Exploring the AstralPretty cool stuff. Can't wait for the beta on Dec 1st.
At the start of the development of Allods Online, a special Core Design Team that included Alexander Mishulin, Creative Director of the game, was responsible for all the important Game Design decisions.
During the meetings, the team’s vision of the Astral was discussed at length. Initially, its main purpose was to allow players to embark on deep and exciting adventures of exploration. Fairly quickly, the conversations moved to how great it would be if Astral Ships had cannons, could hold treasure and participate in massive battles. The idea caught on, and soon the decision to include Astral warfare in the game was made. The next step was to create a prototype to make sure that the ideas that they had in those meetings were possible in the game, with gameplay as the team had initially wished.
The result of this prototype was amazing, so the development team started work on incorporating Astral battles into Allods Online.
According to the game lore, many years have passed since the times of “Evil Islands”, the third game in the Rage of Mages series. It was conceived that both the Kanian and Xadaganians had performed a great technical leap in the years between the two games. The Sarnaut World Bible stipulated that travel between allods was only possible through portals controlled by the Great Mages, but by the time of Allods Online, the inhabitants had discovered the secret of Astral travel for both exploration and warfare.
The Ultimate Gameplay
The team had a lot of big and small changes as they evolved their concept from a prototype to a full 3D ship. They wanted to make sure that there was a wide range of strategies available to players, and allow new strategies to emerge as players populated the world. On the first tests of the prototype, the game featured only combat with no boarding. The battle ships lacked open spaces and featured lots of small rooms, packed with corners and curves. This meant that players who favoured ranged abilities were unable to use them.
For example, Mages could not use Fireball spells as the different barrels and barriers blocked their line of sight through to their opponent, and opponents could avoid magical attacks very easily. The team played through the prototypes and came up with a novel solution: players would be able to cast a spell in advance before chasing their opponent down and hitting them with it. This feature stayed with the game throughout development and can now be found in the game.
While having a lot of fun playing with the game, the developers added new improvements into the Astral battles almost daily. These test sessions were crucial to polish and improve this key component of Allods Online’s gameplay. The team quickly found out that fighting on these big battleships was very different to fighting on small boats.
Another feature to evolve during these sessions was the appearance of roles on the ship, missing from the early prototypes. A result of this was the appearance of the role of a Navigator, a single player who can see almost everything that is happening around the ship and who dictates the course that the ship should take through the Astral. Features such as the ability to turn the ship 180o were added, and then special abilities that could be used during combat. The role of a repairman who initially stood in the centre of the ship in prototypes was given to a team of goblins.
As always in game development, the prototype proved to be a key component of the development process, allowing the developers to make a unique style of gameplay that would allow the game to stand out from its competitors. And as the developers are all gamers, it meant that they were being as critical as any other player could be to develop a perfect balance. What else could they ask for?
Explorer or Pirate?
Having your own ship in the Allods Online universe opens up a wide range of opportunities to players. Firstly, it allows an utterly different type of gameplay experience to that which can be experienced on the ground. Players can be a pirate, an explorer discovering new allods that hold precious treasures or can fight or retreat from huge and powerful monsters that inhabit the strange and changing substance called the Astral. All players need to do is to get their player to the right level with their characters, gather friends, start building their ship and embark on adventures across the Astral.
The Astral is a dynamic, changing substance that appears to have a life of its own. This means that any travel away from the security of an allod is very random, with lots of exploration available. Players who find a way through to one place using a certain course should keep in mind that they may never get back to the same location by following the same course.
When players unlock Astral battleships, they can travel in rather safe zones, fighting small demons and discovering small allods. As their fighting skills develop and their ships improve, players will soon realize that they are ready to embark on far more dangerous adventures and explore the far Astral. There they will encounter huge monsters that hold useful trophies, find unknown islands and have the opportunity to fight other ships. Once their ship is packed with treasure, they need to set back home. The return trip can be as eventful as the journey, as a booty-laden ship is an attractive target for pirates that are hidden among the conduits that connect the Astral.
Players have lots of choice to get back home. They can set off in a random and unknown direction, and risk getting lost and losing their ship with all the treasures in its hold. They can engage pirates and defeat them in battle, or try their luck and see if they can sneak past the pirates. Risk is an important part of the Sarnaut world.
A task for everyone
From the early sessions as the developers worked on Astral Ships, they quickly decided to implement roles for different players who would play on board. However, it was not clear how these roles would be distributed between the crew of the ship. As time went by, the developers decided that roles should not depend on character classes, and went as far to make sure that players could choose their role on the fly in the heat of battle.
Each ship has an energy reactor that converts energy captured by the ships sails from the Astral to all the components of the ship: its engine, protective shields, cannons and the powerful mana-torpedoes.
A crew member needs to take on the role of the ship’s captain. Any player can take this role, so it Is not confined to the ship’s owner. Players will need to decide this amongst them, and the person they choose will receive a special Navigator’s Visor to allow them to see the space around the ship, and to forsee threats that could emerge from the Astral close to them. Then there is the helmsman who decides the course that the ship will take. For combat, several players on the battle deck use cannons or torpedoes. When the ship gets damaged, a player in charge of repair should make good use of the goblin repairmen that populate the ship, setting them to work on damaged areas.
If they are boarded, the ship’s deck turns into a real PvP area. The ship is surrounded with a special protective sphere, all the ships components are turned off and players participate in a fierce battle for control of the treasure located in the ships hold. It doesn’t matter what role players have in this situation, every crew member is required to fight off the threat.
Looking for high level Carpenters, PST
Astral ships are a very important and useful gameplay element in Allods Online. Pretty much every player will want to own a ship, sooner or later. It’s not an easy thing though, as owning a ship requires co-operation, an investment of time, and in-game money. After reaching a certain level, players can get a specific quest that reveals the secret processes involved in building a ship.
Astral ships are complex devices, so the process of building them takes a lot of time. There are ways to speed up the process by completing sub quests that reward you with useful materials. The next quest in the line will involve a group of high level players going through a dungeon. A small time investment in ship building each day can lead to a ship being built in a third of the normal time. Players can also watch the ship being build in the hangar bar and see if grow bit by bit. This hangar can be entered by going to the Astral Academy, which also contains a dock for parking your ship, and a repair shipyard.
The Astral Academy is always packed with explorers, customers, traders and NPC characters in charge of the Astral quests. It is the ideal place to meet other players looking for Astral adventures, Astral storytellers and a place to find out the latest intel on pirates.
Teamwork makes the dream work
Maneuvering an Astral Ship is not a simple task; various mechanisms are involved in the process and many important devices need to be co-ordinated to ensure that players go where they want to go. A successful trip requires co-ordination by all of those on board. The Navigator’s device will show all the threats around the ships environment for several kilometers. Teleporting pads allow players to board enemy ships and transfer to the hangar bay while shields located on each side of the ship protect it from damage. The captain’s visor also allows players to scan an enemy ship and let the crew see the status of their ship.
The main weapons on a ship are the cannons, which can be loaded with several types of magical ammunition. Some can be used to break through the shields, others will inflict damage on the ships hill, while others will break devices on the enemy ship. In addition to the firepower available with the cannons, torpedoes are located at the front of the ship and allow players to shoot straight ahead.
But most importantly, the heart of a ship is its energy reactor. A crew who does not protect this at all costs, all the time will have a hefty repair bill and have their Astral adventures curtailed if this is damaged. You have been warned.
Saturday, November 28, 2009
Allods Online: A Look at Astral Ships
More amazing insight into the features of the upcoming Allods Online. Today I came across this link detailing Astral PvP, mainly focused on the role of Astral ships:
Friday, November 27, 2009
Allods Online Tips
Ever since my days as the "#1 Warhammer Online fan", I've tried to stay away from official media sources for games. It's not that they fool me, its that they no longer feel like they are directed towards me. I have moved towards relying on bloggers who I follow on a regular basis. Bloggers who may get a bit too excited about games at times, but consistently put down solid information as though they are talking to a group of friends.
Keen and Graev and friends are busy at work putting together some information on Allods Online:
The following Allods tidbit has me drooling:
Whats outlined above for Allods Online seems to be a much more natural progression (albeit forced) into the PvP conflict. Also, the free-2-play aspect of the game could play into this as those that pay up could possibly have a huge edge in PvP.
I'm very interested to get going in Allods Online come December 1st.
Keen and Graev and friends are busy at work putting together some information on Allods Online:
There are so few places to find quality info about the game that I figured a thread with interesting tidbits of info could go a long way. Feel free to post any information you find that you feel would be interesting and informative for people wanting to learn more about Allods Online.I commend them for the effort, as Allods Online is starting to pique my interest (I just received a closed beta key via MMOCrunch).
The following Allods tidbit has me drooling:
At lvl 23 you WILL(no exceptions if you wanna lvl) be sent to Holy Lands. In Holy Lands you get to quest with the opposing faction and most quests involve killing their soldiers/players or taking over strategic points or sabotaging their stuff.This sounds like a really neat idea. Generally PvP has been introduced to MMOG players with on/off switches, rarely with motivation or consistency. World of Warcraft has PvE vs PvP servers and then instanced battlegrounds. Warhammer Online throws players at each other from the get go, but in zones full of NOTHING or an instanced scenario.
One of the first places you will be sent to is Spider Hill.
Atop the hill is a place of power that gives you a 10min buff if you stand on it. Thats ofc is a good thing to have. On either side of the hill are Liga and Imperia camps.
Let me tell you something. When I got to that Hill….I had the most fun I have ever had in the game. PvPing with Imperia was wicked fun.
Alas, it didnt last too long. After about an hour of awesome combat a lvl 40 Imperia Mage came over and ruined everything(that [I Am A Potty Mouth]!).
But in conclusion: Yes you will be sent to a place where you quest and PvP at same time.
Whats outlined above for Allods Online seems to be a much more natural progression (albeit forced) into the PvP conflict. Also, the free-2-play aspect of the game could play into this as those that pay up could possibly have a huge edge in PvP.
I'm very interested to get going in Allods Online come December 1st.
#BlackFriday: Games
Update: 28 Nov, 2009 - Removed links as Black Friday is over. Cyber Monday is next!
Thursday, November 26, 2009
Wednesday, November 25, 2009
Borderlands Playthrough 1 Complete
I just finished my first playthrough of Borderlands. It will take a few days, but I do plan a fairly in depth review. To put it simply, I don't complete many single-player games, so for me to finish this game says something.
For anyone that has played the game, the ending is weak and I'm not talking about the story part. For the fight, all I had to do was stand there and fire. The damn thing never hit me and then it dropped only basic weapons. Totally robs any cool points for all the hard work.
For anyone that has played the game, the ending is weak and I'm not talking about the story part. For the fight, all I had to do was stand there and fire. The damn thing never hit me and then it dropped only basic weapons. Totally robs any cool points for all the hard work.
Tuesday, November 24, 2009
Aion May Be A Grind, But It Looks Good Doing It
Aion has released a "vision of the future" video and it looks fucking amazing.
Aion may get booed out of the stadium for being a grind, but everything I've seen about Aion makes it look like a great game. If this video is any indication of what's to come, I will still stick by my statement that Aion is the ! of Diku. Player housing? Epic (and I'm not talking Star Wars: The Old Republic epic here) battles? Cannons? Looks good to me.
Aion may get booed out of the stadium for being a grind, but everything I've seen about Aion makes it look like a great game. If this video is any indication of what's to come, I will still stick by my statement that Aion is the ! of Diku. Player housing? Epic (and I'm not talking Star Wars: The Old Republic epic here) battles? Cannons? Looks good to me.
Monday, November 23, 2009
Dragon Age Respecs
Rock, Paper, Shotgun has posted a "hack" to go ahead and reset a character's settings in Dragon Age: Origins. Better yet is this mod that accomplishes the same thing:
Of note: using the toolset may fuck up your game. Instead, use the really well-done and non-buggy Raven respec mod: http://social.bioware.com/project/469/ It refunds all talent/spell, skill and stat points, even taking into account those gained from a certain quest or from manuals.But, here's my opinion. Why is this not a part of the basic game? Its 2009, haven't game developers learned that players hate to be locked down to choices that could potentially turn out terribly?
Thursday, November 19, 2009
Initial Impressions: Left 4 Dead 2
Left 4 Dead 2 does the word sequel justice and delivers everything that was great about the original while adding to the experience in its own unique way. Left 4 Dead 2 is bigger, better, and badder. For some players, it is probably too much. For others, like myself, its exactly what we were looking for.
The immediate difference between the two are the main characters and the campaigns. The new characters and settings have no cross over to the original other than they exist within the same zombie apocalypse. The new characters are not as immediately lovable as the original, but they grow throughout the game. However, the campaigns are pure genius.
L4D1 had fairly mundane campaign settings and outside of one interesting moment on the tarmac at the airport, the game was all about the zombie killing. L4D2, building on epic moments, has included some great show stoppers. One level will have the survivors lighting up a stage at an abandoned rock concert to signal a chopper, while another will have the survivors retreading old paths now flooded by recent storms.
The brilliant part is that its not just the climaxes to the levels. Throughout each, there are a ton of great moments. However, words can not do these campaigns justice. They have to be played to be understood (or for a close runner-up experience for the Dark Carnival campaign, go watch Zombieland).
Also included are new weapons, the obvious additions being melee weapons. After a few hours of L4D2, its hard to think back to a swarming-zombie moment where I didn't have a katana or chainsaw sitting in reserve for that unfortunate moment when my ammo runs out. Sticking with movie references, see Shaun of the Dead for the importance of melee weapons during the zombie apocalypse.
With new campaigns, also comes new gameplay modes. In addition to the classic VS., co-op, and survival, a couple new game modes join the fray:
Scavenge: This is a VS. mode where the survivors have to collect gas cans to fill a generator while the Infected players attempt to stop them. The teams swap each round and the team with the most emptied cans wins.
Realism: This game mode will quickly have players hoping that a real zombie apocalypse doesn't occur anytime soon. There is no returning from death in this mode and everything is hidden from view (no glowing lines pointing out the ammo stack). This mode makes hardcore look carebear.
With the VS. game modes, come new infected, outlined below:
Charger: A hard charging brute that can grab and pound a survivor into the ground. A very much needed "speed" addition to the Infected team.
Jockey: An annoyingly small son of a bitch who can jump onto a survivor and control their movement. There is nothing like walking a survivor out the window of a 30 story building.
Spitter: A much needed, closet-camper punisher, the spitter lays down a pool of acid spittle that damages all survivors in its area of effect. The spitter is what L4D1 needed.
Boomette: A female version of the Boomer from L4D1.
There is no doubt that VS. mode in L4D2 heavily favors the Infected side. Fortunately, this is a good move. It adds bragging rights to finishing a campaign as the survivors and this time around the scoreboard actually feels like a competition. I never paid attention to the VS. score in L4D1, but since almost every L4D2 VS. match comes down to a few points, I constantly keep an eye on my progress trying to run a few more feet when all hope is lost (the farther a team makes it as survivors, the more points they get).
My only complaints with L4D2 so far are outside of the actual game. Some servers seem to suffer horrendous lag, even when they were able to run L4D1 without a hitch. Secondly, the matchmaking doesn't seem to have improved much as many of the games don't fill with players or in the case of VS. games, the sides become lopsided. The fix, as always, is to play with friends.
I plan to spend many hours playing L4D2, probably more than I spent with the original. At some point, I want to see the new infected and weapons integrated fully into the original campaigns and have everything accessible from launching a single version of L4D. I'm ashamed that I even thought about not playing this game. Its fucking awesome.
The immediate difference between the two are the main characters and the campaigns. The new characters and settings have no cross over to the original other than they exist within the same zombie apocalypse. The new characters are not as immediately lovable as the original, but they grow throughout the game. However, the campaigns are pure genius.
L4D1 had fairly mundane campaign settings and outside of one interesting moment on the tarmac at the airport, the game was all about the zombie killing. L4D2, building on epic moments, has included some great show stoppers. One level will have the survivors lighting up a stage at an abandoned rock concert to signal a chopper, while another will have the survivors retreading old paths now flooded by recent storms.
The brilliant part is that its not just the climaxes to the levels. Throughout each, there are a ton of great moments. However, words can not do these campaigns justice. They have to be played to be understood (or for a close runner-up experience for the Dark Carnival campaign, go watch Zombieland).
Also included are new weapons, the obvious additions being melee weapons. After a few hours of L4D2, its hard to think back to a swarming-zombie moment where I didn't have a katana or chainsaw sitting in reserve for that unfortunate moment when my ammo runs out. Sticking with movie references, see Shaun of the Dead for the importance of melee weapons during the zombie apocalypse.
With new campaigns, also comes new gameplay modes. In addition to the classic VS., co-op, and survival, a couple new game modes join the fray:
Scavenge: This is a VS. mode where the survivors have to collect gas cans to fill a generator while the Infected players attempt to stop them. The teams swap each round and the team with the most emptied cans wins.
Realism: This game mode will quickly have players hoping that a real zombie apocalypse doesn't occur anytime soon. There is no returning from death in this mode and everything is hidden from view (no glowing lines pointing out the ammo stack). This mode makes hardcore look carebear.
With the VS. game modes, come new infected, outlined below:
Charger: A hard charging brute that can grab and pound a survivor into the ground. A very much needed "speed" addition to the Infected team.
Jockey: An annoyingly small son of a bitch who can jump onto a survivor and control their movement. There is nothing like walking a survivor out the window of a 30 story building.
Spitter: A much needed, closet-camper punisher, the spitter lays down a pool of acid spittle that damages all survivors in its area of effect. The spitter is what L4D1 needed.
Boomette: A female version of the Boomer from L4D1.
There is no doubt that VS. mode in L4D2 heavily favors the Infected side. Fortunately, this is a good move. It adds bragging rights to finishing a campaign as the survivors and this time around the scoreboard actually feels like a competition. I never paid attention to the VS. score in L4D1, but since almost every L4D2 VS. match comes down to a few points, I constantly keep an eye on my progress trying to run a few more feet when all hope is lost (the farther a team makes it as survivors, the more points they get).
My only complaints with L4D2 so far are outside of the actual game. Some servers seem to suffer horrendous lag, even when they were able to run L4D1 without a hitch. Secondly, the matchmaking doesn't seem to have improved much as many of the games don't fill with players or in the case of VS. games, the sides become lopsided. The fix, as always, is to play with friends.
I plan to spend many hours playing L4D2, probably more than I spent with the original. At some point, I want to see the new infected and weapons integrated fully into the original campaigns and have everything accessible from launching a single version of L4D. I'm ashamed that I even thought about not playing this game. Its fucking awesome.
Tuesday, November 17, 2009
Saturday, November 14, 2009
5 Years of Change
As a gaming geek, I can't imagine my day to day life without World of Warcraft or Firefox. A little over five years ago, neither one existed. This month, both celebrate five happy years of existence.
With WoW's five year anniversary coming up later this month, The Escapist is running an interview with Rob Pardo:
Five years ago today, Mozilla announced the official release of Firefox 1.0. The open source Web browser has come a very long way since then and has achieved a level of popularity that few would have imagined possible.Its amazing how things come in twos on the Internet, this quote paralleling with WoW perfectly. Five years ago, NO ONE imagined the level of success that WoW has achieved. MMOGs went from communities of thousands, to millions in one giant leap.
With WoW's five year anniversary coming up later this month, The Escapist is running an interview with Rob Pardo:
World of Warcraft turns five this month, and we sat down with Blizzard VP of Game Design Rob Pardo to chat about the biggest triumphs and biggest mistakes of the mega-MMORPG, and why he's not worried that their new MMOG will kill it.The full interview is worth the read. It covers the casual vs. hardcore debate, without pulling any punches, which is quite amazing coming straight from a game developers mouth. Its not often we see questions like this levied in an interview:
If you weren't a designer, but a hardcore WoW raider, do you think you would think the game was too "casual" these days?My commentary can't do the interview justice. Catch the full transcript here.
Quite possibly. I have this theory that, when you're a really elite hardcore gamer, what you really want - what drives you - is that sense of competition; really having that gap between you and the less skilled, and more casual. That's what drives you, and that's not different no matter what game you're playing: WoW, Counterstrike, Warcraft III, games like that. You strive to make the gap as big as possible.
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