BlackIce
Member since: Nov 25th, 2008
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| Blog | # of Comments |
|---|---|
| Massively | 13 Comments |
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Not So Massively: Dreamhack 2013, news from E3, and Path of Exile battles RMT
Posted on Jun 17th 2013 8:00PM



What voice does for MMOs
Oct 24th 2009 7:53PM (Massively)I personally found it cheesy, poorly integrated into the actual animations (Another development tedium.) and sounding even worse coming out of some of the wildly inappropriate character models. (See the crew of the imperial transport, very offputting haircuts and body proportions, I felt.) But then, it's hard to say what would take the place of those cutscenes, or even if you can skip through, since the dialogue trees seem to be vital to the game.
MMOs for gamers or businessmen (part 2)
Oct 23rd 2009 8:53PM (Massively)The Daily Grind: What's your first MMO?
Oct 23rd 2009 1:02PM (Massively)First real MMOG? SWG and both it and Planetside have spoiled me for the diku games in the genre and leave me with the naive notion of having the common thread to brings people to these games (And, frankly, gives a site like Massively it's raison d'etre) be the prospect of a virtual world full of people and exploration and not to engage in tedious min/maxing.
Cryptic's Steve Nix explains character progression in Star Trek Online
Oct 22nd 2009 9:52AM (Massively)The other stations would be controlled by npcs until such a time as a human player chose to take over. (In the same way we often saw nameless crew members brushed aside when the main cast appeared, or rush to fill their station when they left for an away mission etc...)
Their plan was to have two types of crews, permanent (Such as a 'guild' or clan) and temporary. (A group formed of strangers with a ship granted for a short mission.) From my reading of their intent, for the most part you'd just solo in a small craft when you were not part of a guild in a larger starship. Whoever had the highest rank would be in command of the guild starship if the assigned captain wasn't logged on.
Having said that, I don't think Perpetual would have done this concept justice. But it is a much better aspiration than what Cryptic have on offer. I wouldn't even mind as much if the graphics and animations didn't look so very cheap. I would have at least expected a game with as big a budget as STO to have better space visuals than EVE or Black Prophecy.
Star Trek Online interview answers questions of combat, grouping, launch, and more
Oct 10th 2009 11:25AM (Massively)Take a look at Star Trek Online's Borg and more
Oct 5th 2009 9:17AM (Massively)I have to say, Cryptic loss any joy or feelings of wonder for me when they started to show off their ships. They couldn't look like uglier fanboi designs if they held an open contest, to say nothing of Species 8472 in uber leet armour. (That they are in the game at all makes me feel great disdain for them.) Some are dark grey or black with very harsh or militant lines on them, not even the later ships in Star Trek went nearly so far, they look terrible. That and the phasers are now some kind of glowing yellow pistol now instead of keeping to their curved aesthetic.
To me this game is more and more seemingly like a glib exercise in making a basic diku mmog with a slight veneer of Star Trek on top of it. I do not relish the gameplay either. If you feel you can't make a Star Trek mmog with a player crew and explorable ships, fine, but please don't take the licence and make a shoddy game when somebody with hope or imagination and not the most venial avarice could be making something of it.
Stargate Worlds makes its television debut
Oct 3rd 2009 5:50PM (Massively)I would also like to quantify that I am not much interesting in this game due to it's tedious and seemingly all-consuming 'combat' mechanisms, (I am interested because I could yet be proven incorrect in my judgements and that I did follow it for a good two years with interest before.) if it launches or not does not make much difference to me, I just disdain this 'common sense' mantra when discussion things. Over-simplification is rarely good.
Epic Mission Arcs in EVE Online add new dimensions to game's PvE
Aug 25th 2009 8:57PM (Massively)Worse still CCP are touting the extensive travelling (Sometimes 10+ jumps) as an asset, it is not an enticement, there are many players who make a nice living acting as courriers because extensive jumping is such a pain in EvE. Going through systems is not exploration, it is a commute, a dull soulless journey through virtual nothing. The exploration mechanics in EvE do not emphasise such sojourns for a reason.
Having said all this, it is not a major part of the game, nor a distraction or appropriation of development, I am certain some players do enjoy these new quests. But to claim these things as something dramatically different is odd to me, they don't add much to EvE.
WAR producer's letter details major 1.3.1 changes and lays out plan for near future
Aug 18th 2009 11:54AM (Massively)CCP Games reveals new EVE Online console MMO: DUST 514
Aug 18th 2009 11:28AM (Massively)Maybe I've been outside the loop, but the idea of going from a PC to console to make an FPS doesn't hold much weight with me. Particularly if you are going to create a massive environment, I cannot see a console controller doing well with any of that. I could see EvE being a console game and Dust being a PC game being a much more enjoyable (By aggregate) time for everyone. But then oviously CCP must know this. Still, console FPS titles aren't really a great attraction for me personally. Hopefully when they talk about integration, they really will turn it into one game eventually, with Ambulation being the bridge?