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-No Dragon for UO'ers
-News-Free Day!
-All about those newfangled RPG's
-First Look at Summoner
-Blizzard Discusses 'Shards'
-New Pen and Paper RPG from WOTC
-Horizons is Worth a Look
-NWN Progress Report
-D2 'Shard' Debate
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  Ultima IX news for UO players
10.16.1999 1:30am, Nok
 

Okay, I found something worthwhile to post when I received my monthly Ultima Online Newsletter. The only new information contained is that UO players will soon have the world's first opportunity to pre-order the Standard Edition of Ultima IX: Ascension at a reduced price. Unfortunately, judging by the fact that there is also an link to pre-order the special Dragon Edition of the game, I'm going to assume that there is no discount for UO players on that version. Oh well, I was kinda holding out to hear word on this topic before ordering, so I guess I'm going to go put in my pre-order now. I suppose the suit types over at EA (parent company of Ultima designers, Origin) know the die-hard fans will buy the charter version no matter how much they charge. =/

Oh, and by the way... Freespace 2 seems pretty cool. (I know this is rather off-topic, but man cannot live on RPG's alone). The flight and combat seem even more intense, complex, and comprehensive than even X-Wing Alliance (which is a game I love), and the graphics appear to be far superior. I say 'appear' because unfortunately, I had weird program errors the first 4 times part way through setup. Then the only way I got it to work was to do the absolute minimum install which only had support for up to 640x480 resolution. Blech! Well, I'll figure out what's wrong soon because I really wanna see this game in all its glory.

  No gnu's is good gnu's
10.15.1999 9:40pm, Nok
 

I think the general quiet in the RPG world over the past two days is a good thing. I bet it's a sign. Maybe Blizzard is about to release their D2 Beta test early. Perhaps Fallout 3 is about to be announced or something. Heck, I dunno.

Well, I guess there's a few poorly written previews out there I could scrape together to fill up a news update... but I think you deserve more than that. Yes, you! I'm talking to you... the guy in front of the computer. Yes, I can see you! Muwahahaha!

Okay, you got me. The truth is that I've been at my girlfriend's grandparents' house all day and it started to warp my mind. And the other part of the truth is that I broke down and bought Freespace 2 on the way home and I really wanna try it out.

There. You got your bloody truth in journalism. Hope it was all you dreamed it would be.

  Looking at current games
10.14.1999 9:22pm, Nok
 

Not much Earth-shattering news to report today. But there have been a couple of articles recently discussing the current state of RPG games.

The first one, titled RPG Therapy, is an editorial from Gamepen. Basically saying that the large-scale online RPG industry needs professional 'help', the author points out the misdirection several games in development suffer from. Read it here. Thanks Rao!

The second article I saw over on Desslock's. It's Gamers Central's RPG Special. The piece takes a more conventional, review/preview-style look at many newish RPG's, some slated for a Y2K release and others already on the shelves. It's a good read, but I find it tiresome to read yet another article beginning with the claim that the RPG genre was 'dead' and has only been 'revived' by a few recent titles. Never in the past 15 or so years have I ever been without an RPG or three installed on my computer. Most of the time it's even been really good ones. And when there were only boring ones, I trogged through them and then just kept playing the older, better ones again and again. I never felt like my favorite genre was somehow extinct. Anyway go read the article here.

And also from the network-from-whence-Desslock's-domain-springs-forth, comes Gamespot's first look at Summoner. This short sneak peek at the flashy 3D-RPG from Volition gives a brief overview of the plot and the technology used to bring it to fruition. If your interest is piqued, you should also check the official homepage for links to more previews and an offering of info, such as:

"Intended features include:

  • Full 3D engine with a 3rd person view
  • Dynamic, easy to control camera system offering cinematic views
  • In-depth story with unique characters
  • Jaw dropping spell effects and summonings
  • Quality party-based multiplayer, unconstrained by the storyline
  • Streamlined, mouse-driven interface
  • Easy-to-learn combat system, with progressive depth
  • Amazing in-game cinematics
  • Massive amounts of weapons, spells, monsters, and character"

Looks promising, but I would not expect it to become available for quite some time.

  Blizzard tries to calm the storm
10.13.1999 11:16pm, Nok
 

In an effort to quell the surly masses of gamers eagerly awaiting Diablo II (story), Blizzard North VP, Max Schaefer, posted this long explanation of the situation on the official Diablo II Suggestion Board. It deserves to be read in its entirety, so here it is:

Subject: The Great "Shard" Post from Blizzard North.
From: Max Schaefer
Host: Blizzard Entertainment
Date: Wed Oct 13 15:37:08

Hello everyone,

Since there seems to be a great deal of aprehension about the "shard" issue, I thought this might be a good time to address it. First of all, we don't call them "shards." OK, that's not true, we do actually call them that. But we're trying to think of something a bit more original. ("Realms?!")

There seems to be quite a bit of misinformation about our "shard" system. Some of this is because we haven't talked about it, and some of it is because we haven't finalized every aspect of it. The fact is that we have to have shards, and shard-specific characters.

People have to realize something about Diablo II. You really can't compare it to other games due to the amount of people who will be playing. We anticipate at least 50,000 users at any given time. That is far more than are playing any other game simultaneously except maybe for StarCraft, which isn't client-server. The technical requirements for handling that kind of number are staggering. The shard system is therefore necessary to distribute the load and make the task at least somewhat manageable. The Diablo II multiplayer architecture is doing things no other game has ever done.

Nevertheless, you will find that shards are NOT the end of the world. Quite the contrary, you'll hardly notice them. Consider the following:

1) We intend to have at least 10,000 simultaneous users PER SHARD! Not 10,000 accounts, but 10,000 simultaneous players. The number of accounts per shard will probably approach 100,000. That's more people in your "shard" community than the total number that play virtually any other game. Other massive online games have "shards" a small fraction of this size.

Rather than having many shards all over the place, we will have fewer than 10 total shards strategically placed throughout the world.

2) You will be able to create characters on any shard with available space. You are not limited to one character.

3) We are working on the technology necessary to be able to transfer characters from one shard to another. This is not as easy as you might think, and we don't want to keep people from playing while we solve this one technical issue. We hope to be able to add this functionality sometime following the game's release. We cannot guarantee this, but we are working on it.

I realize this doesn't answer all the questions you have, but this is all the information I can give at this point.

Thank you for your continued interest and input into this undertaking,

Max Schaefer VP,
Blizzard North


Addendum: Max popped back on a few hours later with this:

Subject: Quick Shard Recap.
From: Max Schaefer
Host: Blizzard Entertainment
Date: Wed Oct 13 20:33:51

Hi, I posted earlier with a more detailed explanation, but here's a re-cap:

*) Shards will have up to 10,000 people PLAYING SIMULTANEOUSLY. This means there will be over 80,000 accounts (roughly) per shard. You will never see all the people on your shard; there are too many.

*) You can start a character on ANY shard. You choose the shard. So you folks in Australia can play with your friends in China or Germany. Your lag with those people will be no worse than if we had no shards whatsoever.

*) We are working on a way to transfer characters between shards. Not gonna happen before release, though.

*) We are offering the ONLY massive client-server architecture multiplayer game that's FREE after you buy the game.

*) The reasons for shards are highly technical, but have to do with cheat-proofing, bandwidth costs, and reasonable bug-testing times. We are not arbitrarly choosing to do shards to mess with guilds.

*) We only call them shards because we can't think of anything better.

Thanks again,
Max Schaefer
VP, Blizzard North

So it looks like it basically comes down to a technology issue. The really groundbreaking technology that allowed the original Diablo to simultaneously link all players around the world no longer seems feasible with the direction the sequel is now going. In any game technological concerns must often come before gameplay bonuses, because if the technology doesn't work... you just can't play the game. However, there are still several things to point out about this. First, it will be a shame to limit the game in this fashion. The ability for novice players to seamlessly interact with any other player they meet without worry about only using certain characters will be sorely missed. Additionally, with separate server communities, there will eventually be inequity between the game worlds, thereby skewing the proposed world-ranking system Blizzard has promised. For example, say Server A just happens to have more players who have found ultra-rare items of great power than on Server B. Then say several of Server A's best manage to purchase or acquire most of these for their own use. They would then be able to greatly advance their characters beyond similarly skilled players on Server B. Thus characters attaining the highest rankings may not actually be the most skilled players.

But there are a few points to put this in a different light. First, Blizzard apparently realizes the drawbacks to the proposed setup. In fact, they say they are working on technology to overcome this. Blizzard has a good track record of keeping true to their goals and to meeting them, and I put a great deal of faith in them on this issue. Next, I don't think the multiple server setup will really matter to most players. I for one always planned on having several characters of various types. Say an Open Sorceress character for playing at home on my LAN and on Battle.net, a Closed Amazon and/or Paladin for general online play, and then maybe a progression of Hardcore characters. There is no reason not to put each of these on a separate server. In fact, I doubt that many players will limit themselves to playing exclusively one character. The way I see it, any halfway serious player will have a persona on many of the different servers. Lastly, if the only way to prevent the rampant cheating which plagued the first game is to make Closed/server-side characters -- and the only way to have Closed characters is to separate the servers -- then that's the way it has to be. It may be inconvenient at first, but once people get comfortable with the game then they'll stop noticing or Blizzard will have fixed it.

Think I'm confused and dumb? Tell me in the Forum.

  New games and some debates
10.13.1999 4:20pm, Nok
 

I saw over on The Adrenaline Vault that Wizards of the Coast (the company behind Magic: The Gathering and, indirectly, Dungeons and Dragons) has announced a new pen & paper RPG coming out this November. What makes this special is that this is the first game of theirs to be released solely online. According to the official press release, the game will be called Dragon Fist and has been "...inspired by Hong Kong action movies such as A Chinese Ghost Story and Once Upon a Time in China, allow[ing] players to join the world of martial arts in the struggle against the evil Emperor Jianmin." Although it doesn't seem to be up and running yet, they promise further announcements on a new Dragon Fist website.

Next, for your enjoyment, I'd like to call attention to a MMORPG game being developed which shows promise, but has not gotten very much press at all. The game is Horizons, currently being developed by VB Designs. The game is still in the very early stages of development, but it promises to offer a fully 3D, third-person world where thousands may interact, adventure, fight, etc. If there's anything you think is lacking from the current games in this genre, now might be a good time to get involved in the forums on their site and let them know what you would like to see.

Trent Oster, Producer of Neverwinter Nights over at Bioware has made a lengthy update about the current state of the game here on their What's New Page. The game, which in theory could bring the traditional Dungeon Master back to computer role-playing, seems to be progressing well. They are currently concentrating on the basics of the game at this point before moving on the refinement issues. Here's an excerpt:

"The programming in NWN has been moving forward aggressively since the announcement. The bulk of our effort has been implementing the "behind the scenes" programming. This area of programming is usually ignored in any discussion, but it is truly one of the most important facets of development on a major project. This area includes the resource manger system and memory manager. The skeleton built up at this stage goes a long way towards the overall stability and usability of the entire project code base."

Read the full update here.

A debate currently raging within the Diablo II community focuses on recent rumors about Blizzard changing the way their Battle.net servers will work to connect D2 games. To understand the debate, you must first be aware of their plans for "open" and "closed" characters. Open characters will be similar to Diablo I characters, in that they will be saved on the player's computer, and thus will be susceptible to cheats and hacks. Closed characters will be stored on Blizzard's own servers and thus will not be vulnerable to the same kinds of character-building and item-duping cheats. Well, it seems that they are changing from world spanning servers (which allow for two players anywhere in the world to just log in and join the same game) to a 'shard' based system for closed characters. This would not affect open characters, but people wishing to play in closed mode will need to pick a shard (basically a server) near them and then could not move between servers. So, for example, a player in Utah might pick a Central-USA server to create her character on, while her friend in Norway would pick a European server. They could not play together with their closed characters. Now it's true, our Norwegian friend could choose to play on the US server, but then he would most likely have to put up with excessive amounts of lag -- something unacceptable should he wish to create a Hardcore character (which only has one life and cannot be resurrected after death).

Anyway, until there is an official statement from Blizzard, this is very much still up in the air. But there are some very good arguments to be made on both sides. The newly proposed server architecture would disable the ability of anyone on battle.net to play anyone else regardless of geography, this is especially hard on large, globe-spanning guilds. However, the changes would most likely improve gameplay speed and connectivity problems, and also could possibly fix issues that aren't at all apparent to the players. As with most programming issues, there are always tradeoffs. But here are some good arguments from both sides. First, from the official Diablo II Suggestion Board, comes this well-written dissenting post by Gabriel. It generated a mostly intelligent debate and many follow up posts. Most were in agreement, but there is one very good post in support of the proposed changes written by none other than Azrael of Diabloii.com. Flux of Diabloii.net also chimes in, basically re-posting the well thought out opinions he first expressed in this lengthy pro and con discussion from Diabloii.net's Main Forum. There is a lot to think about, and both arguments carry merit. Read and ponder. (Like you have anything better to do until the damn game comes out!)

Addendum: The webmaster for the Angels of Fury guild has done an good job of collating most of the pertinent facts and arguments against the proposed changes (although he is understandably biased). Read the page here.

  Welcome to Swordplay!
10.13.1999 12:00am, Nok
 

Tonight we are quietly opening up our doors to the world. We look forward to bringing you the absolute best coverage of all kinds of computer swordplay. To find out what we're all about have a look at our Info section.

I moved old news from our test run off the main page and we will be wiping the message board soon. Nothing like a good fresh start! Ironically, of course, we're starting on a somewhat slow news day... but we've at least got something to show.

Also, I'd like to make a warning about our email: it's not working yet. =Þ There was a delay getting the Vhost all set up and so mail sent to anything@swordplay.net goes nowhere. So until further notice if you have news to submit, send it directly to nok@theshellprovider.com.

Yesterday was Tuesday. Tuesdays are fun. Tuesdays are the day Blizzard releases their Diablo II Screenshot of the week. I love Tuesdays.

This week's offering shows us a fairly powerful Amazon battling an assortment of beasties in an ancient temple. As usual, the gals and the guy over at DiabloII.net have whipped up a detailed caption to accompany the shot.

Also on the Blizzard front, there is now an official page for the newly-released Warcraft II Battle.net Edition. The Dark Portal, as the site likes to call itself, contains a wealth of strategy, info, and downloads for this re-vamped classic. So brandish your swords and dust off your clubs, the Orcs are back! I have not played the game myself, but what caught my eye on first glance were the awesome wallpapers available for download. Check 'em out!

And for the uninitiated, Warcraft II Battle.net Edition brings the classic Real Time Strategy title into the late '90s by adding a full suite of multi-player abilities, including:

  • Multi-player support for as many as 8 players via Battle.Net or IPX network.
  • Unique user IDs and a worldwide ranking system for challenge ladders on Battle.net.
  • More than 100 Blizzard signed and approved maps, newly built or redesigned and balanced for multi-player games.
  • Ability to automatically download new maps directly from other players or through the www.battle.net website.
  • Improved combat controls including hot-key unit groupings, improved auto-commands, instant event-alert centering and shared vision.
  • Blizzard's spawning technology that allows up to eight players to compete over Battle.net by installing multiple copies from the original CD-ROM.

If pillaging villages and getting medieval on the arses of others is your thing, you may wish to get a copy of this game.

Click to read older news from our test run...

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