ArcheAge Beta
Posted by Mystic Worlds [HTML][XML][PERM][FULL] on 26 July 2014, 12:26 pm
My Paladin at level 27 Like WildStar (WS), ArcheAge (AA) wasn’t on my radar. I’d hear of it but not having much success with Asian imports in the past, I wrote it off. In between MMOs again, I started watching Twitch streams and noticed more and more AA offerings so I started watching. Initially, I didn’t see anything that would make me scrounge for a BETA key / invite or purchase my way into either, so the thought of the game passed. My son started playing GW2 again but not with much regularity. Bored by the lack of a more traditional expansion, he began another search for an alternative. Since he’s a PVP fanboi, he decided to pay his way into the AA Alpha. I messed around on his account for a bit which piqued my interest. That combined with finding more varied game play on Twitch, I saw enough...


Google acquires Twitch for $1 billion – report
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 26 July 2014, 9:54 am
In May we reported that Google was looking into purchasing streaming video service Twitch for $1 billion, and now it looks like it could be a done deal.… See Full Article Link This link was shared via our social networks and tagged to automatically post to the blog.


Fiddling with filters
Posted by welshtroll [HTML][XML][PERM][FULL] on 26 July 2014, 9:34 am
Since reaching level 50 and completing the main story quest I’m been taking a little away from questing in Elder Scrolls Online. I’ve used the opportunity to take a quite a few screenshots in the areas I’ve completed recently I wondered about adding effects to the images to see what I could produce. There are […]


Important: Unofficial PBE Patch Notes for 7/25/2014 - Iceborn Gauntlet Fix


LoL Design Values: In-depth with Mastery

Originally Posted by Riot (View RedTracker Source)

It's the second entry in our ongoing League of Legends design values! Last time we had environment and clarity designer Richard "Nome" Liu go in-depth on why Clarity is important in League of Legends. Up this week is Riot Games' Vice President of Game Design, Tom "Zileas" Cadwell, here to talk to one of League's most central themes: the pursuit of mastery.

Zileas has been a part of Riot Games for a long time and he's actually the one who first introduced several of the terms used in our design values series – like Counterplay. Today, however, Zileas will be focusing more on mastery as it relates to every design decision we make in League and why it's so important to the game as a whole. Onward!

Mastery

Players are driven to play different game genres for different reasons. In MMOs, it might be a feeling of progression or social achievement. In single-player, story-focused games, it might be about immersion, or making your way through a deep narrative. In the MOBA genre, we believe the main thing that motivates players to stick around is the pursuit of mastery.

Whether you're trying to be the best League player in the world or you're just picking up on how to last hit, playing League of Legends is about continually growing and becoming a better player. We believe that players who play League are seeking mastery, and our design philosophy is deeply tied to this idea. For our part, we hope to make a player's journey endlessly rich and fulfilling; someone who adapts quickly and instinctually should be rewarded as much as the one who spends days figuring out the most optimal path forward - both are pursuing mastery in their own unique ways.

We’ve identified three major areas of mastery: personal expertise, teamwork, and adaptability.




Update 14.1 Release notes
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 25 July 2014, 9:24 pm
Of Special note Fangorn changes Based on player feedback we have made the following changes to the Fangorn dailies and barter costs. It no longer… See Full Article Link This link was shared via our social networks and tagged to automatically post to the blog.


Friday Fanart: Sketchings
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 25 July 2014, 9:44 pm
Ulysses by DeviantArtist, Penett Signing off into the weekend, we bring you works from Fallout: New Vegas, Skyrim inked, and some Evil Within. Send us your artwork by using #BethesdArt on social media, or be directly emailing us at bethblog@bethsoft.com. We love filling up our album below with your incredible artwork!


WIP Post

NOTE: And... that's it for today, or at least looks like it.


Item Changes

Iceborn Gauntlet

  • UNIQUE Passive - Spellblade cooldowns is now 1.5 seconds (down from 2)



The Daily Grind: What MMO company has given you good customer service?
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 25 July 2014, 5:15 pm
Massively See Full Article Link This link was shared via our social networks and tagged to automatically post to the blog.


OGN Quarterfinals: Samsung White vs SKT K
Posted by Cloth5 [HTML][XML][PERM][FULL] on 25 July 2014, 2:00 pm

Hello everyone and welcome to week 2 of the Quarterfinals of Champions Summer 2014. Today we have a big rivalry match between Samsung White and SKT T1 K. This rivalry goes back all the way to last spring and has played out in every Champions season since then. White is also the only team in […]

The post OGN Quarterfinals: Samsung White vs SKT K appeared first on Cloth5.




The use of game analysis
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 25 July 2014, 12:14 pm
A lot of the posts on this blog are about game design: What makes a game fun? What motivates players to act in certain ways? How can good game design make a game better? Of course if we talk about video games and MMORPGs all that game design discussion remains rather theoretical. I don't have illusions of grandeur believing that game designers are reading my blog and will implement my suggestions for improvements to their games. But when we move into the domain of pen & paper role-playing games that changes the situation dramatically. Here, if you can find the strong and weak points of various systems, you can actually make changes to your game and put together the best elements of different systems for your own table.

One thing that few people realize when discussing pen & paper rules systems is that no two table play the same game. Just look at the various videos I linked to earlier this week, with different groups playing the 5th edition starter set, and you will notice how different the different versions of the same adventure in the same rules system are. The result of that is that is that not all criticism of for example an edition in the edition wars is true for all groups playing that edition. I've read a lot of people saying that 4th edition has no role-playing and the fights are extremely slow, and then I watch those 5E videos and have to say that on MY 4E table there is more role-playing and faster combat than shown in most of those 5E videos. That is why I tend to focus my game system criticism on the rules and the maths behind the rules.

Having said that, you can also approach a rules system from the point of view of a hypothetical newbie group playing the system as written. And there it is clear that for example 4th edition is a more balanced and less random system of tactical combat, but has clear weaknesses in not having systems in place which encourage or reward role-playing. 5th edition has a far superior character creation system which not only pushes players to create better backgrounds, but also encourages role-playing your flaws by handing out inspiration bonuses; but then 5E isn't good for tactical combat at all, because its high damage versus low hit points and little healing makes combat very random, and there are fewer tactical options based on positioning.

The solution is to make my own Dungeons & Dragons Edition 4.5 for my table. Which isn't just selecting the best bits from every edition, but also tailors them to the individual needs of my players. What is "best" for my table isn't necessarily best for a different group. In my group role-playing already happens, but much of it is a bit stereotypical (e.g. elf vs. dwarf rivalry), and only one player made a really good background (sorceress who is a Vistani soothsayer). So the 5E character creation system with the personality traits, the inspiration system, and a better background (including the "one unique thing" rule from 13th Age) would surely improve role-playing at my table. But as the players very much enjoy tactical combat, and most of them would not enjoy playing a minor role in a campaign ultimately dominated by wizards, for my table it is very much preferable to stick to 4th edition powers and combat rules. That also has the added advantage that we can keep playing with the existing 4th edition books and their existing French translations, and not switch to a system that only exists in English and doesn't have translations announced yet. It is a lot quicker to just translate rules for background and personality trait creation than to translate all the rules regarding combat, including all spells.

Where our group is somewhat wary of extensive role-playing is because of previous experience where typical role-playing scenarios ("Here is a mystery in a city, go out and solve it by role-playing!") led to the game getting bogged down in role-playing the details of everyday life and not much happening which actually advanced the story. With the particular situation of my group, which only meets twice per month, the overall result was that three months later we still weren't anywhere near having a clue regarding that mystery. Furthermore, with role-playing usually being a lot less structured than combat, the more extroverted players tended to dominate the sessions, while others just sat back and didn't contribute much at all. But I believe I have found a solution to those problems in recent multi-system adventures like Murder in Baldur's Gate or Legacy of the Crystal Shard. The idea is to give somewhat more structure to role-playing when it is supposed to drive a story forward by introducing "turn-based" elements into it. Which means that the DM makes sure that every player gets his chance to contribute his ideas, and then also gives "turns" to the NPCs, especially the villains. Which means that stuff always happens, villains act after some time, and the way the story progresses depends on whether the players did anything which affected the villain's plan or not.

That will need some practice, so I'm planning on a last adventure of the current campaign in which I will try to make a city adventure that doesn't stall. And if that works well, we should be ready to start a new campaign, starting with an improved character creation. Technically it will still be 4th edition, but with none of the flaws that people believe that edition has. Because the flaws of 4th edition are mostly flaws of omission, and those can be more easily fixed by just adding the stuff that isn't done so well in the books.
Tobold's Blog



Quote of the Day – In Space it is Still Location, Location, Location
Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 25 July 2014, 12:00 pm
To put it bluntly, if you want to catch instawarping interceptors, the most important part is living in London. -Namamai, Understanding the EVE Online Server Tick There is an interesting/informative article up over at TMC about how the processing loop of EVE Online dictates if you’ll be able to lock up and point that decloaking […]


One Theme, Five Ways: Customizing Adelle
Posted by WordPress.com News [HTML][XML][PERM][FULL] on 25 July 2014, 11:00 am
Popular free theme Adelle has a lot more to offer than its signature pink dots, as these five bloggers show us.


A nervous Twitch.TV
Posted by welshtroll [HTML][XML][PERM][FULL] on 25 July 2014, 10:06 am
Reports are out that Google has completed the purchase of Twitch.Tv for $1 billion which confirms the rumours about the purchase that were circulating in May. I’m interested to see what steps Google take with the streaming service, whether it will include auto-saving of shows directly to The YouTube site along with tighter integration or if […]


ArcheAge: We don’t serve your kind in here!
Posted by Bio Break [HTML][XML][PERM][FULL] on 25 July 2014, 8:18 am
There’s no doubt that the ArcheAge beta is some kind of popular right now, and I have no reason to think that the launch won’t be a big event.  Whether or not I’ll be playing is still up for debate, … Continue reading


Keyboard melting
Posted by welshtroll [HTML][XML][PERM][FULL] on 25 July 2014, 5:55 am
I’ve had my Sidewinder x4 for nearly 3 years and and and it’s finally staring to show signs of wear. The keyboard itself is still in working wonderfully but the continually use of certain keys has meant the plastic coating on the lettering is slowly wearing away. This appears to be due to the letter printing […]


WIP Post

NOTE: Summoner's Rift update and new Launcher has been removed.


Champion Changes

Sona

  • Hymn of Valor [ Q ] - Additional damage on AA buff now lasts for 5 seconds (up from 3)
  • Aria of Perseverance [ W ] - Shield lasts for 1.5 seconds (down from 2)
  • Song of Celerity [ E ] - Power Chord slow AP ratio is now 0.04*AP% (down from 0.075*AP%)

Thresh

  • Dark Passage [ W ] - Now shields 60/100/140/180/220 damage (up from 60/95/130/165/200)

Item Changes

NOTE: Iceborn Gauntlet has NOT been buffed. The cooldown is still 2 seconds

Lich Bane, Sheen, Trinity Force

  • UNIQUE Passive - Spellblade cooldowns is now 1.5 seconds (down from 2)




Pick Up a Mystery Skin for a Short Time!

Originally Posted by Riot (View RedTracker Source)

 

Mystery Skins are back for a limited time so get them while they are hot!

Purchasing a Mystery Skin will unlock an unowned skin worth 520 RP or more. As with the previous rounds of Mystery Skins, you can only unlock skins for champions you own.

Mystery Skins will be available in the Skins tab of the store for 490 RP and are limited to five per day. Check out Mystery Skins from July 25 to July 28!


Ghostcrawler's Melee vs Range Discussion

Originally Posted by Riot (View RedTracker Source)

I don't even think it's that, from what i've seen he's mostly referring to the melee vs melee fights, or as the LCS casters refer to it, "the wet noodle fights" top lane. When its 2 melee champs auto attacking each other, there is no kiting, no skill shot dodging, no real potential for outplay. THAT is what he is talking about (from my understanding at least).

Yes, this is what I meant.

That can't be true, or else everyone wouldn't be spamming ranged champions in nearly all of my games. At my MMR people tend to play what works and the only melees worth playing atm are the mobile/bursty fighters (Vi, Riven, Yasuo, Jayce, Wukong, Pantheon, Lee Sin, J4, Gragas), assassins (Fizz, LB, Talon, Kha'zix, etc) and tanks with crazy steroids and innate mitigation via utility (Leona, Braum, Maokai, Ali, etc). Most bruisers are rarely played anymore and when they are seen they tend not to do very well.

Defensive/tank itemization is just so bad that it's become easier to just lock in a ranged champ.
APs in particular have it really good right now because efficiently counter-building against their damage is near impossible, plus their itemization is the best/most versatile in the game.

And this. The fun click bait has been "Ghostcrawler hates melee and thinks it takes no skill." That's not the discussion. The discussion is how to make melee champs more interesting rather than Riven blows you up when you try to disengage, and how to make melee vs melee wet noodle fights more interesting that what Mundo vs Shyvana currently looks like.

Considering melee vs melee top is all about managing minions waves, baiting, positioning and managing cooldowns. If you can't understand that that's your problem.

We're talking about two different things (actually three different things). I'm talking about when a melee fights another melee in an encounter that lasts a few seconds. We think we can make those engagements more, well, engaging.

Many of you are talking about how you enjoy laning with melee, especially against another melee. That's cool. It's not my intention to challenge that.

Some of the rest of you are talking about ranged versus melee. I'm less interested in who is dominant at the moment and more interested in how to solve the underlying challenges for how melee can survive against ranged without always overwhelming them, which relates really strongly to how melee interact in combat with each other.

We go back to LoL, and picking a melee basically comes down to "which champion's kit will allow me to jump into the enemy team and survive the longest", and laning doesn't even come up as a consideration, because the kits are too similar.

Yes. Totally agree. This is exactly the problem IMO.

Why are ranged champions allowed to guarantee slow melees for 15% on hit with red buff, but melees can't do it back after omen nerfs? But slows had the same %.

Answer that please, since every other thread seems to be getting ignored about this topic

I haven't answered it because I don't honestly know the answer.

Why do you and Riot consider that ranged champions bring more interesting gameplay to the game?

First, I don't mean to imply that we think every ranged champion is awesome and has meaningful counterplay and interesting decisions, just as there are melee that don't honestly need much of a rework. Overall, I believe the fact that ranged champions have range and are often (not always) more fragile makes those fights more dynamic. By dynamic I mean there are more high and low moments and you're not sure how the encounter is going to end up because the duels could go either way. Melee don't have the ranged mechanic (for the most part) so they are already one variable down. Second, they tend to be more tanky (because melee who aren't tanky can't stand up to mages / marksmen at all).

Another way to consider it is like this:

-- What tools can a ranged champion potentially have? Range, heals, disengage, steroids, AE, disables, survivability, etc. etc.

-- What tools can a melee champion potentially have? Well, pretty much all of the same tools the ranged have *except* for the range. They are already down one mechanic. If a ranged champion has 20 possible mechanics, the melee has 20 - 1. Does that make sense?

I'll phrase it in terms of an RTS game:

-- Archers have range.
-- Cavalry have speed.
-- Infantry don't have a lot, but often they are cheap or maybe sturdy. Cheap can work in an RTS. It can't as well in a MOBA. Sturdy works okay, but sturdy dude vs. sturdy dude fights can be slow and boring.

Now we could just work twice as hard on melee champs to make sure they end up just as interesting, and in some cases, that is successful. We could also potentially identify some mechanic that melee own and ranged champs rarely have. This would require potentially reworking a lot of champs, but it's totally on the table.

All he was saying was basically this: melees need to have certain advantages over ranged champions to make up for the enormous penalty of being melee. Most currently viable solo lane melees are super tanky and/or have extremely high sustain to allow them to absorb ranged poke. So when you stick two of these champions in a lane against one another, they have little incentive to interact with one another (at least past the point when they've completed their first tank item).

More broadly, I think he was saying that Riot has balanced a lot of melee bruisers by just giving them tons of free stats. Look at a champion like shyvana or volibear or mundo. Pretty much all of their power is locked up in free stats and high base damages. The outcomes of duels between these types of champions are largely determined by raw stats. This makes top lane incredibly snow-bally. It's very unlikely you're going to be able to kill shyvana as renekton if you are an item behind her. It's still unlikely, but far less so, that a brand could kill a syndra who was an item ahead of him, because, at least during the laning phase, the match-up is far less determined by raw stats. 60 AP and an extra level's worth of base damage doesn't mean anything if your opponent dodges all your skills.

Yep.


Originally Posted by Riot (View RedTracker Source)

why do ranged champions do the most damage? Like, what is the tradeoff there? Sure they may be easier to kill, but if someone that is melee loses a chunk of HP while trying to cross the distance is it still counterplay?

This happens in a lot of games. The image many devs and players have in their minds of a mage or a sniper is a glass cannon: you can do a ton of damage but can't take it. In historical combat, archers were great at range and tended to crumble to a cavalry charge. That model starts to break down in actual games because range is already such an advantage that they don't need the extra damage as well, and as we've already discussed, melee have to mitigate tons of damage to ever close the gap. I'm not trying to disparage the original LoL devs because obviously they did a lot of things right, but there was never a strong conceptual framework for what the strengths and weaknesses should be of the different roles. They were just focused on making cool champions. Fast forward and we are trying to formalize what a bruiser should be good at. It's okay to break the rules or even have hybrid champions, but we need to know we're breaking the rules when we do so and what the potential costs are of doing so and not stumble into it.

Ranged vs Bruiser for me feels like this. Ranged has the advantage, but if they make a single mistake it's over. Bruiser on the other hand can make a number of mistakes and they won't die, because they are so tanky, but can't kill catch the ranged without the ranged player making a mistake

Yes, we agree.

This is just my analysis of jax at a glance tell me im wrong. I have so far really enjoyed the direction the game is headed and have begun to understand your reasoning for most of the teams actions on balance but im sorry you just went back on everything you have said for the past 3 weeks about balance on this.

The question wasn't whether Jax is balanced or the ultimate stage for which skilled players can display their mastery or the pinnacle of champion design. The question was whether we thought he had the "ball of stats" problem. Jax has some problems, but we don't think the "ball of stats" aspect is one of them. Jax does have windows where he is more or less powerful and both teams can use their understanding of those mechanics to try and leverage victory.

Remember in all of my answers / brainstorming / bull****ting here, that I'm not thinking of whose damage we want to tweak for patch 4.13. We have a team to do that and I trust them to do it well. I'm more interested in long-term discussions, such as how we need to redesign melee as a whole (or if we even do) so that we don't constantly have the cycle of ranged dominating melee, followed by a patch (or even season) where melee dominate ranged, followed by yet another flip flop. If your house keeps alternating between too hot and too cold at some point you need to stop twisting the thermostat around and consider rebuilding the furnace. Total stability may not be realistic, but we can at least iterate towards it.


Champion and Skin Sale: 07.25. - 07.28

Originally Posted by Riot (View RedTracker Source)

Grab these champions and skins on sale for 50% off for a limited time:


Skin Sales

Give your champions a new look with these skins:

Infernal Alistar
975 487 RP Ironscale Shyvana
750
375 RP

Samurai Yi
520 260 RP


Champion Sales

Add these champions to your roster:

Ahri
975 487 RP


Nocturne
880 440 RP

 

Twitch
790 395 RP




Mecha Skins Available
Posted by News [HTML][XML][PERM][FULL] on 24 July 2014, 6:44 pm

Mecha Skins Available

NOTE: The skins received fancy new promo website, check it out by clicking original source below. Inside new you'll find some screenshots of it.

Originally Posted by Riot (View Original Source)





Something to Submit: The Blue Danube.
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 24 July 2014, 5:26 pm
Here is my latest labour of love: The Blue Danube is the common English title of “An der schönen blauen Donau,” Op. 314 (German for “By the Beautiful Blue Danube”), a waltz by the Austrian composer Johann… See Full Article Link This link was shared via our social networks and tagged to automatically post to […]


Divinity: Original Sin
Posted by Articles [HTML][XML][PERM][FULL] on 24 July 2014, 2:45 pm

Divinity: Original Sin may be the best RPG of its kind in years.

It is smartly written, patiently paced, fun to play and hard enough that success feels like an accomplishment. Set in a complicated world that developer Larian Studios has been tinkering with for years, its narrative comes with a rich lore already in place and an easy confidence in its history and foundations.

To say that I recommend Divinity: Original Sin is an understatement. As far as computer role-playing games go, this particular one threatens to steal a place in my mind on the shelf with games like Baldur’s Gate, Ultima VII, Planescape: Torment and Fallout 2. Though I’m not ready to crown it to those heights yet — I’ll need a year or two to ruminate on whether it really achieves that level of greatness — it has passed the first initial gates to get into the running.

I do wonder, though, whether at least part of what makes Divinity so great in the modern age is simply a function of how few games do what it does anymore. It is in some ways as though Divinity is a game that was created mostly in 1996, and fell through a crack in time to the year 2014, where Larian simply added all the technical whiz-bangery of the modern age. There is a sensibility to the game that doesn’t really exist anymore in most western RPGS — or most games for that matter — a sensibility that by its nature spoon-feeds you nothing, but rewards you time and again for just being smart enough to figure the world out.

Divinity’s most daring aspect may simply be that it is unapologetic in demanding the player put in a meaningful effort to succeed. In a way, as a gamer, it’s just nice to be treated as an adult.

read more




The Cape of Stranglethorn
Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 24 July 2014, 4:00 pm
Once there was a zone called Stranglethorn Vale.  It was a place of jungle and raptors and trolls and missing pages from books and that bastard Hemet Nesingwary who would continue to haunt our existence through every expansion with his wildlife slaughtering requests. It was a large and somewhat controversial zone… though some appreciated the […]


Introducing Site Logos: Personalize Your Blog, Display Your Brand
Posted by WordPress.com News [HTML][XML][PERM][FULL] on 24 July 2014, 3:56 pm
We're excited to announce our new Site Logo feature.


System Shock 2: Fun and games
Posted by Bio Break [HTML][XML][PERM][FULL] on 24 July 2014, 12:00 pm
(This is part of my journey playing through System Shock 2. You can follow the entire series on the Nostalgia Lane page.) Holy crud, there’s another non-mutated human left alive on this ship?  Hey man!  How’s it going!  Wish you could … Continue reading


PLEX and its new Daughter, GRACE
Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 24 July 2014, 12:00 pm
I do not pay much attention to Anarchy Online.  Well, I don’t pay it any mind at all, really aside from the occasional industry lore aspects around things like rocky starts (“nearly unplayable” -GameSpy) and longevity. (It turned 13 just about a month back.) But some people do still pay attention to it.  There was […]


You Get to Decorate the House You Have, Not the House You Might Want
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 24 July 2014, 9:55 am
Housing is one of the great line-item features that a lot of people think every MMO should have. There is a strong desire to have a place to call your own in what tends to be an unchanging and una… See Full Article Link This link was shared via our social networks and tagged to […]


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