simply being able to draw any character you can imagine sounds good
enough to warrant a $50 purchase on its own, the player creation even
goes farther than that. You can set how your character moves, what
sorts of attacks it has, and even what voice it will use to intimidate
its foes. Unfortunately, you are forced to actually play the main game
in order to unlock all the features this mode offers, but you can just
use this as an excuse to try out your character in a real world...
er... game... enviroment."
Sounds like there's a PSP game coming out that actually might be fun! (I only sound bitter because I bought the thing before any decent games were out. It will come into its own by next year.) It looks very nintendoesque, too:
Golf is mind-numbing if it's 'realistic'. Yay for silly golf!
The news came to subscribers to the game through an update
posted to the game's website, in which the Turbine CEO notified players
that "AC2 has reached the point where it no longer makes sense to
continue the service." The official end date will be December 12, 2005;
until then, the Asheron's Call 2 team will continue to host live events but will release no more content updates or patches.
I want to see MMOGs with end dates. I want to see a game is designed to only run for two years - with a two year story arc - and a definitive end-date. Imagine the emotional high on the run up to the end, the climax of the game, the final finish to the storyline. Much like television watchers are fully aware that this was the last series of Buffy, or that Firefly is definitely not coming back (...), the players would experience that bittersweet feeling of 'it's soon over' rather than having something dragged out until it's a mere zombie of its former self.
Angel went on far too long, and as for 24 .. MMOGs can learn from this. Live fast, die young.
"Video games are a
playable fantasy and there are few things more alluring than living out
the fantasy of being evil and doing bad or illegal actions without any
real world repercussions. As a designer, the best thing I can do when I
allow the user to indulge in that fantasy is to show that there are
ramifications for those actions. In GTA the more police you attack the
harder the game gets, ultimately resulting in capture or death."
I don't agree about the doing-bad-stuff as the most alluring; I'd plump for something like collaboration (teamplay) or maybe even identity-play. If doing-bad-stuff includes shooting though, we're hard pressed to find games that don't include a bit of the stuff, including cutesy games like Zelda: Windwaker. I don't count shooting in Quake as "bad", because it's all cartoons. It's more just a system to demonstrate, improve and measure a "skill", rather than "killing". You can't kill someone if they respawn.
I digress. It's nice to see game devs speaking out about the thought they put into the games they make. Games teach, so more evidence of planning of what they teach, is good. More, please.