MMO Updates

MMO Updates


MMObility: Let's make a mobile game, part two

Posted: 10 Feb 2012 09:00 AM PST

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My MMO screenshot
Last week I started working with Dave Toulouse, indie developer of Golemizer and Star Corsairs, to build our very own mobile MMO. For the sake of completing the project within the month of February, we kept our game designs simple and easy for anyone to play. The idea was not to create a state-of-the-art video game but instead to build a working framework that illustrated some of the basics of MMO design.

Ironically, my first column on the subject was received rather coolly when I consider my normal column response, but last week's responses taught me a valuable lesson about design: Players often want to talk about what is not possible rather than what is. Dave told me how his players often told him what they wished his games would achieve, without ever considering just how difficult it is to make a game.

Still, there were several great ideas in the comments section. I'm going to use those ideas to break down this week's update.

Continue reading MMObility: Let's make a mobile game, part two

MassivelyMMObility: Let's make a mobile game, part two originally appeared on Massively on Fri, 10 Feb 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Celebrate Valentine's Day with Perfect World Entertainment

    Posted: 10 Feb 2012 08:00 AM PST

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    Jade Dynasty - bride and groom
    If you haven't made any MMO-centric plans for Valentine's Day, consider the offerings from free-to-play giant Perfect World Entertainment. The company is playing cupid in several of its online titles, and players can acquire "wedding fashions, romantic items, spectacular mounts, mystery boxes, and more."

    Jade Dynasty
    features a wedding event and items for marriage-minded avatars, while Perfect World International GMs will be interacting with players and giving out a rare mount. Rusty Hearts is putting on an art contest, and the prize is Roselle Vegerius (the game's latest premium character).

    Forsaken World
    players will receive a Valentine's Day card and random items, while War of the Immortals fans can collect chocolate and trade it for additional XP. Finally, Ether Saga Odyssey players can enter a screenshot contest to win XP and bonus items, as well as bid for rare pets and send custom broadcast messages.

    [Source: Perfect World Entertainment press release]

    MassivelyCelebrate Valentine's Day with Perfect World Entertainment originally appeared on Massively on Fri, 10 Feb 2012 11:00:00 EST. Please see our terms for use of feeds.

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      Diablo III sort of confirmed for Q2 2012

      Posted: 10 Feb 2012 07:00 AM PST

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      Diablo III - blasted landscape
      Looking for a definitive release date for Diablo III? So are we, and unfortunately Blizzard isn't cooperating. The best the company can come up with is Q2 2012, according to Rock, Paper Shotgun.

      The site reports on Blizzard's recent investors call, during which Mike Morhaime stated the obvious before alluding to the launch window. "Given the popularity of the action RPG genre, and the keen interest in Diablo III, we expect this launch to be a big opportunity for Blizzard. We can also confirm that we are targeting a Q2 launch for Diablo III. We expect to announce more details about the release schedule in the coming weeks," he said.

      But hey, at least he didn't say "when it's ready."

      [Source: Activision investor call]

      MassivelyDiablo III sort of confirmed for Q2 2012 originally appeared on Massively on Fri, 10 Feb 2012 10:00:00 EST. Please see our terms for use of feeds.

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      Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

      Posted: 10 Feb 2012 06:00 AM PST

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      Some Assembly Required - architecture banner
      Hello, sandbox faithful, and welcome to a special interview edition of Some Assembly Required. We recently had a chance to pitch some questions to the team behind Seatribe's upcoming Salem title, and creative director Björn Johannessen was kind enough to answer them.

      Salem is being advertised by publisher Paradox as "the crafting MMO," but it's also rife with throw-back mechanics including a huge amount of player freedom and a permadeath/punishment system similar to the one in Johannessen's Haven & Hearth.

      Continue reading Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

      MassivelySome Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay originally appeared on Massively on Fri, 10 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: Where does gaming fall on your priority list?

        Posted: 10 Feb 2012 05:00 AM PST

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        Priorities Shmiorities
        Back before I had a family, it wasn't unusual for me to play a video game for eight-hour stretches at a time every day. But now that I'm a father of three, I don't even want to think about playing a game unless I'm playing with my family or it's after their bedtime. On the other side of that coin, there are plenty of people who put gaming before just about everything else in their lives. When you're "too busy" to work or spend time with your family, but not too busy to raid every night, that's a problem in my opinion.

        This might sound odd coming from a guy who has made gaming his career, but I respect balance and moderation. I could go on and on about how so many people are losing their perspective on having fun by being "hardcore," but I'll save that for a Soapbox article one day. In the meantime, I want to know how you feel about gaming on your priority list. Is it numero uno, towards the end, or somewhere in between?

        Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

        MassivelyThe Daily Grind: Where does gaming fall on your priority list? originally appeared on Massively on Fri, 10 Feb 2012 08:00:00 EST. Please see our terms for use of feeds.

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          This Week in MMO: CCP has gone crazy edition

          Posted: 09 Feb 2012 07:00 PM PST

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          Crazy.  Crazy for feeling so lonely.  I'm crazy for crying, crazy for trying, crazy for loving you.
          It's time for This Week in MMO once more, and this time around, the show kicks off with the rather daring statement that CCP Games has completely gone off the deep end. Well, maybe not that far, but the show does start off focusing on recent comments from the company about how DUST 514 could be one of the biggest shooters of the year... a statement that strikes the hosts as being just a wee bit pompous.

          Aside from that, there's talk about Star Wars: The Old Republic's subscriber numbers and what those numbers mean in the long run as well as the latest trailer for TERA. If you'd like to get some roundtable discussion about the past week's biggest MMO stories, you don't need to go far. Just skip on past the break to watch the newest installment of This Week in MMO, which is quite possibly the best roundtable discussion about MMO news with a six-letter nickname in existence.

          Continue reading This Week in MMO: CCP has gone crazy edition

          MassivelyThis Week in MMO: CCP has gone crazy edition originally appeared on Massively on Thu, 09 Feb 2012 22:00:00 EST. Please see our terms for use of feeds.

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            The MMO Report: Elvis invented rock 'n' roll edition

            Posted: 09 Feb 2012 06:00 PM PST

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            The MMO Report
            This week on The MMO Report, Casey insists that he's a "wise-cracking superhero with a heart of gold," not a noob who doesn't know his MMO history. "For the record," he says, "I do realize that EverQuest wasn't the first MMO. I was just saying it was the game that brought MMOs mainstream attention... like how Elvis invented rock 'n' roll."

            Casey reports on Warhammer 40K: Dark Millennium Online's financial woes, RIFT's new infinite trial, Star Wars: The Old Republic's impressive sales numbers, and TERA's beta plans. Then he dips into Uncle Casey's Mailbag to discuss -- what else -- hot dorf-on-dorf action.

            All this and more in the HD MMO Report tucked behind the cut!

            Continue reading The MMO Report: Elvis invented rock 'n' roll edition

            MassivelyThe MMO Report: Elvis invented rock 'n' roll edition originally appeared on Massively on Thu, 09 Feb 2012 21:00:00 EST. Please see our terms for use of feeds.

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            The Guild Counsel: Why is it so hard to say congratulations?

            Posted: 09 Feb 2012 05:00 PM PST

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            Miracle on ice  handshake
            When was the last time you said congratulations to someone in game? And no, I don't mean the spammy "congrats" when someone in guild gains a level, an AA, a skill up, a crafting combine, or any of the dozen other milestones that pop up every day in chat. Those are the easy congratulations because the accomplishment has no direct effect on you. I'm talking about the congratulations when someone beats you in game. You might be in a duel or battleground, and the other guy ends up taking you out. You might be racing for a named mob, and the other guy gets there first. Or you might be in that guild that always seems to fall just a bit short and winds up the bridesmaid when it comes to guild progression.

            There is plenty of competition in MMOs, but you rarely see much sportsmanship from players. In this week's Guild Counsel, we'll look at why it's so hard to say "congrats" and why that has an effect on guilds as well as on the communities overall.

            Continue reading The Guild Counsel: Why is it so hard to say congratulations?

            MassivelyThe Guild Counsel: Why is it so hard to say congratulations? originally appeared on Massively on Thu, 09 Feb 2012 20:00:00 EST. Please see our terms for use of feeds.

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              Ask Massively: We do not play games for a living edition

              Posted: 09 Feb 2012 04:30 PM PST

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              Total paycheck for this bit of roleplaying: $0.00.
              One of the most persistent misconceptions about what we do here at Massively is this idea that we play games for a living. Allow me to be perfectly clear in this: What you're seeing right now? This article? The one I wrote? Writing this is what I do for a living. I write about games, and I enjoy games, but if I decided to not write any of my columns for a month and just play Star Wars: The Old Republic, I would be fired. That is not my job.

              Now that we've gotten that out of the way, it's time for another installment of Ask Massively, this time featuring questions about gambling and the latest City of Heroes cash shop offering. If you've got a question you'd like to see in a future installment of the column, mail it to ask@massively.com or leave it in the comments below. Questions may be edited for brevity and/or clarity.

              Continue reading Ask Massively: We do not play games for a living edition

              MassivelyAsk Massively: We do not play games for a living edition originally appeared on Massively on Thu, 09 Feb 2012 19:30:00 EST. Please see our terms for use of feeds.

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                TERA brings more pre-order customers into the beta process

                Posted: 09 Feb 2012 04:00 PM PST

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                Test how swordproof that thing is!
                TERA has hit a few snags of late, including some woes with the whole system of getting pre-order beta access for appropriately pre-ordered customers. Luckily for some fans of the game, it looks like things are moving forward for players hoping to get into beta testing this weekend. An official announcement on the forums earlier today confirmed that GameStop has received valid beta codes and should be distributing said codes to customers via receipt or via phone.

                Any players who preordered from Amazon or Best Buy and still haven't received a code are asked to send in a letter to the customer service staff before 9:00 a.m. PST on February 10th. Players are all warned that the game's download is currently clocking in at 17 GB, which means that you'll need plenty of time to get the client installed on your computer. A lengthy download is preferable to ambiguity as to whether or not you'll even get your beta access, though.

                MassivelyTERA brings more pre-order customers into the beta process originally appeared on Massively on Thu, 09 Feb 2012 19:00:00 EST. Please see our terms for use of feeds.

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                LotRO struts the runway for Fashion Week

                Posted: 09 Feb 2012 03:00 PM PST

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                Fashion Week
                Are you more into looking good in Lord of the Rings Online than defeating the very heart of evil? Then Turbine's got a special week planned just for you. Starting today and going through the 16th, Fashion Week will be blazing through LotRO.

                LotRO's cosmetic system allows players to assemble their own outfit looks independent of slotted gear and has become a popular feature in the game ever since its inception. Through Fashion Week, Turbine will call on the best-dressed to strut their stuff in the hopes that in-game CMs will see them and award special titles.

                Also included in the week will be fashion-themed lotteries and a screenshot contest in which the best entries will be voted upon by the community. To give players inspiration, Turbine links to three game outfit blogs -- Lotro Fashion, Lotro Stylist, and Cosmetic Lotro -- and has given each of the blogs special codes to hand out for free in-game dyes.

                MassivelyLotRO struts the runway for Fashion Week originally appeared on Massively on Thu, 09 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

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                WoW loses another 100,000 subscribers

                Posted: 09 Feb 2012 02:00 PM PST

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                World of Warcraft
                Thanks to our sister blog WoW Insider, we've got the scoop on today's Activision-Blizzard investor call. The results? Turns out World of Warcraft isn't dying, but it's certainly seen better days in its record-breaking run. Blizzard's flagship MMO now boasts "only" 10.2 million subscribers worldwide (10.3 million were reported during the call in November). The company believes the success of the 4.3 patch contributed to subscriber retention, as did the success of the annual pass; in fact, a million players took Blizzard up on a deal to purchase a year's worth of WoW in return for a free copy of Diablo III.

                Blizzard also confirmed plans to launch at least two titles this year, including Diablo III in Q2. Mists of Pandaria, WoW's much-maligned upcoming expansion, might be the other, though Titan, Blizzard DOTA, and a new StarCraft II campaign are also in the works. The company's expected revenue for 2012 is $4.5 billion US.

                MassivelyWoW loses another 100,000 subscribers originally appeared on Massively on Thu, 09 Feb 2012 17:00:00 EST. Please see our terms for use of feeds.

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                EVE Online's time dilation keeping game in sync

                Posted: 09 Feb 2012 01:00 PM PST

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                EVE Online
                Leave it to one of the most popular MMO studios to figure out how to control time -- and do so successfully. Through technical wizardry, CCP did just that when it released a time dilation feature into EVE Online last month to reduce lag during massive space battles.

                So far, it's working great, according to CCP Veritas. In a new blog post, he shows off graphs and recounts recent events that show how "TiDi" (as he calls it) is successfully slowing down in-game time to keep player commands and on-screen action in sync.

                "In all cases, it has kicked in appropriately when the server node has become overloaded, keeping things running responsively and sanely," he writes. "In both huge fights [shown on the graphs], the module response time was kept under one second for the vast majority of the action, which is a tremendously large improvement over the 20, 40, 600 seconds we'd sometimes see in fights of this scale."

                EVE Online has also made a few quality of life improvements to EVE Gate, including a better login system, a navigation menu tied in with the rest of the site, and a way to quickly zip to dev posts on the forums.

                MassivelyEVE Online's time dilation keeping game in sync originally appeared on Massively on Thu, 09 Feb 2012 16:00:00 EST. Please see our terms for use of feeds.

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                The Perfect Ten: MMO prisons

                Posted: 09 Feb 2012 12:00 PM PST

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                Perfect Ten Prisons
                Chillin' in the clink. Spending time in stoney lonesome. Thrown into the slammer. Checking in to the big house. Doing (perfect) 10 to life in the hole. Learning the ropes in juvie.

                Prison: The only fun thing about it is the slang that people have come up to describe it. And while you may never actually want to spend any time in the crowbar hotel in real life, chances are you've already done so in MMOs. Jails are an ever-popular locale in online gaming, and they almost always deal with an epidemic of escaped -- yet still milling around casually -- prisoners.

                So in today's Perfect Ten, we talked to the warden and got you a special glimpse into pixelated pokeys, if only to scare you straight. No more exploits and bots for you, young man or woman!

                Continue reading The Perfect Ten: MMO prisons

                MassivelyThe Perfect Ten: MMO prisons originally appeared on Massively on Thu, 09 Feb 2012 15:00:00 EST. Please see our terms for use of feeds.

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                  You (yes, you) can expand Firefall's gameworld

                  Posted: 09 Feb 2012 11:00 AM PST

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                  Firefall - power-gliding
                  Red 5 Studios is making a little marketing push for Firefall, and the first salvo takes the form of a new dev diary video starring CEO Mark Kern.

                  If you're not familiar with the game, this clip is a great place to start. Kern explains how Firefall is really two titles in one, with the first game being a ginormous open world featuring loads of PvE content. The second game is centered around Firefall's e-sport components, which include ranked leaderboard matches ranging from 5-on-5 to 15-on-15.

                  Kern also mentions the game's unique take on beta and launch. In basic terms, Red 5 implements feature sets, collects beta feedback, and iterates on down the line (as opposed to presenting a finished product for mass beta testing). This staged approach will also apply to the game's launch, and Kern says the game will be rolled out "organically" much like Google's Gmail service.

                  Finally, content expansion in Firefall will be player-driven. Cross-server cooperation will be necessary to craft MRU units that will expand the playable area from 10 square miles to an entire globe. Kern also touches on the trendy games-as-a-service mandate, and he says that as long as players are around to support Firefall, Red 5 will be around to generate new content. Watch the full video after the break.

                  Continue reading You (yes, you) can expand Firefall's gameworld

                  MassivelyYou (yes, you) can expand Firefall's gameworld originally appeared on Massively on Thu, 09 Feb 2012 14:00:00 EST. Please see our terms for use of feeds.

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                  Funcom reveals The Secret World skill deck templates

                  Posted: 09 Feb 2012 10:30 AM PST

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                  The Secret World - Illuminati dude with a swell goatee
                  Funcom has penned a new dev diary at MMORPG.com, and the piece reveals three new skill decks from the firm's The Secret World title.

                  What's a skill deck?

                  It's The Secret World's answer to the how-do-you-make-a-level-free-MMORPG question, and it allows players to select from 500 abilities to create "exactly the type of character they want." Funcom thinks the system will seem daunting to players used to simpler class-based mechanics in competing MMOs, and as such the firm is adding a few deck templates to offer players a helping hand.

                  Three of these are profiled in the new diary, including one from each of the game's factions. The Witch Hunter focuses on big damage spikes and represents the Templars, the Warlord is your basic swordfighter from the Dragon faction, and the Thaumaturgist is the Illuminati's answer to the gunmage archetype.

                  [Thanks to fallwind for the tip!]

                  MassivelyFuncom reveals The Secret World skill deck templates originally appeared on Massively on Thu, 09 Feb 2012 13:30:00 EST. Please see our terms for use of feeds.

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                  The Summoner's Guidebook: A community guide to League of Legends

                  Posted: 09 Feb 2012 10:00 AM PST

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                  Greetings, summoners, and welcome to the first installment of the Summoner's Guidebook! For a new player, the Guidebook is a one-stop-shop to gaining familiarity with the various elements of League of Legends. For the more advanced players, we'll also be covering ways to improve on weak areas of your play and how to deal with the toughest of matchups.

                  I was a new player once, and I remember being extremely daunted by the number of things I needed to learn to be competitive in LoL. Although the journey from newbie to expert was long and difficult, I learned a lot about common mistakes and how to reduce them. If you're looking to step up your game or if you're just getting into the League, the Summoner's Guidebook is the place for you to learn without being treated like you're a noob.

                  This week, we're going to cover the community resources available to you. There are a lot of websites dedicated to League of Legends, and it would be foolish to assume that this column is the only place to get advice on the game. If there's something I haven't covered yet or there's a topic I'm unfamiliar with, you can be sure that one of these places will have the info you're looking for. This article can't possibly cover all the League fansites on the internet (there are probably hundreds), but I can focus on the ones with the best information.

                  Continue reading The Summoner's Guidebook: A community guide to League of Legends

                  MassivelyThe Summoner's Guidebook: A community guide to League of Legends originally appeared on Massively on Thu, 09 Feb 2012 13:00:00 EST. Please see our terms for use of feeds.

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                    Latest Gaming and MMORPG Updates

                    Latest Gaming and MMORPG Updates


                    Shuhei Yoshida Gives a Quick Last Guardian Update

                    Posted: 10 Feb 2012 07:36 AM PST

                    The Last Guardian

                    After more than six years in development, the recent news of director Fumito Ueda finishing work on the game as a contractor instead of an employee, and the lack of any substantial public updates in almost three years, it’s hard not to worry a little about The Last Guardian. I don’t want to, and it’s still near the top of my most anticipated games list (I put it at #2 for the year), but to a certain degree it’s unavoidable.

                    So when I spoke with Sony Worldwide Studios president Shuhei Yoshida at the DICE conference in Las Vegas yesterday, I asked him for an update on the situation.

                    1UP: Can you give us any update on The Last Guardian? Have you seen it recently?

                    SY: Oh yeah, yeah. I’ve been seeing it.

                    1UP: Is it still healthy and good?

                    SY: Well you know, there was a rumor that Fumito Ueda left the company or something like that.

                    1UP: That was confirmed, right?

                    SY: Well it’s confirmed in terms of the status of his relation to the company — he was an employee, and now he’s working on a contract basis. You know, we discussed an arrangement so he could focus on the creative side. But his work and his presence on that team never changed, so it was just more a contractual rearrangement, and that was taken [by many] as “he left.”

                    1UP: Does he still work in the office?

                    SY: Absolutely. Absolutely. He comes in every day, and he’s probably one of the people who works the longest hours. The project has been making progress, but slow progress. So that’s tough, but we haven’t changed any focus. It’s still a really important project and a vision we want to see realized, and Fumito’s vision is really causing a very difficult challenge for the developers, so there’s some scrapping and rebuilding — iteration in the process. That’s why [it's taking so long].

                    1UP: So back to your earlier comment, did he become a contractor so he could work on the creative side rather than the business side?

                    SY: It’s a personal matter, so I can’t really say.

                    1UP: Do you think he’ll continue to work with Sony after The Last Guardian is finished?

                    SY: If this project goes well — you know, fingers crossed — we’ve worked with him for a long time so yeah I certainly hope we can maintain a relationship.


                    Posted by: admin in Gaming News
                    Find related article at: http://www.1up.com/news/shuhei-yoshida-last-guardian-update

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                    Unity-powered games are coming to a TV near you soon

                    Posted: 10 Feb 2012 07:36 AM PST

                    The deal, taking place under the guiding hand of Unity's Union Business Unit, is currently in the early stages, but is part of a 'strategic collaboration to create mass-market demand for games on Smart TVs'.

                    It seems LG wants to take change of all your entertainment needs in the coming year by turning your TV into an all-in-one multimedia system. Unity's game credits in 2011 certainly showcases the power of their browser plug-in technology and development tools, which can conjure high-end 3D graphics on next-to-no hardware.

                    "The television technology LG is introducing this year is very impressive and offers an incredible opportunity for the developers under the Union umbrella to reach a new market," said David Helgason, CEO of Unity Technologies. "Our goal with Union is to create new avenues of distribution for developers using Unity, and LG smart TVs are creating a massive and new gaming audience."

                    The new HDTVs are expected to come complete with a gyroscopic motion controller, called the Magic Motion Remote, and a video processor capable of powering Unity's gaming technology platform.

                    It sounds like a very exciting development, but let's just hope there's enough USB ports for a good old-fashioned keyboard and mouse…

                    Keep an eye on Unity's website for more details.


                    Posted by: admin in Gaming News
                    Find related article at: http://www.totalpcgaming.com/latest-pc-news/unity-powered-games-are-coming-to-a-tv-near-you-soon/

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                    Rusty Hearts (KR)

                    Posted: 10 Feb 2012 01:34 AM PST


                    Thought the number of new characters are not released as fast as Lost Saga and League of Legends, Rusty Hearts Korea is now into its 8th character already. Introducing the first kid to grace the action online game, this is Layla from the vampire clan. According to foreign articles, she will be quite similar to Franz, but is apparently strong and faster compared to her older clansmen. Not much news about Layla is available at this moment. For previous characters, refer to my older posts (link).


                    Posted by: admin in Gaming News
                    Find related article at: http://www.mmoculture.com/2012/02/rusty-hearts-kr-8th-character-teased.html

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                    Castlevania Chronicles: We’ve Been Killing Dracula for 25 Years

                    Posted: 10 Feb 2012 01:27 AM PST

                    Twenty-five years ago, on September 26, 1986, Konami launched a brand new game in Japan that would go on to become one of the longest continuously running franchises in the medium’s history. Akumajou Dracula — roughly translating to “Demon Castle Dracula,” which became “Castlevania” in the West in accordance with Konami’s weird obsession with pun-laden localization in the ’80s — was actually two different games on two different platforms. The better-known of the two was a straight-up action platformer for Famicom Disk System, the rewritable NES add-on released only in Japan. On the MSX computer, on the other hand, Akumajou Dracula featured the same general play mechanics and aesthetics as its FDS counterpart but wrapped them in a more labyrinthine format, compensating for the MSX’s lack of smooth video scrolling by turning its castle stages into self-contained mazes.

                    Castlevania was a different kind of game than players were accustomed to, especially on Famicom. Unlike so many of the other platformers that had followed in the wake of Super Mario Bros.’ success (Mario having launched on Famicom almost a year to the day before Akumajou Dracula), Konami’s game was slow-paced, methodical, and possessed a fairly realistic ambiance. The hero, Simon Belmondo (Belmont in the West), was proportioned like an actual human adult. Japanese games of the era tended to warp the proportions of characters to give their faces more real estate and allow for cute, visually expressive designs. Simon had a tiny four-pixel face with no details, his characterization instead coming through his determined gait and unique method of attack. The Vampire Killer whip was an uncommon choice for any video game protagonist outside of Indiana Jones, striking a middle-range balance between fists and guns. The game’s unconventional look, pacing, and weaponry set it apart from its peers.

                    The names “Akumajou Dracula” and “Castlevania” both reflect the fact that the action is set within a very specific location, and Dracula’s castle has always been at the heart of every game. Even when Simon ranged further afield in the sequel, exploring the furthest extents of the Transylvanian forests of Romania, the adventure ultimately led back to a final showdown in the ruins of the castle. This, too, was a distinctive facet of the original game, especially the Famicom version: Castlevania felt like an actual place, with logical architecture — there were no magically floating platforms here, and pits were merely gaps between remnants of flooring held aloft by crumbling columns and arches — and a consistent structure that matched the inter-level map that charted Simon’s progress through the game’s six stages. Castlevania was a much shorter game than Super Mario Bros., Metroid, or Adventure Island, but it traded quantity for detail. Its visuals were abstract, but they left the impression of rotting tapestries and murky shadows beneath mossy stone outcroppings. The visuals were bright and garish as only a system with a 52-color palette can offer, but the combinations of hues gave the suggestion of night and decay, even when you were looking at neon pinks and oranges.

                    And the music! The music was amazing. If Metroid had demonstrated the NES’s potential to create aural atmospheres with four-channel sound, Castlevania proved that you could use those same audio capabilities to melt people’s faces with brisk, ominous, layered melodies. The Castlevania series has some of the most remixed and remade tunes ever, and that legacy was in place from the beginning. VIdeo game cover bands continue to perform melodies like “Wicked Child” and “Heart of Fire,” and any Castlevania without a new take on “Vampire Killer” barely deserves the title.

                    Despite its strong start, the Castlevania series had its rocky moments from the beginning. The game was soon reimagined for arcades in the form of Haunted Castle. The best thing you can say about Haunted Castle is that it includes great renditions of classic tracks like “Bloody Tears”; otherwise, it was a clumsy exercise in anti-fun. The first Castlevania sequel, Castlevania II: Simon’s Quest, expanded on the MSX version of the game by sending Simon across the sprawling Romanian countryside in a non-linear quest that was frequently confusing by design. NPCs gave deliberately misleading hints and outright lied at times, and the solutions to many objectives were utterly unintuitive.

                    As so often happened with NES series, the uneven second chapter was made up for by a superior third entry that returned to the nuts-and-bolts of the first game while expanding on them in brilliant new ways. Set hundreds of years before Simon’s quests, Castlevania III: Dracula’s Curse told the tale of ancestral Belmont Trevor (tragically known as Ralph in Japan). Trevor’s adventure advanced in the level-by-level format of the first Castlevania, but it offered branching paths through the game and the opportunity to team up with one of three companions, including man-handed lady wizard Sypha Belnades and Dracula’s eternal teenage rebel of a son, Alucard.

                    Konami never quite seemed to know what to do with the series after the end of the NES era. While the first three games all featured a similar visual style and identical play control and mechanics, few sequels carried over those specific elements. The truest sequels, in a sense, were the Game Boy games; of those, however, only the second — Belmont’s Revenge — holds up to the test of time. Super Castlevania IV brought the series into the 16-bit realm early in the Super NES days. While it’s brilliant in its own right, Castlevania IV also feels radically different than any other Castlevania game, offering eight-directional whipping, grappling, and a swirling, muted, improvisational jazz soundtrack. Perhaps the truest sequel to the NES games was actually the Genesis game, Bloodlines, which plays like an 8-bit platformer loaded with delectably over-the-top 16-bit visual effects. Unfortunately, Bloodlines has gone into history as the forgotten Castlevania: The only chapter of the series designed specifically for a Sega platform (and thus overlooked by most of its fans, who grew up playing Nintendo systems), and the only pre-3D game that has yet to put in an appearance on Virtual Console.


                    Posted by: admin in Gaming News
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                    Can Twisted Metal Succeed Without DLC?

                    Posted: 09 Feb 2012 07:33 PM PST

                    Six years after the industry drove horse armor jokes into the ground, the concept of a major title without downloadable content sounds absurd (unless you’re talking about a Nintendo game.) DLC gives publishers the chance to make a little more cash, and extends the life and sales of existing games — thus limiting the damage used game sales can inflict on the bottom line. Combine those incentives with a population of gamers eagerly buying post-release content, and it’s hard to find a reason for a publisher or developer not to push DLC, but that’s exactly what Eat Sleep Play (ESP) and Sony are doing with the new Twisted Metal.

                    In an interview with Game Informer, Twisted Metal designer David Jaffe explained:

                    “Right now there are no plans. I always thought it was going to be a great game. But we weren’t nursing these illusions that we were making Call of Duty in terms of sales. If it’s a big enough hit I’m sure Sony won’t let it wither on the vine. But right now there are no plans at all. There’s no DLC plans, there’s no sequel or expansion plans. We have to wait and see how it does.”

                    Jaffe raises a valid point. No one can guarantee the future success of Twisted Metal, and making DLC for a poorly performing game amounts little more than throwing away money. It may very well be within both the developer’s and publisher’s best interests to take a more cautious approach, but that leads to its own set of problems. Game makers can’t create new content overnight, and one of the main purposes of DLC is to ensure that those new copies of Twisted Metal stay in consumer hands and away from the used games shelf at the nearest GameStop. If Twisted Metal does perform well, will the new DLC arrive in time to prevent owners from selling it back? If Sony is actually taking a wait and see approach, the company should have prepared a small amount of easily produced content (think skins, cosmetic changes and the like) to tide players over until ESP could produce a more significant package.

                    ESP will continue to work on non-content related updates for the game until the end of March, and in another interview with Joystiq, Jaffe mentioned that the team’s work on the planned day one patch, but all that work falls under a pre-existing game ‘maintenance contract.’ Will Sony simply let the game lie fallow afterward? It’s likely that such a plan makes sense from a business standpoint — Sony’s hedging bets that Twisted Metal won’t perform to a level that makes additional content profitable — but it also serves as a signal to potential buyers indicating that post-release support for the game may be short lived. I’d be wary of investing in any multiplayer title that won’t receive regular updates. When every other game on the market uses new content to keep the player base engaged and active, how do I know that I’ll even be able find a Twisted Metal match online three months after its release? While players technically take this risk when buying any online game, the promise of future DLC helps assuage those doubts.

                    It seems, however, that I’m in the minority. We discussed the idea of a major title with no DLC in the office and even asked for the thoughts of 1UP readers on Facebook, and most seem excited about it. “Twisted Metal was the greatest game ever, and it didn’t need [DLC]. It just means the developer is making the game right the first time, unlike 99% of games out now who release DLC right when the game comes out.” said one poster.

                    Some felt that the advent of post-release content contributed to an overall decline In the size of games, “The problem is modern multiplayer games don’t ship with enough content *cough Battlefield 3* and that content is shipped as DLC.”

                    While a few posters took up my position, the vast majority seemed almost relieved. Purchasing expensively priced downloadable expansions can drain the wallet. Not to mention that players shouldn’t have to pay extra money to experience content that should have been on the game’s disc, like Final Fantasy XIII-2 which looks like it may follow in the footsteps of the 2009 Prince of Persia or Alan Wake and will end its story in a downloadable chapter. Sony may very well send Twisted Metal off to languish after its release, but that prospect seems to excite, rather than discourage fans.


                    Posted by: admin in Gaming News
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                    Age of Wulin (CN)

                    Posted: 09 Feb 2012 01:26 PM PST


                    So, the very first Closed Beta phase for Snail Game’s highly anticipated martial arts MMO, Age of Wulin, will begin on 8th October 2011 with 7 different regions having 7 days of testing each (link) before the second Closed Beta phase with no region lock kicks off on 25th December 2011 until next year. Both phases will require players to get one of the 60,000 keys on sale though, which caused quite a stir at first and eventually settled down.


                    According to the website, the game’s new server hardware has arrived, and it is known as the IBM BladeCenter (link). The image you see below is actually the casing or chassis for the servers, which may contain up to 14 BladeCenter servers. I am not really sure which model Snail Game is using, but being open about the technology will certainly mean they are confident about it.


                    Well, that is not exactly what this post about. A mysterious package arrived at my house early this morning which got my parents startled, as the delivery guy from this private mail service rang and pressed the doorbell for quite a few times. So what items came?


                    Ah yes, the cheaper Closed Beta key package for Age of Wulin with a mousepad :D By hook and by crook, I managed to find my way of getting this package delivered here. The key has been used and activated, but I am not really sure which region I belong to even though I chose Asia Pacific, as overseas players will be randomly drafted into either of the 7 regions. But with that said, I am still on course for the 2nd Closed Beta phase ^___^ Stay tuned for real, actual high definition videos soon!


                    Posted by: admin in Gaming News
                    Find related article at: http://www.mmoculture.com/2011/09/age-of-wulin-cn-closed-beta-draws-near.html

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                    General gaming

                    General gaming


                    Shuhei Yoshida Gives a Quick Last Guardian Update

                    Posted: 10 Feb 2012 12:42 AM PST

                    The Last Guardian

                    After more than six years in development, the recent news of director Fumito Ueda finishing work on the game as a contractor instead of an employee, and the lack of any substantial public updates in almost three years, it's hard not to worry a little about The Last Guardian. I don't want to, and it's still near the top of my most anticipated games list (I put it at #2 for the year), but to a certain degree it's unavoidable.

                    So when I spoke with Sony Worldwide Studios president Shuhei Yoshida at the DICE conference in Las Vegas yesterday, I asked him for an update on the situation.

                    OP-ED: Showing Potential Skyrim Content Early a Risk Worth Taking

                    Posted: 09 Feb 2012 09:33 PM PST

                    Skyrim

                    During a keynote address at the DICE Summit yesterday, Bethesda's Todd Howard described an activity the developers of The Elder Scrolls V: Skyrim participated in after finishing up work on the game last year. Game Jam, as they called it, saw everyone on the development team work on anything they wanted for a week, with the only restriction being that it had to be made for Skyrim. After laying out the premise, a sizzle reel was shared with a selection of some of the concepts that were come up with. Contained within the video were a variety of crazy and/or awesome ideas: kill cams for magic and ranged combat, epic mounts, dark dungeons (that players have to manually light), an enormous mudcrab boss, the ability to become a flying vampire lord or werebear, Kinect-enabled shouts, and more.

                    Howard prefaced the video with a caveat, which is that none of this is guaranteed to ever make it into the hands of gamers. "How much of this stuff sees the light of day? To be determined," Howard said before rolling the footage. "Could it be in a future DLC? We don't know. Could various parts of it just be released for free? We don't know."

                    Can Twisted Metal Succeed Without DLC?

                    Posted: 09 Feb 2012 03:50 PM PST

                    Six years after the industry drove horse armor jokes into the ground, the concept of a major title without downloadable content sounds absurd (unless you're talking about a Nintendo game.) DLC gives publishers the chance to make a little more cash, and extends the life and sales of existing games -- thus limiting the damage used game sales can inflict on the bottom line. Combine those incentives with a population of gamers eagerly buying post-release content, and it's hard to find a reason for a publisher or developer not to push DLC, but that's exactly what Eat Sleep Play (ESP) and Sony are doing with the new Twisted Metal.

                    In an interview with Game Informer, Twisted Metal designer David Jaffe explained:

                    "Right now there are no plans. I always thought it was going to be a great game. But we weren't nursing these illusions that we were making Call of Duty in terms of sales. If it's a big enough hit I'm sure Sony won't let it wither on the vine. But right now there are no plans at all. There's no DLC plans, there's no sequel or expansion plans. We have to wait and see how it does."

                    Retrospective: How Maniac Mansion Made Adventure Games Playable

                    Posted: 09 Feb 2012 12:55 PM PST

                    Feature

                    Header

                    How Maniac Mansion Made Adventure Games Playable

                    25 years later, we take a look at how Maniac Mansion started a legacy and transformed a genre.

                    By: Bob Mackey February 9, 2012

                    Okay, so maybe the classic PC adventure game isn't dead after all. When a company like Double Fine can put together a kickstarter campaign and meet their one-month goal in just eight hours, even the most cynical among us have to acknowledge the growing demand for point-and-click adventures could make this very particular type of game profitable once again. So, as we (possibly) stand on the brink of an adventure Renaissance, there's no better time to take a look back at the game that sparked our love in the first place: Maniac Mansion, the Rocky Horror-esque classic that singlehandedly gave birth to Lucasfilm Games' successful blend of cartoony humor and mind-bending puzzles.

                    Undoubtedly, Maniac Mansion is one of Lucasfilm Games' (now LucasArts) most popular creations; from the late '80s to the early '90s it saw ports on nearly everything capable of producing an image, and even received a cutesy makeover for the Japanese Famicom. But why, you may ask, was this adventure game so much more popular than its contemporaries?

                    The answer lies in Lucasfilm's direct competitor, Sierra; while they made their share of impressive titles, their games had a tendency to be downright malicious to the player. Common features of the Sierra line included linguistic trickery via the traditional input of a text parser, instant deaths caused by simple player curiosity, and the always-great situation of "you forgot to pick up item X at the beginning of the game, so tough luck, chump." Maniac Mansion, while not as forgiving as Lucasfilm's later games, shook adventure gamers out of their Stockholm Syndrome by giving them an experience uniquely funny and downright playable at the same time.

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