Xbox Reveal Event Coverage

Sardu (Page 9)

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Latest Articles by Sardu

  • firefall_OrbitalCommTower2
    The open world experience in Firefall is far more akin to the kind of gameplay we take for granted in MMOs, but is a definite rarity when it comes to shooters. Red 5 is promoting the game in a massive way at PAX Prime this weekend with an all new show floor demo featuring the first chance for gamers to dive into Firefall’s vast, open world.
    Previews
    Mon, Aug 29, 2011
    Sardu
  • GW2 - PvP 5
    Following a tour of the ArenaNet offices during PAX Prime, we had a golden opportunity to play the Battle of Kyhlo PvP map in multiple matches.
    Previews
    Mon, Aug 29, 2011
    Sardu
  • Reloading-logo
    Sardu's geared up and exploring PAX Prime. What goods are in store? Sardu reveals it all...
    Blogs
    Fri, Aug 26, 2011
    Sardu
  • GW2 Character Shot
    ArenaNet's Guild Wars 2 made a large impact once again at gamescom this year. Fans were clamouring everywhere for a bit of hands-on with the game or any new nugget of information they could take home with them. Ten Ton Hammer got a chance to sit down with the developers of the popular game for a one hour presentation. Colin Johanson, Lead Content Designer and Matthew Moore, QA Lead walked us through some of the newly-announced features of the hot title.
    Previews
    Tue, Aug 23, 2011
    Sardu
  • GW2 - PvP 1

    At gamescom 2011, we had the chance to sit down with ArenaNet Lead Designer Eric Flannum to discuss PvP in Guild Wars 2.

    Features, Interviews
    Mon, Aug 22, 2011
    Sardu
  • Guild Wars 2 PvP - Game Select Screen

    In an update on the official site, ArenaNet walks us through the two types of structured PvP in Guild Wars 2 - Hot Join and Tournament Play - and what players can expect in the Conquest game type.

    Previews
    Wed, Aug 17, 2011
    Sardu
  • underwater_02

    At SDCC 2011, we had the chance to sit down with lead content designer for Guild Wars 2, Colin Johanson, and learn more about how dungeons and underwater content will factor into the game.

    Features, Interviews
    Wed, Jul 27, 2011
    Sardu
  • GW2 - Engineer Art

    At SDCC 2011 we took the engineer profession for a romp through the norn starting area to see how the early level combat stacks up

    Features, Previews
    Tue, Jul 26, 2011
    Sardu
  • CoH - Freedom Splash

    At SDCC 2011 we caught up with City of Heroes lead designer Matt "Positron" Miller to talk about the upcoming release of Freedom and Issue 21: Convergence.

    Features, Interviews
    Tue, Jul 26, 2011
    Sardu
  • Reloading-Large-Logo1.jpg
    Ten Ton Hammer Managing Editor Reuben Waters muses on his experiences at Comic-Con International in San Diego this weekend.
    Blogs
    Mon, Jul 25, 2011
    Sardu

Comments by Sardu

In both EQ and EQ2 the vast majority of my characters have all been Dark Elves. Even though the secrets of it's age old magics were lost with many other things during the Shattering, the spirit of Dead Man Floating lives on as my scent of choice. Though many of my friends obviously have an under-developed sense of smell, I still can't fathom why they insist on using that horrid Boiled Pants spray. /makes Mr. Yuck face

You did hit on something really great here though ... it's high time we see a Hobo MMO! Forget Legos, the future is with the hobos !!

Imagine all of the wacky adventures that would ensue as you hone your train-hopping skills, constantly in search of that next dungeon crawl ... er make that dumpster dive !! Then again, if the female avatars all look like Rosie you prolly won't even need to drink that hard-won bottle of Night Train to find yourself vomiting in a gutter somewhere. : /

There's been some fairly interesting articles written about the various 'types' of MMO gamers. It's hard for me personally to fit my play style into any one specific group as I tend to enjoy different aspects of different games, but one of those things that drives me forward in any game be it single player or multi is the concept of reward based achievements. It's the reason people raid, bother to group to take down harder than average mobs etc. Killing the big bad boss for bragging rights simply isn't enough to drive most players to spend the hours of playtime required to do so.

What happens to all of those players who truly enjoy that aspect of MMOs once the best items are no longer dropped, but put on your Visa ? What happens to my 11 year old nephew who is only able to play a game like WoW because prepaid cards are available ? SoE recently said they want to get more people in their early 20s playing, but most often that's an age bracket least likely to have disposable income to pay for a new Staff of the Mighty Doodle Burger. Should we be expecting an announcement that "Sure you can have your operatives in the Agency text you on your cell phone that your new sports car is done ... just email them your credit card number to purchase the car and you can use it the next time you log in !"

Like I'd said in a previous comment, what works in an Asian market doesn't necessarily work elsewhere. Three words: Click To Move. I'll keep my flat monthly fee / wsad / and items that I spent time playing the game to earn thanks.

The loss of player interest is a major thing I think the people making the decisions on pricing models seem to be missing. They see the fact that there's a 'secondary market' and rather than take steps to keep it from negatively effecting their game experience all they see is potential dollars they could add to their bottom line.

The introduction of Station Exchange pushed away more players from EQ2 than anything when it was first announced, so I honestly doubt they made any financial gain in light of the loss of subscriptions which they recently claimed accounts for 80% of their income.

I messed around with Dungeon Runners to see what the whole "free to play, pay for extras" thing would be like more than anything. I only ended up playing the game for a few hours total based on the fact that there's a large number of item drops you can't use as a free player, and even the little tokens you collect to turn in somewhat like armor quests in other games are useless. When Hellgate launches it will be no different -- sure you can play online with your friends who pay the extra fees as a free player, but then when rare loot drops guess who gets all of those items? Not that it will matter much as the free player won't have enough inventory space to hold anything extra either way. That's a game I was somewhat interested in for quite a while but the moment I saw that free players get 3 character slots vs. the 18 an 'extra monthly fee' player gets they lost me as a potential customer.

Sadly though, I have no doubts we'll see a large influx of micro transaction games hitting the market over the next few years. That's the price we gamers have to pay for helping the genre become successful, a big swift kick in the ass rather than a nice pat on the back.

Slurping is definitely much more humorous. /nods

Micro-transactions are one of those things that I think *can* work but only on a VERY limited basis. A good example of how they've been used (what I'd call) properly would be in a game like Guild Wars where you can purchase extra character slots. Another version that had potential was the Adventure Packs in EQ2, where you were buying a decent chunk of new content complete with quest lines / raid zones / access to unique spells etc all for a one time low fee.

Then you look at a game like Oblivion that was selling a single piece of horse armor for the same price as one of EQ2's APs and that's the part of micro-transactions that just makes me shake my head and wonder how game developers could be so out of touch with their players.

A lot of times (like the Oblivion example) the extras really are just fluff, but then I think about other forms of entertainment and how this concept would work there. Imagine going to a concert, having bought your ticket in advance but then once at the door you're told you have to pay extra to see the opening band, and that there's another fee if you want to see the headliner's encore. Sure you can still technically see the band you paid to see, but you lose out on the overall experience you thought you were paying for when you purchased your ticket.

Like a lot of other concepts that have been embraced in Asian markets that simply don't work here in the US, I don't see micro-transaction games doing any better than the multitude of click-to-move games that make their way here. Even look at the massive uproar it caused when Flagship announced that Hellgate would have a monthly fee if you wanted access to high end items and content updates.

Oddly enough it doesn't necessarily surprise me that Vanguard has had such a large number of news items so far. For a while I was one of those people who I guess you'd say "followed the development" of the game so know a good number of those news items were all a part of the giant hype-machine that surrounded the title starting long before it's release. Also not so surprising then is that same level of hype laid the foundation for why so many people felt the game wasn't the "spiritual successor of Everquest" they'd all hoped for. Of course we all know what followed ... Vanguard became the most talked about game in the genre for a couple of months, and not necessarily in a good way...

(oh, and the typo 'Slurping, the second most written about game...' totally cracked me up :P )

Keep up the good work in Loading-land :)

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