I have to admit to feeling slightly amazed when I read that someone thought of 2010 as a bad year for MMORPG fans. Then, when I think about it, I realize that he was talking about the year in "AAA" subscription gaming -- something almost alien to me. I just don't get turned on by huge-budget subscription games like I did seven or eight years ago. Well, it might be better to say that I am always suspicious of big-budget gaming. Gaming is a lot like movies, and look at how bad most blockbusters are. They are often silly, over-the-top, special-effects-laden bores. If those movies were the only ones I watched, I might be a little depressed about Hollywood as well.
If you pay attention only to what the major publishers are pushing out, you are simply going to have a narrow view of MMO gaming. You will miss too much. The year 2010 offered more than any year before it, and 2011 will top that. Thanks to mobile technologies and the always-dropping price of computers, you will find that smaller or unknown games have much more of a chance of grabbing a gamer's eye than ever before.
So, what were some of the high and low points in free-to-play and indie gaming this year? Click past the cut and let's take a look!
Allods' cash-shop issues: If you think that Massively's comment section is a normal sampling of gamers everywhere, then you might think that Allods had more problems in 2010 than a dirty politician. Yet the game is still doing very well and continually being updated. The player base is large and the developers are generally happy. But what was all the commotion about? Well, when the game first opened the doors to its cash shop, prices were too high. Of course, this led to cries of boycotts and permanent log-offs, but in the end, the publishers admitted to making a mistake and adjusted the prices. Since then, patches have attempted to make the game "more free-to-play," but some still believe that the game forces the paying hand. If the initial reaction to the cash shop was any indication, some players do not like to feel forced at all.
Wurm Online goes free-to-play: Wurm Online is one of the local favorites for Massively, and it's easy to see why. Log into the game and you will experience a game like no other. When former staffer Notch created his runaway hit Minecraft, more eyes shifted Wurm's way. Then, Rolf -- the lone paid developer -- moved the game from freemium to truly free-to-play. The combined effect? A lot of players. It's good to see such a lovingly crafted game start to get the player numbers it deserves.
MapleStory continues to be the largest game you've never played: I lost count. Was it 50 million? Or 60, 70 million players? Either way, MapleStory is doing very, very well throughout the world and now in North America. On top of that, Nexon shook the game upside down, akin to World of Warcraft's Cataclysm -- if not much larger with new classes, more quests and a lot more players. Perhaps the game's accessibility is the key to its success? Whatever it is, you should try it -- everyone else is.
Lord of the Rings Online, EverQuest II, Global Agenda, Champions Online and Pirates of the Burning Sea all go free-to-play: North America often takes its time to get where it wants to go. It should be no surprise that many subscription-only games moved to a free-to-play or freemium model, despite the rest of the world's having featured free-to-play for a long time. Of course, the developers had to do things in their own way and created tiered subscription models or odd cash-shop offerings to go along with their free-to-play models, but at least it's a step in the right direction. Will 2011 bring even more free-to-play offerings for classics such as Vanguard, Ultima Online or EverQuest? We'll see, but it should be noted that 2010 is definitely the year that "AAA" developers noticed what a good deal free-to-play is.
Perfect World Entertainment continues to make games -- lots of games: While not all its games were a raging success, Perfect World continued to crank out title after title. Games like Battle of the Immortals, Forsaken World and Legend of Martial Arts are busily providing thousands (or is it millions?) of gamers a world to play in -- with no signs of stopping. Perfect World took 2010 as an opportunity to firmly seat itself as a major, major developer.
Zentia shines forth in unparalleled charm: Where did this game come from? The first I heard about it was from one of the editors here at Massively, but it didn't really sound like anything very new or exciting. Once I played it, though, it was obvious that it was a game to be reckoned with. Somehow ChangYou published a game that featured humor, darkness, combat, crafting, exploration and charm in one fantastic, accessible world and kept it free for all. Players bit their fingernails in anticipation of the cash-shop opening but were pleasantly surprised as the prices were kept low. Zentia proves that free-to-play can be original, wonderful and totally free.
Alganon returns: Despite much of the controversy of Alganon's obvious initial "WoW-clone" status, the game was taken over and relaunched. No matter what you think of development's resident loudmouth Derek Smart, all it takes is a few sessions in the world of Alganon to see that the game was polished, put on the treadmill, tightened up and made into its own experience. Next, the decision was made to make the game free with some restrictions, opening it up to even more players. According to Smart, the game is "nearing 100,000 active accounts." I can see why.
APB dies, rezzes, and makes us wait: APB was not really an MMORPG, but it wasn't really a first-person-shooter, either. Tack on top of that rampant cheating, odd subscription options and relatively high system requirements, and it should be no surprise that the game closed down before players (like yours truly) recouped anything near the 50-dollar box price. Luckily, GamersFirst announced that it would take over the game and make it truly free-to-play, something that probably should have happened from the beginning. The world will be a more creative place thanks to the brilliant customization options the game offers -- it's practically a game in itself. Here's hoping that 2011 brings us the version of APB that we should have had from the very start.
Wizard101 and Free Realms reach millions of accounts: It took only two visits to Kingsisle for me to see how much the studio has grown over the last year. Its subtle hit Wizard 101 has worked its way deeply into the habits of gamers from all over, and from all different age groups. With its announcement about hitting the 10 million mark, it's obvious that Wizard101 is only going to continue to grow. Free Realms showed similar growth, even though it was met with mostly sideways glances from Massively readers. How does any number of accounts translate to players, or better yet, profit? However it does, the proof is in the pudding: Would any developer be able to continually develop, grow and publish a game without profit or players? However you feel about it, Free Realms and Wizard101 took "kid's gaming" to all-new heights.
Mobile MMOs become reality: A new wave of smartphones ushered in a whole new era in gaming: mobile, convenient, and yet still quality. Pocket Legends is the true hero of the movement, but many others exist. Recent releases like Yslandia, Seven Swords or even farming-style games like We Rule have shown that gaming on a tiny screen is not only do-able but very enjoyable. As usual, the PC market follows Apple's innovation with imitations of its own, so now we have many choices for touchscreen phones and slate devices and for many different price ranges. Mobile gaming has taken MMO gaming to an all new level and has added much needed innovation and life to the genre.
Free-to-play goes mainstream: Back in my day, the very words free-to-play were met with, at the least, suspicion. Understandably, many North American gamers thought that free-to-play meant low quality, grindy messes of games. Soon, releases like Allods or Free Realms showed that free-to-play could not only contend with "AAA" gaming, but offer more choices and more freedom. Slowly the readers of Massively seemed to catch on to what the rest of the world already knew: free-to-play is a payment model, not a genre. Once safe titles like EverQuest II or Lord of the Rings Online made their way into the free-to-play world, players really seemed to notice just how convenient, and yes, empowering free-to-play can be. Add on iTunes' 99-cent songs, Steam sales, and other forms of microtransactions, and you have a recipe for free-to-play mass-market acceptance.
It's important to understand that these stories are only the tip of the iceberg for 2010. If you hear someone tell you that the year was horrible for gaming, let him do a search for "free-to-play" and see what happens. Independent gaming has had its own mass acceptance as well, although there is still as long way to go. In the end, the last year was important in many, many ways. Here's looking to 2011!
Reader Comments (13)
Posted: Dec 28th 2010 1:02PM Petter M said
Unless, you know, you don't like the business model. Then it wasn't a very good year for MMO gaming...
Anyway - I think you have totally misunderstood the problem that a lot of players (including yours truly) had with the Allod Item Store. It wasn't just that stuff was stupidly over-priced, which they were, but also because Gpotato/AN use their cash shop as punishment. While most other F2P-titles entice players by offering up fun gameplay and selling inconvience-lessening items, Allods Online punishes its players when they die - be it through the old perfume/fear of death-mechanic or the new cursed items.
I know, the curse removing items are sellable on the auction house, which is good and nice. But someone, somewhere, has to buy them in the first place. Since the only thing you can't get away from in a MMO, especially one with such a focus on PvP, is the death of your character, the developer has secured that there will always be people buying these items from the store. It's a brilliant move from an economic standpoint. From a player standpoint, it's pretty low.
In short, it was about so much more than simply overpriced bags. I haven't logged into Allods for ages, and I don't ever plan to do so again before they rethink their approach to their player base, so I can't tell you if the game is as empty as some people say or as successful as you say it is.
Anyway - I think you have totally misunderstood the problem that a lot of players (including yours truly) had with the Allod Item Store. It wasn't just that stuff was stupidly over-priced, which they were, but also because Gpotato/AN use their cash shop as punishment. While most other F2P-titles entice players by offering up fun gameplay and selling inconvience-lessening items, Allods Online punishes its players when they die - be it through the old perfume/fear of death-mechanic or the new cursed items.
I know, the curse removing items are sellable on the auction house, which is good and nice. But someone, somewhere, has to buy them in the first place. Since the only thing you can't get away from in a MMO, especially one with such a focus on PvP, is the death of your character, the developer has secured that there will always be people buying these items from the store. It's a brilliant move from an economic standpoint. From a player standpoint, it's pretty low.
In short, it was about so much more than simply overpriced bags. I haven't logged into Allods for ages, and I don't ever plan to do so again before they rethink their approach to their player base, so I can't tell you if the game is as empty as some people say or as successful as you say it is.
Posted: Dec 28th 2010 1:59PM Pingles said
@Petter M
While I mostly agree, the Allods situation bugs me in a different way.
Allods is attempting to change free-to-play to "everyone pays" model.
It may not be a lot, but everyone is required to chip in. Between incense, death penalties you are requiredto use cash shop items to play. Some are meted out in quests (in other words EVERY day you play you have to go to a capital city and run several quests) and are available in cash shops.
However, WHAT OTHER GAME requires ANY item be used every day to play?
The most disturbing thing, to me, is that it seems to be working. Folks don't seem to mind. The game is thriving. *sigh* Maybe I'm out of touch.
Reply
While I mostly agree, the Allods situation bugs me in a different way.
Allods is attempting to change free-to-play to "everyone pays" model.
It may not be a lot, but everyone is required to chip in. Between incense, death penalties you are requiredto use cash shop items to play. Some are meted out in quests (in other words EVERY day you play you have to go to a capital city and run several quests) and are available in cash shops.
However, WHAT OTHER GAME requires ANY item be used every day to play?
The most disturbing thing, to me, is that it seems to be working. Folks don't seem to mind. The game is thriving. *sigh* Maybe I'm out of touch.
Posted: Dec 28th 2010 2:09PM Beau Hindman said
@Pingles Actually, once again you leave out the fact that players can either
1) ignore the curses
2) buy the items from other players using in-game gold
3) not worry about it, because the chance of curse is rare.
That is far, far from being "required."
Beau
Reply
1) ignore the curses
2) buy the items from other players using in-game gold
3) not worry about it, because the chance of curse is rare.
That is far, far from being "required."
Beau
Posted: Dec 28th 2010 2:25PM Pingles said
@Beau Hindman
I was unclear. The Cursing does not bother me near as much as the damage reduction. A few patches ago they reduced everyone's damage substantially (50%?). You can get your damage back by using a cash shop item. It lasts 24 hours so you require one every day (also availabel between players).
Or, you're right, you can just do 50% damage.
Sorry, it irks me. Game-killing? I guess not. Not for a lot of people. I was such a big fan of this game (even contacted by a developer through Sera) that it just breaks my heart that they have settled on this method for bringing in cash.
But I am starting to feel a bit silly cluttering up every Allods thread with my nonsense so I'll go ahead and stick to talking up the other games I like.
Reply
I was unclear. The Cursing does not bother me near as much as the damage reduction. A few patches ago they reduced everyone's damage substantially (50%?). You can get your damage back by using a cash shop item. It lasts 24 hours so you require one every day (also availabel between players).
Or, you're right, you can just do 50% damage.
Sorry, it irks me. Game-killing? I guess not. Not for a lot of people. I was such a big fan of this game (even contacted by a developer through Sera) that it just breaks my heart that they have settled on this method for bringing in cash.
But I am starting to feel a bit silly cluttering up every Allods thread with my nonsense so I'll go ahead and stick to talking up the other games I like.
Posted: Dec 28th 2010 2:34PM Petter M said
@Pingles Yeah, I completely forgot the 50% damage reduction. Again, punishing players. That's what they do in general, which is a huge problem with the Allods store. It doesn't matter if it is available to trade at the AH or not, it's punishing the player base into paying. As I said, a brilliant economic move.
Reply
Posted: Dec 28th 2010 1:11PM Ozmodan said
While I enjoy many of the many good f2p games out there, badmouthing subscription games is just silly. Beyond the Turbine offerings the f2p market is flooded with lots of fun games, yet none have any content to speak of, hence the playability of these games last, at best, for a month or two for most of us.
Stick to lauding all the good f2p games out there.
Stick to lauding all the good f2p games out there.
Posted: Dec 28th 2010 2:07PM Beau Hindman said
@Ozmodan I am very specifically "badmouthing" "AAA" subscription based games that were released, or added significant content, over the last year. I would offer you the chance to name me the "AAA" games that you are impressed with.
Also, you are literally saying that not a single FTP game has "any content to speak of." I don't think I need to address this to show exactly how wrong a view like that can be. There are literally hundreds of titles, with probably a few dozen significant ones that were released in 2010 -- are you meaning to say that you tried them all? After all, I tried all of the "AAA" subscription releases/significant content games...even then I am not making such a sweeping statement.
Beau
Reply
Also, you are literally saying that not a single FTP game has "any content to speak of." I don't think I need to address this to show exactly how wrong a view like that can be. There are literally hundreds of titles, with probably a few dozen significant ones that were released in 2010 -- are you meaning to say that you tried them all? After all, I tried all of the "AAA" subscription releases/significant content games...even then I am not making such a sweeping statement.
Beau
Posted: Dec 28th 2010 3:43PM Dblade said
I'd add Vindictus launching to this. Also the trend of F2P games released based on a license, like Dynasty Warriors. Earth Eternal closing too.
Posted: Dec 28th 2010 5:39PM Bladerunner83 said
Trends may have changed but the Free to Pay model still feels like second choice in my book. Really, should we actually call these broken games, "games"? Ten years ago the game world was hardcore, DAoC, Anarchy Online, Ultima Online; Now it's filled with care-bear copies and jerky animation, with enough bugs to scare an exterminator. Not to mention quality, perfect example is Perfect World Ent., it's amazing the amount of time at which one can produce games, but does it compare to the time it took to make Cataclysm? Better yet do any of the games compare in quality to an expansion for a game that is a little over 6 years old. In the history of F2P it would seem that the games start out as a copy from another country, converted so the US can understand them or they are a dying game; A dying game that needs a good 'o' fashion Michael Jackson face lift. Hey some people like buying fake diamonds, while others like to get 100% access for a monthly sub. I'm a sub.-guy if you haven't caught on yet and these games will never equally compare to the king of all MMOs, (fill in the blank). Long Live the King Baby!
Posted: Dec 28th 2010 6:31PM Pingles said
@Bladerunner83
I suggest that you try some F2Ps. Especially some of the newer ones. There are quite a few good ones out there. "Good" being a very subjective term so it's hard to name what YOU would like. I've been impressed by Iris Online and Zentia recently. Both have very deceptively cutesy graphics with great games beneath them.
Honestly, there are SO many out there that it is likely that one is PERFECT for you. Only cost to try is your time.
Reply
I suggest that you try some F2Ps. Especially some of the newer ones. There are quite a few good ones out there. "Good" being a very subjective term so it's hard to name what YOU would like. I've been impressed by Iris Online and Zentia recently. Both have very deceptively cutesy graphics with great games beneath them.
Honestly, there are SO many out there that it is likely that one is PERFECT for you. Only cost to try is your time.
Posted: Dec 28th 2010 7:56PM Reefpirate said
Perpetuum Online? Smoothest MMO launch of 2010, and possibly of the last 5 years...
Hey! MMOs don't have to be crap on launch day/launch month!
Hey! MMOs don't have to be crap on launch day/launch month!
Posted: Dec 28th 2010 8:08PM GreenArmadillo said
"Lord of the Rings Online, EverQuest II, Global Agenda, Champions Online and Pirates of the Burning Sea all go free-to-play"
CO has not yet shifted over to their new model, Pirates switched over about a month ago, GA swapped immediately after launch because no one was paying their monthly fee, and LOTRO and EQ2 both switched over to their new models about three months ago. I'd say that the jury is still out on whether any or all of the above will end up better (i.e. studio brings in more revenue and demonstrably reinvests some of it into the game) in the long run.
CO has not yet shifted over to their new model, Pirates switched over about a month ago, GA swapped immediately after launch because no one was paying their monthly fee, and LOTRO and EQ2 both switched over to their new models about three months ago. I'd say that the jury is still out on whether any or all of the above will end up better (i.e. studio brings in more revenue and demonstrably reinvests some of it into the game) in the long run.
Posted: Jan 2nd 2011 10:42PM (Unverified) said
@GreenArmadillo
The title of the post: "The top indie and free-to-play stories of 2010"
The title of the post you were apparently trying to comment on: "The top indie and free-to-play stories of 2010 that were beneficial to the playerbase at large, and have already proven to be successful."
Four of the five mentioned have already switched to this model (as you yourself said), and the other has announced the switch for "early 2011".
You're exactly right...the jury is still out. I'm just not sure what that has to do with five fairly major subscription MMO's switching to a F2P or freemium model, which I would think definitely was one of the top ten F2P stories of the year.
Reply
The title of the post: "The top indie and free-to-play stories of 2010"
The title of the post you were apparently trying to comment on: "The top indie and free-to-play stories of 2010 that were beneficial to the playerbase at large, and have already proven to be successful."
Four of the five mentioned have already switched to this model (as you yourself said), and the other has announced the switch for "early 2011".
You're exactly right...the jury is still out. I'm just not sure what that has to do with five fairly major subscription MMO's switching to a F2P or freemium model, which I would think definitely was one of the top ten F2P stories of the year.
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