<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
    <title>GayGamer.net</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/" />
    <link rel="self" type="application/atom+xml" href="http://gaygamer.net/atom.xml" />
    <id>tag:gaygamer.net,2009-01-30://1</id>
    <updated>2009-11-20T00:48:06Z</updated>
    <subtitle>For boys who like boys who like joysticks!</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type Open Source 4.1</generator>

<entry>
    <title>Battleswarm: Field of Honor Launches Officially</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/battleswarm_field_of_honor_lau.html" />
    <id>tag:gaygamer.net,2009://1.41124</id>

    <published>2009-11-20T14:00:00Z</published>
    <updated>2009-11-20T00:48:06Z</updated>

    <summary> I wrote a review of this FPS/RTS hybrid MMOG back in September; a short month later Battleswarm has gone from open beta to full release yesterday as the free-to-play title opens its doors to any and all interested players. Battleswarm is an innovative title that pits a team of human players fighting an alien horde controlled by another player on competitive maps. The humans play from typical first person perspective while the aliens march towards their opponents&apos; base via an overhead, tactical perspective. Players can earn points in game that can be used to purchase upgrades, or fork over actual cash for credits to accomplish the same thing. Microtransactions are the business model for the title and in my time playing they&apos;re accomplished to a respectable degree. People who play during its opening weekend will have the chance to win an Alienware m15x laptop as well as two thousand in-game prizes. If you&apos;re a fan of quick competitive games and interested in an MMOG outside the normal WoW mold then this is definitely worth checking out. At the very least its price of free, free, free means there&apos;s nothing to lose if it&apos;s not your tastes....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="MMOs" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="battleswarm" label="battleswarm" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="freetoplay" label="free to play" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamelaunches" label="game launches" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="microtransactions" label="microtransactions" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/battleswarm-sm.jpg" width="400" height="225" alt="battleswarm-sm.jpg" title="Battleswarm" /></p>

<p>I wrote <a href="http://gaygamer.net/2009/09/battleswarm_field_of_honor_sta.html">a review</a> of this FPS/RTS hybrid MMOG back in September; a short month later <strong>Battleswarm</strong> has gone from open beta to full release yesterday as the free-to-play title <a href="http://www.battleswarm.net/game/news/451/">opens its doors</a> to any and all interested players.</p>

<p><strong>Battleswarm</strong> is an innovative title that pits a team of human players fighting an alien horde controlled by another player on competitive maps. The humans play from typical first person perspective while the aliens march towards their opponents' base via an overhead, tactical perspective. Players can earn points in game that can be used to purchase upgrades, or fork over actual cash for credits to accomplish the same thing. Microtransactions are the business model for the title and in my time playing they're accomplished to a respectable degree.</p>

<p>People who play during its opening weekend will have the chance to win an Alienware m15x laptop as well as two thousand in-game prizes. If you're a fan of quick competitive games and interested in an MMOG outside the normal WoW mold then this is definitely worth checking out. At the very least its price of free, free, free means there's nothing to lose if it's not your tastes.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Suspect Charged In Horrific Murder Of Puerto Rican Gay Teen</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/suspect_charged_in_horrific_mu.html" />
    <id>tag:gaygamer.net,2009://1.41128</id>

    <published>2009-11-20T08:30:00Z</published>
    <updated>2009-11-20T17:48:56Z</updated>

    <summary> While this isn&apos;t related to gaming, I wanted to take a second to post something about an issue that might have missed the radar for some of the readers here. This story has only recently begun to receive mainstream attention. So if you&apos;re interested in reading a bit of topical news that has absolutely nothing to do with gaming but everything to do with young gay men, read on....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="hate" label="hate" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="hatecrimes" label="hate crimes" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="homophobia" label="homophobia" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="jorgestevenlopezmercado" label="Jorge Steven Lopez Mercado" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/6a00d8341c730253ef012875ac6230970c-800wi.jpg" width="200" height="193" alt="6a00d8341c730253ef012875ac6230970c-800wi.jpg" title="Jorge Steven Lopez Mercado" /></p>

<p>While this isn't related to gaming, I wanted to take a second to post something about an issue that might have missed the radar for some of the readers here. This story has only recently begun to receive mainstream attention.</p>

<p>So if you're interested in reading a bit of topical news that has absolutely nothing to do with gaming but everything to do with young gay men, read on.</p>]]>
        <![CDATA[<p>Last week the body of 19 year old Jorge Steven Lopez Mercado was found on the side of a road in central Puerto Rico. The body had been decapitated, dismembered and partially burned. Both of his arms and legs had been severed, an attempt had been made to do the same with his torso, and the entirety of his body had been dumped off of an isolated street. Jorge was openly gay, well liked and very popular. From <a href="http://www.ireport.com/docs/DOC-357813">a posting</a> to CNN's iReport, a resident of Puerto Rico stated that despite the issue being talked about vocally within the gay community there and despite outcries for action, the story went <a href="http://www.bilerico.com/2009/11/another_quiet_day_in_the_lgbt_community_and_mainst.php">unreported</a> until it became an international issue. Soon after the details of Jorge's sexuality began to emerge, one of the officers on the case made a public statement implying that the victim "<a href="http://shakespearessister.blogspot.com/2009/11/gaytrans-panic-defense-again.html">had it coming</a>" because of the lifestyle he "chose." Thankfully, because of the outrage of the Puerto Rican LGBT community, it appears this officer has been removed from the case and reprimanded for his comments.</p>

<p>By Wednesday <a href="http://www.cnn.com/2009/CRIME/11/18/puerto.rico.gay.teen.slain/index.html">a suspect</a> had been apprehended and was charged for the crime. Juan A. Martinez Matos was interrogated by police and confessed that he picked the victim up off of the street and offered him cash for sex; allegedly he initially believed the victim was a woman, and when he discovered that wasn't the case had a violent reaction. During an altercation between the two, Martinez Matos claimed the victim pulled a knife first. The typical "gay panic" defense here is <a href="http://www.towleroad.com/2009/11/killer-of-puerto-rican-teen-says-gay-panic-made-him-murder.html">being used</a>; Martinez Matos claimed that he regressed to an incident when he was sexually assaulted during an earlier stint in prison, <a href="http://www.365gay.com/news/murder-suspect-thought-puerto-rico-gay-teen-was-a-woman/">leading to the conflict</a> between them:</p>

<blockquote>Martinez Matos was "looking for women" in a red light district last Friday. He had already been turned down several times, but Lopez Mercado, wearing a blue dress and boots, agreed to get in his car.

<p>District Attorney Jose J. Bermudez says that in his confession, Martinez Matos said that he thought Lopez Mercado was a woman. The victim asked him for money and when he refused, Lopez Mercado pulled out a knife.  When Martinez Matos realized that the teenager was actually male, he had a flashback to when he was raped in prison while he was serving a sentence for domestic violence. He then attacked Lopez Mercado, separating his arms from his torso.</p>

<p>Police found a wig, a knife, a burned mattress, a burned PVC pipe and blood on the wall where the murder took place.</blockquote></p>

<p>Activists within Puerto Rico are asking the media to focus on the crime and not the behavior of the victim. With the recent passage of the Matthew Shepard Act, federal agencies are working with local officials to determine whether or not this will be tried as a hate crime. If it is, it will mark the first case to be tried under this provision. A lot of commentary is claiming that if not for the efforts of the LGBT community within Puerto Rico and worldwide to break this story, it would have remained largely ignored.</p>

<p>With every step towards equality we make, it's easy to begin to forget the difficulties we actually face as a community in the larger picture. It's easy to become complacent and forget the stark reality dealt with by so many people simply because of who they are; not just in countries like Iran, but in the United States and the UK where we don't "expect" this stuff to happen. It's easy to forget the people we've lost who paved the road towards us being able to be ourselves in the open in the first place. With every act of violence against our community, with every murder and suicide, we have to reaffirm our awareness and desire to ensure that tragedies like this are stopped permanently.</p>

<p>From everyone here we send best wishes and support to Jorge's family and hope that he receives justice for this abhorrent crime.</p>]]>
    </content>
</entry>

<entry>
    <title>Supreme Commander 2 Gets A Spring 2010 Release Date</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/supreme_commander_2_gets_a_spr.html" />
    <id>tag:gaygamer.net,2009://1.41110</id>

    <published>2009-11-19T14:00:00Z</published>
    <updated>2009-11-19T21:06:38Z</updated>

    <summary> There have been a lot of recent releases in the FPS and RPG genres, but one category of games that&apos;s been sadly underrepresented in recent memory would be that strategy staple known as RTSes. However, aside from Starcraft 2, strategy aficionados now have something else to look forward to as the sequel to Gas Powered Games&apos; Supreme Commander gets an official release date of spring 2010 from its publisher, Square Enix. Supreme Commander 2 takes place twenty five years after the original game and will continue the story through an extensive single-player campaign as well as its compelling multiplayer modes. This is also the first time Square Enix is publishing a Western title within the Western market, as a result of its partnership with Gas Powered Games. Personally I&apos;m quite excited: both Supreme Commander and its expansion, Forged Alliance, have places of joy inside my heart, and I&apos;ve played the game&apos;s multiplayer maps to death on top of that. The game will be released on both PC and the Xbox 360 at the same time. This should be considered an improvement towards console fans as the first title&apos;s port lagged behind the PC release by several months. Update: After saying this, Square Enix went ahead and issued a press release dating the PC version as March 2, with the Xbox 360 version coming out on March 16....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="gaspoweredgames" label="gas powered games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="squareenix" label="square enix" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="supremecommander" label="supreme commander" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="supremecommander2" label="supreme commander 2" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/Golden-Times-For-Supreme-Commander-2.jpg" width="250" height="250" alt="Golden-Times-For-Supreme-Commander-2.jpg" title="Image from Softpedia" /></p>

<p>There have been a lot of recent releases in the FPS and RPG genres, but one category of games that's been sadly underrepresented in recent memory would be that strategy staple known as RTSes. However, aside from <strong>Starcraft 2</strong>, strategy aficionados now have something else to look forward to as the sequel to Gas Powered Games' <strong><a href="http://www.supremecommander.com/">Supreme Commander</a></strong> gets an official release date of spring 2010 from its publisher, Square Enix.</p>

<p><strong>Supreme Commander 2</strong> takes place twenty five years after the original game and will continue the story through an extensive single-player campaign as well as its compelling multiplayer modes. This is also the first time Square Enix is publishing a Western title within the Western market, as a result of its partnership with Gas Powered Games.</p>

<p>Personally I'm quite excited: both <strong>Supreme Commander</strong> and its expansion, <strong>Forged Alliance</strong>, have places of joy inside my heart, and I've played the game's multiplayer maps to death on top of that. The game will be released on both PC and the Xbox 360 at the same time. This should be considered an improvement towards console fans as the first title's port lagged behind the PC release by several months.</p>

<p>Update: After saying this, Square Enix went ahead and <a href="http://news.bigdownload.com/2009/11/19/supreme-commander-2-pc-gets-march-2-2010-release-date/">issued a press release</a> dating the PC version as March 2, with the Xbox 360 version coming out on March 16.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Square Enix CEO On Japanese Game Industry, Releasing Games In The West </title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/square_enix_ceo_on_japanese_ga.html" />
    <id>tag:gaygamer.net,2009://1.41099</id>

    <published>2009-11-18T14:00:00Z</published>
    <updated>2009-11-18T14:04:11Z</updated>

    <summary> Ars Technica has an amazing interview up right now with the CEO of Square Enix, Yoichi Wada. This prolific studio is responsible for such incredible franchises like Final Fantasy, Kingdom Hearts, or their JRPG opus Chrono Trigger which is the recipient of more accolades and love than I can possibly get into here. In the interview, Wada discusses his views on various issues affecting Japanese developers in the gaming industry right now; specifically speaking towards his company&apos;s move to diversify and appeal more towards a Western audience, for example, he made this comment that&apos;s likely to appeal to many of the company&apos;s Western fans who don&apos;t speak Japanese and hate waiting for English ports of their titles-- discussing their release dates on titles like FFXIII, he said the company was committed towards achieving parity between the Western and Japanese dates with future titles: &quot;For the last three years, we have worked very hard to close the gap between Japanese release timing and North American and European release timing,&quot; Wada said. &quot;We tried to go for the global, simultaneous release [of FFXII] but that was something that was inconceivable, in a sense. But we have been able to close that release window gap to three months. For us, it was a very big step forward.&quot; In the future, Wada says that these kinds of games, which are released so close to one another, will actually be held back in Japan to make way for a simultaneous worldwide release. Wada also commented on the difficulties in bringing traditional Western titles to a Japanese audience that has generally been averse to them. &quot;The Japanese community tends to be closed,&quot; he told Ars. &quot;In the past, Japanese retailers have said that Japanese gamers have their own idiosyncrasies and tastes, and that that is the reason why the audience is not accepting of overseas titles. But I believe that is not the case, it was just a matter of poorly executed marketing.&quot; All in all it was a fascinating read from a developer that is arguably a powerhouse in the gaming industry....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ceo" label="ceo" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="squareenix" label="square enix" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="yoichiwada" label="yoichi wada" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/yoichiwada.jpg" width="300" height="169" alt="yoichiwada.jpg" title="Image from Ars Technica" /></p>

<p>Ars Technica has an <a href="http://arstechnica.com/gaming/news/2009/11/a-flat-world-ars-interviews-square-enix-ceo-yoichi-wada.ars">amazing interview</a> up right now with the CEO of Square Enix, Yoichi Wada. This prolific studio is responsible for such incredible franchises like <strong>Final Fantasy</strong>, <strong>Kingdom Hearts</strong>, or their JRPG opus <strong>Chrono Trigger</strong> which is the recipient of more accolades and love than I can possibly get into here.</p>

<p>In the interview, Wada discusses his views on various issues affecting Japanese developers in the gaming industry right now; specifically speaking towards his company's move to diversify and appeal more towards a Western audience, for example, he made this comment that's likely to appeal to many of the company's Western fans who don't speak Japanese and hate waiting for English ports of their titles-- discussing their release dates on titles like <strong>FFXIII</strong>, he said the company was committed towards achieving parity between the Western and Japanese dates with future titles:</p>

<blockquote>"For the last three years, we have worked very hard to close the gap between Japanese release timing and North American and European release timing," Wada said. "We tried to go for the global, simultaneous release [of <strong>FFXII</strong>] but that was something that was inconceivable, in a sense. But we have been able to close that release window gap to three months. For us, it was a very big step forward."

<p>In the future, Wada says that these kinds of games, which are released so close to one another, will actually be held back in Japan to make way for a simultaneous worldwide release.</blockquote></p>

<p>Wada also commented on the difficulties in bringing traditional Western titles to a Japanese audience that has generally been averse to them.</p>

<blockquote>"The Japanese community tends to be closed," he told Ars. "In the past, Japanese retailers have said that Japanese gamers have their own idiosyncrasies and tastes, and that that is the reason why the audience is not accepting of overseas titles. But I believe that is not the case, it was just a matter of poorly executed marketing."</blockquote>

<p>All in all it was a fascinating read from a developer that is arguably a powerhouse in the gaming industry.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Left 4 Dead 2 Now Live On Steam</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/left_4_dead_2_now_live_on_stea.html" />
    <id>tag:gaygamer.net,2009://1.41085</id>

    <published>2009-11-17T14:00:00Z</published>
    <updated>2009-11-17T14:02:48Z</updated>

    <summary> Dig in survivors of the zombie apocalypse, the sequel to Valve&apos;s highly regarded 2008 undead co-op shooter went live a couple hours ago. Both preorders and people buying it fresh off the website have their copies unlocked, giving those with a thirst for zombie carnage free reign over the game&apos;s five campaigns. This time the setting is the deep South of the United States, letting up to four players fight from Savannah, Georgia to New Orleans, Louisiana. The sequel includes an updated &quot;AI Director 2.0,&quot; an improved version of the system they introduced in the first game which procedurally generates the difficulty of monsters you fight depending on your progression through the campaign and what you&apos;re all doing: Advanced technology dubbed &quot;The AI Director&quot; drove L4D&apos;s unique gameplay - customizing enemy population, effects, and music, based upon the players&apos; performance. L4D 2 features &quot;The AI Director 2.0&quot; which expands the Director&apos;s ability to customize level layout, world objects, weather, and lighting to reflect different times of day. It also features four new survivor characters, three new types of &quot;Special Infected&quot; and five new &quot;uncommon&quot; variants. Those of us in Australia and Germany are unfortunately saddled with the &quot;low violence&quot; versions of the game, but look on the bright side-- apparently we&apos;ll get better FPS because of it!...</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="left4dead" label="left 4 dead" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="left4dead2" label="left 4 dead 2" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="valve" label="valve" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="zombie" label="zombie" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/Left_4_dead_2pcboxart.jpg" width="209" height="300" alt="Left_4_dead_2pcboxart.jpg" title="Left 4 Dead 2 Box Art" /></p>

<p>Dig in survivors of the zombie apocalypse, the sequel to Valve's highly regarded 2008 undead co-op shooter went live a couple hours ago. Both preorders and people buying it fresh off the website have their copies unlocked, giving those with a thirst for zombie carnage free reign over the game's five campaigns.</p>

<p>This time the setting is the deep South of the United States, letting up to four players fight from Savannah, Georgia to New Orleans, Louisiana. The sequel includes an updated "AI Director 2.0," an improved version of the system they introduced in the first game which procedurally generates the difficulty of monsters you fight depending on your progression through the campaign and what you're all doing:</p>

<blockquote>Advanced technology dubbed "The AI Director" drove L4D's unique gameplay - customizing enemy population, effects, and music, based upon the players' performance. L4D 2 features "The AI Director 2.0" which expands the Director's ability to customize level layout, world objects, weather, and lighting to reflect different times of day.</blockquote>

<p>It also features four new survivor characters, three new types of "Special Infected" and five new "uncommon" variants.</p>

<p>Those of us in Australia and Germany are unfortunately saddled with the "low violence" versions of the game, but look on the bright side-- apparently <a href="http://news.bigdownload.com/2009/11/07/edited-left-4-dead-2-pc-has-better-performance/">we'll get better FPS</a> because of it!</p>]]>
        
    </content>
</entry>

<entry>
    <title>Weekend Recovery: Monetize Everything!</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/weekend_recovery_monetize_ev.html" />
    <id>tag:gaygamer.net,2009://1.41066</id>

    <published>2009-11-16T14:00:00Z</published>
    <updated>2009-11-16T01:58:06Z</updated>

    <summary> It&apos;s Weekend Recovery, your Monday morning, 9 AM intellectual gaming discussion fix. Have a suggestion for a Weekend Recovery topic? Send your ideas to mixvio@gaygamer.net and you might see your name on the grand marquee! ---- Hot in the news this weekend is a comment out of Activision headquarters that gamers should &quot;expect&quot; more premium (as in, you pay extra for it) offerings in titles like their Call of Duty franchise in order to monetize the online multiplayer component of the game. Whether this takes the form of improvements to player profiles with features that are only available to players who fork out extra cash, or downloadable content that you pay real money to access, it&apos;s not difficult to look down the road and see this is the future of gaming. Titles that have multiplayer components require hefty fees to keep running; those servers you fight other players on don&apos;t pay for themselves, and as more and more titles log onto the internet companies will inevitably be looking for ways to cover these fees. Activision (by way of that Blizzard half of the company) has a lot of experience with ongoing subscriptions through World of Warcraft, and even non-MMOG developers are looking at ways to capitalize on these recurring income potentials. Back in August, Sony got a lot of flack for their introduction of video advertising in WipEout HD-- although they removed the offending ads after the outcry it&apos;s all but a guarantee that they will make their way back into the title at some point, in some modified form. So, to the readers; how do you guys feel about this encroachment of ads on the turf of what used to be ad free? Do you feel like if you&apos;ve paid for the game once already you should be entitled to an experience without advertising, or do you think it&apos;s fair for the companies involved to recoup their costs by monetizing the multiplayer components? How far is too far-- hundreds of GameStop ads spoiling the Manhattan skyline in Prototype seemed absurd to me, but I hardly heard much outcry over it personally. Does this sort of thing annoy you, or have you resigned yourself towards the inevitable?...</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="activision" label="activision" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ads" label="ads" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="advertising" label="advertising" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="weekendrecovery" label="weekend recovery" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/ads_everywhere.jpg" width="400" height="300" alt="ads_everywhere.jpg" title="Ads everywhere" /></p>

<p><em>It's Weekend Recovery, your Monday morning, 9 AM intellectual gaming discussion fix. Have a suggestion for a Weekend Recovery topic? Send your ideas to <a href="mailto:mixvio@gaygamer.net">mixvio@gaygamer.net</a> and you might see your name on the grand marquee!</em></p>

<p>----</p>

<p>Hot in the news this weekend is <a href="http://www.destructoid.com/activision-gamers-demand-to-pay-more-for-call-of-duty-155190.phtml">a comment</a> out of Activision headquarters that gamers should "expect" more premium <em>(as in, you pay extra for it)</em> offerings in titles like their <strong>Call of Duty</strong> franchise in order to monetize the online multiplayer component of the game. Whether this takes the form of improvements to player profiles with features that are only available to players who fork out extra cash, or <a href="http://gaygamer.net/2009/11/weekend_recovery_the_march_tow.html">downloadable content</a> that you pay real money to access, it's not difficult to look down the road and see this is the future of gaming.</p>

<p>Titles that have multiplayer components require hefty fees to keep running; those servers you fight other players on don't pay for themselves, and as more and more titles log onto the internet companies will inevitably be looking for ways to cover these fees. Activision <em>(by way of that Blizzard half of the company)</em> has a lot of experience with ongoing subscriptions through <strong>World of Warcraft</strong>, and even non-MMOG developers are looking at ways to capitalize on these recurring income potentials. Back in August, Sony got a lot of flack for their <a href="http://joshuameadows.com/2009/08/free-content-patch-invasive-advertising-in-video-games/">introduction of video advertising</a> in <strong>WipEout HD</strong>-- although they removed the offending ads after the outcry it's all but a guarantee that they will make their way back into the title at some point, in some modified form.</p>

<p>So, to the readers; how do you guys feel about this encroachment of ads on the turf of what used to be ad free? Do you feel like if you've paid for the game once already you should be entitled to an experience without advertising, or do you think it's fair for the companies involved to recoup their costs by monetizing the multiplayer components? How far is too far-- hundreds of GameStop ads spoiling the Manhattan skyline in <strong>Prototype</strong> seemed absurd to me, but I hardly heard much outcry over it personally. Does this sort of thing annoy you, or have you resigned yourself towards the inevitable?</p>]]>
        
    </content>
</entry>

<entry>
    <title>Mythic Will Continue Supporting MMOGs, Says Executive</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/mythic_will_continue_supportin.html" />
    <id>tag:gaygamer.net,2009://1.41048</id>

    <published>2009-11-13T14:00:00Z</published>
    <updated>2009-11-13T12:09:30Z</updated>

    <summary> In the wake of news out of Electronic Arts that the company would be laying off 1500 employees by April 2010, including rumors that Mythic in particular was hit hard by this, an executive with the studio has come forward to assure customers of their MMOGs that the company would continue to support their titles as before. EA Mythic currently supports three titles: Ultima Online, Dark Age of Camelot and Warhammer Online. In the case of Warhammer particularly, layoff rumors have suggested that the game would essentially be relegated to &quot;maintenance mode&quot; with no further content being produced. Nevertheless, Jeff Hickman has released a public response to the concern, promising that all three titles would continue as usual and both future content and patches would be developed as originally planned. Warhammer has certainly had a rocky launch, failing to be the World of Warcraft killer it set out to be initially. While the development team has made attempts to fix up a lot of the issues that affected the game at its start, it remains to be seen if their latest attempts towards recapturing players with things like their new unlimited free trial will improve their subscriber numbers....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="MMOs" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="electronicarts" label="electronic arts" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="layoffs" label="layoffs" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mythic" label="mythic" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="warhammer" label="warhammer" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="warhammeronline" label="warhammer online" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/Warhammer-Online.jpg" width="400" height="300" alt="Warhammer-Online.jpg" title="Warhammer Online" /></p>

<p>In the wake of news out of Electronic Arts that the company <a href="http://gaygamer.net/2009/11/massive_layoffs_hit_electronic.html">would be laying off 1500 employees</a> by April 2010, including rumors that Mythic in particular was hit hard by this, an executive with the studio has come forward to assure customers of their MMOGs that the company would continue to support their titles as before.</p>

<p>EA Mythic currently supports three titles: <strong>Ultima Online</strong>, <strong>Dark Age of Camelot</strong> and <strong>Warhammer Online</strong>. In the case of <strong>Warhammer</strong> particularly, layoff rumors have suggested that the game would essentially be relegated to "maintenance mode" with no further content being produced.</p>

<p>Nevertheless, Jeff Hickman has released <a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=980">a public response</a> to the concern, promising that all three titles would continue as usual and both future content and patches would be developed as originally planned.</p>

<p><strong>Warhammer</strong> has certainly had a rocky launch, failing to be the <strong>World of Warcraft</strong> killer it set out to be initially. While the development team has made attempts to fix up a lot of the issues that affected the game at its start, it remains to be seen if their latest attempts towards recapturing players with things like their new <a href="http://www.massively.com/2009/11/06/warhammer-onlines-endless-trial-now-available/">unlimited free trial</a> will improve their subscriber numbers.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Review: Dragon Age: Origins</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/review_dragon_age_origins.html" />
    <id>tag:gaygamer.net,2009://1.41031</id>

    <published>2009-11-12T14:00:00Z</published>
    <updated>2009-11-12T12:57:25Z</updated>

    <summary> BioWare is a developer with an extensive history in roleplaying games. One of their earliest titles, Baldur&apos;s Gate, is often lauded as revitalizing the computer RPG genre entirely as well as introducing the Advanced Dungeons &amp; Dragons ruleset to an audience that had never been exposed to it. When their 2007 sci-fi RPG Mass Effect was released on the Xbox 360, it had amassed a million in worldwide sales in its first three weeks. Their engines (Infinity, Aurora, Odyssey, Eclipse etc) have been the backbones of their own games as well as titles developed by other companies. From titles like these to Jade Empire, Star Wars: Knights of the Old Republic and Neverwinter Nights, BioWare has consistently shown that they have a steady grasp on immersive storytelling and character development. Dragon Age: Origins is BioWare&apos;s latest release, returning to their roots as fantasy aficionados after their forays into science fiction. In this expansive RPG you play as a Grey Warden, a guardian of Thedas who dedicates his or her life to protecting the populous from the return of the Darkspawn and their horrible Blights....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Reviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="bioware" label="bioware" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="dragonage" label="dragon age" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="dragonageorigins" label="dragon age origins" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fantasy" label="fantasy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="rpg" label="rpg" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<div style="text-align: center;"><img src="http://gaygamer.net/images/Brineth_240.jpg" width="500" height="313" alt="Brineth_240.jpg" title="Dragon Age Origins" style="float:none;"/></div>

<p>BioWare is a developer with an extensive history in roleplaying games. One of their earliest titles, <strong>Baldur's Gate</strong>, is often lauded as revitalizing the computer RPG genre entirely as well as introducing the Advanced Dungeons & Dragons ruleset to an audience that had never been exposed to it. When their 2007 sci-fi RPG <strong>Mass Effect</strong> was released on the Xbox 360, it had <a href="http://kotaku.com/332422/mass-effect-affects-massive-sales">amassed a million</a> in worldwide sales in its first three weeks. Their engines <em>(Infinity, Aurora, Odyssey, Eclipse etc)</em> have been the backbones of their own games as well as titles developed by other companies. From titles like these to <strong>Jade Empire</strong>, <strong>Star Wars: Knights of the Old Republic</strong> and <strong>Neverwinter Nights</strong>, BioWare has consistently shown that they have a steady grasp on immersive storytelling and character development.</p>

<p><strong>Dragon Age: Origins</strong> is BioWare's latest release, returning to their roots as fantasy aficionados after their forays into science fiction. In this expansive RPG you play as a Grey Warden, a guardian of Thedas who dedicates his or her life to protecting the populous from the return of the Darkspawn and their horrible Blights.</p>]]>
        <![CDATA[<p>At character creation you can select from one of six origin stories, the choices of which are determined by your race, sex and class. Your origin story forms both the tutorial portion of the RPG as well as the first couple hours of initial gameplay-- what you do in the origin has consequences later on in the story and some characters you were introduced to there resurface later on in the course of the plot. The available races are Humans, Elves and Dwarfs, while available classes are rogues, mages and warriors. Only humans or elves can play as mages, but the two other classes are available to all three races. Players can choose between being male or female, and in terms of appearance the choices for customization are pretty respectable. </p>

<p>Unless you're playing the PC version, the game's perspective is typical third-person over-the-shoulder. On top of this viewpoint, PC players can zoom back to a tactical isometric viewpoint similar to <strong>Baldur's Gate</strong> or <strong>Diablo</strong>. This is extremely beneficial in combat because it gives you an overview of the entire field and, when combined with the ability to pause combat to issue orders to your teammates, gives you greater control over fights.</p>

<p>In the course of the game you'll be given the option of recruiting at least eight additional companions <em>(nine including the character in</em> The Stone Prisoner <em>DLC)</em>, with a total of three other secondary characters active in your party at any one time. At any point you can jump in and out of anyone else in your party, never strictly bound to your main character except for dialog and some plot sequences. The depth to which control can be maintained over your companions is incredible; all characters, including your own, can unlock tactics slots. These are used to create situational conditionals that determine how your characters behave in battle. For example, a tactic can be set up on a healer character that if a party member drops below a certain percentage of health, the character will cast a healing spell on them. If you can think of a situation, it is possible to set it up in the tactics screen, making this mechanic both extremely powerful as well as extremely daunting. One of my complaints about <strong>Dragon Age</strong> was this tool-- it's probably as in-depth as you're going to get short of messing around with console commands, but the tool itself is pretty intimidating for anyone who isn't interested in taking the hardcore route. It's a shame as the combat AI by default isn't very impressive; I've consistently had difficulty forcing my companions to focus their attacks on the same target-- even if you pause the game and order them to attack something, moments later something else will override that command and they'll go off doing their own things again. My companions also don't seem to possess the greatest sense of spatial awareness, consistently standing in area of effect abilities without any sense that they might want to step out of the flames. However, in the thirty hours I've spent so far playing the game, this is probably my only real gripe.</p>

<p>Combat can be pretty unforgiving, even on the easy or normal difficulties, but personally I feel that this is a good thing. Battles aren't "easy," you can't simply cruise through blasting away at everything. All of your abilities, from mage spells to warrior skills, are on a cool-down, so the game plays more like a hybrid real-time turn-based game. I haven't died very often, but I've still found myself consistently challenged in nearly every fight.</p>

<p>For <strong>Dragon Age</strong>, BioWare has dropped the morality wheel they implemented in <strong>Mass Effect</strong>. Instead of worrying about arbitrary points awarded through dialog, the things you do and say affect your standing with your companions. Each of them have their own personalities and dispositions and doing things that they agree with elevate their opinion of you, while doing things they're diametrically opposed to makes them think less of you and your leadership. While this sort of system isn't new by any stretch, the way it's handled in <strong>Dragon Age</strong> is surprising and extremely compelling. Aside from the expected "good characters respond positively to good actions," one of your companions, for example, has a single-minded focus towards the main storyline's objective and becomes very frustrated with you if you do anything deviating from it. If you accept side quests that don't have anything to do with the main story, this companion usually has an acerbic quip about the necessity of charity when you're trying to save the world. But it's not just side quests, if you elect to solve a problem the "hard" way instead of the easier route, even if that easier route is morally questionable, this character will often complain, rationalizing that the greater danger the world faces is worth the loss of individuals here and there. It's these nuances that have consistently amazed me during my playthrough. Companions also have opinions of one another and don't hesitate to share them if they feel particularly strongly towards someone else. If your standing with a companion becomes too low they will desert you, while high standings inspire your friends to fight harder at your side and unlock secondary quests and even possible romance options.</p>

<p>I've already <a href="http://gaygamer.net/2009/11/dragon_age_origins_and_moral_c.html">written extensively</a> about the quests in <strong>Dragon Age</strong>, and now that I've played further enough in the story I have to reiterate the same point I've made in the past. While the game absolutely excels in creating difficult, morally grey choices that have me deliberating for a long time over the best route to pick, I still do come away from these quests feeling that as far as the story goes, to a certain extent, things are pre-determined. I suppose this is really only a negative depending on your perspective; if you're only playing the game once you're not likely to notice it, but I do think this hurts things from a re-playability perspective. There are usually multiple ways to approach a problem, ranging from "good" to "bad" to many shades of grey, but often I've seen that the approach you take depends more on playing style and any roleplaying attachment than necessity in the game itself-- aside from some different dialog lines, there isn't a very tangible effect a lot of the time. I don't think this should really detract anyone though, because as I've said it's only something I've noticed by an obsessive tendency to save and reload over and over to see every possible outcome. For the vast, vast majority of people you're not going to notice it, but it is there. It's the downside of finite resources and development time-- it's simply not possible to create such a vast world that accounts for so many player variables. Most players would miss out on half of the content you spent so much time working on. However, for this juggling act I believe BioWare has done an amazing job. <strong>Dragon Age</strong> is one of the few games I've played that has given me a visceral connection to both the characters and the story, and I've been pacing myself because I don't want to finish it too quickly. <em>(It should be qualified that with the thirty hour figure above, I'm still probably not even halfway through the game. As David Gaider, the lead writer for the game, <a href="http://gaygamer.net/2009/11/dragon_age_origins_and_moral_c.html#comment-166674">put it here</a> earlier, "Dragon Age is a big-ass game -- as in 'dayum girl you should NOT be wearing sweatpants' kind of big-ass.")</em></p>

<p>This is not a game without flaws, however. One of my biggest annoyances is the severe lack of gear available for characters of the mage persuasion. There's a wide variety of leather and plate available but hardly any cloth, staffs or mage-specific equipment as far as I've found. While any class can wear any type of armor provided they have sufficient strength, heavier armor sets introduce "fatigue," which makes spells and skills cost more points to use-- loading up a mage in full plate gives you a severe handicap that makes it totally not worth it. There are ways to mitigate this further on in the game but all of your choices mean playing something that looks less like a mage and more like a warrior, so for someone who prefers to be a magic-user, this isn't much of an option for me. Some more variety in cloth armor and mage weapons would have been great. Aside from the aforementioned issues with companion AI, there's also been some glitchy behavior and bugs. But overall, and certainly compared to some recent releases, <strong>Dragon Age</strong> is very polished. What issues that are present don't diminish the game to me, but they could be more frustrating for someone else.</p>

<p>Tapping in to the variety in story choices, BioWare has set up a dedicated <a href="http://social.bioware.com">social network</a> for the game, letting you see character profiles, screenshots from compelling moments in the game and even a line-by-line update of plot choices you've made. When you contrast this to the experiences of other players you see what amazing divergence is possible and it's quite something to behold. Another advantage of the PC version is that the game automatically captures screenshots as you play, uploading them to this site in a gallery in the background so you have pictorial evidence of your accomplishments. Although the site doesn't seem to get updated as often as I like <em>(my last level update on the site was nine and I'm already well into twelve by now)</em> it will be something cool to show off when I complete my first playthrough.</p>

<p>Visually, the game is just stunning. Landscapes are beautiful and I've personally felt other characters' facial expressions are very lifelike and real. The game performs very well on all the machines I've used it on, looking respectable even at low settings while totally gorgeous at max. The voice acting is amazing as well, soliciting talent from notable actors like Steve Valentine, Tim Curry and Claudia Black to name just a few. <strong>Dragon Age</strong> is unmistakably a mature title that handles its subject matter with a respectable level of violence and a healthy measure of wit and good humor <em>(and a dash of sex thrown in)</em> to keep the game engaging and enjoyable. The sum of everything comes together to create a story that is as much fun to play as it is engrossing. BioWare has taken their abilities demonstrated in their previous titles and really raised the bar for compelling storytelling in a video game, whether RPG or otherwise. My ultimate opinion is that this is a fantastic title that should be played by anyone who's a fan of the RPG genre.</p>

<div class="group-images"><a href="http://gaygamer.net/images/996.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/996-thumb-130x81.jpg" width="130" height="81" alt="996.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/997.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/997-thumb-130x81.jpg" width="130" height="81" alt="997.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/998.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/998-thumb-130x81.jpg" width="130" height="81" alt="998.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/999.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/999-thumb-130x81.jpg" width="130" height="81" alt="999.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1000.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1000-thumb-130x81.jpg" width="130" height="81" alt="1000.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1001.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1001-thumb-130x81.jpg" width="130" height="81" alt="1001.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1002.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1002-thumb-130x81.jpg" width="130" height="81" alt="1002.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1003.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1003-thumb-130x81.jpg" width="130" height="81" alt="1003.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1004.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1004-thumb-130x81.jpg" width="130" height="81" alt="1004.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1005.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1005-thumb-130x81.jpg" width="130" height="81" alt="1005.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1006.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1006-thumb-130x81.jpg" width="130" height="81" alt="1006.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1007.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1007-thumb-130x81.jpg" width="130" height="81" alt="1007.jpg" title="Dragon Age Origins" /></a><a href="http://gaygamer.net/images/1008.jpg" rel="lightbox[gallery77]" title="Dragon Age Origins"><img src="http://gaygamer.net/images/1008-thumb-130x81.jpg" width="130" height="81" alt="1008.jpg" title="Dragon Age Origins" /></a></div>]]>
    </content>
</entry>

<entry>
    <title>Massive Layoffs Hit Electronic Arts, 1500 Employees To Be Let Go</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/massive_layoffs_hit_electronic.html" />
    <id>tag:gaygamer.net,2009://1.41020</id>

    <published>2009-11-11T14:00:00Z</published>
    <updated>2009-11-11T14:14:12Z</updated>

    <summary> Sad news out of Electronic Arts, with Gamasutra reporting that from now until April 2010, EA will be laying off 1500 employees. Unconfirmed rumors say that this will hit Mythic the hardest with &quot;80 people [at Mythic] today, which is about 40% of the company and responsible for 90% of the content&quot;. The same source has also indicated that Mythic&apos;s under-performing MMOG Warhammer Online will be going into &quot;maintenance mode,&quot; so only time will tell if that&apos;s the case. Other rumors about this are running rampant, including one that the majority of the staff on Command and Conquer 4 will be laid off after the title is released. Electronic Arts hasn&apos;t said anything specific about what will be affected other than their press release confirming the 1500 number, but other rumors are suggesting that several in-development titles have been canceled as part of &quot;a plan to narrow its product portfolio to provide greater focus on titles with higher margin opportunities.&quot; Sadly, this will affect consumer choice as well, as going forward EA only intends to publish games that they expect to push a lot of sales, and, further, 2010 will only have a total of 30 releases, which is a 50% reduction from the number of titles they were responsible for in 2008. The announcement comes just as Electronic Arts announced that they spent $300 million to buy social gaming startup Playfish. While big layoffs are always tragic at any company, 2009 has been particularly difficult due to the economic hardships affecting the rest of the world. We at GayGamer send best wishes to everyone hit by this latest restructuring....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="commandconquer4" label="command &amp; conquer 4" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="electronicarts" label="electronic arts" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="layoffs" label="layoffs" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mythic" label="mythic" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="playfish" label="playfish" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="warhammeronline" label="warhammer online" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/eb.jpg" width="200" height="200" alt="eb.jpg"/></p>

<p>Sad news out of Electronic Arts, with Gamasutra <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25999">reporting</a> that from now until April 2010, EA will be laying off 1500 employees. Unconfirmed <a href="http://www.quartertothree.com/game-talk/showpost.php?p=1961738&postcount=564">rumors</a> say that this will hit Mythic the <a href="http://brokentoys.org/2009/11/09/ea-its-in-the-game-the-unemployment-line-specifically/">hardest</a> with "80 people [at Mythic] today, which is about 40% of the company and responsible for 90% of the content". The same source has also indicated that Mythic's under-performing MMOG <strong>Warhammer Online</strong> will be going into "maintenance mode," so only time will tell if that's the case.</p>

<p>Other rumors about this are running rampant, <a href="http://news.bigdownload.com/2009/11/10/rumor-most-of-command-and-conquer-team-to-be-laid-off-after-candc/">including one</a> that the majority of the staff on <strong>Command and Conquer 4</strong> will be laid off after the title is released.</p>

<p>Electronic Arts hasn't said anything specific about what will be affected other than their press release <a href="http://www.gamasutra.com/php-bin/news_index.php?story=26001">confirming</a> the 1500 number, but other <a href="http://www.gamasutra.com/php-bin/news_index.php?story=26006">rumors</a> are <a href="http://arstechnica.com/gaming/news/2009/11/ea-cuts-staff-in-attempt-to-reduce-costs.ars">suggesting</a> that several in-development titles have been canceled as part of "a plan to narrow its product portfolio to provide greater focus on titles with higher margin opportunities." Sadly, this will affect consumer choice as well, as going forward EA <a href="http://www.joystiq.com/2009/11/10/ea-trims-its-2010-lineup-focuses-on-high-profit-games/">only intends</a> to publish games that they expect to push a lot of sales, and, further, 2010 will only have a total of 30 releases, which is a 50% reduction from the number of titles they were responsible for in 2008.</p>

<p>The announcement comes just as Electronic Arts <a href="http://www.techcrunch.com/2009/11/09/not-playing-around-electronic-arts-buys-playfish-for-275-million/">announced</a> that they spent $300 million to buy social gaming startup Playfish.</p>

<p>While big layoffs are always tragic at any company, 2009 has been particularly difficult due to the economic hardships affecting the rest of the world. We at GayGamer send best wishes to everyone hit by this latest restructuring.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Gamer To Australia&apos;s Atkinson: A Challenger Appears!</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/gamer_to_australias_atkinson_a.html" />
    <id>tag:gaygamer.net,2009://1.41006</id>

    <published>2009-11-10T14:00:00Z</published>
    <updated>2009-11-10T13:01:37Z</updated>

    <summary> As I&apos;ve discussed in the past, Australia has the fine distinction of being a country without any classification for games above the 15+ age range; unlike the US&apos;s ESRB which allows for a mature rating for games that shouldn&apos;t be sold to minors, no such classification exists in Australia, meaning these titles are effectively forbidden from being sold in the country. Games are either forced to modify some elements, like with Fallout 3 and Left 4 Dead 2, or not allowed at all. This is commonly (and incorrectly) attributed as being a moral judgment on the part of the Australian population; however, while most Australians are for such an 18+ classification for games, the sole opponent in government to this is South Australia&apos;s Attorney-General Michael Atkinson who remains the only hold-out over legislation that would allow such a rating. As this unfortunately requires unanimous approval, Atkinson has effectively not only vetoed a vote but consistently opposes the government even looking into whether or not Australians want the classification-- outside polls have consistently shown they do, but he stands in the way of it. Now, a new party is on its way to being formed seeking to take on Atkinson&apos;s stance; as GamePolitics reports, David Doe has taken the first steps towards founding his Gamers4Croydon party, which hopes to get such an 18+ rating introduced for Australian gamers. In Atkinson&apos;s typical evangelizing and hyperbolic way, this is his quote about the matter: The voters of Croydon will now be asked directly whether they want interactive games in which gamers score points by raping a mother and daughter, blowing themselves up, torturing human figures . . . killing people and taking drugs to improve their sporting prowess. I certainly hope that Gamers4Croydon is successful in this endeavor, it&apos;s absolutely appalling that the governmental process can be hijacked by one unelected official with an agenda to push, irrespective of the wishes of the majority of the country....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="atkinson" label="atkinson" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="australia" label="australia" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mature" label="mature" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="refusedclassification" label="refused classification" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/atkinson.jpg" width="300" height="368" alt="atkinson.jpg" title="Go Atkinson Go!" /></p>

<p>As I've <a href="http://gaygamer.net/2009/09/valve_to_appeal_left_4_dead_2.html">discussed</a> in the past, Australia has the fine distinction of being a country without any classification for games above the 15+ age range; unlike the US's ESRB which allows for a mature rating for games that shouldn't be sold to minors, no such classification exists in Australia, meaning these titles are effectively forbidden from being sold in the country. Games are either forced to modify some elements, like with Fallout 3 and Left 4 Dead 2, or not allowed at all.</p>

<p>This is commonly (and incorrectly) attributed as being a moral judgment on the part of the Australian population; however, while most Australians are for such an 18+ classification for games, the sole opponent in government to this is South Australia's Attorney-General Michael Atkinson who remains the only hold-out over legislation that would allow such a rating. As this unfortunately requires unanimous approval, Atkinson has effectively not only vetoed a vote but consistently opposes the government even looking into whether or not Australians want the classification-- outside polls have consistently shown they do, but he stands in the way of it.</p>

<p>Now, a new party is on its way to being formed seeking to take on Atkinson's stance; as GamePolitics <a href="http://www.gamepolitics.com/2009/11/09/atkinson-aware-gamer-opponent">reports</a>, David Doe has taken the first steps towards founding his Gamers4Croydon party, which hopes to get such an 18+ rating introduced for Australian gamers. In Atkinson's typical evangelizing and hyperbolic way, this is his quote about the matter:</p>

<blockquote>The voters of Croydon will now be asked directly whether they want interactive games in which gamers score points by raping a mother and daughter, blowing themselves up, torturing human figures . . . killing people and taking drugs to improve their sporting prowess.</blockquote>

<p>I certainly hope that Gamers4Croydon is successful in this endeavor, it's absolutely appalling that the governmental process can be hijacked by one unelected official with an agenda to push, irrespective of the wishes of the majority of the country.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Weekend Recovery: The March Towards Tiered Game Versions</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/weekend_recovery_the_march_tow.html" />
    <id>tag:gaygamer.net,2009://1.40994</id>

    <published>2009-11-09T14:00:00Z</published>
    <updated>2009-11-09T13:15:42Z</updated>

    <summary> It&apos;s Weekend Recovery, your Monday morning, 9 AM intellectual gaming discussion fix. Have a suggestion for a Weekend Recovery topic? Send your ideas to mixvio@gaygamer.net and you might see your name on the grand marquee! ---- In the past I&apos;ve discussed the habit game developers seem to have when it comes to releasing new titles with lots of bonuses to entice people to pre-order the game. Today I have something similar in mind: the subject of new games and downloadable content after release. Dragon Age: Origins was rather unique in the fact that at its launch not only one but two pieces of downloadable content were available; The Stone Prisoner and Warden&apos;s Keep were two addons that added extra quests and content to the base game. While The Stone Prisoner was available to everyone who bought the game, Warden&apos;s Keep was only included with the digital deluxe version of the title. Anyone else wanting to play it has to purchase it for an additional seven dollars. While DLCs aren&apos;t new in the least (or even unique to Dragon Age), one of the criticisms here has been that Bioware has been making content originally intended for the full game and cut last minute into cash-grabs after the fact to bilk players from real money. While this isn&apos;t a viewpoint I really agree with, DLC addons are becoming more and more prevalent and it is starting to feel like unless you buy all the addons, you&apos;re not really getting the full game. The Stone Prisoner isn&apos;t just a quest, for example, but also gives you an additional party member that can be picked up rather early if you so choose, while Warden&apos;s Keep provides a very handy base of operations from which to launch your travels through the main game. In both cases these things are optional, but without them it feels like you&apos;re not getting the whole experience. We all remember, I&apos;m sure, Oblivion and the complaints with the horse armor; at least here it feels like Bioware has provided some extensive and fleshed-out content that, for me, seems worthy of the cost. Long gone are the days where the launch of a game represents the end of a company&apos;s costs towards it; now games have to sustain everything from multiplayer servers for online play or even social networks devoted to the title, so ongoing DLC releases represent not just an enticement for players to buy your game but a method for developers to get some cash even after their game is on shelves. The biggest complaint with Dragon Age seems to rest that the two DLCs were available on day one. I&apos;m not sure what difference it would have mattered if they came out next month, but apparently there was one! All the same, it&apos;s all but likely that future games will continue this pattern of leaving some content to be downloadable addons after release, and it&apos;s also likely that some of these DLCs will be made available on the zero hour as well. Personally, I bought the deluxe edition of Dragon Age and I&apos;ve definitely thought it was worth the cost. But what about you guys? Do you think this stuff results in a segregation between game versions, leaving you feeling like you bought something half finished if you don&apos;t cough up the dough for the collectors&apos; edition? Or do you think it&apos;s a lot of meaningless complaining over something optional in the first place?...</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="dlc" label="dlc" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="downloads" label="downloads" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="dragonage" label="dragon age" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="preorders" label="preorders" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="weekendrecovery" label="weekend recovery" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/wardenskeepoct7.jpg" width="425" height="237" alt="wardenskeepoct7.jpg" title="Image from Big Download" /></p>

<p><em>It's Weekend Recovery, your Monday morning, 9 AM intellectual gaming discussion fix. Have a suggestion for a Weekend Recovery topic? Send your ideas to <a href="mailto:mixvio@gaygamer.net">mixvio@gaygamer.net</a> and you might see your name on the grand marquee!</em></p>

<p>----</p>

<p>In the past <a href="http://gaygamer.net/2009/10/weekend_recovery_the_special_p.html">I've discussed</a> the habit game developers seem to have when it comes to releasing new titles with lots of bonuses to entice people to pre-order the game. Today I have something similar in mind: the subject of new games and downloadable content after release.</p>

<p><strong>Dragon Age: Origins</strong> was rather unique in the fact that at its launch not only one but two pieces of downloadable content were available; <em>The Stone Prisoner</em> and <em>Warden's Keep</em> were two addons that added extra quests and content to the base game. While <em>The Stone Prisoner</em> was available to everyone who bought the game, <em>Warden's Keep</em> was only included with the digital deluxe version of the title. Anyone else wanting to play it has to purchase it for an additional seven dollars.</p>

<p>While DLCs aren't new in the least <em>(or even unique to <strong>Dragon Age</strong>)</em>, one of the <a href="http://biobreak.wordpress.com/2009/11/06/dlc-daring-loud-cries-for-money/">criticisms</a> here has been that Bioware has been making content originally intended for the full game and cut last minute into cash-grabs after the fact to <a href="http://fidgit.com/archives/2009/11/dragon_age_the_hidden_seven_do.php">bilk players</a> from real money. While this isn't a viewpoint I really agree with, DLC addons are becoming more and more prevalent and it is starting to feel like unless you buy all the addons, you're not really getting the full game. <em>The Stone Prisoner</em> isn't just a quest, for example, but also gives you an additional party member that can be picked up rather early if you so choose, while <em>Warden's Keep</em> provides a very handy base of operations from which to launch your travels through the main game. In both cases these things are optional, but without them it feels like you're not getting the whole experience.</p>

<p>We all remember, I'm sure, <strong>Oblivion</strong> and the complaints with the <a href="http://www.joystiq.com/2006/04/03/download-oblivions-horse-armor-for-a-price/">horse armor</a>; at least here it feels like Bioware has provided some extensive and fleshed-out content that, for me, seems worthy of the cost.</p>

<p>Long gone are the days where the launch of a game represents the end of a company's costs towards it; now games have to sustain everything from multiplayer servers for online play or even <a href="http://social.bioware.com">social networks</a> devoted to the title, so ongoing DLC releases represent not just an enticement for players to buy your game but a method for developers to get some cash even after their game is on shelves.</p>

<p>The biggest complaint with <strong>Dragon Age</strong> seems to rest that the two DLCs were available on day one. I'm not sure what difference it would have mattered if they came out next month, but apparently there was one! All the same, it's all but likely that future games will continue this pattern of leaving some content to be downloadable addons after release, and it's also likely that some of these DLCs will be made available on the zero hour as well.</p>

<p>Personally, I bought the deluxe edition of <strong>Dragon Age</strong> and I've definitely thought it was worth the cost. But what about you guys? Do you think this stuff results in a segregation between game versions, leaving you feeling like you bought something half finished if you don't cough up the dough for the collectors' edition? Or do you think it's a lot of meaningless complaining over something optional in the first place?</p>]]>
        
    </content>
</entry>

<entry>
    <title>Direct2Drive Won&apos;t Stock Modern Warfare 2</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/direct2drive_wont_stock_modern.html" />
    <id>tag:gaygamer.net,2009://1.40972</id>

    <published>2009-11-06T14:00:00Z</published>
    <updated>2009-11-06T18:55:20Z</updated>

    <summary> In a surprising move, online game distributor Direct2Drive has come out saying they don&apos;t intend to carry the Activision and Infinity Ward title Modern Warfare 2 when it&apos;s released next week. Though the game has been the source of controversy from everything like stunted PC playability compared to the console version, unsettling sequences of the game requiring you to gun down civilian NPCs, and even the recent public service announcement, this new development appears to be because Modern Warfare 2 requires the use of Steam to be installed. On the one hand I&apos;m not surprised that Direct2Drive chooses not to stock a product which requires the software of a direct competitor to use. However, I think their rationality for this is more than a little disingenuous: At Direct2Drive, we believe strongly that when you buy a game from us, you shouldn&apos;t be forced to install and run a 3rd party software client to be able to play the game you purchased. Because COD MW 2 requires you, the consumer, to do that, we aren&apos;t able to offer the game via Direct2Drive at this time. I can point to any number of titles on Direct2Drive that require additional third party software to run (from Games for Windows Live to PhysX to even DirectX), to say nothing of the fact that the majority of titles on their store also include invasive and annoying DRM like SecuROM which persists on a customer&apos;s computer long after the product has been uninstalled. There&apos;s never been an issue with this before, so I personally have a hard time swallowing this &quot;We&apos;re just thinking of you guys!&quot; line. Customers looking to purchase the game are helpfully provided an Amazon link to a boxed copy-- though I suspect most people who are looking for it at a digital-only place like Direct2Drive would probably benefit more from being sent to that other place that&apos;s stocking it, hmm. To make up for any inconvenience, they&apos;ve provided a $5 coupon for any select Activision title from now through November. Update: Since originally writing this entry, both Impulse and GamersGate have come out saying they will also not stock the title because of the same concerns as Direct2Drive....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="boycott" label="boycott" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="direct2drive" label="direct2drive" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="modernwarfare2" label="modern warfare 2" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/mw2-d2d.jpg" width="350" height="259" alt="mw2-d2d.jpg"/></p>

<p>In a surprising move, online game distributor <a href="http://direct2drive.com">Direct2Drive</a> has come out saying they don't intend to carry the Activision and Infinity Ward title <strong>Modern Warfare 2</strong> when it's released next week. Though the game has been the source of controversy from everything like <a href="http://arst.ch/9nx">stunted PC playability</a> compared to the console version, <a href="http://www.destructoid.com/why-i-can-t-support-modern-warfare-2-153769.phtml">unsettling sequences</a> of the game requiring you to gun down civilian NPCs, and even the recent <a href="http://gaygamer.net/2009/10/infinity_wards_psa_is_brought.html">public service announcement</a>, this new development <a href="http://news.bigdownload.com/2009/11/05/direct2drive-wont-sell-modern-warfare-2-indirectly-blames-stea/">appears</a> to be because <strong>Modern Warfare 2</strong> requires the use of Steam to be installed.</p>

<p>On the one hand I'm not surprised that Direct2Drive chooses not to stock a product which requires the software of a direct competitor to use. However, I think their <a href="http://www.direct2drive.com/2/8687/product/Buy-Call-of-Duty:-Modern-Warfare-2-Download">rationality</a> for this is more than a little disingenuous:</p>

<blockquote>At Direct2Drive, we believe strongly that when you buy a game from us, you shouldn't be forced to install and run a 3rd party software client to be able to play the game you purchased. Because COD MW 2 requires you, the consumer, to do that, we aren't able to offer the game via Direct2Drive at this time.</blockquote>

<p>I can point to any number of titles on Direct2Drive that require additional third party software to run (from Games for Windows Live to PhysX to even DirectX), to say nothing of the fact that the majority of titles on their store also include invasive and annoying DRM like SecuROM which persists on a customer's computer long after the product has been uninstalled. There's never been an issue with this before, so I personally have a hard time swallowing this "We're just thinking of you guys!" line. Customers looking to purchase the game are helpfully provided an Amazon link to a boxed copy-- though I suspect most people who are looking for it at a digital-only place like Direct2Drive would probably benefit more from being sent to <a href="http://steampowered.com">that other place</a> that's stocking it, hmm.</p>

<p>To make up for any inconvenience, they've provided a $5 coupon for any select Activision title from now through November. </p>

<p><strong>Update</strong>: Since originally writing this entry, both <a href="http://impulsedriven.com/">Impulse</a> and <a href="http://www.gamersgate.com/">GamersGate</a> have come out saying they will also not stock the title because of the same concerns as Direct2Drive.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Dragon Age: Origins And Moral Choices, A Redux</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/dragon_age_origins_and_moral_c.html" />
    <id>tag:gaygamer.net,2009://1.40954</id>

    <published>2009-11-05T14:00:00Z</published>
    <updated>2009-11-05T15:45:32Z</updated>

    <summary> Like many others, yesterday I cracked open my copy of Dragon Age: Origins, excited to finally get a chance to play a game that I&apos;d looked forward to for a while. I&apos;ve thought very highly of Bioware and Mass Effect was one of my favorite recent titles, so I&apos;ve got very high expectations for this game. In a previous entry I talked about the way many games implement &quot;moral choices&quot; these days and how lackluster I generally find that implementation to be. While most games tend to make the player choose between whether or not they give a hug to an orphan or eat a baby, with little to no relevance to the game whichever route you decide, the typical manifestation of morality in video games generally manages to come across as a very stark black/white system that doesn&apos;t resemble the way human beings actually are. One of the things Bioware has advertised about regarding Dragon Age is that their story will be much more nuanced and realistic, not pigeonholing players into these sock-puppets of emotions. While I&apos;m no where near far along enough in the campaign to make a qualified statement on things, I wanted to break for a moment and explore my previous point a bit further using this game as an example. Taking the origin story for the Human Mage, this is going to be extremely spoilerific for anyone who hasn&apos;t played it yet. I&apos;m going to put that in bold, just so there&apos;s no confusion. Do not read further if you&apos;re unprepared for spoilers....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Video Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="bioware" label="bioware" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="dragonage" label="dragon age" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="dragonageorigins" label="dragon age origins" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="masseffect" label="mass effect" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="moralchoice" label="moral choice" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="morality" label="morality" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/Lady-Justice.jpg" width="350" height="233" alt="Lady-Justice.jpg"/></p>

<p>Like many others, yesterday I cracked open my copy of <strong>Dragon Age: Origins</strong>, excited to finally get a chance to play a game that I'd looked forward to for a while. I've thought very highly of Bioware and <strong>Mass Effect</strong> was one of my favorite recent titles, so I've got very high expectations for this game.</p>

<p>In a <a href="http://gaygamer.net/2009/10/weekend_recovery_on_morality_i.html">previous entry</a> I talked about the way many games implement "moral choices" these days and how lackluster I generally find that implementation to be. While most games tend to make the player choose between whether or not they give a hug to an orphan or eat a baby, with little to no relevance to the game whichever route you decide, the typical manifestation of morality in video games generally manages to come across as a very stark black/white system that doesn't resemble the way human beings actually are. One of the things Bioware has advertised about regarding <strong>Dragon Age</strong> is that their story will be much more nuanced and realistic, not pigeonholing players into these sock-puppets of emotions.</p>

<p>While I'm no where near far along enough in the campaign to make a qualified statement on things, I wanted to break for a moment and explore my previous point a bit further using this game as an example. Taking the origin story for the Human Mage, this is going to be extremely spoilerific for anyone who hasn't played it yet. I'm going to put that in bold, just so there's no confusion. <strong>Do not read further if you're unprepared for spoilers.</strong></p>]]>
        <![CDATA[<p>In <strong>Dragon Age: Origins</strong>, mages are looked at with a certain level of mistrust. With magic and the hubris of man responsible for the cataclysm that affected their world long ago, mages were pushed into a sort of controlled slavery under the authority of the Chantry-- the main organized religion of humans in the story. While being trained at the <a href="http://dragonage.wikia.com/wiki/Circle_of_Magi">Circle of Magi</a>, apprentices take their rite of passage through a ritual called the Harrowing, projecting themselves into the world of the Fade: a dream-realm of demons and spirits where those who use magic draw their powers from. <em>(The Fade reminds me heavily of the Warp from Warhammer 40k, but shh.)</em> In the Harrowing a mage enters the Fade to defeat a demon and return to their bodies. If they fail, they could be used as a vehicle for a demon to enter our world, and the watchful Templars of the Chantry wait nearby to kill the failed initiate if this happens. The rite of the Harrowing is the only way an apprentice becomes a full mage; death or Tranquility are left to those who are unprepared.</p>

<p>The Rite of Tranquility is a ritual that severs a mage's connection to the Fade. Used for apprentices too frightened to undertake the Harrowing or for mages the Circle feels are too dangerous, the ritual disconnects a person from their emotions, leaving them a robotic shell of their former selves. They're no longer tied to the Fade and cannot use magic or be possessed in turn, but they're barely considered people any longer.</p>

<p>In the mage Origin story, you are tasked with completing your Harrowing and becoming a full member of the Circle. Upon doing so successfully you learn that your friend Jowan has been involved in a forbidden love affair with a Chantry initiate named Lily. Because of their sneaking around, a rumor has spread that Jowan has dabbled in blood magic and is to be made Tranquil as punishment. It's at this point that you're given a choice between helping your friend destroy his phylactery <em>(a vial of blood that the Templars can use to track down and kill rogue mages)</em> or turning him in to the Circle as would be the expected thing for a proper mage to do. There's also the option of refusing to help him entirely, but if you pick that route you're still required to turn the pair in or the game simply won't let you progress any further.</p>

<p>I played the Origin sequence six times, which is a record for me. Part of this was for experimentation for this article, part of it was because there are just so many nuanced routes you can take from action to dialog choice.</p>

<p>On my first run through I decided to tell Jowan and Lily that I needed to think things over before I could agree to help them. A nearby senior enchanter had a problem with a spider infestation in the storage tunnels and in exchange for helping her I got her promise of a "big favor" in the future. After this detour I went back to Irving, the leader of the Circle, and confessed that something was up. The distinguished mage already knew about their affair and had an inkling that they were intending to escape-- instead of hauling them off to be punished, he tasked me with gaining their trust and helping them break into the repository to destroy Jowan's phylactery. The reason for this was because Gregoir, in charge of the Templars, wouldn't take the word of my character or Irving if we turned Lily in. He would claim that Jowan had coerced her into helping him, letting her get away without punishment. Irving wanted her to be caught in the act, red-handed, and he wanted me to help make it happen.</p>

<p>You have no choice at this point; no chance to tell Jowan and Lily that Irving already knew, no opportunity to confess that you'd ratted them out. Your only option is to continue the masquerade and help execute their plan.</p>

<p>I did so, breaking into the repository and reaching Jowan's phylactery. It wasn't until this point that the game finally let me confess to what had happened, receiving the expected outrage from my friend for betraying him and setting them both up to be captured. The pair escape the repository ahead of me where Gregoir, Irving and a contingent of Templars are waiting for them. A fearful Jowan casts a spell towards them, incapacitating the advancing guards, revealing that the rumors <em>(and that his promises to the contrary were lies)</em> of him being a blood mage were real. Lily rebukes him for this deception and casts him away, where he escapes the scene and leaves my character and his love behind. When Gregoir and Irving recover they arrest Lily and Gregoir gives me verbal lectures that he doesn't trust me, even though I was only following Irving's orders. At a certain point Duncan, the representative from the Grey Wardens tasked with convincing the Circle to cough up some more mages to aid in a conflict against an upcoming threat, informs the two squabbling men that he wants to recruit me and leave the tower. After further debate all agree to let it happen and I leave with him to continue the rest of the story. Origin complete.</p>

<p>I went through to attempt it a second way, this time not turning Jowan in and not letting anyone know what was going on-- the way a good friend should. In order to break into the repository we needed a rod of fire from the Circle's stores, but the Tranquil in charge of turning it over refused without a requisition form signed by a senior enchanter. After cashing in the favor from the woman with the spider problem, we were in business progressing towards the repository just like last time. You help him destroy his phylactery and the three of you run away just in time to discover Irving and Gregoir waiting for you-- total deja vu. The scene progresses about the same as before with Jowan revealing his blood magic in the same way and Lily telling him to get out of her sight. Irving chastises you for not coming to him with what you knew and Gregoir wants you arrested, but his desires for punishment are interrupted by Duncan arriving to tell him that he wants to recruit your character. There's a bunch of variation in dialog here: you can either be a jerk about it, unrepentant for what you did in aiding a fugitive, and Duncan tells a pissed Gregoir that the Grey Wardens have ultimate authority on conscription and no one, be they Templars nor kings, can prevent that if they want to add someone to their ranks. You can be more apologetic for what you've done and the tone of everyone else is a bit softer, but the ultimate result is the same no matter how you go: you end up leaving the tower as the latest recruit for the Grey Wardens.</p>

<p>My opinion of this is split in two minds. On the one hand the level of writing was so immaculate that I was really impressed, which is what drove me to repeat the same content so many times to try out every variation in action and dialog. On the other hand, it didn't make a difference what I did, because the end amounted to the same thing: Jowan escapes, I leave the tower as a new Grey Warden.</p>

<p>Even though the choices presented to me were easy to attach emotional resonance to-- do I stick to my loyalty to my friend and help him out, or do I help out the higher authority in my life and turn him in to the Circle-- I was disappointed to realize that it made no difference for what happened whichever route I took. I was surprised when Jowan revealed himself as a blood mage, saddened when Lily rejected him for it <em>(after all, he did promise to her previously that he was going to give up all magic entirely just to be with her and he didn't want to become Tranquil because it would sever his love for her)</em>, but at the end of the sequence it didn't make a difference. I could leave with Duncan voluntarily, I could leave with him thumbing my nose at Gregoir for escaping arrest, or I could leave against my will kicking and screaming-- <em>(slightly confusing me as to why the Grey Wardens wanted to take someone who was so dead set against leaving)</em>-- but no matter what, I was leaving.</p>

<p>I know that most people are probably not likely to know this, since most people are going to play the game just once. But for me personally, if I had gone back to replay things helping him and not turning him in, my first choice to rat him out would have given me a much deeper and significant emotional response knowing that I had a choice between helping him or hurting him. Whether or not this ever manifested further on in the campaign or not would have been irrelevant-- Jowan needn't come back as a super villain I have to fight, but the very fact that I would've looked on my "betrayal" of him with a tangible repercussion of knowing "He could have gone free" would have hit me on a visceral level.</p>

<p>Of course, I could just be reading way too into this. It's easy to justify the ultimate linearity of the plot; after all, Irving told you that he'd already known something was going on, even if he didn't have specifics. It's justified in the story that you would be caught no matter what you did, regardless of my pseudo time-traveling attempts at going back and attempting to change things. By no means has this affected my enjoyment of the game, and so far I am loving it to a degree that keeps giving me goosebumps. I am also well and truly in the beginning, so there could be something I come across later in the story that references what happened here-- meeting Jowan who thanks me for letting him escape, or meeting an embittered Jowan who hates me for ratting him out and holds me responsible for losing Lily. I haven't played any of the other Origins so I don't know if they're different, though somehow I doubt that the ultimate finality of their plotlines don't end in a similar way regardless of what player choices you make. For the mage one, it likely would have been harder to come up with an impetus to get you out of the tower if Jowan escaped scott-free with Lily hand-in-hand, or if you simply rejected helping them entirely, so I can concede that towards the game as a necessity.</p>

<p>But still. Reading <a href="http://kotaku.com/5390868/bioware-reveals-dragon-ages-massively-single+player-details?skyline=true&s=x">pre-release interviews</a> talking about how the initial intent was to have the game interface with the social network page and show you where your character split along different plot "road forks" like a winding family tree, it makes me think variations like this would have been perfectly fitting for a game touting "complex moral choices." If I had to "live" with myself playing forward knowing that I could have let my friend escape, or that I'd set loose a dangerous blood mage, I would have cared a lot more than I do feeling like it didn't make a difference either way.</p>

<p>So, a recap. I do feel that, so far, Bioware is making good on their claims that morality in <strong>Dragon Age</strong> would be less about tropes and more about real people, but I still feel the "what relevance does it have?" test is falling short of expectations. But like I said, this doesn't ruin the game for me, nor is it even really a criticism, since I've so far found the writing so spectacular <em>(and appreciated the fact that my first choice didn't make me choose between acting like an angel or a demon on the do-gooder spectrum)</em>, but I do feel like things could have gone further. Whether or not they do as I progress through the main campaign, I don't know, but I am still looking forward to finding out.</p>]]>
    </content>
</entry>

<entry>
    <title>306 Titles Competing In Independent Games Festival 2010</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/306_titles_competing_in_indepe.html" />
    <id>tag:gaygamer.net,2009://1.40941</id>

    <published>2009-11-04T14:00:00Z</published>
    <updated>2009-11-04T07:33:18Z</updated>

    <summary> Exciting news in the world of indie gaming! The IGF, hitting its 12th year of being the indie game equivalent of Sundance, has published its list of submissions for the 2010 competition. With an impressive three hundred and six games on the list this year, the variety of games on display range from ambient racing games to RTSes to tower defense titles; the games range from things put together by an individual on their own to titles that have already seen release on places like Steam or Xbox Live Arcade. Many of the titles on the site have downloadable versions for the public to check out-- given how often these games go to commercial release it&apos;s a great opportunity to check out up and coming developers. Previous winners of the competition have included Darwinia and Crayon Physics Deluxe, for example. Winners will be announced next March, giving you plenty of time to look at the shiny toys online now....</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Miscellany" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="igf" label="igf" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="independentgamesfestival" label="independent games festival" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/header_01.gif" width="265" height="99" alt="header_01.gif"/></p>

<p>Exciting news in the world of indie gaming! The IGF, hitting its 12th year of being the indie game equivalent of Sundance, has <a href="http://www.igf.com/php-bin/entries2010.php">published</a> its list of submissions for the 2010 competition. With an impressive three hundred and six games on the list this year, the variety of games on display range from <a href="http://www.igf.com/php-bin/entry2010.php?id=303">ambient racing games</a> to <a href="http://www.igf.com/php-bin/entry2010.php?id=203">RTSes</a> to <a href="http://www.igf.com/php-bin/entry2010.php?id=227">tower defense</a> titles; the games range from things put together by an individual on their own to titles that have already seen release on places like Steam or Xbox Live Arcade.</p>

<p>Many of the titles on the site have downloadable versions for the public to check out-- given how often these games go to commercial release it's a great opportunity to check out up and coming developers. Previous winners of the competition have included <strong>Darwinia</strong> and <strong>Crayon Physics Deluxe</strong>, for example.</p>

<p>Winners will be announced next March, giving you plenty of time to look at the shiny toys online now.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Review: Eliminate Pro Brings Multiplayer FPS Action To The iPhone</title>
    <link rel="alternate" type="text/html" href="http://gaygamer.net/2009/11/review_eliminate_pro_brings_mu.html" />
    <id>tag:gaygamer.net,2009://1.40924</id>

    <published>2009-11-03T14:00:00Z</published>
    <updated>2009-11-03T05:19:09Z</updated>

    <summary> ngmoco, the developer responsible for extremely popular iPhone apps like Topple and Rolando, has released Eliminate Pro at long last. What they&apos;re billing as the &quot;the first online FPS that fits in your pocket,&quot; Eliminate Pro is a free, micro-transaction supported FPS that allows you to compete against other players over 3G or Wi-Fi in deathmatch style arenas. The game is completely free to download; when you first begin you have an energy bar that depletes as you play, becoming completely exhausted in a few matches. While you have energy left, you generate credits that are in turn used to upgrade your unit&apos;s armor and weaponry, improving your survivability. While your energy will replenish over time, you can purchase power cells in-app that will do it immediately, allowing you to continue playing and generating resources. The cells range from $0.99 for a pack of 20 to $29.99 for a pack of 975; if I understand the menu correctly, your energy meter caps out at 30 cells, but I wasn&apos;t brave enough just yet to spend the dollar to find out. I was out of energy after about three rounds, with a one-third recharge not happening for seventy-five minutes. When you run out of energy you&apos;re still able to play in arenas, but you cease accruing points until you&apos;ve recharged. Energy recharge cells can only be purchased for cash, while gear can only be purchased with credits, although purchased power cells can be traded in for credits at a ratio of 120 power cells to 1000 credits. While out of energy I was warned that I would &quot;queue slower,&quot; meaning that priority is given to players with full energy when match-making. Unfortunately, if you want to play anything more than casually you&apos;re going to need to shell out for the purchased energy cells at some point. After the first one-third recharges, the next recharge doesn&apos;t happen for another four and a half hours. For an iPhone game the graphics are pretty stellar. The game is 3D, set in first person perspective, complete with requisite &quot;training video&quot; cut scenes that set the basis for what you&apos;re doing in the arenas as well as explaining how to play. I was extremely impressed with the appearance of everything and the visuals-- from the game itself to the UI and everything else-- looked amazing and very well polished. From a visual standpoint Eliminate Pro definitely raises the bar on what&apos;s possible on the iPhone. In terms of gameplay, my impressions were a bit more tempered. When I first heard about this game months ago I was looking forward to it heavily, although I was slightly concerned about how a FPS would play on a touch screen device with no controls to speak of. Although I will give this the caveat that with the limitations of the platform I think ngmoco did as best as they could, controlling my character during an arena was an exercise in frustration. The game uses two fingers for control: your left thumb controls a virtual joystick in order to move your character, while your right thumb is responsible for both aiming and firing your weapon. You aim where you want to shoot and then tap rapidly to actually fire-- there is also an &quot;auto-fire&quot; option that can be turned on, which makes your weapon fire as long as you have a target in your sights, and without this option I think the game would frankly be unplayable. While I&apos;m sure it&apos;s a toggle for the masochistic &quot;hardcore,&quot; for me it was the thing that saved me from putting the game away a few minutes in, because the attempt at aiming, moving and firing all at once was just too difficult to manage on such a small device with such a small amount of screen space. After I cranked up the sensitivity for the look controls to their max, the game got easy enough for me to deal with that I think it&apos;s going to be a matter of just getting used to how to play, rather than a failing of the game itself. Again, although the controls frustrated me, I have to stress that for what it is I think they&apos;re really good-- the iPhone itself is just not the most intuitive of gaming devices (despite whatever Steve Jobs wants to say to the contrary) and I think ngmoco succeeded as best as anyone would be able to. Perhaps ironically, in the maps I played I was consistently either in first or second place, which means I&apos;m either doing well or the controls are that difficult for a newbie-- I&apos;ll leave which to your opinions. There are five maps for combat which are selected randomly when playing with others. The maps are pretty diverse in appearance and have a scattering of environmental hazards and powerups; the powerups range from things like accelerated health to increased damage to cloaking devices or jetpacks and give a strategic edge on the otherwise straight-shooting gameplay. Missions have a time and kill limit so they go by pretty quickly-- great for a quick in-and-out experience. Social networking is enabled over their Plus+ platform, which is responsible for both score-keeping and match-making. As games against other players are ranked, the match-making system ensures players are grouped against others with similar skills and prowess on the battlefield. In my limited experimenting it appears that skill ranking points only accrue while you are energized. There was hardly any wait to be matched up for a mission (even with the above &quot;slower queue&quot;), but that could depend on time of day. I&apos;m not sure where I connected to since there was no feedback on ping or the location of other players, but while fighting there was hardly any discernible lag on Wi-Fi. 3G took a bit longer getting into a match but while playing I didn&apos;t notice a huge difference in latency there either. Rounds can either be matched with strangers or with friends in private gameplay. When...</summary>
    <author>
        <name>mixvio</name>
        <uri>http://gaygamer.net</uri>
    </author>
    
        <category term="Hot Stuff" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Reviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="eliminatepro" label="eliminate pro" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fps" label="fps" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="multiplayer" label="multiplayer" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ngmoco" label="ngmoco" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="rolando" label="rolando" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="topple" label="topple" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://gaygamer.net/">
        <![CDATA[<p><img src="http://gaygamer.net/images/eliminate2.jpg" width="480" height="320" alt="eliminate2.jpg" title="Image from FingerGaming"/></p>

<p><a href="http://blog.ngmoco.com/">ngmoco</a>, the developer responsible for extremely popular iPhone apps like <strong>Topple</strong> and <strong>Rolando</strong>, has released <a href="http://eliminate.ngmoco.com/"><strong>Eliminate Pro</strong></a> at long last. What <a href="http://fingergaming.com/2009/11/02/ngmoco-releases-free-online-fps-eliminate-pro/">they're billing</a> as the "the first online FPS that fits in your pocket," <strong>Eliminate Pro</strong> is a free, micro-transaction supported FPS that allows you to compete against other players over 3G or Wi-Fi in deathmatch style arenas.</p>

<p>The game is completely free to download; when you first begin you have an energy bar that depletes as you play, becoming completely exhausted in a few matches. While you have energy left, you generate credits that are in turn used to upgrade your unit's armor and weaponry, improving your survivability. While your energy will replenish over time, you can purchase power cells in-app that will do it immediately, allowing you to continue playing and generating resources. The cells range from $0.99 for a pack of 20 to $29.99 for a pack of 975; if I understand the menu correctly, your energy meter caps out at 30 cells, but I wasn't brave enough just yet to spend the dollar to find out. I was out of energy after about three rounds, with a one-third recharge not happening for seventy-five minutes. When you run out of energy you're still able to play in arenas, but you cease accruing points until you've recharged. Energy recharge cells can only be purchased for cash, while gear can only be purchased with credits, although purchased power cells can be traded in for credits at a ratio of 120 power cells to 1000 credits. While out of energy I was warned that I would "queue slower," meaning that priority is given to players with full energy when match-making. Unfortunately, if you want to play anything more than casually you're going to need to shell out for the purchased energy cells at some point. After the first one-third recharges, the next recharge doesn't happen for another four and a half hours.</p>

<p>For an iPhone game the graphics are pretty stellar. The game is 3D, set in first person perspective, complete with requisite "training video" cut scenes that set the basis for what you're doing in the arenas as well as explaining how to play. I was extremely impressed with the appearance of everything and the visuals-- from the game itself to the UI and everything else-- looked amazing and very well polished. From a visual standpoint <strong>Eliminate Pro</strong> definitely raises the bar on what's possible on the iPhone.</p>

<p>In terms of gameplay, my impressions were a bit more tempered. When I first heard about this game months ago I was looking forward to it heavily, although I was slightly concerned about how a FPS would play on a touch screen device with no controls to speak of. Although I will give this the caveat that with the limitations of the platform I think ngmoco did as best as they could, controlling my character during an arena was an exercise in frustration. The game uses two fingers for control: your left thumb controls a virtual joystick in order to move your character, while your right thumb is responsible for both aiming and firing your weapon. You aim where you want to shoot and then tap rapidly to actually fire-- there is also an "auto-fire" option that can be turned on, which makes your weapon fire as long as you have a target in your sights, and without this option I think the game would frankly be unplayable. While I'm sure it's a toggle for the masochistic "hardcore," for me it was the thing that saved me from putting the game away a few minutes in, because the attempt at aiming, moving and firing all at once was just too difficult to manage on such a small device with such a small amount of screen space.</p>

<p>After I cranked up the sensitivity for the look controls to their max, the game got easy enough for me to deal with that I think it's going to be a matter of just getting used to how to play, rather than a failing of the game itself. Again, although the controls frustrated me, I have to stress that for what it is I think they're really good-- the iPhone itself is just not the most intuitive of gaming devices <em>(despite whatever Steve Jobs <a href="http://www.tuaw.com/2009/09/09/ny-times-asks-steve-answers-why-no-camera-on-the-ipod-touch-an/">wants to say</a> to the contrary)</em> and I think ngmoco succeeded as best as anyone would be able to. Perhaps ironically, in the maps I played I was consistently either in first or second place, which means I'm either doing well or the controls are that difficult for a newbie-- I'll leave which to your opinions.</p>

<p>There are five maps for combat which are selected randomly when playing with others. The maps are pretty diverse in appearance and have a scattering of environmental hazards and powerups; the powerups range from things like accelerated health to increased damage to cloaking devices or jetpacks and give a strategic edge on the otherwise straight-shooting gameplay. Missions have a time and kill limit so they go by pretty quickly-- great for a quick in-and-out experience.</p>

<p>Social networking is enabled over their Plus+ platform, which is responsible for both score-keeping and match-making. As games against other players are ranked, the match-making system ensures players are grouped against others with similar skills and prowess on the battlefield. In my limited experimenting it appears that skill ranking points only accrue while you are energized. There was hardly any wait to be matched up for a mission (even with the above "slower queue"), but that could depend on time of day. I'm not sure where I connected to since there was no feedback on ping or the location of other players, but while fighting there was hardly any discernible lag on Wi-Fi. 3G took a bit longer getting into a match but while playing I didn't notice a huge difference in latency there either. Rounds can either be matched with strangers or with friends in private gameplay.</p>

<p>When you have your shiny credits in hand, you can purchase additional armor and weapons or cosmetic skins for your appearance. At the moment, when something is purchased it's final, there's no way to trade items back in for credits. You can also use credits to purchase upgrades on items in inventory, everything from improved shielding on armor to increased clip size on weapons.</p>

<p>Overall the game is an impressive effort in porting first person shooters to the iPhone. Where the control schema is unwieldy, I do think it's probably as good as anyone could do on the device, and the game more than makes up for it by the impressive quality of its appearance and the wealth of customization available between armor, weapons and your character's look. The matchmaking has been handled seamlessly in my experience so far, giving you a great gameplay experience whether connected over Wi-Fi or the cellular network. All in all it's a fun game and an example of what future titles can aspire towards.</p>

<p>If you're on it feel free to add me as a friend: mixvio is my username.</p>]]>
        
    </content>
</entry>

</feed>
 