rich-vogel

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  • Bethesda's new Battlecry Studios looking for F2P experts

    by 
    Jef Reahard
    Jef Reahard
    10.04.2012

    Bethesda may be known for its one-of-a-kind offline RPGs, but its new Battlecry Studios division is looking to ride the online free-to-play gravy train. Eurogamer has sussed out a few details based on the firm's job postings, which include a "monetization designer" and a platform lead position that requires experience with "design and implementation of microtransaction systems and services." The advertisements also suggest some sort of console release, as Bethesda notes that "console experience -- preferably next generation (PS3, Xbox 360)" is preferred. Battlecry is headed by former Star Wars: The Old Republic executive producer Rich Vogel.

  • Daniel Erickson leaves BioWare

    by 
    Elisabeth
    Elisabeth
    10.03.2012

    A few weeks ago Star Wars: The Old Republic's lead designer, Daniel Erickson, sparked some rumors by adding the phrase "actively looking for new opportunities" to his LinkedIn profile. A tweet today made his split with the company official, bringing seven years of being at BioWare to a close. Erickson joins former executive producer Rich Vogel and BioWare founders Dr. Ray Muzyka and Dr. Greg Zeschuk as big names leaving the company in the last handful of months. Of course, that's just people leaving voluntarily -- the company saw substantial layoffs in summer due to refining and restructuring. [Thanks to alert reader Jay for the tip.]

  • Former SWTOR executive producer heads to Battlecry Studios for unnanounced title

    by 
    Elisabeth
    Elisabeth
    10.03.2012

    Rich Vogel, the former executive producer of Star Wars: The Old Republic, has found a new home with Bethesda Softworks. Bethesda has announced a new studio: Battlecry Studios will be based in Austin, Texas, and headed up by Vogel. Battlecry Studios is looking for "experienced game developers to fill key roles for an unannounced project." Bethesda President Vlatko Andonov says the company is excited about Rich's "history of building and managing talented development teams and bringing high quality games to market," while Vogel has "always admired and respected Bethesda's approach to making great, original games." While there's no information yet as to the nature of the title, Vogel's long history with MMOs gives us hope. Bethesda's parent company, ZeniMax, already has The Elder Scrolls Online in development through Zenimax Online Studios but might be looking to make use of its rights to the Fallout franchise. [Source: Bethesda Softworks press release]

  • Koster, Vogel, Long headline GDC Online Ultima panel

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    The 2012 edition of GDC Online is filling out its schedule, and one of the more interesting dev panels is a "classic game postmortem" concerning Ultima Online. While the term postmortem is a bit of a misnomer since the game is still very much alive, the panel features an eclectic mix of dev personalities who helped shape both UO and the industry itself. Original UO team members Starr Long, Rich Vogel, and Raph Koster will discuss how a "combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people's lives and the course of an industry," according to the GDC website. If you'll be in Austin, Texas, from October 9th through the 11th, stop by and learn a thing or two about MMOs and the folks who make them.

  • SWTOR executive producer leaves BioWare; new layoffs rumored [Updated: BioWare responds]

    by 
    Jef Reahard
    Jef Reahard
    07.17.2012

    Star Wars: The Old Republic's Rich Vogel is no longer with BioWare, according to a report at Gamasutra. Vogel served as SWTOR's executive producer and is an MMO industry veteran of 20 years on various titles, including Star Wars Galaxies, Ultima Online, and Meridian 59. The article also mentions emerging reports that BioWare's Austin campus is laying off workers as of this morning, though Vogel's departure apparently precedes these new developments. It's unclear whether the cuts are a continuation of the restructuring begun last May or a new round of layoffs. Vogel signed on with BioWare in 2005 and most recently made headlines for a GDC 2012 presentation that highlighted SWTOR's project management apparatus. [Update: EA BioWare has issued a statement confirming restructuring within its Austin studio, attributing it to ongoing staff reductions started this past May. The full statement is below the break.]

  • GDC 2012: A peek behind SWTOR's project management curtain

    by 
    Jef Reahard
    Jef Reahard
    03.08.2012

    GDC is often described as the most cerebral of the various gaming conventions. E3 has its big reveals and booth babes, PAX has its fan-friendly hands-on sessions and general geekery. GDC, though, is mainly by developers and for developers, and last night's BioWare panel was a good case in point. The session ran for well over an hour (not counting a brief Q&A at the end), and it focused largely on the daunting management tasks inherent in a project like Star Wars: The Old Republic.

  • BioWare: All our devs play SWTOR

    by 
    Jef Reahard
    Jef Reahard
    01.31.2012

    Ever wonder if MMO devs play the MMO they're developing? Apparently the answer is yes in the case of Star Wars: The Old Republic. A new dev blog by BioWare executive producer Rich Vogel minces few words on that particular subject. "Every single one of us on the development team plays the game, and we see the same issues you do and where we need to expand," Vogel writes. The rest of the wall o' text isn't quite as illuminating. Vogel starts by defining bugs and exploits, and he offers a few generalities in regards to BioWare's ability to quickly respond to both types of issues. It's worth a read if you're heavily invested in Star Wars: The Old Republic, and you'll find it on the game's official site.

  • The Game Archaeologist crosses Meridian 59: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    A colony founded through a magical nexus, Meridian 59 had it all going on -- until, that is, the portal to the colony collapsed and it was left to fend for itself. Monsters swarmed over the land, politics split the community into factions, and adventurers were called to rise up and become the heroes that were desperately needed. And all it took was $10.95 a month and an internet connection. Welcome to 1996 and one of the very first -- if not the first (more on that later) -- graphical MMOs to hit the scene. Meridian 59 may not have been one of the biggest games in the genre, but it was arguably one of the most important, the John Adams to World of Warcraft's Abraham Lincoln. If you were wondering, Darkfall was Chester A. Arthur. It seems fitting to end 2011 by touching upon this significant title that, against all odds, continues to operate today. Meridian 59 weathered studio shutdowns, newbie developers in every sense of the word, and a world that wasn't quite sure what to make of these fancy-schmancy massively interactive roleplaying games. MIRGs! Oh, that would've been such a better acronym, but I digress. Let's set the wayback machine to 1978 to see how one amateur game led to another that led to the birth of an industry.

  • Hyperspace Beacon: Nuna bites

    by 
    Larry Everett
    Larry Everett
    07.26.2011

    If you happened to be in San Diego this weekend then you may have noticed a large gathering of geekery known as Comic-Con. Usually, this mecca of nerdom focuses on comic book related publications. Although Star Wars: The Old Republic isn't exactly comic book gold, Dark Horse comics rose through the ranks of pulp royalty because of its vast library of Star Wars-related publications. It only seems right that TOR presents itself to this audience. Besides the panel in Comic-Con proper, BioWare developers hosted three separate question and answer sessions focusing on Star Wars: The Old Republic. As with most Q&As, the majority of questions asked have been answered already in the past. If you were hanging out in Darth Hater's Ventrilo server like I was during the live broadcasts, then you heard a lot of "We knew that already." That being said, there were some pieces of juicy meat tossed to the crowd that we had not heard before. I will call them nuna bites, and you can find your slice after the break.

  • BioWare's Rich Vogel talks gaming history, Ultima, and the first MMO

    by 
    Jef Reahard
    Jef Reahard
    03.08.2011

    Quick, what was the first MMO? No, this isn't the global chat of your favorite game, and no the answer doesn't start with World and end with Warcraft. According to veteran designer (and current Star Wars: The Old Republic producer) Rich Vogel, Meridian 59 was the first MMO, as there were "a lot of firsts with that game, for sure. It was really the first 3D visual of a virtual world, if you want to say that." In a new interview at Gamasutra, Vogel talks about everything from M59, to Star Wars Galaxies, to Ultima Online (and how the PvP minority managed to ruin it for virtual world enthusiasts everywhere). "Frankly when you give people a simulator and the ability to do anything in the world you have to have limits, you have to have constraints that they understand," Vogel explains. UO's free-form PvP, coupled with the thieving mechanic and the ability to manipulate the game world to your advantage, was a recipe for griefing that caught the game's developers completely off guard. "It went through eight or nine iterations before we kind of found a balance of what really worked and what didn't. But it was certainly an experience and many people talk about their experiences in UO. The experience there, no one's ever been able to duplicate today," Vogel says.

  • SWTOR's Rich Vogel shares the spotlight with Mos Eisley Radio in this week's update

    by 
    Larry Everett
    Larry Everett
    02.18.2011

    Star Wars: The Old Republic Fan Friday is usually packed with a Corellian freighter full of information. Today, we have two freighters full. On the community side, Mos Eisley Radio answers some questions about running a SWTOR fansite. On the game side, concept artist Diego Almazan discusses designing the feel for the Sith Temple, and Executive Producer Rich Vogel answers questions from fans. Mos Eisley Radio has been mentioned quite a bit on this site as well as the official SWTOR website. This fansite's focus is a news-and-opinion podcast hosted by Brooks Guthrie and Zach Brown -- even this Massively reporter has appeared on the show. When asked what makes Mos Eisley Radio unique, the hosts replied, "We do our best to avoid bogging down in the tiny details of each update, and instead use the news coming from BioWare as a basis for larger discussions about The Old Republic." Check out the whole conversation on Fan Friday news page. Also, Diego Almazan gives us a peek backstage. He explains the details and thought process behind creating a tomb that also serves as a temple. "I wanted to keep in mind that this temple is as much an ancient prison for the dead as it is a tomb or necropolis," Almazan said the in the Studio Insider. Is this a clue that there may be something trying to get out? Lastly, Rich Vogel answers fan questions like, "Will Consulars be pigeonholed into one role?" Vogel was not shy when he answered, "Consulars, like our other classes, will have more than one viable role to play. One of our goals is to provide players multiple options within their classes." As if it was in question, Vogel also confirmed that we will indeed be able to jump in The Old Republic.

  • Hyperspace Beacon: Managed crafting

    by 
    Larry Everett
    Larry Everett
    11.16.2010

    As the launch of Star Wars: The Old Republic draws nigh, BioWare and LucasArts have been more and more forthcoming with information about game mechanics. This week, the big reveal was crew skills. This cryptic term is simply another word for crafting. Back at E3 this year, Rich Vogel, a producer for SWTOR, mentioned there would be crafting in the game, but he only gave us a tiny tidbit of news. He simply said that it would be like World of Warcraft's. Then a few months later at PAX Prime, I talked to Blaine Christine, another SWTOR producer. He said, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." We have seen that it is definitely not the standard implementation, but whether it's a treat or not is yet to be decided. Before we begin the rest of this article, I want to make sure you have a bit of research under your belt. You have to know what the crew skill crafting system is like. So you definitely have to read our announcement of this system as well as our interview with Daniel Erickson from last week. This should give you a good understanding of what the whole crew skills system is about. So now that your homework is done, step over the break, and let's explore the pros and cons of this interesting system.

  • GDCO 2010: Rich Vogel and Calvin Crowner on 13 years of Ultima Online

    by 
    Shawn Schuster
    Shawn Schuster
    10.11.2010

    At this year's GDC Online in Austin, Ultima Online was the first game inducted into the Game Developer's Choice Hall of Fame. Massively had a chance to look back at UO's thirteen years of history with its original senior producer, Richard Vogel, and its current one, Calvin Crowner. Follow along after the jump to read more on their impressions of those 13 years.

  • GDCO 2010: Running MMOs for the long haul

    by 
    Justin Olivetti
    Justin Olivetti
    10.09.2010

    In a year that seems overshadowed by the premature demise of big-budget titles, the question on everyone's mind is just what does it take to not only successfully launch an MMO, but keep it going for the long haul? At GDC Online this past week, several devs who find themselves struggling with this very issue got together for an informative panel entitled "Strategies for Successfully Running an MMO from Launch and Beyond." At the panel, Lorin Jameson (SOE), Nathan Richardsson (CCP), Jeff Hickman (EA Mythic), Jeffrey Steefel (Turbine), Rich Vogel (EA-Bioware) and Min Kim (Nexon) stepped up to the plate take a swing at the common pitfalls, the unseen consequences and the harsh realities of the industry. So if you're curious about why some titles thrive while others fall apart or why a particular MMO makes it to launch and beyond while another fades into obscurity, hit the jump and see what these industry experts have to say about the enormous and complex task of getting an MMO to lift off -- and then keeping it soaring for as long as possible.

  • Hyperspace Beacon: Star Wars Galaxies 2

    by 
    Larry Everett
    Larry Everett
    10.05.2010

    It happens all the time: When a new game is coming out we attempt to compare it to something familiar. "Jumpgate Evolution is like EVE combined with Star Wars Galaxies: Jump to Lightspeed." "Guild Wars 2's battles are scalable like Warhammer's." Even Rich Vogel, the Executive Producer for Star Wars: The Old Republic, couldn't get away from comparing his crafting system to an existing MMO when we interviewed him at E3. "It will be very similar to what WoW has," is what he said. Granted, Blaine Christine later set our minds at ease at PAX: "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation." Unfortunately, the stigma of comparison was already there. One of my favorite features of MMO creation is the fact that there are no real rules regarding gameplay style. Granted, in the early days of MMO design, a creator had to consider the heavy latency of dial-up connections, so most games were designed to be turn-based. However, now there really is no limit to gameplay style, so there are no rules regarding what makes a game an MMO besides its having a persistent online world. There are no rules that say a game must have similar gameplay to other games that came before, even a prequel. Guild Wars 2 is a great example of this, yet people, inevitably, are going to attempt to compare Guild Wars and its sequel -- sometimes to the point of being unfair about it. Current Star Wars fans cannot help but compare SWTOR to Star Wars Galaxies. Follow me after the break as I make an attempt to debunk this stigma.

  • Hyperspace Beacon: SWTOR hype in hyperspace

    by 
    Larry Everett
    Larry Everett
    06.28.2010

    The Hyperspace Beacon is a weekly guide and discussion by Larry Everett about the yet-to-be-released game Star Wars: The Old Republic. In a world where MMOs are now commonplace, it seems as though he who has the hippest hype wins. E3 was all about convincing the media that your game or toy was the latest and greatest thing to hit the electronics industry since Pac-man. The media, being the attention-fiends they are, ate it all up. Even Massively wasn't exempt from basking in the spoils of temporary celebrity. I mean, really, did we do a featured news story on Gaia? Yes -- one. But we did no less than ten articles featuring SWTOR coming out of E3. According to some, we're now "Massively: Your daily news about SWTOR and some of these other games over here." So with all this hippity-hype everywhere, pouring from all the latest sites popping up and just longing to be the your best source of SWTOR news, how do you determine which is the best? What do you read? What do you ignore? Which is rumor? Which is truth? Who is that masked man? And did you find the Sith Inquisitor in the midriff top as cute as I did? I know, right?! The answers to these questions aren't easy. Sometimes you need a guide to help you through the hype, a hype(rspace) beacon, if you will. This Beacon is here help you calculate the jump. So strap yourself in, kid. It's going to be a bumpy ride.

  • Hyperspace Beacon: Fires of Hope from E3 2010

    by 
    Larry Everett
    Larry Everett
    06.21.2010

    The Hyperspace Beacon is a weekly guide and discussion by Larry Everett about the yet-to-be-released game Star Wars: The Old Republic. No matter where you were this week, if you are a Star Wars fan, you saw the new SWTOR trailer: Hope. I'm sure you also read the Daily Grind asking, "Do cinematics make you want to play?" It's an honest question. Lots of times these over-the-top trailers mask some of the things producers aren't telling you about the game you are interested in playing. In fact, it may give you greater expectations than the game has to offer. There have been quite a few comments about Star Wars Galaxies' trailers which have caused some players of the seven-year-old MMO to ask rhetorically, "I want to play that game. Where is that game?" So let me tell you up front, Star Wars: The Old Republic does not look like either of the cinematic trailers, but that does not mean it is not a great game. I believe as a fan of this game and as a reporter for this website that I would be doing you, the reader, an injustice by totally giving into the (albeit mostly fan-created) hype that surrounds this game. So this week I want to take things back a notch and hopefully give you a realistic outlook on a couple of announced aspects of the game.

  • Massively's exclusive SWTOR interview: Starships, PvP, and crafting!

    by 
    Larry Everett
    Larry Everett
    06.15.2010

    E3 has been abuzz with the latest news about LucasArts' and Bioware's new MMORPG, Star Wars: The Old Republic. Yesterday, they teased us with an exciting fully rendered trailer called "Hope." The trailer showed a battle which is a precursor to one the players will be able to experience in game. Unfortunately, this trailer didn't have many answers. In fact, it seemed to present us with even more questions. So we at Massively sent our own Sera Brennan to talk to the designers of SWTOR to see about getting some answers. var digg_url = 'http://digg.com/pc_games/Massively_interviews_SWTOR_s_Rich_Vogel_at_E3'; Rich Vogel, the executive producer for Star Wars: The Old Republic, was kind enough to sit down with Sera for a few minutes in EA's gameplay booth in the LA convention center on Tuesday. Perhaps we could get some of our burning questions answered about PvP, groups, space, ships, housing, and crafting. Follow after the jump to see what they had to say!