The latest avatar shroud early release adds multiplayer

He advanced on one of the old suits of armor, gripping the sword firmly. “Hoy!” he called, wishing it was one of the disgusting green monsters that had been such a thorn in his father’s side for so long. He drew himself up to his full height, and lifted the tip of the sword to the suit of armor’s throat.

Players will have the opportunity to work with other players as Portalarium and Richard Garriott’s latest set of features in earlier versions of the company’s highly anticipated fantasy role-playing game Interactive

Shroud proponents Avatar ™ fantasy role-playing game Richard Garriott getting another chance to try some of the game’s new features Portalarium open today to get early release # 3. First, players will now be able to with other players in the shroud of the virtual world, through a number of social systems, including chat and expressions exchanges. Supporters These are some of the latest features for the team to continue to provide an early version of the content of the new crowd-funded projects unveiled each month.

“It is nearly a year since we first announced the Avatar Shroud begin our Kickstarter launch,” Portalarium’s® creative director and co-founder Richard Garriott said. “In the last eight weeks we have asked our supporters to enter the world, so they can experience firsthand our progress. The momentum is building, and now we have the opportunity to see our multiplayer gaming, test stand up. These short three to four days test allows us to see how we do, and close the loop with our fans, so we can make the game they want, what we want. ”

Other new features released earlier this month is increased, when the player touches “F” key, In the “Add as Friend” menu. There will also be a new village to explore, BMW, which in addition to the previously announced owl head Kingsport, provides a virtual world where growth will

Continue to expand with each subsequent release in 2014. There is also increase the distinctive features of version 3 and get businesses should give players who like to create their own opportunity to craft and sell items to their heart’s content. By the poet’s circle, a player runs guild bard version 3 produced by the community also includes several songs.
Notes supporters downloaded version 3 client, install, then play and interact with New Britain are located here: download, install the game.
Avatar shroud is a multiplayer fantasy role-playing computer, a spiritual successor to Richard Garriott previous works in the genre. It is expected to launch at the end of 2014 which is a source of funding and crowd-game crowd solidarity has raised more than $ 3.2 million supporters so far. For more information about the game and become supporters of the project.

Read More

Eternal Crusade creative director left the project

Varian sobered as he hung up his leather chest piece. “My father tried to protect me, too. Didn’t work. The realities of life have a way of intruding.” He looked at Arthas. “I’m trained to fight. I’m not trained to teach fighting. I might hurt you.”

David Ghozland, creative director of Warhammer 40,000: Eternal Crusaders, leaving the project. In the eternal crusade forum, he said the following communities:

Warhammer 40,000 I leave today I tell you a heavy heart: the eternal crusade. I have been honored to be your creative director in the past 2 years. I gave up as I can on this project, I was proud of what the team within the project limits can be achieved. I know there will be a lot of left nearly α and the team have a credible plan to provide a great game, next year. I do not know what I what to do next, but there are many exciting opportunities, I am currently considering. I want to thank you and Warhammer 40,000: Eternal firm support punitive expeditions, and for the journey experience and emotion. See you soon in closed alpha battlefield!

Ghozland has been completed on schedule in his employment projects amazing job, and I’m sure he will be community and other members of the team are not to be missed. For those of you who do not know, Warhammer 40,000: Eternal Crusade for the upcoming sci-fi MMO third-person shooter based on Games Workshop Warhammer 40,000 setting company. Game closed beta will be available only to founder, he emphasized the dedication and involvement of team founder’s intentions in the development process. Games will be available to the public in 2016.

Read More

Black Ops 3 announces the annual pre-order beta dates

As usual with the upcoming Call of Duty: Black Ops 3, there will be some multiplayer beta dates for those who’ve opted to pre-order the game. Today, Activision announced what those dates would be.

On PC, the multiplayer beta will run from 26 August to 30 August (presumably inclusive of those dates, though the press release isn’t absolutely clear.)

The actual maps and modes to be included in the beta haven’t been revealed yet, because, while it would be simple for them to do so, drip-feeding information like this ensures that Activision get to keep Call of Duty: Black Ops 3 in the news more often.

However, they are generous enough to mention that the beta will allow players to “[use the] new momentum-based, chained movement system, find the perfect Specialist to fit their play style [and] get a feel for the new multiplayer maps.” Again though, only if you take the fairly hefty risk of pre-ordering.

 

Read More

Life is Strange Episode 4: Darkroom nearly developed

The fourth episode of the rather excellent Life is Strange will launch on 28 July, Square Enix has announced.

Darkroom, as this penultimate episode is titled, starts the episodic adventure rapidly moving towards its conclusion. The mystery surrounding Rachel Amber’s disappearance is coming into focus, but with the disastrous storm of Max’s dreams approaching, there’s not long left to figure out what’s going on.

You can see the launch trailer (which doesn’t seem particularly spoiler-y to me, though I haven’t played the third episode yet) below. It’s actually rather good, managing to get some tension across without explicitly spoiling anything. Or, well, not that I could see.

Life is Strange‘s fourth episode launches next Tuesday.

 

Read More

SKYFORGE PRODUCER SAYS CURRENT SERVER INSTABILITY IS ‘NOT ACCEPTABLE’

If you were hoping that Skyforge had left its earlier server issues behind and a glorious new future awaited it free of queues, disconnections, or lag, we have some bad news for you. Another rash of server problems have hit the game, and producer Aaron Biedma wrote a brief letter to the community last night stating that the current state of the servers for the game is simply unacceptable.

Fixing the problem will require setting up additional server hardware and upgrading both the game’s client and the server software to provide greater stability. Of course, the process of upgrading all of this will result in more instability and maintenance, so it’s one of those “big picture” things. Still, if the net result is that Skyforge can move on to a better and less server-crippled state, that’s a net positive.

And if you don’t think so, maybe you’ll be soothed by the promise of “special in-game gift[s] to thank players for their ongoing patience and understanding as the team weathers these growing pains.”

 

Read More

CAMELOT UNCHAINED’S JACOBS OFFERS PROGRESS REPORT, PRAISE FOR HIS DEV TEAM

Camelot Unchained’s traditional Friday update has been published, and CityState’s Mark Jacobs has a lot to talk about on the heels of the recent beta delay announcement. He says that less than 50 of the game’s 22,000 backers opted for a refund after the news, though a handful of those were higher end pledges. The good news is that those limited rewards will be made available again to founders.

Further good news takes the form of Beta 1 backers being granted access to extended alpha as of today.

This afternoon’s update also recaps CityState’s recent livestreams, and Jacobs says that work is proceeding “quite nicely on all tech fronts, from our stance editor to our animations, particle effects, etc.” Finally, Jacobs praises his dev team for its work thus far in building an engine from scratch and staying under budget. “Maybe it’s time that I began to emphasize the great progress a small, underfunded (by typical MMORPG standards) and young (well, not me) team has made on delivering not only an engine, but a game, albeit in the early stages; and a standard for treating our backers that is, IMO, the best in the industry,” he writes.

 

Read More

Per-Player Revenue (ARPU) for MMOs

ARPU for 10 Major MMO Titles, per SuperData Research

It’s a fascinating article. What jumps out to me is that the ARPU’s are significantly less than a monthly subscription of $15 – the closest was World of Tanks (WoT) at 30% of that amount.

My guildee Sujitsu tweeted a hilarious set of conclusions based on the above table:

@taugrim So what I’m seeing here is #1 gold rounds, #2 hats, #3 costumes, #4 skipping play time, #5 A better Skywhale..

As CrossleyColor tweeted, Guild Wars 2 (GW2) is technically not a pure F2P game, given that it’s buy-to-play (B2P). The $3.88 figure for GW2 is probably based on post-purchase spending, because the $60 purchase price would jack up the monthly ARPU.

One of the big questions raised in the article is whether it’s best to go for quantity of players versus ARPU. Of course, in an ideal situation, the answer is both. To date, World of Warcraft (WoW) is really the only title that has had both a high active player base (7+ MM) and high ARPU ($100+ annually). Although I believe that the WoW phenomenon is not reproducible for a new MMO, by Blizzard or anyone else, as the market has evolved and shifted dramatically over the past decade.

League of Legends (LoL) has been enormously successful at scaling its player base, so even though Riot Games is #10 in the list, they’re generating significant revenue and the industry consensus is that they are killing it in terms of profitable growth. It is interesting that the $1.32 in monthly revenue per active player must be sufficient to more than cover all the costs of doing business: game development, marketing, production environment hosting and bandwidth, etc. As TriumphSP tweeted, this article didn’t provide those costs.

GW2 is in the top 3, and I credit ArenaNet for devising a monetization scheme that does not punish players who opt not to pay, after the initial purchase price. Both paying and non-paying customers have a positive experience in GW2.

I’m not at all surprised to see WoT top the list – Wargaming has done a very savvy job of designing game mechanics that incent players to fork over real money:

Easing the grind for new tanks
Developing crews that are highly skilled
Acquiring a monthly subscription for 50% higher income and experience
Sadly, being able to pay for bullets that are superior at armor-piercing, and while these can be paid for with in-game credits, the extent to which you can accumulate in-game credits tends to be correlated with how much real money you spend
Any F2P developer designing their monetization schemes should take a long look at what Wargaming has done, because many of the above concepts could be modified and applied to non-shooter games.

The WoT community often strongly defends WoT as a high skill-cap game – which I agree with – and that it is not Pay-to-Win (P2W), but the reality is paying real money does provide advantage relative to non-paying players.

I will confess that I’m what the gaming and casino industries classify as a “whale” – I’m in the low single-digit percentage of customers who accounts for 90+% of the revenue. I’ve been averaging over $30 per month playing WoT. As a full-time working stiff, spending the money is worth it to me to ease the grind. After the initial purchase $60 purchase price for GW2, I averaged over $10 per month, mostly to buy gems to sell for in-game currency to pay for gear-related improvements.

Read More
Page 1 of 1312345...10...Last »