s4-league

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  • S4 League Season 3 looking for design submissions

    by 
    Jef Reahard
    Jef Reahard
    10.05.2011

    You say you want player-generated content? You think you're a cut above the average armchair designer? Well, it's time to put your money where your mouth is thanks to a new contest sponsored by alaplaya and its S4 League title. According to the company's latest press release, S4 will be getting a "major expansion" in 2012, and the kicker is that it could be designed by you! "Players are encouraged to submit any and all ideas" for S4 League: Season 3, and the grand-prize winner will have the honor of seeing her design brought to life and played by thousands of gamers for years to come. Oh, and the design champ will also pocket a cool 100,000 alaplaya points. There are only a couple of days to go before the October 7th deadline, so head to the official website for all the details.

  • Anti-Aliased: I can kill dragons, but I can't dress myself

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.24.2009

    So, I recently got the chance to run a panel at Tekkoshocon, the local semi-large anime convention in the area of Pittsburgh. This wasn't the first panel I've run at a convention, but it was the first panel where I got to speak on the topic of MMOs. The topic was free anime MMOs -- games people could pick up for little to no payment and actually play a quality game, rather than being tricked into another endless, rewardless grindfest.After the panel, one of the viewers came up to me and shook my hand, thanked me for my panel, and asked if I had ever heard of a game called S4 League. I told him I hadn't, but he urged me to look it up as it might be something I would be interested in. Well here I am, playing Stylish eSper Shooting Sports (S4, get it?), and I'm actually enjoying the experience. But, S4 triggered a bit of a realization in me. It's something I've touched on before, but I've never really engaged.Why do we all look completely stupid at level one? Is it because of the "journey?" Or is it more of an incentive mechanic these days? And why the heck do developers force us to look like we woke up on the wrong side of the bed when adventuring?

  • Anti-Aliased: I can kill dragons, but I can't dress myself pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.24.2009

    Take egg, insert onto faceOne of the biggest blunders of the "I can't dress myself" type had to have been The Matrix Online. Take The Matrix franchise -- a world that is washed in a deep cyberpunk atmosphere and slick, luxurious styles. Morpheus's purple vest and yellow tie, Trinity's catsuits, Neo's coat -- all of these defined the culture that was, undoubtedly, The Matrix. How you dressed was as much of the game as the game itself.Then, the game rolled out, people jumped in, and everyone was excited over all of the options. They had trenchcoats, dresses, boots, vests, shirts, jumpsuits, hats, gloves, corsets, you name it. Clothing vendors had a very serious appeal upon launch as everyone ran around, getting dressed exactly how they wanted to look. Finally, the world looked right. "The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store." Then, just a few days in, people found upgraded equipment. Clothing that carried stat buffs instead of just sitting on your body. Soon that slick style began to quickly degrade as people were combining green shoes with dull yellow shirts and red pants. The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store. An aspect of the culture that was so undoubtedly The Matrix had been swiftly crushed by the player's instinct to maximize benefits and minimize losses. Let the creativity fall to the player It's easy to say something like, "Well, just take the stats off of the clothing," but the fact is that our culture is now attuned to having equipment that boosts stats. When they don't have that, they get a little antsy because they may not "feel" the progression of the game. Take City of Heroes, for example. A game where you could wear basically anything from level 1, and look exactly the way you wanted to. What happened down the road? They added items that had stats because players wanted them. On a creative level, I disagree with that decision, but on a design level I can fully support it. You want to give the players the comfort they want. But, I don't think the idea of separating stats from appearance is dead. If more developers would find ways to embrace that system, more people are going to find it an easy system to navigate. This way people get to wear what they want without having the game force them into outfits they may not like to see. If you want a few games for examples, City of Heroes and Phantasy Star Online are two that come to mind. And if you're worried about still having players armor look better and better as the game progresses, then that's still very doable. Clothing items can still be rare drops -- perhaps as a token that everyone can loot and turn in for a piece of the outfit. Clothing items could still be level restricted as well, so a level 1 can't be dressed up in the max level look. Progression is left intact while still giving players enough freedom to not look like rodeo clowns. Just, simply, let the stats come from somewhere else. Colin Brennan is the weekly writer of Anti-Aliased who wants his fashion to look cohesive for once. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.