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	<title>Comments on: Hey, Big Fella: Battleforge</title>
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		<title>By: araczynski</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-48191</link>
		<dc:creator>araczynski</dc:creator>
		<pubDate>Fri, 16 May 2008 04:26:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1755#comment-48191</guid>
		<description>&quot;change the market&quot;?  unfortunately probably true, but not for the better, at the least i won&#039;t be buying an online only game.  well, unless it s good mmorpg :)</description>
		<content:encoded><![CDATA[<p>&#8220;change the market&#8221;?  unfortunately probably true, but not for the better, at the least i won&#8217;t be buying an online only game.  well, unless it s good mmorpg :)
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		<title>By: Jochen Scheisse</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-48003</link>
		<dc:creator>Jochen Scheisse</dc:creator>
		<pubDate>Thu, 15 May 2008 16:03:31 +0000</pubDate>
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		<description>I wonder if it will include a card that makes your ships transport the god damn goods around! That would be like finding chainsaw fuel on Mars...</description>
		<content:encoded><![CDATA[<p>I wonder if it will include a card that makes your ships transport the god damn goods around! That would be like finding chainsaw fuel on Mars&#8230;
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		<title>By: Zonderic</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47999</link>
		<dc:creator>Zonderic</dc:creator>
		<pubDate>Thu, 15 May 2008 15:52:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1755#comment-47999</guid>
		<description>This is basically what I have been craving since 1994 when my friend told me sega genesis was releasing a card reader to visualize magic: the gathering.</description>
		<content:encoded><![CDATA[<p>This is basically what I have been craving since 1994 when my friend told me sega genesis was releasing a card reader to visualize magic: the gathering.
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		<title>By: Nikica</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47956</link>
		<dc:creator>Nikica</dc:creator>
		<pubDate>Thu, 15 May 2008 13:19:59 +0000</pubDate>
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		<description>The guy from The Settlers, yay, then I will play it. :) !!!</description>
		<content:encoded><![CDATA[<p>The guy from The Settlers, yay, then I will play it. :) !!!
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		<title>By: Riotpoll</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47903</link>
		<dc:creator>Riotpoll</dc:creator>
		<pubDate>Thu, 15 May 2008 11:17:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1755#comment-47903</guid>
		<description>Looks cool, BIG monsters beating up little dudes = awesome.
Hopefully if it does have a micro-transaction thing then you can unlock the same stuff by playing the game; similar to the way Guild Wars works with pvp unlocks now.</description>
		<content:encoded><![CDATA[<p>Looks cool, BIG monsters beating up little dudes = awesome.<br />
Hopefully if it does have a micro-transaction thing then you can unlock the same stuff by playing the game; similar to the way Guild Wars works with pvp unlocks now.
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		<title>By: Jochen Scheisse</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47855</link>
		<dc:creator>Jochen Scheisse</dc:creator>
		<pubDate>Thu, 15 May 2008 10:09:55 +0000</pubDate>
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		<description>Big monsters are BIG. Relic invented the Relic units. I wonder if Phenomic can solve the tiny man mass pathing problem?</description>
		<content:encoded><![CDATA[<p>Big monsters are BIG. Relic invented the Relic units. I wonder if Phenomic can solve the tiny man mass pathing problem?
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		<title>By: Frosty840</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47828</link>
		<dc:creator>Frosty840</dc:creator>
		<pubDate>Thu, 15 May 2008 08:42:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1755#comment-47828</guid>
		<description>I&#039;ve always liked Volker Wertich.
Admittedly this is &lt;i&gt;entirely&lt;/i&gt; due to his wonderful name which, if anyone remembers, was on nearly every screen of &lt;i&gt;The Settlers&lt;/i&gt;&#039; opening credits (you guys all watched the opening credits at least once, right? I&#039;m not the only guy who ever did that?).
&lt;i&gt;The Settlers&lt;/i&gt; was intelligent and complex, but brutally flawed; those flaws , though, somehow managed to become an integral part of the game, and made it into something rather amazing for its time.
Never played &lt;i&gt;Spellforce&lt;/i&gt;, though.

I&#039;ve always avoided CCGs, though, on the basis that replacing gameplay with large-scale random number generators is abhorrent (dice are small-scale random number generators and are largely awesome. A 0.00002% chance of a given enemy dropping &lt;b&gt;The Loot Of Much Shinyness&lt;/b&gt; is a large-scale random number generator and is basically a very, very boring alternative to real gambling, in my book), so I&#039;ll probably give this one a miss. Shame.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always liked Volker Wertich.<br />
Admittedly this is <i>entirely</i> due to his wonderful name which, if anyone remembers, was on nearly every screen of <i>The Settlers</i>&#8216; opening credits (you guys all watched the opening credits at least once, right? I&#8217;m not the only guy who ever did that?).<br />
<i>The Settlers</i> was intelligent and complex, but brutally flawed; those flaws , though, somehow managed to become an integral part of the game, and made it into something rather amazing for its time.<br />
Never played <i>Spellforce</i>, though.</p>
<p>I&#8217;ve always avoided CCGs, though, on the basis that replacing gameplay with large-scale random number generators is abhorrent (dice are small-scale random number generators and are largely awesome. A 0.00002% chance of a given enemy dropping <b>The Loot Of Much Shinyness</b> is a large-scale random number generator and is basically a very, very boring alternative to real gambling, in my book), so I&#8217;ll probably give this one a miss. Shame.
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		<title>By: Okami</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47824</link>
		<dc:creator>Okami</dc:creator>
		<pubDate>Thu, 15 May 2008 08:22:50 +0000</pubDate>
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		<description>The game will feature &quot;booster packs&quot; that contain new cards that can be bought via microtransactions. Though all of the cards contained within those boosters can also be acquired by completing campaign missions and killing bosses.</description>
		<content:encoded><![CDATA[<p>The game will feature &#8220;booster packs&#8221; that contain new cards that can be bought via microtransactions. Though all of the cards contained within those boosters can also be acquired by completing campaign missions and killing bosses.
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		<title>By: Joe Martin</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47821</link>
		<dc:creator>Joe Martin</dc:creator>
		<pubDate>Thu, 15 May 2008 08:06:37 +0000</pubDate>
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		<description>From what I saw there&#039;s no microtransactions planned at the moment. The game will be updated freely and regularly according to Volker, though whether the game will sell as a retail or subscription model remains to be seen.</description>
		<content:encoded><![CDATA[<p>From what I saw there&#8217;s no microtransactions planned at the moment. The game will be updated freely and regularly according to Volker, though whether the game will sell as a retail or subscription model remains to be seen.
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		<title>By: fluffy bunny</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47820</link>
		<dc:creator>fluffy bunny</dc:creator>
		<pubDate>Thu, 15 May 2008 07:52:38 +0000</pubDate>
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		<description>I also think that SpellForce was a very good game. It had some problems with the difficulty level (at least before the patches), but other than that, it was one of the most enjoyable RTS-ish games around at the time of release. It was fresh, fun and challenging, with memorable missions and locations, and it mixed RPG and RTS elements in a way that actually worked. And it was truly epic as well, with huge levels and a story mode that took ages to complete.
</description>
		<content:encoded><![CDATA[<p>I also think that SpellForce was a very good game. It had some problems with the difficulty level (at least before the patches), but other than that, it was one of the most enjoyable RTS-ish games around at the time of release. It was fresh, fun and challenging, with memorable missions and locations, and it mixed RPG and RTS elements in a way that actually worked. And it was truly epic as well, with huge levels and a story mode that took ages to complete.
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		<title>By: RichPowers</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47802</link>
		<dc:creator>RichPowers</dc:creator>
		<pubDate>Thu, 15 May 2008 05:14:05 +0000</pubDate>
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		<description>Well that&#039;s good Noc. Some preview somewhere indicated that the game would rely heavily on microtransactions, which I interpreted as something like booster packs.

But I&#039;ll still be a curmudgeon about MMO-like elements infesting genres otherwise free of unlocks and other such nonsense. First the FPS genre (CoD4, TF2) and now probably RTS...blah (ya, tech trees are a form of unlocks, but not in the same way as grinding for 50 scout kills with a damn needler!)

On a side note, I really dig how more RTS games include superunits. Demigod, BattleForge, SupCom, even C&amp;C all have enormous, over-the-top uber-weapons that are far more creative than the usual RTS fare (giant submersible aircraft carrier!? rolling tank factory!?)</description>
		<content:encoded><![CDATA[<p>Well that&#8217;s good Noc. Some preview somewhere indicated that the game would rely heavily on microtransactions, which I interpreted as something like booster packs.</p>
<p>But I&#8217;ll still be a curmudgeon about MMO-like elements infesting genres otherwise free of unlocks and other such nonsense. First the FPS genre (CoD4, TF2) and now probably RTS&#8230;blah (ya, tech trees are a form of unlocks, but not in the same way as grinding for 50 scout kills with a damn needler!)</p>
<p>On a side note, I really dig how more RTS games include superunits. Demigod, BattleForge, SupCom, even C&#038;C all have enormous, over-the-top uber-weapons that are far more creative than the usual RTS fare (giant submersible aircraft carrier!? rolling tank factory!?)
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		<title>By: Acosta</title>
		<link>http://www.rockpapershotgun.com/2008/05/14/battleforge/#comment-47799</link>
		<dc:creator>Acosta</dc:creator>
		<pubDate>Thu, 15 May 2008 04:12:55 +0000</pubDate>
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		<description>I&#039;m going to disagree on Spellforce being &quot;mediocre&quot;, I think that apart of a good game, it&#039;s the only one that managed the formula to mix RPG and RTS in a satisfactory way. Maybe is not the best RTS or the best RPG, but it was a very interesting game that played like no other.

I played Battleforge a little bit in the european event where it was presented. And looked very nice, one of the focus was in cooperative RTS, with a map design that allowed two armies to work together for common objectives (luring enemies into a point so your ally ranged units could take them from the top of a hill). 

Overall is something fairly different, which is always good. For my part, I welcome MMO designs and ideas into RTS, I&#039;m really tired of the actual model and I think we are ready for something else. Sins of a Solar Empire, Demigod, Battleforge (and maybe Dawn of War 2, not sure), this is the type of projects I would like to see more.</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to disagree on Spellforce being &#8220;mediocre&#8221;, I think that apart of a good game, it&#8217;s the only one that managed the formula to mix RPG and RTS in a satisfactory way. Maybe is not the best RTS or the best RPG, but it was a very interesting game that played like no other.</p>
<p>I played Battleforge a little bit in the european event where it was presented. And looked very nice, one of the focus was in cooperative RTS, with a map design that allowed two armies to work together for common objectives (luring enemies into a point so your ally ranged units could take them from the top of a hill). </p>
<p>Overall is something fairly different, which is always good. For my part, I welcome MMO designs and ideas into RTS, I&#8217;m really tired of the actual model and I think we are ready for something else. Sins of a Solar Empire, Demigod, Battleforge (and maybe Dawn of War 2, not sure), this is the type of projects I would like to see more.
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