A great fifteen minutes of Ashes of Creation footage from the game’s ongoing Alpha Zero test was posted on IGN this week, and it made for some serious eye candy. It’s still very early in the game’s life cycle at this point, but check out the video above for an early glimpse into how the…
I’ve been neglecting my Hobo Gamer series for awhile. Of all the content I create, these sprawling, exhaustive game overviews take by far the most time and effort to research and create. Add on top that they’re not monetized in any way, and what you get is an incredibly potent recipe for apathy. It’s…
Mass Effect: Andromeda’s much awaited launch saw the game release to an assault of criticism on topics ranging from the notable lack of polish to questionable design decisions all around. Even as an enormous fan of the series – I consider the original trilogy to be my favorite games of all time – I have to agree with the criticism. The most accurate description of my time with the game would be that of an enjoyable, but profoundly disappointing experience.
Intrepid Studios’ upcoming sandbox MMORPG Ashes of Creation is rapidly ascending my personal list of most anticipated titles. With a fairly unique design scheme promising persistent consequence at the very core of the game’s world design, Ashes of Creation is poised to scratch exactly the itch that got me into the genre in the first place.
I was lucky enough to have the chance to talk about the game with studio founder and Creative Directive Steven Sharif back in January when I first encountered the game. Now, with a few more months of development behind us, Steven is back with a lot more details on how exactly Ashes of Creation is building a world of consequence.
I’m fresh back from visiting the Heroes of the Storm Spring Media and Influencers Summit, and man oh man do they have a lot planned. The team at Blizzard considers it a big enough change to warrant calling this “Heroes 2.0”, and after seeing and experiencing what’s coming, I have to agree it’s justified.
We had a great discussion in the MMORPG.com Slack chat last night – so great that we thought it was worth publishing. So we did!
Click through to the article to check out our conversation on what makes the MMORPG genre unique and what exactly it will take for an MMO to be successful in the future.
One of the biggest and most impactful changes to MMORPG design over the last decade is one that’s gotten remarkably little attention: the shift from skill based character progression to character level based progression. This was a shift that brought with it not just significant changes to the way characters are progressed and designed, but a mandate on the types of content that an MMO’s virtual world would offer going forward. As its grip on MMO design coalesced over time, I would argue that this mandate has largely resulted in consequences that did more harm than good.
One of the more surprising developments in my recent check-in with Crowfall was just how much the game’s starting experience feels like a survival title these days. Now that’s not to say that it doesn’t also feel like an MMO, but from the very beginning, when you start with nothing and have to forage to craft your first items, to the very end, when neglecting your hunger meter can severely impact your gameplay, the influence of the burgeoning survival genre can be felt. Even knowing it would be there, just how prominently it features still managed to take me by surprise.