Posts Tagged ‘retail’

Is Cataclysm Being Ripped Apart To Make Release?

21 June 2010 | 4 Comments » | Amatera
Well, it could've been a baking soda volcano...

Well, it could've been a baking soda volcano...

Time and time again, we’ve hammered in the idea that Cataclysm is a massive undertaking — quite possibly the most ambitious “expansion pack” to any game previously released, and nearly large enough in terms of content to count as an actual sequel. But given recent news, it’s hard to shake the feeling that Blizzard may have bitten off a little more than they can chew. Core systems such as Path of the Titans and Guild Talents have been totally scrapped, in favor of vastly simplified ones that both ease balance and assuage the development process.

Then, we learn that other bullet points so boldly splayed out on the big screen at BlizzCon 2009 like a deli cart full of choice meats, are being reconsidered or pushed back into content patches. Heroic versions of Deadmines and Shadowfang Keep may not fall to the same fate as the fabled “Dance Studio,” but on the surface they don’t seem like terribly hard things to implement, right?

Well, actually, that’s a perfect example of the problem. Blizzard isn’t simply dealing with a looming release and waning interest in the current content (which Ruby Sanctum will resurrect about as effectively as a paramedic using a potato battery for a defibrillator); they’re also compelled by their obsessive need to ship a quality product. That’s to say that a Heroic version of Deadmines isn’t that easy to implement. On one hand, an update of an old dungeon isn’t as pressing as polishing the brand news ones, meaning that it can safely be set on the back burner. On the other hand, Blizzard clearly wants to do more with it than plug in new stats for the mobs and rejigger the loot table (like they did with Naxxramas). If they’re going to push the Defias storyline forward, Deadmines has to reflect that, and that could mean brand new bosses and events or compelling versions of the old ones (personally, I’d like to see them fix all the mobs on the pirate ship that seem to have x-ray vision). Releasing with, say, 4.1 would allow them to do just that.

As we inch closer to the Fall, I’d expect to see more promised features fall by the wayside, become neutered, or otherwise look far different from their original incarnation. It’s a fact of life in the video game industry, and it’s hardly something new for a Blizzard game. But we shouldn’t fret quite yet… Continue Reading

Your MMO, Your World

18 March 2008 | No Comments » | LHStaff

Today’s MMORPG worlds are vast and expansive. You need to look no farther than World of Warcraft to fully understand just how big some of these worlds can get. I once attempted to run from the southernmost point of Tanaris to Orgrimmar and bailed about half way through. Suffice it to say I was running for a while, and felt that I could be better using my MMO time. So onto my point, what is it about these hugely expansive worlds that draws you in?

When I first start a new MMORPG I take at least a few hours to fully explore the world. Doesn’t mater how many times I die in the process, I am very picky about my worlds and if I can’t be convinced that I am actually a part of it then I usually just stop playing the game right away. I absolutely can’t tolerate a stale or stagnate world. Vanguard: Saga of Heroes was a perfect example of this. I initially started playing the game a few months after it was released (there was no way I was getting trapped in the beta-retail version). I began the game all cheery and figured the world would be awesome to explore and have fun with. Unfortunately, what I found was immaculate graphics attempting to cover up an otherwise boring world. Needless to say, I didn’t make it past my first month subscription. Of course, Vanguard isn’t the only culprit in this…

As more and more MMORPGs come out I am beginning to notice a trend in the way worlds are built. I don’t know what it is, but the World of Warcraft has character and, as such, I never thought the world was boring. For other games, like Tabula Rasa and Vanguard, the worlds almost feel methodical, like it was a randomly generated map. So what gives? How can an almost 4 year old game have a better, more lively world than games that have been released fairly recently? I honestly can’t tell you, but I bet it definitely helps to have a solid franshice to build off of. Just ask Lord of the Rings Online developer Turbine.

Thoughts? Comments? Let’s hear em!

P.S. Sorry for the absence/random slowdowns. We changed servers and had to deal with that mucky-muck.