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May 17, 2012

Tag: Massively multiplayer online game

October 13, 2009

Star Wars: The Old Republic And The Coruscant Coolness

CoruscantThose of you who haven’t yet, ought to check out the new Star Wars: The Old Republic Developer Dispatch on Coruscant. It’s a 6-minute reveal on the world that Bioware is planning to set up for its players in its unique part of Star Wars history, and they talk about everything from concept art to possible content.

One of the things that Bioware needs to nail when it comes to an MMO is a proper depiction of the IP. While Bioware is at a distinct advantage with the fact that they’ve worked with this relative time period and the IP of the Star Wars universe before, an MMO is a whole new ball of wax. This is because the world is going to be persistent and present, instead of being played and then put down forever. People who play MMOs are also more invested in the immersiveness of the whole experience as well, which means that every quest and every zone that they travel needs to feel epic, worldly, and in the case of Star Wars, accurate to a T.

The Coruscant reveal was really great because the variety of developers who spoke gave us a sense of an overall theme of making sure Bioware is meeting the goals stated above. Concept artists, designers, and marketing all came together for a presentation that made it feel like the world of Coruscant was going to be as epic as anything in Star Wars: The Old Republic. We also got some curious detail about questing and area division, as Coruscant’s various levels of city condition, from slum gang warfare to beautiful metallic architecture, will provide players with a ton to do on one of the most iconic planets of the Star Wars universe.

Sure, a lot of this stuff is lore and atmosphere, and even the small gameplay details are conceptual and not detailed. But I think that it’s important to set the table before you serve dinner, especially when it comes to MMOs, and Bioware’s continuous referral to story as a main course rather than a side dish really shows in this reveal. I’m personally excited to be able to travel Coruscant and experience all of its content, and if this is only one such planet in the SW: TOR universe, I’m looking forward to seeing more.

October 10, 2009

Defending the MMO Ramparts

RampartOne trend I’ve noticed over the years that I’ve been playing MMOs is the need to feverishly jump to your current addiction’s defense whenever someone tends to bust on it. It doesn’t matter if it’s a blockbuster of an MMO like WoW or a niche game like EVE – there’s always going to be someone out there who will immediately get in front of a game to take a bullet aimed at it. The most extreme example of this stuff is what is commonly known as “fanboyism” – irrational defense of something regardless of the circumstances – but “defending yo’ house” comes in a variety of flavors. Whether it’s through a dedicated blog, a fansite, or simply over chat to a troll or a naysayer, people have their own way of defending their MMO castle from the slings and arrows of haters and disagreeable folk who don’t share their opinion.

On one hand, I get it. Whether you unconsciously believe it or not, you are naturally predisposed to defending something that you find enjoyable because in some ways you don’t want to be wrong for enjoying it in the first place. Subscription fees and measurable effort spent are also contributing factors. It’s not like I can blame someone who has reached max level, gotten all the gear, and beaten everything in his or her path for stepping up to the plate when someone tries to knock an MMO. The counterargument is motivated partially by sharing an opinion, but it’s mostly about validating what you have done and will do as not a waste of time or a failure.

But really, part of the reason why I don’t get too upset over people jamming on the games I play – especially the MMOs – is because I don’t feel that I need to validate what I already find enjoyment with. No matter what anyone says or what happens, no one can take away the sense that on a particular day for a particular set of hours, I had a great time in a game – or that I continue to find ways to enjoy myself playing. That’s not really fanboyism – on the contrary, it’s being secure enough in my opinion of a title to feel good about playing it and make my own decisions about when to stop playing.

And there’s always the spectre of arguing over the internet – something which rarely ends with one person being right and one person being wrong, and which is more like one person being louder than another person. There are guys and gals out there who will read a negative word on an MMO and they’ll immediately jump in with an opinion that runs counter to it, with the appropriate verbal jabs and swipes. Maybe it’s my years of being a forum administrator talking, but I’ve learned that some people just won’t be convinced no matter what you put in front of their faces.  It’s much easier (and stronger, to be honest) to be able to state your opinion, say “it’s mine and you can have yours and that’s ok” and walk away. It’s a philosophy I’ve taken with this blog plenty of times, when I’m not being annoyingly positive to the naysayers I sometimes find in my comments.

So the next time you feel the need to roll in and put in your two cents about your favorite MMO, think about it for a second and see if you might be better off spending your time with something important, like napping, or eating some gooey s’mores. I guarantee that unless you like engaging in verbal fencing, you’ll find it’s not quite worth as much effort as you thought it was.

October 7, 2009

Happy Humpday Highlight – Bio Break

how to use a Western toilet (Erica's bathroom)
Image by hII!H via Flickr

This week I’m going to be focusing on a blog that has been an advocate of mine ever since I had 2 readers and not over 62 – Syp’s Bio Break.

Bio Break is the expansion of a blog that Syp called WAAAAGH! Blog, which was a blog dedicated to Warhammer Online. Syp’s prolific articles and multiple posting updates garnered a healthy readership as one of WAR’s best known fan sites. When Syp decided to expand his focus to MMOs in general, his readers followed him over to Bio Break, where Syp provides a daily heaping helping of MMO goodness every day.

Perhaps Bio Break’s greatest strength is not just in the fact that Syp produces quality articles that have been featured on MMO frontpages (like 10 Things You Need To Know Before Starting Champions), but that he gives frequent love to other blogs within his sphere of influence. I do know that in his regular features like/AFK I’ve received plenty of pingbacks and perhaps many readers. In the blogosphere, providing a pingback or some love is just the thing that might give you that boost to get to the next level.

As if that wasn’t enough Syp does a somewhat regular MMO podcast with fellow blogger/Massively.com writer Snafzg, and has been known to post about a variety of topics in a single day. This variance in content has been a personal inspiration to me, but it also provides some interesting reading – which is amazing considering it’s all coming from the same person. So if you want to get a break from the normal MMO blog grind, try to take a Bio Break – you won’t regret it.

October 4, 2009

The WAR Reset Button

Power, Reset
Image by yum9me via Flickr

As I talked about before on this blog, the new hotness of MMOs this past September has predictably pushed other titles that have been out a while out of the spotlight in order to deal with issues in-house. Warhammer Online is one of these, and the upcoming 1.3.2 patch is set to, more than ever, deal with some of the fundamental issues that players have provided feedback on for the past few months or so.

The highlights include the removal of fortresses as a requirement to initiate a city siege, a new user package that better prepares players with tutorials, an all-newbie guild, and the concentration of all starting players in one pairing, chat channel additions, and the ability to sidekick a newer player so that they can play with someone of higher rank. This is also combined with a variety of combat and careers changes, the biggest of which is the removal of stun and further reduction of CC skills for certain classes, as well as surgical changes for several key Destruction careers.

The changes, while not necessarily “marketing sexy”, are internally focused and speak to a “do-over” philosophy to some of the core mechanics that needed addressing. Shifting the Tier 4 campaign and removing a key part of the original design was one of these, as is the DAoC-like inclusion of channels and guilds specifically designed to bolster new players. I can’t really complain about these kinds of “reset button” changes, even though some people might point to it as a sign of flawed core design. The reason is that traditionally, MMO developers don’t like changing fundamentals, as it is A)an inherent admission of failure or B)the changes are so major they require too much testing to properly release them. Mythic, however, has proven in the past year that they are anything but traditional, and this latest batch of changes that touch the center of their WAR game experience prove it.

Combine this “reset” philosophy, this idea that almost nothing is sacred in terms of  creating a better player experience, with the more plain-spoken interviews/language, and you have, in a quiet and subtle way, Mythic’s apparent strategy for the next few months. That would be the following: to fix the fundamental issues as a high priority, tinker with the existing game mechanics, and let actions, not words, dictate whether or not the game will have a chance at re-upping its subscriber count anytime soon. I find this to be a far better long-term strategy for WAR than desperately trying to attract attention through big, game-changing announcements or making knee-jerk changes to stop further subscriber loss. Because for as many people who have declared “too little, too late”, there are just as many if not more people looking to check in on the game in a couple months, when new shiny has given way to typical MMO, and old products will get another try. With changes like the 1.3.2 patch notes in the works, Mythic plans to be ready for those.

I fully plan on re-rolling from scratch and blogging a bit about my experiences once the patch hits live, and, like WAR itself, dropping a reset on my character advancement. It sounds intriguing and interesting, and I look forward to how Mythic will deal with the increasingly competitive and close-to-saturated MMO market.

October 2, 2009

The Positively Fabulous Aion Community

One of the best parts of any MMO community is the priceless gems that you see over chat and in the game every single day. Ah, the wonderful things you see as a result of online anonymity. Here’s just some of the greatness I’ve been exposed to in Aion while playing on Azphel and Triniel:

Sage advice from a generic player:

Aionbridge

You have to love someone who has their priorities straight:

Aionloot

Such imagination in guild names these days:

Aionrainbow

I like an educated community – don’t you?

Aionpdt

Apparently I’m missing out on enjoying the game to its full potential:

Aionstoned

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September 24, 2009

The Turtle-like Pace To The TOR Release Date

Pretty easy to guess, from the really cute picture, who are the players and who are the developers, right? Hint: we’re the ones that can pounce on things and like shinies.

With information a bit sparse on the Star Wars: The Old Republic MMO lately, the community has taken to all forms of speculation as to what will be revealed next about the game, what’s to come, and of course, a little bit of thought about when exactly the TOR release date is going to be coming around. The way I see it, there are three sort of distinct divisions running around at the moment:

  • The 2009 crowd would get a cuppycake from me for being even more positive and optimistic than I am about TOR’s release date. A few brave souls hold out hope that Christmas will bring them a little Star Wars: The Old Republic to be messing around with.
  • 2010 is the high average in the bell curve of TOR release date speculators. There was already a site that claimed it was going to come out next October, but that has similarly been debunked by the developers as just a wild guess. Most people falling into this category have probably been through a beta or three.
  • 2011 is something that only a few folks would want to even think about, because the totality of having that enter one’s mind means that the SW:TOR release date is 2 years out. Following a game for 2 years, or more? That’s a huge endeavor and a long time to remain positive about the game’s prospects.

There are all at least one or two points that support any of the three ideas for when TOR is going to be unleashed to the gaming public, but my support is thrown behind 2011 as the possible TOR release date. While that too, is wild speculation on my part, consider the fact that BioWare is currently in a state where very little gameplay footage has been shown, the first 8 levels are the ones that have been released to the public in some way, and that not all of the 8 classes are known to us. We should also consider the fact that as much as I love the gaming community, especially the MMO-playing portion of it, that premature releases and a scrutinizing public are going to make any developer cautious about their pacing.

If you want a totally guessed-at, not defintive, totally unconfirmed idea of the timeline to the TOR release date, here’s some logic (amazing, right) that leads me to believe TOR is way, way in the future of MMO releases:

  • We have 4 classes currently revealed. Even at the rate of one class reveal a month, we’re looking at all classes to be revealed by the end of January 2010. While the pacing can certainly pick up (and community guy Sean Dahlberg has already made mention of that already), I think Bioware is going to remain cautious and careful about what the show to the public.
  • Three months of gameplay reveals and information, along with the marketing cycle for hyping up closed beta, seems reasonable to build interest in the game and bring impatient people back for more participation. If we find out more about leveling, combat, and the story mechanics, and are on the hype train to closed beta opening, that puts us at April 2010, just before the summer convention season and when the most testers can be available.
  • Any closed beta I know of proceeds in phases, where players bash the hell out of the current build of the game, in focused tests or in general content vetting, and developers change it based upon that feedback. This is an iterative process, and many companies vary their beta time depending on what they need to change prior to release. For perspective, the last three betas I was in for an MMO lasted an average of of 14 months. Let’s say Phase 1 is the big reveal, general feedback period for closed beta testers and beta leak watchers. That’s July 2010 when all is said and done.
  • Phase 2 of TOR closed beta is a pass based on player feedback, with some focused areas for testers to observe as they get back into things. Assuming another three month period, that puts us at October 2010.
  • Phase 3 reveals some areas of the game that have to be revamped or tested in laser-like focus tests. Whether it’s class balance, or the story pacing, or the combat, something is not going to go as planned and it will need some iterative love. We get to beyond the holidays and into January 2011.
  • Marketing will be picking up the pace as the release date will be long since known (and perhaps been pushed back a couple times). In closed beta, the last phase will put the game into a state where it can be tested again on an overall basis to go through the entirety of the game experience to squash major bugs and issues. We arrive at the end of closed beta at around April 2011.
  • Hype to open beta will be in full swing, touting a summer date that will snag all the students and the folks that have seasonal jobs. With shorter periods for open beta these days, we’ll probably be seeing May 2011 for the inevitable stress test, involving queues, crashing, and last-minute scrambling to adjust for player demand.
  • Release happens in the midst of summer, June 2011. This assumes there will be no “oh shit” factor that pushes back development of the game – in which case my entire timeline is messed up and you can see about hotspots in early fall or at the holidays of 2011 for your SW:TOR fix.

All of this totally non-definitive information about the TOR release date says that we’re looking at a turtle crossing the finish line and not a hare. But just like the story reveals, haste makes total waste, especially when it comes to MMOs. When you understand the full scope of what it means to wait for years for a game that you are anticipating to come out, many people are simply not going to be able to put up with keeping vigil on the game. The few obsessed, crazy, idealistic fans like myself will be the markers that people will check back on to see how close we are to the SW:TOR release date.

Frankly, I’m fine and dandy with Bioware and their turtle’s pace to development. If MMOs in recent times have been burned for anything, it’s coming out too soon and having problems that they must play catch up in order to rectify properly. It might not make sense to EA investors, but the long-term strategy of an MMO release is a lot easier to execute with more time. Two years from now, will we be seeing Star Wars: The Old Republic come out on a release date that has been a long time coming? Maybe, and maybe not. But I do know that if I can, I’ll still be posting positive, sunny things about it, and everything else. At least you have a constant, right?

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September 23, 2009

My Productive Time(line) With Aion

Aion Online
Image by Blkmask24 / Nighthawk24 via Flickr

After reading my post about Aion, a few of you IM’d me wondering about how my experience has been so far with things. Well, I thought you’d never ask! Here’s what’s happened to me so far with Aion:

Sunday

2:05pm: After foolishly assuming that were I to logon to the Aion client before 2pm and SPAM the authentication that I’d get in, I re-login. Seeing that my servers are available, I choose one, and immediately remedy the fact that my good friend Kristen, with her twisted sense of humor, had reserved my names for me but gave me atrocious-looking characters as a result. I change my character to someone that is not female and a midget with hideous pink hair and save him. As soon as the character screen comes back, I crash.

2:15pm: I login to Aion again, and am put into a queue of 1700 people. Not too bad. I click away from the client to answer an important email about a project at work. Basic summary in lolcats speak: HAY GUYZ I CAN HAZ $100,000 QUOTEZ, MONEY PLZ.

2:20pm: I click back to the client and notice it is a washed out grey and also not responding. The next five minutes are spent trying to end the Aion client task, as the Aion intro song is reaching “It’s A Small World” status in my head.

2:30pm – 4:00pm: I spend time trying to get into the queue for Azphel, only to find out that the queue has a queue and that there are too many players assaulting it. While trying to do this, I write two columns and generate a couple of wildly Positive articles for the blog.

4:00pm: I get into a queue of 3400 people, estimated wait time: 3 and a half hours. While I look to see that feathers are still floating down on the Aion title screen, I boot up Tales of Vesperia for the XBox 360. Yuri and friends go from level 35 to level 42, and I discover most boss battles in Tales are won with SPAMming overpowered abilities on buttons while circle strafing, creating a somewhat authentic MMO experience as a substitute.

6:30pm: Triniel, the server I’m trying to get into at the time, suddenly reboots, allowing me to somehow skip past the queue and login. I quickly craft up a toon and get into the game. Old friends are found and the leveling grind in the newbie area begins. It’s worth noting that in the first 5 minutes, I counted 35 WoW references, 15 overly done Internet references, and 1 ironic individual who complains about the stupidity and immaturity of the MMO community. The individual’s name is “Pedobear”.

7:15pm: I drop into Multiplaying‘s vent for their Aion guild, Ataraxia, where within 5 minutes I feel guilty for having joined them in WAR and failing to logon. Despite feelings of epic failure at being too casual for a casual guild, many jokes are had.

7:30pm: I finally find an Aria herb spawn that isn’t currently being farmed by everyone on the known earth. As the bar reaches the “Success” end of things, I lag out, crashing. The Aion client happily loads the uber-slammed Aion webpage as I struggle to stop the client from assimilating my computer’s resources. I fail, my computer decides resistance is indeed futile, and I decide to cut my losses and reboot.

7:35pm: I get into the queue – this time it’s 2700 with an estimated time of 3 hours and 50 minutes to get on. During this time, I use Remember the Milk to put in all the tasks I have to do during the week, subtly burying “do the growing pile of laundry” under 50 other things. I also order Mexican food, eat it, and realize 6 Steak fajitas cannot be eaten in one sitting.

10:30pm: My client crashes at 560/3000. I decide sleep is the better part of valor.

Monday

5:00pm: I settle in with re-heated fajitas for another grab at the queue. Estimated time for Azphel: 2 hours and 30 minutes. Reheated Mexican food and reading up on season openers for favorite TV shows takes up this time, as well as being sidetracked into finding more Korean pop for Overly Positive in the future.

7:00pm: My queue is at 1087/2000, and my Internet connection restarts, forcing me back into a queue for 2 hours. Heroes is watched, and faith is restored in the show’s writing being even better than previous seasons’. I also follow up for Curse on two proposals, moderate threads on Warhammer Alliance, and take note of media header issues that need to be solved. Fajitss slightly disagree with me, but details are spared for this entry.

9:00pm: The queue for Azphel reaches 200, at which time the Aion client decides the waterfall sound needs to loop endlessly at 120% volume while crashing. After reaching the queue again, I am looking to enter in 3 hours and 30 minutes.  I edit together more video footage from a wedding gig I did and find an appropriately sappy love song to put behind the vignette I’m working on. The playback of the video combined with the Aion theme song makes for a mix that sounds curiously like sugar bears and gumdrops being chewed.

11:20pm: One of my friends, already level 13, decides to IM me with the message “LOL DO YOU HATE YOUR LIFE”. I decide not to answer with “fdsafjdsewkjfker” and instead coherently talk about logging in next Sunday instead. Virtual hugs are issued over my supposed plight, though in the midst of this, I find an even better and more cheesy love song to put behind my wedding video. Frantic edits are made until I fall asleep at the keyboard.

Tuesday

6:00am – 7:00am: After realizing I have keyboard-shaped indentations in my face, I take a quick shower and settle into Aion for a quick ninja-play session. With no queue on Triniel, I login and get myself to level 9. During this, someone steals my crate of ore while I am fighting a mob guarding it. As I proceed further into the mine, I notice this person desperately fighting off 3 Tursin creatures. After healing myself, I decide now is a good time to test the emote features. I issue waves, smiles, and bows at my new friend as he is quickly mauled into Tursin-coated Jell-o. Somehow, he doesn’t seem happy that I was playing a positive cheerleader for his struggles. Strange.

5:00pm – 7:30pm: I settle into an Azphel queue of 2200 people at 3 hours, but the client refuses to advance past 1100 for 35 minutes and I am forced to restart and try another server. My queue is 3200, with a 4 hour estimated wait time.

7:35pm: I decide a little housework is in order. I clean out my work inbox, send two emails about critical items that need to be done the next day, follow up with game developer contacts on interview prospects, and IM with friends wondering why I haven’t been in the game yet. Dishes are done, trash is taken out, kitty pans are cleaned, and a working revised project plan for wireless at work is crafted.

11:00pm: I finally get into Triniel, and complete my Ascension quest, putting me at level 10. By this time, however, I’m exhausted from all my housework, and a quick nap turns into passing out for 6 hours.

Total playtime: 2 hours and some change

Total queuetime: more than 2 hours

Productivity: up 125%. I wrote business mails, typed up some thoughts for blogs, managed communities, and did some work outside of work. Thanks Aion! I need to try to play you more.

Anyway, the moral of this little long-winded story is – if I can somehow remain a bit upbeat despite all of this, so can you. Trust me – there are things that you can do to make your life in Aionqueue a bit better, even though you’d much be preferring to fly around and listen to your toon speak a spell thousands of times. Silver linings, folks.

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September 22, 2009

The Aion Queue QQ

Here starts the queue
Image via Wikipedia

Today is the formal launch of highly-anticipated fantasy MMO Aion from NCSoft. As predicted, launch day is filled with the usual rush to get into starting areas, level up toons and try out the newest entry in the MMO genre, with the result of lag, crashes, and most of all, queues for getting in that by some reports are up to 10 hours.

Now, it’s obviously really easy to get upset over having purchased a retail copy of the game, wanting to login with friends who might have gotten a bit of a head start, and finding that the next time you can login might be next week. But as always, I invite people to think about this as a good thing, not a bad thing.

The first is obviously the fact that high demand is a good sign for the game’s long-term life. Sure, it might be crushing to think that when you’re level 4, everyone else will be flying around at level 18, but the good thing is that MMO’s thrive on people, and if this is any indication, Aion will have plenty of people to be around in these first couple of “honeymoon” months after release. Once you do get in, provided you don’t crash, the experience should be a crowded, positive one.

There’s also the whole Darwinistic nature of MMO releases as well, where the strong survive. In this case, it’ll be the ones strong enough to survive having to look at a queue of thousands for a few hours while doing something more productive, like eating, practicing yodeling, or watching the latest Keeping Up With The Kardashians.  Those that can’t handle looking at Kim Kardashian‘s backside for a few hours, people who are in it just to try the game out, and those that think the game isn’t enough like WoW will probably be gone in due time. These will thin the servers out sometime, leaving those, like yourself, that are at least invested in trying things out for a few months.

And what about balance? People looking to get their game on a lot quicker may move to servers with less of a queue, and in some cases these people will be parts of whole groups looking to move to another place. The population will be spread out a bit more, hopefully impacting a bit of the inevitable faction imbalance that will happen in Aion’s 2-faction setup. For every person not willing to grind up the first few levels out there, there’s always going to be someone will to roll 6 different alts and speed-level them up to par. So this, too, will be an outcome that will reduce the queueing.

Really, all of this points to long-term ideas on the part of NCSoft, and a recent interview from MMORPG.com seems to verify this (thanks to Syp from Bio Break for the link). They’re counting on the inevitable loss of subscriptions due to tourism and nerdrage, and they are counting on  individuals and groups moving servers in an attempt to fill everything up with a balanced amount of players. They’re also counting on people like me who can see the positive side of things, calm the masses down, and eventually get folks coming back when things aren’t so hectic. NCSoft’s cautious approach to server status reflects learning from other MMO launches and what was shown with their server numbers.

Trust me – even I get a little mildly annoyed at having played only 2 hours as opposed to waiting 18 in queues (or entering queues) to get into the game. But that’s ok, folks. As with everything, you can always fill the time with something else, whether that is with other games that strike your fancy (I’m currently dying a lot in Tales of Vesperia), or with thinking happy thoughts. I’d suggest a nice little fantasy where your Aion character is kicking over some other player who decided to go AFK with their personal shop to keep themselves logged in. I hear money comes out with enough good punches to their pretty faces.

Happy launch, Aion players.

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September 21, 2009

[Darth Hater] A Disturbance in the Update Force

Over at Darth Hater you can check out my latest post about recent issues players on the SW:TOR forums have been having about Bioware’s updates. Are players in the right when they are saying that they deserve more about the nitty-gritty details, or is it too soon to tell? Check it out below:

http://darthhater.com/2009/09/20/a-disturbance-in-the-update-force/

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September 20, 2009

Head Start Heads Up

BEIJING - AUGUST 09:  Craig Fallon of Great Br...
Image by Getty Images via Daylife

Ahhh head start. An MMO developer’s way of incentivizing that little pre-order you put in to purchase a game. Head start for Aion starts today, 2 days before the anticipated release of the fantasy MMO community’s current darling baby.

On a day as auspicious as this one, I thought it would be prudent to throw in a few nice little notes that will prevent you from throwing your keyboard through your monitor in frustration. Because we know that you’ll be tempted to do it when you can’t login.

One thing to note is that launches always lag. It’s a clever alliteration, sure, but in addition to that, it’s a sobering reality of any MMO launch. As an IT professional, I’m all too familiar with how networks can get saturated rather easily no matter how much you prepare for the inevitable bandiwdth. 400,000 people have been estimated to have preordered Aion. That’s a whole ton of people for the number of servers that they’ve opened in North America and Europe. Expect not to be able to login, and you’ll be pleasantly surprised when you are presented with your character screen of tiny pink-haired female characters.

Another is that updates come as fast as they can be released. There’s a notion that instant updates are waiting in the wings for any MMO that experiences stability or bugs prior to the release of a game, but until we have SkyNet coding bugfixes, we’re not going to get them any faster than someone can code them up. I always tend to be the one on the forums sitting back, relaxing, and having a bit of microwave popcorn while the angst of not being able to login or having to deal with a fundamental bug is discussed. They don’t say “good things will come to those who wait” for nothing, you know. If NCSoft is worth any salt, they’re already anticipating the deluge of activity and will be dealing with it as they can.

And finally, and most telling, is that something always gets overlooked. No matter how prepared any MMO developer is for the launch of their game, there’s always something that requires a hotfix, something that needs downtime to deal with, and something that otherwise is unforeseen. Don’t get mad, get glad, as the commercial says, because every release, even Aion, is going to deal with this. Thankfully, despite Aion’s stability being vastly tested these last couple of weeks, the response from the developers has been fairly rapid, so hopefully things will settle down. Save your nerd rage for something that’s important – like that pizza you ordered for today’s play session not being delivered on time.

I’ll be seeing all of my friends and everyone else in Aion in all its lag-filled, crashy, buggy glory! Remember – misery loves company.

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