Thursday, June 4, 2009

E3 2009: Borderlands Impressions

Shoot, kill, collect loot. June 3, 2009 - Well this game looks pretty cool. Gearbox is basically buildingBorderlands as an open world loot game mixed with a first-person shooter. Like in loot-heavy role-playing games you’ll walk around, accept quests from NPCs and kill creatures roaming around, get experience for draining their life bars, then pick up the loot they drop after death. Gearbox is claiming there are tons of different varieties of weapons to pick up and use in the game, which should make for some pretty interesting pickups. Gearbox says the game was first built as a first-person shooter, then had RPG elements layered on top. We didn’t get to play, but we were treated to an extended demo showing off a few quests as well as the character development system. Before starting out you’ll need to pick a character class, of which there are four. The demo focused on the Brick class, which is basically the tanking type. Each class gets a few different branches for its skill trees, which you can power up with points earned by leveling up. So for instance with Brick you can choose to focus on his melee skill set, earning special abilities like an adrenaline rush that allows him to run around like a madman pummeling enemies with fists. When selecting a class you’ll also have the opportunity to customize the appearance to a degree, as well as slapping on a custom name, so not everyone who picks Brick is going to appear to be the same, and they’ll be further differentiated depending on what skill branch you decide to follow. The game can be played co-operative with up to four players, and it lets you utilize your character you’ve been building in any game. This means if you’re playing solo and want to join up with a friend who’s further into the game, you can do that and jump in with all your skills and items already earned. If you happen to pick up something really cool while playing with the friend you’ll be able to hold onto and bring it with you afterwards into other games. Joining other people’s games will see the enemies scale in power and number, so the challenge level will be dynamic based on who’s playing and what level they’re at. While out in the world questing you’ll get objectives like kill X number of Y enemies and boss characters, and you’ll find loot sprays off your kills like in Diablo-style action-RPGs. UI windows will pop up when you approach the loot, letting you know the approximate value, special effects (electrical, fire, acid damage, etc), type of weapon (shotgun, sniper rifle, assault rifle, and many more), as well as rarity, indicated by a Blizzard-esque item color coding system. Weapons are generated by the game based on a number of presets, so you might find something like a fiery sniper rifles with a rotating chamber of three high caliber bullets. A number of enemy types, from monsters to human bandits, are walking around the game’s large open world, and similar to World of Warcraft’s elites, you can find some enemies of a higher power level, referred to in the game as ‘badass’ enemies. These things are harder to kill but also yield better rewards, and while killing anything you’ll be working toward upgrading your proficiency with certain weapon types as well as amassing experience and items. Combat can also take place while in vehicles, which you can outfit and jump into at special stations around the world to allow for easier travel across the terrain as well as some added firepower. Like in action-RPGs or MMOs the game also assaults you with statistics as you fight, with damage totals floating up over enemies’ heads as they get shot, and a ‘critical’ notice popping up after a particularly damaging hit. Console players who have no interest in playing online should be happy to hear that you can, if you want, play offline in split-screen co-op. Hopefully everything goes well for Gearbox’s Borderlands, as it’s certainly looking really good right now. It’s expected to be released this holiday season for PlayStation 3, Xbox 360, and PC.
Posted by JImmy at 01:58:26 | Permalink | No Comments »

E3: Final Fantasy XIV Online Press Conference Report, Analysis

The Final Fantasy series has maintained consistent popularity for years — but many are probably not aware that Final Fantasy XI, the MMO edition of the game, has been extremely profitable for Square Enix for years, and continues to boast a global subscription base in the hundreds of thousands — and players play together on PC, Xbox 360, and PlayStation 2, making it the only successful cross-platform MMO ever. It’s unsurprising, then, that the company would announce thatFinal Fantasy XIV, set to debut simultaneously for PC and PlayStation 3 in 2010 globally — and in four languages (Japanese, English, German, and French, with other languages to come later if demand is ascertained by Square Enix marketing research). Square Enix held a press conference at E3 to discuss the title with fans — as with every event at E3, it was populated primarily by the enthusiast and fan press. However, some details about the game’s design philosophy and market strategy did flow out around the edges. Director Nobuaki Komoto, senior vice president Shinji Hashimoto, and producer and original Square Soft founder Hiromichi Tanaka were on hand to go into detail on Square Enix’s strategy. Hashimoto began the press conference by discussing the apparent confusion around the game’s exclusivity to the PlayStation 3 platform — it was announced by Jack Tretton at Sony’s press conference. Even so, it appears now to be in even more doubt than it was yesterday. Said Hashimoto, “Some folks interpreted the announcement as being an exclusive, but we wanted to make sure that the announcement was that the game is coming to the PS3 and PC, and in terms of Microsoft products and all other hardware we are considering all options at this time.” This was the only statement — question and answers started immediately. Building, Expanding, Maintaining — A Tough Task The company clearly hopes to run both of its MMOs concurrently. Still supported, expanded, patched and played, FFXI is an important revenue source for Square Enix. Said Tanaka, “The development ideas for FFXIV started appearing four or five years ago, and we just started getting into full gear in the past few years… this has been going on at the same time of FFXI. We have no plans to stop the development of FFXI.” Of course, two games will be running at the same time — and industry observers have seen fromEverQuest II that MMO sequels are a difficult proposition. Tanaka was adamant that the new game is in a new world and will feature new characters — but the new game also retains the same races and similar art direction to the original to ease fans of XI into the new world of XIV. But will players play both? “It’s up to the community themselves,” said Tanaka. “We hope the community will get on and play XI one day, and then the next, play XIV.” So why even make a new game when FFXI is still popular, asked one journalist? Again, Tanaka: “We’ve been asked that question by a lot of people. It comes down to — FFXI was originally designed for the PlayStation 2… a lot of people have asked for a port of it to current generation machines. Porting that would take too much time to convert it to the new technology. Rather than doing that… we decided to use that time to make something new.” So — can players port their XI characters? Tanaka said, “The game system and world are completely different, and the progression system is completely different, so you can’t port your character. But the character designs are similar so you create a similar character you’ve been playing. However, the friend lists you have, we hopefully will be moving over.” Walking the fine line between getting the old community to support the new game, and building a game that innovates while attracting longtime fans will be a big challenge. While characteristically tight-lipped about the “how”, Square Enix seems to be pondering the challenge with some seriousness. But What of WoW? Of course, the 800 pound gorilla reared its head quickly, in the form of a question from IGN’s Jeremy Dunham. What lessons has the team learned from the genre’s clear leader? The director, Komoto, responded, “As with World of Warcraft, and how they’ve aimed with casual users, we do want to put some of that in FFXIV as well — however, we don’t want to make a copy of World of Warcraft and we want to have things that are unique in our game.” In a follow-up, the evolving design of FFXI game over the past seven years since its 2002 Japanese release was discussed. The game was originally party-focused, but solo play features were later added. This accumulated design evolution will flow into FFXIV. Though details were scarce, the Square Enix team alluded to improvements to the genre that will help the game stand out. But what are they? Said Komoto — at the top level — “Our vision withFinal Fantasy XIV was to make the best possible Final Fantasy game available. We thought about how we could do that, and we decided to do that through the MMO genre.” Tanaka added, “We’re trying to implement a lot of [gameplay] systems that MMOs haven’t seen in the past that we hope are revolutionary.” Of course, tight-lipped initial announcements don’t allow room to begin to suggest what these might be. A questioner asked why a beginning MMO player would choose FFXIV over the competition. Komoto answered, “We believe that players will fall in love with the world that we have created, and the story that we have to offer, and that’s probably our biggest thing.” Unlike many MMOs, and like most of Square Enix’s games, Final Fantasy XI offers a very strong story; it seems assured thatFFXIV will continue in this vein. And What of The Game Itself? A question came from Famitsu Xbox 360 — whether or not the trailer released online represents realtime game graphics. Said Komoto, “There were parts that were prerendered and those that ran on the realtime engine.” The part of the trailer that is running in realtime is the battle scene with the large bestial Galka character battling, according to Tanaka. The team plans to maintain that quality, in large and small battles, in the final product. Another Japanese journalist asked for Komoto and Tanaka’s opinion on what’s important about the game — and what they’d like to highlight. “For Final Fantasy XIV, the keyword we’ve been using is ‘growth’ of the character. We’d like to expand on the in-game systems, and through these new types of systems, the player will grow and develop in a natural way.” Tanaka added, again, that flexibility for solo and party and big and small time commitment gameplay styles will be supported — showing recognition of the changing MMO marketplace since FFXI’s 2002 Japanese launch.
Posted by JImmy at 01:51:31 | Permalink | No Comments »

Thursday, April 2, 2009

Hands-on with the LG Xenon

My first stop this morning at CTIA was to the LG booth, particularly to take a closer look at the LG Xenon, which was announced earlier this week. The Xenon is quite svelte at 4.16 inches long by 2.11 inches wide by 0.62 inch thick, and it has a nice 262,000-color 2.8-inch QVGA touch-screen display. Underneath the display are three physical keys; the Send, task manager, and End/Power keys. The task manager key brings up a list of open applications that you can toggle through. The touch screen has vibrating feedback, and there’s an internal accelerometer that will rotate the screen from portrait to landscape mode in certain applications.

On the bottom row of the home screen are four shortcuts to the phone dialer, the contacts list, the messaging inbox, and the main menu. You can also toggle between three different home screens–one that lists your favorite contacts, one with just the standard home display, and one with your favorite shortcuts. The menu interface is similar to that of the LG Vu, with separate tabs for entertainment, settings, and so forth.

One of the highlights of the Xenon is its slide-out QWERTY keyboard. The keyboard has four rows of keys and is quite roomy. The keys are also sufficiently raised above the surface and are easy to type, at least in the brief few minutes I had to try it out. There are dedicated messaging keys on the keyboard, a dedicated emoticon key, an @ symbol key, and a dedicated .com key for entering URLs in the Xenon’s full HTML browser.

Features of the Xenon include a 2.0-megapixel camera, a camcorder, stereo Bluetooth, threaded text messaging, instant messaging, mobile e-mail, quad-band GSM,
3G/HSDPA speeds, and, of course, access to AT&T broadband services like Cellular Video and AT&T Mobile Music. It will be available for $99.99 with a two-year service agreement on April 8 2009.


 

 

NMU student hits the top of Forbes’ rich list

Maxwell Cornington lives a simple life. He wakes up in the morning, eats eggs, plays World of Warcraft, goes to class and sells really, really sharp knives.

Cornington, a freshman business major at NMU, has recently been added to Forbes’ World Billionaires list. His personal wealth is listed at $51 Billion, which places him first on the list, substantially ahead of both Bill Gates and Warren Buffett who have alternated the top position for the past few years.

Cornington’s massive wealth stems from a multi-faceted business he runs out of his Halverson Hall dorm room. His business, Max-Cut International, is recognized as the world’s leading supplier of knives, surpassing the nation of Pakistan in the fall of 2008. In fact, Max-Cut has changed the national exports of America, making knives the United States’ fifth most exported good.

“I’m not going to say that it was planned, but when I started selling the knives six years ago, I knew that it was my destiny,” said Cornington.

The World Billionaires list has garnered its fair share of criticisms in the past, particularly when they chose to include drug dealer, Joaquin Guzman “El Chapo” Loera in their 2009 rankings. Critics have raised similar concerns about the inclusion of Cornington.

“It’s a cheap publicity stunt,” said Adam Linden, author of “Cutting through the Bull: Exposing the Truth about Max-Cut” and outspoken critic of Cornington.

Linden said the inclusion of Cornington does as much damage to the reputation of the list as Loera.

“Cornington is a recklessly irresponsible financial sociopath,” said Linden, “He doesn’t sell drugs, but he does sell knives, and knives kill people.”

According to Linden, Cornington does not even produce his own knives. Instead, Linden claims that every morning, Cornington steals thousands of knives from his university’s cafeteria, The Marketplace (MP).

MP officials have denied the connection between their knives and Cornington’s. Craig Minor, the director of Food and Stuff, has said that they don’t know why they seem to lose so many knives.

“We’re really proud of Maxwell. It’s great that one of our students has shown so much initiative,” said Minor.

Cornington has also denied the link.

“My blades and the Market place blades share similar qualities, but my blades are really, really sharp,” said Cornington, “I mean with my blades you could easily take down… an elk, with an MP blade, you could split a muffin. The choice is up to you.”

Linden isn’t the only one criticizing Cornington. Several environmentalist groups were very upset last year when he used one of his Max-Cut knives to cut down a 3,000-year-old Redwood tree.

“It was the only way I could prove how powerful my blades were,” said Cornington, “The sales that I made off of that demonstration were well worth the loss of that one tree, at least to me.”

Max-Cut also includes a line of fitness related videos that Cornington wrote, produced and starred Maxwell Cornington lives a simple life. He wakes up in the morning, eats eggs, plays World of Warcraft, goes to class and sells really, really sharp knives.

Cornington, a freshman business major at NMU, has recently been added to Forbes’ World Billionaires list. His personal wealth is listed at $51 Billion, which places him first on the list, substantially ahead of both Bill Gates and Warren Buffett who have alternated the top position for the past few years.

Cornington’s massive wealth stems from a multi-faceted business he runs out of his Halverson Hall dorm room. His business, Max-Cut International, is recognized as the world’s leading supplier of knives, surpassing the nation of Pakistan in the fall of 2008. In fact, Max-Cut has changed the national exports of America, making knives the United States’ fifth most exported good.

“I’m not going to say that it was planned, but when I started selling the knives six years ago, I knew that it was my destiny,” said Cornington.

The World Billionaires list has garnered its fair share of criticisms in the past, particularly when they chose to include drug dealer, Joaquin Guzman “El Chapo” Loera in their 2009 rankings. Critics have raised similar concerns about the inclusion of Cornington.

It’s a cheap publicity stunt,” said Adam Linden, author of “Cutting through the Bull: Exposing the Truth about Max-Cut” and outspoken critic of Cornington.

Linden said the inclusion of Cornington does as much damage to the reputation of the list as Loera.

“Cornington is a recklessly irresponsible financial sociopath,” said Linden, “He doesn’t sell drugs, but he does sell knives, and knives kill people.”

According to Linden, Cornington does not even produce his own knives. Instead, Linden claims that every morning, Cornington steals thousands of knives from his university’s cafeteria, The Marketplace (MP).

MP officials have denied the connection between their knives and Cornington’s. Craig Minor, the director of Food and Stuff, has said that they don’t know why they seem to lose so many knives.

“We’re really proud of Maxwell. It’s great that one of our students has shown so much initiative,” said Minor.

Cornington has also denied the link.

“My blades and the Market place blades share similar qualities, but my blades are really, really sharp,” said Cornington, “I mean with my blades you could easily take down… an elk, with an MP blade, you could split a muffin. The choice is up to you.”

Linden isn’t the only one criticizing Cornington. Several environmentalist groups were very upset last year when he used one of his Max-Cut knives to cut down a 3,000-year-old Redwood tree.

“It was the only way I could prove how powerful my blades were,” said Cornington, “The sales that I made off of that demonstration were well worth the loss of that one tree, at least to me.”

Max-Cut also includes a line of fitness related videos that Cornington wrote, produced and starred Maxwell Cornington lives a simple life. He wakes up in the morning, eats eggs, plays World of Warcraft, goes to class and sells really, really sharp knives.

Cornington, a freshman business major at NMU, has recently been added to Forbes’ World Billionaires list. His personal wealth is listed at $51 Billion, which places him first on the list, substantially ahead of both Bill Gates and Warren Buffett who have alternated the top position for the past few years.

 

Cornington’s massive wealth stems from a multi-faceted business he runs out of his Halverson Hall dorm room. His business, Max-Cut International, is recognized as the world’s leading supplier of knives, surpassing the nation of Pakistan in the fall of 2008. In fact, Max-Cut has changed the national exports of America, making knives the United States’ fifth most exported good.

“I’m not going to say that it was planned, but when I started selling the knives six years ago, I knew that it was my destiny,” said Cornington.

The World Billionaires list has garnered its fair share of criticisms in the past, particularly when they chose to include drug dealer, Joaquin Guzman “El Chapo” Loera in their 2009 rankings. Critics have raised similar concerns about the inclusion of Cornington.

“It’s a cheap publicity stunt,” said Adam Linden, author of “Cutting through the Bull: Exposing the Truth about Max-Cut” and outspoken critic of Cornington.

Linden said the inclusion of Cornington does as much damage to the reputation of the list as Loera.

“Cornington is a recklessly irresponsible financial sociopath,” said Linden, “He doesn’t sell drugs, but he does sell knives, and knives kill people.”

According to Linden, Cornington does not even produce his own knives. Instead, Linden claims that every morning, Cornington steals thousands of knives from his university’s cafeteria, The Marketplace (MP).

MP officials have denied the connection between their knives and Cornington’s. Craig Minor, the director of Food and Stuff, has said that they don’t know why they seem to lose so many knives.

“We’re really proud of Maxwell. It’s great that one of our students has shown so much initiative,” said Minor.

Cornington has also denied the link.

“My blades and the Market place blades share similar qualities, but my blades are really, really sharp,” said Cornington, “I mean with my blades you could easily take down… an elk, with an MP blade, you could split a muffin. The choice is up to you.”

Linden isn’t the only one criticizing Cornington. Several environmentalist groups were very upset last year when he used one of his Max-Cut knives to cut down a 3,000-year-old Redwood tree.

“It was the only way I could prove how powerful my blades were,” said Cornington, “The sales that I made off of that demonstration were well worth the loss of that one tree, at least to me.”

Max-Cut also includes a line of fitness related videos that Cornington wrote, produced and starred in, and a record label that has promoted Cornington’s latest album, “Tales from V-Town” which he recorded in his dormitory’s lobby. One single in particular, “From the Hood” has garnered harsh reviews from musical contemporaries. Many have said that Cornington is claiming an urban background that he never actually lived.

“You can say the same thing about people like Johnny Depp. He’s not a pirate. Denzel Washington was never a cop,” Cornington said.

Though he is a billionaire, the only thing that Cornington said he has bought with his new found wealth is love, which he refused to elaborate on. He does, however, plan on purchasing an island in the future.

“And not just any island, but that one where all the people are lost. I’m going to buy it and watch them,” he said.

When asked about how the economic crisis facing the United States will affect him, Cornington stared into space and said distantly, “It won’t.”

Posted by JImmy at 07:32:54 | Permalink | No Comments »

In the next few weeks, Blizzard will be releasing patch 3.1, which holds many new features and upgrades to the MMO juggernaut World of Warcraft.  The features include a reduction to the hearthstone cool down, dual specialization, class changes, and a helping hand to the disabled.

World of Warcraft’s scripting community is second to none.  Unpaid players spend untold periods of time developing custom UI add-ons to improve the basic Blizzard standard interface.  These add-ons are available to download for free from any number of websites dedicated to improving World of Warcraft’s user interface.

One such add-on was ColorBlind 4.0, which adjusted the player’s screen to improve the game for the colorblind.  Soon this add-on will no longer be necessary.

Patch 3.1 will introduce a new feature for the colorblind, which adds letters and/or symbols to objects that have traditionally been color-coded to convey information.  We wanted to find out more specifics about the new option for colorblind disabled gamers, so we reached out to Blizzard.   One of Blizzard’s lead developers, Tom Chilton aka
Kalgan, sat down with AbleGamers to talk about the colorblind option.

AbleGamers: Why have you made colorblind option available in game?  What are some examples of the feature in use?

Kalgan: In World of Warcraft, we sometimes convey the quality of items, the difficulty of quests, and other information about the game through text color or the color of an element in the user interface. The name of a challenging quest might be color-coded red instead of green, for example, while a particularly good item may be colored purple instead of blue. Over the years, there have been some great player-created user interfaces to help make this information clearer for color-blind players — but as the game keeps changing, it is sometimes difficult for UI authors and players to keep updating add-ons themselves. As a result, we wanted to design our own system to help address these issues and make it easier for players to access them.

The Color Blind option, accessed through the game’s Interface menu, offers an alternative way to display such color-coded information. Creatures and enemies, for example, will have tags that designate them as friendly, neutral, or hostile to accompany their green, yellow, or red nameplates. Gear quality, which is color-coded from grey to purple, will have new text descriptions from “common” to “epic.”  Gold, silver, and copper coins will show a “g,” “s,” or “c” next to the amount — for example, 1g23s45c. This feature will also be localized to show the appropriate symbol next to the corresponding number throughout the various regions World of Warcraft is played in.

In addition, the quest log will now display the recommended character level as a number, while recipes you’ve learned for your professions will have a +, ++, or +++ rating to correspond with the green, yellow, and orange skill-up chances. We are also adding text to denote the color of gem sockets.

AbleGamers: What is the best way for the Able Gamer community to submit feedback or provide ideas to the development team?

Kalgan: Our community and development teams actively read the World of Warcraft forums, and that is the best place for any player to give us feedback. In addition, we highly encourage players who want to offer feedback to take part in the public test realms (PTRs) prior to patches going live. This can help make the development team aware of any issues you may encounter. We also have a section of our forums dedicated to suggestions, and we highly encourage players to submit their ideas.

The accessibility of this feature is a welcome addition to an already impressively disabled friendly game because one in seven men and one in 12 people live with some form of colorblindness. Unfortunately, Blizzard painted colorblindness with a broad stroke.  Not everyone who is colorblind suffers from the same deficiency in the ability to see all colors.

The colorblind option for World of Warcraft is an all or nothing type of deal.  Whereas with the player base’s version of the same add-on, the script would only affect the parts of the game that the player chose to alter it in options menu.

For example, someone may be able to see the difference between gold and silver coins but they may not be able to see the difference between an easy or difficult monster.  Again, this is because there are different amounts of colors each individual can see.  In this situation, the person would be able to see the difference between the colors gold and silver but not green and red.

The third-party add-on would allow the user to check option such as “colorblindness for monster level.”  The add-on would place the letter G for a green or easy mob and R for a red or deadly mob.  Some say this is splitting hairs but the ability to choose which options the user would like to be turned on is something many hope for in the future.

Additionally, some things were overlooked in Blizzard’s version of this add-on.  Rogues accumulate combo points as they attack their victims.  These combo points are shown as red dots in an arc around the picture of the rogue’s target.  As the points are accumulated, the red dots are filled in.

Someone who was colorblind to the color red would not be able to tell the difference between a red dot filled in with red and a red dot lightly shaded with red.  One member of the player base identified this problem and created a specific add-on called Kast Combo Points that would change the way the points are displayed.  This modification changed the red dots so that they are completely hidden until a combo point is awarded.

Blizzard has since been made aware of the need for such an option and promises to add it as soon as possible.  This is a shining example of why it is important for our readers and Warcraft players to leave feedback for Blizzard on any accessibility related issue he or she might have.  The developers do read the forums and consider the feedback extremely valuable.

 

You can submit ideas on improving the colorblind options before the patch goes live by submitting feedback on the public test realm forums.  In addition, you can e-mail us at admin @ ablegamers dot com with your accessibility problems and we will contact blizzard directly.

Overall, the colorblind option to the world of Warcraft is a welcome addition.  Blizzard still has some fine-tuning to do when it comes to accessibility but with the help of the community; Warcraft is becoming more accessible to disabled gamers with every patch.


 

Posted by JImmy at 06:52:59 | Permalink | No Comments »

Wii Titles, GTA IV Led Australia’s Record Software Growth

Australian retail information company OzToys revealed the top-selling video game titles in
2008 in the region, with Nintendo’s Wii and DS titles dominating the list along with Rockstar’s Grand Theft Auto IV.

During a year in which Australia’s software sales including PC, console, and portable titles increased 48.5 percent over the previous year to reach a record total of $777 million (AU$1.12bn), the “Family Entertainment” genre saw the most growth, up 137 percent over 2007 thanks mostly in part to games released by Nintendo and Activision Blizzard.

The retail tracking firm’s list of Australia’s top ten video game software in 2008 according to unit sales follows:

1. Wii Fit (Wii)
2. Wii Play (Wii)
3. Mario Kart w/ Wheel (Wii)
4. Mario and Sonic at the Olympic (Wii)
5. Grand Theft Auto IV* (PS3)
6. Grand Theft Auto IV* (Xbox 360)
7. Dr. Kawashima’s Brain Training (DS)
8. World of Warcraft: Wrath of the Lich King* (PC/Mac)
9. Mario and Sonic at the Olympic (DS)
10. Super Smash Bros Brawl (Wii)

(*includes collector’s editions)

Nintendo’s Wii Fit bundle was the best-selling software release in the region in 2008, moving over 373,000 units at an average price of $90 (AU$130). In fact, the only games not published by Nintendo in the top ten best-selling titles list for the year are Mario and Sonic at the Olympic from Sega, Grand Theft Auto IV from Rockstar Games, and World of Warcraft: Wrath of the Lich King from Activision Blizzard.

The group also notes that Australia’s PC games software market grew 4.2 percent, despite most other territories seeing a decline in PC retail sales. That market’s sales were down most of the year, however, until December, when PC game sales jumped to $21.1 million.

Established in 1997, OzToys is a joint-venture between GFK and The NPD Group’s market research companies in Australia. The tracking service provides weekly information for traditional toy, video game, and PC software industries.

Posted by JImmy at 06:52:05 | Permalink | No Comments »

Why World of Warcraft Has No Aerial Combat

Why can’t you go on bombing runs in Gnome-engineered flying death machines? Because Blizzard just doesn’t think WoW aerial combat’s good enough, that’s why.

People lucky enough to get into the Wrath of the Lich King beta last year were treated to a number of things that didn’t make it into the final product, the most thrilling of which was the aerial combat that took place in the Wintergrasp PVP zone. Here you could take to the skies in a Gnome-crafted bomber and drop explosives on your foes below, while anti-aircraft machines tried to shot you down to the ground. It really put the “war” in World of Warcraft, quite literally.

So why didn’t aerial combat end up in the final release? Because it just wasn’t good enough, according to Blizzard’s Tom Chilton. “If you look at a lot of games that have done flight simulation, there is a lot of care that goes into giving you that sensation of flying by having the world tilt and stuff like that so it feels a little less mechanical, feels a little bit more alive or more natural,” Chilton said on last night’s Blizzcast. Nobody’s asking Blizz to produce a Microsoft Flight Simulator level of verisimilitude here, but apparently there are standards to be kept over at Blizz, and apparently aerial combat didn’t make the cut.

Chilton, however, does want to see dogfights and bomb runs in WoW eventually, and says that it’s on Blizzard’s to do list. The WoW team, he says, has plenty up their sleeve. “So one of the things that we have kind of tasked ourselves with doing is figuring out how to polish that, how to improve on our vehicle physics, there’s still a lot of vehicle physics tech that we want to get in that didn’t make it into the first pass of Lich King,” he said.

Planes are all well and good, but how about some mounted air combat? I’m flying on my drake, you’re flying on your griffon, and we clash swords in mid-flight. You know it would be epic.


 

Posted by JImmy at 06:50:49 | Permalink | No Comments »

World of Warcraft’s mistakes revealed

Unless you’re new to the industry, you already know World of Warcraft is the master of the Massively Multiplayer Online Games (MMO) galaxy. Fans, former players, and forum police constantly throw their opinions out on how the most successful game of all-time could have been even better. Director of the game, Jeffrey Kaplan, has heard those cries and chose to speak at this year’s Game Developers Conference in
San Francisco, California about the mishaps of WoW. And speak he did, but Jeff is a busy guy and seemed to forget a load of material. Let’s give him a hand shall we?

When WoW released back in 2004, it revolutionized the MMO genre. A game so streamlined and user-friendly had never quite existed and with Blizzard taking everything two levels above the rest, nothing could compete. Massive, sprawling cities accompanied by iconic visuals and an exceptional art-style were just a few of the features that left players without words. However, with millions in possession of their share of Azeroth, it was only a matter of time when changes would come and influence the rest of WoW’s lifespan. Come several massive updates, two expansions, and another on the way (you know it’s coming), WoW has changed tenfold.

It’s arguable that change is for the best, but despite the pleasantries people have spoken out. During his talk, Kaplan went on record stating that WoW certainly had made a great many mistakes including:


-    Overabundance of quests in a single area
-    Misleading players by not informing them where to go
-    Tedious and repetitive quests
-    Items/vehicles required to complete a quest that don’t function well
-    Extensive amounts of text


Funny enough, all of these points he brought up are warranted to some degree, but they’re really all pertaining to the same category. Let me simplify Jeff’s words for you; WoW sometimes is an assembled gallery of misleading, tedious quests which occasionally utilize a rather large amount of text and can require the use of shoddy items or vehicles. Mr. Kaplan speaks the truth, but if these are the only things he believes were mistakes I’ve got some news for him and the rest of the community; it’s time to wake up.

WoW killed itself by doing a lot of different things, one of which was changing the experience output. With their expansions advertising such beautiful new content to explore, Blizzard opted to increase the overall experience your character generated while in the old-world. Now this seems like a well-played move since it’d get people to the new content faster, but it ended up being a shot to Blizzard’s own cranium. There’s no reason for anyone to explore or do anymore in the old-world than they have to. This includes experiencing old-school raids like Zul’Gurub or Molten Core. Why bother doing them and wasting time when you’ll find material in the new areas that are twice as good. Sure, you could explore the land and complete other quests and dungeons, but everything you get is so short lived it’s just not viable.

Capital cities like Orgrimmar were also hit hard by the expansions. The only reason people still visit these once glorious hubs is because of the presence of the auction house. Even Shattrath, the major city introduced in the Burning Crusade expansion is a ghost town. It’s not news that people flock to the new content, that’s the way expansions work. Even still, it’s strange to see all the work Blizzard did go to waste as it sits in its derelict state. What’s even stranger is that WOTLK bases its end-game around a pre-existing dungeon, Naxxramas. Blizzard, you give us new content, decide to bring back old content, beef it up, and then neglect the rest; make up your mind.

Like all MMOs, WoW has a ceaseless grind. Want to create an item or looking for a certain something to drop? Kill this particular monster, fly around looking for these herbs, or run this instance again and again until you see results. I’m not a robot, and I don’t appreciate being run in circles of monotonous grinding just for boots that increase by strength by five more points. This becomes substantially worse when you reach the end-game and are spending hours upon hours in a solitary place. Wait, your warrior has to take the dog out. Oh, now your healer has to take his sister somewhere. Can’t go yet, it’s time for a smoke break. It’s a straight-out nightmare and it becomes even more apparent when you’re doing the same dungeon every week and the equipment that drops is for a class that isn’t even in your party.

Participating in end-game events is an exciting experience at first, and when it goes well it’s an incredible feeling. However, success comes at a price practically every game helps you with; every single one except WoW. There’s no instruction anywhere on how to take down bosses in dungeons. Go ahead, argue that the bosses are easy, and then wake up and come to the realization that you’re the ones who checked the strategies on wowwiki.com or youtube. Seriously, there’s nothing in the game that gives you any kind of hint on how to kill a boss. Instead, Blizzard and the hardcore fans feel that they should waste an exuberant amount of time dying just so they can figure out how to win.

if you want to succeed in WoW, you need to make sure you have a balanced group and the required classes to perform the task at hand. The problem is, healers and tanks are forced into a position they might not want to do. It’s bad for those classes because if they want to do something else, they have to collect an entirely new set of gear to be able to perform. If that happens, well, you’re rewarded by having to go through the same dungeons again to acquire gear. It doesn’t help either that Blizzard constantly changes the talent trees for each class. It’s aggravating to see classes go from good to bad to unparalleled so often. Finding good people can be tough enough, hell; getting people all on at the same time who are committed to at least a few hours is hard. The last thing anyone needs is their class being tampered with again and again; decide already! WoW’s end-game is a job within a game and if you want to succeed you put the rest of your activities on the back-burner.

As you can clearly see, WoW has issues, many more than listed here. There’s no denying that Kaplan and the rest of the Blizzard team have done a hell of a job, but let’s be realistic here; WoW caters to the fanatical. The end-game is deadweight and full of mistakes that unsurprisingly have stayed the same. Despite the changes Blizzard constantly doles out, they aren’t going to change the core of their gameplay. After all, 13 million players can’t be wrong… right?


 

 

Posted by JImmy at 06:46:11 | Permalink | No Comments »

Wednesday, April 1, 2009

BlizzCast Eight Now Available

Blizzard Entertainment has released the eighth BlizzCast, a series of podcasts created by Blizzard’s Community Team and focusing on the company’s current and future game offerings. Number eight features Q&As with Julian Love, Mike Nicholson, Tom Chilton, Jay Wilson, and Dustin Browder about Diablo III, Starcraft 2, and World of Warcraft.

Bornakk: Before Wrath of the Lich King came out there was talk of aerial combat in Wintergrasp and in the game in general with some goblin anti-air shredder being put in the game. Howling Fjord showed some footage of this as well. What happened with aerial combat and do we still plan to put it into the game?
Tom Chilton: Well the aerial combat that we had in Wintergrasp we just ended up feeling wasn’t really polished enough for the final experience. We gave it a shot with the vehicle technology that we had but ultimately it was a little goofy that you could crash your airplane into the ground and nothing bad would really happen. Then also the kinda of sense of flying really wasn’t there enough.
If you look at a lot of games that have done flight simulation, there is a lot of care that goes into giving you that sensation of flying by having the world tilt and stuff like that so it feels a little less mechanical, feels a little bit more alive or more natural. So one of the things that we have kind of tasked ourselves with doing is figuring out how to polish that, how to improve on our vehicle physics, there’s still a lot of vehicle physics tech that we want to get in that didn’t make it into the first pass of Lich King.
So we have to make some tough decisions sometimes about what we are going to go forward with and what just isn’t working out well enough to meet our quality standards and that was one of them. So it’s still definitely on our list of things that we want to do, we have a lot of people here who are passionate about vehicle combat, passionate about making it more interesting, more fun, by increasing the number of things we can do with it – that would definitely include the possibility of doing aerial combat.

Bornakk: Will there be a diverse selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?
Jay Wilson: It’s definitely diverse and it’s diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system. Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you’ve chosen or the type of build that you are trying to create.
And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really it’s up to the player on what kind of stats they want on their character, but we’re definitely not shooting for a, “oh here’s the barbarian armor”, there is a set and when you get the full set you’re done. That’s just not very Diablo and it’s not really the kind of gameplay we’re going for. If anything we’d like the item set to be a lot more diverse than it was in Diablo 2.

Bornakk: . Can you give us some insight into the current air model, like what are the roles of the air unites, and what do you see working really well in-game?
Dustin Browder: Well obviously each of the races behaves differently with how they use their air units. The Zerg, obviously the mutalisk is still a powerful part of the Zerg air force and still used for a lot of fast raiding, a lot of sudden attacks from different directions to keep the enemy off balance and of course in mass in the end game you can obviously use mutalisks for mass air assaults.
The other races behave a little bit differently. The Terrans with their banshee, is very very powerful anti-ground unit. It can even sometimes just power right through base defenses which really the wraith couldn’t have handled in the original game. So you see a lot of need for all the races to have some very powerful anti-air weapons to deal with these kinds of threats.
A similar threat on the Protoss side is the void ray. It is a very powerful bream that can really do a lot of damage to enemy buildings. So you’ll see there are some very heavy hitters in the air in Starcraft 2 that really require you to get out there and use some of these more dedicated anti-air units like the corrupter, like the phoenix, to really fend off these powerful sort of air threats. Obviously there are some similarities players will see with the original game, at the same time there are these really powerful hitters really do make a pretty big difference.
You’ll also seem some new authority for some of the bigger units in the game. Certainly the carriers have a much longer range than they’ve ever had before. It makes them a very powerful threat from the air in the end game. We should probably see more carriers used in higher level games but obviously will see how that goes in the beta. And of course the battlecruiser has three different options in terms of how he wants to sort of improve his battlecruiser, whether he wants to buy a yamato weapon for his battlecruiser, or the player wants to a buy a shield for his cruiser, sort of different choices for the player for the battlecruiser which again adds to the authority of these big end game units which makes them a little more practicle in different matchups. Where previously you would only see battlecruisers in certain matchups in Starcraft, now in Starcraft 2 you’ll probably see them in more matchups sort of across the board.

Posted by JImmy at 08:16:28 | Permalink | No Comments »

Sudden death leaves virtual lives in limbo


NEW YORK - When Jerald Spangenberg collapsed and died in the middle of a quest in an online game, his daughter embarked on a quest of her own: to let her father’s gaming friends know that he hadn’t just decided to desert them.

It wasn’t easy, because she didn’t have her father’s “World of Warcraft” password and the game’s publisher couldn’t help her. Eventually, Melissa Spang-enberg reached her father’s friends by asking around online for the “guild” he belonged to.

One of them, Chuck Pagoria, of Morgantown, Ky., heard about Spangenberg’s death three weeks later. Pagoria had put his absence down to an argument among the gamers that night.

“I figured he probably just needed some time to cool off,” Pagoria said. “I was kind of extremely shocked and blown away when I heard the reason that he hadn’t been back. Nobody had any way of finding this out.”

With online social networks becoming ever more important in our lives, they’re also becoming an important element in our deaths. Spangenberg, who died from an abdominal aneu-rysm at 57, was unprepared, but others are leaving detailed instructions. There’s even a tiny industry that has sprung up to help people wrap up their online contacts after their deaths.

When Robert Bryant’s father died last year, he left his son a little black USB flash drive in a drawer in his home office in Lawton, Okla. It was underneath a cup his son had once given him for his birthday. The drive contained a list of contacts for his son to notify, including the administrator of an online group he had been in.

“It was kind of creepy because I was telling all these people that my dad was dead,” Bryant said. “It did help me out quite a bit, though, because it allowed me to clear up a lot of that stuff and I had time to help my mom with whatever she needed.”

David Eagleman, a neuroscientist at the Baylor College of Medicine in Houston, has had plenty of time to think about the issue.

“I work in the world’s largest medical center, and what you see here every day is people showing up in ambulances who didn’t expect that just five minutes earlier,” he said. “If you suddenly die or go into a coma, there can be a lot of things that are only in your head in terms of where things are stored, where your passwords are.”

He set up a site called Deathswitch, where people can set up e-mails that will be sent out automatically if they don’t check in at intervals they specify, like once a week. For $20 per year, members can create up to 30 e-mails with attachments like video files.

It’s not really a profit-making venture, and Eagleman isn’t sure about how many members it has - “probably close to a thousand.” Nor does he know what’s in the e-mails that have been created. Until they’re sent out, they’re encrypted so that only their creators can read them.

If Deathswitch sounds morbid, there’s an alternative site: Slightly Morbid. It also sends e-mail when a member dies, but doesn’t rely on them logging in periodically while they’re alive. Instead, members have to give trusted friends or family the information needed to log in to the site and start the notification process if something should happen.

The site was created by Mike and Pamela Potter in Colorado Springs, Colo. They also run a business that makes software for online games. Pamela said they realized the need for a service like this when one of their online friends, who had volunteered a lot of time helping their customers on a Web message board, suddenly disappeared.

He wasn’t dead: Three months later, he came back from his summer vacation, which he’d spent without Internet access. By then, the Potters had already had Slightlymorbid.com up and running for two weeks.

A third site with a similar concept plans to launch in April. Legacy Locker will charge $30 per year. It will require a copy of a death certificate before releasing information.

Peter Vogel, in Tampa, Fla., was never able to reach all of his stepson Nathan’s online friends after the boy died last year at age 13 during an epileptic seizure.

A few years earlier, someone had hacked into one of the boy’s accounts, so Vogel, a computer administrator, taught Nathan to choose passwords that couldn’t be easily guessed. He also taught the boy not to write passwords down, so Nathan left no trail to follow.

Vogel himself has a trusted friend who knows all his important login information. As he points out, having access to a person’s e-mail account is the most important thing, because many Web site passwords can be retrieved through e-mail.

Vogel joked that he hoped the only reason his friend would be called on to use his access within “the next hundred years or so” would be if Vogel forgets his own passwords.

But, he said, “as Nathan has proven, anything can happen any time, even if you’re only 13.”

Posted by JImmy at 07:59:23 | Permalink | No Comments »

Blizzard speaks to AbleGamers on the new accessibility options in World of Warcraft

In the next few weeks, Blizzard will be releasing patch 3.1, which holds many new features and upgrades to the MMO juggernaut World of Warcraft.  The features include a reduction to the hearthstone cool down, dual specialization, class changes, and a helping hand to the disabled.

World of Warcraft’s scripting community is second to none.  Unpaid players spend untold periods of time developing custom UI add-ons to improve the basic Blizzard standard interface.  These add-ons are available to download for free from any number of websites dedicated to improving World of Warcraft’s user interface.

One such add-on was ColorBlind 4.0, which adjusted the player’s screen to improve the game for the colorblind.  Soon this add-on will no longer be necessary.

Patch 3.1 will introduce a new feature for the colorblind, which adds letters and/or symbols to objects that have traditionally been color-coded to convey information.  We wanted to find out more specifics about the new option for colorblind disabled gamers, so we reached out to Blizzard.   One of Blizzard’s lead developers, Tom Chilton aka
Kalgan, sat down with AbleGamers to talk about the colorblind option.

AbleGamers: Why have you made colorblind option available in game?  What are some examples of the feature in use?

Kalgan: In World of Warcraft, we sometimes convey the quality of items, the difficulty of quests, and other information about the game through text color or the color of an element in the user interface. The name of a challenging quest might be color-coded red instead of green, for example, while a particularly good item may be colored purple instead of blue. Over the years, there have been some great player-created user interfaces to help make this information clearer for color-blind players — but as the game keeps changing, it is sometimes difficult for UI authors and players to keep updating add-ons themselves. As a result, we wanted to design our own system to help address these issues and make it easier for players to access them.

The Color Blind option, accessed through the game’s Interface menu, offers an alternative way to display such color-coded information. Creatures and enemies, for example, will have tags that designate them as friendly, neutral, or hostile to accompany their green, yellow, or red nameplates. Gear quality, which is color-coded from grey to purple, will have new text descriptions from “common” to “epic.”  Gold, silver, and copper coins will show a “g,” “s,” or “c” next to the amount — for example, 1g23s45c. This feature will also be localized to show the appropriate symbol next to the corresponding number throughout the various regions World of Warcraft is played in.

In addition, the quest log will now display the recommended character level as a number, while recipes you’ve learned for your professions will have a +, ++, or +++ rating to correspond with the green, yellow, and orange skill-up chances. We are also adding text to denote the color of gem sockets.

AbleGamers: What is the best way for the Able Gamer community to submit feedback or provide ideas to the development team?

Kalgan: Our community and development teams actively read the World of Warcraft forums, and that is the best place for any player to give us feedback. In addition, we highly encourage players who want to offer feedback to take part in the public test realms (PTRs) prior to patches going live. This can help make the development team aware of any issues you may encounter. We also have a section of our forums dedicated to suggestions, and we highly encourage players to submit their ideas.

The accessibility of this feature is a welcome addition to an already impressively disabled friendly game because one in seven men and one in 12 people live with some form of colorblindness. Unfortunately, Blizzard painted colorblindness with a broad stroke.  Not everyone who is colorblind suffers from the same deficiency in the ability to see all colors.

The colorblind option for World of Warcraft is an all or nothing type of deal.  Whereas with the player base’s version of the same add-on, the script would only affect the parts of the game that the player chose to alter it in options menu.

For example, someone may be able to see the difference between gold and silver coins but they may not be able to see the difference between an easy or difficult monster.  Again, this is because there are different amounts of colors each individual can see.  In this situation, the person would be able to see the difference between the colors gold and silver but not green and red.

The third-party add-on would allow the user to check option such as “colorblindness for monster level.”  The add-on would place the letter G for a green or easy mob and R for a red or deadly mob.  Some say this is splitting hairs but the ability to choose which options the user would like to be turned on is something many hope for in the future.

Additionally, some things were overlooked in Blizzard’s version of this add-on.  Rogues accumulate combo points as they attack their victims.  These combo points are shown as red dots in an arc around the picture of the rogue’s target.  As the points are accumulated, the red dots are filled in.

Someone who was colorblind to the color red would not be able to tell the difference between a red dot filled in with red and a red dot lightly shaded with red.  One member of the player base identified this problem and created a specific add-on called Kast Combo Points that would change the way the points are displayed.  This modification changed the red dots so that they are completely hidden until a combo point is awarded.

Blizzard has since been made aware of the need for such an option and promises to add it as soon as possible.  This is a shining example of why it is important for our readers and Warcraft players to leave feedback for Blizzard on any accessibility related issue he or she might have.  The developers do read the forums and consider the feedback extremely valuable.

 

You can submit ideas on improving the colorblind options before the patch goes live by submitting feedback on the public test realm forums.  In addition, you can e-mail us at admin @ ablegamers dot com with your accessibility problems and we will contact blizzard directly.

Overall, the colorblind option to the world of Warcraft is a welcome addition.  Blizzard still has some fine-tuning to do when it comes to accessibility but with the help of the community; Warcraft is becoming more accessible to disabled gamers with every patch.


 

Posted by JImmy at 07:26:05 | Permalink | No Comments »