Category Archives: Alganon
The twitterverse and other internets at large were rocked yesterday by the news that Quest Online has fired David Allen the developer of Alganon and he has been replaced by Derek Smart. Alganon has had a troubled launch by any standards, with criticism leveled at derivative features and unfinished systems as well as the general illness I like to call Dawn-itis: promising too much to build hype for a product and then inevitably underwhelming the players with the finished result.
For all this, Quest has made several good moves toward fixing their image. They’ve recently scaled back greatly their scope for the near future, and recent rushed and sloppy content has been shelved with the game reverted to earlier and more stable content. The most controversial and I think in hindsight what may be the most brilliant move they’ve made has been to announce plans to relaunch as a free to play game next month. This bold series of moves may give them a chance to have a second launch and build an audience for their game.
What shocked people yesterday wasn’t any of that, it was that all those moves can be attributed to the new leader of Alganon development at Quest, Derek Smart. For anyone who has been involved in the gaming community since the late 1990s that name is very familiar, and very polarizing. Others have explained Mr. Smart’s history as a game developer better so I won’t go into it again here other than to say that his flagship game released in 1996 by Take Two Interactive suffered from criticism and bugs and at launch was considered by many to be one of the worst games of all time.
Given his polarizing and abrasive manner it’s hard for me to understand why Quest’s shareholders chose to reveal his involvement to the gaming community. Perhaps they think that name recognition is important and wanted to associate his with the relaunch of Alganon. Or, perhaps they like his decisions thus far and want to give him credit for the new direction. In his post about the departure of Allen Mr. Smart mentions that he has been in full control since Feb. 22, so perhaps there was some thought given to keeping his involvement from the public.
Putting all that aside, the choices Mr. Smart is making for the direction of Alganon are bold and in my opinion wise ones. I am very interested to see how they will pay off for Quest Online in players and profits. I’d like to hear your take on the path of Alganon and whether this new name recognition is to the benefit or detriment of the game.
Quest Online announces the Alganon has gone Subscription Free with its persistent fantasy-based MMOG title Alganon.
Irvine, CA (PRWEB) March 3, 2010 — Chandler, AZ PRWEB) March 3, 2010 — Alganon has converted to a Subscription Free MMOG and in April 2010 a new Tribute Market System, instances and numerous other enhancements will be released. Alganon continues to offer a great new and growing true persistent fantasy world for gamers to enjoy.
QOL engaged Alganon as a Soft Launch in December for the purposes of refining the product and getting in-tune with the industry and player needs. There were two key things to do; refine the game, and review Alganon’s position in the market. QOL held back all marketing during the new year because many AAA titles taking the spotlight and determined the best course of action for Alganon’s success in 2010 was to convert to Subscription Free and build a new Tribute Market System for the players. QOL is moving out of the Soft Launch phase of Alganon into full Official Release on April 8th and introducing the Tribute Market System.
This Tribute Market System will serve as the foundation of Alganon’s new real-dollar transactional framework. This market will support three categories of purchases: Items, Boons, and Services.
One thing that makes the Tribute Market System unique is Item Maintenance. With this players will never lose certain items they purchase from the market (one’s that are not a consumable or have a finite number of charges). This allows players to buy that special mount and use their Tribute to pay Maintenance on the mount to keep it active. If it goes inactive, they can easily reactivate with Tribute instead of having to re-purchase the mount.
Tribute is account-wide, so the points can be used by any character. In addition, players can purchase Items via a web-browser on MyAlganon or through the game. Any character tied to their account can then claim the items.
Players who pre-paid for subscriptions will be getting a special bonus. QOL is taking the amount they spent on subscription fees and converting it to Alganon Tribute. Pre-Paid quarterly players will get 839 Tribute, semi-annual will get 1,559 Tribute and annual will get 2,878 Tribute deposited into their accounts after the April launch.
The official April release build of Alganon not only includes the new Tribute Market System, but numerous new and redesigned features, most noticeably the collection of Dungeon Instances, and a fully redesigned Starter experience (including completely unique starter areas).
Alganon embraces the vibrant immersive style of persistent large-scale open-world game play many recent MMOGs have been lacking. Players in Alganon don’t feel funneled through a small segmented world; instead they grow and expand on their own, following the more than 1,600 available quests. With the addition of the integrated Library system and MyAlganon support, QOL has a game with both the world and features players have been looking for.
Alganon (http://www.alganon.com ) is a fantasy-based MMORPG that allows thousands of people to play together in a virtual world that features a rich history dominated by commanding deities, powerful weapons and armor, deadly magic, epic quests, ancient places to discover, the utilization of detailed tradeskills, and more. Designed from scratch and based in a uniquely created world, the initial goal in designing Alganon is to provide ‘Fun game play with unlimited growth in a massive world of immersion and interaction’. Alganon has more than two years of expansions and feature enhancements planned for its players, including new races, classes, and domains. Large scale-combat, deity patronage, and crusades are just a few of the upcoming features players can begin to prepare for as they utilize the powerful real-time study system to define their character’s future goals.