Archive for November, 2009

New online fantasy RPG announced

For all the Diablo fans out there, a new web-based MMORPG has been announced as being in development – Riftforge.

Unlike World of Warcraft and its kin, Riftforge will have a free-to-play mode. Even more importantly, you’ll be able to SOLO end-game content by borrowing characters from your friends, hiring mercenaries, or leveling your own party of three. In this and other aspects, it’s much closer to Diablo than to WoW.

Here’s a bit more info from the official press release:

riftforge free mmo
November 24, 2009 — Riftforge Entertainment Ltd. today announced the development of Riftforge, an ambitious fantasy online role-playing game. It challenges massively multiplayer online game conventions with deep, tactical combat, adding a significant element of player skill. Hundreds of thousands of players will be able to cooperate and compete on an unprecedented scale, thanks to a new web technology platform.

“As hardcore gamers ourselves, we have been sidelined for a long time by greedy game companies that are going after the lowest common denominator,” said Krasimir Koichev, Riftforge’s Producer. “The unrivaled depth of the Riftforge’s tactical combat system rewards competitive gamers for their skills, not just the time spent button mashing.”

The game world’s central location is the Riftforge, a hub structure that seemingly exists out of space and time. When the first Rift opens, players will be able to explore the immense landmass of Manirak. It is home to dozens of warring tribes, feuding city-states, and two empires fighting for supremacy.

The player creates a House (e.g. House Stark), which can send multiple commanders and their troops to combat missions. Completing missions and campaigns results in a constant progression of new skills, better equipment, and elite units.

Commanders and their troops come from the three branches of the Riftforge military: the Guardians, the Rangers, and the Raiders. Each archetype comes with its own unique commanders and units, with customizable skills, specializations, and equipment.

Features:

  • Three powerful RPG archetypes to choose from: Guardian, Ranger, and Raider.
  • Rare, elite, and epic units for each of the six troop types
  • Dynamic front lines across 81 areas in nine war zones
  • Seven enemy factions fielding dozens of generals leading massive armies
  • Deep and engaging tactical combat, within a familiar turn-based system
  • A graphics engine that combines isometric pixel artwork with Flash animations
  • Playable on almost any device with a browser (including smart phones like the iPhone)
  • Social features that enable players to interact and trade, cooperate and compete
  • Includes a free-to-play MMO mode to encourage players to try the game

Diablo 3 deaths

Dying in Diablo is something of a tradition. I vividly remember my Diablo I corpse runs and my memory is forever etched with images of Duriel trumping over my dead Ice Sorceress in Diablo II.

So what’s cooking in Blizzard’s lair when it comes to the death mechanic in Diablo 3? Listen to this:

Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic. We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don’t want to remove the sense of suspense and danger by making town something you’re always going back to pretty much whenever you like.

The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.

On that same note we also don’t want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.

So, with these things in mind we’ve found that a check point system works really well. Throughout your adventures, and generally at the ends of each “floor” of a dungeon your character is saved to a checkpoint. When you die you’re dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It’s obviously a very forgiving system as it is. It’s just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.

Regardless, potential penalties aside, this is the death mechanic we’re currently using and it’s working really well so far.


OK, so they’ve borrowed
the last point saved mechanic from any recent game that I’ve played. Not too original but I’m not complaining too much either.




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