Monthly Archives: May 2008

Age of Conan was officially launched on May 20, 2008 though this reviewer signed up for the Early Access program which gave me access on the 17th. I choose to play an assassin and as of this writing I am currently level 56.

The Good:

Age of Conan features a innovative combat system involving combos which, once initially triggered, requires the player to press a certain combination of follow-up buttons in order to complete the combo thus doing damage to the target. Different combos have different effects such as damage, healing, and debilitating effects. This system in itself is where Age of Conan shines and is its best feature.

In addition the fatality system is a nice little addition to the game as if the player kills a mob or a player with a combo then there is a small chance that the player will do a fatality at which point the player will regain a small amount of stamina for a short period of time.

The game world is another of Age of Conan’s best features. The world is lush and detailed much more so than any previous Massively Multiplayer Online Game. The game takes advantage of the latest graphical technology and the system requirements for the game are very extreme.

The Bad:

There are many things wrong with Age of Conan at the moment and many of these issues lead me to believe that the game did not go through a proper testing phase.

Most if not all of the dungeons in the game have ludicrously short respawn timers and if a group inside dies on the way to an objective then they must fight their way through most if not all of the mobs they had previously encountered. This in itself is a severe problem as it requires players to spend a disproportionate amount of time in a dungeon. I feel in this respect that FunCom did not properly test dungeon progression or else it is intentional.

There are also many graphical issues as well. Many times for no apparent reason combo buttons in the interface will “lose” their graphics. While the combos are still there and the user can still use them the graphical loss makes it sometimes difficult to know which combos are being triggered unless the user has memorized where he or she put any specific combo.

Animations for monsters are also currently bugged. Many monsters seem to “float” across the ground while waving their arms because their walk animations did not properly initialize. While this is comical at best it is still a major graphical issue.

In addition textures on players, when they are killed by an electrical fatality for example, stay on the player’s character for up to half an hour even after the player has died and respawned.

While the graphical issues are not game breaking issues the bugged quests and the lack of working end game content are. For example:

Currently most if not all of the crafting system quests are bugged. Players are supposed to be able to choose only one profession, but because of some sort of coding mix up players can choose two professions only one of which will work. In addition the end game crafting is not worth even taking up because FunCom has yet to properly scale crafted items so as to compete with items garnered through quests and drop rewards. There is also currently no way to drop a profession once it is chosen.

In addition many quests simply do not work. Objectives are not always present in the game and for those that are sometimes they do not work even when the player has properly completed them, leaving the player with a sense that they have wasted whatever the amount of time it took to do the quest.

Another game breaking issue at the moment is the lack of a banking system or an auction house where players can sell their items to others. Because of this lack of an auction house (which are known as traders in Age of Conan) there is no in game economy to speak of and because crafting is not worth even taking up there is little need for a banking system or trading system, a fact I’m sure FunCom is aware of. Though it must be noted that the reason there are no traders is that there is a game exploit of some sort with them.

The greatest issue at the moment involves the Player versus Environment cities that each and every guild can create. Currently guilds can build their cities but other players can attack and destroy them much to the dismay of the city’s owners. This is an unintended ability and FunCom has acknowledged this fact.

Another issue is game crashes. Currently the game client is not very stable. This reviewer has had his entire computer crash while playing game and was forced to power off the system to resolve it. There is also the issue of certain areas of the game world forcing users to crash. The solution oddly enough for some people was to turn off the game’s sound completely while in those areas. These crashes happen often and to many different players with different hardware setups.

While there are other issues with Age of Conan I believe that I have listed the major ones that effect every player of every class.

In conclusion I must say that while a certain amount of bugs and glitches are a reality with every newly released MMO I must conclude that there are too many game breaking bugs to even suggest that this game was ready for release. The game has a lot of potential and only time will tell if FunCom can deliver on that potential.

Well, I’ve heard of some intrusive DRM’s but this one really bothers me. In an article on Arstechnica Ben Kuchera talks about how this new system will require the game to connect to the internet and re-validate the CD-Key once every 10 days in order to prevent people from pirating the games. SecurROM is already on the PC version of Mass Effect and is expected to be in Spore when it is released. The PC version of Assassin’s Creed uses a similar system. I also know that Company of Heroes uses this sort of thing in lieu of a CD in the DVD-Drive in order to allow people to play the game. However there is a difference between having a system the bypasses the normal “must have the game CD in the drive thing” and one that forces users to be online and connect with the game company’s server.

If the check is not validated through the internet every ten days then the game will stop working. What if I’m on my laptop and don’t have an internet connection on that day or for an entire month. Should I be penalized for buying a legal copy of the game?

When are PC developers going to realize that piracy doesn’t subtract from total sales of PC games as much as they think it does. The reason why PC game sales are slipping (and why you see very small PC sections in game stores) is not because of piracy, but because PC game makers make games for a much smaller segment of the market than console game makers do. One need only look at the types of games that are on the PC. Most of them are not casual and only appeal to the hardcore gamer. Everyone knows that console games are casual by nature and that most of the consumer community is made up of casual gamers so of course games tailored towards casual players will sell more than games made to satisfy the hardcore market.

While I think piracy is wrong and does take away some profits from game companies I think there can be better ways to discourage piracy. As mentioned above, making games for a more casual market, and most importantly adding value to games. Adding valued to products is part of the natural life cycle of any product and in terms of games there are several things that game studios can do to add value to their titles. One is to not require a CD key for installation, but require it for anything official coming from the game company, such as patches, online play, and expansions. Another is unlockable content; new in game items that the player can download off the game company server if they register their key. A third is contests, one of the oldest things marketers across all industries do to increase interest. Having a contest and having the ability to win prizes just for registering is another added bonus. This I think will help to lower the amount of piracy of games.

Anyway these DRM measures are only temporary fixes as hackers/pirates are always two steps ahead of whatever industry the DRMs are trying to protect. There is one constant in the entertainment community. As long as there are people who want things for free there will be people who are there to crack and pirate the entertainment for them.

See the article here: Link

[UPDATE] BioWare has stated that SecurROM will not be in the PC version of Mass Effect.

I’ve finally graduated from Champlain College and have a Bachelors of Science in Electronic Game and Interactive Development and an Associates of Science in Multimedia and Graphics Design.

So now begins to process of fully developing my portfolio. I am currently working on designing and implementing a concept document for an MMORPG called Battletech Online. I’ve always been a fan of the Battletech, and thus the Mechwarrior, universe and have always thought that the universe could be turned into an MMO. With MMO’s popularity soaring it is only natural that at some point in the future WizKids or Microsoft or Smith and Tinker (not sure who owns the rights to Battletech these days, buts its one of those three) that they would develop an MMO of some sort to take advantage of the intellectual property that is Battletech.

So far I’m just making a concept document because it is my understanding that that is the easiest form to show your work other than through a video or game demo.

[UPDATE] Smith and Tinker apparently own the rights to produce video games based on the Battletech universe as licensed to them by WizKids.