Archive for the 'SWG' Category

Random Screenies

March 11th, 2009 | Category: Asides, DDO, EQII, Industry, LOTRO, Reblog, SWG, WAR, WoW

There’s been a bit of a meme going around where people share the sixth screenshot from their sixth screenshot subdirectory. Unfortunately, I don’t order screenshots quite like that. Instead, I thought I’d just go through my big old FRAPs folder (which contains the last 5 months or so of screenies from me) and show you my personal favorites. Here you go (with a key after the cut):


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SOE’s Southern Front

December 28th, 2008 | Category: DCUO, SOE, SWG

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I finished up another gallery I thought you might find interesting to take a look at. This one was shot the same week as AGDC 2008, just a day after the conference ended. Myself and Elizabeth from Massively took a good hard look at DC Universe Online, and I shot a bunch of fun pictures to accompany the visit. Check out our trip to SOE Austin.

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The Shock of Honesty

August 07th, 2008 | Category: Asides, Design, SWG

I always find it really interesting when MMO devs stop being polite and start getting real. Like, say, in this thread over at the SWG forums. Especially in light of Sanya’s most recent – really excellent – post.

The loss of beast loyalty is NOT new, it just became apparent in GU5 due to a bug. A bug that we have now fixed. To get an understanding on how this wasn’t originally communicated to Beast Masters we have to do a little internal history lesson. Four score and seven something something…

Blixtev and company started working on an ambitious chapter that we called Beast Mastery. During this time we had X amount of designers, programmers, and artists to start our brainstorms/documentation phases.

During the weeks that followed designers, programmers, and artists started to leave the project. Where they went is irrelevant. What IS relevant is the fact that other designers, programmers, and artists had pick up the torch where the others left off. As well as finish their own tasks. For some of those tasks we inherited, we were under the impression that the system/item was done, and just needed bug fixes/polishes. I will freely admit that I was the 3rd designer to touch loyalty/happiness pre chapter 6 launch. When I got this assigned to me, it was assigned as a “fix the bugs that come in, the system is done”. So that’s what I did.

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My Bet: The New Star Wars MMO Will Be “Clone Wars”

February 12th, 2008 | Category: Bioware, Industry, SWG

Clone WarsOkay. It all falls into place. Surfer Girl’s latest ‘Wars rumor had me thinking that the new MMOG was going to be based in the timeframe of the liveaction show. Today’s announcement of the full scope of the Clone Wars animated series, though, has it all coming into focus.

Produced by Lucasfilm Animation, Star Wars: The Clone Wars takes audiences on incredible new Star Wars adventures, combining the legendary storytelling of Lucasfilm with an eye-popping, signature animation style. Star Wars: The Clone Wars will open in North American theaters Friday, August 15. International release dates will be announced soon. The theatrical debut of Star Wars: The Clone Wars is only the beginning of all-new Star Wars adventures that continue in the fall when the long-awaited television series premieres on Cartoon Network, followed by airings on TNT. Details regarding international broadcasts will be announced shortly. Star Wars: The Clone Wars showcases an entirely new look and feel to the galaxy far, far away — combining the expansive scope of the Star Wars Saga with state-of-the-art computer-generated animation. Each week, viewers will see a thrilling, 30-minute “mini-movie” created by the talented artists at Lucasfilm Animation.

This is way, waaaay bigger a project than I thought it was. I had assumed the live-action show was the main thrust of their creative campaign, with the Clone series just a way to make side-money. This makes me think it’s t’otherwayround. Looking at the images from the animated series, it’s like looking at a really nice videogame. So why not make it a videogame? The Clone Wars era is actually the *perfect* time to set a game like this. It’s got the appeal of some later era components in the background, while still having plenty of room for Jedi to participate. It’s also right there in the movies, making it more appealing to folks who may have never heard of Knights of the Old Republic.

With her earlier statements taken into account, this paints a fascinating future for the MMO industry. If BioWare’s game really is a fantasy title, what the hell is it? A D&D game that tries to grab mindshare where DDO didn’t? That’s the implication of her statement that their game “has a fantasy setting akin to the company’s previous fantasy role playing games.” A title set in their Dragon Age world maybe?

So, out past the WAR/AoC fight this year, we have highlights like these:

  • BioWare’s Fantasy Title
  • The Agency
  • DC Universe
  • The Clone Wars MMO
  • StarGate Worlds
  • Secret World
  • Lego Universe
  • World of Darkness

Only one fantasy title! And it’s BioWare! Sniffle. I think I just learned how to love again.

I have to say: I partially hope this is wrong. I want a KOTORO MMOG. But, could I live with this? Heck yeah.

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Five Reasons Sci-Fi Pwns Fantasy

January 30th, 2008 | Category: AO, Design, Industry, Planet, SWG, TR

SkullSo here’s the deal: I’m a godless, soulless, technocratic transhumanist. Comments I’ve made in previous posts may have hinted at my love for technology. I like fantasy fine, yeah. It’d double coded, magic is all wonderful; I love World of Warcraft. All these things are fine.

Ultimately, though, my love has been for science fiction since I was a wee tot. Heinlein, Aasimov, Clarke, Stephenson, Gibson … these are the folks that I think of when I go to my happy reading place. As has been noted many times by NPD sales, developers, and money-men, I’m in the minority. Apparently the idea of surgically implanting a stainless steel port into your skull, in order more easily connect with a computer, is something not everyone enjoys. In space no one can hear you scream, and it’s hard to love a robot.

I’m tired of it. The Sci-fi ‘niche’ is a fantastic venue for creative thinking, and it’s an incredibly evocative milieu for gaming. Here are my five reasons why science fiction makes for a better setting than fantasy …

Update: Welcome io9 readers! Make sure to check out Grimwell’s fantasy-oriented response to this post, and my podcast followup to get the full discussion.

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How Did I Do, 2007?

Almost exactly a year ago I put down some predictions for the year in Massive games. It’d be cheating if I didn’t grade myself, so that’s what I’m going to do here, looking back at my 2006 MMOGnostications. This will be a pass/fail test, class … pens at the ready!

Burning Problems – The launch of the expansion to World of Warcraft is going to cause Blizzard bigtime headaches.

Buzz! Bigtime wrong. The launch went almost flawlessly, and despite the huge impact it has had on the life of raiders WoW rolls along unbowed and unbroken. I always thought the expansion was going to be good, but I expected Blizzard to have problems similar to the game’s initial launch. Instead, big blue learned its lessons and scored a customer relations coup.

That Not So Fresh Feeling – At least one of the MMOGs slated to launch this year is going to end up being kind of a stinker.

Ding! This was kind of one of my ’safety’ options, but it came very much true nonetheless. Vanguard was a huge letdown for expectant fans, and the SOE team is still doing overtime work to make the ship sail in a straight line.

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A Couple of Hours With SOE-Austin

October 25th, 2007 | Category: DCUO, SWG

PlayersIt’s now well over a month since I attended Austin Games Conference. One of the highlights of that trip was the opportunity to meet with some of the minds behind Star Wars Galaxies at the SOE-Austin studio. It was a very informal thing, something that John Blakely had mentioned as a possibility when I had the chance to talk with him at SOE Gamers Day early this year. Schedules and stars aligned, thankfully, and I made the trek out to their offices for a few hours with the game’s creative leads. So why hasn’t it shown up on the site until now? I blame illness and brain worms. Hopefully my memories here aren’t so stale as to be useless. I’ll try to give an overview of the experience and the topics we touched upon, which ranged from the SWG development process all the way to the role of bloggers and podcasters in MMOG communities. The latter conversation was, admittedly, as much friendly conversation as idea exploration for my panel session that Thursday.

The big picture: SWG is still not a game that I (personally) want to play every day, but you really have to hand it to those guys for the passion and persistence they’ve displayed in keeping that ship afloat. Also, DCUO concept art is gorgeous.
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