Home Main Org Members Forums Events Gallery Library Store
Home Events Forums Site Map
The Royal Black Watch Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lili Birchflower

Pages: 1 [2]
26
General Discussion / Sacred 3 to Release This Summer
« on: February 20, 2014, 09:54:49 pm »
For those of us who have played the heck out of enjoyed Sacred I and II!

Deep Silver has announced that the third installment of the Sacred series, Sacred III, will officially launch in the Summer of 2014. Sacred 3 is set to be released on PlayStation 3, XBox 360, and PC.

Quote
Sacred 3 features classic arcade Hack ‘n’ Slash action centered around drop in, drop out cooperative multiplayer for both offline (2 players) and online (4 players) play. The game brings back fan-favourite characters such as the Seraphim, Ancarian, Khukuhru and the Safiri, as well as introduces a new character, Malakhim. Each character class features its own unique skills and weapons which can be upgraded to match the player’s very own combat style. As they master the art of war, players will fight their way through enemy hordes and try to outshine their fellow companions on their way to become the greatest hero of all. The inclusion of mission stats and online leaderboards will continue to drive competition both locally and online. Victory Is Ours. Glory is Mine.


27
General Discussion / Should Developers Sell Early Access?
« on: February 07, 2014, 01:36:54 am »
What do *you* think?  ~Lili

Column By Christopher Coke on February 06, 2014

Welcome back to Player Versus Player, the column where two MMORPG writers enter to debate the hottest issues of the day before handing it to you in the comments. Please note, Player Versus Player is a LIVE product but if you would like early access to PVP 2.0, alpha packs can be purchased for $19.99 at your local editor’s desk. Readers should be aware that alpha articles may be missing critical features such as paragraphs, capitalization, and proper grammar. What’s that -- that only works for video games, you say? And some players think it’s downright shady while others just plain love it? Well then, I think we’ve found our topic: Should developers sell early access?

The sides:
- Selling Alphas and Betas is a Good Thing: Players are given all the information up front. If they want to pay for access to an alpha, they should be able to.
- Selling Alphas and Betas is Underhanded: Players willing to test in-development games are providing a service and shouldn’t be charged. It is greedy, plain and simple.

The combatants:
- Chris “Free for All” Coke: Chris is a columnist at MMORPG and tired of scouring his inbox for beta invites. There has got to be a better way!
- Adam “I won’t buy that for a dollar” Tingle: Adam is a writer at MMORPG no longer willing to have his wallet squeezed by the ‘man with his finger on the button’.

Let’s get started:
Chris: Welcome to the podium, Adam! This is a topic that’s been on my mind for months -- years even! I’m all for developers being able to sell early access to their games. For too long, betas have been a velvet rope experience. Some players get in and others are left searching their inboxes for invites that will never come. I bet a lot of players can relate to the feeling of being left out or annoyed that they can only play a weekend stress test. Providing players with more options to get in on beta isn’t something to shun.

Adam: I feel it is only right that I get out my soapbox, stand loud and proud, and attach a metaphorical beret to my head. Hear me comrades! It is time to take a stand against the capitalist pig dogs and their attempts to extract the (virtual) gold from our teeth by monetizing every aspect of our beloved genre. Pay to help them stress test their own game? Poppycock I say! Nonsense! We’re helping them out, not the other way around. We pay through the nose for the box, slam down a subscription fee, and sometimes meddle with cash shops, where does the one way stream of green end?

Chris: Selling early access is kind of taboo. I get that. These were invites that were given away for free, right? But let’s look at the other side of this. Betas were always something that would cost developers money (server costs, etc.) -- cash that could otherwise be spent on new features and polishing what’s already there. Selling early access not only provides developers with more testers they don’t have to pay for but it also presents them a nice influx of cash to invest back into the game. Players that buy early access to games are doing a much greater service than simply filing bug reports. More importantly, that influx can help guarantee smaller games release at all.

Adam: Small companies aside admittedly, oh boo hoo for the developers. It’s almost as if they’ve set out in business. Somewhere along the line I think we’ve forgotten that a beta isn’t a sponsored free trial for players, it actually serves a development purpose. We’re not invited in to the party to take a look around, eat the free cake, and leave questionable stains in the restroom, we’re there to help prep the buffet, plump up the pillows, and set out the banners. Stretched metaphor aside, we shouldn’t pay to help an MMORPG out at this stage, surely our subscription fee over the next decade can provide such an influx of cash?


Chris: Sure, our subscriptions will do that, but how about the players who just want to take a peek a little early? Surely developers should be able to capitalize on that. Then again, one of the most common criticisms of early access is that it tricks players into thinking they’re buying a complete game. Bullocks! Each of Steam’s more than 100 early access games include a giant blue box above explaining just where the game is at. If we don't read the product description, that's not the developer's fault. Their job is to be honest. Ours is to research what we're buying. When a game says “UNFINISHED” it probably warrants some extra thought.

Adam: I disagree. By getting that first-look glimpse, like it or not, you’re cashing in your one-use ‘surprise’ ticket. Getting in early can sometimes tarnish an otherwise enjoyable game. Find it unseemly, slightly ungainly at that stage of development? Well guess what? It’s hard to go back. Just look at the countless false starting MMORPGs that failed to recoup any credibility after a shaky launch. Kickstarter, early access, green light, or not, you’re meddling with expectations and when they’re not met, it takes a hardier man than I to step back into the fray several months later to see what’s going down.

Chris: Let’s talk about free-to-play. There has been all kinds of hullabaloo about Everquest Next: Landmark and Trove selling early access. Founder’s packs this and eventually free that. Can anyone against these things say that they really need to buy these packs? Is anything stopping them from waiting for a free invite or the game’s release? Of course not, which leads me to believe many of these critics are just jealous they can’t have their cake and eat it too. Sure, buying into free-to-play early might seem silly but it is entirely the player’s choice. If there is a real problem here, I’m not seeing. These are in-development games you can check out now if you’d like and if not, hey, cool. See you in a few months with most other players.

Adam: While I can certainly understand granting early access to those buying into a Kickstarter MMO, the same can’t be justified with a big company like Sony. Do they really need to hoist a ‘Founders Pack’ on us? Do we really need to be in at the ground floor? Let’s face facts, EverQuest 3 (Yeah, I’m calling it what it is) was always going to be funded, Camelot Unchained however? Probably not. One can be justified because fans have literally brought the game into development, while the other is just corporate greed. Why not give something back you big fat cats?

Chris: Players buying their way into early access is the wave of the future. Developers have found a new way to fund their games and that's not a bad thing. No one makes a player buy into an unfinished game. It's their choice. What I take away from this isn't a negative. Players care about other players being fleeced. Good on us. But if we enter into an agreement to test an unfinished game, to have our voices heard, to remove the velvet rope and make sure the games we want to play get made, all the way to release... I see a future where more indie games see light of day. I see more creative ideas that would never get publisher backing. I see our games becoming wider and more varied and better because we supported them with our time and development dollars. That's what early access means to me.


Adam: Nobody can deny the positive effects that selling the carrot on a stick early access can have for an indie MMO. But this isn’t about the small timers. This is about big companies peddling more and more ways to extract coin before we have even had chance to sit down with the finished product. It represents the slide into rampant monetisation that is extending to excluding races, including cash shops with subscription fees, and now asking us to pony up to help test the product. We’re in the era of 60% finished products with 200% mark-ups. Shelling out hard earned cash to aid in development is wrong. The buzz, the excitement of an unexpected beta invite is just one of the facets of this genre. It’s an institution two decades in age now, and to make us have to pay just seems like a step too far. Pay for early access. Pay for the box. Pay for the subscription. Pay for the cosmetics. Pay to unlock the races and classes. No thanks.

So what do you say, folks, is selling early access the wave of the future?

http://www.mmorpg.com/showFeature.cfm/loadFeature/8197/page/1

28
General Discussion / 2013's Free to Play Top 10
« on: January 29, 2014, 03:57:21 pm »
The Free Zone: 2013's Free to Play Top 10

Column By Richard Aihoshi on January 28, 2014

Research company SuperData recently released a list of the top 10 F2P games based on their estimated worldwide revenue last year. Not surprisingly, the top position was occupied by CrossFire, which is said to have brought in a cool $957 million. Depending on how this figure was sourced, is it possible that the MMO shooter from SmileGate and Tencent may actually have surpassed the $1 billion mark?

It's also natural to wonder how this game stacked up beside World of Warcraft. My best guess is not so badly. Let's remember that only around half of Blizzard's approximately eight million subscribers actually paid $15 per month, which comes to around $720 million. This leaves us to estimate how much the others spent. Considering most are in China, it seems safe to assume the average was considerably lower than what we're used to here. If we peg it at $7.50, then add the $213 million that SuperData says the game pulled in from micro-transactions over the year, we get total estimated revenue of $1.293 billion. Although this is still well ahead of CrossFire, the margin isn't as large as some might think.

Tencent also took second place with League of Legends. The well-regarded MOBA from US-based developer Riot Games, which the publisher owns, reportedly raked in an impressive $624 million last year. I'm interested to see if the next round of corporate financials will shed light on what proportion of this came from the burgeoning Chinese market.


Despite last summer's closure of its North American servers, Dungeon Fighter ranked third. Although its estimated sales of $426 million put it well back of the two leaders, it joined with number 5 Maplestory and its $326 million to give Nexon a very formidable pair. In between the two was World of Tanks. Wargaming's release apparently racked up a healthy total of $372 million.

Number 6 may well surprise quite a few readers. Those who pay little or no attention to the Far East probably aren't aware of how popular Lineage still is, especially in Korea. NCsoft's venerable MMORPG, which celebrated its 15th anniversary last year, shut down its North American servers in mid-2011. Elsewhere though, mainly at home, it still generated $257 million, clearly attesting to its exceptional longevity.

The remainder of the list began with WoW's aforementioned $213 million from micro-transactions. Next were EA's SWTOR and Valve's Team Fortress 2, in a virtual tie, both at $139 million. The latter company's joint endeavor with Nexon, Counter-Strike Online, followed at $121 million. The grand total for all 10 titles was a hefty $3.574 billion.

One way to help put all these numbers in perspective is to consider them in light of what we know about other prominent MMOGs' revenue. As just one example, it's not unusual on this site to see CCP's EVE Online cited as a highly successful subscription release. Such an evaluation is subjective and thus neither universally right nor wrong. That said, the company's sales for 2012, the most recent full year reported, were $64.4 million. The first half of 2013 brought an increase of $4.36 million over the corresponding previous period. So, for the entire 12 months, it seems reasonable to estimate that the game's revenue was somewhere in the range of $70 to $75 million.

This is undeniably substantial, and I have no qualms whatsoever about anyone calling EVE a success.  By the same token, doing so does seem to beg a question. What label should we apply to a title that averaged nearly $80 million per month?


In any case, SuperData also served up some interesting and possibly eye-opening information about MMOGs in the US. According to its figures, the total market last year was worth $4.019 billion. This was an increase of $638 million, representing annual growth of 18.9 percent. The F2P segment was more than 2.5 times larger in dollar value last year, totaling $2.893 billion in sales, a very substantial 45 percent increase from $1.991 billion in 2012. In contrast, P2P's revenue dropped 19 percent, to $1.126 billion from $1.39 billion. This combination almost tripled F2P's lead, from $601 million to $1.767 billion, while growing its market share from 58.9 to 72 percent.

The company's stated monthly user counts for December also aren't what some might expect. We're told that the F2P category attracted 40.6 million gamers. P2P trailed far behind with 5.3 million. Unfortunately, SuperData doesn't reveal its methodology, so we can only guess how these figures were compiled. There's some overlap between them of course, but even if we make the unlikely assumption that every P2P player crossed over, it still leaves us with 35.3 million (86.9 percent) of all US MMO gamers who were F2P-only.

P2P did pull in nearly three times the average revenue per user, about $21.25 compared to $7.13. An interesting facet of this is that it if we assume the B2P players' and subscribers' averages were around the same, the typical subscriber paid almost as much voluntarily on top of the monthly fee as the average F2P player spent in total, while B2P players spent nearly triple.

http://www.mmorpg.com/showFeature.cfm/loadFeature/8169/page/1

29
General Discussion / Welcome, Guest!
« on: January 14, 2014, 01:06:16 am »
If you are reading this as a guest, welcome to the Royal Black Watch forums and website!  As you can see from the site, we are a multi-game guild who like to game with friends and family in a casual family-friendly fashion.  That's not to say we don't take our games seriously, though!  We just recognize they are games and that real life always comes first.

Members (or Watchers, as we call ourselves) can view a much more expanded forums.  In fact, there is a separate board for each supported game which contains information on updates, suggestions, screenshots of our achievements, role-play stories, etc.  You can't see all as a guest, unfortunately.

Don't worry about the military sounding jargon and titles.  Many of our members are active or former service members, and so our guild uses a loosely military structure.  All are welcome, regardless of military service or lack thereof!  All we ask is that you act in a mature and respectful manner toward others.

Do you play any of the games we have listed?  Would you like to join us?  If you go to the Home page and click onto the company of the game you're interested in, you will see a roster with all the officers and Watchers in that game.  To talk to one of the officers about our guild or joining, choose the Force Commander, Company Commander, Company XO, Company 1st Sgt, Company Master Sgt or Squad Leader (for our smaller companies) to open up their profile.  If they have listed an email with us, there will be an option to "send message".

Otherwise, you can catch any of us in-game.  We're the ones with [RBW] or [Royal Black Watch] after our names. ;)  We're generally a pretty friendly bunch. 

We have our own Teamspeak and Facebook group page, too.

30
General Discussion / Are eSports "real" sports?
« on: December 23, 2013, 03:27:02 pm »
Interesting question.

HBO debates if eSports are real or not, suggests competitors may also attend Star Trek conventions

19 December 2013 • Story by Matt Purslow

Oh jeez, here we go again. eSports have made it onto mainstream TV, being shown as a feature segment on HBO’s Real Sports show. You’d think being on a show called Real Sports that the presenters would have already deemed competitive gaming as a real sport, but no. Instead the main question was what kind of overlap was there between pro gamers and Star Trek convention attendees.

The opening feature section featuring League of Legends thankfully does present eSports as the exciting scene it is, but the follow up discussion is exactly what you’d expect. Former pro tennis player Mary Carillo exclaims “It’s still not a sport. It’s a game!” Fox News correspondent Bernard Goldberg demands to see the statistics on how many ‘cyber athletes’ go to Star Trek conventions. Sports Illustrated writer Frank Deford goes as far as to call the twenty million LoL spectators as crazy people.

Yes Frank, watching people work as a team to score points is crazy.

Hosts Bryant Gumbel and Soledad O’Brien were more enthusiastic, with O’Brien explaining the physical movements needed to pull of the strategy requiring skill, and that competitors used sports visas to travel across the world. Grumbel notes that he gets why it’s a sport.

Not everyone’s convinced then over at Real Sports, but then again I guess they don’t need to be. Whilst we always hope that mainstream coverage will be kind to games, in this case there’s no need to be too upset over the reaction. Yeah it’s not nice to be thought of as crazy and insignificant, but no one will be breaking out the torches and rallying against us for corrupting children this time.


What do you think?  Are eSports "real" sports?  Are the 'professional gamers' athletes?  If not, how should eSports and its participants be classified?

31
General Discussion / "Player Choice & the Decline of Interdependence"
« on: December 09, 2013, 02:28:36 pm »
Something to think about.......


Called "MMO", the games we play are designed for interdependenc e with other players. In our latest Social Hub, we take a look at how player choice may have led to a decline in that interdependenc e.

Column By Christina Gonzalez on December 09, 2013

It's not you, it's me. I can gather enough raw materials from every corner of the world, change my class if I need to better protect against the creatures I'm going up against, and even use a whole set of other skills to get through a tough task set before me. I...just don't need you anymore. In many of today's MMOs, the buzzwords are “player choice”, and in giving players lots of choices, an abundance of skills, and the ability to solo nearly everything, there are tradeoffs. In creating games centered around the player and having endless choices to play “your way”, those tradeoffs can be both harmful to community but financially lucrative for studios. Where has interdependenc e gone? The way of player choice.

Once upon a time, a popular consideration was whether or not your chosen server would have a good community (at launch or if you joined up later). Would there be a healthy population over time? Would there be helpful, skilled players to team up with? Would there be a good class distribution ratio? And for some, whether there would be active roleplayers (or RP servers). Classes and gameplay and choice were all important, as they are now, but somehow it seems like for myself and most people I know that have played MMOs for a while, the mindset of planning was with a more group-oriented mind. You didn't want to roll on a server with a severe imbalance of, say, mages, making groups hard to find. Nor would you want your home server to have just a handful of crafters.

Designers too knew that there was potential for wildly uneven numbers at times, but communities sprung up and often took care of themselves. That's not a rose-colored glasses statement, as having to reroll a character was more painful then, so knowing the community composition and being able to settle into your groove mattered.

Nowadays we have gained more flexibility, which is a good thing. We're able to decide how to play and get in our time without needing to wait around for say, a doctor to buff someone, or the players of one class or race that can gather materials to be online in enough numbers for the groups that need them. Class flexibility isn't recent (one of my favorite implementation s actually came in The Matrix Online, where you could actually load up any skill in the game as long as you had unlocked them and had copies), but the whole process has become streamlined in such a way that saves us time and lets us get right into the game. We can also change classes according to our needs or simply tweak our progression. Games like Rift offer this sort of flexibility, and The Elder Scrolls Online looks to head in that direction as well. Final Fantasy XIV: A Realm Reborn is perhaps the best recent example of this kind of system at work. You can learn on the same character and keep progressing.

Is it any surprise that our MMO circles have seemingly tightened? The more self-reliant we are in these games, the less we need others. That's not to say some games aren't carrying elements of interdependenc e. Camelot Unchained will have items be crafted, so you had better get friendly with the other classes. However, CU is a PvP-centered game, so it's unlikely there will be a huge open world where this takes place. The Elder Scrolls Online will let players distribute crafting points so as to either master two or spread points across five disciplines. This system looks to let a few players be masters in their chosen profession, hopefully leading to those crafters mattering when it comes to supply of high-level crafted items. Yet with all five paths accessible to players, depending on (that word again) choice, this system goes only partway toward creating an interdependent system. Add in some people's issues with the games that tweak or throw out traditional trinity gameplay, and it's easy to understand why some feel a disconnection.

The new player-centered systems also seem to leave the door more open to microtransacti ons, because everything becomes about the individual experience. Customization was possible in the past (the good dyes sold for a pretty sum in older games, and guild emblems on shields and the like were a big deal), but all of this was secondary. Now it's a touted, promoted feature and isn't always for in-game currency. Getting people to buy requires they be emotionally invested on some level with what their characters look like, what's in their homes, and other indicators of personality and status. It's marketed as choice, but it's an encouraged egocentrism.


Many of the earlier MMOs had built-in downtime for multiple reasons. It kept people playing longer. Technological limitations. It made the world feel larger. But for whatever reasons existed, it helped generate a sense of community that is somewhat lost in today's “player choice” driven games. I remember time spent dedicated to crafting during which my guildmates and I spent time socializing via chat and voice. We'd also talk to those who came to craft at the hub as well. Downtime bores a lot of people though, so it has been significantly reduced over time. I think systems like dungeon finders are beneficial, even with the tradeoff, but I suppose it comes down to the fact each player has his or her own vision of what the right balance should look like. That is not to say that some of today's games aren't fun or entertaining to play through. But when you create systems that are fully contained, or fully contained between the player and the cash shop, you take away something else.

The abovementioned downtime is necessary to note because many people bonded in downtime, or in learning the systems that caused many to be valuable to one another. If only one class has a certain spell or if another class can give players a certain buff that makes a quest doable, that makes it important not just to interact with one another, but to even develop relationships with your fellow players. That's one difference between playing in the same place together and playing together.

Yes, many of the players that have come to MMOs in the last 5-8 years have broadened the player base and, coupled with an aging average age for MMO players, led to some changes. This is a story many of us that have been around a while have heard a million times. Naturally, marketers have followed and the shift away from subscriptions has arguably devalued social and community importance. It's all about the player now, inside the bubble of self-importance and choice.

That said, as I have argued before in this space, it's also up to the players to create and invest in the community if they want to see things be better. Get out there and talk to someone and even ask for help, offer help, buff the next ten people who pass you. It's not the return of full-fledged interdependenc e, but it can bring some light to the day.*

http://www.mmorpg.com/showFeature.cfm/loadFeature/8021/page/1

* emphasis mine

So. Watchers, what do you think?

32
General Discussion / Blizzard's Black Friday Sale
« on: November 28, 2013, 04:36:02 pm »
 - Save up to 75%!

Avoid the (zerg) rush at the mall and go digital with your holiday shopping. For a limited time, you can save up to 75% on digital copies of select Blizzard games:

 
SAVE up to 75% on World of Warcraft
- World of Warcraft — Now $4.99 (Reg. $19.99)
- World of Warcraft: Mists of Pandaria — Now $9.99 (Reg. $39.99)
- World of Warcraft: Mists of Pandaria Digital Deluxe Edition — Now $29.99 (Reg. $59.99)

SAVE up to 50% on StarCraft II
- StarCraft II: Wings of Liberty — Now $19.99 (Reg. $39.99)
- StarCraft II: Heart of the Swarm — Now $19.99 (Reg. $39.99)
- StarCraft II: Heart of the Swarm Digital Deluxe Edition — Now $39.99 (Reg. $59.99)
 
All of these digital offers are now fully giftable in the newly revamped Battle.net Shop, making it easier than ever to hook up your friends, family, and zerglings with a new Blizzard game this holiday season.

Sale ends December 2 at 11:59 p.m. PST.

 
P.S.—Our treasure goblin scouts have also sighted a few special deals on Diablo III for the PS3, Xbox 360, and PC/Mac, but only at select retail locations. Check with your local retailer for details and availability.

https://us.battle.net/shop/en/product/category/digital-games?games=wow,starcraft

33
11 November 2013 • Story by Jeremy Peel

A tiny team within the great monolith that is Blizzard Entertainment are fiddling with games they haven’t touched for a decade and a half. They’re working to rejig Warcraft: Orcs & Humans and Warcraft 2: Tides of Darkness for contemporary PCs.

One fan asked a laser-focused question of the WoW dev team at a BlizzCon 2013 panel this weekend - would Blizzard consider making the older Warcraft games compatible with modern computers?

“So, we actually have a guy on our team - actually several guys on our team - who are actually working on a side project to do something like that in some form or fashion,” said WoW production director J. Allen Brack, about as directly as he could manage. “We're fans of Warcraft 1, Warcraft 2, Warcraft 3, and we'd love to replay those games for sure.”

Coo! It’s difficult to imagine that GOG haven’t already approach Blizzard about adapting the Warcraft games for modern machines. But the thing about operating a self-imposed closed system like battle.net is that you have to do everything yourself.

It’s certainly the right time for the early Warcrafts to return - new WoW expansion Warlords of Draenor rewinds the clock to a “pivotal moment in history to fight against and alongside legends from Warcraft’s brutal past”. And Duncan Jones’ Warcraft movie has finally been revealed as a first-contact story of the very Orcs & Humans who subtitled Blizzard’s first-ever RTS.

http://www.pcgamesn.com/wow/blizzards-side-project-bringing-warcraft-1-and-2-modern-pcs

34
General Discussion / "When Change Comes Knocking"
« on: November 11, 2013, 04:26:32 pm »
Change is never an easy thing to take though it is a frequent visitor to the MMO space. In today's Devil's Advocate, we take a look at change and how the communities of the games in question have reacted.

Interviews By Victor Barreiro Jr. on November 08, 2013

It’s been around three weeks since the last Devil’s Advocate, and I’m lucky enough to have an editor who was cool about my asking for a brief hiatus. While some of you may have expected me to disappear, and while I still haven’t really found a lot clarity regarding life in general, I have realized that I do enjoy writing my thoughts out and reading thoughtful responses to issues.

Today’s Devil’s Advocate deals with a recurring theme in MMO gaming: the reception a fan base has to change. Aside from a short backgrounder on games that have changed some intrinsic part of their systems and received some backlash, there are two main issues regarding change I wanted to discuss.

The first thing I wanted to talk about was The Lord of the Rings Online’s upcoming Helm’s Deep expansion and how word of the class changes might appear to people who are casually observing the forums for a short period. The second thing I wanted to discuss, also related to LOTRO, is how their community management team has appeared less than stellar in handling the reactions.
NGE and Cataclysm

While there are likely some other games that have garnered a negative reaction due to changes in their systems, few have had such differing reactions as the changes made in Star Wars Galaxies’ New Game Experience/Enhancements and World of Warcraft’s Cataclysm class changes (which also got changed further in Mists of Pandaria).


I’m going to shorthand the history of SWG a bit, so bear with me. Prior to the release of the NGE (Pre-NGE), the game had a 12 main professions that you could specialize in and then gain further expertise in, with some subprofessions thrown in, such as a politician that could create and manage player cities.

In the NGE, released nearly eight years ago and whose patch notes are outlined on the Star Wars Galaxies Wiki, the class development systems were altered rather significantly from pre-NGE. You were more or less given the option of being shoehorned into a particular class, and some classes weren’t exactly combat friendly. The struggle of becoming a Jedi in pre-NGE, which I’ve been told required some doing, was replaced by a button click to simply become the class.

These changes came two weeks after an expansion, leaving many unprepared for the changes. People left, communities died out, and the game simply wasn’t the same as before because the fundamental changes to class systems were so drastic.

Regarding World of Warcraft, we have a less drastic scenario, but it was one that also needed to be discussed. By Wrath of the Lich King, the WoW class advancement systems had 61 points to distribute across three trees. This seemed like the norm for numbercruncher s, but it also created a bit of skill bloat for players, making gameplay a bit more difficult for us less than speedy keyboard users.

Cataclysm addressed overfamiliarit y with the world and skill bloat, revamping vanilla-mode Azeroth and culling the talent trees into 31-point systems which were a bit like the systems in Vanila WoW. Mists of Pandaria changed that even further, but to focus on Cataclysm, let us just say that in comparison to the NGE, the changes were not to the liking of players who reveled in complexity, but enough people stayed because the game offered something that people liked.

A mix of other factors likely led to a decrease in the game’s playerbase – not enough to slay the Deathwing that is WoW perhaps, but enough to leave the naysayers with a long-standing “WoW is dead and the sky is falling” vibe (though hasn’t that always been the case?).

Reaction to Helm’s Deep
Helm’s Deep is a curious beast to me because it’s the game I’m currently playing. While I know class changes are coming and the non-disclosure agreement for the beta dropped recently, I didn’t engage in the beta because I was just busy learning more about the story (I had abruptly ended my last soujourn upon leaving the Mines of Moria, and a minimum of 100% more experience on just about everything is a great motivator to reach cap).

The situation works like this. LOTRO currently has a rather open system of play. Depending on your class, you can do a lot of things adequately because you have a ton of skills and part of the fun of play now was being able to shift your use of skills accordingly depending on the need for a particular role in party or solo play.

Helm’s Deep changes this by introducing RIFT-style talent trees for classes. There are three distinct trees, and choosing a main tree for a class grants you an inherent bonus to a particular style of play for that class. A Guardian picking a tanking tree, for example, would naturally gain more threat without needing to do anything aside from picking that tree add skill points in.


This specialization is perhaps a poor man’s RIFT soul tree, but according to the breakdowns made public by forum goers, the 8 classes and their general playstyles are all there and their fundamental playstyles have not changed; you just can’t do everything willy-nilly like you can now. Skill bloat has also been addressed, leaving newcomers to the game with fewer skills to worry about as they develop their characters because of how the trees are designed.

The reaction to Helm’s Deep has been mixed. Vocal detractors of the changes made to character development started talking after the NDA dropped and comparisons to the infamous NGE have been made. There are also people who are cool with the changes; they’re not ecstatic that things are changing, but they’ve accepted the changes or are happy with the remedy to skill bloat.

To someone who isn’t as strongly invested in the game, but is interested in trying it out, the way people are acting in the forums outside the New Player Help zone looks less than inviting. When negativity is perceived as a strong source of zealous discussion, passersby are less than enthused about being a part of that community.

Divisive Discussions
Divisive discussions are not new to MMORPGs. No MMORPG is going to wow everyone, and that’s fine. If Helm’s Deep is not someone’s cup of tea, they’re welcome to leave and come back when they miss the feeling of being in Middle Earth, like I did after a year’s hiatus.

That said, the other thing I wanted to discuss about Helm’s Deep is something that happened after the NDA drop occurred and people started talking about it on this thread: lines of communication.

As I understand it, the marketing push (or at least the honest discussions from devs regarding how things in Helm’s Deep worked and if LOTRO will continue past its license renewal date) has left many people anxious about LOTRO’s future. The lack of openness about Helm’s Deep when it’s two weeks away from release also doesn’t put people at ease.

One line of communication was recently crossed out when Fredelas, a player known for his Riders of Rohan Hytbold reconstruction guide, was permanently banned without much explanation. Part of the discussions led people to think that this was the result of Fredelas noticing and pointing out a factual error in a comment by community manager Sapience.

What’s been noted in his exchanges is that the some forum goers have been receiving “sarcastic, paternalistic communication from the community team throughout beta,” which eroded the foundations of a perfectly good line of communication that existed.

While someone named Fredelas_The_F ree made a comment elsewhere asking people for understanding and acceptance and for people to not quit LOTRO and use him as a rallying cry, a point of contention still stands: why isn’t the community management team trying to better foster the community?

While I can understand stress and the sinking feeling of dread from reading through page after page of depressing commentary, that shouldn’t prevent some sort of respectful manner of discussion from springing forth. I can sympathize with reading through a ton of disheartening thoughts, but I certainly hope Sapience and the mods, as well as the players who enjoy LOTRO, can bounce back from negativity and manage to find enjoyment in what they’re doing, assuming they all care for the game as much as I think they do.

Change is coming in LOTRO, and while it can be disheartening, this is no time for dread to get the better of the players and the people working at Turbine. Here’s to hoping they can stand together to fight the encroaching horde of uruk and goblin-kind. They certainly have my spear and shield, at the very least.

http://www.mmorpg.com/showFeature.cfm/feature/7926/page/2

What do YOU think?

35
General Discussion / "The End is Not Remotely Nigh"
« on: October 18, 2013, 05:02:56 pm »
Previews By Lisa Jonte on October 18, 2013

People have been sounding the death knell for the MMO genre for years but is it a reality, a thing certain to occur somewhere in the misty future? In today's Fair Game, we take a look at the notion.

We hear it every day. We read it here, we read it there, shrieking from one gaming site to another. There is a Thing coming and this Thing is so terrible, so destructive, so very pernicious at its very core that it will sound the death knell for MMOs as we know them.
What is it, you ask? What game-destroying, apocalyptic nightmare is even now hurtling toward an Internet connection near you? Well, that hardly matter, does it? It’s a Thing! A new Thing! And it’s the end, the eeeeeeennnd!

It’s a lot of different things, actually. It could be a new pay model for an old game. I’ve heard both subscriptions and F2P described as the Thing What Will Kill All The MMOs. It could be the way a game chooses to let players level, or how it doles out gear and artifacts. Sometimes it’s the fact that a game doesn’t allow for (or has recently banned) practices like griefing, or kill stealing. The gnashing of teeth and the rending of garments is dramatic, to say the least. Why, if we don’t make MMOs budget-destroyingly expensive, hours and hours of lobotomizing grind, or gut-wrenchingly punitive to the payer, then just anybody will want to play them! And you know what that kind of outrage that sort of thing leads to: Casual Players.


I swear, the term Casual Players has been lobbed so freely and with such invective, that one wonders why more traditional Bogeymen even bother. Seriously, as villains go, the hypothetical Casual Player has far better PR than Voldemort, cancer and the IRS combined. One mention of the dreaded CP is often enough to send your average flock of MMO devotees into a howling rage, blaming this particular malefactor for the ruination  of all that is just and true and good in gaming.

Funny thing is, that’s complete crap.


The emergence of movies in the 1920s didn’t kill live theater. More people buying radios in the 1930s didn’t kill off the movie industry, nor did more people buying televisions in the 1950s. The invention of the computer and the emergence of the Internet hasn’t killed any of the entertainment mediums that came before it. Moreover, all of those things has, in decades of Cassandra-like hand wringing, been proclaimed again and again as the imminent killer of the written word. You tell me, how’s the publishing industry doing? Are people still reading? You bet they are, and in more convenient and inventive ways than ever.

More people adopting a new medium do not, by their sheer numbers, destroy that medium. In fact, they are what moves a niche market into the main market, thus allowing for more production of new media.

New (casual) players bring a constant influx of revenue to older games. The more new players, the more revenue. Some of those casual players become dedicated players, thus increasing the revenue stream. More revenue means more game content. And there it is: Casual Players build games.

Look, I understand the fear behind the villainous façade. I get that many of us old-timers are worried (or even convinced) that all these newbs, these Johnny-come-latelys with their lack of dedication and appreciation for what has come before are dragging the whole medium down. They’re demanding that game producers level the field to some fictional lowest common denominator. They’re throwing the curve, as it were. And while I won’t deny that, in some ways, some game producers have done just that, I do not for a minute believe that ALL game producers have done, or would do anything so ridiculous to the complex systems and engines that are most MMOs. It doesn’t make any sense that they should. Making a game more accessible to those who might be, shall we say, somewhat less than hardcore, is one thing. Reducing an entire established world to an automated, Monty Hall-esque sham of its former self is another thing entirely.


So, what does this all mean? It means more MMOs on the market, but that players will have to be more particular about which ones they choose to play. Just as with every other medium, not everything on offer will be Tolstoy. Sometimes it’ll be Twilight. But that’s okay. Vote with your wallet; give money to the games that please you, and ignore the ones that don’t. And if both the best and the worst manage to flourish at the same time, who cares? The existence of reality TV hasn’t made PBS illegal, or hard to find, or reduced its quality in any way. And just think, all those Casual Players crowding those lesser game worlds? Yeah, they’re not cluttering up your preferred retreat with their lack of dedication.

What’s your take? Are you confident that MMOs will survive and thrive in an ever-changing entertainment landscape? Or do you refuse to put away the sackcloth and ashes just yet?

36
General Discussion / Naruto Saga Browser-Based MMO Announced
« on: October 07, 2013, 04:26:40 pm »
Icegames Co. has announced that an MMO based on the wildly popular Naruto anime series is in development. Characters will play as untrained ninjas and will see their skills grow through battle and training.

Presented with jaw-dropping scenery and stunning artwork, Naruto Saga is a unique MMORPG that rebuilds the popular Naruto anime series through a myriad of innovative features and cutting-edge browser-based gaming technology. With dynamic quest systems based on Naruto plots, powerful Beast Summoning, exciting Arena PK and mysterious Ninja Transformation features, Naruto Saga gives players immense freedom while challenging them to use wisdom and courage to overcome obstacles as they strive to become the top ninja in the land.

The villagers of the ninja world need constant protection, and the fickle dream of world peace needs maintaining in the face of war. This is where Naruto Saga players step in, beginning their journey as average untrained ninjas and growing their skills through varied trails and exciting tactical battles; eventually, it will be their sworn duty to protect the village from any imminent threats.

Along the way, players will meet and team up with some of the most famous ninjas in the anime world, including Kakashi, Sasuke, Sakura, and even the powerful Naruto himself. Players can also form teams with each other as they explore everything the mystical ninja world has to offer, and make use of deep social features and forums to share the secrets they find – or keep them to themselves.

As yet there is no website, simply a Naruto Zone Facebook page that does not have any further information on it.



37
General Discussion / Damage, Healer, Tank
« on: September 28, 2013, 01:08:15 pm »
The Holy Trinity, both bane and boon to MMO players the world over. In today's Tingle's Touchy Subjects, we tackle the issue head on.

Column By Adam Tingle on September 27, 2013

It has struck me quite recently, that I haven't been playing this genre right. While I may have gone through the motions, bought the games, and thumbed in the necessary credit card details, I haven't actually engaged with the art of MMOing for quite some time.

In my last article, I talked about remembering the core tenants of a multiplayer adventure: namely, talking to people. In tandem with the aforementioned, and along with the many iterations and advancements that titles such as World of Warcraft and Guild Wars 2 have brought along, a sense of growing inertia has settled somewhere within me.

I no longer engage with MMORPGs, instead just passively tapping out commands and clicking necessary targets. Upon launching each individual adventure, I know the drill: slump, stare, and level ad infinitum.

While I might have put this down to a lack of excitement in modern development, or dragged out a long-winded and nostalgic moan for South Karana and gnolls, I’m beginning to think that I might be the problem. I’m the one not paying attention. I’m the one not getting it.

What has brought on this sense of self-revelation is the fact, as I’ve mentioned before, I’m currently resident in Eorzea. I have pointy little ears, stand smaller than a hobbit, and own a skimpy little beach bikini all in the name of a big fire bomb god. I’ve enjoyed Final Fantasy XIV: A Realm Reborn, not because it is in any way groundbreaking, but because I’ve accepted it, and played an MMORPG on its own terms for the first time in around five years.

The last time I truly, and fully, enjoyed a spot of virtual skullduggery, was EverQuest 2, circa 2008. It summed up a busy time of my life, fitting in the odd online tryst in between a burgeoning college schedule, a first “big boy” job, and a desperate need to appeal to the opposite sex.


Those few stolen moments within the land of Norrath were magical, and not particularly due to the game itself. Myself and a few friends congregated digitally in the fleetingly spare moments we had, donned our respective robes, wizard hats, and two handed swords, and took on some of EverQuest 2’s more forgotten locales.

Up until now, it was the last time I really got what the genre was all about. While in recent years I have bemoaned the lack of spark, that certain alchemy that newcomers feel with their first MMORPG, I’ve also stopped looking for the other things. The co-operative things. The fun things.I forgot what it was like to inhabit a role. While I’ve played almost every “major” MMO of the past decade, at some point I reverted to autopilot, helped in no small degree by the developer’s wish to keep it inclusive.

The upshot of this has been a certain loss of identity. Classes no longer dictate your particular role, as much as inform you what weapon you might use. I remember the days of EverQuest, people making considered choices of whether to roll an enchanter or shaman, simply because of the later game usefulness. Now, unless you implicitly head for healer, nobody really is needed above anyone else.

Or at least that is what I thought. Between public quests and pick-up-groups, I found steamrolling opponents in numbers to be just that. Steamrolling. Most dungeons I have attempted since my heady days as a 17 year old have been fairly humdrum. Tactics are rarely needed, and if we suffer a wipe, who cares? Just recently however, I have started to get an inkling for what the genre used to be like, and still is for so many. Playing FFXIV with a friend has illuminated an aspect of online skirmishes I thought long forgotten. The strategy I desperately thought lost still remains.

It may seem bland and uninspired, but I think I fallen back in the love with MMORPGs over the “Sleep” spell. When trekking through the Copperbell Mines, I suddenly recognised that I have a spell list above and beyond fire, fire II, and ice. Rather than mindlessly blasting through the cavernous dungeon, we lost a healer, and had to get our shizzle in order. Recalling a past life as a man with half a brain switched on, I remembered how to play these games again.

Bland, mundane, and ordinary, but to me the following events held a certain sense of magic. Our tank would pile into enemies, taunting, taking agro, whilst I set about soothing the ads into a gentle snooze. It was spinning plates, but it felt good.

Most of you will probably read this and feel that my voyage of discovery is little more than paying attention, but for me, it has reinvigorated my perspective on the genre. Before, I complained that things weren’t as good as the days, whilst completely overlooking everything contemporary games still have to offer.

But still, I do feel that in an effort to include everyone, and leave no soldier behind, we’ve lost a certain identity to the traditional roles of classes. The idea of certain players supporting, far behind the structures of tanking and damage, seems to have gone. Where are the supporters? Those that buff? Who here remembers the clarity spell?


It seems as though, while I am half to blame, the other half of that particular spiteful, broken, medallion, is the need to keep everyone entertained. It doesn’t seem exciting to solo a character so suited to group play - and yet - put it in a social context and an enchanter/cleric are the popular guys at the dungeon crawl party.

I think games need to get back to this greater sense of identity. The need for certain, highly individualised roles. Final Fantasy XIV has an advantage because players can be all things, eliminating crippling shortages, but really? It is those treks with a well tooled and specialised party that makes this genre what it is.

38
Flotsam and Jetsam / A Sweet Reminder
« on: September 19, 2013, 06:36:09 pm »
........to not give up hope.

Our local Library is endangered.  Not by the economy - I founded it three years ago with the help of several good-hearted people, and it has been overwhelmingly supported and financed by folks from coast to coast and top to bottom of the US (and a few overseas ;)).  Not by disinterest - in a town of 325, we have ~130 cardholders with the vast majority of them local (a few outliers who do actually use the facility!).  No, it is endangered by an individual who has determined that he did not like the way the town was beginning to revive and wants that uppity "girl" (me) out of office.  He has begun a campaign - hopefully a doomed campaign - to close the facility as soon as he is (plans to be) voted in come April - if not before that date.

The librarians, knowing how this has all upset me, posted this on Facebook.  Then one called me and told me not to cry.   :'(



Just look at all those little hands raised in hope and support!

(Mine was put by proxy in the upper left corner.)

39
General Discussion / Desktop App for Battle.net
« on: August 16, 2013, 03:16:13 pm »
In the months ahead, the game launchers for World of Warcraft, StarCraft II, and Diablo III will be automatically updated to our new desktop app for Battle.net, designed to improve the launcher experience and streamline your ability to play Blizzard games—but if you're interested in upgrading now, you can!

The open beta test has begun, and everyone's invited to download and install the app now in preparation for the switchover. If you're interested in upgrading in advance, http://us.battle.net/d3/en/blog/10626946/launcher-update-get-the-desktop-app-for-battlenet%C2%AE-now-8-14-2013#best

What's this launcher update do? The new single sign-on functionality allows players to log in once to access World of Warcraft, StarCraft II, Diablo III, and the upcoming PC and Mac versions of Hearthstone: Heroes of Warcraft, and stay logged in for up to 30 days.

Players can also install games directly through the app and, if you choose to leave the app running on your desktop, keep them up-to-date automatically even while you’re away from your computer. Please note that it’s entirely up to you whether you wish to leave the app running—you can exit it at any time, and it will automatically re-launch whenever your standard launchers would.

For more information, check out the FAQ.  https://us.battle.net/support/en/article/launcher-update-testing-faq

Once the open beta test ends, everyone's launcher will be updated automatically when they start up the launcher for World of Warcraft, StarCraft II, or Diablo III. Players will be auto-updated in waves over time, so the exact date you’ll get the update will vary from person to person.

Today also marks the end of our Battle.net desktop app closed beta test. If you've already been using the app as part of the closed beta group, you don’t need to redownload or reinstall anything—you're already good to go. Thanks again for all of your great feedback throughout the course of our testing, and we look forward to hearing everyone’s thoughts on the open beta in the Battle.net forums.

40
General Discussion / Trion to Close England Location
« on: August 16, 2013, 02:52:20 pm »
GamesIndustry International:  THU 15 AUG 2013 3:53PM GMT / 11:53AM EDT / 8:53AM PDT


"Part of its recent company realignment," says director of communications

Trion Worlds has confirmed that it's closing its EU publishing office, just days after it shuttered its San Diego operation.

"As part of its recent company realignment, Trion's European publishing office based in Guildford, UK, will be closing down," said a statement shared by Jonathan Goddard, director of communications at Trion Worlds Europe Ltd.

"European localised versions of Trion's live and upcoming games will not be affected as all regional game development and support continues from Redwood City, CA."

Last Friday the company announced it was shutting its San Diego office and moving Defiance development to Redwood City studio.

"We can confirm that the San Diego studio will be closing. The day to day operations of Defiance will be moved to our Redwood City studio where it can be managed alongside Rift and our other in development titles including ArcheAge and End of Nations."

"As part of this transition, we are working hard to ensure that a number of great people will be making the move from San Diego to the Bay Area and continue their work at Trion."

The company recently appointed a new CEO in Scott Hartsman.

41
General Discussion / Lark Your Games
« on: August 09, 2013, 01:04:17 pm »
Column By Genese Davis on August 08, 2013

Developers are beginning to muse over the fact that synonymous experiences through multiplatform game design may be required in the near future. As internet access, crowd funding, and global collaboration has become more feasible, our gaming options are expanding. It seems every month we’re introduced to more and more gaming tech like Nvidia Shield, Razer’s Edge, Ouya, Valve’s steam box, and Microsoft’s and Sony’s new models. Recently, Irrational Games head Ken Levine referred to the new Chromecast as another example of where future gaming will go.

Entertainment choices are popping up everywhere and it can be tough to sift through the noise. Ignorance sometimes feels like the only sane option. A lot of us gamers can become creatures of habit, and when a new brand of tech, or a new game is introduced outside of our normal loyalties, we’re most likely not going to be fighting to be first in line. Is this because we’re inundated by tons of new tech and games? Do critical reviews heavily impact our hesitation?


Unfortunately, through these high saturation levels we may not be giving our new entertainment options the time we gave say, to our first console, smart phone, or MMO. When was the last time you had that “That’s cool!” sensation when hearing a game or hardware reveal? Hopefully recently. If not, I’ve found a neat way to preserve that childlike “epic experience” feeling for gaming/tech. It all ties in to my motto Lark Your Life, slightly tweaked to Lark Your Games or rather Lark Your Tech.

The word “lark” has a personal tie back to my childhood. Every once in a while out of nowhere, I remember my father asking, “Who’s up for a lark?” This question was followed by giddy screams and an abundance of excitement. Moments later we were off and on our way. It didn’t matter where we were going. It could have been to a late night movie, or to get a late night treat. The fact that we were trying something new and about to leave the house unexpectedly, spontaneously, and with optimism was what made it special. Crossing this positive spontaneity over to gaming, new tech, and well, all forms of entertainment like movies and books, too, can enhance your whole entertainment experience. Here’s the recipe (some apply more to games, but with a little stretch of the imagination we can apply them to hardware, too):

1) Be open:
Before buying new hardware, settling in to play a new video game, watch a movie, or before turning that first page of a new book, begin your experience with a completely open mind.

2) Be optimistic:
For games, let yourself get lost in the experience. Assume everything you are seeing or hearing could really happen. For hardware, focus on the positive features before looking at the negatives. Don’t ignore the negatives, just start with the positives.

3) Throw out logic:
Let the technical, rigid, and analytical impulses disappear. Gravity, laws of physics, space-time continuum… everything is okay to break for a moment. Let the fantasy world have your full immersion and allow yourself to embrace that suspension of disbelief.

4) Empathize:
While gaming, put yourself in the character’s shoes. Allow yourself to feel what they feel. Imagine all the gritty details. You are not a spectator taking notes. You are there. You are the hero, the enemy, the victim.

While testing new hardware, empathize with the limitations. Think like an engineer and imagine what design barriers they had to overcome to create the device.


Part of what make larks special is exploring things you never imagined would be your cup of tea. Being open, and trying new things are essential. Push yourself to dabble and explore something new. Even if it doesn’t pique your interest at first, take the opportunity to give it a chance, dive in anyway with these lark-inspired tips. And let me know how it goes!

42
General Discussion / A Noob’s Guide to Just About Everything
« on: July 13, 2013, 12:36:10 pm »
Column By Lisa Jonte on July 12, 2013

My friends, I had an epiphany today. Well, maybe not a whole epiphany, perhaps more like an epiphlet. But whatever it was, it was new and it struck me upside the head hard enough that I had to write about it:

People who are new to a thing, are generally pretty stupid about that thing.

I know, I know, you’re all thinking, “Well, duh!” right? Of course you are. But the thing is, no matter how often we are new to something, (gaming, cosplay, cooking, international drug smuggling, what have you) once we learn our way around, we always seem to forget what it was like to be at the very beginning. What this means is, we wind up making the same mistakes again and again, every time we take up another new enterprise.

Well, no more! I’ve compiled a list of sure-fire de-noob-ification tips to help us (our friends and family) acclimate to just about any new hobby or field of endeavor.

1. Admit that you don’t know squat
The words, “talent” and “prodigy” need to be stricken from the dictionary, and the person(s) who came up with them need to be smacked around a bit for inflicting so much angst on unsuspecting generations. No one, and I mean NO ONE, knows all about a new thing the minute they begin it. Everyone has to start somewhere, and even the kid who started out as a musical genius at six, didn’t emerge from the womb knowing how to play the tuba.

You cannot build on a missing foundation, and beginner skills (aka ‘the basics’) are the foundation of every mastery. So it’s not only acceptable to admit you don’t know anything, it’s absolutely necessary. No one is going to teach you those vital basics if you’ve bluffed them into thinking you’ve already got them down.

2. Ask for help
There is no shame in ignorance. Shame only comes when that ignorance is willful, and worn like a badge. We’ve all met that one idiot, the one who took an advanced class without the prerequisites because, as s/he declared, “How hard could it be?” Don’t be that idiot.
Also, no one but a complete jackass would make fun of you for asking, so asking becomes useful in two ways: 1) It gets you the help you need in learning something new, and 2) It’s a handy way to identify the jerks in your new hobby or field of study.

3. Do your research
Asking for help is only part of the equation. Reading the manual, searching the archives, and practicing the art of whatever art you’ve chosen to practice is all up to you.

Asking for help is still a good thing to do, but relying on the hard work of others is not. It’s selfish and shallow. It shows a lack of respect for the task at hand and for those who are trying to master, or have already mastered it. Sure, your new friends may still help you when you ask the same damn question for the thousandth time, but I doubt it. So, don’t be that guy. Nobody likes that guy.

4. Don’t believe everything you read online
Caveat Emptor, (let the buyer beware) should, in this case, probably be Caveat Discipulus, (let the student beware.)

Not all websites (or for that matter, books) are as well researched and edited as we might hope for. Seriously, there’s a lot of crap to wade through out there. One of the things that inspired this very article was a horrendously bad website that allegedly taught non-gamers how to speak like “an Internet Gaming Geek”. Don’t get me wrong, the writer of the article had some chops, but a lot of what he had listed was so dated it was laughable. Yet this was an article published this year.

5. Relax
You’ll get there. Maybe you won’t get there as fast as someone else might, but who cares? Whatever you’ve begun, you probably began it because it looked interesting, or fun. Let those feelings be your guide as you learn. Because if it becomes a grind, why do it? Sure, a bit of a grind may be tolerable in a game, but in real life, not so much.

Well, that’s it for this week. Now go out there and tackle something new, be it a new MMO, a new language, or really any new skill that appeals to you. (Except for that international drug smuggling thing, because I was totally kidding about that.)

And now, a few responses to last column’s comment thread:

SnarlingWolf said:  “Well for starters scientists have done studies which have shown that the human race is in fact getting less intelligent as the years march on.”

I think you’re referring to the study that appeared in Trends in Genetics last year?  Well, the results of a single (disputed, by the way) study aren’t necessarily fact, no matter how sensational, nor how often they are reprinted. Intelligence is amorphous and difficult to quantify. So don’t believe everything you read in the paper.

azzamasin said: “Part of the reason I play is because I know there is no ending and my character is persistent.”

Okay, so you just wouldn’t play those MMOs that did have a definite ending. It’s a big Internet, wanting one kind of MMO to exist doesn’t mean that all other kinds should vanish.

ElderRat said:  funny you should mention LOTRO at the end - a prime example of a good challenging game that has been nerfed...

Uh, yeah, that was in the responses section, and referred to the previous column: Pop Culture in World Building.
 
Until next time, may your escort missions be few and your drops plentiful.

43
General Discussion / Halloween happies
« on: October 30, 2012, 03:50:17 pm »


No, I did not make this!

44
Flotsam and Jetsam / For all you young whippersnappers
« on: October 30, 2012, 01:38:58 pm »
An old prospector shuffled into the town of El Indio, Texas, leading a tired old mule.

The old man headed straight for the only saloon in town, to clear his parched throat.

He walked up to the saloon and tied his old mule to the hitch rail.

As he stood there, brushing some of the dust from his face and clothes, a young gunslinger stepped out of the saloon with a gun in one hand and a bottle of whiskey in the other.

The young gunslinger looked at the old man and laughed, saying, "Hey old man, can you dance?"

The old man looked up at the gunslinger and said, "No son, I don't dance...never really wanted to"

A crowd had gathered as the gunslinger grinned and said, "Well, you old fool, you're gonna dance now!" and started shooting at the old man's feet.

The old prospector, not wanting to get a toe blown off, started hopping around like a flea on a hot skillet.

Everybody standing around was laughing.

When his last bullet had been fired, the young gunslinger, still laughing, holstered his gun and turned around to go back into the saloon.

The old man turned to his pack mule, pulled out a double-barreled 12 gauge shotgun and cocked both hammers.

The loud clicks carried clearly through the desert air. The crowd stopped laughing immediately.

The young gunslinger heard the sounds too, and he turned around very slowly.

The silence was deafening. The crowd watched as the young gunman stared at the old timer and the large gaping holes of those twin 12-gauge barrels.

The barrels of the shotgun never wavered in the old man's hands, as he quietly said, "Son, have you ever kissed a mule's ass?"

The gunslinger swallowed hard and said, "No, sir... but....I've always wanted to."

There are a few lessons for all of us here:


  • Don't be arrogant.
  • Don't waste ammunition.
  • Whiskey makes you think you're smarter than you are.
  • Always make sure you know who is in control.
  • And finally...don't screw around with old folks; they didn't get old by being stupid.

45
General Discussion / Baldur's Gate - New and Improved!
« on: August 08, 2012, 05:02:31 pm »
http://www.baldursgate.com/index.en.html

Baldur's Gate: Enhanced Edition
For Windows

    September 18th
$19.99 USD
Receive a special forum badge.
Pre-load the game to get it first.
 

Since its initial release in 1998, Baldur's Gate has entertained millions of fans around the globe, and has received countless awards. This classic saga of mystery, intrigue, and adventure has set the standard for Dungeons & Dragons™ computer role-playing games ever since.

Running on an upgraded and improved version of the Infinity Engine, Baldur's Gate: Enhanced Edition™ includes the entire Baldur's Gate adventure, the Tales of the Sword Coast expansion pack, and never before seen content including a new adventure, and three new party members: The Calishite Monk Rasaad yn Bashir, Neera the Wild Mage, and Dorn Il-Khan, the evil blackguard.

Baldur's Gate: Enhanced Edition for Windows contains the following enhancements:

New Adventure: The Black Pits
New Character: Dorn Il-Khan
New Character: Neera the Wild Mage
New Character: Rasaad yn Bashir

A new collection of player character voice sets
Native support for high resolution widescreen displays
Over 400 improvements to the original game
Improved multiplayer support, with connectivity between all platforms

Baldur's Gate: Enhanced Edition for Windows will be available as a direct download from Beamdog, with no client install necessary. Pre-purchasing will allow you to preload the game, so you can access it immediately after release.

46
General Discussion / 25% off Sale!
« on: July 06, 2012, 02:54:31 pm »
http://blog.greenmangaming.com/

" You look a little lost there, are you one of the many gamers hoping for a sale this season? We’re going to be rolling out something very special in the near future, so make sure to keep a close eye on us and check back frequently.

To kick things off we’re handing you a 25% voucher, which will get you 25% off the listed price for any product on our site.

You can use this as often as you’d like up until it expires. When does it expire? 1100 UTC July 9th 2012. 3 full days to get as many deals as you want!"

For example, this drops GW2 from $59.95 to $44.97!!!

Pages: 1 [2]