Posts Tagged ‘RTS’

Return of The Greek – Microsoft announces F2P Age of Empires Online

Thursday, August 19th, 2010

Announced at this year’s Gamescon in Cologne, Germany, Microsoft is dusting off the once popular Age of Empires series and bringing it into the free-to-play light. Taking full advantage of the Xbox Live service, as well as tapping into social networking elements, this newest iteration of AoE looks to be taking cues from Sid Meyer’s Civilization, in so much as there’s less real, and more cartoon packed into this RTS.

capitalcity

The timing could be better, as with Blizzard’s StarCraft 2 burning up the charts and re-igniting the Real Time Strategy game genre, one would think that Blizz has pretty much got the market cornered. I’m even willing to overlook the 12 year wait for a sequel. But clearly Microsoft isn’t having any of it, and is firing back with it’s own “command your armies into battle, all the while running a developing civilization,” thinker.

The original creators of the Age of Empire series, Ensemble Studios unfortunately had to close down shop, leaving many fans of the title wondering if this was truly the end of the road. Looking at the franchise’s 25+ million copies sold surely had something to do with Microsoft’s decision to revive and update the (now almost classic) title. Appropriately enough, the new development work is being done by Robot Entertainment, one of the many dev companies that sprang from Ensembles ashes.

battle

Age of Empires Online is platformed on Microsoft’s Xbox Live service, so don’t expect to pay a cent to play the game online, although that model remains unclear when speaking of the actual game client, which is slated to be available as a download, as well as the countless amount of DLC that’s likely to follow. Who doesn’t love new maps?

The first civilization on tap will be the Greeks, and Microsoft says there are plans to expand this lineup (based on game success). AoE Online, as the name suggests, will only be available online (no offline versions will be offered), and it seems as though there’s a big focus on collaborative questing (nice viral driver). One thing that stood out from the crowd was Microsoft’s inclusion of a persistent capital city that continues it’s development even when players are offline (nice stickiness). This persistent capital city also opens the doors for, what I could imagine, would be a host of microtransaction opportunities. I.e. Auto-farm/seed/collect potions, accelerated blacksmithing, etc.

shoretown

The Greeks are slated to storm the beaches of Live enabled PCs running XP, Vista, or 7 in 2011. Closed beta invites are already up and available for submission at ageofempiresonline.com, as well as an impressive selection of fan materials to get your pre-game Greek on.

 

Sins of the Solar Empire to get micro ‘expansions’

Sunday, August 31st, 2008

Stardock Software/Ironclad Games’ top Strategy title Sins of the Solar Empire is expected to see new expansion packs later this year.

While expansion packs for  a RTS game might not be particularly note worthy, Stardock’s delivery and phrasing is.  While the traditional route has been to release a boxed, brick and mortar storefront version, Stardock is stepping out on a bit of a ledge here, and offering the new content as ‘Micro-Expansions’.  This new content will be made available via the company’s digital distribution platform: Impulse.  The first of these expansions, titled Entrenchment, will be made available at Impulse for $10 later this year.

If these ‘expansions’ sound a whole lot like ‘transactions’ you’re not alone.  While typical microtransactions may involve clothing or weapons for players, content in itself is a form of a microtransaction.  Interesting to note that Stardock shys away from the word itself and cloaks it under the term expansion.

Entrenchment’s new features will add “a Starbase defense platform for each race, turret upgrades for each race to make them more powerful and a Subspace Inhibitor platform that will slow enemy ships within its range.”

Ironclad is also working on two additional add-ons for players.  “one of which adds new diplomacy features to the game and another that will add new technologies and ships.”
At present, neither Ironclad of Stardock have given exact release dates for these ‘expansions’.

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There’s room for both Micro-transactions and subscriptions

Sunday, August 10th, 2008

Micro transactions vs. subscriptions continues to be a hot topic of debate in not only the MMO world, but RTS and FPS fans love to weigh in as well.  While certain types and profiles of gamers my prefer one method above the other, it has become quite clear over the past few years that micro transaction based titles aren’t going anywhere soon.  As the ‘standard’ style of play in most Asian markets, the free to play concept originated in Korea with Nexon’s titles first offering players (all players) a chance to play, with available upgrades at a small cost.

While there are a number of offerings that micro transaction titles can offer; casual gamers can play whenever they want, and not be bound to a ‘time based’ subscription, players may choose to upgrade their equipment at a small cost if they so choose, games are not pirated.

Derrick Schommer of Gaming Podcast recently published an article with similar thoughts.  Highlights of Derrick’s thoughts include:

The micro-transaction concept could still help pay for all the overhead of running an online gaming business because gamers tend to be over-enthusiastic about their great addictive games. If you build a game with excellent content, replay value and strive for a community atmosphere a micro-transaction title can work just as well as a subscription based game.

One beautiful aspect to micro-transaction models is paying for content when you’re willing to pay. This includes cosmetic character alterations, basic needs items (health potions) and other products to enhance the playability of the game without requiring the gamer to do so. There will be some gamers that use this as a “free ride” and never buy anything while other gamers spend way too much because they have expendable income which helps balance out costs.

The trick to a micro-transaction game balance is allowing players to enhance their experience without taking away or crippling their game to force a micro-transaction. You do not need a “fire enchantment” which causes a bit more damage and looks really cool, but it can make your character look more sinister and provide slight benefits to battle.

Wouldn’t this make the rich more powerful than those without a lot of cash? It might might them moderately more powerful and definitely more pretty to look at, but it also allows players who would never be able to experience any of the game a chance to play. In some ways, the level ground is already broken in MMO’s like World of Warcraft based purely on game experience… a player who’s been playing for three years and has a level 70 character will dominate a person with casual gaming habits. Nothing in the world is fair, at least this gives lower level characters a chance to spend some cash to get their character on par when they’ve not got time to work through the game with hours of time investments.

Couldn’t have said it any better myself.  Read the rest of Derrick’s article at gamingpodcast.net.

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