Archive for the ‘Games’ Category

Allods and Yoga

Tuesday, August 10th, 2010

I decided to take a step into a new-to-me MMO world and downloaded Allods Online last night.  It’s a free-to-play MMO, so if you feel like taking a look…I’m on Tensess as a Kanian ranger named Bandish.  I also rolled up an Orc brute on the Empire side.  The download went pretty quick and there were no login issues.  I leveled both characters to 5 in less than a few hours…learning the nuances of the game as I went.    I do have to say, the game is pretty.  I went into it thinking I would just pass some time playing through my favorite part of any game…the beginning.  But I was impressed enough, I think I’m going to give it more of a fair shake.

Tonight, Muzenews and I are signed up for my first official yoga class.  She’s being kind and holding my hand through the first session.  I really don’t know what to expect, but I hear the instructor is very good.  When I signed up for the class, I mentioned that I have neck and back injuries.  The instructor wants me to come 15 minutes early so we can discuss those injuries.  I thought that was a great sign.  So I’m excited to see if yoga will help.  With the pace of the past couple weeks…I really could use the peace it should bring.

A Life in Gaming…

Saturday, July 31st, 2010

This post is inspired by Ysharros over at Stylish Corpse.  She committed to updating her blog every day for the month of July (minus weekends)…and she did it!  But her blog post today, The month in games – July 2010, got me thinking.  Ysh is a very “one game at a time” kind of person.  Where I, on the other hand, am well known to bounce – or roll – around like a Katamari Ball from one title to the next.    From the long list of bloggers and gamers I know, I have been the exception more than the rule.  Players seem to remain loyal to one or two games.

Ysh played three major titles this past month and all of them were “free” to come back and play.  But this is someone who, just a few short weeks ago, admittedly saw herself playing Everquest 2 for the rest of her life.

But similar playing habits are being seen in other players.  Those habits can especially be found in a lot of social gaming players.  In my friends list, there is a core group of about 30 to 40 people that I can list off the top of my head as being avid social game players.  They all play more than one game.  They are active.  And you can tell they have a favorite game or two, even if they play a number of them.  I can’t really say there is one of those players that plays only one game.

But when it comes to the big MMOs and the future of pricing…especially free-to-play…I think the same trend we see in social gaming will cross over to MMOs.  But what will that mean?  If players aren’t as committed to one title anymore, we could see a lot of changes.  And I think development needs to keep up with the trends.

Guilds, for one.  What’s the use anymore?  It’s been my experience to see a rapid decline in guild formation throughout MMOs.  I’m talking small guilds here.  The group of 2 to 6 friends who decide to build a guild and recruit to fill the ranks.  Those are becoming non-existent.  Large, established guilds are holding together better…raiding being a big reason for that.

Using myself as an example.  Including social games, I play about 10 to 12 multi-player games a month.  (Jesus…no wonder I don’t blog much.)  With as many games as I play and as much as I play, I don’t have near the number of player/guild contacts in any one MMO anymore.  However, I do have that gang of 40 social game players on Facebook.  Gone are the days of just logging on and getting six players in my MMO guild to quest or run dungeons.  The players I know are scattered among so many MMOs right now, it’s impossible to imagine them all back together under one title.  I know I’m becoming more the rule now, than the exception.

Ah…I ramble.  But I guess my point is…more players are playing more games.  Players are less committed to one title.  As a result, players are becoming less organized in MMOs…but the system in social games seems to keep people pretty organized.  Might we see some of that crossover to MMOs?  Would it make sense?  Other blog or article discussions on this?

Kingdoms of Amalur: Reckoning – Review of the Hype

Thursday, July 22nd, 2010

38Studios, EA, and Big Huge Games held a panel at San Diego Comic Con this afternoon to expand upon their initial announcement of Kingdoms of Amalur: Reckoning (formerly Project Mercury).  A recap of the live tweet can be found below.  There are a few bits of info in the live tweeting, but the medium still has a long way to go for adding hype to something like an info panel.  I still appreciated the updates.

So…between Tweet updates…I decided to check out the official Reckoning website, which had since been “dark”.  Bingo!  It was up and ready to go.  So while the crowd in San Diego was listening to the panel (believe me, I would have rather been there), I was checking out the somewhat wonky site.  Just some initial tech issues that will be worked out, I’m sure.  And what I saw, I liked.

Check out the KoAR Site
Check out the Live Tweet

For months…I and many others have been thinking about, chatting about, speculating about what could be so special about this secrect world we now know has been named Amalur.  My biggest pet peeve about any one game is that I don’t feel “special”.  That my story is boring.  It’s like hundreds of others.  But even real life isn’t all that special…we have many parallels with many other people.  That makes it worse for game devs, I suspect.  We don’t want the real world.  We want a unique experience in a game world.  And we want to be special.  We’re told, once again, that we will be special.  So, we’ll have to wait and see.

The interesting twist with Reckoning is the very premise of the game – What if you could chose or fight your fate after you die?  At least…this is the impression I have about the premise of the game.  I also have to believe, from earlier remarks by R.A. Salvatore, that it is a central theme of the pending MMO with the codename “Copernicus”.  Remember Salvatore’s earlier examples about how to explain why characters can come back to life after dying?  Just going with the theme here, but I’m intrigued already by the info on the site.  I’ll be kind and won’t spoil anything here.

Anyway…I have to keep this brief.  I will share that I’ve done my duty today and set my wallpaper to the one provided on the Reckoning site.  I’ve Tweeted a bunch.  I’ve poured over the official site.  I’ve watched the trailer more than 20 times.  I’ve been listening to the damn music on the site the whole time I’ve been writing this.  I’m afraid…I have given into the HYPE.

But you know what?  The hype is being handled very well by all involved with Reckoning.  Also, check out this picture of a Troll toy posted by 38Studios developer Steve “Moorgard” Danuser.

EA and 38 Studios Give Project Mercury “Real” Name…

Tuesday, July 20th, 2010

Here is the official press release from 38 Studios:

EA and 38 Studios introduce Kingdoms of Amalur: Reckoning

The cinematic debutes on Thursday the 22nd on the official site:

Reckoning the Game

38 Studios: EA to Publish ‘Project Mercury’

Tuesday, March 9th, 2010

EA, 38 Studios and Big Huge GamesInteresting news out of 38 Studios today, giving a lot to speculate on.

To get caught up, check Ryan “Blackguard” Shwayder’s blog entry over on Nerfbat, EA Signs Publishing Deal with 38 for Project Mercury.  He has a link to the official press release.  The news is starting to hit game sites like Gamasutra, NOW Gamer, and Shack News.

With the powerhouse publisher on board, it looks like the stars are aligning for 38 Studio’s master plan to build a whole new universe from scratch.  So it is time to stop thinking of the company as an MMO game developer, and start thinking of it on a level of Marvel, Disney, DC Comics, Star Wars, etc.  They’ve said that from the beginning, but nobody seems to have listened.  Until now.  Sort of.  Maybe.

The MMO is going to be just one of many ways to delve into this universe.  With creative and artistic direction from R.A. Salvatore and Todd McFarlane, you know there are going to be books, comics, graphic novels, toys…maybe some animated works…and…of course…video games like “Project Mercury”.

People have been worried and have speculated about 38 Studio’s financial situation.  Hopefully, a well-polished and well-distributed video game will be the kind of infusion the company needs to put those worries at ease.  More importantly, the video game will give us a way to start connecting to the “universe” they have (not) been talking about for so long.

There is, of course, some skepticism in me.  After all, building an entire universe isn’t easy.  I mean, some of these people haven’t even solved the age-old questions of pie versus cake, or ninja’s versus pirates.  How do they tackle whether the world of “Copernicus” is flat or round?  We’ll just have to wait and see.

There are still hurdles to clear.  38 Studio’s owner Curt Shilling along with R.A. Salvatore and Todd McFarlane have millions of people who know them and love them.  I count myself as one.  But they also have millions of people who know them and don’t like them.  I think some of that audience needs to be won back.

Another thing that I would love to know is if everything is still on track time wise.  Is Copernicus still moving along like they want?  Has development slowed to give more resources to Project Mercury?  It was three or four years ago the company said they wanted to try and launch the MMO in five years.

For now…it  looks like my anticipation will be toward the the RPG game, Project Mercury.  And I’ll be keeping my sites set on any news that may come from the Game Developers Conference going on right now in San Fransisco.

EverQuest II: Sentinel’s Fate

Thursday, February 25th, 2010

Since the new expansion for EQII came out on February 16th, I haven’t had much problem gaining three levels.  However, around level 83 there is a bottleneck in adventure XP.  The easiest way to gain XP is to do some repeatable quests given by a pair of Kerra in Toxxulian Forest.  So, I’ve gone back to do some questing in Moors of Ykesha.  In the meantime, and while I wait for the servers to come back up on my sick day, I’ve done some adventuring and took a few screenies along the way.

City of Paineel

Looking from the Great Spire Isle to the City of Paineel.

Great Spire Island

A view of the Great Spire Isle.

Inside Toxullia's Lair

Inside Toxxulia’s Lair.

Outside Toxullia's Lair

Flying around Toxxulia’s Lair.

To Kerra Isle

Flying to Kerra Isle.

The Hole

Sentinel statue in Paineel’s Hole.

Queen Bayle???????

Hanging with the Queen.

Star Trek Online Review

Monday, January 18th, 2010

STO ScreenshotMy initial impression of Star Trek Online (STO) wasn’t all that great.  But I gave it a day or so.  The game is by Cryptic Studios, which also developed Champions Online.  Cryptic designed the game engine that is used for both MMOs, and the resemblances are glaring.  My biggest gripe is the chunky UI.  I hate chunky UIs with a passion.  I have a 22″ HD monitor, so I’d hate to be playing on anything smaller.

Character Creation

One thing that Cryptic has down and has passed along to STO in force is the character generation system.  The optimization is endless.  You can customize everything from brow to boot sole.  If you like to spend some time creating your character’s appearance, you will enjoy yourself in this facet of the game.

Tutorial

I should know by now that the situations in game tutorials are never as dire as the NPCs lead you to believe.  For once, I would love for a tutorial area that is under attack and everything is placed on your shoulders to save the day to explode in grandure if you fail.  Let’s get some consequence here.

The intro/tutorial to STO does a good job of setting the mood of iminent destruction.  You kind of feel rushed through.  Unlike other games, you also barely get a pat on the back for saving everyone’s ass.  There really is no clear cut ending and you really don’t feel like the hero you’re suppose to be.  Actually, you feel like you’re the rookie running back and everyone else is patting you on the butt to get you to move along.  If they could speak, they’d say, “Could you save us a little quicker?  We have better things to do…”

Combat

In space and on away missions (ground missions), combat is slow.  There is no auto attacking, so you spend time watching your ability timers.  I personally do not like this style of combat.  To be frank, it’s boring.  While all hell seems to break lose around you, you’re waiting a couple seconds for your damn phaser or laser to recharge.  However, things are a bit more fun when you are fighting with your crew.  But still, your personal involvement in combat seems shallow.

One thing I do like is that cover and terrain do matter in firefights.  On the ground you can duck and roll out of harm’s way to replenish your shields and health, then roll back into combat.  In space, ducking behind debris or meteors can buy you some time to replenish shields.  It’s a real part of combat strategy.

One interesting aspect in space has to do with shields.  You have fore, aft and side shields.  The strategy is to keep your strong shields facing the enemy while attacking the enemy’s weak shields.  Once I picked up on this and really learned how to implement it, I was a terror in space.  But…space combat was still way too slow, unfortunately.

Advancement and Skills

I really don’t have any gripes about advancement in STO.  They do mask the level 1 – 50 grind by calling it an officer title and rank system.  But that’s good for role-play in the Star Trek setting.  It’s still a standared XP leveling and skill allocation system.  However…

I think the skill system is a bit complex.  Lots to choose from, but I barely understand the impact any of the skills really have on the game.  How much does one skill point spent on a skill actually give you or improve your play in the overall scheme of things?  It’s too new to tell.  All I know is that there are an awful lot of skills available for a game with a cap of level 50.  Not to mention you get crew members and advance them, too.  That gives you the chance to create a balanced team, tactical team, buff team, or defensive team.  How screwed you are if you make the wrong decisions is still up in the air.

Graphics

I need say nothing more than it is a beautiful game.  Character models are highly detailed.  Terrain is nothing special, but it sets the right mood.  Space gives you that feeling of wonder that you get when you use Google Earth.

Summary

That’s all I can think of off the top of my head.  The game has its bugs, but don’t they all?  Nothing game breaking at all.  Plus, some stuff is shut off until launch, which I believe is February 2nd.  If you have any questions, I’d be happy to answer in the comments section.

Live long and prosper.

Writing About MMOs…

Monday, November 30th, 2009

Landed a paid freelance writing gig.  Subject matter is on MMOs.  More information to follow.

Fading

Wednesday, November 11th, 2009

This morning is quickly getting away from me.  I am going to pop back in Dragon Age: Origins here in a moment.  But for all of you playing it right now…can I just say…I LOVE the Fade storyline in the Mage Tower.  Can this game get any better?

DAO – Strategery

Monday, November 9th, 2009

Well, in my last post, I said I would give my thoughts on the game as I played Dragon Age: Origins.  Obviously I’ve done a lot more playing than I have been reporting back to my blog.  But I haven’t had a game grip me like this in a long, long time.  The Half-Life series might be the next closest.

The game play is pretty intense…well…for me it is.  I’ve been an MMO player for nearly 20 years, doing my job mostly as a ranged damage player.  This whole strategic combat stuff isn’t my forte, but with DAO I have been schooled.  I’ve found out that my strategic combat type is “micro manager”.

I have to be in control of everything.  Like playing chess.  This probably means that I’ll finish the game in a year when it should take me only a few weeks.

I’ve completely shut off the tactics utility.  For those who don’t play the game, the tactics utility allows you to pre-program how your party members should act and respond in various situations.  Like setting your healer to heal a party member if they fall below 50% health.

Nope.  That’s not for me.  I tell each of my party members what to do every step of the way.  The tactics just never seem to work right for me.  The characters just can’t make those split decisions that I can make.

For instance, my band of four adventurers was battling a huge bear.  During the fight, my warrior was thrown to the ground and the bear started to maul him.  The warrior was losing health fast.  He was going to die if I didn’t act fast.

My mage’s first inclination would be to heal him.  Or I would have had him drink a health potion.  But that would not be good enough in this situation.  I needed to save his ass and fast!

My mage has an ability to cast a magical force field around one ally when they are in trouble.  As long as the ally doesn’t move, he or she will not be able to be harmed.

I threw the force field on the fallen warrior and he was saved.  My group went on to defeat the bear without anyone being killed!

It was also at that moment that I felt I was actually getting the hand of strategic combat.  It only took 20 years.