MMO News |
- Growth of Freedom in MMORPG’s
- Sudden Attack launches new game mode
- Forge of Empires reaches 250,000 and launches new language versions
- C9 announces final closed beta
- Divina announces closed beta
Posted: 15 May 2012 03:11 PM PDT By, Vincent Heylen As of late, we are seeing a lot more forms of freedom in the way MMORPG's are played. This is both in the sense of the progression and combat, with other features also being tailored to offer more freedom as well. A lot of MMORPG's up to this point were rather linear until endgame and for that endgame you had to go through a ridiculous amount of grind first. More often then not, certain developers would try to find a way to kill this grind by making the quests a bit more random, or give it the appearance that they were random, rather than going for a strictly linear quest progression. In their core, all these quests still come down to the same basic idea of what the earlier games gave you. However, it's a lot more enjoyable to do random stuff instead of getting those typical quests where you have to kill 10 boars for no apparent reason. Sometimes, that element of grind is still lurking around (very noticeable at reaching mid level), but it’s a lot cleaner and more enjoyable with the current system if the games are doing it correctly. A great example of this is Guild Wars 2, as quests pop up once you reach that area instead of requiring you to go collect each one and then return their to redeem your rewards. You could say that World of Warcraft has some contribution to this as well, due to them revamping the quest system to make it feel less grindy with each expansion, while adding in more straightforward quests. A lot of developers are picking up on this idea now too. If we talk about combat, it's safe to say that we are getting rid of the 'dice-roll' system. Those critical strikes aren’t just a luck of the draw now, instead we are getting to a point in which there is no persistent damage output. This recent mechanic of MMORPG's has drawn a lot of attention from both developers and players looking for something different. Most people are probably familiar with this action-mechanic by now. You can manually aim your attacks via the use of mouse-button mashing, meaning that there is no lock system and you can completely disrupt any damage. That can be done by simply dodging or blocking. The blocking is only making its appearance if your class or game has it implemented, but the dodging can be done in each game as the mechanic allows it to happen. This eventually leads into this mechanic requiring a certain degree of skill. This is not to say that hotkey-combat and the lock-on doesn't require skill, but most of the time, it comes down to whoever is hitting their keys the fastest. For this, we can easily look at Vindictus, which got mass anticipation at the time of its incarnation. You could say this mechanic comes from games like Savage 2, but those didn't really go with the entirety that is MMORPG's, as it is more of a strategic arena-based game. It's still a recommendation for those hunting for straight on player versus player. An older game that tried this was Hellgate, however, it didn't get as much attention due to limitations in advertisement, which didn't really made it stand out. Nothing is complete without going over every indication to give the game the tag of that certain genre. One of the ways to draw you into an MMORPG, are the classes. We've seen hundreds of Archetypes over the course of this decade. You could call them classes as well, but that would only be a correct statement if a game threats them in that way. Archetypes is a bit more explicit for the description of these characters. They come in all sorts of forms, from both ranged to melee damage, while others heal or disrupt enemies. They come in those hundred names while still holding the same premise of what they are ordered to do. You have the ranger that can easily tame creatures as a hunter. You have the warrior who can take on the form of a berserker. There is the rogue who is lurking in the shadows as the thief. You have the shaman who has the same college-degree as the cleric. Finally, there is the mage that can cast destructive spells that take down the soul-capturing nature of the Necromancer. If you aren't fed up by all these archetypes yet, then I have news for you. We are stepping away from them. Hooray! The actual pre-set of those archetypes is still there, but Grinding Gear Games, the minds behind the upcoming Diablo style action MMO Path of Exile said; 'screw this, let's see what we can do differently'. In Path Of Exile you still have the base sets, while in the meantime, you can go on a completely separate path then what the main archetype actually demands from you. You can easily go with magic damage as a marauder or do melee damage as a ranger. This is only a small example of where the class-combinations or freedom in terms of progression is going. As of this moment, there are dozen games out there going in this direction. No longer are you locked into a certain play-style and role. Go all out on the weapons you are allowed to carry as their isn't that boundary anymore. Go crazy and show what you created within this path. No more thinking about what skill you are going for next and then feeling sad for choosing that one because you “had to”. Just roll with it because nothing is wrong. You can still theorycraft if you really want too, but as it stands with the model now, you aren't truly bound to anything. This growth of freedom isn't limited to these things only. We are seeing new mechanics like this for MMORPG's each day, all leading up towards this freedom. It is still limited by the amount that the developers are contributing to the idea, but we are still going in the right direction. You can't make an MMORPG feel too much like a sandbox, else it would lose its touch. That is what the audience isn't seeing of course. Yes, you can safely go all out with it, but still try to remain true to what MMORPG's are actually about. Don't go all Minecraft fashion with these sandbox-styled elements, because if you can get distracted easily (like me), it will only be fun for about a week. Controlled chaos is the name of the game. Is this progression or growth of freedom your thing? What are your takes on certain elements of this freedom? Do you think we will see more of this as time goes by or do you think the audience will even allow this to happen? Of course! There will always be an audience for these kind of games, but going too much in the direction of sandbox, leads into a game that’s not exactly fit being the basis for an MMORPG as we know them. |
Sudden Attack launches new game mode Posted: 15 May 2012 01:01 PM PDT Players of Sudden Attack will be treated to a “crazy” new game mode with the latest update. Introducing “Knife Touchdown,” a variation of the original Touchdown Mode. Described as “football meets melee attack jacked up on stimulants,” up to sixteen players can scramble for the ball, carry or pass it to the opposite goal, and score points, all while taking knives from their opponents. Each round will only last two and a half minutes, carriers have a movement speed penalty, and respawn is reduced to five seconds with no invincibility, making this one heck of a football game. Sudden Attack is published by Nexon, which also publishes Combat Arms and Vindictus. Sudden Attack “Knives Only” Gameplay Screenshot Source:
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Forge of Empires reaches 250,000 and launches new language versions Posted: 15 May 2012 11:51 AM PDT InnoGames has announced a new milestone and game versions for its browser-based strategy, Forge of Empires. Forge of Empires has launched Greek, Italian, Spanish, and Portuguese language versions over the past two days, each of which starts with its own server and world to foster a language-focused community. Forge of Empires has also reached 250,000 registered players for its open beta, a first major milestone. InnoGames also publishes Tribal Wars and Grepolis. Forge of Empires Gameplay Screenshot Source:
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C9 announces final closed beta Posted: 15 May 2012 11:03 AM PDT C9 (Continent of the Ninth)’s final closed beta test has been announced by Webzen. The test will take place between May 17 and May 31, and will also play host to the 2012 Championship Tournament, where the two finalists will head off to Los Angeles to compete at E3. 30 other users will also be invited to participate in the final match, and can have their shot by visiting the official C9 Facebook page. The last closed beta test will feature the Berserker, a new advanced class of the fighter. Webzen also publishes Archlord and Mu Online. Global C9 Berserker Trailer Source:
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Posted: 15 May 2012 10:40 AM PDT Gamania (beanfun) has revealed the closed beta launch dates for Divina. The May Madness Beta will take place from Wednesday, May 16 (10am Pacific) until May 20 (midnight Pacific), lasting five days. The beta test will feature open world PvP for the first time, offering a host of events for players to test their PvP prowess. You can grab your own closed beta key here at MMOHut! Beta events will include a Last Man Standing championship on the last day of beta, Last Guild Standing (5v5 PvP battles) tournament, and a guild versus guild dungeon scramble, where guilds must race to be the first to complete the same instance. Players who filled out a survey after participating in the Challenge 72 Beta will gain an Elite Costume for their highest level character to use during the Beta, and players who reach level 15 in the beta will get an exclusive Haruhime mini-pet for Open Beta. Gamania also publishes Bright Shadow and Lucent Heart. Divina Gameplay Screenshot Source:
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