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Posts tagged development-blog

The Elder Scrolls Online explores the creation of its music

Music plays a major role in setting the mood of any game. Sure, it might not be what makes or breaks The Elder Scrolls Online, but it would be difficult to get into the feel of epic adventure if the game's soundtrack were played entirely on harmonicas and vuvuzuelas. The latest development blog on...

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Star Wars: The Old Republic highlights the strengths of strike fighters

With all of the other ship classes in Star Wars: The Old Republic's latest addition, you can be forgiven for thinking that Galactic Starfighter kind of gives the eponymous fighters short shrift. After all, gunships can snipe with railguns, scouts are darting and disabling beasts, and bombers are...

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Star Wars: The Old Republic takes you to the gun(ship) show

Space is not the final frontier in Star Wars: The Old Republic. Frankly, space is pretty mundane. There's plenty of it, and both the Republic and the Empire have spent a lot of time flying around in it with machines meant to blow the snot out of other machines. The Gunship is the target of the...

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Star Wars: The Old Republic highlights bomb(er) ships

Bombers are not the sort of ships that dart hither and yon in Star Wars: The Old Republic. They don't skitter about in elaborate dogfights. No, they are the ships that approach their targets, use heavy shields to weather some incoming fire, and then watch as a field of mines explodes around all...

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Lord of the Rings Online explains Hunter changes in Helm's Deep

Ranged classes can be hard to handle from a design standpoint. Lord of the Rings Online had exactly that problem with Hunters; players felt that one of the class trait lines was the "main" line and the others were just supplementary. The latest development blog explains how that issue has been...

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Guild Wars 2 mixes up its WvW matchups

There's a problem in the Guild Wars 2 World vs. World matching system, and it's a subtle one that's almost invisible until you look closer. Because of the way ratings are calculated and how the matchups happen, the net result for each server is always being matched up against the same servers. No...

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TUG hopes to make guilds more meaningful by not having them

Guilds are pretty much ubiquitous in MMOs -- they serve as a way to bind players together into a group. But the team behind TUG thinks that all too often guilds come about mostly so you can have a name and a chat channel all to yourself. Which is why the latest design post about the game explains...

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Pathfinder Online discusses the creed of assassination

Not everything in Pathfinder Online is meant to be sweetness and light. Your player-run settlement might have all of the people it needs to be built into a great city, but all it takes is an assassin accosting one of those people and suddenly everything can fall apart. And that's not just...

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EVE Online shining up its starbases for Odyssey

In theory, player-owned starbases are a major component of EVE Online's gameplay. In practice, the acronym for these structures is seen as being unintentionally appropriate. But if you're an owner of a POS and hoping for some love from the development team, you can take heart that Odyssey is...

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Pathfinder Online shows off early development art

You might have been looking forward to Pathfinder Online for a while, but it's been hard to really look at the game. That's starting to change with the latest blog entry on the official site in which art director Mike Hines discusses the process of making art for Pathfinder Online and shows off...

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