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Diablo 3 slated for Q2

Blizzard earnings call.

Oh earnings conference calls, how I love you. You are the one place I can reliably get straightforward, no-bullshit answers about release dates and the success or failure of specific franchises. Blizzard had just such a call this afternoon, which means we finally know something about the release date for Diablo 3. We don’t have a date, but the game is slated for Q2, which is something.

I was really hoping to see the game by this past November, so Q2 feels like a long way off. Blizzard did just give 100,000 more beta invites out, which means more people will have a chance to play through the highly polished first parts of Act I. I was impressed with the beta and really enjoyed myself, but it’s just so damn short.

Some of the other interesting news from the earnings call was that Blizzard will be launching multiple titles in 2012. The safe bet is that they’re talking about Heart of the Swarm, the next Starcraft II xpac, but the hopeful guess is that they’ll launch Blizzard DotA within the year. I’m honestly experiencing a bit of MOBA fatigue, but more options and competition in the industry should mean better games overall, so I’m excited for it. I’m also curious what Blizzard plans to make of this “Blizzard Arcade” business. Trying to pack in a few titles for the casual gaming crowd? I’m sure I could be convinced to spend a couple bucks here and there on Blizzard titles.

Riot to offer free RP to new players, not veterans

Leprechaun Veigar

This past holiday season Riot was kind enough to dish out 450 RP to any summoner who had not been the subject of punitive action over the course of November and December. It was a nice gesture, though the surprise gift didn’t do much to incentivize ongoing good behavior. Riot did mention that the gift was the beginning of a much larger project aimed at rewarding the kind and persistent.

That project starts…at an undisclosed time. Once a summoner reaches level 3, a staggering feat to be sure, he will be gifted 400 RP, just for sticking around. Yes, level 3. No, you don’t get it if you’ve been level 30 for the past two years. Apparently the 450 RP in December was for you…and everyone else over level 6. Honestly, these initiatives confuse the hell out of me and seem to stir up a real shit storm for the folks at Riot. Almost the entire first page of comments on that post fall in line with this sentiment, courtesy of GuardiansAngel:

“How about you start rewarding the guys playing thousands of games of league of legends before you reward the guys who play a few games and quit.”

Those posts have hundreds of upvotes while the actual announcement has less than 100. Now, it could be that the malcontent level 30 summoners are the majority of the players on the forums, but it could just as easily be that the people committed to the game don’t like to see new players get incentives just for being new.

I understand that this is meant to be a gesture, but here’s the thing: gestures are usually thoughtful ways to show appreciation, gratitude, or praise. Key word in there is thoughtful. Riot’s efforts in this regard have been historically careless, and feel much more like a marketing gag to get their hooks into new players than an actual gesture of appreciation. The 450 RP this December was the exception – that was a nice gesture. This, this is just a marketing gag.

I’m also curious, why level 3? Is Riot struggling with new player retention and, if so, is 400 RP at level 3 going to change that? I don’t believe that this is an actual strategy for keeping players around, but then why do it? Level 3 can be accomplished by winning two games – is this really something worth pumping RP into? Maybe the numbers simply worked out that when players are given a certain amount of RP, X percentage of players will double down and buy RP to bridge the gap for a more expensive purchase. If that’s the real reason this RP is going out, well, good for Riot I guess. I’m just so confused by the whole thing that I’d be happy with such a logical conclusion.

Indie Spotlight: Towns

Towns game.

If I had to choose just one contribution to gaming for which I could thank Notch and the team at Mojang, it would be the popularization of early alpha for indie games. While Minecraft’s level of success remains unique, developers have noticed that early alpha access to their games can build plenty of hype to carry the game through to release. I’ve been digging around in the indie scene for a while now, so I thought it might be cool to throw a spotlight on some of the interesting games that are out there.

Today’s Indie Spotlight falls on a game called Towns. The game is being developed by a small indie group known as SMP. By the way, good luck searching for anything related to this game for the next couple months. Being that Minecraft multiplayer, a system in which players often create their own towns, is called SMP, you’re going to get mostly Minecraft-related results. I’ll save you some trouble and just point you to their official website.

The game is basically an RTS with a slight Dwarf Fortress influence. You play from an isometric view, controlling a group of villagers to gather resources in order to support your spelunking efforts. The game is built on levels that increase in difficulty as you descend. There is a tiered crafting system whereby you can make armors and weapons to keep yourself safe, food to keep your village sated, and housing, to keep everyone happy.

This game is in alpha, so some of the mechanics are a little buggy or just haven’t been implemented. There is no priority system for tasks, so it’s possible to “hunger lock” yourself, meaning your villagers are too hungry to even make more food. You can then watch them all starve to death, but it’s probably better to start over. The game also features some terribly obnoxious music, though it is possible to toggle off.

There is a lot of good in Towns, too. In a lot of ways, Towns reminded me what the “game” part of Minecraft is missing, which is essentially something to do with the mountains of resources you gather over the course of a game. Exploring is definitely fun, but once you’ve seen your fourth or fifth epic cave, you’ve seen them all. Towns puts your resources to use, even if it is a bit grindy.

In future updates, SMP has plans to add a hero system. My guess is that your town’s resources will now be dedicated to decking out the hero and letting him crawl through some dungeons. It seems like a great idea that, when coupled with a solid crafting system and the hilarity of mass-butchering cows, makes this quirky little game a great buy for under $20 at retail.

If you’re interested in town management sims or even games like Terraria, I would highly recommend giving Towns a shot. The game has a demo that allows you to experience 20 in-game days, which is plenty to get your feet wet. You can also purchase the alpha version of the game for roughly $13. Alpha purchasers have unrestricted access to the latest builds of the game.

Terraria devs turn to new sandbox project

Tiyuri's new game.

Screenshots popped up over the weekend showing off the newest project from Tiyuri, one of the developers of indie hit Terraria. The game looks to be a step either forward or backward from Terraria’s old-school graphical style, depending on your point of view. Tiyuri has been fairly transparent about the scope of the project so far, even though the game is still in the early stages of development.

“We plan for there to be a main quest inside the sandbox world. Depends how much time we have of course,” Tiyuri said on his Twitter account. For now, I’m tentatively excited. From the looks of the UI, the game appears to be inspired by some dungeon crawlers. Tiyuri is using the Diablo 3 method of control, binding skills to the left and right mouse buttons and offering hotbar slots as well.

If there’s one thing I would like to see updated from Terraria, it’s the inventory management system. While the game did offer some nice options for moving items in and out of chests, I was constantly amazed at just how quickly my inventory would fill and how much time it could take to find what I needed.

I’m also hoping these aren’t the final graphics. I’m not sure what it is, I just don’t like them. They lack the flair that made me love Terraria’s design.

Should Riot consider a testbed queue?

League of Legends.

This is an idea that came out of my latest post about Morello’s meta challenge and I’m interested in what you guys think. I love the idea of shaking up the meta – LoL grew stale for me quite a while ago – but to me that will require some widespread adjustments to the game or a professional team to win several tournaments in a row with a different comp. Riot’s current nerf/buff strategy is to move slowly and make changes over the course of several patches, which I totally understand. They’re trying to produce a consistent service without dramatically breaking the game with an overbuff or a mechanics nerf. It makes sense. I think it has some unfortunate side effects for a genre known for variability and flux.

What if Riot put together a testbed queue aimed at trying some wild play options. The idea would be to allow for changes of greater magnitude to see how the players adapt to the changes. There are definitely some issues to be worried about here, not the least of which is whether players would participate, whether it would eclipse normal queues, and what to do if it did. It could alienate tournament players along the way as well.

I think it also has the potential to breathe some serious life into the game, and to allow people to get more for the money they put into the game. Buying champions every two weeks gets expensive in a hurry. The cost is even higher if that champion doesn’t have a solid place in the current meta (and yes, I’m mostly talking about solo queuers here). A more radical approach to changes could bring more champions into the mix on a regular basis.

Obviously the resource commitment would be monstrous – I don’t even know if this sort of thing would be possible in the current server/client structure. It is interesting, though, to think of what the game would be like with more aggressive changes to the way the game works.

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