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Tags: Portalarium; Shrouds of the Avatar: Forsaken Virtues
The year was 2013 and Kickstarter hype was at its zenith. It seemed like every month some legendary creator from the olden days was coming out of retirement, and some beloved oldschool franchise was being brought back to life. By March of that year, Brian Fargo had already brought back Wasteland and was about to launch his second Kickstarter campaign for Torment, Obsidian had taken on the mantle of the Infinity Engine with Project Eternity, and Chris Roberts was raking in millions with Star Citizen. But one man seemed to have been caught flat-footed by the crowdfunding revolution. That man was Richard Garriott, aka Lord British, creator of the Ultima series, the premier computer roleplaying series of the 1980s and early 1990s. The aging Ultima fanbase could only watch in despair as one Kickstarter after the other brought back every oldschool franchise imaginable, while their liege traveled around the world proclaiming the supremacy of Facebook games. It was humiliating, and after the bottom fell out of the Zynga bubble in mid-2012, increasingly untenable.
But although Garriott was forced to retreat from the realm of casual Facebook gaming, that didn't mean he'd abandoned all of his pretensions. We first learned about Shroud of the Avatar on March 1st, 2013, and its Kickstarter campaign launched a week later. It quickly became clear that the game was first and foremost an online experience, the Ultima Online sequel that Garriott never got to make. At that point, the vast majority of us ceased to pay attention to it. But there were some who, due perhaps to an atavistic attachment to the Ultima fan community, just couldn't look away. One of those people was taxalot, a veteran of the community going all the way back to Usenet in the mid-1990s. When Shroud of the Avatar was finally released this March after five years of development, he dove right in. This month he returned to us, bringing harrowing tales of a broken and unfinished game, absurd monetization practices, and the delusional fanbase that sustains them. We don't usually post about MMOs here, but in this case I'm glad to make an exception. Here's a quick preview:
Read the full article: RPG Codex Review: Shroud of the Avatar
The year was 2013 and Kickstarter hype was at its zenith. It seemed like every month some legendary creator from the olden days was coming out of retirement, and some beloved oldschool franchise was being brought back to life. By March of that year, Brian Fargo had already brought back Wasteland and was about to launch his second Kickstarter campaign for Torment, Obsidian had taken on the mantle of the Infinity Engine with Project Eternity, and Chris Roberts was raking in millions with Star Citizen. But one man seemed to have been caught flat-footed by the crowdfunding revolution. That man was Richard Garriott, aka Lord British, creator of the Ultima series, the premier computer roleplaying series of the 1980s and early 1990s. The aging Ultima fanbase could only watch in despair as one Kickstarter after the other brought back every oldschool franchise imaginable, while their liege traveled around the world proclaiming the supremacy of Facebook games. It was humiliating, and after the bottom fell out of the Zynga bubble in mid-2012, increasingly untenable.
But although Garriott was forced to retreat from the realm of casual Facebook gaming, that didn't mean he'd abandoned all of his pretensions. We first learned about Shroud of the Avatar on March 1st, 2013, and its Kickstarter campaign launched a week later. It quickly became clear that the game was first and foremost an online experience, the Ultima Online sequel that Garriott never got to make. At that point, the vast majority of us ceased to pay attention to it. But there were some who, due perhaps to an atavistic attachment to the Ultima fan community, just couldn't look away. One of those people was taxalot, a veteran of the community going all the way back to Usenet in the mid-1990s. When Shroud of the Avatar was finally released this March after five years of development, he dove right in. This month he returned to us, bringing harrowing tales of a broken and unfinished game, absurd monetization practices, and the delusional fanbase that sustains them. We don't usually post about MMOs here, but in this case I'm glad to make an exception. Here's a quick preview:
Shroud of the Avatar is not some little game. It's not just a couple of tiny towns, with a dozen dungeon levels and a main quest that you can complete in 15 hours that you might expect from a small indie team. No, Portalarium made a huge game and filled it with nothing. The game quite possibly has hundreds of towns if you include player-owned ones, but only five or so contain anything of interest. There is absolutely NO POINT to the player-owned towns if you're not into housing or crafting. Seriously, don't go into them, it's a waste of time. You will get lost. You will meet no interesting NPCs. You will find no incredible deals, because everyone is trying to sell their stuff for ludicrous prices. Meanwhile, sidequests are either uninteresting, broken or just not there, with an incredible number that refuse to flag as “completed”, which means they remain in your quest log until the end of time. And if you were hoping to find new and rare items in this game, prepare to be disappointed. They don't exist. Unless you're willing to engage in crafting (with custom design, which I admit is a nice touch) or buy them for ridiculous prices, you will never own any special equipment.
Had Portalarium gone for a smaller scope with the same budget and even the same technology, they might have been able to deliver a finished product. A competent RPG that probably wouldn't have made any Game of the Year lists, but would have been enough to satisfy Ultima fans.
But here's the thing. Portalarium's intention from the very beginning of the project was to emulate the living, breathing world of Ultima Online in its early days. The classic Ultima series was known for its focus on immersion. For some reason, their marketing department decided that the best way to immerse Ultima fans was to sell them houses.
And sold they did. The first consequence of this was that if you backed the game for the single player experience… well, you probably gave up hope the moment your bank account was debited. To someone who was looking for a great single player adventure, the monthly emails focused solely on player housing were utterly depressing, an obvious sign that Portalarium had taken your money and were doing whatever the hell they wanted with it. Month after month, the studio unveiled new kinds of houses that you could buy with real money. But why stop at a house? Why not buy a castle? Or a whole town? You could do that too, as a solo player or as a guild to have your own place to regroup. The emphasis on this aspect of the game was truly puzzling. Between that and the monthly dance parties thrown by “DJ Darkstarr” (executive producer Starr Long's alter ego), one might wonder whether the point was to have exciting adventures or just to create some sort of virtual renaissance fair for everyone to LARP in. In many ways, it felt like Portalarium were increasingly less interested in selling a game than a medieval Second Life service.
To give people their houses Portalarium had to offer land, which explains why town maps in SOTA are so huge. Typically about three quarters of each town is occupied by player-owned buildings and empty lots. I would also estimate that around 80% of the towns in the game are either player-owned towns or towns that exist solely in order to sell more land. It makes exploring the world a completely excruciating experience, because of the unnecessary loading, because of the difficulty navigating this anarchic urban development, and because these towns are phantom zones.
No one ever visits other players' houses.
The player-owned towns are always, always empty.
The player-owned shops sell items that are either ridiculously priced, useless, or most often both.
Had Portalarium gone for a smaller scope with the same budget and even the same technology, they might have been able to deliver a finished product. A competent RPG that probably wouldn't have made any Game of the Year lists, but would have been enough to satisfy Ultima fans.
But here's the thing. Portalarium's intention from the very beginning of the project was to emulate the living, breathing world of Ultima Online in its early days. The classic Ultima series was known for its focus on immersion. For some reason, their marketing department decided that the best way to immerse Ultima fans was to sell them houses.
And sold they did. The first consequence of this was that if you backed the game for the single player experience… well, you probably gave up hope the moment your bank account was debited. To someone who was looking for a great single player adventure, the monthly emails focused solely on player housing were utterly depressing, an obvious sign that Portalarium had taken your money and were doing whatever the hell they wanted with it. Month after month, the studio unveiled new kinds of houses that you could buy with real money. But why stop at a house? Why not buy a castle? Or a whole town? You could do that too, as a solo player or as a guild to have your own place to regroup. The emphasis on this aspect of the game was truly puzzling. Between that and the monthly dance parties thrown by “DJ Darkstarr” (executive producer Starr Long's alter ego), one might wonder whether the point was to have exciting adventures or just to create some sort of virtual renaissance fair for everyone to LARP in. In many ways, it felt like Portalarium were increasingly less interested in selling a game than a medieval Second Life service.
To give people their houses Portalarium had to offer land, which explains why town maps in SOTA are so huge. Typically about three quarters of each town is occupied by player-owned buildings and empty lots. I would also estimate that around 80% of the towns in the game are either player-owned towns or towns that exist solely in order to sell more land. It makes exploring the world a completely excruciating experience, because of the unnecessary loading, because of the difficulty navigating this anarchic urban development, and because these towns are phantom zones.
No one ever visits other players' houses.
The player-owned towns are always, always empty.
The player-owned shops sell items that are either ridiculously priced, useless, or most often both.
Read the full article: RPG Codex Review: Shroud of the Avatar