Akela Talamasca

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Stories By Akela Talamasca

  • News from the Wider MMO World: September 30th, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Ankama Games launches new Dofus Heroic Server; includes permadeathAs of September 23rd, there's a new server dedicated to Ankama Games' Dofus. Called the Heroic Server, its most notable feature is permanent death for all characters. Once dead, the player's opponent is allowed to take the character's items, and the deceased becomes interred in the Cemetery of Heroes, a worldwide ranking that can be consulted via a dedicated website. To offset the permadeath penalty, all skill and professions leveling will be much easier, allowing players to rise in rank much more quickly. To the brave and the bold: the Heroic Server calls!Atlantica Online begins open beta; offers prizesFor their open beta launch, Atlantica Online's NDOORS is offering players of its Free Leagues -- the PvP system -- a variety of prizes, including a Nintendo Wii, an iPod Nano, or $10,000 in cash. Interestingly, these prizes become available only once the player population hits certain landmarks: 5,000; 10,000; 20,000; and 30,000. "NDOORS created something unique in the MMO world when we designed the deep turn-based, strategic world of Atlantica Online. So we decided we needed something just as original for our open beta," said Peter Kang, CEO, NDOORS Interactive. "This is going to be unlike anything anyone has seen before."

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  • First Impressions: Conquer Online

    Welcome to the First Impressions: Conquer Online! Brought to you by 91.com, purveyors of Eudemons Online and other Asian MMOs. Featuring a non-3D, fixed isometric viewpoint, the graphics seem at first to be a little dated, and there are a few oddities that might irritate players who are used to World of Warcraft and that style of MMO. But there is some charm to be seen in CO, and these in-game screenshots will display them to you. Check out the Gallery for our First Impressions of Conquer Online -- don't forget that the images can be seen in two resolutions, low and high. Depending on your screen settings, you will want to choose the one best optimized for your monitor. Read On >> %Gallery-32670%

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  • News From the Wider MMO World: September 23, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Secret of the Solstice gets new patch with new contentOutspark's Secret of the Solstice, the free-to-play fantasy MMO, has updated its client with a new patch. Available for both new players and veterans alike is a brand-new zone featuring new quests and a lush jungle landscape. Furthering the overarching storyline is a new initiative to pursue GM Alastor across the Emperonie Plateau and the Aserphel, Cretino, and Turmeit deserts. Finally, players can now view all of an NPC's available quests at the same time and choose which mission to undertake. Download the new patch at the SotS website.New Warlock class available to Grand Chase playersKOG and Ntreev, publisher of Grand Chase, the side-scrolling fantasy brawler, has announced an update to the character class known as Arme. Arme, in addition to her Mage and Combat Alchemist jobs, now has access to a third: Warlock. The abilities of the Warlock job include summoning the spirits of earth, wind, fire, and water, to produce spectacular effects and fight with greater power than ever before. Before deciding if you want to switch jobs to the Warlock class, make sure to check up on the job's requirements on the Grand Chase website.

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  • AGDC 08: The Secret to Storytelling in MMOs part 2

    Continuing the subject of mechanics: Voting by action gives agency back to the players. The key here is that all votes shouldn't be equal. Votes should equal the level of participation, not the level of power. What this means is that a Level One character in your game, if they really care about it, and are willing to spend 60 to 70 hours on this massive storyline, they should be able to influence it. Why? Because if they care, they're your mavens. They're your people who are going out and telling everybody else, bringing them into the storyline choice. "Solvable problems do not drive Story. Choosing that Weapon A and Armor Set B to help you kill Monster C; that's not a choice. That's a problem." An Unsharded world should offer players massive choice events -- "Grandscaping". These events should affect everyone. If you feel left out of the story, that's not fun. Everyone should be able to influence the outcome. No redos, no retcons.From the development side of things, you need to understand what things are going to cost, in terms of money, time, and player experience. Make the outcomes as easy to anticipate as possible. Players are happy with just a bit of text in patch notes explaining a small change. Don't think that every massive change has to be a grand event.Learn from ARGs. Simple entry points are the key. Make announcements in your patch notes, have a herald in your town square. The more people you can get involved, the more dynamic the community becomes. Once they're in, you can make the interactions as complicated as you want. Don't worry that you're designing something that seems too complex; someone knows the answer, and someone will share that answer. There's a fine line between things that are interesting mental games for us, and things that are interesting to the player, but if you can engage the community, you can do whatever you want and somebody will figure it out.How to patch when the events have been resolved? Players are okay with waiting a month for a patch. What to do when the players do something that no one could have predicted? "Panic overnight, then lots of text." Put in a live-action NPC, someone who's there to provide in-character explanations of what's happened. That helps immersion. The stories that are important are the stories that the players tell to their friends about their experiences in the game.Player politics: Allow player-created stories to affect canon. Guild v Guild battles, for example. By creating fiction around the results of player-led battles, you give your users a personal stake in the game, a way to feel involved. The strongest type of community will grow out of this.Finally, create conflict. Conflict is exciting. Create reasons for players to choose sides. World of Warcraft makes players take sides immediately with character creation. This all by itself helps with setting and the beginnings of heroism. Later, once the status quo has been established, create common enemies. Find a way for opposing sides to band together against a common threat. This can be used to create even stronger community bonds, and changes the story dynamic for the better, making the world that much richer.We'd like to thank James Portnow for the panel, and thanks for reading! << BACK

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  • AGDC 08: The Secret to Storytelling in MMOs

    At the Austin Game Developers Conference, we sat down to a one-man panel held by James Portnow, of Divide by Zero Games. His topic was "The Secret to Storytelling in a Massively Multiplayer Environment", and it was well worth our time.James' main point was to collect the various servers, or shards, into one continuous world, and how that would affect the idea of composing an overarching storyline. We've compiled a breakdown of James' panel here, condensing his hour-long talk into what we think are his most salient points. Remember, most of these statements are not actual quotes unless specifically pulled out as such. Read on to learn more about "The Secret to Storytelling in a Massively Multiplayer Environment".

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  • Indievelopment: Star Wars Combine part 2

    Have you been contacted byLucasArts, and if you have, what was their reaction?Sim Master was in fact contacted by the legal department of LucasArts due to potential copyright issues. The details of this situation would take a long time to explain, but in short the issue is that all Star Wars-related material is legally the property of George Lucas. Luckily Mr. Lucas appreciates and allows fan-based nonprofit projects that promote the Star Wars image to exist, as you can see all over the Internet. Clarification had to be made in direct contact with LucasArts that Star Wars Combine is a non-profit project, which was the main reason that it was allowed continued existence by the legal department. Possibility was also mentioned to grant a free Star Wars license to the Combine; however this was never finalized. Currently the game operates in a state of uncertainty of some sort in this aspect. However, this is not preventing our development team and our players from enjoying playing and developing the game. Until any such finalized resolutions are made, we are still confident that due to the non-profit nature [of SWC] no change of mind should follow from the legal department. What's the monthly cost to run SWC?Roughly the total cost involving operation of servers, domains, and other services would total to about $6,000 per year, which is covered by individual donations of our membership base.Can you give an overview, or summary of how the game is played? How much of a time investment should the beginner player expect to make?Game runs in delayed real time. That basically means that the universe in which your character lives does not pause when you leave the game. It also means that actions like walking, flying, and similar take time to complete. Initially new players tend to get a bit discouraged by this fact. However, once you get to know of the game more, you realize that it's actually a bonus, as this way the game can be enjoyed by both people with a lot of free time and the ones with limitations. If you have only a couple of minutes per day or even per week you can have a successful in-game career just as much as people who can devote hours. When it comes down to it everything depends on your style of play and interaction with other players that help you achieve your personal goals. Some of our players are highly active at a given time and then disappear for weeks. Upon their return a lot of them pick up where they left off without any serious set-backs. That way the game adapts to your life, as it should be, and not the other way around. We often find ourselves advising our employees (speaking from in-game faction perspective) that real life is more important if they have obligations like school or work projects in the upcoming weeks. Are players expected to roleplay, or be in character all the time, or can the game be enjoyed without taking on a persona?The game can be what the player wants it to be. Some are oriented heavily into roleplay and hardly do any in-game participation while others loathe roleplay and focus on in-game actions only. The most dedicated are always the ones that are hybrids between the two types, but overall you meet just about all sorts. Do any of the canonical characters appear in the game, and if so, who controls their actions? When in the history does this game take place?Combine is not following canon events in any way. In Star Wars history the game started during the war between the Galactic Empire and the Rebel Alliance. However, from that point on the players were given full freedom to develop and progress as they saw fit, and like I mentioned, we moved far away from canon storyline. You see powerful groups and coalitions that have little or nothing to do with the Star Wars known from books or movies. Due to this fact you would not meet any canonical characters either anywhere in the game.Does the game include the Expanded Universe?The game includes the whole galaxy with some minor deviations compared to canon galaxy. From core systems to the outer rim, players can visit several sectors out of which each contains several systems, and each system contains several planets and other bodies like moons. Overall, the galaxy is vast, and offers a varied number of groups to join or professions to undertake. Since this is a volunteer effort, what skills do you require of someone who wants to participate in working on the game?Required skills to join the development team of the game vary and depend on the team. Sometimes specific technical knowledge is required, where in other cases simply the will to participate and some free time and good will is all that is needed.We'd like to thank Soren for his time and answers! If you are aware of an independent MMO that the world should know about, send us a link via our tip line! << BACK

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  • Indievelopment: Star Wars Combine

    Welcome to the first installment of Indievelopment, where we give some love to the often-overlooked field of independent MMO development. For our inaugural post, we'll take a look at Star Wars Combine, a free MMO based in the Star Wars universe. Played entirely through your browser, SWC is available to Windows, Mac, and Linux users.We spoke with Sorel Kaar, PR Director for Star Wars Combine about this intriguing title, its history and development, and what new players might expect to experience when trying this game out. Read on for the full interview, with in-game screenshots.

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  • AGDC 08: The Importance of Learning Style and Gender in MMOs part 2

    An interesting fact: the vast majority of women in MMOs were brought by a friend. They were not interested in a game before their friend explained it to them, how it works, and what value it had.Concerning how learning is conducted in fighting games: "Secret moves and hidden moves are perfect rewards for explorative learners, and a complete barrier for modeling or imitative learners." The story is related of a girl who learned to play a fighting game so she could challenge her boyfriend for his birthday. He proceeded to wipe the floor with her using moves she'd never seen before. "How'd you learn to do that?" "You just button mash until you figure it out." Fighting games seem to favor explorative learning.We tend to pack an awful lot of information into our controls. Stuff we're not going to need until later in the game. We need to design our tutorials to use Modeling Learning as well as Explorative models. Players are not likely to stay in an MMO if they're forced to learn in ways that are not natural to them. "Secret moves and hidden moves are perfect rewards for explorative learners, and a complete barrier for modeling or imitative learners." Sheri then took questions from the audience:Q: If you're an Explorative learner, do you just have to sit through text built for Modeling Learners?A: Once the basics are understood, Modeling Learners do tend to become more Explorative Learners. They do become a little more risk-taking.Q: Should tutorials be videos?A: They don't have to be. It helps, but if there's another way to show what happens, like a character that tags along to help you, that's okay too.Q: Do you think people are self-aware of their own learning styles? Can people choose their own learning styles?A: No, people are not aware in general. A lot of people say "Hey, that's me" when hearing about different styles. One way to design tutorials for both types of learners is to have the tutorial text/display for Modeling Learners, and add a "skip this" button for Explorative Learners.Q: How do you implement Modeling Learning tutorials without breaking the "Fourth Wall"?A: Some breaking is unavoidable.Q: Is there a point where game play is simple enough for Explorative Learning to be acceptable for everybody?A: Once the basics are understood, etc. So, yes.Q: Are there games that provide Thottbot-like help for learners?A: No, and I wish there were, because if you make players go outside your game to learn about the game, you're giving them the opportunity to not come back.Q: When is Explorative Learning a good way to learn?A: There's no real "bad" way to design learning, as long as you understand that by restricting learning to one mode means that you lose the other type learners.Q: Is there even such a thing as an Explorative tutorial?A: Many MMOs do have something like this, where newbies get a safe environment to explore and make their mistakes. Moving out from the center it gets harder and harder.Q: Is there value in saying "Go explore, you can't die!"A: No amount of exploration is comfortable if you're not an Explorative Learner.Q: Do women have a tendency toward casual games because they already know how to play them?A: Yes, the simplicity of the casual game makes those games attractive.Q: Have tutorials gotten better or worse over time?A: The biggest problem is that we assume our players play a lot of other MMOs. You have to understand how to attract other players to grow the market.Thank you to Sheri Graner Ray for the great panel! << BACK

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  • AGDC 08: The Importance of Learning Style and Gender in MMOs

    We spent a little time at the Austin Game Developers Conference this year and walked away with our heads full of game-related knowledge. Not least of this came from a panel held by Sheri Graner Ray, the computer game industry's leading expert on the subject of gender and computer games.She began by dividing learning styles into types, and explaining how closely gender relates to the different styles. She then went on to discuss how important it is for game tutorials to include the different styles of learning at the risk of losing potential players. We've compiled a breakdown of Sheri's panel here, condensing her hour-long talk into what we think are her most salient points. Remember, most of these statements are not actual quotes unless specifically pulled out as such. Read on to learn more about "The Importance of Learning Style and Gender in MMOs".

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  • News From the Wider MMO World: September 16, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.World of Kung Fu opens screenshot contestFrom September 15th to the 30th, VestGame Entertainment has partnered with zownder.com to create the first World of Kung Fu screenshot contest. "This contest really gives us the chance to showcase the awesome graphics and spectacular artwork that forms such an integral part of the game", says David Clarke, World of Kung Fu's North American Producer. The Grand Prize includes a permanent Xuan Wu mount and over a hundred rare items such as high level Forging Vouchers, Advanced Craftsman Charms, Sky Pearls, and much more. For more information, visit either founder's website.Gaia Online brings Snoop Dogg and the Incredible Hulk to the virtual mallEach month, residents of the virtual world Gaia Online have a chance to vote for their favorite real-world celebrities as part of the Celebrity Snare section of the website. As an example, the latest items to have been made available are Snoop Dogg's hairstyle, and the Hulk's torn-up purple pants. "Gaia Online is truly an extension of our users' real life interests and passions and Celebrity Snare is just another way we're enabling Gaians to customize their online persona and express themselves to the community," said Craig Sherman, CEO of Gaia Online. "The same way fans hang a poster on their bedroom wall or wear a t-shirt with their favorite band on it, we're enabling our users to establish a connection with the celebrities they admire." Further celebrities to go virtual will include Elvis Presley, Justin Timberlake, Tila Tequila, Paris Hilton, Raven Symone and Marvel's She-Hulk.

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  • First Impressions: Ryzom

    Officially called just Ryzom now, the MMO previously called The Saga of Ryzom is back from a brief hiatus. Featuring amazing design aesthetics,this game has its own unique style. Despite the fact that it was developed by a French studio, the English translations read, in many ways, better than some native American titles. We spent a couple of hours playing Ryzom, and here are our First Impressions. Remember, this is not a guide of any sort; this is merely our experience in dropping into a new title. Peruse the Gallery to read what we thought about Ryzom! Go to the first image >> %Gallery-31718%

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  • News From the Wider MMO World: September 9, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Nanoverse Online lets you experience life an a micro scaleDuplex Systems has announced its second MMO, Nanoverse Online, which takes place in a world "unique physics". While their website show photos of insects, the description of gameplay delineates more of a mechanically-oriented playerbase. "It is not the visual power that counts, but compelling and exciting gameplay," says Marko Dieckmann, Managing Director, Duplex Systems. "Nanoverse Online will bring the fun back to MMOs, a genre full of cliches, copied over and over again." There is no official release date for Nanoverse Online, but screenshots are expected to hit their website soon.NDOORS partners with Nexon to bring Atlantica Online to JapanNexon Japan has recently signed a publishing agreement with NDOORS to let Japanese players into the turn-based strategy world of Atlantica Online. "We are fortunate and thrilled that Atlantica's unique action and fun can be shared and enjoyed by many players throughout the world," said Cho Sung Won, NDOORS' CEO. With a player base of over one million users, Atlantica Online stands poised to make a huge showing with its new global presence.

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  • Massively goes to Dragon*Con: Funcom Q&A Part 2

    Q: Is stability a problem at all?A: It depends on what kind of system you are playing on. The tech guys are working almost full-time on those memory leaks that cause a crash. People do experience them. Age of Conan has eight million lines of code? It's a big game. Hopefully the performance is improving. It's not just one big leak somewhere. Unfortunately, it's dozens of very small memory leaks that cause the client to run out of memory. But in terms of server stability, it's rock-solid. It's amazingly solid.(regarding spam messages) How many of you have actually bought gold in an MMO? No one, ever? Unfortunately, it's one of those things where you think you have methods in place, but you can never completely shut these out, and I hate to say that, but what you can do is make it more difficult. At lot of places, this is what they do: they don't play the game, they find the loopholes and everything. So, we're concentrating on the game, we're concentrating on many many areas to try and improve customer service, improve the game, everything else. Their only job is to find that loophole. So just when we think we've covered our bases, it'll lessen up, then oh! there's a loophole. But we are actually working on throttling the amount of mail that players can send out. We do have ways to detect when players are spamming. And we're using that and setting up automatic processes to check the accounts and get them off the system. And also delete the emails directly from the database. So unfortunately, it sort of a learning curve for us, because every time we come up with something to fix it, they go "Oh, we're just going to change our methods."They use roaming IPs to create new accounts, they purchase mass accounts, we see a lot of Visa frauds, a fraud Visa card can buy a hundred digital boxes, or whatever. And that means as soon as we shut down those accounts, they have new accounts to start all over again. So we are very aware of the problem, and it's actually been a pet peeve of mine for actually a long long time. Some people ask, "Why does it take so long for certain processes to happen?" It's because we're checking those to make sure they're not fraudulent before that player gets in. So unfortunately, it does affect some of the player base, and we apologize for that, but in the long run, we think it actually makes the experience of the game better.For mail spam, the developers have been considering doing numerous things like not being able to mail the user unless you're on their friends list, or looking at the ignore list.Q: What are you all using for a videocard? (at this presentation)A: GeForce 8800. Anything above a GeForce 6 runs the game pretty well. I run a 7900 at work. I run it on dual monitors. It runs fine. You don't have all the bells and whistles with a 79 series, but once you get to the 8 series, everything can be on. Not the lower-end ones, but the 8800s.Q: Alchemy. It costs me more to make anything for my guild members than it costs to buy them from a vendor.A: We have a new guy on our tradeskills, and his job is to make tradeskills awesome. And he's got a long-term plan and he's been looking through our systems and looking through the player experience. He's working on it. He's got a lot of really cool plans on what he wants to do with Alchemy.Q: There was mention a while back about a couple new movies involving the Conan storyline. Are you going to be drawing anything from them? Or are they drawing stuff from you?A: From what I understand, they're looking at our game as a source of inspiration. I'm not certain that we're going to -- we're going to work together to make sure that we don't conflict, but I'm not designing things thinking "Gee I wonder if this will be in the movie". The movie guys are gonna take what they want from us.Q: There's a limited amount of stuff to do at 80. Are you planning on adding anything to endgame content?A: It's a double-prong question because A) One of the focuses of the dev team at the moment is making items more meaningful, and that includes the drops that the bosses have, and so forth, we wanna give people more reasons to go into the dungeons, into the content that we have. It's a two-prong question: are we adding more level 80 content, PvE especially? Absolutely. So I'm working on this sort of stuff, and we've got just a team doing dungeons at the moment. I believe there's five dungeons they're working on at the moment. This stuff will come in the next four or five content.And also the item team, focusing on making items more useful for people. People want items to be more meaningful and more balanced as well. << BACK NEXT >>

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  • Massively goes to Dragon*Con: Funcom Q&A Part 3

    Q: What are you doing to get new players and bring old players back?A: We know there's issues with the game. If there's bugs, we're fixing them. To continue, we've got the five dungeons that are coming out before Christmas hopefully. People who played Anarchy (Online), we've been supporting that game since 2001 and we're going to keep supporting it into the future. Age of Conan is no different for us. As a game company, our philosophy is, we make a game, and we stick with it until we've got it where we want it to be, and that never happens. MMOs just keep going. We're in for the long haul.Q: Any plans on making unique fatalities for all classes, and perhaps even team fatalities?A: Team fatalities have been discussed, but it's so far into the future. There should be unique fatalities all throughout the game. We really put a lot of effort into that. We spent almost two years getting those fatalities just right.Q: What are the plans for the roleplaying servers?A: We just got done with finalizing the RP ruleset. We're still reviewing them. We wanna take time to look at it and make sure that we did something that a lot of other roleplayers really wanted to follow. We took feedback from a lot of the top roleplaying guilds and made sure that what we wanted to put out there as guidelines were actually something they wanted. We'll probably be pushing them out sometime later next week. These are rules that the GMs will follow.Q: Are you going to increase customer support for this?A: The thing about an RP ruleset is it has to be community-enforced. We will make sure there's coverage, but at the same time, it's a guideline for the community. If the community that's on that server doesn't pull together and enforce it, in some way, shape, or form, and I don't know how many RPs we have in here, I don't want to offend anybody too much, but at some point, you gotta get a thick skin. You know that people are gonna get in there, and they're gonna try and mess with you. Sometimes you just gotta ignore 'em, because if you always wait for a GM to take action, that almost becomes a crutch at times. The community has to take action. If they're just gonna grief, then yes, we will step in when it gets to an extreme point, but it has to be to the point where it is affecting the play for the majority of the players. But we will take action if they are causing problems on RP servers. But you can't expect us to police every single name.Q: What are you doing about allowing people to make mods?A: That's down to a list of priorities. The GUI team are working to optimize it and within reason, I think, I don't think we'll go as far as World of Warcraft, where they have a lot of these plugins for the GUI to try to control it. But we will, in the long term, be looking to make the GUI more moddable and more attractive.We've started to add puzzles and stuff in the game. We're revamping all of the dungeons from the ground up. Adding puzzles, making them meaningful, making the boss encounters fun. Thief-specific things, I'm not sure what the plans from the combat team are for sure there. But I do know that puzzles will be appearing in the game more and more. If there's one thing you never have to motivate designers to do, it's find new ways to kill players.Q: Is drunken brawling going to come back?A: Maybe. It was cut simply because it wasn't fun enough. There have been various discussions on how to make it come back because it's really in touch with the whole Conan theme. But it's not going to come in the short term. It needs an overhaul. We talked about it, and after we implemented it, we said "This isn't as cool as we were hoping it would be, and players are going to be really annoyed if we release it the way it is."Thank you to the presenters from Funcom for the presentation! << BACK

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  • Massively goes to Dragon*Con: Funcom Q&A

    Funcom was on-hand at this year's Dragon*Con, where they held a Q&A session regarding all things Age of Conan. What follows is as much of the event as could be transcribed from the audio we brought back with us. This writeup was completed based on audio with some garbled sections. Some details may be glossed over as a result. Without further ado:Q: Any plans to merge the servers?A: No. What we have looked at is ways of letting people play across servers, but we haven't made any plans to merge servers.Working with the tradeskill guys a lot lately and the resource team and we're designing new quests and areas for resource gathering and building and things like that. Tower objectives and so forth, they're the next step with the battlekeep system, so I work with the action dynamic team, who are the guys who do the massive PvP and Siegeing. Our first priority at the moment is to get 48v48 sieges running perfectly for everybody. Second priority is to get the next step out, which is Towers, so the guys are working on it.

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  • Massively goes to Dragon*Con: Cryptic Studios Q&A Part 3

    Q: Can you talk about movement, travel powers?A: Travel powers are represented in a few ways in the game. There will be travel powers that you can use in a zone, there will be travel powers that you use in combat, there will be travel powers that you use to move from zone to zone. The main powers that we know we're gonna have in terms of traveling are superspeed, flight, jumping, teleport. Those are certain and for sure. We may launch with others.Q: Can you use interactable objects to add to your knockback?A: Yes. In a tactical action game, knockback itself is kind of its own reward. You're putting distance between yourself and the enemies. Knockback is a power just like increased damage is a power. You can have one without the other. You can have a wind power that has amazin knockback, but doesn't necessarily do a lot of damage. You could have a damage that does the knockback and does the damage. In addition to picking up and thrown, objects can be flagged as being explodable. You could use your wind powers to move characters into destructible objects, thus creating a damage effect.Players can deconstruct items into components and also craft components. There are skills that you can build up. We're trying to use skills in the environment to interact with objects, progress you in missions be utilizing those skills. As you go up in skills, however, you will be able to craft and make items in one of those three intrinsic types: Science, Arms, and Mysticism.It would be foolish of Cryptic not to include something like the Sidekick system. There will be the ability to not just sidekick to a person, but a team. One person of say, level 40, could sidekick four other people to go with you to an instance or a side quest or something.Q: Will there be separate rulesets for PvP?A: The tentative plan is that powers that the players have will affect other players differently. You just saw me send these sending these Viper agents careening through the environment with a massive blast of force. While that will still happen if you use that power on a player, the knockback will likely be less, or some other way not quite as severe. At first, it's cool, but after a while it gets annoying and tedious and you never wanna PvP anymore. Whenever you see a hold effect that the player is using against a critter that's PvE, that critter is much more vulnerable than another player will be. Players will always have the ability to actively do something. Whether it's activating a power, or just mashing your button to try to break free. All the hold mechanics work so that there's some player interaction. We never want somebody to have a controller in their hand and not be able to do anything.(on character creation imbalance) With a system this open-ended, we're working on the UI now to message the player if you, say, do not have a basic attack. To issue some of the larger attacks, you need to build up endurance. We need to message you if you haven't purchased a power that can build endurance. That's the first instance of it. It is going to be an effort in UI to message the player, even if they have full customization, to make a viable character.At any time, you will be able to retcon your character and change out your powers. If you find that your latest power purchase has gimped yourself, you can go pay a very minimal amount of resources and redistribute those points so that you are not so gimped.Q: Death penalty?A: We will have a death penalty. It will not be as steep as terms of financial or time loss than is standard. It will probably be a lot less than WoW death penalty.Q: Any interesting challenges going from console to PC with an MMO?A: Many. Most are overcome. The big design challenge is making sure that some of the particular mechanics work for both. Obviously there are some charge-up mechanics, there's some toggleable mechanics, there's some click mechanics, things that we wanted to be fun if you used them on a keyboard and on a control pad. So most of our challenges are making sure that it feels good for both interfaces.The tentative plan is cross-platform play. We wanna have xbox players and PC players to be able to play on the same shard. There will be a drop-down in the corner, so that if you don't wanna play with the console people, the PC people, you could just go to a different zone to play.One of the things you will be able to purchase are these combos that will allow you to interact with other people's powers. It's something we haven't unveiled yet, but being fans of that sort of gameplay, we do want as much player-player interaction as possible.Phasing we can't commit to at launch. Phasing, growth, shrink. These will most likely be addressed in expansion because we're getting to the point of lock. We do have a design for it; it's been in place for a while. That certainly has made it onto our expansion plans.Q: Any other powers that are NOT going to be in the game at launch?A: Shapechange is a new thing that we've gotten in. The previous three are the only things that come to mind.We do have directional tech. We can determine when an attack is hitting you from behind or from the side, or from an angle not otherwise covered by your shield. The ultimate question is whether or not that's fun. We're still iterating on that, and playing around with it and trying to figure out if it's something worthwhile doing, because ultimately, if it's not fun, we don't wanna put it in the game.Q: Voice chat built-in?A: Yes. What exactly we do with it kind of depends on Microsoft. Cross-platform play requires that you use their xbox live malarkey. So we'll see how that goes. If we wind up not doing cross-platform, which we would be very sad at, we've already committed the time and the schedule to putting voice in. There will definitely be Voice-Over-IP in some form or another.Thank you to the presenters from Cryptic for the presentation! << BACK

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  • Massively goes to Dragon*Con: Cryptic Studios Q&A Part 2

    What you see here is Grond. He is one of the Zone Events for the Southwest Desert. His schtick, as we call it, is that he basically goes around beating up people in various neighborhoods and after a few minutes he just jumps to the next neighborhood, so you could be in the middle of fighting stuff and this big 25-foot tall green monstrosity jumps down. Grond is one of the things designed for 20 players to fight.Q: Has Marvel seen him?A: I don't know what you're talking about. He has 4 arms and his pants are brown. (laughter)Q: Will you have to buy special effects?A: There's two distinct systems in the game. One is the power system, where powers are purchasable. The tailoring, or power customization, is a different system. So without affecting the mechanics of your power, or the damage of your power, we certainly know you will be able to hue shift. We're experimenting with other things, like emanation points, so you could have a fiery projectile from your hand, as well as a fiery breath. In addition to the power system and aesthetics, we are incorporating a number of the Champions character customizations, one of which is Talents, which are things that are purchased and character-specific, and the other is Advantages. Each power itself can be customized in different ways. Those are things that you can purchase.There are Zone Events that involve more planning, like the Rikti event. There is an event on Monster Island, there is a volcano that will periodically erupt and spew lava and fiery boulders all over the island, and you have to go around and rescue people and stuff like that.Respawn times will exist. If someone comes along and defeats a villain before you get a chance to, you will have to wait for the respawn.Q: What about endgame?A: We have a system called the Omega System. So when you reach Max level, there will be a number of things you can do with your character. It includes a separate currency where you can purchase items that are only accessible at that level. There is a loot game that you can continue to play. There is more of a focus on certain instances, so there will be Omega Level instances, only available for that high-end player. There will also be factions. Champions, Project Mongoose, all the Champions IP organizations actually exist in the Champions universe. There is a special Omega Faction that you will be interacting with. Between interaction with the factions and the loot-based system, and additional instances, there is a lot of endgame replayability planned. There is endgame content for solo players, and group players, with a definite commitment to solo players.There are going to be two distinct character type benefits, in addition to the powers. The Talents are holistic, and character-wide. Advantages and Disadvantages are things that affect powers.(Regarding the UI): In the upper corner, you have the green bar, which is the avatar's health; the yellow, which is their experience; the blue meter, which is the endurance meter; and the little white pips are the equilibrium points. Your endurance automatically decays to your equilibrium point over time. The decay is slightly slower than the fill, but the general idea of gameplay is that you use your light attacks to increase your endurance, which allows you to use more powerful abilities, which drain your endurance. Quick access buttons in the upper right. Power tray at the bottom. On the right hand side, is the mapping for the xbox controller; it won't show up if you don't have an xbox controller set up. It corresponds to your face buttons. You can drag and drop powers around to map to different buttons. Macros are not decided at this time.Q: How destructible is the environment? How interactive?A: All objects in the world, as many as possible, will be classified as interactable objects. This means they can be picked up, they can be thrown, they can be destroyed. They can not only be picked up by hand, they can be picked up by telekinesis. Some of the things that you see are not fully interactable. Some are for combat, and some are for immersion, for exploration. We will have "pick up and wield" as well as "pick up and throw".You will be able to create your nemesis. There is not only a number of gameplay mechanics involving you fighting with your nemesis, but there will be missions and scripted stories that will evolve, in terms of the nemesis that you've created. We're incorporating both into a fighting system, but also into the story systems.Q: What is the level of customization going to be for costumes?A: The costume is pretty much blows away what was done in City of Heroes. We've expanded beyond the parts and pieces you can use. There's also morphology, size, shape, actual geo modification customization systems that we're gonna have in Champions. Color and the linking of color. It's pretty powerful.Q: Capes?A: Capes to start. As you go up in level, you will be finding additional pieces that will potentially be cooler capes. But we don't want to limit the character creation at all in terms of pieces. Masks, capes, boots, pretty much everything will be available to start. The deeper you go into the game, the cooler, more animated and more elaborate pieces you'll find.We have 3 different tracks for items. Science, Arms, and Mysticism. Science might be cosmic particles, or cosmic radiation. Arms would be something like shoulder cannons. Mysticism would be something like magic wand. Our items system is devices, things that you can make and use. Clickable, triggerable, actionable things that you can have in the context of missions or just to build your character. Or the other kind of items that we're calling Upgrades. They could be a new piece of armor, if you were a munitions character, but if you are a more cosmically-powered character, then that upgrade might be a serum that you inject yourself with. It can be various other ephemeral types of upgrades. << BACK NEXT >>

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  • Massively goes to Dragon*Con: Cryptic Studios Q&A

    Cryptic Studios was on-hand at this year's Dragon*Con, where they held a Q&A session regarding all things Champions Online. What follows is as much of the event as could be transcribed from the audio we brought back with us. This writeup was completed based on audio with some garbled sections. Some details may be glossed over as a result. Without further ado:Cryptic Studios is Champions Online. This is not a product that we licensed. We actually partnered with them and purchased the intellectual property. So when all the additional supplements come out for the Champions pen and paper game, they're actually coming out with our cooperation. It's kind of jointly being developed. Cryptic Studios is now the owner of the Champions IP.

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  • News from the Wider MMO World: September 2, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Dreamlords the Reawakening makes deal to move to RussiaLockpick Entertainment has signed an agreement with Akella Games, Russian distributors of Planetside, Everquest 2, and Pirates of the Burning Sea, to localize and distribute Dreamlords the Reawakening. "Our goal is to reach out to new audiences and the Russian market is fast growing and with Akella's expertise we're able to do just that," said David Rosén, CEO of Lockpick Entertainment. "We hope that collaboration between our two companies will benefit both parties and that such an interesting genre will draw gamer's attention" said Alexander Trifonov, Managing Director of Akella Online. Closed beta testing is expected to begin in early September. Pet Evolution Manuals debut on Grand ChaseThree different Pet Evolution Manuals are available at the shop in Grand Chase, allowing knights to evolve their pets at levels 0, 20, and 40. There will also be prizes for each knight that evolves and raises their pet to level 10. Prizes for winning pets include nutrient shots, pet food, gacha coins, and pet skills. Additionally, players who log on between the hours of 4 and 8 PM every day will receive double xp and double gp, in the Afterschool Adventure Hour.

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  • First Impressions: Atlantica Online part 2

    Here's another shot of downed enemies. To retrieve items from an enemy's corpse, you will have to use up a turn. This is a look at the Inventory screen, which is divided by character. As stated before, with the exception of weapons, any character can use any item. In this picture, our main character has the bulk of items, but you can drag and drop items between characters. It's wise, for example, to equip each character with at least one health potion as they can use it during combat with the press of a key.When using certain items that level attributes, it's important to make sure that the item is in the proper character's row to make sure that character gets the boost when you double-click the item. This is the detail page for a Life Potion, which resurrects a character from death. You can see a "Craft" button on the left page, meaning that this item is craftable once you've collected the proper reagents and have that particular skill available to you. We did no crafting in the course of our play. This is where you get to choose your next area after you've completed the tutorials. We chose Sapporo. It isn't known whether these areas are joined to each other in any way. We took a moment to soak in the ambiance. With light bloom enabled, as well as Sky Detail, Water Reflection, Fog Effect, and Soft Shadows, Atlantica can look very pretty indeed. Of course, enabling everything can affect your frame rate, so you'll need to play around with these settings. More pretty sky, with a castle in the background. The blue glow on the ground is the portal to the next area. An interesting note: once you've accepted a quest, you have the option to auto-move to the NPC or area where your quest requirements must be met, instead of trying to find it on your own. This is a shot of a Bad Fairy. One of your early quests is to retrieve a certain number of items from defeated enemies. Running around in the world, you will see enemies walking around randomly. These are representative figures; each one holds within it an entire combat party. Clicking on one will initiate an attack; after you've defeated the party, you return to the world and watch as the enemy collapses and disappears. This is the lead-in to the first town of Sapporo. Notice in the upper right of the screen a green circle with the numver 96 in it. This is the Stamina count. Each battle with an enemy costs one Stamina point. The count begins at 100, so if you manage to play 100 battles, you'll have to spend time resting to bring your stamina back up to full. Every 10 minutes brings one Stamina point back, and there is a daily reset of all points. Though we didn't experiment, there is likely a way to pay money to bring a percentage of Stamina back as well. More of Sapporo. The architecture and layout, while not ostentatious or flashy, do a good job of being beautiful and feeling like a real settlement. This building represents the equivalent of a civic center, where you'll find a shop, a hospital, a guild hall, and the like. Here is a window with a list of buildings to visit. We're in the Hospital at the moment, looking at ways to resurrect our fallen Spearman. It's deserted and quiet for now, but this will teem with life once Atlantica comes out of beta. Here is the Graphics setting window, for your perusal and edification. The influence of World of Warcraft is felt even here. Here's an out-of-doors merchant. You'll find NPCs on the mini-map, marked by a white N in a blue circle.After playing for about an hour or so, we're definitely intrigued enough to want to delve deeper; there is a lot of minutia that only extended gameplay will unearth. The actual combat is appropriately hectic, and the potential for large army battles is great. What we'd like to see in the eventual release: more customization options for your character. Thanks for joining us for this First Impressions post, and don't forget to check out the Atlantica gallery!%Gallery-25535%

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  • First Impressions: Atlantica Online

    Welcome to our First Impressions of NDOORS' Atlantica Online. Although it's in its third round of its closed beta, it's functional enough to talk about, and deservedly so. It's not the only MMOTBS -- massively multiplayer online turn-based strategy -- currently on the market, but it's got a high level of polish and a lot of potential. Let's dig in.%Gallery-30621%

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  • News from the Wider MMO World: August 26, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Mabinogi welcomes Generation 3The MMO that bills itself as "your fantasy life" has gotten its next upgrade with Generation 3. Now Mabinogi players will have the ability to marry each other, complete with license and wedding attire for both genders. An overarching quest will require warriors to recover dungeon seals to prevent the Fomor from entering the world. And finally, the pet system gets an overhaul, with new interactions, behaviors, and controls. The removal of the combat cap, increased UI options, and new items all await players in Generation 3.Neocron 2 developer declares insolvency10Tacle Studios AG, parent company of Reakktor Media GmbH, developers of Neocron 2, declared insolvency on August 6th. They are awaiting an insolvency administrator to determine what will happen with the game servers. In a later update to the original forum post, Kirk Lenke, CEO of Reakktor Media announced that the insolvency will not affect business operation of Neocron 2, and that they are still in development for upcoming title Black Prophecy.

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  • News from the Wider MMO World: August 19, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Battleground Europe launches new websitePlaynet Inc.'s Amy-Lynn Engelbrecht informs us that the destination site for Cornered Rat Software's World War 2 MMO, Battleground Europe, has gotten a significant makeover. With a focus on providing information that's more helpful to members of its strong and active community, the new updated site also features an RSS feed for news, or the option to receive regular updates by Feedburner email. Join up and fight with a 14-day free trial!Ankama Games announces new Wakfu featuresThe spiritual and temporal successor to Ankama's previous title Dofus, Wakfu is an up-and-coming 2D MMO with a currently unreleased launch date. However, bits and pieces of news trickle out from time to time, such as the following: There will be an Enchantment profession, in which items are dismantled for their runes, then grafted onto new items for special powers. Taking a page from World of Warcraft?Secondly, Wakfu will have no NPCs to offer quests. Instead, the game will have "Dynamic Challenges" -- quests that arise when environmental conditions are right, such as time, area, etc. The types of Challenges include Kill, Ecosystem, Social, and Discovery. Each will be available in both solo and team play.

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  • First Impressions: Maple Story

    Welcome to our First Impressions of the king of all 2D MMOs, Maple Story! If you haven't played it, consider this a dip of the toe into its cuter-than-thou madness. We're not divulging secrets here, this is not a guide of any sort; this is just a record of the way we found the game during our first hour or so of play. Caveat emptor!First of all, please notice the banner ad at the top of this post. That should tell you everything you need to know about MS in a nutshell: Cute superdeformed anime-esque graphics, goofy-themed gameplay, and an engaging sense of humor about itself. Cyborg turkeys, yes, yes, a thousand times yes. Don't forget, clicking on the following pictures leads to their hi-res versions. Read on, O brave audience!%Gallery-29725%

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  • News from the Wider MMO World: August 12, 2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Trickster Online celebrates the Olympics with new themed itemsEven MMOs get into the spirit of real world competition, and Trickster Online has some themed items for your enjoyment. These masks, hats, and capes will have a particular country's flag on them; collect all five of each and receive a special item of each type. Check them out before the Olympics ends!Outspark Games offer Olympic-style competition within their titlesFrom now until August 24th, San Francisco MMO publisher Outspark will be hosting the Outspark Games, a series of Olympic-styled competitions within their online offerings. Titles Fiesta, Secret of the Solstice, and Project Powder will feature special events in-game. Expect medals to be granted to the top three winners, and increased experience points offered to all participants.More news after the jump!

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  • Champions Online: Hands-on gameplay impressions

    During their most recent Media Day, Cryptic Studios gave journalists a look at the current state of development of Champions Online. After several interesting presentations, including a talk about the IP by Jack Emmert, we were allowed a sit-down with the game, playing through two zones: Stronghold Prison and Snake Gulch.While both sessions were somewhat managed, the experience was still exciting and rich, owing in no small part to the action-based gameplay -- a deliberate decision on Cryptic's part. Directly below, new screenshots for the gallery, and our impressions of what we played follow, after the jump. %Gallery-17946%

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  • New Atlantica screenshots display more diverse units

    Atlantica Online is currently in closed beta, but don't let that stop you from dreaming about the turn-based strategic action to be found in this great-looking title. NDOORS Interactive has sent us new screenshots that show more characters involved in combat, including the awesome Chinese monk type you see in the shot above.Check out all the new shots in our Gallery, and expect the First Impressions very soon!%Gallery-25535%[Thanks, Katrina!]

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