Today I'd like to cover a game I didn't know existed only a few days back, a game out of a genre that is heavily under represented on our beloved platform, a(n old-school) sandbox MMORPG named Albion Online!
While the game will be free to play upon release it currently is in phase called "Summer Alpha", meaning that you can only play it if you buy an epic or legendary founder pack from https://albiononline.com/en/founderpacks
Normally the tag free to play alone would be enough to send me running, for multiple reasons I wont get into, but this game caught my attention and I did want to try it out so badly that I even supported them and now I'm really glad I did.
As I think the official website does a good job in providing all the necessary info I've only picked a few things I personally am very excited about the game-design.
https://www.youtube.com/watch?v=HSZpze0TZHk
Terminology - Sandbox vs. Themepark
For people unaccustomed to the term, in a sandbox (like Albion Online or Eve Online) you don't apply the same formulas as in a themepark (famous themepark-MMORPGs being World of Warcraft, Everquest 2 or Age of Conan).
Instead of solely focusing on creating new dungeons, raids, battlegrounds and whatnot you give the player the tools to shape the world themselves.
Player driven
One central aspect of Albion Online is a player driven economy. About every item you can get in game was made by other players.
Apart from "safe-zones" most of the territory will be conquerable too, giving a nice touch and meaning to guild wars.
By This Axe, I Rule! (Robert E. Howard, Kull)
Quote"You can conquer the vast world of Albion for yourself! Territories mean shelter from the dangers of the wilderness, and room to build villages and gather precious resources. Claim yours, then expand your empire and protect it from invaders!"
But fear not, if are not really into PVP there is also meaningful PVE-content:
Quote"Monster hunting isn’t just a pastime in Albion Online. The creatures you fight provide you with the resources you’ll need to create weapons and items. Arm yourself wisely: Powerful beasts lurk in the world below, and only true heroes can best them!"
One world/realm, one ruleset
Another thing different to most themeparks is that every player of Albion Online plays on the same master server, in one huge game world.
That is one part that I really love from other games such as Eve or Mortal Online as well. Your actions do count a lot more too. Technically there could be a few downsides, but if the developers can distribute the nodes evenly around the (real planet ;)) earth I don't see lag being a major game-breaker.
Kleider machen Leute / Clothes make the (wo)man
There are no predefined classes in Albion Online, instead you decide what you want your character to be. From being a successful farmer, smith or tailor to being a well-known magician or an infamous war-lord, the decision is up to you.
Quote"Forget what you know from other MMOs. There are no classes in Albion Online, which means no restrictions on what you can equip. Experiment to design and create your own perfect build - in Albion Online, you are what you wear!"
Another very interesting feature is what the devs call "truly cross-platform". Apart from the game supporting Linux you may ask what's the big deal. Well, Albion Online is supposed to be playable on the major desktop platforms (Linux, Mac, Windows) as well as mobile platforms (Android and iOS) to its full extent!
They prepared a video to explain that feature: https://www.youtube.com/watch?v=HPJstK0ykto
Personal thoughts
One big bonus for me so far: I've played quite a few MMORPGs, especially back in the days, and what struck me most is the community in Albion. I've never ever met a bigger bunch of open and friendly people than in that game. Whenever I felt the urge to ask a question I got dozens of nice answers although I'm sure some of them have been answered zillions of times.
You don't need a beefy rig to play this game. I did try it under Archlinux with Kernel 4.0 an AMD 6950HD (2GB) and the open source drivers (Mesa). I ran like a charm (one of the few unity games I can say that about) and so far I couldn't see any graphical glitches or other issues.
Some you may have missed, popular articles from the last month:
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
The premium account system has me worried, since it gives people who pay monthly a silver and fame boost, that to me says P2W, but it depends how it's done exactly.
Personally I've played lots of MMORPGs, especially back in the day, and I think that a system with a premium account is the most fair of them all. Why you might ask.
Well, somehow the development has to be paid AND the server costs AND the support. I mean for a FPS you may pay only once and then be done, because in most FPS (at least those for PC only) you can host your own servers, so that is the community's business. And they are "done" at a certain point, while a MMORPG has to be supported for a much longer period. Even in a sandbox people would like to get more sand after all, like a new continent and stuff like that.
Even if you have to make an initial payment, like buying a boxed version, this can't sustain all the costs for long, especially if there is a decline in new players (which will surely come after a certain amount of time)
Now if they would go the other f2p road and sell ingame items I'd see this more problematic, because for most games it simply doesn't pay off. Either you sell weapons and game-changing items, or you only sell cosmetic stuff like e.g. Guild Wars 2. For the latter I personally think that Albion is not the right game, because it's not 3d, so you can't show off your awesome items that easily (plus if you die you lose everything on you, so they either have to add an exception for that kind of items or some people would cry out very, very loud!)
If they'd sell stuff like weapons and armory then I'd personally not support the game, because this is capitalistic nonsense in pure culture. People with more money would automatically have a huge advantage over people not willing/or able to pay as much.
A fixed fee on the other hand is fair to me. It gives the devs an easier way to predict income and calculate investments and for the player it's way easier to manage and take that into account for his own wallet.
But I must admit, I'm heavily biased in that case, because I've always supported monthly-fee models over f2p, because I personally see it like:
Everyone has to pay the same money and therefore everyone has the same rights and abilities. The only deciding factor is time, but depending on the game that is not really a problem for non-hardcore-players, because the skill may decide. (This is not a themepark after all, where all that counts is the items you wear)
But ya, I agree with you: It depends on how it's done and time will tell, so there is nothing but waiting for now.
Personally I'm still glad that there is a (sandbox) MMORPG available on Linux natively. :D
This model is not working even if you have the best Unique game in the whole world I prefer to pay a reasonable price and be able to get all the features of the game instead of paying to win.
I have stopped playing any game with subscription services since the last 4 years and I am not gonna do that again. I am saving my subscription money and I just buying games that do not require subscription services.
https://albiononline.com/en/founderpacks
So lets say I am a fool and pay 100$ for the Legendary ....
Do you realize that this is an MMO ?
That means in 6 months your gear will be obsolete , you will need to lvl up, you will not have any money left bla bla bla ..... and at the end you will need a new premium subscription to catch your friends and to be on par with them...
I had this with World of Warcraft every expansion = new grinding = new subscription to grind for gear , grind for money in order to become the best of the best......
No thanks !
As for the business model, I think both P2P and F2P suck in the end. The only business model for online games that works for me is B2P, where you buy once for the game and then have an in-game store selling -vanity- items (and those only). F2P games tend to universally degrade into pay-to-win models, putting paywalls everywhere and nickel and dime you harder than even subscription games do.
For example in Mortal Online if you don't have an active subscription you have access to less of the skillpool, meaning you can't really pvp and stuff, but you can keep contact with your friends.
A "pay once" model seems to be a nice model from a customer point of view, but as I said, if you have a (huge or low but steady) decline in new players you must think about a way to finance the game.
Vanity items like in Guild Wars 2... not sure about how well they would sell in Albion Online.
Regarding PVP: I personally love PVP, but I do understand that others don't. In contrary to Mortal Online there are more save-zones in Albion where PVP is not possible.
If you can bear a non-native-speaker talking I may upload a few videos, but let's see about that :)
Last edited by Ser Eduardo Mogambro on 8 July 2015 at 9:43 pm UTC
If you got the best gear player would be bored right away and with would be pure pay to win, it's more about financial worship and how much your willing to support the game to have another stripe on your shoulder at the end of the day anyway.
Last edited by Keyrock on 9 July 2015 at 2:05 pm UTC
Also, I like the cut of Keyrock's jib. Can I start a plantation? Maybe a textile mill? Are there markets for pretty or casual clothes that aren't geared toward combat?
Or maybe I can be an explorer and only fight things if I absolutely have to, to protect myself. That'd be pretty cool. That's one reason I'm excited about the eventual Linux port of Wander, doubly so since the game will be greatly improved by the time we get it.
Imaging leveling up a weapon by improving it as a blacksmith, then PVP players come to buy it for their next battle.
*This game idea has an idea similar to the MMORPG F2P games:
- Wurm Online (Java 3D): Can actually terraform. However F2P mode is pretty limited and I didn't see many people at all last times I tried.
- Ensemble Online (Flash 2D): Very much the same as this idea, but 2D.
- Runescape (Java 3D): I actually never played this, but I heard at least some of the custom private servers with mods allowed construction. I think this would be the Classic Runescape, as they also made a newer Runescape with the same name.
*As for payment models:
- F2P + Premium: Very successful if skillfully made to NOT be pay-to-win. One of the best ways is speeding up levelling (exp bonuses). No premium items should EVER be offered that provide an unfair functional advantage.
- F2P + Item Shop: Very successful if skillfully made to NOT be pay-to-win. Same conditions as above, but also greater risk because you rely solely on random item purchases. Loss of interest in items = Loss of the game. You also have to constantly develop new great items, eventually becoming a ridiculous size that may greatly hamper performance and even population. Wanna download a 50-100 GB game? Even 10 is iffy.
- Buy Once, Play Forever: Very successful for a limited time. Forever is actually until the server hosting payments run out. Also, if advertisements and reviews are not absolute best, there will be a lack of players. In general, the game population will always be smaller than F2P Models, and the sad fact of the matter is that most play games if there are a lot of people online, even if there is extensive and great offline play. Any mention of low populations anywhere and the game will fall quickly.
- Subscription: Limited Success. There have been very great successes in the past, but again, for a very limited time. Really were only successful because the above alternatives weren't around, and this model has fallen greatly since. The only really successful ones are those that have the most amazing of gameplay, visuals, features, etc. So unless you're making a supreme game that wont be forgotten for decades (and maybe even played for that or more), don't expect this to work now-a-days.
Seriously? Pass…
oO
Seriously???, indeed.
Lootable corpses is probably one of the more silly ideas ever brought to MMOs. I guess if that's a feature of that game, I shall pass, too. I'd rather boot into Windows to play MMOs than letting some random PKer that stabbed me in the back have all the stuff I worked my behind off for weeks to get. Or leave it at home in the first place for the fear of losing it, defeating the point of having nice stuff in the first place.
I have seriously no idea who in their right mind would think a feature like this would attract a meaningful number of players to an online game. *shakes head*
Blatant marketing speak gives me gas.
Wow, freaking wussies. There should be some sort of reward for someone who managed to beat you in a fight. I know Ultima Online, way back when I played that, the PKers would be able to loot all of your items when they killed you. Then they changed it so that they got a certain percentage of your items. It really hurt when you spent so much time/gold on getting enough reagents to cast spells, and then have someone kill you off and steal them all. But at least there was a penalty for dying. Now when you die in most MMORPGs (and I'm not talking about just PK'd) you spawn a short distance away then run back to where you were to defeat whatever killed you. Remember when you'd lose skill points or XP at least?
This is why Dark Souls is so popular, it's a brutal game (though it's almost brutal to the point you want to hunt down the developers and give them a fair fisting, I know Bloodborne makes me think that). Really if there is no penalties, the games just turn into a grind. I think what would be a cool option, would be the same thing as when you die in some games and it leaves a marker on the map where you died last so you could go gather your stuff, and if a monster or PC picked it up, the marker would move with them, so you could hunt down the bastard that killed you before. Revenge!
> revenge
> after you lost everything
Cool story, bro.
Besides, don't most games even have a system where items are 'bound' to you? In which case those items wouldn't be stolen. In fact, another cool mechanic they should implement is being able to get an enchanter to bind items to you, in case you did get looted you wouldn't lose that. Make it costly enough that people would only do that on really prized items. But hey, I've only ran role playing games for more than a decade and actually prefer to give players a challenge rather than a grind. But then that's also why I had to move away from playing Dungeons and Dragons, 'cause it's just 'kill kill, more xp, level up, kill kill, loot loot, more xp.'
In effect, you are replacing grind with grind & fear. Hardly worth sinking that much time into. Fighting games work better for healthy adrenaline thing, IMO. Well, they'd have been if there were any released for Linux in the last millenia %)
I stopped reading there. People like you are the very reason features like that should never be implemented.
Last edited by Kimyrielle on 10 July 2015 at 3:22 am UTC