MechWarrior MMO

Jordan Weisman, the founder of FASA Corporation and creator of the MechWarrior franchise has reacquired the license for MechWarrior back from Microsoft along with a few other properties previously in the FASA catalog.  He has taken his newly reacquired franchises back and launched a new game company to boot, Smith and Tinker.  While he hasn’t made official any news as for what he’s planning to do with MechWarrior and any of the other franchises, his new company is geared toward developing internet based games tied to offline products.  Does that mean an MMO?  Who knows, but it’s fun to imagine what it would be like.

 

Obviously a MechWarrior based MMO would be ultra cool but what would it really be like?  I guess the first question would be what would the combat be like?  Most traditional MMO’s are skill based games like World of Warcraft or Age of Conan, but there are good examples of games that are twitch based which have worked well like World War II Online or Planetside.  After playing the MechWarrior single player FPS style games I can’t imagine it being anything other than twitch combat.  But does that mean no skills to level?

 

Not necessarily.  There are always room to give players that oh so familiar feel of other MMOG’s.  The Mech’s you pilot for example, it’s possible to unlock other classes of Mech as you advance, being a good example of putting skills into the game.  Or perhaps abilities or addons like jumpjets or more advanced components. 

 

That could definitely lead to potential problems with higher level characters out classing lower level character just based on equipment, but in a twitch based system the lower level guys still have a chance to win in a fight, especially if several team up to take down a more advanced player.  In a system like a FPS - how long you’ve been playing or how high your level is has no impact on whether or not a newbie can land a hit on a high level target.  It would just effect what that newbie is hitting with - and you can bet even the lower level weapons will hurt.

 

But you can’t just have nothing but massive scale combat in an MMO, there has to be more.  Otherwise there is no point in making it an MMO is there?  Then it’s just another FPS.  If you include non-combat roles it adds even further to the skill based system that so many fans of MMO’s are used to.  You could have merchants or traders, scavengers or salvagers to go over the wreckage of fallen mechs to see if there is anything of value (like the MechWarrior 4: Mercenaries feature), engineers and mechanics to fix the mechs and other equipment.  Then the crafter roles which will be the ones building replacement mechs and weapons - along with any other items that will be available in the game.

 

To have a nice flowing economy and to keep things fresh and mix things up in the game - mechs should be permanently destroyable.  Mechs that are damaged bad enough to be inoperable on the battlefield but aren’t permanently destroyed should be able to be salvaged by the victor team or whoever happens along the wreckage.  Players who do nothing but fight in the game and have no means of income would obviously need a way to make money.  There are ways to do that.  If you wanted to do it right, you could institute an actual mercenary system where players could rent out their services for a paycheck.  If you wanted to go the easier route, you could just award a certain amount of money for every enemy the player kills.  Or obviously they could make money running missions (quests). 

 

What if a player runs out of money and loses their ride?  Well - we could be really mean and make them go learn another trade.  Or we could have a starter mech that is always repairable for them to start over with.  Maybe just a light scout class mech like the Raven or something in that class.  Single small laser and a light chassis - now go run missions!  Heh, there are lots of ways to do it.  But my point of this whole article is that if there ever was a MechWarrior MMO - it should revolve around two key things.  Combat and money.

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3.3 (2 people)


Is the game industry running out of games to make?

E3 was very interesting this year but I expected more huge announcements besides Final Fantasy going to Xbox 360, and PlayStations Kill Zone Beta coming out later this year.  I guess I expected some new and original IP’s but yet only saw a few.  Don’t get me wrong there was so good looking stuff such as Gears of War 2, and Resistance 2 but is that what the industry is coming to sequels of the same games over and over?  It nice to have a sequel but how many times can you remake the same game over, and over and expect people to keep interest?  

 

Well let’s hope between now and Christmas that some good games come out besides just a rehash of that same old War World Two game, and that new prettier Madden!  I’m sure they will but lets hope for all gamers sake that it’s something new and fun.

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3.5 (1 person)

Too Human

Too Human will be hitting store shelves sometime late next month, but as most of you know there is now a demo available on Xbox Live. How is it you may ask? Well it depends on what you expect from a game like this. Too Human is definitely different from a traditional RPG, it has a 3rd person action game feel to it. The developer, Silicon Knights has been working on this series for almost ten years now.

  

The original game was supposed to be released on the Sony PlayStation as a 4 disc adventure game, then Nintendo picked it up and it was supposed to get transferred to the GameCube in 2000 but shortly after fell through. Fast forward to 2005 when Microsoft announced a partnership with the company in which it was finally being developed for the Xbox 360 game console. I downloaded the demo and wasn’t quite sure what to expect, mind you I don’t play very many RPG’s but I was willing to give this one a try. The demo gives players a very good idea on what the whole game is going to be like, in a word: awesome!

  

I never really played through an RPG but this game really keeps the action going and gives you plenty of weapons, armor, moves and power-ups during the demo to keep the story going. The graphics are good, especially the environments, but yet it’s still not a Gears of War killer. But the graphics combined with the game play create a very fun game. You can even turn the damage window on to get that Final Fantasy feel to it or you can simply turn it off to have that action game feel. The reason to me that this game is different is because the company mixed an action games elements with an RPG and came out with a great recipe. I won’t have a full review until later next month when the game comes out but you can rest assured that I am not going to be the only one wanting to get their hands on this game. Until then check out the demo on Xbox Live and let me know what your thoughts are on this new action RPG.  

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2.7 (1 person)
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