Heroes of Newerth (Free Trial) Gameplay – First Look HD

Part 1

Part 2

To Learn More About the Game, Check out our Heroes of Newerth Page.

Heroes of Newerth is a 3D MOBA (Multiplayer Online Battle Arena) style MMO published by S2Games – the same company behind Savage and Savage 2. In its core, Heroes of Newerth plays a lot like Avalon Heroes, League of Legends, Realm of the Titans and other “DotA” inspired titles. The game keeps track of all of your wins, losses, deaths and even replays. It has over 40 playable heroes, with new ones being added regularly. Free trial users are limited to non-ranked public games only. To learn more about Star Trek Online check out the official MMOHut Star Trek Online page which includes a detailed review, tons of screenshots, and additional videos.

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Lucent Heart “Get Lucky” Beta starts Mar 18

Lucent Heart publisher Gamania Digital Entertainment is partnering with GamerDating.com to bring new levels to the online gaming and dating world. In addition, GamerDating will be sponsoring the game’s upcoming beta event, happening on St. Patrick’s Day weekend.

GamerDating and Lucent Heart will connect to each other, letting members of GamerDating go on virtual dates in Lucent Heart, while Lucent Heart players can connect on the online dating network to share more personal information.

Beta keys will be given away on Lucent Heart’s forums, as well as to new members who register for a free account at GamerDating.com. The beta will start March 18.

Gamania Digital Entertainment (Beanfun) also publishes Hero: 108 Online.

9106e 40141  420x310 outfitsgetluckybeta Lucent Heart “Get Lucky” Beta starts Mar 18

Lucent Heart Gameplay Screenshot

Source:

03.08.2011– IRVINE, Calif. – March 8th, 2011 – Gamania Digital Entertainment and GamerDating.com announced today that they will be partnering to deliver a revolutionary experience for gamers everywhere. Players of the upcoming “Dating” MMORPG, Lucent Heart, and members of the first gamer targeted social network, GamerDating.com, will soon be able to combine both services to meet new friends and build relationships. To celebrate, GamerDating.com is sponsoring Lucent Heart’s upcoming “Get Lucky!” beta, offering players one last sneak peek at Lucent Heart over St. Patrick’s weekend – complete with fashionable green attire to ward off uninvited pinching.

The pairing of GamerDating.com and Lucent Heart offers an all around social gaming experience. Whether couples meet using Lucent Heart’s matchmaking system or by searching GamerDating.com’s detailed profiles, they will be able to easily transition between the two services. For the first time, gamers have an all-in-one platform where they can meet others with the same passion, play together, and develop other aspects of their relationship.

“Never before has an MMORPG made the move to work so closely with a social network,” said GamerDating.com creator Jim Palmer. “We honestly have no idea why this is the first time someone is doing this. We all use and enjoy massive social networking sites, so when it comes to dating, we believe that it should be easy to share your most time consuming interests, in our case gaming.”

“We are incredibly excited to be able to offer players a seamless transition to further legitimize the relationships they begin in Lucent Heart,” said David Wong, COO of Gamania. “Lucent Heart offers a low-pressure outlet for couples to go on fun, lighthearted dates together and GamerDating.com offers an essential portal for them to continue interacting which includes profiles, email, blogs – things that players can’t easily and safely exchange within the game.”

To “Get Lucky!” players can head over to GamerDating.com and sign-up for a free profile. All GamerDating.com members will get a free beta key to participate in the St. Patrick’s weekend festivities (beginning March 18th). Additionally, users can jump to http://us.forums.beanfun.com/index.php?/topic/4601-spb3-get-lucky-beta-mega-post/ for up-to-date information on other giveaway events.

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MapleStory announces Aftershock update

MapleStory has announced its next major update, Aftershock, scheduled to release soon.

This update will allow players who have a Cygnus Knight at level 120 to create an Ultimate Explorer character, which is capable of bypassing early training and starting at level 50 instantly. The update will also revamp the guild system, and introduce the castle of lion king Von Leon for level 120+ players to enjoy.

MapleStory is published by Nexon, which also publishes Vindictus, Dungeon Fighter Online, Mabinogi, and Combat Arms.

d2c8f 4481  420x310 maplestory wizard town MapleStory announces Aftershock update

MapleStory Gameplay Screenshot

Source:

The Ultimate Explorer class will be introduced with the Aftershock Update in Nexon America’s MapleStory, scheduled to release in early March. In order to fight the Black Wings, minions of the Black Mage, the Empress has made an alliance with the Explorer chiefs that allows Cygnus Knights to train to become an Explorer. Players with a Cygnus Knight character that have reached the maximum level of 120 will have the chance to create a new Ultimate Explorer character. Ultimate Explorers will be able to bypass early training and start at level 50, allowing them to quickly access higher level skills and quests.

To learn more about what Aftershock will be bringing to MapleStory, stay tuned to http://maplestory.nexon.net. “Like” MapleStory at www.facebook.com/maplestory, and get updates at www.twitter.com/maplestory.

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Rusty Hearts now accepting closed beta applications

Perfect World Entertainment has launched the official website for Rusty Hearts, a new action-anime MMORPG developed by WindySoft. In addition to the game’s teaser trailer, the website now offers closed beta applications for players interested in trying out the game early.

Rusty Hearts will feature four unique characters that players may master, with controller and gamepad support. The game will offer personal housing and storage, crafting and forging, PvE (including raids and dungeons) and PvP (including Arenas).

Perfect World Entertainment also publishes Jade Dynasty, Battle of the Immortals, Ether Saga Online, and more, and has announced it will also be bringing action-MMO RaiderZ to North America as well.

6fdf1 39329  420x310 rustyhearts screen Rusty Hearts now accepting closed beta applications

Rusty Hearts Gameplay Screenshot

Source:

PERFECT WORLD ENTERTAINMENT UNVEILS RUSTY HEARTS TEASER SITE
Players Can Now Apply for the Rusty Hearts Closed Beta

FOSTER CITY, Calif. – March 8, 2011 Perfect World Entertainment Inc., a wholly owned US subsidiary of Perfect World Co., Ltd. (NASDAQ: PWRD), unveiled today the teaser site for its upcoming multiplayer online role playing game (MORPG), Rusty Hearts. Developed by Stairway Games, Perfect World Entertainment has signed a licensing agreement with WindySoft to operate Rusty Hearts in North America.

Along with the unveiling of the Rusty Hearts teaser site and trailer, Perfect World Entertainment invites players to apply for the closed beta. Players can look forward to more information on Rusty Hearts to be revealed in the coming months and are urged to keep their eyes peeled on the official website at http://RustyHearts.PerfectWorld.com/

Rusty Hearts is a fast paced, action-based MORPG featuring anime-inspired visuals and effects. A short feature list from the teaser site reveals:
4 Unique Characters – Choose from 4 different characters with their own unique abilities and storyline
PvP – Area, guild battle, tournament system and more!
Dungeons and Raiding – Party up with your friends and explore various dungeons and raids
Crafting Forging System - Craft and forge your gear to strengthen them
My Room – Customize your own personal room, decorate and store items
Controller Support – Optimized to work with any PC gamepad

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Pandora Saga announces new third-Tier job update

Pandora Saga has announced its next major update, set to launch on March 15.

The update will raise the level cap to 50, and add sixteen new classes in the third-Tier of the job system. These jobs require level 45 to obtain. Players will also be able to get the rank of Archduke, and purchase War Horses, which may be ridden into battle in mounted combat (starting at level 40).

Bonus experience will be given to players from now until March 15 to help players get to a higher level in preparation for the new jobs, and a St. Patrick’s Day event is also planned.

Pandora Saga is published by Atlus Online, which also publishes Neo Steam.

1770e 19025  420x310 pandora saga mob Pandora Saga announces new third Tier job update

Pandora Saga Gameplay Screenshot

Source:

Hi everyone, it’s time for another installment of the Pandora Saga Developer Blog!I am super excited to announce that the long-awaited third-Tier job classes are coming to Pandora Saga! On 03/15 the level cap will be raised to Level 50 and you will have the chance to further develop your skills as you advance your character into the next tier of jobs. Exciting classes like the Corruptor (if you’re a Sorcerer) or Paladin (if you’re a Knight) await, each with their own specific style of play. Check out the [Classes Page] for a more detailed description of each class. You will need to be Level 45 before you can change to the third Tier jobs, so to help you along we are having a special Increased EXP event running from 03/08/2011 to 03/15/2011!

Currently you can reach the rank of Knight in Pandora Saga – in this upcoming update you will now be able to reach the coveted rank of Archduke! Each rank gives you special abilities and privileges including access to special items, and expanded inventory! Hit the ranking page for the full run-down!

Also arriving with the same update will be the War Horses. You will be able to take your trusty steed into war, taking battles to a whole new level! Your horse will be able to level-up, and increase its parameters! If you are level 40 you will be able to undertake the necessary quest to begin making war horses.

*An extra just a side note – there is a certain holiday around the corner where you’ll be feeling a little extra lucky – just sayin’!

See you next time!

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Rebooting the RPG

Cross-posted on my personal blog


93124 rpg Rebooting the RPG

 

In the Beginning

 

Many indie game developers start with RPG’s, and thirteen years ago, I was no exception.  With hundreds of hours of classic RPG playing experience and RPG Toolkit 2.0 freshly installed on my Compaq Presario, I sat down to create my answer to Final Fantasy.

 

Months later, after I’d made a game that not even my mom pretended to like, I went online to ask experienced developers for advice. I’ll never forget what they said:

 

“Start with PONG.”

 

It’s like Joel Spolsky says in his article Back to Basics:

If you want to teach somebody something well, you have to start at the very lowest level. It’s like Karate Kid. Wax On, Wax Off. Wax On, Wax Off. Do that for three weeks. Then Knocking The Other Kid’s Head off is easy.

So I did just that – I worked on simple games, and slowly improved my skills over the years.

 

Ever since then, I’ve steered clear of RPG’s, my first love, and never looked back. Fast forward to today, and I’ve somehow realized my dream of making games for a living.  Whereas I once hoped to work for Square or Nintendo, I now run my own company, and instead of working on RPG’s for home consoles, I develop strategy and educational games for the web and PC.

 

All these years later, I have a confession. I’m working on an RPG. But this time, with everything I’ve learned, I’m going to do it right.

 


 

The Appeal of RPG’s

 

When I was six years old, video games were difficult.  Action games in particular were nearly impossible. They required quick reflexes, and if you reached a stage that was too difficult, you could easily get stuck and give up.  RPG’s offered time to think, as well as a safety valve.  If the game was too hard, you could grind for a while until you reached a higher level.  In those days, beating an RPG was a mental exercise, making it the thinking man’s game.  RPG’s were also about the only games that offered stories.  Other games often had a light premise, but if you wanted an interesting narrative, the logical choice was an RPG.

[EDIT: I'm talking about console/computer RPG's here, not tabletop games like Dungeons Dragons]

Anatomy of an RPG

 

RPG’s typically feature several systems, including:

 

· Overworld

· Towns

· A battle system

· Inventory/equipment system

· Experience/level-up system

· Character classes

· Dungeons

· Boss fights

· Mini-games

· Cutscenes

 

Each of these was originally created for a specific purpose, but over the years, they’ve become standard features simply because “that’s what you do in an RPG.”  With all these elements competing for attention, it’s easy to lose focus—a significant risk for any developer, and indie developers in particular.

 

Focusing on the Battle System

 

The core of any RPG is the battle system.  That’s where players spend most of their time, and if it isn’t awesome, it weighs down the entire experience.  Even so, many RPG battle systems use a traditional formula—simply copying what came before.  Take, for example, many JRPG battle systems.  They’ve been around for decades, but most of them still look a lot like this:

 

9fa35 ff battle Rebooting the RPG

 

 

Just look at Persona 4 (2008):

 

86294 persona4 battle Rebooting the RPG

 

 

The standard turn-based JRPG battle system was designed to deal with graphical and memory limitations that don’t exist on modern machines.  Furthermore, this system is pretty shallow (for further reading on this, try this great article by Indie RPG designer Zeboyd ).

 

The basic strategy flowchart for most RPG battles looks like this:

 

 

86294 rpg flowchart Rebooting the RPG

 

Developers have added plenty to this format, including magic systems, special attacks, elemental weaknesses, etc, but none of this can compensate for the system’s main limitation—its complete lack of geography.   Board Position is one of the key elements of almost all games, including everything from checkers to Civilization.

 

Physical space, then, is the chief innovation of tactical RPG’s.  Rather than lining up on either side of an abstract battle zone, characters in a tactical RPG are deployed and arranged in a tiled environment, similar to board games—tabletop war games in particular.

 

f12e0 fftactics Rebooting the RPG

Tactical RPG’s add depth…

 

Due to the increased complexity of these battles, tactical RPG’s feature fewer battle sequences than JRPG’s, as well as more characters.

 

This introduces a problem of scale.  It’s exponentially more difficult to manage fifty characters than it is five.  When tactical RPG’s borrow too many elements from JRPG’s, players can end up spending more time tracking inventory than fighting battles.

 

cb65b ogre battle party Rebooting the RPG

…but also lots of potentially tedious detail

 

Distracting Systems


RPG’s advertise 60+ hours of epic gameplay, but only a fraction of that is spent on doing interesting things.  If the core of an RPG is the battle system, then the other systems should complement it, adding richness and depth.

 

Here’s a rough estimate of how you spend your time in RPG’s:

58212 rpg chart Rebooting the RPG

 

 

Let’s break these down one by one:

  1. Overworld
    Games like Zelda do a good job with the overworld, but in most RPG’s it’s usually just empty space to march across.  Even better, it’s full of random, time-sucking battles.

  2. Towns
    Towns are often just bad menus.  I just want to buy potions, but instead of clicking “buy potions” I walk to town, walk to the potion store, talk to the potion clerk, etc.  I spend more time physically moving between errands than on the errands themselves.  Towns can add realism, but only if they have some purpose other than selling equipment to adventurers.  If that’s all they do, then give me a way to buy my groceries in less than an hour.

  3. Inventory screen
    Inventory screens are a great place for interesting decisions – how do I best outfit my group? Unfortunately, RPG designers tend to cram in so many variables that choice paralysis sets in as you try to decide whether a “+15 Ancient Blue Halberd” is better than a “+10 Exquisite Rapier of Greater Frostbite.”

  4. Random battles
    RPG’s insist on interrupting you with hundreds of random battles.  Often, you don’t get your health back after a battle, which ensures you’ll face the boss in an anemic state.  Even if you get strong enough to survive them all, you’re still being constantly interrupted.

    Rarely does the player have to make an interesting decision here.

  5. Story battles
    These are the interesting battles that actually have something to do with the story!  These would be awesome, except for one of two things.  You either used up all of your resources slogging through random battles, OR you leveled up enough to get here unscathed, and now you’re so strong the boss isn’t even fun to fight anymore.

Surely, we can do better than this.  Let’s make RPG’s fun again.

 

Introducing Defender’s Quest

 

We’re making a new game. It’s called Defender’s Quest.

 

We decided to make a streamlined RPG where the battle system is the core focus.  We chose Tower Defense  (TD) as our base mechanic because of its depth and interesting strategic choices.  Since we’re an indie team, we can’t afford to waste time on extraneous systems – so everything else in the game was designed to complement the battle system as efficiently as possible.

 

In effect, we’re taking RPG’s back to first principles. Here’s a quick screenshot of the battle system:

 

80c0c tdrpg 1 Rebooting the RPG

Typical Defender’s Quest battle screen

 

Let’s break it down. The lady in the middle of the screen is the player character and the game’s McGuffin: to win you have to keep the monsters from reaching and killing her.

 

80c0c tdrpg 1a Rebooting the RPG

Protect the McGuffin!

 

The other characters are defenders. The McGuffin can summon and place them in the battle one by one. Essentially, your party members are like towers.

 

Like most TD games, your defenders will automatically attack the enemy, and killing enemies will recharge the McGuffin’s PSI energy, which you can use to summon more defenders or cast spells.

 

5d0f1 tdrpg 1b Rebooting the RPG

Kill the bad guys!

Six different defender classes fulfill roles such as ranged, melee, support, etc. Some TD games include light RPG elements, such as the ability to upgrade an entire class of towers, or research new spells, etc. Defender Quest, however, goes far beyond that.

 

Whereas in most TD games all towers of the same class are identical, in this game each defender of a certain class is a unique party member. That means that each defender can be customized individually as they level up to suit your needs. Archers, for instance, can specialize in doing more damage, hitting more targets, or inflicting status effects like poison. Since you’ll have several defenders of a given type, you can tweak them in different ways to deal with different strategic situations.

 

This gives the player a lot of meaningful choices both in the short term and the long term.

 

For instance, in the short term, you can either spend PSI to summon more defenders, or use that energy to boost (upgrade) existing defenders. Summoning extra defenders puts more damage on the board quickly, and also increases the amount of space you can cover on the board. Boosting existing defenders unlocks their higher-level attacks and increases their stats.

 

 

e495e tdrpg boost Rebooting the RPG

The McGuffin boosts a defender

 

In the long term, you face a dilemma each time a defender levels up. Each level confers one skill point to put anywhere in the skill tree – but where?

 

Each defender has five technique or “tech” skills, which will be used in battle. The first tech is the weakest, but is available immediately after the defender is placed. The last tech is the strongest, but isn’t available in battle until the defender is boosted four times. Concentrating on low-level techs makes defenders more useful right away, but the splashier high-level techs are essential late in a battle. Furthermore, defenders can spend skill points on trait skills, which are “always on” abilities, such as adding poison to every hit.

 

There’s much more to the game than just this, of course. We’ve got several other systems that drive the meta-game, all designed with the idea of keeping the momentum going. And of course, we have a cool story. Rather than subjecting you to my own aborted attempts at literature, however, we found a guy who actually majored in English to write our gripping tale of semi-epic, nearly-heroic proportions! Thrilling, I know.

 

We’ll go into more depth in future posts as we talk about how our game addresses some of the core problems of RPG’s, while building on the appeal that makes this genre interesting in the first place.

 

See you there!

 

-Lars out

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9 Tips for XBLIG Marketing

Although this guide was originally written for the XBox Live Indie Games service, most of the tips here are applicable to any type of indie game.

Many indie developers are under the mistaken impression that they can just make an awesome game and the big bucks will roll in. Although this does occasionally happen, for the most part, if you don’t market your game, you’ll see limited success or none at all. After all, if nobody knows about your game, how can they buy it? Therefore, I present to you 9 tips about marketing that have proved invaluable with our own games.

#1 – Game design is marketing.

Marketing for your game begins before you’ve even started creating the game. Depending on the game you decide to make, effective marketing could be relatively easy or impossibly difficult. Now in saying this, I don’t mean that you need to cater to the lowest common denominator. Rather, each game designer probably has ideas for a number of games that they’d like to make. Likewise, there are a number of game ideas for which there is a market for. Find a game idea that fits in both categories and you’ve got yourself a game that A) you’d like to make and B) has a good chance of selling well once it’s made.

So what sells well on XBLIG? Unique experiences. Quality is important, but let’s be honest here – most of us lack the skill and resources to go head-to-head with the big game development companies. Since you can’t compete on their terms, you need to compete on your own terms. Either make something that nobody else is making or put your own unique spin and personality into a popular genre.

#2 – Marketing is an ongoing effort.

If you’ve got a couple million dollars, you can afford to start a marketing campaign when your game comes out. Since most of us don’t have those kinds of funds, we need to start marketing early and continue marketing even after the game releases.

For starters, get yourself a website for your company. Besides hopefully attracting potential customers, a website gives your company legitimacy and makes the media more likely to take you seriously. Talk about your game development progress and talk about whatever you think is interesting. One of the reasons why people like indie games is because of the connection they feel with the creators – give them a reason to view you as an actual human being and you’ll gain a following.

After a website, videos are the next most important thing you can do to promote your game. A teaser trailer a few weeks or months before the game is released, a launch trailer when the game comes out, and gameplay trailers after release can all be very useful marketing tools. Be sure to post them on youtube and don’t forget to send them to gametrailers.com.

And just because your game is already out doesn’t mean that you can’t still market it. After Breath of Death VII had been out for several months, I decided to do a post-mortem which I then posted on Gamasutra and sent to a few places. Lo and behold, several other big sites picked up the story and we saw a big increase in sales for several days.

#3 – GamesPress.com is nifty.

GamesPress.com is a site that many game sites use to gather information. Make sure to send all of your press releases and media kits to them – with just a single email, you’re likely to be covered by several small sites and maybe a couple bigger sites as well.

Gamerankings.com is also very nifty. Take a look at which sites have reviews there and then go onto those sites and look for contact information. Sure, most big sites won’t give new indie groups the time of day, but you never know which ones will cover you unless you try.

Don’t overlook social sites like Facebook and Twitter either. Not only are they useful for marketing, but sites like Twitter can be very useful for development questions, playtesting, and peer review if you can get a bunch of other XBLIG developers following you.

 #4 – Be active on forums

Now, obviously you don’t want to overdo this and waste all of your time on forums when you should be doing productive work, but being an active presence on several popular gaming forums can be very beneficial. Most forums frown upon developers signing up just to market their stuff, but if you’re a frequent poster, then you’re one of them and most people like to support their own.

And of course, being active on the XNA forums is invaluable when you have questions or need help with playtesting or peer review.

#5 – Paid advertising doesn’t really work.

When you’re selling a dirt cheap game, it doesn’t make much sense to pay for advertising. When you’ve got a $60 game, your paid advertising doesn’t need to be very efficient to make a profit since you’re getting a good amount of money from each copy sold, but with a $1 game, your paid advertising would have to be unrealistically efficient to be worth the money.

#6 – Pricing

In the vast majority of cases, you’re best off selling your XBLIGs for $1. The only possible exceptions would be for highly niche stuff without real competition on any platform or if you’ve already built a reputation for high quality, best selling games.

#7 – Don’t neglect playtesting

You’ve spent months working on your dream game and now it’s ready to launch, right? Not quite so fast. Make sure to put it in playtesting for at least a week before trying to release. As developers, we are often too close to our own projects to notice obvious flaws. Taking some time to get other people’s opinions and add that extra layer of polish can spell the difference between a pretty good game that nobody buys and an awesome game that sells tons.

 #8 – The initial experience

Given all of the work involved in making a game, I am constantly shocked at how little attention many developers put into the customer’s initial experience. If you have a lame name or bad box art, most people won’t even bother clicking on your game. If you have a poor game description or weak screenshots, most people won’t even bother downloading the trial. And if your trial experience is boring, most people won’t buy the game.

Spend some time making sure that your name, box art, screenshots, and trial experience are all of the highest quality. These are your greatest selling tools so take advantage of them. I can’t speak for everyone, but we generally go through about a dozen different versions and variations of box art before ending up with the one that we decide to use in the final game. And it generally takes me a few weeks of periodic brainstorming and consideration before I finally decide on a game name.

#9 – The Top Lists are important

If you want to have lasting success on the service, the best thing you can do is get onto either the Top Downloads or the Top Rated. Of the two, the Top Rated is by far the safer option since it’s more consistent, whereas Top Downloads tends to fluctuate. Not only that, but the Top Downloads list is sometimes hit with errors that causes it to freeze or put the wrong games up.

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Hopefully, some of these suggestions will help other XBLIG developers find the success they deserve. Feel free to reply with your own marketing tips and experiences if you think I forgot or overlooked something important. And if you’d like to learn more, I highly recommend checking out The Big List of Indie Marketing and Business Tips.

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Could Moving the Firelands Spell the End of World of Warcraft? | Ten Ton Hammer

Why Blizzard’s conflicting reasons for moving the Firelands is not helping the playerbase.

The Firelands, the next big raid and conclusion of the current Hyjal storyline when we kick Ragnaros’ arse … again, has been moved from Patch 4.1 to 4.2. The World of Warcraft playerbase is furious and many are confused by the conflicting responses given by Blizzard blue Bashiok and developer J. Allen Brack. As a result, there’s been a revolt, just take my server, for example. The queues for content continue to be insanely long (especially if you are, like me, DPS) and many of my friends have quit WoW or just burned out in frustration at the amount of reused content or changes wrought by Cataclysm. The Firelands change has been, for many, the final straw.

The news came in a GDC interview last week with EU site Eurogamer. Prior to this, other than mumblings about legendary weapons, there had been almost nothing in the patch notes about the raid. As a result many players began to wonder where exactly it was, especially given how Blizzard focused a lot of attention on the Firelands as being THE raid of 4.1 during last year’s BlizzCon.

The thing is, this decision was not a carefully debated, well thought out one. Oh no, it smacks of a last minute “er what are we doing” decision. Take this admission from Zarhym:

 Could Moving the Firelands Spell the End of World of Warcraft? | Ten Ton HammerZarhym (Sticky) Patch 4.1/4.2 Content


A good amount of development progress had already been made on Firelands by the time we decided it would be better to release it in the following patch. Because of that, a lot of information about what is now considered 4.2 content was already in the game files for the initial 4.1 PTR build. This just reinforces what Bashiok said about 4.2 being scheduled for release on the PTR shortly after 4.1 goes live.

Development for both patches is currently well in progress. icon smile Could Moving the Firelands Spell the End of World of Warcraft? | Ten Ton Hammer

So there you have it, 4.1 is on the PTR but stocked full of content not going live until 4.2. But the thing which has been annoying many players (including me) is the line up of recycled content that we can expect in the next big patch. In my mind it actually defeats the point of having a big content patch.

You see, there’s been a tradition in MMOs. You buy the game or its expansion and over the story arc, the developers give you a wealth of free content in a series of large content patches spaced more or less evenly through the game’s life cycle. Just look at DC Universe Online, Lord of the Rings Online, Aion and a dozen other games. They all follow a similar format and this includes WoW. Until now at least. Here’s what Bashiok said shortly after Eurogamer’s original news article referencing their chat with J. Allen Brack popped up on the internet:

 Could Moving the Firelands Spell the End of World of Warcraft? | Ten Ton HammerBashiok (Sticky) Patch 4.1/4.2 Content


Our goal with each major patch release, and especially with each expansion, is to learn from the past and use that knowledge to improve the game as we move forward. One of our biggest regrets in the pacing of Wrath of the Lich King was the Crusaders’ Coliseum. The Trial of the Champion 10- and 25-player raid was released while many raiders were still busy with Ulduar, which meant a premature end to Ulduar raiding — and a lot of players didn’t get a chance to experience all of Ulduar’s content during the normal expansion progression.

Having learned that lesson in pacing from Wrath of the Lich King, we don’t feel Cataclysm needs a new raid tier just yet. We’re close, though, and Firelands will be part of patch 4.2, which is expected to hit the PTR very soon after 4.1 goes live.

One of our long-standing development goals has been to release more regular content updates for you to enjoy. Our plan is to package features like raids, dungeons, and daily quest hubs into smaller content updates and release them as soon as possible, rather than wait and release them as large but infrequent updates. Our first significant step in this direction will be Cataclysm patch 4.1, and we hope the rest of our content updates moving forward follow this model.

This new flexible approach to updates allows us to release content like Zul’Aman and Zul’Gurub so that you’ll have more challenges to overcome while we make the flames of Sulfuron even fierier and this second showdown with the Firelord even more climactic.

Huh? To break that down he’s basically saying a) you’re not prepared and b) we want it to be epic. Personally, I think he actually means c) we’re behind and we didn’t want their tier to be as untested as Nefarian/Sinestra/Ascendant Council/Al’Akir/Cho’Gall/All of the above.

As a player, and a journalist, I would have been much more willing to listen had Blizzard just been open and honest about their intentions. I don’t believe for a second – and I’m convinced the amount of 4.2 content in the PTR is evidence of that – that Blizzard panicked after the elite guilds took down all their endgame bosses so quickly and then critiqued them on how to make the encounters better by pointing out the many, many flaws in the encounters.

And, of course, the unfortunate side effect of this is the annoyance of the players, many of whom are seeing the reimplementation of so much recycled content as the death knell of WoW. They’ve moaned on the forums, accounts have been canceled and players have been keen to announce how they gone to explore other games, like Rift. At that point WoW is going to die not by being supplanted better game but because of the lazy lies of its developers who seem to truly believe they can lie, straight-faced, to the people who give them $15 each month. They’ve forgotten that, the most important part of running a business, and ignoring the people who pay your bills is tantamount to professional suicide.

The other problem is when the playerbase does complain, those that whinge are usually labeled by the community as a rather vocal minority. And players whinge a lot, about the most trivial things. Unfortunately, in this case, the vocal minority is right and justified. They’re complaining because they spent money on an unfinished game, they’re complaining because corners are being cut and they are complaining because they feel short-changed and lied to by the people who created WoW.

The community as a whole would have a lot more respect for Blizzard if they just stood up, raised their hands and admitted that a) Cataclysm was unfinished when it was released in December, b) that the decision to move Firelands was a snap one made very recently because of c), that Blizzard never finished testing the endgame raid content, like Sinestra, Nafarian and every other boss that was hotfixed after the initial encounter by high end guilds like Paragon or Ensidia.

At the end of the day, WoW relies on its players and Cataclysm’s success is not measured just in first day/week sales but by the content patches which serve to reignite flagging interest and, of course, the storyline itself. We’ve heard the venting on the official forums but how do you, our readers, feel about the unfinished state of Cataclysm and the conflicting reasons Blizzard has given for moving the Firelands raid? Are you disappointed by the amount of recycled content? Tell us in the comments box below.

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General: Rusty Hearts: Closed Beta News

Originally posted by Aalthiel


Originally posted by urthal22

Any darn MMO in existence is a grind… if you fail to realise it. You dont deserve to play them.

Theres always True Action games if you dont wish any type of “slow” progression that MMOs used to be.

Please play an Asian MMO and compare it to ANY Western MMO in existance.  Now please die in a car fire.

Well let’s compare two MMOs.

WoW and Maplestory.

Both have excessive leveling and dungeon grinding.

Looks like all MMOs are grind in some shape or form, WoW and MS practically have exactly the same type – Experience Level and Equipment, sometimes a massive boss for rares.

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Ultima Online: Video Diary Offers Peek Ahead

Bioware Mythic and the Ultima Online dev team have produced a new video diary with Producer Calvin Crowner, Associate Producer Bonnie Armstrong and Lead Designer Erik Brinkman. The team discusses plans for the upcoming year including a new client art set, a new player adventure and the continued implementation of new quests.

Click the image below to check it out.

327ba UO VideoDiary Ultima Online: Video Diary Offers Peek Ahead

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