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Sorry, but this was really bad. -nox About a week ago, I finally got myself into the Age of Conan beta. With the embargo lifting today for us reporters, I thought I'd share my very early impressions of the game. There will be a full beta report coming in the next week or so, but even though I haven't had a chance to play a great deal, the game as (should be has) already made some initial impressions on me that I can share. As a result, this beta preview preview (double word) will talk about character creation and the newbie experience. A lot of the time we, as more hardcore players, underestimate the importance of those first few levels. In the rush that many peope (Spelling) have to reach endgame content, we forget that most people will live or die on their first few hours of gameplay, deciding whether their subscriptions will last more than a month or whether this game will be just another box lining their shelves.
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I am wondering if this portends an increase in the level cap. This seems to be the kind of thing you do just before inceasing the max level. On other hand, since they just introduced the purple (very rare) enhancements, I am probably just day-dreaming here. Or maybe they are finally interested in doing an elder game that Statesman used to talk about. Always fun to speculate. ~nox |
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will a game with no level cap work
The Pub at MMORPG.COM « General Discussion 2/07/08 11:48:59 AM
Actually, PD and a level cap are very much related. The point of a level cap is to put a limit the largest possible difference between the least powerful player and the most powerful player. PD does the same thing, only instead of being a hard limit, its a soft limit. That is the further a character progresses, the greater the chance of eventually dieing through random accident. At some level there will be no more characters, because all the characters will have died prior to reaching it. One advantage PD would have is that it would cause god-like characters to, well, act like gods. That is, instead undertaking quests and adventures directly (which might lead to death, however minimal the chance) they would be encouraged to act through intermediaries and proxies -- supposing the game mechanics supported it. Personally, I am not a big fan of perma-death, mostly because it rewards very conservative game play, which I find, well boring. ~nox |
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will a game with no level cap work
The Pub at MMORPG.COM « General Discussion 2/07/08 11:08:24 AM
Sure, you can have a game without a level cap. As long as you have perma-death (perhaps perma-death after a certain level is reached). ~nox |
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This game looks interesting, I would like to play it. I hope it doesn't fall into the 'just on the edge of beta' stasis field that Darkfall seems to have fallen into. Is it just me, or does Skill Based = Vaporware? ~nox |
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Originally posted by Killershiver
This game is certainly not going to release in Q2 of 2008. I suspect the earliest possible release date is Q2 of 2009 and that is pushing it a bit. I am assuming here that they are going to have a box which will be available in stores. Which means having a publisher (still an open issue with this game). Which, in turn, means the lead time for the publisher to do the QA on the game, get the product design done, arange for manufacturing, arange for shelf space in stores, contract out for the customer service staff, etc. None of which happens overnight. Of course, they could always go the download only route and release eariier, but that would put a real crimp in the potential subscriber base. -nox |
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Originally posted by Killershiver
Unfortunately, games (like all software) are not written in a vacuum, but to run on a specific piece of hardware. As time passes, hardware improves, software improves, and what once was state of the art becomes commonplace. Game developers then have a choice to make. Either modify the game to take advantage of the new tools and resources, or stick with your old design. Stick with the old design and you have game that will run on just about every machine out there, but which will look sub-par when compared with games developed for more advanced systems. Modify the game to take advantage of the new hardware and you open up a giant can of worms. This is because you are probably using a new (or at least a new version) of your graphics engine, which means you are redesigning your world, updating all your textures, redesigning your models, etc. Lets not even talk about the physics ... Keep your game in development for too long and you can quickly get to point where you are not making any significant improvements, just continually redoing your art to take advantage of the latest hardware. -nox |
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Originally posted by Kamadrion
-nox |
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If there was a KOTOR mmorpg, would it come to PC?
The Pub at MMORPG.COM « General Discussion 11/05/07 2:39:58 PM
Leaving the console/PC argument aside, my gut feeling is that if they do bring a KOTOR MMO out for a console, it would not be the Xbox 360 but the Wii. ~nox |
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Gods and Heroes: A Talk with Perpetual Entertainment
News Discussion « General Discussion 10/20/07 11:31:35 AM
Originally posted by Kyleran
Well, you never know. If they pair it with a really good movie or new series, it might take off. If somebody asked me four years ago what were the chances of a Battlestar Galactica remake appealing to a mass audience, I would have laughed in their face. Now there is some chatter about turning that IP into a MMORPG as well. Personally, if I was a developer looking to make a quick buck from an IP, I would go for Heroes... ~nox
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Gods and Heroes: A Talk with Perpetual Entertainment
News Discussion « General Discussion 10/20/07 12:23:22 AM
Originally posted by JYCowboy
Well, on paper at least, PE probably looked like a good choice to develop STO. Both Chris McKibbin and Joe Keene were part of the management team from EA that oversaw the development of Earth & Beyond. They probably showed CBS/Paramount E&B and then said, 'imagine this with the star-trek IP...' It would not surprise me if, at the end of the day, STO is essentially E&B with better graphics. Standard public relations is not let your customer base know about financial difficulties or management problems until absolutely necessary. That way, if you manage to solve the problem quietly, no one need be the wiser (and no bad press!). So it doesn't surprise me that they shut the whole thing down on what seems like a moments notice. What I can not figure out is why PE would cancel GnH outright rather then pushing it to market in whatever state they could manage and then trying to recoup some of their money. The way I see it, PE has managed to generate about 20 million in funding since its initial start up in 2002. About 11 mil came from (mostly Asian) venture capitol firms (see here and here) and another 9 million came from the purchase by Korean game publisher Gravity Co Ltd of 16% of PE's stock. I am guessing that most of this money is now gone. It is hard to tell how many employees PE has/had (it is not a publicly traded company) but from its layoff announcements, I suspect that at its peak it had maybe 120 people working on GnH alone. Supposing an average of 75K per person, that would easily translate to 9 million a year in salaries alone. This is sunk cost that they now have no hope of recovering. The only thing that makes any sense to me is that CBS took a look Perpetual's balance sheet and demanded that they close down Gods and Heroes or else they would pull the IP. I couldn't find any hard sales figures for GnH preorders, but any product that Amazon ranked as #9,624 in Software could not have been burning up the charts. Given the choice between supporting a quickly sinking game or losing their one valuable asset (the Star Trek IP) they chose (or were forced to choose) the later. ~nox
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General: Blog Spotlight: Costumes, Names and More
News Discussion « General Discussion 10/16/07 8:17:24 AM
I think it might be useful to do a slightly different thought experiment when thinking about the importance of customization. Suppose a game developer decided that players really didn't really care what their avatars looked like. That the only part of the game worth spending any time developing was giving players the ability to improve skills, acquire weapons, and defeat monsters. That is, this developer was going to concentrate on gameplay to the exclusion of all else. What might such a game look like? Your avatar is a simple cube (only one polygon!). Perhaps you can change its color, perhaps not. You float through a world of simple shapes -- spheres, cones, pyramids, etc. which might represent trees, mountains or buildings or nothing at all. Your weapon is a thin cylinder about the same length as your avatar. For every meelee attack -- and there are many different attacks -- it swings in an overhead arc to strike your opponent. For each ranged attack, whether by magic or archery, it shoots from your center in a straight line to its target. As for crafting, you can make anything you want, but its always a sphere. How popular would this game be? Not very, I think. It would be nothing more then a three dimensional version of the old Dungeon Game. For most players this would be way too abstract, despite having a great system of combat and terrific rewards. To me, the real question is not would a person choose a wooden stick with excellent stats over a fancy sword (simple economics dictates the stick), but would that reward be enough to make the player want to skip a meal in order to go through the next dungeon? ~nox
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Gods and Heroes: Final Exclusive Screens
News Discussion « General Discussion 10/10/07 4:55:19 PM
Originally posted by LuRavi
~nox |
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Yep, any game that stays in development for too long risks dying for lack of money. Exhibit A: Trials of Ascension I really hope they manage to pull this one out though... |
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