into launch]. It’s not really big features. “The asinine comment about PVP not being a major feature earns a collective cockpunch to Erling on behalf of every player that played AoC hoping for a PVP oriented game. It was its main selling point, and it’s the reason that most people wanted to play the game. Hell, even Erling himself states “This might surprise you, but most people that play AoC play on PVP servers” - no, that doesn’t surprise us. What does surprise us that this “PVP Oriented MMO” doesn’t even have a PVP system. Oh, and when you roll out this magical “PVP Fugitive Patch”, you’ll be taking away yet one more slightly redeeming quality that AoC once had: PVP Freedom.
Now, it’s time for desert. The icing of the cake is brought to you by the collective tools at Funcom who thought that announcing an expansion for Age of Conan was a good idea. Apparently they’re busy listening to Erling rant on about how the game is pure awesome-sauce rather than actually playing their game. Scarily enough, there is now a team of developers working on an expansion to Age of Conan, rather than fixing the fundamental problems the game has. Make it X rated and you might get a substantial player base back.
Conclusion
In summary, the main causes of the death Age of Conan were this:
1. Poor client design and performance
2. Lack of basic features included in the game
3. Unaddictive gameplay, lack of thought put into game design: the game simply isn’t fun.
Worst of all, we have a company and the makers of this game telling us that it is good. These same people will be put on the next MMO. Hell, Gaute might even get the nod to direct Funcom’s next MMO - assuming the company still exists. “Gee, Gaute, you did so well on Age of Conan, here is another 50 Million, go make us another blockbuster like it!” Get your head out of your asses, Funcom: the people that made the decisions on where this game was going need to never be allowed on another MMO project again. But hey, it’s your money, it’s your funeral.
Many people might be thinking “Man, why so fucking hostile?” - and I sympathize with that. I’m not pissed at these guys I’m making fun of, I’m more disappointed. The MMO industry is just peppered with mediocrity now and it’s almost becoming industry standard. Objective journalism is nigh-unheard of at mainstream MMO websites because they don’t want to piss anyone off. Lastly, while what I’ve written here is my opinion, it’s really the collective thoughts from nearly every veteran MMO player that had the misfortune of playing Age of Conan.
Future MMO developers: use this as a lesson learned; things not to do. Above all, do not patronize your players like they don’t know what the hell is going on. Funcom: the game is beyond saving, but try to save some face by actually admitting the games problems, and not tap dancing around the issues like a drunk circus bear. Honesty, though missing from your corporate vocabulary, goes a long way in player retention.
That’s all. Daedren out.
AoC: Yep, it really did halve its population in 3 months
Regular readers will know that I don’t think too highly of Funcom’s truly awful Age of Conan. Part of the pain/hate/call it what you like, is that I wanted the game to do extremely well and, yes, I believed Funcom when it said that it would take the lessons learned from Anarchy Online and apply them to AoC’s development and launch. Huh, what hollow words they seem now.
Some might think this is an overreaction, but I felt that Funcom had personally visited my house, pissed in my Wheaties and slapped me in the face for good measure when it pulled its lets-make-the-first-20-levels-really-good trick, resulting in beta testers and games reviewers assuming the whole game was just as good and pumping out quick reviews that rate AoC far, far, far more highly than they would of if they had actually played through the full game.
Anyway, enough bile for now, I saw a piece this morning where AoC’s Erling Ellingson has commented to Massively about the game and has confirmed that with over 800,000 boxes sold, only 400,000 people remain subbed, three months later. This figure had been thrown around on the official AoC forums for a couple of weeks following the latest Funcom quarterly report which revealed as much but, as you’d expect, a small army of Funcom fanboi’s over there actively denied it was possible and the game was in great shape and the naysayers were only a small part of the forum community only. Wow. I wonder how those guys are feeling now? The stats were right, guys.
I mean, the 50% drop just staggers me. Sure, a game will NEVER retain 100% of its subscribers after the first month, but to lose 50% of them in just three months seems like a rather high figure to me. What about you? I just can’t see this being healthy at all.
And as some other online pundits have already said, that figure of 400,000 current subscribers would undoubtedly include (i) People who are on their first free month and, like 400,000 people before them, definitely won’t be resubbing and, (ii) People who bought six-month subs who could very well be no longer playing the game out of pure disgust, yet will get counted as subscribers for some months to come. So the overall population might not have finished dropping yet.
Age of Crashing… sorry, make that Age of Conan
A little while ago, we had Mike announce that he was done with Age of Conan. I wrote a counterpoint opinion piece saying that I was staying in the game for the time being, although qualified it that unless the game picked up, I’d drop it within another two to three billing cycles. Essentially, I was putting Funcom on notice, with the point of view that I wasn’t going to offer Funcom my coin forever if the game remained in its current state and updates continued to break more than they fixed, among other problems.
Well, scratch that idea as a bad joke. I’ve now cancelled my sub within the next billing cycle. No more chances for Funcom; I’ve had enough of Age of Conan for good.
This game is freaking terrible, and it’s not getting any better. Even having a cool bunch of guildmates to adventure with (well, those who stuck with the game, at least), couldn’t pull this one out of the fire for me. I’ve turned my back on the game for good because, here’s the thing: I’m no one’s fool and, at the end of the day, continuing to pay Funcom for rubbish goes completely against the way I operate. A guy on the AoC forums made a list of things that annoyed him about the game and, looking down that list, I agree with him. I reproduce it here as a simple, shorthand version of things I hate about AoC:
~ No DX10 at launch
~ Meaningless item stats
~ Lag spikes/frequent server kicks
~ Single compulsory starting area
~ Buddy pass delay
~ Exhausting delivery quests/poor travel
~ Poor (non-consequential) death system
~ Various graphical & gameplay glitches
~ Instance heavy/too many load screens
~ On rails/invisible walls
~ Zero player character uniqueness
~ No item degradation/repair system
How do you like them apples, Funcom?
Anyway, for all those feeling royally screwed over by the Funcom experience (”Games for kids, designed by kids” reads one forum poster’s signature file), take heart that the company’s share price has absolutely tanked. Does $54 on May 21 to $16.30 on August 15 sound like a healthy situation to you? Nope, me either.
I had high hopes for Funcom’s upcoming game, The Secret World, but after the Age of Crashing… sorry, Age of Conan, experience, I’m in no rush to sample anything made by Funcom for… hmmm, let’s see… the next 5000 years? A truly excreable experience. Avoid, avoid, avoid.
