MMO Updates

MMO Updates


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

Posted: 17 Feb 2012 09:00 AM PST

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Worgolt title
Last week we continued our discussion about how to make a mobile game, and the Massively readers offered up some great input. I wish I had the space to write up every single comment, but instead I will pick some of my favorites and we can discuss it from there. Unfortunately, real life has pushed development on the game back just a bit. Dave Toulouse, my indie developer partner-in-crime in this series, not only has two games of his own to run, Star Corsairs and Golemizer, but is now dealing with my silly emails. So while last week's column got some great ideas in the comments section, we were really only able to switch out the artwork, name the game, and add a tad bit of lore.

Fear not, fair readers! I will break down the development that is still planned on being pushed into the game over the last week, and it's important to note that Dave and I plan on coming back to the experiment over time. I'd like to update the game and continue discussion since it has been so interesting so far! In the meanwhile, click here to go to the official game page!

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

MassivelyMMObility: Let's make a mobile game, part three originally appeared on Massively on Fri, 17 Feb 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Turbine releases new DDO Web of Chaos images

    Posted: 17 Feb 2012 08:00 AM PST

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    Dungeons and Dragons Online - Lolth
    Dungeons and Dragons Online's new Forgotten Realms-themed expansion is on its way, but before it arrives on your desktop, Turbine will be upgrading the game via a prequel patch called Web of Chaos. Update 13 includes three new quests (the Lords of Dust, Servants of the Overlord, and Spinner of Shadows), as well as new veteran status that allows players to start their characters at level seven.

    The update features new items too, and we've got a preview of the patch in our DDO gallery below. Check it out for the latest screenshots featuring Lolth and the Drow.

    [Source: Turbine press release]

    MassivelyTurbine releases new DDO Web of Chaos images originally appeared on Massively on Fri, 17 Feb 2012 11:00:00 EST. Please see our terms for use of feeds.

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      CCP revisiting EVE's new player experience

      Posted: 17 Feb 2012 07:00 AM PST

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      EVE Online is hard, or so goes the conventional wisdom. CCP's sci-fi sandbox has seen a lot of players roll up a spaceship avatar since 2003, and it's also seen quite a few of those players quit on account of the considerable learning curve.

      A new dev blog by CCP Legion outlines a broad-stroke plan to mitigate these difficulties, and Legion says that "we want to give the players a chance to experience the coolness of EVE even in the beginning and make them understand all the potential within the game. In short, we want to make the first days, weeks and months in EVE enjoyable and not just something you have to plow through in order to get to the good stuff."

      How is CCP going to do that without dumbing it down? That's still up in the air, but Legion says that the changes will focus more on teachable mechanics than step-by-step guides.

      In other New Eden news, CCP has released a new video called The Awakening, and it presents the first moments of a new pod pilot as he is born into his new life. View it in full after the break.

      Continue reading CCP revisiting EVE's new player experience

      MassivelyCCP revisiting EVE's new player experience originally appeared on Massively on Fri, 17 Feb 2012 10:00:00 EST. Please see our terms for use of feeds.

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      The Firing Line: Derek Smart on Line of Defense

      Posted: 17 Feb 2012 06:00 AM PST

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      Welcome to a special interview edition of The Firing Line, folks. True MMOFPS titles are few and far between these days, though 2012 is shaping up to be a banner year for the genre thanks to games like PlanetSide 2, DUST 514, and possibly even Firefall. There's another massive FPS on its way, too, and even though it hasn't had quite as much press coverage as the aforementioned titles, 3000AD's Line of Defense project is worth a look.

      Join me after the break for a conversation with lead designer Derek Smart as he talks about what makes the game massive as well as what sets it apart from its competitors.

      Continue reading The Firing Line: Derek Smart on Line of Defense

      MassivelyThe Firing Line: Derek Smart on Line of Defense originally appeared on Massively on Fri, 17 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: What MMO do you regret leaving?

        Posted: 17 Feb 2012 05:00 AM PST

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        Fallen Earth - mutt following a chopper
        I've played more MMOs than I can remember over the years, and nearly all of them have failed to capture my long-term interest. Most of the games in my also-ran box got a first look because of some quirky feature. Most of them didn't get a second look because -- aside from said feature -- they sucked.

        Every once in a while I'll regret leaving an MMO, though, and none moreso than Fallen Earth. Though I played extensively at launch and for a month or so after, I inexplicably forsook the wastelands for the world of Atreia. Upon returning to the game a few weeks ago and reconnecting with some old friends, I had to stop and take a moment to wonder what the heck I was thinking back in 2009. What about you, Massively crew? Have you had any similar head-scratching moments after rediscovering a previous title, and do you regret leaving it?

        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: What MMO do you regret leaving? originally appeared on Massively on Fri, 17 Feb 2012 08:00:00 EST. Please see our terms for use of feeds.

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          The MMO Report: Chocolate makes you fat edition

          Posted: 16 Feb 2012 06:00 PM PST

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          The MMO Report
          This week on The MMO Report, Casey delivers a Valentine's Day rant before moving on to the latest news -- namely, The Secret World's release date rumors, Wakfu's PvP, and the sunset of sci-fi sandbox Earthrise. He also rounds up the latest Blizzard headlines, noting the lawsuit against Valve, World of Warcraft's recent sub losses, and the "valiant and pointless exercise" of rebuilding Azeroth in Minecraft.

          Finally, Uncle Casey's Mailbag provides a forum for the debate over just how we're supposed to pronounce "SWTOR." All this and more in the video behind the break!

          Continue reading The MMO Report: Chocolate makes you fat edition

          MassivelyThe MMO Report: Chocolate makes you fat edition originally appeared on Massively on Thu, 16 Feb 2012 21:00:00 EST. Please see our terms for use of feeds.

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          The Summoner's Guidebook: I suck at last-hitting

          Posted: 16 Feb 2012 05:00 PM PST

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          Given all of the fansites dedicated to League of Legends, you might wonder what kind of content I have planned for The Summoner's Guidebook to set it apart. Fortunately, there are quite a few little niches to cover.

          Our focus with the column will be on the beginner to intermediate players and improving key elements of lower-level play. While I do recognize and admire the pro League scene, websites like SoloMid.net and Curse Gaming's new LoLPro.com have tons of advice to push your gameplay from the expert levels of play to the master and professional levels.

          This week, we're going to start with the basics of laning well. While there are dozens of guides on how to do this, I want to cover them in the Guidebook because their importance can't be stressed enough. Laning fundamentals are something you should practice in every game, even as you learn new strategies or tactics. If you can commit yourself to constantly improving in this area, you'll see dramatic leaps in your ability to play. These tricks are the hardest skills in the game to improve on, so getting better at them gives you a significant edge over most opponents. If you want to take the first steps to improve your LoL game, you'll have to read on.

          Continue reading The Summoner's Guidebook: I suck at last-hitting

          MassivelyThe Summoner's Guidebook: I suck at last-hitting originally appeared on Massively on Thu, 16 Feb 2012 20:00:00 EST. Please see our terms for use of feeds.

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            Darkness falls on Forsaken World in latest expansion

            Posted: 16 Feb 2012 04:00 PM PST

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            Forsaken World: Nightfall logo
            Y'all better prepare your night-vision goggles because night is swiftly approaching Perfect World Entertainment's free-to-play title Forsaken World, and it's all thanks to the game's upcoming expansion, Nightfall. The recently announced update will take players to the far reaches of Eyrda with new quests, shinier shinies, and -- perhaps most interestingly -- the gift of flight. That's right, when Nightfall hits the live servers, players will be able to soar through the skies to experience "new bosses, dungeons, and events designed specifically for flying."

            But maybe you've got more of a PvP bent to your playstyle. Don't worry; PWE is on the case. Forsaken World's Immortal Rift, which previously played host to massive guild wars, is being repurposed as "an all-out land conquering system," which will pit guild against guild against guild in a knock-down-drag-out brawl for territorial dominance. But that's enough chatter from us, so how about you click on past the cut for the expansion's teaser trailer, then head on over to Forsaken World's official site to get in on the fun.

            Continue reading Darkness falls on Forsaken World in latest expansion

            MassivelyDarkness falls on Forsaken World in latest expansion originally appeared on Massively on Thu, 16 Feb 2012 19:00:00 EST. Please see our terms for use of feeds.

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            Lord of the Rings Online offering PvMP players some Commendation

            Posted: 16 Feb 2012 03:30 PM PST

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            Nothing personal, bro.  I just need to upgrade my mandibles.
            Lord of the Rings Online has always had an interesting system of PvP, with players facing off against a specially designated group of players in the guise of monsters. It's also a system that's historically had some problems, ones that the developers are hoping to alleviate the new Commendation system coming with Update 6. While it won't fix everything, the new system outlined in today's developer diary should ensure that players will be able to focus their PvMP efforts toward PvMP rewards, making rewards more straightforward without forcing players into PvE to advance.

            The diary explains how Destiny, the previously intended PvMP currency, wound up being bloated and failed to serve its proper purpose. Commendations will be hard-capped at 100,000, and spending this currency will allow players to advance Creeps and acquire new equipment. The preliminary numbers are also included with the diary, with the understanding that there will be some tweaking after the system goes live. While players might be a bit miffed at having to use their Destiny quickly before it goes away, the new reward system will hopefully make advancing via PvMP far more viable.

            MassivelyLord of the Rings Online offering PvMP players some Commendation originally appeared on Massively on Thu, 16 Feb 2012 18:30:00 EST. Please see our terms for use of feeds.

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            GamersFirst sees a management shakeup

            Posted: 16 Feb 2012 03:00 PM PST

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            Not pictured: management.
            GamersFirst is in the minds of gamers for its successful relaunch of APB: Reloaded, which went from a lightning-fast shutdown to a successful free-to-play title. The company is also developing new games based on original IPs for future release. But there's some rumbling going on behind the scenes at the company, as the company's parent corporation, K2 Network, saw the resignation of its CEO, Joshua Hong. Bjorn Book-Larsson, former COO and CTO, has been promoted to the CEO position, with Hong's future uncertain.

            The official statements claim that the transition of power was amicable and pre-arranged, but it also comes on the heels of worldwide layoffs from K2 and rumors of a power struggle behind the scenes. Rahul Sandil, the company's public relations chief, claimed that there was no truth to these rumors and that the plan was to move forward from simple localizations of titles developed in foreign markets. Sandil went on to confirm that APB: Reloaded continues to be a large-scale success for the company and that further development will be centered around work that Book-Larsson had already seen during his time as CTO and COO.

            MassivelyGamersFirst sees a management shakeup originally appeared on Massively on Thu, 16 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

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            SOE's fifth annual G.I.R.L. competition beckons to future game designers

            Posted: 16 Feb 2012 02:00 PM PST

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            G.I.R.L.
            Ladies and gentlemen, start your essay-writing engines! Sony Online Entertainment is sounding the call for this year's G.I.R.L. Game Design Competition and is now accepting applicants looking to win a $10,000 scholarship and a 10-week internship at SOE.

            The program, which is in its fifth year, is designed to promote and inspire female involvement in video game development by helping a talented student through undergraduate studies. Applicants have to currently be enrolled in a gaming-related program, have a 3.0 or higher GPA, be a resident of the US, and be 18 years old or older. If you meet all those standards and have a hankering to apply, you'll need to submit two pieces of original concept art "inspired by" PlanetSide 2 or EverQuest II, captions to go with the art, and a 500-word essay about women in the gaming industry. Applications are due by March 29th.

            SOE Senior Vice President of Global Sales and Marketing Laura Naviaux hopes that this will be the biggest year ever for the scholarship: "Over the last few years, we have been nothing short of impressed with the hundreds of amazing submissions from talented students nationwide. Now in our fifth year, we can't wait to see the creativity that comes out of the G.I.R.L. program."

            MassivelySOE's fifth annual G.I.R.L. competition beckons to future game designers originally appeared on Massively on Thu, 16 Feb 2012 17:00:00 EST. Please see our terms for use of feeds.

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            Cyclops joins Marvel Heroes' roster

            Posted: 16 Feb 2012 01:00 PM PST

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            Marvel Heroes
            Cyclops, aka Scott Summers, will be leaping off the comic book pages and into MMOs when Marvel Heroes eventually comes out. Until then, we'll have to content ourselves with scoping out his chiseled, spandex'd body and secretly wishing that we had his death ray eyes the next time we get stuck behind some jerk in traffic.

            Gazillion is happy to announce that Cyclops will be a playable character in Marvel Heroes. What he lacks in overall charisma and flying abilities, he makes up for with a facial cannon capable of ruining your day. Cyclops is the on-again, off-again leader of the X-Men, a group of heroes that is also confirmed to be a part of the game.

            You can check out a larger picture of Cyclops along with all the other revealed playable characters in Marvel Heroes in our new gallery below!

            Gallery: Marvel Heroes

            MassivelyCyclops joins Marvel Heroes' roster originally appeared on Massively on Thu, 16 Feb 2012 16:00:00 EST. Please see our terms for use of feeds.

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            If it looks like an MMO, walks like an MMO, and quacks like an MMO...

            Posted: 16 Feb 2012 12:30 PM PST

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            Screenshot -- Journey (thatgamecompany)
            Then it might just be an MMO! Indie gaming fans out there are probably already familiar with thatgamecompany, creators of hit PSN titles such as Flower, flOw, and the to-be-released Journey. Journey is going to be the studio's first experience with online interaction between players, but a new job listing from the studio seeking a scalability engineer states that the studio would "like to take it a step further with [its] next game." Taking online interaction a step further, you say? Why, they could be talking about an MMO!

            The job listing further corroborates this theory as it continues on to state that "while [thatgamecompany is] pretty experienced making games, [the studio has] never built a full scale online service available to hundreds of thousands of users." Hundreds of thousands of users, you say? Why, that sounds even more like an MMO! Of course, this is all pure conjecture at this point, but surely we're not alone in our belief that an MMO from the minds of the folks that brought us Flower and flOw would be pretty groovy. But the fact remains that Journey won't even be released until next month, so this next project -- whatever it may be -- is still far off the horizon, but stay tuned. Hopefully we'll know more about this new project before too long.

            MassivelyIf it looks like an MMO, walks like an MMO, and quacks like an MMO... originally appeared on Massively on Thu, 16 Feb 2012 15:30:00 EST. Please see our terms for use of feeds.

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            RIFT players set record for most in-game weddings in one day

            Posted: 16 Feb 2012 12:00 PM PST

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            Screenshot -- RIFT
            It wasn't but yesterday that we ran our feature on the gaming achievements of the Guinness Book of World Records: Gamer's Edition 2012, but between then and now, a new MMO-related record has been set. As many of you know, RIFT recently added marriage to its plethora of features, allowing players to make the ultimate commitment in Telara. Well, the ultimate commitment besides joining a raiding guild, at any rate.

            A press release today announced that RIFT players banded together with the goal of setting the record for the most in-game marriages in a 24-hour span. We're not certain what the previous record was if there was one at all, but RIFT players managed to set the bar with a staggering 21,879 marriages performed between noon on February 14th and noon on February 15th. RIFT executive producer and Trion Worlds CCO Scott Hartsman is pleased with the outcome, stating in the press release that "Ascended Weddings were a great way to lift the veil on RIFT's new 'Gatherings' feature, social experiences that bring players together in new and interesting ways." He goes on to add that "[the studio] looks forward to expanding this great new gameplay element in the always-evolving world of Telara." So congratulations to all of the lucky couples. Enjoy your new ball-and-chain!

            [Source: Trion Worlds press release]

            MassivelyRIFT players set record for most in-game weddings in one day originally appeared on Massively on Thu, 16 Feb 2012 15:00:00 EST. Please see our terms for use of feeds.

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              The Guild Counsel: How to break into raiding

              Posted: 16 Feb 2012 11:00 AM PST

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              SWTOR Hoth
              One question every guild needs to answer at some point is, "Will we be a raiding guild?" Many guilds answer that question with a loud "yes" even before they set foot in game, but for other guilds, it's something that bubbles up as members reach the level cap and raid content is within reach. Raiding tends to get a bad rap, but that's not surprising when you remember that raid videos are usually filled with yelling, swearing, finger pointing, and heavy metal music. It looks about as relaxing as boot camp in the winter.

              But it is possible to go from casual to raiding and still maintain a casual, low-key tone. In fact, it's even easier now to do that in many MMOs. In this week's Guild Counsel, we'll look at why we've entered a golden age of raiding, and we'll cover a few handy tips for guilds looking to make the leap.

              Continue reading The Guild Counsel: How to break into raiding

              MassivelyThe Guild Counsel: How to break into raiding originally appeared on Massively on Thu, 16 Feb 2012 14:00:00 EST. Please see our terms for use of feeds.

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                L.A.W's post-apocalyptic closed beta phase begins

                Posted: 16 Feb 2012 10:00 AM PST

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                L.A.W. - Dudes with guns, also burning trucks
                In our humble opinion, you can never have enough post-apocalyptic video games, and that's why we're pretty excited to see more of L.A.W (Living After War). Sure there's Fallout, Wasteland, and when it comes to MMOs, Fallen Earth, but the more the merrier.

                Luckily for us (and you), L.A.W is gearing up for its first closed beta phase, and the title is available for download at its official website. You'll need a beta key to participate, of course, and if you don't have one yet, you'll need to sign up for an alaplaya account.

                L.A.W is described by alaplaya as a PvP-centric MMOG with an RTS mode, and it "also features classic role-playing elements such as a guild system, dungeons, and extensive skill sets."

                [Source: alaplaya press release]

                MassivelyL.A.W's post-apocalyptic closed beta phase begins originally appeared on Massively on Thu, 16 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


                  King Arthur 2 Review

                  Posted: 17 Feb 2012 08:20 AM PST

                  King Arthur 2 is deceptive. Despite its moniker as "The Roleplaying Wargame", it is actually a King Arthur 2 Reviewblend of RTS-style combat and classic adventure – no, not point-and-click but real adventuring, with text and a few choices to be made as to what to do next.

                  However, King Arthur 2′s real meat is in the tale it tells – despite some ebbs and flows in all areas of the gameplay, this intriguing tale covers everything from the Roman army in Britain, to dark creatures and magic of high fantasy – all of which generally romps along while holding your interest.

                  The major gameplay here is definitely the RTS combat, and lining up your army on the battlefield you'd be forgiven for thinking you were playing Total War – the interface is similar, with all units clearly selectable from a menu, or a simple drag interface for making groups on the playing field.

                  Your generic units have a few layout and tactic choices, but it all comes down to a simple bit of rock-paper-scissors; veteran comKing Arthur 2 Reviewmanders will find it lacking the options of the bigger titles, but it's certainly accessible to the rest of us.

                  Most battles revolve around thinking a few steps ahead – for example, archers are good at range but weak up close, so it's generally a good idea to pair them up with footsoldiers as bodyguards, then work on splitting your entire army into groups for your main assault.

                  Flanking tactics tend to work well, although strict attention to the terrain is useful too – arrows don't fly so well into or out of trees, for example, and high ground becomes a tactical commodity.

                  There's also a nice magic layer to gameplay too, letting the hero cast spells for offensive and defensive purposes, although this can become overpowered at lower difficulty levels, turning tactics into simply running away and recharging power.

                  Magic can be enhanced by capturing and holding key locations on the map (often buildings) – serious consideration needs to be given to whether you lose a squad or two from the main fight to buff your magic defence, for example.

                  The moments when it clicks are what make it all worthwhile – watching a carefully planned charge King Arthur 2 Reviewof horsemen smash into an enemy flank never gets old. The occasional boss battle is great fun too, although they usually descend into simply charging with all your troops and spamming the magic.

                  Between battles offers a seasonal turn-based affair, with some management and diplomacy bringing brief respite from the sword swinging.

                  Again, it's simplified, but the non-combat text missions are surprisingly good – camp fantasy tales give you choices that have a real knock-on effect into other areas of gameplay, giving you extra resources or taking away an edge in a battle.

                  As a whole, however, your enjoyment comes down to your expectations – if you find titles such as Shogun 2 or Civilisation daunting, KA2 offers a nice alternative that gives a lighter feel to proceedings, but if you prefer the meaty aspect of these titles, King Arthur 2 may leave you wanting more. Despite this, however, there is some fun to be had here for everybody – in small doses, and by those who just don't ask too much of it. 7/10


                  Posted by: admin in Gaming News
                  Find related article at: http://www.totalpcgaming.com/reviews/king-arthur-2-review/

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                  Is Sleeping Dogs a More Relevant Sandbox Crime Game Than GTAV?

                  Posted: 17 Feb 2012 02:19 AM PST

                  When I was in junior high school (centuries ago), I always found the metalhead clique at my school intimidating. Rangy boys with long, oily hair and a collective uniform consisting of boots, black-washed jeans, and black T-shirts imprinted with art from album covers by bands whose names bore gratuitous double consonants and lent themselves to harsh, angular logo designs, the metalheads always hung out together at the side of gym class, discussing their heroes’ latest wailing guitar concoctions and glowering at the rest of the world. They sported the shifty desperation unique to 14-year-olds jonesing for a drag on a stolen cigarette.

                  It was all kind of alarming for us clean-cut students whose main ambition for gym class was to avoid notice by the jocks and dropouts while hanging out on the sidelines discussing the latest Zelda strategies with each other (dude, if you just keep going up when you get to that one spot in the mountains, there’s a dungeon there!). In hindsight, though, I realize that the metalhead kids were harmless. They never picked on anyone; they never caused trouble outside of skipping class to hang out and listen to noisy music. They were as geeky as the video-game-fixated A-students; the only difference between us was that their obsessions were wrapped up in an affected antisocial style. Their music may have been about volume and screaming and satanic posturing, but it was just that: Posturing. Underneath it all, those guys just wanted to do their own thing, and they wore their ragged Dokken shirts with pride because they sincerely thought that airbrushed zombie warriors chained to naked, guitar-wielding sex slaves was, like, so awesome.



                  Posted by: admin in Gaming News
                  Find related article at: http://www.1up.com/previews?cId=3186734

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                  David Cage on Why No Heavy Rain 2, Indigo Prophecy’s Stupid Name

                  Posted: 17 Feb 2012 01:26 AM PST

                  Heavy Rain

                  Quantic Dream boss David Cage has made quite the name for himself by working on games like Heavy Rain and Indigo Prophecy. While many fans might be clamoring for a sequel to Heavy Rain — a project that Cage admits could make a lot of money — Cage isn’t interested in becoming a sequel factory. And he thinks Indigo Prophecy had a stupid name.

                  In an extensive interview with Develop, Cage explained that he isn’t motivated by money, and that’s a big part of the reason why he hasn’t jumped at the opportunity of doing Heavy Rain 2.

                  “Let me be stupid for one second; I’m not in this business to make money,” he explained. “I wrote Heavy Rain because I was excited about it, because there was something to say. Yeah I could make Heavy Rain 2, but I’ve said what I’ve had to say about it. That’s the strength of Quantic Dream, to have the capacity to create new ideas, to make something that breaks ground.”

                  He said he sees himself as an author and as someone who trusts his instincts, which is what he believes his fans “want me to do.” Although he’s 42 years old this year, he hasn’t reached the point in his life where he suddenly feels the need to make as much money as possible for him and his family.

                  “I still think I’m doing something important. That may sound naïve in this industry, but I still think I’m here to be creative. I just have a company because I need that structure to develop my ideas.”

                  Heavy Rain was a surprise success — it sold far better than expected, and work on a movie was underway as of earlier this year.

                  Indigo Prophecy

                  Cage is a proponent of more developers creating mature games, although he acknowledged the issues that can arise in trying to work with some marketing departments on such games.

                  When the subject of Indigo Prophecy’s name change came up (it was called Fahrenheit outside of North America), he referred to it as a “f***ing stupid name.” Asked why name changes like that are needed in the first place, he explained, “The games I make don’t include a gun. Very often, American marketing departments have a problem with this. They have this image of their market being gun-loving red-necks. It’s completely wrong.”

                  He detailed the arguments that he and others had with Atari over Fahrenheit and how the publisher was encouraged to put marketing dollars behind the game. Quantic Dream ended up making money “but it was a slice of the potential, because of this lack of trust.”

                  “The problem is that we are in a very conservative industry,” he continued. “Each time you come to marketing departments with very simple concepts, like ‘the hero has ten weapons and goes through twenty levels, and there’s a snow level and a jungle level and a sand level and a whatever level and it’s gonna be so great because I can display more explosions on screen than any other game and…’ then they have it. The marketing departments go, ‘oh that’s really interesting.’

                  “When you come to them about a game based on a story. Or, a game based on child abduction, they think ‘my god. It’s very difficult for them to commit to anything that’s remotely different. The only way to solve this is to keep at it; game after game, get more trust. Show them how successful you are, and hope that eventually they, and the whole industry, will turn around.”


                  Posted by: admin in Gaming News
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                  Forsaken World : Nightfall

                  Posted: 16 Feb 2012 08:18 PM PST


                  [Game website] Experience Forsaken World like never have before! The brand new flying system will take players through the skies of Eyrda with new bosses, dungeons, and events designed specifically for flying. A new fortress in the sky has emerged along with new, unexplored areas.

                  Be the first to experience the exciting new quests and monsters that roam the land. The Immortal Rift is being revamped into an all-out land conquering system. Attack and defend against other guilds to claim a territory within Eyrda. These are just some of the new features that are coming with Nightfall! Stay tuned for more information!


                  Posted by: admin in Gaming News
                  Find related article at: http://www.mmoculture.com/2012/02/forsaken-world-nightfall-biggest-update.html

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                  Three Reasons Zenimax Would Cancel Prey 2 GDC Talks

                  Posted: 16 Feb 2012 02:17 PM PST

                  Responding via Twitter to a question from another developer, Prey 2 lead graphics programmer revealed that publisher Zenimax forced developer Human Head to cancel all talks relating to the game at this year’s Game Developers Conference. “Yes, Zenimax forced us to pull all Prey2 related talks from GDC. I’m pretty devastated by the news. This was to be my first conf talk.” He explained over a series of tweets. “We are trying our hardest to get the decision reversed but for now all 3 are canceled.” The tweets caught the eye of fans who pressed for more information, “Thanks all for the kind words. Needless to say this not a good day for me.” explained Karis before stating that he couldn’t answer many of questions coming from inquisitive followers.

                  Anyone who has ever invested themselves in a project can empathize with Karis. GDC presents a unique opportunity to really show off everything a developer or team accomplished over the year. As rewarding as giving a demo to fans or press can be, only the audience at GDC can truly grasp many of the complex technical accomplishments found in games and the effort that went into them.

                  Why would Zenimax force the issue? As often as publishers take flak from fans and developers alike for engaging in short-sighted, anti-consumer, anti-developer behavior, not every publisher action — even those with which we disagree — constitutes a crime against the gaming populace of the world. Zenimax evaluated the situation and decided that discussing Prey 2 at GDC was not in their interest. No one outside of the publisher and Human Head knows exactly why, but given the business realties of the industry, three possibilities present themselves.

                  Zenimax Fears Copycats

                  To make successful title publishers need to maximize every advantage at their disposal, and any new or novel feature in a game — particularly in a genre as crowded as FPSs — becomes a selling point. Given the long production time of most AAA titles revealing a feature too early gives the competition a chance to integrate it into their game. By holding off on revealing Prey 2′s unique selling points Zenimax helps ward off competitors who might be able to integrate similar features into their title in time for the holidays. The complexity of modern games ensures that revealing the game too early won’t result in a sea of Prey 2 clones, but competitors would face no difficulty integrating smaller, discreet gameplay systems into their games.

                  GDC Talks Would Violate the PR Plan

                  Even if a publisher doesn’t fear plagiarism, E3 still offers a strong incentive to hold back on revealing Prey 2 information. Why reveal the truly amazing features of a game in a low-key GDC talk, when you can build entire events or presentations around them to wow fans and the press a few months later. Presenters at GDC generally avoid revealing such information, but maybe the important features are so integral to the game that any discussion risks revealing them.

                  Prey 2 is in Trouble

                  Prey 2 made a big impression on fans with a presentation that Zenimax and Human Head demoed at E3, the Eurogamer Expo, and to the press in private meetings. Judging from discussion of the game online, a small but influential group is eagerly anticipating the game and any news of it, but neither the publisher nor the developer have revealed any new information since August.

                  Games sometimes go quiet for months or years with little or no explanation. Sometimes it indicates the dev team is facing serious difficulties, and sometimes it’s just part of the publicity plan. Suppose that beyond last year’s demo — which must have required months of effort to build by itself — Human Head had little else to show and has since been unable to make significant progress on the project. We have no reason to believe that this is the case, but the press sees games follow this path all the time. If Prey 2′s very hypothetical development difficulties might reveal themselves, even unintentionally, Zenimax wouldn’t want to risk the generally positive image that most fans now have of the game.

                  None of the options listed above are mutually exclusive. The real reason for Zenimax’s decision likely took into account issues related to all three, as well as a few factors we very likely know nothing about.

                  Microsoft Outlines Future Plans in Japan

                  Posted: 16 Feb 2012 01:26 PM PST

                  Microsoft’s presence at E3 is huge. They’ve got a massive press conference stage (pictured above), an equally enormous booth, and enough free swag on offer to fill up a Camry. The company’s presence at the Tokyo Game Show, on the other hand? Not quite as much. MS’s booth at TGS was maybe half the size it usually is, getting dwarfed by the presentations put on by Sony, Capcom, and even Japanese social-game giant Gree.

                  “We would like to have as large a space as possible in order to have lots of people play our products,” said Takashi Sensui, head of Xbox operations in Asia, in an interview with Famitsu magazine published this week. “To be honest, though, given the scope of our Japan business, it’s just difficult to produce such a huge booth. Our intention here was to use the space we had as best we could to get the most gamers trying out the best titles we had. We didn’t have as many titles as usual, but I believe we had an extremely nice lineup, something I think anyone who was there could see. We’ll be trying to have a bigger presence than ever next year — I feel it’s our mission, something we have to do.”

                  Sensui was quick to point out to Famitsu that MS’s reduced presence at TGS shouldn’t be a signal that the company is slowly receding from the Japanese market. “From now to the end of the year, there will be a variety of great titles for the 360, both Kinect-compatible and not,” he said. “It’s a really full, well-balanced lineup. Kinect titles take a certain amount of space to show off, so it was perhaps easy to get the impression that they took up most of the booth, but we also tried to get as many other game stations into the booth as we could.”

                  Microsoft’s sales strategy for the 360 in Japan has been focused squarely on the Kinect for the past year, perhaps even more so than it has been in the US and Europe. Some gamers in Japan saw that as a sign that MS is trying to shed its reputation in the country as the go-to system for hardcore gamers. “Oh, no, not at all!” Sensui responded when asked if that was true. “Certainly it was our tendency last year to emphasize casual gaming alongside the release of Kinect, but if you looked at our TGS booth this year, there was a whole range of titles built to appear to the core market. We would like to receive support from the casual market, no doubt about that, but the passionate group of 360 users who have supported us up to this point will continue to be the core of our fanbase.”

                  Fielding the casual market at this point in the 360′s lifespan may be a tough road to hoe for Sensui — Microsoft has sold over one and a half million consoles in Japan, but sales have slowed to the point where the 360 competes with the PlayStation 2 in terms of number of new systems sold. Sensui, however, remains upbeat. “One thing that is really plain is that, in the marketplace outside of Japan, the Xbox 360 has truly global support,” he said. “There may be differences in taste and preferences between countries, but if the 360 was that boring, it wouldn’t have spread around the world as much as it has. So our direction is obvious — we need content that match Japanese gamers’ needs and services to keep them happy. How we communicate this to fans in Japan is really vital.”


                  Posted by: admin in Gaming News
                  Find related article at: http://www.1up.com/news/microsoft-outlines-future-plans-japan

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