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  • Respawn: Titanfall's server stability is in Microsoft's azure hands

    by 
    Mike Suszek
    Mike Suszek
    03.10.2014

    Titanfall will be propped up by dedicated servers. As much was made known last June, but what may not be so clear to players is that post-launch hiccups are primarily Microsoft's responsibility. Respawn engineer Jon Shiring recently explained to Engadget how Respawn used Microsoft's "Azure" cloud computing technology to handle elements of Titanfall like AI hosting and physics calculations. "One of the really nice things about it is that it isn't my problem, right?" Shiring said of potential server issues at the game's launch. "We just say [to Microsoft], here are our estimates, aim for more than that, plan for problems and make sure there are more than enough servers available -- they'll know the whole time that they need to bring more servers online." Shiring said that during the game's lengthy beta program, the game's European servers filled up, and players were quietly transitioned to East Coast US data centers, indicating the developer's contingency plans in the event its launch is wildly popular tomorrow. Titanfall, a multiplayer-only game, is so reliant on the Azure servers that Respawn opted to not launch the game in some regions, such as South Africa. Shiring also noted in late January that server-side updates for the game won't cause downtime for players. Our review of Titanfall will be supplemented with our first of many State of Service reviews, so expect to hear more about how the game's online play holds up after it launches. [Image: Electronic Arts]

  • Diablo III welcomes you to the Blood Marsh

    by 
    Justin Olivetti
    Justin Olivetti
    03.06.2014

    Blood Marsh: That doesn't sound too inviting, does it? But it does sound like something that would fit right in with Diablo III's cheery locales. It probably crushed the interview when it applied to be a zone in the game. Diablo III has a fetid and murky blog post today spotlighting the Blood Marsh region from the upcoming Reaper of Souls expansion. According to Blizzard, the Blood Marsh is "a massive, swampy stretch of land, split by rivers and tributaries often utilized for passage and trade." The theme of "blood," both the red substance and lineage, is integral to the zone's story. Adventurers in the region will discover signs of an ancient civilization, battle creatures like the bogans and blood golems, and unlock the mysteries of the Ruins of Corvus.

  • Diablo III's Loot 2.0 patch tweaks difficulty, drops, and more

    by 
    Jef Reahard
    Jef Reahard
    02.26.2014

    Blizzard unleashed its Loot 2.0 patch on Diablo III denizens today. Joystiq reports on a "heavy reworking" of the fantasy dungeon crawler's loot system as well as the addition of "Smart Drop" functionality that increases the likelihood of useful class-specific baubles. DIII's difficulty has also been overhauled, with a dynamic system standing in for the previous Nightmare, Hell, and Inferno challenge levels. There are more changes, too, including social functionality and of course plenty of character and mob tweaks.

  • MMO Mechanics: Procedural generation is the future

    by 
    Tina Lauro
    Tina Lauro
    02.26.2014

    MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such as leveling zones, quest chains, and dungeons. The classic themepark MMO in which all the rides are carefully engineered and maintained is compelling for a time, but the content therein tends to take longer to create than it does to exhaust. This invariably leads to redundant content that ends up on the scrapheap once it has been enjoyed for a time. Procedural generation corrects much of this redundancy by providing essentially limitless variations of content, adding replayability and variety to the usual MMO repertoire. It also opens up some unique mechanics, like Elite: Dangerous' planned procedurally generated galaxy that is a full-scale replica of the Milky Way. In this week's MMO Mechanics, I will look at how the genre is evolving because of how accessible procedural generation techniques have become to developers. I'll also explore how this might affect the future of MMOs by examining the mechanics that upcoming titles will incorporate.

  • Diablo III's Paragon 2.0 just might be going live today

    by 
    MJ Guthrie
    MJ Guthrie
    02.25.2014

    Although there is no official word on Diablo III's site, Senior Producer Alex Mayberry tweeted that patch 2.0.1 will be going live today. The major feature of this patch, also known as Paragon 2.0, is that it adds more end-game character advancement and replayability with the updated Paragon leveling system. The changes include removing the level cap for earning Paragon experience, making Paragon levels account-wide, and allowing players the freedom to allocate Paragon Points however they want within the category (defense, offense, core, or utility) that each specific level's point is awarded. Catch more details about Paragon 2.0 on the official site. [Thanks to Wesley for the tip!]

  • Diablo III upgrading Paragon endgame system

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2014

    Level-capped players will have a "Paragon 2.0" system to look forward to when Diablo III: Reaper of Souls releases. Blizzard outlined three major changes yesterday that will affect the endgame progression system. First, there will be no level cap for Paragon levels. Second, Paragon levels will be shared account-wide, with all normal characters sharing levels and all heroic characters doing the same between them. Third, players will get new Paragon points to spend in four categories: core, offense, defense, and utility. When the expansion goes live, players will receive their new Paragon levels based on the sum of the accumulated Paragon experience on each account. Hardcore heroes who died at 60 will also contribute to this XP pool. Players without the expansion will transition to Paragon XP at level 60, while players with Reaper of Souls will do so after hitting level 70.

  • Diablo III works on new community tools

    by 
    Justin Olivetti
    Justin Olivetti
    02.20.2014

    Getting together with a buddy to slay the forces of Hell should be a lot easier when Diablo III: Reaper of Souls comes out, as Blizzard is adding in a couple of new social tools for the expansion. The first tool is the addition of clans, Diablo III's version of guilds. Anyone can form a clan, although a player may be part of only one clan at a time. Clans are limited to 120 members and will be searchable with a clan finder feature. Then there will be communities, which are larger and more casual social circles within the game for like-minded players. Unlike clans, communities can support unlimited members, and players can be part of more than one at a time. Communities and clans will be supported by a new interface in the game that includes messages of the day and achievement notices.

  • New sandbox pseudo-MMO Windborne hits Steam Early Access

    by 
    Matt Daniel
    Matt Daniel
    02.18.2014

    It may not technically be an MMO, but we thought that Hidden Path Entertainment's "social sandbox creation" game, Windborne, might pique your interest. The game, which is now available via Steam's Early Access program, allows players to explore "an infinite number of islands, each full of wonder and surprise," on which they (and their friends) can utilize "a wide variety of building materials, furnishings, and artifacts" in order to build new civilizations and alter the world as they see fit. They can also befriend and trade with the island natives, creatures called the Jin, and the current build also boasts a "basic quest system," which gives players a "guided tour" of the game to help them gain their footing in this new world. Windborne's Steam page also outlines a number of features planned for the game's future development, such as the ability for players to help "guide the Jin to civilization" by protecting and defending them. Future updates will also add "millions of ruins filled with puzzles and treasure," dragons that can be tamed, bred, and ridden as mounts, and combat and quest systems. One last planned feature that should appeal to MMO fans is the implementation of systems to allow players to see the islands of other players surrounding their own and visit neighboring islands where they can trade, build, and generally interact with the islands' owners. If that sounds up your alley, Windborne is currently available on Steam Early Access for $29.99 US, though the game is on sale for $23.99 until February 24th. To read (and watch) more about the game or pick it up for yourself, check out Windborne's Steam page at the link below.

  • Here's what's in D3's Reaper of Souls CE

    by 
    Jef Reahard
    Jef Reahard
    01.29.2014

    Want to give Blizzard more money? Now you can thanks to the Reaper of Souls collector's edition. Diablo III's expansion drops on March 25, and while the devs have mentioned the retail-exclusive CE box before, today's post marks the first time you can actually lay eyes upon the wonderment.

  • MMO Mechanics: Balancing game economies

    by 
    Tina Lauro
    Tina Lauro
    01.22.2014

    Most players won't need an economics degree to play an MMO, but strong mechanical forces under the bonnet still guide our actions in our favourite titles. Virtually every financial exchange can be broken down into an effort equals economic gain equation: We put in our hours, and the game economy churns out new gear or money. Since so many in-game actions financially reward players, MMOs have developed mechanics that attempt to curtail the inflation game economies usually see. Charging your character for goods and services, bind-on-pickup gear, regular destruction of valuable goods, and player-controlled auction house and farming systems all combine to keep the spiralling amount of coppers falling into player hands in check. In this week's MMO Mechanics, I'm going to look at some ways both sandbox and themepark MMOs automatically rebalance weighted economies by exploring the systems that restrict the free trade of goods and curb players' constant accrual of money. I'll look at how each system functions and how player manipulation adds a new layer of realism to game economies.

  • The Soapbox: The Raid Finder ruined raiding

    by 
    Tina Lauro
    Tina Lauro
    01.21.2014

    I don't typically limit myself to ranting about only one game at a time, but I decided to make an exception this week and speak out against World of Warcraft's Raid Finder mechanic. I was running a small and modestly successful raiding guild when this system was introduced, and my team definitely felt the onslaught of this guild-destroying game mechanic first hand. Raid Finder, commonly dubbed LFR by the cool kids in Orgrimmar, is a system that demolishes the competency barrier that stands in the way of freshly level-capped characters and normal raiding content. The system allows players to join a random raiding group in order to tackle a nerfed version of a normal raid and exists mainly to maximise inclusion in the game's best PvE endgame content. LFR was quite popular among casual players that were usually passed up when it came to raiding group formation, but it didn't offer much progress to seasoned raiders. The gear gained had lower stats than its corresponding normal raid counterpart, but the LFR tier simply didn't need the co-ordination required of a group tackling regular raids. A void was created somewhere in between the casual masses who could benefit from the LFR mechanic and the hardcore raiders that simply did not need help with progression. My casual raiding guild was caught in the middle and ultimately met its demise at the hands of LFR, which simultaneously depleted the PUG pool and gave our members another way to see the endgame content they wanted without putting in virtual blood, sweat, and tears.

  • EVE Evolved: Has colonisation been forgotten?

    by 
    Brendan Drain
    Brendan Drain
    01.19.2014

    At last year's EVE Online Fanfest, CCP revealed its ambitious plan to take the game where no sandbox MMO has ever gone before: full deep space colonisation. The plan will be delivered over the next five years and will end with the incredibly exciting vision of players building their own stargates and colonising brand-new solar systems that lie off the grid. Rubicon was intended as the first step toward this glorious plan, and its new focus on deployable sandbox structures certainly seemed to be introducing a more player-directed form of colonisation. I've been cautiously optimistic about the whole endeavour so far, but five years is hell of a long time to wait for that vision to come to fruition. Rubicon's Mobile Depot structure was a great first step toward player-run empires on all scales, but none of the recently announced Rubicon 1.1 deployables has continued along the same theme of colonisation and exploration. The Mobile Micro Jump Drive and Mobile Scan Inhibitor structures I looked at last week provide extra tactical options in PvP, and the three new structures revealed this week are all designed to steal money and resources from nullsec corporations. In this week's EVE Evolved, I ask whether the newly revealed Encounter Surveillance System and alternate Siphon Units are a step in the wrong direction. With games like Star Citizen and Elite: Dangerous on the way, CCP may not have five years to deliver the promise of colonisation.

  • The Game Archaeologist: A brief history of roguelikes

    by 
    Justin Olivetti
    Justin Olivetti
    01.18.2014

    As with adventure games, it appears as though the mobile market has triggered a resurgence in the popularity of roguelikes with both developers and players. I've been stumbling over them left and right for a while now (I'm quite fond of FTL, which takes the roguelike into space), and every time I can't help but think of how this genre is almost the antithesis of an MMO. Instead of persistent worlds rich in lore, roguelikes favor randomized dungeon crawls with little or no story. Instead of immortal characters that grow with a player over months and years, roguelikes feature permadeath around every corner. Yet there's love for both in many gamers' hearts and perhaps even a few similarities that help to transcend differences. I find roguelikes fascinating because they are so hardcore, they yank me out of my comfy little leveling bubble, and they force me to use my brains for something more than figuring out whether it's time to use the "2" key once more. So what the heck, let's take a quick trip through roguelikes this week and see where -- if at all -- they connect with MMOs.

  • MMO Mechanics: Exploring death mechanics

    by 
    Tina Lauro
    Tina Lauro
    01.15.2014

    They say death must come to us all, and that inevitability extends to our characters in MMOs. The death of our characters may be inconvenient when we want to plough through content, but penalising failure is an essential part of any MMO and further incentivises success by making you learn from your mistakes. As much as players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Rewards become that much sweeter when we must risk something to secure them, and failure without consequence would render the gains made in our favourite MMOs insignificant. Without a considerable death penalty, it becomes possible to mindlessly crush content through brute force. I don't know about you, but I don't find fun in bashing my skull repeatedly with a rock in an attempt to crack it! In this week's MMO Mechanics, I compare various death penalties and the effects they have on the MMOs that employ them. I'll explore just how tangible death penalties such as corpse running, gear durability loss, and XP drain make our character's demise feel.

  • Diablo III: Reaper of Souls is expected to begin pre-downloading in January

    by 
    Justin Olivetti
    Justin Olivetti
    01.09.2014

    While Diablo III: Reaper of Souls isn't due to come out until March 25th, players should be able to pre-download the expansion some time this month. On the Diablo III forums, Community Manager Stephany Johnson confirmed that Blizzard is trying to get data to customers in January: "The exact date that the predownload will start is still TBD, but we're targeting this month if all goes well. Note: this download will begin automatically (meaning, you shouldn't need to do anything special)." Johnson went on to say that if players don't pre-download, they'll get the same data when they patch up to 2.0.1. While Blizzard typically makes some features available once its pre-expansion patches go live, the meat of Reaper of Souls -- the new class, the new act, and adventure mode -- won't be playable until March 25th.

  • EVE Evolved: Designing EVE Onland, part 2

    by 
    Brendan Drain
    Brendan Drain
    01.05.2014

    When it comes to living sandbox MMOs, there really isn't a bigger name than EVE Online. Throughout its decade-long history, EVE has produced some huge gaming headlines, delivered record-breaking in-game thefts and heists, and played host to the complex political machinations of dozens of warring alliances. EVE's sandbox design has even made it remarkably resistant to changes in the market, with subscription numbers remaining relatively stable in the face of new releases and the free to play phenomenon. It comes as no surprise then that the sandbox genre is seeing a triple-A revival, with games like Star Citizen, EverQuest Next Landmark, and Camelot Unchained on the way. With the sandbox genre due to explode back onto the fantasy scene, I've been left wondering how much of the core gameplay that makes EVE tick could be easily adapted for an avatar-based game on land. Even features such as EVE Online's trademark territorial warfare and player-run economy have roots in classic fantasy MMOs like Ultima Online, so they should be easy to convert to modern fantasy equivalents. Last week I started this game design thought experiment with a territorial warfare system and free-for-all PvP with harsh consequences for attackers, but there's a lot more to a good sandbox than smashing people's heads in. In this week's EVE Evolved, I delve into the hypothetical world of EVE Onland again and tackle issues of realistic world scale, exploration, economics, and the evils of global banking.

  • Battle.net beefs up parental controls

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2014

    Kiddies will find it tougher to spend money in Blizzard's games, as the studio is expanding its parental controls to include locks on in-game purchases. Blizzard is notifying relevant users of this change via email and on the forums. Starting January 7th, any Battle.net account with parental controls enabled will automatically prevent users from spending money in World of Warcraft's cash shop, Hearthstone's cash shop, or Diablo III's soon-to-be-closed real-money auction house. Account users will be able to enable those purchases by logging into their account and changing the settings.

  • Diablo III: Reaper of Souls coming March 25th, 2014

    by 
    Justin Olivetti
    Justin Olivetti
    12.19.2013

    Get out your checkbooks (are those still used?) if you're a Diablo III fan because Blizzard has put a street date on Reaper of Souls: March 25th, 2014. This release date is for the PC and Mac only, with the PlayStation 4 release date to be announced later. Even though you won't be able to play the expansion for three months, you can pay for it today. That's so considerate of the studio, isn't it? Those who pre-purchase Reaper of Souls have the choice of three editions. The standard edition is $39.99 and the digital deluxe version (with extra goodies like a spectral hound minion) is $59.99. Alternatively, you can try to snag one of the collector's editions (with extra extra goodies) for $79.99 at select retail stores. The expansion includes a new act, the Crusader character, the Loot 2.0 system, more class skills, new modes, and more.

  • Azeroth and beyond: Nine years of World of Warcraft

    by 
    Mike Foster
    Mike Foster
    11.22.2013

    In 1999, Blizzard Entertainment was well on its way to becoming something of a titan in the PC gaming space. Riding high on hits like Diablo, Warcraft II, and the barely-a-year-old StarCraft, Blizzard had established itself as a purveyor of quirky, well-made, and entertaining games mostly of the RTS variety. However, something else was brewing behind closed doors at Blizzard's Irvine campus. While sequels to Warcraft, StarCraft, and Diablo were all in development (and hotly anticipated), the company had also quietly started work on a brand-new massively-multiplayer online game set in one of the studio's existing game universes. That game, of course, was World of Warcraft. And nine years ago tomorrow, it completely changed the face of MMO gaming.

  • Blizzard to launch Diablo III's Reaper of Souls closed beta before the end of the year

    by 
    Mike Foster
    Mike Foster
    11.20.2013

    Blizzard Entertainment's friends and family beta of Diablo III's Reaper of Souls expansion is officially underway with invites going out to, well, friends and family of Blizzard employees. However, Blizzard is extending the beta pool by about 3,000 players; this time around the company plans to send invites to a few "valued media contacts and key members of the Blizzard community" in addition to the normal employee keys. Invites are already going out, so keep an eye on your inbox if you feel as though you fit the description. If you don't, take solace in the fact that Blizzard has confirmed that closed beta proper will launch before year's end and that while invites will be limited, they will be sent to a wider range of Diablo players. The beta will include all expansion content minus the final boss. None of the betas appears to be protected by NDA, meaning streams, videos, screenshots, and spoilers will soon be available across the web.