Single-player games this week

I didn’t buy Kingdoms of Amalur: Reckoning this week, although I might be tempted to buy it when it turns up at half price in a Steam sale. I played the demo, and didn’t like the user-interface that was made for consoles. And while I could see some positive qualities, KoAR is no Skyrim. Metacritic gives it 10 points less on average for the different versions, which is a notable difference.

Instead I went and bought Jagged Alliance: Back in Action. The “real-time, but stop the game at any time you want to give orders” compromise between turn-based and real-time games is one I can live with. In absolute terms Jagged Alliance is probably a worse game than KoAR, but roleplaying games are a dime a dozen these days, while strategy / tactical games that aren’t purely real-time are extremely rare. Until Firaxis releases their XCOM remake, I don’t really have all that many options. But maybe the tide will turn: Two companies releasing XCOM games, and two Jagged Alliance remakes in 2012 is a good sign.

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Rusty Hearts (KR) – 8th character teased

Thought the number of new characters are not released as fast as Lost Saga and League of Legends, Rusty Hearts Korea is now into its 8th character already. Introducing the first kid to grace the action online game, this is Layla from the vampire clan. According to foreign articles, she will be quite similar to Franz, but is apparently strong and faster compared to her older clansmen. Not much news about Layla is available at this moment. For previous characters, refer to my older posts (link).


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Firefall (CN) – Big media party on the horizon

If you have read my previous post about Firefall in China (link), you would have known that Nicholas Anelka is now the official spokesperson for Firefall in the country. Putting the new idol of Chinese football into immediate good use, Red 5 Studios and The9 (Red 5’s main investor and publisher) is holding a BIG media conference to officially reveal Firefall in the Mainland.

The media bonanza will be taking place on 16th February at the Shanghai Sculpture Space, with Firefall’s very own character statues (link) on display of course. As mentioned earlier, Nicholas Anelka nabbed a marketing fee of USD 5 million over a period of 2 years for his stint as Firefall’s spokesperson. His annual wage as a football player, as estimated by the French media, stands at 10.6 million Euros.



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Munchkins

One thing to think about when writing and running adventures for pen & paper roleplaying games like Dungeons & Dragons 4E is what you hand out for rewards. Different DMs have different approaches here, with an optimum that probably is somewhere in the middle, but the extremes both existing. So in one campaign your DM might only give you non-magic loot, with an epic dragon maybe having a +1 sword. And in another campaign every goblin is equipped with magic weapons and armor, and the backpacks of players fill up with world-destroying artifacts of unspeakable power.

The discussion is a very old one. And from that discussion, a long time ago, evolved the term “munchkin” for the power-hungry player demanding ever more powerful magic items from his DM. The term became so wide-spread among role-players, that Steve Jackson Games even released a Munchkin card game making fun of that type of players.

Today the word isn’t used much any more. And I guess that has to do with the fact that MMORPGs turned all of us into munchkins. The basic “magic item” (the ones with a green name in many MMORPGs) are so common these days that they are often considered vendor trash. “Rare” blue magic items are common, and purple “epics” are considered the base-line for the endgame. Rohan recently discussed the problems of not having legendaries for everybody in his blog.

I’ve run D&D campaigns with different levels of magic item supplies, from low to medium. Once I confiscated my players’ character sheets after they landed themselves in prison, and on release told them they could have all their magic items back. Only unfortunately the paperwork had gotten lost, and they could only recover the magic items they still remembered having had in the first place. That ended up reducing their number of magic items by over half. :) And that is where the problem is with magic items in roleplaying games: If there are too many, they aren’t very memorable.

I do think one good way to handle this is to have on the one side rather common and forgettable magic items that are found often enough in loot, and are of the kind that gives bonuses or is used up. From the +1 sword to the magic armor that increases it’s wearers strength, and in consumable everything from the potion to the magic wand. And then there should be some really memorable magic items, the kind that adventures are built around, or that played a major role in the adventure when the main adversary used the item against the players.

The item could also be memorable because the players experienced an interesting story with a NPC around that item. One of my favorites in one of my campaigns was the story of the color-blind knight who went to slay the red dragon with a magic ice sword. On that in reality the dragon was green, and wasn’t very vulnerable to cold magic. The players ended up having to kill the dragon, recover the corpse of the knight, and inheriting the magic ice sword. That’s the kind of magic item reward you tend to remember for a long time.

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Ragnarok II (KR) – Notes from the developer

First released to the public back in 2007, Ragnarok II fell into the deepest of the abyss in no time, with unsolved errors and bugs plaguing the game. Subsequently, the game in Korea closed in 2010 and was brought back to the drawing board for a couple more years. Now nearing its revival and Open Beta date, let us look at some points given during a recent interview with the Korean media.

1. The Open Beta client to feature bigger differences when players add in different stats. This is to respond to the concerns that characters are not distinguished enough in previous test phases after adding the character stats. Some skills are newly revamped as well.

2. There will be a total of 15 classes at Open Beta, with the level cap at 50. Although not a huge content update from the previous test, many aspects of the game has changed for the better and more polished. There will still be repeatable quests, but players can opt not to take them.

3. Dungeons will also have a new “Hard” difficulty mode. This is catered mostly for the max level players, with better drops available and all new monsters not found in the normal mode.

4. Server stability was one of the main reasons which caused Ragnarok II to shut down in the first place. While the final Closed Beta phase saw no problems with running the servers, Gravity has promised to continuously monitor the status to maintain functionality.

5. With the help of quests, dungeons and mobbing, players will hit the max level with an estimated gameplay duration of 40 hours. Gravity is aiming to have a content update once every 3 months, with the first update after Open Beta to include a castle siege system and in the next update, a new race. New maps and new level caps will follow suit in subsequent updates.

6. For the upcoming Open Beta, Gravity is hoping for over 200,000 players playing the game at the same time. The Japan server will also go online in 2013, with no current news about other regions from this article.


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