world-building

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  • More details revealed for Camelot Unchained's world-building systems

    by 
    MJ Guthrie
    MJ Guthrie
    04.23.2013

    Talking about building the world in Camelot Unchained is not something that can be done in just one sitting, so Mark Jacobs broke it into two. In the first update, Jacobs described the building blocks, mining, and the cooperative nature of construction. The conclusion of this two-part series focused on explaining blueprints and how RvR is intertwined in the world-building system. Blueprints, which can be traded, are a way to speed up the building process -- or rebuilding, if enemies have destroyed your structure in RvR. Players with the appropriate skills can create blueprints of an already finished structure or through the architect's interface as a plan for a future structure. Through RvR, players can claim buildings built by others, either by deconstructing the entire thing or just capturing it; those structures can then be repaired or rebuilt by the new owners. Want even more information on building a fortress in Camelot Unchained? Then check out Massively's interview with Mark Jacobs.

  • New sandbox Xulu Universe begins alpha, offers world-building

    by 
    MJ Guthrie
    MJ Guthrie
    08.28.2012

    Xulu Universe, a new free-to-play MMORPG entering alpha, offers more sandbox elements than you can shake a stick at, by giving players the tools to create their own content, from activities to new worlds. Nanci Solomon, CEO of Xulu Entertainment, stated, "The idea for Xulu Universe was collectively formed in our heads years ago. We've worked hard to bring high-end open play, socializing, and creativity together into a single cohesive experience. Our alpha launch is just an early peek at what's in store, and we look forward to our early user community to help guide our evolution." Xulu Universe is inviting players to join its alpha testing. Those interested can sign up and download the game via the official site. All players will begin with a free ATV and a flying vehicle to facilitate exploration and play. [Source: Xulu Entertainment press release]

  • The Daily Grind: What's your favorite game world?

    by 
    Justin Olivetti
    Justin Olivetti
    08.18.2011

    Today we're going to ask you to strip away your normal preconceptions of what makes an engaging MMO, whether it be the combat, the features, the customization, or the IP -- and look at the game world itself without any of those distractions. I guess this goes hand-in-hand with Environment Week that's going on right now in our One Shots column. Out of all of the MMOs I've played, only a small handful have bothered to construct worlds that teemed with personality, history, and unique flavor. When I'm really honest about it, most of these settings are about as generic as can be, hardly indistinguishable from the others. Yet while many games may tack on interesting elements to the flannel board of a boring world, occasionally developers put just as much time and effort creating a place that dares you to explore and get to know it intimately. So today I'd like to know what your favorite game world is -- and why. What makes or made it so special? What about it do you wish other MMOs would emulate? 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!

  • Joel Bylos on building a better Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    06.23.2011

    If you were given the chance to build your very own world from scratch, how would you do it? What would you include? Would it be a world of beauty or dark dreamscapes? And would the inhabitants enjoy their stay or flee in terror? To the team at Funcom tasked with fashioning The Secret World's... world, this isn't a hypothetical question, but a practical one. In a new developer blog post, Lead Content Designer Joel Bylos returns to share a behind-the-scenes view of how a game world is made. Bylos says that there are four aspects to world-building: identifying purpose, research, building flow, and prototyping and production. Because The Secret World takes place on our planet in the here-and-now, the team has a reference point to begin, but layers a "secret history" on top of it. Bylos explains by saying, "This is the history of an area as only a member of The Secret World can experience it; the footprints of the secret societies and their past conflicts; the truth behind the local myths and legends; the echoes of ancient magic and forgotten rituals." Of course, it's one thing to design something what you think is interesting and fun -- it's another to see if it works out in practice. All of this planning on paper is just the first stage of getting it in the game, which Bylos promises will come in an upcoming post.

  • The Perfect Ten: Why a Harry Potter MMO makes sense

    by 
    Justin Olivetti
    Justin Olivetti
    05.05.2011

    The idea of a Harry Potter MMO is hardly a new one at this point -- we've even speculated on it around Massively for years now. Rumors and wishful thinking have brought up this hypothetical MMO time and again, and for good reason: It simply makes sense. In fact, the more you think about it, the more surprising it is that we haven't heard official word of a Harry Potter MMO by now. After doing some poking around, the most likely suspects to take on this project would either be Warner Bros. (which owns the rights to the franchise) or Electronic Arts (which purchased a license from WB to make the movie video games). Both companies have MMO studios at their command -- Turbine, BioWare, Mythic -- and both have the resources to make it happen. So why does Harry Potter make perfect sense for MMO-adaptation? Hit the jump and I'll run you down the top 10 reasons! And if you post a positive comment after this column, I'll add five points to the house of your choice (go Hufflepuff!).

  • The Daily Grind: What's the most poorly designed zone?

    by 
    Justin Olivetti
    Justin Olivetti
    05.01.2011

    We've all been there: trekking through the levels, traversing the world, and eventually arriving at... that place. The zone that seems to have been designed to irritate you, personally. Either it's laid out too confusingly, or the quest objectives are too hard to reach, or you get turned around every two feet. It's a poorly designed area, plain and simple. I was pondering this during a recent expedition to the Foundations of Stone in Lord of the Rings Online's Moria. It's not a horrible zone; the creatures are terrifying, the atmosphere is spot-on, and it contains a few of the signature landmarks of the game world. And yet I have to contend that it is a poorly designed place. It's difficult to navigate, the walls are tough on the eyes, and the key quest hub is incredibly hard to find on your first (or second) try. With a few tweaks and a moderate redesign, it could be much more accommodating to the odd traveler. What other zones fall into this category for you? What zones aren't necessarily bad so much as they're just poorly laid-out and structured? 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!

  • How 'From Dust' turns manipulating nature into a game

    by 
    Kyle Orland
    Kyle Orland
    08.18.2010

    We already know quite a bit about how From Dust (née Project Dust) uses a few layers of basic elements to create a highly realistic and malleable virtual world. What's been less clear was how Eric Chahi and his team were going to make an actual game out of this lava-filled sandbox. Until today, that is, when Chahi and producer Guillaume Bunier presented the first details of From Dust's gameplay in a Gamescom demonstration.%Gallery-99786%

  • GenCon 2010: Fantasy fencing with 38 Studios

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2010

    One thing is for certain: When you are sitting in the crosshairs of Curt Schilling and R.A. Salvatore during an interview, it's easy to become bowled over by their collective intensity and passion, especially when it comes to their interest in games and fantasy worlds. While GenCon Indy lacked its usual MMORPG presence this year, Massively was able to grab a few minutes of face time with 38 Studios' founder and lead writer as they passed through the convention. It was a bit of an odd interview, however, as two of the biggest topics -- 38 Studios' move to Rhode Island and any solid details about their top-secret MMO -- were off the table for discussion. Do not fret, as that certainly didn't stop us from trying to pry for a few hints along the way. Schilling and Salvatore were obviously eager to spill the beans about Copernicus, but they are still biding their time until the right moment. Happily, the duo didn't mind us fencing with them for facts, and were quite open about their single-player RPG lead-up to Copernicus, their general philosophy of designing the MMO, and why they've waited so long to unveil it to the public. Read on, gentle gamers, for a few ripostes, parries and lunges with two of the biggest figures in the industry right now.

  • New Mines of Moria video diary gives insight into world building

    by 
    Shawn Schuster
    Shawn Schuster
    11.14.2008

    We get a double whammy today from Turbine, as they've just released five new screenshots and a new developer diary video for Lord of the Rings Online's Mines of Moria. The screenshots are all from Silvertine Lodes, one of the new areas releasing with the Mines of Moria expansion on Tuesday.In the video diary, Art Director Harry Teasley and Lead World Designer Matt Elliott talk about how they built the Mines of Moria and how important it was to get everything just right, according to the lore. As they point out in the video, "Moria is really the inspiration for every dungeon adventure, in every game, since the advent of RPGs." Check out the new screenshots in the gallery below, and the video just after the cut.%Gallery-18340%

  • The Gaming Iconoclast: Deity not included

    by 
    Rafe Brox
    Rafe Brox
    06.11.2008

    Are You There, God? It's Me, Margaret.- Judy Bloom(Hey, just be glad you didn't get another Neitzsche quote*)The fantasy-based worlds our characters inhabit are, almost without exception, richly steeped in legend and brimming with lore. This is doubly true for those that have come to parturition after having existed outside of the digital realm. Frequently, the book or books upon which they are based feature the prominent (occasionally bordering on overwhelming) presence, if not direct and outright influence, of the God or Gods the characters worship... or at least call upon to save their bacon once in a while.Having been so much a part of the lives of the inhabitants of these universes, at least before they found themselves to be at our command, the relegation of these heretofore great cosmic forces to the essential position of role-playing wallpaper at best is puzzling, the occasional trimming of an Elder God's Toenail notwithstanding. In all these worlds full of powerful wizards channeling arcane energies and hurling bolts of numinous fire at their enemies, or healers using their connection to the divine to aid their allies -- some of whom are called Priests outright -- where are the Gods themselves? And, more to the point, where is the role of religion in the characters' lives?

  • Let these Populous screens populate your retinas

    by 
    David Hinkle
    David Hinkle
    05.20.2008

    Those of you with fond memories of Populous back in the day, you've probably been watching for news on the remake as closely as we have. Well, sadly we're not presenting anything new on the title today, aside from, as you've gathered from this post's title, new screens.You can see all of the new screens right here. And, if you're still craving some more eye candy, hit up our gallery below.%Gallery-11987%

  • Joshua Slack demonstrates NCSoft worldbuilding tool

    by 
    Adrian Bott
    Adrian Bott
    05.19.2008

    In the course of a technical session at JavaOne, Joshua Slack and Rikard Herlitz showed off the kind of tools you can build using the jMonkeyEngine, and used the NCSoft world-building tool as an example. This video shows Rikard putting together a hasty landscape that comes out quite nicely, given that he is 'just a programmer' rather than a professional level designer. (Self-deprecatory humor for the proverbial win.) Although the video is intended to demonstrate the capabilities of the jMonkeyEngine, it's an interesting look at one of the tools used by a major player in the MMO market. NCSoft has been using jMonkeyEngine for the last two years. Joshua doesn't mention any specific games that have used the tool, though he does hint rather strongly that NCsoft's most recent output might have employed it.The worldbuilding tool presentation follows behind the break.

  • A little more on Populous

    by 
    Alisha Karabinus
    Alisha Karabinus
    01.29.2008

    Ah, at last we can check out some of those Bit-plane shots from Populous DS without all those pesky watermarks fudging up the corners. There are also some other, newer screens in the mix, all loaded into our gallery below. Unfortunately, we still haven't seen anything on a release outside of Japan, but considering how popular the game has been over the years, and the fact that it is viewed as the god game by many, surely we'll hear something. Eventually. Probably. Right?Here's hoping.%Gallery-11987%

  • Populous trailer rises up for your viewing pleasure

    by 
    Candace Savino
    Candace Savino
    12.29.2007

    We don't know how many of you are interested in importing this world-builder god sim, but for those considering it, you might find this (non-embeddable) trailer to be worth watching. The game looks like it has plenty of deities and levels to keep sim lovers busy for a while. The short cutscenes are also looking cool, and we think they add a nice touch when it comes to reaping destruction on the land.The game will be importable soon, as Populous DS is set to release in Japan on February 21st.%Gallery-11987%

  • Fresh Populous screens release

    by 
    David Hinkle
    David Hinkle
    12.24.2007

    A handful of new screens for EA's Populous DS have hit, courtesy of the official Japanese website for the game. Each of the new screens provides a small glimpse into some aspect of the game. The problem is that machine translation isn't the best, so wrapping our head around what each screen actually shows has been a problem. Still, we can gather that the game board has been retooled to allow the player to see more of the game world at once, as well as some of the game's more powerful attacks, such as tsunamis and earthquakes. So, we're not entirely clueless. As tough as it has been to find information on the game, we'll keep taking these screens. The more we see, the more we want.Be sure to hit up our gallery below for the new screens.%Gallery-11987%[Via Wiiz]

  • Doing that god thing with Populous

    by 
    Alisha Karabinus
    Alisha Karabinus
    12.18.2007

    The DS take on the classic Populous is set for a release next February (in Japan, at least), and it looks like things are shaping up well. At least, it looks like Populous, and that's what's really important here. Of course, we're interested in more details on the game as well, such as control scheme (stylus only, or a variety of approaches?), but if all we get right now are screenshots, well, we'll take 'em. You can take 'em yourself in our gallery below.%Gallery-11987%

  • Star Trek Online devlogs explore strange new world-building techniques

    by 
    Samuel Axon
    Samuel Axon
    10.31.2007

    If you've been following Star Trek Online, then you know we get the sweetest little tastes of information in Perpetual's monthly devlogs. This month's devlog is about game art -- specifically, putting together different building-block pieces of it to form a variety of locales. This is appropriately demonstrated with pieces of a Vulcan town -- "Infinite Diversity in Infinite Combinations," get it?While that's (Vulcan voice) fascinating, the highlights of the devlog are arguably the little bits of concept art. Most if it is Vulcan stuff, but devlogger Mike Stemmle did toss in the above-pictured TOS Doomsday Machine. If you're a real Trekkie, that bit alone should make the wait unbearable. We're trying our best to be patient and to not let Perpetual's Gods & Heroes self-destruction get to us. To quote Spock, "you must have faith that the universe will unfold as it should."[Via Warcry]

  • MMO design: the job of creating worlds

    by 
    Jennie Lees
    Jennie Lees
    04.16.2006

    Decisions over how long burning rivers should stay aflame for can have a profound impact upon the atmosphere and enjoyment factor of a virtual landscape. This, and many other decisions like it, is how Richard Garriott spends his time these days -- as executive producer for Tabula Rasa, he has to help craft a variety of planets. World-building isn't a new hobby; fantasy authors and tabletop GMs have been facing questions like this for years, and often throwaway comments cause a lot of trouble for those making film adaptations or video game versions of the world. Creating a world from scratch for gaming means that all the important questions need to be answered at once, however, or the players will ask them. It doesn't stop at the design stage; game companies are providing governments, too, by creating laws and rules on the fly.Universes created primarily by users, like the world of Second Life, still operate within boundaries and constraints set down by the developers and providers of that world. If the Metaverse idea is really the future of online gaming, there's going to be a lot of influence exerted by some early decisions, just as early networking protocols and standards still influence today's Internet.[Via Walkerings]