Chronicles of Spellborn has a new tutorial

February 15, 2009

Recently The Chronicles of Spellborn had a new update of the game released. One of the major changes in the game was a new tutorial. The feedback the developers had received was that the old one was perhaps leaving a few things to be desired.

I would have to agree with that. The old tutorial made too many assumptions about players figuring out or knowing how to play already.

Does the new tutorial do a better job? I would say that it is a definite improvment in a number of ways.

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Chronicles of Spellborn patch 1.0.2 goes live today

February 12, 2009

It seems that it is finally time for the next update of The Chronicles of Spellborn to go live. Threre seem to be a lot of fixes according to the patch notes.
I did see that the quests that have been bugged for me have been fixed, which is nice to see. Also there are more menaces added to the world, which means that Tiny Tyke will have some more fellow player harassers spread out in the world :)
(Menaces are pretty much tough and hostile named mobs, wandering around in various areas).

There is also an entirely new tutorial, which I think is great. The previous tutorial was a bit weak, especially if people were unfamiliar with game specifics of TCOS, but also with MMOs in general. I will certainly create a new character to try it out – maybe I will learn something more ;)

I did not see any explicit comment about spawn rates for some mobs (which has been perhaps a bit too high in some places) – this will be an important factor for player enjoyment, I think.

With this release done I hope there will be some more progress on the release of the game for the rest of Europe and North America. I also hope that they will actually get rid of the ridiculous IP-blocking scheme – at a minimum I hope at least each continent can play together, but preferably there would not be any restrictions where you could play.


CoX/GW/Spellborn/LOTRO – the goals of gaming

January 12, 2009

Setting and accomplishing goals, even if no-one else knows about them, is an important part of the gaming experience I think. My current playlist consists of four different MMOs and the goals for each tend to vary a bit:

City of Heroes/Villains: My longest running game so far, 31 months and counting. While I have not experienced everything on the villain side, I have played through a large part of it and many times also. There is not really anything that keeps me playing for too long on that side, except to have some fun with friends who want to play on villain side. There is also a bit of a meta-goal: to get all my dominators to max level. A long time ago I set up a goal to get all the dominator pets and consequently I also created dominators covering all powerset options available. That goal was reached long ago. Dominators are still my favourite archetype and as long as there were other interesting content and goals to be set, I usually played it with a dominator.

Today I have 4 dominators at max level and 2 more around 40 (39 + 43). But without any other plausible goals on villain side may possibly not get the dominators to max level – I will certainly not grind my way there just to get some level.

On hero side it is easier, since I have not played that much and there are still zones and areas I have barely touched yet. However, with a controller at 41 this part may fade a bit. If I can jump into the game and team up with some friends I absolutely jump in and play, because that is an area CoX excels in. But there is little else currently driving my play.

Guild Wars: This game I think it absolutely brilliant in its design. Not only does it have excellent story content and very little grind type content. It also provides all sorts of added challenges and pieces to help set goals both for PvE and PvP. The story-driven content is very much in what is called cooperative missions, with some quests sprinkled in between them (and not grindy “kill X boars”). Each of the cooperative missions have a base requirement for completion, but also a master/bonus requirement, which typically is a bit harder to reach. There are also other types of missions which provides high score type gaming, PvP etc. Combine all that with the excellent skill system which provides a lot of freedom to mix and combine skills to fit the current challenge – there is no one size fits all. And if the story lines are completed that unlocks hard mode, which could be compared to heroic/elite mode of content in some other games – and that is all mission content and all zones.

Add to this a number of titles that can be strived for that actually have some meaning or a sense of accomplishment; e.g. survivor titles that is earned if the character does not die at all, protector titles for completing master levels of all cooperative missions, explorere titles for actually visiting and seeing a large part of the zones and the different areas in those zones. The game makes it very easy to set various goals and I always tend to have at least a few different ongoing goals. Finding motivation to play has not really been an issue – everything from experiencing the story arcs, exploring the beautiful world, trying out new some new skill combos or play styles, working towards some title etc.

The Chronicles of Spellborn: Two pieces are driving here – the neat combat system and the interesting setting and environment. The combat system is quite different from other MMOs – not the regular button-mashing type, but which requires a bit more presence and thought sometimes. In a way it pushes similar buttons (pardon the pun) that Guild Wars’ skill system does – provide room for improvement and encouraging some experiementation on that path.

The setting and the lore of the Spellborn world is another driving factor. Exploring and learning more about the world is absolutely a significant set of goals here. While the quest system does not have a huge amount of quests and some of them are of the “kill X boars” type, it also provides number of quests with enjoyable stories – perhaps exposng and learning more of the lore of the workd, or perhaps some comical twist. Perhaps because there are not so many quests those that are good and is worth remembering stand out easier. While I might rank Guild Wars higher in terms of quest quality I still think Spellborn does a farily good job. Even with some kill and fedex quests I still am interested in doing more, since the already completed quests have been good enough overall for me to want to go for more.

However, the whole split of the European market and some current bugs and misfeatures does dampen the will to play a bit right now. So I am waiting a bit to see what happens. I will still be paying for the game even if I not play; it has enough potential that I do not want this one to vanish due to lack of paying customers.

Lord of the Rings Online: This is my black sheep. The game is easily the prettiest MMO that I have seen and the epic story line seems nice and interesting enough. While there are a lot of different ways to advance your character in the game, too much of it feels like it is some kind of grind to get to the goals and getting there may not be that interesting. I certainly do not feel any sense of accomplishment for being awarded just having used a certain skill 500 times, or killed X number of some certain type of enemy, which I might almost do blind-folded as long as I remember which buttons to press.

I do want to like the game and and find things to drive my play time in there. But I struggle with this to find enough that do not feel grindy and feel worthwhile.


A few more details about Spellborn updates

January 11, 2009

There is some more details on the upcoming Spellborn update as well as some of the plans they have for the game, both in the EU forums and on the TCOS web site. This is mainly an update from a content perspective, so it does not address the publisher and IP block issues, spawn rates etc that are not strictly content related.

Good to see a bit on the plans for the future, although I hope they will provide some updates soon in publisher and access areas.


New Spellborn update near end of January

January 7, 2009

There seems to be a content+bugfix update scheduled for the end of this month for Spellborn, according to community manager Banshee:

A content patch is planned for end of January, containing, again, truckloads of bugfixes, some new content and game improvements. More info and news about it will be released in the coming weeks.

No details yet, but I am eager to see what game improvements and bug fixes that are included. More content is also fine and I think some people who have gained fairly high levels may be looking for more content.


Heroes, shards and middle earth

January 4, 2009

Lately I have been playing four different games: Chronicles of Spellborn, Lord of the Rings Online, City of Heroes and Guild Wars. Alternating between the games have worked out rather well so far and some direct comparisions are inevitable.

Wolf, Trickster

Wolf, Trickster


In Chronicles of Spellborn I currently play Wolf, a trickster (level 15) which is a rogue type class. Tricksters speciality is to use gadgets to trigger certain effects, e.g. cause enemies to loose concentration, additional damage etc. There are a number of different skills to distract enemies, become more evasive and also get increased damage if the enemy is backstabbed. One skill to aid there also is a teleport spell, which instantly transports you behind the currently faced enemy. It is a bit tricky to get right to get the full effect of a follow-up backstab. But all in all there is a number of neat skills to play around with.

Spellborn is played in a post-apocalypic world where the remains of civilisation lives on/in big chunks of rock with its own atmosphere, called shards. The shards float around in the Deadspell Storm. Starting characters start on the Parliament shard and from there continue to other shards, as well as travel back. Each shard has a number of zones. It is a fantastic setting and there is a lot of lore and learning about the world as one progresses with different quests.  

The game itself is a bit different than many current MMOs; in particular the combat system takes a quite different approach. I think it is brilliant; it is fairly easy to understand, but will require practice to become good with it. While I thimk I probably suck a bit here in combat I find it fun to use and get quite happy the times when it actually flows quite well in combat. 

While there is a number of traditional type of “kill X boars” and delivery type quests, some quest chains actually have some neat story elements in them and a mix of activities in them which are not always obvious. I have found these quite enjoyable and a number of them also tells a bit more about the world of Spellborn and its inhabitants. In the beginning quests do not give that much fame (experience points in Spellborn), but increases significantly after the first 8-9 levels.

Equipment itself does not really matter for you characters, it is mainly for looks. Some equipment have slots for sigils (similar to enhancements in City of Heroes) which effectively act as permanent boosters similar to what is added to equipment in other MMOs. The added boosts are not that big though as far as I have seen so far, so it will not make a big impact – at least not in the lower levels. Sigils are of two types – item sigils and skill sigils. The latter can be added to specific skills to boost just that skill, while item sigils will boost everything that is related to that boost. 

There is a somewhat simplistic crafting system in place – if you loot a broken item you can visit a forge and ask for a recipe to repair the item. You will then get a list of necessary resources to collect/obtain to repair it. If you have all resources you can get the item repaired at the forge for a fee.

The game is a bit old school:ish and does lack some features that other recent games has, but in a way they also restore a bit of that you actually has to but a bit of effort in what you do and makes the game more involved and engaging than other click-push-button-kill-next-quest type MMOs. There is a fine line here between more involved/engaging and perhaps frustrating game play though.

The game currently has some shortcomings in its feature and there are some bugs in the quests and other places that causes some trouble. While most of the quests do not indicate that teams are needed, not everything is easily soloable. But much of the content that is challenging for a solo player is doable for a duo and likely easy for 3 persons. The max team size of 4 is only required for very few quests – at least as far as I have seen so far.  This is pretty much only quests where one has to make an assult on a big camp of enemies and/or take out a boss in a camp or something similar.

There is also not so many people around in the game; or at least not noticeable. I do think though that it has increased somewhat lately.

Despite any shortcomings it is a game I want to log back in to and play; at least when I can set aside at least 1 1/2 – 2 hours for it. 

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When IP blocks makes more sense…

December 26, 2008

..is for a game company that runs “free-to-play” games.

If the company runs “free-to-play” games then it is likely that the majority of the players will not pay anything or very little and thus only cost the company money. The likely minority of players that pay more will more than make up for that though.

But given that players will be either profitable or non-profitable, more players may not necessarily be good for business. Only profitable players are good for business. Which probably means that certain countries and audiences are more interesting than others, depending on their likeliness to pay.
Proximity of servers may be a factor here also, if the service works better for players they might be more willing to pay for stuff.
Maybe the cost to process payments from different countries is also a factor (assuming that there may be differerences here).

Depending on the business model set up with the developers of a game (if the company is only a publisher), there may also be legal restrictions here since the developers want to sell the game to many different publishers for more profit.

Either way, running a “free-to-play” service will likely cause the companies to be selective about who will play the game, still with appearing to be free and open.

The issues with IP blocking for Chronicles of Spellborn has been my 2nd subscription-based game with such issues. The first one was Horizons back in 2003, which blocked me from playing with some game friends in the US.

I have also experienced this with some of the “free-to-play” games, locking me out even if there is no European version.

Given the background and the current games the publishers for Chronicles of Spellborn are operating (Frogster and Acclaim), it probably makes sense for them to do the same thing they might be doing with other games – they are not used to operate subscription-based games where all players are profitable.

I do not think the Spellborn IP block will go away anytime soon. Unless All publishers and Spellborn N.V. all agree on lifting the block (and likely changing the business agreements) nothing will happen in this area. And they will not do anything unless they all see some bad sales numbers and they come to the conclusion that lifting this would help.

Is this an issue we will be plagued with for all smaller games and games with separate developers and publishers which go the “free-to-play” route? What about companies like NCSoft, Blizzard, SOE, Turbine or EA? Will they put in more measures to try to maximize the ratio of profitable players if they publish “free-to-play” games and what measures would that be?


A visit to the Athenaeum

December 23, 2008

In Chronicles of Spellborn my trickster has died in combat once. Most of the deaths has been through other means, including game crash, AFK and exploration.

Before the 1.0.1 update I had a crash while running down a street which resulted in both my death and double loss of PEP (from 2 to 0). After the update though I did have another crash in the middle of a combat. I pretty much expected to log back in to a report that I had died and lost some PEP, but it turned out that neither were I dead nor any PEP had been lost! Apparently there has been some improvement that did detect the crash properly and aborted the combat in time. Good work Spellborn!

In my visit to Quarterstone I received a quest to travel to The Athenaeum if I wanted to learn more about the past. This was a bit intriguing so since I were on the Parliament shard I headed towards the Hawksmouth docks to jump on a shard ship. Some domestic issues needed a couple of minutes attention though, so I decided to park my trickster near a guard tower and go AFK, hoping that the guards would provide some protection for the wildlife.
Returning back a couple of minutes later I was greeted with a “You have died” screen… Looking at the combat logs it seemed that something with fangs had taken a couple of bites, enough to provide a terminal condition. Apparently the guards were not much help or did not care. This certainly brought back memories from some older games, were going AFK seldom were safwe anywere except perhaps in cities,e ven in PvE games. This seems to be the case here also. Lesson learned the –PEP way!
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Touristing in Quarterstone

December 22, 2008

After becoming a citizen through high house Rune in Chronicles of Spellborn my travels took me to the shard of Quarterstone. So far I have just done some initial quests and some time running around in the area.

The Oracle district and the temple

The Oracle district and the temple

Quarterstone is pretty much a city shard, with a couple of districts placed around the center area, the Oracle district and the big temple there in the middle.
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The Silence of the Shards

December 17, 2008

 

Lately I have played some Chronicles of Spellborn on and off. It is a game that I have a bit of a love/hate situation with.

First of all – I do like the environment and setting. It looks quite nice and the atmosphere is very good. I also do like the combat, although I tend to move between “hey, that was not too bad” and “oh boy, do I suck at this…” in terms of what my combat results feels like.
It is certainly something that takes some practice and probably never going to be any mindless buttonmashing if one wants to be reasonably successful at it.
My guess is that it might work out a bit better with a mouse wheel to select the skill row on the skill deck though, since the fingers on the keyboard is used for moving/strafing/jumping also. But I use a trackball instead of a mouse and the one I got does not have any mouse wheel. I will likely never go back to use a mouse unless I am forced to and I am not yet prepared to try find a trackball with a mouse wheel just for this game.

When it comes to the game in general I think there is one phrase that sums it up: Old School.  With that I mean that in many ways the game feels a bit like a game from a slightly older era, the time when men were men and… 

There is for example no way to see what other players are logged on or playing in the area, no /who command, no /search function or similar. At least not what I have found out and I have seen other people ask for it. There are no fast travel options, you run to wherever you want to go, except when going between shards – then a shard ship is used. Running might get slightly faster if your PEP (Personal Experience Points) is high enough, but not by a huge amount. Minimap does pretty much only show quest NPCs. Quest texts do require reading to figure out what to do often and sometimes are also vague enough that you may need to search though the zone in detail to complete them. There is no auction or cinsignment house function, just a trade chat channel. The characters need to be online to be invited or added to a friend list and for a group invite I think also a visual proximity is required.

Note I do not say that this is bad; in fact I do like some parts of it. But I do worry a bit that the game might be one that will require a lot of time in order to feel that some progress is made. If that will be the case then it might not be the game for me.

I do not know whether these bits and pieces are intentional or if  they intend to change these things later.

So far I have created two characters; one Void Seer (spellcaster) and one Trickster (rogue). For my view of a spellcasting archetype I felt that I did a bit too much melee fighting with my void seer, which was my initial character. So I decided to try out another archetype also. And I do like the trickster better, it feels to me that the skills work out better or are more interesting in comparision to the void seer with the combat mechanics. It is fun to play.

At level 5 is when you select your discipline (trickster and void seer in the cases above) and at level 9 you can do some quests to select a high house to join and become a citizen of the Enclave. Shard ship travel requires citizenship, so unless one wants to stay only on the initial shard (Parliament), one was to select a high house. There are 5 of the high houses; Maul, Rune, Torque, Silver and Shroud. Each house has their own philosophy on how to deal with things and one will have to pick one that feels are in line with how the character should be played. Before selecting a high house one can visit all of them in  a quest (They have their houses in the two initial zones Hawksmouth and Aldenvault) to get some information. Once the choice has been made and the initial house quest has been completed that choice is sealed; no change is possible.

In my case I choose house Rune for my trickster. The quests to become a citizen was pretty straighforward and quick and the fame (xp) was good, gained almost half a level. When the citizenship part was done a quest was offered to head to a different shard, Quarterstone. Getting the chance to travel with a shard ship and also see yet another new area made that an easy choice and I headed off directly.

 

On the way to Quarterstone through the Deadspell storm

On the way to Quarterstone through the Deadspell storm

When onme travels with a shard ship there are two options; travel with the crew or in a cabin on the ship. Travelling in a cabin is safer but more expensive, If you travel with the crew there is a chance for an attack and you have to fight, but costs less. I choose to go with the crew. In this case nothing happened though, after 2 minutes of real time the ship arrived at the Quaterstone docks. At this point I have pretty much just started to explore Quarterstone a bit.

 

Palace District in Quarterstone

Palace District in Quarterstone

A concern that I have and other players as well is that Spellborn feels quite empty. I do not know if the game is empty or how many people are playing it. But the lack of /who command and other means to figure out where people are and find people online at least gives a perception of emptiness. And while it is certainly possible to solo most of the content I think this is a game which really benefits with more group play – mob behaviour, the different combat mecahnics, spawn rates of mobs all contribute to make group play more rewarding.

Also, the whole debacle with the IP blocking and separate publishers for various countries do not help either. Although apparently the IP check is only when you set up the account according to some players, not when you actually play. And for some of the countries which the game is released for you can still not buy the game in any stores.  In the EU forums which is only accessible to those with accounts, there are 6 different forums in total: One Free2Play forum and one subscriber forum for each of the three languages English, French and German.  I do not get this; if one wants to attract free2play players to become subscribers, wouldn’t it be better that they could access and use the forums that the subscribers use also? As it is now the Free2Play forums seems quite empty (at least the English one) which would just emphasize the notion of a game with no players for those trying it out. 

Also there are now 6 universes, 2 for each language (English/International, French and German) and for each language there is a PvE and a PvP universe. Critical mass is important and if the player numbers are low it would have made more sense to put all PvE and all PvP on one universe and have different chat channels for the different languages. They seem to rely almost completely on word of mouth to get more players; but if the players perceive that the universes are empty they will risk driving people away through word of mouth. Perception is eveything; they may have huge populations but if that is not noticeable they could still suffer because of that.