Friday, August 14, 2009

Team Fortress 2 Classless Update: That Was Fast

The newest Team Fortress 2 patch is LIVE. Hats, King of the Hill, new maps, revamped old maps, and other Team Fortress 2 goodness can be found here:
New Content:

* Added King Of The Hill game mode.
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
* Added lots of new hats.
* Added koth_Viaduct.
* Added ctf_Sawmill
* Added community map Arena_Offblast
* Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options.
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
* Significantly reduced the amount of network traffic being sent.
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
* Added an "Inspect" key that allows you to look at items being carried by your team mates.
* Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.
* Cloaked Spies standing in valid backstab positions no longer raise their knife.
* Added current map name and gametype to the bottom right of scoreboard.
* Added class icons to tips on the loadout and loading screens.
* Improved visuals around flags when they're being carried by a player.
* Improved critboosted visuals, making it much clearer when an enemy has critboost.
* Updated the loading panel to show the game type under the map name during level transition.
* In-game chat dialog now supports full Unicode characters.
* Added BLU main menu background.
* Added response caching for some server queries to help reduce the CPU load from DOS attacks.
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

* Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
* Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.
* Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.
* The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Übercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
* Fixed an exploit that allowed players to work around sv_pure.
* Particle files are now protected by sv_pure.
* Fixed critboost effect getting stuck on when you die while critboosted.
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
* Fixed an exploit where you could reload The Huntsman faster than intended.
* Fixed Heavy "civilian" exploit.
* Fixed a set of exploits using the DXSupport config files.
* Fixed r_screenfademinsize and r_screenfademaxsize exploits.
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.
Way cool.

Thursday, August 13, 2009

Mythos : Something is coming...

All it took was one massive tweet via Redbana's MYTHOSGAME Twitter feed:
Something is coming...
What that is, no one knows. However, Mythos.com is pointed out as the place to go find out.

***WARNING, SLOW LOADING FLASH AHEAD***

My guess is that we'll finally get to see a re-branded Mythos. Hopefully free-to-play, and hopefully minus the Overworld.

Wednesday, August 12, 2009

Team Fortress 2: FLUFF


A new Team Fortress 2 update has been thrown down the proverbial bowling alley that is the Valve development pipeline:
A surprise new TF2 update has arrived, and it has absolutely no class. In fact, it’s about as daft an update as you could hope for, with Day 1’s offerings giving you eighteen new hats, and a new Arena map. “After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate),” explains the TF2 blog, “we’ve raised the bar on lowering the tone even further with the first ever Classless Update!”
Hats? Fluff, absolute fluff! Who would have ever guessed that we would be discussing FLUFF for a first person shooter? More importantly, who would've guessed we'd actually like the FLUFF!

*grumbles*

Maple Story iTCG


I am a sucker for trading card games (TCGs). As I've gotten older and more responsibility has cropped up in my life, I've found little to no time to head out to my FLGS (friendly local game store) to play with "real" cards. So, I've been relegated to online versions. I played Free Realms' card game for a bit, but quickly realized it was a massive money sink. I played Magic the Gathering: Online for all of its beta, but scoffed at the idea of paying the same price for virtual cards as I was for real cards. However, every time I hear about a new online TCG, I get interested and click on over to check it out. So, when I caught this story on WarCry about a Maple Story iTCG, I had to investigate.
Nexon America opened a new Web site for its upcoming game, MapleStory iTCG Online, at http://itcg.nexon.net. iTCG Online is an online flash-based, in-browser trading card game using the characters and monsters that occupy the world of MapleStory.
The biggest part that caught my attention was "online flash-based, in-browser". This means players open the web page, log in, and then start playing. An almost "pure" browser game (flash is still a plug-in, albeit a web standard of sorts).

Now, this is where I would insert information on how the iTCG plays, but the servers have been down all morning and I can't give the game a whirl. If the servers come up before the mood passes, I will check it out and maybe report back here on my findings.

NOTE: I understand this iTCG will probably be a money sink, but that's why I am trying to get in on the beta (which I'm hoping unlocks a lot for free)!

Tuesday, August 11, 2009

Goblin's Playable In Next World of Warcraft Expansion?

WoW.com has the unofficial lowdown on the new races for the fabled Cataclysm expansion for World of Warcraft.
Our sources have told us that the new races of Cataclysm will be:

* Worgen – Alliance
* Goblin – Horde
Personally, I don't believe it. Goblin's are a neutral race within the Warcraft lore. It would cause a ton of lore-based conflicts within the game world. Not to mention how out of place some places of the game world would feel. Goblins joining the Horde would break too many parts of World of Warcraft.

This doesn't mean Blizzard can't make it work. Blizzard could update the entire world and switch all the Goblin content over to Horde content. This would be out of character though, as Blizzard has shown that they'd much rather create new content rather than update or fix old content.

In the rare case that this does prove out to be true, Blizzard will probably just spin off some sort of new Golbin tribe (or whatever Goblin groups are called) and attach it to the Horde. Thus, they have nothing to do with the current Golbins in game. Blizzard is more than free to invent whatever they want. I just don't think it will feel right for WoW.

Worgen? Who the fuck cares about the Alliance.

Saturday, August 08, 2009

George RR Martin Interview: Update on A Dance with Dragons

A new interview with George RR Martin has surfaced and with it, updates to A Dance With Dragons (Book 5 in The Song of Ice and Fire). Listen to the audio/podcast here or catch the notes below.
Key points:

* George has over 1000 finished manuscript pages for his next book, A Dance With Dragons.
* His previous four books in the series have come in between 1100 manuscript pages and 1500 manuscripts pages.
* He thinks the book will be around 1200, although he will not put an expected finish date on the project
* HBO is moving forward with the Ice & Fire pilot. It is going to be shot in October in Ireland.
* Originally, the story of A Dance With Dragons was meant to be the second book of a trilogy, but the first book grew in the telling.
* Sean Bean has been cast as Ned Stark.
* George talks about why Dance is late, due to the complexity of the series and the amount of rewriting he does.
* Listen to the podcast for the rest!
Good news all around.

Thursday, August 06, 2009

Vick?

Seriously?
GREEN BAY — Green Bay Packers general manager Ted Thompson’s non-answer to a question about Michael Vick was more than just Ted being Ted.

The team is doing thorough due diligence on the former NFL quarterback and has had legitimate discussions about the idea of signing him, according to sources.
This is a really bad idea and a half way good idea. Aaron Rodgers has more than proven himself as a capable quarterback and given a years experience, I think he's going to start winning more games. So, Vick would be a back up at most.

First, I think Vick is trouble. Green Bay has a tendency to calm even the wildest souls and keep them out of more trouble(Brett Favre was no angel when he arrived in Green Bay). However, Vick's trouble is unlikely to stop following him around anytime soon.

Still, the Packers need a back up for Rodgers and Vick can play. However, his best days are behind him and have since he broke his leg back in 2006. He's never been a great passing quarterback and always relied on his legs to make things happen. I just can't imagine he will get back those youthful legs that impressed everyone in his early years. On the positive side, he could be picked up for a cheap price and quarterbacks are pretty tough to find in today's league.
Once the highest paid-player in the NFL — and now bankrupt — Vick probably wouldn’t cost much financially.

Either way, interesting.

Update: 13 Aug, 2009 - All this Packers/Vick talk and Vick ends up signing a 2-year deal with the Eagles.

Tuesday, August 04, 2009

Heartless_ View: Casualty of Warhammer

It all started, as so many things do these days, with an Internet news posting.
In 2008, after almost four years reviewing games and covering industry news and events, I lost my job. In my search for new work, I came across a posting for QA/customer service jobs at Mythic Entertainment for Warhammer Online: Age of Reckoning. I didn't have much of a technical background aside from being a lifelong gamer, but I had a few years of customer service experience, so I shot them a resume. I heard back a month later and started at Mythic a week after that.

I initially thought it might be some type of call center job, but my supervisors explained that I would be working within the game itself. The journalist in me thought it would be a fascinating look behind the curtain at a young MMOG. The gamer in me thought it would be awesome to finally have the powers of a GM. I would be like an agent in The Matrix.
So, for those that read the above article, we get a sad story about the state of a customer service position at a company who's product failed to meet expectations. The article is both revealing of what happened with Warhammer Online: Age of Reckoning (WAR) and a bit annoying at whats implied.

First, the article lays heavy blame at Wrath of the Lich King's feet for WARs collapse. Little is said about WAR's own shortcomings. Granted, this was a viewpoint looking out from the inside, so its understandable why they were looking for reasons or excuses that didn't point any fingers back at themselves. I'm not going to say that Wrath had nothing to do with WAR's faltering performance, but it was a minor footprint to where I lay blame: the fundamental design of WAR was a fragmented mess with no continuity.

Secondly, there is too much effort in trying to make everyone feel bad for the people losing their jobs. Wake up, customer service is a cruel mistress in any career field. I have no sympathy for the guy in the article. He set lofty goals in a volatile position. Strip all the names away (EA, Mythic, WAR) and this story can be sung a million times over for failed projects.

Lastly, I can count on my hand the number of game designers/developers that have come from the customer service realm. Big dreams are nice, but they lead to big disappointments. Goals need to be precise, small, written down, and most importantly, must be measurable. Thus, I have no illusions of breaking into the games industry.

Monday, August 03, 2009

Like Section 7, But Better! Section 8!

An article over at Rock, Paper, Shotgun caught my eye; mostly for vague references to "Tribes" and "Planetside", two games I rather enjoyed back in the day. The new game being compared to the latter is Sector 8.
I want to say up front that I’m having great deal of fun with this. It’s the kind of game I go into for five minutes to take a screenshot, and emerge from two hours later. Read onwards for why.

When people were throwing the “Tribes” word around to explain where Section 8 sat in the big scheme of things, I was unconcerned and not particularly inspired. I assumed it would be another vague sci-fi squib that wouldn’t really satisfy anyone. Tribes-alikes have a habit of not quite hitting the best things about multiplayer gun-violence on the head. As much as I respect the original games, their weapons, physics and environments never quite grabbed me in the way they did so many other people. So you can imagine that I was pleased to find that despite some similarities in the sci-fi, jetpacks and vehicles sense, Section 8 is very much its own game.
Just running down my "What makes a good FPS" checklist:

1. It looks good, both UI and atmosphere.
2. It has classes, not just guys with guns that they shoot people with.
3. The maps look BIG.

Now, does that make it worth the price-tag? Probably not. It is an Xbox360 release, which always makes me leery (For example: Halo was great on Xbox, but sucked on PC). Also, without any apparent digital distribution via Steam or another platform, it doesn't appear that the PC is their primary market. I'm not the only one with the digital distribution question either.
I'd be interested to know if Section 8 will be downloadable at launch on Steam - and if so if there will be a preload offer?

*coughs*I won't mind a free weekend and if you offer one you are bound to sell more copies. But yeah, you'll never do that.*coughs*
+1

So where is the response to this post? Purchasing this game on steam would really motivate me to purchase this game. Direct2Drive and all of the other content systems are a joke.

I would consider purchasing this game in store, but lately I have made it a hobby to secure all of my games with steam so that there is no worry of losing cd-keys and such.
I'll be keeping my eye on the game in the meantime.

Sunday, August 02, 2009

Google Library's Book Recommendation Gadget = Genius

Logging onto the Internet this morning, I checked my iGoogle homepage and saw a new recommendation topping my Google Library gadget.


Don't get me wrong; I love to read and I've spent some time with the Air Force, but... nevermind. Google, who the hell would want to read a phone book? Google wasn't kidding when they stated the wanted to scan the entirety of the written word onto the Internet.

Thursday, July 30, 2009

Aion Is Pretty

Aion has another gorgeous update out:
The Sorcerer is a Daeva who follows the Star of Magic. They are able to freely wield the destructive power if the natural elements: Earth, Wind, Fire, and Water. A sorcerer is a scholar at heart, evident by the books and orbs they normally carry with them. However, these items can be dangerous weapons in their hands as they help to increase a Sorcerer's power.




Monday, July 27, 2009

The Rubber Meets the Road at PAX 2009

Star Wars: The Old Republic will be demonstrated live, in public, at GameCom and PAX '09.
Star Wars: The Old Republic will be will be bringing the power of the Force to two more conventions this year, GamesCom (Cologne, Germany; August 19-24 ) and Penny Arcade Expo (PAX) (Seattle, Washington; September 4 – 6). During the conventions, the team we will be showcasing the first public gameplay demo as well as giving away Star Wars™ goodies to attendees. Stop by the community cantina and hang out with some of the members of the Star Wars: The Old Republic team.
Here's a quick list of what needs to happen in order to impress me.

1. Combat must look fluid and engaging. The game play we've seen so far leaves a lot to be desired.

2. The demonstration can not be dominated by pre-canned cut scenes. If it is, then I am terrified for what the actual game will be like. I have nightmares about games that start and end with conversation trees.

3. A sense of epic scale. If they don't show off an epic Jedi vs Sith fight followed by the victor jumping into a ship and taking off and then landing in a giant space ship orbiting the planet, I won't be impressed.

To put it plainly, SW:ToR has NOT impressed me. I'm still excited for the game, but my optimism is firmly in check.

Sunday, July 26, 2009

The Future, Now! Firefox 3.7 Theme

Firefox 3.5 just launched, but the Mozilla folks are hard at work showing off 3.7. I love the Firefox web browser and get a little giddy anytime there are future updates in the works. Thanks to Boneyardbrew, we have a mock-up of FIrefox 3.7 available for download. However, there are some extra steps involved:
Installing this theme isn't quite as simple as you are probably used to—you'll need to first enable the All-Glass Firefox extension for the Aero effects, the Personal Menu extension to hide the menubar and add the Tools button, the Stylish extension for a tweak that fixes the text, and then drag the mockup theme's *.jar file into the add-ons window to install it.

Once you've successfully completed all of the steps—which are detailed on the download page—you should have an impressive browser style that looks very similar to the screenshot.
Personally, I just downloaded the theme from Boneyardbrew's page and it looks fine to me, minus the tweaks that the other add-ons provide.

Enjoy.

Wednesday, July 22, 2009

Be A Better Hero: Victory in Victory Village

Victory Village is arguably the best map in Battlefield Heroes. It's my personal favorite and seems to come up most of the time when I hit Play Now. Victory Village is an infantry focused map, with plenty of cover and only two vehicles total (1 jeep for each side). This makes for some wonderful street to street fighting moments and some not-so-wonderful camped in your spawn moments. Fortunately, I'm going to share a tip that will ensure you stay on the wonderful side of things.

Victory Village is comprised of four capture points: Guardpost, Church Square, Road Block, and Orchard. Three of these points provide respawn locations once captured; Church Square being the one that does NOT. However, Church Square lays smack dab in the middle of the first two capture points, making it a tempting target to strike.

Unfortunately, a lot of time is wasted and many lives are lost attempting to take and keep control at Church Square. All of this for little gain as there is no spawn point attached. The lack of respawn combined with a wide open area makes the Square nearly impossible to defend without over-committing players to the area. Not to mention the potential devastation that can be rained down from the Church bell tower and roof overhead.

Be a Better Hero: Victory Village

Most Victory Village matches are won or lost based on whether a team pushes Church Square or Road Block first. Road Block is easily the most important point on the map. It is, distance wise, the farthest point from both starting points. Secondly, when captured it provides an invaluable respawn point. From Road Block, access to the "back alleys" can be controlled via the myriad of tiny bottle necks. Not to mention, Church Square can easily be seen and dominated by sniping Commando's on the hills at Road Block.

The best strategy for securing Road Block early on is to rush to it in a jeep. Unfortunately, access to the jeep is "first come, first serve" and rushing players often times take off solo or rush Church Square. However, in the case you secure a jeep, load up with three players and drive on over to Road Block (best combo being a Soldier and two Gunners). Ditch the jeep short of Road Block and use the crates and walls for cover from incoming enemies.

Once Road Block is secure, defense is fairly straight forward: control the back alley ways! This means Troop Traps at the "doorways" and Gunners and Soldiers behind the walls. Keep an eye on Church Square for Commandos. As players respawn at Road Block, they have far better options on which routes to take and often times a match is all but over after Road Block is controlled successfully.

To recap, Church Square is a nightmare to capture and defend, with little benefit. Road Block is far more important, can easily be reached by a jeep rush, and provides an invaluable respawn point that often determines who achieves victory in the village of victory.

Saturday, July 18, 2009

The Real Kieron Gillen Darkfall Review

Unlike my Darkfall, The Lost Review (made possible, unknowingly, by Kieron Gillen), this new review at Eurogamer for Darkfall is real and really written by Kieron Gillen.

The actual 4/10 score aside, I think it's important to look at what Kieron did.

First, he addressed the fundamental problem of the first review and Aventurine's claims the first reviewer barely played the game:
From Eurogamer's perspective, they have a developer claiming that logs show something. Logs which are entirely within their control. I'd be surprised if Eurogamer has a tech guy in-house capable of ascertaining the meaning of the logs. More so, when changing logs is an absolutely trivial task, what the logs say when that tech examines it is ultimately meaningless. If Aventurine was dissembling, Eurogamer wouldn't be able to tell.

As long as the reviewer claimed reasonably that he'd played the game for longer, Tom [Bramwell, editor] had to back him because - really - it was his word against theirs.
Essentially, one side is lieing or the other side is putting too much stock in automated computer functions to keep track of the truth. Scratch that, someone is lieing. From Aventurine's attack on play-time, instead of the merit of the complaints in the first review, I tend to side with Eurogamer's first reviewer.

Forutnately, that can be laid to rest. Kieron played the game and came to the following conclusion after debating what he should do for the review:
1) Engage with the debate around the review directly, and review it in two hours (what Aventurine said was played), 10 hours (roughly what the reviewer said he played) and again, with however many hours I ended up playing in the end. As in, how much can you actually say in such a short period? How valid is it? What changes? What doesn't?

Why I Didn't: Fundamentally not enough changed to make it worthwhile. My experience with the game didn't scale. What I liked and what I disliked about the game were there pretty much from the first moment in one form or another, and it was how they appeared which altered as I progressed. Perhaps the biggest irony about this whole mess: I suspect this is an MMO which you can tell whether you like or not in those first couple of hours.
While there is plenty more to read over at Eurogamer, the above quote sums it up nicely and can be applied to most MMOGs. The play experience within the first few hours ultimately defines the experience for the player and whether they will be sticking around. If that experience sucks, the reviews are going to suck. This isn't 1999, MMOGs don't have the luxury of a patient community willing to stick it out for developers to "patch in the game".

This brings us to the most important part of the review, Kieron's take on how MMOG reviews should be accomplished:
In other words, using a travel-journalism metaphor, a first review of an MMO is whether a destination is a place you'd recommend for a holiday. A second review is a recommendation of whether somewhere is a good place to go and live. I think this provides worthwhile buying advice - the first review says whether it's worth your money, which is the primary aim of a consumer review. I also think this is the best we're going to get.
It's evident now why Aventurine turned down Kieron Gillen's offer to re-review the game. Aventurine knew Kieron would kick them in the balls and show how utterly pointless their argument against the first review was. Aventurine got served.

Friday, July 17, 2009

Battlefield Heroes: Be A Better Hero: Gunner Equipment Tip

First, congrats to EA/Dice: 1 million Hero's have stepped onto the Battlefield.
EA is quickly discovering the joys of free-to-play games as web-based Battlefield Heroes surpasses the one million player mark right out of the gate.
Now, as a long time beta player, I would like to take a few minutes to share some tips I've learned.

For today, a tip about equipping the Gunner.

A lot of players are unaware that a class can carry two of their primary weapon types. For example, a Gunner can carry both a default machine gun and a specialized machine gun purchased with Victory Points (such as Wolfgang's Wonderful).

The benefit to this practice is two-fold. First, it saves from having to reload, as a quick weapon swap to the second primary weapon means another full clip of ammo. Second, it allows for a player to use the benefits of the various ranges and firing rates of the specialized weapons. Having a weapon for both short and long range situations can prove very fruitful.

This is particularly useful for Gunners, who are most effective when they are firing. Gunner's machine guns have large amounts of ammo available, so once the first one is empty, switching to the other one (instead of reloading) with another 100 or so rounds available ensures a Gunner can keep the pressure up.

I currently run my Gunner, Column, with the following setup:

Weapon 1: Default MG
Weapon 2: Wolfgang's Wonderful (Long/Slow)
*long/slow refers to the range (long) and rate of fire (slow)

I close on targets from a distance with Wolfgang's Wonderful. Then I hit Leg It (a sprint ability) and as I close in, I swap to the Default MG to finish the deal.

I hope this helps! Any questions, let me know in the comments.

Wednesday, July 15, 2009

World of Warcraft's Next Expansion

Wrath of the Lich King has been out long enough for the next round of "guess the next expansion" to kick off. For starters, we have some evidence for Cataclysm. And no, it has nothing to do with the fate of WoW in China.
Speculation started to run rampant when Blizzard trademarked the name “Cataclysm” and then again when a WoW test server popped up recently and was named “Maelstrom” (or had that name in it’s title).

This would make sense to World of Warcraft players as Cataclysm is another name for the Great Sundering, an event that created a swirling vortex of water and mystical energies (the ‘Maelstrom’) that has appeared on the world map in-game since release.

Early design work also indicates that Catacylsm would fit in well with previous WoW expansions and would involve the former Night Elf noble Azshara, queen of the Naga and the Goblins whose main city lies in the south seas.
I think that lore is important and its great to speculate on lore-based avenues for an expansion, but I've never bothered to learn anything about Warcraft's lore. I was usually too busy clicking through quest text while following Jame's Leveling Guide. So, for me to speculate wildly would not only be out of character, it would waste all of the work thats already been done!

I like the idea of a Cataclysm expansion that lets players explore the big swirl in the middle of the map. Seriously, I've always wondered what may be out there! Now, I want to take this off the deep end and throw out a bullet list of things I think would take this over the edge:
  • Boats. The damn swirl is in the middle of the ocean, so players will need to be able to get there at their own leisure. Players already have flying mounts and car-like ground mounts. Its about time Blizzard added player-owned boats.
  • A potentially world-resetting Live event. Blizzard needs to shake things up and should the players fail at the Live event for this expansion, their server should literally end and reset to default settings. Cataclysm or Apocalypse? Let players make the choice!
  • Cataclysmic war! Blizzard needs to take the lessons learned from Lake Wintergrasp and apply them to every single new zone they create. That way, one zone isn't heavily burdened and bum rushed once every few hours. Make the entire WORLD a living battlefield.
  • Cataclysmic phasing! Blizzard needs to kick up the phasing a notch and have drastically differing phases of areas within the Maelstrom. It only makes sense for something that is as awe inspiring as a giant swirl the size of half a continent!
  • Celeb cameos for Billy Mayes and David Carradine. Maybe something about Michael Jackson, but that silly story has already been worn out IMHO.
Most likely, none of the above will make it into the game. To that, I say: crazy, absolutely crazy.

Tuesday, July 14, 2009

Friday, July 10, 2009

Breaking Tobold

Tobold has decided to take a summer break from blogging.
Right now I don't feel I'm succeeding all that well. I might simply have a too thin skin for the rough place that is the internet, and can't simply grow a thicker one. But I have the impression that even at the moderate success level of this blog, the audience is becoming too wide to communicate with effectively. Some people misunderstand my motivations, others feel entitled to something I never promised and couldn't possibly deliver, and some simply can't or won't stick to discussing opinions in polite terms.
I don't blame Tobold for his thoughts on this and I think I know the simple answer to what has hit Tobold. From my "Why be nice post?":
The real effect of the Internet: amplification. I am inherently more whiny and combative on the Internet. I wish I could fully-explain why it occurs, but I can't. I observe it in almost every blogger I know personally, whether it is politics, gaming, or knitting (yes, with needles and yarn).
Tobold is simply too nice, on an Internet full of jerks that like to talk about MMOGs. That niceness gets amplified 100x and is therefore attacked harder.

Take a break Tobold, but come back soon. As much as I've disagreed with you in the past, the MMOG blogosphere needs your mainstream, positive outlook.

Wednesday, July 08, 2009

Helping Hands

News from Eurogamer: Mythic will help Bioware with Star Wars The Old Republic.
BioWare has told Eurogamer that Mythic Entertainment will "without a doubt" help out on Star Wars: The Old Republic, as there are "absolutely opportunities to share and learn" within the newly formed RPG/MMO group.
Immediately, I don't see any issues with this. There is no doubt that SW:ToR has a lot of grunt work to be done and a lot of unrelated processes that can be delegated to teams at Mythic. And vice versa for Mythic's next project.

I still hold optimism that this merger was done by EA to create better games and get them to market. EA has changed over the past year, consolidating and refocusing, so maybe this new MMO group has a chance in this new refreshed EA.

However, if EA's history with recently acquired studios is to be a lesson, Bioware is only a year or so away from its own "turbulence". Let's all hope Bioware has found a magical anti-venom to the poison that appears to be EA.

Sunday, July 05, 2009

RMT != micro-transactions

Darren, the "common sense" gamer, believes $10 is a bit much for a mount in free-to-play, but supported by micro-transactions, Runes of Magic.
Here’s the deal….and I’m absolutely disgusted by this. A “permanent” horse in Runes of Magic, it is 199 diamonds…let’s call it 200 cause that’s what it really should be (…seriously guys…time to start rounding things up…). 200 diamonds cost $10.94 Canadian.

Are you seriously telling me, with a straight face, that a digital HORSE costs me $10…FUCKING..DOLLARS!!!@!@ That’s if you want to buy it outright…for cash. You can buy diamonds on the auction house which you can then buy the horse…but good gawd. The horses dollar value straight up is almost as much as an entire subscription.
Following up on this is a discussion at p0tsh0t:
Truth be told, while I’m usually more of the mind that RMT is the debbil, I think the RoM mount topic is a decent example of an RMT item and approach that could work in most games. What the game companies need to keep in mind is that their RMT and game models should deliver value and entertainment to a broad audience with varied time budgets.
Here's the problem. Real Money Trade (RMT) is not the same as micro-transactions.

RMT occurs when players trade real money for items in a subscription-based game. The developers rarely see a dime unless, like SOE, specifically set it up to take a cut of the transactions.

Micro-transactions are a business model, meant to allow a developer to support a game. In most cases, the game is free-to-play.

In this specific example, Runes of Magic is free to play, but supported by micro-transactions. If a player wants a horse, they spend $10 for the entirety of the time they play the game. World of Warcraft on the other hand, is a subscription-based game that has a volcanic third-party RMT market attached. Players often pay upwards of $500 for unique mounts, on top of paying $15 a month to access the game!

Further down in the p0tsh0t post, a breakdown of what an epic flying mount probably costs in World of Warcraft:
Using the epic flyer as an example, if I really applied myself, I could probably log on and earn a few hundred gold a day without outlevelling our group too much in a relatively small amount of time each session. At 200 gold a session, that would take about 25 sessions to yield the 5,000 gold for the skill and the mount. If I played an average session every other day, that would be about 50 days or almost two months of just casual self-gold farming. All other things equal, I should be ok with paying the equivalent of about $30 for my epic flyer (or the equivalent in game currency).
So, I ask the "common sense gamer" why he is flabbergasted by a $10 mount when it is obvious players are willing spend 3 times that amount just to access a service that will allow them the pleasure of working hard to obtain a mount.

The truth is that many traditional MMOG players have lost touch with the micro-transaction movement in the market. They see a $10 price tag for something in a micro-transaction game and apply the concept to a subscription game. Immediately it seems insane that anyone would pay real money for something that they feel they get for "free" in their subscription game. They fail to realize they are paying in time and real money for a mount in their subscription game. Often times, a lot more. Not to mention the players going to RMT markets to pay hundreds, if not thousands, of real dollars for in-game perks in subscription games.

I was once one of the lost. I used to see micro-transactions as RMT. It's simply not the truth. RMT does not equal micro-transactions.

Saturday, July 04, 2009

Battlefield Heroes: Concluding Commentary


Part I
Part II

I explained in Part II how Battlefield Heroes' dual-currency system of Battlefunds (real life $$$) and Victory Points (in game $$$), was a smart system.
This is a very smart currency system in my book. It allows for the game to be supported by the fans, without destroying outsiders ability to come in and enjoy the game. Raw, real money spent does not buy any immediate advantage for a player.
To reiterate that point, players never have to spend a dime to compete. All in game weapons are purchased via Victory Points. All classes, skills, missions, and vehicles are available to everyone. A good player will never run short of Victory Points.

Now, lets move on to how the game actually plays.

First and foremost is performance. Battlefield Heroes is rock solid and has been since I first jumped into early closed beta. I am running Battlefield Heroes on Windows XP Pro 64-bit, 4 Gb RAM, a nVidia 9600 GT (overclocked), and Intel Core 2 Duo Q6600 (quad core). My rig may sound souped up, but it is average for today's PC gaming standards. I will report some results from my aging laptop when I get a chance to set it up.

Second to performance is solid game play. Battlefield Heroes' focus on unique classes and abilities makes for a very fun game. All of the abilities are useful in some manor and the balance has been tweaked non-stop since I've started playing. The balance isn't perfect, but its now to a point where the glaring problems are gone (burning bullets I'm looking at you). The icing on the cake is the fact that AT ANY TIME A CHARACTER'S SKILLS CAN BE RESET FOR FREE!
AT ANY TIME A CHARACTER'S SKILLS CAN BE RESET FOR FREE!
Sorry, I play a lot of MMOGs that fail hard at that concept.

Next is the ease of entrance for new players and the "soft" approach to damage. Most FPS games focus on quick kills. Battlefield Heroes' approaches killing in more of an RPGish way. There is a health meter and nothing in the game outside of getting run over by a vehicle causes a one-hit kill. Various skills and weapons offer advantages/disadvantages to drain or refill that health bar. This creates a dynamic team play aspect while helping less skilled players feel like they are contributing. Plus, the damage is not a hidden number. As players score damage, numbers pop-up RPG-style on their target showing how much damage was done.

Finally, the vehicles in game have kept to the Battlefield tradition of "stupid is as stupid does". Which is to say, players don't need to be real life pilots to fly or have a valid drivers license to navigate the streets in a beep-beep Jeep (seriously, stop beeping).

With all of the positives, and my comment about a "little hate" for the game, there has to be something to deride Battlefield Heroes for, right? My major concern in beta was around the real money shop. At the time, nothing could be purchased permanently. That meant players had to pay monthly to keep their unique outfits. Fortunately, DICE/EA listened and now items can be purchased for 1-month periods or permanently.

Also of concern is the limited number of maps. There were only three maps to start, with a fourth being added recently. All of the maps are visually similar and that can be a drag coming from games like Quake Live. However, the maps are well done and quality always counts more than quantity.

Another annoying feature is the lack of a server browser. Players hit Play Now and are transported to an available game. This makes it very hard to get onto a server that is running a map the player wants to play on. On the flip side, again, this reduces the barrier of entry for new players and casual players looking for quick in'n'out sessions. Fortunately, favorite servers can be bookmarked, somewhat alleviating the problem.

Now the conclusion!

Battlefield Heroes is fun. Go play, it's free.

Friday, July 03, 2009

July 2009, What Happened to Shadowbane?

Last time that I checked, Shadowbane was set to close down on July 1st, 2009. It's July 3rd and I can't seem to find any obituaries or any official info on what happened to the game.

The Shadowbane websites no longer exist (that I can find) and the MMO news aggregation sites are quiet. I guess Aeria Games didn't come in to save the game.

Is this truly how Shadowbane has gone out, without even a whimper?

Wednesday, July 01, 2009

Snap Links for Firefox 3.5

Snap Links is one of my favorite Firefox add ons. With a single click and drag, multiple links can be clicked at once. With Firefox 3.5 rolling out, it was time to find a new version of Snap Links.

After digging high and low, I finally found a compatible version in Snap Links Plus.

Enjoy!

Update: 3 Aug 2009 - This works with Firefox 3.5.1.
Update: 31 Oct 2009 - This works with Firefox 3.5.4.
Update: 11 Nov 2009 - This works with Firefox 3.5.5.
Update: 20 Dec 2009 - This works with Firefox 3.5.6.

Monday, June 29, 2009

Battlefield Heroes Commentary Part II

In Part I, I outlined how Battlefield Heroes is a bit different from the classic Battlefield series.
I'll start by saying its not my fathers Battlefield.
At a casual pace, the game is great. There are experience levels, customizable characters, and achievements (known as missions). They all provide great incentive for casual players to get the most out of a short play session.

The game is free to play, but supported by micro-transactions. It costs "battle funds", which are purchased with real money, to customize a Hero. There is everything from hats to shoulder monkeys to momentary game bonuses. Different versions, at different costs, last anywhere from a week to permanently. This allows a player to choose a crazy outfit for a week, at a cheaper cost, without the long term commitment attached.

On top of "battle funds", there is dual-currency in the form of Victory Points. Victory Points are earned via in-game mission completion and winning matches (don't worry, losers get a small amount as well). Victory Points are used to purchase weapons and extra goodies for use in game. However, these weapons/upgrades are no permanent and in order to maintain them, the player needs to continually earn Victory Points to afford the weapons they like.

This is a very smart currency system in my book. It allows for the game to be supported by the fans, without destroying outsiders ability to come in and enjoy the game. Raw, real money spent does not buy any immediate advantage for a player.

Plus, there is no need to ever pay real money for anything if a player decides they don't want to. There is no negative to this play style and only means a slight loss of uniqueness, but when bodies are dropping a dime a dozen, that monkey on that Gunner's shoulder isn't doing much anyways.

Stay tuned for Part III: The Conclusion!

Friday, June 26, 2009

Battlefield Heroes Open Beta, NDA Lifted, Commentary Abounds

Battlefield Heroes, free-to-play shooter extraordinaire, is now in open beta.
As of today, EA Digital Illusions CE has opened their newest game, Battlefield Heroes, for public play according to CinemaBlend Games. Users confirmed this morning on the Battlefield Heroes forums that a beta key is no longer needed to enter the free-to-play cartoon shooter.
Secondly, the NDA has been lifted, so I can finally talk about the game I've been playing casually for the last few months.

I'll start by saying its not my fathers Battlefield. For starters, its quasi web-based. Hit up their web page and hit the big old Play Now button. A browser plug-in download and installation later, the game downloads and from that point forward only the web page is of concern.

Heroes has its own unique style. The graphics are definitely cartoon inspired, but without this style, the game would be one giant "WTF dude"! Personally, I enjoy the cartoonist approach as I did with Team Fortress 2.

I also say "WTF dude!" because the game contains, as defaults, some of the craziest things Battlefield players have ever come up with. For example, wing riding on airplanes is automatic with no effort needed from the player. Character abilities include punching tanks and sending them flying through the sky and the showering of half a dozen grenades with the single stroke of a hot key.

There are three Hero classes at the core of the game:

Soldier
- Classic Brett Favre. Never misses a game, is a son of a bitch to take down, and throws as many OH MY GOD touchdowns as interceptions.

Commando - Classic rogue from any game ever created. Knives, sniper rifle, and stealth. Do the math.

Gunner - Classic Arnold Schwarzenegger from the Predator days. Hold that trigger down until it goes click, click, click, and nothing exists within a hundred paces.

I have love for this game, but under that love is a little bit of hate. However, that will have to wait until my next post.

Thursday, June 25, 2009

A Tale of Two Marks

Well, yesterday was a pretty crappy day to be a Mark in the news.

Mark Jacobs was pretty much fired as head honcho of Mythic. Not for Warhammer Online: Age of Reckoning's dismal subscription numbers, but for telling the truth about MMORPGs and how they generally can be considered failures when they merge servers.
As Electronic Arts gathers both its Mythic and BioWare studios into a single group, Mythic GM and co-founder Mark Jacobs is leaving the company.
Mark Sanford, should probably be fired as Governor of South Carolina. Not for having an affair, but for skipping town to hide it and lieing about it along the way.
COLUMBIA, South Carolina -- The governor of South Carolina, a rumored 2012 presidential contender, tearfully confessed to having an affair with a woman in Argentina, dealing the latest blow to a struggling Republican Party.
So one Mark getting canned for being right and being unable to do anything about it. Another Mark that should be canned for the opposite. Strange world we live in.

Wednesday, June 24, 2009

The Sky IS Falling: Mythic and Bioware Merged By EA

Big news today, Mark Jacobs is leaving Mythic as EA merges Mythic with Bioware.
Today we have important news to share with the community. EA is restructuring its RPG and MMO games development into a new group that includes both Mythic and BioWare. This newly formed team will be led by Ray Muzyka, co-founder and General Manager of BioWare. With this change, Ray becomes Group General Manager of the new RPG/MMO studio group. BioWare’s other co-founder, Greg Zeschuk will become Group Creative Officer for the new RPG/MMO studio group. Rob Denton will step up as General Manager of Mythic and report to Ray. BioWare’s studios remain unchanged and continue to report to Ray.

Mark Jacobs, current General Manager of Mythic will leave EA on June 23, 2009. We thank Mark for his contributions at Mythic and wish him the very best going forward. Mark played a major part in the success of Mythic with his contribution as General Manager and Lead Designer of WAR.

Mythic retains a strong team led by Rob who co-founded Mythic in 1995. Rob played a critical role in the development of Dark Age of Camelot. In his previous role as COO, he was responsible for all day-to-day management of the studio including all development, operations and support.

Please join us in celebrating the union of these two award-winning studios.
By the way, don't say I didn't say so. From my Predictions for 2009 post.
5. WAR will still be around by the end of 2009, but who remains around to develop it may be drastically different.
This should serve as further historical proof that EA is poison for any company or development studio that it consumes. Give Bioware a couple years to ferment and we'll be right back here.

May Star Wars: The Old Republic rest in pieces, broken and abused.

Tuesday, June 23, 2009

Aion Launch Set 4 September

Aion is set to launch:
Your adventures in Aion begin this September! NCsoft is proud to announce that Aion launches in North America on September 22, 2009 and makes its official debut in Europe starting September 25, 2009.

Not only can you find the game at your favorite retail store, Aion will also be available as a digital download at NCsoft.com, Direct2Drive, and also through Steam this September.

Don’t forget to take advantage of the special preorder promotion at participating retailers now to receive access to the Closed Beta events as well as a head start to your journeys in Atreia.

Take to the skies and become a part of a stunning world brimming with otherworldly inhabitants, mysterious enemies and ancient secrets. There is no reason hesitate - Become a part of Aion this fall!
Did I make it clear enough that the game will be available, at launch, via Steam? Woo woo!

Sunday, June 21, 2009

My First Micro-Transaction

I've gone and done it. I've completed my first micro-transaction.

The game? Domain of Heroes.
The item? Starter pack, which gives increased inventory, an increased logout timer, a mule, guild-worthiness, chat message size increase, and extra wishes (wishes being the dual currency of DoH).
Price? $9.99

Anyone that has played or seen Domain of Heroes may be shocked that I spent money on it, but I had the $10 sitting to the side from a work-related bonus, so I wanted to treat myself.

Also, I felt comfortable supporting the development of DoH. The game is still rough around the edges, but looks to be maturing into an awesome casual web game. The developers/support folks are nice and can often be found online actually playing their own game and interacting with the playerbase. The community is also top notch.

Having played DoH for a couple weeks now, I've started to realize how narrow minded my game mechanic thought process has been during my years playing of AAA MMOGs. While DoH doesn't go too far off the beaten path, there are tons of small changes, along with the "set it and forget it" playstyle that make it refreshing to play.

All of this combined to increase my willingness to complete a micro-transaction.

Thursday, June 18, 2009

Warhammer Top 5

Jeff Hickman recently outlined Warhammer Online: Age of Reckoning's top five issues in his recent Executive Producer's Letter.
Based heavily on that feedback, our current “Top 5” areas that we are giving significant attention to are:

1. Addressing concerns related to Crowd Control and Area of Effect abilities.
2. Continuing to improve client and server stability and performance.
3. Strengthening and improving the Tier 4 experience.
4. Improving server population distribution – both in terms of overall population and realm balance.
5. Improving itemization and the overall distribution of “carrots” (rewards) throughout the game.
My comments:

1. It's sad that Mythic didn't learn anything from Dark Ages of Camelot, which had the same exact problems. Repeating mistakes is bad.

2. Performance was great in beta, but took a nosedive after launch. During my playtime, Mythic never recovered. This was probably the number one reason casual players left the game.

3. Tier 4 sucks. Horrible game design. Laughable at best.

4. Everyone knew it was going to be an issue at launch, so not sure why they are thinking they can address it now. The basic game design makes balance impossible. Without fundamental game changes, this is a lost cause.

5. I thought the rewards were pretty well distributed until players hit the roadblock that was level 40. At 40, rewards are sparse unless players grind and even then its fairly minor in terms of upgrades. Most of the low end 40 gear should have been made accessible in the mid 30s.

Tuesday, June 16, 2009

Domain of Heroes: Caught Between Progress Quest and a MUD

Domain of Heroes, a free web-browser MMOG, has caught my attention as of late. Part text-based MUD, part graphical adventure game, DoH is:
Unlike any other browser RPG

Other games feel like...well...like using a website. Not us. Domain of Heroes uses the most modern technology - you never leave the game page!

Play anywhere, anytime, for FREE.

Domain of Heroes is a FREE browser-based massively-multiplayer web RPG/PBBG. What a mouthful!

You can play at home, at school, at work (yes, we condone it), or at the coffee shop — as long as you've got a browser and an internet connection, you are ready to be a Hero!

You can play on PC or Mac, PS3, Wii, even iPod Touch!
Unlike Free Realms or Quake Live, Domain of Heroes is operating system agnostic and requires nothing outside of what a normal web browser provides. This makes it a TRUE web-browser based game in my book.

The true beauty of the game is that it almost plays itself ala Progress Quest. Players simply "set it and forget it". Journey to a location, search for monsters, and a player's character will do all of the work as battles cycle infinitely until the character dies or the player leaves the area. This makes it great for the casual gamers out there or the "no worries boss, I am really working, not playing web games" gamers.

With that said, combat can be involved as well. Characters have multiple skills and options during combat. In the early levels these are not needed as much, but the higher up a player levels (max being 75), the more involved in the combat a player will want to be.

Outside of combat, the game offers a surprising level of depth. There is a PvP conquest system where warring factions can take over areas of the game world. There is an open trade channel and a market to play for items. Guilds and guild tools are offered as well.

Lastly, there is an amazing amount of possible class and race combos. To exemplify this, I am playing as Heartless the Squirrel Illusionist! Yes, I am playing as a small, furry rodent most often found in one's backyard.

Friday, June 12, 2009

MMOs On Steam 20% - 75% Off, WAR Not Included

Steam is hosting a sale on MMOGs.
Most of Steam's Massively Multiplayer games are on sale through the 19th, starting today.
Curiously enough Warhammer Online: Age of Reckoning, one MMOG that could use a little boost in sales before its next big patch, isn't included in the list. Between this and Mark Jacobs semi-absence as of late, it has to make WAR fans wonder what is up in Mythic-town.

However, SOE isn't missing the boat, with almost all of their MMO games on Steam for sale. From Everquest II to Pirates of the Burning Seas, they've got it covered.

I would be very interested to see how this sale helps out each of these games. Unreal Tournament III saw a fairly healthy revival when its price tag was slashed on Steam:
According to Valve, that strong spike was a 2,000% increase in simultaneous players in the game (UT3). Additionally, the game held the top spot on Steam's bestseller list.
Of course, UT3 didn't carry the baggage of a monthly subscription, so it may be a little apples to oranges, but it does show that older games can have new life breathed into them via the greatest PC gaming platform on earth.

Thursday, June 11, 2009

Free-To-Make-Money

Gamasutra is running a great article on Free-To-Play, but not really because there are micro-transactions, and the revenue they generate.
Yes, good money can actually be made in the rapidly-growing world of free-to-play massive multiplayer online games (MMOs), but just how much can micro-transactions actually generate? Unfortunately, average revenue per user information is often concealed behind the fog of competition by privately held game makers reluctant to report either very high or very low results.
The article contains some great quotes from Daniel James, CEO of San Francisco-based Three Rings Design.
"There seems to be a perception," he explains, "that there is a business advantage to not being transparent. But I disagree."

As James blogged recently: "People often ask me, with a wary look such as you'd give a lunatic, 'Why do you dish out your numbers like this?' It's a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don't think that has much to do with our numbers. They executed better, that's the hard bit. Well done to them.

"The upside," he continued, "is that the more information that circulates the startup and games community, the more people will share their data. This rising tide will raise all boats. If I can shame my fellows into parting with their data, we'll all benefit."

Indeed, James reveals that Three Rings' MMO Puzzle Pirates takes in approximately $50 each month from each paying user (ARPPU) for a total of $230,000 a month, all resulting from microtransactions.
I've often railed against the micro-transaction model as inferior to the traditional subscription model in regards to revenue. However, after reading this article, I'm a bit surprised how well some Free-To-Play games fair.

Also, I want to share my desire for companies to be more transparent with their data, as I strongly believe it leads to negative stereotyping of the business model. Before this article, and seeing Puzzle Pirates and Domain of Heroes (in the comments) revenue numbers, I just assumed that the average revenue for a paying player was well below the standard $15 of a subscription-based player.
I'll break the figures down into Lifetime (8 months) and 7 day (last week). Daniel didn't mention this, but I would add that the numbers seem to get better each month as long-time players continue to make purchases and new features are added that retain/convert newer players.

Lifetime:
ARPU: $2.03
ARPPU: $59.27

7-Day:
ARPU: $3.51
ARPPU: $46.66
If the numbers hold true in the article, it is far greater! In some cases, close to $50. The benefits of which Raph Koster, of Metaplace, sums up nicely:
The biggest reason to go with a micro-transaction model, says Koster in a recent blog post, is because "it opens up both ends of the curve. People who would not be willing to pony up the full $15 a month [subscription fee] are enticed to pay at least something, thereby hugely broadening your market."
So, color me conflicted on micro-transaction business models. I still don't believe it beats a subscription model, but no longer is it the EVIL that I thought it was.

Tuesday, June 09, 2009

Aion: The ! of Diku?

Tipa, of West Karana, has a great non-NDA breaking post regarding Aion's NA beta:
But there’s no NDA that tells me I can’t talk about the players.

Take one step into the world of Aion, and from that moment on, you’re an expert player. All your years playing MMOs has prepared you for this moment, and nothing you encounter will give you a moment’s hesitation. By the end of the preview Sunday, many characters were fairly high level, guilds had been set up and there was a rough hierarchy of achiever guilds vs casual, friend-based guilds.
Tipa is addressing the general crowd that reads West Karana, which is probably the same sort of crowd that shows up around here. Mostly, veteran MMO players that have played everything from Ultima Online to World of Warcraft. More importantly, we all understand the Diku-inspired MMO structure. We have long been experts. We grind levels and loot bosses in our mother-f'n sleep.

While the Aion beta is still under NDA, there's tons of freely available information from other countries that have the Live version of the game already. A quick search for Aion on YouTube or Bing, brings up all manner of info for the game.

The general consensus is that Aion is pretty good, but derivative of all games that have come before it. Aion delivers on the basics and adds a little flair (like flying, the Abyss PvP, etc.). It's all wrapped up in a great looking package and delivered by a company with a somewhat reliable track record. Everything for Aion is in place for it to be a serious contender in the MMO space.

Where World of Warcraft was the definition of Diku-based MMOGs, it appears Aion will be the exclamation point.

Saturday, June 06, 2009

The Path Demo, Not As It Appears

Tale of Tales has released a demo for their game The Path, which actually turns out to be a prequel, making it well worth the download for those of us who were thoroughly enthralled by the full blown game.
Instead of making a trial version that allows you to play part of the game, we created a new chapter that takes place in the same forest but with a few things different. So even if you have played The Path, you might like to have a look at this.

The primary purpose of The Path - Prologue is of course to give people an opportunity to get a taste of the atmosphere of the full game and test our technology on their computer. Hopefully many like what they see and buy the full version.
Brilliant move for a brilliant game.

Download link.

Thursday, June 04, 2009

Won't Anyone Think About the Zombies!

Some people seem to be angry about the announcement that Left 4 Dead 2, a full blown sequel to L4D, will be released later this year.
"People are pissed," I told him.

"Well, some are," he responded.

That's something of an understatement. I've been getting e-mails, texts, phone calls, and tweets from readers and friends enraged over Valve releasing a sequel to Left 4 Dead so quickly. This is a company that has reinvented Team Fortress 2 since its release, and every update was free. Left 4 Dead received the Survival Pack, and now there is a sequel coming to the PC and 360 this year.
Personally, I like L4D, but don't nearly play it enough to care about a second one coming out this fall. My biggest disappointment with the game was the limited number of campaigns and character types. Unfortunately, in a very unlike Valve way, it appears this will be remedied in an expansion.

Valve should really start thinking about the Zombies. Chainsaws? A bit harsh, even for the living dead, in my honest opinion. A bit cliche as well.

Update: 25 Oct, 2009 - I take back everything I've said in this post.

Sunday, May 31, 2009

Team Fortress 2 Unlockables and Achievements: Back to Normal

Valve has updated the item unlock system of Team Fortress 2 to include achievement milestones again.
Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables.
So, in addition to the new random drop system, we also have the old exploitable/grind achievements model. While, I like that there is a directed way to unlock the items for a single class again, I can't help but sigh at the fact that Spy and Sniper achievement cheat servers are going to run rampant. I'm not sure this benefits any legitimate players, as it appears the random drop rate for items has been increased. I'm getting new items faster than before and I've not suffered a duplicate item since my run in with Natascha x4.

Keen believes this combined system redeems Valve for the early stutters of the random drop system:
Thankfully they came to their senses. Valve fixed the unlock controversy with a patch today that makes the item unlock system work how it should have worked all along: Items are once again unlockable through earning achievements in addition to being found through drops. I’ve noticed that the drop rate has been increased as well (found 3 items, that I already had, in under an hour of actually playing).
I don't see how it redeems Valve. With the increased drop rate, I can't imagine anyone playing fair would actually go after the achievement milestones as a way to unlock an item. Which means, the only players using the achievement milestones are the cheaters that want the Spy/Sniper items (or whatever class is next to get updated).

In my opinion, this just shows how poorly thought out the unlock system was to begin with. As I've stated in the past, Valve should just dump the system and keep the random drops for things like hats.

Keen ends the argument for me:
Honestly, it’s a bit easy and if you play for any time at all you’re going to get items but that’s how a FPS game should be - all skill with these extras being fluff.
It will be interesting to see the spike in the number of Spys and Snipers running around with their new toys, all gained through legitimate means no doubt.

Wednesday, May 27, 2009

Free Realms Hits 2 Million, None Could Be Reached For Comment

Free Realms, fresh off their first million players announcement, has announced that they've reached the 2 million mark.
Today Sony announced that over 2 million unique users have registered to their new free2play MMORPG Free Realms. Of those users, 75% are under the age of 17, 46% under 13 and 1/3 are female gamers. To be honest I thought Free Realms was going to be a flop. I didn’t actually play it, but I obviously severely underestimated the draw it would have on young people. Two million unique registered players in less then one month is huge to say the least.
Certainly a remarkable feat, although moot in the grand scheme of "is it making any money?". However, I honestly question where these two million players reside. I've logged a few hours in Free Realms now and I have yet to actually speak to anyone in game directly. I haven't even seen local chat between players. Even when playing the card game, there is limited to no talk between players. So far, Free Realms is a 3D web site that forces you to run from mini-game to mini-game instead offering the instant access of a standard website.

I'm really confused on what to think of Free Realms. The mini-games get repetitive fast, but yet tie back into a larger world which varies the goals and makes the repetition at least mildly interesting. Secondly, the game play is solid and the game itself runs without a hitch (so far).

But as I approach more than a few hours played, I am starting to see the freebies run out and the game increasingly asking for a credit card. Plus, it loves to remind players at every loading screen that member benefits are only $4.99 (per month) away and as anyone that plays Free Realms knows, there are A LOT of loading screens.

Unfortunately, I don't think SOE cares. They are hitting their age demographic and as I have no teenagers/young adults in my household, Free Realms is most likely to be lost upon me.

Tuesday, May 26, 2009

No Such Thing as a Free Game: Quake Live

Ever heard that there is no such thing as a free puppy? Sure, the puppy is free, but the food is not, veterinarian bills don't pay themselves, and that poop in the back yard isn't going to clean itself up. Nothing is ever free; there is always a price to pay.

Quake Live: Free to play, ad supported

Why Quake Live isn’t a free game: because there’s a $1,500 gaming computer sitting on the desk.

Pros:
  • Free to play and the advertisements are not intrusive.
  • It runs or will run on almost any PC.*
  • Quake Live is quick and simple to get started with. The game itself downloads while players play a practice match against the computer.
  • The social and community features are well done. It’s easy to track friends and join them in matches.
  • The achievements system is well done, adds challenges, and contributes to replay value.
  • Tons of maps and several game types also keep replay value high.
  • Match-making based on skill level helps to keep a level playing field.
  • Finding a match that interests a player and offers the game type they want is dead simple. One of the best mergers of a server browser/match making system that I’ve ever seen.
Cons:
  • It claims to be web browser-based, but requires an installer that runs outside of the web browser. **
  • The game does not seem to cope well with latency. Any little bump in latency or lag will result in a deteriorated play experience.
  • Game-play is twitch-based and fast. This limits the game to a niche audience.
  • The text output onto the UI is tough to read and follow.
  • The graphics are dated and special effects are lacking.
Conclusion

Quake Live significantly lowers the barrier for entry into the FPS gaming genre and as a game that is meant to be played in a web browser, it’s good. For those players lacking an up to date gaming rig, Quake Live is a golden opportunity. For those players with an up to date rig, like me, Quake Live feels dated. I have always believed in quality of game play over eye candy, but when I can pick up games like Team Fortress 2 or Unreal Tournament III for $10-$20, Quake Live loses ground. However, free is free and Quake Live delivers exactly as it has promised and offers a FREE escape for a few minutes of FPS fun. For that, I give it two thumbs up. So, go give it a try!

*as of this writing, only a Windows installer is available, but they are working on Linux and MAC versions.

**the installer installs a plug-in based on the web browser being used. For me, it was Firefox, which normally can install plug-ins without the need to download an installer and regardless of what operating system I am using at the time.

Sunday, May 24, 2009

Team Fortress 2: Spy vs. Sniper Unlocks/Item System Woes

It was not long ago that I questioned Valve's item unlock and achievement system for Team Fortress 2. The original system, whereby new items were unlocked by completing achievements, promoted grinding and cheating. It wasn't any fun.

Fast forward to the Spy vs Sniper update and Valve has introduced a new system. Gone are unlocks via achievements; arrived are unlocks via random luck (or so it seems). The new system:
For the last number of months we've been working on using the Steam Cloud to store a player's inventory. With that finally in place, we were able to deploy a new system focused on the giving of items to players. That new system watches the amount of time that players are playing TF2, and gives them a chance to find items at regular intervals. They aren't guaranteed to get the item at those points, but they have a pretty good chance. We based the system on granting items on the amount of time played because we don't want players to have to do weird things like join achievement grinding servers to get new content. Basing it off time also has the benefit of ensuring that if you play a lot of TF2, you're going to get more items than players who don't.

However, this has spawned a new type of cheat. Players are filling up cheat servers, going AFK, and after X hours are receiving their items. Whereby, a lot of players who are actually playing, are getting items at a slower rate because when someone actually plays, there is downtime between matches as servers load new maps. There is a slight advantage to the cheaters currently, but honestly, if the items can be attained legitimately by just playing, the cheating isn't as detrimental as within the old system.

Valve has stated the system is suffering from some bugs and they are investigating it. The major issue where players were receiving NO unlocks after hours of play has been resolved.
In the first few hours after the release yesterday, we had some issues that prevented the system from working properly, so that timeframe was not indicative of the system as it's designed.
Unfortunately most of my playtime with the new patch was during the affected timeframe, so I do not have much experience with the system to give a thumbs up/down. So far, in about an hour of play outside that window, I've yet to stumble across a single item. Thus, I am ending this post and getting back to the business of bitch-slapping some spies and hoping for random drops. It almost makes me wonder if I'm playing an FPS or an MMO!

Update: After 2.5 hours of play, I have "found" my first item. I died and then a screen popped up stating that I had unlocked Bonk! Atomic Punch for the scout.

Sunday, May 17, 2009

Were You Surprised?

Proving that not even updates are safe from a backstabbing Spy in Team Fortress 2: Valve. Simply. Owns.
First there’s the Dead Ringer Spy Watch, a brand new golden pocket watch. As many speculated last night, this is a device designed to create a ‘feign death’ move. Activated once the Spy has received a non-critical hit, he cloaks for up to eight seconds, while a fake corpse collapses to the ground.

Then there’s the Cloak And Dagger Spy Watch, a regenerating cloak device. Stand still and it will refill your power gauge, only draining when you move.

These are the two items selected from the Spy’s Dapper Rogue Catalogue, “Catalogue for the Gentleman Rogue”. Others featured include a suit made of macrofilm and a ski mask grappling hook. Of all those mentioned, perhaps the only other realistic option might be the flamethrower lighter.
Oh, and a new "Meet the" movie (guess who it is).

Wednesday, May 13, 2009

Two Weeks of Gaming in a Hotel

I will be out of town for a couple weeks starting tomorrow, which means I move onto the great adventure of online gaming via crappy hotel wireless. Or lack there of. Most likely, I will end up installing a few single-player offline games on my trusty laptop.

I was thinking Never Winter Nights 2 (I still haven't finished the single player campaign!). Or maybe Warcraft III. Oh, and The Path to see what hidden secrets I can find. Plants vs. Zombies too, because it simply rocks. Peggle for that matter as well!

Now, lets hope the wife doesn't read this.

Tuesday, May 12, 2009

You Will Shoot Them and They Will Stick to the Wall and They Will Die

No, the Huntsman doesn't stun. It pins dead/dying players.
Any experienced sniper will tell you how irritating it is when your targets keep moving around. The question is how to stop these cheaters from wind-sprinting around like they own the place. And the answer is to pin them to a wall. How? With arrows!

"Now, hold on," you might be thinking. "I'm strong, but no one could throw an arrow that hard." Introducing the Huntsman longbow, which solves that age-old throwing problem.

"Now, hold on," you keep saying. "Aren't bows and arrows primitive and harmless?" Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death. One headshot from the Huntsman can mean an instant crit, in addition to a bolt-riddled corpse hanging from a wall that's gruesome and funny.

And even if you don't kill them, they'll carry around a certain arrow-shaped something as a living testament to your awesome archery skills and their frankly unawesome dodging skills. Comes with 18 arrows and a one-second charge for full power shots.
Team Fortress 2 + class updates + sniper + bow and arrow = win. Now, Valve, how about that next "meet the X" video?

Monday, May 11, 2009

Mythic Checks Another Item Off WAR's Lazy Designs List

Great. Fucking. News. (for Warhammer Online: Age of Reckoning players).
Wards will now be pieced together to form character-centric sigils, which are placed inside of the Tome of Knowledge instead of on the armor itself. These sigils are always active, no matter what armor you’re wearing, eliminating the need to carry the right wards on the right parts. Prior players who are loaded with ward gear, do not fret! Your wards will combine together to form sigils right off of the bat, so you won’t be outdated when the new system hits.
The ward system in WAR, by itself, was not bad. However, the way in which warded gear was limited to certain sets, made all other gear attained in WAR pointless. Often times, epic gear that took 100s of hours of playtime to obtain (RvR influence rewards), had to immediately be discarded because they did not contain any wards.

This proposed change fixes not only the warded gear itself, but the randomness of waiting for a specific piece of gear to drop from a dungeon on a lockout timer.
Even if you don’t have the right wards to get a sigil, you can now unlock “pieces” of the ward by completing achievement objectives, like defeating a boss that would give you that piece of ward armor X times. So even if it never drops for you, you’ll still get it eventually.

The timing for this change is excellent as well, as the Land of the Dead expansion is going to require players to be up-to-par on their wards for the new content. Not only that, but there will be tons of new items that would have otherwise gone to waste had the ward system not been revamped.

Outside of the obvious performance issues, the debate over warded gear raged loudest and this appears to be a silencing shot from Mythic. Still, the performance issue must remain Mythic's priority, and until Mythic gets it under control, no amount of design greatness is going to save WAR.

However, it is still good to see that Mythic is slowly, but surely checking off items on their Lazy WAR Designs List. I just wish the same could be said about the WAR Performance Issues Log.

Sunday, May 10, 2009

Free Realms' Similar Demographics

While surfing Aeria Games' twitter feed for any updates on Shadowbane's future, I cam accross this gem of a quote:
We're interested to see what you think of Free Realms. Our Hello Kitty Online will also have similar demographics.
about 24 hours ago from web
Ouch.

Saturday, May 09, 2009

Mythos: Two Studios, One New Beginning

After Flagship flagshipped themselves, the free-to-play faux-MMOG Mythos disappeared off the gaming landscape. Now there is news that Hannbitsoft managed to hang on to the Mythos license and tech upon Flagship’s demise and are putting not one, but two, development studios to work on resurrecting the game:
The funny thing about Mythos is that it was essentially finished, with future plans being more about additional content than sweeping changes. Hannbitsoft, however, seem to have tasked the new studio (two of ‘em, in fact - T3 Entertainment and Redbana US) with a fairly significant rethink. “MYTHOS is currently in a good condition where it’s being reconstructed” says the official release. “We are trying to keep the strengths that MYTHOS used to have, and strengthen them even more to make more suited as an online game.”
While the linked article notes that Mythos was "essentially finished", something I strongly disagree with, the questions have to be asked.

Will it remain free-to-play?
How many changes will be made?
And what's the end goal? Traditional MMO? Quick time waster? Other!?

When I last played Mythos, Flagship was in the process of gutting the game from a Guild Wars-style hub-world design to an "Overworld" traditional MMOG. I did not like the move and I believe Mythos lost its charm in the process.

It will be interesting to see what the new developers do with Mythos. I am hoping they can put the technology behind the game to better use than Flagship. The original idea that Mythos was going to be updated on-the-fly while gamers were playing never came to fruition and by the end of Flagship's existence, Mythos turned from a neat little testbed for Hellgate's multiplayer tech to a washed out hack'n'slash game trying to be an MMOG.

Thursday, May 07, 2009

Darkfall, The Lost Review (made possible, unknowingly, by Kieron Gillen)

Smart people, when confronted with a bee's nest, avoid it. Others carelessly walk into it and learn their lesson for the next go-around. The rest of us get a stick.

Not letting a crisis go to waste, I present a review of Darkfall, as made possible by Kieron Gillen, edited by me, and published below without permission.
There's an urge to give it one out of ten. Maybe a two, because two sounds more genuine than one. One sounds like foot-stomping petulance. Two sounds considered, as if I really do mean it. I'm not, because I don't, but it'd serve a couple of good purposes. Firstly, if considered solely as a classical game, Darkfall is bloody terrible. Secondly, if you're the sort of person who cares about the review score, it's almost certainly not for you and I should turn you off as quickly as possible.

That's what a lot of this review is going to be about. Darkfall is a strange, unusual, progressive and unique game, which may even be important for the industry and the development of the form in a handful of ways. It's not for everyone. And I've got to write a review which says that, while not turning "It isn't for everyone" into a challenge for people who quite like to think of themselves as one of the Not Like Everyones.

The name "game" is always going to confuse people. You only really work out what something should be called after a name's codified. Names for mediums are always kind of made up on the fly. "Novel" has a particularly tortured history as a word. Comics comes from the fact they were the funny pages in the paper - but soon became anything but. A century down the line, they realized they should call comics "sequential narrative", which cuts to the core of what the medium is. It'll never stick, because it's so bloody ugly and there's already a name everyone knows. C'est la vie. We're stuck with novels, comics and games - and novels that aren't novel, comics which aren't comic and videogames which aren't...

Darkfall is a videogame that isn't a game. Or at least, the game part is deeply vestigial. It is deeply interactive - in fact, in parts about interaction - but in terms of the mechanics which characterize games, there's "sporadically collecting and killing stuff". It's most like an adventure game, but there are no puzzles. The win/lose state is ironic.

That's fine. As a medium, videogames' fundamental characteristic is interaction. The classical "game" is a form of interaction, but it's not the only thing we can do, and certainly not the only thing we've loved - think of the first half of The Cradle in Thief 3, think about the rollercoaster linear scripted sequences in many shooters where you've got no chance of dying, think of selecting jokes to make in old school LucasArts adventures which don't change anything. Games are more than games. Don't come to Darkfall expecting any of that.

Eyes glazed over? It's safe to say that Darkfall isn't for you. It'll try your patience far more than a mere 500-word "what-are-games-anyway-man?" intro. And it's even more pretentious. No, really.

Darkfall is a riff off the old MMORPG. You choose between six races: Elves, Dwarves, Humans, Mahirim, Orks and Alfar. You're then deposited at the start of your racial capital, with little more than a name, some basic equipment, and a neutral alignment. You’re given two commands. One, go kill stuff. Two, be killed. If you obey, another player will kill you in a couple of minutes and you’ll be told by the death screen you've lost all of your gear. You probably won't do that. You go off and find a wolf to kill. Eventually, after the confrontation, you've wandered outside some clan’s city, in the rain, and you slowly limp inside before being presented with a semi-interactive nightmarish walk around the city before you're finally escorted to the death screen with oblique, brutal images. You’ve just been PK’d. Now the death screen says you've succeeded, and you're deposited back on the selection screen with a race played and five more left to go.

In the previous paragraph, read that wolf as "Wolf". It's not that literal. In fact, if you're looking for literal, you're really in the wrong game. The Wolf is what, for better or worse, puts an end to your character. Everything is explicitly shown, and some ends are suggestively brutal. You suspect that the developers would agree with Poe's famous quote about the death of a beautiful woman being the most poetical topic in the world.

So it's a horror game, in an atmospheric, oblique manner. The atmosphere is the point. It's about as goth as Dracula's armpits. And as dark, though less smelly. The visuals are dated, jaggged, and drab. The smears of sound alternate between semi-pastoral and openly nagging oppressive, swelling brilliantly in the game's set-pieces.

And then there's the actual game. You're on a single track, and any interaction with the controls makes you take another step along this delirious route. If you don't keep moving, someone will find you and I've never actually been brave enough to just leave to see what happens. This fact, for me, is one of the finest formalist parts of the game - that step-to-move captures how you feel when you're actually getting PK’d. Running through houses, knowing something's behind you, trying to escape, knowing you're on a track, trapped...

It's not the only place where interaction is reduced for an aesthetic effect - though generally speaking, they're less successful. For example, to interact with anything in the game, you press F, and then your character will wander over and have a nose at whatever's nearby. To interact, you stop interacting. I more admire the elegance of that control system than its obvious deconstruction. The one total mis-step is removing the run option when you're out of stamina, forcing you to walk around. It actually discourages you from exploring these locations as it takes so long to do. The most interesting parts of the game - this misty lake, this abandoned fort, this massive stage - find their effect slightly neutered.

The stars of the game are the other players. From their visual design, to their animations, to the one-liners they respond with to whatever they just did, each is well characterized and memorable. They live and they die and we know them better for that. Replaying the game for a second time, actively seeing what each player makes of something an earlier player did is part of the... fun? No, fun's not the word. But the interest. To see what happens. To explore.

If you put aside its pace - which is its point - the biggest reservations with it are how it both introduces itself to you and how it uses its game elements. The irony of the lose-everything-on-death undercuts somewhat callously any affection you had for your character, for example. When it clicks, the UI is obvious - icons on a hotbar and a map towards the periphery guiding you towards interesting locations - but when a game throws as many visual distortions over itself, it's easy to miss their importance. There's some minor twitchiness around some of the characters - like running into trees or characters magically appearing, which cuts the atmosphere for a second.

The problem with Darkfall is that to explain it is to ruin it. It's an exploratory game, and being surprised by the first time you see something, and wondering what it's for and what it's about is the main thing. The game rarely spells anything out. You spend a lot of time bemused - sometimes in a good way, sometimes in a bad - and wondering what it's about.

I'll say this: you'll have a strong opinion on it if you play it. Friend-of-Eurogamer Ed Zitron was profoundly perplexed by the game. Others have come claiming it's a rape simulator - which, for the record, I consider unsupportable by the game, even if you take everything on a solely literal level. It is, at worse, a being raped simulator - though I'd say that was a misreading too. What do I think? Metaphorical story of a character’s growth to adulthood, with each "death" leading to the birth of the next. But that's an essay. I don't know for sure. If you play it, you'll have your take. That's kind of the point too. It sticks with you and provokes thought. It's probably art, if the a-word matters to you.

It's totally no fun. It's interesting, but there isn't a fun bone in its mopey body. But I've paid to go into modern art galleries. I've paid for really oddball, minimalist art films. I've gone to gigs where music is divorced from any physical reaction and raised to some cerebral, abstract place - and plenty of gigs where most sane human beings would consider there was nothing actually musical going on. I haven't, but could pay for experimental theatre tickets. Lots of poetry. Whatever.

In our corner of the world, the thing with close-to-pure art-games... well, they're all pretty much free and buried away on the internet. Darkfall is on one of the biggest game distribution systems in the world, for a reasonable yet "proper" price, and still does what it does. Its existence is a statement of belief that, like any other media, there's a small niche of people who are happy to actually pay for this kind of cultural material.

That's who Darkfall is for. And if you're one of them, Darkfall is probably worth it.

If you're not, really, run for your bloody life.
For those of you lost; Aventurine declined Eurogamer's offer to have Kieron Gillen re-review Darkfall. But don't worry Kieron, I've saved you the pain of having to stoop to their level.