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Pocket Legends Exclusive Interview: Guilds, Banks and PVP Coming Soon?

Posted by CJensen@infoaddict.com | April 20th, 2010 |  1 Comment »

FILED UNDER: AllFeatureFeaturesGamesInterviewsPeopleTech

The iPad launched with an impressive lineup of titles, including Geometry Wars, Warpgate HD and X-Plane, but Pocket Legends, an action-MMO from Spacetime Studios quickly established itself as my favorite. Here is a game that delivers the goods; great 3D graphics, intuitive touch-controls, fast-paced action, atmospheric audio, addictive gameplay, smooth-as-silk multiplayer and a bevy of new content added at a blistering pace. Perhaps best of all, Spacetime Studios has delivered a game that is free to play, so there is no barrier to entry, though if you want to progress past level 13, you will have to pay a small, one-time fee that unlocks new content and maps.

At its core, Pocket Legends is an action-MMO, more along the lines of Diablo than World of Warcraft. Think of games like Torchlight, Nox and Dungeon Runner and you’ll have a pretty good idea as to what you’ll find waiting for you in Pocket Legends.  Three character classes are on offer, including a range-class, magic and tank with different styles of play for each. Randomized loot drops from mobs and, for the most part, has a paper-doll influence over the look of your character. Tons of skills can be unlocked as you progress through the game, allocating those skills to a handy toolbar, much like you do in a traditional MMO.

Multiplayer is seamless, allowing a player to create their own instanced world that others can freely join via a built-in server browser, or one can opt to make the room private so you can play either alone or with friends. With a full group of players running a dungeon, Pocket Legends has showed no signs of lag or slowdown, even when the action comes on hot and heavy, a real testament to the amazing job Spacetime Studios did in pulling off this small wonder.

Interested in knowing more about how Pocket Legends came to be and its plans for the future, I was able to pose some questions to Cinco Barnes, Creative Director at Spacetime Studios, which you will find below.

First of all, congratulations to you and the rest of the team for delivering a quality product right out of the gate for the Apple iPad. Not only a quality product, but a breakthrough for the platform as it proves the device is more than competent at pulling off a mobile MMO. I understand the team was originally working on the iPhone version but shifted gears at some point and delivered the iPad version first. What was this transition like and why the decision to go after iPad first?

Apple’s iPad just blew us away! As soon as we learned about it, even with “Pocket Legends” in its final stages of development for iPhone / iPod Touch, we knew we needed to take advantage of iPad immediately. Within hours of Apple’s announcement the team was talking about how to leverage the big touchscreen, the faster processor and how the game experience would improve due to the new device’s larger form-factor.

Transitioning to iPad allowed us to put out a broader, more immersive version of “Pocket Legends” first. And to be quite honest, we also wanted to be part of the excitement surrounding iPad’s debut. As longtime Apple fans, the Spacetime team was really buzzing about the device and we figured a lot of other gamers would be, too.


People are using the term MMO (Massively Multiplayer Online) to describe Pocket Legends, though I have found it has far more in common with a game like Diablo and Torchlight, neither of which I would define as an MMO in the traditional sense. How does Spacetime Studios define Pocket Legends? Has the term ‘MMO’ evolved to encompass a wider breadth of games?

Spacetime defines “Pocket Legends” as a ‘Real-time 3D Mobile MMO’ due to the thousands of persistent characters, deep avatar and play-style customization, the huge list of loot items, the rich role-playing combat system, and the obvious real-time 3D technology. Additionally, “Pocket Legends” is an ongoing service with regular content updates and gameplay improvements. We involve our growing community in the way that all good MMO games should.   :-D

Once the team started down the path of making a ‘Mobile MMO’ we discovered that there are certain aspects of the traditional PC MMO that don’t carry-over into the mobile gaming platform very well. These things include features that players often use to define the MMO genre (like big open worlds, crafting systems, etc.). We designed a more streamlined experience to fit properly on the device and in the context of ‘gaming on the go.

You’ve released a free version of Pocket Legends, allowing players to progress to Level 13 with full access to the first zone. If players would like to progress further, they can pay $1.99 per zone pack. This is a unique model, generous in content for uncommitted players. How is this model working out for the company? Did the team explore other options for generating income, like a set monthly fee?

The model works great! We had a lot of spirited discussions related to the revenue model throughout the game’s development. These discussions ultimately led to one simple conclusion: we want everybody to be able to play “Pocket Legends” and we want everybody to be able to invite their friends without the hassle of an upfront cost.


Spacetime Studios also generates income from selling upgraded items from a virtual store within the game, something quite common on PC-based MMOs.  This is always an interesting area of debate amongst gamers because some argue the items you buy with real money are usually better than anything a player could find in-game through grinding and/or boss battles. Is this true of Pocket Legends? I’m interested in knowing some of the internal debate about what to make available for sale when weighted against in-game items earned through play and reward.

The team at Spacetime Studios is comprised of serious gamers – so we’ve never been interested in making a game system where you can ‘pay your way’ to the top. There really wasn’t any debate at all. We just made it so the best stuff comes only from loot drops.
However, we do see the value of supplementing the play experience with purchases of ‘very good’ and ‘really cool-looking’ items! In this respect, we want people to enjoy the bling, the color variety, and the handful of special extras that come from buying items with real money – just not the top of the power-curve.

Did Spacetime have access to an iPad prior to release? If not (I assume not), then I am fascinated how one goes about designing a game for a device they have never held or used. It seems there is a lot of faith involved, especially in something as ambitious as Pocket Legends. How can the team be so sure the frame-rate will run at an acceptable speed?

Faith, yes. Lots of faith! At the point we started working on the iPad version of the game we already knew that the iPhone / iPod Touch version ran very well and was a lot of fun. We were quite certain that the iPad’s larger presentation and faster processor would make the experience much more immersive.One notable advantage we have in this regard is the Spacetime Studios technology.

Our engine and tools suite (which has been iterated and refined since 2005) is amazingly flexible, configurable and provides the kind of performance analysis we needed to ensure that the game would run beautifully on iPad.The Spacetime engine also allowed the team to play the iPhone or iPad version (in a simulator running on our desktop computers) with a simple configuration switch. This minimized the translation cost of development between the two device platforms and gave us tremendous confidence that the iPad version would rock.


What was it like when the team was finally able to play the game on a physical iPad?

It was an incredible rush for the team to play it on the iPad! We had all been playing “Pocket Legends” on our phones for months and we were very happy with its immediacy and portability. But then once we could play the game on a much larger screen with all the cool bells and whistles (bigger HUD, the larger skill pop-up window on all the time, emotes on all the time, and the more immersive 3D camera) we were floored! It was suddenly a more substantial, more immersive experience. We started talking about how we’d play on iPhone while we’re out and about and then play on the iPad when we were lounging at home. :-D

In the few weeks that I have been playing Pocket Legends, I have seen a ton of content updates, including content for the free version, which is great. Along with new content, the team seems committed to squashing bugs and adding new features. What’s the philosophy at Spacetime at about this level support?

Our philosophy is pretty simple. We play the game for fun as much as we can. We read the forums carefully and we take their advice very seriously. We then decide on the priority of bug-fixes and new content based on a mixture of our personal experiences as gamers and the feelings expressed by our players in the forums… and it all seems to work quite well!


What were some of the biggest challenges in bringing Pocket Legends to the iPad?

The biggest challenge was actually making the 3D mobile MMO technology that runs on the iPhone and iPod Touch. But in terms of the iPad specifically – the biggest challenges involved how we’d take advantage of the larger touchscreen and the faster processor.We spent a lot of time re-designing and revising the in-game interface (the heads’ up display that shows skills, emotes, status, etc.). We also spent considerable time creating a new camera for the iPad that had an additional ‘pitch’ axis, allowing you to play the game in more of an ‘over the shoulder’ perspective. These were both pretty big changes from the iPhone version and big design challenges.

Any words of wisdom to other developers about working with the iPad?

If you are planning to release your game on both the iPad and on the iPhone you’ll be doing yourself a favor if you design for the smaller devices first. That way you’re not down-scaling your iPad game to fit on a phone or Touch… but upgrading your graphics and taking advantage of more screen space, faster processor, etc.It’s a lot more fun for us developers to up-scale our work!

I assume Spacetime has big plans for Pocket Legends as the game evolves. Any chance gamers may find some form of PvP added?

We love PVP in many varieties so – yes. No idea exactly when we’ll do this (or what exact form the PVP games will take) but we have plans for this and several other major systems to come online in future updates.

Can you offer fans any hints as to what they can expect from Pocket Legends in the near future?

We’ll have basic ‘banking’ and trading features coming online. We also have plans to integrate more storytelling (NPC conversations, etc.) in a future update. And further down the line we have a number of friend, group and guild-related features that we’re excited to include.

In the short-term we’ll be adding more dungeon maps (free ones, too) and more loot item drops – especially more epic and legendary high-end stuff!


Why do you think so few companies are delivering true multiplayer experiences like Spacetime? It seems most multiplayer games are either turn-based or stuck with local WiFi.

The team has a lot of experience shipping 3D games on multiple platforms and just as much experience in the world of MMO games. As a studio we just really love 3D and we’ve had fun in the past pushing the limits of real-time for large-scale MMO games (like “Star Wars: Galaxies”).

Has anyone on the team worked on other titles that gamers may be familiar with?

The team’s collective PC MMO resume includes games like “Ultima Online,” “Star Wars Galaxies,” “SWG: Jump to Lightspeed,” and a few other titles hard-core fans might be familiar with. We’re also the guys behind Clockrocket Games’ “Zombie Weatherman” and “Shotgun Granny” (and several other games) for iPhone and iPod Touch.


Instead of delivering a standard fantasy world that so many other companies are perfectly content with, the team at Spacetime obviously took the time to create some fresh character classes and races. How did this come about?

The earliest iteration of the game fiction was totally the ‘traditional’ medieval fantasy thing. But as we went along we really never fell in love with it. So we kept collaborating and brainstorming – pushing to find something fresh that resonated with all of us.

Somewhere along the line we started relating the game archetypes to ‘animals.’ We thought that maybe a ‘cartoon bear’ would be a good ‘tank’ archetype. It followed that a ‘bird’ with his quick reflexes and great eyesight would be an excellent ranged combat guy… and so forth.
Once we had these basic ideas in-mind we reached out to one of our favorite character concept artists (Brett Bean). As soon as we saw his first pencil sketches we knew that we had found what we were looking for!

What is Spacetime focusing on now? Further extending Pocket Legends and/or do you have a new project underway?

At the moment Spacetime is 100% focused on continued development of “Pocket Legends.” We have new content and application updates in the pipeline and it’s all really very exciting for us!

Thank you for your time, Mr. Barnes.

Pocket Legends is available for both the iPhone and iPad. It is free to play, so you have no excuses for not checking out one of the top games currently available for either platform.

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Mount&Blade Warband Review

Posted by CJensen@infoaddict.com | April 19th, 2010 |  1 Comment »

FILED UNDER: AllGamesReviews

http://trollitc.com/wp-content/uploads/2009/05/mount_blade_warband76.jpg

It was shortly after the initial release of the original Mount&Blade (2006) that I posted an article extolling its virtues. I was smitten with Mount&Blade and wanted the world to know how impressive this little game from Turkey was, created by an incredibly small team of only a handful of people. It’s one of those rare pleasures as a video game journalist, when you can take a new, unknown game by the hand and expose it to a wider audience. Low and behold, Mount&Blade began to find traction and before long, the game was being distributed by a proper publisher, received a retail release, and finally, after all these years, a sequel has emerged in the form of Mount&Blade Warband.

Once again, I am in love. It feels like the same girl I cherished before, but she has more to talk about, is in better shape, and has more depth. Oh, and 64 players can handle her at the same time, via multiplayer, the tramp.


Mount&Blade Warband Primer

Mount&Blade is strategy/action/RPG game unlike any other. In some aspects it feels like a medieval version of Grand Theft Auto, in that you can go anywhere and do whatever you want. In other respects, it feels like the Total War games, with epic battles depicted between two foes upon the battlefield. One can also find parallels between Bioware’s RPGs of old. Yet, despite similarities to other games, Mount&Blade is its own entity, a beautifully realized experience that has no peer or equal.

Mount&Blade casts you in the role of an up-and-coming warlord in the land of Calradia, a mammoth game world comprised of many factions. Once you have created a character by answering a few questions and adding skill points, you select a land of residency and begin your epic adventure from young upstart to, well, whatever you want to be.

Along the way, you will rise in skill, able to command more men (and women) under your banner. You will receive castles and villages to rule and improve as your standing rises amongst your people. You’ll wage war against roving bands of marauders, rescue hostages from the clutches of your opponents, break prisoners out of jail, fend of peasant revolts, siege castles, engage in political hijinks and try to make some special time with the ladies. Amidst all this, the game world is constantly evolving and changing as new political alliances are formed and new territories conquered.

http://trollitc.com/wp-content/uploads/2009/04/mount_blade_warband69.jpg


Kill Everyone

There are so many wonderful elements that conspire to form a unified whole in Mount&Blade, but no element is more critical or outstanding than the battle sequences. This is the bread and butter of Mount&Blade, its single strongest aspect that, even four years later since the original release, has no competition.

Leading your army in battle is a thrilling, cinematic experience. Heading the charge while on horseback, your men flooding behind you with shouts of rage in their lungs, is one of the finer moments in all of gaming. When the two sides finally meet, and this after trudging through a rain of crossbow bolts and arrows, swords clash, horses fall and all manner of weapon are employed in a brutal engagement that can twist and turn by the second. Therein lies the true glory of Mount&Blade.

As your character gains in strength and power, you’ll have access to better weapons and mounts, all of which is reflected upon your character with an effective paper-doll system. So to will your army gain experience and increase their respective skills, rising up the ranks of their individual class type, from mounted knights to simple farmers with nothing more than a pitchfork to fend off the enemy.

Battles take place on randomized maps that mimic the general area you see from the overhead map, so if your battle begins in a forest, the 3D battlefield will be rendered as such. This means you can never really be quite sure as to what kind of terrain you’ll be dealing with, beyond a basic concept, as you could be facing high, sloping hills that will slow your progress. Your situation could be even more dire as you soon realize your army will have to go uphill while the enemy is poised for a quick, downward assault. This randomization within a defined variable means no two battles will ever play out the same, just one of many features that extends the playability of Mount&Blade considerably.


Mount&Blade Warband Multiplayer

The biggest addition to Mount&Blade Warband is multiplayer, a long-requested feature from the community that has finally become a reality. You’ll find plenty of game modes on offer, including standards like Capture the Flag and team deathwatch, plus a few interesting concepts like Siege.

Playing Mount&Blade Warband over the Internet has been surprisingly smooth, no small matter considering the game supports 64 players wailing on each other. Dealing with AI in the single-player campaign is one thing, but fighting live human opponents means you’re in for a real slugfest and the experience will be daunting and humiliating for new players, as you will get your ass handed to you by wily veterans. However, perseverance will pay off and you’ll soon find yourself felling opponents and, like the single-player, becoming hopelessly addicted.

Multiplayer is an important addition to the Mount&Blade universe and what you’ll find on offer is quite competent and rewarding, but I can’t help but feel far more could have been accomplished. Currently, Mount&Blade multiplayer feels like an aside, not the epic experience you find in single-player. I guess what I’m missing is that campaign feel, but instead of AI running around everywhere, I’d like to see human opponents and allies going about their business in a real-time world. Perhaps that is asking too much, but that seems like a reasonable, long-term goal for the developers of Mount&Blade.

http://gamerhungary.files.wordpress.com/2008/11/gh-mountblade-1.jpg


The Rough Edges

Mount&Blade is not a perfect game by any stretch of the imagination. It has a lot of rough edges that have never been smoothed with the passing of time. For instance, the overall interface remains unattractive and cumbersome. Text can be hard to read and is presented in windows that are far too large and ungainly. Everything from the characters sheet to the inventory screen looks half-assed and poorly designed. Nothing here breaks the game or makes it unplayable in any way, but it is the one area where Mount&Blade has always been weak.

In terms of graphics, Mount&Blade Warband looks considerably better than all previous versions, using a ton of new tricks from HDR lighting to increased textures sizes. Though it has received a nice graphical upgrade, certain parts of the game remain feeble to the eyes, namely the interior of buildings, which lack character or solid aesthetics.

Certain aspects of the game could use a lot more work, specifically the siege of castles, something Mount&Blade has long struggled with. It remains a frustrating interlude as you watch your men helplessly try to navigate a ladder so they can breach the walls, much to no avail as they become stuck, fodder for the hungry bowmen lining the parapet.


My Wishlist

What’s Mount&Blade Warband missing? For my money, I’d love to see a more blood. Mount&Blade is pretty cheap with the blood. I want buckets of blood. I want severed limbs and rolling heads. I want bodies flailing around on the ground, legless foes pulling themselves to safety with their hands. Simply put, Mount&Blade needs more carnage. It’s the one aspect of the game that falls very short of reality and I don’t see any technical reason why these things can’t be done.

While I’m on this subject, I would like to urge all video game makers to up their blood quotient in war-games depicting battles, whether it be Modern Warfare or Mount&Blade. Games have always been criticized for being too graphic; I’d rather see them critiqued for being too realistic.

As much as I love the single-player campaign, very little has fundamentally changed in Mount&Blade from previous versions. I’d like to see a much richer political environment that isn’t so easily manipulated by a devious player. Further options on managing and operating castles and villages would also go a long way in enhancing the economic realities of the game.

Basically, I’m just being greedy, because as it stands, Mount&Blade is a marvel and I love it, warts and all, just the way it is.

How much do I love Mount&Blade? Well, a version of Mount&Blade has been on my hard drive since 2006. In that time, hundreds of games have come and gone, deleted, never to be seen again. Dragon Age…played to completion three times, deleted, gone. Mass Effect 2…deleted, gone. Neverwinter Nights 2…deleted, gone. Yet, Mount&Blade remains. It appears it will be sitting on my hard drive for at least another 4 years.

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The Many Failures of Mass Effect 2

Posted by CJensen@infoaddict.com | February 1st, 2010 |  232 Comments »

FILED UNDER: AllFeatureGames

http://loyalkng.com/wp-content/uploads/2009/12/mass-effect-643.jpg

With an average score of 96 on Metacritic, one would be justified in believing Mass Effect 2 has little room for improvement. An overwhelming majority of so-called game critics have weighed-in, predictably showering Bioware’s latest RPG with roses and garlands.

Bioware is one of a select number of game companies that receives a +3 modifier in review scores. So take an average game that would normally receive a 7, add Bioware’s name to the box, and oila! Instant 10. While this may be great for Bioware’s bottom-line, it’s actually a grave disservice to the company and gamers, not to mention a glowing example of everything that is wrong in game journalism; criticism specifically.

Having played and finished Mass Effect 2, I can safely say, without reservation or hesitation, that Bioware’s latest RPG is a complete mess, from top-to-bottom and not a product worthy of Bioware’s heritage.

Read More

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Beware the Dragon Age Toolset

Posted by CJensen@infoaddict.com | November 23rd, 2009 |  No Comments »

FILED UNDER: AllGames

http://www.infoaddict.com/wp-content/uploads/HLIC/f6a9751adb4f7f17e80f5943b67ff8c7.jpg

Dragon Age is a superb RPG from Bioware, a game made even better by the recent arrival of the Dragon Age toolset, the exact toolset used at Bioware to create the game. This editor presents budding game designers with an incredible amount of power, allowing them to create completely original campaigns and modules however they see fit. On the downside, the toolset has the uncanny ability to completely break the standard Dragon Age campaign, as I so rudely discovered over the weekend.

I knew something was amiss when I started a new game and a few hours in I noticed that NPCs who should have been joining my party weren’t. Worse, cutscenes depicted conversations between invisible people. Sensing something amiss, I restarted a new game and soon discovered that all NPCs thought my male character was female, which was quite funny for a few minutes.

Doing a little snooping around, I soon discovered the cause of these problems: the Dragon Age Toolset.

If you’re planning on exploring the toolset, I highly recommend you wait until a new version is released, as all manner of things will go wrong if you don’t.

From Bioware Toolset Wiki:

Verison 1.0 of the Dragon Age toolset has a subtle but potentially devastating bug. Put simply, the core plot resources that were included with the toolset had different internal identification numbers (GUIDs) than the versions that were used when the retail version of the game was created. The result is that whenever a core plot file is exported it overrides the plot in the preinstalled main campaign, and then none of the other resources in the game are able to reference it any more. The game’s scripts and conversations are unable to determine the state of the affected plots, and are unable to update the state of the plot.

Let’s say you didn’t listen too me or your disovered this post too late. Is there was a way to fix your game without reinstalling from scratch? Indeed.

The first thing you’ll need to do is to remove the faulty exported plot files from your core override directory. You will find them here:

My Documents\Bioware\Dragon Age\packages\core\override

Delete the contents of this directory. Once they’re gone the game will revert back to using the resources that were originally included with the retail version.

If you have saved your game between exporting those core resources and now, the savegame will have faulty plot ID numbers recorded in it and remain broken. The savegame can be repaired manually but it will take a bit more work; if you’ve only lost a few hours of gameplay it may be simplest to just go back to a previous save and work from there.

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