My new addiction – Minecraft

It’s a oft repeated mantra that the days are gone when single-person development teams could succeed in the game development market. These days you’re not going to get anywhere unless you have a budget that numbers in the millions, and enough manpower to build a life-sized replica of the Great Pyramid of Giza, with some additional manpower to manage your workforce and prioritize which stones should be put where in the pyramid, and in which order they should be put in (and which stones should be cut altogether, for budget reasons). That is not always the case, though.

Markus Persson has since May 2009 worked on Minecraft all by himself, and the game has almost half a million registered users, with nearly 30 000 players playing at any given time. What is more impressive though, is that the game – which is still an Alpha-version  – has actually sold almost a hundred thousand copies (99147 as I type this). Let me repeat that: The Alpha-version of his game has sold almost 100 000 copies.

I can understand why, since I’ve been playing it almost non-stop since I purchased a copy a couple of days ago. It’s dangerously addictive, there’s always another block of stone to mine (the game-world is basically of infinite size, since it generates more world-data on the fly as you move towards the edges of the map), always another tree to chop, always another fantastic structure to build, always another mine-shaft to light up with torches. Maybe there’s a rich vein of iron ore just behind the next block of stone. Must. Keep. Mining…

(Check out my Minecraft-progress in the screenshots below)

The game’s success even while still in early development goes to show that if you have a good idea for a game and possess the necessary skill-sets to implement said idea, only the sky is the limit.

Cthulhu Calls!

I’ve been playing role-playing games on computers all my life, but I have never before played an actual tabletop role-playing game – aka pen-and-paper. That is, I did make a feeble attempt some 10+ years ago to form a small group to play either Ars Magica or Warhammer Fantasy (both of which I had actually bought rulebooks for), but that plan went nowhere fast and ever since I’ve kept a careful distance to the entire concept for reasons unbeknownst to me .

Yesterday however, I finally bit the bullet and joined a Call of Cthulhu-campaign consisting of three complete and utter newbies (myself included) and two veterans – all of us Funcommies. Our first session naturally consisted of having the basic system and rules explained to us newbies by the veterans, while we methodically hand-crafted a group of characters that roughly seemed to fit the time-period and setting we decided on (London sometime in the 1920s).

Our characters were, for what I presume were background/plot reasons, supposed to be connected to each other, whether by blood or through professional relations. In the end we wound up with a group consisting of a huge, old lady running an antique shop, her nephew the dashing lawyer/accountant (my character!), a brute of a dockworker/mechanic who sometimes does the odd job for the old lady, and finally a collector of ancient coins/expert of ancient languages who incidentally was also the friend of the old lady’s husband (missing, presumably dead) and the client of my character the lawyer.

Call of Cthulu dice
Call of Cthulu-specific dice from q-workshop.com

While we didn’t get any further than creating our characters (and thus our group) during that first session, I think we’re all (including the GM) exited about the possibilities that our seemingly unconventional group of characters present us with for our next session(s), where we’ll hopefully get the chance to put our newborn characters in harms way.

Now, to find out where in Montreal I can buy a decent set of dice… and a rubber sword-in-a-cane! And a white wig!

Offline Character Progression

I haven’t blabbedblogged about anything on this blog for quite some time now. I have, amongst other things, been pre-occupied with working on the Rise of the Godslayer-expansion for Age of Conan, the release-date for which has finally been made public :)

What brings me out of hybernation, though, is the Offline Character Progression-system introduced in Age of Conan with patch 1.07.2 earlier this week. It has spurred some debate in the MMORPG blogging community (communities? do they all belong to one communtiy, or are there several ones?) about whether this is really a good thing or not, with concerns that this is just the first step towards a bleak future for MMORPGs where players play by not playing at all.

Basically the system works like this: Every four days that pass, another “free level” gets added to a pool from which you can hand them out to any of your characters as long as said characters are above level 30 and under level 80 (the level cap).

Offline Character Progression in AoC
Offline Character Progression in AoC

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