tag:blogger.com,1999:blog-274696769271708622010-02-05T23:02:34.028-05:00Gaming MassivelyDavidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.comBlogger220125tag:blogger.com,1999:blog-27469676927170862.post-72987992274767074882010-02-05T22:57:00.002-05:002010-02-05T23:02:34.038-05:00Closing downWell, Blogger has announced they will <a href="http://buzz.blogger.com/2010/01/important-note-to-ftp-users.html">no longer allow FTP blogs</a> (meaning blogs that are copied to a remote server, like the one hosting my website). Combine that with a general disinterest in blogging right now (I'm much too busy on other fronts) and I figure it's time to close this one down. I haven't had a lot of luck with the games I've chosen, although I did enjoy World of Warcraft for a time. Right now there's nothing on the horizon that I see as being particularly interesting - the big name stuff right now doesn't interest me much - I think I'm waiting for a hardware revolution (iPad MMOs, maybe?) to really draw me back in. So, thanks for coming by, and maybe I'll see you around the intertubes!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-7298799227476707488?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-9457128050863680532009-12-19T23:12:00.002-05:002009-12-19T23:18:54.013-05:00D&D Offline?So in a bit of 'stupid IP laws screw with us all' drama, it <a href="http://www.tomshardware.com/news/Hasbro-Atari-Dungeons-Dragons-MMORPG,9293.html">seems</a> the people who own the D&D rights are suing the people who licensed the D&D rights and made an MMO out of them. If they prevail, the game would be in what could only be called 'a world of hurt'. Depending on how acrimonious things get, this could probably go either way - the rights could be re-licensed, money change hands, and things continue, or, if the two companies decide they really hate each other, we could see D&D Online go away. This would seem to be a very good reason to create (or own fully) your own IP when you create an MMO.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-945712805086368053?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-57705993539465122282009-12-11T00:44:00.001-05:002009-12-11T00:46:17.988-05:00Stargate newsSo it looks like we get <a href="http://www.massively.com/2009/12/09/cheyenne-mountain-entertainment-reveals-stargate-shooter-instead/">a shooter instead of an MMO</a>. Not perfect, but a good use of something that's already been developed!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-5770599353946512228?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-750330336760210342009-11-20T00:24:00.003-05:002009-11-20T00:26:30.562-05:00Stargate?! Still!Well, a post over at Massively seems to indicate <a href="http://www.massively.com/2009/11/16/stargate-worlds-were-still-kicking-the-pics-prove-it/">Stargate Worlds is still kicking</a>. I hope so, on general principle - no game should make it almost out the door, only to fail at the finish line due to cash flow.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-75033033676021034?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-63022147357797401932009-11-04T22:23:00.002-05:002009-11-04T22:33:09.793-05:00reinventionI was recently reading a post on Bio-Break about <a href="http://biobreak.wordpress.com/2009/11/03/my-private-war/">strategies to revitalize Warhammer</a>. And I got to thinking about the shiny-chasers - you know, the gamers (I fear I may be one) who chase each new game, try it, become disillusioned, and leave, never to return. And I wondered about the chances of revitalizing a game, using strategies aimed at the gamers you originally lost. I think it can't be done that way. I think a game (an MMO, to be precise) gets one shot to get the hardcore gamers, and ninety-eight percent of them blow that chance. But it seems like we're now seeing some methods for revitalization that are working - moving to a free-to-play model, for example, brings in a whole group of people who won't pay $15 a month, but who might pay something. And it brings back a small percent, I think, of the original wave, who come because they can (it's free, right?) There's also the Eve method of revitalization, which isn't really a method, nor really a revitalization - they just keep going, and after a while people come because, let's face it, people like polish, and polish takes time, and if you just keep at it long enough your game will acquire polish (assuming any level of competence and assuming you don't completely destroy the game (Star Wars Galaxies, anyone?)) But I'm not sure that expecting the people you attract at the beginning of the cycle to come back is ever a good plan - but then, I'm not totally clear you ever wanted those folks in the first place - WoW certainly seems to do better with care bears.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-6302214735779740193?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-19708358874631601882009-10-30T19:01:00.003-04:002009-10-30T19:02:30.526-04:00free WAR?Well, not all of it is free, but <a href="http://www.massively.com/2009/10/30/mythic-removes-time-limit-on-war-free-trial">apparently</a> now you can play the first tier (12 levels, I guess?) for free. I may have to add this to my list of 'games I finally get around to trying out'!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-1970835887463160188?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-44025697212361842302009-10-16T07:45:00.004-04:002009-10-16T21:45:25.854-04:00DDOThere's an <a href="http://arstechnica.com/gaming/news/2009/10/ddo-free-to-play.ars">article</a> up at Ars which is rather timely (for me), all about how Dungeons and Dragons Online has gone free to play, and how that business model is working out just fine for them. It's timely because I just downloaded the client last week, and if I ever get free time again I hope to see how the game works out.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-4402569721236184230?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-77514200967433837262009-10-05T23:40:00.002-04:002009-10-06T00:00:52.884-04:00not dead yet, sir40 years of Monty Python. Amazing!<br /><br />Anyhoo, I'm really not deceased or anything. I just really haven't seen anything that caught my fancy. Tobold's <a href="http://tobolds.blogspot.com/2009/10/gini-coefficient-of-mmorpgs.html">recent post</a> on the GENI of WoW was pretty impressive, and I was taken by the <a href="http://gamegenus.blogspot.com/2009/09/free-realms-demographics.html">Free Realms demographics</a> posted at Game Genus, and I see a few folks talking about <a href="http://www.alganon.com/">Alganon</a> (which is, I presume, a game where you get really smart the first half, then really dumb, then you die - doesn't seem like it'll sell very well to me!)(<a href="http://en.wikipedia.org/wiki/Flowers_for_algernon">for those that don't get it</a>)<br /><br />So I'll keep watching, and waiting. Innovation will happen - it just may take another year or so....<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-7751420096743383726?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-69925310702292632082009-09-22T16:59:00.003-04:002009-09-22T17:02:02.683-04:00Turbine developing for the consoleAccording to an <a href="http://www.tomsguide.com/us/Turbine-MMOG-Game-Xbox-PlayStation,news-4693.html">article</a> on Tom's, Turbine has already spent 20 million dollars developing basic infrastructure for a new console-based MMO. That's serious cash, though it has to be noted a few million doesn't go as far as it used to. The article speculates they might be building new gameplay models which are console specific (which wouldn't be a terrible idea, considering how different consoles are from PCs).<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-6992531070229263208?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-35163741921682012272009-08-31T23:57:00.002-04:002009-09-01T00:36:20.610-04:00MMOs and Consoles: a Winning Combination?<a href="http://games.slashdot.org/story/09/08/31/2036239/Xbox-360-Version-of-Champions-Online-Being-Held-Back-By-MS">Slashdot</a> pointed me to an <a href="http://www.vg247.com/2009/08/28/vg247-podcast-6-cryptic-boss-on-champions-online-ellie-gibson-on-gamescom/">interview</a> with Cryptic Studios' Jack Emmert, in which he <a href="http://www.vg247.com/2009/08/28/ms-foot-dragging-on-360-mmos-is-baffling-says-cryptic-boss/">says</a> that Microsoft is holding up the 360 release of Champions Online due to not being quite sure how to handle it (vis-a-vis XBox Live). I wonder if this is another facet of what seems like the on-going 'MMO on consoles not happening' saga. I feel like, given the number of console owners, MMOs should be a bigger presence on them than they are. Of course, there's the <a href="http://games.slashdot.org/story/09/08/18/1411225/The-Problems-With-Porting-Games?art_pos=7">complexity of development</a> and all that, but <a href="http://www.bit-tech.net/gaming/2009/08/18/the-problem-with-porting-games/1">given that</a> "around 90 per cent of the game code is shared between platforms", it doesn't seem insurmountable. On the other hand, that article also notes <a href="http://www.bit-tech.net/gaming/2009/08/18/the-problem-with-porting-games/5">the complexity of the rules</a> to be followed from platform to platform, which seems to move us towards the xbox problem. <a href="http://gamer.blorge.com/2009/08/17/devs-lose-confidence-with-console-based-mmo-games-ps3xbox-360/">Other places</a> have also noted the problem with payment models on other console-based MMOs. I wonder if the console makers are shooting themselves in the foot, or if, <a href="http://www.destructoid.com/mythic-vp-talks-mmo-failure-still-plans-on-releasing-warhammer-online-102130.phtml">given that</a> "MMOs have the 'highest failure rate of any entertainment product'", they'll be just fine even if no MMO ever makes it to their door.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-3516374192168201227?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-58733116336877868642009-08-27T16:44:00.002-04:002009-08-27T16:47:48.697-04:00HeeheeTobold's <a href="http://tobolds.blogspot.com/2009/08/my-secret-evil-twin-identity.html">post</a> claiming to reveal himself as the <a href="http://greedygoblin.blogspot.com/">Greedy Goblin</a> made me laugh. As did the comments, as did the <a href="http://tobolds.blogspot.com/2009/08/contentious-writing.html">follow-up post</a>. Subtlety is not dead, it's merely hiding in some unexpected (or perhaps completely expected) places.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-5873311633687786864?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-34698508469103928352009-08-15T02:03:00.002-04:002009-08-15T02:21:02.688-04:00more data, more data, more data!Kill Ten Rats <a href="http://www.killtenrats.com/2009/08/15/as-real-as-real/">informed me</a> that Edward Castronova (and friends) have published a paper (<a href="http://dmitriwilliams.com/EconVW.pdf">pdf</a>) on the Economics of EQII, using actual game data. Lots of it:<br /><blockquote>The dataset is<br />a comprehensive capture of the actions and communications of hundreds of<br />thousands of players over time. This dataset contains more than 300 million<br />individual transactions: lists of thousands of items sold, with purchase amounts<br />and prices.</blockquote><br />I'd like to draw your attention to that number again: 300,000,000 individual transactions.<br /><br />With that kind of data I'm amazed the paper is only 24 pages.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-3469850846910392835?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-88711337274359140402009-08-14T08:06:00.002-04:002009-08-14T08:18:02.170-04:00APB and worldwide fameSlashdot posted a <a href="http://games.slashdot.org/story/09/08/14/0249214/How-APBs-Persistent-World-Will-Work">story</a> about an interview done with the creative director for APB, the upcoming (forgive me) cops and robbers MMO. Edge magazine has the <a href="http://www.edge-online.com/magazine/interview-the-apb-abc-part-1">interview</a> (it's in two parts - use the links on left to go to part two), in which they discuss gameplay mechanics, launch dates, and something he calls 'heat mechanics':<br /><blockquote>if a criminal has just been on a complete rampage, recklessly blowing stuff up and killing people, heat builds up until eventually we unlock him to every single enforcer on the server. It’s not part of their missions, it’s just that this guy has become number one wanted and everyone has the authority to take him down. That’s a fun mechanic from both sides; everybody who’s a criminal is going to want to reach that and if you’re on a mission for the enforcers you’ll see that guy and wonder whether you should break away get him.</blockquote>It's an interesting thing to think about, if it works. The idea certainly sounds fun. The interview makes it sound like there's a lot of new processing going on, new algorithms, etc., so it may be that when players get in it'll all blow up, but let's hope not - new is good.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-8871133727435914040?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-10469175113226425622009-07-22T08:22:00.002-04:002009-07-22T08:25:49.466-04:00I'm so afraidSo the guy behind some very cool films has <a href="http://www.nytimes.com/2009/07/22/movies/22raimi.html">signed on to do a Warcraft movie</a>. Sam Raimi did the evil dead films, and more recently (and more sadly - they were crap IMO) the Spider Man films. They're talking 2012 (just in time for the Olympics!!) for the movie. I'm... dubious, but who knows - could be a laugh riot!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-1046917511322642562?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-56861527401000041312009-07-18T00:38:00.002-04:002009-07-18T00:52:27.578-04:00I win!It seems <a href="http://www.escapistmagazine.com/articles/view/issues/issue_210/6258-A-Risk-of-Romance">certain romance novel readers</a> also think the video game market could do with a dose of originality. Specifically a dose of romance novel writing.<br /><blockquote>So you have high output with frequent, addictive variations on the same theme. You have episodic content. You have buyer lock-in. You have nimble adaptation to changing technology. Sound like the wet-dream fantasies of any industry we know? And to sweeten the deal, most romance readers are women. If videogame publishers want to extend their reach beyond the standard 18- to 34-year-old male demographic, they might want to form development teams with fewer gamers and more romance novelists.</blockquote><br />You may remember my post back in January of 2008 concerning the idea of a <a href="http://www.davidbarber.org/gamingmassively/2008/01/romance-novel-mmo.html">romance novel mmo</a>, and the various forms of gameplay available to designers of a game of that nature. I like that others are going there too. (<a href="http://www.smartbitchestrashybooks.com/index.php/weblog/comments/li/">Via Smart Bitches</a>)<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-5686152740100004131?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-73303671908318275782009-07-04T14:07:00.003-04:002009-07-04T14:54:36.457-04:00What are they up to now? 38 Studios editionIt's funny how conservative young people can be. Keen has a <a href="http://www.keenandgraev.com/?p=2666">post</a> up, noting concern over recent statements by 38 Studios in an <a href="http://www.joystiq.com/2009/06/26/interview-38-studios-ceo-on-big-huge-games-acquisition">interview with Joystiq</a> about their recent acquisition of Big Huge games. In the post, Keen notes that he is concerned that the game isn't well defined, and that makes him 'uneasy'.<br /><br />Of course, the trick here is that with RA Salvatore, they don't need a game at all. They could create an IP and go crazy with it on t-shirts, posters, etc. (gotta keep all the artists busy somehow - otherwise why pay them?) and make a killing. The story will sell - we know that. And so do they. So take as a given that the key element - the IP - will be successful.<br /><br />Now it's gravy time. And here there is some legitimate room for concern. The game could be built just like every other game that's been built on a successful IP. I'm thinking here of movie games (<a href="http://www.youtube.com/watch?v=2DTjLG3usQo">E.T. on the Atari 2600</a>, anyone?) But let's, for the moment, give them the benefit of the doubt - these are professional game makers. With nothing defined except for the fact that they will have an awesome and successful storyline on which to build a game, I think it's a bit premature to start worrying the sky is falling (will fall).<br /><br />The other nice thing is that, even if the main game sucks at first, with the funds they'll have from everything else (those t-shirts, etc.) they should have time to hold on and make it right. I think that's the biggest thing people forget is that longevity is the biggest factor in making a good game (or anything else - everyone knows the first gen has bugs). With their plans for making money in a variety of ways, they should have the resources to take their time and polish it up to shiny. And because the IP should be good, at least we can expect any games to come out to at least have a credible story - that may not help the game, but it can't hurt.<br /><br />Finally, the only way gaming, as a genre, is going to get better is by people pushing the envelope. So if they release 15 crappy games and one truly new thing, we'll all be happier than if they released nothing at all.<br /><br />Patience, Grasshopper.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-7330367190831827578?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-44705782099070985832009-07-04T13:05:00.002-04:002009-07-04T13:23:09.139-04:00Bank robbery in Eve OnlineBy now I'm sure you've seen news of the massive bank heist that happened in Eve Online. <a href="http://www.massively.com/2009/07/02/new-perspective-on-eve-onlines-latest-bank-embezzlement/">One of the people running the bank made off with the cash</a>, and apparently triggered a run on the bank.<br /><br />The thing I love about Eve, in theory, is that this can happen - these huge networks of trust are built, and can equally be destroyed. In reading the interview, it's fascinating to see how much the game, for the people running the bank, has nothing to do with 'the game' - they're playing a whole other game, and apparently playing it well.<br /><br />I hope we see more of this, as new games are released - I think a mobile phone interface for the auction house is a start. Of course, economics is the easiest bit to make mobile, and I hope that's already a given for developers - now let's see some augmented reality apps, possibly using the GPS in your phone.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-4470578209907098583?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-88735206103223276492009-06-09T11:19:00.001-04:002009-06-09T11:20:47.030-04:00EVE Online statsYay! More stats from Eve Online! A <a href="http://ccp.vo.llnwd.net/o2/pdf/QEN_Q1-2009.pdf">massive tome with lots of numbers</a>!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-8873520610322327649?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-40924716799148590072009-06-09T10:22:00.003-04:002009-06-09T10:41:45.962-04:00Original IPs vs. Established IPsSlashdot pointed me to an <a href="http://www.tentonhammer.com/node/69328">interesting article at Ten Ton Hammer</a> all about storytelling and MMOs, specifically whether using an established IP is better or worse than developing your own. They interviewed a number of gaming companies, and came away with a mixed bag of results. Basically, PR is easier with an established IP, but working within an existing storyline is harder.<br /><br />Interestingly, 38 Studios has the benefit of a known story <span style="font-style:italic;">teller</span>, which is benefiting them as an established IP would.<br /><br />Some things I felt related to the fact that gameplay still isn't innovative enough - lots of people cited Lord of the Rings as being problematic, and others noted that in several established IPs the most powerful characters were already established. I thought that focus on the 'epic battle where the big baddie is vanquished' missed other options for great storytelling - Gandalf, for example, may or may not have actually destroyed the Balrog (I can't remember if the book actually says unequivocally that the Balrog was destroyed) - the key was that he managed to walk away, and protect the others. Basically it's the escort quest, only without the silly parts of the escort quest that relate to bad AI.<br /><br />It's interesting, actually, to think about - the one assumption was that storytelling should be excellent, but the good guys should always win. But some of the best stories (Empire Strikes Back, e.g.) involve the good guys getting their tuckus handed to them.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-4092471679914859007?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-77629643803740481302009-05-28T11:09:00.003-04:002009-05-28T11:55:54.228-04:00Jumpgate delayArs Technica says that <a href="http://arstechnica.com/gaming/news/2009/05/jumpgate-evolution-is-a-game.ars">Jumpgate Evolution has been delayed</a>. Hopefully this won't be a major delay. I'm always a little surprised when things have to be taken back and redesigned - it would seem like inveterate gamers (which many of the designers seem to also be) would notice if a game isn't working. But I imagine you get in the zone, and you need someone to say 'but this isn't fun' - which is what I thought focus groups were for. Given that they have been demoing at events, I would have expected someone to pick up on this before now. But at least they're going back and doing it right. Now let's hope there's still cash to burn.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-7762964380374048130?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-55510921005910537692009-05-20T00:23:00.002-04:002009-05-20T00:33:12.446-04:00Mission ArchitectI'm sure we all knew something like this was coming: <a href="http://games.slashdot.org/article.pl?sid=09/05/19/2252228">Slashdot pointed me</a> to an <a href="http://www.wired.com/gamelife/2009/05/misson_architect_abuse">article in Wired</a> about the abuse of the Mission Architect in City of Heroes. The forums appear to have exploded (a <a href="http://boards.cityofheroes.com/showflat.php?Cat=0&Number=13449435&page=0&fpart=1&vc=1">post trying to clarify what was going</a> on had 350 pages of responses).<br /><br />What should be clear is that manually policing these missions will never work. I don't know what will, honestly - scripts to detect certain behaviour, maybe? In the immortal words of whoever said it first, 'this is why we never have anything nice!'<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-5551092100591053769?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com1tag:blogger.com,1999:blog-27469676927170862.post-33874291158260622692009-04-25T00:52:00.004-04:002009-04-25T00:57:31.211-04:00Free RealmsOh - the Free Realms NDA apparently dropped, or <a href="http://www.keenandgraev.com/?p=2262">so Keen says</a>. But honestly, I don't have anything to add to what he said - polish is good, game is light and entertaining. I could see it doing very well - I might even log in periodically for the car racing and demolition derby stuff. If I don't have to pay.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-3387429115826062269?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-34028561644383800502009-04-25T00:27:00.003-04:002009-04-25T00:51:17.837-04:00going metaMmmm. Tasty blog conversations. Cuppycake <a href="http://www.cuppycake.org/?p=729">leads us off</a> with a post on bloggers who actually work in the gaming industry, and whether their words are worth the (e-)paper they're written on. Lum <a href="http://www.brokentoys.org/2009/04/23/helpful-lum-is-helpful-design-blogs-and-you/">follows up</a> with a post on categories of gaming bloggers (and a nice list of people you should read), Scott Hartsman <a href="http://www.hartsman.com/2009/04/23/game-design-bloggery-she-said-then-he-said-then-i-said/">continues his thoughts</a> (started over at Lum's) on his blog, Mobhunter <a href="http://www.mobhunter.com/?p=475">weighs in</a>, <a href="http://www.nerfbat.com/2009/04/23/i-are-game-design-blogger/">as does Nerfbat</a>, and <a href="http://www.worldiv.com/blog/?p=1131">WorldIV</a>, and Tobold <a href="http://tobolds.blogspot.com/2009/04/game-design-blog.html">responds</a> to his location on Lum's list.<br /><br />*spoiler alert*<br /><br />No conclusions are reached. But there's some interesting stuff put forward. Which is mostly why I read (and blog).<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-3402856164438380050?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-64254767092625594272009-04-24T23:54:00.004-04:002009-04-25T00:08:03.107-04:00It could be the next big thing, based on some very old things...You know, I was reading an <a href="http://www.massively.com/2009/04/24/massively-speaks-with-black-prophecy-development-director-simon/">article on Massively</a> about <a href="http://blackprophecy-game.com/">Black Prophecy</a>, and towards the bottom of the article they have a video of the gameplay (and let me note in passing how much I like YouTube's HD stream!). As I watched the gameplay, with its view out the front of your spaceship, I thought 'this is the most boring idea ever - who would want to do this for any period of time?' And then I remembered <a href="http://en.wikipedia.org/wiki/Privateer_(video_game)">Privateer</a>, which I absolutely loved, and which this game reminds me an awful lot of. Trade, space battles, and levelling - what else could you want? So I'm going to have to wait and see what this game ends up looking like - if it is, in fact, carebear Eve, it might do very well for itself. And if it's as good as <a href="http://en.wikipedia.org/wiki/Wing_Commander_(video_game)">Wing Commander</a> (God I loved Wing Commander!) it might even be a great game!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-6425476709262559427?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0tag:blogger.com,1999:blog-27469676927170862.post-54351099196950626932009-04-16T10:15:00.002-04:002009-04-16T10:51:13.308-04:00Stargate Worlds is still being developed!In a <a href="http://www.gateworld.net/news/2009/04/wright-talks-stargate-worlds-delay/">recent interview with Gateworld</a>, one of my favorite sites in the universe, Stargate executive producer Brad Wright said that the game was toast - "They had an opportunity and they got our support, and they obviously had significant funding, and it didn’t happen." The developers have come back saying "we're all fine here, now", <a href="http://kotaku.com/5203473/stargate-worlds-bravely-soldiers-on">noting</a> "the lights here are still on and the development team is working hard every day to get this game built. Team members are in the office seven days a week to deliver Stargate Worlds. [...] unfortunately we had not recently updated [Brad Wright] on our progress or the impact from the current global economic crisis, and he was not fully aware of the continuing progress on our game." So in theory things are still moving forward. I think we'll just have to wait and see - I know I wouldn't want to be in a funding crunch right now, given the economy.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/27469676927170862-5435109919695062693?l=www.davidbarber.org%2Fgamingmassively' alt='' /></div>Davidhttp://www.blogger.com/profile/14449637719899839331noreply@blogger.com0