The remainder of 2009 is shaping up to be a fairly slow as far as new MMOs are concerned. Massively's event calender only shows a pair of closed betas scheduled to begin before September, and only two games launch once back-to-school season kicks in: Aion and Champions Online. Smaller releases are also in the works, but this year is very quiet compared to 2008.
As a player who is between MMOs who is not particularly tempted by anything currently on the market, the pickings are slim indeed. Still, despite the less-than-rosy upcoming release schedule there are a fair number of games that I am watching with an eye towards trying them out when they finally do go live.
Aion (Q4 2009, official site)
Fresh off an amazing start in Korea, NCSoft will be releasing Aion to European and North American audiences later this year. This game sits firmly atop my MMO radar, and I will be extremely tempted to pick it up on release day unless something goes seriously awry.
Click to enlarge Highlights:
Aion is an
RvR affair with an additional neutral
NPC faction that decides how to get involved based on the balance of power at any given time. Two realms of winged angelic creatures wage war on each other and compete for territory and
PvE goals - Warhammer Online should come to mind. Judging by the screenshots and movies released so far,
Aion has a very distinct art style, and a hell of a lot of polish. Personally I'm a fan of any fallen angel lore, and admit to being excited by the mere idea that I could play a winged demigod. What can I say - we all have our weaknesses.
Risks:
While
Aion was received extremely well in Korea, that country is know for long
grindy MMOs that are the mental equivalent of smashing your face off your keyboard for hours at a time. The game is apparently being "westernized" right now, and
Aion fanboys assure anyone who will listen that this effort includes removing some of the hated grind from the game. Only time will tell how it is received by western players, I guess.
Mortal Online (Summer 2009,
official site)
While Mortal Online has drawn some early comparisons to
Darkfall, that seems to be fairly far from the truth - in fact, many people point to the venerable
Ultima Online as the game's closest match. Personally, my interest was piqued when I read the
game developer's explanation of what Mortal online
is not:
There are no levels, no experience points, no starting classes, no quests, no 3rd person view, no NPCs with big exclamation marks over their heads, no global chat channels, no flashing numbers when you hit something, no respawning bosses, no instances, no pocketable mounts, no virtual restrictions for where you can go or not, no auto-loot, no predestined player path where it turns out you're The Chosen One, no automated auction house, no auto-respawn, no NPCs you "can't attack", no bears that drop gold coins or dragons that drop swords, and no loot bags impossible for other players to open.
Click to enlarge Highlights:
I am convinced that open world games are the way of the future so long as game designers can work out a satisfying way to
weave a story into their games without being too smothering. Mortal Online claims to offer this, and more. In fact, a lot of the juicy tidbits littered through
their FAQ suggests that we will be treated to a very different type of
MMO than what we have become accustomed to. This is a good thing, by the way.
Risks:
There are two main risks that players hoping for a
home run out of Mortal Online must be aware of. Firstly, the company developing the game is small and unknown - while they have big ideas and talk a good game, until players are able to try their world out themselves everything is just wishful thinking. Secondly, some of the players that flocked to
Darkfall and were let down by it have picked up this game as their next messiah; many elements displayed by that hardcore, nerd-raging,
carebear-hating crew are distasteful to the majority of gamers that watched their pathetic antics once already. With community being such an enormous factor in the success of an
MMO, the ex-
Darkfallers could be a problem.
Gathryn (closed beta soon,
official site)
Mindfuse Games - founded in 2006 - recently announced that they are accepting beta tester applications for their new
MMO,
Gathryn.
Click to enlarge Highlights:
Like
Aion,
Gathryn's initial appeal for me is based on the choice of setting: in this case, a
steampunk world. Although details are frustratingly hard to come by,
mmolecule did have
some good teasers to share after seeing a private demo:
Meant for the casual player, Gatheryn is full of quests, mini-games, vivid characters, and a beautifully designed world. It will definitely appeal to players tired of the usual fair of kill xyz NPC n times. [...] From what we saw, character customization is very detailed in Gatheryn, allowing players to create new technology, crafts, fashion, and even own and customize a house. The customization options seemed pretty limitless and that’s a big plus from our view.
Risks:
The 'C' word.
Gathryn makes no bones about having some major "casual" elements, and the company's literature is laced with it. The developers also boast that the game will release with both traditional quests
and "over 30
minigames", which brings up frightening comparisons to Free Realms.
Minigames, if overused, end up making the game world feel completely unnecessary and turn it into a large disconnected lobby instead of an
immersive experience.
Otherland (unknown, no site)
The
Otherland is a brilliant series sci-
fi novels by
Tad Williams set in a future world where citizens can hop online and enter into life-like
VR simulations. I read this series a few years ago, and loved it to bits..... when
Eurogamer dropped the announcement that a game based on this brilliant work of fiction was in the works I
nearly wet myself.
Eurogamer explains:
Otherland - from the books by Tad Williams - is a mind-bending concept. For want of a better soundbite, let's call it the first cyberpunk MMO: a virtual world about virtual worlds, in which your avatar is an avatar, the NPCs play NPCs, and you explore a multiverse in which you might be in realistic historical surroundings one minute, and cartoon fantasy ones the next. Everything changes, even your own appearance, and nothing is even pretending to be real.
Click to enlarge Highlights:
If done correctly, the sky is the limit for any game based on the ideas presented in
Otherland. This could be the next generation
MMO that blows the doors off of the genre, and introduces a far broader vision. It's all completely idle speculation, but if the game plays like the
VR worlds in Williams' books, then expect to see concepts like
mailable player characters that evolve based on player experiences, user created content on a grand scale, and a multitude of different ever-changing settings woven into a consistent whole.
Risks:
On the other hand, with almost no details released (
Eurogamer,
Worthplaying,
MMORPG), a rookie
MMO developer, no web site, and nothing even resembling a target date, Tad Williams' game may never materialize. Very few people would be surprised if the
Otherland MMO failed to crawl past the concept phase - certainly many other MMOs have done just that. I desperately hope that this doesn't happen, but with a game that is probably
years away, prudence is required.
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