Wednesday, June 18, 2008

EVE Online - Update 2

So, it appears that the MMO curse has struck me again as I have almost lost total interest in EVE Online (though I actually extended my trial account to a subscription...). I was enjoying playing a little each day, but since Nicole and I just got a new puppy, I've been exceptionally busy between him and work and school with little time to devote. However, I do not feel the desire to play at all. Nothing has captured me to the point to where I want to sit back down and continue with the game. In fact, the last time I played I was completing Agent missions and I even got the exact same mission TWICE which is a big turn-off to me...

oh well, I'll probably be canceling my subscription after this month runs out. I do hear that the new Conan MMO is interesting though....hmmm.....

Thursday, June 12, 2008

Interview: CCP's Richardsson On The State Of EVE Online

Interesting article from Gamasutra with EVE Online Executive Producer, Nathan Richardsson:

What is it that makes EVE Online specifically different from your average MMO?

Nathan Richardsson: We believe that EVE has some fundamental foundations that differentiate it from other games. First and foremost is the single-shard world where everyone is part of the same universe. This enables a player-driven economy because we achieve the world scale required to make it effective.

In turn, the economy is the foundation for all interaction -- well, mostly for conflict -- but let’s call it interaction. You need players to gather and defend resources, to process them and manufacture ships and weapons out of them which are in high demand on the market since it’s so costly to defend the resources.

With such a large world, very large player organizations can flourish -- EVE has as many as 3,000 pilots in some organizations working towards common goals against other organizations of the same scale.

There's an intense political atmosphere and social networks are an important part of the game -- EVE is free-form, you set your own goals and it’s “class”-less too.


Full Story

Monday, June 9, 2008

EVE Online - Update

So I've been playing for about 7 days of my 14-day trial of EVE Online and I thought I would go ahead and post some likes and dislikes regarding the game so far.

Like:

1. Theme - I absolutely love the theme of this game. The Sci-Fi gameplay is more appealing to me than the typical fantasy setting. The artwork, sound, music, etc. are all top notch in setting the stage for the oppressive universe in which the game is set.

2. Skill Training - I love how your skills are trained even when you are not playing. At least I can feel like I'm progressing in the game even when I don't have a lot of time to sink into it.

Dislike:

1. Learning Curve - I found the learning curve to this game to be immense. The interface and just the sheer number of options available to the player can be overwhelming at the beginning. While this is not necessarily a bad thing for the game, it is for someone who does not have a lot of time to sink into the game.

2. Pace - EVE Online is definitely not a game for the impatient. Travel between galaxies, mining and other such activities eat up a significant amount of game time. Fortunately, the game runs well in windowed-mode so web surfing and doing other work is possible while your autopilot directs your ship to its next destination.

At this point, I'm unsure if I will be continuing past the free trial, but I have to admit even though the game is slow paced, there is some measure of fun in really being given an open-world to explore with no real limits even at the beginning of the game....

Wednesday, June 4, 2008

EVE Online


So after my recent post regarding my opinion on MMORPGs, I have decided to give them another shot and see if there are any out there that can capture my interest. The teacher and another student were discussing EVE Online in my design class this week so I have decided to give that one a shot.

Normally, I focus on fantasy, but this is a sci-fi theme that feels a lot like Trade Wars via Privateer. Also, the client is available free online at http://www.eve-online.com/ with a 14-day trial, so it's definitely a no-risk situation to try out the game.

Anyone else playing or have played EVE Online? How does its mechanics differ from other MMORPGs?

Friday, May 30, 2008

Hate the Game, Not the Player

I have a confession to make and I hope that the world forgives me for what I am about to say (or type, rather).

I do not like MMORPGs.

Wow, it sure feels good to get that off my chest. It's something that I've long felt, but have constantly denied. Looking back, I realize that I've always had a dysfunctional relationship with multi-player RPGs, stretching from early MUDs to their eventual transformation into the MMORPGs of today. I must have started trial accounts for dozens of MMORPGs only to become bored before a charge ever hit my credit card (most in less than 14 days). Even MMORPGs derived from old single-player favorites such as Ultima Online failed to keep my interest, much less convince me to pay a monthly fee.
It's obvious that my love of RPGs pulls me towards these games, but what is it that drives me away? Well, I think it's probably based on a few different problems concerning the design of the games and the way that I relate to games and gaming in general.

1. Where's the Story? - One of the major draws for me in a game is a strong dramatic arc. I love heavy-handed storytelling, interesting characters and player decisions that open up that next level of immersion. I have not found an MMORPG that could provide this for me. I hoped that Lord of the Rings Online could have fulfilled that due to the source material it was based on, but the main storyline seemed to dissolve after the first few hours.

2. Fetch me a Canoe - Interesting tasks and quests are always a plus in any RPG, but I will be the first to admit that many tasks are reduced to the much maligned "fetch" quest. The "Bring me x and I'll give you y" type. However in MMORPGs, the fetch quest is rampant. I can't tell you how many times I have been sent to collect x number of some y just for a few measly experience points and maybe some gold. Which leads me to the next point...

3. The Daily Grind - Character grinding, or the constant repetition of fighting enemies for experience points in order to level up characters is also rampant in MMORPGs. The storyline definitely takes a backseat to leveling up characters and collecting rare items. For some reason, a strong character with really awesome equipment is not a motivator for me to continue playing a game.

4. Do I Really Need Two Jobs? - In order to be successful at an MMORPG you will need to put in the time required. Joining guilds , groups, raiding parties or whatever all require some amount of time commitment. Meeting up with regular members requires players to schedule to be on during certain times. I am a very inconsistent gamer and the last thing I need after a 8-10 hour workday is another activity that feels like work to me.

So, I guess it really boils down to the type of gamer that I am and the experience that I want while playing a game. I definitely feel that I am a dying breed when it comes to gaming, as my interest is almost exclusively in single-player games. I even play first-person shooters for the story and barely even spend any time with the multi-player aspect. However, I do wonder what that MMORPG might be like that can capture my desire for a rich, fully realized story with game play mechanics that can hold my interest for more than a few days...who knows, maybe it's already out there.

Any recommendations?

Tuesday, May 13, 2008

Coolest Shirt Ever....

Wednesday, April 30, 2008

Two Worlds: The Temptation or How do Bad Games Get Sequels?

I know this is probably old news to most folks, but I just found out that Two Worlds (one of the worst RPGs for Xbox 360) will have a sequel. Understandably, the original game could use some (a lot) of improvement, but I'm still curious as to how these things happen. I'm sure the original game did well on the bottom line considering the massive amount of hype it received, most likely suckering those of us craving any type of RPG experience on the 360, but still do the publishers not read the reviews? Do they not listen to all of the players who constantly pan this game for its shoddy voice acting, horrible controls, last-gen graphics, and just about every other aspect of the game?


While I'm all for giving the developers a second chance at improving and hopefully creating something that is top-notch what I just don't understand is how they can hope to capture the audience with a sequel when the first game failed so miserably. Why not just start over with a concept that is already labeled as crap in their mind?



Am I completely wrong about this? Does Two Worlds really have legions of adoring fans clamoring for more? Oh, did I mention that their are two downloadable expansions coming to Xbox Live for the original game?

Official Two Worlds Website