Domain: tentonhammer.com
Stories and comments across the archive that link to tentonhammer.com.
Stories · 27
-
Bubble Bursting On the MMO Market?
An anonymous reader writes "An article at Ten Ton Hammer has an interesting take on the current state of the MMO genre; not too doom-and-gloomy, but it makes some good points. Ultimately, it's about how games that foster community the most will stay strong." -
LotR Online's Free-To-Play Switch Tripled Revenue
Last June, Turbine made the decision to switch Lord of the Rings Online from a subscription-based business model to a free-to-play model supported by microtransactions. In a podcast interview with Ten Ton Hammer, Turbine executives revealed that the switch has gone well for the company, with game revenues roughly tripling. The active player base has also grown significantly in that time. Executive Producer Kate Paiz said, "This really echoes a lot of what we've seen throughout the entertainment industry in general. It's really about letting players make their choices about how they play." -
Interview With the Founder of a Video Game Rehab Clinic
Ten Ton Hammer has posted the transcript from an interview with Dr. Hilarie Cash, co-founder of the "reSTART Internet Addiction Recovery Program," a relatively new clinic that deals with adults who feel that they are addicted to video games. The interview contains some.. interesting nuggets of wisdom. If you want to avoid addiction, you'd better spend less than two hours per day on online entertainment! The good news is that she doesn't recommend beating people. "When people come, they come for 45 days. It is only for adults; patients must be 18 or older. When they first come, they come for a minimum 2 days to be interviewed and to interview us, because we don't want anyone there who doesn't want to be there. So if they decide they want to be there then they stay for 45 days or longer if they choose. During that time they don't have access to the internet. The idea is that it takes at least 30 days for the brain to make some adjustments it needs to make to get over this addiction, so the brain can begin to rewire back to normal. During that time we are helping them look at why they got addicted, what motivated their addiction and we're assessing to see what skills they are lacking so they can be successful in their adult lives. We try to make a good start at helping to build those skills." -
Star Trek Online Open Beta Starts Today
Today Cryptic Studios will begin the open beta of Star Trek Online, opening their test servers to invitees and anyone who has pre-ordered the game. The beta will run through the 26th, and the game will officially launch on February 2nd; head-start players will be allowed in on January 29th. The game is set in the old universe (not the rebooted one from last year's movie), and takes place roughly 30 years after the events in Star Trek: Nemesis. There are two playable factions to start — the Federation and the Klingon Empire — and more may become available later on. There will be conflict between the two factions, but supposedly all PvP will be "optional and consensual." Players will be able to choose from a variety of ships, and they'll see cameos from familiar characters. Eurogamer has a hands-on preview of the game, and fans of the Trek universe will be pleased to hear that "Cryptic is clearly thinking about Star Trek first and MMO convention second." A number of gameplay trailers are available for viewing, and the official forums have a nice collection of facts. -
The Future of Indie MMOGs
Karen Hertzberg writes "Ask any 10 gamers what constitutes an 'indie MMO' and you'll probably get 10 different answers. But one definition that most can agree on is that an indie game lacks the financial support of a well-funded publisher. But do smaller budgets mean greater freedom? Ten Ton Hammer asked Nathan Richardsson, Executive Producer for CCP (developers of EVE Online), and Todd Harris, Executive Producer of Global Agenda, to share their thoughts on the bright future of independent MMOG development. 'By definition a niche market is a segment that is currently underserved by the mainstream providers. So, to serve that audience a developer typically needs to deliver something really different and innovative vs. just more of the same thing available elsewhere,' says Harris. 'With a big budget there could be a temptation to cover up stale gameplay by shoveling out more content or simply pumping up the marketing hype. However, for an indie developer such as Hi-Rez Studios, the game must stand on its own merits and we find that liberating.'" -
SOE Also Making a New Star Wars MMOG?
Hand Solo writes 'Ten Ton Hammer has an inside scoop on SOE making a new browser-based MMOG based on Star Wars. Rumor is that it will be run on the Free Realms platform. This is generating a lot of buzz around the net. Quoting: 'Former and current Star Wars Galaxies players can still remember the sting of the 'New Game Experience' that changed the face of that game for everyone. SOE has repeatedly said that they have learned from their mistakes, and plan to not repeat them. If SOE isn't expressly targeting the hardcore segment this time around, they (unlike BioWare) won't have quite the same initial level of expectations to deal with. Don't let us give you the impression that SOE plans to take on BioWare, and their highly anticipated MMOG debut, The Old Republic, particularly given the engine the game is rumored to be based on. More plausible is that it will be based off the Clone Wars CGI animated film, offering a more stylized approach to the universe. " -
The Challenges of Class Balance In MMOGs
Karen Hertzberg writes "Balancing classes in MMOGs may be one of the most daunting challenges of the industry. Few games are immune, and no game has ever claimed complete, perfect balance. So how does a developing company deal with the ever-impending demand to keep their games fair in both PvE and PvP environments? Ten Ton Hammer spoke with four industry professionals about the issue in an effort to glean some answers. Age of Conan's Craig Morrison said, 'It is part science and part intuition and experience, I think. We do, of course, have all the ... "spreadsheet" work in the back-end and development tools that calculate as many of the parameters as possible. On top of that, though, you then have the knowledge and skill of the designers involved. Working with a system, you have the general overview of how things interact and how players tend to behave in your game. Sometimes nothing beats spending time in the game itself and actually seeing how the players have been using the skills and abilities you have provided for them. Players are nothing if not inventive, and they never cease to surprise designers with their ingenuity, so it is vital that the designers are also watching and learning themselves.' " -
On Transitioning To an Asian-Style MMO, Such As Aion
A. Harvey writes "Ten Ton Hammer has an interesting article about the transition to Asian-style MMO games, specifically Aion. 'In many ways, the West is catching up to the East in terms of gaming. Per capita gaming ... and broadband proliferation is markedly higher in Asian markets. Gaming is much more social in the East as well; many players gather together in internet cafes to spend their game time with each other. Another surprising difference in most Asian-based games is that most functions of game control are mouse based.' I think the author hit the nail on the head that Aion will be a big success in North America and will introduce a lot of players to games with an Eastern feel." -
Comparing the MMO Industry With the Silver Screen
Karen Hertzberg writes "With video gaming — specifically the massively multiplayer online titles — quickly surpassing Hollywood's cash flow, it seems logical that the silver suits at Tinsel Town would begin paying attention to their digital brethren. On the same line of thought, Hollywood provides the MMO industry with a history in the entertainment medium that we simply don't have. Ten Ton Hammer's Cody Bye sat down with four industry experts to draw together some similarities between MMOs and films, and he attempted to use those points to draw out some predictions for the future of the MMO gaming industry." -
Cryptic's Roper Explains Microtransactions For Champions Online
Karen Hertzberg writes "Many MMO gamers have expressed concern over the recent announcement that micro-transactions would play a role in the upcoming release of Champions Online. Knowing that MTs can be a touchy subject for fans, Ten Ton Hammer sat down with Bill Roper for an interview. He reveals more about Cryptic's take on the business model, what type of items you can expect to find through MTs, and how the system will be integrated into Champions Online come launch day. Roper said, 'The idea is wanting to be able to have things there that players can get if they want to, but they don't negatively impact the balance of the game. It's not like we're expecting players to go and purchase things through micro-transactions that then give them some huge leg up. All those things I think people get worried about, but really the focus is on having things that are fun, cosmetic or are things that are more account-wide and maintenance based.'" -
Aion Shaping Up For US Launch
One of the most promising MMORPGs in development these days is NCSoft's Aion, a fantasy-based offering built on CryEngine. It makes heavy use of flight as a gameplay mechanic, allowing aerial combat and easy travel around the visually stunning game world. There are four basic classes — Warrior, Priest, Mage, and Scout — each of which have two subclasses. For example, Warriors can be tank-like Templars, or berserker-like Gladiators, while Mages can turn into a scholarly Sorcerer or command the elements as a Spiritmaster. Early previews of Aion almost universally comment on how polished the game seems — this is partly due to the fact that it has been up and running since November in South Korea. "Being stable, scalable, reliable and fuss-free is far from a given in MMOs, but Aion is all those things, and can already stand alongside the genre's usability kings, EVE Online and World of Warcraft. Its expansive, zone-free open-world environments look terrific and run smoothly on a wide variety of systems. It just works." Since the game is already in a relatively complete state, NCSoft has been running closed beta "events," where a portion of the game is opened for testing. MMOGamer has a write-up from the latest such event. Aion is due out in September. -
The Dilemma of Level vs. Skill In MMOs
Karen Hertzberg writes "Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominant in today's MMORPGs, or the lesser-used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. Ten Ton Hammer's Cody 'Micajah' Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement." Relatedly, I've seen a growing trend of players saying that such games don't really take much skill at all. The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons." In the MMO community, people often make references to FPS or RTS games, saying they have a higher skill cap. However, the same complaints also come from within those communities, with comments like "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled? -
The Rise of Originality In MMOs
Karen Hertzberg writes "Over the last half decade, gamers have been forced to wander through familiar worlds and universes. Studios have been licensing IPs left and right, grabbing everything from the Wheel of Time to Star Trek. Originality seemed to be a lost art, and although these worlds were fun to adventure in, many didn't hold the same sort of magical spell that original titles like EverQuest or Dark Age of Camelot once enjoyed. But change is coming. Blizzard Entertainment revealed that their next MMO would be an original IP, and this year's E3 lineup featured more brand new games than titles derived from existing worlds. So, why the sudden shift? To answer that question, Ten Ton Hammer's Cody 'Micajah' Bye sent a number of questions to original IP development teams across the world." -
Originality Vs. Established IP In Games
Ten Ton Hammer has an article about the differences between developing a game based upon existing intellectual property and the creation of an entirely new story and setting. They make the point that while doing the former may result in an easier time building a fan base, those same fans will often be the hardest to please. "By creating a game based on a popular IP, the company in question has a huge responsibility to 'do it right.' Unfortunately, not everyone realizes the reality of one little secret — every single fan out there has a different idea of what 'right' is. ... Lord of the Rings is a perfect example. For a person that may be familiar with the movies and little else, it's a great game with an impressive amount of depth and attention to detail. For the mass of fanatical fans that have spent more time poring over every book Tolkien ever wrote than even Tolkien himself, any deviation from the lore of his world is paramount to sacrilege on the most horrific scale." -
Exploring the Current State of Beta Testing
Karen Hertzberg writes "Since the earliest days of MMO gaming, beta testing has played a pivotal role in the success or failure of our persistent worlds. We've come a long way since the initial tests of Ultima Online and The Realm, but what role do our current beta tests play in the potential outcomes of unreleased titles? To answer this question, Ten Ton Hammer turned to current and former beta decision makers at Cryptic Studios, NetDevil, Sony Online Entertainment, Funcom, and Mythic Entertainment. Some of their answers — and the information they reveal — may surprise you." -
Exploring the Current State of Beta Testing
Karen Hertzberg writes "Since the earliest days of MMO gaming, beta testing has played a pivotal role in the success or failure of our persistent worlds. We've come a long way since the initial tests of Ultima Online and The Realm, but what role do our current beta tests play in the potential outcomes of unreleased titles? To answer this question, Ten Ton Hammer turned to current and former beta decision makers at Cryptic Studios, NetDevil, Sony Online Entertainment, Funcom, and Mythic Entertainment. Some of their answers — and the information they reveal — may surprise you." -
Darkfall Set For Launch
Darkfall, a PvP-oriented MMORPG that was first announced in 2001, is finally in the process of going live. After dealing with some launch-day bugs, the Darkfall team reports that servers are going up, and they're processing pre-orders to get players in the game. MMOCrunch has an in-depth write-up from the end of the beta, saying that the game is still "rough around the edges," but also that the team has created a "solid framework of an MMO that offers a unique experience that the genre has not seen in quite some time." Ten Ton Hammer had a similar reaction, tempering criticism with praise for the lack of hand-holding. -
Setting a Learning Curve In MMOs
Ten Ton Hammer has an article looking at the learning curves of modern MMOs. Many of the more popular games, such as World of Warcraft, go to great lengths to make learning the game easy for new players. Others, such as EVE Online, have had success with a less forgiving introduction. But to what extent do the most fundamental game mechanics limit the more complex end-game play? "The current trend in MMOG's appears to be make the game so easy and interest-grabbing right out of the gate that even a person with the attention span of a monkey chewing on a flyswatter will be able to keep up and get into the swing of things. Depth of game mechanics is still possible with a system like this, but it needs to be introduced not only clearly, but later in the game, after a player has played enough to be hooked and is willing to put in some extra time to learn about the more intricate game mechanics available to them." -
Tabula Rasa Goes Free, Brings New Content
Last month we discussed NCSoft's announcement that Tabula Rasa would be closing its doors at the end of February, and their plans to remove the subscription fee for all players in January. Well, they've decided to go completely free a month early, alongside the release of a variety of new content. The game has finally gotten a first-person camera view, something many players have been asking for since launch. A new instance and several other bits of additional content are available as well. NCSoft also previewed player-controlled Mechs and PAUs, which will go live in the next major patch. Ten Ton Hammer has an interview with Net Devil's Scott Brown about the closure of Tabula Rasa. -
Richard Garriott Quits NCSoft
unc0nn3ct3d writes "In a shocking update on the seemingly endless troubles plaguing NCSoft, Richard Garriott — the king of online games, creator of The Ultima Series (and consequentially Ultima Online), as well as the recently troubled Tabula Rasa — has announced that he would be stepping down from his position at NCSoft. Apparently motivated by his recent trip into space, perhaps he has found a higher purpose while orbiting so high above the earth." -
Pirates of the Burning Sea Patch a Step in the Right Direction?
The director of development for the disappointing "Pirates of the Burning Sea" recently sat down to share a few of the tidbits in the upcoming patch that is promising a host of improvements. "There were a number of changes in 1.4, but the buccaneer was definitely the big one, because with a new class you have to do new missions, career appearance items, and that sort of thing. That's all taken a lot of effort from a lot of the team. In addition to that, we have set up a lot of trial account restrictions so we can better control the abuse of trial and buddy accounts by gold spammers. We have implemented a number of things, on the back end, to help with customer support. That's an ongoing theme, because as we see more support requests, we provide more tools to make the GMs lives easier." -
Kohnke v. Perpetual Suit Unveils 'Pay For Good Reviews' Angle
The recent debate brought about by Jeff Gerstmann's dismissal from Gamespot has focused a lot of attention on the role of advertiser manipulation of reviews. Now a lawsuit brought by PR firm Kohnke Communications against what remains of Perpetual Entertainment has unveiled an interesting element of their business relationship. From the language of the agreement: "Kohnke's public relations campaign was successful in creating pre-release 'buzz' around Gods & Heroes, and in convincing reviewers to write positive reviews about the game. In addition, on information and belief, Perpetual had signed up more than 100,000 beta testers for Gods & Heroes, a large number for an unreleased MMO." For another viewpoint on the Gerstmann issue, Dean Takahashi just recently interviewed the former reviewer. -
Warhammer Online Beta Shutdown
Garthilk writes "Most MMOs typically go through delays in release date; EA Mythic's Warhammer Online has already been pushed back to early next year. A recent announcement from the company on their beta boards has given fans pause, though. EA Mythic is shutting down their external beta test program, and possibly won't reopen it until December. Mythic says this pause in external testing will serve as an opportunity to refine and polish the games core mechanics. A public announcement is said to follow soon." -
PAX 2007 In A Nutshell
Last weekend the dark horde of nerddom descended on Seattle, entering the heart of the 'Emerald City' to gorge itself on the music, culture, and humor of gaming. The Penny Arcade Expo (PAX) once again brought together fans of the influential webcomic for a festival that, without even trying, seems to be taking the place of old E3. Though they were expecting around 30,000 people, the word was that by early Sunday they'd already gone through some 40,000 badges. There were DSes everywhere, concerts at night, a packed exhibit hall, and benchmark comic strips created by Mike Krahulik and Jerry Holkins adorned almost every wall. Despite all the people and the noise, somehow the event had a community feel to it that was hard to understand ... and even harder to describe. I'll try, though, along with impressions from games on the show floor and the incredible music of folks like Jonathan Coulton and the Minibosses. Read on, and All Hail Ball. The Early Weekend
If you missed my discussion of Friday's events, it's understandable; it went up this past Saturday. Suffice it to say that Wil Wheaton's keynote speech was the highlight of the evening. His praise of social gaming, and the relationship-building power of the PAX-goer's favorite pastime resonated incredibly well with the packed theatre. The after-action report on his blog says it all: "My keynote went perfectly, and the audience (and the gaming press online) responded to it in ways I never dreamed possible. I didn't think there would be slightly more than 5000 people in the room when I spoke ..."
The first Penny Arcade Panel featured a lot of middlin' questions, highlighted by the incredible singing power of Jerry Holkins. A description of his performance is in my weekend update, but the real surprise didn't come until after the questions were done. The end of the panel turned ugly when the PA gents left the stage for Uwe Boll to have a chance at the mike. Gabe said later that weekend that he was surprised by the crowd reaction. "You can tell when a crowd is angry, and this was the first time I've felt that at at PAX." The unapologetic Boll was screamed at fairly mercilessly by the attendees.
Other events from the early weekend included a discussion of modern storytelling in videogames. Luminaries Ron Gilbert (Monkey Island), Dave Grossman (Sam and Max) and Nate Fox (Sly Cooper) came together to jaw on a topic near to their hearts. The group discussed linear stories vs. sandbox-style gameplay, user-created content, kids games, and the importance of theme even if your core story isn't all that great: "Grossman [said], 'Well, story isn't just about dialogue and narrative, right - I mean really you want to learn something about the human experience. I think that if I weren't doing adventure games I wouldn't think of myself as a narrator, but rather as the hand of fate. I'm going to kind of let you run around and do what you want and everything. Just to let the player go around and do what they want - they can feel like it's the good hand of fate or the bad hand of fate, but not that they're completely being controlled.'"
The Rain-Slick Precipice of Darkness, the Penny Arcade videogame currently in development, was a visible presence at the show all weekend. The Friday unveiling of a new game demo to the media at a special Q&A event was followed by a weekend's worth of running through the game for attendees on the show floor. Most everyone got to see the title, and hear the news that it will be coming to Xbox Live alongside its PC distribution avenues. The opening, grim, text still makes me smile: "Four gods wait on the windowsill / Where once eight gods did war and will / And if the gods themselves may die / What does that say for you and I?"
PA Panel II
While the first PA Q&A panel was entertaining just to hear Holkins and Krahulik talk, the second panel actually had a number of insightful questions, touching statements, and funny moments. And, thankfully, there were no stoned guys rambling about their paranoid fantasies at the microphone; always a plus. Long queues formed at the two microphones to question the gents, and here are some highlights:- Paul Barnett, Design Manager for the Warhammer Online Massively Multiplayer game, drew applause for his short advertisement during a trailers reel before the event started. He used his clipped British wit to compare Warhammer to World of Warcraft like so: If you're going up against the Beatles, don't try to be the Beatles. You'll end up looking like the Monkees. Instead, we're going to be Led Zeppelin.
- A question about the changes to the primary characters over the year led Mike Krahulik to discuss his influences, such as Stan Sakai. He's essentially 'never finished' with the characters, and we can expect to see further changes to his art style in the coming years.
- Drawings of Gabe and Tycho in ping pong outfits prompted readers to ask if we would ever see that as a project down the road. They're enthusiastic about it and would love to do it, as up until now readers have just seen a few simple images. To further tease us, they described the backstory to the piece: Set in the 80s, a cold war US is still facing down Russia. A little-known clause in the UN charter states that table tennis can be used to decide grudges; the loser forfeits their country. The US table tennis team is slain, and so a group of four people at ping pong camp (including our protagonists) are drawn into international excitement.
- A question about the appeal of the Halo franchise has the gents noting that the series has grown on them considerably.
- In negotiating the price for the XBLA version of the Rain-Slick Precipice of Darkness, they feel they'll have a good deal of leverage as regards pricing (and content as well).
- Several great ideas for projects and future PAX ideas are mentioned, including support of a nerdcore show currently touring the area and an Indie Games FreePlay area.
- When asked about origins of the hobos in Precipice of Darkness, Tycho notes that the game is a 'hobage' of different sources. The Achievement for 100 hobo kills? Hobicide.
- A reader challenges the two to a thumb war, which Jerry wins quite promptly by kicking Gabe in the nuts. He declines to continue, saying he 'values his beanbag.'
- When asked to endorse some games on the exhibit show floor, both gentlemen put their weight behind Eye of Judgement and Sega Rally.
- Someone notes that the current in-the-works game is very much a 'Tycho' game ... lots of words. He wonders what kind of 'Gabe' game they'd like to make. Mike ponders the concept of a brawler, or perhaps something not unlike Turtles in Time.
- The idea of making sure the ball comes back to PAX every year, 'to recharge' is brought up. It could then be sold on eBay to help fund the annual Child's Play charity. They both really like this idea.
- A reader asks what the 'worst thing' either of them have ever done is. Mike tells the story of a time when he set a trap for his family's cat in the backyard, and ended up stringing up the pet by the neck into a tree. It survived, but he has always felt terribly. Jerry, on the other hand, equivocates. When Mike gets tired of it, he tells a story of Jerry drinking a glass of Chai and finding a bug near the bottom of his glass ... which he then upended and finished after fishing out the bug.
Having had a good look at the game at Gen Con, I used my PAX chance to talk to the folks at EA Mythic to dig a little bit deeper on one of the game's claims to fame: Realm vs. Realm combat. Just hours before I spoke to the folks at EA, a team from their company had announced professions from the High Elf and Dark Elf factions for the very first time. I tried to glean just a little bit more PvP-specific information about these races for you, but it was not to be.
Just the same Ryan Barnard (game designer) and Eric Correll (producer on the game) were very forthcoming. The pair was happy to discuss different elements of their signature game feature. For example, new players will have the PvP-focused game introduced to them gradually at low levels. There's a soft introduction, beginning that portion of the title's seamless integration into the overall gameplay. Open-world PvP in specific parts of the starting zones will most likely be their first exposure. Quests will lead them to RvR areas, and eventually will direct them to the instanced 'Scenario'-style missions. Throughout the game, the portion of land that is focused on these activities starts small, but eventually dominates gameplay; the RvR 'city capture' system is Warhammer's 'end game'.
Warhammer Online's unique systems, like the Tome of Knowledge and the Public Quest, also touch on RvR. The Tome will explain elements of Player vs. Player combat, and will record your successes in battle. RvR Public Quests, meanwhile, are currently undergoing retooling. They want them 'right', and currently have taken them all out of the game to make sure they're just so; they hope to have them back into the game by launch.
This feel of 'rightness' is something they're aiming for in their scenarios as well, with the goal of integrating these instances not only into PvP progression, but the ongoing story of the game as well. Each is themed to the area they're in, and tells the tale of a specific conflict between the Order and Chaos armies.
Introducing players who might not otherwise participate in RvR into the fundamentals of that gameplay style is also something the team is focusing on. While they acknowledge that some people just don't want to play against other players, they see folks who are hard and fast about that rule as the minority. They're looking to make PvP a core part of the game, and as such they'll be approaching it differently than a primarily PvE focused game might. This affects multiple game design elements, all the way down to the 'hook' of Public Quests, which gets folks who might not even ever group thinking more favorably about gaming with others. Racial pride is also a factor; by priming characters from low levels to be 'pro-Dwarf', or whatever, players will be more likely to come to their society's aid. They're all steps in a chain, the team hopes, to changing outlooks soured by less focused titles.
On the other side of the equation, the end-game city capture system sees factions sacking the racial homes of their opponents. Though reluctant to use the term 'end game' specifically, the team members were happy to admit that it will be the focus at max-levels. RvR combat will funnel players towards the opposing side, hoping to push the 'antagonists' back to their city walls. They also pointed out, however, that there are other elements in play at that high level. PvE content and public quests are still around, though diminished, and they have plans to further expand both sides of the max-level content once the game is released.
Organized Play, as featured in Guild Wars and now World of Warcraft, is not something they're currently planning for. They'd love to eventually do tournaments for RvR teams at some point, but they're so focused on getting it out the door in a timely fashion that it's not particularly on their radar. As they put it, "we hope we have that problem".
The cutting edge of their work is, obviously, on the Elves at the moment. They're still working to tune the scenarios and open-world play for the Elven areas, and are always working to ensure that classes are balanced and the 'fun' is present.
This cutting edge blends well with some of the surprises that the team had in store for them when masses of people finally entered the Beta. Probably the most surprising for the RvR team: their carefully crafted points of control battlefield objective system, which requires holding targets in open-world PvP, are almost completely being ignored. While they worked hard on this mechanic, the players are more interested in the actual act of combat when in an open-world environment. Scenario tactics are welcomed, but outside of those instances the two sides really just want to enter the fray. The team hopes to have them in the game in some capacity, but they're going to undergo heavy retooling before that happens.
As we wrapped things up, we discussed the reflection this decision has on their overall attitude towards the game: if it's not working, it needs to go/be fixed/tuned/rehashed/whatever. Killing what you thought was going to be the end-all be-all is not outside the realm of possibility, even this late in the game. RvR, and the game in general, has to be fun. No exceptions.
Fury
I'll be honest: Fury came at me from nowhere. I'd read about it before coming to the show, knew that it was approaching an Open Beta, and that it was a free-to-play PvP title. That was just about all I knew when I sat down to play and chat with Fury's lead designer Adam Carpenter.
When you're trying to quantify Fury's gameplay type, it's better to think less about online RPGs and more about first-person shooters. Fury has essentially taken the swords and sorcery milieu and dropped that whole cloth into an FPS schema. In each match, players spawn in, rush out, and slam into each other in extremely fast altercations. Everything is fast; from character creation to combat can be just a few minutes.
This is the underpinning of developer Auran's outlook: fun, fast, and free. Instead of grinding through a PvE component, Fury characters are built entirely around a series of abilities and equipment available at character creation. Each character can play whatever role you want them to in a given match, and their role can be changed freely between altercations. Want to act as a support class in one match? You put on your gear that aids healing type abilities, load those healing abilities into your hotbar , and go. Want to act as a ranged DPS class? Swap those healing bits out for the appropriate gear and powers. Players will never have to whine about not having the right class for a fight, as everyone has flexibility.
Gameplay itself, character abilities, focuses on colors. Your ability bar is full of various attacks, and they are themed around different colors. Each player has a small gauge on their screen to help ascertain how many color points they have built up. These points are gained by using 'low level' colored abilities. A basic blue attack, for example, might give you one blue point. As you move through combat, your gauge will fill with colored points. Higher points unlock the use of more powerful abilities on your hotbar, which in turn use up your points. Fascinatingly, each ability color has a diametric opposite; red points counter blue points and players with red points in their bar will actually be less effective with blue abilities. This led the designers to create special point-manipulating abilities; in the middle of the fight you can switch a player's point colors. You can also steal points, leading to the 'change-their-color-steal-their-points' combo move, leaving your opponent defenseless and cold in the world.
Each color has a sort of 'theme', with green abilities having a sort of nature-y feel to it, while blue abilities being sort of icey. There are ranged and melee abilities in all colors, so there won't be any particular demanded role for a color ability. For most players the only real constraint will be up to what abilities you have on hand as a result of previous accomplishments. While most common abilities will be available by default when you purchase the game, new powers will be unlocked via achievements as you succeed in combat. Achievements include everything from taking the most objectives during a match, to killing the most people, to healing the most ... and your rewards are appropriate for what you accomplish.
Rewards on the equipment side are a bit more random. After completing a match, random loot is generated for the party, and people /roll for it. That's pretty much 'the way it is', going right around the usual sort of arguments at pick up group might have when dealing with looted gear. Gold is equally distributed, of course, and both items and gold are commensurate with your success in the just-completed mission.
It's worth noting here that Fury will have a for-pay option, allowing you to slap down a subscription fee if you want ... but it will have nothing to do with the quality of your in-game items. Money is only given to the Auran folks for the addition of convenience and depth. I should say there is some overlap with items: one of the for-pay conveniences is the ability to roll on three items instead of two. A for-pay player has a bit more in the way of item space, some options for purchasing things from vendors, and other simple things that makes the game just a little bit easier for having forked over your cash. Depth, in this case, is all about in-game ladders. While free players will compete on ladders of various types, paying players will have a long list of different ladder types to participate in. Server, guild, and individual progress will all be tracked for various rewards and bragging rights.
Those bragging rights will come in the form of an online representation of your character's escapades. Kill counts, 'flag' steals, and other metrics will be tracked on an official page for your character, and viewable by anyone. Guilds with an interest in going deeper into min-maxing can make use of the human-readable stats that will be generated locally by the client in a text file. Officers can collect these document to see which builds are working, which aren't, and where the group as a whole needs to focus.
The game build playable on the PAX show floor was already five months old, and showed it. There were server problems a few times, and the game looked more than a little bit jaggy. Even through the cruft, though, there was a lot of promise showing through. The settings were gorgeous despite the outdated rendering model, and the fun factor of actual play was very high. Fury is a simple, brutal combat game, and it makes no pretensions about it. With the promise of free online play for the price of a PC game title, this seems like a pretty nice package. It's definitely not going to be for everyone; there's none of the painstaking polish of Guild Wars, or the deep PvE experience of World of Warcraft. For folks looking for a quick, focused good time Fury may just be what you're looking for.
Jonathan Coulton, Frontalot, Minibosses Concert
I'm sure many of you could have told me how transcendent Jonathan Coulton's music is, but when I entered the theatre on Saturday night for the triple-headed mega-show I was something of a Coulton newb. I'd heard Code Monkey, of course, but I'd never made much of an effort to seek out his music. Whether it was his intent to really reach the audience that night or not, he made a convert out of me. His haunting lyrics about superficiality, squid, cybernetics, robotics, technology, programming, and zombies were funny, touching, and thought provoking. I asked a friend who followed his music to confirm for me that he usually doesn't play terribly large venues. I had to ask because it was only really apparent during the few moments when he paused to take in the size of the audience. He was really, very good. Coulton had easily the largest crowd of the night, with his mass dwarfing even the groups on hand later for MC Frontalot and the Minibosses. His final song for the night, re: Your Brains was tremendous to experience in the midst of thousands of hand-waving flesh-craving growl/singing faux undead. Both Frontalot and the Minibosses put on amazing shows as well, of course, showing off their polished shows and firm grasp of their material. Frontalot was in rare form, with several new songs of his most recent album. Just the same ... Coulton was the show of the night for me, and it was a privilege to be able to see such a great act in person.
The Games And Panels of PAX
There were so many events and games, demos and panels, at the event that I couldn't make it to every interesting experience. Thankfully, other sites can pick up the slack.
The panel on licensed games explored the pros and cons of using someone else's IP to make a title. "Too many cooks in the kitchen" was seen as the primary problem, with the high cost associated with such a deal a close second.
"Pitch Your Game Idea" is always a very well-attended panel, and this year was no exception. Dozens and dozens of people lined up to present their game ideas to a panel of industry veterans. They were then 'cut', American Idol style, working through less solid game ideas towards the pearly center. There were apparently a surprising number of women there, and the contestant that won was one of them. Her simple, Pong-like concept had a graphical background that became more complicated as the game went on.
That showing would have been a relief to the folks at the very well attended "Women in Games" panel. The event focused around the challenges of entering the industry, and the issues associated with working the day to day grind once you're in.
A number of folks had hands-on time with titles I didn't get to, including Haze, Tabula Rasa -
Gaming Post-Vista — Myths and Realities
Ant writes "An article at Ten Ton Hammer answers personal computer/PC gamers' question on what's coming their way with Microsoft's newest operating system/OS, Windows Vista. With the PC primed to be the primary distribution platform for certain gaming categories (MMOGs in particular) for many years to come, it's important to know exactly what we're getting into when Vista rolls out worldwide on January 30, 2007. Jeff 'Ethec' Woleslagle offers a quick, non-technical rebuttal to several of the more ambitious PC gaming rumors cropping up around the internet." From the article: "Games which seek to take advantage of DirectX 10 high-end features like Shader Model 4.0 (which the graphically revamped version of EVE Online will aspire to use) will require a computer fully compatible with DirectX 10. This in turn requires a GPU fully optimized to work with DX 10 (such as the first-to-market NVidia 8800). The Microsoft requirements for a DX10 'optimized' GNU and system are fairly strict, so jaded gamers take note: this phrase is more than a marketing maneuver. For those among you that can't afford a major hardware upgrade anytime soon, don't fret (yet). Microsoft's XNA framework enables developers to easily develop parallel versions of a game for DX 9 and DX 10. Here's hoping that developers and publishers will be equally accommodating in releasing XP / Vista compatible games in the same box." -
EverQuest 2 Things You Wish You Knew
IRex writes "EverQuest 2 is a great game with less than great documentation. There are literally dozens of commands hidden where nobody but the most persistent sleuth will find them. With that in mind TenTonHammer has posted a list of Things you wish you knew earlier in EverQuest 2 compiled and edited with permission from a list originally created by Sere of the Blackburrow server." From the list: " If you see a "lair" object in the world such as a rats nest, snakes nest, sabertooth tent, etc... with the appropriate type of mob around it, this is probably a dynamic adventure camp. If you kill everything in the camp, the next time it spawns it may spawn harder creatures, named monsters, etc..." Editor's Note: Story opinions do not necessarily represent those of Slashdot editors. -
EverQuest 2 Things You Wish You Knew
IRex writes "EverQuest 2 is a great game with less than great documentation. There are literally dozens of commands hidden where nobody but the most persistent sleuth will find them. With that in mind TenTonHammer has posted a list of Things you wish you knew earlier in EverQuest 2 compiled and edited with permission from a list originally created by Sere of the Blackburrow server." From the list: " If you see a "lair" object in the world such as a rats nest, snakes nest, sabertooth tent, etc... with the appropriate type of mob around it, this is probably a dynamic adventure camp. If you kill everything in the camp, the next time it spawns it may spawn harder creatures, named monsters, etc..." Editor's Note: Story opinions do not necessarily represent those of Slashdot editors.