World of Tanks is Raising Money for the Bovington Tank Museum

I always love it when game developers and publishers give back to the community. Sometimes it’s a relatively small gesture, but even then the spreading of goodwill is hard to overlook.

On Friday, World of Tanks developer and publisher Wargaming  issued a press release announcing their presence at the 2014 Tankfest. Held annually by The Tank Museum in Bovington, England, Tankfest allows the public to get up close and personal with the armored vehicles that have fought in wars throughout history, including some of the current in-service models. They also have live demonstrations, and various other events described here.

World of Tanks is an massively-multiplayer online armored vehicle combat simulator that has grown a large and dedicated fan base. In order to show appreciation for the history between the museum and developer, the company will be assisting in raising money for restorations at the museum, as well as showcasing some of their new in-game content. Specifically, their carting in their MGT-20 event truck to give attendees a hands-on experience with their game. They are also having raffles, a Q&A session, and player giveaways during the event. For the full press release, check out here.

They aren’t taking all the credit though as Victor Kislyi, CEO for Wargaming, stated:

“This year we’ve offered our players a chance to contribute to the restoration of the museum’s collections, and have been overwhelmingly impressed with their enthusiasm. Seeing our community so eager to participate in such projects allows us to plan for future efforts in supporting events like these.”

I’d just like to give a hand to Wargaming for stepping up and giving back. It may be a little niche, but that doesn’t mean you can’t be proud of it.

Studio MONO Reviving InSomnia

After being sent back to the drawing boards following its 2013 Kickstarter cancellation, Studio MONO is ready to get people behind InSomnia. Following intensive tweaks and rework of their unique Dieselpunk RPG, this multinational independent developer is attempting to increase their potential for success with simultaneous Steam Greenlight and Kickstarter campaigns. With both set to begin on June 23rd, Studio MONO is getting ahead of the game by releasing some early information regarding the current state of InSomnia.

Continue reading Studio MONO Reviving InSomnia

Innovation in Gaming: Is the perception a reality?

It is easy to mute the developer’s intentions when evaluating the effectiveness or accomplishment of a game. As reviewers distance themselves from the personal aspects of a game’s creation, as an act of objectivity, there may be a destructive force at work. That force being the evaluation of an incomplete story.

Continue reading Innovation in Gaming: Is the perception a reality?

Dead Rising 3’s Super Fan-service!

Now some people might be cynical about the newly announced DLC for Capcom’s Dead Rising 3, but in the timeless words of 3LW: “Haters gonna hate.”

Behold Pro-Tier Fan-Service!
Behold Pro-Tier Fan-Service!

For those itching for some new content for Dead Rising 3, look no further than the newly announced *takes deep breath* Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha Prime. The new multi-player DLC is bringing back the beloved characters from the previous Dead Rising games with an all new twist — Cosplay?… Yeah, Cosplay!

Instead of just functioning as superficial eye-candy, each outfit will come with signature “Super-Moves”. The trailer also boasts the infusion of power-ups and bonus stages to induce an epic nostalgia coma!

With a massive line-up from Capcom’s most iconic franchises, its hard to not be excited about this announcement. Even better, the DLC is available right now on the marketplace. Talk about E3 surprises!

 

 

 

 

Opinion: Dangers of a new IP

With the recent trend of re-inventing and re-hashing old concepts, it is easy to slip into “cynical mode” concerning the games industry. Many developers have been re-imagining staple franchises and porting tons of older games as of late — and don’t get me started about all those sequels either. That doesn’t mean there aren’t fresh IPs coming though. With the release of PS4 and Xbox One, there are already many new projects coming down the pipe. With the gaming industry gaining ground with the new console generation, developers are feeling more adventurous in creating new brands vice continuing on old ones.

The unfortunate truth is that the great risks inherent to developing new IPs have often deterred publishers from backing these projects. With the recent success and popularization of the indie game movement, we are finally seeing a resurgence in original content, in both story and design. With publishers and developers tight-lipped about videogame budgets, it is hard to get a perspective on how these projects are vetted and published. Kotaku published an excellent article that researched 115 games and estimated their costs from information given by publishers, which helps give an idea of the money at stake when making games.

Many game developers have embraced avenues like Kickstarter and Steam Early Access to get the ball rolling with their new titles, utilizing crowdfunding as a tool to determine if their IP has a chance or not. This process helps the creators to receive the needed money for development, but more importantly… exposure. One of the easiest ways to get publishers on-board with your game is buzz. The more attention a game gets during its development cycle, like a successful crowdfunding campaign, can go a long way in its being picked up and distributed. One thing to note is that this exposure comes with a cost as Kickstarter retains 5% of your pledges, and Amazon another 2%. This 7% reduction can fuel some harsh budgetary constraints if it starts reaching into the cookie jar.

Some critics argue that crowdfunding a game can lead to unanswered promises when budget pitfalls rear their ugly head. Backer rewards may also suffer if the creators fail to do enough research into the costs of the incentives they provide in their pledge rewards. Leigh Alexander did a great job in laying out these concerns in her article on Gamasutra. It isn’t all bad though, as Shadowrun Returns and FTL: Faster than Light are brilliant examples of how kickstarter success can exceed expectations.

Well now that I’ve spoke about the bad, let’s revel in some new IPs that are slated to drop.

Evolve
Finally, a game that begs for cooperation. Evolve will have 4 players teaming together to take down a massive player controlled monster. This game has been getting a lot of coverage, so I won’t waste my breath. Check out this awesome gameplay trailer:

Hyper Light Drifter
Old world flair meets new world design with this game, as HeartMachine is dedicated to providing a modern take on the classic action RPGs we grew up playing. Promising a vast world and engaging combat and exploration, Hyper Light Drifter looks to scratch that retro game itch. Check out their kickstarter page here.

Duelyst
After a successful Kickstarter campaign, Counterplay games is working hard on releasing this tactical turn-based strategy game. Boasting ranked competitive play, Duelyst is banking on giving a new outlet to online gamers. Here is a look at the trailer, for more information check out their kickstarter page here.

Get Even
Though much of the game is still shrouded in mystery, many are touting that Get Even will combine modern FPS elements, and even taking cues from Dark Souls II mechanics by “blurring the lines between signe and multi-player”. This is definitely a game to keep a look out on.

Reaper Coming to PS Vita

REAPERPSP4

Luc Bernard has resurrected his action RPG platformer Reaper, according to his post on the Playstation Blog last friday. Once slated to launch on the PSP in 2010, Reaper will be an exclusive f2p title for the Playstation Vita. And Mr. Bernard isn’t shy about professing his love for Playstation’s Vita saying: “Personally the Vita is my favorite portable system for many reasons, which I don’t think I need to go into since you Vita owners already know them.”

 

Reaper will incorporate a card system mechanic that will allow the player to equip various weapons, armor and skills. Pet and summon cards will provide the player with allies to aid in battling the Reaper’s foes. At launch, Bernard states that around 100 cards will be available with future updates expanding the inventory. And those skeptical of the f2p aspect can take solace in a comment left by the game’s creator in the blog comments: Bernardf2p

 

With its setting and inspiration rooted in the macabre, Reaper’s storytelling will focus on the personal aspect of death and its emotional impact. Though much of the story is being left for later announcements Bernard has provided back-story on Death, one of Reaper’s main characters. Death has been enslaved by her sisters after failing to heed their warning. Consumed by love, Death created the first Reaper by gifting a mortal lover immortality. Corrupted by the newly appointed power, the Reaper left Death and her resultant punishment ensued. After reluctantly accepting her fate, she has created an army of drone-like Reapers to complete her work.
Reaper Concept 1 Reaper conecpt 2

 

 

 

 

 

 

Alongside his announcement, Mr. Bernard provided a trailer for the game. The trailer showcases the battle mechanics within the game, but takes an interesting turn in juxtaposing it with a gloomy score. Reaper is slated for a release sometime this year, though a firm date has not yet been announced. More updates on Reaper are sure to follow during E3 and beyond. Check out the official blog post, as Mr. Bernard has been gracious in answering questions about Reaper in the blog’s comments section.

Role-Playing Games: Character Progression

Only 12 hours long?!!?!
Only 12 hours long?!!?!

One of the biggest criticisms I see when navigating game forums, or perusing the comments section of a review is game length. This is especially true if the game has “RPG” tied to it. It seems that the classification of “role-playing game” or “role-playing elements” comes with the inherent requirement to have tens to hundreds of hours of content. Personally, I feel that appraisal based solely on length is a reductive process as the genre can provide so many other incentives warrant a play through.

 

Role-playing games, and those that borrow their mechanics, utilize several key elements to make their experience entertaining and fulfilling. Rather than a singular hook, RPGs require the synthesis of story, combat, and exploration with a much higher level of scrutiny than most other genres. If the player cannot fully connect with the story, there must be other factors present to keep him or her in the game. What I’ve come to learn from years of playing RPGs and reading feedback on sites like GameFAQs and NeoGAF, is that not everyone weighs their experience on story or combat alone.

But what aspects of RPGs can make the difference from a single play-through to that quest to see every little detail in the game?

Character Progression in RPGs

scott_p_level_upIt may sound obvious, but if a character doesn’t feel like he/she is getting stronger and wiser, the incentive to keep playing diminishes quickly. It’s hard to feel immersed in a game if those you control don’t seem to be learning or improving with you. If you can see what’s coming around the bend, your character should also be on the same page.

 

Splash_demo
C’mon!!

This can also be said about combat. I can distinctly remember times where I felt that I was much better at combat than my on-screen counterpart, and it rarely inspired me to continue playing.

 

Let’s separate the importance progression between story and battle and get deeper into each.

Involvement in Story

The way your character interacts with the world feels best when it comes across as a mutual experience. To be drawn into the story and grow attached to your character, there needs to be a correlation between what you are making them do and how it is informing that character’s development. If you are reading everything and gaining detail about the world or plot, it makes sense that your character should not be constantly mystified at every twist and turn. The last thing that anyone wants is to feel like they are dragging a dimwitted protagonist from point to point without him/her gaining anything from it.
ME2 Take the Mass Effect series, for example. Throughout the trilogy, you control Commander Sheppard and his/her rag-tag group to prevent the universe from enslavement and utter annihilation. It seems like an insurmountable task at first and requires interaction with a slew of people and places before Command Sheppard is equipped to complete the mission-at-hand. One of the largest triumphs in this game was the level of choice within the story, but this choice was largely effected by how much the player had done to get to that point. If you hadn’t taken the time to talk to those around you, or investigate your surroundings, Commander Sheppard’s decisions felt uninformed. As the player branched out and interacted with the world, actions and dialogue trees would open up with immense breadth and diversity. But more over than the ability to choose, the choices themselves felt more relevant to the plight of Commander Sheppard and his/her mission.

 

My name is Hope Estheim, you killed my mother. Prepare to be overtly criticized.
My name is Hope Estheim, you killed my mother. Prepare to be overtly criticized.

Conversely, Final Fantasy XIII fails to connect the characters to the story. As you progress Lightning and her brooding crew from setting to setting, character interactions seem forced. Many of the characters are too resolute in their own shortcomings to ever evoke an understanding of their plight. My main problem lies within the juvenile protagonist Hope Estheim. Throughout his journey, Hope will constantly defy maturation, even though he often laments about recognition of his own faults. After confronting Snow on his supposed responsibility to Hope’s mother’s demise, Hope gains no sense of understanding of Snow’s position on the matter. Hope confesses his use of revenge as a coping mechanism, yet still proceeds to direct venom and disdain towards Snow. This made it really hard to root for Hope, or have any care at all, as he actively disregards his own revelations towards the matter.

 

Ashley Graham, helping further the damsel stereotype.
Ashley Graham, helping further the damsel stereotype.

Just with the story lead, or leads in some cases, the lesser characters you utilize must provide a beneficial or anecdotal quality. The worst thing in a game is to be stuck with a grating or indignant character who seems to counteract all the goodwill set forth by your characters. Sometimes worse than a poor protagonist, a friendly character who provides nothing but contention can make your progression seem in-effective or disingenuous. The worst thing that a game can do is require you to protect or care for an entity that has and will do nothing but contradict the progress you are making.

Progression Through Battle

Donnel is a perfect example of when hard work pays off.
Donnel is a perfect example of when hard work pays off.

One of the best parts of character progression is the feeling that your character is growing from novice fighter to a battle-hardened tactician. As you fight through the hordes of enemies and roadblocks in your quest, you want to feel that you have become an indomitable force to lend credence to your ultimate success. It bears importance in realizing that the forces causing so much strife within your character’s world should initially be too much to overcome. That upward progression enables you to connect with the plight at hand and strengthens your resolve in reaching victory. It makes you actually feel like a hero.

 

This outta make me strong.
This outta make me stronger.

There are several variants utilized to manifest a compelling sense of accomplishment within this arena. Commonly, progressive equipment and skill systems will go a long way in preventing battles from feeling lackluster, or the antagonizing force from feeling ineffectual. Progressing from a rudimentary sword or gun to that mouth-watering, hulking tool of destruction will provide that sense of accomplishment and ascension to power. Gaining that awe-inspiring spell and casting massive amounts of destruction upon would-be combatants will showcase how far you’ve come from a fledgling adventurer.

 

I am unstoppable!
I am unstoppable!

The Diablo series, in my opinion, demonstrates great understanding and acceptance of this concept. In the beginning of a Diablo game, your character will be equipped with crude accoutrements and deal paltry sums of damage upon the scourge of enemies plaguing the countryside. As you dispatch your foes and search each nook and cranny on your path, you begin to gain the loot and skills necessary to defeat your ever-growing adversaries. By the end, your rewards will render you with the feeling that you could overcome any challenge thrown at you. You feel that you have the ability to topple even the most insurmountable odds, in order to extinguish that malevolent force causing your world such peril.

It isn’t just about the power though, as a feeling of mastery can come from the acquisition of an extensive set of battle expertise. I look to the Tales series in this regard, as their “Artes” system provides a deeply nuanced sense of finesse in battle. As your characters obtain higher levels and more experience in battle, the range of skills they can employ expands greatly. Each Arte has its own unique function, and the combination of Artes can lead to inflicting massive damage to foes, especially when gaining access to the master Artes (which are the “ultimate” skills of the battle system). With the game’s real-time combat mechanic, as the player increases his/her proficiency with Arte implementation and combination, the resulting effect can feel quite spectacular. Most RPGs reward their players upon gaining greater understanding of their battle systems, but the Tales series has an uncanny knack to make the compensation for this feel downright heavenly.

 

Final Thoughts

No matter what you attach to most in an RPG, it is hard to argue against the needs for proper character progression. In order to gain that feeling of achievement within the game, it is important to be regularly rewarded for the fruits of your labor. There are still many other aspects of RPGs that aid in its uniqueness, each with their own necessity. It’s important to recognize these aspects in order to prevent marginalizing the genre. Many times we have our own “definition” of what an RPG should be, and without appreciating all the aspects we may be missing the larger message.

What’s your favorite RPG for character progression?

 

 

bobeldyk

Japan study abroad 2014

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