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Topics - Lili Birchflower

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1
For the past day, New World has “temporarily disabled world transfers” due to what the team’s announcement called “a recently discovered issue which is exacerbated by the transfer feature”. While there’s no word on what the issue, which only applies to those who have an existing server transfer token, is yet, the feature is still turned off as of now.

Transfers, whether in-region or the requested cross-region transfer, are an ongoing process. There was a dev blog talking about what comes next in terms of server merges, and in that, team mentioned that there are still issues and talk of additional merges to come. However, transfers and merges resulted in the team discovering a bug that stacked data from merging servers and transferring characters that were causing issues because that much data on top of itself is persistent enough to cause instability.

According to the dev blog, "we found that when multiple housing plots are sacked for merging or transfers, we reached an unsafe level of persistent data which can cause instability and potentially loss of persistence; meaning that if the bug is tripped your house may disappear”.  additionally, when it comes to community request for cross-region servers, while the community opted for a faster option, it was noted that housing could be affected.

We are still waiting for Amazon to update the community on just what has  happened this time to lead them to the step of temporarily disabling transfers,  And whether or not it's similar or related to the data overload issue.

When it comes to New World, the team has acknowledged the rough start and community feedback. Updates on transfers, whether in-region or cross-region, along with the next phase of server merges, has been promised in early 2022. While this temporary disabling of transfers now might frustrate some, the fact that it applies to those with transfer tokens and that so many server merges and transfers already happened should mean the impact isn’t too broadly felt.

Jan 5, 2022 12:03 PM

https://www.mmorpg.com/news/new-world-temporarily-disables-server-transfers-after-a-bug-discovered-2000124016

2
Nov 2, 2021

"In an update to the ongoing issues that caused Amazon to shut down wealth transfers in New World, game director Scot Lane provided an update on the progress of the fix that has seen the economy come to a stand still in the new MMO.

The current crisis in New World surrounds a gold and item duplication exploit that has seen the developers effectively shut down the economy in the MMO. Wealth transfers have been disabled, meaning players can't even trade with other players right now in Aeternum, companies can't pay taxes on settlements, and players could deal with the ramifications of being unable to pay housing upkeep. Some players are reporting that the inability to pay taxes on a settlement is causing the territory to be downgraded.

No doubt Amazon is trying to get this fixed as soon as possible, and game director Scot Lane took to the forums to both apologize and provide a small update to fans waiting for a resolution.

Quote
"Hi Everyone,

We are still working on fixes for the exploits addressed in this notice.

First I’d like to explain why we shut things down. We became aware that a small number of players were using packet manipulation approaches to create invalid transactions. We do use a code approach known as two phase commit, and we also use packet shaping systems for debugging, but there was an edge case with very high packet loss we had not encountered that resulted in duplicated items/currency. Server telemetry provided data that identified this pattern and the people using it; those people were banned, as will often be the case for people who exploit to their advantage. With the transfer of coin disabled, it’s possible to generate an error in a town project improvement and get money returned that you didn’t spend - this gold will be removed during the upcoming maintenance before transfer is turned back on."

Lane also addressed the fact that while this is all happening, people are unable to keep up with taxes and maintenance as a result. Lane mentions in the post that any one affected by this will be compensated with a "make good."

The game director reiterated that the team is working hard to bring the MMO's auction house back online, and expressed appreciation for player patience. The MMO's economy has been under scrutiny in the last few weeks, and the damage being caused by wealth transfers being shut off is only going to exacerbate issues on many servers, especially since the current state of New World prohibits player trading, so the barter system is now out of the window.

As far as a time table as to when this will be fixed, one wasn't given. As of now the MMO's economy has effectively been halted for over a day while the team fixes the problems. We'll be keeping an eye out on this and provide any update as soon as one becomes available. As of now, according to another developer on the forums, a roll back of the server or a server wipe in general are both not being considered.

https://www.mmorpg.com/news/update-new-world-developers-provides-update-on-issues-surrounding-wealth-transfers-apologizes-for-frustrations-over-issues-2000123528

3
"The latest New World update has arrived, with clarification on recent bans, an armful of bug fixes and setting the foundation for the coming character transfers.

Recently, there was concern over some players that received bans, seemingly out of the blue with some vague messaging. After the New World Community manager indicated that they use human moderation and an Easy Anti-Cheat system, the update includes this change:

Quote
"Fixed an issue causing players kicked, suspended, banned, or removed from the game by Easy Anti-Cheat to receive unclear communication. Additional messaging has been added so players can better understand the penalty they received."

Other changes include tweaks to faction missions and the rate of influence gain. Attacking factions now have reduced influence gain and defending factions no longer see decreased influence gain. These changes both reflect fixing a bug that caused influence gain to multiply faster than intended and to maintain the challenge and time requirement to flip territories. This should make getting quickly steamrolled happen much less.

Other bug fixes include changes to creature spawning, making sure players can't respawn as a corpse, settlement storage, and an important change that should balance loot gain. This change will ensure that the variety and quantity of loot from modes and chests are wide enough to not impede progression.

The coming character transfers are still pending, and the changes in this update intended to support this weren't detailed, but with the feature promised and heavily anticipated, more details on the whole process should be coming soon. For details on this update, see the patch notes."

https://www.mmorpg.com/news/new-world-update-balances-influence-gain-sets-up-character-transfers-and-clarifies-bans-2000123328

4
New World / Guild info
« on: October 02, 2021, 12:01:18 pm »
The Watch has arrived!

- Server:  Orofena
- Faction:  Marauders
- Guild master:  Connore Mcleod
- Guild name:  The Royal Black Watch

5
Anything Goes / "Computer Space and beyond: 50 years of gaming"
« on: August 21, 2021, 12:53:02 pm »
What is now a multi-billion pound industry started out as a humble arcade machine created by a group of college students in 1971.

Before then, playing video games had been a geeky pastime for small groups on university tech campuses, but in 1971, Nolan Bushnell, a student at the University of Utah, joined up with Jim Stein, a Stanford University researcher, to make a game.

They were both players of a game called Spacewar!, which was being run in a university lab. From Nolan's experience of working at amusement parks, the pair saw potential in making an arcade version of a video game.

After working on it for several years, they joined forces with Nutting Associates, an arcade company. Their game, Computer Space, was released for the first time for a physical test run in August 1971.

Built in a fibreglass cabinet, the simplistic space shooter game was hailed a success. The first arcade video game had been made.

But how did we get from the bleeps and bloops of the arcade to an industry that's worth more than music and film combined?

Let's chart its history.

The rest of the article:  https://www.bbc.com/news/technology-58281812

6
New World / New World
« on: June 11, 2020, 03:49:38 pm »
Fate has summoned you to the shores of Aeternum, the Eternal Isle. Overcome the brutal legions of The Corrupted and draw battle lines with competing players in this land of danger and opportunity. In a land hell-bent on your destruction, what will you do to survive? Strike out alone to forge your own heroic path, or band together, fortify, and fight.

Under the surface of Aeternum’s breathtaking landscape lay the seeds of an ancient evil that plots to erase all traces of humanity from its shores. Warriors of bygone ages, doomed adventurers, and creatures of legend have all succumbed to its corruption. It must be stopped.

Expected release Aug 25, 2020

https://www.newworld.com/en-us?fbclid=IwAR0_n4IPbV_vY259RqIyMYJACQZ2ivKtPWC_IWlCanz85iQxLpD3FEb0Ngc

7
General Discussion / Valve is removing Steam Greenlight this spring
« on: February 15, 2017, 12:57:55 am »
By Jeffrey Matulef  02/10/2017

Steam Greenlight, the service that lets players vote on which products they'd like to see available on Valve's popular storefront, is being removed this spring in lieu of a new system that will put products directly on shop.

It will be called Steam Direct.

The reason for this is simple: Valve wants to remove the barrier between developers and their audience. In the current Greenlight economy, developers have to campaign for their products to get noticed before they're allowed on the storefront. This has led to a lot of anxiety for developers, uncertain of when - or even if - their product will launch.

On Steam Direct there will still be a QA testing phase, but only to make sure apps function on a basic level and don't contain viruses.

"Right now the system of Greenlight, as a way of bringing your game to Steam, inherently has a bunch of unpredictabili ty in it," said Valve's Aiden Kroll at a media roundtable attended by Eurogamer at the company's Bellevue, Washington headquarters.

"As a developer, I post my game to Greenlight [and] I don't know how long it's going to take until my game is greenlit," he added. "So it makes it hard for me as a developer. Am I going to be able to release on date X? When should I start spinning up any community outreach? When should I start talking to the press about my game? As soon as there's some amount of unpredictabili ty in that process it makes a bunch of other things much more difficult for developers."

Another reason Valve wants to remove this barrier is because Steam has simply grown so much that Valve simply can't curate the quantity of content coming in. "Just in the last year we've brought 16m new users to Steam," said Valve's Tom Giardino, who noted that these new users come from all over the world and seek different types of experiences.

"One of the things we've seen is that as the number of developers from a country grows on Steam, the number of customers from that country also grows. It's hard to say if that's causation or correlation, but we're seeing a lot of really encouraging growth in new areas," he added. "We have more and more customers who have broader tastes, so looking back at 2012 or 2013, we probably missed good games and didn't make perfect decisions then and there's no way we could make good curation decisions for all those different customers now."

The fear of removing Valve as a gatekeeper is that the market will get flooded with dreck. To this, Giardino said that quality is subjective.

"It's actually really hard to define accurately, across the board, like 'bad games', [i.e.] games that are bad to everyone all the time. Or good to everyone all the time," he said.

"The customer who has 25 visual novels in their Steam library is really hoping we release more visual novels, whereas the person with a bunch of other types of games will never buy a visual novel no matter what happens. So those customers are just looking for different things."

That's fine for more experimental fare - say the works of Robert Yang, for example - but what about more nefarious content, such as games made in poor taste simply to offend?

To counter this, Valve is changing its application fee. Right now developers pay $100 and can submit as many games as they want to Steam Greenlight. Steam Direct, however, will have a more substantial fee and charge per title.

How substantial a fee, you ask? Well, Valve's still figuring that part out. If it's too expensive, hard-working but broke developers won't be able to afford it. Make it too light, however, and Steam could get inundated with offensive troll titles. Right now the thinking is that it will be somewhere between $200 and $5000.

"The idea is that you're paying a fee per app," said Giardino. "So there's more of a deterrent there."

"It's specifically to swat after doing nefarious, jokey stuff," added Valve's Doug Lombardi. "Like, on the high side, is it really worth a few grand for a joke?"

There will be some content that skirts the line here and when that happens Valve will have to look into the legality of such matters.

"Once we have this direct path, there's going to be certain types of content where we just say 'we just can't support that right now,'" Kroll said. Such cases will hopefully be rare.

Steam Direct still has some teething issues to be worked out, which is why Valve is announcing it now but not implementing it until later this spring.

http://www.eurogamer.net/articles/2017-02-10-valve-is-removing-steam-greenlight-this-spring

8
Andy Chalk Jan 25, 2016

Market research firm Superdata says the digital games market in 2015 was worth $61 billion across all platforms, an increase of eight percent over 2014. Digital sales on consoles saw the greatest year-over-year jump at 34 percent, but the big dog in the digital pack was none other than League of Legends, with 2015 revenues of $1.6 billion dollars.

Number two on the overall list is the mobile game Clash of Clans, which pulled in a very impressive $1.3 billion over the year. But the PC rounds out the top five with Smilegate's Crossfire (which will soon be brought to the West by Starbreeze) at $1.1 billion, Dungeon Fighter Online from Neople at $1.05 billion, and the ancient, immortal World of Warcraft, which in its 11th year of existence earned $814 million dollars.

Perhaps unexpectedly, given the rise of mobile gaming, the report also states that the top ten PC games actually pull in more money than the top ten mobile games, with $6.3 billion earned on PC compared to $6.1 billion on mobile. The overall gap in market value is even wider.

“PC-based gaming—consisting of free-to-play MMOs, subscription-based games like World of Warcraft, social games and PC downloadable games—earns over $32 billion annually, well above the $25.1 billion generated by mobile games,” the report states. “Three of the year’s top five digital PC games (Grand Theft Auto V, Fallout 4 and The Witcher 3) were released in 2015, indicating that PC gamers have made significant progress transitioning to purchasing games digitally.”

The full list of top-grossing PC games in 2015, in millions:

1.  League of Legends (Tencent/Riot Games): $1,628
2.  CrossFire (SmileGate): $1,110
3.  Dungeon Fighter Online (Neople): $1,052
4.  World of Warcraft (Activision Blizzard): $814
5.  World of Tanks (Wargaming.net): $446
6.  Lineage 1 (NCsoft): $339
7.  Maplestory (Nexon): $253
8.  DOTA 2 (Valve): $238
9.  Counter-Strike: Global Offensive (Valve): $221
10.Grand Theft Auto V (Take-Two Interactive): $205

http://www.pcgamer.com/pc-digital-sales-outpace-mobile-reaching-61-billion-in-2015/

9
General Discussion / Songs of the Exalted Council
« on: December 17, 2015, 09:12:24 pm »
Before we hang our stockings by the chimney with care and settle down for a long winter's nap, we wanted to wish everyone the happiest of holidays. It's been an incredible year, and we're thrilled to have had you on this journey with us.

This holiday season is especially exciting because our friends at Dark Horse Comics have just launched Dragon Age: Magekiller #1, written by the amazing Greg Rucka. Magekiller will give readers a first look at Minrathous, the capital city of the Tevinter Imperium. If you've been itching for more Dragon Age lore, this new adventure in Thedas ought to satisfy your craving.

To celebrate its release, we've prepared a special holiday treat for you. For a limited time only, download Dragon Age: Inquisition – Songs of the Exalted Council from a desktop computer with our sincerest thanks. This collection features five new bard songs from the Trespasser DLC:

"Fall of the Magister"
"Scout Lace Harding"
 "Inquisitor"
"The Followers"
"The Slightest Ones"
(All music by Raney Shockne feat. Elizaveta and Nick Stoubis.)

https://www.dragonage.com/en_US/news/songs-of-the-exalted-council?sf43172188=1

10
General Discussion / GOG Big Fall SALE!
« on: November 04, 2015, 06:26:53 pm »

350+ daily deals and bundles up to -90%. Free games to unlock. Fuzzy squirrel on the front page.

Ah yes. Fall. A time of gold and scarlet, overcoats, and increasingly cozy afternoons. A fine time to start stocking up for the winter. A fine time for a gaming sale indeed… So welcome to the Big Fall Sale - 11 days of new daily deals every 12 hours, a new set of bundles every 24 hours and free games to unlock.

The floodgates swing open for launch with the first 24 hours of over 350 deals on classics, new releases, and even bundles - all up to 90% off. The first batch of bundles features: Bethesda titles up to 66% off (including The Elder Scrolls and Fallout classics) and the ultimate Interplay Collection at 90% off.

You can also Build Your Own Bundle full of Daedalic Adventures including Blackguards 2 and more - here, your discount will increase as you select more games - pick 5 or more to get the full 85% off your purchase! (Or get 80% off 4 games, 75% off 3 games, and so on.)

While you're here, grab a few extra games for free by doing your thing and shopping around. The more you spend, the more you'll get back, so when your total spendings exceed $5, $15, and $30, you'll unlock a new game for FREE. They're pretty good ones too:
--System Shock 2 - free for everyone who spends at least $5.
--The Chronicles of Riddick: Assault on Dark Athena - free for everyone who spends at least $15.
--Banished - free for everyone who spends at least $30.

Pet the squirrel, grab your nuts, stock up for winter, and stay cozy out there - the Big Fall Sale is here with 11 days of discounted gaming joy, new deals every day, free games to collect, and plenty of reasons to keep coming back! The sale will last until November 15, 1:59 PM GMT.

Stream watch:
You’re sure to see tons of discounted games played by our enthusiastic #StreamTeam over at Twitch.tv/GOGcom - be sure to follow us to know when we go live or check out our streaming schedule (via teampup)!



https://www.gog.com/

11
OCTOBER 27, 2015, NPR

If you play today's massively multiplayer online role-playing games — World of Warcraft or Final Fantasy, for example — you have a 1970s tabletop game to thank, says author Michael Witwer.

Witwer has just written a biography of Gary Gygax, the co-creator of Dungeons & Dragons.

"Even first-person shooters like Call of Duty have some of the roots at least in tabletop role-playing games," he tells NPR's Ari Shapiro.

From both a gaming — and nongaming — standpoint, D&D had far-reaching effects. Comedian Stephen Colbert, journalist Anderson Cooper and writer Junot Díaz all cite Dungeons & Dragons as an influence.

"It really became this workshop of imagination for people who played the game," Witwer says. "I think Junot Díaz himself called the game itself an apprenticeship in storytelling. A lot of writers, a lot of artists, a lot of actors, have talked about how this game was so influential teaching them to imagine."

Gygax died in 2008. Witwer talks with Shapiro about his new book, Empire of Imagination, and how the game remains popular today.


(Interview at link)

Interview Highlights

On what the game is

Dungeons & Dragons is a game that's played first of all on the tabletop — at least originally it was. It's a game where you all get together. The game is refereed by someone called the Dungeon Master who kind of describes what the rest of the gamers see and hear. So the rest of the participants who work together cooperatively make these various characters like fighters and wizards and thieves and whatnot, and you kind of react to what the Dungeon Master lays out before you.

On the 1982 film Mazes and Monsters, and the way the media talk about Dungeons & Dragons

Mazes and Monsters was a thinly veiled retelling of the James Dallas Egbert III story. What happened basically was, in 1979 a young Michigan State student disappeared mysteriously. He had a lot of issues that he was struggling with. And he also happened to play Dungeons & Dragons.

So the kid disappears, and a private detective shows up named William Dear who theorizes — once he sees this kid has been playing this game — that perhaps the human mind can't quite deal with the idea of pretending you're a character and all this stuff, and it really kind of fuzzies the border between the real and the imaginary.

So this particular theory gets picked up by the media and it becomes an absolute media circus. The funny thing is that Egbert himself was discovered a couple of weeks later, and his disappearance had nothing to do with Dungeons & Dragons.

On the draw of the tabletop game in an era of virtual gaming

The game itself — the tabletop version, the original — is still alive and well. Now it's in its fifth edition and it's selling like crazy. ...

Many of the derivative games — and maybe it's all of the derivative games we've talked about — whether it be computer role-playing games or whatnot, they actually lack most of the most important fundamental elements of a role-playing game. ... That is, sitting around with your friends and participating in this kind of group storytelling exercise: actually being in a room physically sitting at a table with nothing but pencils and paper and dice. There's something very special about that, and it's kind of a social experience that's pretty hard to frankly re-create over any type of electronic media.

Audio interview at:  http://www.npr.org/2015/10/27/450881148/after-40-years-dungeons-dragons-still-brings-players-to-the-table

12
General Discussion / EA Closing Four F2P Games
« on: April 16, 2015, 05:25:28 pm »
POSTED BY Patrick Söderlund ON APR 15, 2015

UPDATE ON A FEW OF OUR FREE-TO-PLAY PC GAMES


We’re constantly looking at how players are engaging with our games – listening, learning and shaping our experiences based on that feedback – and wanted to bring some news today regarding a few of our older PC free-to-play games.

Recently, we’ve been looking closely at the types of PC free-to-play experiences that players are engaging with across the world.  For instance, Star Wars®: The Old Republic™ is a game that continues to have a very enthusiastic and growing player community, and we have plans to introduce more new story-driven game updates to our Star Wars: The Old Republic players this year.

On the other hand, some of our other PC free-to-play games are not as popular as they once were. So we find ourselves announcing the tough decision today that we are stopping development and winding down support for four PC free-to-play titles: Battlefield Heroes™, Battlefield™ Play4Free, Need for Speed™ World and FIFA World. These games will be live for another 90 days, after which they will go offline.

In more than five years since most of these titles launched, how we play games has changed dramatically.  These were pioneering experiences, and we’re humbled that, over the years, so many of you joined us to enjoy the games and the community.   While we say farewell to these free-to-play titles in the next few months, we are always exploring new concepts and ways to bring great games to more players around the world.

 http://www.ea.com/news/update-on-a-few-of-our-free-to-play-pc-games

--------

We received a report from the eerie ghost world of EA’s free-to-play MMO drive ‘em up Need for Speed World only last week. Its streets lay empty, making the twilight world a spooky haunted house of a city. And then… a car appeared. Oh, how much I’d like to have told young Jack “But Jack, NFSW closed down on this very day three years ago” and watch his jaw drop. But I couldn’t, because it’s only now closing.

EA today announced plans to close four of their free-to-play games: Need for Speed World, FIFA World, Battlefield Play4Free, and Battlefield Heroes.

NFS World was an MMO version of the racing series, like I explained only seven lines ago (are you even paying attention?). FIFA World was a F2P take on FIFA’s multiplayer, and only entered open beta last May – it will never leave it. Battlefield Play4Free was a mix of Battlefield 2 and Battlefield: Bad Company 2. BF Heroes, lastly, was a cartoony third-person take on the FPS series. In short, they weren’t popular enough to keep running – or even finish, in the case of FIFA World.

All four will close in 90 days’ time. Accounts will be wiped, items and progress will be lost, leftover virtual cash will vanish, and no refunds will be given. Such is the peril of ‘games as service’.

EA have closed off new registrations, but current folks can still play. I imagine we’ll see the fascinating phenomenon of old folks drifting back to their former stomping grounds for one last drink/gig/game/fight/sandwich before the megacorp moves in and tears the block to the ground.

Wait, maybe All Hallow’s Eve would’ve been a cooler comparison, because ghosts are cool and spooky and it’d be nicely tie back to the spooky intro well Alice I guess that’s what you get for not thinking things through.

http://www.rockpapershotgun.com/2015/04/15/ea-closing-f2p-battlefield/#more-282335

13
General Discussion / Are you having trouble with the forums/website?
« on: February 12, 2015, 04:58:24 pm »
Help us help you.

RBW members, in the past few weeks it has been discovered that several (many?) of you are having or have had trouble with the forums or the website in general - but for whatever reason, word just now filtered down.  So I'm going to ask you to help us to help you by answering a couple questions.

1.  How many headings in the forum do you see?  There are 13:  Public, General Guild, HQ, Squads, A Co. B Co, C Co, D Co, F Co, H Co, Special Operations, Legacy and Inactive.

2.  Do you see the sub-forums and child boards under each heading?  For example, D Co has World of Warcraft Alliance (with 3 child boards plus an officers' board which may not be visible to you), Hearthstone and Diablo III.

3.  Do you have difficulty logging in? 

4.  Are you having any problem with the website in general?

Please reply if you are having trouble!  If you don't want to leave a reply on this thread, you can pm me, email at lili@royalblackwatch.net OR use the "Help" button on the Dashboard page at http://www.royalblackwatch.net/index3.php.  I promise you that someone will get back to you and help PDQ.

14
by Patrick Allan, 9 Feb 2015


When you hear about role-playing games like Dungeons & Dragons, you probably picture a dimly-lit basement filled with people in silly robes rolling dice, but there's much more to it than that. Not only are role-playing games incredibly fun, but they can actually teach you skills you'll use in the real world.

When I first heard about role-playing games, I immediately thought it was something that was just for the nerdiest of nerds out there. I could only imagine how ridiculous it would feel to sit around a table with other people and act like someone—or something—else, pretending to fight goblins and dragons. The entire premise just sounded way "too geeky" for me—even as someone who was way into video games and other "nerdy" things.

Fast forward a couple years, and I found that I was completely wrong. As soon as I took a moment to strip away the facade of monsters and swords, role-playing games revealed themselves to be something far more interesting than other traditional games. Behind the fantasy adventures was a fun social gathering that required you to think on your toes, solve problems, be creative, and ultimately learn how to become a team player. Sound familiar? Yeah, that's because it's like every job out there. It turned out that it really wasn't about the dungeons or the dragons at all—it's about thinking critically and working like a team.

Now I indulge in role-playing games as often as I can. It's nice to have an escape from the toils and troubles of the real world, but with every game session I play, I find that I actually learn something as well. Maybe it's about myself and the way I think, maybe it's something about one of my friends that brings us closer together, or maybe I just find a new way to look at something that I hadn't thought of. I've learned that role-playing games are about more than playing a game, and more importantly, that they are for everybody.

The Benefits

Playing Cultivates Creativity

Creativity is the bread and butter of role-playing games. They have a certain quality that allows you to transcend typical game interactions. You have real freedom and the ability to move the story forward how you see fit. There are rules for each game, but they are merely the skeleton to whatever story you and your team want to create.

Storytelling is one of the most powerful ways to activate our brains, and role-playing games do this incredibly well. When we tell stories—or experience them—our brains have to process language, the cause and effect of events, and also relate it to our own pre-existing experiences. While you're playing a role-playing game, your brain is firing on all cylinders.

It's good for you, the same way socializing or reading a book is good for you. In fact, as Jon Michaud of The New Yorker explains, reading comes with the territory:

...D. & D. is a textual, storytelling, world-creating experience, a great apprenticeship for a budding author. But, more fundamentally, you cannot play D. & D. without reading—a lot. Ed Park, in an essay on D. & D. (included in the anthology "Bound to Last"), celebrates the magnificent vocabulary of the game… Combined, the player's manual, the Dungeon Master's guide, and the monster manual (the core books of advanced D. & D.) add up to four hundred and sixty-eight pages of small-print, double-column text. I read them with studious devotion and headlong glee. Almost immediately, television all but disappeared from my life.

Before Michaud started playing, he spent his days watching TV while his grades were plummeting. As soon as the fantasy of D&D came into his life, however, that all changed. Michaud even goes so far as to say that Dungeons & Dragons "saved his life" because it got him on a better life track after reading more and finding something that excited him. Perhaps it won't save your life, but it can still enhance it. As you play, you'll develop creativity in a way you might not have experienced before. Whether you're running the game as the "Dungeon Master"—controlling what happens to the players—or simply playing as one of the characters, your storytelling ability will increase.

Dungeon Masters—also called Game Masters in some games—must be particularly good storytellers. Even if you're using a pre-made adventure with most of the work already done, you still have to be ready to come up with dialogue and personalities for the non-player characters, and be able to vividly describe the world your players explore. As a player, you have to find ways to make your character more interesting by creating personality quirks or a rich backstory.

Role-playing games force you to draw from what you know and create something that you and others can enjoy. A lot of famous creators have been influenced by Dungeons & Dragons as well. Comedian Stephen Colbert, writer George R. R. Martin, comedian Robin Williams, Simpsons creator Matt Groening, and Community creator Dan Harmon all played at one time or another. Storytelling is the one of the most basic creative skills that you can draw on for so many other skills, and being a good storyteller can even make you a more charismatic person. Dive in to another world and see what kind of cool stuff you can come up. You might surprise yourself with what you come up with.

Playing Levels Up Your Social Skills

When you think Dungeons & Dragons, you probably don't think social skills—but once again, that's a stereotype that doesn't necessarily hold true. Role-playing games are 100% social. You need to be able to talk to other people, express how you feel about certain situations, all in a group of people. Role-playing games come with a social network built directly into them.

Sure, to an extent, video games do the same thing—but it isn't quite the same. Role-playing games bring the interaction right to your face, no screens between you. Plus, you get to hang out with your friends. Before and after a play session, you can catch up with what they've been up to and share what's going on in your life. Once you know the rules for a particular game, you can easily make new friends too. You can hop into other game groups and make new friends; the process being easier because a giant plot of common ground is right out in the open. Making friends when you move can be really tough, but you can hit up a local game and hobby shop to see if there are any groups looking for more players.

Read the rest at:  http://lifehacker.com/the-surprising-benefits-of-role-playing-games-and-how-1684582789/+tinaamini

15
General Discussion / Inquisition Tavern Songs Giveaway
« on: January 26, 2015, 08:29:45 pm »

Even an Inquisitor needs some downtime for relaxing once in a while. If you've indulged in the opportunity at Skyhold's tavern to enjoy a break from the demons and Venatori, chances are you've heard some of the bard's lovely songs. Although bards do perform to entertain travelers, they also serve a greater purpose: to carry the tales of triumph and tragedy across the land.

We've received many inquiries from our fans asking where they can get these songs, and we're thrilled that you're enjoying them as much as we do. As our way of saying thank you for being the awesome community that you are, we're excited to announce that for the next two weeks, you can download these songs from a desktop computer free of charge!

As an added bonus for all of you musically inclined folks, we're also releasing the sheet music for each track. Now you can perform your own versions of these haunting tavern tunes—and when you do, you should enter our Fan Celebration Contest!

Grab your free download before February 9, 2015. Shortly after that, we'll make them available for sale on many popular digital platforms. Thank you once again for being a part of the Dragon Age community!

http://www.dragonage.com/en_US/news/inquisition-tavern-songs-giveaway

16
General Discussion / GOG's Big Fall Sale begins
« on: November 13, 2014, 03:25:59 pm »
2014 DRM-FREE BIG FALL SALE! - 700+ GAMES ON SALE • DISCOUNTS UP TO 90% OFF • FREE GIFTS • ENDS NOV 25


By Fraser Brown, Nov 12, 2014

GOG is attempting to alleviate the misery left by naked trees, cold weather and rain by putting on its Big Fall Sale. Over 700 discounted games are up for grabs, some up to 90 percent off, and GOG’s throwing gifts around too, both games and films.

The sale kicked off just an hour ago, and you can already get yourself a freebie. Mount & Blade can be yours for absolutely nothing, or you could buy the whole series for £6.37. And remember to keep an eye out for the daily deals and flash sales.

The first daily deals are the Mount & Blade series and The Ultimate D&D Collection, the latter of which will set you back £13.60 for 10 games. They’ll be up for 24 hours. The flash sales, on the other hand, get updated every 40 minutes, though many of the individual flash deals will stick around for a while.

If one free game isn’t quite enough for you, by simply visiting the site seven days in a row, you’ll be able to get The Witcher 2 and The Gamers: Director’s Cut for free. Just remember to sign in and collect your stamp.

You’ve got until November 25th to hunt down bargains, but you’ll only be able to get Mount & Blade for free for the next two days.

http://www.pcgamesn.com/gogs-big-fall-sale-begins-get-mount-blade-and-the-witcher-2-for-free

17
General Discussion / 2014 Veterans Day Free Meals and Discounts
« on: November 10, 2014, 05:06:10 pm »
2014 Veterans Day Free Meals and Discounts

Updated: Nov. 9, 2014. Veterans Day is soon approaching and there are many restaurants and companies who want to thank our veterans by providing them with discounts or a free meal. To those companies offering veterans a free meal or discount, the military community gives a collective thanks!

Two notes before jumping in:

- Proof of Military Service. Most companies require some form of military ID. These include: a Military ID Card (active/reserve/retired), Current Leave and Earnings Statement (LES), Drivers License with Veterans Designation, Photograph in uniform, be wearing uniform (if your service permits), Veterans Organization Card (e.g., American Legion and VFW), DD214, discharge paperwork, or other form of identification . Other restaurants and companies may go by the honor system.

- Participation. Second, always call ahead to verify locations, times, and participation. Many of the listed companies are franchises and may have different policies. We will do our best to keep this page updated as we find new info.

http://themilitarywallet.com/veterans-day-free-meals-and-discounts/

18
By Adam Smith on November 10th, 2014

Looking For Group, a new World of Warcraft documentary, is as earnest as the late Jim Varney. It’s a sixty minute reflection on the first ten years of the giant of MMORPGs and as it was created in-house at Blizzard, it’s all about the good times. Creators and players alike fondly reminisce and the whole thing almost collapses into a blackhole of backslapping self-aggrandisement around the forty minute mark, when a kung fu panda is held up as an example of the maturing narratives tastes of the WOW audience. But despite the fluff, I found my cynicism thawing as I watched. The whole thing is embedded below.


Insights are few and far between, and they’re mostly concentrated on the technical feat of running all of those servers while creating new content, but if you’re capable of accepting that this is an almost feature-length chunk of promotional material, you might just find something worthwhile. For me, it’s the reminder that WoW is an enormous thing that so many people love. That matters and it’s easy to forget now that I’m so removed from it (I last played around the time it originally launched, for a couple of weeks non-stop).

I get a buzz when I see people talking about the things they’ve created and while I don’t think this kind of multiplayer questing will ever be my particular cup of tea, I’m fascinated by the challenge of expanding it while maintaining a cohesive and functional whole. Seeing the art team, I also realise how much I appreciate WoW’s colours. I’ve never found it to be a particularly attractive game but, from a purely visual perspective, I’ll take Pandaria’s rainforests over the scorched earth of Mordor any day.

http://www.rockpapershotgun.com/2014/11/10/success-story-world-of-warcraft-documentary/#more-248573

19
General Discussion / "Selling Convenience vs. Content"
« on: October 27, 2014, 02:22:06 pm »
Note: I've been seeing more and more discussions on various sites and forums on this topic.  What do YOU thing?


Column By Som Pourfarzaneh on October 24, 2014

As far as free-to-play monetization models go, there are a couple of different overarching strategies that dominate today’s market.  On one side, you have games like ArcheAge, which offers convenience bonuses like elevated experience gain, increased labor points, and priority queuing for shelling out real cash.  On the other, you can see titles like The Lord of the Rings Online steadily offering some convenience and cosmetic items in their cash shops but doing a great deal of business selling content through quests and expansions.

Without having side-by-side financial numbers for comparison, it’s difficult to say which model is more “successful,” but I have seen a number of arguments for and against the viability of each strategy.  There are those who think that you simply shouldn’t gate content behind a paywall of any kind, and should instead focus on always incentivizing players to stay in your game world by playing new things and hopefully, buying things from your cash shop.  Conversely, the argument exists that unlocking content such as zones, quests, storylines, and arenas through a tried and true method such as expansions is the best way to encourage a steady revenue stream and bring back former or casual players.

Most free-to-play MMOs, and even some subscription-based ones, opt for a kind of hybrid approach in selling content and convenience.  With free-to-play titles, it only makes sense to give your audience as many ways to pay you as is possible, and in today’s saturated market, you’d better believe having multiple revenue streams is of utmost importance.  Subscription-based MMOs that sell content expansions and also offer items through a cash shop are a bit too eager for my taste.  I can’t get behind paying a box price, monthly fee, and then nickels and dimes to get a special mount or XP boost.  It’s just too much double dipping.


I’ll also be the first to say that my personal preference is for buying content over cash shop items.  I don’t care a jot for costumes or special cosmetic items, which I know is weird coming from someone who appreciates space for RPers in online communities (and who spent an inordinate amount of money on virtual cards in Magic Online).  I also can’t be bothered with convenience items - not so much because I don’t find them useful, but more due to the fact that they’re usually way overpriced for what you’re getting.  Still, I appreciate paying for goods tendered and services rendered, and am always eager to support the development process by paying for content.  Let me pay once for a good chunk of zones, races, classes, what have you, and convince me that your post-launch update schedule is worth a subscription fee.  I’ll be more than happy to play my part.


I’d be intrigued to see how a “season pass” style monetization model could work for an MMORPG.  Some games have tried variations on this theme, essentially requiring you to pay upfront for upcoming content, but not with the same all-in mentality as single and multiplayer games such as Borderlands 2.  Taking, say, The Elder Scrolls Online as an example, Zenimax Online Studios could have come out the gate with a box price and no subscription, while also selling the first four (or however many) content updates in a season pass.  You’d have to buy into the idea that content should be sold, but you’d also have the flexibility to purchase the updates ad hoc or bundled for a discount price.

It looks like Destiny is taking such a route, and I’m interested to see how Guild Wars 2 handles any forthcoming expansions, based on the precedent with the original Guild Wars for selling content.  It’s true that forgoing the subscription fee necessarily removes players from a much needed payment cycle, but single-player and multiplayer games have been proving time and again that people are willing to pay up front for future content.  A Kickstarted indie MMO might have to prove its worth first, but an industry leader like ArenaNet should have no problem banking on its name.

Where do you stand on selling convenience and cosmetic items versus content?  And what other types of monetization models would you like to see MMO developers give a shake?

http://www.mmorpg.com/showFeature.cfm/loadFeature/9054/page/1

20
General Discussion / "The 5 Worst Types of MMO Quests"
« on: September 30, 2014, 12:54:30 pm »
Column By David Jagneaux on September 29, 2014

It’s hard to really define what makes an MMO so fun and addicting. Maybe it’s the gear grind, maybe it’s the gameplay, maybe it’s the social aspects, and maybe it’s just the world you’re playing in. One thing that it’s usually not, is the questing in and of itself. Sure, there can be some fun boss fights or cool missions every now and then, but by and large most MMOs suffer from the same generic cookie-cutter experiences that every other MMO has at some point.

For this week’s List, we’ll be exploring the 5 worst types of MMO quests, what makes them so tedious, and maybe even how they could be improved. There will undoubtedly be plenty that I’ve failed to mention, or maybe you actually like some of the ones on this list, so either way we’d love to hear your thoughts down below after checking out the List!

5) Escort Missions
This would be higher on the list if it were more common, but thankfully, it doesn’t happen all of the time. Arguments can be made for why escort missions work sometimes (look at Resident Evil 4 and Ico, for example) but for some reason they never pan out well in MMOs. Being forced to protect an NPC that doesn’t have the competence or ability to protect his or herself is immensely frustrating.


And to add on top of that, most of them move more quickly than your walk, but more slowly than your run. This frustrating dilemma forces you to stutter step your way alongside them to the destination. Most of the time enemies will just suddenly appear out of seemingly thin-air to try and challenge you to no avail. It could always be worse though, like the Hydra head escort mission in Dragon’s Dogma… *shivers*

4) Group Quests
We get it, the second M in MMO does in fact stand for multiplayer – an internet connection is required to even play an MMO at all. But there is a fine line between letting me live and play in a world full of other people, meeting and socializing at my own pace, and forcing me to group up with others just to get past a specific quest.

Maybe you only like to play with friends and no one is online at that time or maybe you just don’t like grouping up for quests – you’d rather do it solo. Whatever the case may be, mandatory group quests are frustrating for everyone. There’s always that one character that struggles to grasp basic concepts and you end up having to pick up the slack.

3) Go Talk to This Person
If you don’t like quests that have an NPC simply direct you to another NPC, then the opening moments of Final Fantasy XIV is literally your worst nightmare. For all the things that game does really well, its intro could use some serious work. While I do understand the need for showing a new player around a town and introducing NPCs to them, a flood of new information like that isn’t the right approach.


Instead, how about make the NPC you turn quests into be different characters around the town. Upon turning in the quest, they’d get another quest to go do something, and then turn that quest into a new NPC. This way you’re guiding the player around an area and teaching them things without the monotony of running around a city for the first hour of your game.

2) Kill X of Thing
While it may make me look like a hypocrite to call a list of things a terrible quest (given that I am the primary writer of our List column here at MMORPG), I have to say it anyways. There is nothing lazier and less entertaining than “Kill X of Thing” quests. I don’t care if the Thing you’re killing is a magical unicorn that shoots rainbows, these quests are always tedious.

Developers should try harder, especially during the opening areas of your game. Take Guild Wars 2 for example – the opening for each race is incredibly immersive and engaging right from the start. Or The Elder Scrolls Online as another example – almost every quest in that game feels like a real story that deserves to be told. If I’m doing little more than population control via involuntary genocide, that’s just plain old bad game design.

1) Collect X of Thing
But this is where the truly largest sin of MMO quest design takes place. Often times you find these “Collect X of Thing” quests bundled up with the Kill quests, but they’re the same either way. Sometimes you just have to go collect something at a crafting or collection node. Other times it involves having to travel deep into a special dungeon to retrieve some items. But most of the time, you’re stuck killing monsters, just like a Kill quest, except with a mere percentage chance of an item dropping.


Do you see the problem here? At least with a Kill quest you’re guaranteed that every time you kill one, that does in fact count towards your quest completion. With Collection quests on the other hand, that may not always be the case. Let’s say you’re tasked with collecting 10 wolf pelts from the forest. Theoretically that should mean kill 10 wolves and grab their pelts – but it doesn’t. What it actually means is, go kill wolves until your random drop chance is kind enough to give you 10 pelts. It’s a cheap and dirty trick to artificially inflate the length of time spent playing and it sucks.

Conclusion
Now that all of that’s out of the way, what are some of your least favorite types of MMO quests? Chances are, it could be a combination of the above. Alternatively, which games do you think have some of the best quest to offer?

http://www.mmorpg.com/showFeature.cfm/loadFeature/8976/page/1

21

By Jeffrey Matulef Published Wednesday, 30 July 2014

UPDATE 30/7/14 10.55AM EA has now confirmed the UK pricing for its EA Access scheme - it'll cost £3.99 for a month.

For that price you get to download and play the full versions of FIFA 14, Madden NFL 25, Peggle 2 and Battlefield 4, too keep for as long as your subscription lasts.

---

ORIGINAL STORY 29/7/14 7.20PM EA has announced a new service for Xbox One that will give subscribers access to multiple triple A games for $4.99 (about £3) a month - or $29.99 (about £18) a year.

Dubbed EA Access, this service is being rolled out today in a beta for a limited number of players. The beta will grant subscribers unlimited access to FIFA 14, Madden NFL 25, Peggle 2 and Battlefield 4 with more titles to come.

Additionally, EA Access members will receive 10 per cent off most EA games and DLC downloaded on Xbox One.

Another benefit to the service is that its members will be able to play trials of upcoming games up to five days prior to their launch. So far the list of games this will entail includes: Madden NFL 15, NHL 15, FIFA 15, NBA LIVE 15 and Dragon Age: Inquisition. Your progress from these trials will carry over into the full game upon release.

EA Access memberships will be available over Xbox Live or at retail via Amazon, GameStop and EB Games.

http://www.eurogamer.net/articles/2014-07-29-ea-access-gives-players-multiple-triple-a-games-for-usd5-a-month

22
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

23
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/

24
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

25
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

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