|Thursday, February 21, 2008|
Blizzard Opens WoW Arena Tournament Page
6:00 AM | Cord Kruse | 1 comment
Blizzard Entertainment has unveiled a new page offering information about the recently announced Arena Tournament events to be held in World of Warcraft. The site explains how the new Arena system works and how players can sign up, find a team, and compete for cash prizes.
We invite the most dedicated and skilled Arena combatants around the world to enter the new World of Warcraft Arena Tournament. Your glorious victories in the tournament will not only grant recognition and renown for your prowess, but they'll earn your team a chance to win cash prizes as well.Head over to the new page to learn more about the WoW Arena Tournaments.
WoW: 2008 Arena Tournament Information
Within a structured format comprising two six-week-long qualifying rounds, players will battle on special tournament realms purely dedicated to the competitive format of 3v3 Arena matches. The characters used on these realms are new level 70s that you create, decked to the brim with PvP armor and weapons. The top teams from each qualifier will battle in regional live events, culminating in the global finals, which will feature a total prize pool of $120,000 -- $75,000 of which will go to the grand-prize-winning team!
Tournament registration is open to any active World of Warcraft account. Registration costs one payment of $20.00, which grants one World of Warcraft account access to the tournament realms for the duration of the six-week tourney. Players will be able to create up to three new characters on these realms, instantly level them to 70, and deck them out with a full set of PvP gear. Then form your new 3v3 team and enter the Arenas, where a whole new level of competitive play awaits you. Good luck!
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Introversion's Tom Arundel Interviewed
6:00 AM | Cord Kruse | Comment on this story
Gamehelper has posted a new interview with Introversion Software's Tom Arundel about the company's past and future projects. The discussion covers the company's history, DEFCON's success, and the upcoming multiplayer return to Darwinia with Multiwinia.
Let’s talk next steps…. Multiwinia? This has been in the works for some time right? I mean – we saw posts about a MOD for Darwinia back in 2005?For the full interview follow the link provided below.
GameHelper: Introversion Q&A
TOM: Yes, it's a project we'd always wanted to do but DEFCON's successful release finally made it more possible and feasable. Even during Darwinia's development we had prototype multiplayer game modes working, but they never worked reliably in Internet games and we just didn't have the time to finish them. With DEFCON we solved that problem as part of the games development, and this makes it much easier for us to work on Multiwinia without worrying about the networking stuff anymore.
I’d describe Multiwinia as a multiplayer expansion to the world of Darwinia but its a very different sort of game to singleplayer Darwinia – you’ll get to build up your Darwinian armies and wage war upon your fellow players. We're aiming for a series of short and brutal multiplayer minigames, which can be played out over 5 or 10 minutes each.
One example we are working on right now is King of the Hill - you score a point for every Darwinian controlled by you in one of the target zones. As you can imagine those zones can become absolute blood baths, with each player trying to assert ownership! Above all we are trying to build a multiplayer game that is more about fast brutal fun and very easy to get into.
The Tragic State Of PC Gaming
6:00 AM | Cord Kruse | 38 comments
Gamesindustry.biz has posted an excerpt of a Eurogamer interview with Lionhead's Peter Molyneux. As part of the interview Molyneux discussed the stagnation he sees in PC games and the detrimental impact of the World of Warcraft and The Sims franchises
"There's an enormous amount of gaming happening with PopCap, Big Fish and Reflective.Check out the rest of the interview at the link below.
Gamesindustry.biz: Peter Molyneux's Take On PC Gaming
"The fascinating thing is when they first started, all these games came out like Peggle and Mystery Files and Alice Greensleeves and Diner Dash, and it felt quite exciting. There was a lot of innovation going on. Okay, there weren't great graphics, but there was innovation.
"In my view, that has completely stopped. They're doing the same game over and over again with a different wrapper. It's like a mini-universe in itself which is emulating what's happening in our industry," he added.
"The second thing is, you've got The Sims and World of Warcraft sucking all the air out of the PC market. It's just incredible," he said.
Mac Gaming's Challenges And Opportunities
6:00 AM | Cord Kruse | 6 comments
MacNewsWorld recently published an article exploring the technical side of the Mac game world. Industry notables such as Aspyr Media's Glenda Adams and Freeverse's Bruce Morrison discuss the challenges involved in developing for Apple's computers as well as the potential for future growth in Mac gaming.
"The PowerPC barrier was never that large. It's really all about learning OS X and giving up on DirectX. Companies like Blizzard have proven you can do [development for both] at the same time. We have [come] to love the Unity engine a lot, as it gives us Mac and PC and lets us keep our Mac tool chain," (Morrison) told MacNewsWorld.Click on the link provided below to read the rest of the article.
MacNewsWorld: Mac Gaming, Technically Speaking
What will finally bring game makers to the Mac platform, Morrison opined, is the community. Whereas PC users see the Mac's closed architecture as a downside, the relatively locked-down hardware and the almost console-like environment are a plus for developers.
"The PC market is like the Wild West, and the console space is like living in the domed city in 'Logan's Run.' The Mac is sort of a hybrid. You can try new things on the Mac, but you get a more structured environment with hardware and software libraries. It's the best of both worlds," he suggested.
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