Tag Archives: Gaming

Gaming convention: Festival Draconis October 14-16

Draconis October 14-16

This year’s event features 103 game sessions, 55 different role-playing game systems which includes 13 made in Quebec. https://festivaldraconis.ca/home/

From the Draconis website:

 Draconis Festival is the biggest role-playing game event of Quebec. It offers more than a hundred role-playing game sessions for beginners or advanced players. Offered games go from classics like Dungeons & Dragons and Call of Cthulhu to the latest independent local role-playing game. The festival is held two times a year. Online on Discord in Winter and in person at the CÉGEP du Vieux-Montréal in Fall. In any case, the event is totally free and open to all the diversity.

The organization team is made entirely of volunteers and the role-playing games are offered by members of our excellent community.

Le festival Draconis est le plus gros événement de jeux de rôle au Québec. Il offre une centaine de parties de jeux de rôle autant pour les personnes débutantes que les plus aguerries. Les jeux de rôles offerts vont des classiques comme Donjons et Dragons et Call of Cthulhu jusqu’aux dernières sorties de jeux de rôle indépendants incluant plusieurs jeux créés par des gens d’ici. L’événement revient deux fois par année. Il a lieu en ligne sur Discord en hiver et en personne au cégep du Vieux-Montréal en automne. Dans tous les cas, l’événement est 100% gratuit et ouvert à toute la diversité.

L’équipe d’organisation est entièrement composée de bénévoles et les parties de jeux de rôles sont offertes par les membres de notre excellente communauté de rôlistes.

Ubisoft earns second chance with gamers

Ubisoft earns second chance with gamers

Montreal developer had to act quickly when For Honor’s players jumped ship

For Honor had enormous success when it came out, but technical problems drove away 95 per cent of its users. The game’s creators managed to turn things around and win back millions of players. UBISOFT

How do you get your customers to give you a second chance after you’ve failed to live up to their expectations? That was the question Luc Duchaine, the brand manager for video game For Honor, had to answer.

The game, developed by Ubisoft Montreal, was released in mid-February 2017 to positive reviews. A fighting game in which players control knights, Vikings and samurai, it garnered interest from a large number of video-game fans. But that initial reaction quickly soured. “We had enormous success when it came out,” Duchaine said. “Then we started to have some technical problems.”

Most of the problems weren’t with the game itself, but with the systems it used to connect players with each other online. There were long waits for matches to start, connections would drop, and a number of other problems started to push players away.

Four months after the game came out, the number of people playing it had dropped by 95 per cent, according to GitHyp, a website that tracks game-related statistics. That was a big issue, because For Honor’s business model depends on people continuing to play — and continuing to pay — for years.

While a traditional video game is sold as essentially a single package, For Honor is part of a trend toward “games as a service,” in which new elements are regularly introduced and players can unlock features either through play or by paying real money. A traditional game is like a movie, Duchaine said, but For Honor is like a theme park. “Our goal is for them to come back to the amusement park over and over again,” he said. “We want them to have fun, to want to try the new ride — that is why there’s this constant idea of improving, changing, entertaining, so every time they come into our world, they have fun.”

But players weren’t having fun. If this was a theme park, it was one where the washrooms were leaking and the lineups were too long, Duchaine said. Ultimately, the game’s developers changed the way players connected to each other, replacing a peer-to-peer networking system with dedicated servers. But as the problems were being fixed, Duchaine needed to rebuild For Honor’s audience. Doing that, Duchaine said, was a step-by-step process of relationship-building.

It started by listening to the criticism — if the problems that people still had with the game were fixed, Duchaine said, he believed they would start telling others. “When people feel listened to, they become ambassadors — but you can also go from ambassadors to critics again, and we have to be careful,” he said.

Duchaine also worked to build relationships with people who had stuck with the game, flying some of the top players to Montreal to meet with the development team. “The point was to listen to them, to get their feedback,” he said. “For me, if we managed to turn things around, to go from a game where we had a lot of problems, it’s because we have this proximity with our players.” It’s a strategy that appears to have worked. In June 2018 — more than a year after the game came out — For Honor was nominated for best ongoing game at the E3 Game Critics Awards.

It now has more than 15-million registered players, according to Ubisoft. The relationship-building with fans continues, Duchaine said. The development team now does a weekly TV-style show that’s livestreamed on platforms like YouTube and Twitch. It’s a chance to “answer questions, present the new content, talk about the fixes,” he said.

Over the past year, Duchaine said, there have been around 40 updates to the game. While most are small, some add significant elements. The largest of those updates, released in October, introduced a new “faction” to the game, based on medieval China, with several new characters that players can control. (Players become members of a faction, fighting with players from other factions for “control” of the game world.) “Sometimes they’re smaller things, sometimes they’re bigger things, but it allows us to truly keep the game alive,” he said.

A big part of the weekly show is featuring the people who make the game — bringing them out from behind the scenes. Showing the faces of the game’s developers, Duchaine said, is just another part of building the relationship with players. “For me, when you create that bond with people, it’s one of the strongest things you can have,” he said. “I love the fact that when (people) play For Honor, they think about the people making it, and that bond really helped us too.”

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Free Montreal Gaming Event

Festival Draconis 2018
Le festival de jeux de rôle de Montréal

March 2-4 – Draconis, Montreal, QC, The event is free and is open to people of all ages and levels of experience!

http://festivaldraconis.ca/english/

https://www.facebook.com/FestivalDraconis/

https://warhorn.net/events/festival-draconis

The schedule will be as follows:

Friday

Doors open at 18h00.
Session 1 from 18h30 to 22h30.

Saturday

Doors open at 9h30.
Session 2 from 10h00 to 14h00.
Session 3 from 14h30 to 18h30.
Session 4 from 19h00 to 23h00.

Sunday

Doors open at 10h00.
Session 5 from 10h30 to 14h30.
Session 6 from 15h00 to 19h00.

GAME REGISTRATION

If you’re not already a member of the website Warhorn, register today, indicate your presence to Festival Draconis and add yourself to the game you wish to attend.

If you need help with the registration process, this page should guide you through it.

Just like last year, it will still be possible to put together pick-up games onsite.

CALL FOR GAME MASTERS

It has started! You can add your game(s) with this google form.

GARAGE SALE

We’ll be hosting another garage sale where you’ll be able to buy and sell second-hand gaming products. To sell items, download and fill out the sales form, then bring it with your games to the festival. At the end of the festival, come pick up your cash or unsold items. Or, you could simply donate unsold items to the festival itself.

An announcement will be made when the garage sale form is ready.

BOOTHS

This year, we’ll offer tables for artists and small shops who would like to sell their products on-site. Tables will be free for game designers who run demonstrations of their games. For shops, the cost will be 25$ for two tables. If you are interested, please contact us before February 11th, 2019, a festivaldraconis@gmail.com to make a reservation.

FOOD

This year, there will be a caterer on-site selling homemade sandwiches as well as soft drinks, juice, water, chips, etc… so that you can stay fuelled without leaving the CEGEP.

Obviously, we hope to see very many of you again this year, and please tell your friends and family about Draconis! If you have any questions about the festival, please post them on our Facebook page, and we’ll try to answer as quickly as possible.

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Magic: The Gathering artists pass away

Magic: The Gathering was very popular with many MonSFFen, and I’m sure many will have albums with cards featuring art work by these talented artists.

Christopher Rush  illustrated over 100 cards for the series, including the most expensive card in the game, the Black Lotus (currently offered on eBay for $3,900.)   Tribute to Christopher Rush on the Wizards of the Coast website features his stunning art.

Wayne England, worked on a variety of iconic franchises over the decades from Magic the Gathering, to Dungeons & Dragons, to all things Games Workshop. Tribute on the Wizards of the Coast  website features several beautiful cards.
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I don’t game, but I do appreciate beautiful art, and these were great artists. Creating something that is still beautiful when printed on a playing card is a skill in itself.