As game worlds become more and more advanced, they also grow larger and larger. The by-product of this improvement is the long distances that must be traveled between locations. For some reason, with this increase in world size, there is not a corresponding improvement in traveling systems. Indeed, there seems to be almost a perverse joy in sending players on quests that involve running back and forth between two distant points with no other objective but carrying a bickering message between a pair of NPCs.
Jim Moreno tackles the difficult task of roleplaying a merchant in this edition of RoleCraft: "Even roleplayers are known to struggle with this cookie cutter gameplay, and with keeping their characters from looking and acting just like every other character in game. What to do? One sure way to avoid the pitfalls of routine is to realize that there are many other classes in game besides adventurer. It's time to become a professional roleplayer!"
Sean Bulger's periodic community column today looks at the concept of Open PvP (player vs. player) and what it does to games and their communities.
A while back we talked about conflict between players and what sort of a role that it can play in a game and for communities. During this, it was noted that player competition can be implemented in numerous different ways. This week, I would like to revisit this discussion and talk about one of those particular methods: the open PvP world.
Open PvP is one of the more controversial topics in MMO circles and plenty of people have fairly strong opinions one way or the other on the subject. That said, I would like to explore both the positive impacts and negative ones on the player community. Open PvP has the potential to help bond a community fairly tightly, but it also has the potential to truly tear it apart as well.
Read more after the leap.
Last week, Jonathan Steinhauer's column looked at the design of outdoor areas in The Dangerous Wilderness, Part 1. In Part 2, he continues his thoughts on the basic challenge most every MMO faces.
The easiest solution, though it avoids the root of the problem, is to disperse the ground spawns to a more realistic population level. There are areas where one would expect to encounter monsters, and that is where the heavy concentrations should be. Hard core hunting should occur in the fortresses and camps of the various villains, monsters, and animals that are the bane of the adventurer, not every time you step off the path. This opens up the wilderness for travel and casual hunting while giving players the kind of combat that exist in epic stories: battle in the lairs.
Read more after the leap.
Jim Moreno looks at the biggest question for the modern MMO roleplayer: how do you keep in character in an instance? They're here to stay, so it's time to learn how to deal with them.
Hear me now and believe me later, there is no reason why roleplayers cannot and should not engage in the same high quality RP within an instance as without. Personally, I'm not at all knowledgeable as to where the notion started from, but I absolutely aim to crush it here and henceforth. More than that, I want to share with fellow roleplayers why I think instances are the best places for RP, and provide some tips on how to take on these adventures with RP in mind. I hope they help!
Read more after the leap.
In a new editorial, columnist Jonathan Steinhauer embarks into "The Dangerous Wilderness". He looks at the concept of pf the wild and how it's presented in MMOs.
As I've wandered through the wilds of various games, I've been stunned by the panoramic vistas that have opened out before me. Trees sway in the light breeze, their leaves rustling softly through my speakers. A stream trickles by, the sunlight gleaming of the whorls and eddies of the current while in the distance, purple mountains capped with white glaciers scrape the billowing clouds. The imagery is so detailed, I could almost believe it is real.
Read more after the leap.
According to multiple sources, P2 Entertainment (formally Perpetual Entertainment) has officially closed their doors. This means an end to all projects, including their planned focus on casual games. There is no indication at this time what it means for the Perpetual Platform, which had been licsened to studios like Bioware Austin.
We will have more on this story as it develops.
Kohnke Communications and Perpetual Entertainment have settled their lawsuit. It was launched by the developer's former PR company after they canceled Gods and Heroes. It alleged fraud in relation to the cancellation of the game and the sale of the company's assets to P2 Entertainment.
Now, according to Shacknews, the two companies have taken an oath of silence as part of a settlement. Although, Perpetual seemed to "get in before the lock" and called the suit "vague, uncertain, ambiguous and unintelligible," according to a report on Kotaku.
Read about the settlement here.
In their complaint against Perpetual Entertainment, Kohnke Communications wrote that they had success "in convincing reviewers to write positive reviews about the game". It is a sensitive time, especially considering the recent controversies that surround x-Gamespot Editor Jeff Gerstmann and a pair of stories on GamePro and 1Up raised the issue.
WarCry contacted Kohnke Communications and P2 Entertainment for their responses to those two stories.
Click below to find out what they said.
Over at the official Gods and Heroes site, they have posted instructions on how to get a refund if you had preordered the now canceled MMO:
Pre-Order Return Information
If you Pre-Ordered Gods & Heroes: Rome Rising, please contact the retailer where you purchased the pre-order. They should give you a full refund.
If only everything where that simple and to the point when dealing with game developers.
