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Thanks and Apologies to Our Blogroll

We have a lot of great sites over to the right. I read several every day and most of them over the course of a week. Good job on providing fun adventures, good humor, and interesting ideas. Unfortunately, because I read so many, I often forget where I saw something two weeks ago when I want to reference it in a post. Sorry about that. If I write about something that you were just talking about, either on your site or as a reply at someone else’s, please feel free to mention and link that in a comment here. You may be just the genius I was thinking of. And if not, I want to hear what you have to say about things anyway.

: Zubon

Okay, This is Getting a Bit Furry

Earth Eternal [Earth Eternal] Iron Realms has released the concept art for most of the races. I am at a loss for words beyond the title, but I think the drawings speak for themselves. Something about… the torsos… I feel kind of dirty. Like, if it had actually been furry porn, that would be one thing, but… I think it’s the body proportions, which make them look like furry midgets.

: Zubon

Sorry Frodo

lotro [The Lord of the Rings Onlineâ„¢: Shadows of Angmarâ„¢] Barring unexpected change, I will not be pre-ordering, which in this case means that I am never subscribing.

Discussion about LOTRO seems to revolve around three points.

  1. How much is LOTRO like WoW? To me, similar enough that if I want to play YAFMMORPG, I can play the better polished one.
  2. How true is LOTRO to Tolkien? I care more about the quality of the game, since I have never dreamt of playing a side quest while Frodo goes to Mordor.
  3. Wow, lifetime subscription rate! This is perhaps the biggest topic of chatter I have seen, and that is a bad sign. You want people to be talking about fun or revolutionary gameplay or breathtaking visuals, not pricing plans.

Another extended discussion follows the break, without major revision to my previous post. If you like EQ or WoW but want a new one, pre-order at take the $10/month until you go to the next new thing.

Continue reading Sorry Frodo

The Perfect MMORPG, (Pt 2)

Ok, I started this a long time ago and I got a lot of great commentary and feedback from everyone. I thought I would bring it up again, but with a little twist…what is the ONE thing you just HAVE to have in your Perfect MMORPG?

Sound off here in the forums

~ Robert / Nicodemus

PS I decided about bringing this topic back up because of Zubon’s post about game features. Kill sheets are pretty cool by the way.

While I’m Asking for Game Features

[Eternal Lands] Yesterday, people were lining up to tell me that a feature I always wanted in a game already exists in various forms and is slated to be implemented fully this year. Later that day, WorldIV pointed me to a game that has another feature that I have always wanted.

killsheet.JPG Eternal Lands is a bagatelle of an online game that is in beta and feels like it. It has some interesting ideas, insane lore, and graphics akin to ATitD; I can review what I have seen if there is interest. What excited me is that it has a kill sheet.

Continue reading While I’m Asking for Game Features

We Are the Barbarians At the Gates

Since I played a lot of Warcraft 3 tower defense last week, I got to wondering why MMOs are not like this. The bulk of MMO play is attacking hapless, inoffensive enemies. We are the aggressors. The only things we build are characters and weapons for destroying things. Where is building and defending?

I want PvE enemies who will bring the fight to me. I want to build my own castle, hire NPC archers, and defend the battlements. I want to band together with my friends in defense of our community, not just to go blow up someone else’s community. Give me a little bit of Civilization and SimCity in an MMO. At least that is what I want this week; players are fickle.

Continue reading We Are the Barbarians At the Gates

Git a job az a Gayme Diviloper!

The topic of conversation in one of my other posts has meandered around to the art of crafting a game instead of the industry of manufacturing (“making”) a game. Julian over at bettergame reposted some pretty in-depth comments originally written a few years ago about the topic as well.

I have suggested (and ranted for years) that the game industry has focused too much on flash (particularly graphics) and neglected substance. Publishers have eschewed adventure games for years now, story is relatively non-existent in nearly every game on the market (a “setting” does not count as story or plot), and the few attempts at creating a rich and evocative game with depth and complexity have usually ended up being overly complicated and confusing.

Story (not setting) is incredibly important to crafting a great game. What do you have without it? Imagine a movie with the most impressive and high-tech graphics and visuals you have ever seen…add in sound and effects so real, you literally feel like you are right in the middle of the action. But what if the movie is simply about two people sitting at a table eating Doritos? Sure, the killer trailer got you to open up your wallet and go to see the movie, but so what? Without story, dialogue, plot, character development, conflict, content, and interaction, you leave the theater with an empty feeling that is easily forgotten.

Continue reading Git a job az a Gayme Diviloper!