Posted Aug 27, 2008 at 02:21PM by Gino D. Listed in: Interviews Tags: Blizzard, Square Enix, Hideo Kojima, Tom Chilton, J. Allen Brack
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PS3 Wireless Keypad, Xbox 360 Chatpad - Image 1Blizzard's J. Allen Brack and Tom Chilton are reiterating that World of Warcraft will not be heading for consoles. As if echoing Hideo Kojima's words yesterday about a 360 port of MGS4 being impossible, Brack and Chilton say that WoW was just basically not intended for the PS3 nor 360 to begin with. In Chilton's words, "it's a square peg round hole thing."

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Posted Aug 01, 2008 at 10:56AM by Victor B. Listed in: News Tags: Square Enix, PS2, Illinois
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New Illinois law to make MMO companies have easier unsubscription processes - Image 1More game legislation today. GamePolitics reports that, due to one consumer's difficulty in cancelling his MMO subscription, a new law has been passed in Illinois that essentially makes it illegal to have difficult unsubscription processes in MMORPGs. Find out what that spells for MMOs everywhere after the jump.

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Posted Jan 23, 2007 at 07:50AM by Max F. Listed in: Opinions & Analysis Tags: Blizzard, Square Enix, PS2, Neil Gaiman
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Monsters (don't) drop loot - Image 1 


RPG fans, gather round. We're going to nitpick a topic to death. (And you know nitpicking is one of RPG fans' favorite hobbies.)

Paradox #1: monsters that don't drop loot. This article was spawned by an article over at WOW Insider that asked why is it when you have a mission to collect ogre brains, few ogres actually drop brains. The world of Blizzard's World of Warcraft is full of liverless boars, brainless ogres, and bloodless orcs.

Paradox #2: monsters drop nonsense loot. Remember how dragons in the first Neverwinter Nights dropped their blood in handy little bottles (complete with decorative covers)?

(Warrior: And with this last arrow I kill you. Dragon: Hang on a sec. Let me bottle up my blood first. You got a needle and tube handy?)

RPG fans have gotten used to the fact that every creature (from blind cave fish to rabid rodents to sea turtles lazing on a beach) carry gold in little bags and elixirs in standard-sized bottle. Some animals even drop swords!

And we spend so much energy to defend our favorite RPG and explain why this is the case, when we could be spending that energy writing feedback to our favorite developer to tell them to put more thought and design into their next RPG.

Is loot-dropping realism too much to ask? "It's a game; it's not supposed to be realistic!" exclaim the echoes. Really? Then what's with the effort to make good scenery, characters that look alive, and amazing storylines that pull you into the story so you'll forget that "it's just a game"? By the way, if you follow those backlinks, you'll see that many new RPG games have evolved to take advantage of new technology, so maybe it's time to universally change the way item drops are done in other "traditional" RPGs?

We have a few ideas to deal with the drop rate paradoxes. [This is just the short version of this article. Click on the "Full Article" below to Jump to the "Full Article."]

Solution #1: bring in hunter skills. We propose incorporating automatic hunter skill parameters in RPGs. [More about this solution in the Full Article.]

Solution #2: bring in battle finesse. Your character is a better fighter at higher levels, right? So you aim and attack better. So there should be less battle damage done to loot. Therefore, the higher the level of your character, the higher the chances of getting dropped loot. Besides, you need more loot at higher levels because weapons and armor is more expensive, right?

And that's all for now. We could keep nitpicking more things and throwing out more ideas - and there are a lot more RPGs we could mention for their good points and bad points (Dungeon Siege Throne of Agony, Lost Odyssey, Final Fantasy XI...), but you get the main points. What do you guys think? Anybody care to share their ideas about loot-drop paradoxes?

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