The State of the Diablo 3 Beta (Two Videos)
It's been almost four years since Diablo 3 was announced, and its development began years earlier. Its predecessors helped define the action RPG genre, so anticipation is high among fans of the franchise. The game has undergone closed beta testing since September, and a lot has changed since then. Now that Blizzard has settled on May 15th as a release date, we thought this would be a good time to take a look at the state of the game as it currently exists. These two videos show actual gameplay of the various classes, explain the skill and rune systems, take a look at the auction house, and go over many of the other changes since the beginning of development. (Click to play the first video, and the second one will play automagically after the first one ends.)
The real state of Diablo III is that is has DRM forcing you to be online even to play single player. As a result, my almost two decade long love affair with Blizzard games has come to an end.
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
Digital media is like love, in that you can give it away without ever running out of it.
Digital Media is also like love in that you can't eat it (insert 'witty' innuendo here). Media makers like to eat and giving it away free isn't conducive to the goal of feeding oneself.
Actually, there's a huge thread on that very subject in the Amish Buggy Customization forum, but since the responses are carved on a rock out in a field in PA, you probably missed it.
Nowhere, if he's interested in actual market research, rather than a publicity stunt.
TODO: Something witty here...
So I've been playing an isometric arpg called Path of Exile for the last week+. It's still in beta, and the story is fleshing out, but the gameplay itself is really polished, and it has lots of interesting features I won't list, but to name a few:
Diablo 2 is it's role-model.
Skills/spells go into gem sockets similar to FF7's materia.
Passive skills are assigned to a board, similar to FF10.
There is no gold, rather players trade "orbs", which vary in what they do, from turn a normal item into a rare, or change the numerical properties on a magical item, etc., etc. This is also the "crafting" for the game.
Anyways, I'm not affiliated with the company (A 16-man team out of New Zeeland), but am hoping to spread some word of mouth so others can find and play it. Look me up if you have any questions, Harvester is my IGN.
That is the stupidest comment I have ever read.
You know these companies that make software, they have staff, they are not going to work for free because they need to pay for food, shelter, travel, fuel, health care, entertainment, education and save some up for an emergency, For themselves and often for other dependents as well. These people are good at "sequencing bits" in new original ways, when executed on a computer that will give entertainment to others. You are not paying for the bits you are paying for the work to make it. Well if you think about it you are probably more likely paying for them to work on their next project.
Standard GNU methods of making profit doesn't work too well with games.
1. You are not going to charge for consulting. If the game needs a consultant they wont play it.
2. If you are not going to charge for support. They just won't pay for it.
3. You could sell add ons. However you need to be careful as those add ons may break the GNU.
4. You package the game on a piece of hardware. Which may work... However after they get the source there will be a PC version soon and they will no longer need your hardware.
Sorry but the GNU model doesn't lead itself for a market of developers. if all software was GNU then Programming will be strictly a part-time/hobby thing and quality will go down the toilet because in order to make money they will need other full time jobs with a different discipline and less people willing to study computer science.
If something is so important that you feel the need to post it on the internet... It probably isn't that important.
Now all I hear about is DRM and auctions.
If I wanted artificial restrictions, I'd go lock myself in a dark room for a few hours. If I wanted an auction, I'd go browse eBay. I don't want those, though. I want a visual interactive story, so I'm going to play a video game.
Having been in the beta since November or so, all I can tell you is that you're visiting the wrong websites. I've bought 0 items at an auction house, and sold just as many. Maybe this means I won't end up with the top 10% of gear, but that's fine by me.
The story is there, the gameplay is there. Tristram is once again in trouble. Decard Cain is still old. The button mash fast "sweet got a rare" fun is still present.
If you're convinced you won't buy it, or have a moral obligation not to due to the DRM, fine. I found it to be a nice continuation of the series and will be plopping down my $.
There are people I know who are so cheap that they attempted to use a slice of PVC pipe for their wedding ring because they feel jewelry industry is a racket to sell shiny stones.
The weird thing is, they're right. The jewelry industry is a racket to sell shiny stones. How is it that they're smart enough to figure that out, but not smart enough to realize that replacing it with plastic is even stupider?
Give me Classic Slashdot or give me death!
The initial version, patches, support, and other infrastructure are all labor that go into making the software. In additions to all this, there are fringe costs, such as the building, power, computers, administrative support, social security fees, and so forth. The fact that the marginal cost of production is zero is neither here nor there. Investments must be recouped, or there will be no investments to speak of.