How successful was Destiny’s September 2014 launch? Pretty successful, by most measuring sticks. Bungie moved 6.3 million copies of its sci-fantasy shooter in the first month, according to IGN, which cites published court documents from Bungie’s recent legal dust-up with former composer Martin O’Donnell.
Activision previously announced more than $500 million in worldwide day one Destiny sales.
In the final hours of its successful Kickstarter campaign, the global survival sandbox Eco pulled out the big guns: a new tier that would allow those backers to obliterate the world with a doomsday device.
Theoretically, players who bought into the Destroyer of Worlds tier would be able to research and develop the doomsday device to either use it or wield it as a bargaining chip. It would have played into the game’s themes of both societal conflict and collaboration and was priced at $750.
Lots of past-tense references in the previous paragraph, you might have noticed. That’s because creator John Krajewski backed off of the idea fairly quickly: “It’s doing more harm than good, so we’ll adjust it and offer refunds to those that backed (past the KS campaign too). I’d still like to explore a design expanding ‘players as villains’ in the game, but will do so later in development in an inclusive way, where we’re not beholden to backers who paid the $750.”
Yesterday we found out
is changing Star Wars: The Old Republic’s
conquest system with next month’s Knights of the Fallen Empire
expansion. Today, community manager Eric Musco
has followed up with another forum post that details the tweaks in store for operations when the new content launches.
In a nutshell, the devs will remove nightmare mode Eternity Vault and nightmare mode Karagga’s Palace for Fallen Empire. Unique drops previously found in the nightmare modes will now drop in hard mode. The timed run titles for nightmare mode will no longer be earnable, and nightmare mode achievements will be moved to a new archive section of the game’s achievement screen and can no longer be earned after the expansion launch. In short, if you’re one of those people who has to have every achievement, you’d better get busy!
; thanks Mikey Moo!
Need a hearty mobile World of Warcraft fix? The best substitute for a while now has been Gameloft’s Order and Chaos Online, which, while a trifle generic, has been a big hit for the company.
Now Gameloft is trying again with a sequel, Order & Chaos 2: Redemption. The studio announced that the mobile MMO will be launching on Thursday, September 17th. The game will be available across several platforms, including iOS, Android, Windows Phone, and Windows.
Order & Chaos 2 takes place 600 years after the first game and includes a playable reptilian race and a new class called the Blood Knight. You can check out the prelaunch trailer after the jump!
Dark Age of Camelot’s multi-month Otherworlds event is halfway finished as it enters chapter 5 this week.
As with the other parts of the campaign, players will need to finish up all previous chapters before embarking on the new one. Chapter 5 warns of a “new threat” that will need to be vanquished to earn an Otherworldly Gem.
To kick off chapter 5, players need to find a respective master for their faction. Albion players will go to Master Allen in Black Mountains South, Midgard players will head to Master Tiorvi in Gotar, and Hibernia players will greet Master Iacobus in the Silvermine Mountains.
The Otherworlds campaign began in July and will wrap up some time this November.
The original purpose of Albion Online‘s learning point system was to create a balance mechanism for players with varying amounts of time to spend in the game. All well and good, but it caused another problem insofar as players could level up to a new tier and then wind up stuck there for an extended period of time. So the new version of the system makes learning points a bonus to acquire skills faster rather than the core mechanism for skills.
Learning points now acts as a quick way to level up to the next tier of fame, while fame requirements have been increased by a large amount. The net result is that hardcore players can still grind away after spending learning points, but it’ll be much slower going, and the gap between players who can grind and those who cannot remains small. It’s an interesting revision to the system, and players will have a chance to take it for a spin during the game’s closed beta.
Watchers of this show will know that usually Larry Everett hosts the show, and he invites two or three guests to debate MMO tropes to the death, but this week, Larry is in the hot seat, and he’s battling Mike Byrne from MMOBomb. And MassivelyOP’s own Tina Lauro judged this week’s debate on some of the large-scale ideas that make or break MMOs.
The rules of this debate haven’t changed a bit, though: The panelists are given four questions before the show so that they have time to prepare an argument. They present each answer to the host and are awarded a point based on the argument given. The person with the most points at the end of the show gets one internet cookie and fame to last a lifetime.
If you’ve never designed a game for money, you probably do not have a very clear picture of what video game budgets look like. This is honestly not unusual; if you don’t work in plumbing, you probably do not have a very clear picture about how to price out installing a new tub. But it also means that a new entry from Ron Gilbert (the man behind classics such as Maniac Mansion and The Secret of Monkey Island) about the distribution of funds and budgeting for his upcoming game Thimbleweed Park is particularly enlightening.
The spreadsheet Gilbert shows off outlines where all of the money is going, accounts for ramping up production times, and breaks down the amount of money it takes to produce even a small game with a relatively small team. Gilbert points out that even a project as small as his easily costs $20,000 – $30,000 a month just to keep moving forward, something worthy of consideration when discussing MMOs and the Kickstarted budgets thereof.
Wondering about Wander? The non-combat game recently had a decent-sized patch, and MassivelyOP’s MJ wants to see what it is all about — especially since there are no patch notes to give any clues! How has the game fared since its not-so-stellar launch? Tune in live at 1:00 p.m. to step back in and explore this world.
Who: MJ Guthrie
When: 1:00 p.m. EDT on Wednesday, September 9th, 2015
If you’re anything like me, you’ll have been bursting at the seams to find out what shape the promised “challenging group content” will take in Guild Wars 2: Heart of Thorns
. We now know that raids are definitely coming to the game shortly after the expansion drops next month, giving us a new type of challenge to smash our toons against. The hype surrounding the PAX Prime
raiding reveal has caused quite a stir in the MMO community, and we have seen a truckload of teaser-ific information surface over the last week or so.
In this week’s edition of Flameseeker Chronicles, I’m offering up a TL;DR factsheet guide to the new raid information that will fill you in if you missed the PAX presentation or haven’t had time to trawl through the basics.
Star Citizen is cracking down on forum abuse by instituting a new set of restrictions that went into effect yesterday.
CIG changed permissions so that only players who have financially supported the project or who have been gifted a game package can post across the entire forum. Those who do not meet these criteria can still read most of the forums and post in the new “recruiting station” subforum.
“As the project progresses we’re attracting more and more spam and harassment-only accounts, and this action will considerably curb that phenomenon, as well as alleviate much of the resource strain on our volunteer moderators and staff, and ultimately allow us to better serve the members of our community,” Community Manager Jared Huckaby explained.
It’s everyone’s favorite day of the week — at least if you’re that annoying camel in that one Geico commercial — and you know what that means: It’s time for another episode of Choose My Adventure featuring Trove. Last week, I made an (admittedly less-than-impressive) attempt at taking on the role of architect to spruce up my cornerstone, but thanks to your votes, the pendulum has swung once again toward the more destructive end of the spectrum. While a fairly respectable 30% of you wanted me to add a few pages to my big book o’ crafting recipes, the resounding winner with over half of the total votes was good, old-fashioned leveling.
So this week, I stepped away from the crafting bench and hefted my weapons once again. Many dungeons were explored, many mobs were unceremoniously cut down, and most importantly, much loot was pilfered and plundered for the honor and glory of my delectable deity, Eis-Crom. In the end, I managed to make it to level 10 and then some, but that’s not to say that the journey was entirely sweet.
It hasn’t been all that long since the first major update to Skyforge, but the developers are pushing full steam ahead on the game’s second major update. The next patch will arrive on September 16th with a host of balance and mechanical changes along with a new raid and two new game systems for players to explore.
Players who haven’t been playing the game as long as others will benefit from a new catch-up system that accelerates progress based on the gap between a character’s current capabilities and the maximum attainable abilities. Operations are being added to give players more ways to take part in Invasion content with up to 40 players, with players earning signs of the invading faction to unlock special nodes in the Ascension Atlas. Last but not least, the new 10-person raid sees players taking on the crashed remnants of a mechanoid invasion. It’s plenty of stuff to do, and players will be able to experience it in just about a week.