Crafting and Creativity

There’s been a lot of crafting talk lately. And a little bit of discussion around how rigid (my term) MMOs tend to be.

Angela was checking out this thread on the EQ2 boards and I asked her to send it to me. It’s a guild hall turned into a circus, built of crafted and collected items. The ‘figures’ are all quest rewards, I’m sure. But the structures are all creations made of crafted items.

I realize to a lot of people stuff like this is “pointless” but to another lot of people, stuff like this is what makes MMOs magical. Preemptively cutting off the nay-sayers, the point isn’t about quality of graphics or that the elephant’s foot doesn’t intersect perfectly with the ball he’s standing on. The point is the ‘sandbox’ aspect that allows people to come up with original crazy ideas, and execute on them.

Anyway, here’s the link:

http://forums.station.sony.com/eq2/posts/list.m?topic_id=446678

New Widget curtesy of Tipa and XFire

Over in the right column you’ll see a new widget I just added: “Playing on PC”. (It’s the 4th chunk down as I write this, but I move stuff all the time.)

That’s a widget that Tipa from West Karana coded to import data from XFire.

Installation is a snap and it works as advertised! Obviously you need to be an XFire user to put it to any use. 🙂

Thanks Tipa!!! Very much appreciated!!!

The Emperor Has No Clothes! (OnLive)

Lots of gawking and fawning about OnLive coming out of GDC and from folks on Twitter. People who I usually feel are pretty lucid are buying into this product in a way that startles me.

(On the off-chance you haven’t heard about OnLine, I wrote a post about it for ITWorld.)

OnLive sounds to me like a really neat tech demo. A system that works wonderfully under ideal circumstances.

And OK, it might even be a neat system for non-twitch games. Board games, RPG’s with turn-based systems, and things of that nature. But FPSers and driving games? No way. At least, not in a way that is going to be dependable all the time.

Just think about how often you’re sitting at home and you hit a site that feels slow. Now it might be that the server that hosts the site is bogged down. But it could be any of a number of other reasons between you and them, too. I work on the web. I spend a lot of time tracking down “the site is really slow!!” problems, and about 70% of the time, it isn’t the site itself. It’s a router being wonky or DNS being sluggish or our local connection being bogged down or something else.

If any of those things happen while I’m playing Need For Speed over OnLive, my experience goes right into the crapper. And for most of it, there’s nothing you can do but wait.

If OnLine launches and becomes popular, we’ll be back to the old “bandwidth hog!” jokes of a few years ago. If you want to play a game and someone in another room wants to stream video, you’re screwed. You may even be screwed if your next door neighbor is bit-torrenting his porn collection to the world. Got an VOIP phone? Well don’t try to play while someone is talking on it!

And then there’s the question of bandwidth caps from your ISP.

Here’s what Brad Wardell of Stardock has to say about the server. Now granted, he isn’t exactly objective… but here ya go: Stardock CEO speaks about OnLive.

*Maybe* all of this will work out and OnLive will do great. Would this be a good thing? They want to replace both hard media (ie, disks) and digital downloads. In short, they want to have a monopoly on how we play games. They’ll know what we play, and how long we play for, and who we play with. If they decide your favorite game isn’t right for their service, bam, it goes away. There’s nothing you can do to keep a copy for yourself. It’s just gone. Poof.

Granted, the chance of them taking over like that is slim.

But people, remember the Phantom! Be skeptical! I signed up for beta; you should too. Let’s see how this service really works before we start chittering away like happy mice over it (I don’t know where that came from, sorry).

At *best* I think it’ll be a system you’ll use to supplement your consoles and gaming PCs, not replace them. You don’t want to be without any games every time the net goes a little wonky, do you?

[UPDATE: Lloyd Case has a nice article on the service (more balanced than my rant) over at Extreme Tech]

Time, value and scorn

I argue with MMO bloggers a lot. Maybe I’m just old and set in my ways, but so much of what these youngsters say just rings so false to me…

One topic to always get me embroiled in an all-day rasslin’ match is this concept that most MMO publishers are just out to fleece their customers and they make MMO’s full of un-fun time sinks so that people will play longer and so keep subscribed.

I don’t agree with this argument. If the activities that bloggers refer to as “time sinks” aren’t fun to the players, then why don’t the players leave the game? Why stick around if you aren’t having fun? Anyway, I’ve argued that argument until I’m blue in the face. Not going to do it again, life is too short.

In fact, I’m throwing in the towel and I’m going to AGREE with these bloggers, but on condition that they cast their nets wider. It isn’t the MMOs are full of time sinks. GAMES are full of time sinks.

This struck me when I was reading In Praise of the 3-Hour Game (doh, no stretch there.. I sure can make mental leaps, eh?). In it, Wired’s Clive Thompson suggests that most (narrative driven) games are bloatware and shouldn’t run more than 4-5 hours. The argument goes that games cost a lot to make, so you have to charge $60 for them, so you have to fill them with time sinks to stretch out how long they take to play so that players feel they’ve gotten their money’s worth.

For the record, I don’t totally agree with Thompson either, but I agree with him more than I do with the bloggers. When I’m grinding levels in a Final Fantasy in order to take on the next boss, all I’m doing is grinding levels. Nothing unexpected is going to happen. Nothing else in game is going on. Compare that to grinding levels in an MMO. I never know what’s going to happen next. Maybe someone is going to come running past any minute, in need of help or something. And I’m probably talking with guildies or friends while I’m grinding, so even if nothing unexpected happens I’m still having a pleasing conversation.

In either case, people are paying to do time sinks. Either at $15/month, or with that big fat $60 fee up front. If the basis of the argument against time sinks is that time sinks aren’t fun, and we’ve established that both single and mmo games are full of time sinks, then why do we find games fun in the first place?

I mean, any non-gamer would tell you the entire game is a waste of time and a ‘time sink.’

I could do into this some more, but I have to go grind a couple more levels in Star Ocean: First Departure before I can take on the next boss. And y’know what? I’m really looking forward to playing after the day I’ve had.

# # # End gaming discussion # # #

To my friends: A while back I was apologizing about being so negative and all that and mentioned that my mom wasn’t doing too well. A few of you expressed concern, and that was very much appreciated. I just wanted to post a quick update. It’s been an on-going struggle since, as we’ve tried to motivate her to take care of herself. Funny thing I’ve learned. If a person is lucid, you can’t force them to help themselves. We’ve been trying like crazy to get her to check herself into the hospital but she wouldn’t. Then today she fell (not for the first time) and hit her head (the first time). Thank goodness someone happened to be there, and an ambulance was called, and now mom is *finally* in the hospital getting some medical attention. Tests will be run; they think she may have pneumonia, or worse (her white blood cell count is way low – she’s smoked like a fiend for close to 70 years…draw your own conclusions) but at least they have her eating and drinking.

I know it sounds weird to be ‘celebrating’ my mom landing in the hospital, but it feels like such a relief. She’d gotten to where she would choose not to answer the phone, and every time I called I’d get to worrying that she’d fallen or had just passed away and was laying there, or hoping she’d just decided she didn’t feel like talking to anyone (you wonder where I get my crankiness…the apple don’t fall far from the tree!) Thank goodness an old high school friend lives across the street and he’d check on her for us. I’m far less worried with her IN the hospital than I was when she was OUT of it.

Dragon Age: The Stolen Throne Review

Dragon Age: The Stolen Throne
Rating: 4 of 5 stars

Dragon Age: The Stolen Throne by David Gaider

Wow. What a surprise.

This is a prequel novel to the upcoming video game Dragon Age: Origins, by Bioware. I was reading it more to ‘get in the mood’ for the game than anything, and I had very low expectations, to be honest. And I was blown away.

I’m giving it 4 stars, and that is judging it against all fantasy, not against “pre-generated world” fantasy (novels based on games, movies, tv series, etc). Within that sub-genre it’s a 5 star book, easily.

As the story begins, a cruel usurper sits on the throne of Ferelden, and the Rebel Queen has been betrayed and murdered. The only member left of the royal family is young Maric, a charming but slightly inept princeling, now on the run for his life. He soon teams up with a young commoner named Loghain, and the two set off to reunite with the rebel army, and begin the daunting challenge of trying to push the usurper from his ill-gained throne.

There’s a bit of game-ness to the book here and there as character classes are mentioned, but it isn’t very intrusive and if you didn’t know it was a game-prequel novel, you might not even notice it.

The story has everything you could ask for in a fantasy. A noble, seemingly impossible quest, great battles, characters who feel very real, and who interact in ways that also feel very human. A smattering of magic and strange creatures. Joy and pain, victory and defeat. All written with genuine emotion.

A nice change of pace is the way elves are handled, who are definitely second class citizens in this world, scraping by working as servants and living in squalid quarters of most cities.

All in all, a very, very enjoyable read, and a very ‘self-contained’ novel. You aren’t left with a cliff-hanger ending that is going to require you to play the game or read another novel. You can download a sample chapter from http://dragonage.bioware.com/noveltst.html

I hope the author, David Gaider, focuses on more novel writing, and less game writing. I’d love to read more from him!

View all my reviews.

Spellborn Quick Tip: Chat Filters

If you’re anything like me, one of the first things you do when you start an MMO is turn off the “General” chat channels. Nothing breaks immersion like the on-going bitch-fest that is General Chat which happens in every single MMO I’ve ever played. In Spellborn, this constant bitching and epeen displaying happens in Zone Chat. Getting rid of it is a little tricky.

To the right of the chat entry window is a little ‘bubble’ icon. If you click on that you get a bunch of chat options, including filters. You can untick Zone chat, and you’d think you’d be done. You’d be wrong. What you’ll see now is the same chat with a warning:

[POST EDITED BECAUSE PEOPLE TAKE THINGS TOO LITERALLY]

Zone: Player1: So psyched for BSG finale tonight! (warning, channel not active)
Zone: Player2: I love that show! (warning, channel not active)
Zone: Player3: Where can I find Young Bears? (warning, channel not active)
Zone: Player2: I need Young Bears too! (warning, channel not active)
Zone: Player4: What’s BSG? (warning, channel not active)

And so on. Clearly the game REALLY wants you to see the Zone chat. So what you have to do is, under that same pop-up chat widget, pick “New Channel” (which really means “New Tab”). On the old tab, re-enable Zone Chat, then move to that new tab, and set your filters accordingly (ie, untick Zone Chat there). Your preferences will be respected in your new chat tab, as long as “Zone chat” is un-filtered in another tab (which you can blissfully ignore).

Now you can enjoy the lore and the magic of Spellborn without all the asshats breaking your immersion!

This is not your father’s bottom drawer

Playboy has digitized a bunch of its old issues and you can read them here for free (obviously NSFW).

Yes, the pictures are intact, but there’s probably a lot more efficient ways to acquire a lot raunchier porn on the web than by leafing through these archives.

What I find pretty interesting is that the entire mags are digitized. Everything from the articles to the ads to the at-one-time infamous Playboy Interview is here, and the earliest issue is from 1954 (the latest is 2006). Leafing through the early issues gives a pretty interesting look at the “bachelor culture” of the times.

playboy

The Circle of Life??

I’ve been feeling a bit glum about the state of gaming for the past few months, and I just need to get this out in the open on the off chance someone out there feels the same way I do. Just to be really clear, this post isn’t about Massively Multiplayer Games, for reasons which should quickly become apparent.

When I was, oh, 13 or so, I got really hooked on wargames, mostly those produced by SPI. I couldn’t wait for every new issue of Strategy & Tactics to come so I could see what new game was bound inside. There was just one problem: I had no one to play against. I grew up in a rural area and my friends were more interesting in going hunting or fishing than in playing any game that had more than a page of rules. I could coerce them into a game of Monopoly on a rainy day, but that was as complex as they were willing to go.

So I made up all kinds of systems for playing wargames solo. When D&D launched, I started rolling up characters for it, drawing maps, creating dungeons…none of which were ever played. I aced my senior high school English class when I wrote a paper called “On Creating a Consistent Universe” which was based mostly on my D&D campaign creating. (This was before you could just buy a campaign.) But D&D was way WAY too ‘out there’ for my friends to grok. It was something I hid from them, in fact.

I wasn’t alone in this predicament, and as I hit my late teens S&T started running articles and questionnaires about the possibility of somehow using personal computers to act as the AI. I was fascinated by the possibility, but it took a few more years beyond then before Atari brought out the Atari 400 and I scrounged up enough extra $$ to buy one. The rest, as they say, is history.

In the quarter-century or so since then, I’ve played a *lot* of computer (and later video) games. I took (and take) great joy in the fact that I could sit down anytime and fire up a game. No longer was it all about waiting for a rainy day to find someone so bored that they’d actually play a board game. I could finally experience D&D, after a fashion, when SSI grabbed the license and started producing the “Gold Box Games.”

But lately, things are changing. More and more, games are moving away from being single player activities. Shooters come out with shallow single player campaigns and rich multi-player components. Resident Evil is designed to be played Co-op, Left4Dead is designed to be played with a party of 4. I loved the first Lost Planet, but the next one is going to emphasize co-op mode.

I was looking forward to deeper, smarter AI, but instead, AI is getting pushed aside in favor of multiplayer (both vs and co-op). It feels like single player gaming is a dying activity.

And that’s damned depressing. I still don’t have friends who’re interested in gaming, really. Not because they’re hunting and fishing now. It’s more because they’re just too damned old to be bothering with games. They’ve got kids to put to bed and American Idol to watch, dammit! And frankly, I don’t *want* to play with other people. I’m old and curmudgeonly and hate like hell to be held to someone else’s schedule or pacing. I’m a crotchety old man, dammit. You kids get offa my yard!

But I feel like I’m pushing counters around again, only this time there’s no way to fudge things. Resistance: Fall of Man was an excellent shooter. Resistance 2 is an ok shooter with great multiplayer. Killzone 2 has an ok single player and terrific multiplayer. RE 5 I mentioned. And of course there’s all kinds of interesting MMO worlds being created.

The one saving grace I have is that I probably have enough single player games stockpiled to last me the rest of my gaming life, literally (I figure at best I have 15-20 years before something deteriorates far enough that I can’t game). But those stockpiled games aren’t all good, and a lot of them are already showing their age. By 2019 they’re going to be ancient, as will be the hardware that can run them!

I sure wish there were more people like me left. People who like just ‘curling up with a good game’ without it having to become a big social outing full of trash talking and pauses for another round of beers. I want to get lost in the games I play, become part of the world I’m playing in, and that’s hard to do when there’s the garbled static of someone yammering in your ear. But the developers aren’t interested in my demographic. They’re interested in the endless hordes of youngsters who’re only interested in gaming together.

Rest in Peace, Single-Player Gaming!

Combat in Chronicles of Spellborn

Tonight I’m going to try to puzzle out how combat works in The Chronicles of Spellborn. Again, there’s a healthy amount of speculation on my part in this post. The game is growing on me now that I said to hell with frantically jumping around and instead am focusing on using skills and moving a little bit. I think there’s a happy medium where I won’t take too much damage, and also won’t feel too frazzled. Oddly someone in chat said “I’ve been wanting an MMO that played like Oblivion.” and I realized that’s kind of what this combat system is like. (Oooo, I just thought of something…I wonder if there’s a way to play with a gamepad!!?) Somehow, that got me to approach it differently!

Anyway, more on combat.

combat1

This is the top left corner of the screen. The mouse cursor isn’t picked up in screenshots but I’m hovering over those 3 small bars, and the bluish window is the pop-up help window for it.

The red behind the character name is health. The yellowish green circle is my Fame Level (5) and the smaller circle is my current PeP level (1). The orange, purple and green bars are Physique, Morale and Concentration, all of which are at +1. I’m pretty sure that +1 is from having PeP level 1. You can read the pop-up text to see what these do for you. All three of these stats are pretty fluid in combat, as we’ll see.


combat2Here we have a sample skill from my skill book. The cursor is hovering over the skill name (Swift Kick) resulting in the pop-up. We see it’s a short range “Maneuver” skill that deals “calculated” damage.

I’m skipping the “Legal Sigils” because I still have no clue about Sigils!!

At the bottom of the pop-up we learn what a “Maneuver” skill does:  every time we connect with a Swift Kick, our Concentration goes up one (which means, from looking at the image above, that our attack speed increases by 5%, assuming a smooth increase per point of Concentration. If we try to plant a Swift Kick and miss, our Concentration, and attack speed, drops by 5%.

We also learn that Calculated damage means that if my Concentration is higher than the mob’s, I’m going to do increased damage. Not sure how much increased, or if that’s a sliding scale or a flat bonus.


combat3Here’s another skill, Break Defense. This one is a Burst skill. Burst works the same as Maneuver, except here it’s Physique that goes up and down, rather than Concentration. Physique increases movement speed. Having a nice high Physique is great for speeding away from battles going poorly!

Break Defense does Piercing damage, which has nothing to do with our 3 Status Attributes but instead bypasses resistance and affinity values of the target. What’s an affinity value? No clue yet!


combat4 This series of shots just shows what the icons on the right of the skill listing indicate. The first indicates that Break Defense uses the Body attribute. As player gain levels, they get points they can put into 3 attributes: Body, Focus and … um, Will maybe? Persumably, this skill being tagged Body means it gets stronger as you put points into the Body attribute.

combat5The second icon indicates that this is a melee skill.

combat6The third icon indicates the magic type for this skill. Honestly, I don’t understand this one at all. I don’t *think* my character has a magic rating? This one has me really puzzled.

The 4th icon, with the number, is the cooldown time.


skilldeck This, by the way, is what the skill deck setup window looks like. Corrections to yesterday’s post, clearly you have have 5 skills per row (or Tier as they’re more properly called) and eventually 6 Tiers in total.

As of now, my character has 3 Tiers of 3 Skills. I don’t yet have 9 skills (I’m adding them very slowly as I try to understand what I’m doing) so I put Shoot in twice, once in slot 1,3 and once in slot 3,3. In theory I could Shoot, Battle Cry, the Shoot again, but in practice I rarely have that much time before I enter melee, so that second “Shoot” is something of a wasted slot.

One of the challenges is going to be distinguishing the icons. At a glance, a lot of them look pretty similar in the heat of combat. At least to my tired old eyes. Younger folk will probably have an easier time of it, but this gets me wondering if the UI is “modable” and if so if someone might make some cleaner skill icons.

Well, that’s as far as I’ve gotten so far. The game has grown on me a lot in my past 2 play sessions as I started playing it *my* way instead of the way that the drones shouting on Chat were telling everyone to play. Rapid circling might be more efficient, but it isn’t as much fun for me.

I’m already thinking about how I need to re-arrange my Skill Deck as I write all this and stare at that image.

When it launches, my understanding is that the Spellborn client will be free to download and some initial segment of the game will be free to play. I hope everyone interested in MMOs will at least give it a chance, because it *is* something at least a bit different from the standard DIKU MUD system everyone is getting tired of.

The Chronicles of Spellborn Initial Impressions

Some friends noticed I’m in the closed beta for The Chronicles of Spellborn and have been asking me what I think about it. I’ve confirmed that there’s no NDA so I can talk about it, but I’m a bit hesitant to do so since I’ve only taken one character to level 5 so far. But the work week rears its ugly head very soon and if I don’t write about it now I probably won’t get another chance to do so until next weekend.

So here are my initial, ‘gut level’ thoughts. I’ve probably gotten a lot of this wrong, so everything should be taken with a giant salt crystal. Further, I’m not going to defend this post; I feel kind of unsavory talking about a game I’ve only played for a few hours.

Anyway…

TCOS is different. If you’re sick of ‘classic’ MMO playstyles as found in EQ 1 & 2, DAOC, Warhammer, WOW & LOTRO, then you’ll be pleased to find some new ideas here. First of all, you have two levels. Your “Fame” level pretty much translates to level in most other MMOs. It mostly advances via Questing, with monster slaying only adding a little to it. Your PeP Level (Personal Experience P-P-P…??) level advances via combat. This level caps at 5 (!) but you lose a level every time you die. So the idea I guess is that your PeP well constantly be wavering up and down as you play. Each level of PeP gives you a new bonus/buff.

I like how this system gives us a death penalty with a real ‘sting’ but without the soul-crushing despair of losing a “classic” level or experience points.

Let’s look at graphics. The world is pretty astounding (imo). Here’re some thumbnails to full sized (1680×1050) wallpapers at photobucket:

TCOS Wallpaper 4 TCOS Wallpaper 3

TCOS Wallpaper 2 tcos,wallpapers

You might notice there’s no real sky. The lore of the game explains how the world was destroyed by humans and the Daevi (the two playable races in the game) as they threw off the yoke of slavery to the demons. Now what’s left of the world is broken up into shards floating in an infinite spell-sea of some kind, and shardships are used to sale between them. Here’s a shardship:

shardship

Now we get to the character models, and those are going to be really hit or miss for most players, I think. They’ve got a very unique style, I’ll give them that, but in many ways that style could be called “weird”. Here’s a selection of NPCs:

human_male1 human_male2 human_female1 daevi_female1

Let’s talk gear. When you create a character, you pick his/her clothing, armor and weapons. All of which is purely cosmetic. This was a huge shock to me, frankly. I love the ‘loot treadmill’ and getting a lucky drop of some cool new gear and at first, at least, it seemed like there was no such thing. But (and honestly I’m still hazy about the system) most of your gear has Sigil Slots, and you do get Sigils that drop as loot (I think…I’ve never got one) which you can place in your gear to make you more powerful. You can “upgrade” your gear, maybe just for looks, but maybe for more Sigil Slots? I’l still really fuzzy about this stuff.

Right behind gear comes combat, and here I am very, very conflicted. The character skills in combat are really interesting, while the player skills in combat are very annoying (to me). Let me elaborate.

As a character gains Fame Levels he can learn news skills, in typical MMO fashion. But instead of a series of hotbars, here we have a skill deck. Imagine the skill deck as a polygonal drum that rotates as you fight. Each “face” of the drum has 3-6 slots for skills (at character creation, each face has 3 but that number increases as you gain levels). When you use a skill, the drum rotates to the next face with a fresh selection of skills. At character creation the drum has only 2 faces, at level 5 that increases to 3, and I think by max level it’ll have 6 or 8 faces.

So the idea is to arrange the skill deck so that each row (which translates to a drum face in my analogy) has a skill that logically follows up a skill in the row prior to it. At least, I think that’s the smart way to play. Let me give an example. My character has a Shoot skill (fires an arrow) that I use to pull. I put that on Row 1 of my skill deck. My character also has a Shout that provides a short term buff. I put that on Row 2. So I open a fight by using Shoot. The aggro’d foe charges me, but by using Shoot my skill drum rotates to Row 2, where my Shout is. I use that as the creature charges, so my buff is ready for the fight ahead.

That’s just 1 column of my deck. My other columns are devoted to fast single target attacks, or slower multi-target attacks. This is all a pretty unique combat system that is (obviously) hard for me to describe, but it really gets you thinking about tactics. You can rearrange your skill deck anytime you want (well, except during a combat) at no cost so you can tweak them for a tough fight, or change it based on who you’re grouped with, etc.

To actually use a skill, though, feels a little combersome to me. You select a column using either the mouse wheel or the number keys, but that doesn’t fire the skill. In order to actually activate the spell, you have to hit the left mouse button, or hit the number key a second time, at which point the skill fires, the cooldown for it begins, and the “drum” rotates to the next row.

At the same time this is going on, you need to position yourself for the attacks. Spellborn uses a reticle system. You have to point your reticle at what you want to hit. And conversely, by moving you’ll make it harder for the enemy to hit you. Dodging isn’t a character skill, it’s a player skill. If you stand in one place and fight, combat is going to be very difficult for you.  Instead, the idea is to hit the enemy then slide left or right to stay out of its cone of fire, so to speak. You’ve probably done this in PvP in MMOs before this one, but now you have to do this against mobs as well. Fighting a bear? Keep hitting it in its butt, circle-strafing it so it can’t face you to hit back.

Depending on your tastes, you’ll either find this incredibly fun, or incredibly annoying. Me, I find it fun for about half an hour then I get sick of circle-straffing around like a maniac during every fight. In my ideal MMO, my “skills” come in the form of tactics…mental skills. The actual combat should be about my character’s skills matching up against his opponent’s. I don’t play genres like FPSers much because I’m not very good at them and they bother my wrist.

The shame of it is that I find I don’t even use that slick Skill Deck system because I’m so focused on circling the enemy while keeping it targeted. I just hold down the mouse button and level the deck on my ‘fast skills’ column and basically let it auto-attack for me. Watching the skilldeck to see what “column” I have selected, and what skill is in that row and column, and whether that skill is ready or cooling down, is just too much for me while I’m also watching my enemy in 3D space and constantly moving so it can’t hit back. I seem to do better spamming 1 skill and moving than using tactics and paying attention to the skill deck to put it to good use.

And this is why I probably won’t be playing Spellborn after the beta. I love the Skill Deck, but I’m just not dextrous enough to put it to good use while doing this strafe-dance. It’s fun for a while but it’s not something I’d play a lot, so probably wouldn’t be worth a subscription fee. But that’s just me and this is a very personal choice, and even if it isn’t for me, I have to really commend the developers for coming up with something unique; there’s nothing out there like The Chronicles of Spellborn (at least, that I’ve seen) and I really hope it finds a huge audience.

To recap this wall ‘o text: The lore is very compelling. The environments are unique and interesting; I spent a lot of time just running around the first town looking at things. The quests and NPC dialog are well written and interesting.  The gear/sigil system means everyone can look the way they want to look rather than wearing ugly gear because it has good stats. The skill deck system makes my inner strategist drool with hunger. Inventory slots are plentiful and buying and selling uses a very clean interface. The game runs really nicely. But for me, the frantic, twitchy combat just makes it a no-sale. 🙁