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  • Massively visits Stargate Worlds: The interview, part 3

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    In part three of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, we discuss endgame content and go into great detail about the graphics and combat.

  • Massively visits Stargate Worlds: The interview

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    During our visit to Cheyenne Mountain Entertainment's Arizona studio, we got to sit down with five of the top minds on the Stargate Worlds team -- studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine. This exclusive, in-depth, and conversational interview is overflowing with information about everything in the game, including TV series tie-ins and cameos, episodic content, combat, graphics, mini-games, and much, much more. This meaty interview is an essential read for any Stargate or MMO fan. We've split it up into four parts for easy reading. Enjoy!%Gallery-27249%

  • Massively visits Stargate Worlds: The interview, part 4

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    In part four of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, Lyon describes the philosophy behind the game's artistic style, and we learn more about the company's plan for launch and post-live content.

  • Massively visits Stargate Worlds: The interview, part 2

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    Our part two of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, we talk about the team's plans to reach out to Stargate fans with little gaming experience and we learn about the classic Stargate characters and lore we'll see in the game.

  • X-play opens the Stargate and brings back Stargate Worlds gameplay video

    by 
    Matt Warner
    Matt Warner
    07.03.2008

    G4's X-play gained access to the FireSky Studios where the developers are hard at work on Stargate Worlds. G4 was allowed to open the Stargate and returned back with gameplay footage, while undergoing their mission they infiltrated Studio Head Dan Elggren, Creative Director Chris Klug and Art Director Howard Lyon. As for game footage Elggren took a character through several environments of a pre-alpha build and played through an assault on a drug lord stronghold on the alien planet Lucia. The game is looking great, albeit some video lag in some parts. No earth-shattering revelations were disclosed, but if you'd like learn about the game be sure to check out all our SGW coverage.

  • April Fools' in Stargate Worlds

    by 
    Eli Shayotovich
    Eli Shayotovich
    04.01.2008

    view original : close The dev team for Stargate Worlds has decided to change the direction of the in-game armor. Apparently, this decision was based on how much everyone loved the human body armor seen in the SGW trailer. Due to that overwhelming love fest... all races will now have the same exact armor. SGW Creative Director Chris Klug is ecstatic about the decision: "We'll have a lot more time to work on other ideas, such as Asgard golf." Oh fun... golf. Technical Director Demetrius Comes said, "It's going to so be much easier to code now that we will have only one kind of armor for all player characters." Senior Marketing Manager Kevin Balentine chimed in with: "I don't think it's necessary to distinguish the different races by different armor sets." It seems there are other ways to distinguish species on the battlefield. In fact, they're painting the bad guys red and the good guys blue (see the above pic). Balentine, obviously stuck far too long with only his marketing companion cube as company, doesn't think that's ever been tried before. Nope... not ever.

  • Game Informer gets some Stargate goodies

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.18.2008

    A new issue of the popular print magazine Game Informer has an in-depth Q&A with creative director Chris Klug and studio head Dan Elggren from Cheyenne Mountain Entertainment about Stargate Worlds. While you can get a sneak peek from Game Informer's website, you need to have a subscription to access it. Or, you can just pick it up at the newsstand like the rest of us schlubs. And according to the Stargate Worlds website, you'll want do just that. Apparently the magazine has some never-before-seen content - including the very first look at what combat will look like in the game itself. They also give a snipet from the interview which talks about how players can use the environment as a buff in combat (players will receive a boost not only in damage dealt, but how much damage can be taken). This feature sounds a lot like what's already in place in Richard Garriott's Tabula Rasa.The exclusive images found in Game Informer will eventually be posted on StargateWorlds.com, so if you can't get the mag (or just don't want to)... stay tuned.

  • Ask the SGW Creative Director anything... really

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.19.2008

    The great thing about the myriad of fan sites and official community forums for games these days is that they give gamers unprecedented access to those people actually making the games. Back in the early days, when this industry was still crawling around on it's hands and knees, gamers were lucky to even know the name of the development company let alone have direct communication with the men and women down in the trenches.Chris Klug (Creative Director for Stargate Worlds) is literally giving players the chance to ask him whatever they want. "Ask me anything, really," invites Klug. "Personal, game-related, whatever you want. If I know and can tell you, I will. If I know and I can't tell you yet, I'll tell you that. I'll tell you why we did stuff... this is a 'no b.s.' zone." Gotta love frankness like that!

  • RPG Vault: Stargate Worlds Diary #4

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.11.2008

    Chris Klug, Creative Director for Stargate Worlds, continues his chat about the power of choice in a new dev diary on RPG Vault. In it he deconstructs a mission from Earth & Beyond wherein the player must listen to his conscience -- and make an important choice.Chris says that to successfully deconstruct the mission it is imperative that we understand what emotion the writer wanted for his audience. At the heart of any well written story... be it anything, is this: a creator manipulating the audience to feel something. Sure, it happens all the times in books, movies and television shows... but how often does that happen in a video game? When was the last time you actually felt something - something with emotional complexity, not the adrenaline rush you get from fragging 17 people in a row - during a video game? For me it was playing Bioshock. More specifically, when was the last time you felt a true emotional response during an MMO?Morality and player's conscious have been a hot button topic of late. In his weekly column, Building a Better MMOusetrap, our own Dave Moss talks about morality in video games. In fact, he asks: can there really be moral choices in an online world? From a purely creative standpoint all of this "esoteric" thinking is fascinating. I'm glad to see that these philosophical questions are being asked because they will have to be answered if video games are to evolve to the next level, one that requires a true moralistic choice to be made. Check out Chris' fascinating article (which includes three brand new pieces of SGW concept art), peruse Dave's article then let us know what you think.

  • Cheyenne Mountain opens the Stargate for IGN

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.21.2008

    In a new (and very lengthy) interview with IGN, the guys at Cheyenne Mountain Entertainment (Chris Klug, Dan Elggren, and Howard Lyon) keep the PR machine rolling with more new info about their upcoming sci-fi MMO, Stargate Worlds. It's a fantastic read that includes some very intriguing nuggets 'o knowledge. Over the course of the game players will acquire many gate addresses (which are required to travel to other worlds via the Stargate) in various ways -- sometimes via quests (either as a reward or given when a player first gets a quest), and some are just given automatically. Each archetype starts out in different location and gets a short solo experience to help define who their character is. CME does this to bring all players (not just hardcore TV series viewers) up to speed with Stargate lore, as well as being able to walk them through the game play mechanics. PvP will have a staggered launch. Events and battlegrounds will be brought in slowly as the game matures. Some servers will be PvP only, and it will eventually have "world PvP" as well. According to Klug, players will enter queues to join staged battlegrounds with certain win/loss conditions. These battlegrounds will be military-styled battles rather than open melee (ala WoW). Perhaps one of the more reassuring statements (for me) came during questions regarding how the shows story was implemented into the game and how it was going to be presented. Dan Elggren said that one of the biggest hurdles for them was figuring out how to tell the story without players having to read the story via text. Chris Klug followed by saying that players will in fact be doing things during the missions that reveal the greater story instead of having it told via boring NPCs. I'm a writer, and one of the major tenants of writing fiction is show, don't tell. Thankfully, that seems to be exactly what the CME crew is doing.

  • Stargate Worlds: A TTH post-trailer interview

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.15.2008

    TenTonHammer's Cody "Micajah" Bye and Garrett Fuller got a chance to sit down with Stargate Worlds' Dan Elggren (Studio Head), Chris Klug (Creative Director), Howard Lyon (Art Director), and Jeremy Taylor (Product Manager) to grill them about the game's first trailer seen during the season premiere of Stargate Atlantis. The rather lengthy interview breaks down virtually every detail of the relatively short trailer (which is good for those of us obsessed with minutia) and is chock full of great information. Two planets were revealed in the trailer. According to Klug, Agnos is basically just a giant artificially intelligent entity. "It takes the form of a location in space, but it's really just a construct of the artificial intelligence." Whereas Anima Vitrus is a "living world" (the planet is actually a living entity). Both are locations for high-end players (late 30s to early 40s level range) and are set up so that you go from from Agnos to Anima Vitrus in sequence.When asked about game play ratios (combat to exploration, etc.), Klug said that combat will take precedence, with a 60/40 or 70/30 ration. Dan Elggren chipped in by saying that they wanted to give players different ways to play the game, so if you're bouncing around as a scientist or archaeologist you won't have to fight if you don't want to. Those archetypes will be much more heavily geared towards exploration and playing out mini-games. I'm an altaholic by nature, so whenever an MMO offers me a variety of ways to play the game, so much so that the game itself is different, I'll take part in it. And since I'm also a big shooter fan (man can not live by frags alone however), I'm very curious to see how these different archetypes play out. For the whole scoop be sure to peruse "Stargate Worlds: A post-trailer interview with the team" on TTH.