Comments after the jump….
With Star Wars the Old Republic getting closer and closer in the rear-view mirror, Blizzard chose their annual bash, Blizzcon, as the moment to announce their final World of Warcraft expansion, Mists of Pandaria. Designer Tom Chilton announced an array of major changes (revamping talent trees, Pokemon-like companion pet battles, no melee weapons for hunters, etc.), but most people cannot stop talking about the Kung Fu Panda theme.
More Kung Fu Panda and Comments after the jump…
by Chris Logel
BioWare has placed a great deal of emphasis on the story-driven nature of TOR, calling it their so-called “fourth pillar” of MMORPG gameplay. In contrast, we actually know very little about the design of the player-versus-player (PvP) systems in TOR. In this article, I will propose two organizational systems which will benefit all PvPers.
More Hopes for PvP and Comments after the jump
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Roxanne is sick this week, but we have JJ from TOROcast to fill the third seat and make sure we never go under an hour! We’re feeling feisty this week and we have several lively debates on everything from how much you need to know about the game before the game, whether companions should be money-making machines, and whether day/night cycles are necessary in MMOs.
FACT OR FICTION: Can you pick out the confirmed fact from the tall tales? This week’s host challenge involves the beta testing invites.
by Chris Logel
[Editor’s note: Today we welcome Staff Writer Chris Logel to the CRR team. Chris discusses the importance of fostering social interactions between players and explains why he is hopeful that SWTOR will be a good environment for socializing.]
The MMO game genre is unlike any other in that a large number of people come together to simultaneously play in the same game space. This is naturally a very social gaming experience. Unfortunately, developers have not been very good at nurturing this inherently social space in MMOs. Their solution has typically been to do nothing and let social behaviors grow organically as an emergent result of the game’s inherently social features.
More “Creating a Sociable Game Space” and Comments after the jump.