Wednesday, January 14, 2009

Sexin’ up your PC, from Doom to World of Warcraft

Back in the hay days when a great PC game could be bough from Todd, the young office intern, grimly copied onto a floppy disk and sold outside the toilet for five bucks, you did not exactly need a computer borrowed from NASA to play the thing. You just had to pop it in, aim for the office high score and pray the boss did not happen to walk by and see you playing Tetris or Space Invader or in the later years, Doom. Some say that games were more enjoyable then without the storyline to bog you down and the millions of other players with whom you had to interact. But, whoever says that is just plain crazy.

By Dean Sherwin

Now in the new year of 2009, we will be expecting this year’s upcoming release of PC hardware sometime around April of March after they sell last years stock during the post-Christmas sales. Millions will be running out to by components or even full PCs to take advantage of the updated systems so that they can squeeze just a little bit more graphical quality from WoW. These people may seem a little crazy but they are actually quite on the ball in gaming terms.

Whilst you do not necessarily need a top notch PC to enjoy video games, it is worth making sure you have a little bit more power than what recommended on the back of the box. This makes the game more playable when it comes to a point where you have hundreds of players all gathered in a town during online play or you’re engaged in a heated fire fight, pop up for just a second to take that perfect shot and everything freezes on your PC while the other guy fills you with lead. My point is that perhaps buying a few sticks of RAM or a new video card when your PC is around the two-year mark will give it a second burst of life. Believe me, when you pop in a stick or two of RAM you notice the difference in the old girl straight away, whether it is playing games or not. 


 

Posted by JImmy at 07:52:28 | Permalink | Comments (1) »

Preview: Crimecraft

Sometimes, I really want chocolate. Sometimes, I really want peanut butter. And occasionally, I want ice cream. This problem is perfectly solved when I go eat some Reese’s Peanut Butter Cups ice cream, a triage of sugary-goodness.

The same can be applied to games. Sometimes I want to shoot people online, or grief 12-year-olds on PlayStation Home, or gank phat lootz in an MMO. It’s a conflicting trifecta, I know. Could there somehow be a mash-up of these three different games?

Enter Crimecraft, a new massive multiplayer online game coming out from New Jersey-based, Eastern European developer, Vogster. Combining third-person shooting with MMORPG elements of games like World of Warcraft ( Currency: wow gold ), the aesthetic of Saint’s Row, and a sprinkling of Home (believe me, it’s there), Crimecraft is certainly a risky, but cool sounding game.

There are two parts to playing Crimecraft. First, there is the lobby area of the game, and second is the actual third-person shooter. These two elements join to form a genre that Vogster calls Persistent-World Next-gen Shooter (PWNS), and although they don’t crossover in a manner like World of Warcraft, they are intricately tied together.

Before starting off, gamers will create their own character. It is pretty standard for create-a-character, and the clothing options are initially pretty limited. However, that changes as you play, and high-level players will be rewarded with more options as they progress.

Then there are the three lobby areas, each with its own unique urban aesthetic, will be able to hold 500 people at any given time. The two areas I saw — a Times Square-like glitzy downtown, and an residential/business district based on
San Francisco — were large and clean.

Of course, I didn’t see these areas with all 500 people, but I was told that even with 100 people, these lobbies would be bustling with non-player characters and live players hanging out before the battles, which the game calls “Instances”.

One of the most important areas in the lobbies are the shops. Here is where you will buy weapon and armor, ammunition for the guns, consumables like an item that will temporarily grant you double XP, clothing, and more. The clothes are pretty neat, designed specifically for the game by New York fashion designers, and based off of real world brands.

Many of the clothes I saw were pretty standard, but non-traditional outfits and accessories are available. Vogster says they want to have fun with the game, versus the serious route. Also, special, one-time items can be gained during seasonal and special events that are being planned.

Other places in the lobby areas include crafting areas where new weapons and items can be made, auction halls to sell unwanted gear and, should you become involved in a “gang” (which is Crimecraft’s version of a clan), there will be group hideouts. There members can come together and talking strategy in perparation for upcoming Instances and events. Gang members can even work together to buy items for their hideout, like stripper poles or crafting tables.

It’s really interesting, but I think the best way to describe the lobby portion of Crimecraft is that it is Home, but with a specific purpose. Instead of aimlessly wandering around and buying clothes that have no meaning, the lobby area of Crimecraft is interesting, giving players plenty of options for things to do in prep for actual gameplay.

Hell, by the looks of things, if you just want to screw around in the lobby like some expensive Second Life or Home, Crimecraft is cool for that too. These lobby instances will contain in-game, real-life ads like Home. But should a gang make a tournament, the game will post advertisements announcing these results.

Also launching with the game is a social networking site specially built for the game. Here, people can interact outside of the game, discuss gang tactics and events. This should be pretty helpful for becoming involved in Crimecraft, as it should bring people together and limit the number of people trying to solo the game.

The actual Instances, however, play much like any other third-person shooter. Which is a good thing, considering that Vogster’s goal was to make a good third-person shooter before they make an MMO. I was shown two modes — one was a Player versus Player, three-on-three, gang-versus-gang deathmatch. This took place in an industrial site. As far as PvP is concerned, there can be a total of 16 players, which is a explicit decision on Vogster’s part.

The second mode I saw, a PvE, was a defense mode in a construction site. Here, players worked together to protect an object from wave after wave of bots. This mode is great, as it allows players to shoot lot’s of screaming fools as well as collecting loads of loot. It’s rather fast and hectic. It’s so fast and hectic that Vogster removed the cover system they had placed in the game; it was just too slow. In both areas, the sizes were just right, and eight more areas are planned for the game’s Q2 launch.

As gamers play, they will be pulling loot from their downed opponents. Like any MMO, this can be anything from armor to guns to crafting material. Rare materials and weapons will also be found this way, so there is certainly an initiative to collect the best stuff. Especially when the best stuff includes diamond-encrusted guns.

Like any MMO, players will also be leveling up. However, since third-person shooters are skill based, low-level players can still make kills against higher-level opponents. To create distinction, higher-level players will have access to different abilities, such as invisibility or scopes, for example, which will give them an advantage over n00bs. Higher-level players will also have access to different weapons and special instances against better PvE bots. These better opponents will give better experience and items, creating distinction between newer and older players.

Vogster had originally announced Crimecraft as a free to play game, while offering gamers the option to purchase weapons and items. Vogster is currently reevaluating this plan, and has decided to take out the option of players spending real-world money on in-game weapons that could create an unfair advantage. However, players can spend money for aesthetic changes, such as a gold plated pistol, for example, as well as consumable boost items, such as a double XP item. Ultimately, Vogster has not decided on a pay-to-play plan, a free-to-play plan, or a combination of the two.

Visually, Crimecraft looks great, and not just for an MMO. Utilizing the Unreal 3 Engine means this game looks really fantastic in action. Even small details, such as shadows from individual leaves on the trees combine to make a beautiful looking game. Unfortunately, I have concerns that the Unreal barrier might limit the number of people who are going to be able to play this game.

I know this is going to sound silly, but the fact that the lobbies feel like Home is actually pretty neat. I also loved how Vogster is open to having fun with the character creation. Nothing grinds my gears like a group of people who take themselves too seriously.

Unfortunately, there are some details that concern me. First, in Vogster’s attempt to combine the best of MMOs and third-person shooters, they could alienate both groups of gamers. Also, since this is an MMO, modding is out of the game entirely. That’s a drag, especially for an Unreal 3 Engine game. Also, the minimum specification entry point is a pretty high for gamers used to easily loading up a game like World of Warcraft. Ultimately, if Vogster makes the MMO elements and the third-person shooter elements, things should work out ok.


 

Posted by JImmy at 07:51:30 | Permalink | Comments (1) »

Growth of MMOs in 2008

2008 was quite a year for Massively Multiplayer Online Games. The year saw another advance from the unstoppable juggernaut, new challengers that may or may not be pretenders to the throne, a flanking maneuver from Middle-Earth, and a painful death in the depths of outer space.

When charting subscription numbers for MMOs, one concrete way to judge their growth, the old adage proves true; there are lies, damned lies, and statistics. Few companies divulge their numbers publicly, leaving estimates and rumors to make up the difference. For example, this Massively.com article provides some interesting insights, but does so using a small sample size.

If not for the heroic mathematical efforts of Bruce Woodcock and others, the only real indication of growth is if a company divulges that information, or the game goes belly-up. Thus, I present a more personal overview of some MMO’s to determine which ones grew and which blew in 2008.

Grew – World of Warcraft: WoW owns the market. Love it or hate it, it capped 2008 off with a fresh expansion and 11.5 million subscribers (Estimates for the next closest title, Warhammer Online, hover around 800,000). The game is the success every other fantasy MMO is compared against. This may be unfair given WoW’s presence, approachability by all ages, and low system requirements, but its growth remains undeniable.

Grew – The Lord of the Rings Online: LotRO is what it is; PvE content with greater storytelling lore than WoW. Though it won’t reach that ability to attract casual and hardcore gamers that WoW does so well, it’s got a niche and it’s growing, evidenced by the success of its recent expansion, Mines of Moria. Best of all, the game doesn’t spend three pages talking about walking.

Blew – Tabula Rasa: Ouch. Not even Lord British could deliver. This hyped Sci-Fi MMO spent ages in development, finally was released in late 2007, and is now slated to close for good in February 2009. That may be the finest definition of blowing it in 2008.

Blew – Age of Conan: Hyborian Adventures: Having to consolidate servers to ensure a decent player-base mere months after release, and having masses of subscribers quit after the first months due to bugs puts this MMO firmly in the “Blew” category. However, there is hope for 2009. After dropping the ball with the player base initially, there are efforts to win the players back. If that happens, this game could be in the “Grew” category for 2009. Nonetheless, it shows that however captivating, nudity and intense violence can’t overcome early bugs and broken promises.

? – Warhammer Online: Age of Reckoning: Warhammer Online is eking out its existence by providing what other titles don’t in terms of PvP. The caveat is WAR’s time on the market: in a few more months will WAR suffer the declines that Age of Conan did? Indications seem positive enough to place this in the growing category, but it’s too early to tell.

There you have it. One writer’s opinion on how some of the MMOs fared in 2008. That said, nothing can be more divisive than the players of two distinct MMOs, and your experience may vary. Have a popular MMO you enjoy that’s not on the list? Agree or disagree? Comment!

Posted by JImmy at 07:50:32 | Permalink | Comments (1) »

Could World of Warcraft be a College Class?

If World of Warcraft ( Buy wow gold)
were a college course, would you enroll? David Friedman, an academic economist “who teaches at a law school and has never taken a course for credit in either field” hopes so. He’s laid out a few reasons why he thinks all that copper and iron and mithril and thorium mining you’ve been grinding into virtual booty might be worth an elective credit or two.
Says Friedman:
WoW has markets and prices, including an auction house with many buyers, many sellers, and a wide range of products for sale. Prices are readily observed—starting prices, buyout prices, relative prices at one time, changes over time. Actual sales prices are a bit harder, but if your students are active players they are probably buying and selling things and could be persuaded to keep track of prices paid and received and make the information available to the rest of the class.
Check that last sentence. I wonder if Friedman realizes he’s essentially just made a case for education-funded pro bono tip-sharing. “Here’s how you turn a Libram of Constituion, a Black Diamond, a Lung Juice Cocktail, and 4 Dragon’s Breath into a Lesser Arcanum of Constitution, then sell it for a mint.” Which creates a natural disincentive to purchase all those tree-slaughtering strategy guides, in turn attenuating real-world publisher strategy guide sales.
Put the corporate strategy-guide publishers out of business? Stick it to all those shameless aftermarket retail strategy guide peddlers? With (if the university’s public) taxpayer dollars? Well there you go, now you know why these guys think Friedman’s a flaming liberal!
In all seriousness, Friedman’s points are actually pretty compelling, even if guys like Edward Castranova and others have long since tilled this turf. Using popular media to convey important, nuanced concepts like “arbitrage, collusive behavior, and predatory pricing”? Sounds like a win-win to me.
Would you enroll in World of Warcraft 101?
Hey, what self-respecting gamer wouldn’t? After all, it’s a chance to legitimize all that time you’re planning to spend holed up in your dorm slaughtering Bloodfen Scytheclaws and Ragged Young Wolves and launching company-sized all-nighter raids to — err, excuse me, I meant transacting individualist socio-economic rhetoric that transgresses marginalizing objective superstructures and re-conceptualizes the spatial aesthetics of color, animation, and architecture.
Right?
Posted by JImmy at 07:45:03 | Permalink | No Comments »