Friday, January 16, 2009

Interview with Eskil Steenberg, Maker of Love MMO

I've recently emailed Eskil Steenberg, the one man development team behind the game Love. Since we're still waiting for the eventual Worlds.com Interview, I'm going to sit down with Eskil and talk about his game You can watch a brief video of Love in it's pre-alpha stages and read what I had to say about it here. I hope to get this interview up in a much more timely fashion than the one with Thom. I don't blame him however considering how busy he is with lawsuits and all that jazz.

Also sometime tonight I'll post the Round 2 bout in a format that EverQuest fans will enjoy. Stay tuned! Enjoy your MMOs!

Thursday, January 15, 2009

Wheel of Time MMO: EA Signs Up

I've talked about RedEagle Games' The Wheel of Time MMO some time ago.(You can read that very brief article here.) However, now the Dragon Reborn's virtual avatar will be backed by more than just Saidin, he'll be backed by EA.(Yeah I know my Wheel of Time.) As I mentioned before, RedEagle Games will be releasing much more than just an MMO, but also standalone video games for a variety of consoles and handhelds. The deal with EA will allow other third party companies such as Valve, Harmonix, and id.

If all these blockbuster names get together for the virtual appearance of so many WoT games, my skepticism over one of my favorite fantasy worlds being turned into a virtual world for the masses lessens to a degree. However I can't help but remember the evil that is Warhammer.(I'm sorry, I detest it.) For those who enjoy words, here is the press release with all the gooey details I was too lazy to put here.
Malibu, Calif. – January 15, 2009 – Red Eagle Games today announced they have signed a strategic distribution agreement with Electronic Arts Inc. (NASDAQ: ERTS) for games based on Robert Jordan's beloved fantasy series, The Wheel of Time.

Red Eagle Games will develop and publish a line of stand-alone games on all major videogame platforms, including consoles, personal computers, handheld systems and wireless devices. The games will be distributed by EA. In addition, Red Eagle will launch and operate a massively multiplayer online role-playing game that encompasses the themes, characters and world of The Wheel of Time, which will be distributed at retail by EA.

"The Wheel of Time is a blockbuster global brand and our relationship with EA Partners will ensure that Red Eagle Games' products are made available to consumers around the world through familiar retail channels," said Rick Selvage, Chairman and President of Red Eagle Games.

"EA Partners is excited to team up with Red Eagle as their global distribution partner for games based on The Wheel of Time series," said David DeMartini, senior vice president and general manager of EA Partners. "The Wheel of Time series has a massive worldwide following and we're excited to help give Red Eagle Games' interactive products a blockbuster launch on the global stage."

The rich details of Jordan's meticulously crafted series have captivated readers since 1990, when The Eye of the World, the first book in the series, was published. Eleven additional books, including one prequel, have since been added to the series and have consistently appeared on the New York Times Bestseller List with the last four of his novels in the series debuting at No. 1. Jordan passed away in 2007 at the age of 58, but a final book, A Memory of Light, will be finished by fantasy writer Brandon Sanderson using notes and a partial draft left with Jordan's wife and editor, Harriet Rigney, and is expected to be published in fall 2009 by Tor Books.

Jordan's wildly popular books have been translated into 24 languages, and have sold about 44 million copies worldwide. In addition, the series has a vast global on-line community of tens of thousands of dedicated fan Web sites.
As a huge fan of the late James Oliver Rigney, Jr (His pen name was Robert Jordan) I hope these companies do their best to both remain true to the series and make the game entertaining. It wouldn't be the FIRST wildly popular book series turned MMO that turned out to be mediocre at best if it didn't however.(I'm so subtle...see what I did there?)

Also I'm very sorry for the lack of a post today concerning the victor of the Round 2 Event. I'll get that up as soon as possible tomorrow where I'll showcase the epic struggle between a peg-legged warrior and a lagging enchanter.

Source.

Wednesday, January 14, 2009

An MMO Subject: What class are you?

There has been a large number of articles lately that are a bit TOO serious for my taste. I have no one to blame for this situation but myself as I wanted to give my personal opinion on a lot of hot subjects.(Such as RMT, how the financial situation will affect MMOs, the sudden migration of moose, and other fine subjects.) However today I wanted a more light, casual, and hopefully interesting topic. I have an urge to talk about classes. While for some reason I think it's hilarious to use the word urge in this context(I'm weird.), I really want to get into the subject of classes or archetypes if your game of choice doesn't use a class system.


For the most part, many MMOs follow a pretty standard set of classes. You have the Tank, the DPS melee, the DPS ranged, and the Healer. Of course sprinkled within these lonely archetypes there are abilities and/or spells that are other categories onto themselves such as support, crowd control, buffs, debuffs, and other unique features. Some games have entire classes focused on the "Support" niche in a group such as EverQuest, while others simply pass a few of these to the standard 4 archetypes such as World of Warcraft. So what does all this information make me?

Frustrated.

I'm at constant odds with the class system mechanic used in MMOs. On one hand it's a salute to the games of yore such as Dungeons & Dragons. On the other hand it is a very structured and limiting system that has me switching classes constantly because I get so bored remaining in one fixed niche in the game. When you pick a class in most MMOs you spend your entire time from level one onward to what ever level cap exists doing practically the same thing, using the same abilities. While there are different uses for abilities depending on if you're soloing, grouping, or raiding generally speaking you're pressing the same buttons, using the same ol sequence of moves that you've "TheoryCrafted".

"But Danshir! Just make another character! Make an alt!" You say to me.

Bah.

You're telling me to cure tedium I should go back and start at level 1 and repeat the entire process with an entirely different niche? Why? That's a snake eating it's own tail. The feeling of deju vu will come over me in a tidal wave and I'll realize I'm back at square one. Still confined in a overly structured class system that refuses to let me play EXACTLY what I want to play. As much as I love Dungeons & Dragons I really think the class system that we have used for so long has got to go. (While I love D&D, I have yet to learn the new 4.0 rules...Down with the new! Bring back ye ol 2.0 rules! Huzzah!)

So....what is an MMO player to do?

There are a vaccines for this disease, a treatment that have been used occasionally. The "point" system. To put it very basically, the point system lets you put skill points or what have you into different abilities. This can range from weapons to healing to fire spells or whatever. You make a custom class that is perfectly tailored to your playstyle. Want a Fire slinging priest? You got it. The freedom to powerfully control the "destiny" of how your "class" proceeds makes me giddy like a school girl. Sadly the only MMO I've played that used this system was Asheron's Call.

A great example of how versatile the system is and lackluster a class system is in comparison comes to mind when I think about Dark Messiah of Might and Magic. I personally enjoyed this game for my PC, however I detested the Xbox360 version. Even though it ran a lot smoother on my console, there was one fatal flaw between the two. The PC version let you get skill points and distribute them between three skill trees. The first was more of a Fighter type, the second a Mage, and last a Rogue or stealth character. In the console one you were stuck with picking one of these three and that was it.

That was your character.

You couldn't make a strange hybrid between the two that fit your style of play.(Mine was Stealth/Fighter, I felt very much like Artemis Entreri from R.A. Salvatore's novels.) You were instead a very boring cliche class that you've more than likely played so many times before. Yet almost every single MMO follows suit. A review of Silent Hill: Homecoming by Zero Punctuation mentions how Americans HAVE to have a love story somewhere in their media. I know that the book "Ender's Game" has been in the works so long to become a film because every director wants to force a love interest in the story and the author of the book refuses for the main character to have one.(If you haven't read the book, it would make NO sense for him to have one...trust me.) Why add useless cliches such as a love story when you don't need it or it doesn't need to be there in the first place?

So why continue cliches for the sake of "That's how it's done?" Why should we use a class system just because "That's how it's done?" It makes no sense. So WHY do it?

*dramatic pause*

Maybe I'm bitter. Maybe I'm spoiled. Maybe I'm just tired of playing the same exact game with abilities that are under different names and different graphics. Offer me something unique or just offer me the chance to MAKE something unique for myself. Please?

So what class am I? I'm Danshir the Holy demon summoner that throws rabid pigs filled with explosives and knives. What class are you?
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