After 15 years in the cellar, WINE 1.0 is here.
For those unfamiliar with WINE, it is a program that allows some Windows-based programs to run on Linux/UNIX. Of importance to me has been gaming, which is a bit rough around the edges with Linux. WINE has shown great support for the gaming community and many AAA titles are easily played on Linux via WINE.
It is nice to see WINE hit this milestone. Not only for gaming, but for the hopeful future where the choice of which operating system to run on a computer doesn't come down to what software runs on that choice, but rather what the operating system does to benefit the user. Since people tend to be quite unique, it is only fitting that operating systems be as well, and that is only possible through open source movements.
Tuesday, June 17, 2008
Saturday, June 14, 2008
Half Life 2 Mod: Age of Chivalry
When not playing an MMO, I tend to scour the Internet and my game collection for a project to scavenge. This past week I found the Age of Chivalry (AoC) mod for Half-Life 2 (HL2). I know, I'm playing AoC, heh.
I've played a lot of HL2 mods over the past couple of years, but I haven't talked about many of them. Why? Because most of them are terrible and take years to develop into an enjoyable state.
AoC has gotten some coverage lately that spurred me to try it. Supposedly it was a fun mod, but after playing it for several hours I am not quite sure what game those reporters were playing.
AoC, to me, was about as much fun as watching paint dry. Well, maybe a bit more fun. After all, AoC aims to be a recreation of medieval warfare, complete with knights, castles, and siege warfare. That should count for something.
The models and maps look nice, but the gameplay, controls, and weaponry suck. Every class available to play moves about as fast as a Heavy from Team Fortress 2 (TF2). For those that have not played TF2, just imagine playing a game where your avatar is trying to run through knee-deep mud the entire time. This wouldn't be that big of a deal if the maps weren't HUGE and players didn't start on opposite ends of the map. It honestly took minutes to reach action, only to get creamed by a long range siege weapon.
Then there is the combat, slow as well. Even bows, which one would think could give a feeling of FPS normalcy, are so horribly inaccurate that it literally took me twenty arrows to hit my first stationary target. On top of the inaccuracy, it always felt as though the arrow traveled far too slow. So slow, that I never hit anything other than other stationary archers.
When playing an up-in-your-face Knight or Footman, I found the best tactic was just to chase down archers. Archers die in a single hit, have crap for defense, and rarely would their ranged damage be enough to break through a Knight's armor. Archers are free kills for the competent Knight.
I will admit that I did find some fun in the mod. Playing as an Archer, perched upon a castle wall was cool, even if I couldn't hit the incoming enemy. I did get to see one archer land a lucky, long-range shot, fired into a mass of enemies, halfway across the map.
The objective based gameplay was also refreshing. I am a sucker for games that shake-up the standard deathmatch/team deathmatch model. Every map has a different set of objectives, from capture the point to kill the horse. Yes, a noble Knight was required to lay down his life for a horse!
Unfortunately, due to server version mismatches, I was unable to play some of the maps. Hopefully this will be resolved, as a new patch has recently hit, and I'll get a chance to play some other maps.
If anything is to be gained from this mini-review, it would be this: AoC is a typical mod. It is cumbersome, buggy, and in an ongoing state of development. However, there is potential and it is a cut above the bulk of mods available. Given time, this could become a bearable time waster for anyone with a copy of HL2.
I've played a lot of HL2 mods over the past couple of years, but I haven't talked about many of them. Why? Because most of them are terrible and take years to develop into an enjoyable state.
AoC has gotten some coverage lately that spurred me to try it. Supposedly it was a fun mod, but after playing it for several hours I am not quite sure what game those reporters were playing.
AoC, to me, was about as much fun as watching paint dry. Well, maybe a bit more fun. After all, AoC aims to be a recreation of medieval warfare, complete with knights, castles, and siege warfare. That should count for something.
The models and maps look nice, but the gameplay, controls, and weaponry suck. Every class available to play moves about as fast as a Heavy from Team Fortress 2 (TF2). For those that have not played TF2, just imagine playing a game where your avatar is trying to run through knee-deep mud the entire time. This wouldn't be that big of a deal if the maps weren't HUGE and players didn't start on opposite ends of the map. It honestly took minutes to reach action, only to get creamed by a long range siege weapon.
Then there is the combat, slow as well. Even bows, which one would think could give a feeling of FPS normalcy, are so horribly inaccurate that it literally took me twenty arrows to hit my first stationary target. On top of the inaccuracy, it always felt as though the arrow traveled far too slow. So slow, that I never hit anything other than other stationary archers.
When playing an up-in-your-face Knight or Footman, I found the best tactic was just to chase down archers. Archers die in a single hit, have crap for defense, and rarely would their ranged damage be enough to break through a Knight's armor. Archers are free kills for the competent Knight.
I will admit that I did find some fun in the mod. Playing as an Archer, perched upon a castle wall was cool, even if I couldn't hit the incoming enemy. I did get to see one archer land a lucky, long-range shot, fired into a mass of enemies, halfway across the map.
The objective based gameplay was also refreshing. I am a sucker for games that shake-up the standard deathmatch/team deathmatch model. Every map has a different set of objectives, from capture the point to kill the horse. Yes, a noble Knight was required to lay down his life for a horse!
Unfortunately, due to server version mismatches, I was unable to play some of the maps. Hopefully this will be resolved, as a new patch has recently hit, and I'll get a chance to play some other maps.
If anything is to be gained from this mini-review, it would be this: AoC is a typical mod. It is cumbersome, buggy, and in an ongoing state of development. However, there is potential and it is a cut above the bulk of mods available. Given time, this could become a bearable time waster for anyone with a copy of HL2.
Thursday, June 12, 2008
Age of Conan Troubles Continue to Surface
The Age of Conan (AoC) launch seemed to have gone off without a hitch, but the truth beneath the surface is starting to rear its ugly head. Which is fine with me, since it fulfills my interest in not eating crow.
AoC launched too early. The "Miracle Patch" that did fix some hardware and crashing issues, did not house any miracle fixes to the late-to-end-game content that many believed it did. Lack of quests, bugs, and malfunctioning game systems are plaguing players as they approach level 80 and begin to settle in for the long haul. That is, if they haven't quit already.
I don't even need to go farther than AoC's own developers to prove this point. They have fully admitted the game wasn't finished or tested enough in this Letter from the Game Director. They launched because the game was playable and could be patched into fruition, as evidenced in their aforelinked Letter and quoted below.
I could go on, but I won't. Funcom simply did not heed the warning set down by Vanguard, Lord of the Rings Online, Tabula Rasa, and Pirates of the Burning Seas. Don't launch until the game is ready. Finish the game first, polish while finishing the game, and then launch.
I know it is easy for me to say that. After all, I'm not putting millions of dollars on the line and could really care less about running out of money. I've always stated that MMO developers need to be a business first and a game developer second. Good business practices will assist greatly in ensuring extra time is available if needed.
No, I'm not a game developer. I'm their customer (loyal btw) and I try to stay out of commenting on the business practices of developers. However, it is painfully obvious, especially with MMOs taking off due to WoW's success, that some developers just do not get it.
AoC, like LotRO, may enjoy financial positivity for a time, but I can't help but point out that these two games could of easily wound up in the state of Vanguard. Fortunately, both AoC and LotRO were able to polish enough of their early game to ensure a bleak existence and give hope to the MMO community that they may just be able to get it done.
I am jaded. I understand a lot of people do not like my constant negativity, but I'm not going to lie to myself. I can't be positive for these unpolished games. The MMO industry is very depressing right now, but has grown to immense proportions. There are players looking for games and AoC picked a great time to launch. I just can't excuse an unfinished game simply on the grounds of launching during a sweet spot. I know, I would probably be a horrible failure as a CEO.
To me, it is summed up in the first comment to this post over at Massively.
AoC launched too early. The "Miracle Patch" that did fix some hardware and crashing issues, did not house any miracle fixes to the late-to-end-game content that many believed it did. Lack of quests, bugs, and malfunctioning game systems are plaguing players as they approach level 80 and begin to settle in for the long haul. That is, if they haven't quit already.
I don't even need to go farther than AoC's own developers to prove this point. They have fully admitted the game wasn't finished or tested enough in this Letter from the Game Director. They launched because the game was playable and could be patched into fruition, as evidenced in their aforelinked Letter and quoted below.
1. We will add content, specifically in mid-late thirties and mid-late fifties and make the leveling speed smoother in those areas, reducing the need to grind.Here we sit again, another MMORPG launch goes off technically smooth, but it does not take long for the lack of polish to set in. Most of us hate to use the word polish, but honestly it fits the problem perfectly. Blizzard polished World of Warcraft to a squeaky-clean shine. They didn't innovate; they simply executed the same ideas that have been around for years and polished, polished, polished.
2. We will have an overhaul of the PvP system – adding consequence and a host of small things.
3. We are fixing bugs you reported through all channels we can get information from.
4. We will add a new large outdoor region in the 55-60 range this summer!
5. This is only a small taster! More information about the exciting summer and fall Roadmap will come the end of the next week!
6. We are staffing up Customer Service, Quality Assurance and Community departments!
I could go on, but I won't. Funcom simply did not heed the warning set down by Vanguard, Lord of the Rings Online, Tabula Rasa, and Pirates of the Burning Seas. Don't launch until the game is ready. Finish the game first, polish while finishing the game, and then launch.
I know it is easy for me to say that. After all, I'm not putting millions of dollars on the line and could really care less about running out of money. I've always stated that MMO developers need to be a business first and a game developer second. Good business practices will assist greatly in ensuring extra time is available if needed.
No, I'm not a game developer. I'm their customer (loyal btw) and I try to stay out of commenting on the business practices of developers. However, it is painfully obvious, especially with MMOs taking off due to WoW's success, that some developers just do not get it.
AoC, like LotRO, may enjoy financial positivity for a time, but I can't help but point out that these two games could of easily wound up in the state of Vanguard. Fortunately, both AoC and LotRO were able to polish enough of their early game to ensure a bleak existence and give hope to the MMO community that they may just be able to get it done.
I am jaded. I understand a lot of people do not like my constant negativity, but I'm not going to lie to myself. I can't be positive for these unpolished games. The MMO industry is very depressing right now, but has grown to immense proportions. There are players looking for games and AoC picked a great time to launch. I just can't excuse an unfinished game simply on the grounds of launching during a sweet spot. I know, I would probably be a horrible failure as a CEO.
To me, it is summed up in the first comment to this post over at Massively.
So... answer this: Why is it that they can do all of this now, instead of delaying release for 30 days and provide the public with a much more playable product?
Wednesday, June 04, 2008
Updated Thoughts on Mythos
I recently journeyed back into Mythos to experience the recent "Overworld" patch. The Overworld is simply a shared world for all the players of Mythos, where as before the Overworld, cities were instanced ala Guild Wars and then players simply traveled, instantly via maps, to another instance that they (and their group) would share. Now there is just a single, big world instance for all players to run around in. Within that world are entrances to dungeons, which operate as instances for the player or their group.
I'm not really sure I like the Overworld approach. For starters it seems to have completely reset the development of the game. There is an Overworld now, but not much else. Most quests are gone, crafting is being rebuilt, the map system is gone in favor of a similar rune system, and I'm not quite sure if there is a Shadowlands version of the Overworld. Shadowlands being the PvP mirror of the PvE areas.
Starting out definitely felt different in the Overworld. At first, I completely missed the first quest giver as a player ran past my screen, an impossibility in the original Mythos. Secondly, I was sort of lost as there was dots on my mini-map, but little explanation what the point of them were. After getting acquainted with the new Overworld, and finding my first quest giver, I was on my way to adventure.
There are NPCs that spawn in the Overworld to fight, but they are easily bypassed. They also don't seem to spawn fast enough to provide a proper means to level and most did not drop loot. I saw almost no purpose in them, but then again as I mentioned not much is in the game aside from the Overworld.
Once in a dungeon, I found the Mythos I was familiar with. Click, kill, loot, and repeat. Standard hack and slash. The first few dungeons I entered felt much smaller than before, which makes me wonder if the Overworld is supposed to provide some sort of filler content, while dungeons serve as quick in and outs.
There is also a new race, the Cyclops. In reality, it is just another, larger character model option. I noticed no difference playing a Cyclops than any of the other races. There were no new classes this beta phase.
Other than that, I was hard pressed to find something enjoyable. Standard hack and slash works because it is fast and fun. While parts of Mythos are fast and fun, the Overworld is not part of it.
Honestly, the Overworld feels like a neutered version of any other Diku-inspired MMO out there, from WoW to Everquest 2. Part of it is the unfinished nature as a lot of what I remember from the original Mythos is missing.
I guess the most depressing part of the Overworld is that it in no way inspired me to work together with players I might encounter. There was still no noticeable effort to get me to interact with other players, and with the Overworld, there are far less meeting places for players. The first city was relatively empty and the random wanderer I encountered in the Overworld could of been an NPC for all I knew. In the end, the only interaction was via chat.
I have uninstalled Mythos, again. It has a long way to go with the shift in development. Prior to the Overworld, I felt Mythos was a few tweaks and content additions away from being a free and fun time waster. Now I'm not so sure. In an attempt to become more like an MMO, I think Mythos has lost a lot of reason to play it. When Mythos is just like that "other game", but not nearly as good, who cares if it is free? Oh and only free until Flagship Studios can not support it on micro-transactions alone.
I'm not really sure I like the Overworld approach. For starters it seems to have completely reset the development of the game. There is an Overworld now, but not much else. Most quests are gone, crafting is being rebuilt, the map system is gone in favor of a similar rune system, and I'm not quite sure if there is a Shadowlands version of the Overworld. Shadowlands being the PvP mirror of the PvE areas.
Starting out definitely felt different in the Overworld. At first, I completely missed the first quest giver as a player ran past my screen, an impossibility in the original Mythos. Secondly, I was sort of lost as there was dots on my mini-map, but little explanation what the point of them were. After getting acquainted with the new Overworld, and finding my first quest giver, I was on my way to adventure.
There are NPCs that spawn in the Overworld to fight, but they are easily bypassed. They also don't seem to spawn fast enough to provide a proper means to level and most did not drop loot. I saw almost no purpose in them, but then again as I mentioned not much is in the game aside from the Overworld.
Once in a dungeon, I found the Mythos I was familiar with. Click, kill, loot, and repeat. Standard hack and slash. The first few dungeons I entered felt much smaller than before, which makes me wonder if the Overworld is supposed to provide some sort of filler content, while dungeons serve as quick in and outs.
There is also a new race, the Cyclops. In reality, it is just another, larger character model option. I noticed no difference playing a Cyclops than any of the other races. There were no new classes this beta phase.
Other than that, I was hard pressed to find something enjoyable. Standard hack and slash works because it is fast and fun. While parts of Mythos are fast and fun, the Overworld is not part of it.
Honestly, the Overworld feels like a neutered version of any other Diku-inspired MMO out there, from WoW to Everquest 2. Part of it is the unfinished nature as a lot of what I remember from the original Mythos is missing.
I guess the most depressing part of the Overworld is that it in no way inspired me to work together with players I might encounter. There was still no noticeable effort to get me to interact with other players, and with the Overworld, there are far less meeting places for players. The first city was relatively empty and the random wanderer I encountered in the Overworld could of been an NPC for all I knew. In the end, the only interaction was via chat.
I have uninstalled Mythos, again. It has a long way to go with the shift in development. Prior to the Overworld, I felt Mythos was a few tweaks and content additions away from being a free and fun time waster. Now I'm not so sure. In an attempt to become more like an MMO, I think Mythos has lost a lot of reason to play it. When Mythos is just like that "other game", but not nearly as good, who cares if it is free? Oh and only free until Flagship Studios can not support it on micro-transactions alone.
Tuesday, June 03, 2008
Official Age of Conan Forums Open to Public
Funcom has opened the Age of Conan forums to the public. A game account is no longer needed to access the forums.
Visit them here.
Visit them here.
Wednesday, May 28, 2008
What to do, what to do
So, I'm not playing World of Warcraft at the moment. Most of the people I know are playing Age of Conan or Vanguard. Both games I could care less for. Most of them are about bored of AoC already, so I am sure they will be back in Vanguard soon enough. Actually, I doubt they ever left.
Once again, I sit wondering what to do with the few hours a week I get to play games. Here are my options:
Mythos Beta - The developers are launching a new "over world" patch soon that will bring Mythos in line with a more standard MMO where players share a world instead of being separated into a bunch of instances. Oh, and its free of charge.
Team Fortress 2 and other FPS games - I still love to play TF2, but I don't think it is my solution. I need something else to play along with my action games.
Dark Ages of Camelot - I could go back, fight the old control scheme, and choke down some nostalgia. Maybe even get an account to borrow to cut out the leveling process. I am just worried about not having expansions available and getting bored before getting back into some RvR.
And thats about where my brain stops.
Bleh.
Once again, I sit wondering what to do with the few hours a week I get to play games. Here are my options:
Mythos Beta - The developers are launching a new "over world" patch soon that will bring Mythos in line with a more standard MMO where players share a world instead of being separated into a bunch of instances. Oh, and its free of charge.
Team Fortress 2 and other FPS games - I still love to play TF2, but I don't think it is my solution. I need something else to play along with my action games.
Dark Ages of Camelot - I could go back, fight the old control scheme, and choke down some nostalgia. Maybe even get an account to borrow to cut out the leveling process. I am just worried about not having expansions available and getting bored before getting back into some RvR.
And thats about where my brain stops.
Bleh.
Tuesday, May 27, 2008
The WoW-Clone Syndrome
NOTE: If you don't want to read a bunch of feature lists, skip to the conclusion at the bottom.
I'm going to hunt down and flog every single little twit that continually calls Warhammer Online: Age of Reckoning (WAR) a WoW-clone, simply because they saw an early alpha screen shot of an Orc. These are the same people that believe Age of Conan to be the new "hotness".
First, WoW-clone needs to be defined. This is simple.
1. Level based advancement, primarily via solo PvE quests. Variation in quests is limited. Required group interaction minimal. Other activities do not contribute to leveling.
2. Classes based on archetypes: healer, tank, and DPS.
3. End game focuses on instanced PvE raiding and group-required content. Other end-game content a sideshow to main PvE aspects.
4. Gear centric approach to character advancement at max level, also known as meta-levels. Division of gear: one set for PvP, one set for PvE.
Other than that, everything else in WoW is really just good game design, applicable to all games in all genres. No need to list "responsive controls", etc. Those are items expected out of all games, but for some reason not seen in the MMO space until WoW.
Now that the WoW-clone is loosely defined, we can put the contenders up to the test to see which one is the true WoW-clone.
Age of Conan
PvE leveling via solo quests: yep.
Variation in quests limited: yep.
Required group interaction during leveling limited: yep.
Other activities do not significantly contribute to leveling: yep.
Classes based on archetypes: yep.
End-game focuses on PvE raiding and PvE group-required content: to a degree.
Other end-game activities: yes, cities, border kingdoms, but still to be determined level of importance.
Gear-centric advancement at max level: yep.
Differing sets of gear for differing aspects of game: unknown.
My WoW-clone'o'meter for Age of Conan: 90%
Warhammer Online: Age of Reckoning
PvE leveling via solo quests: yep, but in the form of public quests which can involve interaction among many solo players.
Variation in quests limited: yep, but once again public quests break the stereotypical quest mold, offering a staged series of events to unfold for the players participating.
Required group interaction during leveling limited: unknown, but again shattered by public quests.
Other activities do not significantly contribute to leveling: false. WAR will offer three very distinct activities to contribute equally to leveling: PvE questing experience, Realm vs Realm experience, and Tome of Knowledge experience will all contribute in part or in whole to leveling. Most things a player does in WAR will contribute to leveling.
Classes based on archetypes: yep.
End-game focuses on PvE raiding and PvE group-required content: to a degree, but end game PvE raiding will be a result of the Realm vs Realm campaign.
Other end-game activities: yes, the campaign system, scenarios, sieging, and open-field RvR, all contribute equally as much as PvE raiding and PvE group play.
Gear-centric advancement at max level: yep.
Differing sets of gear for differing aspects of game: unknown, but unlikely.
My WoW-clone'o'meter for WAR: 50%
Conclusion
People are going to yell at me for comparing feature lists. Others will scream that AoC just launched and WAR is still in beta. Unfortunately for those yelling, the base of these "games like WoW" are not going to change. WoW hit the nail on the head in terms of online game play, and not just for MMOs, but for games in general.
That leads me to compare the features of each game, because honestly, there are not many features in WoW. WoW is a great base of a game, with a ton of potential being wasted. I hate to say it, but I was wrong for a very long time thinking that WoW could ever be anything more than a well done and simplistic PvE game.
Age of Conan is almost a direct WoW-clone, but saves face by adding some new end-game activities in the form of player-owned cities and border kingdom PvP. AoC's combat is pretty standard, with just a bit more clicking. AoC is taking the WoW base, copying it whole-sale, and fluffing the fringes to make it feel unique.
WAR is half a WoW-clone, which really isn't a clone at all. WAR will have a PvE end game, but the means of getting there will be drastically more dynamic than what is found in WoW. On top of this, WAR is shaping up to be a far deeper and more feature-rich game than WoW will ever be. WAR is taking the WoW base and piling on the goodness.
I fully embrace playing new games that "feel" a bit like WoW, because honestly, that is the way I want my games to play. I would kill for WoW's responsiveness and controls in a dozen other games I've played over the last few years. However, the time has come for a game to capitalize on WoW's success by adding a full feature set and in doing so, become the non-WoW Clone of the "next generation".
I'm going to hunt down and flog every single little twit that continually calls Warhammer Online: Age of Reckoning (WAR) a WoW-clone, simply because they saw an early alpha screen shot of an Orc. These are the same people that believe Age of Conan to be the new "hotness".
First, WoW-clone needs to be defined. This is simple.
1. Level based advancement, primarily via solo PvE quests. Variation in quests is limited. Required group interaction minimal. Other activities do not contribute to leveling.
2. Classes based on archetypes: healer, tank, and DPS.
3. End game focuses on instanced PvE raiding and group-required content. Other end-game content a sideshow to main PvE aspects.
4. Gear centric approach to character advancement at max level, also known as meta-levels. Division of gear: one set for PvP, one set for PvE.
Other than that, everything else in WoW is really just good game design, applicable to all games in all genres. No need to list "responsive controls", etc. Those are items expected out of all games, but for some reason not seen in the MMO space until WoW.
Now that the WoW-clone is loosely defined, we can put the contenders up to the test to see which one is the true WoW-clone.
Age of Conan
PvE leveling via solo quests: yep.
Variation in quests limited: yep.
Required group interaction during leveling limited: yep.
Other activities do not significantly contribute to leveling: yep.
Classes based on archetypes: yep.
End-game focuses on PvE raiding and PvE group-required content: to a degree.
Other end-game activities: yes, cities, border kingdoms, but still to be determined level of importance.
Gear-centric advancement at max level: yep.
Differing sets of gear for differing aspects of game: unknown.
My WoW-clone'o'meter for Age of Conan: 90%
Warhammer Online: Age of Reckoning
PvE leveling via solo quests: yep, but in the form of public quests which can involve interaction among many solo players.
Variation in quests limited: yep, but once again public quests break the stereotypical quest mold, offering a staged series of events to unfold for the players participating.
Required group interaction during leveling limited: unknown, but again shattered by public quests.
Other activities do not significantly contribute to leveling: false. WAR will offer three very distinct activities to contribute equally to leveling: PvE questing experience, Realm vs Realm experience, and Tome of Knowledge experience will all contribute in part or in whole to leveling. Most things a player does in WAR will contribute to leveling.
Classes based on archetypes: yep.
End-game focuses on PvE raiding and PvE group-required content: to a degree, but end game PvE raiding will be a result of the Realm vs Realm campaign.
Other end-game activities: yes, the campaign system, scenarios, sieging, and open-field RvR, all contribute equally as much as PvE raiding and PvE group play.
Gear-centric advancement at max level: yep.
Differing sets of gear for differing aspects of game: unknown, but unlikely.
My WoW-clone'o'meter for WAR: 50%
Conclusion
People are going to yell at me for comparing feature lists. Others will scream that AoC just launched and WAR is still in beta. Unfortunately for those yelling, the base of these "games like WoW" are not going to change. WoW hit the nail on the head in terms of online game play, and not just for MMOs, but for games in general.
That leads me to compare the features of each game, because honestly, there are not many features in WoW. WoW is a great base of a game, with a ton of potential being wasted. I hate to say it, but I was wrong for a very long time thinking that WoW could ever be anything more than a well done and simplistic PvE game.
Age of Conan is almost a direct WoW-clone, but saves face by adding some new end-game activities in the form of player-owned cities and border kingdom PvP. AoC's combat is pretty standard, with just a bit more clicking. AoC is taking the WoW base, copying it whole-sale, and fluffing the fringes to make it feel unique.
WAR is half a WoW-clone, which really isn't a clone at all. WAR will have a PvE end game, but the means of getting there will be drastically more dynamic than what is found in WoW. On top of this, WAR is shaping up to be a far deeper and more feature-rich game than WoW will ever be. WAR is taking the WoW base and piling on the goodness.
I fully embrace playing new games that "feel" a bit like WoW, because honestly, that is the way I want my games to play. I would kill for WoW's responsiveness and controls in a dozen other games I've played over the last few years. However, the time has come for a game to capitalize on WoW's success by adding a full feature set and in doing so, become the non-WoW Clone of the "next generation".
Friday, May 23, 2008
I Miss Ultima Online
Another "bleh" phase has hit me. The Age of Conan beta was mediocre for me, so I have passed on the launch. Sadly, many of my acquaintances seem to be fully enjoying it. I guess I missed the first "Miracle Patch" in MMO history.
World of Warcraft (WoW) has be bored again as well. It is somewhat fun to blaze through the levels on my Paladin by using a guide, but I just don't have the drive to do it for hours on end. I log in, knock out a quest, and log out. I completely understand that I could do "other things", but truthfully, WoW sucks when you are not level 70.
Other games hold my fancy: Team Fortress 2, Call of Duty 4, and of course Peggle. Yet, they are only time wasters when I have a few minutes.
That brings me to the point of this post. I miss Ultima Online.
I miss a completely non-instanced world that I can travel from one end to the other.
I miss having a world where most of what you see can be picked up, taken, or used in some fashion
I miss having a "backpack" that isn't just a set of inventory slots.
I miss massive dungeons that took forever to battle to the bottom of without a portal.
I miss random houses placed across the landscape wherever a free spot was open.
I miss my houses.
I miss Factions warfare, aside from the exploiters.
I miss possibly losing my horse, my gear, and my backpack full of items when I die.
I miss looting those that I have conquered.
This may sound like I want old-school UO back, but that is not the case. I want a new game, where the world is more than just combat. Where gear is something that is used, not obtained. A world, not just a game.
World of Warcraft (WoW) has be bored again as well. It is somewhat fun to blaze through the levels on my Paladin by using a guide, but I just don't have the drive to do it for hours on end. I log in, knock out a quest, and log out. I completely understand that I could do "other things", but truthfully, WoW sucks when you are not level 70.
Other games hold my fancy: Team Fortress 2, Call of Duty 4, and of course Peggle. Yet, they are only time wasters when I have a few minutes.
That brings me to the point of this post. I miss Ultima Online.
I miss a completely non-instanced world that I can travel from one end to the other.
I miss having a world where most of what you see can be picked up, taken, or used in some fashion
I miss having a "backpack" that isn't just a set of inventory slots.
I miss massive dungeons that took forever to battle to the bottom of without a portal.
I miss random houses placed across the landscape wherever a free spot was open.
I miss my houses.
I miss Factions warfare, aside from the exploiters.
I miss possibly losing my horse, my gear, and my backpack full of items when I die.
I miss looting those that I have conquered.
This may sound like I want old-school UO back, but that is not the case. I want a new game, where the world is more than just combat. Where gear is something that is used, not obtained. A world, not just a game.
Guild Cafe Wants Your DNA
Guild Cafe, a website I was not registered for before today, but often used to browse for quality player-specific content, screen shots, and gaming stories, has been moving towards a redesign of GuildCafe.com and turning into GamerDNA.com.
Normally, I try to stick with a "I like this site" blurb and link in a post, but I think GamerDNA is worthy of a bit more than just that. Why? Because they are moving forward on a lot of fronts that really highlight their focus on gamers, games, and gamers sharing their stories about those games.
I've never been shy about stating that I would rather read a biased blog post from an actual gamer than a carefully crafted article from any of the major gaming news sites. I've never been shy about stating that I believe game reviews from real gamers are almost always more truthful than anything found on an official review website. However, I've also always felt that there was no common thread to connect these ideas together.
One of the problems is that some gaming websites, that build a gamer community, usually focus to heavily on a single game and therefore the entire site becomes a bit biased. It is fine when a single blogger, who plays a single game heavily, comments just about that game. That blogger's motivation is easy to see. However, when a bunch of those bloggers, playing the same game, get together on one site, it gets very frustrating for anyone outside of that circle because it feels as though the community is not on board.
This is a tough order for a new site to overcome, especially with World of Warcraft dominating most of the revenue streams for gaming websites. Plus, eight million online players ensures that the majority of conversations will be about World of Warcraft on an online site devoted to gamers. It just goes hand in hand.
So, hopefully GamerDNA can avoid this curse, and so far the features I've heard about are aimed squarely at hitting a wide spectrum of games and gamers. GamerDNA is entering beta and I hope to help give them some valuable feedback to make the site one of the premium gaming community sites out there.
Now to drum up a bit of support for GamerDNA's current website, Guild Cafe, I would like to link to their new contest.
Normally, I try to stick with a "I like this site" blurb and link in a post, but I think GamerDNA is worthy of a bit more than just that. Why? Because they are moving forward on a lot of fronts that really highlight their focus on gamers, games, and gamers sharing their stories about those games.
I've never been shy about stating that I would rather read a biased blog post from an actual gamer than a carefully crafted article from any of the major gaming news sites. I've never been shy about stating that I believe game reviews from real gamers are almost always more truthful than anything found on an official review website. However, I've also always felt that there was no common thread to connect these ideas together.
One of the problems is that some gaming websites, that build a gamer community, usually focus to heavily on a single game and therefore the entire site becomes a bit biased. It is fine when a single blogger, who plays a single game heavily, comments just about that game. That blogger's motivation is easy to see. However, when a bunch of those bloggers, playing the same game, get together on one site, it gets very frustrating for anyone outside of that circle because it feels as though the community is not on board.
This is a tough order for a new site to overcome, especially with World of Warcraft dominating most of the revenue streams for gaming websites. Plus, eight million online players ensures that the majority of conversations will be about World of Warcraft on an online site devoted to gamers. It just goes hand in hand.
So, hopefully GamerDNA can avoid this curse, and so far the features I've heard about are aimed squarely at hitting a wide spectrum of games and gamers. GamerDNA is entering beta and I hope to help give them some valuable feedback to make the site one of the premium gaming community sites out there.
Now to drum up a bit of support for GamerDNA's current website, Guild Cafe, I would like to link to their new contest.
You can be Horde, Alliance, radically geared or barely clad. A simple screenshot of your character in World of Warcraft is enough to be the lucky winner of a Frostmourne replica made by Epic Weapons.
Thursday, May 22, 2008
GIVE AWAY: Age of Conan Beta Tester Cloak Code
Funcom seems to have appreciated my beta testing and feedback for Age of Conan.
UPDATE: Congrats to Genda from The Grouchy Gamer on a fine win.
Greetings!However, since I am not playing this game, this gift item is going to go to waste. That is where you come in. Leave a comment with your e-mail address explaining why you deserve to receive it and in a couple days I'll select a winner and e-mail them the code.
You have been a long and thrustworthy participant in our community, and as such we would like to thank you for helping us form Age of Conan into the marvelous product it is today. The last weeks has seen some serious enhancment to the game, and with the release we will be opening several new areas and neverbefore seen content in the launch version of the game. What and where it is? You have to find out for yourself!
As a sign of gratitude for your aid, we are pleased to offer you the in-game item used by those loyal to King Conan: The Drinking Cape. This item will allow your characters (one game account only) to free of charge demand the very sought after alcholic drink of "Ambrosia" - free and in unlimited supplies for life! After having claimed your cape, merely find one of the kegs in the finer Inns of Hyboria and click it whilst wearing your cape to receive your drink.
UPDATE: Congrats to Genda from The Grouchy Gamer on a fine win.
Subscribe to:
Posts (Atom)