Tag Archive for player

Elder Scrolls Online: The Single-Player MMO?

Elder Scrolls Online
What does being a “hero” mean, anyway? I admire people who work at cat shelters, people who work towards a cure for cancer, hey, even the people who craft intriguing experiences for us in our gaming existences – the term can be applied any which way. I’m not sure I agree with The Elder Scrolls Online’s idea of a “hero,” though. In a video interview with GameInformer, director Matt Firor worryingly states that TESO’s main story will make players feel like heroes through a “100% solo” main story.

I mean, he brings up some good points. As he tells Game Informer, “The last thing you want to do is have the final confrontation… and then see like 15 guys behind you waiting because they’re on the same quest.”

“We have a whole part of the game that is 100 percent solo, which is the main story. The world focuses on you – you are the hero, everything you do is solo and the world reacts to you that way.”

Okay, I get his point; I don’t want half the world crashing my boss-slaughtering party, but still, it’d be nice to bring a friend or two. This reminds me of WoW’s use of “phasing,” the history of which is colored with trouble – though none of it’s necessarily as purposefully isolating as this. Given that my fondest memories of MMO worlds has been playing with, you know, people and stuff, this strikes me as a really odd design decision. Yes, being the hero was a big deal in the single-player Elder Scrolls games, but when you have a thousand badasses running around in a multiplayer universe, being heroic becomes less of a draw. Honestly, if being a hero means having the game dump me into a separate instance for key story developments, I think I’d rather be the underachieving nobody with friends.

Still, we’ll have to wait till next year see just how far ZeniMax takes this feature. In the meantime, where do you feel The Elder Scrolls Online is going? How big of a deal is heroism to you?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/IiWh-IUctHo/1224756p1.html

Mass Effect 3 Rebellion DLC revealed

So more multiplayer DLC that I don’t give a crap about.  I tried it, got bored with it and hated, hated, hated the way the “store” worked, and quit after the two day free pass that came with the game. 

 

Who designed this “store” anyway?  What kind of store sells only randomly generated chests instead of letting players use what they’ve earned to buy what they want?  It’s a truly terrible system, like if the only vendors in Diablo were those where you gamble for items.

 

And the play itself sucks.  You fight eleven waves of one of three types of enemies.  That’s the whole game.  And the difficulty system is way off – “bronze” is roughly equivalent to “hard” single player and “silver” is significantly more difficult than “insanity” single player.  “Gold” had basic grunts killing my character in seconds while taking no damage from a full clip.

 

And integration is terrible.  The basic idea is that Shepard takes the map in the main game, and the N7 team has to hold it against enemies to maintain an Alliance advantage in the sector.  Fair enough, except that every multiplayer match ends with the last wave in control as the team is either killed or extracted.  In story terms, the N7 team fails regardless of whether it survives, with the enemy regaining control.

 

Is this just poorly done multiplayer, or is it how most multiplayer works in other games?  In either case the two day trial was enough to convince me that this particular multiplayer is not a good addition to the ME universe or worth my time.

 

What I’d like to know is why these new maps aren’t being integrated into the main game as new N7 missions as with the starting multiplayer maps. 

 

That’s rhetorical, by the way.  I think the answer is obvious: all they care about at this point is trickling out new multiplayer content to keep that part of the game alive and people playing it to prevent anyone from selling the game, either through a marketplace or a used game retailer.

Article source: http://www.gamespot.com/news/mass-effect-3-rebellion-dlc-revealed-report-6376973

Survival Games is The Hunger Games of Minecraft

Something really awesome has been going on right under our noses. On certain Minecraft servers, folks have been re-enacting The Hunger Games. And it’s really, really dope. Called Survival Games, they pit Minecraft players against each other in 24-player free for all matches styled almost identically to the popular book and movie series, right down to the circular starting positions. If only I had known about this sooner, I wouldn’t have to take a break from writing this post to go play a round.

Okay, got that out of my system. Creative types have worked up a bunch of maps, complete with destroyed cities, dense forests, and sparse deserts. There’s no time to build or craft, so survival is all about finding food and weapons amongst the various map types. It’s surprisingly fast-paced and frantic, with “tributes” dying left and right. With the hunger meter and variety of weapons and terrains, Minecraft is the perfect place for the Hunger Games to take place.

Find dedicated Minecraft Survival Games servers through MinecraftSurvivalGames.com.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/ZYbEZ5RhZuQ/1224649p1.html

WoW Implementing Cross-Realm Zones

Mists of Pandaria
These past couple of years, we’ve been watching as other Worlds of Warcraft have seeped into our own. First strangers turned up in our random dungeons. Then WoW began to cobble 25 raiders together from multiple realms, magnifying the agony of losing a loot roll as we watched people return to their mysterious home servers with our epics. Now, the latest in cross-realm stuff has arrived: the Mists of Pandaria beta is rolling out cross-realm zones.

This will be handled in pretty much the same way the Random Dungeon Finder operates currently: players from distant realms will be used to pad out your zone so you have some questing buddies. This only applies to the less populated zones, of course. Just imagine the apocalyptic lag that’d occur if two servers’ worth of players were crammed into one Stormwind — Deathwing already left the city in enough of a wreck. The official WoW blog fills in the details.

So this addresses the too-common problem of being the sole player in a lowbie zone, and while it’s a cool way of evening out the player imbalance in certain areas, I can’t help feeling a little confused. I already barely pay heed to the strangers in my dungeons – after all, what’s the likelihood I’ll ever see them again? Then again, this is a cool way of leveling with friends stranded on foreign realms. What’s your take on it? What features would you like to see go cross-realm next?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/TDEQfqhMpSU/1224598p1.html

Blizzard Announces Character Profiles

d3profile
Have you ever wanted to know how many hapless foes your friends have slain, or what jewels they socket their breastplates with? Or maybe you simply wonder incredulously just how many hours they had sink into gaming each week in order to get all that sweet sweet loot? Well, Blizzard is now planning to answer these questions for you. The official site’s new Profiles feature, debuting “soon” after Diablo 3′s release this Tuesday, will allow players to keep tabs on one another’s in-game accomplishments.

“If you’re curious about the exploits of your fellow forum posters, it’ll be a simple matter to click over to their profiles,” the official blog says, kind of creepily. The first implementation of Profiles will detail each player’s heroes, their equipped gear, their skills, and their progression in the campaign. All the better to race you to the upper tiers of videogame heroism with, my dear.

In the future, the ability to check out your friends’ artisans and achievements will also be added. This is pretty much the Diablo equivalent of World of Warcraft’s Armory — an excellent tool for judging other players’ abilities (as well as a platform for others to pick apart your own gearing decisions). Though a specific date for the rollout of this feature hasn’t been announced, Blizzard says it will happen “shortly” after Diablo 3′s release this Tuesday. In the meantime, feel free to share your thoughts or additional suggestions for online stalkery at the Website Features forum.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/AbPtoKsp6D8/1224620p1.html

Microsoft testing Xbox 360 Web browser

 Chaos_Dante_456 I own both systems and I think you can’t go wrong with either systems. Xbox 360 has a much better online community, has party chat, etc….and PS3 can surf the web(they just recently updated the browser), netflix, youtube, can play and copy video files and mp3′s, can read external hard drives, get free games with PSN subscription, blu ray player, use almost any bluetooth headset, etc….

Even with all that, I still love the Xbox 360 being able to voice chat with other gamers while we are all play the same or different game at once, being able to send an invite to all of em at once, being able to watch youtube videos in HD, having free video streaming apps, etc….

 Jamie Ray Thomas Hibachi Brooks 

Article source: http://www.gamespot.com/news/microsoft-testing-xbox-360-web-browser-report-6376096

Preview: Hands On with Sins of a Dark Age

Imagine looking down from above on a game of League of Legends, Dota 2, or Heroes of Newerth as two teams of five fantasy heroes clash amidst waves of AI-controlled soldiers. It’s not looking good for the Centaur — he’s being ganged up on by a Spider Queen with her spiderling minions and a four-armed Abomination. Without help, he’ll never escape alive — so, like a benevolent god, you cast a spell giving the Centaur a burst of super speed that allows him to trot out of his pursuers’ reach.

His pursuers are still hot on his tail, but he manages to link up with an ally, the burly plant-beast Mandrake, at the nearest tower. There, you cast a spell to heal the Centaur and another to summon a trio of archers to the field. You link the archers to the Mandrake, and they follow him as they counter-attack and corner the Spider Queen — but you’re needed elsewhere, as the other three heroes under your protection are pushing into the enemy base!

Commander 2.0

That’s a glimpse of the Commander role of Sins of a Dark Age as it exists now. When I got my first look at it at GDC a few months ago, the concept was to put a traditional real-time strategy player, complete with base-building and resource gathering, on the same battlefield with five teammates who are controlling one unit apiece as they play a MOBA-style game. Since then the Commander’s gotten a bit of a revamp — developer Ironclad has moved away from base building and resource gathering to free up the Commander player’s attention for more active support of his hero teammates. I still commanded units, RTS style, but it’s a small number compared to the MOBA-style creep waves, which initially were going to be all player-controlled. Gold is still important, but it’s collected by holding territory (similar to Company of Heroes) and killing enemies rather than mining.


For these preview games my Commander powers came preselected, and were all low-level abilities. In the real deal, Commanders will have the opportunity to arrange their own “deck” of powers, much like in Magic: The Gathering or another customizable card game, and bring those into a match with them. Abilities range from basic unit summoning to building new towers and calling in an enormous dragon. Gold activates those powers, much like a MOBA hero buys gear from a shop — and yes, you can sell abilities and buy different ones from your deck if you want to change things up midway through a match. Ironclad says that each power card will be purchasable from Sins of a Dark Age’s store, but anything that affects gameplay (i.e. everything but cosmetic skins) can be earned with experience points, and that the plan is to be more generous with its in-game currency pricing than the typical free-to-play game.

Both sides start with buildings representing military, magic, and support. Commanders purchase upgrades at these buildings to both strengthen creep waves and unlock stronger abilities. For example, to enable my ability to summon knights, my most powerful and fastest units, I had to first upgrade to level four military strength, plus three additional levels of either magic or support. It takes time, but it also ensures that heroes would have plenty of time to level up and prevent me from overwhelming them with units. Those buildings also represented my weak points — if the enemy could break into my team’s base and destroy one, they could cripple my ability to unlock certain powerful abilities. That’s the kind of thing that would be worth a suicide run to accomplish.

Boots on the Ground

So while I wasn’t able to marshal a huge, StarCraft-style army and march across the map to overwhelm the enemy heroes, I found that my small band of summonable footsoldiers and archers — generally no more than 10 units at once — could be an effective force for capturing resource points, swarming towers, and supporting heroes against the enemy. I quickly learned the hard way to keep my summoned troops away from enemy heroes like the Plaguebringer, who specializes in area-of-effect (AoE) damage that can quickly wipe out entire groups.


Using another summonable unit, the Captain, I could create a mobile summoning zone (which is usually limited to around structures or capture points) that allowed me to replenish my losses as soon as the cooldowns on my summoning powers expired, letting me operate behind enemy lines. That is, until an enemy hero got wise and targeted my Captain first.

Meanwhile my teammates were calling out for heals, speed and armor buffs, or Pillage (which increases damage against buildings), and I’d jump around the map doling out divine intervention to tip the battle in their favor. Five heroes roaming the field getting in trouble at once is a lot to keep track of, though, so there were more than a few dropped balls. Being everywhere at once, it turns out, is a tough job.

Course Correction

Why all the changes? Ironclad has weekly play sessions where the entire team drops everything to play for several hours. The team then talks out what kept them from having the most fun possible with the current version over lunch and spends the week fixing it. It will likely see many more revisions by the time it goes into open beta (at a date Ironclad has yet to decide upon), since there are obviously very few sacred cows for this design team. If something’s not working, or they think of something better, there’s little hesitation to change course in favor of better gameplay.


Especially now that the originally proposed ability to select friendly heroes and give RTS-style optional “orders” has been replaced by a more traditional pinging system for signalling attacks and defenses, I’d argue that the name Commander doesn’t really suit him anymore — he’s more of a guardian angel, or a minor deity influencing the course of battle. But whatever it’s called, it’ll likely be the role I’ll gravitate toward.

For more perspective on how it plays from the ground level as a hero, check out Anthony Gallegos’ Sins of a Dark Age preview over at IGN.


Spy Guy says: Sounds like my kind of role, too. I’ve got some experience in this area, since my network of real-life spy satellites lets me keep an eye on all the players in an operation, as well as giving me free HBO. What about you: will you play as Hero or Commander?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/bvwrXfrJipI/1224549p1.html

PS3 gamers appreciate art more than Xbox 360, Wii users

PlayStation 3 gamers have a deeper proclivity for artistic games than Xbox 360 and Nintendo Wii users, according to Journey developer and thatgamecompany co-founder Jenova Chen. Speaking to VentureBeat, Chen plainly stated, “The player who owns a PlayStation 3 is more likely to be interested in artistic games compared to Wii and Xbox 360.”


PS3 gamers are more interested in artistic games, claims Chen.

PS3 gamers are more interested in artistic games, claims Chen.

Expanding on his claim, Chen said titles offered on Sony platforms are aimed at an older crowd, and suggested the publisher seeks to promote titles that users can emotionally connect with.

“Sony has a more artistic and adult-focused taste,” he said. “They care about how grown-ups feel toward their games.”

In a statement provided to VentureBeat, PlayStation senior director of digital platforms Jack Buser agreed with Chen’s assessment.

“Our primary PSN audience is indeed more adult, and many of our best-selling titles appeal to this demographic,” reads a line from the statement. “Many PlayStation and PSN games have themes that require a user to think and feel about a deep, immersive gameplay experience, and we see that exemplified in the success of titles like Flower, Journey, and Heavy Rain. Titles like these can only be found on PlayStation, and our users enjoy the emotional and thematic sophistication of their games, especially with our digital offerings.”

Chen’s latest project was Journey, which became the PlayStation Network’s fastest-selling title of all time following its release in March, though Sony did not parse specific sales figures. A not-so-traditional title, the game casts players as a robed adventurer, wandering through an expansive desert world, journeying toward a distant mountain.

Article source: http://www.gamespot.com/news/ps3-gamers-appreciate-art-more-than-xbox-360-wii-users-journey-dev-6375676

No House is Safe in DCUO’s "Last Laugh" Expansion


If there’s anything DC Universe Online is lacking, it’s heroes and villains punching each other in the face a whole bunch. That’s what DCUO’s new Safe House Battles missions are for, coming in Last Laugh, the superhero MMORPG’s upcoming expansion. The Joker has set up a series of missions designed to pit the two sides of the superpowered aisle against one another. I’ll be standing outside chanting “Fight! Fight! Fight!” Here’s a small blurb from the official press release:

“We created this DLC purely for the players that like to take the fight to each other in DCUO’s amazing PvP combat,” said Jens Andersen, creative director on DC Universe Online. “Our community has continuously asked for more multiplayer action in DCUO, and we wanted to deliver content that fully meets their expectations and pushes PvP to another level. The Last Laugh is the first DLC that we’ve created that focuses almost entirely on player versus player battles, and it adds an exciting new element as some of DC’s greatest heroes and villains join to fight alongside you. Players will have even more opportunities to prove to the world whether heroes or villains will be triumphant.”

Each of the scenarios involves heroes and villains dealing with The Joker’s schemes in their own special ways. In The Rescue, heroes will be saving his hostages, while villains will be releasing convicts to the streets. In Graviton Technology Recovery, the smiling one has messed with teleporter codes, and the super folk need to deal with it. Those missions will be a great time to use the new Shield weapon, which works great from a melee position, as well as being throwable, Captain America style. Yes, I know, wrong universe. You’re just going to have to deal with it.

Finally, there’s the two stage Headquarters Battles where two teams of eight invade the opposing side’s main base of operations, and then defend their own. The Watchtower is under the heroes’ care, while the villains work to hold the Hall of Doom. I do love a good brawl, and Last Laugh is certainly going to have a lot of them.

The new content will be free for Legendary subscribers, but Free and Premium players will have to lay down their hard earned digital dollar bills.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/ML2D0tNny-4/1224510p1.html

Building The Elder Scrolls Online


The reaction to the first screenshot of ZeniMax Online Studios‘ upcoming The Elder Scrolls Online was not overwhelmingly positive for a few reasons. Its art style doesn’t scream Elder Scrolls, really, and series fans have a lot of expectations about exploration, combat and story for an online version of a beloved role-playing franchise that’s been defiantly single-player since its inception.

Is it possible to retain many of The Elder Scrolls’ strengths in an online environment? That was the topic brought up by Game Informer in an interview with Paul Sage, creative director at ZeniMax Online Studios.




“We have to make our own game,” said Sage. “We want to make a good game first. Not a good MMO, not a good Elder Scrolls game, we want to make a good game first, a great experience for the player.”

From Daedric princes to providing plenty of reasons to explore to including raids and end game player versus player combat, Sage and ZeniMax Online are trying to strike a tricky balance between Elder Scrolls touchstones and traditional MMO mechanics.

When it comes to modding, hugely popular with Skyrim, Sage said, “Right now we don’t have a large modding plan. We do have plans for things like our UI, allowing the community to look at the UI and say ‘Ok, what changes would I make?’ There are definite ways the community is going to be able to change their game experience, but you have to be really careful with this because you can’t allow players to change other players’ game experiences or they get a little upset with you.

You’ll find much more detail over on Game Informer.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/9zin_lkkqIQ/1224484p1.html