Archive for May, 2011


Vanguard: The Beautiful, Lost Gem

Ardwulf has written a great little post over on his blog about Vanguard: Saga of Heroes, so head on over there and check it out!

Vanguard:  A Swan Song or a Call to Arms?

I couldn’t agree with him more on the fact that Vanguard is a fantastic (albeit rough around the edges) MMO that deserves so much more than what it has received.  Sure, we all know the morbid tale of Sigil Games Online by now.  We all know that Sigil assembled a massive/all-star team to work on it.  We know that renowned fantasy artist Keith Parkinson helped Sigil with the artwork and world building a few years before he passed away.  We also know how poor leadership, loss of their original publisher (Microsoft), and lack of funding even when SOE bailed them out and agreed to publish, caused Vanguard to release in an unfinished and bug-ridden state.

But all of you must be informed of the following, and this is particulary aimed at those of you who have never tried the game before.  Even with the issues that Vanguard had during its launch, you could still see what heights the game could reach if given the proper resources.  Vanguard has greatness and ambition coursing through its veins.  But what might surprise some of you is that not all of it is unrealized.  Vanguard is a damn fine MMO by many accounts, even though playing it requires you to put up with a few oddities, such as stilted character animations or the occasional bug.

But what I’m here to tell you is that Vanguard has so many elements that if given the choice, I would port many of them over to my “ultimate” MMO without thinking twice.  In a day and age when the MMO industry appears to be siphoning itself into the chasm of endless nerfs to difficulty and complexity, Vanguard is a welcome breath of fresh air.  Here is an MMO that was not made to cater to the lowest common denominator.  If you want to get something in Vanguard then be prepared to work a little for it.

So I have been granted 45 free days to many of SOE’s titles with their recent Welcome Back promotion.  This got me to thinking about whether or not I wanted to take advantage and poke my head back in to see how a few games were doing.  In the end I decided to conduct a littler experiment instead.  I loaded up EQ2, Star Wars Galaxies, and Vanguard with the intention of trying to figure out which one appealed to me most.  Of course, it’s no secret that the Everquest franshise gets most of the money at SOE.  I’m not entirely unsure that most of the sub-funds made from the other games languishing on the Station Pass all gets spent on EQ and EQ2 anyway.

But that’s getting way off the point here.

What I discovered after pouring an equal amount of time into all three games, was that I found Vanguard to be the most compelling and rewarding of the three…by a very wide margin I might add.  To begin, Vanguard has a deep and robust crafting system that just might be among the finest in the industry.  It also has a huge, epic world rife for exploration and discovery, with many wonderful dungeons built so multiple groups can fight through them at the same time.  Yes indeed, no instances here.

Vanguard has some terrific classes as well, some of the best I’ve ever seen to be honest.  (Disciple and Blood Mage come to mind)  It’s combat also possesses a bit more depth than the typical whack-a-mole style we see in MMOs today.  You have access to both finishing moves and chain reactions, along with counters that allow you to send a foe’s spell right back at them.  You can also cast spells while on the move in Vanguard, something that felt so liberating when I first experienced it that I still weep a little when I play other games…games where if I even dare let out a fart while casting then my spell gets interrupted.

The offensive/defensive targeting system in Vanguard is thing of genius as well, seamlessly allowing you to control the flow of your spells.  The game also boasts another unique feature called Diplomacy, a strategy-filled card game that allows you to interact with NPCs and become a diplomat for various causes.  This unearths much of the lore and really helps to make you feel involved in the world around you as you play.  Vanguard’s complex housing system exists right there in the world too.  You don’t zone in to your house or a special housing community.  Once you buy your lot and build your home it is their for all to see.  I always loved housing like that, as it’s the only proper way to do it in my opinion.

Vanguard even has ships that you can build to sail the high seas with, fishing and exploring to your heart’s content.  And you get all this while appreciating three vast continents that form one of my Top-5 MMO worlds, despite the unfinished nature of a few places.  The graphics in Vanguard are still second to none on many levels, providing the player with an environment that begs you to hop on your horse and find out what’s over yonder hill.

Truly, I could go on for hours talking about how Vanguard is this amazing gem that must be given the chance to shine.  But there is something else you need to know first.  I’m sure many people are thinking, “Why would I pay money for a game that no longer receives content updates?”  This is a good question and not without merit.  But allow me to take a stab at answering it.  Vanguard has so much content that you could play it consistently for the next couple of years and not accomplish everything there is to accomplish.

Yes, that’s a fact.

What Vanguard needs is more people.  More people = more resources devoted to it.  So I’m throwing my hat in with Ardwulf here.  Vanguard is more than worth your time.  It is a deep and immersive MMO experience in a time when most games seem to be moving with rapid feet away from those two qualities.  So do something for me.  If you are one of the people who now has 45 days of Vanguard added to your account, then what are you waiting for?  Get back in here!

If you aren’t one of those people then pick this game up ASAP and give it a chance.  Find a good guild and let the world of Telon grow on you.  I highly doubt you will be sorry for that decision.  Vanguard is a beautiful place filled with some of the best vistas in the MMO industry.  Nothing beats a sunset in Vanguard.  :)   So let’s make this a Call to Arms.  If you are sick of the current MMO offerings out there then come visit the wondrous land of Telon.

Set Yourself Free.

Marketing Failure

Funcom has announced that Age of Conan will be going to a Free-to-play/Hybrid subscription model sometime this summer.  They are not the first to make this move and I highly doubt they will be the last.  There are quite a few MMOs out there that could benefit from switching sub models, to be honest.  Turbine has already said that going to a Hybrid model actually doubled their profits.  But this isn’t really what I want to talk about.  What I would like to flash a big neon light on, is this statement in Funcom’s press release.

“With over 1.4 million copies sold, glowing reviews for both the core game as well as the expansion, and a healthy player base ever since launch in 2008, there is no doubt that ‘Age of Conan’ has been a true success story for Funcom,” says SVP of Sales & Marketing Morten Larssen.

Are you kidding me!!!?  A healthy player base since launch of 2008!!??  Does this guy think we all live in caves or something?  Age of Conan has been a true success story for Funcom?  I’m trying desperately to avoid stepping in the bullshit and it’s not going very well.  OK, let’s take a look at the math here.

June of 2008 – Age of Conan sells 1 million copies

February of 2009 – Age of Conan drops below 100,000 subscriptions

Funcom loses over 23 million on Age of Conan release

Now let us review.  In June of 2008, Funcom issues a press release and says they sold 1 million copies of the game.  But Age of Conan’s launch was riddled with problems as we all know.  Players eventually left the game in droves.  So by February of 2009, Funcom went from 1 million potential subscribers (actual number is said to be around 700,000) down to below 100,000.  They also lost over 23 million dollars on Age of Conan’s release.

Call me crazy, but that doesn’t sound like much of a success to me.  It sounds like exactly what it is…one of the worst subscription plummets in MMO history.  There’s just no other way to call this one, folks.  Age of Conan was a massive failure.  It doesn’t matter whether you currently enjoy playing it or not, as I’m not talking about the state of AOC’s gameplay right now.  The actual game has improved by leaps and bounds since launch.  But the key factor will always be player subscriptions, the measuring stick of how MMOs do business.

And it doesn’t take flow charts or an abacus to see that Age of Conan has suffered terribly in that regard.  Currently, the North American game servers for Age of Conan have been merged down to four.  You read that correctly.  What a smashing success indeed, and clearly the result of a healthy playerbase since launch!  If AOC was such a grandiose success story then they would never be making the move to a Hybrid subscription model in the first place.  It simply would not happen.

But regardless, there is also no reason in the world to make this kind of statement.  It’s a flat-out lie and just smacks of ignorance.  This is not the first time I have facepalmed due to Funcom’s PR either.  These guys have a history of public relations failures.  God, I hate marketing.

The Nickle and Dime

While I have certainly made no secret of the fact that Rift just isn’t for me, that doesn’t mean I would ever shy away from commending Trion if I feel they deserve it.  I sang their praises earlier this year for unveiling the most stable and functional MMO launch in years.  But moving towards current events, we have the recent uproar surrounding statements from Blizzard that a Cross-Realm Dungeon Finder might become part of a WoW premium service/subscription.

Yes indeed, the devil is back in black and ready to force Blizzard to milk us dry.  I speak of Bobby Kotick of course, the CEO of Activision.  This is the company that owns Blizzard by the way.  We are talking about a man who once bragged about “taking all the fun out of making video games.”  Here, allow me to produce a recent photograph.

You just keep them focused on the deep depression, Bobby.  Fear is your ally!  And for anyone who is wondering why I am focusing my ire on Mr. Kotick, he has stated repeatedly in the past that he would bill people to play Call of Duty, and that many other online titles don’t charge nearly as much as they should for services rendered.  When you take that along with his statements on ruining fun and focusing people on our poor economy, and I can confidently say that he is very deserving of my angst.

So it’s not difficult to envision a scenario where he calls up Blizzard and says “You’re down 5 percent in subs, so now is the time to start adding more costs to your game!”  This is not absolving Blizzard in any way for their recent statements, of course.  I’m just stating what feels true to me.  Anyways, it’s completely understandable that many people feel like this development of a WoW premium service is crossing the line.

I’m sure many of us now glimpse into the future of our MMO gaming lives and see nothing but the sting of extra costs surrounding titles for which we already pay a subscription fee.  So in that light, it was a welcome breath of fresh air to see Trion release the following statement regarding their new Character Transfer service.  I will highlight the key part below.

“MMOs are all about playing with your friends no matter which server they’re on, and that’s why we’re offering this as a free service to our subscribers,” said Scott Hartsman, Executive Producer.  “RIFT is both a game and a service, and adding free server transfers is just one more way we can make this the best possible MMO experience available.”

Character transfers will remain a free service for the foreseeable future, and could become a permanent addition to the RIFT experience.

Potentially free Character Transfers for the life of your game, Trion?  You mean you don’t want to continuously milk your players for every single dime they’ve got?  After all, the act of transferring a character from one server to another is so simple it can be easily automated.  So why not join in with the rest of the MMO companies who charge us $20 or more every time we want to transfer a toon?  Why not submit to the dark side now and set up shop for years to come?

I suppose the correct answer is that Trion doesn’t want to become just another development studio.  They respect the fact that gamers pay them a monthly subscription fee, which is far more than any company needs to cover bandwith costs.  And yet they are still considering the notion of making this transfer service free…forever.  All I can say to that is Bravo, Trion.  Now if only I found your game a little more compelling!  But regardless, I think some healthy applause is in order.

The Dreading of Quests

You know, I can still remember the unrivaled feeling of joy I felt the first time I sampled WoW and EQ2 in November of 2004.  Quests…my God…they are ingenious, I thought.  I rested peacefully at night knowing that never again would I be asked to gain levels by mindlessly grinding on monsters.  Never again would I be forced to wait for hours on end to find a leveling group.  Questing felt so fresh and new, so innovative and filled with potential when compared to the tried and true monster grind we had come to know in most MMOs.

So it is with profound sadness that I sit here today (closing in on 7 years later) and say the following…I will die a happy man if I never have to walk up to an NPC with a little thingy over their head ever again.  I cannot bear it, not anymore.  The quest grind and the monster grind have become synonymous with each other in my eyes.  They are one in the same.  Oh sure, the quest grind is a bit more deceptive and wily than the monster version.  But it has become an automated grind nevertheless.

MMOs have simply become far too formulaic and straightforward.  We all know what to expect now.  We all know that we will log in, go to an NPC hub and look for people with things over their heads, then we will listen to their pathetic explanations of why they are too lazy to do stuff themselves, and finally we will go do their work for them.  It will usually consist of the following…killing NPCs, killing NPCs and collecting certain items that drop from those NPCs, gathering items found in the game world that are usually located by how shiny they are, escorting other NPCs and keeping them alive so they can complete tasks, and so on.

In nearly 7 years this hasn’t changed much, has it?

Along the way we found that Lord of the Rings Online did give us wonderful Book quests to complete.  These expanded upon the narrative of that world and drew you in to what was going on.  WoW has continuously improved the quality of their quests as well, with the Lich King and Cataclysm expansions.  Cataclysm in particular raised the bar for leveling content, for themepark-style MMOs at least.  I honestly feel that WoW now stands as the epitome of questing design due to many of the improvement they have made.  The sheer assortment and diversity of quests in WoW is quite impressive these days.

The only caveat to that statement is that WoW represents both the greatest strengths of questing (variety) and its most glaring failures (linearity) as well.  But after enduring countless versions of the themepark model over the years, I now look ahead to the MMOs on the horizon and I honestly don’t know what to say anymore.  The Old Republic looks like it will bring a welcome cinematic feel to its questing, but we also know that it will still contain plenty of kill this/gather that quests.

So while I look forward to the storytelling aspect of TOR, part of me shutters at the thought of running in to some moisture farmer who says, “Hello!  Thank goodness you came along when you did.  These Womp Rats are wreaking havoc on my farm, chewing cables and causing all sorts of ruckus!  Could you please help me by thinning their numbers?”

My response…

Guild Wars 2, on the other hand, does appear to be the one MMO on the horizon daring to try something different.  AreaNet has already stated that Guild Wars 2 will have no quest hubs at all.  None.  I’ll let that thought sink in for a moment.  I nearly stood up and danced a little jig when I heard them say that.  Instead, they are designing Guild Wars 2 completely around the idea of dynamic content that happens in the world.

This will be somewhat like the current ideas of rifts in Rift or the PQs in WAR.

The content in GW 2 will be happening around you as you explore the gameworld, and you can join in right then and there to decide the outcome.  This style of world building could work splendidly, providing the quality and polish of this dynamic content is still up to par with our expectations.  Dynamic content is sort of the hot marketing phrase in MMOs right now, with Rift being the main proponent of such talks.

On that note, I always felt that Trion should have scrapped the run-of-the-mill questing system they came up with for Rift, and instead focused their efforts on the rifts/invasions themselves.  They should have developed those into the main focus of the game’s leveling system.  It felt so odd having all these basic kill/fetch quests to do when the thought of battling rifts/invasions that were even more interesting and varied than the current ones, appealed to me so much more.  As things were we just had a different version of WAR’s Public Quests and Tabula Rasa’s Invasion system.

But Trion could have just thrown the quests out and worked on making the rifts and invasions that much more spectacular.  I think developing Rift in that way would have made a huge difference in giving it a far more unique feel than it has now.  It’s this basic idea of creating active content in the world that Guild Wars 2 seems to be latching onto.  I dearly hope it works well and will be cheering them on the whole way.  Still, when looking at how the quest grind now looks the same to me as the monster grind did back in the day, it does feel odd to know that my opinions have regressed to such a degree.

But maybe regression in my own viewpoint isn’t really the problem here.  Maybe it’s just that MMOs have continued to deliver the same old thing over and over again, leaving me somewhat tired and burned out on current design trends.  So at the moment, the thought of just hopping into a group with a bunch of folks and chatting away while we slay monsters doesn’t really sound like a bad idea to me.  That should tell you all you need to know about how much innovation the MMO genre has seen over the years.

So all I have left to say is the following.  Will some development team please come up with a new idea?  Somebody come up with a proposal that’s out of the box, something that will truly be a way forward and not a rehash of the been-there and done-that.  I know that encouraging such thinking goes against the business model of “stick with what works.”  But the MMO genre is crying out for some initiative, for the encouragement of the novel design element that has never been given a chance to shine.  I’m trying to wait patiently, truly I am.

But I swear it gets harder each and every day, especially since my dread of kill/fetch quests only gets worse as those days go by.

Attack of the Hamsters

Someone should check all the California pet stores for recent mass hamster purchases.  If evidence is found of such activity, then my money is on SOE being the culprits.  They’ll be looking to garner whatever advantage they can as they now begin the process of restoring game services.

It’s difficult to say how all of this will turn out in the end.  I am still ticked off as all hell about the whole situation, but the gamer in me still can’t help but root for SOE in spite of it all.  It’s a strange feeling, though I imagine it has something to do with Everquest 1 being my first and most cherished MMO experience.

In any case, right about now you can only be sure of one thing…the server hamsters are running like they’ve never run before.  :)

SONY ONLINE ENTERTAINMENT RESTORES GAME SERVICES

Services Return Following Implementation of Increased Security Measures; Consumer Data Protection a Full-Time, Company-Wide Commitment
SAN DIEGO, May 14, 2011 – Sony Online Entertainment LLC (SOE) announced today that restoration of its game services will begin today. The phased restoration will include the return of nearly all of SOE’s portfolio of online games, the reinstatement of SOE’s game forums and websites, and added functionality to require players to reset their passwords.

Increased Security Measures
As the result of a criminal cyber-attack on the company’s network, SOE shut down its game services in order for the company to undertake an investigation and incorporate rigorous enhancements to the overall security of the network infrastructure. SOE worked with several outside respected security firms during the course of implementing significant security measures that strengthen safeguards against unauthorized activity and provide customers with greater protection of their personal information.

SOE made enhancements to overall data security as well, including updating and adding advanced security technologies, additional software monitoring, performing new penetration and vulnerability testing, and increased levels of encryption.

“Our main priority is the safety and security of our customers’ personal information,” said Kazuo Hirai, Executive Deputy President, Sony Corporation. “We are making consumer data protection a full-time, company-wide commitment, and have applied enhanced security technologies so that our customers can feel protected and confident about playing our games.”

Hirai added, “We are committed to delivering secure and entertaining games for players of all ages and thank each of our players for their patience and support during this difficult time.”

SOE will also be offering its customers a “Welcome Back” program that includes special game content and services to all registered Station Account holders. As part of this program, players will receive 30 days of additional game time plus one day for each day SOE’s services were down. The details of this program are available at www.soe.com/securityupdate/welcomeback.

For more information about the SOE network intrusion and restoration, please visit http://www.soe.com/securityupdate.

DAOC and PvP Done Right

Sometimes it’s just every bit as good as you remember it.  That’s how I feel sampling a little Dark Age of Camelot on the private Uthgard server.  In between playing some WoW, I began to feel that deep, unrelenting urge to experience the adrenaline rush of PvP…the kind that no other MMO offers in quite the way DAOC pulled it off.  It sort of makes me sad, to be honest.  Warhammer Online had an awful lot to live up to for us Camelot fans, and I say that with the knowledge of how the Trials of Atlantis expansion nearly crippled DAOC beyond repair.

But WAR was never quite able to recapture the feeling, was it?  The 3 faction system of DAOC was missed sorely, and playing through it again I am reminded of why that system is so perfect for an MMO largely focused on PvP, or Realm vs. Realm as it is called here.  The 3 Factions police themselves, so server imbalance was never really a problem in DAOC because if one realm became to powerful then the other two would just team up to take it down.  Yes indeed, Dark Age of Camelot has always been a shining light in my MMO past.

But trying it out again many years later, you can still see why so many players point to it as the best PvP you’ll find anywhere.  When you combine the lovely feeling of the lore behind the 3 realms, plenty of races/classes to choose from, each realm having their own safe lands where you level up and learn your class, and then being set free upon the Frontiers to battle for your realm in open world combat….it just beats the hell out of the Battleground system we are now inundated with to no end.

Instanced PvP has its place, of course.  It offers quick, somewhat balanced PvP action for those who might not always have a large amount of time to play.  But nothing can really replace the feeling of open world warfare.  It’s so much more spontaneous and interesting than what you find in BGs.  Some love their open world PvP to be full loot, ala Ultima Online or Darkfall.  But DAOC offered that wonderful balance of having keeps and relics to battle over, fights that could spring up out of nowhere, and the knowledge that you could level up in your own area before you decided to venture out and experience the dangers of the Frontiers.

Hot damn, it’s nice to visit Camelot again.  It truly never gets old.  :)

For those curious about the Uthgard server, it really is one of the easiest EMUs to get going.  All you need to do is purchase/download the DAOC client from Mythic, download DAOC Portal from Light of Dawn, then just install the Classic patch.  So here is the website and a link with directions to get you going.

Uthgard – Main

Uthgard – Getting Started

Believe me when I tell you, DAOC still holds up pretty well to this day.  The graphics aren’t even too shabby to look at, once you get over the dated animations of course.  There are loads of classes to choose from as I mentioned before, and DAOC brought class specialization to MMOs long before it became the norm.  Realm pride is also something you’ll hear us DAOC vets blather on about.  There was just something about the game that made you feel a genuine kinship with your realm.  People went out of their way to help each other, which is in part because of how DAOC was built, though it’s also a reflection of how different MMO communities use to be.

Now people are so used to hopping on the themepark express that they barely even notice each other while leveling.  I love World of Warcraft and feel that it has some of the most entertaining quests around, but it’s particularly guilty of this sort of thing.  What’s worse is that most other MMOs aren’t too far behind it either.  My last trip to EQ2 felt quite similar as well.  DAOC came from a different age, where it took teamwork not only in the endgame but also while you leveled up.  When you take a look at all that DAOC offers, it’s just not difficult to see why both the Uthgard server and the official servers are still bustling with activity.  I know it’s basically a pipe dream at this point, but I can’t even begin to describe how thrilled I would be to hear a future announcement of DAOC 2.

A guy can dream, right?

Did you hear? WoW is dying!

This headline at IGN really gave me a good laugh.

World of Warcraft Subscriptions Dropping

It is referring to this First Quarter Press Release from Activision/Blizzard.

I find it amusing because the IGN headline is both accurate and somewhat misleading all at the same time.  I suppose I might as well jump on the hate train and abandon my WoW sub too, in light of this recent news.  I just see no point in hanging on anymore.  Especially since it’s almost impossible to find people to play with amongst the 11.4 million players still subscribed.

Doom I say!!!!  DOOM AND GLOOOOOOOMMM!!!!  :)

Anyways, what is more frightening I wonder…that WoW is sporting about 600,000 less players than usual, or that WoW lost far more players than the average MMO has overall and still has 11.4 million people playing it?  It boggles the mind.  Blizzard’s Net Revenue for the first quarter of 2011 was 357 million dollars, which is actually an increase from the first quarter of last year.  As I’ve always said though, these MMOs eventually kill themselves over time.

The launch of a new game, while having some effect on the market as a whole, just doesn’t contribute to a heavy loss in subs for current games.

We know that many players subscribe to more than one MMO at any given time.  So the idea that a new game will ruin a current one is a bit off the mark, regardless of what state that game currently finds itself in.  I’ve been hearing people predict that the death of Vanguard every time a new MMO is released, and yet it’s still standing (albeit with a weak pulse).  As for WoW, it has different virtues and flaws just like everything else out there.  But it will ultimately die out of its own accord, and the sooner most people realize this the better off we will all be.

This financial report also includes info up to the end of March, meaning any effects that the Rift launch might have had on WoW would be present as well.  As you can plainly see, it barely made a dent with Blizzard posting actual revenue gains over this time last year.  So there is no such thing as a WoW killer, folks.  Can we finally let this term go now?

Sony Offline Entertainment

Update:

Oh my, this certainly does not look good.  Sony knew its software was obsolete.

Update #2:

Our friend over at Dragonchasers has a nice post on the latest Data Theft hearings, specifically the testimony of Dr. Gene Spafford.  He makes some good points throughout, so be sure to check out his post.  I also find it a bit difficult to swallow that Sony had no security at all, as Dr. Spafford seems to be hinting at in his testimony.

Update #3:

SOE has released details of their player compensation plan in lieu of the data breech and lost game time.  Check it out here.

———————————

I’m sure most of you have heard of SOE’s recent troubles regarding the security breach over at Sony proper.  It looks like SOE had its own share of account hacks along with PSN, all to the tune of over 24.6 million accounts with personal information stolen from them, and 12,700 bits of debit/credit info on top of that.  Despite my outrage at this whole mess, it’s a little bit hard to completely lay into SOE right now.  Notice I said only a little bit.  But I do honestly believe that this could have happened to any company out there.  Hackers are dead clever, and let me continue by saying that if you honestly think your personal information is secure on the internet…it isn’t.

However, the way SOE responded to all of this has certainly left me with a very sour taste in my mouth.  We don’t even know what the fallout of this breach will be yet.  There is no way to tell how many people’s lives might be affected or thrown into chaos because of this stolen information.  The first thing that SOE did so poorly was their typical slow rate of response.  It took them far too long to figure out there was a problem in the first place, and by the time they did it was too late anyway.  Now all of their services remain offline, and their customers (including myself) are left wondering if we should really trust these guys with our money again.

Then SOE responds with two quite tepid attempt at saying “We’re sorry.”  First, they offer a weekend Station Cash discount to their players, which was such a laughably bad move that there aren’t enough words in the English language to describe the measure of fail contained within.  Hey guys, sorry about all that identity and credit theft, but why don’t you put another card on your account and give us some more of your money for your trouble!  Um…really?

Secondly, SOE is now offering players 30 free days of game time to the title of their choice.  Now, I have read some people who think this is more than enough, because what else can SOE do?  They are the victims here!  Well yes, they were indeed the victims of a crime per se.  But they aren’t the true victims in this situation.  That dreaded title falls onto the people who may endure some painful hardship in the days/weeks/months to come.  The end result of this whole debacle is still not clear, as I said before.

But I am the kind of person who tends to think that if I give a company access to my credit/debit info, along with most of my personal information, that I enter into a sacred pact with them.  Their job is to use that info to help give me the service I desire, but even moreso, their charge is to ensure that they keep my information safe and in good hands.  That simply didn’t happen here, and it’s not something that we should just brush off and say, “Shit happens.”  What we are seeing could be the beginning of an epidemic that results in some rather fierce class action lawsuits.  SOE is in some hot water, and it truly pains me to see the old glory of the MMO industry in such a hampered state.

So at the end of the day, a weekend cash shop discount and 30 days of free game time aren’t going to cut it.  Think about what might happen as a result of this and honestly tell me you think that 30 days of game time is a good way to start winning back the confidence of your customers.  The number should have been at least 90 and with the Station Access pass, along with plenty of win-back promotions and confidence building to follow.  A formal letter from John Smedley would also not be out of line.  People love to see some genuine leadership in times like these.

Your hear me, Smed?  Where are you?  Your silence is deafening.

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