2008. május 3., szombat

The Digital Continuum: Single-player MMO




Injecting the single-player special sauce into MMOs is hardly a new idea. In fact Phantasy Star Online has done it more than once in the past. It's also been done in small amount, though. Nobody has taken the chance to go all out and merge the single-player and massively multiplayer styles of gaming together like a tasty digital version of peanut butter and chocolate.

My recent excursion into the Age of Conan closed beta has made me realize that I really enjoy having some singleplayer flavor in my massively multiplayer online games. There is definitely something to be said for a game that can give you the best of both worlds: solo story and grouping experiences.



Let me put it in another way. When recounting my exploits in the recently released GTA IV, I can have different types of amazing experiences from the offline mode versus the online multiplayer mode. I think that MMOs can harness this as well.

The recent purchase of Diablo3.com by Blizzard was perfect in its timing, as it got me thinking about what that game could be like. I really think that if Blizzard was going to make Diablo 3 at this point, it wouldn't be anything like the last two games. Diablo is dead, Baal is dead -- so what else can be done at this point?

A new world with new characters could be one thing. Maybe even a new storyline involving Diablo himself would be worth exploring. The big difference could be in the way the game is designed: as a single-player MMO.

It's simply, really. If you've ever played the first two Diablo games then you remember how much fun the single-player experience was. Just keep the singleplayer side of the game while throwing out the multiplayer aspect for more of an MMO experience. Blizzard could use an upgraded version of their Battle.net service to have players login to the play the single-player game (as to avoid cheating and such) and then if players wanted to they could jump into the MMO version of the game at one point or another. Of course, in Age of Conan you have to wait until you're level 20 to get into the full-blown MMO aspects of the game. I suppose a similar restriction would have to be put into place for Diablo 3.

All it really comes down to letting people choose the kind of experience they want from an RPG. Nobody has really done a full-on single-player RPG that dovetails into a complete persistent online RPG. There are all sorts of chances to blend together different gameplay experiences with a single-player MMO. You can have the traditional solo experience, play with a friend co-op style or even play the entire game like a big story-focused instance with five or more friends. Just imagine the kind of water cooler-style discussions you'd be able to have with friends about all your shared exploits. There are some very cool possibilities here.

Allowing people to play in the way they want with the people they want is what's most important about this idea, that's the single-player MMO at its core.

Source : Massively.com

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2008. május 2., péntek

World of Warcraft: Children's Week Begins



Type: Children's Holiday
Date: May 1 - 7
Location: Stormwind, Orgrimmar, Shattrath

Sightseeing



Stormwind Orphanage

All orphans wish they had someone to show them the wonders of the world. Throughout the year, they spend their time wandering around their home cities of Stormwind or Orgrimmar, dreaming of the day they'll be old enough (and big enough) to venture out into the world alone and see the sights their parents would have shown them. During Children's Week, though, brave adventurers for the Horde and the Alliance can make these kids' dreams come true! To help these kids see the world, all you have to do is visit the orphanage for your faction. Talk to either Orphan Matron Nightingale in Stormwind (Alliance) or Orphan Matron Battlewail in Orgrimmar (Horde). After that, you and your young friend can adventure together across Azeroth! Below are some of the places and people the orphans want to visit:

Orgrimmar Orphanage

* The bank in Darnassus (Alliance)
* The lighthouse in Westfall (Alliance)
* Jaina Proudmoore in Theramore (Alliance)
* Mor'shan Rampart (Horde)
* Lordaeron Throne Room (Horde)
* Cairne Bloodhoof in Thunder Bluff (Horde) Source : WarCry

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Final Fantasy XI 2008 Edition hits stores May 28th


Square Enix has announced that they plan on releasing the 2008 edition of Final Fantasy XI at the end of this month on May 28th. The box will come with the original game plus every expansion released to date. That means players will get Final Fantasy XI, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urghan, and Wings of the Goddess all in one purchase.



This is nothing new from Square Enix, as they've done this the past couple of years. We would just like to thank them for keeping all the expansions purchasable in a single box, as it makes things a lot easier on newer players trying to get into the game -- or even returning players who've lost their original boxes.

[Update] May 28th is actually the release date for the EU version of Final Fantasy XI 2008 Edition. The US version of this bundle was released on April 15th, 2008.

Source : massively.com

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2008. április 28., hétfő

Age of Conan's raiding treadmill

Race to the level cap. If you're too slow, you lose. If your gear sucks, you lose MORE. The people who got there first have your number and know where you live. You finally struggle to max level -- but you need to raid to get the gear to continue. The game may be built around PvP, but you have to raid in order to get the gear to PvP. You need to raid to get the gear to do more raiding. Then comes the first expansion, and all your old gear is trash. Rinse and repeat. Thus goes the raiding treadmill. Invented by EverQuest and polished to a mirror-finish by World of Warcraft, the raiding treadmill is no stranger to MMOs.



Does it really have to happen again? To see all there is to see and partake in all that can be partook, must we jump on the treadmill and, Red Queen-like, run as fast as we can, just to stay in one place? In a recent blog post, Keen looks at the Age of Conan news that performing in the top echelons of PvP in the Border Kingdoms will depend on grinding out mini-games and doing a fair amount of raiding for the gear to compete. In the end, he decides to purchase the game, despite indications he will not be able to fully enjoy the game. Must modern games still reward fanatical devotion so highly? Is there a way in which casual and hardcore players can both enjoy all the game? We'll know in May if Age of Conan's PvE-gameplay can satisfy gamers who don't wish to climb upon the raiding treadmill. Source : Massively.com

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The lifecycle of an EverQuest 2 hotfix



EverQuest 2 Associate Producer Jennifer Gerull posted an entry on the official EQ2 developer's blog the other day, discussing the process involved in pushing out a hotfix to the game. Though she equates herself to 'George Jetson with longer hours', endlessly pushing buttons all day, it's an interesting look into Sony Online Entertainment's revision process.

As Gerull describes it, code fixes are pushed to an internal server, where the QA department can take a look at them. If the build of the game compiles nicely, it's reviewed by Quality Assurance to ensure the changes are working as intended. If the build doesn't compile nicely, some poor developer gets saddled with "a really ugly doll named 'BoB' that gets to sit on their desk until the next coder gets the "Breaker of the Build" title."

While most of the time the team waits patiently for QA to do its work, important hotfixes result in rushed phone calls and nervous waiting. Inelegantly applied solutions can have the QA team sending one or two of the items on the hotfix list back to the coding team, which in turn requires Jennifer to start a new internal update. She notes that each internal update is labeled with a letter, starting with A and working down. "A few times I've gotten all the way to L, M and N builds, but that is usually the exception rather than the rule on the number of iterations in one day. By the time we get to N, its usually time to go home and try again the next day." Make sure to read on for the full view of this process, and hints of future developer updates to come.

Source : Massively.com

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