Why APB Reloaded’s Blood Money Event Works

Over the past few years, APB Reloaded developers have intermittently run different types of events: Some have equipped players with new weapons, or customization options, while others have also netted players with concrete rewards in the GamersFirst game shop currency, or “G1C.”

APB Reloaded

The latest such event, “Blood Money,” run in anticipation of their new content patch, simply asks players to kill other players in exchange for rewards:

Alright boys and girls, listen up and listen good, there’s a BOUNTY on! Someone out in San Paro needs a whole lot of corpses and needs ‘em fast, and well, they figure you’d make a mighty fine supplier. You can bag yourself up to 100 kills per day at 1 G1C a pop for 7 days. We know most of you cold-hearted killers’d already be doing this anyway so this is basically just like free money, but hey, whoever it is needs this killing done doesn’t seem to mind. 1)http://forums.gamersfirst.com/topic/336915-blood-money-get-kills-get-paid/

Sounds right about normal, right? Wrong. The current event, running from the 20th to 26th, is markedly different from those that came before it, and is deserving of some commentary.

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Quote of the Day: Rich Lawrence

Most of the key people involved in this publish, on the game team and our platform side, have been here very long days and every day leading up to this. I just had to tell some folks that had been here for 30+ hours to go get some sleep. If there was any way I thought we could be certain you’d be able to play with everything correct tonight, we would have done that. –Rich Lawrence, SOE CTO, on the EverQuest II F2P downtime

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Vindictus: MMO, Hack and Slash or Dungeon Crawler?

Korean MMO maker Nexon’s forthcoming English-language conversion of Mabinogi Heroes, re-titled Vindictus, is launching today in North America and Canada. What makes this launch particularly notable in our minds here at The Slowdown is Nexon’s curveball partnership with Valve Software: Instead of going for the common go-to engine in Epic’s UE3 (which is used, for instance, in DC Universe Online, Mortal Online and Huxley), the game instead runs on an adapted version of the Source engine.

Bear with me as this post is largely hearsay given players in the EU are currently locked out of the game at this juncture, but the general assumption to be made here is that the combat more closely resembles that of other Source titles like Dark Messiah of Might & Magic and Zeno Clash, in turn bridging the gap between an MMORPG and an online dungeon crawler. There are other ways, too, in which the utilization of the Source engine affects the game’s overall design and gameplay. The Source base becomes more evident in the trailer below, illustrating a wider-than-usual array of smooth close combat:

Like Source titles commonly, the game is also rather heavily instanced, with relatively few truly “open-world” locations; instance portals are supposedly littered all about the main city. The game’s Source-based server architecture also explains the key reason as to why the open beta has been so strictly regionalized so far: Unlike MMOs normally, Vindictus operates by having one player serve as host with other players connecting. An EU version of the game, for which a placeholder website already exists, was nevertheless announced during Gamescom earlier this year. This does sadly mean the game’s EU launch – or a beta available in the region – will occur much, much later. (more…)

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Eskil Steenberg’s Love

LoveWhat you see here are not watercolour paintings, but screenshots. The vibrant and beautiful images depict not static, empty scenes but living vistas soon to be inhabited by thousands of people. Love is an upcoming MMO, to feature a huge dynamically alterable world and innovative interrelated gameplay systems. It is the work of a single person, Eskil Steenberg.

The game’s stunning visuals are thanks to clever procedural programming, which dictates much of Love’s underlying design as well. One-man-band Steenberg utilizes intelligent techniques in order to reduce the workload and create vast amounts of content; he has created his own tools to aid his development process, which are even available for anyone to try.

Love Alpha Client Love Love

The game surfaced early last year during GDC 1)http://www.rockpapershotgun.com/2008/02/20/for-the-love/, immediately drawing attention with its impressionistic imagery. It was at this year’s GDC, though, that substantial information was finally revealed, detailing the fundamental world-building mechanics, resources and communications system 2)http://www.rockpapershotgun.com/2008/10/23/rps-interview-love/. Steenberg initially released a haunting first trailer, embedded after the jump, and later a full gameplay demonstration in which he gives a walkthrough of the basic mechanics. And last week he released an alpha client to the public, so that people could finally witness the game running realtime in full glory.

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