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#1 Apr 12 2007 at 2:08 AM Rating: Decent
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Brad McQuaid wrote:
I had to swallow a lot of design decisions I didn't like from EQ1 and luckily I could also appreciate a lot that I liked, but removing the freedom to do funny stuff is my biggest gripe, although I'm not so dumb to not understand the reasons behind that.

If SOE ordered him to release it early, I'd have to give Brad a small break. If not, then he's getting what he deserves.
Had I had the financial resources, ability to place the product later, etc. I would have given us about 3 more months to get more polish in, more high level content in, and to distance ourselves from the WoW expansion.

That said, we knew the launch date for many months before we released. And we made a promise and we stuck to it. I understand why that date was given and why we had to stick to it and I don't blame anyone.

We made our own share of mistakes that took up time that in 20/20 hindsight would have made up for those 3 months perhaps. I do believe, again in hindsight, that we entered beta too early because of the release date we had with MSFT -- otherwise it would have been held off quite a while and a lot of time getting things working first operationally with MSFT and then again with SOE could have been avoided (e.g. would have only had to do all that once). Much of the roughness of our systems would have been worked out before people from outside Sigil and our publisher would have been able to have been addressed under that scenario as well. I've mentioned the pain in learning the hard way how different it is to manage a company of 100 people vs. a team of 23 was. We had a very experienced team, arguably the most, but it was still a team, from the designer all the way up to me, that had only made MMOGs that had lasted 3 years and taken 23 people, or expansions that had lasted one year.

Had I a time machine, I would go back and do a LOT of things differently, but then life doesn't work that way. We didn't repeat a lot of mistakes we'd already made, but made a lot of new ones given the team size, how ambitious the game was, and the fact that it took 5 years, not 3. Switching publishers, while necessary, also took a lot of time. It also took a lot more effort running the company from a non-creative standpoint than I had thought it would. With EQ, Smed and others handled the business side of things and I, my managers, and my team were able to focus on the game.

As Kendrick posted, we did scale back several times and significantly, but again looking back I probably would have scaled things back more so.

I do take issue with the assertion that I promised a bunch of stuff we didn't deliver. I do fully admit my writing style is verbose and I made a significant effort to hype the game, but at the same time I also made a huge effort to manage expectations and let people know what might not make it in release, what was an expansion idea, etc. Sure, that changed as we got farther along with development. You can look up my posts and look at old copies of the FAQ and see the scaling back that took place (both what Kendrick mentioned and other stuff). And thinking back on it, while I posted a lot of these changes, the FAQ should have been kept more up to date.

I will say I think we did a pretty darn good job overall. We released a game that is probably 80% of what we'd originally planned outside of sheer landmass. We did not completely re-design major systems in beta other than diplomacy -- we revised crafting and harvesting and made some tweaks to combat in terms of pace, how complex it became at what level, etc. But the notion that we threw a bunch of stuff out just isn't accurate -- again, some of the perception likely comes from starting beta when the game was really still in alpha. Probably the biggest features that didn't make it in that I think would have been very cool (or some variant thereof): AES fully realized, fellowships, caravans.

Again, had we a few more months I think the game would have been more polished. That is one of the biggest things WoW taught us, the importance of polish, AI, general accessibility, etc. Launching near TBC was nuts, but again something that couldn't be avoided. Switching publishers also took time, but we would have had a LOT less time to make the game had we not done so. MSFT underwent a lot of internal changes and had to focus on getting out the Xbox 360 -- switching to SOE was simply another change that reality dictated during this long 5 years.

I think the biggest things that are hurting the game right now are:

1. Performance. We simply asked too much of the engine. Tech becoming faster and cheaper will help us with this issue over the next 6 months, but that's 6 month's that *might* have been avoided. That, and we would have had more time to polish and fix bugs and get better and more complete high level content in (and maybe even a more workable AES). We did run into this a bit with EQ 1 being one of the first hardware only games, but not to this extent. Ideally, you launch with both a flexible engine that grows with you and also in a tech window that doesn't mean that a lot of your players feel the need to upgrade their machines significantly. Failing that ideal, however, I'll take the more flexible, planned for the long term tech, and bite the bullet for overshooting in terms of tech than the former (undershooting and/or launching with inflexible MMOG tech that isn't easily upgraded over the years to come).

2. Underpopulated servers. The reason we are enhancing the LFG system (other than it's always a good idea in general) is because it's too hard to find a group. One of the biggest reasons it's too hard to find a group is that we were overly worried the newbie yards would be over populated the first couple of weeks post-launch that we opened with too many servers. That's why we are working on better LFG tools, having to seriously consider overland teleports, etc. If a world at peak hours had 4-5k people on it, this wouldn't be nearly the problem it is.

3. Launching so close to TBC. I never thought we were going to, but Blizzard's launch date was a moving target and things could have worked out better there. Again, though, I think a decent percentage of WoW players are going to want a game like Vanguard (or any other MMOG this year) once they are burned out on the WoW expansion, so I think in the next 4-6 months this issue will become less and less as painful.

4. Marketing. There are two groups of ex-EQ 1, UO, DAoC, etc. players out there: the ones that look back fondly on the years they put into EQ 1 and those who don't -- either they're upset or, more often, they simply have had their lives change and they don't have the time to play another EQ 1. So when they heard about Vanguard and all of the EQ 1 people working on it they didn't even give it a chance -- they simply assumed Vanguard would be as hard core as EQ 1 (when it absolutely isn't). We totally underestimated that second group, and I think if we had got the message out that Vanguard was not just another EQ with all of its time sinks, tedium, leveling times, necessary raiding, need for contiguous time commitments, and somehow got that message clearly and strongly through to that second group we would have launched more strongly. This is another issue, however, we will survive, not just by changing the marketing message, but mainly through viral marketing. Those ex-EQ 1 players who *do* buy Vanguard, and enjoy it, *will* slowly but surely let that second group of people know that Vanguard does *not* equal EQ 1 with better graphics in the ways some people look back, sigh, and mutter 'never again', but that it *does* have the elements in it that made EQ 1 a great game (as well as many of the cooler UO/SWG elements, new systems like Diplomacy, greater immersion, etc.)

So a lot happened in the almost 5 years it took to make Vanguard. We made our share of new mistakes, we were a bit too ambitious in terms of world size and feature set, we were definitely too ambitious in terms of performance, we lost some time switching publishers, we still could have used another 3+ months of dev time, the market changed in general, we did lose some time learning how to organize and manage a 100 man team, and it would have been damn nice to have not launched almost right on top of the juggernaut that is WoW's expansion.

Certainly none of the above mistakes were planned for. Many/most were unexpected. Some of the mistakes were directly our fault, and some more indirectly and some totally beyond our control. I could write another one of my missives going into a lot more detail and maybe one day I will, but I will spare you my verbosity tonight. No matter what ,however, I was CEO and the buck stops here. None of the above do I use as an excuse as if life was unfair to us. We made some bad calls and were put into some bad situations. But I should have known better, planned better, and reacted better, so I take full responsibility. Most assuredly I cannot stress how proud I am of the Vanguard team, past and present, and all of the hard work, sweat, and tears that were put into the game. The team was and is incredible and it was an honor working with them. So regardless of *****-up or mistake, I take responsibility and apologize. The team should feel nothing but pride and a great sense of accomplishment.

That said, I still believe very strongly that we planned many or even most things correctly and that we launched a game that was 80+% the game we had planned to launch (again, other than totally reworking Diplomacy, tweaking some systems later in beta than I would have liked, and shrinking the world a LOT). And again I humbly but strongly stress all of the hooks and stubs that are in the engine, gameplay code, tools, etc -- they *will* pay off. While Vanguard stands on its own as a fun game, despite the bugs and performance issues that we all know exist and have been talked about in this thread and others, it's also set up such that we have years and years of cool features, content, land masses, etc. planned out in detail that will make the Vanguard of 2007, as cool as it is, pale in comparison to the Vanguard of 2008, 2009, etc. Relatively quickly, player run towns with an RTS element, ship and mounted combat, Diplomacy expanding to become more integral with factions, organizations, etc., user generated content, and so much more are really going to make this game shine. That, and even though it does require a lot of horsepower in terms of tech today, those issues will become less and less relevant as time goes by, with PCs getting so much faster and cheaper, RAM and bus speeds getting so much faster, graphics cards getting faster, physics cards, DX 10, utilizing Unreal 3.0 tech more and more, going into expansions with tools and tech that while still could use a lot of improvement are finally at a point where a lot of R&D won't be necessary and that time will be much more efficiently spent putting in content, features, etc.

And finally I still feel very strongly that going seamless will really pay off as the live team adds efficiently to the existing world, databases of items and such can be updated en masse to slow MUDflation and at the same time refresh the world and make it feel more dynamic, ship travel and exploring vast archipelagoes becomes more integral, planes with unique physics models appear miles up into the sky, non-Euclidean Portal technology is used to build unheard of dungeon layouts, Underdark-style 'chunks under chunks' are added, the ability to load any art asset anywhere is more fully realized, and yes even the controversial 'unibody' system allows us to create *that* many more item & armor sets, adding even stronger visual variety to player characters in such an item-centric economy... I still feel firmly that even if we were early and our system specs initially high that all of this tech will pay off big time, especially in the mid to long term, given a genre that thrives on newness and patching, that demands a game world that remains interesting and compelling for year after year.

Anyway, the pages and pages that I posted promoting Vanguard, to get the word out, was the truth as best as I knew it at the time and I updated it as soon as it was obvious something would work differently or not make it in by release. And anything I did miss was unintentional, but the buck still stops here. Where I wasn't clear, or where I failed to manage expectations -- all of that was my responsibility. So while apologetic wherever and however we failed, overall I have no regrets looking back at the 5 years Sigil has been around and look to the next 5 years with even more anticipation. A lot of new mistakes were made, but we took notes and have long memories.

In summary, had a lot of the above not occurred then I think Vanguard would be nearing 300k or 400k and not 200k. A lot of the above caused the game to start out more slowly than I had hoped, anticipated and planned for. But still looking at both sales and retention, the game is doing well, even if in a more ideal world it could be doing even better. The team continues to work their butts off, fixing bugs, optimizing, putting in content, tweaking and balancing, and we have our first expansion and where we want new live content to go planned out for when the timing is right to begin that endeavor. So while all of the above, this post-mortem of sorts, may come across as critical and looking back negatively (and not by accident -- much of this thread is doing just that, so this post is certainly not off topic), Vanguard is still far, far from a failure by any means. Few PC games, MMOGs or otherwise, do more than 100k units, and we surpassed that in a couple of weeks. So even with regrets, some kicking myself, and a lot of 'dammit, if only...' coming out of part of me, the rest of me is damn proud of what we have accomplished, and what we will and are accomplishing, and most importantly extremely honored to have worked with such a team and that so much of that team continues to march onward. Ultimately I am very grateful to God, MSFT, SOE, EQ, and so many other people and products for the opportunity to have been able to do this again. Few get to make even one successful MMOG, much less two. And fewer still given $8M to make the first one and over $30M to make the second.

*humbly bows*

ps. Glad many of you like Nino's style -- he is definitely more cut and dry than me and probably could have said all of this in one paragraph. I hope he and other dev team members are able and willing to continue to post.


Way to spin failure, nun c'unt.

Smiley: oyvey

Edited, Apr 12th 2007 6:22am by bodhisattva
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#2 Apr 12 2007 at 4:25 AM Rating: Excellent
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Shadowrelm told us that Vanguard was a resounding success and going to be the most popular game in the world. He also said that some V:SoH forum had over 500,000 registrations so V:SoH had well over a half-million people playing.

Are you trying to tell me that McQuaid knows better than Shadowrelm about these things? Because I just won't stand for that.
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#3 Apr 12 2007 at 4:30 AM Rating: Decent
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Way to still be bashing a game and it's developer because your computer can't play it, Bohdi. Smiley: rolleyes

I don't visit ANY Vanguard forums and haven't a clue what the publicity buzz is surrounding the game (at least til I read this post).

I continue to play Vanguard and continue to find it the most immersive and challenging MMPORPG I've ever played. It's an amazing game that's getting better all the time.

Indeed though, there are not a lot of people playing...per server anyway. I was on for about 2 hours last night and never saw another person in the zone I was working.






Edited, Apr 12th 2007 2:31pm by Elinda
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#4 Apr 12 2007 at 5:20 AM Rating: Good
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I've been chatting more indepth about this on my old EQ2 guild forum.

I don't have a hard on for VG, however I do find it absolutely ludicrous that Brad McQuaid is taking the 'hindsight is 20/20, couldnt have forseen the pitfalls' route. It's like "I'm sorry that reality intruded on you Brad, sorry it is not 1999 anymore". Because the man must have had a complete f'ucking disconnect from reality during the entire 5 year development cycle if he didnt have the foresight to see the problems that arose.
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#5 Apr 12 2007 at 5:45 AM Rating: Decent
Jophiel wrote:
Shadowrelm is an cnut.



FTFY
#6 Apr 12 2007 at 5:59 AM Rating: Excellent
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Vanguard failed entirely because they treated us like **** and we decided not to make a site for their crappy game because they wouldn't even let us into beta.
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#7 Apr 12 2007 at 6:02 AM Rating: Decent
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I mentioned that as well!

That and the fact that they didnt help any other sites and that they didnt have the time and money to create their own forums.
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#8 Apr 12 2007 at 6:08 AM Rating: Decent
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I wouldn't call it a failure yet, but if/when it does fail we'll all know it was the Curse of Allakhazam that was the culprit.

...



Edited, Apr 12th 2007 4:09pm by Elinda
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#9 Apr 12 2007 at 6:22 AM Rating: Good
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Elinda wrote:
I wouldn't call it a failure yet, but if/when it does fail we'll all know it was the Curse of Allakhazam that was the culprit.

...



Edited, Apr 12th 2007 4:09pm by Elinda


Can we be merciful and call it failure when they dip below 100k subscriptions?
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#10 Apr 12 2007 at 6:23 AM Rating: Excellent
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Dread Lörd Kaolian wrote:
Vanguard failed entirely because they treated us like sh*t and we decided not to make a site for their crappy game because they wouldn't even let us into beta.
Smiley: laugh

I bet Alla is to blame for the demise of Dungeons & Dragons Online, Asheron's Call II, Horizons and Guild Wars as well!

Edited, Apr 12th 2007 7:24am by Jophiel
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#11 Apr 12 2007 at 6:28 AM Rating: Decent
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Speaking of Allakhazam though, the site needs a revamp. During the clstr f'uck that was yesterday I went over and started using WoW Head. That site absolutely blows you guys out of the water.

No contest.
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#12 Apr 12 2007 at 6:32 AM Rating: Excellent
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Do they have Forum=4 though? Hrrmmmm..???

Actually, I haven't seriously used the, you know, "gaming" portion of this site in years. Much less any others so I've no clue how they compare.
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#13 Apr 12 2007 at 7:08 AM Rating: Good
I picked up a new PC on Craigslist two days ago that judging by a number of testimonials should be able to run VG pretty well. My old setup was totally unplayable in beta, but I knew that was likely going in, because I was pretty far below the minimum specs. Now I just have to wait till tomorrow for my new monitor to come in, because apparently my new video card is so elitist it won't even dignify the advances of my old one. I'm such a dinosaur; a dinosaur who really knows fUck all about how to upgrade PCs and ends up spending way too much because he doesn't check to see what sort of input his new video card accepts. Oh well, it was time I moved to LCD, right?

Anyway, maybe I'll pick up a copy of VG out of the bargain bin next to Auto Assault, and test it out. If I do, I'll offer my unabashed review of the game, because I am nothing if not honest.
#14 Apr 12 2007 at 7:12 AM Rating: Decent
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Oh well, it was time I moved to LCD, right?


Or you could buy a $4 DVI to VGA converter.

But honestly, the amount of money you'll save in electricity in a year will more than pay for the LCD.
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#15 Apr 12 2007 at 7:21 AM Rating: Good
Smasharoo wrote:

Oh well, it was time I moved to LCD, right?


Or you could buy a $4 DVI to VGA converter.


Did I mention I'm a confused dinosaur? I didn't even consider an adapter might exist until after I'd talked to another guy on Craigslist about his monitor, and at that point I had too much of a ***** for the 21' LCD thing I'm getting. Live and learn, I s'pose, but I think I'll be happier this way, anyway.

Edit: Also, I may very well be totally clueless here, but the reading I've done leads me to believe that the converters allowing a DVI monitor to connect to a VGA card are the cheap ones, running less than twenty dollars, but the converters for connecting a DVI card to a VGA monitor look like they're crazy expensive. The cheapest I've found was like $280, which is more than I'm paying for the new monitor. Am I just a drooling mongoloid, unworthy of having a modern PC? And does my retardation have anything to do with my lack of knowledge on the subject? Otherwise I'll thank you folks to leave me to my ignorant bliss.

Edited, Apr 12th 2007 8:42am by Barkingturtle
#16 Apr 12 2007 at 7:47 AM Rating: Decent
Shadowrelm told us that Vanguard was a resounding success and going to be the most popular game in the world. He also said that some V:SoH forum had over 500,000 registrations so V:SoH had well over a half-million people playing.
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total lies. never said any such thing. i dont particulrly like you much either but i dont post crap you never said and call it yours. the differance between an adult and a child i guess.

anyway.....

vanguard is without a doubt the second most popular american made online game out right now. there are more people playing in the game on a dailey basis than you will find in EQ2, daoc, eq1, planetside, eve online(is that still up?), or any other one except WoW.

not a failure by a long shot. probably not as much of a sucess as the developers wanted, but not a failure by a long shot.
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about the game. the developers are still clueless as to what american gamers want. WoW hit the nail on the head.

when linnage took off and boasted 2 million subscribers, american gaming companies, and dreamers alike, went into over drive to copy their sucess. what they didnt take into account was the differance in culture. and to this day, the fools at Vanguard still do not GET IT.

the aisian culture, for the most part is socialist and poor. you have more than one genreartion living in a home, and the government beats into their head the concept of serving the whole form the day they learn to speak.

as a result, a game that involves spending a long time for incrimental gains, and a game that forces you to rely on others for the greater good is a reflection of life for them. grouping is a no brainer. grinding for weeks for a new pair of shoes is normal, and somewhat expected.

the american companies, like EQ1 for instance, didnt have a really sucessfull AMERICAN role modle to follow, so they did what we do best, copy someone sucessfull. EQ1 took off, though no where near as sucessfull as linnage, but the only game on the block in america. unfortunatly, future companies took EQ1,s limited sucess as their role model, still having no AMERICAN sucess story to copy from, so up poped a hoste of forced grouping grind fest games. vanguard just being the latest.

in american culture, people are not socialist at all. they do not want to share. infact, they want their own and want to have the ONLY one to riase themselves above the others. they want to do their own thing, and could care less about the greater good, or whats best for the rest. the first thing an american does when he gets married is LEAVE so he doesnt have to share with the rest anymore. infact, they dont even wait till their married to go.

WoW hit the nail on the head. there are more people with disposable income here than in most of the aisian countries all put together, so it stands to reason, eventually, there will be a game here BIGGER than anything else, anywhere else.a game where you can solo to the top....quickly. a game where you can get the best in a relativly short time compared to other games. a game that matches our attention span for top end content. less that 2 hours mostly. about the average time of a movie if you noticed.

BANG, over 8 million subscribers. an american role model for gaming. grats to blizzard.

the problem with vanguard, is the same problem with EQ1, EQ2, Daoc, EVE, E&B, SWG, AO, anmd all the rest. it is simpley not geared for what MOST AMERICANS want as entertainment. period. we dont want to sit staring at an interactive tv for more than a couple hours at a time. and when we DO, we sure as hell do not want to spend most of that time sitting around waiting for a healer or tank to get started. we dont want to fight our way through a dungons just to have a zerg group/guild train past us, killing everything, mobs and other players alike, to beat the rest to some named. we dont want to WORK for a few weeks for a new pair of shoes. we dont want to start a quest we cannot finnish in those two hours of play time. we dont want to sit around grinding mobs for a rare drop or a rare spawn.

most of us. there are some that do, but Blizzard has clearly shown the rest of the gaming community that those that do are the MINORITY.

vanguard is competing for the MINORITY of players who still play EQ1, EQ2, DAOC, and others. they didnt even scratch the interest of the OVER 8 MILLION WoW players.

THAT is what is wrong with vanguard. not its high end graphics requirements, not its bugs, all games have bugs, not because something didnt get implemented at launch. their basic vision for the game and what gamers in AMERICA actually want. if they expanded to the aisian market, they would get more patronage their than they will ever get here, and it is basically because of a differance in culture. the game would simply appeal more to them that it will for the VAST MAJORITY of americans.
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what they need to do, what all of them need to do, to compete. open their dungons and awsome graphics up to the VAST MAJORITY of american gamers. dont have to do it all at once, but pick the most underutilized zones, hell, EQ1 has 10 expansions full of them, and dumb them down for the VAST MAJORITY of american players. instant gratification. leave the loot tables, just make them doable solo or with a couple players.

the powergamers will still be at the top with the top end stuff, but when they leave for higher level stuff, dumb down what they just left for the VAST MAJORITY of the rest of the gaming community.

at 15 in vanguard, its group only, or grinding low exp mobs for crap rewards and a loooong path to advancement. basically, telling the VAST MAJORITY of players, suck it up, or spend the rest of your life grinding it out.

the players? they said....by by. thats why EQ1, EQ2, DAOC, EVE, AO, Horizons, shadowbane,AC2, guildwars, and the rest are going or already gone.

thats why WoW has over 8 million subscribers and the rest are toying with less than a few hundred thousand and constantly scrambleing to do minor tweaks to keet the cash flowing. they are flawed in theri basic concept of what gamers want.
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vanguard, like it is, is better than EQ2 or the rest for that matter with the exception of WoW. you can thumb your nose at it for not being as good as WoW, but you will also be calling EQ2, Daoc, AO, guildwars, and all the rest loosers as well, because vanguard is definatly a better game than those. dont have to take my word for it either, just log on. there are more people ingame in vanguard than any of the otehrs at any given time.

i call that a sucess. they dont because they bet the farm it would be number one, not number two. not gona happen till they change thier basic concept radically. even then, they wont be able to touch WoW becuause of the equipment requirements.

judge it as you will. it is a better game than any other american made game on the market imo. it is not number one, not because it is a bad game, but because they went after the wrong group of players. they hit their target, but what they were aiming at wasnt the bulls eye. they just didnt know it, or would accept it if they did.
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about alla,s.

rofl. what makes a web site ABOUT games think that they deserve special treatment FROM games? web sites do not make the game. the games make the web site.

a fact. silkyvenom and vgnecro has more posts going up about that one game than alla has about all of theri games combined. vanguard is what people want to learn or talk about. alla better pull their head out of their snobby **** and smell the coffee before they become insignificant.

it wont be long that people going to those sites start posting their out of game banter their instead of here. and without asylum and oot, alla is nothing anymore. their info for all of their supported sites are outdated. even for WoW there are much better info sites.

anyone remember posting here and watching the thread get pushed on to the next page in less than an hour? now you see posts on the first page for weeks at a time. what you used to see here, is how the sites supporting vg are right now.

that game is making websites sucessfull. sites that were nothing 2 months ago. vanguard is what people want to know about. either give the people what they want, or they will leave..........
#17 Apr 12 2007 at 8:06 AM Rating: Excellent
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eve online(is that still up?)


It is, and it is not American made.
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#18 Apr 12 2007 at 8:14 AM Rating: Excellent
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Shadowrelm previously wrote:
reguardless of how they get along with the developers, there is a huge and growing player base i dont think can be ignored. in just the month and a half it has been out, vgnecro has signed up over 500 registraitions and listed over 5000 posts. thats just one web site about one spacific class for the game.
I guess you meant that each of the ~150k people playing signed up for three or four VGNecro accounts, huh? By the way, the VGNecro forums have 866 registered accounts.
Quote:
silkyvenom and vgnecro has more posts going up about that one game than alla has about all of theri games combined
As of this posting, Silky Venom & VGNecro have a combined 31,077 posts (not counting OOT forums). You'll be happy to know that you hedged out the DAOC, Eve Online and Lineage forums combined. EQOA still beat you though.

Edited, Apr 12th 2007 9:21am by Jophiel
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#19 Apr 12 2007 at 8:19 AM Rating: Decent
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shadowrelm wrote:
about the game. the developers are still clueless as to what american gamers want. WoW hit the nail on the head.


I think the devs know exactly what American gamers want. How could they not? I suspect the devs DON'T WANT to make the game that the American gamers want, but the distributers do eh. Perhaps this has been what's caused the crazy back and forth, up and down, and in and out with xp rates, death penelties etc.

I pay very little attention to my xp bar, but boy, for those that do...this game must be making them pull their hair out.

I'll maintain this game has tons going for it. Maybe it's time for Brad to go away. I think he's trying too hard to please everyone and ending up pissing off all (including Alla, eh Smiley: wink).

edited in my comments about populations.

SoE has gotten as secretive about server populations with Vanguard as it is with EQ. The game world is huge so it's hard to tell how many people are about. There are no zones so you can't get a zone by zone population count. You can see though that, as Shadowrealm mentioned, there are some fansites that are really hopping...(I just went and looked at some). Seems Silky's is still going strong with Vg players, thought TTH has slacked off. There are also rp sites, tradeskill sites etc etc that seem to be doing a brisk business. /shrug...who knows.


Edited, Apr 12th 2007 6:26pm by Elinda
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Alma wrote:
I lost my post
#20 Apr 12 2007 at 8:26 AM Rating: Excellent
Liberal Conspiracy
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TILT
That and the fact that Shadow's "AMERICAN GAME" theory is crap.
MMORPG.com wrote:
...as of June 2006, WoW has reached 6.6 million subscribers worldwide, including over 1 million in Europe and somewhere between 1.5 and 2 million in North America, with most of the remainder in China.
Maybe it's six million gold farmers.
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#21 Apr 12 2007 at 8:53 AM Rating: Decent
Shadowrelm told us that Vanguard was a resounding success and going to be the most popular game in the world. He also said that some V:SoH forum had over 500,000 registrations so V:SoH had well over a half-million people playing.
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500 is a BIG differance than 500,000 isnt it? so, that would STILL make your statement a....lie.

still waiting for the "most popular game in the world" quote.

what i post is my openion. dont have to agree with it. i dont care. it is how i see it. what you can count on though is me not bastardizing one of your posts to serve some defamation purpose. it is something i grew out of in grade school. mabe you will too someday. mabe.

enough about you though. vanguard is a sucessfull game. it will never be as sucessfull as WoW. not in its current form anyway. the reason is, as i have already stated, not because of their content, but solely because of their view of what we want as gamers as a whole. most of us dont want to group. most of us dont want to grind. most of us dont want to play for 6 or more hours at a time. most of us do not have top of the line computers.

blizzard catered to the masses and hit their target. vanguard catered to the hard core players and hit their target. there are simpley exponentially fewer hard core gamers in the masses than casual gamers.

but not a failure. they made a great game. stunning to look at. fun to play. just to time consuming for the masses. they just dont see that yet. but neither does EQ1, EQ2, SWG, DAOC, or any of the rest. linnage and ffxi are a hit because of the culture of the majority of the players they targeted. the formula that works there will not be very sucessfull here. we are too selfish, greedy, and impateint for it to work here.

its the ugly truth.
#22 Apr 12 2007 at 8:56 AM Rating: Decent
Not enough moral majority in this thread.
#23 Apr 12 2007 at 9:09 AM Rating: Excellent
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shadowrelm wrote:
500 is a BIG differance than 500,000 isnt it?
That's true. I misread and imagined a 'k' in there.
Quote:
what i post is my openion
About the game itself. Your thread/post numbers were simply factually inaccurate. By a greater scale than my own error, come to think of it Smiley: grin
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#24 Apr 12 2007 at 9:10 AM Rating: Decent
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Dread Lörd Kaolian wrote:
Vanguard failed entirely because they treated us like sh*t and we decided not to make a site for their crappy game because they wouldn't even let us into beta.


You mean alpha. You can still get into beta now if you purchase the game and pay their monthly fee.
#25 Apr 12 2007 at 9:14 AM Rating: Decent
I think the devs know exactly what American gamers want. How could they not? I suspect the devs DON'T WANT to make the game that the American gamers want, but the distributers do eh. Perhaps this has been what's caused the crazy back and forth, up and down, and in and out with xp rates, death penelties etc.
-----------------------------------------------------------------

mabe. i think the distributors do play an important part as far as content goes. and it may be that it is easier to sell hardcore gaming, using examples like EQ1, linnage, ffxi than to sell something without any examples to support it.

and mabe not having to deal with distributors as in blizzards case, gives them much more creatine freedom. they dont have to prove what they want to do to anyone, they just do it.

your argument may have some merit.

personally, i think the sigil team set out 4 years ago to make another few million, so they took their popular EQ1 formula and revamped it a little to sell it. and it was done long before WoW launched and they were too far into the development of the game to make such a fundamental change to thier game that they either stuck to their guns and tweaked it as much as they could to cater more to the casual gamers if they wanted to launch it NOW as opposed to finding more funding to totally redesign the fundamentals of the game and shoot for a launch date 4 years further down the road.

but thats just me. either way, they made a great looking game and put fun back into the classes we all know and grew up with. but the market passed them by for more time friendly gaming.

i think they were under the gun to launch now for financial reasons and couldnt afford to make such a fundamental change time or money wise.

eventually, creating a game wil advance to a point where it doesnt take 5 years from inception to launch. when that happens, mabe the gaming will be more in tune with the market.

i still enjoy playing, but getting a bit board of begging for a group. sigil thinks its about the server population. its not. i can be in a chunk with 40 plus people in it "list was cut short" from a /enter, and yet, only find mabe 6 or 7 people in the LFG interface, none of them healers or tanks.

i think it has less to do with the number of people on the server as the type of game play the majority of people want.
#26 Apr 14 2007 at 10:16 AM Rating: Excellent
Ministry of Silly Cnuts
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I'm trying to picture a scenario where people are so loyal to Ford or Lexus that they'll buy the latest model and accept apologies that "The wheels will be along shortly. . . oh and the seats and roof. And we reckon there will be a fuel available that the engine can actually use within 6 months."

IMHO Vanguard remains the 'concept car' that was put to market in it's pre-production phase.

Concept's nice, but I happily get 50FPS on WoW and 35-45FPS on LoTRO (which is graphically richer than any other MMO I've played). With Vanguard set to minimum detail I never got above 12FPS.
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"I started out with nothin' and I still got most of it left" - Seasick Steve
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