May 14th 2009 7:23PM Intelligent arguments one way or the other aside (especially regarding non-arena use of the epic engineering goggles), all I have to say is this:
May 14th 2009 4:16AM Magic must defeat Magic!
May 14th 2009 4:11AM Incoming Cease and Desist order!!
After all, only Blizzard can sew up the cute parts of their intellectual properties.
This so-called "fair use fan work" violates the WoW ToS in two parts: first, that only Blizzard employees may gratuitously violate their own property by their own bare hands, and second, were you to sign into WoW with this murloc on your hand, you have released and allowed a third-party (however cute and well-made) access to your account.
The good news is, any gurgling made by the owner of the hand is still considered derivative and interpretive of the property, and therefore still fair use!
Feb 9th 2009 11:29AM What baffles me is this:
These players are paying, like the rest of us, to play this game. Playing means involving yourself with content. Which will give you money.
So instead of wasting time begging with such a low pay off rate, why not just do what you're paying to anyway? As for begging if you're so close... yeah, either go work for it since you're so close, or sell off stuff you already have.
I don't pay to have people begging me to play the game for them. So stop trying to waste my money, both real and virtual.
Jun 17th 2008 2:59PM So wait... we go from AOL "10 Hours Free," to broadband all the time, back to now AT&T "10 Hours Free" again?
Does this mean each household is gonna get plagued with 10,000 of those stupid discs again?
Jun 15th 2008 4:39PM So the way this article is phrased, combined with the chosen picture, it would seem that someone has had a bad experience with guild migration?
I also think it depends on the nature of how the guild functions from a more real life approach to virtual worlds. There are guilds, like my old one from WoW, that routinely breach the safety veil of game anonymity and organize barbecues, parties/guild conventions, etc., and try to get as many members to participate as possible, even keeping it family friendly if necessary. They were also willing, like some guilds I've seen, to bridge several games. They might change the guild name to reflect the new game, but the game was founded not with the goal of breaking MMO-X in mind, but using that goal as a solid pretense for being social with other like-minded folks.
Of course we had drama, though; the above mission statement is more my reflection of how the guild leaders operated, and not at all what they said. So you still had folks in the rat race, and even the friendly ones wanted their cut for their work.
How do you deal with the challenges? Depends on if the guild is run like a business, like a kingdom, like a cult of personality, or like social lodge, it seems to me.
Jun 13th 2008 8:08AM Actually, when I think of "realism," I think of attempts like Vanguard, and having specs that simply kill any system. Otherwise, I've actually written a couple papers for assorted courses on how World of Warcraft's "cartoony" style, coupled with fluid and definable personality with their animations, is part of the games massive appeal worldwide that is frequently overlooked. It's not just that it's a well-structured game with addiction plateaus worse than a slot machine that can run on low-end systems, but it can also look as smooth and characteristically recognizable as an old Bugs Bunny cartoon while doing it.
So I guess to answer your first line question, I wince, but give it a shot anyway.
Jun 9th 2008 4:41PM Funniest death moment for me came after the death. While playing around in the Dwarf starting area of WoW, my friend and I got whomped by that Yeti no one can ever quite seem to find. His ghost popped up as it should in the nearby cemetery, but mine got bugged and randomly popped up in the South Shore cemetery some three zones over.
After about 15 minutes of all the local level 28+'s oggling and laughing at me, /telling me to ask where I was corpse running to, or /telling me what a dumb g@Y n00b I was, some guy finally was sympathetic, and gave me the 3 silver to get a ride back to Ironforge.
Truth told, I did feel like a 12-year-old noob, as I was too low a level to have even a lousy 3 silver on me, and had to beg like those lameass moochers in the big cities.
May 30th 2008 5:50AM The idea of pilot games is frankly dangerous for MMOs, depending on the marketing setup. You pilot an MMO that takes only a week to explore the content. It's popular, it's innovative, funny, and has all the makings of the lofty golden WoW-killer, but meantime, you're done, and bored.
And that means one thing: you've moved on.
Development teams know that the balance needs to be struck between content depth, and start-up capital, and of course development time. The holy triangle of getting anything done, with quality, time, and money being each side. This triangle can never be isosceles, short of a grant from God, and so it is difficult to say... I look at this article as if it is asking, "What would you think of Sam & Max: the MMO?" with episodic content released about once a month.
I'm casual enough, I'd enjoy. But I also don't invest 20+ hours in a week on the same game, (different games sure).
Take it from the other side. What if you were to have not just one pilot episode to test it on the open audience, but an alpha episode, closed beta episode, and open beta episode? Would that process help TV anymore like it seems to work for video games?