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  • Crowfall details starting, finishing, and resetting by Hunger

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.02.2015

    The latest development blog from Crowfall establishes a problem. The nature of any sort of permanent game is to fall into stagnation. Eventually, the most powerful players control everything and there's no room for new people to come in. You want room for new people to come in. But you also want to have long-term effects to what takes place in the game rather than just resetting everything as the game approaches a static state. What's to be done? According to the aforementioned development blog, you reset... but by pieces. At the center of Crowfall's design lies a cycle of birth, corruption, and demise. Characters remain, but as they participate in individual campaigns of the game there's space for players to make a lasting impact on the game world. But the continual destruction of each campaign as certain players "win" ensures that there's always space for something new to happen, that no one ever becomes unassailable in every sense. Take a look at the full post for a clearer picture of how the game intends to keep players engaged by periodically wiping the board clear of pieces.

  • Crowfall maps its universe, tells Forgemaster tales

    by 
    Jef Reahard
    Jef Reahard
    01.30.2015

    Ready for a Crowfall update? Good, me too. ArtCraft has educated us about the Stoneborn Forgemaster archetype as well as provided some sample illustrations on how the game world's laid out. The Forgemaster is some sort of support class, and if you're into lore there's a bit of that on offer. There are also a couple of very interesting drawings that show the "architecture of the Crowfall universe, which should you a hint why being able to travel between worlds is so important," ArtCraft says.

  • Crowfall's Legionnaire is a four-legged powerhouse

    by 
    Justin Olivetti
    Justin Olivetti
    01.27.2015

    Today's a series of firsts for Crowfall reveals. It's the first glimpse of the game's second announced class, the Legionnaire. It's the first look at a character who is other than human -- and is in fact a Centaur. And it's the title's first in-game environment screenshot. Crowfall has also posted a handy FAQ that goes into depth about the character creation process, teases Mac support, and eschews traditional MMO levels as a means of progression.

  • Raph Koster is collaborating on Crowfall [Updated with video]

    by 
    Bree Royce
    Bree Royce
    01.22.2015

    So here's a funny story: Yesterday, the Massively writers were shooting the breeze in team chat when the subject of sandbox devs who were not also closet-gankers came up. "When do you think Raph Koster will finally make a new sandbox?" I asked, half kidding and half wistful. "Never," Jef answered. Then we commiserated for a bit. It turns out we were remarkably prescient because that day is... today. ArtCraft, the studio working on the nebulous PvP MMO Crowfall, announced today that Koster, the backbone of sandbox legends Ultima Online and Star Wars Galaxies, has been collaborating with the Crowfall team on the game's design for a year already as a "formal advisor and design consultant." "Raph and I have been working together for about a year on the design architecture for Crowfall," ArtCraft's J. Todd Coleman wrote. "At the heart of this game, we have two core systems: dynamic territorial conquest and a player-driven economy. Marrying these two concepts is the holy grail of MMO development, and Raph is arguably the best person in the world to help us solve this puzzle." Koster gets a blurb of his own in the PR: "There isn't anything on the market like Crowfall, and it has been a long time since some of these design ideas were explored. There's a very specific audience out there waiting for a game like this -- the conflict, the real economy -- that has been looking for new steps beyond the games of ten years ago." Your move, MMO genre.

  • Crowfall creative director: Game is not for everyone

    by 
    Jef Reahard
    Jef Reahard
    01.21.2015

    ArtCraft's head honchos have posted a two-pronged dev update on the Crowfall forums. Executive producer Gordon Walton says that work on the title has been ongoing for six months, and the studio currently employs 17 full-timers. Creative director J. Todd Coleman says that Crowfall is about to cross the 20,000 registered players threshold, which he calls "staggering" and "completely humbling." He also says that beginning tomorrow, the team will be ramping up details and information drops, some of which will lead people to the conclusion that "this isn't the game for them." "This game won't be for everyone, and we're OK with that" Coleman writes. "We've done big, mass-market games before. With Crowfall, we wanted to make something different."

  • Crowfall teases fealty system, ad/disad mechanics

    by 
    Bree Royce
    Bree Royce
    01.20.2015

    Upcoming MMO Crowfall is rolling out new teases this week, including some concept art of guild banners and a screenshot of character creation, which suggests an advantage/disadvantage system no doubt intended to tug the heartstrings of former Shadowbane players. But what has our attention is the newly unveiled fealty chart, which definitely whisks Shadowbane or Asheron's Call immediately to mind. "This isn't a guild org chart," Crowfall's J. Todd Coleman cautions. "We support guilds (and guild structures) but we've laid a different system on top of that, which ties player fealty directly to land ownership. More on that system, and how it ties to siege conquest, will be coming soon." Coleman promises "a more substantial update coming later this week." We've included all three images below.

  • New Crowfall illustration hints at 'core game system'

    by 
    Jef Reahard
    Jef Reahard
    01.15.2015

    Creative director J. Todd Coleman has posted a new update on the Crowfall boards that takes a look at the journey from concept art to game asset. There's also an "illustration that provides clues for both a core game system and one of our key narrative threads," he writes. Crowfall is a new virtual world currently in development at Artcraft, a new studio comprised of MMO industry veterans operating under the mantra of "real skill, real risk, and real consequences."

  • Crowfall says 'play2crush' wasn't meant to mean 'everyone else sucks'

    by 
    Bree Royce
    Bree Royce
    01.14.2015

    Were you put off by Crowfall's hardcore "play2crush" reveal just before Christmas? You weren't alone. One player told studio ArtCraft that the original announcement "felt a little too political attack ad" -- and he got an official response on the game's new forums. Creative Director J. Todd Coleman explained that Crowfall's controversial introduction wasn't quite meant how it was taken: You know, that original play2crush site wasn't meant to be "everyone else sucks." It was a mea culpa. We're the guys who make these games. The first line was "where did WE go wrong?" "We" didn't mean everyone else, it meant us. It meant me. I wrote that because I feel like I have let you down... by not pushing myself to innovate. It was too easy to pitch "wow in space" or "wow with vampires" or "wow with space vampires." I want to fix that. I want to build something new. The game released its first screenshot and city siege concept art (below) yesterday, exposing a stylized graphical theme and meaty statistics panel. You can sign up for the beta by rolling up an account on the official site right now. The mysterious countdown timer on the front page currently has just over 40 days remaining. [With thanks to Leiloni for bringing the post to our attention.]

  • Crowfall's first screenshot shows the Knight's character creation

    by 
    Justin Olivetti
    Justin Olivetti
    01.13.2015

    How much can you ascertain from a single screenshot? In the case of Crowfall's first in-game glimpse, perhaps plenty. Creative Director J. Todd Coleman posted Crowfall's first screenshot on the forums today: a snap of the upcoming title's character creation screen. It shows a Knight (one of 12 or more archetypes listed) along with the class' many statistics. These include a few intriguing anomalies such as "warmth conversion" and "life on hit." Coleman said that the numbers are just placeholders for now and that the Knight is "a fully modeled and animated avatar" at this point. He wanted players to get a feel for the Crowfall's art style and interface as well as a hint as to something else: "There is more to this one than meets the eye... the clues are there, for those with a solid design instinct and an eye for detail."

  • That Play2Crush thing is called Crowfall

    by 
    Jef Reahard
    Jef Reahard
    01.06.2015

    Artcraft struck a nerve over Christmas with its cryptic this-industry-sucks reveal that trumpeted some sort of new virtual world. Our announcement post garnered nearly 300 comments, so we figured a few of you would like to know that the title is officially called Crowfall. There's a new site with a countdown timer to the full reveal along with a few paragraphs inciting the community with phrases like "deeper than a virtual amusement park" and "more impactful than a virtual sandbox."

  • New studio ArtCraft creating MMO with 'real skill, real risk, and real consequence'

    by 
    Justin Olivetti
    Justin Olivetti
    12.23.2014

    Heads up, MMO fans -- there's a new player on the scene. Industry vets J. Todd Coleman and Gordon Walton have come together to form ArtCraft, a studio that's making a mystery MMO with "real skill, real risk, and real consequences." "We're building something completely different, completely unique. We believe the MMO industry has grown stale. It's time to create something new," Coleman stated. Coleman and Walton have worked on many MMOs, including Shadowbane, Wizard101, Ultima Online, and Star Wars Galaxies, and they say they are building an "all-star" team for this new project. The teaser website for the game asks, "Where did we go wrong?" with the MMO industry and vows to take chances with this new game. There's a countdown timer on the site (62 days as of the writing of this article) and a sign-up for the beta. [Source: ArtCraft press release]

  • Artcraft Level Design Part 4 features Nagrand

    by 
    Anne Stickney
    Anne Stickney
    11.01.2014

    Part four of the latest series of Artcraft was released this week, and this time, five different level designers are featured in the segment, all talking about the development of Draenor's version of Nagrand. Nagrand is pretty unique in that Outland's version of the zone is one of the most pristine parts of Outland -- it's been virtually untouched by corruption, although chunks of the zone have obviously broken off and floated away. Which makes for the interesting task of keeping those familiar landmarks of Outland's Nagrand, while seamlessly adding those missing areas that were lost in the Twisting Nether. All of the designers talk about that particular hurdle, as well as delivering a lot of other really interesting facts about Nagrand and the Highmaul Raid included on the western edge of the zone. The development of Highmaul and the Highmaul ogres vs. the Warsong orcs is particularly cool. This is the final installment of this particular series of Artcraft -- honestly I think it's been one of my favorites to date, simply because it highlighted so much of the stuff behind those zones we spend all our time in, but hardly ever think about in terms of how they came to be. You can check out the final installment on Blizzard's website, as well as all other posts in the series.

  • World of Warcraft chronicles the challenges of Draenor zone design

    by 
    Bree Royce
    Bree Royce
    10.30.2014

    The third installment of World of Warcraft's Artcraft blog series is now live, and in it, Blizzard Senior Level Designer Ely Cannon discusses the visual style of zone design and how the artists and level designers team up to sculpt the look of zones and sub-zones within the limitations of the game engine. Cannon again references popular zone Nagrand and the difficulties of creating color depth and variation in the Warlords of Draenor version of the famed Burning Crusade zone, with its sweeping and sometimes one-note rolling plains. (Spoiler: The problem is solved with even more green.) Blizzard has also updated the WoW game guide with new lore about the Draenei leader Velen and human wizard Archmage Khadgar. Both posts are found on the official Blizzard blog.

  • Artcraft continues with a look at development tools

    by 
    Matthew Rossi
    Matthew Rossi
    10.30.2014

    The excellent Artcraft series continues with a look at the tools used to develop zones, as well as how the Level Design team works with Environment Artists to craft a zone's many areas and make them all seem like natural parts of an area. Artcraft - Level Design Part 3 The environment artists make the models and textures, and the level designer sculpts and paints the terrain, places the trees, rocks, and bushes-all the while considering gameplay and both the art and design direction. A typical day for our level designers will include decisions about the overall look and feel of a zone, as well as paying finite attention to detail, like how one plant looks when placed next to another plant in the scene. source So far this has been one of my favorite Artcrafts - while it was fun to get to see the various new models for playable races, getting to see the tools that craft the World of Warcraft we experience as players is nothing short of amazing and I'm very much looking forward to part four. Just getting to read about how they vary the shade of green to bring out different elements of the zone has me super excited. Nagrand is beautiful and diverse, and we're getting to see how elements of the game we've already known are referenced and incorporated in its creation.

  • Artcraft continues with Nagrand and level design

    by 
    Matthew Rossi
    Matthew Rossi
    10.29.2014

    One of my favorite zones to just look at in The Burning Crusade was Nagrand, it was a beautiful zone with just enough strangeness to feel alien and different. Now in the latest installment of Artcraft by senior level designer Michael McInerney, we're getting a look at how Blizzard's level designers created a Nagrand that felt like the natural predecessor to the zone we already know. Artcraft - Level Design Part 2 Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone's history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that's left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It's not a coincidence that the area they occupy in the zone doesn't exist in Outland. source How'd they do? Well, having been there on the beta, I have to say the new Nagrand is magnificent and definitely feels like it could have been the place we know, before the destruction of Draenor. Mister McInernery's point about the various races in the zone telling a story by how they interact with the environment is also spot on - you can tell a lot about the various people you encounter in Nagrand by how they live. Head on over to the official site for more, it's definitely worth a read.

  • Latest Artcraft covers exterior level design

    by 
    Matthew Rossi
    Matthew Rossi
    10.27.2014

    One of the things I love about the Artcraft series is how it covers an aspect of World of Warcraft that's critically important and yet often overlooked, namely the look of the game. This week, Blizzard has a new Artcraft for us, covering level design out in the world. As presented by Julian Morris, lead level designer for World of Warcraft's exterior level design team, we get a glimpse into what goes in to giving us the lush visuals of zones like Shadowmoon Valley or Nagrand. Artcraft - Level Design Part 1 Exterior level design is the process of designing and constructing the zones of World of Warcraft, from Azeroth to Draenor and everything in between. Our team has planned, plotted, and designed the rise and fall of ancient cultures, as well as shaped mountains, forests, seas, lakes, rivers, roads, ruins, and every land feature imaginable. In addition to the land itself, we also design and create cities, towns, and Battlegrounds (with the random exterior dungeon or two in there every now and then, too). source One of the things I remember thinking when I first arrived in Shadowmoon Valley on the beta was how amazing it was that they managed to create a zone that actually felt like a living place, yet you could believe it could become the ruined hellscape of Outland's SMV. Reading about how the level design team works with artists and designers from all over WoW to create these zones is something we've not really gotten much exposure to in the past, so I'm very excited to see how the series continues.

  • World of Warcraft spotlights Draenor's new Troll models

    by 
    Bree Royce
    Bree Royce
    08.12.2014

    Today's World of Warcraft Artcraft blog is all about Trolls. No, not the trolls who plague internet comment sections everywhere; the playable Troll race that outcools all the other Horde races. Blizzard's Chris Robinson spotlights the new models for both the male and female Trolls, noting that the race's tusks posed "unique challenges": In the character customization options, you have the ability to select from a number of tusk "styles." While other race models (like the Tauren) have similar customization options, the additional modeling, texturing, and animation articulation of the Troll face-and mouth especially-made this a distinctive challenge. We actually had to model the Troll with a flat lower lip; then, for each facial customization option, we went in and posed their lips to naturally wrap around each tusk option. We've included a pic of the female Trolls below.

  • Artcraft shows off male and female trolls

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.12.2014

    The latest edition of Artcraft is upon us, this time bringing us updated male and female troll models. Though this Artcarft is somewhat scarcer on the model details -- though it does talk about how the troll's tusks are a particular challenge -- it makes up for it by packing in two new new character models. Though Senior Art Director Chris Robinson comments that "showing both genders together gives you a more cohesive visual story," male and female trolls still have significantly different looks, with the males hunched forward while the females stand upright. Still, like with all the updated models, this refresh gives them a lot of extra detail and character. See below for more images or check the Artcraft post itself for full details.

  • Warlords of Draenor: New blood elf models delayed

    by 
    Sarah Pine
    Sarah Pine
    07.30.2014

    In a quick announcement over Twitter, Blizzard Senior Art Director Chris Robinson has confirmed that updated blood elf models will not be ready in time for the launch of Warlords of Draenor. Blood elves are indeed scheduled for an update just like all the player character models, but they will now be scheduled for addition into Warlords post-launch; perhaps along side another content patch. Robinson did quickly add that the new troll models are still scheduled to be in place at Warlord's launch, and we can expect to see an Artcraft preview of them as early as next week. As we near the end of development, it's become apparent that the new Blood Elf models won't be finished to meet our standards before launch. - Chris G. Robinson (@artofcgrobinson) July 30, 2014 As unfortunate as it is that the blood elves are being delayed, I think it's understandable. As far as the older models go, the blood elves have held up rather well. There are other player character models in far more need of updating, so if something had to be pushed back, it's no surprise that it's the blood elves. Then again, blood elves are one of the most popular choices for player characters, so I'm sure there will be at least a bit of disappointment surrounding the decision. Never fear, though, we will get new versions of our favorite mana addicts soon enough, and until then, I'm on pins and needles to see the new trolls. Will my hunter finally be able to blink? I certainly hope so!

  • Artcraft focuses on facial customization

    by 
    Matthew Rossi
    Matthew Rossi
    07.30.2014

    One of the hot button topics when talking about the new character models is faces. Many players worry that when the customization comes in, their characters won't feel like their characters anymore. Blizzard has now released a new Artcraft discussing exactly how they're planning on dealing with that issue. Our next big focus is doing justice to the facial options. With the original models and their simplistic geometry and low-resolution textures, a lot of facial expressions were simply painted on. Now that we've moved to higher-polygon models with lips, teeth, and fully articulated faces-not to mention higher-resolution textures-recreating those same facial options isn't as simple as painting them onto a flat surface. Previously, to get a sneer out of a model, you'd just paint a sneer on its face, and that was that. To do it correctly now-and make it look great-we have to fully pose a sneer, create a custom texture, and mesh that base pose with all of the existing emotes and animations. So it's still a work in progress, but take heart in the knowledge that Blizzard abandoned their original plan, which was to release the new faces before customization was completed. "Our initial idea was to release the new models with their base face, and then add additional options in updates over the course of the expansion." That would have been a huge mistake, in my opinion. People would likely have been very unhappy with the uncertainty of knowing whether or not they'd get the face they identified with. Head on over to the latest artcraft and check it out now.