Posts Tagged ‘battlefields’

EA and Crytek give the gift of free – Shades of Futures Past?

Thursday, December 18th, 2008

Starting tomorrow, December 19th, players across the globe can get a taste of Crysis Wars, including a new Holiday map pack, for the price of a piece of air.  In other words – absolutely free.  The promotion runs only ten days – the 19th through the 29th of December 2008.

Crysis Wars is the new multiplayer version of the perennial favorite Crysis franchise, as well as a part of this fall’s Crysis Warhead, the follow up to Crysis.  Crysis has been showed with awards including the IGN and Gamespot Editor’s Choice Awards.  Crysis Wars includes three completely different multiplayer modes: InstantAction, TeamInstantAction and PowerStruggle, with 21 diverse maps ranging from large, expansive battlefields, to more ‘intimate’ small scale battlefields.

Chucked in just in time for this ‘free-to-play’ promotion, the Holiday Map Pack will include:

  • Savanna (PowerStruggle): The large savanna plains in the neighborhood of the Victoria Falls provide ideal maneuvering grounds for heavy armored vehicles. The North Korean army has found out about this training facility and launched an attack on the US forces. This large map is perfect for 24-32 players.
  • Frost (TeamInstantAction): As the Alien invasion progresses, new crash sites are discovered around the globe. In the region of Trondheim, NK and US battle it out for new energy sources. This small map is great for 8-16 players.

Registrations are open at www.mycrysis.com, along with a free client download.  Players will receive a unique key generated on the site that will correspond to their registered account.  This key will throw the Crysis doors wide open to players starting at 9:00 AM Pacific Standard Time and remain open until 11:59:59 PM Pacific Standard Time.

Crysis Warhead is naturally available for purchase at retail stores and digital content delivery services for the comparatively low price of $29.99.

Now is it just me, or is EA making a lot of waves in the ‘free’ category.  Sure, the one way to look at this is a simple marketing promotion of a pretty slick game.  We all know this promotion, and I’ll admit, these ‘open trials’ have hooked me on more than a few games in the past, but what if this again, is EA testing the whole ‘free-to-play’ waters?  Obviously the marketing data surrounding this promotion is enough to keep EA’s team crunching numbers right on through to February.  First the on going Battlefield Heroes saga, then Riccitello’s ‘misunderstanding’ regarding Knights of the Old Republic being microtransaction based, and then Crysis free for 10 days?  Maybe I’m way off here, but something is afoot at EA, and I wouldn’t be surprised to see EA drop a bombshell next year and REALLY shake things up.

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A little about Project Darkstar

Friday, September 12th, 2008

fatfoogoo’s been making waves again with the official announcement of our joint venture with Sun Microsystem’s Project Darkstar.  While this news alone is excitement enough, I’d like to take a step back and talk about who and what Project Darkstar is, and why fatfoogoo’s contributions are groundbreaking.

In a simple phrase, Project Darkstar is relatively simple: Harness the power of an open source community and avoid/tackle common problems facing all gaming developers and operators.  The goal of the infrastructure is to simplify the development and operation of massively scalable online games, virtual worlds, and social networking applications.

Some of the typical challenges that developers and operators face include zone overloading, data corruption, and server under-utilization.  While tackling these challenges, another goal for the Project Darkstar gameserver is to support new dimensions in game play such as evolving virtual worlds and massive scale battlefields.

Ok, so you’ve probably got the basic idea here, Project Darkstar is an open source development tool for gaming, virtual worlds, and social networking applications.  Check.  So what’s the big deal about fatfoogoo being involved?

Glad you asked friend, glad you asked.  Ok, let’s have a look at the Project Darkstar Online Game Value Chain:

Got all that?  Right.  Let’s break it down into a more understandable language.  In the gaming/virtual world space, we’ve got three major players; the Developers, the Publishers, and the growing space of Operators.  Each has their own unique and special function in bringing your favorite pixilated love to your LCD.  Let’s think of Operators as facilitators to markets that either the publisher or developer could not, or had no interest in reaching at the time of launch of said game.  Operators are often the ones that take on little to no risks that the publishers and developers have already taken, but seek to capitalize on the title via distribution and montetization methods.  Up until now, Operators have been piecing together microtransaction monetization models via a hodge podge method.  A bit of this, a bit of that…let’s hope it all works nicely together.

Enter stage left, fatfoogoo.  By providing a standardized monetization software package, any developer, publisher, and/or operator can now all work from the same set of ‘rules’ to ensure 100% compatibility across the entire gaming/virtual world experience.   The fatfoogoo software package allows operators to monetize their game, while giving them unparalleled flexibility in how they’d like to do it:  including but not limited to, Subscriptions, gWallet, Primary Marketplay, or Player-to-Player trading.

The real benefit here is obviously to the gaming/virtual world community.  With the addition of the fatfoogoo software to the overall Project Darkstar gameserver development process, designers, developers, and publishers have one less thing to worry about, and can focus on what they do best: make great games.

 

Combat Arms set to take Europe by storm

Thursday, September 11th, 2008

Nexon Europe Limited, the European branch of top free-to-play publisher Nexon recently announced that they plan on launching ‘Combat Arms Europe’ via a closed beta test starting in late October of this year.

Combat Arms is a multi-player first person shooter that has already received praise far and wide, and features non-stop action in various battlefields where players engage enemies in different game modes.  Not just your typical FPS, Combat Arms takes the genre to a new level by allowing for massive character customizations, as well as a weapon modification system.  This modification tool allows players to attach various enhancements to their weapon(s) of choice including, scopes, silencers, and extra ammo.  Combat Arms also features a unique backpack system which allows players to combine various sets of weapons, thereby creating their own customized bringer of death.

My own personal experience with Combat Arms matches up with company jargon – it is rather easy to pick up and learn the basic and more advanced controls, thereby allowing just about anyone to have a fair chance at fragging goodness.  Racking up some in-game spendable cash is easily obtainable, but also providing a decent challenge.  Experience points and cash are handed out based on the number of victories and kills shots made.  Once accumulated, these cash points allow players to rank up and acquire mounts and new weapons and equipment.  As with most MMO’s, Combat Arms features a full clan system, allowing players to recruit, manage, and communicate with other clan members.

“The FPS genre is traditionally an area for hardcore gamers with a steep learning curve, but Combat Arms takes it to another level, offering a low barrier of entry with its free-to-play offering and low system requirements,” says Sung-Jin Kim, Manager of Europe Business Team at Nexon. “Yet, the sophisticated graphics and in-depth gameplay mechanics do not fall behind the FPS titles that are out in the market, and can therefore accommodate beginners as well as hardcore gamers at the same time. The response to Combat Arms in the North American region was huge, and we have experienced a great demand from the European audience to set up a service for Europe. Now we are happy that we are just about to bring the title to the European continent, starting with the closed beta in late October”.

Nexon’s Combat Arms is free-to-play and financed via various cosmetic microtransactions.  If you’re living in North America, or don’t mind a bit of lag with your frag, you can pick up the combat arms client at: http://combatarms.nexon.net/.  The client is currently available only to PC users, but runs just fine in either Parallels or VMWare on Mac.

While most of Nexon’s titles focus around ‘fun’ and ‘play’ offering a first person shooter is certainly a great way for Nexon to expand it’s portfolio and start bringing in a completely different type of gamer.  Response thus far as been mostly positive, from an often skeptical target audience.