2013年1月23日星期三

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If you don't want to know how to get to Columbia, then watch no part of this video, which Irrational Games released just this morning. It's the opening to BioShock Infinite, a mostly cinematic sequence that is plainly an homage to the opening of the original BioShock, which we've included below if you want to refresh your memory.

I didn't catch any "Would you kindly" or obvious ties other than the destination through which Booker travels to Columbia. Its entrance evokes the original lighthouse of BioShock but certainly not as secular in tone,atlantica gold.

For those who don't mind seeing how the game begins—there is essentially zero action here—have a look, I'm sure we'll uncover more similarities and callbacks to BioShock as this is deconstructed further.

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As I mentioned in last week's Devil's Advocate piece (yes, Devil's Advocate is officially a weekly thing now), I promised to discuss what I had originally called the “teardown generation” of MMO gaming. The teardown generation concerns people who tend to focus on the negative aspects of games online and say hurtful things about a game, warranted or not.I was planning on writing this later on, but the discussion of a negative mentality is more nuanced than you would expect, and I thought to tackle it now so people can at least think about it and move forward with the ideas I've presented.


For the most part, there is very little research here I can cite regarding how many Negative Nancies exist as opposed to Positive Paulas in the gaming sphere. If you have academic citations, I'd welcome your input.

What I can do, however, is explain my personal thoughts behind why a teardown mentality appears more likely to come out on a socially oriented website. Trust me, today's Devil's Advocate will be messy, and may end up causing you to hate me, but I'd appreciate it if you kept an open mind and accepted the possibility of what I have to say.

The Tipping Point Premise

One of the reasons I think a teardown mentality comes into being in a particular space (virtual or physical) is that the mentality presents itself through an the action of one person, and because others share that same sentiment, they become emboldened to share the feeling as well, making the feeling more common.

In movies, sometimes you see that scene where a war breaks out because someone with an itchy trigger finger or stupidly horrible reflexes fires off a shot and kills someone, and then all hell breaks loose. Well, that's , and that tipping point online can sometimes occur on a hot topic where no one wants actually wants to speak... until someone says something that reinforces the idea that it's okay to be negative or hostile or whatnot.

The Social Reinforcement Premise

Related to having a tipping point, the social reinforcement premise would argue that if a certain space has been designated a zone for hostility, then it becomes socially acceptable to be hostile in that space.

This idea takes its cue from research on psychological reinforcement, such as that done in the 1960s. Easier reading can be found , but a search for social reinforcement should give scholarly articles.

For instance, there is a general implied premise that MMORPG.com is filled with hardcore players who enjoy a certain game style. I have no idea if it's true, but the point is that a premise exists where X type of person generally visits this space.

Social reinforcement would thus tend to fulfill that idea, even if it wasn't true to begin with, because people began to perceive the area as filled with hardcore players. Eventually, it does get to be filled with the hardcore, because the socially reinforced idea is that they are welcome here.

If you extend social reinforcement to the perception of how a hardcore gamer should act, then we get into a mess of trouble, as some people unknowingly fulfill the socially okay premise (that of having a certain personality because you're a hardcore gamer) without meaning to.

The Online Disinhibition Premise

The Penny Arcade Strip on Greater Internet F**kwads is actually based off long-standing ideas on disinhibition, with the idea of being that because you are neither known nor seen (among other things), you are free to be a horrible person online even if you're nicer in person.

also has an excellent piece from 2011 on the idea of trolling. While the “teardown generation” can sometimes be misunderstood as trolling, the ideas in the write-up lend themselves well to the idea that our anonymity online allows us to be more free in criticizing.

The Customer Satisfaction Premise

Here's something I picked up from Keen at : the idea of dissatisfaction being caused by previous exposure. Basically, the idea as it relates to the tearing down premise is that we set ourselves up to hate things based on our expectations, as determined by past experiences. As Keen explains,

"If a developer aims for 100% enjoyment or innovation, then players will come to expect that level of enjoyment and innovation. That means next time you’re going to have to meet that same level of enjoyment and innovation or else you will fail to meet expectations, and a high level of disconfirmation will result and players will be unhappy."

The Crab Mentality Premise

One thing I remember well is an idea in Filipino culture called In a pot of crabs, the idea is that an individual crab can escape the pot, but other crabs will drag it back down in an attempt to escape as well.

If you couple that with the idea of disconfirmation, the possibility exists that some people might be so annoyed at the possibility of someone having fun in a game they're not having fun in, that the attempt to tear down a game is their way of dealing with someone else's enjoyment.

It's Okay to Not Like Things

Tearing down or discussing what frustrates us is actually healthy in a certain context: one of worthwhile criticism. If you have a smart, well-prepared premise explaining why something doesn't work for you, that's fine. In fact, I'd assume that tearing down in this case refers to a deconstruction of the aspects of a game in order to find its weak points.

A problem occurs when we invest too heavily in our disappointment, like I feel I did with my SWTOR piece published on November 23. As I mentioned before, regardless of how warranted I felt expressing my disappointment, I forgot about the other related stories to the issue (such as whether SWTOR had good measures in place for monetization or someone to work on the F2P transition).

I don't want to lose myself to the feelings I get when I want to properly criticize or be criticized. As that YouTube song goes, “It's okay to not like things, just don't be a dick about it.” The problem is, reversing the tide of negativity and replacing it with thoughtful criticism, on MMORPG.com or any other social site is difficult because the social mechanisms are already in place to reward a good trolling remark as opposed to a thoughtful comment.

That's probably where a paradigm shift needs to come into play to change the prevailing social landscape. It won't be easy, but it's certainly worth it. At the very least, treating everyone, including the things we criticize, with respect makes us better people and brings dignity to everyone's online bearing.


Read more of Victor's other Devil',Wizardry online Gold;s Advocate columns:

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    The race-themed weeks ArenaNet has been giving us have been a real treat. They gave us some additional insight into the different races, allowing us players to fine tune our plans to create our characters. I for one will be playing a Charr as my main, but I plan to have a few alts,cheap aoc gold, as any self-respecting MMOer might. One of them I plan to play is an Asura, which is the topic of the day. His name will be Amuro. He rides in a golem he calls Gundam. It will be awesome. Mark my words.


    One thing I love about the Asuran Race is despite the fact that they are tiny little guys, they have this look in their eyes that says they have the will to bring you down if they need to. I just love that combination of goofy and tough. A couple weeks ago we got to see the concept work that went into making their unique look. The concept artist’s first attempt has them looking like deformed goblins. It was an interesting design compared to your basic green-skinned, large-eared goblin, but I think ArenaNet realized they needed a race that would play a larger role in the world of Guild Wars, so it must have a more unique look.

    The Asura’s story was changed during game development, which required changes to the concept that transformed it into a very bizarre creature. The concept was very well done, but to me it looked more like something from Star Wars, and not from a fantasy-based story.

    The artist’s quest to create a concept that would give life to this race continued, which produced what I consider to be the first true Asuran. What I love about this concept is that the face really tells all. It has a “cute” look, with a hint of a person who is constantly disgruntled, yet happy about it. The eyes give off this look that there is some serious wisdom hiding in the mind behind them. The body structure, in my opinion, is what gives the Asura that goofy look. All these elements combine to form a very nice concept that gives us a race that is unique and fits in nicely with the world of Guild Wars.

    One article I am glad ArenaNet posted, deals with the concepts for the Asuran environments. The element of straight lines was used very effectively to create these concepts. Usually when creating buildings, you want to throw in some nice curves here and there, whether it’s for a window or an arch, to give some decorative quality to the piece. But for the Asura, everything has a straight edge to it. The artist also used this element to add decoration; giving the impression that everything the Asurans make is of the highest quality. So all the buildings have layers to them, which creates a depth and unique shape.

    Another really awesome element that gives an extra dynamic look to the Asuran design is the use of floating parts which adds some serious beef to the design. And let’s not forget about the lights. This element gives them a bit of a crossover from fantasy to sci-fi. Some of the buildings have what looks like holographic projections around them, which I am guessing is created by energy from crystals. The golems are also a group of parts that float together, being held by these glowing crystals. So we have a group of rocks and chunks of metal, but the crystals make them look like robots. This unique way of building gives off not just a fantasy vibe, but also one of sci-fi.

    One final visual aspect of the Asura I would like to mention is not related to the concepts. I am referring to the entertaining animations that were given to the Asura. We were shown a small collection of animations. I especially enjoyed observing how an Asura swings a weapon. Because they are small in stature, they must put their entire body into the action in order to actually cause any serious harm to their enemies, who most often are 3 times their size or more. The intensity of force they display in their movements makes their actions seem far more powerful with a savage-like quality. Even though the Asurans are a very intelligent race, they seem to have over-sized egos. Sometimes their magnified sense of their own abilities causes them to forego using that intelligence and to engage in actions that are more impulsive. This allows these animations, in my opinion, to fit nicely.

    Overall I am very pleased with the outcome of the concept development of the Asura because of the uniqueness of their qualities. They even appear to have evolved somewhat since our encounter with them in Eye of the North. It will be interesting to see how their comic relief-like nature will continue to keep the Guild Wars story diverse and entertaining.

    The artist in charge of creating the Asura posted a video of him painting an Asuran character. I won’t post a video of me painting one, but I figured that we might as well have some fun while discussing the Asura, so I sketched out my own character. Tell me what you think about it and the Asura, and post your own character drawing or painting with your comment, if you would like to do so.

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    2013年1月21日星期一

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    Originally posted by jpnole
    Why does the download size matter in 2013?

    Thats a very good question. While many people are going for SSDs which are nice, although quite small, they're not really much use for games, at least I don',c9 online gold;t see a difference in games when they're either HDD or SSD. If you're a serious PC gamer,buy tibia gold, then one should have a 1-3TB drive for storage and games...

    Or they have a horrible ISP with monthly DL limits...there are many unlimited options in most cities to choose from so that shouldn't be an issue either, ah well!

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    Wurm Online has been a long time in the making so it will come as no surprise that we're working our way through the most current 'gold',buy Vindictus gold; build of the game building up to our final review in a few weeks. See what we've got to say about our earliest steps in Wurm Online then join the conversation in the comments.

    Lining up for the side of sand castles and dreams is Wurm Online. A fully transmutable, build-athon, with skills, thrills, and wild crocodiles that will give you many a "heavy bruise". Since 2003 this MMORPG has been in development, entering beta in 2006, and finally maturing into a fully fledged example of what one can achieve with Java, a few ideas, and a shovel.

    The concept of Wurm Online is simple. There are no heroes here, not a single evil terraforming dragon, or even a busty elf in sight: you are as ordinary here as you might be in reality. The goal is to simply survive, and maybe if you have time, do a tiny bit of flourishing to boot.

    Read more of Adam Tingle's .

    It's more of the same really from 50-60. I find myself barely able to even login and I'm only 55. Questing in the game has become, do your story mission and do these "carnage" and "onslaught" quests on the way. Which are literally just kill 16 of every type of monster in the zone. They try to hide it but meh. I will probably cancel my sub and wait till they nerf the leveling exp requirements.

    Zone events are basically the same, rifts are basically the same, quests are the same, dungeons are the same. There's just more new stuff now.

    Dimensions are cool for about 10 minutes unless you're REALLY into stuff like The Sims,buy cheap diablo 3 gold paypal.

    Instant adventures are more or less dead now while leveling unless you play during prime time.

    Completing a dungeon or winning a warfront gets you right around a bar or less exp. Storm Breaker protocol is the worst dungeon ever made in any mmorpg. While it's easy to most of us, it is pathetically impossible to others. And you need 5 people to complete it. Half the time it bugs out too and you can't complete the last boss.

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    A lost city with untold secrets, hidden from view for ages. The tales that are shared about this culture speak of powerful artifacts, guarded by fearsome beasts buried deep in dangerous lands both above and below water. What ancient mysteries are yet to be uncovered by the three realms that inhabit the land? That's the question to be in answered in Mythic Entertainment's latest expansion, "The Trials of Atlantis." I recently had the opportunity to participate in a walkthrough of the expansion with one of the Camelot's producers, Mark Davis and Becky Yung, a member of Mythic's marketing team,guild wars 2 cheap. Through the course of the walkthrough, I was able to see exactly what treasures and trials the lost civilization of Atlantis brings to the table for the Camelot universe.

    The back-story behind this expansion is fairly straightforward. Playing on the common knowledge that the citizens of Atlantis were extraordinarily innovative in the areas of magic and machinery, the story discusses the fact that they fashioned relics of great power for their use. However, the great minds of Atlantis suddenly discovered through prophecy that soon their society would soon be destroyed. Wanting to make sure that their technology didn't fall into "unworthy" hands, the Atlanteans devised a series of elaborate obstacle courses for adventurers to overcome, complete with powerful monster guardians. These tests of both cunning and bravery have since become known as the Trials of Atlantis. Though not an entirely new concept from a background perspective, still I felt the history revealed in the game design fit very well.

    Just as with previous expansions, Mythic uses latest major update to the gameplay to update the graphics engine as well. The new areas obviously take advantage of this update, but Mythic's improved engine also affects the prior zones on the game. What's been upgraded for the older areas relates specifically to the trees and terrain, bringing a richer and more life-like feel to the areas. The trees are especially detailed with individuals leaves making up their design now. Without even being told what was done to them, I recognized the trees had been upgraded the minute I logged in after installing the expansion. That alone should speak to the level of detail that's been added. Granted the updated engine will cause some "tree lag" as it is affectionately referred to by some players on the less-than-"screamer" PCs. Proof positive that the changing face of the gaming world is following suit with the latest hardware technology updates,buy d3 gold online. Though the older upgrades are eye-pleasing, the newer zones are nothing short of impressing. There are few games out there that illicit "wow" from me in a repeatable fashion when it comes to art in a game. I can tell you that these new lands deserved every syllable and then some. From the ancient temples of Stygia to the watery depths of Oceanus, the level of detail is astounding. Davis pointed out that a great deal of research was done on ancient structures trying to reverse engineer the possible "beginnings" of these structures in the Atlantean culture present in the game. Color me impressed yet again. Also of note was the updates to the GUI, which also allows players to create custom skins based on the original design. Though only one custom skin is supported at a time, this feature allows a greater level of customization then had been seen previously. The new lands also offer the players newer forms of travel in the form of sea vessels, both man-made, automated boats and of the animal kingdom. Players may also purchase boats of their own to navigate across the ocean in search of monsters to slay. Bringing new meaning to the term fishing, players can drop anchor and dive into the ocean below to hunt if they so chose.

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    2013年1月20日星期日

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    Early last year Trion Worlds burst out onto the MMO scene with their freshman debut Rift. Rift was arguably the best MMO to come out in a limited class of 2011. Rift would overwhelmingly be considered a theme park MMO in the same vein as Everquest and World of Warcraft; but has enough of a twist to it, with the addition of the namesake rifts, to make its mark on the MMO landscape. Trion has also released content for Rift at a voracious pace defining new standards for how fast a developer can publish new updates for their game. Late last month Trion released their first full expansion for Rift, Storm Legion. Storm Legion has brought with it a number of new features to the game as well as giving the players more of what they loved about the original game to begin with.

    Aesthetics: 8

    The new environments added in Storm Legion at times are nothing short of stunning: from the forests of Cape Jule, to the never ending valley of death in Seratos and Morban. These zones are expansive and varied in their presentation. Trion has also added in further atmospheric effects such as swaying trees to make the world feel more alive. Another place where the game has seen improvement in the art department is for the armor sets. The majority of player armor has gone from extremely bland when Rift was first released to unique and identifiable sets by the time Storm Legion was released. Some of the new armor released in Storm Legion is the most uniquely identifiable yet. Unfortunately the same cannot be said for the player characters themselves. They are very Milquetoast and this expansion has done nothing to change that.


    Gameplay: 9

    Storm Legion has more than doubled the current size of Rift. Adding two new continents riddled with quests to discover the lore and technological secrets these areas hold. Storm Legion has also brought with it 7 new dungeons that have both a normal and elite version that becomes available at level 60. Trion has bumped the level cap to 60. They also added in a 10 and 20 man raid on Storm Legions release. In addition to the PvE items they added in a new PvP Warfront. With the release of patch 2.1 they added in the chronicle and the second 20 man raid that was promised with the expansion. Four new souls have also been added to the game, one for each calling. Trion has also introduced a new type of rift in Storm Legion. These Hunt Rifts allow players to pull elemental commanders from their home plane to Telara where the ascended can bring them to justice.


    Crucia is an ugly beast, no wonder she is so mad.

    Innovation: 8

    One of the new industry buzzwords over the past few years has been dynamic content. Rift took dynamic content to a level that had not been seen before and took it even further with Storm Legion. Rifts that randomly spawn across zones, elemental foot holds that rise up and spawn invasions that can run amuck across your quest hub, as well as zone wide events that can set off both of these on a grand scale that demand you deal with them before you can continue about your normal business in the zone.

    Rift has also introduced Carnage, and Onslaught quests. Carnage quests are a bonus to help you along as you level through zones. Once you kill a certain enemy marked with a little red dot next to their name you will automatically have a quest added to your quest log to kill that mob x number of additional times. Upon completion, you will be rewarded with bonus experience and Empyreal Sourcestones which are a new currency that will allow you to purchase gear, or upgrades for your gear. Onslaught quests challenge your hero to defend a position from an onslaught of elemental invaders. Usually this is nothing more than fending off 20 waves of invaders from a particular point. There are also a lot of quests randomly spread throughout the new areas that you will not find unless you are out exploring and completing other quests in the area.


    It's not safe to travel alone.

    Polish: 8

    Storm Legion is a well polished expansion but not without its flaws. With the amount of content and new systems that have been released it was inevitable that along with it would come a few bugs. While Trion has not responded to these as fast as they have in the past they have still done a good job stomping out the most severe ones. Also the amount of in game systems that allow for player convenience is second to none.

    Longevity: 9

    One of the chief complaints about the original Rift is the lack of replay ability if you did not care for max level game play. You could level a character as either a Defiant or Guardian but after that there was really no need to create additional alts. You would have played through the story line for both factions and rolling another alt, even if it was a new calling, would not provide much in the way of a unique experience since you would go through the same zones and do the same things. While Storm Legion will not do much to change the 1 through 48 experience for players it does provide two divergent paths for leveling in the expansion areas (50-60). If you choose to go to Cape Jule you will traverse the Brevane continent and have an adventure that is based more upon exploration, if you travel to the Kingdom of Pelladane and the Dusken Continent you will have an adventure that is more combat focused.

    The single biggest feature that was added to Storm Legion that has the potential to offer the most longevity for the game is Dimensions. Dimensions are Trion's take on personal and guild housing. These dimensions are little instanced pockets of space that can be purchased by players or awarded through quests. You can find items throughout your time in Telara to add to your dimension. These dimension items can vary from boards and tables to dragon eggs and any number of things in between. Items can be purchased from NPCs, created by other players through crafting, come from quest rewards, and be offered from Trion through special out of game promotions. You can take these items and place them anywhere you desire in your dimension and scale them to almost any size,Lineage 2 Adena. This allows for limitless combinations on how you can set up your home. You can keep your dimension private so it can be your bastion away from everyone else, or you can set it up to where guild members or anyone from the general public can come in and view your dimension. You can also set permissions to allow other players to alter your dimension. Players also have the ability to up-vote your dimension and your dimensions score is shown on a leader board compared to everyone's.


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    Social: 9

    Trion has a few great systems in place to help foster socializing in game. First there is now open tagging on mobs. No longer do you have to be in a group with another player to benefit from helping them out. If you see a person in trouble and run to their aid you will get experience, reputation, and currency for helping them kill what it is that has them on the ropes. Second anytime you are working on a dynamic event unless you turn it off you will automatically be placed in an open group. Players will only have to click on the + sign above your character portrait to team up with you. This also works merging groups together which can be especially helpful in large zone events. Third there is a robust group finder tool. Most people usually only pay attention to the dungeon finder tab but you can also use this tool to form groups for group quests or rift groups. Fourth is Instant Adventures. The IA system will quickly toss you into a group in an area to take on a chain of quests with other adventures that could be pressed for time and want to instantly hop into the action, or people that just like to do Instant Adventures. IAs have a chain of quests that usually tell a small story through the zone. Lastly there is a guild finding tool. This guild finder makes it quick and easy to check of certain requirements you have for potential guilds you would like to join. You can then get in contact with the guilds officers and go through whatever recruitment process the guild has. There are a number of guilds that have little to no requirements for recruitment and are purely social with wonderful communities.

    Value: 8

    Rift is one of the last bastions of the subscription MMO. With The Secret World recently shifting stances and moving to a Buy-to-Play model (B2P), Rift and World of Warcraft are two of only a handful of MMOs left that are subscription only. (Both Rift and WoW do allow you to play to level 20 for free but in essence are truly only free trials). You can purchase a digital copy of Storm Legion from Trion for $39.99 if you already own Rift or $49.99 for a copy that includes the original Rift. You can also purchase a subscription for Rift as low as $10.00 a month. (All prices are USD). While none of the pricing screams out value, what really makes this a good deal is the pace at which Trion has squeezed out content updates. With 11 updates in 21 months over the course of the original game if Trion is able to keep up with half that pace in the coming years they will provide players with more than enough bang for their buck.


    This dude got lost on the set of Pacific Rim

    Conclusion:

    Storm Legion is arguably the best expansion to come out in 2012 for any MMO. If you have not already played Rift now is a great time to give it a try. With the introduction of Dimensions Trion has set Rift up to have a lot of interesting and unique player created content to supplement Trion's internal development cycle. Storm Legion does a great job of adding more of what the players loved in the original Rift but falls a little short in the PvP department. While they did add a new warfront they have temporarily suspended Conquest and shifted their focus even more to the conflict between the Telarans and their invaders and less on the conflict between the Defiant and the Guardian.


      Overview

      It seems many games these days are seeking to hearken back to a golden era of open PvP that many of us first knew in Ultima Online. Not satisfied with "carebear" servers that provide no player to player risk, or do so but with incredible cushioning to the victim, many games in recent years have sought to rekindle the flame of open-world PvP where no one is safe. R.O.H.A.N.: Blood Feud is one of these games; seeking to provide inspiring PvP combat without padded walls. Whether that has been achieved, however, is up for significant debate.

      Story and Immersion

      The story behind R.O.H.A.N. is one of many races,c9 online gold, abandoned by their creators and fighting for control of the precious resources of the world. As it seems is the fate of many other MMOs, this story unfortunately serves only a faint backdrop for the game world itself; it's a way of explaining the origin and conflict between races in a PvP game. There is little of the way of story-telling in the game itself. There is no epic storyline to follow through quests or events. Just as it seems the gods abandoned the races of R.O.H.A.N., so too it seems the game's lore has abandoned the play field.

      Indeed, the role-playing element of this MMORPG seems to be sorely lacking. Quests are mostly just errands based on the small whims of the NPCs that give them. Even as you progress into later ranks, there are no heroic moments or moods that make the character feel more than a fantasy-style machine gun in the player's hands.

      Interface

      R.O.H.A.N.'s interface is familiar for those who have played MMORPGs before. A typical character status HUD with health, mana, and experience lingers in the upper left. A minimap can be found in the upper right, and a skill bar in the lower-right. Along both the bottom-left and right side of the screen can be found a literal two dozen menu buttons, allowing players to pull up various interface screens from character and PvP status, to messaging systems and the item mall. There are, quite honestly, more buttons on the screen than any player would ever need; at least half could be removed and replaced with keyboard shortcuts.

      Both WASD and click-to-move can be used to direct your character around the battlefield, but what's truly nice is that the mouse has more use than simply clicking buttons on the screen. Mouse controls include being able to attack or follow a target, enter PvP with a target, autorun, and manipulating the camera. All hotkeys can also be remapped, except for the basic WASD/QE movement keys. The controls are rather intuitive for a gamer and don't ever become too clunky.

      Combat & Gameplay

      There is no denying that the purpose behind R.O.H.A.N. is PvP. The first thirty levels of a character's life, however, must be spent leveling so that they can participate in world PvP and Township battles (where guilds can combat for territory). This means, of course, that the only way to get there is via the typical RPG experience - quests and grinding.

      Unfortunately, you could compare questing in R.O.H.A.N. to walking out of a forest - the closer you get to the edge, the thinner the trees get. Before level 10, on three separate characters, I found myself forced to grind to another level for the possibility to complete another quest. In fact, the recommended leveling method from the community is group grinding - gathering together a group and killing monsters of a high enough level that there is little downtime matched with high experience gain. Contemplate this just for a moment: in order to get to the intended content of the game, you must spend not only hours, but days, grinding with interspersed quests to get there.

      So is it worth getting there? That's debatable. Almost any PvP is going to give an adrenaline rush, and each class has its own special niche in battle. R.O.H.A.N.'s PvP system is open, and death may result in loss of experience and equipment. It also follows the "red death" penalty system familiar to us since Ultima Online, e.g. players who PK too often will not penalize another player if they are killed, and risk the chance of dropping an equipped item, instead of one from the inventory.

      What can be worse is the Hit List system. This system allows players to look at a list of those who have recently killed them, and teleport instantly to their location, along with any party members. Sweet, they say, is revenge. However, in a PvP game, when you're as likely to be the killer as the victim, the possibility that an irate opponent will bring a beat-down team on you at any time is, well, a little disconcerting and bears a lot of potential for abuse.

      Ultimately, the PvP is nothing to write home about: there are class imbalances, and the action can sometimes lack the kind of intensity that gets the heart pumping. In fact, many fights are not only boring to watch, they're boring to partake in. For its main selling point, R.O.H.A.N. provides the right environment, but the wrong tools, to make a good PvP game.

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