Showing posts with label bioware. Show all posts
Showing posts with label bioware. Show all posts

Tuesday, August 21, 2012

No Single-Player for Command & Conquer: Generals 2 at Release

Command & Conquer: Generals 2 will apparently launch without a single-player campaign, according to developer Bioware Victory.

In an interview with PC Gamer, the company's general manager John Van Caneghem explained that “co-operative and competitive” skirmishes would be the main focus of the title initially, with other modes being added later based on community feedback.

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We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well.

Speaking about the potential of a story campaign being one such mode, Van Caneghem said, "It is something we haven’t announced yet how we’re going to do it." He explained that one of the main benefits of the game being online was that it facilitated the easy testing of new play styles, claiming, "As a live service I think the exciting part is you can try things. You can see what the community wants, you can give it a shot, you can put it up for a weekend and see how it goes, develop towards what the fans like."

While he didn't comment on EA's decision to make the game free-to-play, he did reveal that Command & Conquer: Generals 2 will be the first in a new series of online C&C games that explore the series' history.

"We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well," he said. "Generals 2 was the first one, and it was one of the biggest sellers, as well as the fanbase has been asking for it for some time."

He rounded up the interview by explaining that Bioware Victory is keen for the upcoming RTS game to break onto the e-sports scene. To this end, alongside multiplayer deathmatch and co-operative modes, Van Caneghem claimed that, "We’re really going to run the gambit of what people enjoy in a multiplayer environment.

"I don’t think we’re making a list of the features yet, but I think you can basically make a list of the assumed ones that you’d need to be an e-sports game, and it’s definitely part of the plan," he added.

Command & Conquer: Generals 2 will release as a free-to-play title on PC sometime in 2013, but you can register your interest for the beta now.

Luke Karmali is IGN's UK Editorial Assistant and once almost died trying to build a home-made Tesla Coil. You too can revel in mediocrity by following him on IGN and on Twitter.


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Wednesday, August 15, 2012

Star Wars: The Old Republic’s Free Future

BioWare and EA recently made the announcement that Star Wars: The Old Republic would shift from a subscription-only model to free-to-play. The adjusted model, which will take affect this November or December, will let anyone start up TOR and play to level 50 with a character class without having to sign up for a monthly fee.

“The market is clearly becoming a free-to-play market in the MMO space,” said Matthew Bromberg, general manager of BioWare Austin. “It appears that’s the direction the whole industry is going. Our own research told us that a significant percentage of the folks who have left the game, left because of the commitment to the subscription model. It’s not that surprising if you think about it because the dynamic in an MMO is essentially one in which you subscribe and then you’re waiting for new content, and people don’t feel good about waiting.”

The Old Republic started out very strong when it launched late last year, accumulating as many as 1.7 million subscribers. But then players started to leave in big numbers, so the number of active subscribers dropped below one million, though according to EA, is still “well over” 500,000. That’s still a lot of players, far more than most MMOs ever attract, but also a lot of players lost in under one year, and a trend that could have potentially continued without a change to the payment model.

EA is promising more frequent content updates from this point on, which will be free to those who decide to stay subscribed, but must be purchased by players leveling for free. Bromberg says the updates will introduce content that’s more social in nature. “Group content, Operations, Warzones, Flashpoints, events as opposed to focusing primarily cinematic story-driven single-player content.” Bromberg also teased a different style of space mission, saying, “we think there’s an opportunity beyond space on rails to do something really cool.” It sounds like that new style of space mission wouldn’t be ready until sometime next year.

The more solo-play-focused content is still on the way, with a level cap raise and new quests on the planet of Makeb scheduled to be released at some point in 2012, but this type of content isn’t exactly easy to produce. “The power and strength of the game, a lot of it was in this epic story. In fact it was so engaging that people played through it much more quickly than we’d imagined. The biggest strength of the game can also be a challenge as people get to the end. They got to the end much more quickly and we weren’t prepared for that. And so there was this lag time. That created some issues for us, clearly.”

One of the issues was development cost. “It’s hugely expensive. It’s cinematic, it’s lush, there’s voice over, it’s unbelievable. The amount of content available at launch was extraordinary. You have folks who’ve played through the levels, and what an online service has to provide is grouping. All of our research shows that people who have friends in game and play with people in social content, love the game and stay. If you remain a single player, you won’t stay. Our focus, in addition to extending the story which we will continue doing, is giving those players who want to play in groups with other people something fresh and new to do all the time.”

Bromberg said the behavior of a typical TOR player was to pick a class and stick with it through the story before branching out and setting up new characters. “That’s what drove the focused consumption of all that content. I think we’re still continuing to see that. Which is why I think it will be interesting in the free to play model, there are so many more people that we can open up to the story.”

Because The Old Republic wasn’t initially designed as a free-to-play game, it’s been an especially complicated process for EA and BioWare to figure what to charge for and what to keep free. “You try to find a balance whereby the limitations don’t impact the fun of the game. When you hit a certain level of engagement you’re going to naturally make that calculus in your head that it makes more sense to subscribe.”

Subscribers get unlimited access, while players without subscriptions won’t have unlimited access to PvP Warzones, will have fewer inventory and bank slots, as well as other limitations. “Ultimately you’ll be able to buy everything individually. But in the first phase, not everything will be purchaseable. But we’ll get there over time.” A microtransaction-driven Cartel Market will also be implemented, which will offer up cosmetic items, boosts and convenience items and tiered treasure chests that could contain rare vanity items.

As developers and publishers continue to experiment with pricing models, it’s not rare to hear some say pricing model design these days is game design. Bromberg pointed out the potential flaws in equating the two. “You don’t define a game by how people pay for it. I don’t think people who design games think about it that way. All the principles of game design, it has to be fun, it has to be engaging, it has to be social, all those things are true. And when you’re designing with free-to-play in mind, it does impact how you’re designing the game. I do think there’s been a little bit of an overemphasis on it, especially with the business model. Game designers don’t design games because of the business model is, they design because they love doing it. [The Old Republic] being free doesn’t really mean anything, you have to want to play. Especially in a crowded world. Especially with all these options. People don’t play something just because it’s free.”

Moving forward, Bromberg said a key factor in The Old Republic’s future will be an ongoing willingness to be flexible with the payment structure. “You never know how precisely it’s going to work until you begin interacting with consumers. You have to tweak as you go, and you have to tweak every day. That’s a very different discipline than a subscription model where you’re watching over time and it’s a bit slower. We’ve got to get in and look at the data every day and make sure we’ve got that balance right. I wouldn’t be shocked at all to see it change a lot. How much is too much, how much is too little? You can only figure that out by looking at data. You design by looking at data to begin with, but especially for us, this will be new. I’d expect there to be a lot of changes.”


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Monday, August 13, 2012

BioWare Explains Day One Downloadable Content

While Electronic Arts and BioWare were a little slow in taking up the free-to-play model in Star Wars: The Old Republic, BioWare has been experimenting with distribution models for its single-player role-playing games for a while. BioWare has used online passes, day one DLC and significant story additions to build revenue outside of the traditional one-time purchase price. According to Fernando Melo, director of online development at BioWare, having a post-ship plan is “absolutely fundamental to what your team needs to be doing.”

He directly answers questions about why BioWare offers day one DLC at a talk at GDC Europe, showing how despite the displeasure for such an offering, the sales numbers justify the business practice.

Though he couldn’t provide exact sales figures of downloadable content packs for games like Dragon Age: Origins, Mass Effect 2 and Mass Effect 3, he did show that following the launch of a game, sales numbers drop off sharply for the original retail product. Yet upon every release of downloadable content, player activity shot back up again, and more importantly for Melo and BioWare, the sales of other existing pieces of DLC also spiked. This he attributed to users returning to the game and discovering new content had been released that they weren’t previously aware of.

He also noted that DLC purchase activity remains low but consistent for many months following launch, and that while the base retail game may drop dramatically in price, the DLC always retains roughly the same one. He characterized paid DLC as “really safe, from a risk perspective.”  That’s assuming the game is successful, and with the caveat that some paid DLC, such as story missions, will sell better than weapon packs or other minor additions.

But why, if some of that downloadable content is ready for launch, is it not included in the base game? “Contrary to what you might hear on the internet,” said Melo, “fans do want more content. They tend to say, ‘I want it now.’ The problem with day one content and the challenge around it is that the right answer for now is different for every player. There is no single right time, there is no single now. It’s subjective, and it’s unique to every player.”

BioWare checked its collected statistics to try and figure out the proper timeframe. “In our case, when we look at completion rates for our games, consistently less than half of our players actually finish even once.” Dragon Age: Origins was low at 36%, which also happened to be the biggest game included in the comparison chart. Mass Effect 2 was the highest at around 56%, though this spiked up around the time before Mass Effect 3 launched as people went back and completed the story. BioWare took that data, where some blazed through the game as quickly as possible, and some completed the game at their own pace, and figured the only way to cater to both crowds was the have DLC available on day one. “In that case, you’re making it available on their time. They choose when to pick that up. It’s not based on us. It’s not based on some first-party release schedule. It’s there, if they want it they can pick it up day one. If they don’t, they can wait until they’ve finished their game.”

Yet that still didn’t address the question of why the DLC wasn’t just part of the base game. As the production timeline Melo presented during the talk showed, multiple packs of downloadable content must go into production before the base game is complete. Melo couldn’t provide specific sales figures, but showed a high percentage of players, particularly with Dragon Age: Origins, purchased the content made available day one. Even significant percentages of those who purchased titles used from game stores went on to activate online passes and purchased additional DLC.

For BioWare, it’s a sound business strategy, yet for some players, it’s still a nuisance. “If you have a consistent culture of how you’re communicating to your fans, that will increase the number of people that are more likely to believe in your explanation. You’re not lying to them, but they will take whatever you’re saying as like, ‘you’re lying to us.’ That will always be there. The only way that that’s going to go away is you fast forward a few more years, where this is just normal. Every game is digital from day one. Every game is an ongoing service, almost like an MMO, where on any given day new content shows up. Maybe that’s part of the base package, in which case it shows up for your, and maybe it’s a premium feature.”

On the topic of premium content, Melo said that once microtransaction models begin to crowd out fixed-price DLC, there’ll be no more need for online passes. “As soon as you start having microtransactions in your game, you’re now operating within a free-to-play or social space. In which case, introducing any kind of a gate, like an online pass, that limits how many people can get into that microtransaction space, may actually work against you.”

That’s not to say BioWare is moving entirely in the free-to-play direction with its single-player role-playing games. Melo specifically said at the talk that everything he discussed did not indicate something BioWare was going to do next. But still, you can tell the studio is thinking hard about it, and has already made steps into microtransactions with Mass Effect 3. “A key tenet of microstransactions is it allows players to spend what they want, when they want to. This is a really powerful force and concept. They’re not capped, unlike one time DLC purchases. If you have five DLCs, even for the most ardent fan, they will only ever be able to give you 50 dollars, let’s say. With microtransations and consumables and things of that nature, potentially you may get less, but you may have more players able to do that. There’s also a lower barrier to spend, compared to most fixed-priced items.”

As time moves forward, BioWare will not only continue to closely monitor the data Melo presented, but also in-game behavior. BioWare looks at what types of content players find most engaging, such as romance stories or which followers are most often brought into a fight, and uses that data to drive DLC decisions. BioWare still makes decisions about what will and will not make it into the game, but Melo concluded that ultimately, when determining how to expand a game beyond the base experience, “nothing will beat listening to your fans.”


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Sunday, August 5, 2012

Ultima Forever: A Link to the Past

Ultima Forever is an interesting experiment for EA. Based on Ultima IV: Quest of the Avatar – a game first released in 1985 and an RPG classic, developer BioWare Mythic is bringing Forever to both PC and iPad, with players able to move from one to the other as they choose. And the real kicker? It’s free-to-play too.

Anthony Gallegos had the first details a few weeks ago, but for those of you craving more on this interesting project, we've done a follow-up Q&A with executive producer Jeff Skalski.

IGN: What's exciting to you about going free-to-play with this title?

Jeff Skalski: The amount of players who will be able to experience Ultima Forever and perhaps even their first Ultima game. For those reading, you have no reason not to jump in and have a look!

IGN: What parts of the game will be free and what will be available for purchase?

Jeff Skalski: You’ll find no lightning bolts here, so keep playing to your heart’s content. I never wanted to kick players out of our game and say, “Hey, come back in 3 hours. Goodbye.” The game is wide open. You’ll need to level up to take on new challenges, but all of that can be earned by just playing the game. As for what’s available to purchase, quite a bit actually. You can buy new vanity gear to stand out in the crowd, or even a new weapon that has those stats you’ve been hunting for. Need a few more healing pots or a little more inventory space, we got you covered. Want early access to your favourite classes’ abilities? We’ll even let you snag those too. The only one thing we won’t sell is virtue. You have to earn that! ;)

IGN: Cross-platform play is a great idea, but can you tell us a little about the challenges of creating a single game that caters to the strengths of two very different platforms/control systems?

Jeff Skalski: Great question, no doubt it’s been hard, but so exciting in the end. We went for depth in gameplay with U4E. Not a one night affair experience. It is an online RPG adventure game at its core, so we just made sure when it came to controls, interface design, and combat pacing that we first thought of the touch consumer and then how would that play best with a more traditional experience such as a keyboard and mouse. These conversations happened in parallel and will continue as we continue to grow and build out U4E.

IGN: Ultima Forever is a "reimagining of the original rich world". Is this more a thematic reimagining, or will you be basing the new game on the same locations, characters and enemies?

Jeff Skalski: For those familiar with the ’85 classic Ultima IV, no doubt you’ll recognize certain NPCs, locations and some of the key moments you took in proving you were an Avatar. There will also be things new for you to explore and experience. We took liberty to make changes as needed, such as going from single player to multiplayer, and turn based to real time combat. The story has been fast forwarded 21 years and a new leader has taken the throne. Past friends have aged, but new friends are waiting to be met.

IGN: Will players once again be playing only as a human?

Jeff Skalski: Yes, we will have Human only classes. We are currently targeting two at launch with the remaining six releasing every few months afterwards.

The two classes that will be available at launch, we presume.

IGN: Players are now used to creating characters that can be good, evil or somewhere in between. How do you think they'll respond to the central goal of this game, which is to be virtuous?

Jeff Skalski: I hope they find it refreshing and engaging. It’s good to go back and remember your roots. Ultima IV did so much for the RPG genre. It inspired so many franchises still enjoyed today. I hope Ultima Forever puts that back into the forefront of gamers who never got to experience the original.

IGN: Can you give us some examples of quests or gameplay based on specific virtues?

Jeff Skalski: It starts from the moment you create your character. The gypsy will look at you and pose her questions. Your answers will dictate your starting virtue levels and the color of your first set of gear. (For those new to Ultima, each of the 8 virtues is tied to a specific color.) All throughout the rest of the game you’ll stumble across NPCs with moral quandaries seeking advice, but most importantly how you treat other real players will influence your virtue gain.

Concept art of the gypsy.

IGN: Can you give us some examples of difficult moral choices the player may have to make?

Jeff Skalski: While travelling through town a woman stops you and asks if you can go find her husband. He’s been missing for 6 days and has not returned from his last adventure to a nearby cave. You accept the quest and go exploring. While travelling through the caves you stumble across a corpse of a fallen warrior and upon searching it you uncover it was this woman’s husband, but also in his pockets is a letter from his mistress. You return to the woman, now widow, and are given a choice. Do you hand the letter over to the woman and tell her, “Your husband has died, but no worries; he was a lying bastard who was cheating on you anyways.” (Honesty) or rip the letter behind your back and tell her, “Your husband died an honorable death. I’m sorry for your loss.” (Compassion) Neither answer is wrong or right, but it’s your choice to decide what virtues you lean towards and ultimately the path you’ll take to prove worthy of Avatarhood.

IGN: Will the multiplayer be co-op only, or will there be PVP as well? How many players can quest together?

Jeff Skalski: Multiplayer will be co-op only, but it doesn’t mean you can’t have a little fun with your group while playing. i.e. Activating a trap at the wrong moment. ;) As for the group size, it’s a total of four.

IGN: Can you tell me a little about the game's combat system?

Jeff Skalski: Sure, think Legend of the Zelda: Link to the Past, but you have 4-5 abilities instead of just swing. Our combat is positional based, and by flanking or hitting an enemy from behind you increase your chance to crit.

So what do you think? Are you looking forward to Ultima Forever? Let us know in the comments. Oh, and anyone interested in taking part in the upcoming closed beta can sign up at the official website.

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN, and why not join the IGN AU Facebook community? 


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