As I move into the Savage Coast with my lowbie character in The Secret World, I’ve decided that while I like having a healing weapon, assault rifle is a little too similar to my shotgun character — and I don’t … Continue reading →
Is Destiny a shooter with MMO elements or an MMO with a lot of shooting elements? According to a recent video interview with Chris Butcher, it's the former, and seeing as he's the Engineering Lead at Bungie he probably knows what he's talking about. But there's also some more nuance to the game which Butcher explains, and while it might not fall comfortably within the MMO header it's got a lot of persistent options.
Butcher explains in the video how the game's many public areas work -- there's no UI elements to let you know that you've entered a shared space, just the sudden sight of other players alongside the announcement of dynamic events in the area. It's certainly an interesting take on shared spaces, and it's more than you might expect from a straight shooter. If you're looking forward to the game, the video embedded past the cut is well worth your time.
For this week only, Blizzard is lowering the price of World of Warcraft and all expansions for the popular MMO's annual summer sale.
From now until June 24, you can get the WoWBattle Chest (including the original game, The Burning Crusade, and Wrath of the Lich King) for only $5 US. 2010's Cataclysm is also $5, and the recently launched Mists of Pandaria is half price at $19.99. That means you can get the complete game and everything launched since 2004 for only $29.99.
We've talked about weather systems and day/night cycles before, although generally MMOs and gamers seem to think of them mostly as cosmetic features that are fine to have as long as they don't get in the way. But what if they do get in the way? What if weather actually has an impact on your character and the game world?
What if a pass got snowed in so that you couldn't reach a certain area? What if whiteout conditions kept you from seeing that face-eating monster 10 feet away? What if wind gave your character an extra bounce in his or her step if it came from behind or actually slowed you down if you were facing into it? What if lakes dried up in drought or lightning could strike metal objects (like, um, your plate mail)? Would it be more immersive for you or just more annoying?
Seeing as most of the potential ways that weather could interact with us are negative, this might be a silly question. Still, I'm putting it out there: Should weather systems impact gameplay, and if so, how?
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!
If you ask fans of the genre to list great turn-based tactical games, you will almost invariably end up with a list of titles running on consoles, most of them handheld. On the PC the arrival of real-time strategy games in the 90's pretty much killed the turn-based genre, except for a few classics like Heroes of Might & Magic that kept producing sequels. But in the last couple of years something happened to the world of video games: The rise of the small game development studio. Both Steam on the PC and the App Stores for iOS, Android, and Windows 8 created viable distribution channels for cheaper games. And that changes what kind of games are getting made.
If you are planning to make a multi-million dollar triple-A PC or console game that will cost $60, and you market research tells you that 70% of players prefer real-time over turn-based, you are likely to make your game real-time strategy. Because that is what you think your customers want, what will sell more copies. But if you are a medium or small game development studio and realize that you can't compete with Starcraft II, you might go for the underserved 30% market instead. Today we live in an overcrowded market for games, there are too many games chasing too few customers, and not doing what everybody else does makes eminent sense.
An additional factor is nostalgia, with Kickstarter showing everybody very clearly how popular some old brands still are. And so there is a kind of revival of turn-based tactical games on the PC as well as on tablets. XCOM was a hit. Battle Isle is bound to make a comeback on the iPad. Ubisoft announced Might & Magic X: Legacy, a tile-based tactical role-playing game. I've already written a lot about Card Hunter. And now even Skulls of the Shogun, which originally weirdly was a Windows 8 exclusive, has been announced to come to any PC via Steam. So I am looking forward to playing a lot of turn-based tactical games on the PC and iPad in the future. Turn-based is back!
Episode 349 - June 19th, 2013
Last of Us (no spoilers), State of Decay, Tiger Woods Golf 14, Rift Free to Play, Tons of Hands-On E3 Games, Your Emails and More!
WAKFU is pushing back its Haven Worlds update a week to June 25th as the team cites testing concerns. "Our forums and internal discussions, as well as the internal playtest, raised concerns on some of the main aspects of the Haven Worlds," Ankama posted. "Since our intention is to offer quality content that matches your expectations, we decided to take one more week to improve a few gameplay details."
The team decided not to implement tollbooths in the patch but created a more "malleable" system to fill the role. Several other small changes, including those to taxes and GvG features, are detailed in the delay post.
To fill the void between now and the 25th, Ankama has put up a new dev diary to show off Haven Worlds and all the goodness that is to come. Check it out after the break!
It can be hard to get close to someone. Especially in MechWarrior Online, where the people you want to get close to are riding walking battle tanks designed to vaporize you at long range. But the newly added Quickdraw is all about getting in close, at which point it can unleash the full might of its short-range missile launchers and medium lasers. Which is probably why people don't want to get close to one another in the first place, really.
Fortunately for Quickdraw pilots, the machine is quick, jump-capable, and generally very able to get in close and unleash its payload. This new 'Mech is available in three variants alongside the new Champion Hunchback, and you can take a look at the precise loadouts in the patch notes. Or you can take a gander at the preview video for the machine embedded just past the cut.
If you've been thinking that what Marvel Heroes really needs is another couple of costumes, well, the game's newest blog post is probably going to put a smile on your face. Gazillion's new title already boasts over 110 costumes, but the company says it's just getting started.
The newest update adds a pair of 1980s-era outfits, one for Ms. Marvel and one for Colossus. Both are available either via an in-game loot drop or the cash shop. Click through to the original post for more info and a couple of close-up images.
SOE will be transferring it's EU EverQuest II services to ProSiebenSat.1 "on or around June 20," according to a news post on the EQII website.
The blurb says that European players will continue to be able to play on U.S. servers, and vice versa, and SOE has uploaded a list of FAQs to help ease the transition. SOE also says that Euro players will have their own localized forums and customer service, but players with existing SOE accounts will still be able to access the U.S. forums.
All game servers will be down for maintenance on Wednesday, June 19th, 2013, at 5am PDT / 7am CDT / 8am EDT / 12pm UTC/GMT. Estimated downtime is approximately 4 hours. With this maintenance: The Letter Collector...