Secret World Legends - contact@rockpapershotgun.com (Nathan Grayson)

Can you guys just release the issue already? My hand is getting really tired.

Yesterday, I told you to expect a giant pile of goodies underneath your Secret-World-mas tree today. And yet, unless you live in the future, you found nothing. I expect, then, that you are here waving pitchforks and torches aloft to run me out of town for my deceitful ways. But I didn’t do it on purpose. Honest! Instead, shortly after celebrating Issue Two’s imminent launch, Funcom realized it still had a lot of work left to do.

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Secret World Legends - contact@rockpapershotgun.com (Nathan Grayson)

Noooooo, my Olympic track and field dreams are over.

The Secret World‘s second issue hasn’t exactly had the shortest journey to players’ virtual mailboxes, but – after one more brief delay – it should be arriving sometime today. Let’s be honest, though: seeing as it’s Guild Wars 2′s time now (Is that the point they were trying to make? I still don’t know), your TSW icon – cold and untouched by a mouse click’s caress – probably has the other kind> of mouse living inside it at this point. You, I’m guessing, will require some convincing on this one. Funcom seems to think so too, so it’s put together a video overview of “Digging Deeper” – just for you, and you alone. And also hundreds of thousands of other people who are incredibly similar to you.

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Secret World Legends

Hey look, it's a video for the changes coming in The Secret World's Issue #2: Digging Deeper update. Plastic surgery, bazookas and an extension of "the Kingsmouth Code" investigation mission — these are things I would have been thrilled about two days ago. Now that lead designer Martin Bruusgaard has been let go, not so much.


I'd been eagerly anticipating Funcom's paranormal MMO for years when I first got a chance to play alongside Bruusgaard during a press preview event. His obvious enthusiasm and strong passion for the game drove my anticipation to greater heights. I am a big fan of passion in game developers — if I can tell they're really into what they're making, then I tend to get more into what they're making.


And now? Well I guess he's not making it anymore. Neither are a whole bunch of folks. That's unfortunate, because I really enjoyed the game Martin and friends put together.


Secret World Legends - contact@rockpapershotgun.com (Adam Smith)

I’ve seen the things that are to come in The Secret World, at least some of them, and even though the present is turbulent the future seems bright, or at least as bright as global conflict, the destruction of a metropolis and the spilling over of supernatural horror onto city streets could possibly be. It’s a flame-bright future with a great deal of ash, boiling blood and smoke blotted across it. As well as witnessing the power of plotting, I’ve been dipping into Guild Wars 2 for the first time, so along with a tour taking in elements of The Secret World’s first raid, I’ve been wondering whether I have room for two MMORPGs in my life.>

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Secret World Legends - contact@rockpapershotgun.com (John Walker)

The looming face of Ragnar Tørnquist sits atop a message to The Secret World players, in an effort to calm concerns after what are described as “a turbulent couple of weeks”. The game, which apparently has only around 200,000 players after its first month, has put developers Funcom in a tough financial position, with rumours of as many as half the staff worldwide being laid off, and their share value falling a massive 84% drop. But T(ALT-0248)rnquist is seeking to assure players that things are still good for the game itself.

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Secret World Legends

The Secret World "State Of The Game" Update Promises Continued Content, Despite Developer Difficulties It's no secret that The Secret World has been facing some troubled times. Developer Funcom laid off half their staff earlier this month, which would seem to make the promised monthly content updates more challenging to release on time.


However, in his August, 2012 State of the Game announcement, Ragnar Tørnquist, the game's creative director and senior producer, reassured fans that the content is still flowing, and the team is still dedicated to the project. He also took a few digs at other recent big-name MMO announcements and launches, emphasizing that The Secret World remains, in many ways, unique: "We're not going to play it safe. We won't be introducing classes or levels, elves or centaurs, and regardless of the competition, we won't back down from our original vision. We're going to keep doing what we're good at."


So what remains on deck in The Secret World? Tørnquist promised that even though Issue #2 of content updates has been delayed by two weeks, that Issue #3 is still on track to release on time. Details about Issue #3 remain scant, but it is promised to tie-in with Halloween and have cats in. As for the rest of what's on the horizon:


So what's ahead in upcoming issues? There's a ten-person raid in New York scheduled for October, and it's not like any raid you've ever played before. We have a bunch of auxiliary weapons on the way, and more character customisation improvements. We have a huge and exciting new feature pencilled in for Christmas, which ties into the achievement system and gives a lot more meaning to the usual 'Kill 1,000 Vampires' goals. (After all, who hasn't wondered what it would be like to have some vampiric abilities to play around with?) We're creating intermediary decks with brand new clothing rewards; we have a ton of new missions and storylines in development; and we have a huge new adventure zone scheduled for next spring, bringing players back to Tokyo's Ground Zero, to face brand new threats, meet new characters, play new missions and explore an intriguing urban environment unlike anything you've ever seen in an MMO.


State of The Game - August 2012 [Funcom]


Secret World Legends - contact@rockpapershotgun.com (Nathan Grayson)

'Well, at least *someone* cares enough to kill me.'

Well, I can’t say we didn’t see this coming, but I’d always really, really hoped some cosmic force would swoop in and reshape reality for the sole purpose of avoiding it. In this bold new world, Ragnar Tornquist would be the brains behind every MMO storyline, and we’d live happily ever after in worlds that couldn’t unironically apply the phrase “happily ever after.” But alas, The Secret World has had some pretty serious trouble gaining ground, and that’s taken a toll. First, layoffs and delays struck in fairly short order, and now Funcom’s headed for a very different future than the one it originally planned.

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Secret World Legends
Well, at the very least, this fan-made The Secret World trailer is impressive in and of itself. But this isn't the first time we've seen a fan take content from a game and create a fantastically appropriate trailer, sometimes to greater success than the game's own developers.


I'm on the fence about whether or not this one is in fact better than the official launch trailer, though. It steals some nice close-up scenes from the official trailer, but I might prefer the fan-made trailer's music. It certainly touches on a different emotion.


The Secret World - Hidden World [YouTube via Reddit]


Secret World Legends - contact@rockpapershotgun.com (Nathan Grayson)

Disclaimer: this image may no longer be entirely accurate.

When we last peeked in on The Secret World, it was on the up and up. Rocket launchers and surgery were right around the corner, and – and in spite of that sentence sounding like some kind of homicidal plastic surgeon super villain trap – it was quite an exciting time. But things have changed a bit since then – mainly, things of the layoff variety. And with some reports saying that up-to-half of Funcom’s employees have gone the way of Kingsmouth residents (that is to say they disappeared – not that they turned into wildly gyrating fish monsters), it’s not too surprising that the remaining staffers would need a bit of extra time to get things back in working order.

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Secret World Legends

The Subscription MMO Is Dead The era of the subscription-based online game has well and truly ended in 2012.


It had a good run, really. Fifteen years is quite a long time for anything to stay static in the land of gaming.

Ultima Online introduced the idea back in 1997, when those of us who had internet access were mostly still on dial-up and got booted off of AOL whenever anyone called the house. In 1999, EverQuest came along, drawing in fans and addicts and making the idea popular. It would take another five years before World of Warcraft, launched in 2004, would take the MMORPG mainstream. When Mr. T is hawking your online game in TV commercials that even your grandparents think are kind of funny, you've hit the jackpot of cultural relevance.


World of Warcraft remains the undisputed king of the "traditional" monthly subscription MMOG, yet even its dominance is waning. Blizzard's most recently quarterly numbers put the subscriber base around the nine million mark, a significant decline from the plateau of 10-12 million they held steady at for several years.


Other games in the Western, big-budget MMO space have long since gone free-to-play. All of Sony Online Entertainment's titles, including EverQuest and its successor, EverQuest II, are now without a subscription fee. City of Heroes and Lord of the Rings Online haven't required a monthly charge in several years. DC Universe Online saw a 700% jump in revenue when it became free. And years before the others converted to free games, Guild Wars had already formed a devoted fan base without ever requiring a monthly fee.


Then of course there are the browser-based games: while generally still less well-regarded among American audiences, they boast participant figures that even World of Warcraft in its heyday could barely dream of. RuneScape, in its decade online, has gone well past the 200 million player mark.


So why, then, does the specter of a decade long gone still hover over otherwise-good games and prevent them from being successful?


The Subscription MMO Is Dead


Star Wars: The Old Republic, launched by BioWare at the end of last year, and The Secret World, brought online by Funcom this summer, both looked to be promising games. The former uses the setting from Knights of the Old Republic, which to this day is still lauded by its many fans. BioWare's story-driven, dialogue-driven style of play, as made popular in KOTOR as well as in the Dragon Age and Mass Effect series, was an immediate draw, and SW:TOR sold well over a million copies right out of the gate.


Unfortunately, the subscribers didn't stay. By the beginning of this summer, there were fewer than a million remaining, and BioWare Austin had been hit hard by waves of layoffs. In July, EA gave the impression of caving in, and announced that the game would go free to play this November.


The Secret World, meanwhile, hoped to be an entirely different sort of game. It dispensed entirely with common tropes like leveling or set classes, and instead hoped for a more free-form experience set in a modern-day Earth. Despite provocative storytelling and regular content updates, though, Funcom has not been able to attract the required subscribers to their venture. This week, they laid off half their staff.


The Subscription MMO Is Dead Every positive post or tweet about either of those games has generally been met with a wall of, "It looks interesting, but I'll wait until it's free to play."


Players, and potential players, aren't stupid. As every previous big-budget MMORPG, with the exception of World of Warcraft, has inevitably gone to a free-to-play model, they will wait on the sidelines until their new game of choice follows suit. The audience has become a self-fulfilling prophecy: unwilling to pick up a game until it has gone free-to-play, a game must then go free-to-play to gain those players. MMORPGs are also now faced with the simple fact that competition has driven down prices. As players can dabble in so many without paying a flat fee, there are other places to go.


There will not be another license to print money like World of Warcraft was. The audience is done paying up-front for the box and continuing to pay a third as much again each month thereafter for continued access. Persistent multiplayer environments are not the novelty they once were, and the subscription model now feels like the antiquated relic of a time gone by. The Secret World is certain eventually to follow in the footsteps of SW:TOR and nearly every other MMORPG before it, and go free-to-play if it wishes its audience to grow.


The games themselves are getting better, and more varied, than ever. They aren't all traditional fantasy RPGs anymore; some are shooters, and others are exploring all kinds of environments and play. But the one thing that almost all the new online games have in common is that they will not require a monthly fee.


The subscription model is dead. Star Wars: The Old Republic and The Secret World have both suffered for trying to eke one more year of life out of it. Let us hope they are the last to try. Because the future is here, and it's free.*


* Except for that hat. And that horse. And that house...


...