Tuesday, April 10, 2007

E3 2006 MMOG REPORT

Last year’s E3 was a little less hectic than last year’s. According to early reports, attendance was down from 70,000 to about 60,000; this may have been related to the fact that the show was really cracking down on attendees this year to have proper credentials. Unfortunately, it seems they got a bit overzealous in their attempts; many legitimate people in the game industry were denied registration, or were forced to register on-site. Like last year, much of the focus of the convention was on the next generation consoles, but I was there primarily to check out the many upcoming MMOGs that were being shown both on the floor and behind closed doors. As I did in last year’s report, I will attempt to summarize my impressions of the upcoming titles, including observations of both gameplay and commercial outlook. And let me add my usual disclaimer: these are not meant to be full-blown previews; many of these games I only saw briefly, others may change substantially before release, and in any case you can’t really judge a MMOG until it has been released.



Picking a clear winner this year was quite difficult. Nearly all of the titles had something in particular going for them. I was also impressed by the graphics in almost every title; it seems technology and tools have progressed to the point that even a small MMOG title can have excellent graphics. “Better, more exciting, more interesting combat”, which seemed to be last year’s theme, was now a given; each title was now trying to show how they were innovative in other areas as well. Nearly every title seemed to generate at least moderate interest, so I expect World of Warcraft to see a lot of competition for subscribers this year and next. The titles that fellow MMOG players seemed to be impressed with the most were Tabula Rasa, Huxley, and Age of Conan.



Oh, and one final note – there were quite a few other new MMOGs that I didn’t get a chance to see due to time constraints. Most of them were entries from the Asian market, and they rarely translate well overseas. However, you never know what gaming gems there may be among all those titles, just waiting to be discovered and become the next World of Warcraft.



NCSoft
NCSoft once again had one of the biggest booths at E3, with dozens of machines showing off not only their current titles but upcoming games as well. While the booth did receive a lot of traffic, it did seem a little slower than last year. Noticeably absent was any showing of City of Heroes/City of Villains, but there were still plenty of people trying out Tabula Rasa, Aion, Guild Wars, Lineage II, and Auto Assault. NCSoft was also showing off a new crop of more casual, non-subscription based online games: Dungeon Runners and Exteel in public, and Soccer Fury and Smash Star in private showings. Since these games are not MMOGs, I won’t cover them here, but it’s interesting to note that a game like Dungeon Runners could be considered a “lite MMOG”, something of a Diablo II clone, which could compete for the attention of MMOG players as well as those playing other non-subscription online fantasy RPGs like Guild Wars.



Tabula Rasa

Availability: Q4 2006 – Q1 2007

http://www.playtr.com/

After a series of delays, it looks as though the re-tooled Tabula Rasa will finally make it to market this year, and boy did I like what I saw – and so did nearly everyone else I talked to. Tabula Rasa was not head and shoulders above all the other new MMOGs at E3; there were good reasons to pick other games that were prettier, or had more innovative game play, or had the power of a strong license behind them. But it seemed like Tabula Rasa was the one game being shown that was the most fun to play right now, and the one everyone was looking forward to trying once it comes out. Tabula Rasa no longer has Imperator as potential competition, which means the futuristic sci-fi shooter/RPG will have the genre almost entirely to itself. Huxley has a similar appeal, but is more skill-based and PvP-focused; Tabula Rasa is RPG-based and PvE-centric. When playing missions in the game, there’s always a dynamic battle happening around your character; you really get the feeling that you’re in the middle of an interplanetary war. NCSoft is also making the game easy for the casual player to enjoy – solo play is supported, and as their characters progress, players will be able to experiment with new professions while still preserving their existing character’s level; they won’t have to “re-roll” an entirely new character and spend weeks leveling up all over again just to try something different. I was also impressed with the game’s easy to use interface and integrated voice chat functionality. The bottom line is simple: Tabula Rasa is a fun, refreshing change from the glut of fantasy-based MMORPGs, and if that’s not enough for you, it’s got Richard Garriott behind it. What more could you ask for?



Aion: The Tower of Eternity

Availability: Q4 2006

http://www.plaync.com/us/games/aion/index.html

NCSoft’s long-anticipated and highly secretive MMORPG Aion was finally revealed at E3 this year, and it certainly didn’t disappoint. The graphics are gorgeous, featuring luminous landscapes and amazing character detail. Powered by the Crytec game engine, it rivals all other MMOGs on the horizon save perhaps SUN. The game features a unique setting and story, where players become either angels or demons, fighting a supernatural battle not only against each other but also against an NPC faction, the dragons. During both combat and questing, game play is supplemented via in-game cinematic cut scenes that serve to enhance the game’s storytelling. Aion also promises to have stories that are directly driven by player actions, allowing each game server to have it’s own unique path and plot as a result of decisions characters make in the game world. If the game has a weakness, it may be that the divine setting may be a little too “out there” for some people, and it’s legitimate to ask whether or not the setting of the game can truly defy “cultural boundaries” as the developers promise and appeal to both Eastern and Western audiences.



Webzen
Webzen had an even bigger booth than last year, including a stage, a variety of contests and performances, and live tournaments in the games they were showing. They seem to be trying to follow the same path NCSoft did to the North American market; whether or not their products will succeed remains to be seen. Webzen has some seven MMOGs currently in development, but only three were being displayed on the show floor. Both SUN and Huxley were holding nearly continuous 16-person tournaments all three days, and they were very heavily trafficked.



SUN: Soul of the Ultimate Nation

Availability: Q3 2006 – Q4 2006

http://www.webzengames.com/Game/Sun/default.asp

The fantasy-themed SUN was prominently displayed this year, and the game was just as impressive as last. The level of graphical detail and the quality of the artwork remains at the top of all the MMOGs I saw save perhaps Aion. SUN is highly focused on combat and combat-related questing; the fighting is heavily stylized with lots of Asian influences and big, flashy effects. What I really like about the game is that players will be able to customize the difficulty of each instance they go on, so they can advance at their own pace, either solo or in groups. In addition, there are a variety of PvP options, and the whole package is wrapped in a soundtrack from Lord of the Rings composer Howard Shore. Two big question marks remain: can Webzen pull all of this together into a coherent “world”, instead than feeling like a bunch of instanced battlegrounds, and can they fully “translate” the game from a primarily Asian audience to a Western one? If they can, watch out… SUN has a lot of potential.



Huxley

Availability: Q3 2006 – Q4 2006 (PC), 2007 (Xbox 360)

http://www.webzengames.com/Game/Huxley/default.asp

Also prominently displayed was Huxley, a FPS-based MMORPG set in a post-apocalyptic future where three sides war for control of resources. The game is primarily a twitch-based action shooter, but there are RPG elements to it as well. The design has changed somewhat from what Webzen showed last year; the current plan is to have the PC version out sometime in late 2006 or 2007, featuring two playable factions. Later in 2007, an Xbox 360 version of the game will launch, which will introduce a third side to the mix. Xbox 360 players will also be treated to a single-player game and storyline before they go online and compete directly with players running the PC versions. While having a cross-platform MMOG is very cool, I’m not sure I like the segregation of PC and Xbox players into different races and classes. Also, as I predicted last year, performance was an obvious problem during the tournaments – there was noticeable lag during the heavier battles, even when playing on beefy SLI-powered PCs and with only 16 players (plus all the NPCs, of course). Still, the potential for Huxley is even larger than SUN, as there is currently no other MMOG on the market that has been able to really capture the FPS gamer.



Project Wiki

Availability: Q3 2006 – Q4 2006

http://www.webzengames.com/Game/Wiki/default.asp

Hidden in a corner of the Webzen booth were a few stations showing off Wiki, a whimsical, fairy-tale MMOG featuring cutesy anime-style characters and cell-shaded graphics. The game is designed for teens, and focuses on questing and intelligent, dynamic NPCs. The look of the game reminds me of Toontown Online or Dofus, and could be appealing to younger players if marketed appropriately in the US.



APB: All Points Bulletin

Availability: Q4 2007

http://www.webzengames.com/Game/APB/default.asp

Still no more info on this title than what I was told last year – this game, from the creator of Grand Theft Auto, is supposed to be a massively multiplayer version of such a game, where some players organize gangs and others organize police forces and the two duke it out PvP-style for control of city territory. It is certainly an interesting concept, but I have my doubts that it can actually make for a compelling game.



Parfait Station

Availability: TBD

http://www.webzengames.com/Game/PS/default.asp

Nothing new on Parfait Station either, a quirky little MMOG featuring cutesy anime-style characters in console-style shooting combat against both computer controlled opponents and other players. I doubt it will translate to the US market.



Kingdom of Warriors

Availability: TBD

http://www.webzengames.com/

I know nothing about this game other than it was listed among the other titles Webzen has in development. Based on the classic Chinese Three Kingdoms story, this game appears to be aimed at the Chinese market.



Endless Saga

Availability: TBD (PC and PS3)

http://www.endlesssaga.com/

In a surprise announcement last year, Webzen revealed they were developing a new fantasy-based MMORPG for release on both the PS3 and the PC. Little more is known about the title right now, but expect to hear more from Webzen on this title in the months to come.



Turbine
Like last year, Turbine’s booth was somewhat small, but it was located in a more prominent location this time around. On display were recently-released Dungeons & Dragons Online: Stormreach and upcoming product Lord of the Rings Online: Shadows of Angmar. There was no coverage of Asheron’s Call or the recently cancelled Asheron’s Call 2.



I want to take this opportunity to talk about Dungeons & Dragons Online, as it was my Best of Show winner for E3 2005. Despite having a lot going for the title, Turbine failed to execute last fall while the game was in beta testing, and they chose to ignore many of the complaints about the shortcomings of the title and chose to release it this spring anyway. While the game has sold some 300,000 copies, I can tell you the number of subscriptions is far less (although I don’t have exact numbers to report yet – keep checking the main page!), and far below what this game should have attracted. DDO has received modest ratings in reviews, which typically praise the product’s unique strengths before demolishing it with a litany of problems that were identified months previously in beta testing. Can Turbine turn the product around with the next expansion? MMOG history has shown us this is very unlikely, but Turbine is making their best effort, with heavy promotions of free game time, an upcoming patch promising more solo content, and an “updated” release at retail for Christmas 2006. My opinion: while DDO will survive as a niche to midrange MMOG, it will never be the big hit that it could have been. This only underscores how important execution at launch is – even a fundamentally sound product can fall short if the developer fails to devote the time and resources necessary to make it a truly AAA title.



The Lord of the Rings Online: Shadows of Angmar

Availability: November 2006

http://lotro.turbine.com/

This year, Turbine was showing off LotRO by leading teams of up to 4 players through a short quest, similar to how they demoed DDO last year. The game looked much farther along than it did in 2005, and the graphics and interface were both much-improved. The game will supposedly accommodate solo play, although that was not evident in the adventure that was being shown. While I found playing the game enjoyable, nothing about it particularly stood out; in fact, it seemed rather derivative of current MMOG game play. The classes were standard variations on well-known MMOG archetypes, and combat was fairly ordinary. After chopping my way through dozens of monsters, I felt more like I was playing your typical fantasy RPG; any Tolkienesque atmosphere had been lost in translation. Turbine seems to be committing more resources to this project than they did with DDO, however, which is a good thing – they can’t really afford to blow another big opportunity. Support for solo play and plenty of content at launch – two of DDO’s major shortcomings – should improve this title’s chances of success. But given Turbine’s track record, I remain skeptical; what will ultimately determine the product’s level of success is how Turbine incorporates the feedback they will get during beta testing this year.



Mythic Entertainment
What a difference a year makes. Last year, in addition to their existing Dark Age of Camelot franchise, Mythic was touting their highly anticipated sci-fi MMOG Imperator, aka “Romans in Space.” The announcement that they had also just acquired the rights to make a MMOG based on the fantasy Warhammer universe was little more than a surprising footnote. This year, Imperator was nowhere to be seen – cancelled at the 11th hour – and instead on display was the aforementioned Warhammer title, after less than a year in development. With DAoC subscriptions falling and substantial investment lost on Imperator, Mythic needs their next MMOG to be a big hit.



Warhammer Online: Age of Reckoning

Availability: Q3 2007 – Q4 2007 (PC), TBD (Xbox 360)

http://www.warhammeronline.com/

The most impressive aspect of Warhammer Online is just how much Mythic has accomplished in only 9 or so months of serious development work. While far from complete, many of the game’s aspects were on display, including combat, questing, and character abilities and advancement. Visually, the game looks a lot like World of Warcraft, which should come as no surprise – Blizzard copied much of the look of the Warcraft universe from the Warhammer RPG in the first place. I was particularly impressed with the game’s quest journal, which also functions as an in-game encyclopedia and record of one’s adventures. The game will support both PvE and PvP (RvR) combat, and solo play, at least for now, appears to be viable. It’s still too early to make a judgment about this title, but the Warhammer universe is an appealing one to many traditional RPG players, and Mythic seems to be taking lessons from WoW on how to create a product with truly broad appeal. Oh, and a little-known secret at E3 was that a copy of the game was already up and running on the Xbox 360 as well, although whether or not the tile will actually be released for anything other than the PC platform remains to be seen. Bottom line: I can’t wait until next year to see what Mythic has to show then!



Perpetual Entertainment
Gods and Heroes: Rome Rising

Availability: Q4 2006

http://www.godsandheroes.com/

In a surprise announcement earlier this year, Perpetual Entertainment entered into a co-publishing agreement with Sony Online Entertainment for their first title, Gods and Heroes. The fact the game has been delayed over a year has only served to improve the quality of the title in almost every respect. The game, on display at SOE’s booth opposite Vanguard, looked much nicer than it did last year, and while there were still some noticeable bugs, the game seemed much closer to being ready for release. This fantasy MMORPG’s setting in the mythical past of the ancient Mediterranean was certainly eye-catching, but more impressive were the innovations in how the game actually plays. Players will be able to hire teams of NPCs to join them on their quests, fighting through a plethora of mythological monsters in a manner more akin to a squad-based RTS than a traditional CRPG. And the game’s combat animations are above and beyond what you see in other MMOGs, featuring complex moves and collisions between characters and monsters that make the fighting seem much more genuine than the usual endless barrage of sword swipes. Perpetual continues to impress with their progress, and with SOE’s muscle now behind them, this game has a chance at modest success in the marketplace if it can actually make it to market with enough polish and content to sustain subscriber interest.



Star Trek Online

Availability: TBD

http://startrek.perpetual.com/

Perpetual wasn’t ready to show off what they’ve achieved with the Star Trek license yet, but many are eager to see what they come up with. Turning Star Trek into a MMOG is a very dangerous proposition, and one wrong design choice could easily lead this product down the road to disaster (see Star Wars Galaxies). Expect to see this title featured at next year’s E3!



Sigil Games Online
Vanguard: Saga of Heroes

Availability: Q3 2006 – Q4 2006

http://www.vanguardsoh.com/

Vanguard has been highly anticipated by many of the hardcore MMOG players as it comes from ex-EverQuest developers Brad McQuaid and Jeff Butler. Recently, it was announced that Sigil was working with Microsoft to buy back the publishing rights to the game, and new arrangements had been made to co-publish the game with Sony Online Entertainment. Consequently, all three companies were showing the game at E3 this year. However, from what I observed, the Sigil booth was not heavily trafficked, and at the SOE booth, the game did not get appreciably more attention than Perpetual’s Gods & Heroes, which was being shown opposite it. In last year’s E3 report, I accused Vanguard of not being very innovative, but instead more “evolutionary” in design. Vanguard’s developers took me to task on this point, and said they were eager to prove to me otherwise, pointing out how the game featured not only a new combat system, but also new crafting and diplomacy systems as well. Yet at this year’s E3, all they were showing off in public was the combat system. [Edit: I’ve been told since that they were showing crafting and diplomacy in public, but it must not have been very frequently. I did see other features unrelated to these three main spheres of the game, such as character creation and mounts.] And while the combat system is different from the traditional MMOG approach, Sigil is headed in the opposite direction most other MMOG developers have taken; they are making the combat slower and more thoughtful, not faster and more action-packed. The details of the crafting system that have been announced so far seem to be very similar to the style of crafting found in EverQuest II. And the latest word on the “diplomacy” system is that it has been reduced in scope, and now simply functions as an NPC parley system, requiring players to navigate through a series of dialog choices in order to obtain quests. In effect, it becomes just another barrier to accessing content. The one aspect of the design that seemed most innovative to me – the ability to have purely diplomatic and political characters – seems to have been abandoned. [Edit: But this last part is disputed – the diplomacy system is currently in flux, so what it will ultimately look like remains to be seen.]



It’s not that Vanguard doesn’t have a lot of other fascinating and potentially enjoyable elements. The graphics are good, and the game will feature actual dynamic weather, something that we’ve rarely seen before in MMOGs. The world itself is enormous and filled with detail, but in order to make players truly appreciate the scope of the world they are in and increase immersiveness, the game will not offer any rapid travel or teleportation; players will be forced to spend long hours traveling by foot, horse, or boat. Add to that the return to old-school harsh death penalties like exp debt and corpse runs, the slow, grindy nature of advancement in not just one but three different spheres of the game, and very little support for solo play, and it all adds up to a recipe for disaster. I’m sure there is a hardcore, dedicated group of potential players for such a game, and maybe Vanguard will capture all of them. But at best that number is only going to be a few hundred thousand subscribers. Vanguard is no WoW killer, and it simply will not appeal to the broader gaming audience the way many of the newer products in the fantasy MMORPG segment will. Perhaps some time in beta test will convince me otherwise, but right now things do not look good for Vanguard, which may be a reason why Microsoft was so willing to divest itself of the title. [Edit: Just to clarify (as some people have taken these comments as being too negative), I’m not saying Vanguard will necessarily fail or be a bad game. But it’s not a game, from what I’ve seen so far, that will have appeal beyond a very dedicated niche of MMOG players. That may be all Vanguard is after. Sigil is talking about 250K -- 500K subscribers being a conservative estimate; I’m looking at something more in the 150K – 250K range for North America, assuming they execute well on most of their design goals.]



Simutronics
Hero’s Journey


Availability: 2007

http://www.play.net/hj/

Situated next to Sigil’s booth on Kentia Hall, this upcoming fantasy MMORPG from industry veteran Simutronics attracted a lot of attention from E3 attendees. While the company had been focusing on smaller products in recent years, Hero’s Journey is a AAA title aimed to compete with the big boys in the MMOG market. First and foremost, Hero’s Journey promises deep and innovative character customization, allowing players not only to select multiple classes but also to customize the appearance of clothing and armor on their character, eliminating the traditional problem in fantasy MMOGs of high-level characters all looking alike because they are all wearing the “best armor” in the game. The game fully supports solo and group play, using instanced quests and dynamically scaled encounters to provide players with challenges appropriate to their abilities. But the most unique aspect of the game is the Wyr system, special treasures in the game that players can apply to their characters, their abilities, or their equipment to imbue them with new and powerful abilities. In this way, everyone is truly unique, and no two characters are alike. Simutronics’ biggest challenge isn’t producing a quality MMORPG – they’ve done that – but cutting through the huge sea of other fantasy-based MMORPGs both released and upcoming that feature stronger IP and name recognition. Their true success may not be in Hero’s Journey itself, but in the Hero Engine they’ve created, a turnkey MMOG engine and portfolio of development tools that other companies are already looking at licensing for their own products.



Funcom
Age of Conan: Hyborian Adventures

Availability: Q2 2006 – Q4 2006

http://www.ageofconan.com/

Age of Conan generated a lot of buzz among fellow convention-goers. Many were impressed by the graphics and the combat system – particularly the mounted combat that was being demoed at Funcom’s booth. I, however, was somewhat less enthusiastic. Like last year, we didn’t get any hands-on time to see how the game actually played. And what was being shown was not the MMOG component of the game at all – only the single-player game, which takes up the first 20 levels or so of your character’s journey. The graphics were okay, but not particularly impressive. There was also a demonstration of the city-building technology Funcom has planned for guilds in the game, but I’ve seen this sort of thing before in other games. It’s basically much too early to make any judgments about the quality of this title. Fans of the Conan universe are obviously very excited, but Funcom has let us down before with Anarchy Online. In a market already stuffed with fantasy MMORPG titles, having the Conan IP behind you certainly helps, but when you’re competing with the likes of Lord of the Rings, Warhammer, and existing franchises like World of Warcraft, you’ll need compelling MMO-style gameplay to keep subscribers.



Ankama Studio
French developer Ankama was hidden away in a corner of the “France at E3” room, but their unassuming nature conceals the amazing truth that their premiere flash-based title, Dofus, has garnered around a million registered users and close to 70,000 subscribers. The game has been such a hit that Ankama already has an expansion, Riders of the Dragonturkey, due out in June, and a spin-off game, Dofus Arena, also due out this summer. Dofus Arena will be subscription based, but I’m not sure it can be called a MMOG; it’s more like FPS-style matches, only with a team of Dofus characters. However, Ankama is also using their newfound wealth on a completely new MMORPG title called WAKFU.



WAKFU

Availability: Q4 2007 – Q1 2008

http://www.wakfu.com/

WAKFU is still in the early development stages, so I wasn’t able to play the game yet, but Ankama did relate some details. They’re taking what they’ve learned from Dofus and trying to address some of the most common player complaints. Characters in WAKFU will be larger, and combat will be more real-time, allowing other players to jump in during an existing fight, something currently not possible in the turn-based combat of Dofus. Instead of players competing with each other, they’ll be encouraged to work together towards the common goal of saving the universe. Characters will use magic, martial arts, and technology to fight nature itself. The game will also feature a “universal, intuitive language” which will help players from different countries team up and play together. How any of this will actually work remains to be seen, but if the popularity of Dofus is any indication, expect WAKFU to be another sleeper hit.



Yedang Online
Korean entertainment company Yedang Online had a surprisingly large booth this year, complete with regular stage shows. The company has had good success in Korea and China, and it looks like they are interested in the North American market. In addition to their regular online titles, they were promoting two of their MMOG titles, PristonTale 2 (a sequel to their already-launched PristonTale), and Laxe Lore, which I believe is already released in China. I doubt we’ll ever see either of these tiles outside of Asia, but I felt they were worth mentioning.



PristonTale 2: 2nd Enigma

Availability: Q3 2006 – Q4 2006

http://www.pristontale2.com/

PristonTale 2 utilizes the Unreal engine, and the game certainly looked nice. But the broken English of the game’s literature makes it difficult to really describe the rest of the game’s features beyond PvP. It seems broadly similar to Lineage II, and should do well in Asian markets.



Laxe Lore

Availability: Q3 2006 – Q4 2006

http://www.yedangonline.com/

I know even less about Laxe Lore, other than like PristonTale 2 is has PvP, and it has some sort of unique pet system in-game. Graphically, the game looks almost identical, although the style of the artwork is noticeably different. Presumably the two games are aimed at different audiences.



Spellborn NV
The Chronicles of Spellborn


Availability: Q4 2006

http://www.tcos.com/

The makers of fantasy-themed Spellborn were showing off their game at the eFocus party prior to E3 proper, and what I saw was quite impressive. The game is visually breathtaking, and it promises to have deep, interesting quest and an innovative combat system that keeps battles fresh and interesting. In a feature similar to Hero’s Journey, you’re allowed to customize the look of your character’s armor and clothing, regardless of what you’re really wearing, so you can control how your character appears without sacrificing in-game bonuses. And it doesn’t stop there – characters are also able to customize their own weapons with magic tokens, and even name them to create their own epic items. I could go on and on, but the bottom line is Spellborn actually has some interesting and innovative features that set it apart from most of the other standard fantasy MMOG fare. If the developers can actually deliver the content they promise, Spellborn could be the surprise hit of the year.



Adventurine
Darkfall Online


Availability: 2007

http://www.darkfallonline.com/

While this title was not on display at E3 this year, I did run into the developers, who told me a little about the game. Darkfall is another fantasy-themed MMORPG, but this one features hardcore, unlimited PvP (but with consequences). The game’s mechanics are all throwbacks to an early UO time, with harsh death penalties, corpse looting, character collision, item decay, and so on. Instead of eliminating all of these issues that other game designers have seen as obstacles to fun, Adventurine is embracing them, to make the world more realistic and immersive. The game looks solid enough, but is there a large market for such a product? The limited success of similar games, like ShadowBane, suggest otherwise.



Runestone Game Development
Seed


Availability: May 2006

http://www.seedthegame.com/

Seed was just released prior to E3, and you can download it online with a free trial to try the game yourself. It’s hard to really describe Seed; it’s certainly innovative, defying many of the traditional MMORPG conventions. Set in a sci-fi future, the game features no combat, classes, or traditional questing. Instead, the game focuses on interactive storytelling in a dynamic, growing world that the players actually help to shape and define. Even the graphics are a unique blend of comic book scenery and cell-shaded 3D graphics with a decidedly European flair. This game is probably just too unusual to attract a large following, which may be its ultimate weakness – without a large enough community of players, the game’s design mechanics lack the fuel to create a fully realized virtual world. Still, hardcore roleplayers may find Seed a refreshing and welcome change from most other MMOGs.



Rapid Reality
Africa


Availability: Q4 2006 – Q1 2007

http://www.africammo.com/

Behind closed doors at E3, a select few were getting their first look at the upcoming Africa, the MMOG with a name both obvious and mysterious at the same time. Sadly, I was not one of them, but what I can tell you is that Africa is set in, well, Africa, circa 1300. As much as the standard fantasy RPG genre reflects (loosely) the traditions of medieval Europe, Africa will do the same for Africa, mixing both fact and myth together to provide a truly unique experience. The game features skill-based advancement over traditional levels, and will include PvP as well as PvE play. While the potential of this title is certainly compelling, many unanswered questions remain. Will Western audiences be able to relate to the game’s setting and history? Will it actually be fun to play? And can an untested lead designer and a relatively inexperienced development team produce a AAA quality title on a short schedule and a tight budget? While these are legitimate concerns, the buzz around this title is undeniable.



Auran Games
Fury


Availability: 2007

http://unleashthefury.com/

Fury was another upcoming MMOG on the show floor at E3 that I simply didn’t have the time to see. This surprise showing from Australian developer Auran Game did get a lot of attention from others, however, and I can see why. The game, like many other MMOG titles this year, is visually impressive, and the design promises fast-paced PvP combat in a style more like that of an FPS than an RPG. Instead of an open, unrestricted approach to PvP, Fury provides a unique design of channeling players of equal skill and ability against each other via a matchmaking system. The outcome of these battles, in turn, provides a way for characters to gain loot and improve their skills, but in a way that doesn’t punish the losing player. Character advancement is furthered by accomplishing quest-like “trials” that take place against other players inside the instanced battlefields. It’s not clear if this game can actually appeal to either traditional PvE or PvP MMORPG players, but fans of First Person Shooters may finally get a fantasy-based MMORPG that can deliver the constant action that they crave.



Flying Lab Software
Pirates of the Burning Sea


Availability: 2006

http://www.piratesoftheburningsea.com/

Hidden away at the Nvidia booth this year, PotBS is based primarily on the conflict between English, French, and Dutch sailors, as well as pirates and privateers, in the Caribbean circa 1720. The game features both PvE and PvP elements, where actions taken by players in game on both types of missions directly affecting control of the game world. Unfortunately, the game seems to be about ship battles, ship battles, and more ship battles, and not a whole lot else. Currently in beta test, the game looks like it’s a lot of fun, but I have my doubts on whether or not it can keep subscribers playing over the long haul. This game should compete for market share with both Uncharted Waters Online and Pirates of the Caribbean Online, but the latter two don’t appear to be coming out any time soon, so it should have the advantage of being first to market.



Koei
Uncharted Waters Online


Availability: TBD

http://www.koei.com/

UW Online wasn’t being shown at all at E3 this year, much to my sadness. The game looked quite beautiful last year, and the game has been out in Asia for some time, but Koei seems to have either postponed or cancelled their plans to bring the game to North America and Europe.



Disney Online
Pirates of the Caribbean Online


Availability: Q4 2006 – Q1 2007

http://disney.go.com/pirates/online/

According to their web site, this game was being shown at the Buena Vista Games booth at this year’s E3, along with other Disney IP products, but I sure as heck didn’t see it – only stuff for the single-player Pirates of the Caribbean title. Nor did they mention it when I turned in my special Pirates of the Caribbean Online gold coin to get my exclusive swag, or should I say, “booty”. Either I wasn’t special enough to get to see the game, or I simply missed it. Still, I did get a beta invitation, so perhaps this title is not quite as vaporware as it appeared. When it does come out, expect strong competition from Pirates of the Burning Sea and Uncharted Waters Online (assuming they ever actually come out, too).



BioWare
Untiled MMORPG


Availability: 2007 – 2008

http://www.bioware.com/bioware_info/press_releases/2006_03_15_Austin/

Back in March, the newly formed Bioware Austin studio announced they were working on a MMORPG. Details of the game’s genre and features are still closely guarded, but I felt the game was worth mentioning here. With MMO veterans Gordon Walton and Rich Vogel on the team, the addition of accomplished RPG designer James Ohlen, and the reputation of BioWare, the potential of this product looms over the MMOG industry. And in a surprising statement at E3, Rich Vogel says they are aiming for 1 million subscribers, with 200K – 400K being at the minimum of what would be considered successful. This should give us an indication of the potential scope of this game and the resources BioWare is committing to it.