Posted on September 12th, 2009 No comments
Firstly, the setting is cool. It’s like Cowboy Bebop meets Mass Effect meets Neuromancer. It also (on purpose, I’m sure) channels the old Paranoia RPG. Like… a lot. The overall tone, however, is decidedly less humorous than Paranoia, but certainly no less dark.
That being said, the core Eclipse Phase rulebook and all future supplements are being released under the Creative Commons license. Specifically, the CC BY-NC-SA license. That is, you are free to share or remix Eclipse Phase as long as you do so non-commericially, attribute the original licensor (in this case, Catalyst Game Labs), and only share your remixed work under the same license.
Unlike Wizards of the Coast and their “Open Gaming License” which wasn’t all THAT open, this truly is Open Source Gaming. Which is another reason you need to play this game. The potential within Eclipse Phase for the community to be able to develop and re-use the material is like few RPG’s before it.
So, here is the torrent to download Eclipse Phase. Yes, it’s legal and cheap as free.
Oh, just checked the Eclipse Phase blog, and apparently, Eclipse Phase is the number one seller on DriveThruRPG.com. Not bad for a free, open source product.
Posted on September 1st, 2009 No comments
That being said, there are a few… issues I’ve been having lately. Yes, it is sometimes annoying to get the “No more instances can be created message” but that doesn’t cause seething hatred in the cockles of my heart. Nor does ganking, nor Death Knights constantly being nerfed, nor even the guy in Vent that turns his speakers up really loud so that whenever anyone else talks you get this annoying echo effect.
What fills me with rage is drama.
First, to give you a little background, I’ve recently joined a new raiding guild. The guild I had been in which was pretty much just a group of friends, while fun, was not very diligent as far as keeping to ANY kind of raiding schedule. When Ulduar came out and I was still kicking around in Heroic 5-man purples, I decided to strike out for greener pastures (and better raid schedules.)
I found the current guild through the WoW forums (I know, I know… but with horrible gear, and very little actual raid experience, I can’t be too choosy, here.) They seemed pretty laid back when I browsed around their forums, and it looked like the kind of place I could join up and not get in too much trouble if I couldn’t make a raid night every once in a while. (Family first, ya know!)
Well, we’re running our mid-week Ulduar 10-man and we’re clearing out Freya. I vaguely remember there being some in-game chatter about who has herbalism blah blah blah okay let’s go kill stuff. Well, we clear the whole area (because we don’t want to do hard mode, mmkay) and right before we’re getting ready to pull Freya, the Shaman/healer/Guild Master leaves the raid group, immediately disconnects from Vent, and goes offline. Everyone is shocked for a few seconds as we wonder if his connection blew up, or maybe evil Nazi super-scientists teleported him to the black sun dimension, or what. Then, someone in vent says, “If he wants the 3 Frost Lotus, I’ll give it to him. It’s really not that big of a deal.” Wait, what?
Yeah, so our shaman ragequit over some stupid herbs. Granted, they are somewhat valuable, but enough to actually ragequit over it? Seems a little dramatic to me. At this point, I’m thinking to myself, “No biggie. We’ll just pug another healer and keep going.” Well, that’s when our Resto Druid and a rogue both /gquit. “Wha??”
They inform us in vent: “Yeah, <GuildMaster> just threatened to /gkick us over this Frost Lotus thing because he says he’s the guild master and doesn’t have to be treated like this. We don’t really want to stick around for this. Bye.”
At this point I should explain that the core of this guild is a group of IRL friends. The GuildMaster is actually more of an officer, and the real guild master, the guy that organizes raids, determines who can join the guild, grants forum access, is really a great guy, fun to play WoW with and in all respects is pretty cool. If the GuildMaster were actually the guild master, I suspect a large amount of the guild population would’ve been looking for new guilds at this point.
In the meantime, the raid has ground to a halt, and I’m suddenly NOT getting any closer to getting my Tier 8 gloves. And this is what bugs me. It’s one thing to be pissed about something, and it’s another thing to be pissed about something so inconsequential. It’s entirely another thing to leave people hanging because you want to go have a cry-fest over some stupid herbs. This is playground-level of getting pissed. Buck up, little camper! If losing 3 Frost Lotus is enough to send you into a fit of rage, just wait until your mom kicks you out of the basement.
Posted on April 11th, 2009 No comments
I ran into this little snippet at Daring Fireball:
Last week Digg released something they call the DiggBar, which serves as both a new interface for Digg and doubles as a URL shortening service. The way it works is that you just add “digg.com/” at the beginning of any URL, and Digg creates a short URL in the form of digg.com/1234. Here’s an example DiggBar URL that points to google.com: http://digg.com/d1nYVs. Further, the Digg homepage now links to these DiggBar URLs rather than linking directly to other web sites.
But unlike normal URL shortening services, when you load these Digg URLs, rather than redirect you to the original URL, Digg loads a page which frames the content of the original site. As a user, what you see is that the URL in your browser’s location field remains digg.com/1234, and the content of the destination site loads underneath a Digg-branded toolbar.
Obviously, this is a problem.
I’ve gone ahead and implemented Daring Fireball’s 3 lines of PHP code on my site here. You can see my results: http://digg.com/u1j0Z
Posted on April 10th, 2009 No comments
At the end of March I broke the 20k barrier for gamerscore. I know that’s not an impressive feat these days, but personally, I feel like it’s kind of an accomplishment. I’ve had my 360 for about 3 years now!
Posted on April 9th, 2009 No comments
In response to this, I am posting the following:
Posted on April 8th, 2009 No comments
Joystiq posted the above video this morning with the following screed:
Hey Star Wars: The Old Republic, want to know the best way to suck the excitement out of your upcoming space opera MMORPG? Show us a bunch of still pictures not taken from the game, while a guy who sounds like Sam Elliott’s less commanding brother, Denny, tells us a super boring story about galactic diplomacy.
Seriously, if the video was capped by a young Jack Palance playing a guitar solo while he kills a bunch of guys with a lightsaber (that’s also an electric guitar), it still wouldn’t be enough to wake us from our coma. Can we all agree to leave boring in books, where it belongs?
ZOMG NEEDS MOER SPLODEY!!!11
Wow. If there were a way for Joystiq to sound less intelligent, I’m not sure what it would be. “Don’t talk about diplomacy and intrigue… I just want more asploding! WAAAAAAAHHHH!!!”
Posted on April 6th, 2009 No comments
The first combat experience they give you with Star Ocean combat in this iteration of the venerable Squeenix franchise is a battle tutorial that teaches you the various moves that you’ll be able to use throughout the game. The problem is that this combat is NOT indicative of the combat once you actually get into the game.
I didn’t find this out until I had decided that this combat “isn’t FOR ME” and had pretty much moved onto other things. Later, a friend of mine informed me that the combat is much different than the what the tutorial area would lead me to believe. After watching him play a few combats it was obvious combat wasn’t as horrible as I was expecting.
In the interest of full disclosure I should let you know that I generally prefer turn-based combat to real-time, at least in the scope of Japanese-style RPG’s. Unfortunately for gamers like me, there really hasn’t been a lot of compelling turn-based games in recent history aside from Lost Odyssey.
So, after seeing how combat REALLY plays out in Star Ocean: TLH, I’ve gotten back into it and actually started playing the story a bit. Based on the demo my friend had given me, which was at about the 10 hour mark, the story does seem truly compelling. We’ll see.
Posted on March 31st, 2009 No comments
SarcasticGamer.com has a great summary of the “Video Game Journalism” panel at GDC 2009. Doc’s comments from the video game journalism peanut gallery do a great job of putting these guys and gals in their place.
Essentially you have N’Gai, Leigh Alexander, Adam Sessler (already this sounds like the setup to a bad joke), Stephen Totillo and “Smartbomb’s” author Heather Chaplin, all of whom competed to use enormous words and poetic verse to out-do each other in ranting the day away about “the industry.”
I get pretty tired of all of these individuals. I’d really appreciate it if every last one of them would shut their traps and turn off their laptops for a while.
Although, I think this is the kind of thing that isn’t unique to game journalism. Look at the wide-sweeping failure of journalism in all industries. Newspapers are going bankrupt daily, magazine subscriptions have been dropping for years, and the best TV journalism can do is a half-hour show on Comedy Central.
Meanwhile, normal people are getting their news from bloggers, podcasters, and twitter. The unwashed masses are getting their news from… the unwashed masses.
Posted on February 13th, 2009 No comments
In my line of work (web development) every now and then you get the chance to work on a project that stands above and beyond other endeavors. Recently, I’ve had the chance to help develop academicearth.org.
Academic Earth is kind of a “hulu” for academia. They’ve been gathering OCW (Open Course Ware) videos from all over the web from such places as Yale, Stanford, MIT, etc. One of the institutions that they’ve gleaned some content from is the new Starcraft Studies course at UC Berkeley.
Having watched this first lecture, it’s obvious that the game of Starcraft has continued to evolve past the doldrums of the dismal “Big Game Hunters” matches that drove me from the game years ago. I was most intrigued by the descriptions of some of the South Korean pros who have been playing a more defensive game, again something that was unheard of in serious play here in the states, many years ago.
I look forward to seeing more of these lectures and perhaps gaining a deeper understanding of the RTS genre as a whole.
I’m sure Academic Earth will be updating as the course continues, but while you’re over there check out some of the other lectures.
Posted on January 7th, 2009 No comments
Listen, I have a variety of gripes about all sorts of things, and when it comes to MMORPG’s sometimes the gripe cup runneth over. If I had to nail down my absolute biggest gripe, though, it would have to be that persistent worlds are sometimes TOO persistent.
Typically, progressing through an MMO world has little to no effect on the future of that world. When Bob the Orc tells you to kill ten rats, it would be nice if you could see the progress of the town as the rat horde is brought under control. Perhaps there would be more cheese laying around. Whatever. Fact is, when most MMORPG’s are faction based, it would be nice to see the effects of your quest completions and PvP victories.
Well, that is beginning to happen. Warhammer Online has certainly tried to revolutionize how PvP can affect the game world. Unfortunately, I’ve never been a PvP aficianado. That’s where World of Warcraft and the Wrath of the Lich King expansion’s phasing technology.
When you go to Argent Vanguard (which is the HQ for the Argent Crusade’s assault on the Lich King’s domain in Icecrown) you start out seeing the outpost completely surrounded by the Lich King’s undead forces. As you progress through the Argent Vanguard quests, the horde of zombies and frost wyrms are eventually pushed back until all that’s left is a field littered with dead dragon corpses and cheering soldiers. Then, you progress further into Icecrown to set up a new outpost. The conclusion of that quest line results in a new town that is accessible. This continues on throughout the Icecrown quests until you’ve unlocked several areas in a region that was originally 100% owned and operated by the Lich King and his minions.
And this is what I’ve always wanted from an MMORPG. The ability to have your quests actually affect the game world that you’re playing in. This is, in my opinion, the very definition of playing in a “persistent world.” Your actions, as they change the game world, persist even after you log off. The bottom line is that I’ve had more fun galavanting around Northrend than any other MMORPG experience, to date.