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Massively Interviews

Massively interviews TwitchTV's Justin Kan

Business models, Culture, Interviews, Massively Interviews, Miscellaneous

TwitchTV screenshot
If you've stayed up-to-date with Massively's livestreaming, then you know that we recently made the switch to TwitchTV to meet all of our streaming needs. There have been some bumps in the road along the way, but overall the experience has been wonderful. We've even added several new personalities to the mix and now stream fan favorites like APB: Reloaded, EVE Online and others.

Justin Kan, president of Justin.tv (of which Twitch is a part), sat down and answered several of our questions about the livestreaming service. Click past the cut to read the interview!

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Rakghouls and raging Hutts with SWTOR's Gabe Amatangelo

Sci-fi, Video, Lore, New titles, Patches, Previews, PvP, PvE, Massively Interviews, Star Wars: The Old Republic, Dungeons

A month after Star Wars: The Old Republic began its official journey in the public eye, the developers of this game-changing MMO are ready to extend the story, which they call the fourth pillar of the MMO genre. In patch 1.1, which also brings the usual round of bug fixes, players will be introduced to a brand-new level 50 flashpoint as well as a completed version of the Karagga's Palace 8-to-16-man operation.

In the official press release for 1.1, BioWare founder Greg Zeschuk notes, "A month ago when we launched the Early Game Access program for Star Wars: The Old Republic, we promised our fans that this would just be the beginning of our journey together." That's all well and good, but we want details. So we rang up BioWare's Gabe Amatangelo to discuss the new flashpoint, Karagga's palace, Ilum, and the future of SWTOR PvP.

Be aware that there will be some minor spoilers, but we'll warn you in advance!

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MMO Community Spotlight: Gamebreaker's Gary Gannon

Interviews, MMO industry, Massively Interviews, Community Q&A, Miscellaneous

Gamebreaker
What would an MMO be without its community? Development is only a fraction of what makes an MMO successful; the passion of its players is what really makes or breaks any massively online game. So we're excited to spotlight those members of the MMO community who we think are particularly passionate about our favorite hobby.

If you don't know the name Gary Gannon, you will soon enough. Gary has created or helped create everything from a successful MMO podcast to a social media site for gamers, but he's now looking to boost his Gamebreaker media network into the "CNN or ESPN of gaming" in the near future.

Sound like a pipe dream from yet another in the sea of overly enthusiastic game-journalist wannabes? Not if that person has spent his entire adult career actually working for some of the largest news organizations in the U.S.

We caught up with Gary to talk about his gaming roots, his passion for the community, and the future of his Gamebreaker network.

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Setting the record straight: Massively's interview with Pando Networks

Interviews, Massively Interviews, Miscellaneous

Pando Media Booster
In a recent installment of The Daily Grind, we mentioned the use of third party downloaders for MMOs, asking your opinions on the topic. The general consensus seemed to be an overall negative opinion of these clients, including a (sometimes quite strong) dislike for Pando Media Booster -- a piece of software that's mostly known in MMO circles from games like Lord of the Rings Online and Dungeons & Dragons Online.

After the post ran, Pando Networks contacted Massively hoping to clear up some of the questions and concerns surrounding the Pando Media Booster. We called up CEO Robert Levitan, who was eager to set the record straight with much to say about the technological features -- both real and misunderstood -- about his company's product.

Follow along after the jump for the complete interview.

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Free for All: Jagex answers more questions about nuking bots

Fantasy, Interviews, RuneScape, Free-to-play, Browser, Casual, Massively Interviews, Free for All

RuneScape bot nuking screenshot
Recently Jagex, maker of the mega-popular browser-based MMO RuneScape, bragged about the success of its Bot Nuking Day, an event of epic proportions that promised to rid the game of the thousands of bots that plague legitimate players. The proof is in the pudding, as they say, and any long-term player can now tell you that the effort seems to have worked. But for how long? Players have been promised a solution for a long time, so what makes Jagex think that the recently nuked will stay nuked?

I wanted to know more, and Daniel Clough, VP of RuneScape, was nice enough to answer several of my questions about the event. Did the nuking work as well as the team hoped? Will the bots stay dead? It didn't work in the Terminator, so why now?

Click past the cut for all of the answers!

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Previewing the nuts and bolts of MechWarrior Online

Sci-fi, Screenshots, Interviews, New titles, PvP, Free-to-play, Massively Interviews, MechWarrior Online

MechWarrior screenshot
MechWarrior Online might just be one of the most exciting titles to be announced in recent times. If you have ever played any version of the game or have ever enjoyed stomping around in the Battletech universe, you'll be happy to know that, yes, the new online game is actually being made. While the IP will soon turn 30 years old, it's still very popular. Some of us remember painting metal figures to place into our tiny lances, while others have fond memories of jumping and shooting, jumping and shooting, jumping and shooting.

Massively joined the press roundtable for the game this week and snagged some juicy information. We talked with Piranha Games' President Russ Bullock and Creative Director Bryan Ekman about how the development process is going, how their philosophies influence design, and how the game will actually play.

Click past the cut, and watch out for heat!

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Massively talks Mesmer: Our exclusive interview with Guild Wars 2 designer Eric Flannum

Fantasy, Guild Wars, Classes, Interviews, Guild Wars 2, Massively Interviews

GW2 mesmer
It's been days since we got the official Guild Wars 2 Mesmer reveal, but the excitement is still running strong through the fan community.

Here at Massively, we're just as excited about it, so we took some time to sit down with game designer Eric Flannum and chat about some of the background and design details of the eighth and final Guild Wars 2 class. Follow along after the jump to see what he had to say!

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The Guild Counsel: What if the game leaves you?

Sci-fi, Video, Guilds, MMO industry, Star Wars Galaxies, Massively Interviews, Massively Event Coverage, Livestream, The Guild Counsel, Sandbox

SWG sunset
In previous Guild Counsel columns, we've tackled the issue of players leaving their guilds or even their games, but what about when the game leaves you? Recently, this has become an issue that, sadly, we're seeing more and more often, with announced closings of MMOs and even studios.

This week, Star Wars Galaxies' eight-year-plus run will come to an end, and the servers will shut down at midnight EST tonight. I saw a terrific tribute video made by Kyranna Mythina from the Starsider server, and I wanted to get some thoughts about the game and its closing. Read on for Kyranna's best memories of the game as well as thoughts about the end... and where to go from there.

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Massively Exclusive: The Force ghosts of past, present, and future with SWTOR's James Ohlen [Updated]

Sci-fi, Culture, Economy, Interviews, New titles, PvP, Endgame, PvE, Massively Interviews, Star Wars: The Old Republic, Crafting

Fans have been sitting on pins and needles, waiting for their blessed early access emails for Star Wars: The Old Republic. What can you do while we wait to reserve your character names before the noobie rush on December 20th? You could check out the awesome guide Massively released on Monday to scout out which class you want to play before you play it. You could read the Hyperspace Beacon that came out yesterday; it may take the edge off the anticipation. Or maybe you could have a chat with SWTOR Creative Director James Ohlen about the current state of the game and what's coming down the bend.

We went with the last one.

After the break, find out what Ohlen had to say about SWTOR's legacy system, customizable ships, and other future content.

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Trion's Hal Hanlin and Mike Daugherty give details on RIFT's update 1.6

Fantasy, Interviews, MMO industry, Patches, Massively Interviews, RIFT

Rift Ember Isle
RIFT has gained a reputation for its fast and furious pace of updates, and doesn't appear to be ready to shed that image any time soon. Players are currently participating in the Ashes of History world event, and learning some clues about a mysterious new island, which is due soon with Update 1.6. In addition to the launch of a new overland zone, Ember Isle, there will be new group content, new zone invasion mechanics, and a new feature called "Instant Adventures." Design Director Hal Hanlin and Content Lead Mike Daugherty took some time to talk to Massively about Update 1.6. Read on for highlights from the interview.

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GDC Online 2011: Chatting planes, tanks, and battleships with Wargaming.net

Historical, Galleries, Screenshots, Game mechanics, Interviews, Previews, PvP, War, Free-to-play, Massively Interviews, Massively Event Coverage, World of Tanks, World of Warplanes, World of Battleships

Just a year ago, Wargaming.net was at GDC Online to promote World of Tanks. At the time, it was still in closed beta, with open beta still a month away. Nevertheless, the team was enthusiastic and excited to share its plans for the game.

What a difference a year makes. Today, World of Tanks has weathered a successful launch, surpassing five million registered players in August and setting a Guinness World Record for simultaneous player connections at 91,311. Retail boxes are now arriving in stores, and game updates have come at a steady pace. On top of that, the company is working on World of Warplanes and World of Battleships as it expands on its wartime MMO series. This week at GDC Austin, Massively had a chance to talk to Vice President of Public Relations in North America Bryan Davies and PR Manager Arthur Pratapopau, and they shared some news about all three titles. Read on for highlights from the interview.

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Reporting from the front: Marv Wolfman on the chronicling of PlanetSide 2's war

Sci-fi, Interviews, Lore, Free-to-play, MMOFPS, Massively Interviews, PlanetSide 2

Marv Wolfman
Let's face it: First-person shooters aren't typically renowned for their intricate lore and detailed backstories. When you're mowing through a herd of alien bugs or a room full of terrorists with a plasma rifle and grenade launcher, "story" takes a backseat to "Boom! Headshot!" So why, then, is Sony Online Entertainment making a concerted effort to slather its upcoming PlanetSide 2 with a healthy layer of story?

To answer this, we sat down with famed comic writer Marv Wolfman, who has once again teamed up with the MMO studio to provide the backstory for PlanetSide 2 in the form of several short stories (the first of which can be read on the official site right now). Wolfman, who has been working on this project for several months already, sees story as essential to the game experience. "Sooner or later, you want to know why you're here and doing what you're doing," he explained.

The first PlanetSide had a paper-thin backstory that tended to escape the attention of most of the players, which is why SOE is trying to give this "reimaging" a solid grounding in lore. Sure, not every player cares about it, but for the ones that do, being able to read about the history of the world and the reason behind the conflict is important. PlanetSide 2 isn't just a mindless shooter to the company but a war with depth, meaning, struggles, and purpose. This is where Wolfman comes in to work his wordsmithing magic.

Hit the jump as we investigate the scope of these stories and how you wish you had a history class that covered war in such a cool way.

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Coloring inside the lines: An interview with PlanetSide 2's Tramell Isaac

Sci-fi, Interviews, Previews, Free-to-play, MMOFPS, Massively Interviews, PlanetSide 2

PlanetSide 2
I think we're all allowed our moments of pure geek squeeing when we bump into the people responsible for some of our favorite video games of yesteryear. So I had to apologize to Tramell Isaac in advance for gushing over his work on the first two Fallout titles, games that are among my all-time favorites. He didn't seem to mind, and he spent a few minutes shooting the breeze about his favorite designs in the game -- designing Robobrain and the Vault Boy cards that accompanied the player perks.

MMO fans will probably best know Isaac from his work on the original PlanetSide, a project that is near and dear to his heart. Sony Online Entertainment brought him back on board to be the senior art director for PlanetSide 2. This makes sense -- after all, who else would best know how to evolve the series' design than the guy who started it?

Isaac was kind enough to sit down on the phone with me to talk about how PlanetSide 2's visuals are shaping up, following his own blog post on the subject. Hit the jump to find out why each faction is going with a very specific color scheme, how microtransactions will affect how awesome you look, and just what Batman has to do with any of it.

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Massively Exclusive: World of Darkness interview

Horror, Culture, Events, real-world, Interviews, New titles, Massively Interviews, Massively Event Coverage, World of Darkness, Miscellaneous

World of Darkness header
The 2011 Grand Masquerade in New Orleans is over, and the monsters have all gone home. In their wake, we're left with a series of exciting revelations relating to the upcoming World of Darkness by CCP Games. While it's only in pre-production, it has already sent fans of the World of Darkness setting into a frenzy of anticipation. The new details only give rise to more questions, however, and speculation has run rampant, especially given how radically CCP's new game departs from the standard MMO model. Thankfully, Massively has some answers.

Shane Defreest, the Community Developer for CCP North America and White Wolf Publishing, was kind enough to take the time out of his hectic schedule to answer a few of our questions relating to the game. He sheds a bit of light on World of Darkness, discussing the choice of setting, player factions and playable clans, the business model, and how he views the experience of the game. Enjoy!

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MMObility: Illyriad devs shine light on HTML5

Game mechanics, Interviews, Professions, Free-to-play, Browser, Massively Interviews, Miscellaneous, MMObility

Illyriad screenshot
HTML5 is somewhat of a mysterious beast. We've probably all heard whispers of the "new" version of the standard web coding language, but to most of us it means very little. After all, why is it number five? Why is there a buzz about this new way of coding websites? Is "coding" even the right word? Oh, I've learned a thing or two over the years; I've built a few websites and have figured out some of the basics. My wife is a graphic designer, so I have learned a lot from her, including some of the stuff that makes up Flash and other graphical... things. But I am far from an expert.

So I decided to ask Ben Adams and and James Niesewand, CTO and CEO of Illyriad Games, respectively, about HTML5. They are really starting to push the boundaries of the language with their game Illyriad. It's fun to learn about this stuff, and it's always nice to know how our mobile games are being made. Click past the cut and read the interview!

Warning: Big words ahead!

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