Friday, March 30, 2012

The Indie Buskers want to turn your game ideas into real games

Indie Buskers
The Indie Buskers are Sophie Houlden (SWIFT*STITCH), Rat King Entertainment (Pitman), Sos Sosowski (Congress Chainsaw Massacre), Pekka Kujansuu (Tiny Hawk) and Ido Yehieli (Cardinal Quest). They’ve come up with a new kind of indie bundle that merges pay-what-you-want with the increasingly popular two-day game jam format.

Submit game ideas through their website and on the weekend of the 14th-15th of April they’ll turn the best five concepts into real games. The development process will be livestreamed and they’ll furnish you with all the progress bars and early builds you can handle. It’s free to submit ideas and watch their progress, and a bundle of all five games will be available on a pay-what-you-want (as long as you pay something) basis.
It’s a cool idea, and a smart way of supporting indie that also gives players a chance to get involved in the development process. It’s unlikely that at any point a man covered in shiny paint will traumatise children by standing very still and pretending to be a statue, and as such the concept has claimed an early lead over real life.

NCSoft explain why Guild Wars 2 collector’s edition is more expensive in Europe

Guild Wars 2 Fire Imp
We’re pretty excited about Guild Wars 2, and as these things go there have been few clouds on the horizon in terms of the amount of cash players will be expected to hand over. Even the announcement of in-game microtransactions has been handled with a degree of sensitivity.
Some players, however, have raised concerns about the pricing of the game’s recently-announced collector’s edition. It costs $149.99 in the US and €149.99/£129.99 in Europe – the problem being that $149.99, at the time of writing, is closer to £95/€115. We asked publisher NCSoft for comment on the price discrepancy.

“Currency fluctuations, distribution costs, taxes and market conditions in addition to the cost of goods are all contributing factors when setting pricing. These vary dramatically between NA and EU and our pricing is competitive and adjusted accordingly.”
If the collector’s editions are manufactured in the US then it’s likely that shipping its various books and figurines contribute to the extra cost – but it’s still a large difference, and something European players will have to consider carefully before committing to.
Guild Wars 2 Collectors Edition comes with a making-of book, 10″ figurine, soundtrack and art prints as well as bonus in-game items, beta access and a three-day head start when the game is finally released. It’ll be available to pre-purchase from the 10th of April.

Call of Duty: Black Ops 2 rumoured multiplayer and release date details hit official forums

call of duty black ops thumb
Treyarch and Activision are yet to officially announce anything about the next Call of Duty. We can expect all that to be revealed around E3 time, but there’s already plenty of evidence about suggesting that this year’s CoD will be Black Ops 2. A big list of features and changes attributed to the upcoming sequel has been plonked on the Black Ops forums, and since removed, and then reuploaded to some different forums, and then removed again.
MP1st noticed pulled the info from a cached copy of one of those forum posts. The list contains lots of precise details about returning game modes, ditched game modes, ditched gadgets (like the RC XD), balance changes and word of a November release date.

If true, these details suggest that we’re not going to see a major engine upgrade from the new CoD, the info reads more like a patch list than a list of sequel features, but it’s all just rumour for now. Here’s the full list.
Leaked Black Ops 2 Multiplayer Information
This year, Call of Duty will return with it’s ninth installment with Black Ops 2. As expected it will be following Treyarch’s previous game Black Ops. It’s release date is set for the 6th of November.
Game Modes
  • Escort, a new game mode similar to Search and Destroy however a live player must be escorted to one of three areas (or two depending on the map) without being killed. The match will have rounds, consisting of one life only.
  • Drop Zone and Kill Confirmed will return
  • Team Defender and Infected will not return

Pointstreaks
  • Will follow from Modern Warfare 3’s system
  • Larger emphasis on objectives
  • A bomb plant is worth 2 points
  • A neutral flag is worth 1, however an enemy flag is worth 2
  • A flag assist capture is worth 1, a capture is worth 2
  • The Specialist Pointstreak has be modified
  • 2 kills now gets you 1 perk
  • The 4th kill gets you 2 more perks
  • The 6th kill gets you 3 more perks
  • The 8th Kill gets you 4 more perks
  • You do not get every perk when you reach 8 kills
  • Perks only become “Pro” when you have them Pro
  • RC XD will not return

Heat vision
  • Is a new Pointstreak reward
  • When you get the required points, you can activate this Pointstreak and your player pulls out a scope and attaches it to your weapon.
  • This scopes main advantage is it’s ability to detect enemies through most walls.
  • Note, the scope can only be attached to primaries not including shotguns

Item Packages
  • Requires 5 points
  • Fall along side care packages and air drop traps.
  • Features a list of package items only
  • Including ammo, mini gun, grenade launcher, rocket launcher, and body armor

Prestiges
  • There will be 15 prestiges
  • There will be 50 ranks
  • Every two prestiges there is a 5 rank increase
  • The final prestige has 90 levels

ELITE 2.0
  • ELITE is being fully incorporated into Black Ops 2
  • Combat record has been modified and re-named as ELITE Stats
  • There will be a specific lobby for clan matches (new way of leveling clans)
  • Clan Tournaments can now be implemented

Removed
  • No MOAB or Nuke
  • No last stand
  • No death streaks
  • No flame thrower attachment

Map Design
  • Map design and size will be following Black Ops not Modern Warfare 3

Sniper Rifles
  • Improved sniper rifle usage.
  • No aim assist for any sniper rifle.
  • Less sway

Customization
  • No longer just perk 1 chooses the players appearance
  • Appearance is a combination of all perks and type of Pointstreak being used.

Hardcore
  • Larger emphasis on hardcore than ever before
  • No grenade launchers
  • Only vehicle guided rocket launchers permitted
  • Respawn timings decreased (for most modes)
  • 1 bullet in the foot will no longer kill a person, a head or chest shot is usually required.
  • A person will now bleed out if severely injured.

Perk System 2.0
  • The Perk Pro system has been upgraded
  • There is now 2 options a perk can advance to.
  • Both require different challenges to unlock
  • Once the desired Pro version is unlocked, the player can select that as their “Perk Pro”.
  • Once selected, the only way to choose the other option is by entering prestige mode.
  • For example Perk slot 1 has the perk called Speed
  • Speed – Reduces the time taken to aim down the sight
    • Pro I – Swaps weapons faster
    • Pro II – Throws equipment faster

Combat Training
  • Will be returning with vast improvements.
  • Difficulty is no longer based on how long the bots take to start shooting.
  • Bots now have an advance AI system
  • Similar to the behavior seen in the MW3 Spec Ops survival

THQ lays-off 118 at Relic, Vigil as Warhammer 40K MMO Dark Millennium goes single-player

Space-Marine-Inquisition
THQ announced today that it has laid-off 118 full-time staff at its highly-regarded Relic Entertainment and Vigil Games studios. Vigil was the hardest hit, with 79 of the layoffs, as its Warhammer MMO makes an abrupt transition into what a THQ press release now calls “an immersive single player and online multiplayer experience with robust digital content, and engaging community features.” Dark Millennium Online is now just Dark Millennium.
It’s further evidence of THQ’s dire financial situation in the wake of a disastrous 2011. Indeed, back in early February, Giant Bomb’s Patrick Klepek noted that THQ admitted “Dark Millennium Online is a game where THQ has to be ‘realistic about [their] resources’ and is seeking a partner to work on the game with.”
Today’s statement from THQ strongly suggests that no partner or additional funding was available, and that forced the publisher to re-purpose Dark Millennium as a single-player game.
“Based on changing market dynamics and the additional investment required to complete the game as an MMO,” said CEO Brian Farrell, “we believe the right direction for us is to shift the title from an MMO to a premium experience with single and multiplayer gameplay.”
This might not be as drastic a change for Dark Millenium as it sounds. THQ has not been very public with its plans for Dark Millenium, but last year THQ made an interesting admission that Dark Millennium stood in the way of a sequel to Relic’s own Warhammer 40K shooter, Space Marine. If there was a great deal of overlap between those games, it might well be that Dark Millennium ultimately makes more sense as an action game than an RPG.
Still, what is most worrisome about today’s announcement is that THQ is now making deep cuts at its flagship studios as they handle one of the publisher’s most important licenses. The press release emphasizes that Vigil is continuing work on Darksiders II and Relic is continuing to “focus its development expertise on THQ’s franchises including Company of Heroes and Warhammer 40,000: Dawn of War.” It is not clear how the layoffs, and the financial straits that forced them, will affect development on those other projects.

Why EVE Online is the best hangover game and the upcoming hazing of DUST players

eve_thumb
A lot of information came out at last week’s FanFest convention about EVE Online and it’s console shooter cousin, DUST 514. We sat down with EVE Online’s lead game designer, Kristoffer Touborg, to get the backstory on how these design choices were made and why they won’t stop EVE players from griefing the “dustbunnies” playing DUST 514.

Marriage is exciting and EVE Online is the best hangover game

Touborg: EVE Online is a big social game. I think trying to reinvent the wheel is sometimes a little bit crazy, but I really love to take mundane things—once you’ve put them into a game environment, for some reason, they become fun. Like hauling minerals across EVE: it’s viciously boring, but people still spend eight hours a day doing something [in real life] and then they go haul minerals in EVE.
I met a truck driver who did this. He drove a truck in real life, and when he got home he drove a space truck. There’s so many real things that we think of as mundane, but they become great game features. One thing that we’ll never put in, probably, but I love the idea, is marriage. Not because of the whole love and kissing thing, but because EVE is so much about trust. If you could marry two characters, they’d have shared inventory and shared bank accounts and all that stuff. There’s all these dynamics that come out of sharing. Something as mundane as having shared credit cards, in EVE, becomes a feature. It doesn’t have to be like the biggest dragon you could ever find. Just take something from real life that might be slightly boring and put it in a different environment, and just watch what happens.
PCG: So what’s appealing about mining for hours? Is it the fact that they could be ambushed at any time, or do they genuinely just like the boring?
KT: Part of it, I think, is that people like boring. Or, well, maybe low effort, maybe low risk stuff. I used to do some of the really boring stuff just because you know that at the end of the road there’s some reward. Trading, for example, is relatively low risk, but you make the money and it feels good. Seeing your bank account go up.
I think that not every game was meant to be Counter-Strike. Not everything has to be twitch action-based, super-intense, in-the-zone, adrenaline rush 24/7. Everybody complains about mining, but I think it’s the finest hangover feature you could ever do. I’d just switch the miner on, I’d watch sports on Sunday and be hungover and eat pizza. I think that’s great. Not everything has to be super wild.
The lesser-known hangover cure.

Merging DUST and EVE into a single game

KT: The other thing is, and this makes me kind of sad because I like the idea of the entire universe—the parallel I usually draw is the old western movies, where you’d have the cowboy walking down the street, and none of the houses were actually real. They were just painted boards held up, [the crew] had just constructed these fake towns. I always hate that in MMOs: if there’s a mountain and you can’t climb it.
That’s the entirety of EVE that I love. But we’re kind of going away from that, with Dust for example. On the other hand, I think that what I really want might not be the best solution either. I think the idea of having an IP where you can make a game and then tie it into a main game is probably a better solution than what I really want, because I’d love to have the entire thing where you can land wherever you want on any planet and get outside, maybe dig a hole or build a house… That would be my ideal. But on the other hand, that might not actually be a good idea.
PC: Was having everything inside of one game ever seriously considered?
KT: Yeah. That was the direction that we took up until about four months ago. EVE just keeps expanding, bigger and bigger, more and more. But now, of course, we have the Dust approach, which is basically, make a game and tie it into EVE. Which I think, functionally, makes much more sense. I think that’s much more clever.
When companies branch out, I think betting on big-name IPs for the sake of their name has backfired horribly for a lot of companies. If you look at some of the MMOs that have come out with big titles, like they bought some movie IP or something, they’ve just really done poorly, because at the end of the day they just painted a game differently. I think the idea of leveraging your IP into a single game, I think that’s much more attractive.
I’ve become, at age 29, a massive tabletop gamer. For some reason, painting little miniatures was completely unappealing to me when I was 14, but this year I’ve, like… “This is so awesome!” And Games Workshop have, in my opinion, the most amazing game universe, but they’ve gone for this approach of… There’s the books, there’s the game, and all these different parts of the web, where everything ties into this center point in effect.
If we’re talking about innovative business and stuff like that, I think that if Dust goes well and we can pull this off, this is what a lot of companies will start doing. It works, I think it’s a cool approach. Being able to just cut something off that’s not working is awesome. I like this approach. As I said, I have this romantic picture of being able to influence anything anywhere, but on the other hand, it might be a really dumb approach in practical terms.
Imagine landing these bad boys right in the middle of a DUST match.

EVE players planning to haze DUST players

PCG: I talked with a several EVE players at Fanfest who’re planning to grief Dust players. Will you stop that when that starts happening?
KT: No, not really… That’s just EVE. People can f*** with each other. That’s what they’ve been doing now for nine years.
PCG: That’s the funny thing about it. They’re not planning this because they’re upset that Dust is coming out or hate it, it’s just… “Welcome to the club. This is what we do.”
KT: I’m not too worried about it. That’s just EVE. Just them playing EVE.

Limited scope = limited fun, at first

PCG: So at the start, the integration of EVE and Dust is going to be pretty limited, geographically, within the galaxy. Do you think it’s going to be interesting for EVE corps before it goes to null-sec space?
KT: Um…maybe not. But maybe that’s alright. Maybe this is where people get used to it. People come in and see that they’re not going to turn the world upside down. But they will be useful, and getting people to use it might be good. The relationship between EVE and Dust won’t be built in a day. Going about it slowly, I think, is the right approach. Start in faction warfare, having the faction warfare people say, “Hey, these guys are really useful to us,” and letting that spread out might be really good. It’s not going to start with a bang, but that’s probably also a good idea, really.

Walk the Path of Exile during the public stress test weekend

Path_of_Exile_Screenshot_38small
Weekends were designed for relaxation, catching up on chores, and dicing up the various spawn creeping out of the underworld. Path of Exile can help with two of these. The dark-and-bloody action RPG is throwing its first public event and that means you’re just a click away from hours of demon-slaying entertainment at the beautiful price of free.
Set to release this year, Path of Exile brings the clicking mayhem of Diablo II to the instanced world design of Guild Wars. Towns act as giant trade hubs and combat areas are instanced to provide full and individual challenges to small groups of players. Among those challenges are hordes of enemies that need dispatching via one of six classes like the Maurader (strength-based zombie dicer) or the Witch (intelligence-based demon cooker).

Making lunch, one Brush Viper at a time.

The team at Grinding Gear Games has been working on the closed beta since August, but now they need your help with seeing how the game stands up to larger load of players before open beta. They’re allowing complete public access to all the closed beta content during the weekend. All you have to do is sign up on their website and download the game (link will be available via their website tomorrow). The servers will go live at 5pm PST Friday, March 30th (01:00 GMT Saturday) but this event is a stress test so be prepared for some patching and downtime while you check out what the game has to offer. If you want more info, check out our earlier preview or visit their website for details on the public stress test weekend

World of Warplanes getting dragon support? Happy March Fools day!

 World of Dragons thumbnail

I just recieved a press release from Wargaming.net claiming that Dragons are about to appear in World of Warplanes. They’ve come to “prove you wrong,” supposedly.
Are Wargaming.net having a pre-April fools lol? Does the early press release mean we should give the announcement more credit? No. Warplanes are serious business but dragons aren’t quite as serious. Also: everyone knows that putting Otawing in the level VI dragon clasification would render him completely OP. Click through for more images of dragons fighting planes, along with a dramatic teaser trailer.

“Adding dragons into World of Warplanes has been one of the most challenging aspects of game development so far,” said Wargaming.net CEO Victor Kislyi. “Dragons are so different from planes; they are much more edgy and self-willed, but if you put in just a little more effort, they will serve you well. I’m happy we’ve finally announced them!”







Counter-Strike: Global Offensive gets Arms Race mode and Aztec

Counter-Strike Global Offensive 3
The Counter-Strike: Global Offensive beta keeps getting bigger. The latest patch has added a new Arms Race mode playable on Shoots and Baggage. In Arms Race, every player starts with the same weapon, and gains a new one with every kill. The first player to get a kill with the final weapon, the knife, wins the round. Dead players respawn immediately and the round time is extended to give players time to murder their way through CS:GO’s arsenal.
The patch adds a few new weapons, too, including the Scar 20, an auto-sniper for Counter-Terrorists, the G3SG1, an automatic sniper rifle for Terrorists, and the Zeus x27, a one shot insta-kill taser available to both teams in casual mode.
If you’re looking for something less wild, the classic Aztec has been added to the map rotations. Here are the patch notes in full from the Counter-Strike: Global Offensive site.

Maps:
  • Added Arms Race maps – Shoots and Baggage
  • Added Aztec to Classic maps

Gameplay:
  • Arsenal Arms Race game mode is a single extended round with instant respawn. All players start with the same weapon and get a new one each time they kill an enemy. The progression of unlocked weapons ends with the knife. The first player to get a kill with every weapon wins the match.
  • Added ‘Find A Game’ to the Play options menu screen. Find A Game allows you to join an online game of a specific type. This update offers Arsenal Arms Race and Classic Competitive game modes. The map cycle groups include:
    • Classic Maps
    • Arms Race Maps

Added new weapons:
  • Scar 20 – CT only auto-sniper.
  • G3SG1 – Terrorist only auto-sniper.
  • Zeus x27 – Casual Mode only weapon available to both teams.
     
  • Adjustments have been made to increase the base accuracy of all weapons.
     
  • Jump and land penalties have been decreased, and the rate of stamina gain has been increased.
     
  • Bot difficulty has been tuned.
     
  • HE grenade damage has been adjusted per pro feedback.

Models
  • Added two new player skins:
    • Phoenix Faction
    • GIGN

UI
  • Death notice order reversed.
  • Updated Italy mini map image.

Bug Fixes
  • Fixed a bug in the keyboard + mouse options screen where changes were resetting.
  • Fixed the consecutive loss bonus persisting through halftime. Solves the problem of teams receiving extra cash early in the second round of the match.
  • Fixed end match scoreboard saying it was a tie in Arsenal Mode.
  • Fixed a bug where penetrating shots were doing full damage after the penetration.
  • Fixed a bug where the desired distance required to defuse the bomb wasn’t being used.
  • Fix for the HUD alert panel coming up incorrectly.
  • Fixed for bots not being able to defuse bomb.
  • Fix for bug in Demolition mode where players would start the first round of the second half stuck in level geometry.
  • Fix for radio message font appearing quite large at higher resolutions.

We ask EVE Fanfest attendees what they think of DUST 514



CCP’s Fanfest is an event like no other in the PC gaming calendar. Over a thousand EVE Online players congregate in Reykjavík, Iceland, to talk, play and dance EVE. But this year’s event wasn’t just concerned with the future of their sci-fi MMO. DUST 514 – the PS3 shooter that’ll give PC EVE players the chance to nuke console players from space – was playable at the conference.
We wrote up our first impressions of DUST 514 last week, but we also asked the most hardcore EVE players we could find for their take. Which player do you most agree with?

Double Fine success sparks Kickstarter boom

Double Fine
The tremendous success of Double Fine’s adventure game kickstarter campaign has had a dramatic knock on effect. A post on the Kickstarter blog outlines a few stats showing that many other Kickstarter projects, not just games, have benefited from Double Fine’s success.
“Before Double Fine, one video game project had exceeded $100,000. Now, nine have,” says the blog. Kickstarter has been around for a couple of years, before the Double Fine adventure game $1,776,372 was donated to games. “In the six weeks after Double Fine, $2,890,704 was pledged ($6,227,075 counting Double Fine).”
Of the 60,000 first-time pledgers, 22% went on to back another project. The majority of that money went towards other game Kickstarters like Brian Fargo’s Wasteland 2 campaign, but significant donations were made towards film, video and comic projects. A miniature industry has sprung up from the generosity of thousands of new backers brought in by the Double Fine adventure game. It’s inspiring, but can it last?

Word of mouth and media coverage have spread Kickstarter’s name far and wide, which has certainly helped its cause, and pushed tens of thousands of potential backers through its pages. It looks like the site is seeing big benefits for now. “Each project is not only promoting itself, but the Kickstarter ecosystem as a whole,” says the Kickstarter blog.
Kickstarter projects are a dubious deal for backers. You pay for a project that doesn’t exist, with no contractual guarantee in place forcing the project leaders to deliver. Typically the reward for putting money into a start-up is returned in the form of a percentage of profits from the sale of the eventual product further down the line, but a donation to Kickstarter isn’t an investment, it’s a charitable donation.
Of course, the likelihood of seasoned developers like Double Fine defaulting on their promises is minimal, and the genius of Kickstarter is that it allows games to be made that could never happen otherwise. Eventually a project will fail, or produce an end product that leaves backers feeling short changed, but there haven’t been any disaster stories yet, so Kickstarter’s success looks set to continue. What do you think of Kickstarter, have you backed any projects?

Chris Metzen on Mists of Pandaria’s story, and why the players are the real villains

Mists of Pandaria Chen Stormstout
The floodgates on Mists of Pandaria have opened. Abilities, spoilers, and questlines are pouring out from the beta testing of WoW’s next expansion pack, and it’s easy to get lost in the details. We sat down with Vice President of Creative Development and master of all things story at Blizzard, Chris Metzen, to get back into the big picture by talking about the big themes in the expansion’s story and what these crazy little pandas have to teach us.
PC Gamer: So you dropped the big bomb last week, the siege of Orgrimmar and de-throning of Garrosh Hellscream. That’s huge, but it sounds like the launch content for Mists of Pandaria is going to be pretty peaceful, maybe even serene.
Chris Metzen, Vice President of Creative Development: I wouldn’t call it serene at all. I’d just say it’s not as doom-laden as recent chapters have been. There’s definitely high-octane content: war is evident constantly, it’s just a different kind of war. I think it was [Game Designer David] Kosak who kinda illustrated that it begins as a proxy war.
The big hook to Pandaria is that as we roll up on the beach, all the hate and violence we bring as Alliance and Horde really kind of begins to make the Sha bubble up. And the Sha is something that’s been contained for ten thousand years. It has been a very serene place, and of course our shenanigans break it, heavily.
So there’s definitely some drama and high-octane hero time type stuff, but there’s this underpinning of hope buried beneath it, breathing up through it, which is definitely a different tone. Cataclysm was relatively bleak. Lich King felt like it had a little more tragedy inherent in it—we knew Arthas, we knew about his fall from grace. We were wondering if he could be redeemed, if we could save him at the end. So Pandaria has a different tone playing against the heaviness. This one, by way of contrast, has a lighter tone, but it’s still pretty high-octane.
PCG: It almost seems like we, as the players, are the villain in this expansion. We’re going to this peaceful island as a corrupting force. We’re causing the problem.
CM: I love that spin, I love that. After all these years, you think about building expansion sets and moving this thing forward… What’s really cool about WoW, I don’t know much about other studios, but to some great degree, most of the guys on this team are pretty old-school. Some of the designers left to go to the new [MMO] we’re working on, but it’s still a very vital team.
All these years on, you push yourself to figure out, “What’s the next step? How does this franchise play out over time? How do we keep it vital?” The weird psychology of players bringing the problem with them to a relatively untouched land was an interesting spin. You always hope these things, as experimental as they are, play well. I don’t mean necessarily in terms of design, but that people get it, and run with it, and it feels engaging after all these years. It’s a real danger, right? Running this long, you constantly have to look at how it feels. Is it fresh, is it cool, does it feel like it’s moving forward in a satisfying way?
Giant, dirty bunnies holding explosive kegs of beer: progress!
PCG: When you’re looking at how to do that, is it just a matter of looking at where Warcraft has been, and then thinking of where to go? Or are you looking at what other media and other games are doing, what’s going on out in the world?
CM: I think it’s a little bit of everything. I’d love to tell you we just have these hooks in advance. There’s plenty of hooks in advance, don’t get me wrong—we’ve got ideas. But so often… I had a big grinding hook for an expansion set, before the greenlight on Pandaria got going, because Pandaria’s something we’ve talked about forever. Before that greenlight went, we were thinking we would need to go another way on this big grinding idea, all sorts of weird hooks, what happens after Cataclysm. In a way, the greenlight for Pandaria trashed all those plans, but there’s still some bits of those plans that are useful moving forward. Many of those plans found a better voice through the lens of Pandaria. I know that’s all very vague, but you never know. The right idea could take many forms. With this thing being real time and moving all at once with the community, creative decisions are informed by any number of things. People wanted to see certain characters come back, or see certain characters get their due. The Alliance feeling like we’ve sold them out the last couple years, like, “Alright, guys, we hear you. We can see how you’d make the argument. I don’t think it’s true, but I can see the argument…” So let’s hedge the bet, let’s give those guys some stuff to do.
PCG: Having Orgrimmar be the next big part, that’s gotta just fuel the fire, right?
CM: I have to think that the Alliance is going to feel good about that. And there’s interesting ways to do that. There’s very different reasons, by the end of this storyline, for both Horde and Alliance to want this done. Garrosh will be an increasing bastard. And there’s an interesting story there too.
I’m totally fascinated by how people will respond to this, because what we’ve been hearing lately is… When we created Garrosh, and we put him in the foreground with the novel The Shattering, we installed him as the current Warchief, people were incensed. Horde players were just pulling their hair out. “We can’t believe you would do this, are you guys even paying attention at all?” And the messaging was, “Look, it’s a long-term storyline, this is all going to play out in what we hope is a very satisfying way. Please understand that it’s not arbitrary. We have a plan here.” So it’s funny now: just since yesterday, talking to some people in the hall from the previous press thing, people are saying, “You can’t take Garrosh out! What the hell? Horde’s cool again!” It’s amazing how everything flips.
So it’s fun that way. We find things in the characters, as storytellers or whatever, where this is the logical path for the character and we’re going to do this or that. But people respond to things in such varying ways that it forces you to see things in characters that you didn’t necessarily see before. You see that there’s equity in directions for characters that you didn’t necessarily think would be there. Garrosh is one of those characters where I can’t believe that people love him all of a sudden. But it’s fun, right?
We’re all going to make it together through this storyline. And it may not be the end of his story. But it’s gonna be a glorious moment. Again, all I’m saying is, the Alliance and Horde definitely have different motivations for this endgame scenario. There’s so much fiction that spins out of that. It’s been really fun to conceptualize. I think Pandaria… How strange is it, that it’ll wind up being one of the most satisfying story chapters in Warcraft, in many, many years? Hopefully at least as good as Lich King, which was in many ways a sequel to The Frozen Throne.
But I think in some ways even more, because it’s not necessarily standing on games previous—it’s not necessarily standing on legends from the past. It’s just really dynamic in and of itself, and that’s very exciting, especially after all these years, to still find these pools of energy. Still finding these areas for dynamism within the fiction. I think this thing could run indefinitely, as a game and as a fictional undertaking. I don’t think anyone’s ever going to run out of ideas. But I think that’s something that WoW has kind of uniquely these days. Not necessarily in games in general, but in the MMORPG space. So many players have come up with these NPCs and these characters like Thrall or Arthas or whatever. We can move these characters around the board and create a lot of emotionality and create a lot of engagement with people who know these characters. Even if you’re not a hardcore story person, or into the lore or whatever, you live in this virtual space, you know who these people are, you’ve done quests for them and such. That’s an amazing place to be, to be able to pull these levers and dials after all these years and have it count.
Good ol' Arthas will live on in Blizzard DOTA, though.
PCG: At this point, you’re almost drawing from the community knowledge that’s been built over the game. You don’t have to build the lore and say, “Here’s a new character, here’s who he is, here’s why you should care.” There are characters people have been playing with that they’re already invested in.
CM: Both are happening at once. Now we’re talking about Garrosh, right? Deposing him as this horrible tyrant. But like I was saying, a couple of years ago, there was an audience that had no idea who he was, and there was an audience that had a clue and didn’t like him at all. So, we recognized that we needed to begin to go out of our way to really create a lot of characters to get some investment in down the road. I remember early on, we made Illidan the boss of the Black Temple. We brought down Arthas at the end of Frozen Throne. We killed Deathwing. We got a lot of guff on the net relative to, “You’re burning all your characters! Who’s left to fight? Warcraft is done! We don’t care, there’s no equity left, there’s no interesting characters left.” You know what? That’s just utter bullshit. But to hedge the bet, here’s some more. Here’s Garrosh, right?
So it’s fun, now, to see characters like him getting a lot of equity, a lot of airtime. Tired old characters like Thrall or whatever still have plenty of mileage in them. Even Varian, the human king—again, a character that we introduced that has existed in continuity before, but we conspicuously left him out of the shipping game. We did our comic series and really attempted to build his character into something that would have many miles in him. With Pandaria, we have this mega questline that involves him, and him really becoming this great king, where all the Alliance races say unreservedly, “I will follow this guy into the gates of hell.” And they will. Or Orgrimmar.
It’s really fun to be able to see these themes taking shape after all these years. They’re not necessarily standing on top of Warcraft games past. Although I think there’s still a lot of rich potential in Warcraft games past, I do love things coming full circle.
PCG: Are there new characters coming out of the Pandaren side too? Are the Pandaren leaving the island to become some of those new main characters too?
CM: Totally. There’s a number of characters. We focused a lot of pepper on the Chen Stormstout character, who had existed in previous Warcraft lore. But there wasn’t a whole lot to him, to be honest with you, in the Frozen Throne campaign. It was really more of a fun one-dimensional character. So there are a number of new ones [like Aysa Cloudsinger and Ji Firepaw]. There’s a number of cool Pandaren characters that step up. I think Chen, most notably, has a strong arc throughout the course of the expansion.
Pandaria, as much as the Pandarens are evidenced all the way through, it’s so much richer than just them. Looking back at something like Outland, the Mag’har orcs, you had the Draenai obviously… In a lot of ways—I don’t know if this is a true statement—but Pandaria isn’t all that much about the Pandaren. They’re a really cool new element, but they’re just an element. There’s so much more going on in that land and with this mythology coming full circle. It’s something I guess I rail against: people having the impression that it’s just about Pandaren, and we’re just going to be holding hands and skipping with them through five long levels. It’s not true. They definitely pepper throughout and have a cool storyline, but there’s so much more going on there than just them and their concerns.
This guy, however, definitely wants to hold your hand and skip with you.
PCG: They’re just one small group, but the expansions’s more about the larger themes, this evil and balance?
CM: It’s interesting… Take that psychological spin earlier of, we’re the ones that bring the problem. The expansion set is almost as much about us; what we brought and our character arc… How far [the Alliance and Horde] go here, what they learn here, how close to the brink we all get—that’s really the soul of the expansion set. The pandaren just help facilitate that contrast and that soul-searching. Like, “Why doesn’t everybody just relax? You’re riling everything up.” In and of themselves, the Pandaren don’t really have an arc, as a culture. They’re the steady-eddy middle ground kind of people.
PCG: Their role is to show us how extreme we are.
CM: Exactly. Because Pandaren don’t get super hot, they don’t get super cold. They’re not emo, they’re super sane. They don’t get violent. They’ll fight and they’ll fight well, they’ll fight to win. But it takes a lot to make them angry. I don’t imagine they fight in a state of anger; they fight in a state of need, thoughtfully, and with gusto. But rarely out of anger. It’s been an interesting culture to write.
Remember the Wrath Gate cinematic, from Lich King? We have a few of those embedded throughout the expansion set, where big quest lines are going down. We had a number of scenes with Pandaren characters that are yelling at each other, but they’re yelling at each other just like humans would. And I thought, “Guys, we gotta take a step back and really think about these people and how they would handle a situation.” It was fascinating to get into, because I don’t know that we… In building a world like WoW, it’s not like a linear storyline, where you can really get into the head of your characters. So often in WoW, characters really facilitate plot and questing and things like that, so it’s just fascinating to look at how these people would handle high-stress situations. The deeper we got into it, it took on a fascinating personality that’s ultimately unlike any of the factional races we have, which all range from serene to whacked out of their minds. It’s just an interesting experience working with Pandaren.
PCG: Is the Pandaren’s thoughtful mentality going to change the Horde and Alliance? Are the Horde and Alliance just going to go there, corrupt it, and then go back to what they were doing before?
CM: I guess the way I would answer that is… Ultimately, for my part, I always come back to this one theme in Warcraft. I think the core of Warcraft’s animus is cyclic. Because you can only push racial hatred through so many products without it feeling like the same old thing, and thus end. But the pillars of the franchise are orcs and humans; it really is the Alliance and Horde by extension, and it really is those two groups beating the brains out of each other for an extended period of time. That’s always gotta be what Warcraft is about.
But when they do it for too long, you need to shake it up every once in a while. Which was evident in Warcraft III, the Reign of Chaos campaign, where they unite at least for a time against the Burning Legion. It’s nice to change it up every once in a while, and have these moments where they recognize that the Russians love their children too. Y’know, ultimately we’re all in it together. Everything that affects one affects the other, everyone has kids to raise and societies to build. In a franchise that’s based on war it’s nice to bring it back into reality sometimes. Not our reality, but the truth that constant war and violence doesn’t beget a lot of societal growth. It doesn’t beget a lot of personal growth. You need to check that every once in a while.
This Pandaren and his cute little cub might beg to differ with you, Mr. Metzen.
Pandaria, the root theme of this expansion set, whether it’s the boxed product or even better through the patches, which I almost want to brand as a separate game event—this theme is critical to what Pandaria is. We’ve spent so long fighting alien demons and broken planets in Burning Crusade, the lord of death in Lich King, and the world literally falls out under our feet. The Alliance and Horde have just been banging against events and reacting to all these mega-level chapters. With this one, they find themselves like, “Oh, yeah, I hate you. We had to deal with all that stuff, but I hate you!” And that coming around again felt like the right beat for this time in the franchise’s history, or ongoing storyline.
It’s essential to that recognition of this societal hate, or racial hate. Those moments where you get right up to the brink of absolutely losing it, devolving into a conflict that will never end, and seeing that there’s something of yourself in your enemy. Pausing to think about how you fight, why you fight. That sometimes war is not always just, sometimes our conduct in war, even if it’s a just war, may be out of control. Remembering that you lose as much of yourself in conquering your enemy with no restraint, you risk losing what you fought to protect in the first place.
PCG: What you just described doesn’t seem like a mental process that Garrosh is capable of. And that’s why he’s gotta go. Is it the Alliance and Horde teaming up together? You mentioned, they hate each other, but are they teaming up to take down Garrosh? Or they both attack individually?
CM: I wouldn’t say that, I certainly wouldn’t say that today. The raid will likely be bifurcated: there’s an Alliance version of it and a Horde version of it. Now, whether certain Alliance and Horde people will kinda… From across the battlefield, they’ll be like, “This is on, right?” They’re going to need each other’s help in some ways. I don’t want to spoil any of the cool beats we have planned, but ultimately, both sides will recognize that this is a necessary action and a just action. There might be little help-outs here and there.
And the siege of Orgrimmar is preceded by a chain of events that gets worse and worse and worse, that affects both sides. There are probably points of interaction throughout the patches. I wouldn’t classify it remotely as something like Warcraft III, where they’re literally shoulder to shoulder. Those are very special kinds of moments, and this is not one of those moments. It’s definitely a moment after the smoke clears, after this event concludes, after the whole fiction of Mists of Pandaria is concluded, that both sides will go, “Whew, wow, we got close to it that time, we lost a lot of lives, but we were on the verge of this thing just kicking into fifth gear. That could end the world.” So there’s definitely a lot of points of interaction, but the Orgrimmar raid is red or blue, and they both have very good reasons for wanting to see that done.

Ridge Racer: Unbounded PC City Creator doesn’t work, patch incoming



Graham’s been drifting around Ridge Racer: Unbounded’s streets today, but has encountered a widespread problem with the City Creator, in that it doesn’t even slightly work. After naming the track and trying to get into the track creator screen, the game crashes to desktop. It’s a problem that many players have been experiencing, according to reactions on the Steam forums.
Developers, Bugbear, have posted on Twitter saying that they’re aware of the issue. “Looks like we have a PC patch issue preventing the City Creator from launching. Working on it, will update when resolved.”
That’ll be soon, hopefully. The City Builder lets players create custom tracks stretched across 64 blocks. You can increase the complexity of your custom levels by unlocking new parts as you play, and your creations can be shared with friends online. Check out the trailer above for a glimpse of what you’re in for.

Minecraft update 1.2.5 adds more impatient cats, wilder Ocelots

Minecraft
Jeb has posted on the Mojang blog with a list of tweaks made by the pre-release version of the latest patch for Minecraft. A few of the tweaks are directed at making Minecraft’s cats less damn lazy. Ocelots that would formerly behave like tamed cats will behave like the roguish wild things that they are and domestic cats will now be “less eager to sit on things” and “less patient.” They’re basically OUT OF CONTROL.
Other entries include smaller fixes for chat errors and a “potential issue with village door detection” that could result in a plague of villagers pottering around like idle Creeper bait. The devs have done a bit of ghostbusting, too. “Removed all ghost entities under the command of Lord Herobrine.” PHEW. Read on for the full changelist.

Changes:
  • Added shift clicking support in furnaces
  • Added method to easily acquire blocks you have selected in the world in Creative mode using the ‘pick block’ key
  • Made the Direct Connect dialog remember the last IP for the current session
  • Fixed issues detected certain links in chat
  • Fixed wild ocelots behaving like tamed cats
  • Fixed various chat crashes
  • Made cats less eager to sit on things
  • Made cats less patient
  • Fixed world generation failing under certain circumstances
  • Fixed issues turning off sound under certain circumstances
  • Removed all ghost entities under the command of Lord Herobrine
  • Fixed crash when pasting certain characters in chat
  • Fixed slash ‘/’ key not behaving correctly in certain environments
  • Fixed command matching being too greedy (for example: typing ‘/stophammertime’ no longer stops your server)
  • Fixed not being able to click coloured links
  • Fixed potential issue with village door detection (which could cause too many villagers)
  • Made using a stack of bowls on Mooshrooms not consume the whole stack of bowls
  • Made punching a TNT block with flint and steel in hand destroy and drop a TNT block (right-clicking will activate the TNT)

Thursday, March 29, 2012

We ask every CCP man we can find whether DUST 514 is coming to PC



DUST 514 is a free-to-play first-person shooter from CCP, creators of EVE Online. PC players will get to set up contracts for PS3 players to complete. You’ll even get to lay down orbital strikes on the console kids. Watch footage of the awe-inspiring first hit here.
But CCP haven’t confirmed that Dust 514 is coming to PC… yet. This confuses me. Our rigs are meaty enough to pull off their target footage in real-time, and we already know how free-to-play mechanics work. Is it coincidence that PS3 Dust 514 has mouse and keyboard support, possibly making any future ports easier to manage? Or that it’s uses the PC-compatible Unreal Engine? Also: what do the two mystery pillars that popped up during CCP’s keynote represent?


My take? We’ll be playing DUST 514 a year after it lands on PS3. The pillars? They’re even more intriguing. But don’t take my word for it: I spent last week pestering all the CCP folk I could find. You can watch the results up there.

Game of Thrones trailer has shouting, glaring, stabbing, widest aspect ratio known to man


Max Payne 3 trailer: better than summer time, better than dinner time, IT’S BULLET TIME


Skyrim sweeps Interactive Achievement Awards, Portal 2 and Uncharted 3 tie for second best

The Academy of Interactive Arts & Sciences conducted its 15th Annual Interactive Achievement Awards (IAA) in Vegas last night, capping the 2012 DICE. Summit with a tribute to 2011's top games and game makers. Chief amongst the night's winners was Bethesda's The Elder Scrolls V: Skyrim, which was named IAA's Game of the Year, as well as the winner for Role-Playing/Massively Multiplayer Online Game of the Year, Outstanding Achievement in Story, Outstanding Achievement in Gameplay Engineering, and Outstanding Achievement in Game Direction.
Valve's Portal 2 and Naughty Dog's Uncharted 3 where also well represented with three awards each, while the rest of the trophies were evenly split between other high profile games including Nintendo's Super Mario 3D Land, Supergiant Games' Bastion, and Rocksteady's Batman: Arkham City.
The AIAS released the full list of IAA winners this morning:
Portal 2 (Valve): Outstanding Achievement in Original Music Composition, Outstanding Character Performance (Wheatley), Outstanding Achievement in Connectivity
Battlefield 3 (DICE): Outstanding Achievement in Sound Design
Call of Duty: Modern Warfare 3 (Infinity Ward/Sledgehammer Games): Action Game of the Year
The Elder Scrolls V: Skyrim (Bethesda): Game of the Year, Outstanding Achievement in Story, Role-Playing/Massively Multiplayer Online Game of the Year, Outstanding Achievement in Gameplay Engineering, Outstanding Achievement in Game Direction
Uncharted 3: Drake's Deception (Naughty Dog): Outstanding Achievement in Animation, Outstanding Achievement in Art Direction, Outstanding Achievement in Visual Engineering
Bastion (Supergiant): Downloadable Title of the Year
Fruit Ninja Kinect (Halfbrick): Casual Game of the Year
The Sims Social (Playfish): Social Networking Game of the Year
Skylanders Spyro's Adventure (Toys for Bob): Outstanding Innovation in Gaming
FIFA 12 (EA): Sports Game of the Year
Forza Motorsport 4 (Turn 10): Racing Game of the Year
Mortal Kombat (NetherRealm): Fighting Game of the Year
Orcs Must Die! (Robot Entertainment): Strategy/Simulation Game of the Year
LittleBigPlanet 2 (Media Molecule): Family Game of the Year
Infinity Blade II (Epic Games): Mobile Game of the Year
Super Mario 3D Land (Nintendo): Handheld Game of the Year
Batman: Arkham City (Rocksteady): Adventure Game of the Year
Star Wars: The Old Republic (BioWare): Outstanding Achievement in Online Gameplay
The gala night also included a Pioneer Award nod for Atari legend Ed Logg and a Hall of Fame ceremony for Epic Games founder and CEO Tim Sweeney.
Agree? Disagree? Planning to write a strongly worded email to AIAS judges? Let us know what you think of this year's picks in the comments below.

Apple Devices Reside in Half of All U.S. Households

Tough economy? Apple wouldn’t know it. Around half of all U.S. households own at least one Apple product, whether it’s an iPad, iPod or Mac, according to a CNBC survey. It’s estimated that some 55 million homes have at least one Apple gadget, and one in 10 of the non-Apple households plans to purchase a fruit-branded product in the next year.
The results on Apple’s penetration in U.S. homes are hardly surprising. The company’s stock recently rose above $600 per share to reach record highs, as over the past decade the company’s profits went from $65 million to $33 billion. At the same time, Apple has sold tens of millions of iPods, iPhones and iPads, dominating almost every market it has entered (besides PCs, of course).
Apple Devices Reside in Half of All U.S. HouseholdsThe survey shows the main buyers of Apple gear tend to be male, college-educated, younger and richer: 77 percent of those earning more than $75,000 a year own at least one Apple product, compared with 28 percent of those making less than $30,000 per year. Age is not a barrier though: 63 percent of respondents between 18 and 34 as well as those between 35 to 49 called themselves Apple users, but the percentage goes down to 50 when you look at those aged 50 to 64.
The biggest legion of Apple fans reside in the West, where 57 percent of homes own around two Apple products, compared with 47 percent on average in the rest of the country. People own the least Apple devices in the South, the survey found. Also, regardless of political inclinations, around 56 percent of both Republicans and Democrats own at least one device with the fruit logo on it.
The survey however, does not say which devices the households own, as Macs, iPads, iPods and iPhones are lumped together. The number of people polled in the survey is also relatively low -- 836 Americans, and the survey lacks context such as comparison figures with ownership of PCs or Android devices. It had a margin of error of plus or minus 3.4 percentage points.

PlayStation 4 is Code-Named 'Orbis,' May Restrict Second-Hand Games

PlayStation 4 is Code-Named 'Orbis,' May Restrict Second-Hand Games

PlayStation 4 is Code-Named 'Orbis,' May Restrict Second-Hand GamesThe next-generation PlayStation console will display resolutions up to 4096-by-2160 and show 3D games in 1080p, but it may render second-hand games useless, according to an online report. Games would only be accessible for the purported new console, codenamed Orbis, on brand new discs or as downloads from the PlayStation Network. New discs would require online authentication via PSN and then be locked to the account of a single user, according to Kotaku.
While these are only claims from anonymous sources at this point, the idea that console makers are looking to destroy or at least restrict the second-hand gaming and rental market is not surprising. The move could push more users toward using Sony's PSN Store to download game titles. And game makers would also welcome the lockdown, as Kotaku points out, since it would remove the need to create so-called online passes to bilk more money out of second-hand gamers. Online passes typically offer pre-owned game users access to online features or new content downloads for a fee.
It's not clear what Sony's purported plans would mean for second-hand gaming havens such as GameStop or online disc rental services such as Gamefly. Kotaku says one possibility for pre-owned discs, when inserted in another console, could be that users have access to a trial version of the game with the option to purchase the full version.
PlayStation 4 is Code-Named 'Orbis,' May Restrict Second-Hand GamesIf Kotaku's claims are accurate, this is just the latest example of how technology companies are moving toward locking down computer hardware as much as possible. Sony has already shown its desire to keep the PlayStation closed when it went after hacker George Hotz for distributing jailbreaking tools for the PS3. Microsoft is also said to be considering an anti-used game restriction for its next-generation Xbox console.
This lockdown mentality is also creeping beyond consoles, smartphones and other devices to PCs. Microsoft currently plans to lock down the Metro-style interface on Windows 8 PCs by restricting Metro-style apps to the company's own app store. Some critics fear Apple may eventually lock down the Mac as well, restricting users to purchasing apps only from the Mac App Store. At this point, however, Microsoft is going farther than Apple when it comes to PC lockdown.
Sony's Orbis is purportedly scheduled to launch before the 2013 holiday season and beta consoles could be in developer's hands by the end of 2012, Kotaku says. The company's current console, the PlayStation 3, debuted in the U.S. in late 2006.
Connect with Ian Paul (@ianpaul) on Twitter and Google+, and with Today@PCWorld on Twitter for the latest tech news and analysis.

Interview: Ubisoft on Reinventing Assassin’s Creed, High-Fiving George Washington

ACIII (4)
With the release of last year’s Assassin’s Creed: Revelations, it seemed like Ubisoft’s annual release policy was finally catching up to its favorite fleet-footed franchise. It was hard not to see Ezio’s wispy gray hair and tired, age-darkened eyes as indicators of the state of the entire Assassin’s Creed franchise. Feature bloat had taken its toll on a series that once thrived on elegant simplicity. Desmond’s first-person sections, random tower-defense-esque minigames, and bombs, bombs, and more bombs portrayed a series fumbling around in the darkness, vainly attempting to re-bottle the magic that had once made it so special.
Enter Assassin’s Creed III.
In development since Assassin’s Creed II fearlessly swan-dived out of Ubisoft’s nest, the upcoming game could be a wonderful change of pace for hidden blade aficionados the world over. Will the new Native American setting be enough to propel Assassin’s Creed forward by a meaningful amount, though? And how can Connor hope to continue in Altair and Ezio’s grand tradition of death from above when he’s out roaming the wilderness? What about period-specific themes like slavery and freedom? Perhaps equally important: can we punch bears? I sat down with creative director Alex Hutchinson, senior producer Francois Pelland, and associate producer Jean-Francois Boivin to ask those questions and many, many more.
PC Gamer: Why did you go with the Revolutionary War setting?
Alex Hutchinson: Well, it’s different. Everyone had been itching for a new character and a new period, so we knew we wanted to go somewhere quite radically different… It was a nice clean break, this notion of coming to a new continent–not just a new city, but an entire new country–was really juicy. And it’s a place that other games can’t go. You can’t set a shooter here. The guns are too terrible. The idea that everyone would say, “I don’t see how that’s going to work”, is great. That’s our job: make it work.
Nothing like the crisp morning air before a day of assassinations.
PCG: Two of the themes you mentioned for the game is slavery and freedom. Those can be pretty sensitive subjects. How are you going to broach those topics?
AH: We’re lucky, I think, in that we’re historical. So generally the things that are happening [in-game] happened [in real life]. We have that defense. We’re just describing an event. We have stats that we’re using, the percentage of slaves in each city, percentage of Native Americans living in each city, types of jobs-–that sort of thing.
But we’re not going to tackle slavery head-on. If we were doing the Civil War, obviously, then it would come up. But in this period it’s not really a hot topic. When you’re starting, you have people like John Adams’ wife, Jefferson, and a few other people who were opposed to it, but in general it’s not the focus. At this point, most slaves were in the south. Field workers were having a much harder life than the slaves in the north, who were often carriage drivers and things like that. It wasn’t as big of a deal, unfortunately.
PCG: So Assassin’s Creed III takes place over the course of 30 or so years. How much are you focusing on the way the world changes? You said you’ve got seasons and weather and stuff, but will the actual cities evolve? The people, what they’re wearing-–will those things change?
AH: Not so much what they’re wearing. There wasn’t much change as far as that. But big events like the fire in New York will be seen, or the fact that the British leave Boston. They stay in New York until well after the war, but the disappearance of redcoats from Boston will be visible.

The man, the myth, the assassin

Hot tub party? I'M THERE!

PCG: Earlier, you brought up the subject of “possibility space” characters. You mentioned that, after the first game in Ezio’s trilogy, he’d explored his different avenues as a character, so you kind of ran into a dead end in terms of growth. With Connor, are you trying to avoid that? Are you holding off on certain plot points and conflicts in preparation for future games? AH: You should never be afraid of having to come up with new ideas. So no, we’re going to put in as much as we possibly can with him. I think we’re doing a better job, as we were saying, of planning the future of the franchise. So we’re more aware of what’s next and what’s happening-–although of course we’re not allowed to say anything about that. By [planning further ahead], we sort of take out some of the risks of that.
PCG: Connor seems like a very violent, brutally efficient dude. I mean, Ezio was very animated and flamboyant, whereas Connor, at least from the brief scenes that we saw, looks a lot more to the point.
AH: Yeah, he’s more reserved. It’s hard to follow a character like Ezio, because he’s so iconic and over-the-top. So we deliberately wanted to go in the other direction and make someone more empathetic who tries to help people. If you think about it, Ezio is quite selfish. He’s hunting Borgias because they killed his dad. He doesn’t ever talk about how he’s helping humanity. He just wants to kill the guys who killed his dad. We wanted a character in this one who’s trying to right wrongs. We think he’s going to be someone who’s easier to get along with for a long period of time. But it is a challenge making him pop as much as Ezio.

Beavers! I'm going to need a bigger boat.

PCG: How does his Native American heritage help define who he is? AH: Well, his initial motivation is to help his people. Also, you see it in his gear. You should see it in each scene, in his reaction to the specifics of it. Julian talked about him being more in touch with nature, more okay with that. It also has to do with how people treat him in cut-scenes. That notion that people know where he’s from, so some people are not as–
PCG: At that time there was a fair amount of tension surrounding that. People from Europe had just come in and invaded the place.
AH: Mm-hm. So it’s a juicy character trait to play with in different parts of the story.
FP: That said, It’s a good point that you’ve seen Connor in the demo being more violent, more brutal. Even so, he’s still very precise, very efficient. It’s true that there’s a lot of blood as well. The blood [in the demo] was a little over-the-top. That’s not necessarily the point portraying Connor as being more violent. He’s still going to be very precise.
AH: In fact, we’re adding takedowns–that is to say, assassinations with no weapons are going to be chokeholds now. We want to get back to the idea that you can, if you want, [essentially do a non-lethal playthrough]. A certain player could only kill the targets. You could work your way through the game and not kill. It’s tricky to balance, but it would be amazing if we could pull it off.
PCG: How is Connor related to Desmond? Is it still a bloodline thing?
AH: Yeah, still the bloodline. How it all fits together… We keep saying that we’re probably not going to release the chart [laughs]. But yeah, everyone’s still an ancestor of Desmond.
I'll scratch your back if you...oh. You're dead.

PCG: So will Desmond be back in some sort of playable capacity? AH: Back and bigger than ever. But we’re not allowed to talk about that.
PCG: Less first-person-ey than ever…?
AH: Way less first-person-ey than ever. [laughter] And not in a coma at all. Active! Doing things!
PCG: And then, as my last question, will you ever, at any point, give me some incredibly small window of time to hug George Washington, and then take it away? At which point he’ll have this look of utter dejection on his face that’ll leave me heart-broken and guilt-ridden until such a time that the man himself rises from the grave to forgive me?
AH: Like Leonardo [da Vinci]? It should be a high-five, like you can high-five George Washington [laughs]. We like that sort of stuff. When we can squeeze it in past the producers when they start canceling features, then we’ll put it in.
Want more? Check back tomorrow to learn more about the weapons and mechanics in Assassin’s Creed III in Part 2 of our Interview.

ArenaNet president talks microtransactions and the risks of going subscription-free

Guild Wars 2 Female Centaur
Guild Wars 2’s payment model is one of the few things it has inherited wholesale from its predecessor. When ArenaNet announced their plans for a subscription-free MMO back in 2005, they were consciously moving in a different direction to the then-entrenched practice of recurring monthly payments. Seven years later, the MMO industry is a different place. Free-to-play is on the rise, and the amount of MMOs with compulsory subscriptions is dwindling – but no-one, as yet, has borrowed ArenaNet’s balance of boxed games and expansions with no monthly fee. During a recent visit to the studio, I had the opportunity to sit down with ArenaNet president Mike O’Brien for a chat about the industry. So why hasn’t the Guild Wars model been copied?

“I’m gonna be honest with you – I think it’s because MMOs are very expensive and very risky to make” O’Brien explains. “[Back in 2005] we said look, there’s a real problem with MMOs today, and that is you can only play one of them. You’re going to sign up for a recurring monthly credit card payment, and you’re not going to do that for a lot of different MMOs at once.”
It’s no longer reasonable to expect a player to commit to only one game, O’Brien suggests. “We’re gamers, right? You’re a gamer. Don’t you love to be able to experience all the new games that come out? And we said, seriously – MMOs are going to be this way? I have to pick one or pick the other, and if a new game comes out that I’m excited about I have to cancel my other subscription and subscribe to this other one instead? Why do they have to be this way?”
The decision to reject paid subscriptions wasn’t an easy one. “With Guild Wars 1 we took a big risk. We were a young company, and we said we’re going to try a completely different business model for MMOs. We’ve carved out that territory, and I think it’s been really nice for us that other people have stuck to the monthly subscription and let us own the entire territory of our business model for five years.”
“You know it’s not going to last”, O’Brien continues. “You see a lot of success in MMOs that don’t have monthly fees, however they monetise. Free-to-play or premium microtransactions, whatever. Now everybody’s catching onto it, and there’s going to be a lot more diversity in MMO business models. And as a gamer I’ve got to say – thank god.”



That diversity, however, is a double-edged sword. MMOs are a business, and the purpose of a payment model is to turn a profit. When O’Brien took the lid off Guild Wars 2’s microtransactions system last week, he was careful to emphasise that ArenaNet are always thinking of the community’s needs alongside their own. When I suggested that microtransactions effectively split a playerbase between haves and have-nots, he disagreed.
“Microtransactions should unite communities. It shouldn’t be the case that there is a group of players in the game that I would really like to hang out with, but they’ve decided that anybody who hangs out with them needs to spend 30 hours a week playing the game. We’ve taken a one-two punch as far as our philosophy goes. Punch number one is that Guild Wars is not that kind of game anyway – Guild Wars is not a grindy game, and Guild Wars is not a game where your success is dependant on whether you have the right gear.”
“Punch number two is that there’s now an equivalence between time and money. If I’m a player who can play the game a lot and there’s something I want, I don’t need to pay for it. If I’m a player who can’t play the game a lot, but I want things in the game also, I can spend money on microtransactions.”
O’Brien acknowledges, however, that players will need convincing. “The reaction we expect from the world is scepticism. It should be that way because there are a lot of games out there that are doing really dicey things with microtransactions. We hold ourselves to high standards, and as we’ve tested things, we’ve put this stuff in front of our core beta test group and said, ‘you guys should be holding us to [those] high standards.’”
It all comes down to risk. ArenaNet are taking a chance on the fact that convincing players to spend money in-game will be better, in the long run, than coercing them. We still don’t know exactly what will be for sale nor how it’ll factor in to the game as a whole, so the onus is on ArenaNet to follow up talk with action. The fact that O’Brien is willing to talk candidly about the risks, however, shows that they’re taking player concerns seriously.
“We’re betting our entire company on Guild Wars 2, and so we need to have the relationship with our fans where we’re giving content that people value. If people value the work that we’re doing, then they’re going to pay for the work that we’re doing.”

The Most Compelling Image I Could Find to Represent This Week’s Nintendo Download

The Most Compelling Image I Could Find to Represent This Week’s Nintendo Download

REMIX! This week sees the release of only two new games across Nintendo's three platforms, signaling a time of change for the Weekly Nintendo download.
Oh don't worry, it's not going away or anything. It's just expanding to include whatever new videos the 3DS is getting in any given week, along with demos released for existing downloadable titles.
What that all boils down to is that instead of this week being just a DSiWare pool title and 3DS soccer, there's also a pair of demos for the Wii and 3DS and a new music video for OK Go's "Skyscrapers."
Different crap, same day!

Games

The Most Compelling Image I Could Find to Represent This Week's Nintendo Download90's Pool
Platform: 3DS / DSi
Price: $1.99 / 200 DSi Points
Chalk up a victory with classic 90's Pool, a fun and realistic pool simulator which will keep you playing for hours! Compete against a human opponent or the computer, or play on your own in a campaign containing 20 different trick shot missions. The simple user interface lets you easily but accurately control the angle, speed and spin of the shot with your stylus. 3 different skill levels for the computer AI are available for advanced players as well as a realistic physics engine for a stunningly realistic simulation. Set up your shot, crack the cue ball into the pack and enjoy the entertaining gameplay! Hey, you might even improve your actual pool game.
ARC STYLE: Soccer 3D
Platform: 3DS
Price: $6.99
You don't have to worry about the finer points of offside or what counts as a foul in this easy soccer game. Enjoy fast-paced matches with the simple controls of ARC STYLE: Soccer 3D. There is room for endless customization with the ability to change your teams' names and uniforms, and create every team member's features from scratch to make your own original team. You can even use your own photographed face on your team members! You can also use a local wireless connection to enjoy multiplayer matches.

Demos

Mutant Mudds
Platform: 3DS
Love pixels? Fond of platformers? Is there a special place in your heart for the 8-bit and 16-bit era? Want to have fun? Yes!? Well, you've come to the right place, my friend. Mutant Mudds is a "12-bit" action platformer full of pixels and platforming fun! Our hero, Max, may be just a 2D sprite, but he can leap into the third dimension by jetting between the background and the foreground playfields with his trusty jetpack in this unique dimensionally-woven experience. Armed with a heavy-duty water cannon, Max has what he needs to vanquish his long-term nemesi: the Mutant Mudds. Max must blast and hover his way across the soiled landscape to seek out mysterious Water Sprites. Legend says collecting all of the mysterious Water Sprites will wash the filthy Mutant Mudds away for good! 2 Fast 4 Gnomz
Platform: Wii
Four brave gnomes venture on a journey so epic, they don't even know where they're going. Join Bumb, Berzerk, Speedster and Uncle Time as they run, fly, bounce, glide and break their way through the magical lands of Gnomia to reach their mysterious destiny. You can help them save the kingdom, find a princess and collect hundreds of precious lost socks. Run faster than a speeding rabbit! Leap large holes in a single bound! Become more powerful than a raging elephant!

Videos (3DS)

The Most Compelling Image I Could Find to Represent This Week's Nintendo DownloadOK Go "Skyscrapers"
OK Go hit Nintendo Video once again this week with their latest display of 3D mastery. Don't miss the world premiere of the band's newest video "Skyscrapers" on Nintendo Video

The Week in eSports (3/23/12)



Obviously, the biggest thing happening this week is the MLG Winter Championship tournament, which is getting started right now in Columbus, Ohio. You can find more on that here, with links to the details about how you can watch it. If you miss the start of the tournament, never fear, this handy schedule will let you find your way to some quality matches tonight.
What else has been happening? Evil Geniuses took first-place in the joinDota Masters tournament over Next.kz, but the real story of the tournament was an 86-minute siege against Mousesports. You can watch the entire match above, in which caster Tobi Wan nearly has a series of massive heart-attacks.
The Global StarCraft Team League (GSTL) season took an unexpected turn as the powerhouse Incredible Miracle team and the SlayerS team faltered against upstarts FXOpen and New Star HoSeo. I missed these matches, but you can see a great write-up and analysis over at the invaluable esfiworld.com.
Day[9] had some interesting things to say to Forbes about the future of eSports and the proliferation of competitive leagues. Plott’s big takeaway:
“I think it is a mistake to see IGN as a mere competitor to MLG or to regard one as cannibalizing the audience of the other. The fact of the matter is that we are seeing the emergence of an entire eSports ecosystem in response to audience growth. Right now, we are enjoying a period where there is more appetite for eSports content than any one provider can fulfill.”
He also points out something I wonder about, which is whether “seasons” really exist for anyone but the leagues. Plott’s response to the MLG’s use of “seasons” seems to be on the money: “I think the jury is still out on that. Right now there are so many tournaments being offered that pro gamers are beginning to have to choose between them. Quite frankly, I think the pro gamers are just going to view these as another bunch of tournaments and not see them as a season at all.”
I’m not sure how I feel about that. It’s great to see more good competition, but is the drama really there if there are four championships each year, in addition to all the other prestigious leagues running their own tournaments?
Of course, none of this is set in stone. MLG CEO Sundance DiGiovanni would be the first to admit they are still figuring out how MLG should coexist with other leagues and championships.
As always, be sure to give shout-outs in the comments about other worthy eSports events happening this weekend, and any highlights we should revisit from the past week.

Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers

Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers

If only I were younger. If only I were more bored and more blonde. If only I didn't have this damnable compulsion to make sure my controllers match not only each other, but the system I am playing on. Perhaps then I could be one of the bored blonde gaming teenagers. I need not play with them; indeed, that would almost be blasphemous. I would be a clumsy oaf, stumbling about their whitewashed world, leaving fingerprints on the pristine furniture, fingers not fit to grasp either the wired white GameCube controllers lovingly clasped in the soft hands of woman, nor whatever wireless solution gripped intently by the male aspect of this nouveau holy trinity.
I look around at my off-white walls and sub-par lighting and feel the urge to spit. Curse their brilliant majesty for leaving my mouth dry in awe.
If I cannot be a human presence in that incandescent utopia, then cast me as the portal into whatever virtual world has captivated them so. Make my screen flat and sharp and glare-free, so that their eyes never stray from my flickering light. Awash in disinterested reverie, I will delight in the delusion that it is I that hold their gazes. It is I that they mildly tolerate. At the height of his boredom let the brother roll his eyes in my direction.
It is more than I deserve.
Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers
Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers
Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers
Fake Gamers of the Week: Bored Blonde Teenagers with Mismatched Controllers
Photo credit: (C) photography33 / Stockfresh.