I can’t believe it was a year ago today that I posted my mocking comic of Dave being a french-blob game designer, but today he left again for his “secret con” that maybe he’ll find some sneaky internet lurking around out there to update us all on how it’s going.
Keith Baker posted a great story about playing in his first 4th Edition game (rather than DMing it, which I’d guess he’s already a pro at). He had the pleasure of being diced up by kobolds at the hands of Rob Heinsoo, which I can only imagine was way more fun than it sounds.
“I ended up playing a dragonborn paladin. I had a great time with it. I had a chance to use absolutely every ability my character possessed – skills, racial abilities, encounter powers, class features… while it doesn’t do a lot of damage, it’s fun to be able to burst onto the scene and breathe lightning over your enemies.”
I’m getting the feeling, already, that we’re going to see a ton of Dragonborn Paladins. Them and Tiefling Rogues & Warlocks. No one’s going to play a halfling anymore…
Since I know that many of our friends here in the Maryland area were big into Shadowbane, I randomly (through Zen of Design) found a post titled Why Shadowbane Didn’t Make Billions by Claus Grovdal, Lead Designer/Producer for the MMO Darkfall.
Shadowbane was a great concept and a great game, and the only reason it wasn’t a massive success, was buggy and outdated technology.
If Shadowbane had released without all the client crashes, with a better server solution and with a graphical engine that could compete with other games released at the time, it would have been a HUGE hit.
Also, there’s a new Hellboy 2 trailer out. I trust Jami more than anyone else to find and keep a working link for the trailer so head over to AZM and check it out!
Kameron says
Long live halfling rogues!!!! Hairy feet are better than horns and tails.
Reverend Mike says
Long live halfling everything…
Abe says
I would ALWAYS roll a shortie
joshx0rfz says
” Shadowbane was a great concept and a great game, and the only reason it wasn’t a massive success, was buggy and outdated technology.
If Shadowbane had released without all the client crashes, with a better server solution and with a graphical engine that could compete with other games released at the time, it would have been a HUGE hit.”
That’s really like saying the game wasn’t a success because it sucked. One issue is enough for an excuse, but a series of issues means it just shouldn’t have been released.
I say this now with the makesomethingunreal.com contest a year away.
joshx0rfz says
HB2 trailer looks badass
The Game says
“That’s really like saying the game wasn’t a success because it sucked. One issue is enough for an excuse, but a series of issues means it just shouldn’t have been released.”
In a way, but I think the point is that there was a well designed game in there that wasn’t a success because the implementation had problems. It shouldn’t have been released in that form for sure, but the idea was sound.