Hero Academy for iOS

Hero Academy for the iOS offers unit customization (for a price) and a very polished user interface.

I’ve been playing Hero Academy for over a week now.  Let’s analyze that statement.  I’m playing an iOS game for a week!  I normally play around with a game on the iPhone for a couple of days, maybe poking around for a few minutes here and there while waiting for my car to be serviced or standing around between classes.  Hero Academy is a game that I’m religiously picking up each night and playing for a solid 30-40 minutes.

Hero Academy is a turn-based strategy game.  You place your units on a grid and compete against another player for positioning.  Positioning is really the key.  Each unit has abilities that take some learning to utilize effectively.  An archer is an amazing ranged unit that, if upgraded, can wreak havoc on a crystal (the objective you want to destroy to win) or soft units.  However, fail to position her correctly and a Void Monk could mop her up and move back to the safety of his side.

Turn-based combat on a board with tiles that provide tactical advantages.

Each turn you have a limited number of ‘moves’ (5) represented by that pizza pie of blue triangles in the bottom left.  Summoning a unit, moving a unit, upgrading a unit, attacking, and healing each take a move.  The best players are the ones who have mastered how to move in, kill, and retreat safely.  I’m still noobing it up by going in guns blazing, leaving my units on the enemy’s side for them to be killed easily next turn.

There’s a lot more than meets the eye. Each unit has detailed stats, attack patterns, different move range, and utility.  I was once wrecked by a guy who advanced one archer into a position on the board who could shoot any of my units that advanced.  Another time I was destroyed by a fully upgraded Wizard that seemed to AOE everything on my side of the board for 4 moves.  I’m still not sure how he pulled that off.

As each turn progresses, your items (on the bottom of the screen) are replenished as you use them — until you run out.   Different items like ability scrolls, upgrades, and board-wide aoe attacks make for additional levels of strategy.

Each unit has complex stats to learn.

Hero Academy is easy to pick up and enjoy, but, as I’ve witnessed first hand, very hard to master.  Since the game is turn based, it’s easy to start a game and pick up at any time.  I have about twelve games going right now.  I can play a turn with someone then jump into another match in seconds.  I can play a turn before bed (or 50) and pick up in the morning.  I’m not sure if there’s any turn etiquette for how long you wait, but I’ve been playing with others who seem to play at a reasonable pace.  Besides, finding another game is instant so you can always have one going.

If you have an iOS device, check it out.  It’s free (last I checked) with the option to buy something to remove the ads (I highly recommend it). The production quality is so high on this game compared to many other games I’ve tried in the past.  I really have no idea how they manage to support the multiplayer so well.  You can invite twitter or facebook friends to battle or find opponents randomly.  The UI is slick, responsive, and I honestly can’t find anything wrong with the presentation.

My in-game name is Keen.  If you want to stomp on me sometime, invite me to a match!

 

Quests Should Be An Adventure

This fellow went on a quest.

We write often about the modern quest being nothing like the old quest design.  Today’s quests are errands, scripted events, and exactitudes that tell you specifically how and where to complete the objective(s).  Old quests were, as the definition right from google says, “A long or arduous search for something.”

I’ll use EverQuest as an example, and I’ll use a very early quest to illustrate my point.  In the Dwarf capital city Kaladim there is a NPC named Vacto Molunel who tells you about his ability to craft armor from the carapaces of scarabs.  Vacto tells the adventurer that his talent is so special that he’s willing to make you some armor if you bring him gold coins and a pristine giant scarab carapace.  That’s the only explanation given, and the adventurer is then sent on their way.

There was no quest log back in those days.  There wasn’t even a minimap.  You were sent out into the world to quest and adventure how you want, where you want, and as a result you complete these quests on your time in your own way.  Turns out it’s not hard to obtain these pristine scarab carapaces from scarabs just outside Kaladim, but players can buy them from others or even skip the quest process entirely and buy the finished product from another player who already completed the quest.  Funny enough, you could even get the carapaces from Unrest, a dungeon that players can go to much later.

It’s the concept of completing quests in your own way that I want to emphasize.  Let players figure out or at least choose how they want to finish a quest.    Quests should send players on a journey, force them to think/problem solve, and provide an adventure worth telling stories about to your friends.

I loved finding a quest and thinking, “Where will I go, who will I meet, and how on earth am I going to pull this off?”

Seeking info: No Loot Containers in SWTOR?

I just received some startling news today.  According to multiple sources, the loot container system, as announced by the developers (in a forum thread that disappeared), did not make it into the game.

In normal mode raids, loot is automatically assigned to a random person that can use the item.  It doesn’t matter if the item is an upgrade or if the person already has said item, it randomly goes to them.  This can not be turned off.

Hardmode and Nightmare modes allow this feature to be turned off, making the loot system identical to WoW.

What the #!$% happened to the loot container system we were told about?  If it was subject to change, I never read anywhere that they weren’t being implemented.  What happened to everyone in attendance getting a bag, and in that bag you could find a piece of loot or some tokens?  What happened to the idea that everyone putting in the time and showing up has something to show for it?  The current system is GARBAGE and I can not believe that we haven’t seen more outrage over a system that randomly passes out loot to people.

Loot containers were one of the reasons I was sold on SWTOR.  I thought the idea was a major step forward in promoting the enjoyment of raids.  Now I’m completely uninterested in raiding and will likely cancel my account if all I have to look forward to are raids that are no better than WoW’s.  What’s the point?

If I sound pissed off it’s because I am. I was looking forward to something this whole time just to learn at the end (when I’m level 50) it isn’t true.  I don’t like feeling deceived.  I don’t like idiotic design decisions.

Can anyone provide me information on the SWTOR raid (operation) loot system?  Do I have my details wrong?

Would Reckoning make a good MMORPG?

Would Reckoning make a good MMO?  That’s a question I’ve been going over in my head since playing the demo (several times) these past few days.  We know that 38 Studios is creating a MMORPG (codenamed Copernicus) set in the same world as Reckoning.  How well would the RPG adapt to MMO status?

The world of Amalur impressed me right away.  The setting is vibrant and enchanting.  On the official site are world maps; something about them appeals to my sense of exploration.  Perhaps I like the map because it looks like my old cloth EverQuest map.  I love traditional high-fantasy stuff like Amalur.   Inside this great world are cultures, factions,  and fleshed out races with rich histories.  There is so much substance to the world itself that it’s almost impossible to fit it all into a game.  The richness of information does not feel thrown together or without purpose, unlike many games which feel foundation-less.

Reckoning’s character progression is what I am probably most intrigued by.  I really like this idea of Destinies and molding my character to play the way I want him to play.  If I want to be a Fighter-Mage I can, or even a Jack of All Trades.  The simplicity of Might, Finesse, and Sorcery (like talent trees) within this framework allows for further ability choice.  I hope that Copernicus has the same character progression.  It’s not quite a class system, nor is it a completely free skill system without structure.

Furthest away from any traditional MMO is the combat in Reckoning.  I really like the combat.  It has a certain ‘heft’ to it; a particular ‘oomph’ to the action-feel.  The animations act as a global cooldown, thus limiting ones ability to spam.  Spells, melee, and other actions all seem to flow well.  I was playing a rogue-mage in the demo and I would throw out some lightning and then dash in with my daggers. Charging up attacks makes for some crazy attacks.

The combat functions perfectly without a hotbar (which is why I’ve grown fond of using the Xbox 360 controller), and hotbars are something I would love to see phase out — or at least that standing in place pressing 1, 2, 3.

I wonder if the same engine will be used.  “If only MMOs could look and play like this.”  I say that all the time.  I’m afraid that the world would look less enchanting and the combat would be less dynamic in a MMO, but I don’t think it has to be that way from a DESIGN perspective.  It might be a TECHNOLOGY issue.

Copernicus, if like Reckoning, could be approached as a hybrid MMO: part themepark, part sandbox.  Many themepark elements are there, like questing.  Many sandbox elements are in the game as well, like the non-linearity of exploring the world and going where you want.  Copernicus could easily take the ‘form a party and set off adventuring to find stuff to kill’ approach instead of the themepark method of questing to level and only really grouping at end-game.

To answer my original question, I think Reckoning would make a phenomenal MMORPG.  Reckoning has the world, the lore, traditional action-rpg combat system that I would love to experience in a MMO, and a very unique class system that would function perfectly in a MMO setting.  I hope that someone in charge over at 38 Studios is capable of seeing the vision as clearly as I see it in my mind.  Copernicus can be amazing.

 

Pathfinder Online

Pathfinder online logo

I love pointing people towards projects with potential. Today I want to share with you Pathfinder Online, a fantasy sandbox MMO currently in the very early stages of development by Goblinworks.  I could give you guys a lot of the big picture ideas, but their FAQ already does it for me.

How is Pathfinder Online different from World of Warcraft or any other fantasy MMO?

Most fantasy MMOs, including World of Warcraft, are “theme park” games. In theme parks, you’re expected to work your way through a lot of scripted content until you reach the end, and then you play end-game content while you wait for the developers to release more theme park content so you can continue to advance your character.

The other end of the MMO spectrum is the “sandbox” game. In sandboxes, you’re given a lot of tools and opportunities to create persistency in the world, then turned loose to explore, develop, find adventure, and dominate the world as you wish. You and the other players generate the primary content of the game by struggling with each other for resources, honor and territory. There is no “end game” and no level cap.

Pathfinder Online is a sandbox game with theme park elements. You’ll be able to create your own place in the world of Golarion, complete with complex social and economic systems. You’ll form ad-hoc or permanent groups ranging in size from small parties to large settlements and even huge nations, and interact with others in your world in a realistic, unscripted fashion. You’ll also be able to participate in scripted adventures, though, with the outcome of those adventures helping to determine the shape of your world. [Source: Official FAQ]

I often pine for the mechanics of sandbox games.  I talk about worlds where players create social units and fight amongst each other for the upper hand.  The times when death was a bad thing and not a form of quick travel.  I talk about adventures instead of quests, skills instead of levels, persistence instead of scripted temporariness, and what it was like to play games not focused on getting to the end but instead living in the world as if it were real.

Pathfinder Online has several blog entries that take these ideas and expound upon them, describing why they’re important to Goblinworks.  I encourage you to read what they have to say on the various subjects.  I’ve read and agree with a lot of the things they’re saying.

There is a long road ahead for Pathfinder Online.  The picture Goblinworks paints is, to me, an ideologically perfect one.  Whether or not this game even launches, it’s the ideas I support and want you to support as well.

Thanks to @Merketh for tipping me off to the Goblinworks blog entries.

Corellia: Closing in on 50

Graev and I have been exploring the planet of Corellia today as we near the end of our leveling adventure.  We’re a good chunk into level 48, so it shouldn’t be more than a couple of days (max) before we’re 50 and no longer visiting these planets.  I find myself saddened somewhat by the linearity of SWTOR.  There will never be a reason to return to Voss, never a reason to see the snow of Hoth.  That’s why I enjoy taking in each setting, appreciating the details.

Corellia is a planet with some detail!

SWTOR planet Corellia SWTOR planet Corellia tram system

Bioware seems to have saved some of the best atmosphere and scope for the end.  This planet takes vertical immersion and sense of “woah” to new heights.

There are ships docked, crashed, and being worked on everywhere.  The cityscape atmosphere is slightly annoying at times because it becomes a chore to maneuver around buildings and ledges, but it’s worth it to see the sights.  The quests are also nothing special; more of the same killing droids and Imperials, but the class stories are coming to an end — hopefully a good one!

Moving between questing hubs is done via this tram-like transport.  I love how it acts almost like a tour of the city, zipping in and out of tunnels and maneuvering around buildings and track.

Once we hit 50, we’ll give our impressions of each of the Operations and Flashpoints as well as a look at Ilum (which should be interesting, given today’s news).

 

SWTOR Patch 1.1 Rumors Dispelled

Picture of an Ilum Base

Ilum Base

SWTOR Patch 1.1 came out today, and it brought with it a great disturbance in the force — or so the masses would have you think.  Some terribly untrue rumors were spread about Ilum.  Gabe Amantangelo has come out and set the record straight.  My guild members have also tested and clarified that what Gabe said is true.

Let’s dispel some rumors from SWTOR Patch 1.1.

Rumor: Turrets in Ilum “safe” bases give valor and can be farmed.  FALSE!

Rumor: Players farmed in the spawn point gave valor without diminishing returns.  FALSE!

Rumor: NPCs farmed in the safe bases give valor.  FALSE!

Rumor: Imperials outnumber the Republic and spawn camped the crap out of them, thus making for some horrible experiences.  TRUE!

Turns out, there wasn’t some big valor exploit.  Not every Imperial is Battlemaster Valor rank 100. There is believed to have been an exploit with bringing alts to Ilum, but as the community manager said, those separate issues are being looked into.

Gave Amantangelo has also said that they are going to be patching Ilum to make the “safe” bases truly safe, instant killing enemy player.  This will function much the same way that DAOC’s border keep guards worked or how SWTOR’s current Warzones function.

Bioware is warning players to stay out of Ilum until this patch fix can be implemented asap.  Taxi services are being shut down to the location.

The SWTOR Patch 1.1 rumors were pretty crazy.  I have a friend who quit SWTOR over them.  I’m sure others are still unaware and planning to quit.  General chat right now is crazy with people cursing the name of Bioware and saying how PvP is completely ruined with all the Imps being rank 100.  Spread the word, it’s a bunch of malarkey.

Reckoning Demo Impressions

Reckoning PC vs. Console Image

Keen's Xbox360 (left) and PC (right) Reckoning setup.

The Kingdoms of Amalur: Reckoning demo released today for all platforms!  In a surprise twist, it’s even available for STEAM.  This is an exciting moment for us.  Reckoning is on my personal list of most anticipated games releasing this year and I’m stoked to see the 38 Studios’ first product.

Is Reckoning as good as expected?  What platform should I get it on?  What are some important details worth knowing?  We hope to answer those questions for you by comparing the Xbox 360 and PC versions of the demo.

Before we get into too much detail, let me just say that both of us enjoyed the demo enough to pre-order.  The world really captured our imaginations and the experience as a whole, all things considered, was positive.  It’s nice playing a western RPG with some color!

Read on for our look at the console and PC versions.

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