Saturday, July 24, 2021

IN THE EVENT YOU Play ” NEW WORLD “? Beta Impressions From The Frontier

Amazon Games’ upcoming MMORPG New World is in the spotlight as a lengthy closed beta session shows off the action ahead of an August 31st release. New World has changed its vision multiple times over the course of development, and now the question on everyone’s mind is – where is this going to land on release? What kind of player is it for? What kind of MMORPG is it? And perhaps the most important question, is it worth your time at all? Over the course of the beta (and a demo session that took me into an endgame slice with a fully-geared character), I’ve seen some areas with huge potential that are currently underserved in the MMORPG space – and some others that could be intense detriments for the title. Let’s talk about New World!It successfully lands a powerful frontier survival vibe If you’re familiar with survival games that have you punching wood to get a house going, New World delivers on this front initially by giving the player myriad survival pursuits. Hunting turkey on the borders of your established safe zones to raise your cooking skill and create rations is far more engaging than it has any right to be. Hunting down elusive saltpeter deposits in mines and crafting your own shells for your old-timey rifles feels fun. Being able to skill up in everything to your liking is a classic system à la Runescape, and its nice to know you can work up every single crafting and gathering skill if you wish, right down to doing some fishing. Banging together your first batch of gathering tools is actually freaking awesome. Digging up carrots and potatoes feels meaningful. Coming back to your town in the middle of the wilderness to trade feed and talk with your fellow explorers has all the allure of bustling about Disney’s Frontiertown, and I’ve rarely had so much investment into crafting and trading systems in MMOs. I can see potential problems with these aspects later down the line, i.e. do I really want to spend my time in the endgame gathering resources just so I can play the game, but for now, there’s plenty of magic in creating my own food, ammunition, and supplies before I trek out into the wild. It feels gritty, it feels raw, and it feels fresh. Faction PVP can be a lot of fun Territory control and faction-based opt-in PVP not only bring back a bit of realm-vs-realm feel from the glory days of Dark Age of Camelot, but they inject something that many online experiences have moved away from in the last decade – social interaction. That means yes, you are going to see a player named PoopyPants (Yes, this was a real player I saw) cutting down trees and screaming outside of town about the price of silver ore, and your chat feed is going to be inundated with comments that make the infamous Barrens chat look downright erudite. However, it also successfully adds shared social stakes to the experience, even if you choose not to interact at the verbal level with any other players. By funneling players into three different factions, you have an investment in your tribe regardless of how deep you want to take it. If you still just want to solo and bring back a load of furs to trade in town, you can – but the real fun is to be had by grouping up, interacting with others, and eventually taking over some territory as your chosen faction. At the solo, guild, and greater level, having game flow dictated by players instead of the “theme park” experience is a bold choice and more than a bit refreshing. The issue here is how interesting and meaningful are these faction wars going to be in the endgame? While I don’t have the answer to that yet, the prospect of really engaging with other players in a meaningful way in a MMORPG gives me a powerful nostalgia bump and some serious differentiation from many other genre offerings today. On the flip side, if you’re not really interested in territory wars or PvP, other existing MMORPGs might be a better choice. The combat is New World’s biggest weakness In almost every MMORPG, you’re going to be doing a ton of combat. It’s probably the biggest portion of the entire gameplay experience. With limited skill options, awkward animations, and very little excitement, New World’s combat is decidedly dull. Now, there’s something to be said about popping an opposing faction member from a great distance before you engage in a 3v3 skirmish that gets real greasy, but that’s more about the player-to-player interaction than the combat, which can often feel wooden and wonky. While I enjoy systems that attempt to break the genre out of the tab-targeting standard that’s been grandfathered into MMOs for ages, it misses the mark here.  I found it hard to determine if the other aspects of the game that seem enjoyable can carry this particular aspect either, as combat is the core of almost every other pursuit. Even if you’re just spelunking for saltpeter, you’re going to have to fight a ton of various zombie-like creatures, wolves, or bears, and it simply does not feel good. This problem is exacerbated in group experiences, both PvP and PvE, but more pronounced in the latter. Chewing into spongey opponents as a pack with the glaring lack of feedback from weaponry is almost comical, and your options in combat feel extremely limited and lacking. Everything can feel the same Enemies, locations, and activities can become a big bowl of mush without breaking it up with some PvP pursuits. You’ll see many of the same rickety little fishing villages, decrepit farms, and crumbling ruins as you traverse the giant world. Killing some undead buccaneers at level 5 feels the same as it does at level 15, and you’re going to be doing a ton of daily-quest/fetch style activities in order to grind out your faction reputation, like wandering around the aforementioned locations for boxes and killing X undead baddies. It feels intensely repetitive even after only twenty hours of gameplay, so I’m concerned about how that will translate to the endgame – will I still, as an elite member of the Syndicate, still be wandering farms killing undead and picking taters? I mean, I do like picking taters... Travel is rough When you’re just starting, it’s fine that you’re walking everywhere because you don’t have far to go. However, this takes a turn at around level 12, where you’ll find the autorun button and some movies on your favorite streaming platform to be your best friends. The world is large, and traveling it all on foot is a huge pain. Without mounts, and the fact that fast travel is limited by resources, moving around the map is an absolute bore and a chore. I realize there are other meaningful concerns that probably flow into this decision, like the implications of having everyone zoom around in a game that’s attempting to create stakes with territory control and PvP, but this becomes harder and harder to ignore the more you play and get quests on opposite ends of your map. Forging ahead Based on the beta, New World is going to be an interesting but potentially niche addition to the current crop of MMORPGs. However, it seems to really serve players that want to play with small groups of friends for faction skirmishes and that are interested in greater territory control wars with big guild politics and all that. If you’re not interested in that kind of greater pursuit with plenty of social interaction and PvP, the PvE elements by themselves do not seem compelling enough to keep things rolling.  While I love the feeling of crafting my own stuff, slowly increasing the areas that I’m strong enough to explore, and fastidiously upping all my gathering and crafting skills, I can see those charms fading rapidly as the activities become somewhat rote. The dynamics involved in faction wars and territory control seem to be the peppy antidote for the never-ending rock farm in various undead shacks and homesteads. As with other games that lean into this kind of emergent gameplay (RIP Shadowbane), some of New World will be what players shape it into.
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    projection: first light

    How Projection: First Light went from game jam prototype to PS4 release

    My name is Michael Chu and this is my story of how the game grew from a jam. Projection was created from the result of rapidly prototyping many games. For anyone looking to get into game development, one of the best learning grounds is a Game Jam, where you make a game within 48 hours. You learn a lot from making a product in a condensed amount of time: prioritising work, having a clear vision of the end product, time management, building proper eating/sleeping habits under stress, and most importantly what you’re capable of in such a small time frame. For myself, I attended several game jams and teamed up with others as an animator, but really I wanted to make my own games. So I learned programming at TAFE, and in 2014 I made my first game jam game by myself. It was such a surprise to have the knowledge that I could finish a game in such a short amount of time. So that year, I decided to challenge myself to make a game every week for a full year. Every weekend I would work on a new idea, practice my skills/experience, build up a portfolio, and upload a game every Monday. My rule was that each week I would try something new, whether it be a new experience, mechanic, or programming technique, and then write a short blog post about it after. Writing a reflection in a blog style not only helped provide a summary of the game for that week, it also built up my thoughts on good game design e.g. what works, what didn’t, and what I should do to improve the game. I ended up making a little less than 60 games that year. The idea was that, as a game designer, you’re going to have lots of ideas. Most of the ideas will be meh or downright bad, but there will be a couple of good or even great ones that stand out. Only after making several bad ideas will you eventually get to the good ones, and those are the few you can keep and turn into something special. Projection was the first game on that list for me, as it brought together a unique set of things many people hadn’t seen before, like adding shadows as physical objects and the theme of shadow puppetry. When I put forth the idea at my local International Game Developer Association everyone in the room got excited when they learned what it was about. It was a wonderful feeling. Players were having fun with the prototype and people from everywhere wanted to help me work on the game. Thus, of the weekly prototypes I had made, Projection was the one I decided to devote my full attention to. Originally, I was just getting development help from two friends: Yosha and Jared. However, I felt limited in what I was capable of programming-wise. Furthermore, I was receiving advice that I should look for a publisher to help put the game out on the market. This is where Sweaty Chair stepped in. They were enthusiastic about the idea and showed what they could bring to the table. So we decided to outsource all the programming to them and rebuild the game using a different engine. While Projection was being built, there were also talks of how to put the game on the market, most notably the platforms. Sweaty Chair, at the time, were primarily mobile app developers. However, we wanted the game to appear on consoles. This is where Blowfish Studios stepped in. They were local publishers who had developed their own games for console as well and were also keen for the project. They also had a lot of experience with porting to consoles, event setup, handling PR/marketing, and finding business deals so we could focus on development. Once all three companies got together, it was simply a matter of finishing the game. As it turns out, being my first game, I was terrible at estimating just how long making it would take. It’s a completely different ballpark to spending a weekend during a game jam. On top of that, Yosha and I had our own full-time commitments with University and work. Many parts of the project changed as a result. It was quite a scary prospect. You don’t want to drag on development time for too long as expenses keep piling up. If you’re not already well established, you then face the prospect that if the project fails, you will be in financial strife afterwards. It’s not a comfortable position to be in when your future prospects become dependent on the success of the next project. Nevertheless, talk with most small-time game developers and you will find the desire to make a game comes from the sheer passion of the craft. It can almost be an obsession. It’s something I felt all my colleagues who worked on Projection had, and for that I’m grateful. They were all there to pitch in and help me finish the game to make it what it is today. So thank you Blowfish, Sweaty Chair, and my team of music, sound, art, and design peeps…. And thank you reader for getting this far. Play Video

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