Our goal with Guild Wars 2And there is a pretty chart that explains it even better:is to flatten out the leveling curve, keeping progression simple and straightforward. We expect everyone to make a reasonable amount of progression with each play session. It shouldn’t take days of playing before you feel like you have made any progress, and you definitely shouldn’t have to kill a bunch of creatures or do a bunch of repetitive tasks just to see what’s over that next hill. We want our progression to keep up with your play style. If you’re a causal gamer who plays for a few hours here and there, why should you feel like it’s going to take you a decade to finish your character? If you’re a hardcore player, why shouldn’t you be able to blast through the game with skill and speed, trying to experience every last bit of content?
So how did we accomplish our goals, you ask? Good question! First off, we set the level cap for the game at 80, but we made the time between levels rather short. Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?
Thursday, July 29, 2010
Guild Wars 2 level cap will be 80 with no leveling curve
Simple enough:
Wednesday, July 28, 2010
What is EverQuest II Extended? Good fucking question.
Everquest II
is going free 2 play. No, I'm not kidding. Go read the FAQ.
This takes me to my pet peeve with free 2 play games: they are too fucking hard to understand. A chief example is Dungeons and Dragons Online. I spent more time trying to figure out what I could or could not achieve without paying instead of just playing the game. Everquest II is sounding about the same and players are likely to be confused, especially when they try to wrap their head around how it ties into the subscription game (now known as Everquest II Live).
I like the idea and the direction SOE is taking this whole free 2 play thing, but I'm not sure tacking it onto all of their current franchises and games is the way to go. As always, SOE will be interesting to watch.
Scratch that, this is going to be a fucking riot. Just read their proposed plans for providing support to players:
Extended provides access to premium subscription-quality content through free and optional paid membership levels. Powered by an all-new web-based download application, new and veteran players alike can experience all the excitement and depth of EQII's content without a daunting installation or a massive download. Players can register within minutes, download the client to join other people in an epic journey, and launch into adventure in a fantastical online 3D world. Extended is the ultimate MMORPG experience. Excitement with every breath and adventure around every turn is now available for free!Basically, its a new game that is free 2 play, but will offer premium payment options. It somehow ties into the subscription based Everquest 2.
This takes me to my pet peeve with free 2 play games: they are too fucking hard to understand. A chief example is Dungeons and Dragons Online. I spent more time trying to figure out what I could or could not achieve without paying instead of just playing the game. Everquest II is sounding about the same and players are likely to be confused, especially when they try to wrap their head around how it ties into the subscription game (now known as Everquest II Live).
I like the idea and the direction SOE is taking this whole free 2 play thing, but I'm not sure tacking it onto all of their current franchises and games is the way to go. As always, SOE will be interesting to watch.
Scratch that, this is going to be a fucking riot. Just read their proposed plans for providing support to players:
The self help knowledge base will be accessible to all players regardless of their Extended membership status. As clearly outlined in the membership benefits matrix, customer service is only provided to players who have made a real money transaction in EQII Extended or at least have a Gold membership.
Tuesday, July 27, 2010
More than a one-day story
First, see this post on Reddit.
Next, read the news story.
Last, when you are playing Starcraft 2
tonight, remember this guy and his friend who will now be playing alone.
matdevdug, your friend is more than a one-day story.
Next, read the news story.
Last, when you are playing Starcraft 2
matdevdug, your friend is more than a one-day story.
Saturday, July 24, 2010
Amalur is a failure
First, watch this:
Next, read this: Amalur? 38 Studios, you just failed.
Look, I want to give 38 Studios the benefit of the doubt. I want to believe they've assembled this great team and haven't squandered this opportunity. However, I just can't do anything but laugh after seeing a video as terrible as the one posted above.
The setting is so generic fantasy that it makes Star Wars look like science fiction.
Brooding dark voice? Check.
Too much plate armor? Check.
Oversized, unrealistic weapons? Check.
Skeletons? Check.
Over-sized boss character incoming at end of video? Check.
What a fucking disaster this video is. Not only is it highly disappointing to watch, but it fails to say a single thing about the game itself. Plus it doesn't even bother to explain a single thing about the world of Amular.
This was 38 Studios big reveal and it failed; hard. Amalur, just another generic fantasy setting that fails to impress.
Pro-tip: if the majority of a video game trailer features bylines with "John Doe, X, from game Y" , people may perceive that as the current game being unable to stand on it's own merits.
Further evidence abounds, check out the comments over at Rock, Paper, Shotgun.
Next, read this: Amalur? 38 Studios, you just failed.
Look, I want to give 38 Studios the benefit of the doubt. I want to believe they've assembled this great team and haven't squandered this opportunity. However, I just can't do anything but laugh after seeing a video as terrible as the one posted above.
The setting is so generic fantasy that it makes Star Wars look like science fiction.
Brooding dark voice? Check.
Too much plate armor? Check.
Oversized, unrealistic weapons? Check.
Skeletons? Check.
Over-sized boss character incoming at end of video? Check.
What a fucking disaster this video is. Not only is it highly disappointing to watch, but it fails to say a single thing about the game itself. Plus it doesn't even bother to explain a single thing about the world of Amular.
This was 38 Studios big reveal and it failed; hard. Amalur, just another generic fantasy setting that fails to impress.
Pro-tip: if the majority of a video game trailer features bylines with "John Doe, X, from game Y" , people may perceive that as the current game being unable to stand on it's own merits.
Further evidence abounds, check out the comments over at Rock, Paper, Shotgun.
Choca says:
July 23, 2010 at 11:25 am
The trailer looks bad.
Friday, July 23, 2010
Guild Wars 2 Will Succeed
For a primer, read my Guild Wars 2 Will Fail post from yesterday.
Guild Wars 2
(GW2) starts with some strikes against it, but it also starts with some potential. First and foremost is GW2's business model. The game will be free to play after purchasing a retail copy similar to the first Guild Wars. This alone separates the game from the throng of games that will be dependent upon monthly subscriptions when GW2 comes to the market.
Secondly, GW2 is changing up some of the foundations of the Diku model. The biggest change here is the removal of dedicated healing in the game. Each individual player will be given self-healing skills that will account for the majority of healing in the game, both in solo and group play.
Next, GW2 is easing the limits on how a class defines a player's characters. The various classes will have a core mechanic, but their available skills will be based on equipment, race, and a set of personal healing abilities. For example, a warrior wielding a 2-handed axe will be played much differently than one wielding a 1-handed sword and a shield.
The third change that comes to mind is the fact that death will not be immediate in GW2. If a fight is winding down and a player is struck down, they become disabled. During this disabled period if the player manages to kill a creature, they receive a second wind and can go on fighting. Anyone that has played Borderlands
will be familiar with this mechanic. This lessens the sting of death and builds the perception that the player is a hero, not just some schmuck that was wiped out by a giant rat that added into a fight (a rat the player could cleave in two with a single blow!).
Guild Wars 2 is also aiming to shake up the game world with live events. Think of this as Public Quests version 2.0. Public Quests were easily the best feature of Warhammer Online
and GW2 is taking them to another level by building the entire world around them. If a player is in a village and see's all the villagers dieing due to poison that was dumped into their water supply, they can investigate and find the water pipeline into the city is being attacked and poisoned just outside of town. Beat the bandits causing the problem and save the village. This is just an example of a couple stages of a "public quest" that will be featured in GW2. This system has great potential and its only weakness is that the events will recycle themselves, so at some point it may feel like the players accomplished "nothing".
I've outlined some of the changes GW2 is attempting, but the game is still very much a traditional affair. The core of the game will be familiar to anyone that has enjoyed MMOGs over the past several years. Arena Net is being very careful to make this clear. They talk a lot about changes, but also concentrate on making sure everyone knows they are not rewriting the book. They don't want to rewrite the book and are being honest about that fact. I wish other developers, creating very similar games, could follow Arena Net's lead in this regard. Adding one new feature doesn't make a AAA MMOG "ground breaking".
Looking at the reasons I've presented for failure and success, its interesting to note that they are in two very distinct categories. The reasons for failure are all conjecture: its a 2, its making changes, and its got heavy competition in the fantasy setting. The reasons for success are almost all related to the way the game will play: healing, death, and a living world. I'll let you be the judge, but the reasons for success sound a lot more worthwhile than those of failure.
Guild Wars 2
Secondly, GW2 is changing up some of the foundations of the Diku model. The biggest change here is the removal of dedicated healing in the game. Each individual player will be given self-healing skills that will account for the majority of healing in the game, both in solo and group play.
Next, GW2 is easing the limits on how a class defines a player's characters. The various classes will have a core mechanic, but their available skills will be based on equipment, race, and a set of personal healing abilities. For example, a warrior wielding a 2-handed axe will be played much differently than one wielding a 1-handed sword and a shield.
The third change that comes to mind is the fact that death will not be immediate in GW2. If a fight is winding down and a player is struck down, they become disabled. During this disabled period if the player manages to kill a creature, they receive a second wind and can go on fighting. Anyone that has played Borderlands
Guild Wars 2 is also aiming to shake up the game world with live events. Think of this as Public Quests version 2.0. Public Quests were easily the best feature of Warhammer Online
I've outlined some of the changes GW2 is attempting, but the game is still very much a traditional affair. The core of the game will be familiar to anyone that has enjoyed MMOGs over the past several years. Arena Net is being very careful to make this clear. They talk a lot about changes, but also concentrate on making sure everyone knows they are not rewriting the book. They don't want to rewrite the book and are being honest about that fact. I wish other developers, creating very similar games, could follow Arena Net's lead in this regard. Adding one new feature doesn't make a AAA MMOG "ground breaking".
Looking at the reasons I've presented for failure and success, its interesting to note that they are in two very distinct categories. The reasons for failure are all conjecture: its a 2, its making changes, and its got heavy competition in the fantasy setting. The reasons for success are almost all related to the way the game will play: healing, death, and a living world. I'll let you be the judge, but the reasons for success sound a lot more worthwhile than those of failure.
Tags:
Arena Net,
Guild Wars,
Guild Wars 2,
Warhammer Online
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