tag:blogger.com,1999:blog-112164372008-05-11T01:55:31.764-04:00Aggro MeAggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comBlogger450125tag:blogger.com,1999:blog-11216437.post-12142344657385537912008-05-09T12:07:00.002-04:002008-05-09T18:39:35.754-04:00Friday Humor: Certified Virtual Life Coach<a href="http://bp0.blogger.com/_FmnBvh9Ysq8/SCRv8cJdK9I/AAAAAAAAADs/QOiR6pPvjgA/s1600-h/businessdood.jpg"><img id="BLOGGER_PHOTO_ID_5198402954031082450" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp0.blogger.com/_FmnBvh9Ysq8/SCRv8cJdK9I/AAAAAAAAADs/QOiR6pPvjgA/s200/businessdood.jpg" border="0" /></a><br /><br /><br /><br /><br /><br /><br /><br /><span style="color:#000000;">You may have heard about the growing trend of having a "life coach." Yes, life coaching can truly help you become a better person, advance at your job or even have a more fulfilling personal life. A life coach can encourage you to succeed and push you to new heights of personal growth! </span><br /><span style="color:#000000;"><br />But seriously, who cares about that?<br /><br />Isn't your virtual life much more important?<br /><br />With our new Aggro Inc. Virtual Life Coaching Service (certified by the International Association of Virtual Coaching) we focus on what really matters - your virtual life.<br /><br />* Are you a complete freaking noob?<br /><br />* Have you been unable to get your level into double digits?<br /><br />* Does your guild spam for members in the newbie zone?<br /><br />* Do your friends laugh at your sad little weapon?<br /><br />* Do you embarrass your group time after time?<br /><br />If you answered yes to any of these questions - you need our services!<br /><br />We have on staff some of the finest virtual life coaches in the multiverse and they are waiting to help you! We’ll push you to new levels…of levels!<br />----<br />Question: Can you really just choose to stop being a complete noob?<br /><br />Answer: Yes! But you have to take the first step and contact us!<br />----<br />Before: Boo-hoo! I don't have time to level up as fast as my friends! I have a marriage and a job and I like to go outside.<br /><br />After: Heh. I am an accomplished level 70 Paladin with great gear. Virtual Life Coaching gave me the courage to quit my job, leave my wife and move back in with my parents.<br />----<br /><em>Proactive</em>! <strong>Synergy</strong>! <u>Meta-strategy</u>! Do these words mean anything to you? Of course not - you can barely log into your account, you worthless loser.<br />----<br /><br />"But Virtual Life Coach! I'm already a high-level dood with awesome gear! But this cute Elf healer won't talk to me. How can you help me?"<br /><br />Well, we have specialists for just that situation! Lay some delightful neg hits down ("Um, that staff is an 'interesting' choice") on that HB 9.7 Elf maiden and move from chump to PUA in days! Do you know what all that means? Of course you don't Mr. Nice-Guy! We revolutionized virtual kino and text based-NLP!"<br /><br />Whatever the situation...Virtual Life Coaching is here to help. Virtually. </span><br /><span style="color:#000000;"><br />Hello, empowerment - how are you today? I'm empowering - thanks!<br /><br />Just listen to this testimonial:<br /><br />"I am now uber!" - Some guy<br /><br />"I'm the most popular guy on the vent server!" - Some other guy<br /><br />As Heidi from the Hills so eloquently put it: "Virtual success is 92% perspiration and 10% inspiration!"<br /><br />Let us give you that inspiration! And perspiration! Call Aggro Inc. Virtual Life Coaching today! </span><br /></span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-762400508307731832008-05-08T13:27:00.002-04:002008-05-08T13:30:48.867-04:00Figgy Pudding<a href="http://bp3.blogger.com/_FmnBvh9Ysq8/SCM2tEyK6DI/AAAAAAAAAC8/apymtCdtTIE/s1600-h/figs.jpg"><img id="BLOGGER_PHOTO_ID_5198058542921869362" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp3.blogger.com/_FmnBvh9Ysq8/SCM2tEyK6DI/AAAAAAAAAC8/apymtCdtTIE/s320/figs.jpg" border="0" /></a><br /><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;">"<em>My team has collaborated on an overarching epic storyline</em>..."<br /><br />"<em>Essentially, new [players] enter [blank] Universe with nothing: no money...no stuff. Then they go through the world completing challenges, defeating enemies, gathering goods, discovering treasures and unlocking secrets</em>."<br /><br />Okay, try to guess the MMO these quotes are referring to (I redacted a few giveaways).<br /><br />Gee, could be anything, right? Those serious sounding quotes could describe WoW, Everquest, LOTRO...<br /><br />But they actually describe LEGO Universe Online.<br /><br />I ran into </span><a href="http://kotaku.com/387049/lego-universes-story-and-economy-unveiled"><span style="color:#990000;">this post on Kotaku</span></a><span style="color:#000000;">, and since then I've been poking around </span><a href="http://universe.lego.com/en-us/Default.aspx"><span style="color:#990000;">the LEGO website</span></a><span style="color:#000000;">.<br /><br />When I first heard about this game I figured it would be a more family friendly version of Second Life. But the descriptions make it sound more like WoW. They're talking about "defeating enemies" to earn "plastic," the currency of the game, in the midst of an overarching storyline.<br /><br />The question on the current poll is: "Minifigs love minigames, and LEGO Universe will have massive amounts of each! Which minigame will your minifig love the most?"<br /><br />Apparently a minifig is a miniature figure - one of those little LEGO people and your avatar in the world. The answers to choose from are:<br /><br />"</span><span style="color:#000000;"><em>Collecting hidden sets of trinkets<br /><br />Rebuilding broken LEGO models within a time limit<br /><br />Timed Obstacle Courses to jump and bounce through."</em><br /><br />Okay, the second one does sound really fun and fitting with the LEGO theme. But the others?<br /><br />I envisioned making an insane lego creation. And then another one. And then having a friend check it out. I thought it would be less limiting then real legos because you would have access to every lego ever made and endless storage space.<br /><br />I'm not saying there won't be some LEGO creativity. The designer, Brian Booker states that he is the most excited about:<br /><br />"<em>The systems that allow users to generate their own content—things like original, highly customizable creatures as well as static models. It’s just amazing to be able to build your own creation, deploy it and have it come to life in the game world, and then show it off to your friends</em>."</span></div><br /><div><span style="color:#000000;">Which is great and what I was expecting. But the following surprised me:</span></div><br /><div><span style="color:#000000;">"<em>Essentially, new minifigs enter LEGO Universe with nothing: no money, no bricks, no stuff. Then they go through the world completing challenges, defeating enemies, gathering goods, discovering treasures and unlocking secrets. Along the way, the minifigs find bricks and collect a highly valuable currency— plastic.</em> "<br /><br />I could be totally wrong but I imagined most people's expectations (children and adults alike) were that they would log on and start building lego creations right away. I expected you would have a sizable number of building options to begin with. </span></div><div><br /><span style="color:#000000;">"<em>But an individual minifig may have to scale back their dreams if they haven’t collected or earned enough bricks to build their creations</em>. "</span></div><div><br /><span style="color:#000000;">I don't like scaling back my dreams - not when it comes to legos. Are people going to have the patience to play mingames, grind for plastic and participate in the "epic" storyline in order to have suitable building options? I get that this game is targeted to kids - I do. But it's the creativity and endless options that made legos so popular with kids in the first place.<br /><br />I can't say they are making the wrong design decision. The decision to make LEGO more of a game and less of a sandbox may be based on research regarding subscription numbers and player interest. I should have just remembered the success of Lego Star Wars and realized that they would go that route. The sandbox aspect might be quite limited by obscenity concerns, so perhaps they had to focus on questing and mini-games.<br /><br />The designers may very well have made the best decision based on what they were aiming for and the limitations they were faced with. Even though the direction of the game surprised me, it could still be fun.</span></div>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-80664179426456355942008-05-07T14:16:00.006-04:002008-05-07T14:48:52.142-04:00And Then There Was One...<a href="http://bp1.blogger.com/_FmnBvh9Ysq8/SCH2yEyK6CI/AAAAAAAAAC0/SBvUBHOFUv4/s1600-h/planets.jpg"><img id="BLOGGER_PHOTO_ID_5197706785100326946" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_FmnBvh9Ysq8/SCH2yEyK6CI/AAAAAAAAAC0/SBvUBHOFUv4/s320/planets.jpg" border="0" /></a><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div><span style="color:#000000;">I received an email from the peeps at Planetside yesterday. They are merging the two remaining North American servers into a single server named Gemini on May 20, 2008. As a past player, they also offered me the chance to play for free until May 21, 2008.</span></div><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;">"<em>With the goal of maintaining a high level of battle between the three Empires of PlanetSide, the two North American servers, Markov and Emerald, will be merged into one server, Gemini, on May 20, 2008. Starting today, as a part of a select group of past PlanetSide players, you will be able to log in for free until May 21, 2008. </em></span></div><br /><div><span style="color:#000000;"><em>Preserve your Legacy! After the merge, many character names will be duplicated and priority will be given to players who have logged in most recently and to those who created their names first. As an added bonus, special merits will be given to native Markov and Emerald players to represent your loyalty to your past server. Characters will receive their merits upon logging into Gemini for the first time after the server merger is complete. </em></span></div><div><span style="color:#000000;"><em></em></span></div><div><span style="color:#000000;"><em></div></em></span><em></em><div><span style="color:#000000;"><em>If you haven’t played in a while come check out what’s new in PlanetSide! Experience elevated battles and more competitive play!</em> "</span></div><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;">If you want more details you can find them, along with a faq, in </span><a href="http://forums.station.sony.com/ps/posts/list.m?topic_id=88000017737"><span style="color:#990000;">this thread</span></a><span style="color:#000000;">. Another thing to note is that if you want a deleted character restored, you have to request it prior to the merge. See </span><a href="http://forums.station.sony.com/ps/posts/list.m?topic_id=88000018014"><span style="color:#990000;">here</span></a><span style="color:#000000;"> for details.</span></div><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;">I read the </span><a href="http://forums.station.sony.com/ps/posts/list.m?topic_id=88000017738"><span style="color:#990000;">reaction thread</span></a><span style="color:#000000;"> and most players seem pretty happy about it. The ones who were not had the following issues:</span></div><br /><div><span style="color:#000000;"></span></div><div><span style="color:#000000;">1. What about Werner? (the remaining non-North American server)</span></div><br /><div><span style="color:#000000;">2. It's a short term fix.</span></div><br /><div><span style="color:#000000;">3. Fix stuff instead: hacking, TR MAX.</span></div><div><span style="color:#000000;"></span></div><br /><div><span style="color:#000000;">But again, most seem excited about the increased population. Any bets on how long Planetside can hang around for?</span></div>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-40499273542199893202008-05-06T14:22:00.001-04:002008-05-06T14:24:01.225-04:00Barkley: Shut up and Jam: Gaiden<a href="http://bp1.blogger.com/_FmnBvh9Ysq8/SCCcZ0jsCfI/AAAAAAAAACk/r6QatS7xhn8/s1600-h/basketball.jpg"><img id="BLOGGER_PHOTO_ID_5197325937404545522" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_FmnBvh9Ysq8/SCCcZ0jsCfI/AAAAAAAAACk/r6QatS7xhn8/s320/basketball.jpg" border="0" /></a><br /><div><br /></div><div></div><div></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"></span></div><div><span style="color:#000000;"><br /><br /><br />Ah, yes. To give the full title: <em>Barkley: Shut Up and Jam: Gaiden: Chapter 1 of the Hoopz Barkley SaGa</em>.</span></div><br /><div><span style="color:#000000;"></span></div><div><span style="color:#000000;">If you haven't played this hilarious game yet, </span><a href="http://www.gamingw.net/forums/index.php?topic=68488.0"><span style="color:#990000;">please check it out</span></a><span style="color:#000000;">.<br /><br />Barkley is simply one of the funniest games I've ever played - right up there in the top 10 with Portal, some Infocom stuff and a few old Sierra graphic adventures. It's not just a parody of all RPG's - it lampoons anything and everything.<br /><br />I could take a screenshot at any point in the game and it would crack me up. Did I mention it's free?<br /><br />I thought the humor would get old after an hour or so but this thing kept me rolling right until the end. I figured that the actual gameplay might be awful but it turns out the combat is actually more fun then most Final Fantasy games. I ending up varying my skills and attacks to a greater degree then I usually do in RPG's.<br /><br />I love this game. I hate Jordan. I cherish the save points.<br /><br />If I keep writing I'm just going give stuff away - I can't control myself. Just go play it. The specific brand of humor in Barkley might not work for you but you have nothing to lose by giving it a try.</span></div>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-23317054295776127662008-05-05T14:10:00.001-04:002008-05-05T14:10:19.725-04:00Mount and Blade<a href="http://bp1.blogger.com/_FmnBvh9Ysq8/SB9MXEjsCeI/AAAAAAAAACc/lVqoObf4BQI/s1600-h/horse.jpg"><img id="BLOGGER_PHOTO_ID_5196956454252972514" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_FmnBvh9Ysq8/SB9MXEjsCeI/AAAAAAAAACc/lVqoObf4BQI/s320/horse.jpg" border="0" /></a><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div><span style="color:#000000;">I've talked about </span><a href="http://www.taleworlds.com/"><span style="color:#990000;">Mount and Blade</span></a><span style="color:#000000;"><span style="color:#990000;"> </span>before so I thought I'd mention that </span><a href="http://forums.taleworlds.net/index.php/topic,35650.0.html"><span style="color:#990000;">version 0.950 has been released</span></a><span style="color:#000000;">.<br /><br />I still wouldn't call it polished and I'm not crazy about the graphics but the mounted combat is incredibly satisfying. I even love the sword and shield battles on foot - crazy fun.<br /><br />The fact that the version number is so close to 1.0 makes me think that time is running out to grab this game for a mere 25 bucks. But check out the demo and see what you think.<br /><br />I recommend starting out by doing tournament after tournament. It's a good way to gain some cash and renown and, more importantly, you really get the hang of the combat.<br /><br />Trading seems a bit too easy and you can get pretty invincible with the right gear relatively quickly. But I find myself returning to this game quite a bit.<br /><br />Did I mention that Mount and Blade is </span><a href="http://forums.taleworlds.net/index.php/board,9.0.html"><span style="color:#990000;">very mod-friendly</span></a><span style="color:#000000;">? There are some insane mods already and I bet they only get better.</span></div>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-23595902941939851842008-05-02T14:12:00.000-04:002008-05-02T14:12:30.309-04:00ForumWarz<a href="http://bp3.blogger.com/_FmnBvh9Ysq8/SBtUekjsCdI/AAAAAAAAAB8/iA-8nb6rtAs/s1600-h/forum.jpg"><img id="BLOGGER_PHOTO_ID_5195839479288170962" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp3.blogger.com/_FmnBvh9Ysq8/SBtUekjsCdI/AAAAAAAAAB8/iA-8nb6rtAs/s320/forum.jpg" border="0" /></a><br /><br /><div></div><br /><br /><br /><span style="color:#000000;">I've been enjoying </span><a href="http://www.forumwarz.com/"><span style="color:#000000;"><span style="color:#990000;">ForumWarz</span> </span></a><span style="color:#000000;">lately. It's a browser-based, multiplayer rpg that parodies internet forums and internet culture in general. The brand of humor is not for everyone and may be considered offensive but I think it's really well-written and funny.</span><br /><br /><span style="color:#000000;">The game is very polished and the tutorial is quite smooth. Your main mission is to pwn various forums. This happens as a kind of turn-based battle in which you use various skills or items. </span><br /><br /><span style="color:#000000;">The "world" of ForumWarz feels pretty deep for a free, browser-based game. You can talk to various NPC's via an IM client, send and receive e-mails that advance the story, visit various websites for goods or services and even mess with a google type search engine. The NPC's are very distinctive and the dialogue is really well written. </span><br /><br /><span style="color:#000000;">There are character classes to choose from and you can select various upgrades to your character as you level up. Not surprisingly, I play as a Troll. You get a certain number of forum visits each day which prevents you from rushing through all the content too quickly. It's a great way to kill some time. </span><br /><br /><span style="color:#000000;">For a multiplayer game - you don't really interact with other people during the main gameplay. However, there are community features which lend a social nature to the game. There are leaderboards, achievements to be gained and a weekly challenge called Domination. But the most fun way to interact is with forumbuildr - a collaborative way to create new forums. Users can come up with ideas for new forums and write dialogue for the posts and thread titles. It's fun and, once complete, anyone can play through the user created forum.</span><br /><br /><span style="color:#000000;">They recently added another multiplayer feature called INCIT (still in test mode) in which users caption photos. And of course, there are actual forums (on which some people even roleplay as their ForumWarz characters).</span><br /><br /><span style="color:#000000;">The community/multiplayer aspect of ForumWarz does seem a bit divorced from the main game. But the community is a good one and the game itself is perfect for a fun play at work.</span><br /><br /><span style="color:#000000;">There's a good interview with one of the developer's</span><span style="color:#990000;"> </span><a href="http://waxy.org/2008/02/forumwarz/"><span style="color:#990000;">here</span></a><span style="color:#000000;"> but it's probably best to play the game before reading it. </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-25262949824322913932008-05-02T14:10:00.001-04:002008-05-02T14:13:19.134-04:00Evil Bloggers<span style="color:#000000;">This has nothing to do with gaming at all but the bloggers out there might find this ambush of Will Leitch (of the sports blog Deadspin) on Costas Now interesting. It was amazing to see the pure rage Bissinger, representative of the "old guard media," explodes with. This video is not safe for work, not because of the "vile blogger" but because of Bissinger's own profanity-laced diatribe. Even those who agree with his arguments (I don't) have to admit he did a terrible job by becoming just what he was railing against and turning Leitch into a martyr.</span><br /><br /><br /><a href="http://deadspin.com/385770/bissinger-vs-leitch"><span style="color:#990000;">Video here</span></a><span style="color:#990000;">.</span><br /><br /><br /><span style="color:#000000;">It was so bizarre I actually found it more amusing then annoying. But I did get annoyed when Mad Dog Chris Russo (of Mike and the Mad Dog WFAN radio fame) got ambushed by Michael Strahan in the show's second segment (unfortunately not in the video). How can anyone not love the Mad Dog?</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-78419951939664972212008-05-01T13:16:00.005-04:002008-05-01T14:24:18.090-04:00Be A Hero and Create Your Own Content<a href="http://bp1.blogger.com/_FmnBvh9Ysq8/SBoDaUjsCcI/AAAAAAAAAB0/yugij4DZOX4/s1600-h/easel.jpg"><img id="BLOGGER_PHOTO_ID_5195468870855166402" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_FmnBvh9Ysq8/SBoDaUjsCcI/AAAAAAAAAB0/yugij4DZOX4/s320/easel.jpg" border="0" /></a><br /><br /><br /><br /><br /><span style="color:#000000;">The idea of user-created content in MMO's is something that's long been discussed on this site. For instance, I talked about it </span><a href="http://aggrome.blogspot.com/2007/08/you-got-web-20-in-my-mmo.html"><span style="color:#990000;">here</span></a><span style="color:#000000;"> and Karnatos wrote about it </span><a href="http://aggrome.blogspot.com/2005/07/thoughts-on-player-created-content-in.html"><span style="color:#990000;">here</span></a><span style="color:#000000;">. It is not something that is right for all games. But there is definitely so much opportunity to utilize community created content in the right framework and it is a facet of gaming that will be huge in the future. The public is definitely hungry for it. I don't know if it's humanly possible for me to hear any more about </span><a href="http://en.wikipedia.org/wiki/LittleBigPlanet"><span style="color:#990000;">Little Big Planet</span></a><span style="color:#000000;"> and it's user created content from the gaming media.<br /><br />So it is very exciting to see that City of Heroes will feature user-created content in the future, according to Lead Designer Matt Miller (Positron) in his post </span><a href="http://boards.cityofheroes.com/showflat.php?Cat=0&amp;Number=10685737&amp;an=0&amp;page=0#Post10685737"><span style="color:#990000;">here</span></a><span style="color:#000000;">.<br /><br />"<em>One of the things I can talk about is a feature that we are planning. Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. You’ll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it. Fame will come to the players whose stories rate the best overall</em>."<br /><br />As I said, community created content would not work for all games. It would be extremely difficult to implement in EQII to this level. But COH seems perfect. The beauty is that COH is not at all item-centric and is a relatively simple game. People have called it a "shallow" MMO, but now that very shallowness may be a great asset, as implementing this type of content will be so much easier.<br /><br />Take a moment to think how cool it would be to design your own superhero mission with your own dialogue! People are going to have so much fun designing their own missions. I can pretty much guarantee that when this feature is released, I and some friends from this site and going to be jumping to re-sub and work together on some missions - funny, serious and everything in between.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">And don't forget, it provides much needed additional content to players without any work on the developers' part. Someone who is bored with the "official" missions can do some top-rated user created ones. And that extends the subscription life of the game. </span><br /><br /><span style="color:#000000;">The community certainly seems </span><a href="http://boards.cityofheroes.com/showflat.php?Cat=0&amp;Number=10685753&amp;page=0&amp;fpart=1&amp;vc=1"><span style="color:#990000;">super excited about it to say the least</span></a><span style="color:#000000;">. That is a positive reaction - page after page.<br /><br />There still will be some difficulties. The first thing people will do is try to abuse the system to farm. But who really cares about farming in COH? I mean it's not that kind of game - we're not talking about WoW here. I'm sure they will try to have safeguards in place anyway. For example, I noted that Positron did not refer to the placement of individual mobs but rather referred to the ability to pick the "villain group." So it seems to me like you select the type of villain and the game populates your zone. This is less control, I know, but it also makes preventing abuse a lot easier. You have to start somewhere.<br /><br />I guess the main problem I see is dealing with user-created dialogue that is mature, racist or otherwise problematic. I don't see an easy answer to this. I predict they will have users "flag" content of this nature and then look into it and ban the party involved. But is that enough? Reviewing all dialogue before it goes live would be impossible. There will be a filter but human creativity will always top that.<br /><br />Well, it will be very interesting to see how the whole system works and I'm sure other MMO developers will be watching closely. There will be a lot to learn. If COH pulls it off I think it will be an amazing step. </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-36799497952563117762008-04-30T13:18:00.003-04:002008-04-30T13:20:05.702-04:00Back at the Keyboard<a href="http://bp1.blogger.com/_FmnBvh9Ysq8/SBip60jsCbI/AAAAAAAAABs/PHas9nRZKlI/s1600-h/keyboard.jpg"><img id="BLOGGER_PHOTO_ID_5195088998177704370" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp1.blogger.com/_FmnBvh9Ysq8/SBip60jsCbI/AAAAAAAAABs/PHas9nRZKlI/s320/keyboard.jpg" border="0" /></a><br /><br /><br /><br /><br /><span style="color:#000000;">Wow, has it been this long? Tip for aspiring bloggers: this is actually a lot easier when you update every day.<br /><br />Even though this site has not been updated, you may actually have caught some Aggro writing if you picked up a copy of Equinox - the official EQII magazine. I have a humor column on the last page of issue two (and you will probably see one in issue three as well). If you read it - let me know what you thought.<br /><br />(Note : I deal only with the publishing company, not SOE and I don't receive any compensation).<br /><br />But anyway, I plan on updating this site again and hopefully this post will provide sure-fire motivation to do so. I'm going to start by discussing some of the bizarre, off-the-radar games I've been playing the last few months. I've also been working on a couple of other mystery projects that you will hear more about soon.<br /><br />I hope everyone is well and has had some good gaming! </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-55628051804096481392007-11-16T18:00:00.000-05:002007-11-16T20:01:07.198-05:00Legends of Norrath: Initial Impressions<span style="color:#000000;">I finally got around to trying Legends of Norrath a week ago. I'm surprised it took me so long because I'm definitely into collectible card games. I've played it a good deal but I haven't yet challenged many real human beings or tried trading or tournaments yet. So this is just the start - I will follow up on this post.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">The important thing to make clear is that this is a great game. I've played it every night since I first tried it, sometimes for extended periods of time. I'm always excited to log on. The general design of the game is excellent. I love the aspect of dual win conditions (you can win either by questing or defeating the enemy avatar). It plays very smoothly and has a perfect pace. I find it fun and challenging and the artwork is definitely beautiful. There is a nice variety to the cards and a good number have very interesting effects which allow for strategic play. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I just think SOE did a fantastic, polished job and I can't wait to log on again. So the slight negative comments I'm going to make should not dissuade you from trying this game. If you are an EQ or EQII subscriber (meaning you get a free starter deck) I strongly urge you give it a play. But nothing is perfect, so here are a handful of issues I had:</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;"><em>The Tutorial</em>: When I was playing through the tutorial, I quickly developed a headache. "They made this game way too complicated," I thought to myself. "They should have gone the route of making it accessible to all." But don't worry, those impressions weren't accurate. The learning curve is actually modest and you'll figure things out very quickly in your first few actual games. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">So why did I think it was so complicated? It's the tutorial's fault. It's split into way too many segments and it needlessly muddles things. The tutorial tackles each type of card individually (items, abilities, quests, etc.) in too much of a vacuum. The important thing to teach is the gameplay. I promise you, the game is much much easier to learn when you actually play it through, because you understand the flow of play and how things relate.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I understand the concept of the tutorial. It is attempting to give you the basic knowledge you need about each type of card and then tie it all together at the end in the summary lesson. But that's way to late in my opinion to tie it all together. That should be done throughout.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Players would be much better served by being led through an actual continuing game. The tutorial should force you through a number of turns. And when a new type of card comes up, say "items," it should then explain that card in the context of the larger game. Then the tutorial could tell you to raid and explain how combat works, again in the context of the actual game. Having eleven tutorials is needlessly off-putting and really doesn't help.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;"><em>The Scenarios</em>: The scenarios are absolutely great and a ton of fun. I love the fact that some force you to win using a certain victory condition and familiarize you with different styles of play. The whole thing is well-written and enjoyable. I absolutely love what they did in Scenario 14 by connecting the story and events in the game to actual cards. The way they used the Altar and the Rift are just terrific. I absolutely loved playing the scenarios through and I strongly urge SOE to add more from time to time.</span><span style="color:#000000;"> I was impressed that they took the time to make these so enjoyable.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">My negative on the scenarios is really minor and related to lore. And it's very rare that I ever get tweaked about lore. But, okay, here it is. In EQII we basically never see Lucan or Antonia (unless things have changed). I always felt this was a mistake, though I know it is trickier to do then it sounds. It would have been nice to be more connected to the central characters.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">So am I now going to complain because the scenarios are chock-full of Lucan and Firiona Vie? Yes, a little. The problem with introducing legendary characters like this into an MMO or any other type of game is that we have pre-conceived notions and expectations of them. So when we play through the scenarios and see Lucan and Firiona have rather pedestrian stats, it's a little disquieting. I realize that this is necessary to keep the game balanced but it definitely is an issue. I also thought it was weak to use Firiona as the classic damsel in distress. It's just cliche and not really suited to the character. Just nitpicks, as I said.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;"><em>Card Text</em>: The "flavor" text on the cards is fine. But that's about it and that's the problem. I don't think the writing is weak by any means but it just doesn't reach out and grab my emotions like some of the Magic text does. I think it can really help draw you into the game if superbly done.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Again, none of the card text in Legends is terrible or even bad. But it's just my personal belief that writing flavor text for cards in these type of games is just about the greatest, most exhilarating job any fantasy buff can ever have. You have such an opportunity to be hilarious, dramatic, beautiful. To me it's almost the poetry of geekdom. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I'm designing my own episodic flash-based card battle game (still in the pen and paper stages) mainly for the golden opportunity to write flavor text. And it is hard, a heck of a lot harder then you might first think. So I appreciate the difficulty. But I just beseech whoever it is out there penning the prose: put your heart and soul and lifeblood into it. And enjoy it, because it's a fantastic opportunity. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;"><em>Business Aspects</em>: In general I think the price is right. It's great that you get a free starter deck if you are an EQ or EQII subscriber and great that you can play around a bit even if you're not. I think the booster decks are quite fairly priced. So, overall, I really like the model. I just have a few issues with it, one major and one minor.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">The major issue I have is that there is no benefit for Station Access subscribers. If there is and I don't know about it, I apologize. But for those out there who are passionate enough to pay the quite high price of $29.99, I think it's almost absurd not to take advantage of this opportunity to reward them.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Would it be that big a deal to give Station Access subscribers a free booster pack a month? I certainly don't think so. They're paying you enough money and interest has to be waning considering Vanguard and some of the other "titles." This is a golden opportunity to make these subscribers feel good about the cash they are handing over every month. In the end, it might even make SOE more money to be a little generous here as perhaps fewer people will go back to a one-game subscription.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Again, if there is a benefit, I apologize. I didn't see mention of one. But if not, this probably bothers me more about Legends then everything else put together.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">On a more minor note, it would be nice if the booster packs could be somewhat tailored to each class. It's pretty lame to buy a booster with only a few Mage cards in there. Okay, I think this will be alleviated when I start trading, but I still think it might be nice to have class-based boosters.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Well, that's it. As you can tell, pretty minor nitpicks and on the whole a wonderful job by SOE. The main thing to know is that the game is great and you should give it a whirl.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Two questions for the more advanced players out there: How is the balance between the different classes? How is the balance between the two victory conditions when playing a live opponent (do people mostly win by questing or by knocking the opponent's health down)?</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I hope to meet you on the fields of battle in Legends soon.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-80109203191226197002007-11-09T11:41:00.001-05:002007-11-09T16:06:05.751-05:00PSP = SRPG<span style="color:#000000;">When I first bought a DS and a PSP I placed them down next to each other on a table. It seemed clear that the PSP was miles ahead of the DS. The gorgeous screen, the style - it just seemed like the PSP would dominate. I was obviously wrong in my initial impressions. I've spent about 90% of my handheld time on the DS, simply because the software was so much better. But lately, that percentage has completely reversed. Why? The PSP has come through with some very solid SRPG's. I've loved the strategy RPG genre since Shining Force and I find it very well suited to the handheld world. Following are the three SRPG's I've been enjoying for the PSP.<br /><br /><em>Jeanne D'Arc</em><br /><br />This excellent game really hits all the right SRPG notes, combining challenging strategic gameplay with wonderful graphics and a solid story. There are plenty of fun combat mechanics to play around with such as the Unified Guard, the transformations and Burning Aura. I also enjoy the quick pacing of the battles, something a lot of SRPG's falter on. The setting may be a bit odd, but it is a really refreshing change from the standard fare. The story falters in points but on the whole it is a compelling drama with interesting characters. The graphics are just fabulous, both in the cutscenes and the actual battles.<br /><br />All in all, Jeanne D'Arc is a great game. If I had to find a negative I'd say there isn't quite the depth or complexity of the other two titles on this list. But you certainly can have fun combining skill stones and trying various combinations of skills on different characters. As for the challenge level, it's really up to you. If you want to try to plow ahead through the story missions without leveling your characters it can be tough. But if you are having too hard of a time, simply level your force up on the free battles for a bit. I think it's the perfect game for someone new to the genre.<br /><br /><em>Final Fantasy Tactics: The War of the Lions</em><br /><br />I really don't understand some of the incredibly high review scores this game received. I admit I'm a little biased. I'm just so tired of ports, remakes and rehashes coming to the handhelds. And while I recognized the greatness of Final Fantasy Tactics, I always found it more flawed then most.<br /><br />But I think even putting that bias aside, there is no way this game should have received the level of favorable reviews it did. I find the slowdown that occurs when using magic or special attacks completely unacceptable. This annoyance is more than minor to me when you are spending so much time battling. The fact that the clunky control scheme is unchanged combines with the slowdowns to really kill the pace of the battles for me. And while they certainly did a solid job revamping the script, almost none of the problems with unit balance or the camera have been addressed.<br /><br />But of course, you are getting the almost limitless depth and complexity that Final Fantasy Tactics brings. And it is definitely a robust, exciting game that I do enjoy playing.<br /><br /><em>Disgaea: Afternoon of Darkness</em><br /><br />Yes, like FFT, this is a remake. I've only played this one for a few hours so far but I think they did a great job with the port. It's smooth, it looks good and the voiceovers are surprisingly well done. Unlike FFT, the framerates are perfect throughout. This is another one with incredible depth and complexity with the added bonus of humor. There is also an element of almost puzzle type gameplay with the geo panels. Whether you enjoy that or not is dependent on whether you enjoy that type of puzzle play. With the Dark Assembly and Item Worlds there is also more to do in Disgaea outside of actual storyline battles than in the other two games.<br /><br />If you haven't guessed I would recommend the games in this order: Jeanne, Disgaea and FFT. But the real point is that these are three very sweet SRPG's available right now to PSP owners. That's why my DS is gathering dust right now. Does anyone have any SRPG's to recommend for the DS? I expected a plethora by now, especially since the stylus control seems so perfectly suited to the genre. I've identified Luminous Arc but the reviews have been pretty bad and also Hoshigami Remix which features even worse reviews.<br /><br />I am making the somewhat arbitrary distinction between the SRPG genre and the turn based strategy genre. I differentiate the two genres in that SRPG's focus on individual characters in battle which you can level and carry forward into future battles while TBS's feature larger scale battles with units that you can not individualize. Does that make sense? Anyone have a clearer definition? If I broaden my scope to TBS games, there are other options. For instance, we have Advance Wars for the DS or Field Commander for the PSP. These are two very solid games hampered only by what is some of the most poorly written dialogue I have ever seen. I'm not sure what percentage of overall production costs it takes to hire a good writer but I'm constantly surprised that so many companies still don't think it is worth it.<br /><br />Well, I hold out hope for some good DS SRPG's in the future. Archaic Sealed Heat for the DS sounds promising, though I'm not sure it's an SRPG in the traditional sense. In the TBS arena, Warhammer 40K: Squad Command (DS and PSP) is very intriguing. But probably the biggest one to watch for is Fire Emblem DS.<br /><br />And hey, if you have to do remakes, how about Shining Force for me? And from the turn-based strategy genre, I would love to see Heroes of Might and Magic on the DS. I'm thinking the simple but beautiful art from the first three iterations of the series. Wouldn't it be great to use the stylus to move around the exploration map, position units in battle and poke at town buildings to buy units? </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-48618557605856002162007-11-02T19:37:00.000-04:002007-11-02T19:38:46.689-04:00Best Cosplay Ever?<span style="color:#000000;">When you're playing EQII, LOTRO or WoW do you ever want to be an Elf? But I mean do you really, <em>really</em> want to be an Elf? Yes? </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Okay, click</span><span style="color:#990000;"> </span><a href="http://modernplasztika.co.hu/beavatkozas_eng.html"><span style="color:#990000;">here</span></a><span style="color:#000000;">.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I'm 95% sure that this is an elaborate prank or art project but it is a well crafted one.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-7716492125970667222007-10-25T18:08:00.000-04:002007-10-25T18:08:15.673-04:00Fantasy Wars<span style="color:#000000;">Turn-based strategy games are not exactly flooding the market, so I wanted to bring </span><a href="http://www.fantasywars-thegame.com/index_uk.html"><span style="color:#990000;">Fantasy Wars </span></a><span style="color:#000000;">(available for </span><a href="http://www.gamersgate.com/index.php?page=shop.product_details&amp;flypage=shop.flypage&amp;product_id=222&amp;option=com_virtuemart&amp;Itemid=14&amp;vmcchk=1"><span style="color:#990000;">purchase at GamersGate</span></a><span style="color:#000000;">) to your attention.<br /><br />I can't give a formal review because I haven't finished the game yet. Honestly, the only reason I'm posting about this one is that I haven't seen a single review or even advertisement for this game. I'm not quite sure how they expect to sell any copies.<br /><br />What kind of name is "Fantasy Wars" anyway? Could you get more generic? Yeah, I was just playing some "Role Playing Game" and then "Platform Side-Scroller." But forget the name. It's basically a series of turn-based battles on a grid (though the field is a 3-D affair with fairly pretty graphics). You move your units, attack and defend against the enemy and take cities and other important areas. You also purchase new units, upgrade units and discover and equip artifacts.<br /><br />Really, the game calls to mind Fantasy General, another game with a generic name and hex-based strategic play. It was a 1996 SSI release in the Five Star General series. Now, Fantasy General was one of the greatest games I've ever played and had a huge impact on me. The combination of compelling strategy, beautiful but simple art, incredible music and lengthy campaign were very memorable. I can close my eyes even now and I'm the Warlord Marcas, battling through the Vale of Sorrow, grimly resolute in the face of the Herculean task before me.<br /><br />So I'm not comparing Fantasy Wars to Fantasy General in terms of overall quality. It pales in comparison. But that doesn't mean it's a bad game. The battles are exciting and there is plenty of depth and complexity. One of my favorite features is that when a unit levels, you can choose from a large branching tree of skills. So two units which start out the same may soon have quite different attack and defense skills. Some may be better in the forest and some on the open plains and still others may be experts at storming a city. The story is nothing special but the voiceovers are surprisingly not horrible. It is a challenging, fun campaign and I'm enjoying it so far.<br /><br />I have noticed a few negatives. There are very few single mission scenarios included outside of the three large campaigns. The scenery looks a little too pretty and bright to me for a war game. And in general, when it comes to games like this, I prefer simplicity in the graphical design over bells and whistles. For instance, I much preferred the first three Heroes of Might and Magic Games to HOMM V because I liked the simple, clear map much better then the 3-D one. I hate having to constantly mess with the camera. But I'm pretty sure that's just me. I don't think most people will mind the graphics.<br /><br />But don't take my word for it. Just download the free demo which contains two short missions and have at it. From </span><a href="http://www.fantasywars-thegame.com/index_uk.html"><span style="color:#990000;">the main page</span></a><span style="color:#000000;"> just click "Bonus" and it's on the left hand side of the page under wallpapers.<br /><br />Another option to consider for your turn-based strategy fix is Dominion 3. I could wax poetic about the depth of this game but in this case there are already </span><a href="http://www.metacritic.com/games/platforms/pc/dominions3theawakening?q=dominion"><span style="color:#990000;">plenty of reviews out there for you</span></a><span style="color:#000000;">.<br /><br />And of course, no matter what genre you prefer, get Portal before any other game. Trust me on that one. </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-4465161600403755432007-10-18T14:20:00.000-04:002007-10-18T14:21:24.523-04:00Why Can't I Stop Playing This?<span style="color:#000000;">Via </span><a href="http://indygamer.blogspot.com/2007/10/abrupt-goodbye.html"><span style="color:#990000;">Independent Gaming</span></a><span style="color:#000000;">...</span><a href="http://www.pocketwatchgames.com/conversation/index.php?i=0"><span style="color:#990000;">The Abrupt Goodbye</span></a>,<span style="color:#000000;"> user-created interactive fiction.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">It seems so simple but I can't stop playing it. Must close browser window...</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">It's pretty remarkable that the users haven't ruined it yet. See if you can pick out the Aggro dialogue in there. </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-75884556522521356982007-10-12T10:15:00.000-04:002007-10-12T10:15:54.867-04:00A Rogue's Revenge: MMO Influences on D&D 4th Edition<a href="http://bp2.blogger.com/_FmnBvh9Ysq8/Rw6m2s1QVWI/AAAAAAAAAAU/qMFrqCrLp3g/s1600-h/d20.jpg"><img id="BLOGGER_PHOTO_ID_5120213285044508002" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp2.blogger.com/_FmnBvh9Ysq8/Rw6m2s1QVWI/AAAAAAAAAAU/qMFrqCrLp3g/s320/d20.jpg" border="0" /></a><br /><br /><br /><br /><br /><span style="color:#000000;">There is no debating that every MMO is deeply indebted to pen and paper D&amp;D. It's the foundation we all game on. But I've found something interesting as I've casually followed the news of the upcoming 4th Edition of D&amp;D. With 4th Edition, D&amp;D seems to be taking strong inspiration from the MMO world. My information regarding the 4th Edition comes mainly from </span><a href="http://www.enworld.org/index.php?page=4e"><span style="color:#990000;">EN World</span></a><span style="color:#000000;">, </span><a href="http://d20.jonnydigital.com/2007/08/wizards-rd-seminar-at-gencon-2007"><span style="color:#990000;">the D20 Source blog</span></a><span style="color:#000000;"> and, of course, </span><a href="http://www.wizards.com/default.asp?x=dnd"><span style="color:#990000;">Wizards</span></a><span style="color:#000000;">.<br /><br />I intend to look at some of the links between MMO's and the 4th Edition of D&amp;D and the lessons each group could stand to learn from the other.<br /><br /><u>Technology</u><br /><br /><em>D&amp;D Gaming Table</em><br /><br />The D&amp;D Gaming Table provides a way to play D&amp;D online with other people. You can create maps, move characters, traps and monsters around and roll dice. Check the video out </span><a href="http://www.youtube.com/watch?v=hWZ2WdeTo1M"><span style="color:#990000;">here</span></a><span style="color:#000000;">. They do some pretty neat things with lighting and "fog of war."<br /><br />Hmm...a roleplaying game played online with other people. Sounds like an MMORPG doesn't it? Well, not exactly. While the online D&amp;D Gaming Table is a multiplayer, online experience, the real "game" portion is taking place outside of the online space. And the number of players is limited.<br /><br />Now, nothing will ever, ever replace for me the excitement of sitting around a table and gaming with real people. But this option will give me the opportunity to play D&amp;D with people I met through playing MMO's or through this site who do not live anywhere near me. And I'm truly looking forward to that. I do think it may take a few iterations before this first attempt is a truly solid product. And remember, the real game takes place between the DM and the players. Wizards is just providing some tools to play that game. You could honestly play D&amp;D online right now in an IRC chat room or even Second Life. But I think it's great that Wizards is attempting to give us a polished option to take our D&amp;D game into the virtual world.<br /><br /><em>Character Creator</em><br /><br />This is direct from MMO land and looks just like any MMO character creator (you can view the D&amp;D Character Creator in the </span><a href="http://www.youtube.com/watch?v=hWZ2WdeTo1M"><span style="color:#000000;"><span style="color:#990000;">same video</span> </span></a><span style="color:#000000;">about 2:58 in). While characters created using this tool can be imported directly into D&amp;D Gaming Table, I think it may also prove handy for games played around the traditional table. It's just a cool way to set up your character sheet and even have a graphical representation that you and others can enjoy. I wasn't blown away with the video but I do see it as having nice potential.<br /><br /><em>The Business Model</em><br /><br />It's pretty interesting to see D&amp;D working the subscription model, a true MMO staple. In fact, they even reference MMO's in their <em>Ask Wizards </em>feature:<br /><br />"<em>At Gen Con, we did state that the price would fall somewhere between the cost of a single print issue of Dragon magazine and the monthly fee of a MMORPG (in other words, between $10 and $15)</em>."<br /><br />I believe some people (especially DM's) will sign up for this subscription service even if they never intend to use the online Gaming Table. Rather, they will use available tools and additional resources such as the DM Toolkit or the Campaign Vault to better their real life D&amp;D experience.<br /><br /><em>Patching = Errata</em><br /><br />What happens when there's a bug in your MMO? Well, it gets patched (or at least you hope it does). It's a pretty good system and I appreciate when companies patch their games often. But what happens if there's an error in a D&amp;D book? Well, they can't really patch that can they? It's a physical text. But Wizards may be borrowing the concept of patching for D&amp;D. See the following quote from </span><a href="http://forums.gleemax.com/showthread.php?p=13778709#post13778709"><span style="color:#990000;">here</span></a><span style="color:#000000;">:<br /><br /><em>Another factor that will change the face of errata is the implementation of the database, which plays such a central role in our management of 4 Edition. With the institution of ebooks that accompany one’s physical copy, we have the option of keeping one’s ebook updated with the latest changes, from the very small (a “+2” instead of a “+3”) to the very big (changing the text of an ability or feat). That’s not to say there still won’t be a physical copy of the errata, but we might simply compile quarterly changes made in the database into a readable format, rather than the sporadic release that now exists.</em><br /><br />If they handle this the right way, they could build a ton of goodwill with customers. Here's my opinion of the "right way:"<br /><br />1. Player buys the Monster Manual at a gaming store and takes it home.<br /><br />2. There's an error in the text.<br /><br />3. Player enters a code from the Manual on Wizards' website and is given access to a special section dedicated to updating the Monster Manual. (I don't believe there should be any subscription fee for this feature if you purchased the book).<br /><br />4. Player prints the change and affixes it to his or her physical book.<br /><br />I think that kind of D&amp;D "patching" could be great.<br /><br /><em>Game Updates</em><br /><br />But updates in MMO's aren't only about patching existing problems. I know I looked forward to each Update in EQII to see if new abilities, new weapons, new items and even new zones were going to be made available. I felt this was a terrific way to keep players excited and interested in the game. MMO's have the advantage of being able to do this online.<br /><br />Now D&amp;D will be able to accomplish a similar goal through their online services. By getting issues of Dungeons Magazine and Dragons Magazines online, in addition to other information provided through D&amp;D Insider, players will be able to supplement their games with new adventures, items and skills. This could truly be beneficial to both Wizards and the players.<br /><br /><em>Going Further</em><br /><br />In one case Wizards seems to be borrowing more from the broader Web 2.0 world than from MMO's. Wizards has a website called </span><a href="http://www.gleemax.com/"><span style="color:#990000;">Gleemax</span></a><span style="color:#000000;"> (awful name but horrid website names are web 2.0 to the core) which looks to be a sort of Facebook for D&amp;D and Magic players. Although various MMO companies have attempted things <em>like</em> Gleemax, I think Gleemax looks to be more robust. Well, it's pretty much exactly what I was talking about </span><a href="http://aggrome.blogspot.com/2007/08/you-got-web-20-in-my-mmo.html"><span style="color:#990000;">just</span><span style="color:#990000;"> a few posts ago</span></a><span style="color:#000000;">. I do think it will take Wizards some time to perfect the system. And while I wholeheartedly endorse the idea, I think the design and layout of the website need serious work.<br /><br /><u>The Core</u><br /><br />All the above relate to technology, which I view as supporting but secondary portions of the 4th Edition experience. What I found most fascinating is that even at the core of the 4th edition, the actual pen and paper rule-set, you can see what I think are MMO influences.<br /><br /><em>Defined Player &amp; Monster Roles </em><br /><br />One of the strongest MMO connections in 4th Edition is the intent to define player roles more clearly. They may be calling the roles other names, but I sure recognize Tank, Healer, CC and Ranged and Melee DPS. I know some people are worried that this will take away from the variety of the characters. But I believe that 4th Edition is actually going to give players more options to customize their characters both in and out of combat. The use of player roles is more about making it easier to balance groups. There should be no more "oh, you have to play a cleric, the party needs one." So this change should result in more options, not less. And it should make balancing encounters a lot easier for the DM.<br /><br />Now, where D&amp;D is going further then MMO's is giving the mobs (or monsters if you will) similar classes. So some monsters will be tanks, other will do crowd control and so on. This will definitely make it easier for DM's to put together solid, exciting encounters in much less time. Believe me MMO's would love to do this - it would make combat far more exciting. And to some extent they have, but it's really not there yet. The beauty of D&amp;D is that you don't have to worry about AI, because the DM is the AI. But I think MMO's will reach this point someday. Just think about fighting a group of orcs in an MMO. Would you rather fight five orcs who just sit there and swing the same club at you or a coordinated group with tanks, healers and ranged dps? It would lead to so much more excitement as players put together different strategies based on what they are facing.<br /><br /><em>Raising the Level Cap</em><br /><br />Just like an MMO expansion, 4th Edition raises the level cap to 30. I wonder if this is a direct response to the fact that many MMO players are used to more levels then 20. Even if not, it's a move strongly reminiscent of MMO-world.<br /><br /><em>Level Balancing</em><br /><br />It's one thing to raise the level cap. It's another thing entirely to make every level just as fun and playable as every other level. But that is one of the major stated intentions of 4th Editon. It's also something that's often been discussed in the MMO world. MMO companies are always trying to ensure that the lower or middle levels are as fun as the higher levels, or vice versa. Their success is debatable so I think it will be interesting for MMO fans and developers to watch how Wizards handles this.<br /><br /><em>Racial Bonuses</em><br /><br />MMO's and D&amp;D are both faced with the challenge of making race actually mean something. Whether you choose to be an elf or a dwarf in an MMO does the character play any differently, graphics aside? When you roll up an elf or a dwarf in D&amp;D does the character play any differently, roleplaying aside? MMO's have made strides in this area. EQII, for example, introduced special racial quests and racial traits. In LOTRO, different deeds are available for different races, allowing you to further customize your character.<br /><br />D&amp;D also seems to be headed in this (positive) direction by allowing for different racial traits to be achieved as the player levels. This attempt to make classes of different races play differently from one another seems to be one of the focuses of 4th Edition. The goal is to make an elf fighter play differently then a dwarf fighter, and so on.<br /><br />Note the importance of both MMO's and D&amp;D making race a factor <em>as you level</em>. If you play an MMO and choosing an elf gives you 5 points more dexterity when you begin, well, that's great. But that difference will be long forgotten when you're at level 50. It's important to make the distinctions in play <em>continuous </em>ones that effect you at the high as well as low levels. Gaining new racial traits as you level is certainly a way to do this.<br /><br /><em>Character Customization</em><br /><br />Just as it's important for race to play a role in your character, it's also critical for you to continue to customize your character level by level. Again, this is important in both D&amp;D and MMO's. You never want your wizard to be the same as every other wizard, no matter what game you're playing. Allowing customization is key to building that connection and emotional attachment between player and character. I think Wizards is really refining the customization of characters with feats and talent trees, just as we have seen further refinement in the MMO world.<br />Wizards also seems to have picked up a lesson which MMO companies learned. Just as it's important to have character customization, it's also important not to have players feel trapped by "bad choices." EQII and WoW allow for spending money to change your character customization decisions. Likewise, 4th Edition will apparently allow for swapping out or switching various feats and abilities.<br /><br /><em>Choice of Classes and Races</em><br /><br />One thing I find of great interest in the MMO world is the amount of classes and races each game gives you. The obvious feeling may be the more the merrier and variety certainly is important. However, </span><a href="http://aggrome.blogspot.com/2006/08/choice.html"><span style="color:#990000;">back in August of 2006</span></a><span style="color:#000000;">, I argued that, based on some very interesting scientific studies, perhaps too many choices is a bad thing. To dramatically oversimplify that post, a quick summary is that consumers faced with more choices actually purchased less. And students given less choices for an assignment actually performed better. So I'm not bothered that 4th Edition will somewhat reduce the amount of races and classes in the game in an attempt to hit the sweet spot.<br /><br /><u>Forums Frenzy</u><br /><br />If there's one thing MMO's and D&amp;D really have in common it's the insanity on the forums. Both communities are intensely passionate about their games and whenever a change or expansion is announced there is a mix of excitement and anger. And it's a wild ride. You get the same personalities and even many of the same arguments on the D&amp;D forums that you do on MMO forums. And I understand the concerns people have.<br /><br />But for me it's simple. It comes down to the fact that I trust these designers as much as any group of game designers out there. They have the passion for the game and they have the design skills. I don't have to agree with every move they make, because I have faith in the overall picture.<br /><br />As for the financial aspect, I know it stings to buy more books. But you really don't have to. I think you can ride 3.5 for another decade, especially with the Open Gaming License (and the OGL better be just as strong for 4th edition - it's critical). If you sit down and analyze the entertainment value you received from D&amp;D and compare it with your financial outlay, I'll think you'll agree that this is a value investment, especially when compared to other forms of entertainment.<br /><br /><u>Bilateral Lessons</u><br /><br /><em>MMO Companies Should Learn This D&amp;D Lesson</em><br /><br />If you listen to Episode 16 of the official D&amp;D podcast (available for free on ITunes) you will hear some ideas regarding monsters in the 4th Edition that I think MMO developers could stand to hear and apply to mob AI and mechanics.<br /><br />* Interesting At Any Level - Just because a mob is Level 3 doesn't mean it has to be ten times less exciting than a level 30 mob. Designers should strive to make combat exciting at the early levels to hook new players. In the podcast, the designers discuss changing the mechanics of a Level 2 monster, the Kruthik, so that it is a challenging and exciting encounter for players. How many incredibly boring low level monsters do we encounter in MMO's?<br /><br />* Making the Mechanics Match the Story - When we are fighting a monster in D&amp;D or a mob in an MMO, we're basically fighting a collection of numbers: attack, defense, hit points and the like. So what makes one monster different from the next? What makes us feel like we are fighting a Griffon or a Beholder? In MMO's we have graphics and in D&amp;D we have our imagination and roleplaying. But if you put that aside and think about it, doesn't it seem like many of the monsters we fight, especially in MMO's, are very similar?<br /><br />So how do we make fighting a Griffon seem different then fighting a Beholder? The D&amp;D designers stated that they really made an effort to make the actual combat mechanics for each monster match the backstory and "feel" of the monster. I think this is crucial. I realize it is harder to accomplish in an MMO, but it's worth the effort.<br /><br />* Differentiating Similar Monsters - If an MMO asks you to kill 10 orcs and then to kill 10 goblins and then kill 10 gnolls, is there really a difference? Sure the graphics might be a bit different, but that's it. On the podcast, the designers discuss attempting to significantly differentiate the backstories of similar monsters. And then the next step is to make the mechanics and "AI" match the concept. An example given was that Gnolls might attack you like a pack of hyenas while Hobgoblins march towards you like Roman legionnaires. This variation in attack procedure is based on the differing backstories of each race. Again, the mechanics aspect of this is harder to capture in an MMO but I think it's something worth striving for.<br /><br /><em>Wizards Could Learn This MMO Lesson</em><br /><br />If there's one strong lesson to be learned from the MMO world over the last few years, it's that taking the time to polish and playtest is incredibly important. Just look at WoW on one hand and Vanguard on the other. Heck, even SOE has caught on to the importance of a polished product, breaking with their previous hard-line expansion release schedule. But I don't think Wizards learned that lesson.<br /><br />I believe that Wizards has not allocated enough time to polishing and playtesting. In reading and listening to the comments of the designers I just don't think they are in the place they should be to release this product on the timeline they want to. And even though I know they shut the whole company down for months of hardore playtesting, I don't think they have allocated enough time to exterior playtesting. I could be wrong in this assessment but it is my belief. I just think polish is key these days. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;"><em>Conclusion</em><br /><br />It's a wonderful and exciting time to be a D&amp;D player. Let's not forget that there have been some really tough periods in D&amp;D's history. It's great to see Wizards continually working to bring us the best game they can and experimenting with different ways to do so. And this isn't only about current players. I have to think that this will be good for new players and even those who, like myself, have been away for a bit. That can only help the game.<br /><br />I will say that the views expressed in this post are coming from someone who has not actively played in a while but who is dying to get back in. Current players may have a different (and more informed) perspective and I certainly understand and appreciate that. </span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-53687542141043286492007-09-27T15:15:00.000-04:002007-09-27T15:29:19.645-04:00Jack Thompson: Completely Rational<span style="color:#000000;">Yep, totally sane and logical. There's nothing even remotely odd about </span><a href="http://gamepolitics.com/2007/09/26/judge-spanks-jack-thompson-for-sending-gay-porn-with-court-filing/"><span style="color:#990000;">his last court filing</span></a><span style="color:#000000;">...pretty much the usual thing to do when fighting misconduct charges.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-65757273717615527772007-09-22T17:04:00.000-04:002007-09-24T13:54:02.669-04:00Dice Me<a href="http://bp0.blogger.com/_FmnBvh9Ysq8/RvWDoc1QVVI/AAAAAAAAAAM/NE40RdFddus/s1600-h/dice.jpg"><img id="BLOGGER_PHOTO_ID_5113137682906633554" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://bp0.blogger.com/_FmnBvh9Ysq8/RvWDoc1QVVI/AAAAAAAAAAM/NE40RdFddus/s320/dice.jpg" border="0" /></a><br /><br /><br /><br /><br /><span style="color:#000000;">A few months ago I realized that I was a total noob when it came to one aspect of gaming: boardgames. No, I'm not talking about <em>Monopoly</em> or <em>Sorry! </em>but rather strategic, exciting games like <em>Settlers of Catan</em>, <em>Caylus</em> and <em>Puerto Rico</em>. So, I've been building XP in this gaming arena.<br /><br />Since it's a bit more time consuming getting boardgame play together, when I have the opportunity to play online (like </span><a href="http://www.daysofwonder.com/tickettoride/en/"><span style="color:#990000;">Ticket to Ride</span></a><span style="color:#000000;">) I do. I've also enjoyed just reading the rules and reviews of various games. There are so many fascinating game mechanics out there and I feel like I've learned a lot about gaming in general. But I have been playing as well. I particularly enjoy fantasy themed games like <em>Descent </em>or <em>Runebound</em>.<br /><br />I'm not going to start blogging about or reviewing boardgames (though I feel compelled to recommend the excellent <em>Battlelore</em>). I simply suggest heading over to the amazing </span><a href="http://www.boardgamegeek.com/newuser.php"><span style="color:#990000;">BoardGameGeek</span></a><span style="color:#000000;"> for plenty of reviews and discussion. Before I began this boardgame run I admit I assumed that boardgaming was a dying industry which was somehow less fun than PC or console gaming due to the technical limitations. Well, I'm here to tell you now that playing boardgames is no less fun, only different. And rather then dying, the boardgame community is thriving and vibrant with a ton of new and exciting games on the horizon. So consider giving dice a chance.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-74787071785422493212007-09-05T10:22:00.000-04:002007-09-05T10:22:47.905-04:00LOTRO: Discounts of Angmar<span style="color:#000000;">Amazon's video game deal of the day for 9/5/2007 is Lord of the Rings Online: Shadows of Angmar. They have it for $26.99 (currently $49.99 at Gamestop) so if you were thinking of taking that plunge into the Brandywine, today might be a good day to do it.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-16953070347174584052007-08-25T03:15:00.000-04:002007-08-31T10:43:23.296-04:00You Got Web 2.0 in My MMO!<span style="color:#000000;">I know, I know, it's cool to abuse Web 2.0 right now. There's been a ton of Web 2.0 backlash: a lot of the terminology (including "Web 2.0" itself) is cringe-inducing and companies with horrendous ideas are getting tons of venture capital thrown at them for merely including the world "social" in their business plans.<br /><br />This criticism is perfectly justified and the bubble is going to explode. Back in the day people thought they would make billions with websites where you could buy cat food online. Now people think they can make billions with websites that have "social networks" for cats. No, </span><a href="http://www.unitedcats.com/"><span style="color:#990000;">seriously</span></a><span style="color:#000000;">. More </span><a href="http://www.mycatspace.com/"><span style="color:#990000;">than one</span></a><span style="color:#000000;">. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">But because of all the trash out there, it would be easy to miss the fact that there are valid ideas in the Web 2.0 world. In the original bubble and crash, were there a ton of garbage websites out there? Sure. But did we also have some awesome sites like Amazon and Ebay that we still use today? Sure. Likewise, sites like Digg or YouTube will be around for years to come and will be enjoyed by many.<br /><br />So I'm going to try to find some Web 2.0 ideas that can be applied the MMO world. I'm sure there's going to be or already has been a lot of pontificating on this very subject probably with words like "folksonomy" and "clouds" being bandied about. So I'm going to try to be as concrete with my ideas are possible. To be honest, none of these concepts would be a selling point for me in deciding between games but I'm just going to throw them out there.<br /><br /><u>Feed Me</u><br /><br />I want to be able to log on to Netvibes and have a tab fully dedicated to my MMO of choice with tons of delicious feeds. I'm going to use Netvibes and EQII as an example of what I would like to see, but you can substitute any feed-reader and your MMO of choice.<br /><br />* Official News (obvious)<br /><br />* Dev Tracker (preferably with different categories for Technical, Design, etc.)<br /><br />* Community News Aggregator (one feed which aggregates all the community blogs and fan-sites)<br /><br />Okay, those are fairly straightforward. But let's get more MMO specific...<br /><br />* Server status<br /><br />* List of friends/guildmates with online/oflline status and current zone information<br /><br />* News specific to my Guild, both player generated (i.e. guild news postings) and automatic (guild status points)<br /><br />* Ranking of Guilds on my server<br /><br />* Ranking of Wizards on my server<br /><br />* Ranking of Gnomes on my server<br /><br />Heck, let's get even more specific on the rankings. Let me choose to have an automatically updating ranking of most damage done with a single spell by Gnome Wizards on Antonia Bayle in the level range of 10-20 in the Commonlands. You have the data - use it.<br /><br />I'd also like to stick a widget in there which lets me search an item or player database.<br /><br />The idea here is for me to be able to open one web-page and have absolutely all the news, resources and information I need, updated in real time.<br /><br /><u>Let Your Users Do the Work</u><br /><br />Your users are an amazing resource. May as well tap into them as they are the best marketing department you can find.<br /><br />The obvious one is supporting the people who contribute to your community with blogs, podcasts and fan-sites. For instance, EQII has the Town Crier which helps users find blogs and fansites they might not know about. <br /><br />You could also make it easy for your players to capture screenshots or gameplay video and automatically upload them to a Flickr group or YouTube. Alternatively, a game could have it's own screenshot or video sharing page, with rankings for the most popular or most commented on media. Similar pages could be set up which allow players to post stories or artwork and let others comment and vote on them.<br /><br />Every game should have a Wiki with user contribution. We all know official documentation is hopelessly lacking and dated. New users often have to spend extensive time searching for bits and pieces of information on the forums and it's so important to get new users over that initial learning curve. By having a Wiki, you have an up to date, living resource that can benefit both new and current players.<br /><br />The final extension of this concept would be to allow for some form of user-created content in the game, itself. But that's a topic I've discussed before already and is too in-depth to get into here.<br /><br /><u>Get Social</u><br /><br />I firmly believe that it's the social connections we make which keep us playing an MMO. The friends we make and the community we become a part of may just be the most important factor in our enjoyment of any game. So if a company can in any way facilitate those social interactions, they should definitely do it.<br /><br />I don't use Facebook or MySpace so I'm a little out of my depth here, but what I am envisioning is a Facebook-esque page for each player. This page could have all of their character information updated automatically along with whatever personal data the player chooses to enter. There should also be room for a player's journal or blog, favorite screenshots and in-game videos and some fun widgets (some of which could be created by the company and some by users).<br /><br />And of course, there's the social aspect. A player should be connected to his friends from the game, guild, and people known in real life. Each of these "classes" of people could have different permission settings when it comes to viewing that user's page.<br /><br />The great thing is that MMO's already have so many ready-made social groups. In addition to player-made groups like guilds or a friends list, each player is part of server, a class, a race, a level range. These groups are the perfect foundation for creating a social network.<br /><br />Players should be able to send and receive messages or media between individual players and to send out group messages to all of their friends or guild. Friends should also be able to comment on the aforementioned screenshots or journal postings on the page.<br /><br /><u>And Back Again</u><br /><br />Can we take some of these social and community aspects and bring them back into the game? Sure. Players could be awarded titles or house items for having, say, one of the top ten most popular screenshots in a given week. Badges could be given for having a great page in the social network or for other ways of participating in the community. This would tie everything back together and encourage people to utilize the community features. And likewise, the community features would encourage people to keep playing the game.<br /><br />MMO companies have always been been leaders in building online communities. I know that SOE has already tried to accomplish many of these goals with EQ2Players. I'm just suggesting they keep at it and take it to the next level.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-67119960379835292532007-08-22T10:56:00.000-04:002007-08-22T10:57:21.638-04:00Equinox<span style="color:#000000;">You may have already heard about the upcoming release of </span><a href="https://store.station.sony.com/hardgood.jsp?SKU=EQ2RE-HG-MG0807-EQUPRE"><span style="color:#990000;">Equinox: the Official EQII Magazine</span></a><span style="color:#000000;">. You may even have heard that pre-orders grant you a Rise of Kunark beta invite.</span><br /><br /><span style="color:#000000;">But much more importantly, did you know that Equinox contains a never before seen Aggro Me humor column? Yes, the aptly named and completely honest column, "<em>I Am Better Than You</em>," penned by none other than yours truly, will appear in the premier issue. </span><br /><br /><span style="color:#000000;">While I don't know any more than you do about how the magazine will turn out, there are some promising signs. The company producing it did the official Eve magazine which was great. There's also a column from Cyanbane of </span><a href="http://www.eq2-daily.com/"><span style="color:#990000;">EQ2Daily</span></a><span style="color:#000000;"> fame and I really enjoy his writing. And did I mention an Aggro Me column? Be sure to check it out.</span><br /><br /><span style="color:#000000;">Note for the record that I received no money or other compensation for this article and I dealt only with the publisher, not SOE. I have no vested interest and it will certainly not bias me one way or the other in my blog writing. I just thought it would be fun to see an Aggro Me piece in print. Hope you enjoy it!</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-80186531198795262422007-08-17T12:22:00.000-04:002007-08-17T12:22:16.798-04:00Legends of Norrath<span style="color:#000000;">I've been reading a bit about Legends of Norrath, SOE's new CCG game connected to both EQ and EQ2. I would recommend the </span><a href="http://www.mmognation.com/2007/08/03/john-smedley-interview-on-legends-of-norrath/"><span style="color:#000000;"><span style="color:#990000;">interview with Smed on MMOG</span> </span></a><span style="color:#000000;">for more information. You can also see some "clarifying comments" Smed made </span><a href="http://forums.station.sony.com/eq2/posts/list.m?&topic_id=375483"><span style="color:#990000;">here</span></a><span style="color:#000000;">.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I love the general idea. I enjoy CCG's - for me it's the combination of card art, strategy and luck factor that makes them so appealing. I really think it's fantastic to build this kind of meta-game to your MMO. It gives your community some diversity in gameplay. When people get bored of regular MMO play (which does happen no matter how good the game is) they may decide to go play some console games or an FPS, RTS, etc. But by offering this type of game, you're giving your players the opportunity to have that variety without leaving your community. And people who get really into the CCG will be excited to play EQ or EQII to find special cards as loot. In general, I just think it makes the community stronger by connecting EQ and EQII and by offering more opportunities for fun under the Everquest "umbrella."</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">I'll give you an example of how this precise type of meta-game can be effective. There are hundreds of websites out there which have tons of flash games to play. Many of those sites have the same games. So why would I pick one over the other? What would compel me to ever bother registering and giving my e-mail address to such a site? </span><br /><span style="color:#000000;"></span><br /><a href="http://www.kongregate.com/"><span style="color:#990000;">Kongregate</span></a><span style="color:#000000;"> managed to pull me in with the mere <em>promise</em> of a CCG meta-game. Kongregate is the usual collection of flash games. But the difference is that they have special challenges where meeting a goal in a certain game grants you a special card to be used in the CCG they are working on. Note that they haven't even finished this game yet, but they still have me hooked.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">If I'm going to be playing flash games anyway, why not have the added fun of winning challenges and collecting cards, achievement points and levels? Kongregate succeeded in turning a collection of flash games into an actual community. </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">So I'm a fan of the concept and I'm excited to check Legends of Norrath out. I do take issue with some of the details.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">You can do either of these two things:</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">1. Charge money for card booster packs.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">2. Use in-game loot as rewards for the card game.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">But I don't think you should do both. You could either forgo the minor revenue stream and simply use the CCG to build community or you could make the cards "one-way" (i.e. get cards in game but rewards don't go back in). But when you're charging for cards that have valuable effects in game, well, you can see my problem...</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">Now, even if you do both of the above, you can still get away with it if the in-game rewards are purely fluff. And I think that is SOE's stated intention. So my only remaining issue is that our definition of "fluff" may be different. To me it's purely titles, house items, decorative effects, or pets. But from the </span><a href="http://legendsofnorrath.station.sony.com/"><span style="color:#990000;">official website</span></a><span style="color:#000000;">, the effects don't seem too "fluffy" to me (note that this game is not yet even finalized).</span><br /><br /><span style="color:#000000;">I'm not outraged or anything - I think it's a great idea that just could have used a few tweaks to avoid concerns of paying for in-game benefits.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-86307660286951799322007-08-17T10:45:00.000-04:002007-08-17T10:55:24.403-04:00Kong Day<span style="color:#000000;"><em>The King of Kong: A Fistful of Quarters</em>, a documentary chronicling two men's pursuit of the Donkey Kong high score, opens today (though in quite limited release for now).</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">The official site is </span><a href="http://www.billyvssteve.com/"><span style="color:#990000;">here</span></a><span style="color:#000000;">. GameSetWatch has been doing quite extensive coverage on this flick, so if you're interested you should head </span><a href="http://www.gamesetwatch.com/2007/08/youve_got_five_seconds_before.php#more"><span style="color:#990000;">over there</span></a><span style="color:#000000;">. It sounds like a pretty amazing story - I'm going to try to catch it this weekend.</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-87610627461054477802007-08-10T17:25:00.000-04:002007-08-10T17:25:30.759-04:00Is This Really Happening?<a href="http://www.gametunnel.com/articles.php?id=628"><span style="color:#990000;">Is this for real</span></a><span style="color:#000000;">? Is GameTunnel really not doing their monthly review panel of independent games anymore? Say it ain't so, Game Tunnel - that list usually accounts for one-third of my monthly gaming! </span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">If anyone knows of any alternatives please let me know. I really hope someone steps up to fill the void. I'd rather it not be me so go for it people!</span>Aggro Mehttp://www.blogger.com/profile/12045081603298549996noreply@blogger.comtag:blogger.com,1999:blog-11216437.post-34520397878981470302007-08-10T17:18:00.000-04:002007-08-10T17:20:29.574-04:00Roguelike Roundup<p><span style="color:#000000;">"If you were stuck on a desert island indefinitely with no internet connection, what game would you bring with you?" </span></p><p><span style="color:#000000;">This question may seem like it has a very subjective answer but I believe the one true answer is a roguelike. You might think that <em>Final Fantasy XXIII - Chocobo Dance Time</em> is your all-time favorite game and that you'll never get sick of it. But believe me, after the hundredth play-through you will. Only a rouguelike gives you the complexity, replayability, randomness and challenge to keep you entertained for decades. And it would probably take you decades to win Dungeon Crawl with each class, let alone messing around with undesirable race/class combos.</span></p><p><span style="color:#000000;">This is my roundabout way of saying I've been playing a lot of roguelikes lately and I'm going to list some them. I'm not going to define what a roguelike is, that's what </span><a href="http://en.wikipedia.org/wiki/Roguelike"><span style="color:#990000;">Wikipedia is for</span></a><span style="color:#000000;">. I'm also not going to bother discussing the Big Three (</span><a href="http://en.wikipedia.org/wiki/NetHack"><span style="color:#990000;">Nethack</span></a><span style="color:#000000;">, </span><a href="http://en.wikipedia.org/wiki/Ancient_Domains_of_Mystery"><span style="color:#990000;">ADOM</span></a><span style="color:#000000;"> and </span><a href="http://en.wikipedia.org/wiki/Angband_%28computer_game%29"><span style="color:#990000;">Angband</span></a><span style="color:#000000;">). Plenty of people have done that already. And to be honest, I don't play the Big Three anymore. I think they've gotten a little overwrought and gimmicky. But that's me - I don't even like side quests in my roguelikes.</span></p><p><span style="color:#000000;">Also, I'm ashamed to admit it, but I'm an ASCII-ist. Yes, I can't stand ASCII graphics which I know means I'm definitely not cool in the roguelike world. But my first roguelike was Epyx's Rogue on the Atari ST which had actual graphics. It's really hard for me, a decade and a half later, to play a game with <em>worse </em>graphics than that.</span></p><p><span style="color:#000000;">But where I thought I could help is by spreading the word on some of the lesser-known roguelikes. This list isn't even in the realm of comprehensive but only focused on games I have actually played. </span></p><p><a href="http://en.wikipedia.org/wiki/Linley%27s_Dungeon_Crawl"><span style="color:#990000;">Dungeon Crawl</span></a><span style="color:#000000;">: Dungeon Crawl (or Linley's Dungeon Crawl) is easily the most popular game on this list but it still gets far less attention than the Big Three. I'm not sure why, since it's my favorite roguelike. It not only has a better graphical tileset than the Big Three but it's gameplay is just excellent. </span></p><p><span style="color:#000000;">There's a wide variety of classes (28) and races (26) to pick from and playstyles can vary starkly. To add even more variety, the deity you choose to worship (if any) has a marked effect on play. The challenge level, while tough, is consistent. The itemization and monsters are well done and there is enough variety in the levels without straying too far from the core play. </span></p><p><span style="color:#000000;">Some aspects do seem unfinished - if anyone knows the difference between a Mountain Dwarf and a Hill Dwarf be sure to tell me. I'm also not crazy about the way the skill system works. But all in all, it's a fun ride that will keep you coming back. </span></p><p><span style="color:#000000;">The </span><a href="http://en.wikipedia.org/wiki/Linley%27s_Dungeon_Crawl"><span style="color:#990000;">wikipedia page</span></a><span style="color:#000000;"> has links to the latest official release as well as to the graphical tileset. But it does seem that most of the development action is on the Stone Soup variant, which is also linked, so I'd advise playing that.</span></p><p><span style="color:#000000;">Although most recommend a Dwarf Fighter to start, I've found that a Spriggan Venom Mage is the easiest class for the initial few levels which gives you a chance to grasp the gameplay when you're first starting out. There's not quite as many keyboard commands to learn as in some other roguelikes.</span></p><a href="http://thetombs.com/"><span style="color:#990000;">The Tombs</span></a><span style="color:#000000;">: This is not the greatest roguelike ever. It's probably the worst roguelike on this list. But yet it's still awesome. Why? The Tombs is a Flash game. That's right - I'm telling you can get some delicious roguelike action in your web browser, at work, without having to download a single thing. </span><br /><br /><span style="color:#000000;">It's a pretty nice ride. You can choose to raise your base attributes or select special skills each time you gain a level. There is a fairly enjoyable magic system. And the graphics are right up my alley - nicer than ASCII but still very simple.</span><br /><br /><span style="color:#000000;">On the downside the challenge level is uneven. It can be hard for the first level or two but then very easy for quite some time until you meet your first winged viper at which point it gets very hard. It then quickly turns into cruise control again until you meet another certain monster at which point it gets very hard again. This just doesn't sustain the right level of excitement.</span><br /><br /><a href="http://www.zincland.com/powder/index.php?pagename=about"><span style="color:#990000;">Powder</span></a><span style="color:#000000;">: Powder is an excellent roguelike with great items, excellent challenge level and fun magic and skill systems. It's also very fast moving. Indeed, the creator states that one of his definitions of a roguelike is "Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there." I agree.</span><br /><br /><span style="color:#000000;">I would play Powder on the PC all the time, but the great thing is I don't have to. Powder is a roguelike which is specially designed for the GBA (there's a DS version as well). Of course you do need a whole flash cart setup. I've probably played more Powder on a handheld than any commercial game.</span><br /><br /><a href="http://www.lostlabyrinth.com/"><span style="color:#990000;">Lost Labyrinth</span></a><span style="color:#000000;">: Lost Labyrinth has the best graphics of any game on this list (not that they're anything special). It's a quirky but fairly enjoyable game. It's definitely good for short gameplay periods (although it's not as fast paced as some other roguelikes). This game is very easy to pick up and play and has a much gentler learning curve than others on the list.</span><br /><br /><span style="color:#000000;">I really love the character set-up. Rather then picking races or classes you pick from a very large list of skills or abilities. You can even select flaws, which have a negative impact on your character but grant you additional points to spend on skills. So my character usually has no ability to use magic, is hated by the gods, is cursed and has only a toothpick and paper bag to start off with. But, hey, if I can get past those first few levels, I'm cooking.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">One of the quirky things about this one is that the monster don't move. Bizarre, I know. They just sit there. However, most of the game is in narrow corridors so it works better then it sounds and there are ambushes. Another strange thing is the way you level. One of the very few things I liked about DDO was the way you leveled by completing quests. Likewise, in Lost Labyrinth, you level when you take the staircase down to the next floor, regardless of how many monsters you killed. This allows for different playstyles to be effective.</span><br /><span style="color:#000000;"></span><br /><span style="color:#000000;">There is a lot of variety to the levels in this game, much more than most roguelikes. All in all, it's a different but enjoyable experience. This is also the first game that actually made me want to spend money on a torch or lantern. You'll see why.</span><br /><br /><p><a href="http://en.wikipedia.org/wiki/Castle_of_the_Winds"><span style="color:#000000;"><span style="color:#990000;">Castle of the Winds</span>:</span></a><span style="color:#000000;"> This is a commercial game that is now freeware. It's nothing special but it is decently fun and polished.</span></p><p><a href="http://en.wikipedia.org/wiki/Dwarf_Fortress"><span style="color:#990000;">Dwarf Fortress</span></a><span style="color:#000000;">: This game is definitely the New Hotness in the gaming community. Pretty much everyone who is into roguelikes is checking this out. I'm the exception because of my ASCII-hating ways but I did manage to play a few games and I can see what all the excitement is about. The Fortress mode, where you create this insanely complex dwarven city is just fascinating. It's far from a traditional roguelike but I can see how it would be very fun, and there is a more traditional roguelike included (Adventure Mode). If you don't mind ASCII, this is the one game on this list you should be checking out immediately.</span></p><a href="http://www.incursion-roguelike.net/"><span style="color:#990000;">Incursion </span></a><span style="color:#000000;">: Unfortunately for me, this is another ASCII only game. However, I was interested enough to try it because it uses the D20 system. I couldn't get into it, but if you're into D&amp;D, this might be the roguelike for you.</span><br /><br /><a href="http://ivan.sourceforge.net/index.html"><span style