SWORD COAST LEGENDS: Xbox and PS4!

Sword Coast Legends will be released for Windows on September 8th, 2015. In new news, there will be versions for the XBox One and Playstation 4 later in the year, also! "We're excited to announce that Sword Coast Legends will now officially release on September 8, 2015, while today's newly announced Xbox One and PlayStation 4 versions of the game will become available late 2015."
The full press release reads as follows:

"We've had a clear goal since day one to evoke the classic D&D experience between four players and a Dungeon Master, and to bring back memories of the great D&D games of the past," said Dan Tudge, President of n-Space and Director for Sword Coast Legends. "After we announced and demonstrated Sword Coast Legends to overwhelmingly positive response at GDC, the press, partners, and fans all requested more. They wanted Mac, so we're doing it. They wanted Linux, so we're doing it. They clamored for console... so we circled back and figured out how to do it without compromising our vision for PC gamers. This addition to our existing PC, Mac and Linux versions ensures gamers will be able to have that classic D&D experience whenever, wherever and however they want."

"We love that Sword Coast Legends delivers the authentic D&D experience by letting friends tell great fantasy stories together", said Nathan Stewart, brand director of Dungeons & Dragons. "With Sword Coast Legends being available on so many platforms, it doesn't matter if you game on a couch, at the kitchen table or your desk -- you'll be able to join your party for some glorious D&D dungeon delves."

Sword Coast Legends presents the most true-to-form representation of classic tabletop adventuring ever realized in a cooperative multiplayer video game. The game's highly innovative Dungeon Master Mode introduces players to an entirely new way to play Dungeons & Dragons with a real-time, active and reactive Dungeon Master in cooperative multiplayer sessions and campaigns.

Here are some of Sword Coast Legends features:

• Massive story campaign
• Complex storyline weaving throughout the exotic Forgotten Realms' Sword Coast
• Deep character customization, engrossing party-based gameplay and NPC interaction
• Highly customizable combat and challenging monster encounters
• Campaign creation tools for extended multiplayer adventures
• The latest streamlined fifth edition D&D rules
• Robust post-launch module expansion program
• Epic orchestral soundtrack from composer Inon Zur

Sword Coast Legends is currently available for pre-order from Steam and the PlayStation Store at a limited and discounted price of $34.99. PlayStation 4 pre-orders also include a bonus $10 worth of Warframe™ Platinum in-game currency. Digital Deluxe and Collector's Editions, which include a tome of knowledge, cloth map of the Sword Coast, the official soundtrack, numerous in-game bonuses, starter items and DM abilities, as well as a statue of the powerful demon Belaphoss (Collector's Edition) are also available for pre-order for $59.99 and $239.99, respectively, from SwordCoast.Com.
 

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Indeed, but Thirdwizard said fans will have to buy them all and that was a good strategy. I find it conflicts with saying that making too many RPG books is bad because people will have to buy them all.



Seems, more like it is important to say that whatever WotC does, it is good, rather than have a coherent explanation for what WotC is doing.


The coherent explanation is that they are trying to maximize return on investment by diversifying the brand across a number of mediums. As a business, this is a good and responsible move (one that Paizo does, too; fiction, card game, online MMO, etc.).

As a customer, love it; I hope the trend continues, and to encourage this I will buy the things I want from them.
 

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The fact that it's 2015 is exactly why there shouldn't be microtransactions. In paid games those are so 2010.



I expect microtransactions in F2P online games and fremium mobile games. I dislike them in paid games, especially if basic options are behind a pay wall.

Little perks and bonuses are fine. Cosmetic stuff like more armour and such. Or time saving stuff like maps or NPCs. Or actual bonus content after release. But if it comes at the cost of modded content or basic stuff then I have no interest in playing. Day 1 DLC sucks plain and simple.



Much like how I played the eff out of Sims and Sims 2 but didn't touch Sims 3 for it's focus on microtransactions over fan content. If you need to lay extra to actually use the DM options for more than basic adventures I'm skipping the game.


I dunno; most of my game purchases are from the 90's (thank God for GOG.com), but the recent games I have played, such as the Civilization series or Paradox Interactive games, follow the model of a certain large amount of base content, and then tons of optional DLC. I can only imagine that is what SCL will do.
 

Indeed, but Thirdwizard said fans will have to buy them all and that was a good strategy. I find it conflicts with saying that making too many RPG books is bad because people will have to buy them all.

Seems, more like it is important to say that whatever WotC does, it is good, rather than have a coherent explanation for what WotC is doing.

Have to buy them all if they want to see all the various stories centered around the plot, yes, absolutely. In other words, you can't just buy Sword Coast and skip the others if you want to know what happens.

It's a different kind of have to buy than what you seem to be implying.

I feel that you aren't having this conversation in good faith, and you're just trying to make some kind of point by using me as a scapegoat by nitpicking.
 

I dunno; most of my game purchases are from the 90's (thank God for GOG.com), but the recent games I have played, such as the Civilization series or Paradox Interactive games, follow the model of a certain large amount of base content, and then tons of optional DLC. I can only imagine that is what SCL will do.

A large amount of base content followed by DLC would be fine. If the majority of the game available is available for free to DMs and a couple premium features - monsters they want to be rare and only show up occasionally - then that's fine. If you could remake 75% of the single player campaign and add a bunch of sidequests feature unrelated monsters then that's good.
And if they're using DLC to pass off the creation of additional monsters, maps, adventures, etc then that's cool. Extra development requires extra costs.

But if much of the base content is behind a secondary microtransaction pay wall then that's frustrating. If the DM needs to pay extra money beyond the base cost of the game to do more than a half-dozen encounters then this becomes frustrating. If common and expected monsters (dragons, golems, demons) are freemium content then the game becomes a pain.
 

Given the content of the preorder packages, I expect to see a lot of micro transaction for everyday stuff like monsters, dungeon tiles, etc.
 

A large amount of base content followed by DLC would be fine. If the majority of the game available is available for free to DMs and a couple premium features - monsters they want to be rare and only show up occasionally - then that's fine. If you could remake 75% of the single player campaign and add a bunch of sidequests feature unrelated monsters then that's good.
And if they're using DLC to pass off the creation of additional monsters, maps, adventures, etc then that's cool. Extra development requires extra costs.

But if much of the base content is behind a secondary microtransaction pay wall then that's frustrating. If the DM needs to pay extra money beyond the base cost of the game to do more than a half-dozen encounters then this becomes frustrating. If common and expected monsters (dragons, golems, demons) are freemium content then the game becomes a pain.

I am pretty much OK with the Beholder being an add-on because although they are an iconic DnD monster they are a PITA monster to fight.
 

A large amount of base content followed by DLC would be fine. If the majority of the game available is available for free to DMs and a couple premium features - monsters they want to be rare and only show up occasionally - then that's fine. If you could remake 75% of the single player campaign and add a bunch of sidequests feature unrelated monsters then that's good.

And if they're using DLC to pass off the creation of additional monsters, maps, adventures, etc then that's cool. Extra development requires extra costs.



But if much of the base content is behind a secondary microtransaction pay wall then that's frustrating. If the DM needs to pay extra money beyond the base cost of the game to do more than a half-dozen encounters then this becomes frustrating. If common and expected monsters (dragons, golems, demons) are freemium content then the game becomes a pain.


Agreed, a balance is needed. Hopefully they will strike it acceptably well, I won't lose any sleep over it for now.
 

Agreed, a balance is needed. Hopefully they will strike it acceptably well, I won't lose any sleep over it for now.
I'd feel a lot more confident if we were dealing with a known company. Nspace is an unknown that has mostly adapted existing games for mobile platforms. This is their first original game. And we know next to nothing. They're really relying on the concept, the D&D name, and the fact they share some management with DragonAge.
 

I'd feel a lot more confident if we were dealing with a known company. Nspace is an unknown that has mostly adapted existing games for mobile platforms. This is their first original game. And we know next to nothing. They're really relying on the concept, the D&D name, and the fact they share some management with DragonAge.


I've been burned by known and unknown companies alike; time will tell, once the hype has died down and the actual game is present.
 

I hope they have couch co-op, I'm already getting this for the PC, but I'd love to have a version to play with my kids on the PS4... it'd be even better if you could play cross platform...
 

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