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Interviews

World of Darkness 'years away' from launch

Betas, Fantasy, Horror, Interviews, World of Darkness, Sandbox

World of Darkness still has years of development ahead of it
If you are hanging your hopes and dreams on World of Darkness coming along to rescue you from the humdrum of life and your precious mortality, well... be prepared to settle in for a good long wait. Executive Producer Chris McDonough said in an interview that the title is still in pre-production and that players shouldn't expect to see it for a few years yet. However, CCP did show a few technical videos to the press to assure folks that the game is still alive.

McDonough did have good news to share, however. World of Darkness has a 70-person crew that is currently building the framework for the title, and according to the producer, they are "making phenomenal progress." The team plans to host the entire game on a single server where active combat and politicking between vampires will be the crux of the content.

"We're making sure this is a next-generation MMO. It's very focused on movement and motion and capturing what it's like to be a vampire," he said. "People ask about our high level designs for World of Darkness, and we've called this a vampire simulator. What's it like to be a vampire. Not a superhero, but a super-powered individual. The way the characters move around the city feels very vampiric."

Chaos Theory: Player projects enhance The Secret World experience

Horror, Real-Life, Video, Interviews, Opinion, The Secret World, Chaos Theory, Player-Generated Content, Buy-to-Play

Chaos Theory  Player projects enhance The Secret World experience
One of The Secret World's most unique elements makes it ripe for producing immersive experiences, even outside of the game. Set in the modern real world (as opposed to the fantasy or even sci-fi themes prevalent in our MMOverse), a game can more easily blur the line between logged in and logged out. Players can, and do, generate ways to be a part of the game while still out and about in the real world. Today, I'm going to shine a spotlight on two of these projects that use very different methods to continue immersion beyond actual gameplay.

In January, one TSW fan ran an Alternate-Reality Game (ARG) for fellow players. Using Twitter, the forums, email, and even in-game characters, this player orchestrated a full-on investigation for participants to work through. And just recently, a new site offering to immerse players more deeply into the game through imagery was beta-launched. Both projects further player involvement in the world of the game -- the stories, the conspiracies, the histories, and the surroundings -- beyond the actual game. Both received support from Funcom in their efforts to expand the fans' experiences. And both are definitely worth checking out, so I sat down with the creators to get the scoop on the why, the how, and the what's next.

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EVE Evolved: Ten years of EVE Online

Betas, Sci-Fi, Trailers, Video, EVE Online, Culture, Events (In-Game), Expansions, Game Mechanics, Interviews, Lore, MMO Industry, Patches, PvP, News Items, Opinion, Consoles, MMOFPS, EVE Evolved, DUST 514, Dev Diaries, Sandbox, Anniversaries, Player-Generated Content, Subscription

EVE Evolved Ten years of EVE Online
Tomorrow marks a huge milestone in MMO history as sci-fi sandbox EVE Online officially turns ten years old. Released by a tiny icelandic development studio whose only previous release was a board game featuring Reykjavik's favourite cross-dressing mayor, EVE has slowly grown over the past decade to become one of the industry's biggest and most stable subscription titles. Following 2011's monoclegate scandal that led to around 8% of players quitting and CCP Games shedding 20% of its employees, this year saw EVE Online climb to new heights as it regained the playerbase's confidence and smashed the 500,000 subscriber barrier. As a special side-note, the EVE Evolved column also turned five years old last week; it has now officially been running for over half of EVE's lifetime.

The past year has been remarkably successful for CCP, with both of the year's EVE expansions being extremely well received and console MMOFPS DUST 514 finally starting to take shape. The Inferno and Retribution expansions fixed a staggering number of small issues that were broken in the game while also making big changes to bounty-hunting, piracy, and PvP across the board. We also saw huge emergent events like the Battle of Asakai, a $6,000 ship kill, and the five trillion ISK faction warfare exploit this year. With DUST 514 officially launching in just over a week on May 14th and players fired up about the upcoming Odyssey expansion, the future's looking bright for EVE Online as it heads into its second decade.

In this week's EVE Evolved, I look back at some of year's top EVE stories, stories that touched real life, and what the future holds for EVE's second decade.

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Darkfall Unholy Wars interview talks sandboxes, mounts, and content updates

Fantasy, Darkfall, Game Mechanics, Interviews, News Items, Sandbox, Subscription

Darkfall DUN DUN DUN
The fine folks behind Darkfall Unholy Wars recently sat down with an Italian fansite to chat a bit about the game. They talked about how the new game stemmed from their desire to push the original Darkfall beyond the limits of its systems. There's no reason to scrap a good thing, though, so the developers have brought over a lot of the sandbox features from the original. The Demi-God bosses, naval combat, and mounted combat systems are all making a reappearance in some form, although the team has been trying to improve upon their original implementation. Additionally, the game is meant to support player-generated events, crafting without artificial barriers, a new dye system, and city vendor hubs.

Presently, the team is putting in frequent patches with bug fixes while working on adding in features. Once the developers' current wishlist of features has been implemented, the team can focus on planning bigger patches and expansions for the future.

You can read the interview for yourself here, but be prepared to scroll to get down to the English bit. Unless you're super pro and read Italian.

[Thanks to moxious internetter Festano for the tip!]

Peter Molyneux speaks on the Fable MMO

Fantasy, Interviews, New Titles

Peter Molyneux speaks on the Fable MMO
Even though Fable creator Peter Molyneux left Lionhead Studios last March, he still has a lot to say about the gaming industry and genre he helped revolutionize.

In an interview with IGN, Molyneux talks candidly about the upcoming new Xbox and the possibility of a Fable MMO.

"I can see that that would work. The thing about Fable is that it was such a rich world. It was, well, what the name says it is. It's all about Fable and Albion and this idea of legends and humour. RPGs are great for MMO transitions. I can see that that concept works, and works quite well. I think the charm of Fable was in the feeling of the world and definitely the humour. If they keep that in an MMO, then there's no reason why it shouldn't do reasonably well, I don't think."

Of course, Molyneux's successor at Lionhead is an MMO vet himself, so let's all hope that the MMO pieces come together.

The Elder Scrolls Online's Matt Firor answers closed beta questions

Betas, Fantasy, Interviews, News Items, The Elder Scrolls Online

Screenshot -- The Elder Scrolls Online
The interwebs have been all aflutter because of the recently leaked video of The Elder Scrolls Online beta footage, and it's left many people clamoring for more beta details. Thankfully, ESO Game Director Matt Firor has stepped forth to provide just that. In a new interview, Firor didn't care to comment on the leak itself, but he was more than willing to answer a number of questions regarding the game's ongoing closed beta.

Firor states that the game's beta is progressing "very smoothly so far" and that the team is now "focusing more on the gameplay exerience" and "getting valuable feedback from beta testers." He goes on to explain that the current beta focus is on "moment-to-moment gameplay," including questing, combat, and the game's progression system. Also on the table are questions about the game's AI, the introduction of guilds, the importance of crafted gear, and of course, when the next round of beta invites will go out (spoiler alert: the answer is incredibly nonspecific). Regardless, there's probably some useful information to be found for ESO fans, so click on through the link below to check it out for yourself.

MMObility: Revisiting The Lost Titans

Betas, Screenshots, Video, Events (In-Game), Game Mechanics, Interviews, Previews, PvP, Opinion, Free-to-Play, Browser, Casual, Family, Livestream, MMObility, Dungeons

The Lost Titans screenshot
It's pretty impressive that The Lost Titans, a new browser-based MMO by ZQGame, launched in China and was supporting 600 servers within six months, but China is a unique, browser-eating beast. I've talked about the foreign browser market before and often marvel at how so many players in the West scoff at browser games. It's not as though "browser" is a genre; it's a delivery system. But here we are, getting ready to scroll through comments to read about how "browser games" suck. That's like saying, "MP3s are bad music."

Still, I cannot deny that some browser-based games do indeed suck. In fact, the last time I played The Lost Titans live, I found myself so bored I almost could not finish the stream, but I thought I'd try again with a fresh perspective. Despite finding many of the same issues I had before, I was surprised at how much further the game has come. I sat down with ZQGame's Laura Stephens during this latest livestream to talk about the game.

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What to expect from EVE Fanfest today: World of Darkness, EVE Keynote, and an interview with Jon Lander

Fantasy, Sci-Fi, EVE Online, Culture, Events (Real-World), Game Mechanics, Interviews, MMO Industry, New Titles, News Items, Free-to-Play, Events (Massively's Coverage), World of Darkness, DUST 514, Dev Diaries, Sandbox

What to expect from EVE Fanfest 2013 World of Darkness, EVE Keynote, and an interview with Jon lander
The second day of EVE Fanfest 2013 is now underway, and the schedule is packed! Today kicks off with a highly anticipated talk on World of Darkness at 7:00 a.m. EDT, and continues with the CSM Panel at 8:00 a.m. EDT, Alliance Panel at 9:00 a.m. EDT and Art Panel at 10:00 a.m. EDT. The CSM and Alliance panels are usually filled with hilarious banter, but this year the CSM Panel happens at the same time as the Faction Warfare roundtable and a talk on DUST 514 planet conquering in lowsec. The big event today is of course the EVE Online Keynote at 1:00 p.m. EDT, where we'll find out details of the upcoming Odyssey expansion.

World of Darkness is still pretty early in development, so the presentation will be talking mostly about the tools being used to build it. We're unlikely to get a release schedule or any solid gameplay demos, but with developers raving about their internal play-tests I expect to see some serious progress compared to last year. Since the CSM panel is likely being streamed, I'll try to hit up the Faction Warfare roundtable and see what CCP's current thoughts are on how to improve this aging game system.

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WildStar's lead PvP designer on differentiation and dynamics

Betas, Sci-Fi, Game Mechanics, Interviews, News Items, WildStar

The Draken are just suited to PvP.  And any sort of combat, really.
Wildstar features a huge world, a variety of wildlife, an in-depth housing system, a variety of questing mechanics... but for some players that's just not the interesting part. No, the interesting thing is finding out how you can take up arms against a fellow player. A new interview with lead PvP designer Jen Gordy sheds some light on the game's PvP mechanics and how the designers are using this side of the game to continue encouraging players to play the game how they want.

There will be two PvP-centric stats on the game, one to improve damage to other players and one to decrease it. The development team is also including features like the ability to minimize the duration of a stun once you've been hit to avoid having PvP matches boil down to a race to incapacitate the other side. But both PvP and PvE are meant to still work toward the same whole -- things that you get on one side will be useful on the other, freeing you to explore the game aspects you find the most rewarding. Read the full interview for more details on how you can cut down your fellow players for glory and (presumably) profit.

Star Citizen's Roberts on business models, the PS4, and more

Sci-Fi, Business Models, Interviews, MMO Industry, New Titles, News Items, Consoles, Sandbox, Crowdfunding, Star Citizen, Buy-to-Play

Star Citizen - Landing pad concept art
Game Industry interviewed Star Citizen mogul Chris Roberts at last month's GDC 2013, and the resulting read features plenty of interesting nuggets for space sim fans and the Roberts faithful.

He confirms a few things we already knew about SC's playable hangar demo scheduled for August, as well as the dogfighting alpha in December. He also shares how his team's shortened development schedule and modular process is adding up to a tighter, better game than could be made at a AAA studio.

And if Star Citizen's ever-increasing crowdfunding totals are any indication, Roberts' audience is more than OK with the process. "We generated $800,000 in February alone, which is crazy," he said. "We don't even have a campaign going, we're not even selling new ships or anything, and we don't have a game." He goes on to guesstimate that his 150,000-odd early adopters are only five to 10 percent of Star Citizen's post-launch audience. "Ultimately that means I can make the same game for a fifth of the revenue, a fifth of the sales, and I can be more profitable, and I can exist on lower unit sales. I think that's good for gamers, because crowdfunding and digital distribution are enabling more nichey stuff to be viable."

Roberts also hints at the future of SC's business model, likening it to that of World of Tanks. Finally, he has a few kind words for Sony's forthcoming PlayStation 4, and even says he'd consider putting SC on a console under the right circumstances. "The good news is that [the PS4] is essentially a PC, so that means PC owners will get much better ports of console games. I'm not a PC elitist by any means," Roberts explains. "If I could be on the PS4, and they were open, and I could do the updating and all the sort of stuff we're trying to do on Star Citizen, then I would definitely consider putting it on PS4 because it's essentially a PC with a friendlier operating system."

Pathfinder producer talks player-generated content, archetypes, and more

Fantasy, Classes, Game Mechanics, Interviews, MMO Industry, New Titles, News Items, Sandbox, Crowdfunding, Pathfinder Online

Pathfinder producer talks player-generated content, archetypes, and more
Goblinworks' CEO Ryan Dancy recently guested on the DM Fiat podcast. The Pathfinder Online producer had plenty to say about the tabletop RPG that's invading the MMO space, including nuggets about Pathfinder's extensive guild/settlement system, the River Kingdoms and expanding beyond them, and player-generated content.

Dancey says that Goblinworks would like for players to create their own PvE content modules and sell them to others, likely via some sort of app store format. He also mentions Pathfinder's archetype system and its numerous advantages over traditional class mechanics. Head to DM Fiat to listen to the podcast.

[Thanks Mark!]

Building the perfect fortress in Camelot Unchained [Updated]

Game Mechanics, Interviews, PvP, Dev Diaries, Sandbox, Crafting, Housing, Camelot Unchained, Player-Generated Content, MMORPG

Camelot Unchained's housing, building, and mining revealed
The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay.

Ahead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. Read on for the complete interview!

[Update: As of Monday, CSE has also released the document form of the housing plans.]

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Massively Exclusive: Neverwinter pre-launch interview, part two

Betas, Fantasy, Interviews, Launches, Free-to-Play, Neverwinter

Massively Exclusive Neverwinter prelaunch interview, part two
We're back with Cryptic Lead Producer Andy Velasquez to continue our discussion of Neverwinter's beta lessons, launch preparations, and post-launch plans. We also touch on some of the comments and concerns that players had for the title and how Cryptic is addressing them.

If you missed the first part of this interview, make sure you check it out before continuing!

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Watch Might and Magic: Duel of Champions' producer destroy Massively

Fantasy, Video, Game Mechanics, Interviews, New Titles, Previews, PvP, Free-to-Play, Mobile, Hands-On, Trading Card Games, Humor, Community Q&A, Livestream, Miscellaneous

Might and Magic Duel of Champions screenshot
Might and Magic: Duel of Champions is a new collectible card game brought to us by Ubisoft Quebec. Some folks might say that trading card games are a dime a dozen and that once you've played one, you've played them all. But I think the genre is always moving forward and expanding, introducing new designs and interesting ways to play, which is true of Might and Magic's latest go at the TCG market. During my tour, I found myself up against producer Stephane Jankowski. Unfortunately for me, he is no stranger to the game. He takes it quite seriously, going so far as to "go easy" on me so that I was not embarrassed. Little did he know that I am a noob at every game out there, so no harm was done.

Might and Magic: Duel of Champions is a great game for those who want not only more strategy but also a faster pace. The tutorial walked me through some of the basics, but I learned more in the hour I played with Stephane than I had playing during the previous week. Click past the cut to watch the livestream and read up on what makes this one stand out.

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Massively Exclusive: Neverwinter pre-launch interview, part one

Betas, Fantasy, Interviews, Launches, Free-to-Play, Neverwinter

Massively Exclusive Neverwinter prelaunch interview
Andy Velasquez has seen his fair share of MMO launches, but that doesn't make a new one any less exhilarating or terrifying. As lead producer, he's the captain of the Neverwinter ship and must make sure it's seaworthy before slipping out of drydock and heading into the unknown waters of release. Metaphor or no, it's a daunting job with little downtime, especially in this final week leading up to the soft launch of open beta.

Velasquez took a half-hour out of his busy schedule to sit with us and talk about the preparations being made for Neverwinter's big moment. Read on for his candid insights into beta stories, launch day, and making tough calls when tough calls had to be made.

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