Archive for 21 July 2009
Cities XL Interview
Cities XL is one of the many, many titles that we’ve taken a keen interest in, so we thought we’d sit down with owner and CEO of Monte Cristo Jerome Gastaldi and ask the man himself about the game.A lot of comparisons between have been made between the single-player mode of Cities XL and SimCity.
250K Beta Sign-Ups For Jumpgate Evolution
Codemasters and NetDevil have announced over 250,000 users have signed up for the beta test of Jumpgate Evolution.The beta is currently in the “Friends and Family testing phase” and developer NetDevil hopes the testing will provide the community with the opportunity to help create a “highly enjoyable and quality experience.”“Our players’ enthusiasm continues to exceed our expectations at every milestone and we are extremely excited to achieve such fantastic support,” said NetDevil’s Scott Brown.“We have thoroughly enjoyed obtaining some valuable feedback from the people in our Friends & Family test, helping us to take the next major step towards launch.”Jumpgate Evolution is a space-based MMO title and aims to combine space combat action and MMORPG elements.Check out our interview with NetDevil’s Hermann Peterscheck for more details on the game.
New Fallout 3: Mothership Zeta Screenshots
Bethesda has released three new Mothership Zeta screenshots.Mothership Zeta is the latest piece of DLC for Fallout 3, which takes players onto an alien spacecraft in which they’ll have to fight to save the Wasteland and get back home.We heard a few more details when the last three screenshots hit, but for now you can check out three brand-new piccies which show off – amongst other things – the Drone Cannon weapon.
Aion: Hands On Preview
Fans of the highly anticipated MMO, Aion, will know that the long-awaited release date is fast approaching, so with that in mind we’ve put together a preview.
The Saboteur Dated For December
EA has announced a release date for sandbox action title The Saboteur.The game, inspired by a true story and casting you as Irish race-car driver Sean Devlin as he raises hell on the streets of occupied Paris, will hit European store shelves on 4 December.The game uses a “Will to Fight” mechanic that keeps occupied districts in black and white, but as you wreak havoc on the occupying Nazis, the resistance spreads, civilians start to fight back, and colour comes back to the world, allowing you to take the fight further through and outside of Paris.You can check out our E3 impressions on the title right here.
No Natural Disasters In Cities XL
Cities XL will not feature any natural disasters as the game is about “creation, not destruction.”Monte Cristo’s CEO Jerome Gastaldi told IncGamers that the company decided against including natural disasters – a a popular feature in the Sim City series – in Cities XL because it wouldn’t be fair to a player if an earthquake took out an entire city.”It would be like seeing your WoW character down 10 levels next time you logged in.”However the feature may be implemented into future expansions.”If you implement those gaming mechanics, you have to make sure there is a gameplay to counterbalance these negative effects, and that’s part of our upcoming features after game release.”Check back for the full interview with Jerome Gastaldi later today.
Cities XL: Licensed Brands In Game
Monte Cristo’s Cities XL will feature licensed brands in game in order for the developer to “make some money.”IncGamers caught up with Monte Cristo’s CEO Jerome Gastaldi, who told us about the addition of real life brands to the city-building game.”It makes the game look even more real-world, and partially, and we’ll admit this without shame, because we can make some money from that.”This seems to be a growing trend in games with Burnout Paradise running President Obama election campaign banners throughout the game last year.
Aion: Hands On Preview
Aion has been on the lips of almost every MMO gamer in the last few months, renowned for its beauty and its popularity in Asia.
Latest MMO Weekly
If you’ve been following the raging debate here on IncGamers, you’ll know that our very own Jeff Hollis has caused some controversy with Blizzard fans about the future of WoW.In his lastest article, Hollis offers Blizzard some ideas on how to make the game more engaging to players.
MMO Weekly 21/07/09
Ahoy there, my fellow game-heads, and welcome to the very latest edition of MMO Weekly. Over the past two weeks, I’ve been whacking away at a bees nest, going after the untouchable sacred cow and, in general, upsetting all the Blizzard fanbois and fangurls by suggesting that WoW, because their endgame content is based largely upon doing work, was in the long, slow process of committing suicide.
A BIT OF BACKGROUND
My argument in part 1 was that WoW was based primarily on two older MMOs. The first was Everquest, and the second was Dark Age of Camelot. Both games, I argued, grew because they followed the well-established dungeon crawl model invented by Gary Gygax and Dave Arneson in Dungeons and Dragons. Their style of play based itself on the idea of small group of friends having a fun adventure. That might take the form of, say, exploring an abandoned tomb, discovering a secret or two, and fighting a slew of baddies. However, there was a lot of variety in the D&D adventures (both the official modules and many unofficial, but publicly available knock offs), and D&D fully encouraged this kind of creativity by DMs. Play sessions were full of battles, races against time, traps, survival challenges, rescues, mysteries, and all manner of swashbuckling. Both EQ and DAoC captured the feel of this kind of content extremely well.
Inexplicably, at the endgame, the developers of both EQ and DAoC decided to change the very basis of gameplay, and they introduced very difficult, grind-heavy content. This content (primarily raids in EQ, and large scale, grind-heavy PvP in DAoC) rewarded players with both loot and skill unlocks unavailable to normal players. What’s worse, willing players were rewarded not primarily for their skill or creativity, but instead for spending endless amounts of time in the game, participating in this artificially hard endgame content. In a moment of extraordinary maturity, I referred to this endgame content as DICC: Difficult and Increasingly time Consuming Content.
DRIVING YOUR PLAYERS INTO THE ARMS OF OTHER GAMES
This approach, I argued, slowly alienated normal players. It essentially made them less-powerful, second class citizens, simply because they were unwilling to participate in the endless grind. By emphasising DICC, and thus alienating the average player, both the DAoC and EQ developers were slowly killing their own games. They simply made their respective games a lot less fun, and therefore vulnerable. The moment a viable alternative/replacement MMO came along – one that made playing fun again – players bolted, leaving both the EQ and DAoC subscriber base shadows of what they once had been. That game was WoW.
Paradox Interactive Games Cheap On Steam/GamersGate
All Paradox Interactive games are 50% off on Steam and GamersGate.In celebration of Paradox Interactive’s tenth anniversary, Steam and GamersGate are offering all Paradox Interactive titles for 50% less than usual.This includes the Hearts of Iron series, Elven Legacy, the Europa Universalis series, Penumbra, and the rather brilliant King’s Bounty: The Legend.