starter-areas

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  • Darkfall update talks camera, physics improvements

    by 
    Jef Reahard
    Jef Reahard
    10.03.2011

    What's up in the lands of Agon recently? Quite a lot if the latest Darkfall dev update is any indication. The lengthy wall o' text touches on current development tasks including the possibility of an improved third-person camera, momentum mechanics, and ragdoll physics for the game's animations. Starter areas are also getting a makeover, and Aventurine producer Tasos Flambouras says that new and more powerful guard towers will deter newbie ganking without creating full-blown safe zones. Additionally, there's a bit more explanation regarding the ongoing siege and clan tweaks, and the devs continue to work on Darkfall's new armor specialization mechanics. Unfortunately there's still no word on either character wipes or a timeline for Darkfall 2.0's release, but there is quite a bit of other info available to peruse on the game's official site.

  • The Daily Grind: What do you want from a starter area?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.16.2010

    When you start a new character, the starter area determines more than whether or not you want to bother playing any longer. It determines what you think about the game, what you come to expect of subsequent areas. Some games give you a brief tutorial and then throw you into the larger pool almost immediately; others deliver a carefully tuned experience that would fit well even in a single-player game. Both approaches have their positives and negatives, but both are going to form your impression of the game from then on. As a result, it's important to ask what players actually want from this experience. Leading your character along a single storyline, however engaging, is going to wear thin if you plan to start another character further down the line. On the other hand, it gives you a chance to get used to the new mechanics of a given character, and it keeps you engaged, a definite asset compared to letting you sink or swim from the word go. So what do you want out of your opening zone? A smooth and cinematic experience, or the chance to head down your own path right away? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The cities and world of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.19.2010

    If you're all about living the life of a pirate, then odds are good you don't mind being restricted to Limsa Lominsa in the Final Fantasy XIV beta. But if you've done the sea serpent tango more than once, Ul'dah and Gridania are no doubt sounding pretty good. So it's a good thing that MMOSite is reporting that the next phase of beta will start in September and will include the two heretofore unseen cities as playable areas. Considering the recent hands-on experience with the starter cities, we think it's well within the realm of possibility. Of course, one of the major components to making each of the starting cities and subsequent areas stand out is the worldbuilding efforts of the development team. The most recent Making of Eorzea documentary covers precisely this, and not coincidentally, it can be viewed past the cut. With a discussion of the scenery and the visual culture of the game's landscape, the video is something every Final Fantasy XIV player can enjoy, and it shows that the vibrancy of the world has been a big priority during development.