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Monday, February 9th, 2009

    Time Event
    10:18a
    Can Indie Games Ride Out The Recession?

    Alright, people… it’s time to face reality. C’mon, don’t look at me like that. We’ve all had to do it hundreds of times before (though in my case, it’s usually because the power’s out.)

    This time around, however, I mean facing reality in a broader sense than simply turning off your console of choice. Despite our collective hopes and dreams, it now appears video games don’t exist in some mythical fantasy land untouched by the recession. (Granted World of Warcraft still takes plays in a mythical fantasy land, but just the regular kind.)

    Microsoft is sending hundreds of its game developers to the unemployment line. Despite selling 1.5 million copies of Tomb Raider: Underworld, Eidos elected to downsize. Even EA is still trimming the fat with the proverbial firin’ hatchet (not quite an axe), cutting jobs in its mobile game department and potentially its QA division as well.

    But like the stomach of a three-year-old who just drank a quart of mercury, this terrible situation may have a silver lining. There are some who boldly suggest that the big guys sinking will give independent game developers more room to swim.

    When you think about it, it kind of makes sense. Digital distribution — a staple of most indie developers — cuts costs by taking publishers out of the mix, meaning each dollar of revenue can be stretched a little further. And online developer communities, such as XNA Community Games (a marketplace for game designers to hawk wares built from Microsoft’s XNA game development tools), help indie games reach a wider audience.

    At some level, the numbers support the notion that indie games can succeed where their blockbuster counterparts have failed. The number of Americans playing online casual games increased 27% in 2008.

    And the top-selling titles on each next-gen console’s digital distribution networks are all indie games: flOw — PlayStation Network, World of Goo — Wii Ware, and Braid — Xbox LIVE.

    So… can indie games thrive while big name developers gradually fall to pieces? The answer is a resoundingly definitive “maybe… I dunno. Why are you asking me?”

    For every step forward one indie developer takes, another seems to get shot in the foot. Brighter Minds, World of Goo’s publisher, just filed for bankruptcy. And while Microsoft promised designers who use XNA a bigger share of the profits for each game that sells well, those indie developers have no idea how much they’re entitled to, as Microsoft has yet to release any sales figures.

    Fortunately, it’s not all gloom and doom. The shift in the number of games available to consumers, from what’s on the shelf at a game store to a selection as limitless as the Internet itself, could bolster innovation, as more developers can cater to niche gamers.

    According to a recent blog post on the Guardian’s web site, Chris Swan, director of Blitz Arcade (the downloadable games division of Blitz Games Studios), said as game designers “more sublimely present the consumers with tailor-made game lists, we should be in an era where every kind of game can reach and make an impact on its ideal audience”.

    Here’s to hoping, Chris. Here’s to hoping…

     

    10:19a
    Video Game Bytes: Wonder World Amusement Park and Cartoon Network Universe: Fusion Fall, Victory Pac

    Here's an abbreviated look at some multimedia titles for the entire family:

    Wonder World Amusement Park (for DS from Majesco Entertainment, $19.99) — A creepy puppet acts as a carnival master to give entrance to a world of minigames scattered through a theme park.

    Unfortunately, a player will find more mediocrity than amusement as he first picks an unassuming young avatar whose detailed attributes are meaningless in the game. Then, through a first-person point of view and some Scooby-Doo-style sound effects, the gantlet begins. Playing games to win tickets unlocks six themed zones (from pirate to medieval to fantasy genres) and more than 30 midway-style games.

    Sliding the stylus up on the DS touch screen works for most of the challenges, which include popping darts, shooting arrows at ogres, tossing bats at gravestones, multiple Skee-Ball platforms, and permutations of whack-a-mole and the crane game.

    What terrified this parent was watching a determined 8-year-old collect enough tickets by winning a bumper car competition to unlock almost all of the parks and all of the games in under 40 minutes. Where's the replay value?

    I'd mention the multicard option for a pair of players to engage in four of the activities, but I doubt most owners of Wonder World Amusement Park will find another person who bought the game.

    Cartoon Network Universe: Fusion Fall, Victory Pack (for PC with Microsoft XP or Vista operating systems and Intel-based Mac, Majesco Entertainment, $19.99) — A massively multiplayer online game starring a monumental crossover of colorful characters immerses tweens in a struggle to save the beloved Cartoon Network lands from a gooey green alien invasion.

    Call it a junior version of World of Warcraft Buy wow gold as a player customizes his own boy or girl avatar and teams up with cel-shaded, anime-styled stars, including an older Dexter, the Codename: Kids Next Door team, Ben Tennyson, Samurai Jack and Powerpuff Girls, in missions through 60 zones.

    It will take a speedy and stable broadband connection for junior to fire up his favorite browser and take part in the action that incorporates role playing, monitored chats with other players, team missions, collecting fusion matter and battles using plenty of high-tech firepower against a wide assortment of creatures and evil clones.

    It also will take six bucks a month to completely enjoy the adventure (or $14.95 for three months). Playing for free is an option, but only unlocks a small part of the game.

    I would note that the three-dimensional characters and environments look great, and other than occasional sluggish load and response times, the experience was slick with top-notch graphics and cut scenes.

    The mentioned Victory Pack is not much more than a couple of codes on a trading card, a basic strategy reference guide and a CD containing a link to the Fusion Fall Web site (www.fusionfall.com).

    Players use the codes to get a four-month subscription to the game and unlock an exclusive "Ben 10" and "Dexter's Laboratory" uniform and equipment set.

    Parents of serious gamers won't find the value in the Victory Pack and would better invest in a yearly plan ($49.95) for their offspring to economically enjoy the online pop-toon epic.

     

    Games played in Wonder World Amusement Park for the DS. Courtesy of Majesco Entertainment

     

     

     

    10:21a
    Wrong suit of armor

    Has anybody ever not Googled a cheat when stuck in a game? I do it all the time when I can't get past a boss for a tip or when I've completed a game and am looking for things I've missed.

    It's not like it's finals week or taxes. Wait, it's still wrong to cheat on taxes, right? What does the president say?

    The New York Times reported last week that 100,000 people bought a computer program which helps them "cheat" at "World of Warcraft," letting them play while away from their computers doing something meaningless such as sleeping.

    According to the article, the creators of "WoW," Blizzard Entertainment, have sued the creators of "Glider," and other bots that plays while you're away.

    Yeah, it's weak and bogus and lame and a real downer that people aren't "earning" their experience points. But isn't legal action going a bit far?

    If Blizzard isn't making money when people want to be using their product, they're not doing something right.

    Dropped loot: McClatchy-Tribune News Service published the Top 10 rented video games at U.S. Blockbuster stores for the week that ended Feb. 1.

    "Call of Duty: World at War" for Xbox 360 topped the list. As a matter of fact, eight titles on the list were for Xbox 360.

    In sales at Blockbuster, Wii titles held four of the Top 10 spots including the top three with "Super Mario Galaxy" leading the way.

     

    10:22a
    NYCC: Cryptic Studios Star Trek / Champions Online

    Cryptic Studios hosted a panel Saturday afternoon at New York Comic Con to talk with fans about two of their upcoming MMO games, “Champions Online” and “Star Trek Online.” Executive Producer Bill Roper (“Warcraft,” “Diablo,” “Hellgate: London”) was there to lead the panel, and Writer John Layman, Executive Producer Craig Zinkievich and Darren Watts, President of Hero Games.

    Bill Roper started the mood off on a light note, when he made the audience say “cheese” as he took photos of the group. He then explained that the bulk of the panel would feature "Champions Online," with information about "Star Trek Online" coming toward the end.

    Roper then showed a trailer that was cut especially for NYCC, which had a comic book featuring Defender, an iconic hero of Millennium City, on the cover. Police could be heard on the radio saying that Armadillo was attacking the city, and it needed a champion. The book then opened to reveal gameplay, revealing that Armadillo (an armored, strength-based character) was administering a beat down on a bunch of police officers. A female hero wielding two swords jumped into the fray and began battling Armadillo, and the clip faded out to the “Champions Online” logo.

    Roper then explained that the trailer was cut from gameplay footage of him and another staff member battling it out in Millennium City. He stressed that the game is very action oriented, and they wanted to make sure players were fighting lots of enemies at a time.

    He then pulled things back a bit to talk about the history of Cryptic Studios. He talked about the success of both “City of Heroes ” and “City of Villains” and how excited Cryptic was to now be working with the Champions universe. In talking about how he joined the company, he said that everything started with his interest in the "Champions Online" game. “I've played 'Champions' since I was a kid, maybe I can get into the beta,” he recalled saying to someone before he ever spoke to Cryptic. He then talked about Cryptic being bought by Atari, and said that, in a way, it was like him getting to work with founder Nolan Bushnell.

    Darren Watts then gave a quick history of the "Champions" roleplaying game, from its 1981 first release, to the fifth edition of the game that came out in 2002. He went on to state that the sixth edition is currently being developed. Watts talked about the "Champions" game having had “28 years of playtesting.”

    Both Roper and Watts talked about how powers developed for "Champions Online" will make their way into the new edition of "Champions," and there will be pre-built sets of powers for those who want to create a pen and paper version of their online character with the "Champions" roleplaying game. “If you can think of a power, our goal is to help you design that power and that character,” said Roper.

    The discussion then moved into what makes “Champions Online” special. Roper and the rest of team emphasized the amount of customization players have to create exactly the kind of character they want. There are no pre-defined character classes for the game, but there are power sets, items and talents that will define characters. Players will be able to create hybrid characters, who take on different types of powers, or more focused characters. Players will also be able to take on a utility role, where they pre-set a certain group of powers that help them function in a different role. For example, if a range-based character needs to come in and join direct combat, they can pre-set a group of abilities to help them do that if the need arises.

    Another feature of the game is the “Nemesis” system, where players will be able to design their own arch enemies. Once players build up their reputation, they will be able to build a nemesis and customize them to the same level as their own character. Players will even be able to invite friends to fight their nemesis.

    Roper then went back to emphasizing the action of the game, stating that when characters are in battle, they'll be moving all around, interacting with the environment, as opposed to standing toe to toe and punching each other. He also said that when players face off against lower level minions, they'll be fighting a lot of them, just as they would in a pen and paper roleplaying game. “Lieutenants and signature villains will feel different and more special when you face them,' Roper explained.

    The group went on to say that there are a variety of locations in the world of “Champions Online.” Millennium City will be the first place that players visit, but there are plenty of others. Darren Watts explained that Millennium City was a futuristic city that was built when a villain named “Doctor Destroyer” leveled the city of Detroit. In rebuilding a new city, technology developed by some of the heroes was incorporated into the design.

    John Layman talked about the other areas that have been revealed so far, which include a desert location, Canada, and “Monster Island.” Laymen went on to talk about the exhaustive amount of content and dialogue that he's written for game, saying “one segment of one neighborhood's dialogue was 29 pages.” He went on to explain that each location in the game will have several different neighborhoods, and offer different types of gameplay, such as sci-fi, horror and espionage. Gameplay in each of the neighborhoods will climax with a supervillain fight.

    The panel was opened to questions from the floor. Here are some of the fan questions:

    How much is this different from "City of Heroes" and how is it not just "City of Heroes 2?"

    "A lot has changed since those games. Champions is like what City of Heroes would be if they were able to go back and start over again. It's the result of being able to go back to the very beginning and start over."

    How did the cancellation of "Marvel Online" affect "Champions Online?"

    "The tech that got built for "Marvel Online" was applicable to "Champions." With "Champions" we can do whatever we want. The Champions universe has had "over 200 books published for it, giving it as much depth as Marvel or DC.

    Will there be a collection of unusual weapons, such as guitars?

    "We just put 200 new weapons into the game and are always looking for more."

    Will players be able to form groups?

    "Yes, they will be able to band together, but there will be no bases at launch."

    Can you punch people through walls?

    "Maybe not walls, but stacks of objects."

    What about vehicles?

    "We are starting to experiment with some vehicle technology. We can't guarantee it on launch, but we're working on it."

    After the Q&A on Champions Online, Executive Producer Craig Zinkievich talked a bit about “Star Trek Online.” He said the game is set in the year 2049, 30 years past “Star Trek: Nemesis.” Everyone is on the verge of all out war, and an ancient dark threat from the past is threatening the alpha quadrant. Players will take on the role of an officer in Star Fleet or the Klingon Defense Force. They will captain and pilot their own ship. The gameplay will be a mixture of space, shipboard and ground elements. Zinkievich explained that players may beam down to a planet, rescue people and transport back to the ship for a climactic battle.

    The game will offer a huge amount of customization. The ship and bridge officer can be customized. Players will also have the ability to create entirely new races with a full featured creation tool.

    The presentation ended with a video highlighting the race customization in the game, showing many different variations of skin tone, textures, structures and patterns.

    10:23a
    Class changes for World of Warcraft 3.1

    Blizzard has detailed some of the changes set to appear in the next patch.

    Version 3.1 of World of Warcraft adds some interesting changes to the way most classes operate. For how it will effect you then look at the details below, which show changes class by class.

    Priest

    Divine Spirit – this spell is now a core ability available to all priests.

    Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).

    Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.

    Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.

    Penance – this spell can now be targeted on the priest.

    Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.

    We are also working to give Holy additional PvP utility.



    Rogue

    Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.

    Adrenaline Rush – the cooldown on this ability has been lowered.

    Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.

    Killing Spree – while this ability is active, the rogue does 20% additional damage.

    Savage Combat – now causes 2/4% physical damage done.

    Mace Specialization – this talent now grants haste in addition to armor penetration.



    Shaman

    Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.

    Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.

    Spirit Weapons – now reduces all threat, not just melee threat.

    Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.

    Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.



    Warlock

    Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).

    Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)

    Drain Soul now has a chance to produce Soul Shards even if the target doesn't die.

    Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.

    Curse of Recklessness and Curse of Weakness have been combined into one spell

    Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.

    Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.

    Additional new talents have been added.



    Druid

    Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.

    Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.

    Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.

    Thorns and Nature's Grasp can be cast in Tree of Life form.

    Survival Instincts now works in Moonkin form.

    Replenish – to avoid confusion, this talent has been renamed "Revitalize." It now also works with Wild Growth.

    We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.



    Warrior

    Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.

    You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.

    Blood Frenzy now causes 2/4% physical damage done.

    Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.

    We are also adding increased damage to Arms, possibly through Overpower or Slam.

    We are also looking at granting rage when the warrior blocks, dodges or parries.

     

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