The Rise And Fall Of AoC

Now that Age of Conan has lost any momentum it once had, can things get any worse? We ask AoC Producer, Craig Morrison, some tough questions to find out.

With the huge economic changes that have been galloping across the globe, a lot of our focus has been on which MMO companies have been hit the hardest. Today, however, we managed to catch up with Age of Conan's Producer / Director, Craig Morrison to chat about FunCom's hardcore M-rated MMO. For those of you who aren't really paying attention to the MMO sphere, Age of Conan launched about 9 months ago to a WotLK starved audience who were eager to sample AoC's 'real combat' system and hardcore PVP. In fact, AoC received so much hype that within the first few weeks of launching, they managed to sell almost 500,000 copies. This number would later expand to an announced 700,000 subscribers. So what happened? Numbers being thrown around today note that there are no more than 100,000 subscribers in Age of Conan's rich environment, and Funcom's shares have been dropping faster than... well... something that drops fast (terminal velocity aside...). While I haven't played AoC myself, I was certainly very curious as to how something as well received as Age of Conan could tank itself so fast. Not only that, but does the game still have the same problems that dissuaded it's early players? Thanks once more to Craig Morrison for taking the time to answer my questions. Onward!


ZAM: While MMO industry leader World of Warcraft may have had its own shaky beginnings, the fact remains that Blizzard launched WoW into a developing market that had no dominant leader. Because there was no dominant MMO that disgruntled players could fall back to, World of Warcraft had its own grace period to really develop into the polished juggernaut it is today. These days, critics will argue that if an MMO wants to stand a chance against World of Warcraft, their launch, and game-play, need to be as smooth as possible if they hope to retain a significant player-base. All arguments of fairness aside, this leads to the following questions:

What factors drove Funcom to release Age of Conan when it did?

Craig Morrison: To be honest I'm not the best person to answer that as I only took over the team after the launch. However I think in general it's very easy to say with hindsight that it should have been delayed. A title's 'polish' always benefits from additional time, and that's very true of MMOs as well, so I am sure the game would also have improved with extra time. The feedback right after launch was actually very good. A lot of the issues people had with the game only showed up a little further down the line, so I'm not sure how easy it would have been to say with certainty that the game 'wasn't ready'.

If it had really been seen ahead of time that there were fundamental issues then I think it would have been pushed. As it happened though, quite a few of the issues that really prevented retention of customers were not those so easily highlighted early on. I think players would have tolerated a certain degree of missing polish if the experience had been compelling throughout, which, as you mention above, was what World of Warcraft benefited from when it launched. What we didn't manage was to make the experience compelling enough early enough.(Is there some reason these questions and responses are not attributed to anyone?)

ZAM: How does working in an industry that's entirely overshadowed by Blizzard affect the development of Age of Conan?

Craig: I wouldn't say it really 'overshadows' development in any way. Rather, I personally think that overall it's a good thing. While it can be a touch frustrating on days to know that you don't even get the benefit of any leeway at launch since people now compare a game with four years of live time behind it with something with four weeks, it does force you to 'up the bar' and try and work towards higher standards. That can only be a good thing in the long term.

ZAM: Speaking as a competitor, what do you think the presence of World of Warcraft does to the development of the MMORPG industry as whole?

Craig: It has opened up the genre to a wider group of people and has meant that MMOs in many ways have to adapt and find ways to appeal even more broadly than before since more people will try an MMO title. Given that MMOs already appealed to quite a diverse set of game-styles and player preferences it definitely means we have more to consider these days if you truly aim to try and take a title to a mainstream audience.

The fact that World of Warcraft is so well known and played by so many people, as it is today,  does though make attempting a mainstream MMO title riskier when you don't get anywhere near as much time to work out the early kinks as World of Warcraft did when it launched. So in terms of risk, in a market segment that already sees relatively few big titles make it to market, it might mean you see fewer, or much more specialized titles being developed. Aiming to go 'mainstream' is a huge undertaking and I think it might mean you will see quite a few titles aiming for very specific niches in the MMO gamers market rather than trying to take on World of Warcraft.

ZAM: Almost all major reviews of Age of Conan posit that the game had an incredibly shaky startup, with many reviewers noting that the game was entirely too glitchy on release, had little content past 20, did not have a 'fully' implemented PVP system, etc, etc - I'm sure you've heard it all. There are also rumors circulating that say that beta testers were not satisfied with Age of Conan before it launched, and they explicitly advised Funcom to develop for a few more months before releasing, but Funcom did not listen.

Does this particular rumor (about the beta testers) have any merit?

Craig: That depends entirely on your perspective I think, we work on an online product, and there are always 'rumors' on the internet! There are always people in any beta community saying 'the game isn't ready'. So did some people say that they weren't satisfied with the beta experience? Of course they did. There were also those who said they thought it was ready. Again, with hindsight it's very easy to be 'right' in such cases. I also think that many reviewers actually rated the game very highly, and the early experience was good. Major press and game sites gave the game good scores. It was issues slightly later into the game experience that started to show up the issues where people felt the game wasn't compelling enough. I think the one thing we'd have most liked to have not missed for launch was indeed the PVP system, and that was why it focused on immediately after launch.

ZAM:  In hindsight, knowing that a bad launch would forever negatively 'brand' Age of Conan (I know you're working to fix this) would you have approached the development and launch of Age of Conan differently?

Craig: That's an easy question to answer as I don't think any sane person would not try and approach something differently if they knew that people weren't going to like it!

Again, hindsight is a wonderful thing! I am sure that the team at the time would have made some different choices if they had been able to see into the future. I think the issues we have addressed and resolved already since launch show that some of the design choices missed the mark.

ZAM: Rumors also persist that Funcom has laid off up to 70% of the company's American workers. Not only that, but Funcom's stock has  gone from $24 a share - spiking to $54 - to $3.56 a share. Finally, in August 2008, it was noted that the CEO of Funcom, Mr. Trond Aas, sold 400,000 Funcom shares (18.7% of his total owned) to cover 'acquisition costs,' and 'accumulated wealth tax costs.'

First, are these layoffs simply a by-product of a slowing economy, or is this an indication of a faltering company.

Craig: Neither really. It's easy I guess for the internet to indulge in its two favorite hobbies of paranoia and exaggeration when it comes to such matters (with a little bit of taking things out of context for good measure!).  The staffing situation in the US office was pretty straightforward. It's our customer support office and we were staffed up for a successful launch, which in fact exceeded expectations and was very successful so we even staffed up a little further to cope with the demand early on.

Then, when, as is well documented now, the subscriber retention wasn't as good we had to naturally scale back the customer service operation to an appropriate level. It's just sound business basics. It really wasn't any more or less dramatic than that. The numbers weren't even a secret given they were in our financial reporting. We had staffed up for over 600,000 customers at launch, went up to over 800,000 then at the end of the quarter reported publically to having 400,000 subscribers. It would not make any financial sense to retain a large support overhead with fewer customers. Of course it is always sad to let people go. That it was caused by us not being as successful as we would have hoped for is never nice, and we would all have loved for it to not have been necessary but likewise it isn't the sign of any financial difficulty on the company level. It's actually a sign of sound organization and financial planning. In fact I think it would have been negligent of the company not to scale our operation appropriately.

Likewise the CEO (or any other member of staff) having traded stocks is nothing unusual and regulated here in Norway. I am no accountant and won't profess to offer a 'qualified' opinion, but there is certainly nothing untoward in it; stocks are bought and sold all the time. If that sale was a 'bad sign' then I guess the fact he bought more recently must be a 'good sign'. I think it's very easy sometimes for people to hear only the 'sound-bites' and jump to incorrect conclusions without actually researching the situation, in particular when it comes to the financial reports. There aren't many MMO companies with publicly available financial reports so it's maybe not always the easiest for people to digest and analyze correctly.

ZAM: What do these economic problems mean for the future of Age of Conan?

Craig: The company is actually in a pretty good situation, and relatively speaking in these harsh economic times we are in a very favorable position compared to many other developers as we have a good amount of 'cash in the bank' as it were. Again, I am no accountant, but we do already have the capital to work on our future projects as well as continuing to develop Age of Conan. As a European developer the international exchange rates are always a concern, but we have dealt with that for quite a few years already!

So in terms of Age of Conan I think we will continue to work on the product, support and build it. Remember we already have one MMO fast approaching its eighth birthday, in the form of Anarchy Online, which is still profitable, so we see MMO development as a long term strategy and see many years ahead for Age of Conan.

ZAM: Moving to game-play discussion, players comment on the forums that exploiting end-game content is rampant amongst top guilds and Funcom has done little to monitor and/or track this. All of this occurs despite other players claiming that they have spent hours attempting to report the exploiting.

Is this true, and is Funcom doing anything to look into these exploits?

Craig: I think there will always be those who try and push, poke and prod the system to try and exploit. It happens in every game and ours is no different. We work hard to catch and address exploits wherever they occur and do so in each and every game-update as well as the hard work of a dedicated customer service team. It's a never ending game of 'cat and mouse' though. There will always be those trying and we always have to adapt and try and prevent them from doing so! It's certainly not true that we haven't done anything to monitor it or deal with it. A lot of resource is spent ensuring that exploits are tracked down and resolved.

I realize that these questions sound negative in nature, but the real goal behind this article to set down Funcom's official stance on AoC, and move on to the future of the game. Ignoring the past, however, has hindered the AoC team a lot because players are arguing that 'sugar coating' the game means you haven't learned from your mistakes. I really just wanted to get the negative rumors out of the way so that people can see that you're acknowledging the negative aspects of AoC. Most would agree that a company that acknowledges criticism is one that has a much larger potential for growth as opposed to a company that simply develops patches and releases sunny 'letters to the community.'

I think that anyone who has been following the game will have seen that we have put in a lot of time and effort into ensuring we are speaking with the community, and I think if you read all our recent interviews you will not see anyone shying away from answering the tough questions and addressing where we felt the game didn't quite deliver, what it got right and what it didn't. I'm not into 'sugar coating' things, and I don't think anyone here is doing that; it's certainly not hindering our development now. We have been hard at work on the issues that the players did bring up after the launch, addressing them and resolving them.

The game though is a good game, and always has been at its core. Yes, there were kinks, some serious, to iron out after the launch, but we are proud of what the game brings to the market, and we have been the first to acknowledge the flaws and make sure they get resolved.

A lot has already been done since launch. The game now runs and performs pretty smoothly and the 'out of memory' technical issues that some experienced at launch were dealt with as the first priority and have been resolved. We filled in the major gaps in the quest content with new quest and content additions. We also re-vamped almost all the launch dungeons to improve the experience there as well. The PVP leveling that didn't make the launch was added and was expanded with a full PVP consequence systems as well that has started to address the needs for PVP and to provide more goals and objectives for PVPers. Lastly, the fact that players felt item and character progression wasn't strong enough is being addressed in the upcoming update cycle. So overall I think when you assess the additions and improvements to the game since the summer, objectively you see a pretty good picture in terms of the games current position.

ZAM: To end on a less critical note, then, what are the biggest changes that you think would really appeal to players who left Age of Conan after its launch?

Imagine you could personally speak to every individual who played AoC and left, as well as players who believe the rumors and negative branding that floats above your game, but haven't experienced it themselves. Why do you think players should come back (or try out) Age of Conan?

Craig: I think the best suggestion I can make is for them to ask people who actually are playing the game actively and see if they vouch for the improvements. Word of mouth from a friend or fellow gamer goes much further than anything I can say here. It's easy for people to dismiss interviews and such as being marketing driven and saying 'of course he is going to say that!' so I can ask them not to take my word for it, but to check it out for themselves. We are starting to see very positive signs amongst the community and while we are still hard at work improving and building the game, I think that the community does acknowledge that effort and by and large does reflect that in their feedback.

Of course there will always be those who didn't like what they saw at launch and won't come back regardless. That's natural and understandable, but I think the majority of those who start asking a few questions might start to like what they hear about the game from those actually playing rather than be scared by it.

Christopher "Pwyff" Tom
Editor
ZAM.com

Comments

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Look to the future, learn from the past.
# Mar 28 2009 at 4:35 PM Rating: Decent
A lot has changed, and is about to change in AOC to bring it back on track. It's not there yet. But it's getting there slowly. Almost *too* slowly.

I fully appreciate peoples feelings at launch day, I was there myself. I witnessed the crashes, freezing, memory leaks and all the rest.

To those who are distrustful about the product or the company, I say wait until the trials are released (they ARE coming, Fc just wont say when). And then try it yourself without listening to too much bias.
Form your OWN opinion on the CURRENT state of the game at that time.

Don't listen to the mindless drivel spouted by those who refuse to give it a second chance because they prefer to hang onto the past in order to nurture their own anger. Or by those who haven't read the latest articles produced by FC regarding what's coming.

To give a taster as to how and why AOC is getting back on track, 1.05 patch brings:
Overhaul of the stats system to make them more meaningful.
Overhaul of the items to make them more meaningful. A clearer progression from one rarity category to the next.
Overhaul of the Gem cutting profession: Removal of the randomness.
Overhaul of the Gems system: Gems will be more worthwhile.
New L75+ area to deal with the lack of non-dungeon quests from 75 - 80

All the while a test version of Dx10 is on the live servers for people to try out. It ain't finished but at least people can see the current state of it.

Yes, this stuff should have been in from the start. Yes, its a shame we've had to wait until now. But, that's life.

Edited, Mar 28th 2009 9:04pm by Tarkammo
Look to the future, learn from the past.
# Mar 30 2009 at 12:07 PM Rating: Decent
I have played since launch. There has been times when I have been close to quiting. I played wow for 3 years and the only thing that have keept me in AoC is the 2 things that make this game. Combat system and graphics/designe of gear (higher end gear T1,T2 etc)/animation/dungeon design.

- Raiding is geting better, bosses are now more diverse and less tank and spank, less or no buggs.
- Leisure PvP is still ****, minigames totaly void of meaning/gamefeeling/reward(almost)/and balance. This issue will be adressed though since if it doesnt the game has no future in the long run for more then a small audience. Having good minigames expands the playerbase something an MMO can't afford not doing.
- World PvP I can't say much about since I play on Crom PvE server. Seiging, world war pvp could be better and more like open war for those that are not in the bigger guilds and dont whant to leave for the biggest guild. It would sell the game better.
- World economy is getting better, and its not difficult to see how it will improve even further given some time. At least now one can make money, it was difficult 6 mounths ago.
- PvP balance is a zilion times better then at launch. Poster abouve playes on a pvp server and I have been on one for a while only to conclude that staying on PvE is a wise shoice. If in hesitation go PvE until the game is older and everything is finetuned.
AoC - 1st time, Shame on you, 2nd time...
# Mar 23 2009 at 7:50 PM Rating: Decent
I dropped a pretty penny on the CE/Preorder only to have the CE items/mount become worthless after the first few months of play. The whole game concept of having to interact with other players, in many cases interaction being required, is kind of hard when your server is a ghost town. Trying to grind away at something like crafting requires a guild city, oops there ya go again playing in an empty sandbox. PvP isn't everything, FC should put some solo stuff or some discounts or something to bring in new players. FC should make nice with CE owners, I think mine is gathering dust under the bed.

Would I play again? Maybe. But FC needs to right some wrongs first.

I remember a post in the "subscriber only" forums where someone said the only people left would be the rabid fanbois. Looks like that turned out to be true. Lol, reminds me of Vanguard.
AoC has no ideas
# Mar 23 2009 at 5:43 AM Rating: Decent
After playing for 4 months i can tell u where the game is good and where is coming very very bad.
1.The Game is bad for new players. Why? becoz the game is so brutal at tortage that pro people make new characters imba Assasins, barabarians or archers (agains this 3 classes no other class stands a chance they are so overpowered its funny 1 brabarin can kill a party of shaman,and 2 other mages with no problem at low levels) to pawn every thing thats moveing and get eazy lvl 5 pvp. The balance at the starting lvles and untill 60 lvl its so bad that if someone just buyed the game and started a mage player he will get so pawned and will quit the game. But at 80s lvl mages get overpowered (healer class 1 hits everyone).
2. The balance is not the only problem the lack of content is. U cant go get items unless u go in raids but no one will take u becoz u are red. U must have a good active clan so u can go and do raid or do pvp but there are none clans like that, because there is one big guild thats owning the server and where they go they leave dead bodies and all the other guild are trying somehow to survive (FANCOM U NEED GUILD ALLIANCEEEEEEEE)
3. Minigames wtf are they all about? no rewards no nothing. Thats why they are empty.
4. Crafting OMG Worthless WASTE OF TIME and money
5. Im not very friendly player i play with my 6 real friends. And we cant do anything in the game we cant raid we cant pvp so we changed the game WARHAMER its not much better but there are 2 sides in war AOC does not have
6. This game is not for people that like to get items alone with doin quests or going to minigames and get some rewards so they buy some items Like WOW has. Thats why worldofwarcraft has 8m subs. and conan has les that 100k and will keep falling untill they realise their prblems and start working on them.
7. The game is so great when u are lvling your character(if u are lucky not to get ambushed by gangers all the time). Ambient, geomethry, Combat System, Quests, graphic are one of the best things in the game, but when u get 80 lvl only thing its left is PVPING and nothing else.

So all u can do when u get lvl 80 is pvp and pvp and pvp and pvp its borring so borring that most of the people will quit the game.

I have so much to comment but i know its all worthless because FANCOM is sleeping and will not do anything that will make the game better. Even when they make 1.05 patch with item stats changed will not change anything.
Playing Age of Conan
# Mar 22 2009 at 3:08 AM Rating: Decent
You shouldn't really listen to people who haven't played the game lately. I can give you a list of significant changes and additions:

PvP Notoriety System
PvP Level System
PvP Armor
PvP Resources (who are by the way lootable when fighting in PvP)
War Declaration System
1 new HUGE playfield: Ymir's Pass, level 55-63
5 new dungeons: Amphitheater of Karutonia level 63-65, Cradle of Decay level 43-45, Slaughterhouse level 80 *singleplayer*, Xibaluku level 80 (this dungeon is very special, RICH of bosses and places to discover, experience changes every time you do it), and WING 3 of Black Ring Citadel, which is a raid dungeon.
New building-order for player cities
New high-level armor called 'Culture Armor', crafted items.
LOTS of additions and tweakings to minigames, crafting and siege-warfare
New quests added in Thunder River and Atzel Approach, plus several transition quests for level 40
New mount, the 'Snow Mammoth'
New spells, abilities and combos added for several classes, and some existing have just been totally changed
New loot that replaces old loot for both animals and human mobs/NPCs

And now I'm going to tell you of the things that are coming just in the weeks following this letter:

A huge project to adjust items, abilities, spells, attributes, combos and feats. This includes a balancing of classes, a remaking of the meaning of items (to make item raiding and grouping more profittable) and a much clearer resoult of each attribute, e.g. strenght and intelligence.
New HUGE playfield: Tarantia Commons level 75-80.
New unknown dungeons following with Tarantia Commons.
New HUGE dungeon, House of Crom, level 80 public dungeon.
DX10 Graphical Engine, just watch the Hyborian Insider 4 on Youtube.com, or some of the latest player-made videos from the Testlive servers. For those with powerful computers this is an awesome graphical experience!

And if we take a look a bit later this year, we'll see:

Alliances
Vassalery
Other unspoken new dungeons and (probably) playfields
Several more ways to engage in Wars
Wonder of the World buildings
Tower buildings
and LOTS LOTS LOTS more. The Age of Conan players are this year's absolutely most gifted MMO-players. And I, personally, tell you, that if you want a game that is ever changing, and ever bringing in new stuff continuously, you MUST try out Age of Conan, and people who left SHOULD try it out for a month or so again. The biggest changes you will see with patch 1.05, which is coming in the weeks ahead. DX10 is also coming in the weeks ahead. So, I beg you for your own sake to save some money and try out the game in a week or two, and you'll see what I mean ;)


AoC Developers still don't get it.
# Mar 21 2009 at 10:15 AM Rating: Good
I was so psyched for AoC, being a fan of the books since I was 12 years old, I am 42 now. They promised a game for Adults, crafted after the books and reveling in the lore of the Robert E Howard books. I followed the boards for years and preordered the collectors edition of the game a year in advance. Whenever I talked to the reps for AoC at conventions or Gaming events they promised that this game would be different from the other kid filled games with trash talking general channels. Stressing that you could walk into a tavern and start a brawl or group up with friends to attack other cities or towns. It all sounded so good, of course too good to be true. I even purchased the advance release to get a three day head start of the other players.

Release day, game has constant crashes and goes offline for up to 12 hours at a time, so much for getting a jump on all the others players. It soon became apparent that they game was unfinished, broken quests, mobs repopping seconds after you killed them, no forms of overland transportation with 20 minute runs just to get to a town. Unbalanced classes, some like the Guardian were worthless at both questing and instancing. Not to mention the general chat that was obviously 12 to 14 year olds who were not suppose to be in an Adult game.

I gave it a month of my time and in the end I gave up. They promised the world and couldn't even deliver a playable MMO.

Edited, Mar 21st 2009 2:15pm by Alericc
AoC
# Mar 21 2009 at 9:21 AM Rating: Good
These days new games have to get it right from the start. First impressions are the most important. If you make someone feel like they were screwed out of their money, it is extremely difficult to get them back as a customer. If you get bad reviews on release, you risk having the image of a bad game permanently.

AoC had such glaring problems at launch that any statement claiming they "didn't see it coming" is a lie. Period. It wasn't a case of "oh there were some bugs that weren't nailed down" or that it needed more polish. It was a case of things being very broken (crafting), or not even implemented yet (player housing). Not to mention the disappointing PvP content, which was supposed to be a focus of the game. About the only good experience I got out of the game was the "noob island" pseudo-single player experience.

On the other side of the coin, I can understand (to an extent) why they launched when they did. Two big launches were looming, namely WAR and WotLK. If they delayed a few months to "add more polish", they would have had to directly compete with those hard-hitters. WAR was (and is) a significantly better game than AoC, and even it is having problems now.

Behind the public face of Funcom, they're in some big trouble.
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