|


Game
Description and Comments
Puzzle
Pirates is a MMORPG that is built around
puzzles rather than normal grinding. This game
challenges your mind instead of simply seeing
monsters and then killing the monsters to get
experience and loot. The puzzles are fun because
of the pirate theme and the fact that they fit
well with the dynamics of the game. Best of all,
the puzzles allow the game to played by gamers of
any age. The swordfights are very similar to
Tetris.
In GameOgre's
Review Directory, Puzzle Pirates has a current
score of 7.57 and has one of the longest and most
detailed reviews by a GameOgre.com Review Member
yet. That entire review is posted below and was
written by Michael Gersten aka keybounce.
Select User
Reviews (Edited for Presentation)
Author: Zarr
Rating: 8
Comment: If you like puzzles and a complex
community, this game is perfect for you. The
graphics seem overly cute at first glance, but its
easy to fall in love with. You never have to
worry about lag (unless your cpu is a relic of ten
years) and most challenges are easy to learn.
As you progress, you can join a band of fellow
pirates and sail across the globe. When traveling
you will often be attacked by other pirates,
whether NPC or players. When your captain and
cannon workers are fighting, do what you can to
help by bilging (preventing flood) sailing and,
most crucial, repairing the haul. When the ships
align your enemies board and you must fend them of
in, my favorite game, swordfight. Needless to say,
teamwork is necessary to survive.
As you earn
yourself a rank, your captain will give u more
'booty' at the end of a battle. Or, better yet,
why not start your own band of pirates? A fun game
for all ages.
Author: keybounce
(Michael Gersten)
Rating: 9
Comment: Yohoho Puzzle Pirates, or YPP, is an MMOG
where you play a pirate. Or a trader, sailing
goods from place to place. Or, perhaps a master
swordsman who wins money from tournaments etc.
Unlike some other
games (such as World of Pirates, or Pirates), you
do not play a group of pirates. You do not play a
crew. You do not play a ship. You play one single
person. To sail a large ship, you need to work
with other players. This is a very social game.
As a social game,
the basic social structure is the crew. A crew is
a group of people that enjoy sailing with each
other, typically for the conversations, or for the
fun of it; in at least one case, a crew may be a
group of some of the best swordsmen in the game
who are looking for the hardest challenges.
Members of a crew will, in general, share access
to the crew's ships. Ships can be marked as
private. Depending on the rank a pirate has, they
may have no permission to sail ships, or limited
permission on ships that they do not own, or full
permission on all crew ships.
The basic
operation for a crew is the pillage. A pillage has
a ship sailing around, looking for ships -- either
NPC brigands (primary source of "Pieces of
Eight", or "poe" -- game money),
NPC merchants (supplemental source of raw
commodities), or player ships (primary source of a
difficult encounters; occasionally, a player
merchant with lots of goodies to, err,
"assist" in getting to the nearest port
:-).
A ship in combat
requires three basic tasks to be performed. First,
these are leaky wooden ships, that need constant
attention. Someone has to perform carpentry work
to keep them in shape, to plug the leaks. Second,
these leaky boats need the bilge water bailed out,
to keep them easy to sail. Third, they need
someone to operate their sails, so they can
maneuver and avoid taking damage from enemy
cannonballs. Fourth, the cannons need to be
loaded. Finally, one person has to drive the ship,
directing the output of the sailors, and firing
the loaded cannons. This first part of combat ends
when one ship grapples the other, leading to a
boarding and swordfight. The cannonfire during the
sea battle determines how much of an advantage one
side has over the other.
Now, all those
things -- the ships being sailed, the cannonballs
being shot, the rum used to fuel the ships, even
the clothing and swords the pirates use -- all are
made by players. The only thing supplied by NPC's
are raw commodities from either merchant ships or
harvested at colonized islands. The entire basic
economy is both player driven and
non-inflationary.
YPP is
"Puzzle Pirates". All ship operations
are done by playing puzzle games. Bilge, for
example, is similar to Bejeweled; carpentry is
pentaminoes. SF is similar to super puzzle
fighter. Etc. To give a complete review of the
game, each of these puzzle subgames must also be
reviewed.
Carpentry is
played by placing pentamino pieces into
"holes". The game board contains 4
holes, of different sizes and shapes, always a
multiple of 5 spaces in size. There are always
three pieces available for you use to use. The
pieces have a "Grain", or alignment, to
them; placing all the pieces so that the grains
line up horizontally gives a bonus, as does only
using a single type of pentamino piece. The less
the pieces overlap; the fewer pieces you need to
place to fill a hole, the better. A perfect, or
"Masterpiece" scores the best. Advanced
players control which of the 4 holes they fill;
filling two adjacent holes will result in two
fresh holes showing up on the game board (making
it easier to continue), while two non-adjacent
(diagonal) holes will not (making it more
difficult to continue a perfect streak). The
better your play, the faster you repair damage.
Note that all ships that are sailing take damage
from time on the water. The scoring emphasis is on
steady, consistent play; one person has compared
this to a zen-like meditation. A special piece,
the "putty bucket", will fill any space
of up to 5 pieces, and acts as a wildcard.
Bilging is played
on a 6 by 13 board, with between 5 and 7 different
types of objects on the screen. By swapping
adjacent pairs of objects, you try to line up
three in a row of the same type. Clearing a line
results in an empty space, which is filled in by
moving the objects up and out of the water, and
bringing fresh objects on the bottom. A combo --
making more than one line with a single swap --
scores more points, as does a longer line.
Equally, a chain -- when one line is cleared,
another three in a row is formed as the empty
space is collapsed -- also scores bonus points. A
good bilger will concentrate on spending two or
three moves to clear two lines, or 4 or 5 moves to
clear three lines. Additional special pieces -- a
crab that is only cleared by bringing it above the
water line, a puffer fish that destroys all
adjacent pieces, and a jellyfish that destroys all
the objects of a given type -- complete the
puzzle. The better you score, the faster you empty
the bilgewater out of the hold. If the ship is
badly damaged, you might not be able to keep the
water out. The higher levels have more objects,
and score more points for combos. Chains score
less than direct swaps -- the emphasis is on
clearing large groups (2 or 3 lines) in as few
swaps as possible.
Sailing is also
on a 6 by 13 board, with only three pieces,
representing wind, sails, and water. This time,
the board starts empty, or mostly empty, of
pieces, but with "target platforms".
These targets have 4 or 6 spots, each labeled for
one of the 3 types of pieces. A clear is either a
completed target, or a four in a row. Although it
is possible to get multiple lines simultaneously,
scoring is based on clearing chains, as well as
bonuses for targets; the best sailors can clear
all the platforms with a single chain using
approximately 8 to 13 total clears. The initial
stationary pieces are obstacles; using them in a
four in a row counts for more points than the
pieces you drop. Pieces drop from the top as
pairs; you can see the next piece to come, as well
as the current piece. Because the pieces are
linked, and stay linked, placing the pieces where
you want them takes skill. Once all the targets
are cleared, you get a fresh board, but no
additional bonus.
None of these
puzzles is twitch based. As long as you make a
move (place a piece, or swap pieces) at least once
every ten seconds, you have no penalty for time;
going 10 seconds without making a move counts as
making a move that scores zero points. All of
these puzzles are ultimately scored on
"average efficiency" -- how well you
have scored overall, as an average of your last
several moves. The score is also based on a server
specific percentile lookup. The testing ocean, for
example, is generally only played by the best
players, so it is very, very hard to score well on
that ocean; at the other end, the Viridian ocean
can be played for free (see below), so a large
number of people often give it a try, lowering the
difficulty for skilled players.
Gunning has a
square board, about 13 by 13, to represent the
deck of the ship, with 4 guns (which you want to
load), and a bunch of obstacles. Around this
board, a bunch of objects will wander. These
objects will make a turn when they hit an obstacle
or wall; turning right if possible, left if not,
or a u-turn if both are blocked. You can place
directional arrows to steer the pieces where you
want them to go.
A gun starts off
as empty; you load it by placing three objects
into the gun, in order: first the powder, then the
wad, then the cannonball. Once all the objects are
in place, in order, it is loaded, and can be fired
by the navigator in battle. If fired, it will
become dirty. A dirty cannon, or a cannon that was
misloaded by a piece out of order, must be washed
out with a water bucket (the 4th type of object),
and then reloaded.
Unlike the other
puzzles, gunning is very much a reaction speed and
twitch puzzle. The better you do, the faster the
pieces move. This both lets you load faster (as
the piece you want will come by quicker), and also
makes the timing and reflexes needed much tighter.
You are scored based on the speed at which you can
get a fully loaded cannon ready for firing. If the
speed of the pieces is too fast for you, you can
"toss them overboard", to slow down the
pieces. Controlling the speed -- making sure that
you keep them fast enough that you can load
quickly, but not so fast that you cannot keep up
with them -- is critical.
Putting it all
together: Hitting the enemy ship
The "Put it all together" puzzle is the
battle navigation. Here, you are navigating your
ship on a board that represents the battle field.
There are winds that will blow your ship,
whirlpools that will rotate it, rocks that will
block you and inflict damage, and of course, your
enemy that you are fighting. Smaller ships can
move 4 spaces per turn, and fire one shot in each
direction (left or right) on each of the 4
impulses. Larger ships are slowed, and can only
move on 3 of the 4 impulses. They can choose which
one to stand still on. Additionally, they have
larger cannons. The larger war ships (as opposed
to merchant ships), with their larger supply of
cannons, can fire two shots per impulse in each
direction. This makes larger ships, especially
larger war ships, much, much deadlier. Note that
although larger warships have more shotpower,
larger merchant ships can carry significantly more
cargo for trade runs.
Once you have
grappled, you have a team brawl -- a sword fight
battle between the two teams.
In swordfight,
you have a 6 by 13 board, and 4 types of pieces,
generally referred to by their color. 75% of them
are "normal"; the other 25% are
"breakers". Like sails, you get pieces
as linked pairs; unlike sails, they do not stay
attached, but separate and fall to the bottom of
the board. The goal in sword fight is to get
blocks or connected chains of a single color, and
then connect them to a breaker piece. A block -- a
2x2, a 3x4, etc -- will turn into a large, usually
vertical strike that lands on your opponent's
board, possibly digging one or two spaces into
their board (often destroying their prepared
attack). A non-block chain will turn into
sprinkles that fall across the top of the enemy's
board, without destroying anything. There are
about a dozen different sword types, and they have
different favored attacks -- a skull dagger, for
example, has a real nasty sprinkle patter, but a
relatively easy strike pattern; a scimitar is
almost the opposite, with a simple sprinkle, and a
nasty strike. These two, however, are usually the
most expensive swords in the game. In the hands of
a master, even the dirt cheap foil or stick can
knock out an enemy. Yes, knock out -- you are
never actually killed. Just like sails, the
important thing here is the combo -- when you
clear one color by touching a breaker to a normal
piece, another breaker will fall down onto a
matching color block, and clear that. And so on.
In a team
swordfight, you control which opponent you are
fighting; being able to manage your teams well can
be the difference between actually knocking
someone out, and mearly giving them more blocks to
send back at you. When fighting the computer
opponents, for example, putting three players on
each "bot" is generally the best way to
operate. When playing against humans, you can try
to fake them out, etc.
If your team has
the last person standing in the swordfight, then
your team wins. If you were fighting a brigand,
you get poe, and possibly either charts (to allow
you to access different parts of the ocean),
and/or commodities (that were lost by other
players when fighting brigands). If you lose, then
you lose 10% of any commodities carried (typically
rum and shot for pillagers, or other commodities
for shippers/traders/merchants), as well as 20% of
anything taken from the successful wins. In a
player versus player battle, these numbers go to
25% and 50%.
There is one more
ship puzzle, not yet mentioned. Duty navigation is
used to increase the output of your sailors while
outside of battle; it acts to increase your
acceleration, getting you to top speed faster.
While not necessary in general for pillages, it is
very necessary for merchant runs. Duty nav is very
different than the other puzzles. Your board is
three concentric rings; each ring can be rotated
clockwise or counter clockwise. Each ring is 8
spaces. Each turn, a piece (a different colored
star) will drop from the outside onto one of the 8
spaces; by rotating the rings around, you can
control (to some extent) where the pieces go.
Pieces always fall towards the center if possible.
There is a target pattern. You clear pieces either
by filling in the target, or by making three in a
row. Unlike the other puzzles, three in a rows
score almost nothing in comparison to targets. The
goal is to get the targets; three in a rows are
only useful for clearing room to allow you to make
your target. There is no emphasis on combos or
chains; although chains exist, and do score a
bonus, they are not common. A combo (such as a
"T") is theoretically possible, but in
over a year of play, I've never heard of anyone
actually succeeding in making one. The better you
are at aligning the stars, the better your
navigation and your sailing speed improvement.
The Economy
All items in the
economy, from ships, to the shirt on your back,
are made by players. So how does this happen?
Players run
shops. Shops come in two types -- bazaar stalls,
which are smaller than true shops, but anyone can
run, and true shops, which are larger and take up
actual space on the island. This limits the number
of shops that can be placed on an island. Although
the bazaar itself does take up space, the stalls
at the bazaar do not.
Raw commodities,
such as wood, or sugar cane, are produced at the
various islands, and delivered to the shops. Once
there, players can place orders for products, and
take jobs at the shops to produce the products.
Three of the
types of shops -- iron mongers, who make cannon
balls and swords; weavers, who make cloth (for
clothing and ship sails); and tailors who make
clothing -- have no puzzle. If you have signed up
for these jobs, you automatically produce work for
them as they need it.
The other three
-- distilling, to produce rum (ship fuel) and hemp
oil (used for paint); apothecary (produces all
colorants: paint, dye, and enamel); and
shipwrighting (builds ships, and will eventually
repair/maintain them) -- all have puzzles
associated with them. The quality of the work you
perform depends on your ability to play the
puzzles. These puzzles will be described below.
Finally, a new
shop -- furniture -- was just introduced to the
test server this weekend. No details are available
yet -- it is too new for me to have analyzed it.
(Yes, this means the long awaited player housing
finally came out.)
The Shop Puzzles:
Apothecary is
played on a hex grid. Each hex contains a tile of
pipes that can be rotated. At the top are sources
of primary colors; at the bottom are bottles that
contain "target colors", both primary
and secondary. Your job is to route the colors
from the sources to the target bottles, mixing as
needed to make the desired secondaries. The more
bottles you fill, and the more colors you can mix,
the better. A given bottle can have from 1 to 4
colors to fill. On the early levels, you'll have
your goal to fill 10 bottles, all of which have a
single color; on the later levels, your goal is to
fill 6 bottles, and the 4 color bottles will score
more. Specials include quicksilver (will fill any
color), multifill (will fill more than one band in
a bottle at one time), and coins (straight point
bonus).
Shipwrightery is
a "sliding tile" game. You have a 5 x 5
board with 4 different types of pieces,
representing iron, wood, cloth, and rope. At the
bottom, you have 6 "targets", ranging
from 3 to 6 pieces in size. During the first part
of the game, you slide tiles around to make the
targets; during the second part, you match targets
to the board, removing those pieces and replacing
them with new ones. Different pieces slide in
different ways; iron only goes left and right,
wood only goes up and down, and rope only goes
diagonal. Cloth has no movement on its own. Pieces
can be moved in a direction as long as either the
moving piece, or the destination piece, has the
appropriate movement, so although cloth has no
movement on its own, it can still move up to swap
with wood, and then diagonal to swap with rope, in
order to get into the proper place. The more
pieces you can match in the second phase without
having to stop to swap pieces, the higher you
score. Getting past 5 pieces typically requires
both luck and "playing the odds" -- the
different targets are not uniform in frequency,
etc. Once you can no longer match for phase two,
you go back to swapping pieces around to set up
your next chain. The game ends after matching 25
targets. There is a time limit, but it is fairly
slow -- if you have not placed a "matching
target" in about 40 seconds, one of your
targets will be "washed away". There is
plenty of time to set up 5 pieces, and the really
skilled can match up all 6 if they have the right
pieces on the board. The special piece in
shipwrightery is a non-movable wildcard.
Finally, the
distilling puzzle. Also on a hex board, you have
pieces that can be clear, dark, or neutral. These
pieces swap with each other in certain ways; a
clear piece, for example, can swap with a dark
piece that is above it (to either side), or a
neutral piece that is below it (and to either
side). Nothing swaps directly left/right, nor
directly up/down. Columns will shift to the right,
to the brewing point; at that point, they will go
up (into the brew), or down (into the waste),
depending on the number of whites and darks.
Columns that have more (or equal) white than black
will be sent up into the brew; columns with more
blacks than white will burn and go away. However,
burnt whites will recycle back into the puzzle.
They still move like whites, and want to go up
like whites, but they are major score penalties.
When they come back, you need to put them into a
columns of blacks and neutrals to get rid of them.
Your goal is to arrange columns of pure white,
with as little (preferably none) black or neutral
pieces. The best score comes from multiple columns
of pure white in a row; the best players can
consistently get 9 to 12 crystal clears in a row.
The game ends when 12 rows have been sent up. The
specials in distilling are non-movable spices.
They score bonus points, but act as obstacles that
can really make things hard at times.
Notice the
distribution of puzzles. The duty puzzles range
from calm, consistent play (carpentry), to
strategic planning and building (sails), with an
in-between (bilge). And, you have arcade-like
(gunning), tactical board game (battle nav), and
the hard to classify duty nav. The crafting
puzzles also have calm, non-hurried play
(alchemy), arcade-like (distilling), and an
in-between (shipwrightery). The wide range of
puzzles means that there is something for
everyone.
Lack of Inflation
YPP manages to
keep the economy non inflationary, despite the
traditional "mudflation" factor of
increasing money. The primary way of doing this is
the dynamic supply factor for raw commodities. For
example, sugar cane has a normal price range of
(approximately) 4 to 6 poe per unit. When the
price of cane at an island goes above 6, then that
island increases its production rate; the amount
of increase depends on the current price.
Eventually, the higher demand is satisfied, and
the price goes back down to 6. This effectively
limits what the price for raw goods will be;
combined with "Anyone can open a stall",
and you can always open a competing business if
the prices are too high. The result: Availability
of finished goods increases directly with the
number of pirates (as the active players are the
only source of labor to finish the products), with
commodity availability increasing directly with
demand for those raw commodities. Shops that are
pricing their product too high risk being undercut
by new shops (so finished goods don't cost too
much even as the money supply increases), yet they
have to be able to attract workers (by paying for
their labor), so the prices don't fall too low.
Finally, all items are either consumables (rum,
shot) or else wear out (swords and clothing
typically last 1 to 3 months). Ship decay, in the
form of "drydock repairs", has been
planned since day one, but has not yet been
implemented.
Now, the one
exception to the lack of inflation is the largest
ships. Frigate class ships cannot be made in a
small stall; you need to build a real ship shop.
As a result, the competition for these ships is
limited, and the prices charged is enormous. This
makes ship shops really valuable in the early days
of a server (when these ships are rare and in high
demand; see the cobalt and viridian servers), but
without ship decay, their demand declines as the
server gets old (the midnight server). To build a
ship shop, or any shop, you must first take
control of the island.
Controlling
Islands
Islands are
controlled by flags, which are made up of allied
crews. Flags themselves can ally with other flags.
This is the "guild" and alliance
structure typically found in other MMO's.
Control of
islands is determined by a blockade battle.
Blockades are large, multi-ship battles, sometimes
with as many as four opposing forces, played as
"capture the flag". You have a battle
board, just like a normal sea battle, however a
little larger. One side is the island side;
attackers may not exit the board on this side (may
not port in the middle of battle). The other side
is the ocean side. Scattered throughout the board,
at random, are flags, from 1 to three points.
Ships have an influence range -- a sloop, for
example, can only control a flag if it is directly
on top of it, while a war frig has about a 6 space
range. Points are only scored if only your team
has ships influencing a flag; this means that when
enemy ships come into the area of your flags, you
have to fight them to maintain control of the
flags. Typical blockades involve between 300 and
600 people per round, with a "best of 5
rounds" to determine the winner. Blockades
can only run on weekends (starting from noon
pacific saturday to noon pacific sunday), and the
typical weekend has at least one blockade (we've
seen four blockades some weekends). Each round is
45 minutes, with a 15 minute gap between them.
Blockades to control an uncolonized islands are
always sinking; blockades on colonized islands are
sinking or non-sinking at the defender's choice.
Blockades are
expensive. Besides the warchest cost (a direct poe
sink to declare an attempt on an island), there is
a large amount of rum and shot consumed, as well
as a need to pay jobbers to join your forces.
Between the increased commodity consumption and
the warchest cost, blockades act as a major poe
sink for rich flags.
Sinking battles.
Remember that I earlier mentioned that a PvP loss
would only cost you 25% of any carried goods, and
50% of any pillaged goods? Well, that's when flags
are not at war with each other. If two flags are
at war with each other, then ships can be sunk in
a sea battle, and if not sunk, you take ALL the
enemy cargo. (Well, be nice. You leave them with 5
rum, so they have a little fuel to get back to
safety.) Note that in order for two flags to be at
war, BOTH sides must agree to it. If one side
decides that they want to end the war, it will end
when either the other side agrees to end it, or
after one week.
What are the good
points of YPP:
1. Very social.
There are no "leveled areas" that
restrict who can play where. The basic play
mechanic -- the pillage -- is inherently a
crew-wide activity. Brigands that spawn for your
ship will generate based on the skill of the
people on your ship. And, some areas are harder
than others -- for example, in Ruby you will
almost always be attacked by brigand ships with
more people on board than you have.
2. No unwanted
down time. Looking for a group for pillaging when
your crew is not online is as simple as going to
the notice board on every colonized island, and
selecting from one of the many player run pillages
from around the ocean. Similarly, if you want to
run a pillage, and your crew isn't around to help,
one button will post your request for pillage help
on notice boards all over the ocean.
3. Activities
during down time. I didn't mention the Inns, which
are places on islands where pirates can go to hang
out, play card games, hold tournaments, or even
play a "Poe-chinko" type of game.
4. A player run
economy that doesn't suffer inflationary effects.
The combination of items wearing out (keeping the
shops in business) and dynamic supply (keeping
prices down) keeps the money supply rate and
expense rate in balance for most pirates.
5. Accessibility
for color blind people. Every piece in the puzzles
has both shape, color, and pattern
differentiation. Color blind people are able to
play with very little handicaps.
What are the bad
points of YPP:
1. Blockades and
island colonization have been called
"Broken" by the developers. The blockade
game itself is fun; the time and effort needed to
run one, as well as the perceived need to
overbuild an island to reduce its desirability to
a would-be takeover, has lead to a stagnant
end-game where flags have been worn out by
repeated takeover attempts.
2. Brigand spawn
that is relative to your ship. There is no real
"hard" area to avoid. Adding more people
onto your ship doesn't actually make you safer.
Etc. Note that this is both a good point AND a bad
point. It is good for the "crew
pillaging" aspect, and bad for the
"merchant trying to keep cargo safe"
aspect.
3. High end
economy still has inflation. Less than in most
games, but it is still present.
Special server
notes:
There is an
experimental server, "Viridian", that
does not use the normal $X per month subscription
system. Instead, you spend $X to generate Y
doubloons. Doubloons are special coins used as a
fee to deliver most items (excluded are rum, shot,
and intermediate items used by other shops in the
construction chain), as well as to hold ranks in a
crew. Doubloons act as a "pay as you go"
payment system -- instead of one fee for
everything you do, you pay about $2 for a month as
an officer, or about $5 for a ship, or between $1
and $10 for a set of clothing, etc. Doubloons can
be traded in game for poe (there is even an ingame
exchange market).
Although people
have compared this to "buying your way to
success", like IGE, it turns out not to be
such a major problem in YPP. Since the game is
skill based, not item+level, for the most part
this is not a way to purchase a major advantage.
It does allow people with time to earn poe to
trade that time to people who don't have the time
for poe but still want to play with fancy swords
or clothing. Since the subscription fee is
essentially paid in-game with these, it means that
people can play without having to pay money
directly; in effect, other people are paying your
subscription in exchange for poe. It moves the
payment model from "Pay so much to play a
month in this world of entertainment" to
"Pay so much to play with this item until it
wears out".
As an experiment,
"Cobalt" and Viridian were opened at the
same time, with the same map; all major
developer-controlled activities (such as islands
being opened for blockades and colonizations) have
been kept the same between these two oceans,
allowing for direct comparisons between the two
oceans for the effect that pay-as-you-go has on
the game, the environment, inflation, etc. By far,
the biggest difference that I have seen is that
since items all cost money to deliver, even items
that are normally poe sinks, the server has a
higher rate of inflation. This has lead to more
people willing to spend that excess poe that's
just lying around to purchase extra ships, and
then use them in sinking wars with other people.
Yes, even with a RL cash cost associated with
ships, there are more sinkings on Viridian than on
any other server. (the ultimate poe sink).
Review
Puzzle Pirates
Pricing Model
Although Puzzle
Pirates does offer free sessions, the game is not
completely free. In fact, they are trying a couple
of different pricing policies. One plan is a
subscription while another uses Doubloons which
you buy with real money. Also, you can find the
game at some retail stores. Below are the
different oceans:
Subscription
Oceans are named after shades of blue:
- Midnight
- Cobalt
- Ice (test
server, available to paid subscribers and
doublooners)
Doubloon Oceans
are named after shades of green:

Past Featured
Online Games of the Week:
Maple
Story
Take a
look at a MMORPG with cartoon-style graphics that
is free to download and play.
GunZ
A game
that lets you live out your action movie fantasies
online.
BattleMaster
A
little-known free Online RPG with strong strategy
elements.
Adventure
Quest
Take a
closer look at one of the more colorful free
online RPGs.
Knight
Online
Check out
one of the best free 3D MMORPGs.
RuneScape
GameOgre.com
takes a closer look at one of the more popular
Free MMORPGs.
|
© Copyright 2003-2008 GameOgre.com. All rights reserved.
|
|