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[GW2] Natural Aliens

It’s the start of Sylvari Week! Kristen Perry begins with a shebang as she tells us how the player-controlled humanoid, plant race was designed and re-designed. I, personally, am just amazed. It’s another example of working and re-working things in that ol’ iterative process until it feels right. Perry did it at night on her own time!

The original design was not any more evocative of plants or nature than some forest elves. Perry mentions that they never seemed to hit the trifecta of noble, beautiful, and plant. Their visual design always felt like fae at peace with nature. I loved their story as it seems to stem largely from sidhe mythology, but they were about as interesting as elves to the eye. Or, rather, humans that were slightly different.

Now they feel alien. Something about them is not quite right. It doesn’t feel like an obvious, natural creation, like making yet another anthropomorphic race. The plant-grown sylvari feel unnatural, and that is why I think Perry hit the design straight on. They should be unnatural. They aren’t a culmination of evolution or even magical…uhh.. offspringing. They are weird. Perhaps unliked.

In so many stories about the sidhe and other noble fae, we are told that they have otherworldly beauty. Strange beauty. It rarely made sense to me. I usually went along a supermodel-ramped-to-eleven route in my mind, but I think the answer is something more along the lines of Medusa. Alluring and repulsive at the same time hits the mark, and it works great for the sylvari. I think that this design will especially appeal to both men and women gamers, whereas the old “elvish” design might not have appealed to that tough, CODBLOPSy guy.

I can’t believe the “stock” of the sylvari can rise much higher after this start, but, once again, I am waiting to be surprised.

–Ravious
wyrd

[GW2] Aural Canvas

ArenaNet has posted another great article from one of the other roles fans hear less about than the glamorous Colin job. I absolutely love that they are releasing articles like this. The people at ArenaNet have such drive and passion, and even the IT guy in charge of the server room was intensely passionate about his role in the company. The sound guys below the noisy server room follow the studio’s energy, and some of their daily routine is shown in a video recently released by ArenaNet. Yet, pragmatically speaking I couldn’t help wondering if they were wasting time with horse clops and smashing glass. Surely, those sounds are out there?

Continue reading [GW2] Aural Canvas

[Rift] To Make Us Feel Epic

Jaradcel writes up a guest post on Rift news. Enjoy! –Ravious

Rift has released its state of the union address on the game. Some additional info slipped out from a conference call to journalists, and the most intriguing information is below.

The two biggest highlights include Chronicles, a form of solo to small-group content focusing on the lore of the world, and the possibility of Alternate advancement experience sometime in the near future. A lot of what I’ll be talking about is theorycrafting based on available information (of which there really isn’t a lot of)

First off, Chronicles. These are listed as instances for players from one to three, and are meant to be finished relatively quickly. They will do things such as have players interact, fight alongside or work against famous in-game non-player characters. It will also allegedly flesh out the lore for players who prefer that, rather than loot or bashing heads in. Unfortunately, there is very little beyond the bullet point information to go on. Serrain at RiftJunkies reflects a lot of my concerns regarding this introduction, such as whether it’s for max-level characters only, how it will be implemented et al.

Continue reading [Rift] To Make Us Feel Epic

[GW2] Community Questions on Necromancers

There’s a secret to great underdog journalism (i.e., blogging): ask community questions. It’s such a simple idea, but it comes with a flipside: don’t ask wide-audience questions. I have been following news on Trackmania 2, and one of the devs expounds on this idea quite handedly in a fan interview (about the 3:40 mark). He even calls answers to wide-audience questions “ammo,” much like ArenaNet’s Chris Lye analogized here.

The difference between the two is a matter of expertise. Wide-audience questions require no expertise. “When is the release date?” is the most prevalent for Guild Wars 2. Community questions require some knowledge of things, and Sardu’s interview with ArenaNet’s Colin Johanson at the San Diego Comic Con is chock full of them. The answers are fantastic because Johanson can answer them without wasting “wide-audience ammo.”

Then readers get passionate answers just brimming with excitement, like this:

Continue reading [GW2] Community Questions on Necromancers

Back in the Bucketseat

Sorry I’ve been quiet the past week or so. I just moved to the land of toasted ravioli, provel cheese, horrible wine, Brazilian beer*, and Cardinals baseball. Thankfully, Zubon held down the fort more than aptly. I feel that except for my eyeballs on Guild Wars 2 at the conventions, the remainder of this summer is going to be light on the MMO front. In other PC gaming fronts, I am really looking forward to From Dust, Rock of Ages, and Trackmania 2. All three games are well below the normalized $50-60 price point we seem to be faced with for so many “quality” games, and I am going to push all three hard over at Tap Repeatedly.

Hopefully some time next week, I will have digested my immense reader backlog as well as all the Guild Wars 2 news that has emerged. In the mean time feel free to share below what your summer gaming plans are below, and remember… Brazilian beer, like tequila, never does anybody any good.

–Ravious

*Praise all deities that Shiner, Texas has infiltrated this beer market.

[GW2] Purview of the Engineer

At PAX East, I was a little wary of trying the new classes because I thought everybody else would be (I did anyway). At the ArenaNet Community Open House, I knew I would be playing the engineer. There was a lot to be learned from the most controversial profession in Guild Wars 2. Did it fit in with the lore? Was it too much of a commando-feel in a fantasy world? And, most importantly how did it play?

Continue reading [GW2] Purview of the Engineer

[EVE] Idiot’s and Outsider’s Guide to Controversies

Regardless of whose right or wrong, Ms Freak definitely gets a swath of internet points for clear cutting to a ton of issues currently going on in EVE Online. Being an outsider myself, I had mostly just agreed with Tobold that the delivery of many of these items was what made it so big of a list of problems. This list makes it seem a lot more real than I had suspected.

There are rumors and filings that CCP is going through some serious growing pains regarding cash flow and management. The cash flow issue is to be expected at the very least since they are working on three MMOs, only one of which is making money. (I did find it funny that Ms Freak in the list says that CCP can do whatever they like with regard to microtransactions for Dust 514 and World of Darkness.)

Again as an outsider, I am not opposed to a $70 appearance item, and I do think it is a little sensational that it’s being used as the poster child for all that is wrong in EVE. Hopefully for all those not really understanding what has been going on as of late, these links might help clear the air.

–Ravious

[Prime] Skills and Beginnings

Prime: Battle for Dominus is the MMO that just appeared, and it’s targeted to launch this year. In a genre where it feels like we wait for a good part of a decade for an MMO, it’s pretty refreshing to hear about a new MMO so close to launch. What is Prime? A 3-faction, sci-fi PvP-based MMO made by plenty of people that have made other MMOs. Check out their very concise, BS-free FAQ.

Today we learn about Prime’s skill system. Each class (six for each faction) starts with 5 skills, and as they level this maxes out to 15 skills. Seem pretty light in the MMO age where we need 5 skillbars each with 10-15 slots maxed out.  Except that each skill can be grown by allocating skill points. As skill points are allocated it seems that the skill itself will change in functionality, at least to the degree of effecting more people. Reallocating points is going to be an easy thing to do because Pitchblack Games, developers of Prime, want people to feel free to experiment.

I think this system sound pretty good. It’s like Guild Wars without a million-billion skills or like Rift without having to painfully construct and synergize three skill trees. I am all for simplicity with customization. I know traits in other MMOs do nearly the same thing, but it’s nice to think “I want to use these skills for my build, let’s pump them up.” I am hoping they steal Guild Wars and Rift‘s build-saving features though.

I must say that Prime has caught my attention because it appears so focused and agile, possibly even a KTR-vernacularized Chipotle MMO. I’ll definitely be on the lookout for more news on this one.

–Ravious

You Paid How Much?

Jaradcel writes up another great guest post. Enjoy! –Ravious

Stemming from the thoughts on micro-transactions and the use of freemium, I thought I would offer my thoughts on the parallels from another game that has recently gone freemium – Team Fortress 2 (“TF2”).

At first blush, the game does not have anything to do with Kill Ten Rats – It’s a hat-collecting sim/FPS after all. But what it is doing mirrors closely the models that Turbine are using on Lord of the Rings Online (“LotRO”) and Dungeons and Dragons Online (“DDO”), and which other companies like SOE and NCSoft are also moving into as well. That is, turning a pay product into a free model to attract new revenue via a cash shop. And TF2 does so by scratching the same itch that MMO cash shop users have – the need to have it all and look pretty besides.

Continue reading You Paid How Much?

#GW2Fanday – The Dungeon Gel

Guild Wars 2 dungeons were one of the big presentation points during the ArenaNet Community Open House (and the press event the day before). I was very excited about this because the dungeon content would have us working in teams, instead of our open world meanderings. In an MMO without healers, it would be interesting to see how this content was designed. ArenaNet told us at the start to choose whatever profession (class) we wanted without regard to our teammates’ choices. Could we really succeed without even talking to each other about our group makeup?

As we started we saw a cinematic for the story mode, and if this is the benchmark of quality for future dungeon cinematics, we are in for a treat. Elixabeth is right (in her great article on dungeons at Talk Tyria); this has to be embedded.

Continue reading #GW2Fanday – The Dungeon Gel