Michael Zenke

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Stories By Michael Zenke

  • Joystiq hands-on: Combat Arms (Page 2)

    Combat Arms employs a clearly visible player ranking system in order to tie together rank rewards, the in-game currency, and the socialization aspects.Kim and Yang noted that this balance between purchased items and off-the-rack choices didn't exist in the original Korean version of the game. As previously mentioned, the Korean gamers were looking for a more "arcade-y" experience. Grenades had flares to make them easier to track, mines had blinking lights, and every purchased item was a pure win for the player -- why not buy in that environment. As Kim put it, "American players have a definite concept of what is fair and what isn't," and they were determined to cater to that.Yang noted that the despite changes from the Korean version, Combat Arms retains the "jump-in-and-out" gameplay that made this take on the genre so popular there. Nexon believes Americans will respond (and are responding) to this vision of what an FPS could be, based primarily on the "feel" of the game. As an example, Min Kim noted the simple feature that you can run in the game:"If you press the shift button you actually run. That is not an option in a lot of other FPSs so it feels a lot faster and a lot of people like that. It's one of those things that is not easy to market; you can't say: 'hey you press the shift button you go really fast' on the back of a box. They don't know what that means until they start playing it." After talking through the game as a concept, we sat down to play a few rounds -- dying numerous times to both Kim and Yang as they schooled us on the game's public servers. (Protip: Anyone interested in jumping into the game can already do so. Nexon has had an amazingly positive reaction, and had to increase their server capacity unexpectedly fast to deal with demand.)During our back-and-forth matches, Yang stated that Nexon's planning to update the game on a regular basis. The company has been regularly releasing a patch to the game every two weeks since the game's beta began. Every update will add new weaponry, while a new map or game type will be added every month or two.That endless state of updates driven by player demand will likely never stop for the game, and neither will the game's "test" state. After the interview, we spoke with Nexon representative Robert Holtzman to clarify when the game would be going with a hard launch. He laughed, and noted that the game might never get one -- given the title's popularity already, Nexon plans to continue to expand through word of mouth advertising and constant improvements.Overall, we walked away from Combat Arms very impressed. Given the game's region of origin and the stigma of a free-to-play titles, Nexon's offering is a surprisingly fun and impressively attractive offering. It's a fast-action title that will please the twitch-happy mindless shooter fan just as easily as one looking for a more tactical approach. On top of it all, it deftly ties online clan gaming and Web 2.0 sensibilities together with ranks, formal groups, and eventually social networking plugins. Given the unique blend of MMO and FPS in Combat Arms' DNA, it was intriguing and enlightening to see what the game has become. And it's always hard to turn down the offer of free. << PAGE ONE

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  • Joystiq hands-on: Combat Arms

    We recently had the chance to check out Combat Arms, the free-to-play online FPS brought to US shores by Nexon of America. Nexon is best known in the states for its unique side-scrolling MMORPG Maple Story. Despite the company's grounding in the MMO genre, Nexon chooses to see itself as a purveyor of online games in general. From online racing in Kart Rider to virtual karaoke in Audition, the company publishes or develops a multitude of multiplayer experiences. Its extension to first-person shooters, in that light, makes a great deal of sense. What's surprising is not that Nexon has chosen to jump into the FPS genre, but that the offering is as good as it is. The company has combined elements of mindless combat shooters like XIII with the multiplayer tactical orientation of a game like Counter-Strike. In doing so, it's delivered a title that can be as explosion- or strategy-focused as players want. And, of course, it wouldn't be Nexon without some unique twists -- namely, the incorporation of its successful microtransaction-based business model.%Gallery-27906%

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  • Joystiq interview: Dragon Age storytelling

    BioWare's return to PC as a primary platform has been met with rapture and glee from the PC gaming crowd. The development chops of the Canadian company are almost impossible to question, with hit after hit being released from its Edmonton headquarters. Now the reunion with keyboard and mouse is accompanied by the most ambitious fantasy RPG BioWare has attempted since the original Baldur's Gate. Dragon Age: Origins is a true return to roots for the company, a homecoming with its dearest fans.It makes sense then to find David Gaider, one of the original writers of the Baldur's Gate plot, at the keyboard behind Dragon Age. We had the chance to talk briefly with the author about what this highly-anticipated title will offer. Though he couldn't reveal much in the way of story components, he did offer a tantalizing view into the world's history. Join us as we talk with Gaider about stepping back from Mass Effect's advances, the joys of returning to PC gaming, and what he considers required reading for any Dragon Age fan.%Gallery-28224%

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  • Joystiq interview: Dragon Age storytelling (Page 2)

    How would you compare what you've done with the story in Dragon Age to what you did with Baldur's Gate?Dragon Age is a huge game, much like Baldur's Gate. I don't know that we'd ever make a game as big as Baldur's Gate again, though. That game was just ridiculously huge. That said, there is something to making a game that is substantial like that. The word "epic" is thrown around like there's no tomorrow, but in some ways epic does fit with the scope of the game's story. It's a long story that takes your character through this large arc. It's appropriate for what we're doing. It is also similar to Baldur's Gate insofar as how much we focus on character. You have all your party members, and I would say almost a third of the writing that's been done is just for the members themselves. The amount of talking they do may in fact be sort of endless. I think for a lot of players that's really important. To this day in any given forum, people will still bring up characters from Baldur's Gate. Some of them are quite beloved. I would like to think as a writer that Dragon Age is the next step from there. Not to knock the Baldur's Gate characters, but these are the characters you'll be interacting with at length for a long period of time ... they're important to the story.Go for the eyes Boo! Go for the eyes! Exactly. It seems as though Dragon Age is very much BioWare returning to its roots. Was that a conscious decision or just a reaction to the way the company and gaming as a hobby has been going? The company has gotten big enough now that we can have several projects on the go at any given time. Console has its place, of course, and we can't ignore them. "We chose the subtitle 'Origins' specifically. This is where it begins, and we're not abandoning the PC gamer." I'm sure a lot of PC gamers would love it if we did, but we can't. What PC players hate, though, is when you have a game that tries to work on a PC and a console at the same time. It has to go for the "lowest common denominator." I think that's a legitimate concern. I think there are games that have successfully worked on both platforms, I don't think it needs to be that way. But here we're focusing on, we're starting on the PC. We're doing a couple of things differently with this game, though. I mean, we announced Dragon Age really really early. In the normal scheme of things, we would have probably only been announcing it around now for release next year. Instead we announced it really early so that PC gamers wouldn't feel left out. They could look at Mass Effect and know we had huge plans for Dragon Age as a world. We chose the subtitle "Origins" specifically. This is where it begins, this is where the new story starts, and we're not abandoning the PC gamer. That's something I wanted to mention; origins would seem to suggest a number of things especially for PC gamers. A lot of them still see the Baldur's Gate series as this great franchise that they'll really appreciate forever. Do you see Dragon Age as an attempt to go for that kind of success? In the end the proof is going to be in the pudding. Rather, the proof is in the eating of the pudding. A lot will depend on how well the game does, right? Before we go crazy with it we want to see how the game is received. I think we're very confident, though, that there's a big group out there that has been anxiously waiting for something like this. I think they'll really respond if we've done well. I have a good feeling about it, it's not just because I created the world. I watched this game grow before my eyes, I got to start see the cutscenes back, see the world I created take on a life of its own. The coolest thing is when the artists started getting on board. They're one step ahead of me now, instead of me being the one to say "well this is what this should look like". I have that same feeling as I did when we were at this point in developing Baldur's Gate. There's always that point where you're like 'this game is utter crap!' Then it starts to change, and finally we're at the point where we're like 'wow, this game is awesome!' We really hope this is the launching point for something bigger. << PAGE ONE PAGE THREE >>

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  • Joystiq interview: Dragon Age storytelling (Page 3)

    One last question: I'm sure that as a fantasy writer, you read a lot of fantasy as well. Who are some authors you would suggest to gamers that are looking forward to Dragon Age, as a sort of primer to get them in the mood for the world?There is one series of books that is required reading for any Dragon Age fan. It's not to say we copied him, but it's required reading for what it represented when I was thinking about the game. I sort of got tired of the same old fantasy-style stories. I read The Belgariad and Wheel of Time back to back, right? And they both started the same way, with a "chosen one" with a boy in a remote village who is carried away just as his village is destroyed ... they both started the same way. They're both decent series, but they're very high fantasy titles.Then I picked up a series of books by George R.R. Martin called A Song of Ice and Fire. It's a low magic world there, and ours is a bit higher. Dragon Age is lower than the normal fantasy world, though, because magic is sort of rare and mages are very distrusted. As I described how Darkspawn came to be, people kind of have a bad opinion about them as a group. For me, it was the tonal shift that really changed for me personally. It was such a dark story, and sometimes I think he may get too dark ... but it was focused on politics and civil war, dark and gritty, and there was the possibility that characters you loved might die. I went from being kind of "meh" on fantasy in general to really excited because of these books. We didn't go out to copy his works, but that sort of shift, that darkness, that seriousness are all elements we've embraced for our game. That's the tone of Dragon Age.Thanks so much for your time, sir. << PAGE TWO

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  • Massively explores a world of capes and tights in DC Universe Online

    When Jim Lee stepped onstage at the Sony press conference Tuesday, it was the first reminder in some time of Sony Online Entertainment's upcoming super-hero MMO DC Universe Online. The title, meant to bring the world of Batman and Superman to fans of the massively multiplayer genre, has been under a communications blackout and in development for years. E3 2008 is the first substantial chance the gaming press has had to learn about the title, and our friends at Massively were naturally attracted by the smell of grouping mechanics and instanced content.To kick things off, they've got a description of the extensive trailer that was the core of the SOE presentation. That wasn't enough for the MMO-addicted writers, so they followed that up with an exhaustive Q&A session. Follow along as DCUO Creative Director Chris Cao and SOE-Austin VP of development John Blakely explore how the game will interact with the PlayStation 3, tie-ins between DC Universe Online and the actual DC comics, and an interesting aside about how the developers are already acting like the game is 'released' inside the company. The Massively crew also has a few choice pieces of concept art from the game, from the mind of comic legends like Jim Lee - take a look below. Gallery: E308: DC Universe Online concept art

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  • E3: EA previews new social networking model in Nucleus/Rupture

    Just a few months after Electronic Arts' purchase of the Rupture social networking site, it looks like file-sharing legend Shawn Fanning now has his moment in the sun. Fanning appeared during EA's E3 press conference today, introducing the new and improved Rupture service. It, along with the Nucleus offering, will offer new ways for players to collaborate on and compare their in-game successes. Nucleus sounds like an EA-game-specific Xbox Live-style tag. Gamers will be able to carry around their 'EA tag' around from game to game and across systems. Whether you're playing on the Wii or PC, your information will be safely stored in a central locale. Rupture, Fanning's project, will carry this collaboration forward with an ability to track and challenge friends across games and platforms. Rupture will be open to any game developer that wants to make use of EA's API. They've already set up an informational site for developers on the Rupture website. They're also planning to extend the functionality of their in-development MMOs - a tantalizing possibility for WoW-weary MMO players.

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  • Massively plays conference-wide MMO bingo

    #bingochart { border: 2px solid #111; border-collapse: collapse; } #bingochart td { padding: 1px 0px 1px 0px; border: 1px solid #ccc; vertical-align: top; text-align: center; margin: 0; font-size: 70%; } #bingochart th { padding: 0px; border: 0px; vertical-align: top; text-align: center; margin: 0; } AoC is Huge! Firefly MMO News No BioWare MMO News MMOs the Future of PC Gaming Red 5 Announces Their Game Consoles are the Future of MMOs "We're not after WoW Numbers" Animal Crossing: the MMO Free RealmsInfo Microtransactions - Future of MMOs Guild Wars 2 Info Cryptic's Star Trek Online Free Space The Agency Info Secret World Info DirectX 10 Compatible! Social Tools the Future of MMOs Champions Online Info APB Info DCUO Info Free to Play the Future of MMOs Valve MMO Announced 38's Copernicus Unveiled Carbine's Game Announced Turbine's Next Project var digg_url = 'http://digg.com/pc_games/The_MMO_gaming_E3_2008_prediction_bingo_card'; In anticipation of next week's E3 Media and Business Summit, we've prepared bingo cards for each of the big press conferences and some general topics. All are filled with some likely (and some not-so-likely) predictions for what the console makers and genre developers are going to be rolling out at this year's trade show.Massively multiplayer games are bigger than ever, and so the folks at Massively.com have put together this handy guide to what we might see ... and what we might not see. This card reads like a 'who's who' of upcoming MMOs, so if you don't know who Red 5 Studios are, or didn't know that Curt Schilling's game is code-named Copernicus this is the bingo card for you. Click on through the images for their full predictions.(Also: check out all our press conference bingo cards, including some for Nintendo, Microsoft and Sony!)

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  • Massively.com's exhaustive coverage of Warhammer Online

    All week long, Massively.com has been offering up feature after feature on EA Mythic's in-development MMO, Warhammer Online: Age of Reckoning. The Massively goes to WAR feature series takes you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of Warhammer. Gallery: Warhammer Online Screenshot Gallery

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  • Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness

    var digg_url = 'http://digg.com/gaming_news/Penny_Arcade_s_Tycho_talks_about_the_Rain_Slick_Precipice'; The unique experiment of Penny Arcade Adventures has already begun in earnest. The long-term question in the making -- "Can game comic-makers make a videogame?" -- is moot. On the Rain-Slick Precipice of Darkness is now available via Xbox Live and the Greenhouse website (with demos here: Windows, Mac and Linux). The question now becomes: What do the creators think of their spawn? We sat down with Jerry "Tycho" Holkins, Penny Arcade's writer-in-residence, to get some perspective on that very issue.We had the chance to discuss a number of the game's elements -- from the origins of the Startling Developments Detective Agency to the foul creation of the evil bums. Mr. Holkins also shed a dim light on future episodes in the series as we discussed the music and writing that surround the overarching story. We also clarified that for Penny Arcade, as a creative team, there is no rest. Mike Krahulik and Jerry Holkins are not celebrating today, they're not patting themselves on the back. Instead, they're returning to what they do best: working.Read on to find out why these guys are driven to mine the funny for your benefit.%Gallery-1545%

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  • BioWare founders: 'We're not done yet'

    Right after our demo of the PC version of Mass Effect, we had the chance to sit with BioWare founders Ray Muzyka and Greg Zeschuk for a quick catch-up on recent events. The two men were overjoyed to talk about Mass Effect's success and critical reception, as well as the uplifting effect the EA buyout has had on the company. The impression the two give are of guys who have just been given a chance at the brass ring. Their comments, intimating that BioWare itself is now a micro-publisher, praising their new co-worker's common sense, hint at a new era of opportunity for the company. We've already posted the audio from the interview, but for a full transcript of our discussion just read on below the cut. You can get a better sense of Ray and Greg's cheery outlook, see them again discuss the reason Mass Effect on the 360 had the UI it did, and watch them stonewall on a question about their in-development MMO title. The bottom line, unsaid in the interview itself, is a clear message: "Fans shouldn't worry. We're not, and neither should you." Here's hoping that they've got the right of it.%Gallery-16537%

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  • Halo 3 outtakes: Full Metal Jacket & ranting lesbian space marine

    The audio track of GDC is an under-appreciated gem of the conference. Though many of the sessions are highly technical in nature -- discussing the use of software tools and compositional elements -- enjoying the music and the auditory experience of gaming hardly takes a degree. I sat in on one of these sessions, "Halo 3: An Audio Postmortem", and was rewarded greatly. Not only did I have the chance to listen to Jay Weinland, C. Paul Johnson, Mike Salvatore and Marty O'Donnell speak on the process of composing for Bungie's titles, but the audio team brought hilarious outtakes for us to listen to.Read on below the break for a few words on composing audio for the series, Adam Baldwin's Halo-style take on Full Metal Jacket, and comedienne Debra Wilson's take on a angry, ranting, foul-mouthed, lesbian marine. Even better: the Wilson outtakes have apparently never been made available outside of Bungie's studio before. %Gallery-2155%

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  • GDC08: BioWare's last Neverwinter Nights patch, live team explained

    Earlier today Derek French, a member of the Live Team at BioWare, gave a talk on the process of supporting the company's hit roleplaying games. He explained what exactly a Live team is, and marked some of the BioWare success stories that can be tracked back to that group; initiatives like the Premium modules were developed entirely in this little-known area of the company. He also hinted at some fascinating future plans for the team, like the potential of an interactive website not unlike the World of Warcraft 'Armory' site.In the process of talking about the team, French offhandedly mentioned the end of an era. The upcoming patch to the original Neverwinter Nights game, 1.69, will be the last the company releases. After seven years of tweaks and corrections, official support will be ending for this venerable game title. Beta patch notes for the 1.69 patch are available on the official forums. Though this is hardly news for the vibrant community still playing this game, it's worth noting the passage of one of BioWare's landmark titles. Read on for more on the BioWare Live team - including a lesson in why you should never post to forums angry.

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  • GDC08: Jonathan Coulton scores 95% vocals on Rock Band's Still Alive

    It's hard not to love Jonathan Coulton (or JoCo), especially if you're a fan of Valve's Portal. The recent news that Still Alive will be coming to Rock Band as downloadable content was accompanied by JoCo's appearance at Valve's party on Wednesday. Mr. Coulton posted to his personal blog about the experience yesterday, noting that he 'only' got 95% vocals on the song he created. The question we've been asking ourselves is: who is singing the song on the track - Coulton or GLaDOS?He also noted that Portal snagged the Game of the Year, Best Game Design, and the Innovation Award nods from the GDCAs. Coulton observed that BioShock had won the GDCA award for Best Writing, a merit he thinks should have gone to Chet Faliszek and Erik Wolpaw's work on that quirky game about tests, thinking, and cake. Luckily for Wolpaw and Faliszek, they're the first winners of the (soon to be coveted) Jonathan Coulton award; maybe the GDCAs should rename the prize for Best Audio?

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  • Overheard@GDC: Ken Levine on Steamworks

    Throughout his discussion of BioShock's story on Wednesday, Ken Levine referenced the folks at Valve and the top notch work they had done on games like Half-Life 2. Before the talk started we overheard him talking about the Steamworks announcement, and when we joined a large discussion of attendees after the event ended we asked the man himself what he thought.What do you think of the Steamworks announcement?"I think the great thing about Valve is they understand you don't have to make every penny off of everybody every second to make the big dollar. Google has a similar approach. You don't feel like you're being constantly fleeced - Valve has a very sophisticated model, they're very smart guys, and I think it's really exciting. It's great for developers. It's great for Valve, it's great for everybody else, and it's great for people making games. How much do you think Steam helped BioShock?"I think one of the great things about Valve is that they are developers. I've worked with some big companies, and as developers they're professional, they're on the ball, I can't think of a single mistake that they made. They're taking it very seriously."

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  • GDC08: The future of MMOs

    Earlier today fans of Massively Multiplayer Online Games were given a rare treat: a look into the future of the genre. Five veteran members of the gaming industry debated the finer points of MMO game creation as it exists today, and how the games of tomorrow will be bolted together. Participants included Cryptic Studios' Jack Emmert, NCsoft's Matt Miller, BioWare's Ray Muzyka, Nexon's Min Kim, and Blizzard's Rob Pardo. Each designer brought their own unique points of view to the conversation, and their visible conflicts made for a not only entertaining but informational dialogue.The biggest point of contention during the discussion was the subject of Microtransactions; while Nexon's business model is based entirely on that concept, Cryptic's Emmert was a staunch opponent of the practice in general and as a "magic bullet" in specific. Mr. Emmert also dug several times at Blizzard and Rob Pardo, cracking jokes like "Isn't it true that Blizzard is going to buy the entire continent of Africa?" and essentially stating that the Massive gaming industry is deeply sick as a result of WoW's success. The entire liveblog of the discussion is available over at Massively, and is well worth a look. Gallery: GDC08: The Future of MMOs

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  • GDC08: The eight best stories in gaming

    Tuesday afternoon four well-known games industry writers and designers got together to discuss the best storytelling gaming has to offer in a panel entitled "Stories Best Played: Deconstructing the Best Interactive Storytelling." Each of the authors brought a pair of games that they viewed as some of the narratively strongest yet made. Prior to the panel all four men played the ten titles, and came prepared to talk about the strengths and merits of each. Panelists Richard Rouse (Paranoid Productions), Steve Meretzky (Blue Fang), Marc Laidlaw (Valve Software), and Ken Rolston (Big Huge Games) offered up, in essence, a 'top eight' list for gamers looking to get more from exposition than explosions. Read on for views from a panel of expert opinions on the likes of Loom, BioShock, Phoenix Wright and the legendary Planescape: Torment.

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  • GDC08: Early, pre-Little Sisters BioShock footage

    Yesterday morning we had the chance to listen to Ken Levine speak on the storytelling process behind his hit title, BioShock. The quick Zero Punctuation video got big laughs, but there was another video during the presentation that more accurately represented what Ken was talking about. Above is a picture of a stage in the development of the Little Sisters, a hint at other (stranger?) versions of Rapture and its denizens. You can catch other stages in the Sisters development in our gallery of photos from the talk.Like the Little Sisters concept, the video itself shows an early version of Rapture. The beautiful art-deco world we know and love is an ugly, boxy, warehouse of a place. Check it out below the cut for raging Big Daddies, worm-like Little sSsters, and one of the quickest "time to crate" experiences in gaming.%Gallery-16573%

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  • GDC08: Audio of BioWare founders talking EA, Mass Effect PC

    Just after lunch we had the chance to sit in on a demo of the PC version of Mass Effect. It was a great opportunity to check out the changes and tweaks to the Xbox 360 title we all know and love. Add-ons like the improved equipment UI (pictured above), more deliberate squad commands, and a great-looking new 'hacking' mini-game spoke volumes about BioWare's commitment to keeping PC gamers happy.Afterwards we spoke briefly with Ray Muzyka and Greg Zeschuk, the driving minds behind BioWare, about Mass on the PC. They expounded on their background with the WASD crowd, hopes for the future of the Mass Effect franchise, and offered a few words on what it's like to work for EA. We even asked them about their upcoming Massively Multiplayer Online Game ... and got shot down. You have to ask, right?We're going to have full writeup of the interview on the site soon, but in the meantime you can listen to the full audio of our conversation with The Doctors below the cut.%Gallery-16537%

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  • Zero Punctuation's BioShock Opening

    Ken Levine gave an amazing talk this morning on the process of crafting BioShock's story. There were two video presentations during the course of the talk and one of them was a hilarious mile-a-minute clip from Ben "Yahtzee" Croshaw - the twisted mind behind the Escapist's Zero Punctuation. We have a video of the clip, which was introduced by Levine as "their original idea for how to start BioShock", below the cut.

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  • CES 2008: SOE wants to pay you for 'Sharing the Wealth'

    CES provided us with an interesting look at the future of Sony Online Entertainment. We finally found out what The Agency was all about and got a good look at the wacky, kid-oriented MMO FreeRealms. And, in an exclusive interview with Massively, CEO John Smedley unveiled a new program that will launch alongside FreeRealms. Dubbed "Share the Wealth," SOE's unique buy-in program will offer site owners monetary incentives for driving customers to the game:"Let's say you have your own website. You come out our site, fill out a form pretty much the same as the one for our Station Exchange service with a Social Security number, and give us your PayPal account information. You cut and paste some JavaScript to your site, and now you have a banner ad for FreeRealms on your site. We are tracking every customer you give us, and once a month we'll give you somewhere between 5-10% of all the revenue from every customer you send us. That's as long as they are playing the game."The full interview gets into specifics behind the program, while the follow-up touches on big plans for the future of the company's Station Access pass.

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  • CES 2008: Conflict Denied Ops aims at non-existent 'casual FPS' market

    Just a few months ago we brought you impressions of an early build of Conflict: Denied Ops. As the newest chapter in the perpetually-lackluster Conflict series, our opinion then was that the game was following in the footsteps of its 4.0 kindred. We were frustrated with the flat look, boring linear gameplay and the use of a needless buzzword – "Puncture-Tech" – to describe destructible environmental elements. In checking in on the game's progress in a near-release state today at CES, we found that many of these same concerns are still applicable. Eidos and Pivotal Games have stopped using that meaningless marketing buzzword and thrown in a few twists on the A-to-B gameplay, but Denied Ops is basically the same flawed game we saw in October.So what's the solution for a game company that has an overly-linear title on their hands? Apparently, you start calling it a casual game. That's right: Conflict: Denied Ops is now a "casual first-person shooter." You know: for all those grandmas who have been itching to break into the 'killing things' genre.

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  • CES 2008: Hands-on with first public showing of Space Siege

    The last Dungeon Siege update came out almost 18 months ago. Chris Taylor and his Gas Powered Games have had plenty of time to mull the next move, reflecting on half a dozen titles in the fantasy world, and even a major motion picture. The move they've made – a quick hyperspace jump away from the fantasy setting – shouldn't surprise anyone. With the Games for Windows initiative ramping up to full power it's the perfect time for the unveiling of Space Siege. Even in pre-alpha state, Space Siege is already exactly what you'd expect. Instead of a hard-jawed warrior wading through waste-deep goblin blood with sword clenched, the protagonist is a hard-jawed space marine wading through waste-deep alien blood with a big gun clenched in his hands. There isn't a lot of game to actually play on the CES show floor, but what there is reminds us of how much fun it is to mindlessly click creatures to death. Despite the similar-sounding nature of the game, there were actually a number of changes to the formula on display; enough that we think some folks are going to be surprised.

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  • CES 2008: Age of Conan converts at least one player

    Sitting down with Age of Conan: Hyborean Adventures today was something of a wakeup call for me. I've enjoyed my previous exposure to the game, but I've never had that 'I get it' moment. You know that moment, every MMO has it. In World of Warcraft it's the first time you start a quest; in Tabula Rasa it's the first time you fire your gun; and in Lord of the Rings Online that moment comes when you look up and behold the majesty that is the Shire. For me, Conan's moment was when I finally 'got' the combat. The CES build of the game, hopefully just a few months away from release, really hit home with the experience of slicing and dicing in real time. A raid on Conall's Valley (the birthplace of Conan) was the zone on display in the main exhibit hall. The big news for CES is what developer Funcom is calling 'Cheetah 2,' a brand new graphics engine. That project's goals include new rendering and weather systems, an improved framerate and other technical advances. There should be more to report on that advance before the end of the show. In the meantime, I have a few impressions for you as a newly converted Conan fan. %Gallery-6912%

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