The Elder Scrolls Online has been officially playable by the pre-ordering type since Sunday. Look for the first of our review impressions later this week, but for now, we expect most players will share this observation: the UI is too sparse. ESO seems ashamed of its MMO mechanics, hiding damage numbers and useful information such as experience gains.
PC Gamer routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games. In this entry, City of Heroes' Senior Designer Chris “Baryonyx” Behrens talks about the five main mandates that've shaped Paragon Studio's design of the game's new endgame Incarnate Trials. Let us know what you’d like to see developers discuss in future diaries in the comments.
With the addition of the Incarnate system in Issue 20: Incarnates, we introduced a complete end-game experience to City of Heroes. Fundamental to this experience is the Incarnate Trial. Since last April, we've introduced six Incarnate Trials to City of Heroes, and the upcoming Issue 22: Death Incarnate will bring the seventh, Dilemma Diabolique.
Rob Zacny gathers his troops in our monthly Tactical Advantage column to examine the complexities of strategic gaming and development. This month, Rob explains how pretty visuals don't necessarily make a better strategy game.
A PC upgrade can make everything feel new again, even something as minor as using Microsoft Word. I’m giddy at how much information my new 27-inch monitor can display. With enough desktop space to write in one window while others show me sources and chats with editors, I feel like the world is at my fingertips. I wish strategy games gave me that feeling more often, since they actually do put a world at my fingertips. Too often, strategy developers take the wrong approach to visual design and misplace their priorities when it comes to graphics.
Today, we talk with DC Universe Online's Game Director Chris Cao about player's issues with the UI and future plans to add mod support, which would let the community solve the problem. You can read the earlier parts of the interview, where Chris talks with us about animation glitching and developer priorities, the planned monthly content updates, and Power Sets we can expect to see in the future.