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Interviews

The Game Archaeologist dials up Phantasy Star Online: The players

Fantasy, Classes, Culture, Interviews, Consoles, The Game Archaeologist

PSO Blue Burst
After last week's foray into the colorful world of Phantasy Star Online, I knew I had to step it up for a great follow-through. That's why I got in touch with three excellent MMO bloggers who have long histories with PSO and were more than eager to share their perspective on this unique game world!

The Game Archaeologist: Who the heck are you and how did you first get into Phantasy Star Online? What class and race did you play?

David: I'm David Lambert, but many people know me better as Branick, host and producer of the LOTRO Academy podcast. I first got into Phantasy Star Online with the original Dreamcast release, which I picked up only about two weeks after it came out. I actually had eight different characters (I bought six VMUs in addition to the two I already had specifically for this purpose), but I definitely favored the HUcast. I wasn't big on using techniques, and the HUcast had the highest attack power in the game.

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Hyperspace Beacon: Mos Eisley Radio part 2

Sci-fi, Culture, Interviews, New titles, Opinion, Star Wars: The Old Republic, Hyperspace Beacon

Hyperspace Beacon: Mos Eisley Radio Part 2
Last week, I introduced to you again to the crew at Mos Eisley Radio. This podcast and web site launched itself to the Star Wars: The Old Republic community in 2009 and has been growing strong ever since. In fact, it's hard not to be shocked at the growth in viewers and content since SWTOR launched. Some of the other fan sites have actually streamlined their content to compensate for the fact that their crews are busy playing the game. But Mos Eisley Radio's producers have actually expanded its reach -- so much that I had to talk with them about what they are doing.

Executive producer Zach Brown, host Evan Lewis, and guild leader Alan Nauman joined me in a chat about the site, the guild, and the future of the community they are building. If you missed the first part of the conversation, be sure to read that first, then jump past the cut for the rest.

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RIFT devs on Russian revolution, improved itemization, and solo success

Fantasy, Interviews, Patches, RIFT

RIFT
RIFT Live Producer Hal Hanlin and Systems Producer Adam Gershowitz were flagged down by fansite Magelo to tackle a grab bag of various questions about the game, including the process of injecting this title into the hearts of the Russian populace. According to Hanlin, the Russian release of RIFT was "very smooth," and he credits Trion Worlds' partner in the region, GFI, with assisting in that.

Even as itemization improvements continue to roll into RIFT, the devs state that they're constantly monitoring damage output. For the next patch, Warriors will see a buff to their DPS as attack power will be tweaked to boost the pain.

Hanlin promises that "soloable content is very important to us" and pointed at the success of Instant Adventures and the Chronicles of Telara as proof that Trion has responded to the desire for such content in the game.

The devs touch on small details from the recent patch and their vision for expert dungeons as well.

Interview confirms World of Darkness dev team, predicts DUST 514 sales

EVE Online, Interviews, MMO industry, News items, World of Darkness, DUST 514

EVE Online title image
When CCP Games laid off 20% of its worldwide staff back in October of last year, the World of Darkness dev team bore the brunt of the cuts while DUST 514 continued on course for its launch later this year. In an interview over at TenTonHammer today, CCP's new Chief Marketing Officer, David Reid, joined CEO Hilmar Petursson to discuss the development of both games. Hilmar reveals that a team of 60 developers are currently working on WoD, and that DUST 514 will be playable at this year's EVE Online fanfest event in March.

Despite acknowledging that the entire PlayStation Network comprises a total of 60 million users, Reid asserts that DUST will bring "tens of millions of people that play shooters on PSN into the New Eden universe," going on to make the bold statement that "EVE could be the biggest game in the world at the end of 2012" as a result. Reid also claims that "EVE Online is the only game in the West that has shown consecutive growth year after year," a statement that's sure to upset RuneScape developer Jagex and others. The statement also comes with a slightly bitter note as this year EVE may have lost its record of continual subscription growth during the summer drama.

The Firing Line Extra: Tribes' Todd Harris on class customization and base gameplay

Sci-fi, Classes, Game mechanics, Interviews, MMO industry, New titles, Patches, PvP, News items, Free-to-play, MMOFPS, The Firing Line

Tribes Ascend - Blood Eagle vs. Diamond Sword rock, paper, scissors
Today's a big day for fans of Tribes: Ascend, and it's also a big day for Hi-Rez Studios, the Atlanta-based indie firm behind the upcoming online shooter.

You see, today is patch day, and while that's not terribly unusual (Hi-Rez has updated the Tribes beta client early and often since the start of closed testing last November), the latest tweak is a bit of fan service that will likely bring smiles to the faces of franchise die-hards waiting in the wings to see what becomes of their baby.

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Garriott talks riding rockets, Man on a Mission movie

Culture, Interviews, MMO industry, News items, Miscellaneous

Richard Garriott on the ISS
Richard Garriott may not be making the MMO sequel that many of his fans crave, but he is the subject of a new documentary film called Man on a Mission. VentureBeat.com recently corralled the elusive creator of the famous Ultima franchise for an extensive interview.

The piece is mainly focused on the film, which is currently playing in select cities as well as various on-demand internet outlets. The documentary presents Garriott's career as an underdog triumph, and highlights the fact that he was rejected for NASA's astronaut program due to his poor eyesight. Garriott had the last laugh, however, as he bought his way to the international space station in 2008 and became the first second-generation astronaut in American history (and a noted supporter of private-sector space flight).

While there's precious little info regarding Garriott's current and future gaming pursuits, the interview does offer up some geeky nuggets for those interested in rockets and rocketmen. "For example, launch you think of as this loud, shaky, scary moment," Garriott explains. "In fact, on a liquid-fueled rocket like the Soyuz, it's almost perfectly silent and smooth on the inside. It's much more cerebral, it feels much more like a ballet move, lifting you ever faster into the sky, than it does a sports car dropping the clutch at a green light."

Hyperspace Beacon: Wretched radio of scum and villainy

Sci-fi, Culture, Interviews, Star Wars: The Old Republic, Hyperspace Beacon

Hyperspace Beacon: Wretched radio of scum and villainy
Many fan sites pull back just a bit when the game launches to absorb the traffic dip, especially when it's as large a game as Star Wars: The Old Republic. It's expected, right? All the fans are playing the game; why put work into something might not be read or listened to? However, the guys over at Mos Eisley Radio did the exact opposite. The MER crew expanded the number of podcasts and created one of the largest guilds in the game. (They hit the member cap pre-launch and had to turn people away.)

This week, I appeared on the site's weekly broadcast, and in exchange, I sat down to interview three of the leads for the site: Executive producer Zach Brown, MER co-host and producer Evan Lewis, and producer of Alan Shot First and guild leader Alan Nauman. We talked about everything -- what has happened since launch, what they think of the game so far, and what they see for the future of the site and the game itself.

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Captain's Log: Epic adventure, revenge, and an interview with Adam Ihle

Sci-fi, Events, in-game, Interviews, Star Trek Online, Free-to-play, Captain's Log

Enterprise F Dry Dock
This week, after what seemed like an interminable period of waiting, Star Trek Online's acting Executive Producer Stephen D'Angelo posted a dev blog that outlines most of the details for STO's second anniversary events.

Beginning Thursday, February 2nd, STO will see the return of the infamous Q and his mischievous ways. Players are invited to sign in every day between February 2nd and 6th to participate in a challenge handed down by Q. After doing the entity's bidding, players will be rewarded with a different daily prize, although what those four prizes are has not been revealed.

However, the news that really has the playerbase buzzing is the announcement that the new and very highly anticipated Federation and Klingon flagships will also be up for grabs -- for free.

I will be outlining D'Angelo's follow up posts that give us more details into both ships. Also, in light of the announcements, I took the opportunity to catch up with Adam Ihle, whose winning starship design became the inspiration for the final look of the Odyssey class; we'll hear his reaction to the ship's debut in the game.

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The Secret World's Øystein Eftevaag gets technical

Fantasy, Horror, Interviews, News items, The Secret World

Screenshot -- The Secret World
When it comes to gameplay, we've heard about The Secret World inside and out. We know all about the Dragons, the Illuminati, and the Templars and the ongoing war against the encroaching darkness. But what about what's under the hood? The folks over at The Hydra Initiative decided to have a chat with Funcom's lead programmer, Øystein Eftevaag, about the Dreamworld Engine, which is shared between Age of Conan and TSW. Eftevaag notes that the TSW team benefits from sharing the engine with Age of Conan, saying, "The main benefit of this to The Secret World, is that the features being collaborated on (like, say, memory usage improvements, loading time improvements and the upcoming single-server technology) get the full development and testing resources of two whole projects focused on them."

So if you want to know all about The Secret World's engine and what makes the game tick, just click on over to The Hydra Initiative and have a look. If you're in search of more gameplay details, however, you're just going to have to sit back and wait. With the game's April launch fast approaching, we're sure Funcom has something planned.

Some Assembly Required: A Mortal Online interview

Fantasy, Game mechanics, Interviews, MMO industry, PvP, PvE, Mortal Online, Some Assembly Required, Sandbox, Crafting

Some Assembly Required - blueprint header
I recently had the opportunity to fire off a few questions to Henrik Nystrom, and the Star Vault CEO was kind enough to provide some interesting insights into the firm's Mortal Online fantasy sandbox.

Though Mortal is thus far renowned for its full-loot PvP ruleset, it's also got a number of nifty features that you may be unaware of, with more on the way. Join me after the cut for a lengthy discussion of the new Awakening expansion as well as a glimpse into Nave's future.

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Creating a new world: 38 Studios discusses the formation of Amalur's IP

Fantasy, Interviews, MMO industry

Reckoning
As MMO fans, we're keeping a close eye on 38 Studios for its development of Project Copernicus, the MMO that will serve as the follow-up to next month's Kingdoms of Amalur: Reckoning. The risk factor of not only developing two major intertwined projects in parallel but to have the additional task of creating a brand-new IP in which to put them must be a pressing one, which is why CVG sat down with Reckoning Lead Designer Ian Frazier to talk about challenges the studio has been tackling.

Frazier outlines the balance the studio's struck between its three big-name creators -- Todd McFarlane (art), R.A. Salvatore (story), and Ken Rolston (design) -- not to mention the ideas that pour in from founder Curt Schilling. Fortunately, Frazier says that these larger-than-life personalities mesh well together: "The nice thing that's worked out is, I think if we'd got three famous game designers, it would have been a disaster: big egos, they're all on the same plane, it wouldn't have worked out. What makes this work is they're all different."

Even though Rolston previously worked on The Elder Scrolls: Oblivion, Frazier said the designer wanted to try his hand at something fresh with a better combat system. "They're all great games," Frazier said of the Elder Scrolls series, "and I think they're progressively better, but they're all the same game. It's not like they're radically changing with time."

Frazier said Reckoning has been compared to a "single-player WoW" as well as Dragon Age and Fable, but he insists that the world and ideas the team's been creating will take it far past those basic comparisons.

You can take your first peek into the world of Amalur with the Reckoning demo -- and let us know what you think in the comments!

BioWare's Gabe Amatangelo speaks on faction imbalance, UI customization, Ops, and more

Sci-fi, Video, Interviews, News items, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
Star Wars: The Old Republic has had a bit of a rocky time with some post-launch hiccups, and it's at that point in time when players begin to start picking on the game's flaws. Despite, or perhaps because of, this turbulence, one of the game's lead designers, Gabe Amatangelo, sat down with John Bain -- better known as Total Biscuit -- for an interview.

Throughout the course of the interview, the pair cover issues ranging from the obvious (what is BioWare doing to address faction imbalance?) to the more abstract (would BioWare ever consider causing skills to act differently in PvP than in PvE?), and Amatangelo has some rather interesting answers. Bain mentions the game's bracketless PvP and asks if the studio might consider further bracketing. Amatangelo replies that BioWare "would not go to further bracketing without opening up the pools of players, and I guess you can infer what you will from that," making a rather overt reference to cross-server PvP. For all this and more, listen to the full interview after the cut.

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City of Heroes rejoices in F2P success even as it mourns Statesman's passing

Super-hero, City of Heroes, Business models, Events, in-game, Interviews, Free-to-play

City of Heroes
While Paragon Studios is being tight-lipped about exact numbers since City of Heroes' free-to-play conversion, Lead Designer Matt "Positron" Miller has said that the company has been "blown away" by the results.

According to an interview at GameZone, City of Heroes has witnessed not only an "incredible number" of subscribers, but also a tidal wave of returning and first-time players curious about the new model. Miller cites the popularity of the Paragon Rewards program as a key factor in Freedom's success: "We've really broadened the idea of what a free game can be to a lot of people."

On a more somber note, Positron delivered a touching eulogy for the recently departed Statesman on the City of Heroes website. "Statesman's hand was a hand that lifted us up with inspiration," he wrote. "His back was the strong back of a sheltering protector. His wisdom, that of an insightful teacher and leader. His confidence, driven by a profound optimism about the human spirit."

Massively recently spoke with Paragon Studios about this momentous in-game event.

Riding into Rohan: LotRO maps out 2012

Fantasy, Lord of the Rings Online, Expansions, Interviews, Previews, Free-to-play

Riders of Rohan
In the words of Frank Sinatra, 2011 "was a very good year" for Lord of the Rings Online. Executive Producer Kate Paiz and Director of Communications Adam Mersky sat down with us to talk about the future of the game, but before they got to the juicy details, they wanted to give a quick recap of the previous year for the game and the studio.

The big emphasis for LotRO in 2011 was the unifying of the global community and the release of the game's third (and best-selling) expansion, Rise of Isengard. While the aforementioned unification of the NA and EU sides of the game presented many challenges for the team including localization, it paid off in spades. Turbine plans to continue to add more payment options for those used to methods other than the ones currently available. The team was most proud of unveiling Saruman "in all of his glory" and the inclusion of free players into the sphere of Monster Play.

"The game definitely grew last year," Mersky said in response to a question about the current number of players. He noted that the playerbase has changed somewhat in the past two years, becoming more casual in some respects.

But it's time to move forward! Turbine is prepared to take LotRO players on a dizzying chase around the wilds of Middle-earth with a few significant changes and additions to the game -- and the release of the brand-new expansion later this year, Riders of Rohan. Mounted combat, ho!

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Max Schaefer talks Torchlight II development, potential MMO plans

Fantasy, Interviews, MMO industry, News items, Miscellaneous

It's up to you if you find Torchlight's somewhat exaggerated, cartoony style more or less grating than Diablo's insistence on layering black paint over further black paint.
There are a lot of people eagerly anticipating Diablo III, but there are also several people looking forward to Torchlight II, the followup to the hugely successful spiritual sequel to Diablo. A recent interview with Max Schaefer, co-founder and CEO of Runic Games, discusses the development of the sequel including some of the contrasting points between it and Diablo III -- including the lack of any sort of virtual item shop. As Schaefer puts it, the team wants to put together a good game that stands on its own, and if it's successful the developers will look in the direction of an expansion rather than a straightforward shop.

Schaefer also discusses a potential MMO coming out of the studio, something that's long been among the studio's plans -- one of the big reasons that Runic partnered with Perfect World Entertainment was due to its expertise with running an MMO. He claims that it's definitely still on the table, but it would be a big change for the studio, since the company has focused on staying small and launching an MMO is a very long-term commitment. Somewhat sad news for those hoping that Torchlight II's launch would spearhead MMO development directly, but the possibility certainly remains.

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