|Browse in :||
> Games [include children]
When I first started playing this game, earlier in the year, I was dismayed to find they had placed jetpacks in a weapon slot, preventing you from being able to fly and shoot at the same time. Well, you still can't fly and shoot at the same time, but they've given everyone hands-free jetpacks now so that they are moved out of a weapon slot and assigned to the spacebar. Flying in this game just went from manual to automatic transmission!
Since the market has become virtually flooded with fantasy MMO's, the focus of the gaming community is beginning to move towards the sci-fi end of the spectrum. For years, EVE Online has dominated the sci-fi MMO market, remaining viable for years with a growing loyal fan-base while other aspiring sci-fi MMO's flared briefly before fading away.
However, EVE Online is not a game for everyone, heavily featuring PvP action. I've personally tried playing twice only to have the experience ruined by bored griefers with too much virtual artillery. As a result, I have been on the watch for something new to play, specifically in this genre.
Reviewing the unreleased games that are anticipated, I have selected three that appear to be worth investing some time in, once they are available.
After the jump, I will cover the primary features of interest for each game, detailing exactly why it is worth looking into. In expected order of release, they are Jumpgate Evolution, Earthrise and Infinity.
I found an incredibly cool graph illustrating the anticipated future trend of computing, gaming, movies and artificial intelligence. They graph things between Best, Worst and Base Case scenarios, showing a range of just how pleasant or unpleasant things could become. Regardless, it is all inspiring from a technology perspective. Some truly great ideas are listed across the graph; things that I had not previously considered and that the industries affected may not have either. Virtual cinema attendance was one idea that struck me as obvious in retrospect, but predicting the last human produced film and game on such short notice (10 years from now?) is not something that ever occurred to me.
No matter who you are, there is bound to be a few things that spark your interest. I will be using the graph as a repeated inspirational exercise going forward; it's just that cool.
That's right; it's my fault. All of it. Every last thing.
Stub your toe? Get a speeding ticket? Lose your job? Your wife? Your car? It's my fault.
You can rest assured that the misfortune life has seen fit to dump on your life is through no fault of your own. Point that finger squarely in this direction.
It's my fault.
And it will continue to be my fault until Sunday, at which point everything is Karo's fault, and you can blame him.
Some time soon, however, you have to take your turn; a whole week of being the cause of all our problems. You will be responsible for my network connection going on the blink, for spilling my coffee, and for preventing me from catching and fixing that bug.
Until then, you can blame it all on me.
Now, many of us have already played an MMO and owned a pet of some type that was controled, by default, by some rudimentary AI in the game engine.
That isn't what I'm talking about, exactly.
Imagine your character... independent from you... and still functioning.
Consider your character to be like a child that you raise from 1st level. Just like real children, you must periodically turn your back on them and worry about what type of mischief that they could get into while you are not looking.
Why should players have to be directly responsible for the grind aspects of a game?
The possibilities that this creates are truly astounding, as I will proceed to illustrate...
By now, everyone is, of course, quite sick of seeing the buxom ads deployed to entice new players for Evony. Being rather burnt out on everything else available on the market, I've been giving it a try. No, there isn't any comely wench in-game, of any sort, that I've found. But, it is free, after all, right..? Right?
Except they nerfed medals...
You can play for free until you get out of newbie-mode by trying to advance beyond Knight, which requires these medals, see?
What does it mean to get "Slashdotted"?
If you have been online for a decent amount of time, you probably know about the news site for geeks called Slashdot.
From this, you may surmise that getting "Slashdotted" involves getting your site linked to in an article on Slashdot, resulting in a significant increase in your site traffic.
You would be correct. Very correct.
You may also surmise that this increase in traffic results in a corresponding increase in sales/leads/etc.
I recently had the pleasure of witnessing, first hand, someone "level up" in Photoshop. I have always been a firm believer in the learning process consisting of a series of "plateaus", much like the leveling system for characters in just about ever computer game available these days.
As the ad hoc resident guru on all things computer related, I began with a brief discussion of their current level of understanding. After that, I simply began to demonstrate casual use of the application. By merely watching the way that I worked, she was able to deduce several new abilities and add them to her design repertoire.
It was fascinating to witness, I must say. What I take for granted as habitual casual use of a program contains years of learned responses that can each be correlated to various "abilities" associated with it.
Just like that, after months of struggling to learn the intricacies of Photoshop, she earned a new "plateau" of skills associated with Magic Wands...
Lesson? Don't neglect to stop in and check with your class trainer periodically, else you wind up missing the fundamentals necessary to ply your trade successfully.
Keep reading for a breakdown of the Magic Wand skillset under the Photoshop path specialization of the Designer class. ahem.
Imagine a company, perhaps the one that you work for. Imagine if that company one day told you that you were allowed to play [1 hour?] of [WoW?] per day, but that you were to play it on a company rendered game client wherein you belonged to the company guild.
This is but one aspect of how a rebrandable MMO would be able to set itself apart.
Take it a step further: your highschool allows you to have an hour of MMO time instead of a class for the semester, but on their browser, with their chat filters, and with guild-generated quests so that your teachers can assign you in-game homework.
What other possibilities exist for an MMO with a solid rebranding structure?
Now that the stupendous success of World of Warcraft has had a chance to inspire veritable legions of similar games, there is no more "end-all-be-all" MMO out there anymore. While most new MMO's seem to stay comfortably below the "bar" raised by feature sets in games like Everquest II, it is high time that a company figured out a way to be a little bit more innovative.
While there are varying levels of graphical detail present in MMO's, the feature sets have been static for some time now. The most recent trend has steadily remained in the PvP direction, unfortunately.
What areas are left to innovate in, though? I mean, now they let us group up and kill each other, right? What more could we possibly need?