Monthly Archives: April 2010

Dungeon Fighter adds new quest and Event

Dungeon Fighter adds new quest and Event

 

Dungeon Fighter Online adds new quest and Selectable Avatars Event as it prepares for the addition of highly anticipated Guild System later this month.
 
Gamers can find plenty of new excitement in Dungeon Fighter Online, which updated today, adding an event that preludes the launch of a new Guild system on April 28.

Players can sign up for a Nexon ID at www.nexon.net and then download Dungeon Fighter Online for free to take part in the beta service. Nexon America plans to launch Dungeon Fighter Online this June.

In addition to the pre-Guild event, Players who venture into the land of Arad will also be able to try the new Selectable Avatar Items, which offer players a chance to choose from a whole catalogue of styles and stats to get the exact Avatar items they want. These items are purchasable through NX, Nexon’s real-money currency, and available for a durations of 7, 30 and 90 days.

When the Guild System launches later this month, it will provide a new and exciting co-op system for Dungeon Fighters. As opposed to simply joining a party, players who band together in guilds gain special boosts and bonuses. Players who participate in the pre-launch Guild Event quest can sample the Guild buffs first hand, and players who take part in party play will gain the Guild EXP boost.

And for those hoping to get their guild together before the system is added to the beta DFO has opened a Dungeon Fighter Online Guild Recruitment Page in the DFO forums at nexon.net.

Dungeon Runner - Guilds Are Coming!

RoM Helps Players Get Ready For Chapter 3

RoM Helps Players Get Ready For Chapter 3

Frogster today announced that it is starting a 10 week training program beginning this weekend, to get players ready for the third chapter of Runes of Magic. “Expedition 60” is aimed at helping players achieve level progress and reach the high-level regions of the current game in preparation for the upcoming expansion, ‘The Elder Kingdoms’. The first stage of this large update will be released next week.

In the first step of “Expedition 60”, Frogster will provide a 50% XP Bonus this weekend. As the weeks progress, there will be more bonus activities to intensify the training. As part of the program, Frogster will also be staging extensive in-game events and contests leading up the release of ‘The Elder Kingdoms’.

Runes of Magic - Expedition to Chapter 3!

Players can visit the official Chapter III website at: http://www.runesofmagic.com/en/chapter3.html for regular updates on the initiative.

“Recently Runes of Magic reached a significant milestone with the announcement of three million registered players in North America and Europe,” said Andreas Weidenhaupt, CEO, Frogster Online Gaming. “As the game community grows on a daily basis, Frogster is celebrating by creating a very special training program leading up to the launch of ‘Chapter III – The Elder Kingdoms’.”

As previously announced, the first stage of Runes of Magic Chapter III  − The Elder Kingdoms will contain the first region of the new continent Zandorya with the kingdom Dalanis and lots of new content, an expanded in-game monster card system, three new guild drill grounds, six new guild quests, a stone wall upgrade for guild castles and much more to be introduced next week.

From The Material To The Virtual

From The Material To The Virtual
By Daniel Landry (Helheart), OnRPG Journalist

 

Back from school again. As I put aside my coat and backpack and head for the kitchen, I think over the stress of my day. Projects, tests, the usual stuff. I think about what I said to my friends, about the girl I want to ask out for coffee, I think about all the normal things a boy my age worries about, and then put it all aside. It’ll have to wait, for now. I put some leftover pizza in the microwave for a few seconds. While I wait for my afternoon snack to heat up, I let out a sigh of relief.

 

Home sweet home, as they say. My alcove away from the incessant flow of the world.

 

Once my food is done, I head upstairs to my room. I take out my textbooks, finish up a bit of math homework, review my notes, and look over the chapters I have to read for my English class on Friday. All is well. The day is done, no more stress,now I can have my fun.

 

I turn on my computer. Listening to the familiar roaring sound of it coming alive is soothing. Its not the newest model , I’ve had it for a few years. All my games run pretty well on it though, so I don’t complain. I log onto myMSN, and see if any of my friends are online, so we can start up one of our games.

 

Sweet, my buddy Dave, aka HavokSpear, is online, and so is my friend Alicia, DarkPriestess92. I talk with them, and get them to join my server. Off we go, once again into the world inside a world, with all my worries dissappearing like mist.

 

 

Material to Virtual Fractals

 

Escape artists. We are escape artists, the Houdinis of the real world. When we jump into the virtual, we travel from a material state to a virtual one. We become someone else, less afraid, less inhibited, safe. Often, when I question who I am, what I do, where I need to go, I am afraid. Worried about possible failures and not living up to society’s standards. I feel trapped in my routine, and I need to escape. Like alot of my fellow gamers.

 

Gamers are, in the best sense of the term, escape artists. In the virtual world, we can create an identity based on our own choices and progress. We can adopt traits that are appealing and reflective of our personalities. We can even customize our appearance! If we could do that in the material world, like X-Men’s Mystique, we would be set.

 

Piece of the social puzzle

In the virtual world, we can escape the definition of ourselves that we might find unpleasant or boring. We can plunge into the mechanics of a different world, one that works with different rules than the material one. In this world, we can be a very influential part of the environment that surrounds us. We are essential pieces of the common story, and the effects of our choices are quantifiable. If we play our cards right, and become a powerful character with lots of high stats, we can be a fearsome foe or an awesome ally. Who we are is entirely based on the choices we make. This is not the case in the material world.

 

MMO’s, FPS’s, RTS’s are all games that function thanks to a network of players who look for a challenge from their peers. Consequently, through many trials, we develop bonds and friendships and rivalries. Just the same, you can create enemies, and really, now, in the material world, who has true enemies? There are people that we dislike, some we find disgusting, but rarely anyone to truly call an enemy in the epic gaming sense of the term. These relationships, positive or negative, are developped through a network of gamers who collaborate to hone their skills to be the best, to play with their friends, or to just be able to compete. This collaboration is a positive way to channel your energy in a constructive manner.

 

Anyone who has a bit of social anxiety or any self-esteem issues in the real world can find a form of release in becoming a character within a world of other characters. Behind our pixelated masks, we contribute to the success of a group of other gamers who share a common goal. The physical distance from the other players, combined with controlled instances of communication, facilitates interaction.

 

Material Virtual Fractal

 

This dynamic is in the spirit of escapism. The goal of network based games isn’t to be the most powerful character (though many strive to do so, and it’s a worthy goal). The purpose of video games is to give the gamer the illusion of escape from material reality while being in a constructed persona, an extension of one’s identity, in a controlled environmental setting. These conditions then allow each gamer, in a network based game setting, to fulfill tasks with other players, and so interact on a social level which differs from the normal conception of socialisation in the material world.

 

Emergence of a new social structure

One of the things that fascinates me, as an artist, is the notion of identity. Why do we feel the need to transfer our existence into a virtual reality ? Obviously, the fact that we find entertainement through these games, and are perpetually in search of new challenges to test our ability to reason, organize, and fight for survival in a world that’s totally objective, could be used as reason enough to engage in such an activity, but does not satisfy a thorough reflection on the matter.

 

There are three main reasons that compel us to plunge into the virtual world. Attractive for certain types of personalities, the reasons exist outside of the direct entertainement and challenge argument. The first part of my reflection on this subject,will only be about the first of these three, which is : the social aspect of gaming, reconstruction of identity and cathartic pleasure.

 

First of all, there’s the change of social perspective that happens with the ability people have to communicate via the internet. If all of history is taken into account, this ability emerged just two minutes ago. It’s a new phenomenon which has interesting repercussions on the structure of society, it forces us to redefine our perspective on how it is structured.

 

Said another way, this is the birth of the social aspect of being a video gamer, the birth of our ability to create a new identity for ourselves. Enormous communities can be generated around a single occupation, an MMO, or an anime, for example. The gamers/fanboys/fangirls whom actively take part bring these communities to life.

 

In the material world, we’re often put in situations where we have to interact with people that we dislike, don’t get along with, are uncomfortable around, or just can’t deal with. Often, this is true in the gaming world, but unlike the material world, you can choose your environment, who you team up with to tackle your next quest, which threads you reply to, and who to totally ignore. In the virtual world you have a choice. The freedom to shape your social circle is something that attracts us. A different manifestation of this phenomenon can be found in the example of Facebook and other ‘social media’.

 

 

Individual identities in virtual communities

Here’s where it gets tricky. Facebook is a rapidly expanding, scale-free network that allows people to keep up with the interactions of their friends on the website. You make a profile, upload the pictures you choose, and interact in a simulated social setting. You choose who gets to see your life, and can keep up on the life of others. If we substitute the term life with game progress, the same can be said about many network based games. The principal difference between Facebook and a video game is that Facebook identities are constructed as an virtual extension of material events and interactions between people who socialise in the material world. The shape you take on Facebook needs to ressemble your material self because its existence depends on the fact that it can be recognized as being you.

 

In the virtual world, the extension of one’s identity is entirely dependent on the game in which it exists, it exists according to the rules that shape it. The rules that construct World of Warcraft are different from those in Maple Story, in fact they are completely different levels of network gaming, but the social aspect remains the same. Your identity requires an extension which is dependant on the environment you choose to participate in, but the material being outside of the virtual environment receives the same gratification from social interaction.

 

Gaming communities also form scale-free networks that organize themselves around a common goal. Their sizes differ, but their methods of organization and communication have concordant structures. WoW has a much larger community than Maple Story, but they function in similar ways. Having group discussions (forums) and forming parties to finish a quest (common goal) is instinctive social behaviour. In the early days of mankind, communities were formed for survival, to be able to hunt together and share the fruits of agriculture, to share legends and stories to explain the unknown, and not to be alone in the chaos of the world.

 

Different relationships for different worlds

Today, our virtual communities assemble around similar goals. To hunt for items to build your character and amass stats, share the fruits of your labors with guild members or friends who are in need, participate in the sharing of a story which assembles us together. Most importantly however is the need to find friendship and communion in a world of mystery, where there are countless things to discover. Each game, each environment one seeks to conquer becomes a new area of possibility.

 

In a sense, the thousands of MMO’s, FPS’s, RTS’s, etc, all create a network of possibilities for gamers who search for challenges to take on along with our friends. To test one another in battles which often end in epic ways is a very gratifying way to exerce your skills, almost like the arena combattants of ancient Rome.

 

The difference is, its not our life, but our pride which is at stake. Sometimes, like in the material world, instances of socialisation can become verbally aggressive, and disrespect is a common issue. However, in this world inside a world, we are all in it together, and to recognize that fact is to take one step further into fully enjoying all the dimensions of the gaming community.This brings me on to my closing point. If any of my readers have noticed by surfing through different forums and discussions, flaming and trash talk is fairly commonplace amongst gamers. Considering previous elements named above, this brings us to a new step in our reflection.

 

Material Virtual MindIt is easier to insult somebody you cannot see, because the rules which govern our actions don’t have very binding factors, since they are committed in a virtual world. The ease with which someone can create an extension of themselves, join a party to go on a quest, or trash talk someone for no concrete reason is explained by the fact that there are many social elements which are missing. The virtual world is an exponentially expanding structure, containing human minds in constant interaction, governed by slack social ties. The lack of consequences gives us a good look into how people really can be.

 

The virtual world cannot replace the material one. They are intrinsically linked, and the virtual world, even if it gives the illusion of functioning under different rules that the material one, does not. Our virtual identities are incomplete, because it is impossible to express a full range of emotions through words. Social interaction also consists of body language, tone of voice, ambiant energy and social context. The interaction between the two worlds are governed by the same rules, those which construct reality. In my next article on The Material and the Virtual I will explore the relationship between the two worlds, and elaborate on the second aspect which attracts gamers to network based games, the reconstruction of identity.

TLBB – A Guide through the City

TLBB – A Guide through the City

 

With the recent addition of a 3D Skybox that will help players become more aware of their surroundings, TLBB Europe opens its gates to the unique and imaginative scenes that have helped make it an award-winning game in China for the last 3 years running.
 
Landscapes have long been an important part of the “MMO pre-requisite” and aside from the fact that most games take place on a well thought out map that will make up an overall continent (bar the inclusion of most Sci-fi titles), China’s most successful MMORPG offers an absolute visual treat when it comes to emulating the far and distant lands of ancient China almost to perfection.
 

TLBB Europe Map China MMORPG

 (click to enlarge)
 
TLBB’s story has been developed around the lives of ancient Chinese heroes such as Xiao Feng, Duan Yu & Xu Zhu and, with the concept of Buddhist errantry in the original work by Louis Cha, TLBB offers a virtual world filled with good and evil, love and hate.
 
This tale of good and evil reflects well in a number of accurate portrayals such as the Werewolf Plains – where the once calm and peaceful horizons that overlooked the nearby quiet fishing villages are now patrolled by the evil Wolf Men who previously occupied the Da Li dam. This intrusion has since led to their control over the Tea and Horse road which leads through to the village.
 
The ‘Jade Gate Pass’ is the most northern part of the Silk Route with connections to other places in the Western territories. It derives its name from when the purest Jade was being imported through to the central plains. Following a love misfortune between the Uighur Princess and Guangli Zhu, a battle commenced between the Xi’a and Han armies in this once “settled” land and in a worthwhile twist to TLBB, players will be able to assist General Wenguang Yang in retrieving the Jade Gate back from the Xi’a army, thus reaping the rewards from grateful villagers.
 
All warriors will start off in the beautifully rendered Da Li City, which is located in the South West region of the map. It’s here where players are guided first hand by their earliest mentor, Master Zhao, and here where the book – Tian Long Ba Bu – originally promotes the magnificent world of martial arts. Much time has been devoted to adding extra features such as those of The Puppet Alley at the rear of Smart Temple in the North East, which contains a number of secret traps or The Arena and The Dragon Terrace that sit opposite one another, hosts to various battle grounds.
 
TLBB’s highly trained development team in China has invested a lot of time and effort into maximising the unique journey of discovery that players can enjoy when levelling up during the game. Not only are gamers met with an array of different fighting styles to choose from but they are lead through an actual journey of land discovery too.
 
After all, a player can only be guided along the path, not shown it. Just ask Master Zhao.

4Story: Saturday Fever

4Story: Saturday Fever

4Story announced that every Saturday morning 7 consecutive tournament events will be held starting this weekend which are called “Saturday Fever”. Zemi, developer of 4story, is emphasizing that all MMO gamers would die for this open and public PVP system that hasn’t been introduced in MMO industry so far.

In addition to this, folks from Zemi told us that one of their users simply gained more than 7 times game money as a winning gift of 1 tournament betting as a spectator of the tournament.

Events Details

The Coliseum tournament event will be launched every Saturday. Fight to earn fortune as a gladiator or make your bet on the gladiator to make extra game money! Happy Roman holidays to all 4Story fans!

When: 10:00 ~13:00 PST, Saturday, Every weekend!
Prize: God’s treasure of Taiconteroga (2 units), God’s treasure of Gebrah (2 units) for the final winner!

Tournament proceedings
Tournament 1 : 1st Class Individual tournament (All classes)
Tournament 2 : 1st Class team tournament (All classes)
Tournament 3 : 1st Class individual tournament (Warrior)
Tournament 4 : 1st Class individual tournament (Assasin)
Tournament 5 : 1st Class individual tournament (Archer)
Tournament 6 : 1st Class individual tournament (Wizard)
Tournament 7 : 1st Class individual tournament (Summoner)

* Reminder : Each tournament will last about 30 minutes. After each tournament finishes, the next tournament will start in 5 minutes. Less standby time so there are more tournaments for you to enjoy!

4Story - Saturday Fever!

 

Aerrevan

Aerrevan is a brand new MMORPG game, it takes place on the continent of Lurris in a world shattered by the onset of a magical force known as Aer. Aer has strong magical qualities, but is also highly toxic to the body.
It has been four years since the Baehoman meteor struck Lurris, bringing with it this toxic element. When the meteor struck, Aer was unevenly dispersed around the world, many died as their very life force was stripped from their bodies, and others became mutated, turning into horrible creatures. Everything from wildlife to the long since dead has felt the effects of Aer. In the years before the meteor strike, Lurris was hardly in a state of peace, the three races of the world, Humans, Orcs, and Elves were held together with weak political arrangements made by their leaders. Today, a new level of alliance has formed.While exploring, you will never have to experience a single loading screen or pause in gameplay. Everything from houses to dungeons are 100% seamless. This system is used extensively throughout the world, and every single structure has an interior.

Dynamic NPC Conversation
In Aerrevan, NPCs are intelligent beings. You can talk to characters by typing text the same way you would communicate with other human players. NPCs are able to understand the english language and respond in meaningful and incredibly immersive ways that bring the player into the game like never before. This kind of dynamic NPC interaction has never before been implemented in a large scale MMO environment, and we are very excited to explore the possibilities this system will provide us with in the development process.
In Aerrevan, your player does not have a defined class. Instead, your actions and preferred skills dictate your characters strengths and weaknesses. Want to make an archer mage that wears full plate armor? Go ahead! If you use your character this way, it will become stronger in its own unique way, ensuring a balanced gameplay experience no matter how you choose to play.
Skill Trees
Every skill in Aerrevan is divided into one of eleven categories. Unlike skill levels, these categories do not level up. Instead, each individual skill levels up as the player uses it. When a certain level is reached, the next skill in the ability branch becomes instantly available to the character.
For example:
[1]fire touch (learned via trainer) → [2]fireball → [3]heat blast → [4]firestorm → [5]fire ring
When a player uses the “fire touch” skill enough, they instantly unlock the fireball skill without having to visit a trainer. The progression seen above would be known as the fire touch branch. As a player progresses through the branch, the earlier skill in the branch is not replaced; the new one simply becomes available to them. To obtain the first skill in a branch, a player must visit a trainer NPC.

Powerful guilds can take control of guild control points through PvP. These points can be anything from an ancient tower to a capital city and can offer various rewards to the resident guild.

As you progress in Aerrevan, your character will begin to accumulate Aer in their body. If the Aer reaches concentrations beyond what your body can handle, you will begin to mutate. At first mutation makes you stronger, but soon after you will sharply decline in strength and need to remove the Aer from your body before you can fight effectively.
You can create your own shop to sell everything from random loot to your crafted weapons. These shops will not require you to stay in a set location, you can hire a shopkeeper to run it for you.
Based on your alliance, you can engage in 100% open PvP in hostile territories, or play it safe in friendly areas. Unallied players will never have to engage in PvP unless they choose to do so, allowing you to choose exactly how much PvP you want to participate in.

Priston Tale 2 announced!

 

Game Bridger Entertainment LTD., a global publisher and distributor of interactive online entertainment media, unveiled today the name of its new free-to-play games portal, GamerKraft, and the long-anticipated return of Priston Tale 2: The Second Enigma to European audiences. GamerKraft will launch with Priston Tale 2: The Second Enigma as its flagship title in April 2010.

In preparation for the game’s launch, GamerKraft and Priston Tale 2 communities have been set up on the web’s most popular social networks, where excited fans can follow the latest updates surrounding the closed beta launch of the new game and platform. To find out more about GamerKraft and the launch of Priston Tale 2: The Second Enigma, visit: www.gamerkraft.com and www.pristontale2.com.

GamerKraft is a global gaming platform where players can download and play free online games, meet friends, and embark on exciting adventures in fantastic virtual worlds. Launching with the highly-anticipated, Priston Tale 2: The Second Enigma, from acclaimed developer, YD Online, GamerKraft is poised to ascend the global gaming landscape.

Marketing Manager for Game Bridger Entertainment Ltd., Matthew Denomme, commented on the launch, “We’ve worked hard to make GamerKraft a platform worthy of Priston Tale 2’s high quality. Finally, we are ready to offer the loyal legion of Priston Tale fans out there the sequel experience they have so long anticipated and deserved. Priston Tale 2: The Second Enigma will launch in closed beta on GamerKraft in April 2010.” In preparation for the launch of this exciting new games platform, GamerKraft and Priston Tale 2 communities have been set up on popular social networks, including Facebook, YouTube, Twitter, and Xfire.

Players that join any of the above communities will automatically receive the latest updates surrounding Priston Tale 2’s closed beta release, as well as the opportunity to participate in exciting pre-release contests and events.

Priston Tale 2 - Launches on GamerKraft in May!

CyberStep Announces Closed Beta GetAmped2 Begins Today!

CyberStep Announces Closed Beta GetAmped2 Begins Today!

 

 

All the fighters must be ready for the Battle! Be the No.1 world Champion! With the large-scale battle and various maps, every Closed Beta participant will experience perfect thrills, refreshing and exhilaration!
 
Closed Beta Test:
Start April 15th of 2010 1:00 PM (PDT)
 

Closed Beta Getamped 2
 
What is GetAmped2?
GetAmped2 is an exciting Customize Action Game which was designed and developed by CyberStep Communications, Inc. GetAmped2 was made to be a sequel of “GetAmped”, a game that is serviced in 15 countries and enjoyed by more than 30 million users around the world.
 
Getamped2 Get Amped Combat Attack
 
Closed Beta Event
With the release of Closed Beta, there will be several events, campaigns that all the participators may have a chance to get powerful in-game items and prizes!!
 
The events will include:
– Special Attack on Every Saturday: every Saturday during the period, brutal criminal army attack to Wingdom city!
 
Special Attack Saturday GetAmped2
 
– Myroom Screen Shot Contest: decorate your Myroom with full of furniture. Just take a Screen Shot and post it to GetAmped2 SNS! Most fantastic decorator will win the contest with a nice reward! 
 
My Room Event GetAmped 2 Closed Beta
 
– Be the only one! Campaign: a player who gets the pair number  of the ranking by the total score which is acquired during the Closed Beta period can receive a key code for special items!
 
Closed Beta Event Period: April 15th to May 20th (PDT)
 
Is your friend a rival? Or a companion? For all the latest news and information regarding GetAmped2, please visit our official website.
GetAmped 2 Closed Beta April May