Archive

Ten Ton Hammer

  • There are great new screens at the Gods and Heroes: Rome Rising Official Site

    Personally I really dig the Medusa!

    More news and info on Gods and Heroes : Rome Rising.

    News
    Mon, Mar 13, 2006
    Awenyddion
  • This on the official page today. You want Content? They have content!

    We are delighted to provide you with the contents pages for the Guild Wars Factions Standard and Collector's Editions. You read earlier about what you'll get in the North American and European Factions Pre-Order Pack. Now find out what you'll be receiving in your copy of the game! Click through for all the goodies for North America and for Europe.

    Check out our Guild Wars Community!

    More News and Info on Guild Wars!

    News
    Mon, Mar 13, 2006
    Awenyddion
  • BioWare announced today that they are opening a new studio in Austin, Texas. It looks like they're going to enter the already competitive MMO market. Here is what Blues had to say about it.

    EDMONTON, Alberta--(BUSINESS WIRE)--March 13, 2006--Canadian videogame developer BioWare Corp. has announced the opening of a new studio, BioWare Austin, based in Austin, Texas. It is the second of BioWare's studios and the first to be located outside of Canada.

    BioWare Austin has already begun work on a Massively Multiplayer Online roleplaying game (MMORPG) title; the new game will mark BioWare's debut in the Massively Multiplayer Online space. BioWare has recruited some of the top talent in MMO and RPG development, both to manage the development efforts at BioWare Austin and to collaborate with the experienced team at BioWare Edmonton, to develop a game that combines the best of BioWare's great past games with a compelling persistent online experience. Joining the Austin team as lead designer is James Ohlen, BioWare's Creative Director, whose previous credits include lead or co-lead design roles on Star Wars®: Knights of the Old Republic(TM), Neverwinter Nights(TM), Baldur's Gate(TM) and Baldur's Gate II(TM). Also leading the BWA team are MMO veterans Richard Vogel and Gordon Walton. Richard Vogel brings 15 years of experience to BioWare Austin, previously serving as VP of Product Development for Sony Online Entertainment's Austin studio, as well as launching Ultima Online(TM) as a senior producer at Origin. Gordon Walton recently served as VP, studio manager and executive producer at Sony Online Entertainment as well as VP and Executive Producer at Electronic Arts.

    This is good news everyone! I've always like BioWare's single player games. Weird news everyone, Austin Texas is quickly becoming the capital of MMO Dev houses.

    News
    Mon, Mar 13, 2006
    Awenyddion
  • Is it all about the money?

    In World of Warcraft (as in most games) you sometimes hear some pretty strange complaints. Messiah heard an odd one a few weeks ago and this week’s editorial brings it to mind. The complaint was that it is basically unfair that people with lots of gold have such a huge in-game advantage in WoW. I dismissed it as yet more inane Barrens chat, and continued on my way.

    It got me thinking though; do the rich get richer in WoW?

    If gold equals power in a game then the incentive to use the black (secondary) market would be too great for many to resist. Also a luck drop early on in your characters development, like a level 40 epic BOE (bind on equip) weapon, could give you enough gold to become a powerhouse over all other characters your level.

    Find out more in the newest editorial from the WoW - TenTonHammer team: Is it all about the money? - A look at the in-game economics of World of Warcraft.

    Mon, Mar 13, 2006
    Ethec
  • There are lots of things to buy in Auto Assault; luckily gas isn’t one of them!

    This week’s common content editorial from Xerin is all about Auto Assault’s economy. While you won’t find high gas prices in the game, you will find an in-depth economy just waiting to bloom. What will compose Auto Assault’s economy? Will the secondary market have a big influence over Auto Assault? These topics and more are discussed in our editorial “Cash and Go”.

    Game economies may sound like a laughable joke made at the expense of people who take online gaming too seriously, but in reality it’s a complex and interesting mechanic of any online RPG game. It’s not new either. If you where to trace online RPG gaming close to its roots, you most then likely would discover text based gaming known as MUDs (Multi-User Dungeons). These games included systems that emulated real world economies. Stock markets, player ran stores, trading networks, markets that ran with a supply and demand backend, and much more were included making the experience more realistic. While Auto Assault’s economy is nowhere near this complicated, it does contain lots of interesting points that add depth and variety to the game.

    So hop in your rocket launcher on wheels and ride down to Auto Assault - TenTonHammer!

    Mon, Mar 13, 2006
    Ethec
  • What makes EverQuest 2's economy work?

    After spending hours looking for his Microeconomics book, only to realize it was holding the Christmas tree box closed, RadarX takes a quick look at the economy of EverQuest2. He'll answer questions like "What makes up the economy in-game?" "How does it effect the players?" and "What grade did Radar actually earn in Microeconomics?"

    Irony. It stalks me around every dark corner, jumping out and ruining everything. As I sit down to write an article about the economics of EverQuest 2, lo and behold, the broker has been taken off line for another discovered exploit. As of this moment, the game has no economy and I have no article to write. The end. Just kidding. MMO economics, despite what some people think, are as real and complex as what we see on Bloomberg or any other financial news channel you'll be forced to watch at an airport.

    Read the entire EQ2 economy editorial at EQ2 - TenTonHammer.

    Mon, Mar 13, 2006
    Ethec
  • TenTonHammer speculates on the LotRO economy...

    Ever log into your favorite MMOG only to find that the Lightforged Bastard Sword of Leetness has suddenly become, in the time you've been saving up for it, out of your financial reach? Welcome to the virtual world, baby. (Not so different from the real one, is it?) Shayalyn takes a look at the issues plaguing game economies, and the probability of Turbine rendering a stable economy in their upcoming Lord of the Rings Online: Shadows of Angmar.

    How do carefully designed MMOG economies go to hell in a hand basket? It’s really pretty simple--too much money floods the game’s market without actually leaving the game, creating a “rich get richer/poor get poorer” dichotomy. When a game launches, its economy is generally stable, but as players progress and new players join the game, more and more money enters the economy as coin loot is dropped and item loot is traded. Eventually, the game’s monetary unit (usually platinum or gold) decreases in value, causing item prices to rise. When that happens, new or “young” players find it more and more difficult to afford the low- to mid-level items they require to advance (like that Lightforged Bastard Sword of Leetness), while higher level players grow fat from the profits on the elite items they’re both high enough level to attain, and able to sell for much more than what they should be worth.

    Read Money Makes the (Virtual) World Go 'Round at LotRO - TenTonHammer!

    Mon, Mar 13, 2006
    Ethec
  • Economical Spending

    Every MMORPG has a player-run economy to one extent or another. Sure, Guild Wars doesn't have anything like the auction feature some other games have, but platinum flows and items change hands. In this editorial, Samyel looks at the economy, farming, and the marketplace.

    My mother always says, "if it were fun, they wouldn't pay you to do it." Sometimes you get lucky, but mostly, it's just a fact of life. Real life, at least. Should it be a fact of game-life? Farming for loot is dead dull to most of us--you kill the same things over and over again, gather up the debris, rezone, rinse and repeat.

    Read on at Guild Wars - TenTonHammer!

    Mon, Mar 13, 2006
    Ethec
  • Loading...


    Today is the day we stick four of our editors in a virtual room and record our first podcast. I didn't truly appreciate how much work goes into one of these until I became involved in this one. Just the research involved to be up to date on the topics is tremendous, nevermind the time it takes to edit the audio. If all goes well you will be listening to us tomorrow.
    9Dragons, the Korean "Game of the Year" in 2005 is coming to North America. A martial arts MMO has some appeal I must admit, but will the localization be done well enough to make it a hit on this side of the pond? It appears to have less of the 'grind' that is the norm in Korean games and more questing which bodes well. Acclaim has stated that it is taking great pains to make the localization work with North American tastes. Let's hope it works out. I look forward to going David Carradine on a few unsuspecting Wu-tang.
    Your Kung Fu is weak. Imperialist running dog e-mails go here.


    What's New On TenTonHammer.com?

    You can almost hear Donald Trump clicking through the pages our common content this week. Every site is focused on the MMO economy, how it works and how it doesn't.

    Let us entertain you or at the very least waste some of your time at work.
    03.13.2006

    • DDO Economics 101
      "They say money makes the world go 'round. In most massively-multiplayer online games (MMOGs) it's all too true as our Lyle Vertigo laments. Gold farmers--people who keep repeating a quest or killing certain monsters to collect currency--sell videogame money for actual dollars in real money transactions (RMT). Players with tons of gold from RMT buy all of the good items in the auction, driving up prices. The ridiculous amount of coins in circulation leads to inflation. Inflation? In a game!
      Good thing Turbine has taken measures to prevent all of this in Dungeons & Dragons Online: Stormreach (DDO)."
    • An Intro To Virtual Economics
      "The player market has long been considered an MMORPG staple. But recent MMOs like Guild Wars and Dungeons and Dragons Online: Stormreach have marginalized the MMO meta-market. Ethec takes a glimpse at what makes a virtual economy tick, why inflation is a bad thing (despite what some devs think), and why, all things considered, an interactive economy is an important part of a virtual community"
    • Guild Wars: Money, Money, Money
      "Money matters. And so does loot. This week's editorial is a look at the in-game economies of MMORPGs and Guild Wars in particular. Secondary markets, farming, and player sales are all mentioned in this opinion piece."
    • Lord of the Rings Online: Money Makes The Virtual World Go 'Round.
      "Ever log into your favorite MMOG only to find that the Lightforged Bastard Sword of Leetness has suddenly become, in the time you've been saving up for it, out of your financial reach? Welcome to the virtual world, baby. (Not so different from the real one, is it?) Shayalyn takes a look at the issues plaguing game economies, and the probability of Turbine rendering a stable economy in their upcoming Lord of the Rings Online: Shadows of Angmar."
    • NYSE of Norrath - Examining The Economics of EQ2
      "After spending hours looking for his Microeconomics book, only to realize it was holding the Christmas tree box closed, RadarX takes a quick look at the economy of EverQuest2.  He'll answer questions like "What makes up the economy in-game?" "How does it effect the players?" and "What grade did Radar actually earn in Microeconomics?""
    • Auto Assault: Cash And Go
      "his week's common content editorial is all about Auto Assault's economy. While you won't find high gas prices in the game, you will find an in-depth economy just waiting to bloom. What will compose Auto Assault's economy? Will the secondary market have a big influence over Auto Assault? These topics and more are discussed in our editorial "Cash and Go"."
    • World of Warcraft - Is It All About The Money?
      "In the World of Warcraft as in most games you sometimes hear some pretty strange complaints. I heard an odd one a few weeks ago and this week’s editorial brings it to mind. The complaint was basically, that it is unfair that people with lots of gold have such a huge in-game advantage in WoW. I dismissed it as yet more inane Barrens chat, and continued on my way."
    • World of Warcraft - 1.10 Priest Talent Review
      "s I am sure every priest out there is aware, we are next on the list for revision in WoW. The proposed changes have been posted, discussed and place live on the test servers. The over all impression that I get from the proposed changes is that Blizzard is trying to give priest's a buff to healing power. While it appears to be a small one, looks can be deceptive. There are lots of players that feel this is a huge nerf to the class, and others that look at it as a blessing. I did not want to comment until I had actually tried them out, but have now had that chance. I have been playing around with the talents on the test server and I thought it would now be a good time to provide a brief review of what I have found. I have also tried to provide a list of other reviews and threads about the upcoming changes so that you can read other peoples opinions as well."
    • Warhammer Online: Bringing Cheese Into The Online World
      "
      Welcome to Ratboy’s “Rant”icles; brought to you by me (Ratboy).  As a quick introduction to what exactly this is, allow me to explain…  A “Rant”icle is half-way between a rant and a structured article, a writing style that is predominant in many forums out there.  We here at TenTonHammer are always trying to bring you the best news and information from a viewpoint that is “different” (sometimes like getting hit with a TenTonHammer), and these “Rant”icles are meant to bring that attitude into a different medium.  Since this is the first of my series; I thought I would start with something predominant in MMO’s, RPG’s, and Miniature games…  “Cheese” or players who simply like to “Twink Out”.
      "
    • Warhammer Online: Zone Information - Ekrund
      "The first look into the recently revealed zone of Ekrund."
       


    Vin Diesel Fact of the Day: Vin Diesel's blood type is 10W-30.


    Now on to the real world. You can't make this stuff up.

    As always, thanks for visiting TenTonHammer.com,
    -- John "Boomjack" Hoskin

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    Mon, Mar 13, 2006
    Boomjack
  • An intro to virtual economics, no tuition required.

    The player market has long been considered an MMORPG staple. But recent MMOs like Guild Wars and Dungeons and Dragons Online: Stormreach have marginalized the MMO meta-market. Ethec takes a glimpse at what makes a virtual economy tick, why inflation is a bad thing (despite what some devs think), and why, all things considered, an interactive economy is an important part of a virtual community.

    Though some developers have shrugged off inflation, saying that “everything scales” and “spend all you want, we'll 'print' more” (I can’t recall the exact source, but I’ve heard it more than once), if nothing else, inflation is a significant barrier to re-entry for players who would like to return to the game. More often in games with significant problems with inflation (Final Fantasy XI for one), casual players are locked out of the player market for high-end goods, simply because they can’t or won’t do what it takes (e.g. farm lucrative loot, or buy virtual currency with real-life money) to gain some venture capital to buy and sell with the big boys.

    Ethec's thoughts on virtual economics right here at TenTonHammer main site.

    Mon, Mar 13, 2006
    Ethec
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