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Alganon Newsletter

Apr 2009

 

Social Network With Us!

Want additional ways to socialize with and keep updated on the Alganon community? Looking for a way to more easily track important news announcements and developer blogs through RSS feeds? Visit our Website link page which lists Facebook, MySpace, and Twitter Alganon portals!

 

 

Families of Alganon

While you will have a robust set of guild support tools, family support takes these features a step further. Being a part of a family in Alganon is a great way to share similar interests, without having to commit solely to the rigidity that a guild often establishes.

 

 

RPG Vault Peek #13 - Combat in Alganon

Discover how each of the four starting classes specialize in various combat techniques to maximize their effectiveness in groups and while exploring on your own. Secondary combat roles that compliment your classes primary, our PvE focus and build to PvP, are all explored in detail as well.

 

 

RPG Vault Peek #12 - The Economy of Alganon

RPG Vault gets all the details on the economy of Alganon in this latest exclusive article. Learn how you will be able to harvest resources, craft those resources into powerful items, build your crafting skills through the Studies system, and both buy and request items at the auction house.

 

 

Learn About the Library at ZAM

ZAM posted an exclusive article that describes what the Library system in Alganon is all about. At its core, the Library will be your in-game and MyAlganon access point for all information about the game, complete in-game database you directly influence while playing, and much more.

 

 

Community Roundtables Reach 11!

We've collected all the roundtables and added them to our Articles section. These roundtables focus on various questions the community has asked in the forums during the last several days. Check the forums to participate in the next round! We select questions directly from those posted by you.

 

 

Onrpg Interview: Revealing Facts!

Onrpg's Mohammed Afzal interviews our CEO, David Allen in this latest discussion about the creation of Alganon, the unique attributes of the game, and lots of class and other content based details.

 

 

Ranger & Soldier Class Interviews at Curse

Ten Ton Hammer has posted an interview on the Ranger class! Hue Henry answers questions about animal companions, how pets differ between the classes, the use of powerful toxins as a debuff agent, and much more.

 

 

Ten Ton Hammer Studies Interview

Ten Ton Hammer has posted their interview regarding the Studies system of Alganon! They discuss with us how the Studies system helps you to not only develop a unique character, but remain with your peers when advancing at varying rates.

 

 

Creature Screenshot Exclusives

Throughout the past month we have seen from various community sites post exclusive screenshots of creatures and NPCs you will encounter during your adventures in Alganon, most from the continent of Ardonya. We will be releasing more from Harraja in the weeks to come!

 
  Embracing the Trinity - (Apr. 21st, 2009)
Curse Exclusive Dev Blog w/Hue Henry

 

Hue's Second Rule of MMO Design: The collective intelligence of MMO Players is much greater than the collective intelligence of MMO Designers.

 

I don't even have to think for a moment when I am asked about my favorite aspect of MMOs. My favorite part, without any doubt, is the players. I've seen MMO players defeat gods that designers thought were immortal, decode cryptographic messages in less time than it took to develop the code, infect entire cities with plagues, use crates and blasters to make decorative furniture, and murder the highest-ranked avatar in a game.

 

MMO players are simply amazing. No matter what "it" is, if it's possible in an MMO, players will not only find a way to do it, they will find the best way to do it. The best example of this is the trinity of MMO combat. The idea of healer/tank/DPS wasn't created by a game designer. It was created by players!

 

Originally, in pen and paper games and early computer RPGs, player classes were designed only with Role Playing in mind. Wizards weren't designed to be DPS classes; they were designed to be Gandalf. Fighters weren't designed to be tanks; they were designed to be Conan. Clerics weren't designed to be healers; they were designed to be "heroes of the gods."

 

MMO players are smarter than MMO designers. They looked at the problem - "that boss has loot that I want" - and they used their collective intelligence to determine the best possible solution to that problem. Players quickly learned that the best solution involves making the enemy attack Conan, instead of smashing poor Gandalf. Not only does it save Conan from having to chase the enemy down before he can hit him with his sword, but Conan is also more likely to survive the enemy's attacks than the cloth-wearing magic user.

 

Remember Hue's Second Law? It comes into play here.

 

No matter how the game is designed, no matter how smart the game designers are, the players will find the optimal solution. If players have even the tiniest control over which player the enemy attacks, they will learn to make the enemy attack the player most likely to survive. Then, they will learn how to make that player as "survivable" as possible. They will outsmart the designers. They will invent the "tank."

 

Once a group has a tank, the remaining members of the group can afford to trade survivability for more damage. The more damage they do, the sooner the problem can be solved, and so, the optimal solution is to make that sacrifice, and transform the other classes into the glass-cannons we've come to know and love.

 

If a game allows healing, it can make the tank even more survivable, and allow a party to face off against bigger and badder (and more loot-filled) enemies. As long as you have a capable tank, sacrificing survivability for healing as much as possible is a better solution. In time, healers become squishy, too.

 

Many MMO designers think they can outsmart their players and make a game where this trinity doesn't exist. I'm not that arrogant. I realize, and love, the fact that our players are smarter than I am. I want to take advantage of that intelligence, and use it to make Alganon better than I could ever make it on my own.

 

I realize that if we try to get rid of "tanking" and try to give all players the same survivability, players will find even the smallest flaw in our design. If a class has even a microscopically better chance to survive, players will, in their slow, but inevitable migration to the perfect solution, discover this and use it to their advantage. In other words, we will not have created a game without tanks, we will have created a game with lousy tanks.

 

If we try to get rid of "glass cannons" and try to give all players the same level of damage output, players will still find a way to maximize their damage done. If a class has even a the slightest advantage in damage per second, players will discover this and sacrifice everything they can to maximize this damage. In other words, we will not have created a game without DPS; we will have created a game with lousy DPS.

 

If we remove healers, players will find a way to increase the amount of life their tanks can lose before they die. Even if this means they rotate tanks and wait for the resting tank to regen, they will find the best way to heal their tanks and they will do it. In other words, we will have failed to remove healers; we will have created a game with lousy healers.

 

In designing Alganon, we decided we didn't want a game with lousy tanks, lousy healers, or lousy DPS. We decided instead to embrace the idea of healer/tank/DPS, and try to find ways to make this dynamic even more fun. This led to the design of the Frost Magus, a very non-traditional tank, but a tank none-the-less. It led to the design of the core Ranger class, a class that is designed specifically to control the game AI and use that to the advantage of the party. It led to the dual-role system that will allow players to always have a place in a party, no matter what classes are already in the group.

 

Embracing the trinity allows us to make a great game, and I can't wait to get it your hands, so that you can make it even better.

 

- Hue Henry, Lead Data Designer

 
 

Issue #03

 
  Current Game Phase: Private Beta

 

- Library and game testing continues

- Website optimizations completed

- FAQ & Features sections updated

 

Be sure to sign up at MyAlganon to reserve your game account name!

 
 
 
 

Wallpaper 1  Wallpaper 2

Wallpaper 3  Wallpaper 4

Wallpaper 5  Wallpaper 6

 

 

Asheran City Video

 
 
 
 

Developer Blogs

 

- Berek: A Community Update
- Hue Henry: Embracing the Trinity

- David Allen: April Update

 

Forum Discussions

 

- Alganon Beta Access Event

- Community Roundtables

- What do you hate in other games?

- What are you playing now?

- Fears of Studying

- Death in MMOs

 
 
 
 

Featured Interviews

 

Onrpg Interview: Revealing Facts!

- Onrpg.com

 

Ranger & Soldier Class Interviews

- TenTonHammer.com

 

Member of the Month

Drakus brings with him an interesting style and community spirit that is sure to get you more involved in his discussions. Here is what he had to say when we asked him to write a blurb for our April newsletter:

 

"I would like to quickly share why I am so exciting about Alganon with a little analogy I think everyone can relate to.

The concept of the wheel hasn't changed too much over the centuries, sure the technology behind the wheel has been developed and perfected over the course of time, but the core concept is still the same; it's still a circular device that enables easier movement for transportation. The wheel has latest the test of time because it gets the job done and it simply works.

Alganon is not much different from the wheel because QOL hasn’t tried to reinvent proven game mechanics which are fun and simply work. What QOL has done is taken the great features found in various MMOs we all love to play and left out all the boring and annoying bits that get in our way of actually playing the game and having fun. By integrating many of those fun and proven features into one game and throwing a couple original concepts into the mix, like the Library system, QOL has all the ingredients they need to deliver a very special game that we all can relate to and enjoy playing.

The best thing about Alganon is it’s been designed from the ground up to be an organic virtual world that’s ever-expanding through a flexible and modular coding system. The initial release of Alganon will only scratch the surface of our virtual journeys because QOL plans to keep expanding Alganon well into the future, and at the same time take our gaming experience into a new age - The Age of Alganon."

 

To learn more about Drakus, click here!

 
 
 
 

- MyAlganon Website

- Discussion Forums
- Community Sites

- An Introduction
- Game Features
- World History
- Families
- Races & Classes
- Deities & Crusades
- Why Alganon?

 

- Alganon Official Website

 
 

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