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Incomplete Evil

I have been waiting to whine about when we will hear about City of Heroes Issue 12, largely because I expect info to be posted the day that I whine. My powder is just barely dry, so I am going for it. Last issue was on the test server for a month, so it is already two weeks behind where they want to be to keep a pace of one issue every four months.

Almost two years ago, I whined about Issue 7, also late. The gap between 6 and 7 ran from October 27 to June 6, about 7.5 months. At the time, I was bothered for the heroes: 6 and 7 were the villain issues, and Issue 8 was about 15 months after Issue 5. Heroes’ major addition over the course of a year was the PvP zones.

Now I’m concerned about the villains. Issue 8 was a hero issue, 9 was inventions, 10 was cooperative, and 11 was the flashback system. So in the last 21 months, the big content addition for villains was a chance to team with heroes and save the world. There were gameplay additions, like the new power sets and the invention system, but those were shared and mostly changed the way you went through existing content. As Statesman pointed out, most of the villain content is hero content with different flavor text, fighting villain groups. We are low on evil.

I have no idea what Issue 12 will bring, or when it will happen. There was a decent gameplay addition between issues, which is something, although again that is affecting (the rewards for) existing content. On our server, and on many others if the Black Market prices are to be believed, the villain side is mostly dead. My hero side SG is not far from it either, since the big addition since the Rikti re-invasion was to let us replay old content more easily.

: Zubon

(See all those City of Heroes updates on the wiki: Game Updates).

Update: Issue 12 teaser posted. Teaser, not on test. I remind you of Issue 7, which ran teasers for so long that they began showing off wall textures. Lighthouse has already implied that there will be more teasers, so be prepared to wait a bit. Still, look at the stuff in that teaser, woo!

Update 2: link 1 and link 2 stating:

We still have a bit before closed beta, and then several weeks of that till open beta. So, the info is getting strung out over that time. We pretty much have something for you every week.

So about a month from the first teaser to the test server, estimate another month from there. Roughly five months between issues, with 11.5 in-between. Barring major issues or good fortune.

Losing the Illusion of Permanence

Our games are great for providing a false sense of accomplishment. I leveled! I got a badge! We defeated the dragon! It is an accomplishment in some sense, but it does not clean the kitty litter, pay off your mortgage, or provide clean drinking water in Africa. That is fine. It does not need to. We all have our recreation and entertainment, and you just as easily might have been watching a sporting event or cog dancing. I am ecumenical about that.

Part of that sense of accomplishment comes from attachment and achievement. You leveled up. Maybe you said you leveled your warrior, but it is still your warrior. You are connected, you have built something. Even if you are grinding your way along a treadmill, the little number says 56 instead of 54. Advancement! Progress!

Building sand castles is not progress. You get memories, maybe a photograph, and the tide comes in. You have sand again. It might be fun making sand castles, but that fun is more like baking a cake than raising a barn. We know the barn will be gone someday too, but it is less ephemeral.

Is this game The One? Will it last for years rather than months? We build up our characters. We spend hours getting that purple set. We have massive guild drama over loot allocation. And then we move on to the next game. The next The One might be several years away, or maybe you know this next game is just a bagatelle. The flames are barely on the horizon, and already it tastes like ashes.

: Zubon

Great Moments in Flash Gaming

I am playing some adequate shooter, and I have reached the last level. Like most, you hold down the left mouse button to fire. This being the last level, I am firing continuously for … longer than I can admit to myself. Wave 9 of 13 complete, huzzah, I have this nailed! Shift my hand a bit because I’m getting sore…

My new mouse has these really useful buttons on the side, which default to back and forward in a web browser. Microsoft designed this mouse very well, so they are right at your fingertips. You barely even need conscious thought to use them.

Crap.

: Zubon

There Must Be Blood

I am one of 35 people in the world who liked the original ending of Evangelion. I think it takes the internal perspective on the external events shown in the (first hour of the) re-done version. One notable bit in those episodes is that Shinji is given infinite potential, a blank slate. And he rejects it. He needs a line, ground to walk upon, something to give him bearings. Alone in the void, he has nothing meaningful to do.

Many people reject Second Life because there is nothing to do. Wait, that can’t be right, you can do whatever you want, from swordfighting to interior design. There is just no reason to unless you already want to. Second Life does not have quests or monsters or levels to push you in some direction. You make of your universe what you will, in interaction with others doing the same. That is a lot of responsibility to bear, especially if you are looking for simple fun. (Also, the interface kind of sucks.)

A recent book I read was on the problem of evil. A partial answer I recall from a college text was the need for an “Irenaean environment”: without danger, we would not grow. One similar atheistic perspective holds that a being with no threats to itself has no reason to do anything. If there is no goal to potentially fail in your sandbox game, how long until people get bored and wander off?

So we start with a line. You are level one, and you have an experience point bar. Fill that bar and you reach two. You have a direction, and a goal at the end. We even have some new lines for you to follow at the end of that one. Small risks of failure along the way hide the fact that you cannot lose at World of Warcraft. There are things that want to eat you, and people with exclamation points asking if you would kindly do things. Far from a blank slate of imagination, you now have a clear, channeled path.

But I guess you can win now.

: Zubon

Battlefield Alganon

talrok fear radiation
Quest Online is proud to announce its redesigned web site for its upcoming (2009) MMO. If you want to see what the game looks like two years into development, the link shall guide you. If you check “Races & Classes” under “Game Design,” the source of the above image, you can read about two of the races. They hope to have some class information up this year. Our friend below comes from the more-filled-out World History section. rat brain

: Zubon

Lila Dreams

Creatrix Games is making Lila Dreams, a side-scrolling 2D MMO with a flash interface, to be published on Kongregate. No levels, free to play with ads and microtransactions. The setting is inside the mind of an eleven-year-old girl.

The Lila Dreams link is to the development blog. I have not read everything there yet, but I must say this is a different approach to MMOs. Let’s celebrate trying new things and see where it leads later this year.

: Zubon

HT: Terra Nova

Annoyingly Linear

Reaching into new parts of the Orange Box, I had my first taste of Half Life (2) ever this weekend. Yeah, I’m a bit behind the times, but is the gameplay supposed to be this dull? The game world is beautifully done, but I feel like I’m playing House of the Dead or something, except that I have more freedom to look around as I follow the one possible path. It looks like a big city, but it really is just a decorated alley that twists around a lot. It is twisty, but it is still a tube. Oh, and there are things shooting at me.

I found that silly in Portal’s escape section. It made sense for the levels to have one forced path: it is a puzzle game, and the Aperture enrichment course is a course. Go from A to B, you win! And then you get behind the scenes … and still have one forced path, still with convenient signs along the way. This only makes sense if that is still a part of the course, one that is designed to look like everything has gone wrong.

We hate MMOs with invisible walls, unclimbable hills, and impenetrable forests. They are the wallpaper that poorly hides the theme park nature of a world that pretends to be larger. And some of them have parts with the same problem: not only is there a single possible path, but the decoration is clutter that makes it really annoying to find the one possible path.

Maybe the series gets better. I hear that it has a great story, while others enjoy shooting masses of aliens. The gravity gun sounds fun. But if we are still at the point of making games that run from A to B with no meaningful choices, we might as well keep making them 2D games where we run left to right. The prettier they get, the clearer it is that we have all this great technology and nothing to do with it.

: Zubon

January’s Searches

Previously

I have deliberately waited a month to see if not having one of these as a recent post reduces the amount of WoW porn searches reaching us. If so, February’s searches will have fewer tentacles. And if not, oh well. We’ll find out next time! But first, what dirty dirty things led you to Kill Ten Rats in the first month of the year?

Continue reading January’s Searches