There is a stir in the online PC gaming community today over a EU court ruling that allows for the resale of digital licenses. Read up here. The important part of the ruling is: "Therefore, even if the licence agreement prohibits a further transfer, the rightholder can no longer oppose the resale of that copy." This is big news. HUGE news for software copyright. The immediate Internet conclusion is that Steam or any other digital distribution platform for games will have to allow end users to resell their games for profit. However, its all being taken too far in regards to digital distribution. This will not and cannot change anything with digital distribution.
I won't claim to be an expert in copyright law, but I do consider myself a logical thinker. Thinking this out a bit, I don't see anything in the ruling that forces a digital distribution platform to allow another user access to a game license bought by one of its other users. The license to a game can be transferred to another user, but access via a digital distribution platform is under a completely different license. The ruling may force the likes of Steam to allow user account sales, but it does not in any way look like it forces Steam to allow a different user access to a license you've resold. Theoretically, as you no longer own the license, Steam could deactivate your access to the game while the new owner is forced to procure the game files and installation methods independent of Steam.
In fact, it would be like buying a new game from Walmart and then having a law forcing Walmart to resell that game for the purchaser, deliver it to the new owners house, set it up for them and ensure it is in brand new cloned working order, and then provide all the monies to the original purchaser. It makes zero sense. Walmart sold you the game and if you resell it, it is up to you to figure out how to get it to the new owner and its then up to the new owner to have a method to use it.
Oh and there is a little United States Court of Appeals for the Ninth Circuit ruling (basically then upheld by the Supreme Court) for Vernor v Autodesk in the good ole' US of A which pretty much puts the kibosh on the reselling of software licenses.
Even if we were in fairy-tale land and the resale of used digital games was allowed, I wouldn't want it. The sale of used physical copies of games already forced developers into the models we currently have. Downloadable content (DLC) and the piecemeal sale of games is a direct result of developers looking at ways to get around used game sales. Every developer now is building or has built online service platforms around their game franchises to lock features behind pay walls.
I much prefer the path the PC gaming industry is actually on: free 2 play (F2P). Players want to pay for games and are more than willing to happily spend away on games that keep them engaged. The F2P model allows them to try before they buy and then show the developer in a tangible way what they like about the game.
There is so much doom-casting about the current gaming industry that we are all missing the fact that the PC gaming industry has completely transformed itself over the past two years. Reselling of digital licenses for digital games would be a huge derailment.
Tuesday, July 03, 2012
Thursday, June 28, 2012
Friday, June 08, 2012
Rift is World of Warcraft
Rift may be a completely different game than World of Warcraft, but I will never know. I've played two hours of Rift and had I not seen the title screen, I would have thought I was playing World of Warcraft. This is the same thought I had while playing Aion. The same thought that made me shriek in horror when I finally got to play "the game that shall not be named". It annoys me that so many games have copied World of Warcraft and not just copied ideas, but cloned wholesale everything about World of Warcraft. It is so bad that the games are all using the same text color to identify different levels of loot. The font used looks almost exactly the same. The icon shapes. On and on and on this goes.
There has been a long running discussion that World of Warcraft just copied Everquest which just copied DIKU MUD and therefore the current flood of WoW clones is expected. I disagree with this line of thinking. Everquest's biggest achievement is that it brought the DIKU MUD to 3D graphics. Other than that, I would argue Everquest was a pretty terrible game. World of Warcraft's biggest achievement was that it refined the DIKU model into something that made sense with a massively online game that is beyond a doubt one of the best games ever released. Secondly, WoW brought MMO to the mainstream.
These other games: Rift, Aion, etc. They are all clones; none of them bringing anything significant to the genre. They aren't even trying to bring something to the genre. They are all fighting to carve out a piece of the table scraps of players that Blizzard ends up shoving off the table where they keep the money hats.
Does this make these games bad? Not really, but after an hour of playing Aion I was done; having decided if I wanted this experience I would just go back to play World of Warcraft. Rift? Same story.
Yet, the worst part is each and every game tries to sell itself as though its the "next big thing". That its ONE THING IT WILL DO DIFFERENTLY is the NEXT PILLAR OF WHAT IS GOOD IN GAMES. It's annoying. These developer's need to just shut up and tell gamers that they really liked World of Warcraft and wanted to make a game that emulates it. I would be far less pissed off about the state of the MMO industry if the big players would just come out and admit they are riding WoW's coattails
Rift is World of Warcraft. I don't care if the game gets better in the later levels or has some whiz-bang new idea that you get to enjoy at some point. Give me something different that as soon as I start playing the LAST thing I think of is the other game I played before it. When I played DOTA 2, I didn't think "oh man, this is League of Legends". DOTA 2 is it's own game. It defines itself as something unique. AND DOTA 2 IS A LITERAL CLONE OF ANOTHER GAME!
Fuck it, Valve make me a god damned MMO already.
There has been a long running discussion that World of Warcraft just copied Everquest which just copied DIKU MUD and therefore the current flood of WoW clones is expected. I disagree with this line of thinking. Everquest's biggest achievement is that it brought the DIKU MUD to 3D graphics. Other than that, I would argue Everquest was a pretty terrible game. World of Warcraft's biggest achievement was that it refined the DIKU model into something that made sense with a massively online game that is beyond a doubt one of the best games ever released. Secondly, WoW brought MMO to the mainstream.
These other games: Rift, Aion, etc. They are all clones; none of them bringing anything significant to the genre. They aren't even trying to bring something to the genre. They are all fighting to carve out a piece of the table scraps of players that Blizzard ends up shoving off the table where they keep the money hats.
Does this make these games bad? Not really, but after an hour of playing Aion I was done; having decided if I wanted this experience I would just go back to play World of Warcraft. Rift? Same story.
Yet, the worst part is each and every game tries to sell itself as though its the "next big thing". That its ONE THING IT WILL DO DIFFERENTLY is the NEXT PILLAR OF WHAT IS GOOD IN GAMES. It's annoying. These developer's need to just shut up and tell gamers that they really liked World of Warcraft and wanted to make a game that emulates it. I would be far less pissed off about the state of the MMO industry if the big players would just come out and admit they are riding WoW's coattails
Rift is World of Warcraft. I don't care if the game gets better in the later levels or has some whiz-bang new idea that you get to enjoy at some point. Give me something different that as soon as I start playing the LAST thing I think of is the other game I played before it. When I played DOTA 2, I didn't think "oh man, this is League of Legends". DOTA 2 is it's own game. It defines itself as something unique. AND DOTA 2 IS A LITERAL CLONE OF ANOTHER GAME!
Fuck it, Valve make me a god damned MMO already.
Sunday, June 03, 2012
Silent on Guild Wars 2
A week doesn't seem to go by without someone buzzing me and asking why I'm so silent on Guild Wars 2. Some have gone as far as to scream in my general direction that "IT IS EVERYTHING WARHAMMER ONLINE WAS SUPPOSED TO BE!!!". To be honest, and to admit this for the first time publicly, I'm still a little butt hurt over Warhammer Online and it's epic shortcomings. I've sworn off caring about big-name MMOs until I get my hands on them and the NDAs have dropped. With that said, I do agree that GW2 is shaping up to be what Warhammer Online should have been, but with so much more going for it.
While I don't believe I ever blindly bought into the hype of Warhammer Online, I am certainly a victim of foolishly believing the game was more finished than it turned out to be. I still maintain to this day that Warhammer Online put all the pieces together for a great MMO, but forgot to add the glue and nails that would keep it all together. Band aids could only hold that sinking ship together for so long (surprisingly it's still not Free 2 Play).
Warhammer's failures put GW2's features into perspective. Simple things such as allowing instant access to end-game PvP zones, PvE content in the PvP zones, and having PvP objectives outside of just killing other players would not mean as much (to me) had it not been for Warhammer Online's complete opposites. Warhammer Online allows me to smile a little bit inside every time I watch or read a new bit of information about GW2.
Another small area of pleasure is looking at GW2's World vs World (WvW), most directly comparable to Realm vs Realm from Warhammer Online. Unlike Warhammer Online; GW2 took an interesting path to get to its WvW system. Instead of distinct races/areas dividing the "teams", GW2 simply pits server against server. Each server has the exact same world, characters, and classes that the other servers have. This instantly strikes a balance and the conflict comes down to numbers and grand strategy to decide the victors. Throw in a bit of match making to re-balance equally skilled servers together and the forumla looks solid.
Matter of fact, GW2 looks solid as a whole (even in it's beta stage). And this is why I am silent. This is why I've stopped clawing to watch every new video or story that is released. I have yet to even pre-order the game. I want as much of GW2 to be fresh to me as possible. Hopefully that will limit the butt hurt this time around on another promising MMO.
While I don't believe I ever blindly bought into the hype of Warhammer Online, I am certainly a victim of foolishly believing the game was more finished than it turned out to be. I still maintain to this day that Warhammer Online put all the pieces together for a great MMO, but forgot to add the glue and nails that would keep it all together. Band aids could only hold that sinking ship together for so long (surprisingly it's still not Free 2 Play).
Warhammer's failures put GW2's features into perspective. Simple things such as allowing instant access to end-game PvP zones, PvE content in the PvP zones, and having PvP objectives outside of just killing other players would not mean as much (to me) had it not been for Warhammer Online's complete opposites. Warhammer Online allows me to smile a little bit inside every time I watch or read a new bit of information about GW2.
Another small area of pleasure is looking at GW2's World vs World (WvW), most directly comparable to Realm vs Realm from Warhammer Online. Unlike Warhammer Online; GW2 took an interesting path to get to its WvW system. Instead of distinct races/areas dividing the "teams", GW2 simply pits server against server. Each server has the exact same world, characters, and classes that the other servers have. This instantly strikes a balance and the conflict comes down to numbers and grand strategy to decide the victors. Throw in a bit of match making to re-balance equally skilled servers together and the forumla looks solid.
Matter of fact, GW2 looks solid as a whole (even in it's beta stage). And this is why I am silent. This is why I've stopped clawing to watch every new video or story that is released. I have yet to even pre-order the game. I want as much of GW2 to be fresh to me as possible. Hopefully that will limit the butt hurt this time around on another promising MMO.
Wednesday, May 30, 2012
Initial Impressions: Salem
I've gotten about an hour to click around in the Salem beta. There is something to be said for games that offer no hand holding and require their users to look up a guide just to create a character. I'm not talking about a guide for figuring out what the best stats are; I'm talking about a guide that explains on what and where to click so the player can even get to the point where they get to make a decision. Salem is more of an idea than a game currently, but hot damn, what a brilliant idea it is.
The first thought that hit me when starting off in Salem (aside from trying to figure out why someone would want to sell me crickets in Boston) was that Salem is Ultima Online (UO) set in Massachusetts. I was immediately brought back to my early days of UO: no idea what I'm doing, no idea where to go, random wandering in the countryside clicking on every object I can interact with, stumbling over other player's homes and settlements, and a constant fear the next person I see on screen is going to lead to my death at the hands of a murderer. All of these elements are present in Salem.
The only problem is, unlike UO, there isn't really a clear "this does this and that does that". UO was a fantasy game and it was easy to piece together that a sword slashed and a fireball was flung. In Salem, the setting is colonial Boston (aka the New World) and the associated lore may as well be a foreign language. Salem makes no attempt (that I could find) to explain anything. A player that is unwilling to venture to the beta forums or a spoiler website is in for a rough experience.
To make matters worse the UI is terrible. Nothing works as expected outside of the grid-based inventory and character portrait. Skills aren't explained and accidental clicks result into investment into skills which may or may not be implemented yet. The mini map does not seem to rotate with the player's positioning and direction making guided travel a lesson in frustration. Fortunately, the UI is open to modders and there are already some decent UI mods out there (which I've yet to try out).
Add into the mix some bugs such as maple leaves not re-spawning and the inexperienced player is quickly lost on what they are expected to do. Then Joe Blow shows up and murders them, permanantly killing the player's character.
This all should add up to a giant pile of rage-quit, but for some reason the more I clicked around the more I became intrigued. The overall puzzle of "what the fuck am I supposed to do!" wasn't unraveling, but I found myself setting goals for myself. For example, I found I could harvest branches which I could then use to build piles of logs which I could then use my tinder box on to start a fire (though the whole build process is a mystery to me).
I'm very curious about Salem now. With a better UI and some effort invested in explaining the game to players, it has potential. I'd also add in that Salem is clearly in an alpha stage, not a beta stage. Its very difficult to test something that doesn't seem to be anywhere near finished.
The first thought that hit me when starting off in Salem (aside from trying to figure out why someone would want to sell me crickets in Boston) was that Salem is Ultima Online (UO) set in Massachusetts. I was immediately brought back to my early days of UO: no idea what I'm doing, no idea where to go, random wandering in the countryside clicking on every object I can interact with, stumbling over other player's homes and settlements, and a constant fear the next person I see on screen is going to lead to my death at the hands of a murderer. All of these elements are present in Salem.
The only problem is, unlike UO, there isn't really a clear "this does this and that does that". UO was a fantasy game and it was easy to piece together that a sword slashed and a fireball was flung. In Salem, the setting is colonial Boston (aka the New World) and the associated lore may as well be a foreign language. Salem makes no attempt (that I could find) to explain anything. A player that is unwilling to venture to the beta forums or a spoiler website is in for a rough experience.
To make matters worse the UI is terrible. Nothing works as expected outside of the grid-based inventory and character portrait. Skills aren't explained and accidental clicks result into investment into skills which may or may not be implemented yet. The mini map does not seem to rotate with the player's positioning and direction making guided travel a lesson in frustration. Fortunately, the UI is open to modders and there are already some decent UI mods out there (which I've yet to try out).
Add into the mix some bugs such as maple leaves not re-spawning and the inexperienced player is quickly lost on what they are expected to do. Then Joe Blow shows up and murders them, permanantly killing the player's character.
This all should add up to a giant pile of rage-quit, but for some reason the more I clicked around the more I became intrigued. The overall puzzle of "what the fuck am I supposed to do!" wasn't unraveling, but I found myself setting goals for myself. For example, I found I could harvest branches which I could then use to build piles of logs which I could then use my tinder box on to start a fire (though the whole build process is a mystery to me).
I'm very curious about Salem now. With a better UI and some effort invested in explaining the game to players, it has potential. I'd also add in that Salem is clearly in an alpha stage, not a beta stage. Its very difficult to test something that doesn't seem to be anywhere near finished.
Tuesday, May 22, 2012
I am not dead and I am not playing Diablo 3
So quit asking unless you are going to buy me a copy of Diablo 3.
And seriously, as I've tweeted, my garden is taking up a lot of time this year. Outside of my family, my interests are Green Bay Packers > Gaming > Gardening. Spring is a busy time for the latter and I've up-scaled my gardening this year (pretend I have like maxed my farming skill in the MMO known as RL).
And seriously, as I've tweeted, my garden is taking up a lot of time this year. Outside of my family, my interests are Green Bay Packers > Gaming > Gardening. Spring is a busy time for the latter and I've up-scaled my gardening this year (pretend I have like maxed my farming skill in the MMO known as RL).
Saturday, May 05, 2012
DOTA2 vs League of Legends
For a bit of background, I have a few hundred League of Legends games under my level 27 summoner's belt on both the classic (DOTA-like) map and the new Dominion (capture the flag) map. I have about 20 games under my belt in DOTA 2. I do not play ranked matches in either game and mainly rely on public match-making via the solo queues. As fair warning, I am not a DOTA 2 or LoL expert. These are my observations from the view of a casual player.
Graphics:
LoL offers stylized (aka cartoony) graphics which hold up over time. DOTA 2 features more "realistic" fantasy visuals. If I had subcategories, I would give DOTA 2 the nod for excellent attack/spell animations. LoL would get a bonus for it's cleaner graphical play which makes spectating games easier.
Game Client:
DOTA 2's client is a glorious thing to behold. It is a one stop shop for the digital DOTA 2 consumer featuring games to jump into and spectate, player profiles, news, hero information, and more. LoL's game client is serviceable, but is split from the actual game. It is based on Adobe Air which I've found to be less than reliable. However, Riot Games has continued to improve the LoL client.
User Interface:
The UI of each game is almost the same. Both work equally well. I'm a bit disapointed that neither game has opened their UIs up to modders, but I suspect that is in an attempt to keep UI mods from giving unfair advantages.
Customization:
While LoL's user interface is perfectly serviceable and almost identical to that of DOTA 2, there are far, far more customizations that can be made to DOTA 2. DOTA 2 player's can save their configurations instead of having to set them by hand each game as is needed in LoL.
Map(s) and Game Types:
LoL offers three different maps with three game types to DOTA 2's single map and game type. One of LoL's maps, The Crystal Scar, offers completely new game play mode with a capture point game type (the other two LoL maps are still Defense of the Ancient (DOTA) ). Some may say DOTA-like games do not need any more maps, but I would strongly disagree with that after having played many games on The Crystal Scar in LoL.
Heroes:
While I like a lot of LoL's hero designs, I can't help but gawk at DOTA 2 for the sheer audacity with which some of the heroes are designed. There is completely broken-in-normal-game heroes in DOTA 2 and it's all part of the design. DOTA 2 features a lot more unique and definitive play mechanics and the attack animations are much better.
At the same time, LoL has a much better grip on balance for the casual player. It is much clearer why a player or team is dominating a match with a certain hero. The hero designs are also much closer to one another making it easier to cross over and play something else.
Items:
I think LoL's items are a) simple to understand and b) in the same shop. DOTA 2 may have great items, but its daunting for a casual player to keep track of some of the more intrinsic items. DOTA 2 also has regular and secret shops, with recipes to make items and couriers to bring items from the shops to the players. This all leads to making DOTA 2's items a very frustrating experience at times.
Overall Game Play:
LoL offers more variety than DOTA 2 in regards to game play experiences. The multiple maps are the start, but Riot Games has also pushed to open up all aspects of the game for the majority of their heroes. Jungling is a real possibility with almost any LoL hero these days. LoL also stepped away from some things such as the secret shop and denying, both of which still don't make much sense to me in DOTA 2.
DOTA 2 is still a very, very solid game. It's distinct enough to offer a separate play experience from that of LoL. However, Valve is clearly leaning towards the hardcore players and sticking to the true DOTA experience for DOTA 2.
From a casual perspective, LoL is the better option. From a "complete package" perspective, DOTA 2 has the better shot and it's still in BETA! Interestingly, LoL can fix its "not a complete package" problem where as Valve has all but stated that DOTA 2 isn't going to relent on the design aspects that make it less-than-ideal for casual players.
At the end of the day both games still offer a hell of an experience and both are Free 2 Play. I recommend anyone interested check out both before making a decision on which one to commit to (well that is if you can get into the DOTA 2 beta).
Graphics:
LoL offers stylized (aka cartoony) graphics which hold up over time. DOTA 2 features more "realistic" fantasy visuals. If I had subcategories, I would give DOTA 2 the nod for excellent attack/spell animations. LoL would get a bonus for it's cleaner graphical play which makes spectating games easier.
Game Client:
DOTA 2's client is a glorious thing to behold. It is a one stop shop for the digital DOTA 2 consumer featuring games to jump into and spectate, player profiles, news, hero information, and more. LoL's game client is serviceable, but is split from the actual game. It is based on Adobe Air which I've found to be less than reliable. However, Riot Games has continued to improve the LoL client.
User Interface:
The UI of each game is almost the same. Both work equally well. I'm a bit disapointed that neither game has opened their UIs up to modders, but I suspect that is in an attempt to keep UI mods from giving unfair advantages.
Customization:
While LoL's user interface is perfectly serviceable and almost identical to that of DOTA 2, there are far, far more customizations that can be made to DOTA 2. DOTA 2 player's can save their configurations instead of having to set them by hand each game as is needed in LoL.
Map(s) and Game Types:
LoL offers three different maps with three game types to DOTA 2's single map and game type. One of LoL's maps, The Crystal Scar, offers completely new game play mode with a capture point game type (the other two LoL maps are still Defense of the Ancient (DOTA) ). Some may say DOTA-like games do not need any more maps, but I would strongly disagree with that after having played many games on The Crystal Scar in LoL.
Heroes:
While I like a lot of LoL's hero designs, I can't help but gawk at DOTA 2 for the sheer audacity with which some of the heroes are designed. There is completely broken-in-normal-game heroes in DOTA 2 and it's all part of the design. DOTA 2 features a lot more unique and definitive play mechanics and the attack animations are much better.
At the same time, LoL has a much better grip on balance for the casual player. It is much clearer why a player or team is dominating a match with a certain hero. The hero designs are also much closer to one another making it easier to cross over and play something else.
Items:
I think LoL's items are a) simple to understand and b) in the same shop. DOTA 2 may have great items, but its daunting for a casual player to keep track of some of the more intrinsic items. DOTA 2 also has regular and secret shops, with recipes to make items and couriers to bring items from the shops to the players. This all leads to making DOTA 2's items a very frustrating experience at times.
Overall Game Play:
LoL offers more variety than DOTA 2 in regards to game play experiences. The multiple maps are the start, but Riot Games has also pushed to open up all aspects of the game for the majority of their heroes. Jungling is a real possibility with almost any LoL hero these days. LoL also stepped away from some things such as the secret shop and denying, both of which still don't make much sense to me in DOTA 2.
DOTA 2 is still a very, very solid game. It's distinct enough to offer a separate play experience from that of LoL. However, Valve is clearly leaning towards the hardcore players and sticking to the true DOTA experience for DOTA 2.
From a casual perspective, LoL is the better option. From a "complete package" perspective, DOTA 2 has the better shot and it's still in BETA! Interestingly, LoL can fix its "not a complete package" problem where as Valve has all but stated that DOTA 2 isn't going to relent on the design aspects that make it less-than-ideal for casual players.
At the end of the day both games still offer a hell of an experience and both are Free 2 Play. I recommend anyone interested check out both before making a decision on which one to commit to (well that is if you can get into the DOTA 2 beta).
Thursday, May 03, 2012
The 3 MMOs you ARE NOT paying attention to, but should be
Salem
Features: crafting/building focus, perma-death, open PvP, set in colonial New England (aka The New World), free 2 play, "generations"
The developers have been very clear that this game is about freedom. They are removing the "grindy" parts of MMOs to get the players to the "end game". Players logging in on day one are in the "end game" and participating in the community.
With freedom comes consequence. A prime example is the idea that there will be forests in the game that players can clear. Clear an entire forest and waste the wood on something, players are out of wood in that area. This fits right in with the focus of the game's narrative: the New World. Players will be focused on building and expanding in the new territory and that will open all kinds of avenues for teamwork and competitive play.
The discussion of freedom extends further when you start talking about open PvP and the fact the game will feature perma death. A player's character can be murdered, never to be seen again, but only if the "murdering" player consciously makes that decision. Incidental murder will not be possible and being flagged a murderer will be a very troubling position to be in when you are caught.
This all sounds a bit out there, but the developers have experience in the perma-death, crafting/building MMO realm. They already run Haven and Hearth, Salem's predecessor that has executed and learned from most of these ideas.
Lastly, Salem is going to be free 2 play (F2P) which should allow for anyone curious to get their feet wet.
Dominus
UPDATE: Apparently I missed the fact that as of Monday, Dominus has shut down due to lack of funding. This was completely out of the blue for a game that was charging ahead towards a beta and eventual release.
Features: three-faction "realm vs realm" (though legally they cannot call it that), SWG-style gathering
If Star Wars Galaxies and Dark Age of Camelot (DAoC) had a love child, it would be Dominus (formerly Prime Online: The Battle for Dominus).
Dominus, based in a SciFi setting, will feature three-faction warfare along with an in depth crafting and exploration system where resources will be unique to an area and be finite (in the fact they could be gathered into extinction).
The game is also being geared towards PvP combat with the three factions battling it out for control of zones and areas similar to DAoC frontiers. There will also be a bounty system where players can hunt individual targets or live with one foot in the grave by carrying a large bounty on their head.
Dominus also marks the return of Sanya Thomas (now Sanya Weathers), of DAoC fame, back to the MMO community manager standpoint. If you haven't followed MMOs for a long time, you may have missed the fact she pretty much invented how modern day community management is done for an MMO.
Otherlands
Features: based on Otherlands book series by Tad Williams, SciFi and Fantasy combined (or really any sort of world they want to add as Otherlands is really a metaverse capable of any idea that can be thought up), eDNA system, free 2 play
While Dominus and Salem have received a bit of press and a small mentioning in some notable blogs, Otherlands on the other hand has received almost no attention. And that's a damn shame because the Otherlands books by Tad Williams are a superb read. Not to mention the game is shaping up to be an excellent free 2 play MMO experience.
The Otherlands is a meta-verse in which users log in and have experiences in various worlds. Everything from World War I to swords and sorcery fantasy is covered. The areas in the game will be varied from the main meta-verse hub to a fantasy world that grew out of a chess board and features a giant floating game of chess happening in the sky (and that description doesn't even come close to doing the area in question justice. Watch this video to learn more about the chess board zone.)
The important thing to understand is that the zones in the game are "simulations" and therefore are not meant to simulate a "real" world. Things can be serious or exaggerated and it all fits into the game's lore. Rules in the simulations can be bent and broken, changed, or given context. Its really a perfect fit for an MMO.
Another neat feature is non-static NPCs. NPCs will be on life cycles where they actually travel and have things to do. A fisherman will go to fish, a baker will go to buy flour, etc.
However, the coolest thing going for Otherlands is the idea of eDNA and the MyLand feature. The basic premise is players will be able to find something in a simulation (aka zone) and take a copy of it's eDNA which can then be brought back to their MyLand zone to transplant a copy. Its MMO housing on steroids and this is one MMO where instanced housing zones make complete and logical sense.
If there is any MMO that I'm excited about these days it is Otherlands.
Features: crafting/building focus, perma-death, open PvP, set in colonial New England (aka The New World), free 2 play, "generations"
The developers have been very clear that this game is about freedom. They are removing the "grindy" parts of MMOs to get the players to the "end game". Players logging in on day one are in the "end game" and participating in the community.
With freedom comes consequence. A prime example is the idea that there will be forests in the game that players can clear. Clear an entire forest and waste the wood on something, players are out of wood in that area. This fits right in with the focus of the game's narrative: the New World. Players will be focused on building and expanding in the new territory and that will open all kinds of avenues for teamwork and competitive play.
The discussion of freedom extends further when you start talking about open PvP and the fact the game will feature perma death. A player's character can be murdered, never to be seen again, but only if the "murdering" player consciously makes that decision. Incidental murder will not be possible and being flagged a murderer will be a very troubling position to be in when you are caught.
This all sounds a bit out there, but the developers have experience in the perma-death, crafting/building MMO realm. They already run Haven and Hearth, Salem's predecessor that has executed and learned from most of these ideas.
Lastly, Salem is going to be free 2 play (F2P) which should allow for anyone curious to get their feet wet.
Dominus
UPDATE: Apparently I missed the fact that as of Monday, Dominus has shut down due to lack of funding. This was completely out of the blue for a game that was charging ahead towards a beta and eventual release.
Features: three-faction "realm vs realm" (though legally they cannot call it that), SWG-style gathering
If Star Wars Galaxies and Dark Age of Camelot (DAoC) had a love child, it would be Dominus (formerly Prime Online: The Battle for Dominus).
Dominus, based in a SciFi setting, will feature three-faction warfare along with an in depth crafting and exploration system where resources will be unique to an area and be finite (in the fact they could be gathered into extinction).
The game is also being geared towards PvP combat with the three factions battling it out for control of zones and areas similar to DAoC frontiers. There will also be a bounty system where players can hunt individual targets or live with one foot in the grave by carrying a large bounty on their head.
Dominus also marks the return of Sanya Thomas (now Sanya Weathers), of DAoC fame, back to the MMO community manager standpoint. If you haven't followed MMOs for a long time, you may have missed the fact she pretty much invented how modern day community management is done for an MMO.
Otherlands
Features: based on Otherlands book series by Tad Williams, SciFi and Fantasy combined (or really any sort of world they want to add as Otherlands is really a metaverse capable of any idea that can be thought up), eDNA system, free 2 play
While Dominus and Salem have received a bit of press and a small mentioning in some notable blogs, Otherlands on the other hand has received almost no attention. And that's a damn shame because the Otherlands books by Tad Williams are a superb read. Not to mention the game is shaping up to be an excellent free 2 play MMO experience.
The Otherlands is a meta-verse in which users log in and have experiences in various worlds. Everything from World War I to swords and sorcery fantasy is covered. The areas in the game will be varied from the main meta-verse hub to a fantasy world that grew out of a chess board and features a giant floating game of chess happening in the sky (and that description doesn't even come close to doing the area in question justice. Watch this video to learn more about the chess board zone.)
The important thing to understand is that the zones in the game are "simulations" and therefore are not meant to simulate a "real" world. Things can be serious or exaggerated and it all fits into the game's lore. Rules in the simulations can be bent and broken, changed, or given context. Its really a perfect fit for an MMO.
Another neat feature is non-static NPCs. NPCs will be on life cycles where they actually travel and have things to do. A fisherman will go to fish, a baker will go to buy flour, etc.
However, the coolest thing going for Otherlands is the idea of eDNA and the MyLand feature. The basic premise is players will be able to find something in a simulation (aka zone) and take a copy of it's eDNA which can then be brought back to their MyLand zone to transplant a copy. Its MMO housing on steroids and this is one MMO where instanced housing zones make complete and logical sense.
If there is any MMO that I'm excited about these days it is Otherlands.
Tuesday, May 01, 2012
Friday, April 20, 2012
DOTA 2 will be Free 2 Play
Gabe Newell let slip that DOTA 2 will be free 2 play, but with a twist.
“It’s going to be free-to-play — it’ll have some twists, but that’s the easiest way for people to think about it,” he revealed.
“The issue that we’re struggling with quite a bit is something I’ve kind of talked about before, which is how do you properly value people’s contributions to a community?,” he mentioned when asked about what kind of “twist ” players can expect from the game.
“We’re trying to figure out ways so that people who are more valuable to everybody else [are] recognized and accommodated.
“We all know people where if they’re playing we want to play, and there are other people where if they’re playing we would be on the other side of the planet.
“It’s just a question of coming up with mechanisms that recognize and reward people who are doing things that are valuable to other groups of people,” he added.
He said that the free-to-play model Valve has in mind for DOTA 2 is completely unique and hasn’t been done before.
“When you start thinking about the different games that people play and you try to think about how people can create value or a service in one game and benefit somebody in a different game, you can start to see how the different games sort knit together,” Newell said.
“[You can see] how somebody who really likes Team Fortress 2 (TF2) can still be creating value for somebody who is playing DOTA 2 or Skyrim, or if somebody is a creator in one space how it can translate into another.
“In a sense, think of individual games as instance dungeons of a larger experience, if that makes sense as a concept.”
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