Playing Games for a Living - Explained




Heading over to the Escapist website I found a very interesting and slightly disturbing editorial about the social difficulties of being a videogame editor. Russ Pitts is our man and lays down some hard truths about being in the business of playing and reviewing games. While he is a professional that’s been working for about ten years, I can confirm his words easily even with my limited experience. I was thinking about writing a related article myself, so read on and find out about the realities of playing games for a living.


There comes a time when the day job is no longer just a way to piss your parents off and be independent, but a powerful reality check born out of the fight for survival. While being a hardcore gamer for many years, I never pictured myself playing games for a living. Work is work, and fun is fun, I said. Even now I sometime feel the need to put some distance between me and gaming since it breeds a sluggish lifestyle. Let me rephrase that: I like what I’m doing to such an extent that sometime I delve too deep into my work and forget the need take out my friends for some drinks, see my girlfriend or attend a live concert. Maybe you think that’s what games will generally do to you? I disagree. It’s just the way of all passions in life, especially if your hobby becomes a job. In the end, if you hate your job you won’t be leading a successful life.


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Unfortunately you’ll have to cross the maze of social acceptance before enjoying the glory of game reviewing and Russ makes an excellent point. For one thing, leaving the household and living on your own will still leave you with that silent need of making your parents proud. At least to a degree that lets you sleep well at night within a fluffy sense of achievement, knowing they have finally been impressed by your efforts. But how do you explain to technologically impaired 50 year olds that playing videogames can actually raise enough money to provide for decent living? The issue arises from the fact that no-one really knows what being a game editor is all about so if I can convince you, maybe I’ll save myself.


When you’re new to the gaming business chances are you’ll just take care of news. The copywriter takes news items from different agencies and compiles them into a singe unifying truth bearing his name and the quoted sources. I lost a bit of faith when confronted with this modus operandi, but rest assured - that’s what the big boys are doing as well. Whenever you turn on the TV and watch the news, you just hear what some big name news agency decided the truth of the day is, because there aren’t many people capable of accurately reporting the situation on the scene.


The next level allows you to write your own news materials, not unlike a good bloger, benefiting from the experience you’re recently accumulated. The editorialist knows that the third “Supermutant Killer Bees” game bears a likeness to the previous two (which he played); he’s familiar with the storyline and has heard several rumors about the game from alpha testing. It’s definitely more fun than level one and they take advantage of the cynical nature in man, arguing about this or that.


Take Halo 3 for instance. It’s been out for three weeks and the internet was buzzing with news each and every day, regardless of overall relevance. It’s a huge title that will make the delight of news editors for a long time to come. Every new Microsoft statement is pinned down, along with another secret skull finding or machinima release. You need to keep the length in check to keep the readers interested and personality is the key word.


In between you will give game reviewing a shot, keeping in mind the specifications of the site or magazine you’re working for. As a rule of thumb, the reviewer won’t have the opportunity to cook up a seven page long review for an incredibly obscure title, no matter how much you like it. Success depends entirely in you commenting the game features from a fresh perspective. Unlike copywriting with is a brain numbing activity, reviewing implies non-standard thinking and innovation.


The problem is, as a gamer, you only play games you enjoy. It’s different when getting paid to review, since a lot of weak titles will make your way to your desk. Diplomacy is suggested when tackling the bad aspects of the game, as a duty towards the incredible amount of effort put in by the developers. But your duty is twofold, since the reader must be correctly informed by your impartial effort, thus you can’t review anything if you don’t see the bigger picture. Reviewers are the master tacticians and minstrels of the gaming scene.


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But that’s not all you can do. Russ is going all over the country and attends gaming conventions on a monthly basis so at times he acts as an investigative journalist. While press passes will generally be available, the real story lies behind the curtain and you’ll need to use every bit of real life skill to discover the real deal. The slick journalist will use every trick in the book to get under people’s skin. But then again, when meeting the publishers and developers that shouldn’t be an impossible task since they just love to talk about their games.


Throw in deadlines, significant daily quotas, quality standards and the fact that 80% of the games played are not your style and the image will be accurate. In the end, no-one is really paying you to play games. You’re getting paid to write about games and that’s the catch wherever you work. It’s still hard for some to fathom so I’ll end with Russ’ words: “Now here I am, a 30-something-year-old adult, living the dream, as it were, after a decade of hacking a career out of the new media jungle, working my dream job, living in a fashionable neighborhood, making a decent living and enjoying my life as fully as I'm able, and I'm still ashamed to admit in certain company that I play videogames. And by "certain company" I mean practically everyone.”

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New Game Release This Month: Painkiller Overdose



Never tired of horror games? Here is another one.

Painkiller: Overdose for PC will be released for the public this month and is a First Person Shooter rated as Mature, developed by Mindware Studios and published by Dreamcatcher Interactive.

New Game Release This Month: Painkiller Overdose

The Mindware Team


<-125x125 Button - left->It is a demonic adrenaline-fueled action game with you in the role of gatekeeper Belial, a half-angel, half-demon, with single player and multiplayer modes available, presenting spectacular mind-bending physics, lightning-player maps, six innovative weapons, 40 Hell sick monsters, and much more.

New Game Release This Month: Painkiller Overdose

The game it is stipulate to create a bounding between the original game, Painkiller, and a sequel that will continue the wandering end.

New Game Release This Month: Painkiller Overdose

Albert Seidl, President and CEO for the JoWooD Group declared about the collaboration with Mindware Studios: “We are thrilled to be endorsing this project and look forward to working closely with Mindware Studios. The excitement from Painkiller fans around the world is mounting and we will be happy to deliver what they’ve been waiting for!”

New Game Release This Month: Painkiller Overdose

The company Guy Walks into a Bar Productions announced on August 1, the rights acquisition for the movie Painkiller, which will have Jon Berg and Todd Komarnicki as producers.

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Dungeons And Dragons Online: Stormreach




Turbine Inc is the publisher and online subscription entertainment operator that hit it big with the release of Asheron’s Call, one of the first successful MMORPG on the market. As time passed and the team grew more experienced, they were responsible for Dungeons & Dragons Online (DDO) and the Lord of the Rings Online, massive translations into the game world of two established franchises. Dungeons & Dragons (D&D) was created and owned by Wizard of the Coast and it’s the grandfather of all role playing games, the trend that started it all roughly 30 years ago, when pen and paper games were top of the line technology. Undoubtedly a generation molding concept, it was later on picked up by the rebel world of computer gaming and eventually made it into to multi-user dungeons, or online text-based games known as MUDs. But that wasn’t the end of the line. As computers became widely available and were recognised as the number one home entertainment devices, it was only natural the idea needed to be exploited in a fully immersive video and audio universe, thus the MMORPG evolution could be spotted on the horizon. Dungeons & Dragons Online: Stormreach was unleashed upon the unsuspecting PC audience on February 28, 2006.


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Story



Created by Keith Baker and developed by Bill Slavicsek and James Wyatt, Eberron is the latest fantasy setting created for the D&D adventures. Specially designed to address a new breed of roleplayer, the fresh world raises up to the task of being an enjoyable experience for the modern day gamer as well as a landmark for old school fans. It’s effectively a mix between the rigors of 3rd edition rules and new implements that slightly bend the rules in favor of a more realistic experience.



Eberron is usually identified with Khorvaire, a continent once ruled by the goblinoid races of Dhakaan. But now it’s high time humans cover most of it, living in the area knows as the Five Nations. To the Southeast lies Aerenal, a land ruled by the elves and their ancient traditions. Giants used to reside to the South, in the jungle continent of Xen’Drik and to the north are the frozen wastes of Frostfell. Two other continents complete the landscape of Eberron, Sarlona being inhabited by the magical Quori, creatures from the Region of Dreams, and the dragon inhabited land of Argonnessen.Twelve moons spin the fates of Eberron, while some sages think a thirteenth moon also exist, banished and vanished from plain sight.


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Concept



First published in 1974, Dungeons & Dragons is the game that defines the role playing genre. Continuous evolution brought about the third edition D&D, providing a needed revitalization and revision to the rules system in 2000. It was no easy task to turn Eberron into reality and mould it according to the now legendary 3.5 rule set. Players enjoy an imaginative social experience, within a rich fantasy world, by creating heroic avatars to guide through an ongoing series of adventures. Working together to defeat monsters and other challenges, players grow in power and glory attaining a deep sense of achievement. The rules cover all game aspects, from character customization, combat, items, crafting, to a bestiary, deity worship and Dungeon Master duties.


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Trying to explain the complex D&D rule system in just a few words is a doomed endeavor from the start. Upon character creation there are attribute points to be distributed among primary stats, with the possibility of further minor increase during the later stages of development. Henceforth received every levelup, skill points are related to character’s Intelligence statistic and can be distributed among a wide range of mostly non combat skills. Available at a steady pace, features are class dependant and make up the primary difference between different classes. For instance a warrior will be heavy on feats while a barbarian would barely get some on his own choosing. Pen&Paper games always had a strong numeric component, where players launched in furious character customization battles for the ultimate build, and this lived on to the PC. Although it is a complex system, Turbine implemented it in a rather natural way, similar to controlling and developing your avatar in any other MMORPG. This is the main reason players are experiencing a rather lean learning curve and the game appears to be easy to understand.


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Being the top shelf title that it is, I would expect DDO: Stormreach to feature an up to date combat system, but unfortunately there is no proper active agro management in the game. While tanking is still used to soak up the damage in a party setup, there are no skills to steal and hold agro once combat starts. This way fighting is more a matter of crowd control and a lot of direct damage as the role of the hulkster in front is largely diminished. Needless to say, this is a D&D rules legacy, one I could very much live without.



There are several difficulty settings for each dungeon, ranging from solo play, to normal, hard and elite for groups. Experience points are received upon dungeon adventure completion, but only the first time a specific objective has been completed. Unfortunately MMORPG and Pen&Paper play styles don’t properly mix. Developers aim to create an environment capable of stimulating team play, were each dungeon is a unique experience and it was great since Pen&Paper games did just that. Issues arise when players choose to enter the same dungeon multiple times, for experience and specific rare loot. While a certain adventure feels great the first time around, the subsequent five instance runs will bore you out of your skull, doing the same thing over and over again. Dice rolling and statistic wielding pencils don’t leave enough room for replayability. Unfortunately players love to treat DDO: Stormreach just like any other MMORPG and go hunting for fat loot at the same location with impunity, shamelessly using meta gaming.


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Gameplay



Directly from the player handbook, the races of DDO: Stormreach present distinct flavor in a line-up of six: Human, Elf, Halfling, Dwarf, Warforged and the Drow as a latest addition. The Warforged are living constructs inherited from the last war as a faction to be taken into consideration. Their bulky massive build is suited for powerful melee classes, ready to take all the heat of combat on their own while the rest of the team is safely behind. Their ability to shake off damage is uncanny and it makes me wonder exactly how well balanced this race is, compared to the rest. For the record, I miss the good old half-orcs that used to provide an evil incentive for playing the barbarian. Class options are just as varied, with Fighter, Paladin, Barbarian, Rogue, Ranger, Cleric, Wizard, Sorcerer and Bard as capable professions. Unfortunately there are no prestige classes available at this time, but given the very generous world the title thrives on, they’re not an improbable addition.


Characters need both strategy and raw power to complete quests and evolve as they will eventually meet some of the deadliest creatures from the D&D universe, including the Mindflayer, Ogre Magi or Red Dragon. Small party settings stimulate players to create balanced groups using a variety of classes, which in turn does not remove the possibility of solo play. D&D always had unique combat control systems and required tactical thinking, now doubled by the quick reflexes needed for a PC title. Characters can block incoming attacks with a shield, dodge to the side and tumble in the heat of battle. But fighting is not all, as players face devious traps, intricate puzzles and challenging monsters in the dungeon depths.


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Prior to any dungeon run you have to get as many quests as possible in the area. Most of the time is a good idea to bring together a couple of friends for backup, as varied as possible class-wise. After all, D&D was the one to introduce the classical setup for a dungeon run, namely the Warrior, Mage, Priest, Rogue combo. To this end there is a looking for group (LFG) option, best activated in highly populated areas such as taverns. With a full line-up, our adventure begins. Unlike most online role playing games, raw power is not that effective in the scavenging of ancient relics, hence each class must follow its standard role.


You actually use your listen skill passively and the computer-run Dungeon Master will let you know details concerning the surroundings. Always fun, it’s sometime useless, like hearing the sound of glass falling to the floor of a tavern from the outside, or more impressive, like goblins laying in wait behind a dungeon door, ready to ambush out party of adventurers. Definitely a good port from D&D rules, but I can’t help wondering if it was really necessary, since a computer game has other direct ways of letting you know such details.


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Turbine did a good job in adapting the Pen&Paper skill and spell systems to the computer world requirements, with the introduction of moderate cooldowns to allow repetitive use of skills and mana costs to make up for the spells-per-day limitations. Wizard spells used to have a limited number of uses per day and required long periods of rest prior to use, the same applied to some powerful weapon skills. I can’t say I know a better way to implement spells into the game mechanics, but it still feels strange to know I’m playing a D&D game and have a mana bar at the same time. On the other hand, while implementing D&D rules to the core might seem as a great advantage to the old time franchise fans, it can be a hassle for the open minded visitor that is unfamiliar with the original restrictions. Thus the younger audience might have a problem understanding the proper use of active non-combat skills like Search, Repair, Heal or Hide. A level cap of 10 doesn’t help either, although I am sure it’s more of a marketing move than anything else, as Turbine will do something about it in future expansions.


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Sound & Video



It’s a pity there are so few NPCs with full voice over. While it’s true that deep within a dungeon talking with that angry mob of goblins isn’t exactly the main concern, over instancing is no excuse for a good old chat with the drunken bartender or that cheeky wench. At least the music great and compliments go to bards and the ever enchanting tavern setups. Truly a jaw dropping experience when you hear the local bard NPC starting to weave his song of woe and sorrow as it does help a lot with immersion into the medieval fantasy setting. The game also has a very neat voice over IP feature courtesy of Gamespy, relieving the stress of finding a free server and an empty Ventrilo or Team-Speak room. Thus players that never met before can easily communicate with one another, to fully coordinate their actions in difficult areas.



Like most MMORPGs do, DDO: Stormreach too has to meet a quota of compatibility with all sorts of computer systems, so performance is always scaled to a great extent. The game works pretty much like any other limited multiplayer online game, in the sense that graphics will never blow you away like the latest shoot-'em-all extravaganza that almost left your video card in a bloody mess. However, the game engine does a good job of showing off just enough eye candy to keep people interested, even of textures look rather washed up even on full graphical detail. The game is fully three-dimensional and uses DX9 lighting to cover up for the lack of detail, hence the world is always glowing, a cheap trick WoW also uses. It’s a shame one can’t use free camera look for better screenshot art. I really wanted to see the face of my character, but I only succeeded this by walking backwards. Emote lines are limited and you have to find out about them on your own. At least climbing is very interesting in DDO: Stormreach, a feature game developers made sure to use in complicated dungeons scaled up vertically.


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Multiplayer



The MMORPG world knows its share of over instancing problems and DDO: Stormreach does not rise above such documented concerns. The first thing to annoy the hell out of me was the fact that you can’t enter a dungeon area, no matter how insignificant, unless you have at least one starter quest. I feel it is a greatly limiting factor, especially in an open ended online role playing game. While private instanced adventures minimize unwanted interference by party outsiders, it also cuts down on user interaction. One of the first drawbacks that come to mind is the lack of PvP action, where player characters can fight one against another for dominance. This also means cooperative play is downsized to small groups, while large raids remain a notion outside developers’ grasp. Dungeons & Dragons are by definition anything but massive and one can go as far as to call Stormreach a limited multiplayer online role playing game. Players usually meet in small cities and don’t see much of each other, therefore guild or clan unity does not have any role whatsoever in game mechanics. No solo play for you either, since the game is intended for group battles and characters are never powerful enough to complete a dungeon on their own (if we’re talking about the same level).


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Conclusion



Despite its shortcomings, Dungeons & Dragons Online: Stormreach is without a doubt the best D&D implementation out there for a computer role playing game, thus worthy of recognition. Never before has dungeon crawling featured such a complete feeling of mystery and thrilling adventure, with DMs casual intervention at key points and extended hidden areas to provide puzzling riddles for even the most die-hard Pen&Paper fans. The title is a different breed of MMORPG, recommended for both new adventurers and veteran players alike, as Eberron has something to offer each. With fresh content being streamed constantly, players are guaranteed to have enough dungeons to last them for a long time. Five modules have been released thus far, with The Accursed Ascension being the latest. Released in September 2007, it includes part 3 and 4 of the Litany of the Dead, effectively doubling the quests in the Necropolis which culminate with another high end raid.


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HeroCraft Released Robo Game for PDA and Smartphones



Robo is a new cool game released by HeroCraft, a puzzle where you have to guide the robot to save his love, Eny, kidnapped by the evil Discharger.

HeroCraft Released Robo Game for PDA and Smartphones

The robot has to block the laser rays that stay in his way, or to destroy the laser cannons, by moving stones or bombing the cannons.

Robo features 76 levels, 4 worlds, nice graphics and animation, quests difficulty range system, and cool music.

HeroCraft Released Robo Game for PDA and Smartphones

It is available for Pocket PC, Smartphone, Series 60 / 60 v3, UIQ / UIQ v3, and Palm OS 5, at prices ranging from $4.40 to $12.85.

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The Controversial Manhunt 2 Gets Banned In UK



Rockstar Games gets into trouble again: I don’t know what this company is aiming at, but obviously they only attract controversial discussion with their violent and obsessing behavior games. Apparently they managed to get Manhunt 2 banned in the UK territory by The British Board of Film Classification (BBFC).

Manhunt 2 screenshot


The game was originally refused back in June by the BBFC so that the game would not be sold legally in Britain. The exact words from BBFC were that the game had an "unremitting bleakness and callousness of tone in an overall game context which constantly encourages visceral killing with exceptionally little alleviation or distancing".

The developers made many changes within the game engine and concept since then, especially the leveling down the amount of visual detail of some of the killing moves. However, BBFC still considers the game as still having some scenes with “casually sadistic nature”, and now any decision to change the verdict of BBFC must be taken by the game publisher Take Two Interactive. The game will be released on 31st of October in the USA.

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