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  • EVE Evolved: Merging Valkyrie with EVE Online

    by 
    Brendan Drain
    Brendan Drain
    10.27.2013

    Ever since its release in 2003, EVE Online has been bombarded with requests for direct flight controls and dogfighter-style gameplay. Most ships in EVE are huge lumbering hulks compared to real-world aircraft, more akin to large sea-faring ships than nimble jetfighters. Even tiny agile Interceptors can't be controlled directly, instead having the player issue commands to fly in a particular direction or move toward or orbit an object. As a result, combat in EVE has become much more heavily about the strategy of directing fleets of dozens or hundreds of ships than any kind of piloting skill or twitch control. This year's EVE Fanfest gave players a glimpse into the world of immersive twitch combat with the announcement of a new dogfighting game set in the EVE Online universe. Originally starting out as an virtual reality experiment by a few developers in their spare time, EVE Valkyrie has now become a full game in its own right and an example of what's possible with the Oculus Rift virtual reality headset. It was always assumed that Valkyrie was an EVE game in name and theme only, but recently developers have revealed that they'd like it to tie into the actual EVE Online universe itself. In this week's EVE Evolved, I look at recently revealed information on EVE Valkyrie and speculate on how it could be integrated into the EVE universe.

  • EVE Valkyrie could be coming to console before PC

    by 
    Shawn Schuster
    Shawn Schuster
    10.24.2013

    EVE: Valkyrie was officially revealed back in August of this year with a teaser earlier at Fanfest, but details have been scarce so far. We know that it's a dog-fighting sim that uses the Oculus Rift, but a recent interview over at Rock, Paper Shotgun hints that the game may not be coming to the PC -- at least initially. "It technically works on PC, and it's working fine," chief marketing officer David Reid told RPS. "But there are other platforms it could run on. There's nothing that technically prevents it from running on a console, for example." While Reid does say later in the interview that PC is "definitely in the cards," there certainly seems to be a prominent nudge toward the game coming to consoles first. And interestingly enough, it's not even really confirmed that the game will be released for the Oculus Rift specifically. "While we can't get into details here," Reid pointed out, "there are other platforms that are available. It is technically possible to run this game without a Rift. There's a whole bunch of different things out on the market right now."

  • Torchlight MMO might be a long time coming

    by 
    Elisabeth
    Elisabeth
    09.20.2012

    Even with Torchlight II newly released, people are already wondering what's in store for Runic Games in the future. A handful of questions about what comes next popped up in a recent Runic Games AMA, and Rock, Paper, Shotgun sat down with CEO Max Schaefer to talk about the future. If there is to be a Torchlight MMO, it will look radically different from most MMOs out there today. "We don't just want to make the standard MMO in the Torchlight universe. We want to change up the genre and put a unique stamp on it," said Schaefer of the Runic dev team. While the possibility of a new and different sort of MMO in the Torchlight universe exists, that's not what the team has its sights set on yet. Schaefer said that the devs "might be so tired of making Torchlight that we're kind of burned out" and may very well choose to do something outside of the Torchlight world entirely for now.

  • EVE Evolved: Building stronger communities

    by 
    Brendan Drain
    Brendan Drain
    06.17.2012

    When I first started playing EVE Online at the start of 2004, only 40,000 players inhabited the game's 5,000 assorted solar systems. Despite having a peak concurrent user record of under 10,000 players, the game somehow didn't feel empty and desolate. Players built communities all across the map, and the purpose of the game became all about interacting with other players. I've played a lot of MMOs since then, but none has drawn me into its community as deeply as EVE has. I think that's because most MMOs today are aimed more at casual and solo play, and most guilds are glorified chat channels with shared bank space. There's plenty of room for solo players in EVE, but most of the gameplay is aimed at groups with purpose and ambitions larger than any individual can reasonably accomplish on his own. Holding territory and building supercapitals are jobs for large alliances, PvP is rarely a solo affair, and even grinding ISK is more fun in a group. This focus on group activities is usually seen as the driving force behind EVE's cohesive communities, but I think there's more to it. In this week's EVE Evolved opinion piece, I look at what drives EVE to create stronger in-game communities than you typically find in other MMOs.

  • The joys of scripting the apocalypse: A behind-the-scenes look at Fallen Earth

    by 
    Justin Olivetti
    Justin Olivetti
    11.06.2011

    What's it like to have a post-apocalyptic landscape as your writing canvas? According to Marie Croall, it's pure heaven. Fallen Earth's lead designer opened up to Rock, Paper, Shotgun about the joys of writing and designing the myriad of quests for the game, as well as the free-to-play transition, plans for PvP, and the dynamic world events. Croall is part of a slimmed-down team of 12 developers who currently develop Fallen Earth's content. Saying that the team is always trying to "push the envelope" when it comes to the stories told, she notes that each area contains the imbued spirit of each writer: "I worked on a lot of the conflict towns early on and we knew that this was a place for people to kill each other, so a lot of the missions ended up being really thinly veiled insults." One of the aspects of Fallen Earth that Croall loves is how crazy the team can get. In one instance, the team decided to redo the starter town of Boneclaw by dropping a missile right into it. "We killed off all the players that were there, all the NPCs, and left it as a radiation zone for a good two months, while we made the new town. We flat out nuked it because it wasn't doing what we wanted it to do. Boom!" While Fallen Earth skirts the line between sandbox and theme park, Croall says the team is devoting a great deal of resources to beefing up the former. "The more features we add, the more ways for players to drive themselves, it makes the world better, it makes it feel like what we saw it as," she said.

  • 'Hide-Behinds and Squonks and Gumberoos': Bjorn Johannessen talks Salem

    by 
    Rubi Bayer
    Rubi Bayer
    10.12.2011

    Salem, the upcoming MMO from Paradox Interactive, has gained more and more attention in recent weeks. Perhaps because a fair amount of this attention has been of the "Wait, what is this game about?" variety, Creative Director Bjorn Johannessen sat down with Rock, Paper, Shotgun to talk Salem. Bjorn describes the game as "a similar premise" to Wurm Online, in that everything in the world is player-made with the exception of natural objects. It's not just a bland Wurm-clone, however. The world of Salem is a little darker, with a harsh justice system, witchcraft, and otherworldly creatures like Hide-Behinds -- creepy predators that hide behind things as they stalk you. Bjorn explains part of the justice system, discussing what happens when a player kills another (or commits any crime, for that matter): "He leaves a little scent behind, called the Stench of Crime, a kind of clue. Those clues can be used to track the crime; I get up this little window here, where I can choose to track the perpetrator, the claim of the perpetrator, or the item that was stolen. [...] And if the crime is serious enough [...] I can also use this clue to summon the character into the game, if he is offline." There's much more, so head to Rock, Paper, Shotgun for the full interview!

  • Ragnar Tørnquist discusses The Secret World's history, factions, puzzles, and more

    by 
    Matt Daniel
    Matt Daniel
    07.06.2011

    Funcom's Ragnar Tørnquist, project lead of the upcoming The Secret World, sat down with John Walker over at Rock, Paper, Shotgun to chat about everything TSW. The interview is delightfully in-depth, and is actually only the first part of the entire interview, so TSW fans have something to look forward to as well. In part one, Mr. Walker talks with Tørnquist about the history of The Secret World and how it arrived at the point it's at today. They also spend a bit of time discussing the game's three factions -- particularly the enigmatic Dragons -- and their potential motivations and interactions. And lastly, of course, they talk about the game's ARG-esque puzzles, which blur the line between game and reality for a more immersive experience. For the whole first part of the interview (which is really a must-read for fans of TSW), head on over to Rock, Paper, Shotgun.

  • Rock, Paper, Shotgun gets an inside look at The Secret World

    by 
    Matt Daniel
    Matt Daniel
    07.05.2011

    Illuminati, Templars, and Dragons alike, sit down and listen up. The ever-so-entertaining and informative John Walker over at Rock, Paper, Shotgun has an exclusive inside look at Funcom's upcoming MMORPG The Secret World. The title, which is being headed up by adventure game visionary Ragnar Tørnquist, is set in the real world, though with a few dark and dangerous twists. Mr. Walker spends a good deal of time talking about the much-talked-about ARG-esque connection between The Secret World and our reality. He goes into detail about a particular puzzle offered by the game which requires players to do a good deal of real-world research in order to reach their in-game goal, which sounds absolutely fascinating. Combat is also touched on, with Mr. Walker noting that "while its delivery is relatively traditional... there's enough that's different here to be interesting." For the full, fascinating read, head on over to Rock, Paper, Shotgun!

  • Age of Empires Online dev diary is all about the goods

    by 
    Justin Olivetti
    Justin Olivetti
    06.17.2011

    Using tongue-in-cheek stick puppets, the folks at Age of Empires Online have emerged to give us a quick overview of the gear system in a new dev diary. Yes, even empire-building titles rely on good ol' fashioned MMO gear to equip armies. Once attached to an army, gear changes the appearance and stats of your troops. The more rare the gear, the tougher they become. Gear can be found, purchased, and crafted as you may expect. You have to purchase the civilization with real-world money in order to be able to equip the very best items, however. And if you're curious about Age of Empires Online's pricing structure, ShackNews has the full skinny. Some of the purchases are merely cosmetic, although it looks like there's bad news for those looking to avoid a "pay to win" scenario: "Unfortunately, Microsoft's approach to monetising Age of Empires Online seems to be one of placing non-paying players at a significant disadvantage." Age of Empires Online is slated for an August 16th launch. You can watch the dev diary on gear for a chuckle or two after the jump!

  • 'Living, breathing world': Martin Kerstein expounds on Guild Wars 2's dynamic events

    by 
    Justin Olivetti
    Justin Olivetti
    05.18.2011

    We've heard the promises: No more grind. No more quests. A truly dynamic world. But can Guild Wars 2 truly live up to these lofty ideals, or will it come crashing down on us like so many other MMO promises in the past? Speaking with Rock, Paper, Shotgun, ArenaNet's Martin Kerstein says that no, this is the real deal -- Guild Wars 2 will feature a "living, breathing world" unlike anything we've seen to date: "What we try to do with Guild Wars 2 anyway is to break a lot of the existing conventions, like by getting rid of quests and basically totally focusing on dynamic events. So you just run through the world and happen on stuff, and that stuff has an impact on the world... The good thing is those events run even if there are no players involved -- if there are no players, the enemy will take over and you'll have to get it back before you can actually do anything. That's why it feels more organic and breathing." Shattering conventions is a favorite pastime at ArenaNet, as the company has made a public declaration that it is not afraid to go against the MMO flow. In the interview, Kerstein also addresses the cycle of dynamic events, World of Warcraft's subscriber decline ("It's an older game as well -- some people are maybe just tired," he said), and Warhammer Online's flawed Public Quest system.

  • Second Life's Rod Humble on accessibility, new tech, and the future

    by 
    Jef Reahard
    Jef Reahard
    02.10.2011

    Second Life doesn't get a ton of press anymore, partly because of its age and party because -- even after nearly eight years -- people still don't know what to make of it. Is it a game? Is it a virtual world? Is it a melting pot for anyone who has ever thought to themselves: "I know! Let's code, model, and distribute some giant free-standing genitalia!" Luckily, Rock, Paper Shotgun has stepped up to interview new Linden Lab boss Rod Humble and shed some light on the matter. Humble recently left EA after six years overseeing the second and third entries in the long running Sims franchise, and speaks about trading the relatively insulated world of virtual suburbia for the wild and incredibly untamed frontiers of Second Life. "What makes Second Life so intriguing to me is its hard to define nature. I have heard people call it a virtual world, a game, the 3D internet, a social media platform, the list goes on. I like that kind of unresolved ambiguity, I think it shows something that is not yet fully evolved and has exciting new roads to discover," Humble says. He goes on to outline plans to revamp Second Life's performance, ease-of-use, and service aspects in order to counter the recent decline in user hours.

  • Ex-APB devs take shots at Realtime Worlds

    by 
    Jef Reahard
    Jef Reahard
    08.25.2010

    The sordid saga of All Points Bulletin continues, this time via the comments of ex-Realtime Worlds developers who have decided to air their grievances in public. Luke Halliwell, a six-year veteran of the company who worked on both APB and the seminal Xbox 360 open-world actioner Crackdown, minced few words on his personal blog. "There had been mounting discontent internally about the competence of our top management -- and what better proof could you need than this. How they could keep operating the company when they couldn't even pay this month's wages, I don't know. Presumably they continued to think we had a chance somehow; the behaviour of a deluded, greedy, addicted gambler," he writes. Not to be outdone, an anonymous poster claiming to be a former APB dev posted in the comments of a Rock, Paper, Shotgun article about the studio's implosion, pinning the blame on Realtime Worlds' business model as well as "fairly directionless creative leadership." Halliwell also mentions APB's troubles as they relate to the onslaught of free-to-play titles flooding the marketplace. "Then a few things happened. Facebook. Farmville. The iPhone. Nintendo's resurgence. Casual gaming. Free-to-play. It started to feel like Realtime Worlds was a massive dinosaur, building these massive things that nobody wanted," he said.

  • Wishes do come true, Planetside 2

    by 
    Kyle Horner
    Kyle Horner
    09.27.2009

    "X game sounds a lot like Planetside. I wish they'd make a sequel to that game." is something we've heard over the years as similar-yet-different titles have been announced and released. Well who says wishes don't come true? As it turns out, SOE is planning to "expand the Planetside universe with another game" and is asking players of the original for their input via survey. Rock Paper Shotgun picked up the scent of impending sequelosity, which is a word we've just made up that describes a sequel revelation of such ferocity that it slaps your jaw to the ground.There are a lot of games, such as MAG, that are attempting a Planetside-ish experience. However, nothing new has really attempted the scope of the game, so hearing that another is on the way infuses us with a intoxicating blend of hope and curiosity.

  • Jagex lets out a small bit of information on their upcoming title, Mechscape

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.07.2009

    Getting Jagex to even speak the name Mechscape is hard enough in itself, but Kieron Gillen was able to glean some facts from the Jagex staff at the recent DEVELOP conference in Brighton.While Gillen's Rock, Paper, Shotgun piece centered mostly on Jagex's newest website, FunOrb, and their dedication to retro gaming, he was able to sneak in a few questions and learn a few key facts about Jagex's next browser-based MMO. Mechscape is not Runescape in space, but more of an evolution of "How can we avoid past mistakes?" One of the mistakes that many developers make is putting fantasy MMO mechanics into a sci-fi setting according to Henrique Olifiers, the head of Mechscape."The reason why many Sci-fi MMOs haven't worked is because they're fantasy games dressed up to look like Sci-fi games," said Olifiers to Gillen.To this end, Mechscape has turned to sci-fi titles such as Ascendancy and Masters of Orion for inspiration in regards to their game mechanics. In addition, Mechscape will not be featuring experience points or levels, much like another game we just talked about.Olifiers has stated that Mechscape is in the final polishing phases of development, but he will not put a date down on the game just yet, citing the age-old, "It will be done when it's done."

  • New Global Agenda gameplay vids show off customization and PvP

    by 
    James Egan
    James Egan
    07.02.2009

    As the shooter-MMO hybrid Global Agenda enters closed beta this month, the team at Hi-Rez Studios has begun to release more videos showing off gameplay footage. John Walker over at Rock, Paper, Shotgun hunted down and rounded up the new videos from Gametrailers, which give us a good look at how the game is shaping up. The first video shows off the character creation process, with a cut scene explaining your introduction to the world, trapped and floating in a cloning tank monitored by machines, then rescued by armored human allies. That's followed up by footage of other character creation options in Global Agenda, from the look of your agent's body to armor customization, as well as showing how large and open the game's social hubs will be. Even better, there are two more videos that show off Global Agenda's combat, demonstrating both co-op gameplay and PvP. We've got video embeds of the combat footage after the jump:

  • The game journalist war erupts in PlanetSide

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.15.2009

    Fond readers will remember the last time game journalists invaded PlanetSide. They were overpowered, weapon toting, vehicle stealing, base overriding Black Ops members, and they just so happened to be the Massively.com staff. Of course we ended up getting slaughtered, as we represented a mysterious fourth faction and ended up having the entire community gang up on us -- which was insanely fun.But now a new breed of journalist will be entering the fray. Not one, but three other staffs will be jumping down this time around, and each group will be taking a different side of combat. The Escapist, BoingBoing Offworld, and Rock, Paper, Shotgun will be joining the game as part of the three different factions, each group looking to take some of their readership along for the ride. The Escapist has already opened their key giveaway, where they will be giving 70 PlanetSide keys to readers. Rock, Paper, Shotgun has stated that they will put up their own information soon, and Offworld looks to be getting ready as well.

  • Bruce Harlick on City of Heroes story design: Cimerora

    by 
    Tateru Nino
    Tateru Nino
    11.04.2008

    Creating missions and particularly story arcs for City of Heroes/City of Villains is a much more involved process than you might imagine. Rock, Paper, Shotgun's Alec Meer talks to NCsoft's Bruce Harlick, Senior Game Designer about this involuted, and sometimes arcane process. Harlick waxes at length about the Cimerora story arcs (for both heroes and villains). Lead Mission Writer, John Morrissey, provided the seed ideas and set Harlick to flesh it all out as a part of learning the tools and process to produce the missions with "the mandate of no new assets or code". Harlick's account of the process gives a revealing look into the way it all works, the frustrations and obstacles, how he clothed his ideas in the MMO's digital flesh, and how he went about breaking Morrissey's mandate in the end. All in all, it is a fascinating look behind the scenes of this popular super-powered MMOG, and we recommend it for those who would like to be enlightened about the process that brings us some of our favorite story moments in Paragon City and the Rogue Isles.

  • Eskil Steenberg interviewed about his one-man MMO project "Love"

    by 
    James Egan
    James Egan
    10.25.2008

    Have you ever wondered what it would take for a single person to create an MMO? Is a task this monumental even possible? Apparently it is, given what we've seen and read of Love, an MMO being developed by a single man -- Eskil Steenberg. Love isn't being created by a team of devs, nor does it have a multi-million dollar development and marketing budget. It's just one man with a vision, building the best game he can and showing it off on his laptop. Rock, Paper, Shotgun recently got an exclusive first look at the Love trailer and Jim Rossignol from RPS followed that up with an interview with Eskil Steenberg. They discuss how Love's unique visual style evolved into what we see today and talk about the game's trinity of activities -- exploration, combat, and building -- namely the system of city building. It's a very interesting talk with Steenberg, and really is a must-read if you're enthusiastic about Love and the ambition of its creator.

  • A brief overview of EVE Online's trade and industry

    by 
    James Egan
    James Egan
    10.09.2008

    Every time a player in EVE Online loses a ship in a fiery explosion, along with its modules and cargo, they turn to the market or look through contracts to replace what they've lost and stock up for the next time. EVE Online's sandbox and the inevitable PvP conflict that results when players can do what they choose in that sandbox provides economic opportunities for some. Combat burns up ships, and players heavily into the manufacturing side of the game are happy to supply the endless demand for new equipment, be it an unassuming frigate or a massive dreadnaught. In EVE, items aren't supplied by NPCs, they're created by other players (or bought in quantity and resold at a markup by traders). Aside from certain items like skillbooks and blueprint originals, most of the items a player can possess in the game have been produced by other players. Thus, EVE's setting of New Eden has a true economy, providing a great amount of depth for those who are willing to learn its complexities.

  • LotRO's Jeffrey Steefel looks beyond Mines of Moria

    by 
    Shawn Schuster
    Shawn Schuster
    09.26.2008

    By now, we all should know quite a bit about Lord of the Rings Online's newest expansion, Mines of Moria, slated for release later this year. We know about the two new classes and the new area to explore, but what about the future after Moria? This has only been touched-on previously, but in two recent interviews with Executive Producer Jeffrey Steefel, we get word of Turbine's plans with the franchise.First, Steefel mentions the fact that they're aiming to release another expansion this time next year, and that there will be several new books released between now and then. While this has been discussed before, he mentions the act that these books will all take place in and around Lothlorien. Does this mean we may see the next expansion focusing on Rohan? Oh, wouldn't that be amazing.