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  • The Daily Grind: Are graphical upgrades a waste of dev resources?

    by 
    Jef Reahard
    Jef Reahard
    04.08.2011

    You all know the adage, so say it with me: gameplay > graphics. While most of us appreciate pretty pixels, high resolutions, and slickly mo-capped animations, many of us would also point out that these bells and whistles pale in comparison to fun game mechanics and the staying power of a well-designed MMORPG. Recently, both Aion and Age of Conan decided to tweak their visual engines, despite the fact that both games are less than three years out of the gate and easily the cream of the current MMO graphical crop. Funcom's proprietary Dreamworld platform already provided realistic character renders and animations (and AoC's terrain graphics are no slouch, either), while Aion's ethereal aesthetic was augmented by a peerless character creation system that allows players to create life-like approximations of actual people in exacting detail. While we'll stop short of complaining about progress, we do have to wonder why dev time and resources were diverted from content production (or grind reduction) and devoted to overhauling what were already some of the best-looking MMOs on the market. For today's Daily Grind, we'd like to get your take on the upgrades -- are they welcome, or do you feel that dev resources could've been better spent elsewhere? 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!

  • A day with deadmau5: LEDs, Super Mario, and techno

    by 
    Jacob Schulman
    Jacob Schulman
    03.29.2011

    Deadmau5 (also known as Joel Zimmerman) is one of the largest names in the electronic and house music scene -- and he also happens to be a major tech head. Recently, the Canadian producer added some impressive new gear to his productions, in the form of a massive LED-covered cube and signature mau5head (that's pronounced "mouse-head" in case you couldn't guess). Read along after the break for an exclusive look at exactly what's going on inside the mind of deadmau5 -- both literally and figuratively.

  • The Daily Grind: What are your favorite emotes?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2011

    Emotes are one of the most ubiquitous features in MMOs and usually one of the most intuitive. It can be a little difficult for your first few games to grasp that "/cast "Fire Crash" !antiscript rand[0-20]" will provide a useful function, but typing "/dance" to do a little jig makes perfect sense. As time has gone by, emotes have gone beyond simply being tools for improved communication, with several games featuring emotes that have no other purposes except showing off and being neat to watch. Final Fantasy XI has job-specific emotes, City of Heroes has costume-change emotes, and Star Trek Online lets you recreate a particularly Shatnertastic moment of acting. So what's your personal favorite emote? Is it a showy emote, something designed to look pretty? Or is it a more functional emote that's particularly well-handled, like a /point emote that actually points at your target intelligently? 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!

  • Choose My Adventure: Singing the skill grind blues

    by 
    Jef Reahard
    Jef Reahard
    12.08.2010

    Well, here we are folks, smack dab in the middle of our Darkfall run for Choose My Adventure. With three weeks down and three weeks to go, I have to be honest: I feel pressed for time. There's so much to see and do in this game that six weeks simply isn't enough to really do it justice (to say nothing of the fact that it's not nearly enough time to build a competitive character in terms of the skill grind). In any event, I'll do what I can to give you an accurate read on the game, and as my first couple of columns have admittedly erred on the side of fresh-faced enjoyment, today's entry will touch on a few of the game's less than savory aspects. In addition to that, I'll recap a few of my gameplay highlights from the past week. Join me after the cut for a look at my Darkfall present and future as well as a video diary of my adventures thus far.

  • The Daily Grind: When have reused graphics bothered you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.19.2010

    Reusing art assets in MMOs isn't done for style but for the continued sanity of the art team. Asking for 50 different variants on a sword design alone is pushing the boundaries of what can be done; asking for 500 different variants will have modeling artists throw their keyboards through a wall. I don't complain about that, but I'm really sad to see that the next latest and greatest armor for Final Fantasy XI's Dragoons is another reskin of the artifact armor, which looks blander and less interesting every time the artists slightly change which parts are purple and which parts are brown. Of course, for the most part we really do accept the slight reskinning and retexturing of game models as a matter of necessity. But there's always a point at which something makes you narrow your eyes in disappointment, one set of armor or another that you wish the art team had put together as an original graphic instead of yet another reuse of an old texture. So when have re-used art assets bothered you? Was it with a certain type of enemy appearing far too often? Armor or weapons that you seemed to be using for eternity? Or just a popular piece of equipment that everyone wanted reskinned ad infinitum? 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!

  • An animated video diary from the team behind Super Hero Squad Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2010

    Animation is responsible for a lot in an MMO. A lot of the visual personality of the game is conveyed through animations, both the mechanically important ones for special abilities and the ubiquitous flavor emotes such as dancing. So Super Hero Squad Online has both an advantage and disadvantage for the development team -- they're working with characters who have a lot of established personality, but that means there's even more emphasis on getting everything just right. A new video development diary from the team shows off the process of bringing a character to life in the game, with Wolverine getting the starring role. The video moves step-by-step from the initial modeling and texturing process through the skeleton modeling and manipulation, while also showing off several of the animations that Wolverine will (presumably) be sporting in the final game. There's a great deal of attention to detail and the fine points of what makes each character tick, so if you're looking forward to Super Hero Squad Online, click on past the break to see how the team is putting a lot of expression into little movements.

  • City of Heroes unveils a trailer for the next super booster

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.20.2010

    The sixth Super Booster for City of Heroes is coming, and it's going to be a very different experience from the previous boosters. The first five numbered boosters were very direct in their theme, with each one focusing on a different origin type. This time around, the pack is focusing on all five origins, with new capes and auras to show off just where your character comes from. It's dubbed the Origins Pack, and a trailer has just been released to show off all of the unique new effects players can enjoy. Embedded after the cut, the video features a quick walkthrough of the five new capes and 10 new auras added with the new pack, with the auras featuring intensely unique effects that suit each different origin. Each aura and cape has additional uses, as well -- it's hard to imagine that a Radiation-themed villain wouldn't want the Toxic Fumes or Atomic aura, just as an example. The pack is tentatively set to release on November 3rd, but until then, players can enjoy the trailer and start thinking about their next costume changes in City of Heroes.

  • The Daily Grind: Would you like more sprite graphics?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.03.2010

    Back in the time when dinosaurs roamed the Earth, nearly all video game graphics were produced as a series of animated pixels, or "sprites" as they're more frequently known. Sprites have evolved from the basic pixel-block format seen in old Atari games to being complex collections of fluid animation, producing graceful and evocative art. Of course since each and every frame of a sprite's animation has to be hand-drawn and can often be quite involved, vector-based three-dimensional graphics have become the standard for games both online and offline. World of Warcraft and other triple-A titles are never likely to be dominated by sprite graphics, since the result is usually less character customization, more work for the art team, and only a negligible actual benefit. But what about you, the player? Do you like seeing games where the landscapes and avatars are rendered with sprites instead of polygons? Does it give you a sense of nostalgia and familiarity? Or do you dislike the style and want to see a move away from what was once the predominant graphical style? Every morning, the Massively bloggers probe the minds of our 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 The Daily Grind!

  • Storyboard: Finding what I'm looking for

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.17.2010

    Two weeks ago, I made something of an impassioned plea because, while I like to roleplay quite a bit and have had wonderful experiences doing so (even in World of Warcraft, which kind of got turned into the villain of the piece), roleplaying is essentially seen as a non-entity. It's unsupported and generally ignored by development teams, and part of that is our fault for not demanding that it be made more important. So this week I'm going to talk about some minimum and fairly reasonable baselines of roleplaying features, things that already exist in many games but aren't even close to being universal. In response to one of the frequent comments from both sides, it's worth noting that yes, roleplayers are a minority. But then, so are extremely hardcore PvP players, and the people who will rush through all available endgame content in less than a week, and players who can multi-box with five different characters, and so on. The difference is that those minorities stay and grow, because they're given the tools they need. Roleplayers aren't. Sometimes by not creating the market, you're denying an audience you don't know is there, an argument so simple that articles could be (and have been) written just on that principle.

  • The art director speaks in the latest video for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2010

    One of the defining elements of Final Fantasy XI was the attention to detail, with every area of the world carefully crafted for maximum verisimilitude. It's a tradition that has been carried on to Final Fantasy XIV, with the game's art direction as one of its primary selling points. Akihiko Yoshida, the art director for the game, shares his thoughts on the design of the game and his hopes for the player experience in the newest Making of Eorzea video, embedded after the cut. Yoshida discusses the added challenges experienced with the game's dynamic format, as well as the many ways that the team has tried to expand upon the lessons learned from Final Fantasy XI. Players of the open beta have no doubt noticed the amount of detail going into each environment, and it helps make even mundane tasks more enjoyable. See what Yoshida has to say about designing Final Fantasy XIV's visuals after the cut, and keep your eyes open as the open beta continues (Square-Enix has been rolling out a new patch nearly every day).

  • New Final Fantasy XI weaponskill trailer released

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.30.2010

    Prior to the June version update for Final Fantasy XI, Square-Enix helpfully gave players a trailer showing off all of the exciting new weaponskills that could be used with the increased level cap. The September version update will raise the cap once again, and to carry on in the tradition a new trailer has been released showing off the newest batch of skills that players may unleash. Once again, there are a variety of techniques on display for every weapon, complete with the requisite ornate visual effects. Aside from the obvious fact that your sword-wielding characters may now impersonate Zorro, several of the skills feature even more elaborate particle effects than normal, including the complicated crosshair brought into play on the new gun skill. Take a look past the break to see the trailer in all its goodness, and keep your eyes peeled for further previews as Final Fantasy XI approaches its next major milestone.

  • The details on playing dress-up in Warhammer Online's upcoming patch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.14.2010

    If there's one overriding impulse that goes into nearly every MMO, it's the urge to look good. You spend so much time staring at your character that you want to look appropriate -- ominous, or dignified, or just plain cool. That's the motive behind Warhammer Online's new appearance system in patch 1.3.6, and it's a significant upgrade to the game's setup. Designer Sean Bosshardt has penned a developer diary explaining how the new appearance system works in practice, which essentially gives your equipment its own set of equipment. The short version is that when looking at your character's equipment, you can flip over to their appearance slots, and then each eligible item can have another item placed within the appearance slot. However, the new appearance doesn't consume or use the item which granted the new look, and it stays with that piece of armor -- so you can change the look of a pair of shoulders, and that look stays with them until you change it again. It's an interesting system with several nuances, so Warhammer Online players are encouraged to read the full diary to see just how nice they'll be looking when the new patch hits.

  • Completing the look in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.12.2010

    It's only been a day since Final Fantasy XIV's newest round of beta started up, but the first day included the announcement that screenshots and experiences from beta could be shared freely. So, as one can imagine, there's plenty of information being shared all over the internet. Today has seen the intrepid staff at FFXIVCore delving into the depths of the character creator, testing the limits of just how powerful it really is. It's not just a significant upgrade from Final Fantasy XI, but quite a potent tool in its own right. Of course, the one thing that can't be shared from the beta is video... but that doesn't mean you have to go without moving pictures. Dovetailing nicely with an article on illustrating your character is the newest installment of Square-Enix's Making of Eorzea videos, this one focusing on equipment variations to keep every character looking distinct. The video is embedded past the cut, and should provide both familiar and new looks for Final Fantasy XIV's eager audience.

  • Going Rogue video diaries wrap up with a look at Praetoria

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.12.2010

    With less than a week to go until the official release of Going Rogue, most City of Heroes players are on the edge of their metaphorical seats. (Or leaning back in the reclining chairs of cynical pre-disappointment, but that's another metaphor.) It makes a perfect time for Paragon Studios to launch their final video documentary on the coming expansion, this one focusing on the mirror world of Praetoria. Embedded past the cut, the video features the team discussing the overall impression of the new areas, both from a gameplay and lore perspective. We've seen the area in action more than once now, but the newest documentary shows off yet again just how different the game really looks. It also discusses how the new areas are intended to be a revamp for the entire game, starting from the ground up and moving forward. It's an ambitious goal, one that City of Heroes players will get to experience in less than a week -- but until then, you can check out the video past the cut to wrap up the four-part series.

  • The Daily Grind: She has a great personality

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.17.2010

    Graphics are an intensely subjective thing, but sometimes things just look plain bad. We can admit it. No one was raving about the graphics in EverQuest when the game was first released, and that was eleven years ago now. The art style of some games will always rub people the wrong way, and it's easy to look at some free-to-play games and be painfully underwhelmed by the graphics. And as much as people like to say that the visuals don't matter, high-end rewards look snazzy for a reason. We like looking at pretty things. Of course, fans of EverQuest will be quick to point out that whatever the game lacks in graphics it retains in gameplay. Between age, budget, and style, games might not look like much at a glance, but what's behind the art means a lot more in the long run. What game do you find yourself defending as a good game underneath bad graphics? Is it an excellent engine, or just a fun game full of fond memories where you can look past the visuals?

  • The Daily Grind: Do you like seeing concept art?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2010

    Concept art is a tricky thing. Players love seeing it, naturally, because it's designed to make everything in the game look as cool as possible. The problem is that concept art is under none of the restrictions operating within the actual game, so you can wind up with amazingly cool art that's coupled with a somewhat underwhelming final product. In the most severe case, the concept art actually makes the game look worse in the long run, which is far from the goal. Naturally, getting conceptual sketches down is a big part of the development stage for any game or expansion. You can't start working on finished models without a picture of the end result, after all. But do you like seeing it made publicly available? Do you think it makes the finished art look less impressive? Can you think of any game whose art looked better in the concept stage than the final execution?

  • The Engadget Show: Inside chiptunes and 8-bit visuals

    by 
    Chad Mumm
    Chad Mumm
    03.12.2010

    Greetings humans! If you've seen The Engadget Show, then you've been privy to some pretty incredible performances by a group of musicians and artists who eschew familiar instruments in exchange for hacked and modded handheld gaming devices. We grabbed our cameras and got a brief look at the history of the chiptunes movement, the difference between Game Boy music and music from Game Boys, and most importantly, how these artists and visualists make it all happen. Kick back and take a look at the segment (featuring the likes of Glomag, Paris, and Outpt) -- you'll be glad you did! Special guests: Glomag, Paris, and Outpt Produced and Directed by: Chad Mumm Executive Producer: Joshua Fruhlinger Edited by: Michael Slavens Opening titles by: Julien Nantiec Download the Show: The Engadget Show Segment - 005 (HD) / The Engadget Show Segment - 005 (iPod / iPhone / Zune formatted) Subscribe to the Show: [iTunes] Subscribe to the Show directly in iTunes (M4V). [Zune] Subscribe to the Show directly in the Zune Marketplace (M4V). [RSS M4V] Add the Engadget Show feed (M4V) to your RSS aggregator and have it delivered automatically.

  • The Daily Grind: When have graphics surprised you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2010

    Graphics aren't the only part of games that matter -- witness World of Warcraft's continued market presence with a five-year-old highly stylized engine -- but they're certainly a major draw for some. And as has been said before, these days it's hard to find a game for current consoles or the PC that isn't graphically stunning. We're a long way from the large polygons that made up EverQuest models back in the genre's infancy. But polygons aren't everything. Sometimes there are visual treats, little flairs of animation, just the right amount of detail and lighting. Sometimes a game that you weren't expecting to impress you with graphics manages to do so -- even if you're generally not someone who focuses on graphics. Whether you're running around in Age of Conan or Final Fantasy XI, there are vistas and pictures that impress above and beyond technological constraints. So, when have graphics struck you and made you take notice of something? Was it a game that looked astonishingly well-rendered for its time, or one that was fairly basic even when it got released? Were they stylized in a way you found appealing or just surprisingly realistic?

  • Ghostbusters PS3 patch is close to 720p, but no cigar

    by 
    Griffin McElroy
    Griffin McElroy
    08.31.2009

    We were moved -- genuinely moved! -- by Terminal Reality's efforts to improve the lackluster visual quality of the PS3 version of Ghostbusters with a recent patch. However, while the implementation of multi-sampling anti-aliasing and a slight bump of resolution make the PS3 title look prettier than its launch iteration, a recent Digital Foundry comparison came to a startling conclusion. Even post-patch, the game fails to deliver on its promise of 720p resolution or equality with the 360 version of Ghostbusters. The Eurogamer-hosted blog has a few enormous image comparisons for the pixel-counters among you. We're not experts on visual fidelity (What's an alias? Why must it be anti'ed?) but we do know that we are owed. Does one penny per missing pixel sound fair to you?

  • Patch 2.4 will bring performance updates

    by 
    Mike Schramm
    Mike Schramm
    03.14.2008

    If you've been waiting for yet another performance upgrade, you might not have to wait too much longer -- the kind folks on the test realm forums have confirmed that patch 2.4 will bring both audio and video performance upgrades with it. As we've said before, Blizzard is usually pretty kind to system requirements, but players are reporting that graphic and audio glitches are fixed when you load up the PTR for 2.4, and CMs say that those changes will move to the live realms as well.Unfortunately, there's no more details than that on what got fixed, but it's good news, we're sure, for anyone dealing with technical problems. If our readers are right, you've only got a few more days to wait -- patch 2.4 ahoy!