Now I’ve looked the what of lock-boxes and the potential increases in profit, whether lock-boxes are gambling or not, and finally what makes lock-boxes in games different? For all the parallels we can draw between gambling and lock-boxes today, they are still different and those differences shouldn’t be glazed over–they are definitely important.
We’ve established what lock-boxes are and how they are used in games. Next, I want to tackle fiercely debated topic in lock-boxes: Are lock-boxes gambling? After several hours of research through lots of court opinions, the answer is a resounding not yet. I spent an afternoon reading to understand the leg whats and whys of lock-boxes and gambling in virtual worlds.
Because why not beat a dybbuk that just won’t die?
For a hot minute back when I was in 7th grade, I got really into Magic: The Gathering. A group of us used to play during a study hall (we were definitely the cool kids). I loved the artwork and the premise of the game and it was generally fun. But I began to realize something–my friend who would bring a 10-gallon garbage of cards to school on our battle-days seemed to always win.
I swore up and down that I wouldn’t support Daybreak anymore after the EverQuest Next cancellation. Last week, I caved and re-subbed to play EverQuest 2 on the progression server. The core game is fun and offers features you can reliably find anywhere else. While my druthers quiver in rejection, having fun is all that matters when it comes to gaming.
As part of the 20th Anniversary of Pokemon, Nintendo has re-released the original games – Pokemon Blue, Pokemon Red, and Pokemon Yellow on the 3DS eShop. I’m a huge Pokemon fan, so I was pretty geeked out, but a little worried about how the game would play after all the quality-of-life improvements from subsequent generations. While I agonized over which version to purchase, I eventually succumbed to nostalgia and picked up Pokemon Blue, the version my middle schooler self played. I have to say, I’m surprised at how well the game has held up over the years.
This past Friday, we got some news that rocked many the genre–DayBreak Games cancelled what was supposed to be their flagship game, EverQuest Next. This move, coupled with several other high profile cancellations shows the genre is moving away from the box-office buster style of MMO development. As the behemoths of the genre lumber on, smaller independent developers who have more tolerance for risk will fill the gaps left behind.
Russel Shanks of DayBreak Games took the interwebs today to announce the company’s cancellation of it’s flagship game, EverQuest Next. EverQuest Next was to be the continuation of the EverQuest franchise, which ushered MMOs through their infancy into the genre that it is today. Early journalist review said it was like nothing in the genre, with an interactivity and responsiveness in world AI that didn’t exist anywhere else. The news comes as a blow to MMO gamers, and raises larger questions about what the future of DayBreak Games is, if any at all. Continue reading “DayBreak Games Cancels Flagship game EverQuest Next”
When it comes to ‘balance’ in a game, everyone is an arm-chair developer. Reading forums, you’d think that creating class balance was the easiest thing in the world, and it would be so obvious when class balance is off. That rogue who can stock lock you for 4.5 seconds once every 10 minutes is clearly overpowered! Healers shouldn’t be able to heal themselves in PvP because it’s unbalanced and they can’t be killed. There are a thousand examples that anyone with keyboard and a tenuous grasp on the English language will give you, often whether you want them or not.