john-smedley

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  • Smedley plays H1Z1 on Steam, talks early access

    by 
    Jef Reahard
    Jef Reahard
    06.19.2014

    John Smedley tells Reddit that he has played H1Z1 on Steam. "It's our first step toward early access launch," he writes, though the date is still up in the air. "We don't mean to be coy about the date," he says. "We just realized after that initial date it would be smarter to announce it after our feature list was complete. So expect to hear more on the date fairly soon." Smedley also mentions a few features that the dev team is currently working on, including bow crafting, "shooting a deer in the eye with the bow," and more. [Header image by H1Z1Jane via SOE]

  • Player-driven development at 'core' of SOE's philosophy

    by 
    Justin Olivetti
    Justin Olivetti
    06.11.2014

    SOE President John Smedley is preaching the gospel of player-created content to any and all who will hear, saying, "Our player-driven development process is really at the core of who we are and who we've evolved into." In a new interview with Fortune, Smedley talked about the approach that SOE is taking with its open development, player-created content, and community monetization opportunities. "What we're trying to do is to expose the development process to our players and get them excited, let them see the stuff we're making as early as possible and get their opinions on shaping our games," he said. Smedley praised the "revolution" of Twitch streaming as a communication pathway, saying that it's helped players to truly understand what goes into making MMOs. He also pointed out how free-to-play has finally been embraced by the console crowd: "There's evidence now. It's fair to say that consoles took longer to get to free-to-play simply because the business model has been the same way for quite a while now. But they're seeing this amazing revenue generator from micro-transactions in free-to-play games."

  • E3 2014: Hands-on with H1Z1

    by 
    Andrew Ross
    Andrew Ross
    06.11.2014

    I'm coughing. My head hurts. I'm tired, hungry, and thirsty. I'm not hearing things anymore, but when I close my eyes for too long, I feel disoriented. And this was before I got my hands on H1Z1! I'm sick at E3, but well enough to see through some spin while looking at a winner. If you're tired of hype, false promises, and pay-to-play alphas, come read between the lines with me as I recount the experience of my H1Z1 demo.

  • E3 2014: SOE's evil ways on display in this H1Z1 teaser

    by 
    Jef Reahard
    Jef Reahard
    06.09.2014

    SOE has taken the wraps off "My Evil Ways," a new trailer for zombie sandbox H1Z1. The clip is comprised of gameplay footage and seems to endorse the kill-or-be-killed mentality that typically permeates apocalyptic fiction. View it in full after the break!

  • H1Z1 floats possible server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    05.30.2014

    A short Reddit post from SOE revealed a few possible server rulesets that the team has been discussing for H1Z1. While these aren't set in stone, it is an interesting peek into the possibilities of both official and player-run servers. The possible server rulesets include: Hardcore ruleset (wipes all ownership and recipes upon death) PvP vs. PvE Military weapons toggle Guns toggle (melee/bows only server) Roleplay (VOIP attracts zombies and other tidbits) World chat vs. area chat Hardcore ruleset #2: Starvation! (food and water consumption are much higher) Hardcore ruleset #3: Zombies and wolves are deadlier, faster, and hardier Base destructibility (easy, hard, not at all) SOE also indicated that it would be possible to create rulesets that mix-and-matched between these ideas.

  • Special H1Z1 livestream event going on right now

    by 
    Justin Olivetti
    Justin Olivetti
    05.15.2014

    SOE is planning a special livestream event covering H1Z1 starting at 2:00 p.m. EST today. President John Smedley tweeted, "It's a surprise. It's entirely live. Its either going to be epic awesome or epic fail. Either way it will be worth tuning into. Either way, it's not going to bore you." You can watch it on H1Z1's Twitch channel or after the jump.

  • SOE's Jimmy Whisenhunt on the paranoia and potential of H1Z1

    by 
    Justin Olivetti
    Justin Olivetti
    05.09.2014

    What's more dangerous to your survival after the apocalypse: undead abominations or your fellow humans? OK, that's certainly not a new question in the zombie gaming genre, although it's not going to stop H1Z1 from asking it. In fact, there's a haze of extreme familiarity that's settled around this title, even though it's the first full MMO on this scale to tackle a zombie survival sandbox. Is it almost too familiar for its own good? Will that familiarity be an asset or a drawback? Is SOE merely trying to cash in on the DayZ craze without trying much new? Or are these assumptions blinding us to the grander plan? To get a better feel for H1Z1, we got on the phone with Senior Designer Jimmy Whisenhunt. To start off, Whisenhunt gave us a quick summary of the game for those who aren't clued in to the whole. H1Z1 is a post-apocalyptic survival MMO that's more focused on physicality than stats. So instead of needing to level up, you'll find your initial challenges will be things like foraging for food, finding a shelter, building a campfire, and getting your hands on a weapon because everything wants to kill you. And when Whisenhunt says "everything," he means not just zombies but the environment, infection, weather, wildlife, and even other players.

  • Rust, H1Z1, and the emerging 'survival MMO' genre

    by 
    Andrew Ross
    Andrew Ross
    05.08.2014

    I'm naked and alone again, but that's OK. After having to level up in other games a million times, deal with boring tutorials, repeatedly turn in quests that add no value to my play time, and then watch as my guild slowly bleeds members to the next MMO asking us to repeat the whole ordeal, "naked and alone" is actually nice. Well, maybe just the naked part. And that, my friends, is the horror-survival/post-apocalypse genre. I love MMOs, but recent themeparks and building games have left me wanting something a bit more dangerous but still not a pointless murderfest. For the most part, these games are less about levels and quests and more about finding items to make sure you don't die. Hunger meters, diseases, and limited supplies in a world filled with enemies who loot you certainly feels like a good throwback to classic RPGs mixed with the multiplayer I've been craving since Asheron's Call first hooked me on MMORPGs. But community-wise, these games have seemed more like lobby shooters than MMOs, which for a long time made me hesitate to try them. If you've been finding yourself in the same situation, hopefully my little plunge into this bloody genre will give you some ideas of what to expect.

  • Stick and Rudder: How Star Citizen is turning the game industry on its ear

    by 
    Jef Reahard
    Jef Reahard
    05.04.2014

    When this column began, the first thing I talked about was Star Citizen's then-unique development model and how important it was both for fans and the game industry as a whole. Over a year later, the jury's still out on whether or not Cloud Imperium's opus will bring balance to the Force and give starving hardcores a home of their own. It's already safe to say that Star Citizen has turned the industry on its ear, though.

  • SOE is streaming H1Z1 right now [Videos uploaded now]

    by 
    Jef Reahard
    Jef Reahard
    04.29.2014

    You know what goes great with lunch breaks (or breakfast, if you're one of those weirdo West Coasters)? Zombies, that's what. As such, SOE is serving up an H1Z1 livestream as we speak, so head to the game's official Twitch channel to see game designers Adam Clegg and Jimmy Whisenhunt laying the groundwork for this afternoon's content. This is a day-long stream, with dev interviews, office tours, John Smedley, and gameplay on tap. [Update: We've embedded the trailer and other stream highlights after the break.]

  • Here's a brief H1Z1 trailer

    by 
    Jef Reahard
    Jef Reahard
    04.28.2014

    SOE sneaked a brief H1Z1 trailer onto the interwebs last week, and the clip features 58 seconds' worth of the night terrors typically associated with zombies and zombie video games. The trailer is called Will You Survive the Night. View it in its entirety after the cut.

  • The Daily Grind: How much paranoia should MMOs provoke?

    by 
    Bree Royce
    Bree Royce
    04.25.2014

    A few weeks ago, SOE's John Smedley suggested that H1Z1's gameplay mechanics and atmosphere are intended make you "scared when you see someone" and that "your first instinct needs to be to hide." It seemed to me that what he was describing was not an MMORPG but the antithesis of an MMORPG. I usually log into MMOs to be surrounded by people, not to hide from them. Even in a game with open PvP, I don't want the entirety of my play experience to be summed up by sheer paranoia, especially a game that features so prominently a crafting-based and presumably social economy. What do you think -- how much do you want the feeling of paranoia and fear of your fellow players to dominate your play experience? [With thanks to SallyBowls and Space Cobra for the inspiration for this question!] Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • John Smedley discusses H1Z1 monetization

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2014

    Player characters in H1Z1 won't be concerned with money, seeing as how they'll be busy trying to fortify themselves against hordes of shambling zombies. Sony Online Entertainment, however, does indeed want to make money off of the game. President John Smedley took to Reddit to share the details of the team's first monetization meeting, and while it's not a decisive list of how the game will make money, it serves as a preview. The early list contains character slots, wearable items, crates with random selections of wearable items, and emotes. The team also intends to allow players to loot wearables from other players, but looted cash items will degrade over time rather than being perpetual acquisitions. Smedley makes it clear that resources like food, water, and ammunition will not be sold, nor will any boosts to those resources, since acquiring these assets makes up the core of the gameplay. Take a look at the post for the details and the community response.

  • SOE's new Player Server initiative debuting in H1Z1

    by 
    Jef Reahard
    Jef Reahard
    04.18.2014

    Did you watch SOE's late-breaking H1Z1 livestream last night? Are you excited for the zombie survival sandbox MMO? Well, here's another nugget to chew on courtesy of CEO John Smedley and his Twitter feed. The game will feature private servers. Today I'd like to announce H1Z1 will be the first game to implement our new Player Servers. In addition to the traditional servers that we set up and run (what you've come to expect in MMOs), we will allow the players to come together in any way they wish and if they can get enough people together to vote for the server we will make it for them. At first this will be for specific pre-defined rulesets. Later we will expand past rulesets into adding more features. For example perhaps one community prefers to go more militaristic. So they add more military vehicles. So we're truly letting you, our players get exactly the kind of thing you're looking for. Mechanically this will allow players to buy pledge tokens in Station Cash to vote on a proposal. However, should the vote [succeed] we refund. [Thanks BabaGraPL!]

  • SOE is streaming H1Z1 live right now

    by 
    Bree Royce
    Bree Royce
    04.17.2014

    SOE has just announced that members of the H1Z1 dev team will be streaming the recently revealed zombie survival sandbox for the first time tonight on Twitch starting at 7:00 p.m. EDT, which is right this very minute. We've included the stream embed after the cut for your entertainment. Popcorn sold separately. [Update: The devs streaming are Game Designer Jimmy Whisenhunt and Technical Director Tom Schenck] [Source: SOE press release]

  • Smedley talks H1Z1's map size, population density

    by 
    Jef Reahard
    Jef Reahard
    04.11.2014

    SOE CEO John Smedley's not done talking about zombie sandbox survival MMO H1Z1. Earlier this afternoon on Reddit, Smed posted a lengthy comment addressing questions about the game's map size. Rather than summarize it for you, I'll just go ahead and leave the whole thing here. I've seen a bunch of people asking questions about the map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple -- we're building the core of "anywhere USA". When we first open it up to users the map will be huge, but nowhere near as big as it's going to be in short order. Our map editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On PlanetSide 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter. When we open up the early access there will be a massive map for players to enjoy. Over time (very quickly) they'll magically just be able to keep going further than they've gone before. It's a very unique way of doing it, but we actually think this is a better way to go. So not to worry. Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super-crowded. We want remote... haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse. So how many players per server? Who knows. As we add more land the number of people we can hold on a server goes way up. So we're excited. We have a ton of zombies for you to fight too. You'll be seeing hordes, oh yes you will.

  • Smed confirms one Player Studio user earned $100,000

    by 
    Shawn Schuster
    Shawn Schuster
    04.11.2014

    Talking to the hosts of Game Talk Live last night, Sony Online Entertainment President John Smedley confirmed that a player has reached the $100,000 milestone for income earned on SOE's Player Studio. Player Studio allows users to create unique in-game items to sell on the SOE marketplace. When items sell in the marketplace, the user earns 40% of the sale price. Right now the toolset is only available in EverQuest, EverQuest II, and PlanetSide 2, but may release in future SOE games, including EverQuest Next and Landmark.

  • SOE's H1Z1 is a zombie-flavored sandbox after all

    by 
    Bree Royce
    Bree Royce
    04.09.2014

    SOE has just released more information on its upcoming F2P zombie MMO H1Z1. In a letter posted to Reddit just moments ago, President John Smedley explained his vision for the game. "It's a massively multiplayer game in which players fight for survival in a world where death is the only sure thing," he writes. Set in middle America with a distinct zombie flavor, the game will be a sandbox with a "deep crafting system" with which "players can build shelters out of resources in the world" and "work together to make amazing fortresses complete with weaponry to help defend against both the Infected and other players." How is the game different from the multitudes of other kill-or-be-killed post-apoc zombie sandboxes already in existence? Smed says it's a persistent MMO with thousands of players and different rulesets, a strong economy, open looting in PvP, access to devs, an emphasis on "player ownership and building," and cool tech borrowed from PlanetSide 2. The studio plans to have a player-playable version within four to six weeks; it will fall under the $15 All Access Pass and have microtransactions but will not be P2W. Have a look at the first released screenies below. The Game Talk Live stream is now over. [Source: SOE press release]

  • SOE revealing H1Z1 tonight, teaser site live

    by 
    Jef Reahard
    Jef Reahard
    04.09.2014

    Is SOE's new game a zombie MMO? Does it feature Star Wars: Galaxies' mechanics? Are players going to complain about zombies being cliche and overused before logging in to their cliche and overused fantasy MMO of choice? These questions and more will hopefully be answered tonight at 8:00 p.m. EDT when the firm unveils H1Z1 on Game Talk Live. CEO John Smedley teased the announcement on his Twitter feed last night, saying that the game is pretty far along. "You can play it yourself soon," he tweeted. "And by play I mean fully." The game's website has also gone live, though it's currently a single image. [Smedley has since confirmed that the game is indeed zombies. "H1Z1 is an MMO that allows players to take on the role of an apocalypse survivor who is in a world that is filled with zombies [... ] A world! Not just a little tiny server."] [Thanks Dean!]

  • The Daily Grind: How important is the setting of your MMOs?

    by 
    Bree Royce
    Bree Royce
    04.08.2014

    Massively reader dirtyklingon recently wrote to us with an interesting observation. He was surprised at the backlash that was generated when SOE's John Smedley teased a new MMO for Star Wars Galaxies fans but then revealed it would not be Star Wars but a survival-based contemporary sandbox setting -- by most guesses, zombies. I don't think most people really expected Star Wars Galaxies II (or Star Wars at all, for that matter), but I was pretty disappointed. The setting of SWG wasn't essential, but I expected something much closer to it in theme from the new game, something a bit more space cowboyish without the Star Wars name. I'll tolerate a lot of settings to play a good sandbox, but a few are real turn-offs and can actually be dealbreakers. Like, you know, zombies. What about you, Massively crew -- how important is the setting of your MMOs? Can it make or break your experience? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!