auto-assault

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  • Player Consequences: The Need for Speed

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    07.01.2008

    Traveling has always been one of the least popular parts of playing a MMO. It doesn't matter if you are marching through the lengthy Connall's Valley in Age of Conan or travelling across the galaxy in EVE Online. It can be tedious no matter what the setting. Nice visuals and guild chat can occupy you part of the time, but you still check the map every other minute. We're lucky that MMO design has come a long way since the early days, where the only option was to hit the road on foot. Most games now give us vehicles, mounts, and in some cases mechanical ostriches to speed up the pace a bit. After all, if it's the journey and not the destination that matters then you definitely want to travel in style. There is one underlying reason why travel times continue to be prevalent in MMOs today and it's directly related to player expectations of virtual worlds. Developers are very sensitive to the issue of making their games seem like a real world and not a collection of three dimensional video game levels. Any MMO that has too many instances and separate zones often gets complaints for breaking the feel of a seamless world. This can actually turn players away from the game. As a result, the most successful games are often those with an over-world where players don't find themselves constantly having to load data as they zone. Just look at how World of Warcraft, Lord of the Rings Online, and EVE Online handle their world design.

  • Post mortems for Uru Live and Auto Assault relive the pain

    by 
    Akela Talamasca
    Akela Talamasca
    05.31.2008

    An interesting piece at 1Up talks about the effects of closing down an under-performing MMO, both on the players and the developers. Getting the "don't look back in anger" treatment are Cyan Worlds's Uru Live and NCsoft's Auto Assault. Containing snippets of quotes from the creators of both games, there are lessons here for upcoming MMO devs that should be heeded.Interestingly, there is mention of an indie MMO being developed by some of the Auto Assault team called Apokalypsos, apparently featuring a post-apocalyptic setting. Combining FPS gameplay with vehicular combat, this sounds like Mad Max for the massively multiplayer crowd. We'll keep an eye open for further developments.

  • A guide to MMO music, and lots of links to download it

    by 
    Michael Zenke
    Michael Zenke
    04.30.2008

    Last week Tuebit from the WorldIV blog broke out a great post all about the music from MMOs. The aural background in virtual spaces something we often take very much for granted. Many players turn the music from MMOs off completely soon after entering the game. This blogger takes exception to that, and Tuebit's celebration of the art form is a great tribute to the work. He offers up a number of download and listening links for this music. No illegal torrents here, nothing but legal players and ftp sites. The author follows that post up with one exploring the role of music in MMOs, from the audio cues in LOTRO to the detrimental effect of voice chat on music enjoyment.If you're interested in a few free soundtracks, some of the most surprising examples are available in that vein. City of Heroes' entire musical score is available via ftp, for example, while the late Auto Assault has its entire soundtrack still on Fileplanet. EVE's soundtrack is online as well, and if you have EQ2 installed you already have the mp3s right there on your system. Non-players can also download it from these here internets. As commentary on the whole situation, Angus has a great angle on the subject: "I can totally see how the music for a place could make it popular or unpopular, in a game that had really good music in other places (so that the players didn't just turn it off)."

  • NetDevil talks about a car wreck and how it evolved Jumpgate

    by 
    Eli Shayotovich
    Eli Shayotovich
    04.09.2008

    No matter what anyone says, some of us here at Massively actually enjoyed the short lived post-apocalyptic car fragging MMO, Auto Assault. As with everything in life though, sometimes you win and sometimes you lose. But as long as you can learn something from each experience, and grow from it... it was worth the ride. Apparently the gang at NetDevil learned a lot about their experience with AA. Herman Peterscheck talked freely and at length about these lesson; lessons that are being applied across the board to all the games they are currently developing, including Jumpgate Evolution. Probably the most important one is to polish the game early and not at the end just before launch. A time when everyone on the team is in full on "fire fighting" mode. Chaos almost always leads to poor execution and ruin. Another is that if you don't have a great looking game that runs well out of the gate it's nigh impossible to evaluate how good it actually is. According to Peterscheck, "The 'law,' if you will, is there's no such thing as a good game with a bad frame rate."

  • The saga of Mythica (and other tales of MMO death and delay)

    by 
    Michael Zenke
    Michael Zenke
    04.04.2008

    To say that delays are common in the MMO production schedule would be a fantastic understatement. Warhammer Online and Age of Conan's now almost-comical dancing act away from a release date can probably be traced right back to last year's launch of Vanguard: Saga of Heroes. Rob Pardo's well-known mantra of "polish, polish, polish" finally has a sort of anti-hero poster boy; a sterling example of what not to do when making one of these games. But, of course, WAR and AoC are just the latest examples of this trend. MMOs have been delaying or dying off since the days of Ultima Online. Over at 1up they have a whole feature dedicated to notable game delays, and the Massive genre is proudly represented among those titles. At least, standing cheek-by-jowl with the likes of Daikatana and Sin Episodes, the MMOs on the list represent a lot of (wasted) potential. From the recent Gods and Heroes collapse all the way back to the on-again-off-again development of Ultima Online 2, the list takes in the long messy road of dead and dying MMOs. Probably the one I regret most is the 2004 cancellation of Microsoft's Mythica - a unique norse-themed instanced heavy fantasy title. Everyone that even knew about MMOs back then was very excited for it, as the designers and developers were very gung-ho about the creation of real storytelling experiences inside these crazy 'instance' things. Whole tiny pocket worlds! Amazing!Living the dream, of course, was not to be. At least the game's idea lives on - along with the likes of Auto Assault, Imperator, and the quirky title-that-never was: Middle Earth Online.

  • The Daily Grind: Do you want real-time combat?

    by 
    Kyle Horner
    Kyle Horner
    03.25.2008

    Quite a few MMOs are eschewing the standard auto-attack combat for newer and -- some would say -- better methods. Auto Assault and Tabula Rasa were two of the first major MMO titles to try this with varying success, but we've still got a good amount of games coming down the pipeline with a real-time combat focus. Age of Conan, The Agency and Champions Online are the games which seem to be creating the most buzz at the moment.So we thought -- in the spirit of curiosity -- that it would be interesting to see just how many of you are genuinely looking forward to real-time combat over the auto-attacking standard of most modern-day big budget MMOs. Would you like to run around in the world of Hyboria, swinging your great-axe every which-way to your heart's content? Or would you rather keep closer to the current system of locking on, auto-attacking and stringing together binded special attacks? %Poll-11738%

  • The Digital Continuum: Beware the MMO mutants

    by 
    Kyle Horner
    Kyle Horner
    03.15.2008

    I had such high hopes for Auto Assault, but unfortunately a lot went wrong with that game. The general concept remains a fun idea and definitely has lots of legs for further attempts at the genre -- just not on PCs. I've talked about the why the current style of MMOs don't work well on consoles, but that doesn't mean a newer type of mutated MMO wouldn't work. The recent rumors about a Call of Duty 4 or Grand Theft Auto (re: APB?) MMO are just the kind of mutation I'm talking about. I say mutation, because I don't see these as the next step in massively games -- we're still going to have our WoWs, AoCs and WARs coming out in the foreseeable future. However a new breed all to itself is a definite possibility in the next year or so. This concept -- which has been brewing in the back of my mind for a while -- has only been encouraged by the recent SOE and SCEI shuffle.

  • The Daily Grind: Will your MMO still be here in 2009?

    by 
    Tateru Nino
    Tateru Nino
    03.13.2008

    Nothing lasts forever. MMO's come and go, business plans succeed and fail, and sometimes the best will in the world keeps bleeding cash. MMOs and virtual worlds cost a bundle in power and bandwidth to operate and (for decent customer service, GMs, admins and billing) can cost even more in staffing (hint: That's why a lot of operators keep the staff counts down). All the while the developer/operator is trying to keep the cash-burn rate down and recover the costs of the game, in the hope of breaking even before the money runs out. Asheron's Call 2, Auto Assault, Saga of Ryzom, Earth and Beyond, and more are gone. Sometimes subscriptions never quite rise high enough for the long-tail model to be sustainable for an MMO. Do you think your online world will still be here this time next year as the end of Q1 2009 rolls around?

  • GDC08: Bigger is not always better

    by 
    Chris Chester
    Chris Chester
    02.26.2008

    One good thing about being in such a net-savvy industry is that when you miss something, like the GDC presentation by NetDevil's Scott Brown and Hermann Peterscheck, somebody will inevitably put the powerpoint online for everybody to see. The NetDevil guys, currently working on Jumpgate Evolution and LEGO Universe, are well-known for their honesty and candor. So when they lay out their model for the future of the MMO industry, we're inclined to listen to them. Their premise is that the exponential growth that has been observed by many parties within the MMO space may in fact be somewhat illusory. While revenues for the industry as a whole continue to sky-rocket, the money and subscription numbers continue to be concentrated in only a few, extremely successful games.Take one look at all the canceled titles and commercial failures that litter the landscape. They have a point. The advice that they lay out for burgeoning developers is to forgo huge teams, shiny graphics, fancy rec-rooms, and other accoutremonts for a lean team, lower minimum spec, sensible work conditions, and a realistic development timetable that won't lead to costly delays. Perhaps most importantly, they say that trying to take on the big boys with a $4 million budget is tantamount to suicide. Smaller development teams can actually make more money than big budget titles in the long-run if they find their niche and stick to it. Or as one slide says, "A little greatness is always better than a lot of mediocrity."%Gallery-16989%

  • GDC08: Cartoon Network's FusionFall

    by 
    Akela Talamasca
    Akela Talamasca
    02.26.2008

    We were invited to check out Cartoon Network's upcoming kid-focused MMO FusionFall, and while clearly still in development, it shows a lot of potential. Developed in part by Korea's Grigon Entertainment, makers of Seal Online, QRing, and Gambledon, this is a title with a great deal of pedigree under the hood. Among the notable names on this project are Sam Lewis, former systems and content designer for Star Wars Galaxies; Robert Knopf, recently of Ultima Online; and Richard Weil, the community relations manager for many MMOs, including City of Heroes/Villains, Lineage I and II, Tabula Rasa, and Auto Assault.With so many experienced and creative people behind it, FusionFall definitely stands to make a splash in the 8 - 14 year old demographic that Cartoon Network is shooting for. This isn't to say they don't have a few challenges ahead of them, however. We'll explore this, and show you the trailer, after the break.%Gallery-16922%

  • New Jumpgate Evolution developer log from Scott Brown

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.01.2008

    Scott Brown is one of the founders of NetDevil, makers of Jumpgate Classic, Auto Assault and the upcoming Jumpgate Evolution. In a new developer log posted on the JGE site Scott waxes philosophical on the burning question: Why Jumpgate Evolution? OK, maybe it's not a "burning" question to everyone, but it is to me since I so enjoyed Auto Assault and actually raised a pint in an honorary toast when it came to a crashing halt last year. In Scott's reflections on the past he says that even though AA didn't perform to everyone's expectations they still learned a lot from the experience. They took that knowledge and applied it to evolving the Jumpgate franchise into what is looking to be a spectacular space frag-fest. Additionally, Scott talks a little about the development process of JGE and reveals some insightful tidbits about how NetDevil evolved that will surely warm the hearts of even the most k001 "jaded" gamers (and there are many of those, something I've never quite understood - they're games, but that's a topic for another time). Heartfelt honestly in this industry is few and far between. Give it a read and tell me you aren't more stoked about JGE!

  • NCsoft's North American head honcho speaks to the masses

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.24.2008

    Chris Chung, the new president over at NCsoft North America, has been a busy man since taking up the position a few weeks ago. Between his interviews with IGN and 1Up, Massively, and other sundry blurbs here and there, he still felt it necessary to address the masses directly - blog style. And it's a fantastic read.His latest statement doesn't give us any additional earth shattering news about what the company is going to do under his rein - that's been covered ad nauseam, but it does give us a much better perspective on who Chris Chung the person is. I found his honestly particularly comforting because NCsoft is "my" gaming company. While I don't much care for Guild Wars or Lineage II (even though they are absolutely breathtaking in their graphical beauty), I play every one of their other games (Exteel, CoX, Tabula Rasa, Dungeon Runners), played Auto Assault from beta until it ran out of gas, and I can't wait to get my hands on Aion. It humanizes him in a manner that we don't see too often -- in any industry. He talks openly about how it can be a burden taking over for someone as experienced and respected as Robert Garriott. He believes that he got the job as president not because of some special talent, but the lack thereof. Perhaps the most insightful thing Chris talked about was his managerial style. I can relate because I too am a manager. What, you think I do this full time? While I'm not a manager for a company as large as NCsoft, the tenants stay the same: it's all about taking care of the people. And because I understand that, the thing that will stick with me the most is this quote: my job is to make sure that the employees here at NCsoft do what they do best and that the management team takes care of their needs so we can continue to produce great products for this industry.If you've been leery of all the changes at NCsoft... don't be. They're in good hands.

  • Ten Ton drops the Hammer on 2008

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.04.2008

    Almost all gaming sites this time of year weigh in with their predictions for what the new year will bring, but I particularly like what TenTonHammer has seen in their crystal ball. Plus, I just like saying "Ten Ton drops the Hammer." It's fun. Try it.A few of their eight predictions hit close to home with me. In particular, their first prophecy regarding Jumpgate Evolution. I was a huge fan of NetDevil's now defunct MMO, Auto Assault. Not because their shop is only an hour north of me here in Colorado, or that I seemingly enjoy virtually everything NCsoft puts out, but because it was as close to a Mad Max movie as there was. I'm a post apocalyptic junkie. Sadly... it went the way of the Cuban Missile Crisis and died enigmatically. So I can't wait to see how they update their cult sci-fi game, and... well, see how it jumps out of the gate! Oy. Next up, they forecast that Cryptic Studios will at long last release some information about Marvel Universe Online. If I was a gambler I might bet against this, but stranger things have happened. As an obsessed City of Heroes player (and confirmed alt-aholic), my love of the game grew from my passion for comic books. In particular, Marvel comic books. I want to see what the creators of my favorite spandex covered game can do with yet another spandex covered game that's different from the first one, and how are they going to get me to play that one just as much as this one. Confused? So is Britney, but she's doing fine. Sort of.Anyway, be sure to check out Hammer's other prognostications and let us know what you think 2008 holds for this oh so massive industry!

  • The good, the bad, the ugly - MMOs in 2007

    by 
    Chris Chester
    Chris Chester
    12.28.2007

    The indelible Michael Zenke, who you might recognize as one of our more frequent writers and the winner of a Gnomey for his work on his personal site -- MMOG Nation, recently wrote a piece recounting the top 5 most significant moments in MMOs for this year over at Gamasutra. Among the things that Michael focuses on are the overwhelming success of free, simply coded games like Maple Story, the spectacular failure of a number of larger budget titles like Auto Assault, the way that World of Warcraft has blitzkrieged mainstream culture with the Mr. T commercial spots and South Park episode, the shift in the marketplace that is poised to see EA and Activision Blizzard take broadside shots at each other, and the battle over RMT price models.It's about the right time for this sort of macro-analysis of the year that, unbelievably, has already passed us by. The editorial piece is a great overview of the industry as it's developed this past year, and Michael approaches the subject with the appropriate mix of skepticism and cautious optimism. He also posted a few follow-up notes over at MMOG Nation that are certainly worth looking at if the Gama article strikes your fancy. Definitely give it a look.

  • Falling back to Earth

    by 
    Eli Shayotovich
    Eli Shayotovich
    12.13.2007

    Fallen Earth is an upcoming MMO from Icarus Studios set in the year 2154, long after a plague known as the Shiva has killed off 90 percent of the world's population. Those who remain have divided into six factions (Children of the Apocalypse, Travelers, Enforcers, Techs, Vistas, and the Lightbearers) all struggle for dominance as they try to rebuild on the ashes of a fallen earth. I geek out at all things post-apocalyptic. One of my favorite flicks is The Road Warrior (aka Mad Max 2). My favorite book is Stephen King's The Stand. Don't even get me started on the Fallout series (so yes, I am completely geeked about Fallout 3!). And I weeped a little when Auto Assault bought the farm. Now, combine all those apocalyptic bits and pieces, roll 'em all together and you got Fallen Earth. Supposedly. Hopefully. The guys at Icarus updated the FE community a few days ago and things appear to be moving along accordingly. Seventy towns have been laid out with fifty or so functional (not polished, functional). Nearly 3,000 missions have been created and upwards of 7,500 items are locked and loaded into the database. The guys answer five burning questions (like how many weapons players have access to at one time, what recipes will be available to what factions, and so on). When is it coming out? Well, when it's done of course. For all the details check out the Fallen Earth forums.

  • Massively interviews Netdevil's Hermann Peterscheck, producer of Jumpgate Evolution

    by 
    Mike Schramm
    Mike Schramm
    11.29.2007

    Netdevil is probably most known for Auto Assault, their (literally) car-driven futuristic MMO that was published by NCSoft but only lasted a year due to low player numbers, but before that, they created a game called Jumpgate, a very early 3D MMO that featured real-time space combat simulation inside a virtual world. Next year, they're headed back into the Jumpgate universe with Jumpgate Evolution, a completely new game based on the old one, and Massively got a chance to sit down with Hermann Peterscheck, lead producer of the upcoming game, to talk about what Netdevil is up to.The game is still in fairly early development, so there aren't a lot of specific gameplay details to go around-- Netdevil is still working on most of the core development plans. But we did hear from Peterscheck about how Netdevil plans to bounce back from Auto Assault, how they'll make JE different from that other big space MMO everyone's already playing, and we even got a chance to toss a few questions at him from you, our readers-- a huge thank you to reader Excelsior, who was able to get us questions from current Jumpgate players to ask here.The exclusive Massively interview with Jumpgate Evolution's lead producer starts right after the jump.%Gallery-9918%

  • Jumpgate: Evolution takes to the unfriendly stars

    by 
    Mike Schramm
    Mike Schramm
    11.07.2007

    Reader Excelsior dropped us a note about an MMO we haven't yet covered that he says is one to watch-- Jumpgate: Evolution is an upcoming MMO from NetDevil, the makers of Auto Assault, and also an "in the works" LEGO MMO. The game is actually an update of the original Jumpgate, also by NetDevil, which purports to be not an MMORPG, but a massively multiplayer space flight and combat simulator, where twitch is just as important as stats. All we've got are screens so far, but they are pretty good-looking, so if you're in the mood for a little hands-on spaceship flying in an MMO universe, Jumpgate: Evolution might be right up your warp route.They're still taking beta signups on the website, so get your email in now-- as Excelsior says, "the more players in the game, the better." And if you've got a pet MMO you've been watching that you'd like us to keep an eye on, make sure to throw a tip in our inbox. You find 'em, we follow 'em.\%Gallery-9918%

  • Does Tabula Rasa include Auto Assault code? Does it matter?

    by 
    Akela Talamasca
    Akela Talamasca
    10.12.2007

    Auto Assault is widely considered a failed MMO, though opinions on the reason for this abound. Regardless, is there something there to be harvested and repurposed?A reader for the blog 'Tobold's MMORPG Blog' claims that there are aspects of Tabula Rasa that he's "100% sure" utilize code from Auto Assault. Some of these aspects include UI elements and character models. The blog goes on to ask 'So what?' Does it really matter if there is legacy code from a failed game in an upcoming, and hotly anticipated title? The commenters bat this back and forth, but the questions remain: are there similarities enough to invite the speculation, and is there anything to be concerned about here?(Via Tobold's MMORPG Blog)

  • Auto Assault soundtrack now free, game still pay-to-play

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    08.30.2006

    In a somewhat baffling last ditch effort to attract attention to its dying MMO, NCsoft has posted a free download of Auto Assault's soundtrack on the game's official website. It's unclear if this offering of the magnum opus is meant to inspire the meager player base to stick with it, or if it's just merely a "we're sorry, this is the best we can do" gift.Is it time to open up Auto Assault to free subscriptions? Or is it even too late for that ... ?See also:Auto Assault gets first big update -- silence ensuesAuto Assault now grasping at straws[Thanks, Eric; via Digital Battle]