MMO Quick Looks

4Story

Game Name: 4Story
Company:   ZEMi
Price: Free To Play (F2P)

 
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This is a fantasy-based MMO.

Character Creation:

The first thing I noticed is that the launch screen graphics are a bit weird and not indicative of the overall style you actually find in the game.

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The launch screen is very drab and has a chunky art style. Once you're in game things drastically change for the better.

There are 3 playable races in the game plus 6 classes.  The only initial customization you get is hair color and style.  A game where everyone starts out looking pretty much the same apart from race.  The class selection is pretty standard apart from the Evocator that ssounds like it allows you to take on the traits of animals.

 
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Tutorial / Learning The Game:

Once you log in, there is a short animation that shows you walking to the first quest giver.  This is nice since it doesn't drop you on the ground like some other MMOs.  You find yourself in a colorful village. The first thing the quest giver says in a voice-over is: "Listen to me, you will not die."  Very assuring.  If someone tells you you won't die, chances are you will.

Quest-givers follow the WoW pattern of "golden exclamation marks".   Once you accept your first quest, a help screen pops a nice screen-shot based set of the controls you need to know. There is no tutorial per-se, but the quests build nicely from talking to obtaining gear to combat.  At appropriate times, the help system pups up with the controls needed to accomplish a task.

Navigation:

  Quest-givers and acceptors are marked on the mini-ap which is nice along with NPCs.  No hunting for quests.  The large map gives you the same information along with the name of each NPC.  Clicking on a point on the map will cause you to go there.  I guess that's nice but it takes away some of the fun of exploring on your own.  So if you want to explore, don't use the main map.

Controls:

 Movement is standard WASD with the camera controlled by the arrows.  There are a decent number of customization options along with keyboard mapping, although I found the default set pretty standard.

Music:

Music is nice if not repetitive.  There is variety.  There are a lot of NPC voice-overs as well.  These range from OK to repetitive.  Not high-quality actors.  Ambient sounds are good, although foot steps sound like someone recorded them in a wooden basement floor spread with cornflakes.  Luckily, most of the time you don't even hear your footsteps and you walk in silence.

Questing:

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The early stages are basically "go meet..." to get accustomed to moving, and to gear up.  Interesting that as a warrior you get a sabre and a bow and set of arrows.  Melee and long-range.  The actual quests give enough information as to what is required and where to go.

Combat:

 
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 You are at level 2 once you are ready for combat.  My first combat quest was to take down 3 "Puma cubs".  These are a cross between a sabretooth jackalope and lion.  They are far from cute puma cubs.  There is a hotkey to auto-loot the spoils which is good.  Combat animation is decent.  In addition to your status gauges, there is a HUD in the middle of the screen which has glyphs that fade out as your health or vitality/mana drain.  No fighting 300 crickets or mutated cockroaches in this game at low levels.

Population:

Definitely people playing, even in the starter town.  Not overly crowded from what I can tell, but I'm not the only one on the server either (yes I have played games like that).  People are willing to help.

NPCs:

 NPCs aren't quite as dumb as bricks.  Some actually have funny (in a strange way) voice overs-some even share voices.  I guess they couldn't afford to pay for voice talent.  But the NPCs have no real AI and are rooted in place.

Leveling:

Leveling doesn't appear overly fast even at the beginning.  When you level there is a nice electronic flourish. You get the usual stats boost along with skill points.  There are 3 skill trees: attack, defense, and condition.  Condition allows you to trade attack for defense, defense for attack, as well as increase your chances for various abilities.

Diieing:

Dieing seems to use the WoW model. You die and you have to resurrect your body or you can res at a "Chaos Monk" by the temple but this will drain your stats for a while. 

Shops:

Vendors are NPCs, I've yet to actually be able to go into a building.  They are all marked with a glowing golden box over their heads. There is also an item/web shop that uses moonstones as currency.  An auction house exists.

Pets/Mounts:

 Yes.

PVP:

Duels and battles supported. Battles are ranked with honor. RVR at any level.  There is also something they call a "sacred war" where a guild participates as a group.

Graphics:

Graphics and artwork are actually decent. The artwork is bright and colorful, but not as defined as in WoW.   Animations are good when they have to be, though nothing extraordinary.  It's one of the more interesting styles I've come across.  Character design is decent, especially the MOBs.

Perspective:

 Full-3D into 1st person.

Social:

Groups, guilds and raids.  There is also the concept of a "soulmate".  This provides an experience boost when playing together.

Crafting/Minigames:

 Crafting items is available. As well as refining items.

General:

I actually liked playing this game.  It is fun even at low levels, the quests although nothing amazing, don't have you kill the same MOBs over and over, which is good.  The world is interesting in its design.  The downside is the poor voice-acting and sound design.  Will I play this again?  Probably.  It's a good way to kill an hour or two.  Is it World of Warcraft, um, what is?  But it does remind me of WoW in some ways.

Filed under  //   4story   fantasy   mmo  

2Moons MMO Quick Look

I'm going to start a series I'm calling "MMO Quick Looks".  This is going to be a blog that does really short reviews of MMOs (Massively Multiplayer Online [Games]).  There are a ton of other MMO and game review sites, why another?  Well first of all, apart from being for me, I don't intend to do full in-depth reviews, but rather, really quick reviews that will hopefully capture my thoughts on a given MMO. I'm not going to spend a lot of time reviewing or playing the games or trying everything, so these are truly going to be "gut-feel" in nature. However, I'll create a new character and level it to level 2 or complete the first quest (whichever comes first.)  Also, I'm not sponsored (nor do I wish to be) by any of the games, so these will be unbiased in that sense.  They will be biased by my own likes and dislikes however.  

So, let's get started.  I'll explain things as I go along.

This first MMO Quick Look is about 2Moons from Acclaim.  Each Quick Look will have an attached summary sheet as shown below.  The Score field is an average based on the star ratings.  The star ratings are:

  • 0 stars - awful 
  • 1 star - bad, 
  • 2 stars- OK, 
  • 3 stars - good/excellant

I’m keeping the ratings simple so I don’t get into gradients of good or bad.   The “Rating” is a catch-all that lets me factor in my own feelings.  

Each summary sheet will be followed by the actual Quick Look review:

Click here to download:
PastedGraphic-1.pdf (763 KB)

Game Name: 2Moons
Company:   Acclaim
Price: Free To Play (F2P)
Score: 39%
Website: http://2moons.acclaim.com

This is a fantasy-based MMO (as a lot seem to be) with more of an adult theme. As you connect a message literally flashes that seems to indicate 17 or older, but its too fast to read.

Click here to download:
PastedGraphic-2.pdf (523 KB)

Character Creation/
Customization:

This is strange.  There are six classes, but each class appears to be locked to a single gender.  So the Azure Knight (melee class) is male while the Segita Hunter is female.  I'm not going to list all the various classes, since you can look that up on the website. Once you select a class/gender you select a starting location, one of two.  There is no other character customization.  That's it.  There is minimal game customization.

Click here to download:
PastedGraphic-3.pdf (865 KB)

Tutorial / Learning The Game:

Once you're connected in your castle, there is a starting quest-giver.  There are some popup hints about controls.  Weird, the quest-giver also gives you help about controls and the game.  So rather than work you through the controls as quests you just read it.  Also, he gives you a first quest.  This is a bit confusing since the game mixes help with quests.  You also get an exclamation point popup which lists available quests in the area--that's sort of nice.  BTW the quest giver has a bad attitude about his job, nice touch.

Navigation:

You get the standard minimap and large map. It would be nice to be able to remap the movement keys. I prefer arrows to WASD.

Controls:

The toolbar layout is a bit cramped, most of it taken up by hot slots.  The main controls are pull out menus on the side of the screen. Movement and camera pretty standard.  Hotkeys abound but don't appear to be remappable.

Music:

Awful. Short looping track.  Sort of asian in flavor.  Sound-effects minimal but adequate.

Questing:

Quests appear to have subquests (progressions.)   Quest info gives everything you need to know.  Accepting a quest doesn't change the flag over the quest-giver's head, so you don't know if he has any new quests. Quest status only visible in the quest log.  Once you finish a quest you do get notified albeit briefly.

Click here to download:
PastedGraphic-4.pdf (768 KB)

Combat:

Weird.  Two types, cleverly called Type A and Type B.  Type A is a right click on or near a target and allows you to use skills on the area.  Type B you double-click the monster to select, then attack. Skills only affect the selected monster.  As I said, weird.  I tried B which sounds more standard.  Once combat starts its autoattack.  Critters do attack you unprovoked.  Labels are color-coded to show you their relative level to you.  Stay away from red things.

Click here to download:
PastedGraphic-5.pdf (665 KB)

Population:

Definitely people on and playing.  Not overly crowded except around the gates where the player labels make things a bit messy.

NPCs:

Dumb as bricks.  They just stand around.  They may as well be furniture that gives out quests (actually that would be more interesting.)

Leveling:

Very fast at low level.  You get attribute/skill points to distribute.

Dieing:

Easy to do at low level.  You res in your starting spot.  You don't appear to lose anything at low level.

Shops:

Quest givers are also vendors.  Players can also set up their own personal "shop."

Pets/Mounts:

Apparently, but you don't get one right away.  Same with Mounts.

PVP:

Dueling, Siege-Mode (castle siege while guarding key spots and leader.) Expedition/Party vs Party (think WoW raid group vs raid group).

Graphics:

Reasonable.  Color palette is very flat though and tends to browns and muddy.  Art, nice, except for players who all seem the same apart from their equipment. Changing weather effects.

Perspective:

3D but you can't go into 1st person.

Social:

Guilds, groups.

Crafting/Minigames:

Yes. Fishing too.

Macintosh Support:

No

Netbook Support:

No

General:

Seems ok.  Nothing tremendous nor horrible (apart from the music.)  Is it fun?  Probably once you get into the PVP or social aspects.  Otherwise, it appears run-of-the mill.
Will I continue to play it?  When the mood hits (not very often).  It is free though.  

Why Are There No Good iPhone MMOs?

 

This is just a braindump. 

I am an MMO player. I like collecting them. When the urge hits I play. I only consistently play World of Warcraft, but I like seeing what is new. I've done a lot of official betas starting back with the original Ultima Online beta. There are lots of fun Windows-based MMOs, and some fun Mac-based ones. 

There are no good iPhone-based ones. 

No, really--there are MO for the iPhone but no MMOs. And even fewer good ones. So why is that? 

The single reason is money. You won't see a Sony or EA or a Blizzard investing in it when people think an iPhone app that costs 0.99 is too much to pay for a game. Running the sever infrastructure and hiring a team of developers won't see a direct return payout on an iPhone MMO. At 0.99 a copy you'll be lucky to afford a MacMini much less a server farm and Internet costs. 

Programmers, artists, network administrators also need to be paid. And none of those come cheap. But, you may argue (and rightly so) that company x is already paying for all that for the desktop version. 

Yes, all the large MMO companies already have the resources in place. To them the iPhone market is more work than it's worth. They have to create a client that uses their infrastructure or adapt their infrastructure to work with the iPhone. They need to come up with a client that runs decently and plays well on the iPhone. They have to hire iPhone developers. They have to create new libraries of assets to work on the iPhone. Their marketing, sales, and tech support needs to be trained for iPhone. It's not worth it--unless you have money to burn or are a small developer with nothing to lose. 

And that comes back to--money, and time. You need money to buy and run the servers. You need time to develop and roll out--during which you need a source of money to keep going. And if you are an iPhone developer, doesn't mean you can or know how to write server code. 

So, iPhone developers fall back to multiplayer online, not MMO. And that's fine, but I want MMO. What comes close? 

The "it comes close" award goes to Motropolis from Gemini Mobile Technologies. Great idea and execution--but there is nothing to do. If there is nothing to do, there are no users. Lack of content updates killed this, in my opinion. Talking and walking around don't make for a good MMO, unless you happen to be Twitter. 


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Soft Freak Fiesta from Gogogic wins in the "fun" category. It's multiplayer, simple to play, looks great--but is not really real- time. Each side sets up a move and then it's resolved. It's not turn- based, but not quite realtime. It's major problem right now is that the server can take minute before you can make a move. You try to move your pieces and it won't let you even though they are highlighted. I think this will cause people to give up on it. But it's one of the more fun games MMO or not. 


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Space Trader from Hermitworks wins for "closest thing to an MMO while being single-player.". This isn't even an online game. It's a solo game. But this is what the graphics of an iPhone-based MMO should look like. The interface and controls are, in my opinion, the best and most accurate I've seen for first-person iPhone games. It has NPCs, it has quests, it has a universe to play in--it doesn't have the server-side multiplayer aspect. Throw real people in that environment with the ability to buy and sell goods with a reward system and you have something. 


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another shot

 

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And the winner is GraalOnline Classic--if there really is a winner. This comes close though. This is truly MMO. Lots of people online all the time, there are even guilds I hear. The problems with it are: old school graphics (not really a problem, more of a preference), the movement controls are a bit "wonky" (a technical term meaning not quite responsive, or overly responsive), and no quest/reward system. But, you can chat and kill NPCs (yes it even has NPCs) and other players. So most of your time in Graal is spent running after or from things you are trying to kill or avoid being killed by. This is a realtime iPhone MMO folks! Tweak the controls throw in quests and a reward system and you have an excellent iPhone MMO. 


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The other main component of a good MMO is community--guilds, clans, cooking clubs, whatever you choose to call them. A community is an organic group, not one that is forced into existence. A lot of iPhone games reward you for inviting your Twitter or Facebook friends in order to progress in the game--like the game company doesn't have an ulterior motive. That is certain evidence that a community will not grow and the game company is fishing information. Advancement in the game should not be linked to a forced grouping of people. Community helps the game survive but should not be the game. 

The iPhone has a couple of companies that promote community--Open Feint is one. They do a lot. Track achievements and promote community but do not impose it. Others as I've mentioned link game advancement to revealing Facebook or Twitter or even your addressbook names. Stay away! 

Then there are companies akin to "puppy mills". They churn out the same game and just reskin it to appeal to a different group. The two that pop up in the App Store under the RPG (there is no MMO category) are Srormil and Playmesh. The same game over and over just reskinned and "adjusted" with a requirement to create "community" in order to advance--RUN away. 

I am not saying they are bad games, just potentiially bad for the user and at a minimum an indication the company is more concerned with money than creating a good game. Lazy companies want money. 


So I'm sure there will be dissent and other opinions. I wrote this so these are mine ;) 

If you follow me on Twitter you may have seen me mention I am working on an iPhone MMO. It won't be the perfect MMO--I may not even ever finish it. Right now it's in cloud-dreaming, proof of concept stages. I am hoping it will bring some new ideas to the MMO world and MMOs on the iPhone. 

I develop what I'd like to use, so money isn't the primary driver for me in my hobby projects. A small developer can succeed where large ones fear to tread. Of course a small one may fail just as easily with more significant consequences. 


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Filed under  //   iPhone