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Messages - Lili Birchflower

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51
Flotsam and Jetsam / Re: What are you listening to....
« on: July 01, 2014, 08:43:49 pm »
My crafting group has a quarterly read- and craft-along.  This quarter's "theme" is Alice in Wonderland.  So...

........in between watching https://www.youtube.com/watch?v=njYO0BMCkIk  and  https://www.youtube.com/watch?v=TZ4fauvg9Fg


I listened to https://www.youtube.com/watch?v=hnP72uUt_pU 


And then, because Alice   https://www.youtube.com/watch?v=m57gzA2JCcM

While also spinning lilac-colored wool for later-this-month's demonstration at the Arabia Steamboat Museum.

52
Flotsam and Jetsam / Re: What are you listening to....
« on: June 30, 2014, 02:22:37 pm »
Actually listening through Win-Amp as I'm doing paperwork, but the video was a nice find.




And


53
General Discussion / "Make Friends & Influence People in MMOs"
« on: June 23, 2014, 12:02:03 pm »
What are your thoughts on this?

Column By Mark Kern on June 20, 2014

Every game developer loves to talk about putting social into games. Usually this amounts to some token integration with Facebook (shudder) or Twitter from inside the game, or looking for group systems. But to me, what I’ve been describing in my last two articles as the decline of socialization, really means the loss of ability to form friendships. Friendship means meeting new people in-game, and refers to the surprisingly strong bonds you can form with people inside online games.

Forming friendships is one of the things that really sets apart MMO gaming from any other type of multiplayer gaming such as shooters, MOBAs or even most co-op games. The bonds can be so strong that MMO communities honor their real life dead, or find love and get married both in game and in real life. For many, MMOs provide an equal social playing field to get to know each other, many times enabling those who can’t socialize well in real life to do so in a virtual world. In a virtual world, nobody cares how you look or how much money your make, where you live or what color skin you have. If you think about it, that’s a pretty amazing and socially enabling phenomenon.

But as I’ve lamented, we’ve lost much of this as we’ve streamlined MMOs for faster gameplay, less downtime and dependence on help from others, and the focus on class homogenization to enhance solo-ability. What I want to talk about in this article is how we can get friendship back into MMOs without it being forced or creating problems like grinding and excessive downtime.

There are two major areas where we can improve. The first is closer to traditional MMO design in that we have synchronous, co-operative group activities. The classic example being grouping up to kill bosses or do raids. I’ll save this for a future follow-up article. The second is more radical, and yet I believe essential to modern forms of friendship and socialization: asynchronous goals and collaboration. Let me explain this later concept a little bit.

Synchronous, for the purpose of this discussion, means players have to be together, online at the same time, in order to have any interaction with each other. In our modern, hectic lifestyles, synchronous models of socializing online, such as chatrooms or chat channels in games, means it pretty hit or miss how much socializing you can do if everybody has to be online at the same time.

The web has shown that asynchronous communication is a far better model for communicating and sharing with friends online. This is why Twitter, Instagram, Snapchat and Facebook (shuddering again, maybe I should call it “the social site that shall not be named”), work much better than IRC in terms of gathering critical mass and providing a richer (even if still shallow) depth of interaction with friends. You don’t have to be online at the same time as all of your friends to have social interactions with them.

What could we do with this concept in games? The low-hanging feature here would be to implement a richer asynchronous, but still in-game, sharing and communications system. Some MMOs allow you to see whispers and direct message that you missed while you were offline. I would propose creating an actual feed, based on your friends list that you could pull up as a window in the game. This feed would work similarly to Twitter and Instagram, but be focused on game activities.


We collect a lot of stats and data in games. The feed could allow players to post their achievements, screenshots or short Vine-like video clips that the game could annotate with actual stats, like damage dealt, rewards earned, etc. It would be a great way to see what your friends have been up to while you were offline, and you could also post likes and comments to their exploits and adventures as well as share tips and strategies. It also would be a gentle, competitive spur, as you would be able to compare scores and accomplishment s and ladders amongst your friends list. A little, gentle competition among friends, can really drive you to play the game more and become better at doing so. As a bonus, imagine this feed is also available on your iPhone or Android phone.

But we are playing a GAME, not building a social site. For that, we also need GAMEPLAY based interaction and collaboration between players to build richer friendships. One feature I have been exploring for some time, is distributed, asynchronous guild activities. The inspiration came from the fact that well run guilds have some of the strongest social bonds and friendships. But being part of a great guild is a lot of work. You have to show up at agreed times and places (often several times a week) and put in a lot of hours per play session to even qualify to join some of these guilds and, more importantly, earn those hard to get loot drops and rewards.  This is because guild activities, mainly raiding, require synchronous gameplay between players.

But what if we could also provide asynchronous ways to be a rich, contributing member of a guild? This would open up the experience of well run and social guild to a lot more people - people who can only play when they can grab a few hours, but still want to belong to a group and share in their efforts and rewards.

What if we built a new layer of gameplay centered around guild activities, but in a way that allows players to contribute to the group gameplay without having to be online at the same time. WoW has a guild achievement system, but what I’m imaging takes it much farther. I’m envisioning entire gameplay systems built around the notion of group activities.


For example, there could be a guild city system where players contribute crafting materials in order to build their custom city, and the guild system automatically tracks those activities and has a reward system attached to it for reaching specific goals of gathering. These goals can be automatic, or set by the guild leader as the needs of the guild changes. Guild members can, on their own time, gather these materials and submit them to the guild. The guild system keeps track of this, and when specific achievement are unlocked, the guild is able to build a new type of building for the guild city. Different buildings in the city allow the guild access to new features, such as a smithy that allows for crafting of new items not available through the regular non-guild crafting system.  Now imaging if guild cities were PvP as well, now we can have group goals for building of fortifications and weapon systems and even things like barracks for NPC armies and minions.

The game could also unlock new instances and raids for the guild based on this collective group effort by collectively building dimension gates or excavating catacomb entrances. There could also be individual rewards, rare and less rare, for the players who participated. These rewards are automatically parceled out to guild members based on their level of participation and contribution to the goal. In this way, players are free to contribute and participate on their own time and still belong to strong social group with great rewards. It also encourages friendly competition between guild members, as contributes are ranked on a leaderboard.

By thinking about gameplay systems that require a collective effort to achieve, and then enabling it so that small groups of player and individuals can contribute to these efforts on their own times schedules and ability/desire to participate, I believe we can achieve richer friendships and socialization in a way more compatible with our modern gameplay lifestyle. When you combine this with the in-game social feed system I discussed earlier, you will also get a picture of the beehive of activity happening all throughout your guild, complete with rich media screenshots and video clips and guild members discussing and commenting on their successes and failures.

Next week I’ll talk about some ideas on how we can make improve the social aspects of synchronous gameplay, the type that occurs when we are actually playing together at the same time.

http://www.mmorpg.com/showFeature.cfm/loadFeature/8627/page/1

54
General Discussion / A Tale of Internet Spaceships
« on: June 17, 2014, 01:44:03 pm »
Sorgenfri Productions are proud to announce that their indie documentary about online science fiction game EVE Online, A Tale of Internet Spaceships, will premiere on July 11, 2014.

The documentary, filmed during a fan convention in Reykjavik in April 2013, aims to give an in-depth look at what makes EVE Online special and why people devote so much of their lives to it. This candid exploration of a video game community investigates the sometimes complicated relationship between EVE’s dedicated player base and the game’s developers, CCP Games. It also documents one of the most tumultuous times in the game’s lifespan - the release of the Incarna expansion - which turned out to be one of the most important moments in the history of online roleplaying games.

A Tale of Internet Spaceships is a tale of dedicated fans, consumer power, conflict and redemption.

The entire project was crowd funded through Indiegogo by 82 funders, gathering the $3000 that made up its budget.

The premiere will be held at 8pm on July 11, 2014, at STPLN, Malmö, Sweden. At the same time, the one hour long film will be published for free to major video sites like YouTube and Vimeo.


http://www.ataleofinternetspaceships.com/

55
Flotsam and Jetsam / Re: What are you listening to....
« on: June 14, 2014, 07:11:02 pm »
For something a bit light and wonderful.


(I'm a big Doors fan.)

56
General Discussion / Re: Re-Activate for RBW please
« on: June 14, 2014, 05:39:16 pm »
All taken care of - welcome back!  :)

57
Flotsam and Jetsam / Re: What are you listening to....
« on: June 09, 2014, 05:32:03 pm »
"Classic" rock - playing at the moment is Bad Company Burnin' Sky.  Just before was Blue Oyster cult Godzilla

And before I went into the garden, Depeche Mode's Ultra album (which is actually 'burned' onto my computer).

Oh shoot - just when I was loading a game, Alice Cooper School's Out came on!  Guess the game waits for a couple minutes!  ;)




58
Flotsam and Jetsam / Re: What are you listening to....
« on: June 06, 2014, 05:33:31 pm »
I am listening to the sound of birdsong in the garden.

Really should record it - so peaceful and nice.

59
Flotsam and Jetsam / Re: What are you listening to....
« on: May 11, 2014, 03:10:52 pm »
No More Mister Nice Guy by Alice Cooper (whom I really don't care for normally).  And some other stuff......

Interwebz radio, FTW!

60
Flotsam and Jetsam / Re: What are you listening to....
« on: April 25, 2014, 11:37:35 am »
Have spent many hours listening to Tubular Bells!

61
General Discussion / "The 10 best co-op PC games"
« on: April 22, 2014, 02:31:02 pm »
According to PCGames, that is.   ;)  A somewhat light-hearted list, but interesting choices, nonetheless.

Games offer up magic in lots of different guises. Its best spell though is bringing us together in multiplayer. But whilst competitive death matches and tense capture-point games may be brilliant, it’s working in harmony with other players rather than against them that can provide some of gaming’s true high points.

In co-operative gaming you can explore new worlds with a buddy by your side, triumph over evil as a team, introduce a novice to the wonder of the medium, or simply just beat each other over the head with questionable weaponry for kicks. These are ten of the very best co-op games for you to share with your favourite people.

How many do YOU play?


Best for excessive loot drops: Diablo 3
What is it? An Action Role Playing Game where you click on enemies to make them die
Supported players: 2-4 (online)

Playing Diablo as a team makes tremendous sense. With two players you can compliment each other's classes, such as combing the long-range Wizard with a melee Barbarian. Teaming up also allows you to be a bit braver with your skills; playing solo as a Wizard would require you to think about shields and defence, but with a close-quarters friend acting as a tank you can focus on all-out firepower; the “glass cannon” approach.

The Reaper of Souls expansion and patch work did a lot for improving Diablo this year, and Loot 2.0 will ensure that you’re constantly filling your pockets with treasures. But it is Adventure Mode that does most for co-op play, allowing you to undertake missions anywhere in the world of Sanctuary without being tied to a plot. It means you can continue play even without a pal around, and you won’t have to wait for them to catch up or replay areas when they’re next online.


Best for bursting neurons: Portal 2
What is it? A physics puzzler set in a science lab managed by a genocidal AI
Supported players: 2 (online)

Portal 2 is frequently cited as the king of co-op for numerous good reasons. It requires genuine teamwork to solve its conundrums, preventing that frequent co-op problem of one player running off and impatiently doing everything before the other has chance to even move the mouse. A microphone and a good friend is recommended, but Portal 2 has a neat voiceless chat system that uses emoticons and pointing to make co-op with strangers easier.

There’s no denying that Valve’s dedicated co-op campaign is a work of genius, especially in puzzles where both players are required to be working simultaneously, but it’s the Steam Workshop that makes Portal 2 a co-op must. The range of user-created puzzle chambers is vast, with phenomenally well-designed challenges that can make Valve’s work seem like preschool logic toys.


Best for mass slaughter: Orcs Must Die! 2
What is it? A tower-defence game where you make use of traps to kill waves of orcs
Supported players: 2 (online)

Orcs Must Die! 2 is murder at it’s most gleeful. Limbs fly high as blades swing out from walls triggered by the hordes that storm your castle’s corridors, and flesh melts as acid rains down. The cartoony chaos almost disguises the vast amount of tactics that Orcs Must Die! 2 demands.

There’s a lot to think about. Before each wave of orcs stampedes through your halls, you have time to set up your traps and purchase new machines of death. With a second player involved, you essentially have two inventories, as each player can purchase different traps to create two complementary loadouts.

Orcs Must Die! 2 doesn’t ease up with two players though, and forces players to split up as enemies swarm from two entry points; a great move to ensure that both players are integral to achieving victory.


Best for dicking around: Saints Row IV
What is it? A gangster's open-world playpen, invaded by aliens and super powers.
Supported players: 2 (online)

Saints Row IV doesn’t earn bonus points for being a brilliantly thought-out co-op experience: the campaign is exactly the same should you wish to go it alone. But have a read of our review and you’ll soon realise this is an experience to be shared. From playing tennis with pedestrians and genitalia-shaped baseball bats to racing each other across the city with Flash-like speed, as with all comedy Saints Row IV is just funnier with other people around.


Best for epic expansion: Shogun 2
What is it? An grand strategy game with turn-based management and real-time combat
Supported players: 2 (online)

Common sense dictates that you don’t go to war without allies. In Total War: Shogun 2 you’ll be warring with seven other factions, so it would be pretty useful to cut that down to six and gain a friend who’ll do some of the heavy lifting for you.

With an allied nation fighting alongside you, the expansion of your empire becomes significantly more exciting. Each player can take territory to create a pincer movement on a notable threat, invading land with troops from either side of the battlefield and leaving the enemy with nowhere to run.

In the turn-based overworld elements of the game each player is left to their own devices, so managing your cities and provinces still requires some individual thought. In real-time battles you can assign troops to your co-op buddy, essentially making him a second-in-command, which ensures that both player stay involved even when not warring over their own territories.


Best for boomsticks: Borderlands 2
What is it? A colourfully violent FPS with over a gazillion guns to try out
Supported players: 2-4 (online)

Borderlands 2 is a seriously great shooter. Its Diablo-influenced approach to loot means there’s literally uncountable weapons to find, and the discovery and sharing of these guns is half the charm of Borderlands’ co-op play.

The harsh truth about Borderlands 2 though is it’s actually a little bit boring. It’s a long game, the quests are mostly of the ‘go fetch’ variety, and there’s a lot of fairly mindless grinding involved. Bring a second player to the party though (or a third and fourth) and Borderlands suddenly becomes the best game on the planet. Taking down swarms of mobs feels heroic rather than tedious, you can assign MMO-style roles to each player for tactical advantage, and - like Saints Row - the game’s comedy is simply funnier when enjoyed with others. Exploring Pandora becomes an epic adventure rather than a time-consuming slog, and half your skill tree suddenly becomes useful.


Best for a relaxed Sunday afternoon: Trine 2
What is it? A gentle physics puzzle platformer with beautiful fairytale aesthetic
Supported players: 2-3 (online or local)

Trine 2 casts you as one of three fantasy archetypes: a warrior, a wizard, or a rogue. Naturally each one offers different abilities and are solutions in themselves to puzzles. The entire game is designed to be tackled solo, but it’s when two players with two different abilities come together and essentially subvert the game that Trine becomes really fun. Playing solo, there are plenty of areas that feel inaccessible, but in co-op one player can cast a levitation spell as a wizard and lift a second player to where they need to be.

Trine 2’s puzzles are never quite as demanding as Portal’s, but having extra help from friends is always useful, especially when things get fiddly and timings become crucial. But like Portal, discussing the problem and solving it with friends feels much more of a co-op victory than taking down a boss in a shooter ever will.


Best for not spending a penny: Path of Exile
What is it? Free-to-play Diablo
Supported players: 2-6 (online)

Path of Exile is the most surprising free-to-play game around right now. It feels like a AAA game, coming very close to replicating Diablo’s core appeal flawlessly. The combat is great for itchy index fingers, there’s a massive skill tree to work on, and its production values are far higher than its penniless entry fee suggests.

Path of Exile does lack the finesse of Diablo’s character building, but its grand world, great enemy design, and relentless pace means there’s a massive amount of give for very little take. It’s not too story heavy, meaning it’s ideal for an hour here and there for more casual players, but if you want to sink the time in there’s plenty to keep focussed teams happy.

Technically Path of Exile is an MMO, but only in the sense that the original Guild Wars was: towns and camps house hundreds of players, but quest areas are instanced to party members only, making pretty much anything other than shopping and quest hand-ins a co-op experience.


Best for on the couch: LEGO Marvel Super Heroes
What is it? Every Marvel comics character built from Lego bricks and stuffed into an adventure bigger than The Avengers
Supported players: 2 (local only)

Realistically you could replace Marvel Super Heroes with any of the LEGO games - Batman, Harry Potter, The Lord of the Rings et al - and gain a largely similar experience, so select on personal taste. Traveller’s Tales’ LEGO games are frequently lauded for their charm, character, and loving respect for their source material. Marvel Super Heroes is no exception, bringing together pretty much every Marvel character you can think of (and about sixty more) and interweaving them in an epic narrative to defeat intergalactic hungry man Galactus. You’ll also have to smash a lot of things and rebuild them into useful puzzle-solving devices.

They’re fun but exceptionally simple, making them a super introduction to games for the people in your life who don’t normally play. If you’re a parent these are spectacular games to enjoy with your kids, but equally they’re great fun to play with an uninitiated partner, or even your skeptic older relatives. With two of you playing together, your character can act as the leading guide in-game, physically demonstrating how to do things rather than simply shouting at the person holding the controller. If you want to share the fun of games, there’s no better starting point than the LEGO games.


Best headless chicken simulator: Monaco
What is it? A quirky 8-bit stealth-em-up heist game
Supported players: 2-4 (online or local)

Success in Monaco is brilliant: sneaking into a casino, bank, prison .etc, lifting your target without leaving a fingerprint, and escaping not having moved guards from their patrol paths. The reality though is that this won’t ever happen. You’ll trip an alarm, bump into security, or accidentally fire off a gun before you’ve got halfway to the loot. With sirens wailing and enemies hunting you down, rather than keeping cool the default reaction from seemingly every player is to scream and frantically dart from one room to another in desperate hope you can still make it out alive. It sounds frustrating, but it’s not: it’s hilarious.

Missions do become more demanding as the game progresses - especially in DLC territory - but it’s kind of wonderful that you can still complete a lot of Monaco’s missions when almost everything has gone to pot. It’s the closest games have ever come to replicating the ‘caper’ style of movies, and everyone talks in fantastic French accents. You can also play as a pickpocket with a pet monkey, and if that’s not a convincing argument I don’t know what is.

http://www.pcgamesn.com/10-best-co-op-pc-games

63
Flotsam and Jetsam / Re: What are you listening to....
« on: April 19, 2014, 02:46:38 am »
Well, yeah.  On my shelves alone, you'll find everything from Gregorian chants to "New Age" drums to Aerosmith to Wendy Rule to Beethoven to Depeche Mode to........ Budha and Septfox listen to even different music than I, so in that sense, it's a toss-up what you might hear when you walk into the house ;).

64
Flotsam and Jetsam / Re: What are you listening to....
« on: April 18, 2014, 06:50:38 pm »

65
Flotsam and Jetsam / Re: What are you listening to....
« on: April 16, 2014, 03:49:14 pm »
Yep, and Avi does acoustical guitar though I haven't seen/heard them use it in any of their works yet.

66
Flotsam and Jetsam / Re: What are you listening to....
« on: April 15, 2014, 11:05:28 pm »
I LOVE this group.  They are an a capella group (that occasionally use a cello or violin but no other instruments) who not only cover various popular artists, they do original numbers.  Very talented and versatile.


(The bass makes my poor old heart do all sorts of pitter-pats of happy.  Good eye candy, too ;). )

67
The Windows PC versions of Crytek's first-person shooters Crysis and Crysis 2 will lose their online multiplayer modes as a result of the GameSpy server shutdown slated for next month, according to a post on the Crysis forums.

GameSpy Technology announced earlier this month that on May 31 it would shut down many of its servers, which host online functionality for several dozen titles across console, mobile and PC.

In a post on the Crysis forums, the company revealed that it would not be looking into migration options for Crysis and Crysis 2 on Windows PC, resulting in the complete shutdown of online functionality for these titles with GameSpy's decision. However, the company noted that multiplayer in the console versions of Crysis 2 remains unaffected.

"The single-player campaigns in both games are unaffected by this transition, and the multiplayer mode in the Xbox 360 and PlayStation 3 versions of Crysis 2 remain playable," reads the statement.

"We'd like to thank everyone who has taken up arms in Crysis and Crysis 2's multiplayer modes in the last few years, and apologize to the small but dedicated community of PC players who are still actively competing against one another."

Games affected by the GameSpy server shutdown include titles from a handful of companies like Capcom and Bohemia Interactive both old and new — such as the recently-released Arma 3. Last week publisher Electronic Arts revealed that it was looking into migration options for affect titles, which include Battlefield 2, Battlefield: Bad Company 2 and Battlefield 2142.

SOURCE Crysis forums

http://www.polygon.com/2014/4/14/5612890/crysis-and-crysis-2-on-pc-losing-online-multiplayer-in-gamespy-server

68
General Discussion / GameSpy's shutdown
« on: April 15, 2014, 05:26:49 pm »
If you still dabble in the occasional spot of Crysis and Crysis 2 multiplayer, you only have until May 31st to get all of your kicks. Both games will lose online functionality when GameSpy officially shuts down at the end of next month.

Some developers and publishers are seeking alternatives; some by migrating to Steam, others by creating their own online support. This will not be the case with Crysis and Crysis 2.

“As of May 31 this year, the multiplayer modes in Crysis and Crysis 2 for PC will no longer be playable,” a forum post stated. “The conclusion of online multiplayer support comes as a result of GameSpy Technology shutting down all their hosting services. GameSpy have been providing multiplayer functionality for Crysis and Crysis 2 since they launched. The single-player campaigns in both games are unaffected by this transition.”

Crysis 2 only launched three years ago - it’s far from an old game. EA’s Battlefield series prior to Battlefield 3 are also being affected, but the publisher is looking to migrate those titles, all of which are considerably older than Crysis 2.

http://www.pcgamesn.com/get-your-nanomachine-fix-while-you-still-can-crysis-and-crysis-2-multiplayer-shutting-down

69
Last week it was revealed that GameSpy would be shutting down, leaving a number of titles without multiplayer and online support. Over in the /r/Gaming subreddit, folk have been putting together a long list of games that used GameSpy, and may be in some way affected by it getting put in the ground.

Activision has said that its games won’t be affected, Bohemia Interactive is migrating games to Steamworks, but Arma and Arma 2 will lose some multiplayer functionality and both Capcom and Epic are exploring other options right now.

The games that will be affected are:

- Arma
- Arma: Cold War Assault
- Arma 2
- Arma 2: Free
- Borderlands
- Dungeon Defenders [PS3/Non-Steam]
- Halo: Combat Evolved
- Saints Row 2
- Star Wars Battlefront
- Star Wars Battlefront 2
- Stronghold 2
- Stronghold Legends
- Take On Helicopters
 
There’s an even longer list of games with futures unknown, including EA’s Battlefield series prior to Battlefield 3, Civilization III and IV, Crysis and the original Warhammer 40K Dawn of War games.

Older titles that no longer get much publisher support are likely to be the most vulnerable, which is unfortunate for those who still dabble in their online shenanigans.

http://www.pcgamesn.com/gamespys-shutdown-affects-more-games-youd-expect

70
Flotsam and Jetsam / Re: What are you listening to....
« on: March 22, 2014, 02:49:40 pm »
Tonkatsu Pengin...somet hing relaxing before attempting zzzz~
君のはなをわけてください~~~

needs to finish her tea before trying to read Mire's offerings

I could have *sworn* that said Toasted Penguin....... .

71
Flotsam and Jetsam / Re: For all of you vernal equinoxians out there
« on: March 22, 2014, 02:48:43 pm »
The equinox was actually on Mar 20 this year, it being a celestial/space/star thing.  And it was a *beautiful* sunny warm day here :).

72
Flotsam and Jetsam / Re: What are you listening to....
« on: March 16, 2014, 06:12:29 pm »
Blame medaleth - he started the whole music thing today!

One of my favorite modern groups, Alestorm.  A definite and drastic departure from my usual type of music, but these guys are fun to listen to (well, beyond the 'growling' and sometimes screeching nature of the lead) and a hoot to watch!


And earlier, Tyr with "Hold the Heathen Hammer High".  Another drastic departure from the usual stuff heard emanating from my speakers......  Tyr also does calmer, non-metal type stuff. 


73
General Discussion / Re: Sacred 3 to Release This Summer
« on: February 22, 2014, 01:20:06 am »
To my knowledge, the RBW will not have an official presence in Sacred 3.  I posted the information more for people who, like myself, may have enjoyed the first two games.

Having said that, if a whole bunch of Watchers wanted to play........

74
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.


75
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?

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