Battle of the Mega Powers: EA Wants Take-Two

We’re already looking at the results of an Activision Vivendi union and now Electronic Arts is slowly working towards taking over Take-Two. Activision Blizzard is larger than that of EA but would the Take-Two buy-out grow EA into the number one publisher once again?

For gamers, it’s changing the map of the industry. We grew up with many of these seemingly big companies but their all clamoring together to make the next big mega-power. While they struggle for ultimate domination we, the gamers, are going to either benefit from the competition or become victims, or perhaps a little of both.

Let’s assume EA and Take-Two form one entity, similar to the the Destructicons forming “Devastator,” they can reign hell upon the earth and anyone under their mighty fist shall perish! That might be a bit of an exaggeration but it’s safe to assume they’ll wield mighty power, more than ever before and their epic foe will be Activision Blizzard and, perhaps, Ubisoft. In a battle for sales and consumer acceptance the companies will be willing to out do each other at every step with huge funds at their disposal.

As a consumer, competition is a great way to produce innovation, technological advancements and excitement in the industry. These giant development houses are only this large because we’ve given them our hard earned money in return for entertaining video game titles. World of Warcraft is a major player in sucking money from our wallets in a consistent, addictive, manner while Guitar Hero explores new possibilities in music and rhythm gaming and controller accessories.

Electronic Arts and Take-Two would have to combine and push ground breaking changes in all their game franchises to compete. Grand Theft Auto must top their already huge, or, perhaps, release smaller games on the DS. Their sports franchises will go unhindered into the night as the best and only solution to your football desires. John Riccitiello, EA’s CEO, has already acknowledge the lack of excitement and creativity from the EA game library and plans to change it by expanding new intellectual properties and, recently, added a few “small” purchases to their list including BioWare and Pandemic.

While Activision has found a fairly new niche with Guitar Hero we’re waiting to see if EA can respond with their casual games division or with some other secret projects to entangle both gamers and non-gamers. In many ways, this is a bright side to the mergers and acquisitions because we’re all getting something new and creative as talent and ownership changes hands.

Unfortunately, large companies like this can help destroy any chance of small uprisings of new studios by purchasing all the shelve space in retail outlets as part of their ongoing power struggle to be number one. They’ll be able to relax on franchises that have been flat-lining over the years, we may see no progress in the Madden series when Take-Two cannot compete at all in the space while under the wing of EA.

Indy developers will find it harder to compete with block buster titles because game engines are all being taken “in house” by the larger firms because they’ve got so many internal development studios they will need consistent proprietary game engines to hold their edge against their mega competitors. This leaves the indy companies with huge licensing expenses from a larger firm or going with a lighter less stable alternative. A few rise to the occassion like GarageGames to relieve some of the pressure, but how long before they’re bought up?

Perhaps smaller studios with great tools will rise to meet the demands of the Indy developers but they may fall under the mighty dollar if an EA or Activision Blizzard buys them out to “steal” the technology for themselves (or stop others from gaining unwanted advantages.) These large companies will fight tooth and nail so they can gloat positive trends to their share holders and make deals with the devil to push stock value through the roof.

These large studios will be looking to improve year-over-year profits and value to keep growing in the industry. It will not be about the game anymore, but about the dollar. Of course, the managment structures behind the companies will have to hold up and work well together to avoid becoming the next Sierra.

You can only be a mega power for so long before something changes your future. Randy Savage never saw it coming when Hulk Hogan ruined their alliance with three massive leg drops.

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Command and Conquer: Red Alert – Free!Command and Conquer: Red Alert – Free!

It is the 13th anniversary of the Command & Conquer Series, Red Alert, and Electronic Arts is giving away the original C&C: Red Alert as a download for free. Holy crap, how neat is that?

This is also a great marketing technique, Red Alert 3 arrives soon, so this will help you keep it fresh in your head prior to the new release. Maybe this also gives new gamers the ability to experience the old title before heading into the third revision.

“Download both the Allies and Soviets discs (each disc contained the single-player campaign for its respective faction), but the files are actual ISO images of the CDs themselves. That means that in order to play them, you’ll either need to burn the ISO images onto a blank disc, or use a Virtual CD program to load them.” (1up)

The free Red Alert game download will run on XP/98/Me/95 but no official Vista support. Now, you’ve got a chance to play Red Alert… what about Red Alert 2? If you pre-order Red Alert 3 you’ll get the second in the series for free as well- genius!

There is really no reason not to take advantage of this awesome deal if you’ve never played a Red Alert game and want to see how the foundation of early RTS style games started. Although this isn’t the first C&C in the game franchise it launched a few new advancements on the original C&C title so you’re really getting an RTS based on learning experiences from the first, at no price.

Heck, maybe we’ll download it again just because we can! Excellent.

Diablo 3, Finite Health and Loving ItDiablo 3, Finite Health and Loving It

Diablo 3 Lead Designer Jay Wilson sat down with Multiplayer Blog to explain how the health system works in Diablo 3 and how it differs from Diablo 2. In short, you can’t add a new feature without removing an old one, in this case we’re talking about health potions.

The goal is to broaden the Diablo audience to more than just the hardcore fans. Lets be honest with ourselves, the health potion system was way too far out of control (broken?) By mid-game or earlier, half the character inventory was full of potions and you might have just purchased shares in the potion selling company with all the spending you’ve done there. The health potion system created the infinitely powerful character, in essence, by making them immortal.

Activision Blizzard has learned a bit about their success with broad audiences in games like World of Warcraft, which has surpassed game sales over Diablo 2, their most successful game title. What they’ve decided to do in this release of Diablo is to limit the characters ability to heal and make them “mortal” again, requiring the player to use strategy, tactics and skills to defeat enemies. Rather than charging forward pressing “1” then “2” then “3” and the other hot keys for potions, you’ll be forced to back away during strong stomp attacks, mind your enemies special attacks and defend yourself.

“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.” (multiplayer blog)

Gating the users ability to heal is a classic RPG/Adventure game mechanism for changing the playing field in terms of difficulty. You can make a game with weaker enemies in abundance and still cause you harm, take a look back at Gauntlet in the arcade for an example of this method. You can build challenging enemy styles and dungeon traps to cause the player to mind their step, look at the classic Zelda series and some of their crazy enemies. A great example is the Darknuts from The Legend of Zelda, it was a small knight that could only be attacked from behind but had a sharp little dagger if you bumped them from the front. You had to use tactics to wipe out a full room of Darknuts.

Activision Blizzard will now have the option to create some fancy enemies with challenging special abilities that do not involve insta-kill upon contact battle tactics. You control a super hero character, not an immortal; there should be some challenge besides hacking and slashing through mobs of enemies. Wilson went on to say, “We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting.”

One of the criticisms to the Diablo franchise has always been the “click fest” of battle. You sit still and click on enemies until everyone is dead. Perhaps, without having infinite potions you’ll be challenged to use your brain on occasion, like a real RPG and have more creative use of your money rather than investing a half-billion into the potion vendors.

Where does that lead the hardcore Diablo fans? Activision Blizzard hopes they’ll see a title with a lot more depth, a new style of challenge and a long term appeal.

Trials of a World of Warcraft Player: Entry ThreeTrials of a World of Warcraft Player: Entry Three

“Gold Rush”

It’s amazing how economies thrive on virtual worlds like Azeroth. One can buy and sell wares at an auction house to bring in money and spend money. Unfortunately, on my return back to Azeroth after a large siesta from the virtual world, many things seem to have changed… it costs an arm and a leg for almost everything. Perhaps the Burning Crusade expansion has set a new level of cost?

Here’s the deal. If you’re a brand new World of Warcraft player, you’re going to find yourself having to harvest the materials of the world (known as “mats”) for yourself because the auction house is way too expensive for everyday items. Inflation is out of control, imagine going to the store to purchase a leather jacket for the price of a car. You’d go cold wouldn’t you?

Once upon a time things were different, “low-bee” items (items between 1 and 15 let’s say) were a reasonable price, usually in the silver range of money. Today, they’re weighted in gold. The concept of supply and demand is at work but how is it we can purchase the supply at such a high cost? Because we’ve got friends or other characters with a lot of unused cash!

With Burning Crusade we saw basic quests tossing around gold as if it were common place. A character would save up thousands of gold for mounts and then horde the gold as if it were precious until they realized it was nearly infinite in supply and would start passing it around their guild or to other low level characters in their account. The end result, a low level character can go into the auction house with 100 gold in hand and buy whatever they need for basic materials no matter the price.

The laws of supply and demand take on a whole new meaning when people buying have nearly infinate supplies of cash. For me, I’ve decided to purchase some materials while “grinding” for others because they’re just too costly to purchase. However, I’ll do what needs to be done to also exploit the high prices when selling items back to the auction house and contribute to the over-inflated economies.

Perhaps, over time, Blizzard will create a platinum piece to replace the common nature of the gold as it depreciates in value. Although that’s said more in jest, it’s unfortunate that brand new gamers to this MMORPG won’t be able to take full advantage of the auction house as they could years ago with the influx in gold deposits.