Lets play Cities Skyline: Lakedale Part 3 (Tiny Town)
Posted by Ogrebear's Thoughts [HTML][XML][PERM][FULL] on 28 August 2015, 11:29 am

Since everything is moving very fast because of the road mess up i did in part 1. I just was able to plop down my Landfill, clinic, and fire Station before i ran out of money.

Since i had access to both loans i went ahead and took them, which gave me a ton of [...]

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Guild Wars 2 goes Free2Play
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 28 August 2015, 10:18 am
According to a leak this is one of the headlines you will read coming from Pax Prime. And I just wanted to comment that I'm considering this a non-event. Wildstar going Free2Play means I will be able in the future to play Wildstar for free. GW2 I already was able to play for free, having bought it long ago. And as you could already get the base game heavily discounted in the past, it isn't such an enormous change at all. The base game also is free if you buy the new expansion. So I really don't see this move gaining Guild Wars 2 all that many new players.
Tobold's Blog



MUD’s Ben Walsh on the female character stretch goal and Kickstarter ambition
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 28 August 2015, 11:00 am
The sandbox known as MUD — not to be confused with actual MUDs — launched an ambitious Kickstarter this week, provoking the MMO community to do what it always does when asked for money: be skeptical. Of note, many of our readers took umbrage with the idea that female playable characters are be tucked behind a half-million-dollar stretch goal (the published stretch goal chart [...]


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Even critically acclaimed indie games get delayed
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 28 August 2015, 10:30 am

Lovers in a Dangerous Spacetime was a hit in 2013 when it was just a multiplayer, neon-streaked demo mixed in with all of the nominated, blockbuster indie titles at the Independent Games Festival. Lovers was up for an award in Visual Art, and even though it lost to Kentucky Route Zero, the nomination was enough to create buzz around the game and its studio, Asteroid Base. At the time, co-creator Jamie Tucker felt confident that Lovers would be done within the year. Now, two years later, Lovers in a Dangerous Spacetime is set to debut on Xbox One and Steam on September 9th. Yes, in 2015. We asked Tucker via email what happened with Lovers' development timeline and he broke it all down -- including details that offer a glimpse at the real rigors and lucky breaks of game development.

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Tags: asteroidbase, development, GameDevelopment, GDC, hdpostcross, igf, Indie, interview, loversinadangerousspacetime




Hasbro wants to crowdfund your party game ideas on Indiegogo
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 28 August 2015, 11:00 am

Hasbro is hoping you'd be willing to share your best party game idea ever(!) with the company and has launched a search for the "Next Great Game." The mechanics are simple: just go to the project website and submit an entry -- along the same lines as Monopoly, some variants of Trivial Pursuit and Funny or Die -- until September 30th, 2015. After that, sit back, cross your fingers and hope that you're among the five finalists announced on October 30th. Now, here's the twist: you're not getting any prize money even if you end up as one of the five. Instead, you'll be invited to launch an Indiegogo campaign to raise funds for your concept.

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Source: Hasbro

Tags: crowdfunding, hasbro, indiegogo, nextgreatgame, partygame





Test the Servers with Party IP!

Originally Posted by Riot (View Original Source)

TL;DR: Earlier this week, the NA game servers successfully moved to a new, centralized location in Chicago, Illinois. We continue to work internally, with ISPs, and with players to troubleshoot any emergent routing issues (help us out here !), and have now kicked off a weekend stress test (complete with Party IP) from August 28 - 30. More details below.




Minecraft mods: Mystcraft
Posted by [HTML][XML][PERM][FULL] on 28 August 2015, 10:52 am
As much as I love exploring the Overworld and the Nether, sometimes I get a bit bored. Especially if I’ve been playing the same world for some time. That’s where Mystcraft comes in. Now,...


Hi-Rez Studios CEO teases something coming for Tribes: Ascend
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 28 August 2015, 9:00 am
Tribes: Ascend has been in maintenance mode for a while now. It was never the moneymaker that SMITE proved to be, and while it hasn’t been shut down, players were told quite some time ago that it was on the back burner. But that may be changing. The studio’s CEO tweeted earlier this month that next month would bring “something [...]


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Champions Online celebrates Vehicle Week
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 28 August 2015, 10:00 am
Rev your engines, for Champions Online is calling all superheroes to exercise their driving and flying skills for Vehicle Week. The event, which is currently running and will end on September 3rd, includes a store sale on vehicles and a chance for all villains to drop vehicle mods. There’s also a quest to help an NPC rebuild a flying steam [...]


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Dual Boxing With One Box
Posted by DDOcast - A DDO Podcast! [HTML][XML][PERM][FULL] on 28 August 2015, 8:43 am

Posted in OurDDOSyndicated

It is totally playable too, animation is still smooth in both windows, everything seems ... right. Except twice as much.


Media Link

Random:…
Posted by [HTML][XML][PERM][FULL] on 28 August 2015, 8:49 am
Screw it, it’s Friday. Just don’t tell your mom. http://t.co/GeZgHh2A2i


The Daily Grind: How can MMOs create personal progression in a post-levels world?
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 28 August 2015, 8:00 am
Massively OP Kickstarter donor Craywulf wants us all to sit back in our armchair designer, er, armchairs and tackle a design problem some gamers are convinced is impossible: How would you provide personal progression without leveling? The easy answer is “skill systems,” of course, but let’s be honest: Skills are levels by other names, even if they work to different ends. So [...]


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Microsoft shoots down Xbox One Mini rumor
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 28 August 2015, 8:02 am

Inside The 2015 E3 Electronic Entertainment Expo

The Xbox One is a large console, but it seems Microsoft is in no rush to unveil a slimmer model. The company was rumored to be launching an "Xbox One Mini" in October, but Phil Spencer, Microsoft's head of Xbox, has shot down the idea on Twitter. His "not real" statement is pretty definitive, although of course, that doesn't mean Microsoft isn't planning a redesign for a later date. Although the Xbox One's sales are behind the PlayStation 4, it has a slew of exclusives coming out this fall including Halo 5: Guardians, Forza Motorsport 6 and Rise of the Tomb Raider (okay, that last one is actually a timed exclusive). If Microsoft is working on a "Mini" model, it's more likely to appear at somewhere like E3 next year.

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Via: The Verge

Source: Phil Spencer (Twitter)

Tags: microsoft, philspencer, xboxone, xboxonemini




Server outages and other players
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 28 August 2015, 7:24 am
I understand the interest for game companies to put their games online. Games as a service instead of games as a boxed product avoids a lot of problems with piracy and the like. And you make a business out of selling virtual stuff and store it server-side, so customers don't lose anything if their computer crashes. On the other hand I have two specific problem with online games: Server outages and other players.

The first for example is a recurring problem with Magic Duels. The PC version is affected more than the iOS version, but even on iOS I need a good WiFi connection to be able to play. On 4G I can't, which makes the game a lot less mobile than I wished to. Server problems are quite frequent in games that just came out. A smooth launch for a MMORPG is a rare beast. And in spite of server problems being so predictable, customers are frequently treated with obscure error codes instead of a message which explains clearly what is going on with the server.

The second problem for me with online games is that game companies frequently decide that as they are online anyway, it would be better to make the game PvP instead of PvE. I just had a look at the Pokemon Trading Card Game Online, but most of its game modes are against other players, and the game modes against the AI are limited to specific decks. No interest for me to build my own decks if I don't want to play against other human beings. And playing against other human beings isn't always an advantage. You never know who you get paired against, and that can be people who play very slow (a problem in a turn-based game), quit half-way through the game, or use the game communication tools for insults and trash talk. For a quick game, especially mobile, I much prefer a computer opponent.

I also find it highly annoying that the majority of city/empire building games on mobile platforms are exclusively PvP, in the Clash of Clans mold. First the game puts you at risk of having your progress destroyed by raids from other players, and then they sell you "protection" against that for real money. Sounds like a right mob racket to me!

And I'm pretty sure I am not the only one who would prefer less PvP and more PvE in various online games, especially on mobile platforms. I think game developers are missing out on a bunch of potential customers by not offering both options for the same game. Playing against real human beings can be fun under certain conditions, but for a casual game it often causes more problems than advantages.
Tobold's Blog



SPJ Airplay
Posted by Zen Of Design [HTML][XML][PERM][FULL] on 28 August 2015, 2:58 am
I’ve been trying to cool down on GamerGate writings.  I actually made a pact to myself to not use the word in a blog article through July, a promise made more manageable by work turning into super happy fun fun imminent shipping insanity at work.  My first recent mention of it was in the Sad Puppies article, largely because […]


KOTOR II
Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 28 August 2015, 1:01 am

KOTOR II recently got it's first patch in years to make it run better on modern hardware.  That, along with a community pack of bug fixes and content restoration on Steam inspired me to revisit the game.

I had played a handful of hours of KOTOR II when it first released.  I loved the original KOTOR but I never got beyond the first few hours of the sequel.  It was a buggy mess that wasn't worth the effort.

Fortunately, with the updates available, it's a much more stable game.  And seeing it run at 1080p was pretty cool too.  Good job patches!

Again I found myself tired of the game after only the first few hours.  This time not because of bugs but because of old gaming sensibilities.  This game just feels clunky.  It doesn't hold up to modern ease of use and control standards.  There are menus upon menus and lots of un-intuitive control schemes.

Once again I find myself done with this game without fully experiencing it.  But, that's ok.  I still have great memories of KOTOR that will always be with me.

The truth of the matter is that this really makes me want a modern KOTOR game.  Bioware would knock it out of the park.  They've learned so much about game making since KOTOR and KOTOR II were released.

A modern KOTOR on modern hardware would be simply amazing.


Expect a 'limited number' of HTC Vive VR headsets this year
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 27 August 2015, 9:39 pm

According to HTC, reports that the commercial launch of its Vive virtual reality headset is delayed until next year aren't telling the whole story. The company provided a statement to Engadget saying "We'll have a limited number of units by the end of the year, with more to come in Q1 2016." It seems unlikely there will be enough to satisfy all potential buyers of the "first complete VR system" it's making with Valve's help, but there's still a chance you could get one, and developers have had access for a while. The Vive headset is coming to PAX Prime in Seattle with demos like Fantastic Contraption -- once we know more about when you can have one we'll let you know.

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Tags: hdpostcross, headset, htc, PAXPrime2015, valve, VirtualReality, Vive, vr




Sony isn't intentionally keeping 'Until Dawn' off of Twitch
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 27 August 2015, 10:38 pm
Until Dawn™_20150822015129
Right now, there's a bit of an issue going on with Twitch and the PlayStation 4's horror-movie-director simulator, Until Dawn. Yesterday the Twitch Support Twitter account posted that if you were using PS4's built-in Twitch sharing functionality that Sony had disabled archiving. Based on the response we got from Sony, it doesn't seem like it was for a nefarious reason or anything, mostly just forgetting to flip a switch.

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Source: Twitch Support

Tags: gaming, hd, hdpostcross, horror, sony, streaming, supermassivegames, twitch, untildawn




Meandering towards Isengard
Posted by Blue Kae [HTML][XML][PERM][FULL] on 27 August 2015, 11:00 pm
Blaugust 2015 Day 27 I played LotRO last night, continuing my multitasking experiment. I nearly cut my play session short though as the next quest I picked up after completing some small errand quests involved a solo instance required me to help four NPCs defeat multiple waves of enemies for 8 minutes. By about 2 […]


Post-Launch Marketing
Posted by Anyway Games [HTML][XML][PERM][FULL] on 27 August 2015, 10:15 pm
It's common for a TV show to introduce new viewers to its setting with a compilation of clips. Early in the season, clips are carefully selected to avoid upcoming plot twists while demonstrating the show's general method of entertainment. As the season progresses, anything from previous episodes is fair to use in this in-show trailer.

During the era of physical products, game publishers have relied heavily on release-week sales. Game marketing continues to reflect this focus on immediate sales. Like theater showings of movies, games are advertised before and around launch... with little effort made to refresh interest (until DLC is pitched).

Well, if gamers are only interested in newly released games, explain to me the rabid interest in backwards compatibility for Xbox 360 games or countless other examples of retro gaming. Explain why Microsoft or Amazon bother to have temporary sales on older games. If there is a viable market for games months and years after release, then imagine how much better the market would be if publishers bothered to advertise those games long after launch.

Like those TV show intros, post-launch trailers could incorporate clips of gameplay from happy customers. In addition to attracting new buyers, the potential for a gamer seeing his own clip in an official trailer would help to maintain interest in the game and sustain a market for DLC, merchandising, sequels, or spin-offs. Alternatively, contests are a cheap way to produce trailers because fans will do most of the work for free.


Massively Overthinking: Making MMOs more social from the inside out
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 27 August 2015, 8:00 pm
This week’s Massively Overthinking topic from an anonymous Kickstarter donor asks us to set aside our criticisms of the social environment of MMOs and figure out what we, as players, can do about it. “We criticize MMO devs for making our MMO experience less social, but are they the only ones to blame? I think our (the players’) behaviour to others [...]


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The Stream Team: Inside The Secret World’s Issue #12
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 27 August 2015, 8:55 pm
In a totally evil move, Funcom released TSW’s Issue #12 while MassivelyOP’s MJ was gone, so she’s only now able to delve into it for herself. She’s hoping to gather enough compadres together to at least poke around the new dungeon, but there is no guarantee of finishing it even if she does! Join us live at 9:00 p.m. for [...]


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Path of Exile devs answer 187 player questions
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 27 August 2015, 6:00 pm
Did you see that movie 187 starring Mace Windu? It was directed by the same guy who directed Rapa-Nui. Now that today’s film history lesson is over, I should point out that Path of Exile’s devs recently fielded 187 questions from the game’s player community. And they answered all of them, too! As you might expect, the topics cover quite [...]


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Crowfall’s combat testing moves to the ‘Hunger Dome’
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 27 August 2015, 7:00 pm
ArtCraft has created a “greybox environment” called the Hunger Dome for Crowfall’s pre-alpha combat testing. The aim is to make the testing more fun and meaningful, according to a new video that explains the last-man-standing tourney mechanics. Players will start without gear and must equip themselves via loot chests or their fallen opponents. The video addresses questions relating to map size, [...]


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Playdate: We're screaming through the teen-horror of 'Until Dawn'
Posted by Engadget RSS Feed [HTML][XML][PERM][FULL] on 27 August 2015, 5:30 pm
Until Dawn™_20150821161617

By now you've (hopefully!) read our review of Sony's latest PlayStation 4 exclusive, Until Dawn. I'd also like to think that you've gazed upon its faces and gorgeous cinematography too. If you're still on the fence about buying it though, well, maybe our Twitch stream starting at 6 pm ET / 3 pm PT will change that. We'll be broadcasting two hours of the teen fright-fest today and I'd like to you join Sean Buckley and myself because the decisions we make in the game will be entirely up to you. That's right: You'll choose who lives and who dies, the paths we take through a Canadian mountainside and a whole lot more this afternoon. Are you ready for that kind of responsibility? Perhaps the better question is if you're ready to hear my shrill screams. Let's find out. Together.

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Tags: gaming, HaydenPanettiere, hd, hdpostcross, horror, peterstormare, playstation, playstation4, ps4, sony, supermassivegames, twitch, untildawn




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