Posts Tagged ‘unreal engine 3’

NASA training the next generation of Space Explorers via video games?

Wednesday, July 7th, 2010

Even though the U.S. manned space exploration program is coming to a close rather soon, it appears that NASA hasn’t stopped bringing eager explorers to the moon. At least not in pixel form.

Launched yesterday, The National Aeronautics and Space Administration is giving gamers a taste of what lunar repair is really like. Set in Moonbase Alpha, the new free online title features single and multiplayer missions where players assume the role of a NASA exploration team member in a 3D lunar environment. The goal is to restore critical life support systems and oxygen after a meteor strike disables a solar array and other necessary equipment. Players’ available tools include an interactive command center, a lunar rover, robotic repair units, and a full array of pieces and parts from an equipment shed.

New NASA

Rated “E” for everyone, the new offering from NASA is a proof of concept, displaying NASA content combined with leading game technology to engage and educate students about NASA’s tech, jobs, and the future of space exploration.

The Moonbase Alpha game is in fact, a precursor to a planned NASA MMO. The much larger project is designed to incorporate NASA content and deliver interactive technology, i.e. virtual worlds, games, and software apps to foster the growth of Science, Technology, Engineering and Mathematics, or STEM as NASA refers to it. The ultimate goal for the large MMO is to include missions that require players to demonstrate STEM knowledge to progress.

The Moonbase Alpha game is built upon Epic Games’ Unreal Engine 3, and was developed by The Army Game Studio and received support from Virtual Heroes, a division of Applied Research Associates in Triangle Park, North Carolina. For distribution, NASA has partnered with Valve’s Steam network, also taking advantage of their server browsing, leaderboards, and stats features.

So while the current state of NASA looks like a no-fly, at least for humans, perhaps with a series of immersive and interesting “almost real life” games, NASA might just be able to spark enough interest in manned space flight to bring the option back to the table. A fine example of the virtual worlds’ impact on the real world.

Bonus and Bragging rights will be credited to you, if you can successfully name the film the above image references. ;)

 

Steamworks to support microtransations

Monday, March 22nd, 2010

As always, many a new product, title, concept, and methods were discussed at this year’s GDC. While some announcements were highlighted stronger than others, there are always a bit of tidbits which may or may not have been announced at the convention, and how much media coverage said announcement receives.

micro

One such bit o’ info was spotted by a few eagle eyed editors over at BigDownload.com. Apparently, Valve Steamwork’s popular game service game development tools PDF brochure reveals that Steamworks will now support in-game microtransactions.

This unannounced addition has been subtly slipped into the fine print, seemingly while we were all ogling over the Mac client support and Epic Games’ adding Steamworks support to Unreal Engine 3 based titles. In addition to the microtransaction support, Valve also managed to slip in an 100 fold increase in cloud storage limits, up to 100MB per game, as opposed to the previous 1MB.

From Steampowered’s overview of changes site:

Want to offer your customers a scabbard for their sword? New tires? The latest in night vision goggles? Now you can through microtransaction support in Steamworks. Your item server can now be easily integrated with Steamworks so that Steam users can buy and instantly use the items they want – all without leaving the game. Steam handles all of the billing through the user’s Steam account.

And while microtransactions are most seemingly a welcome addition to many developers, it’s also an interesting situation for Steam to be in. Could these microtransactions (and associated support) be paving the way for free-to-play games on Stream? And if so…does this then in turn open the door for free-to-play titles being based on Source and Unreal game engines? If so….. wow!

 

NHN USA brings another free-to-play FPS MMO to US shores: Alliance of Valiant Arms

Wednesday, June 3rd, 2009

After wetting appetites earlier this year with the announcement of the anticipated F2P FPS MMO (too many abbreviations?) Huxley, NHN USA yesterday revealed at E3 that they’ve got another Unreal Engine 3 based title waiting in the wings.  Alliance of Valiant Arms is a free-to-play, microtransaction supported title that takes place in a parallel universe present day Europe, and centers around a hypothetical World War III.  The title will be available via the eight million members strong ijji.com.

vailiantarms“With the addition of games like Alliance of Valiant Arms, ijji.com is quickly becoming known by FPS gamers as the place where guns never cool and the smoke never clears,” said Philip Yun, CEO, NHN USA, which hosts ijji.com. “We are more and more discerning when deciding which titles to bring to the hardcore gaming portal, and A.V.A. simply blew us away. Not only does A.V.A. offer a unique urban warfare setting, but the combination the game’s realism and stellar engineering make it an intense, consuming experience our fans will have a hard time pulling themselves out of.”

A.V.A  was developed by REDDUCK, and ijji.com recently secured the North American publishing rights via Neowiz, who services the game in Korea via Pmang.  The title has an expected launch date of late 2009, perhaps just in time for the post-thanksgiving holiday season to commence.

The battle rages on between the European Union (EU) led by France and Great Britain, and the Neo Russian Federation (NRF), and is set in dense urban environments.  Once the conflict spreads to German borders, the United States leaps into action on the EU side.  Steve Butts’ coverage over at ign.com outlines the play action,

The game plays out in rounds with players taking on the role of one of three different classes. The Point Man is the scout of the group, capable of getting in and out quickly but not able to hold his own in a protracted firefight. The Rifleman is a nice mid-range class that can hit hard and fast. For long range fighting players can take the role of the Sniper. Each group has a wide range of weapons and you can setup your loadout for each class before the match begins. A selection of additional items for each weapon can impact their stats, giving you even more control over your combat abilities.

As the game will be microtransaction financed, it’s a pretty good bet that the ‘additional items’ available for each weapon will be featured in the in-game item shop and be available for purchase.

 

Parabellum steals the show at AGDC

Tuesday, September 23rd, 2008

Powered by the Unreal Engine 3, with all the associated lighting, physics, and animation, Parabellum stole the hearts and minds of hardcore and new gamers alike at this years Austin Game Developers Convention.

The free-to-play, micro transaction based Parabellum features two distinct game play modes: a team deathmatch, and non-linear campaigns.  Based on fast gameplay, one non-linear campaign pits a player (and four other counter-terrorist teammates) against the clock with just 10 minutes to locate and disarm a nuclear weapon in NYC.  Of course it’s not a simple walk in (central) park, as a number of battle tactics will need to be implored along the way.  If this sounds a bit like Counter-Strike, you’re spot on, as it’s intended to be.

Developed by Acony and distributed in the US by K2, Parabellum sets out to keep the campaigns short and the action long.  Each campaign gameplay should last between 10 and 40 minutes, with the map list varying depending on which campaign you’ve chosen to tackle.  These short play format campaigns were the Acony goal since the inception of Parabellum.  Keep the rounds short to keep players interested and engaged all the while providing a congruent and cohesive experience.  Combine that with no up front fees, minimal system requirements; a mere 2GHz P4 and 512 RAM, and a whole lotta customization and Acony is poised to have a sure fire winner on it’s hands.

Speaking of in game customization, Acony doesn’t stop short with a few tweaks here and there.  Even at it’s pre-launch phase players can customize their Parabellum experience with:

  • Player uploaded battle music (I highly recommend Wagner’s Flight of the Valkyries)
  • Turning off in game advertising
  • Clan logos
  • Two hundred available character costume customizations with many more planned for post launch.  Players will be able to customize individual pieces of their character, weapon, and equipment, thereby making it easier to identify friends and foes in a hectic battlefield.
  • And a whole lot more ‘undisclosed’ content

Not to leave bragging rights out in the cold, Parabellum also features a full-fledged Web Portal where players can check stats including headshots and kill counts, accuracy, who took the most damage, and more.

Acony is quick to point out that any microtransactions features are designed to provide a customization to the game, and NOT provide an unfair balance to players with large gWallets.  Weapons mods such as scopes and silencers will not be available via microtransactions, but must be earned via experience and level.

Acony’s Founder, Frank Trigub sees Parabellum to be a mix of the pace of Counter-Strike, the social and customizations of an MMO, and a business model that fuels continued development and collaboration with the playing community.  Trigub nails the microtransacion business model on the head when he speaks of a game with no financial barrier to entry, the road to profit lies in listening to exactly what your customers want, and turning these changes on a dime.  Acony has made its commitment to Parabellum very real with a scheduled 5-year development plan.  This certainly indicates that Parabellum is no flash in the pan, here today, gone tomorrow title.

For quite a long while, we’ve heard the, “Free-to-play’s just don’t match the quality that you find in a subscription game” argument.  With Acony’s Parabellum and EA’s Battlefield Heroes, perhaps these intriguing free-to-play shooters are the new wave of the genre, finally putting this age-old conception to rest?

Reblog this post [with Zemanta]