asherons-call

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  • Asheron's Call 2 producer weighs in on the revived game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.16.2012

    It's always a sad day when a game you worked on shuts down. You shed your tears and move on, most likely wishing you could have the game back but knowing it's gone for good. But Asheron's Call 2 has come back against all odds, and while it's not yet clear what the future will hold for the dead-and-revived game, former producer Eric Heimburg quickly jumped in to see how well the game holds up in a more modern sense. Heimburg's main complaints are that the game's interface hasn't held up very well (requiring players to click through several screens just to compare item stats) and the huge world can lead to some travel issues. He also shares some insights regarding some of the strange elements of the beta, including the absence of a friend list feature. It's an interesting look not just behind the scenes of a game no one expected to return, but at the differences between a game long remembered and the game that actually existed. [Thanks to Dengar for the tip!]

  • The Game Archaeologist: Asheron's Call 2 returns from the dead

    by 
    Justin Olivetti
    Justin Olivetti
    12.15.2012

    No, the above picture is not some sort of long-forgotten, dusty archive picture of Asheron's Call 2 from back in the day; it's from the live game this past Thursday evening. How incredibly, insanely weird is that? Turbine absolutely stunned the MMO community the other day when it casually announced that it was bringing back its second title, cancelled since 2005, on a new server. Our editor-in-chief burst into the office chat room screaming, "AC2! AC2! AC2!" It took us a minute to realize that she wasn't just discovering the Assassin's Creed series but had in fact learned that the impossible had happened: An old, deceased MMO had been brought back to life. As the resident MMO historian here at Massively, I felt this was kind of like going to Jurassic Park and seeing all of those dinosaurs after spending most of my time merely reading about them. In the blink of an eye, Asheron's Call 2 went from the ancient past to the playable present. We've got a lot to talk about today, including my hands-on experiences with the title and thoughts about what this means for classic MMOs. Let's not waste any time!

  • Turbine brings back Asheron's Call 2

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2012

    Well this is one story we never thought we'd be writing: Asheron's Call 2 is coming back from the dead. No, really! Turbine announced the return of the long-dormant title, which will be on a brand-new server called Dawnsong. The studio also provided a link to download the old client. There are a few caveats that come with this MMO resurrection. You have to be an active subscriber to Asheron's Call to take advantage of the AC2 server, and the game is currently in beta status, so there might be a few hiccups as Turbine figures things out. Asheron's Call 2 came out in 2002 and was closed in 2005. Our Game Archaeologist column has a great retrospective to bring you up to speed if you're unfamiliar with this short-lived MMO. [Thanks to Padre for the tip!]

  • The Daily Grind: How would you advance your game's story?

    by 
    Justin Olivetti
    Justin Olivetti
    11.21.2012

    One of the facts of life about MMOs (other than Trudy) is that they change. Or at least they should in theory. Part of the joy of a persistent world is that developers are able to advance the timeline, continue the story, and change the status quo. While some MMOs feature monthly story updates, such as Asheron's Call, others reserve the big changes for expansions. Guild Wars 2 is making waves with its first two updates for making radical changes to the landscape and introducing permanent features as part of its ongoing story, and The Secret World keeps its options open to continue the storylines of all of the prominent NPCs in the game. So if it was your call, how would you advance your game's story? Would you introduce a cataclysmic event, off a character, or change a faction's alignment? Is there a good idea inside of you that you think would enrich your MMO's lorescape? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Rise and Shiny revisit: Asheron's Call

    by 
    Beau Hindman
    Beau Hindman
    11.04.2012

    Another week of this column makes me amazed at how yet another older title, this time Asheron's Call, got so much right and yet remains so under-appreciated. A lot of this dismissal of past MMOs comes from the simple fact that humans do not enjoy something they have seen before, at least not the same as they enjoyed it when they first found it. In other words, we loved games like Asheron's Call, but they have fallen out of favor because we have moved on to bigger, newer, shinier things. After all, most of us don't sit around a fire and swap stories for entertainment anymore; we watch television. Although, damn, a fire sounds nice doesn't it? The warm feeling that I might feel from an evening swapping tales in front of the hearth is the same one I get from older titles like Asheron's Call. These elder titles have a charm built in, thanks to dated graphics that remind us of younger years and times of discovery. But there's something else going on here. These older games, games like Asheron's Call, are still really good.

  • Asheron's Call turns 13 today

    by 
    Justin Olivetti
    Justin Olivetti
    11.02.2012

    Asheron's Call has put childish things behind it and entered the elite realm of MMO teenagers. Turbine's oldest title is celebrating its 13th anniversary today. "A huge thanks to our community for sticking with us through the years. AC is older than children!" the Turbine feed said. Asheron's Call released on November 2nd, 1999. It was originally published by Microsoft until 2004, when Turbine (which developed the title) purchased the rights. According to the forums, the team is still chugging forward despite recent Turbine layoffs, and there's a February update in the making. You can read Massively's history of Asheron's Call in our Game Archaeologist column.

  • Rise and Shiny: Darkfall

    by 
    Beau Hindman
    Beau Hindman
    10.28.2012

    I've played Darkfall several times since launch, and each time I've remembered how good the game can be and how bad it sometimes is. Good and bad, I thought it a good idea to record the Darkfall that exists now so that I can compare it to the Darkfall that will be open after an upcoming relaunch, one that promises to change quite a few key features. Will it be a better game? I hope so. Either way, during my week with this free-for-all PvP MMO, I was able to hook up with a newbie-friendly clan relatively quickly but spent most of my time running to the city where the clan took up residence. Same old Darkfall, really, but there were some truly hilarious and truly fun moments all the same.

  • Turbine hit with unspecified number of layoffs

    by 
    Justin Olivetti
    Justin Olivetti
    10.25.2012

    The Boston Globe is reporting that Turbine has laid off an unspecified number of employees today due to restructuring. It's unclear how many of the 400-person workforce were let go. Warner Bros. Entertainment Group Spokeswoman Remi Sklar issued the following statement: "As part of the continual review of our business operations and fluctuating market conditions, we have had to make reductions in our Turbine workforce. The group continues to remain an integral part of Warner Bros. Interactive Entertainment." Former Community Specialist Suzie Owen acknowledged on Twitter that she was one of those let go: "Looking for work in the Boston-Providence area. Any links would be most appreciated. I am unable to relocate at this time." Turbine recently hired several game industry veterans to include in its teams. Massively contacted Turbine for further clarification and received the same quote.

  • Rise and Shiny revisit: Dark Age of Camelot

    by 
    Beau Hindman
    Beau Hindman
    10.21.2012

    About once a year I like to take a look back at Dark Age of Camelot, the classic PvP MMO by Mythic Entertainment, just to reassure myself that older MMOs are still some of the best around. Dark Age of Camelot comes from that older crop of titles like Asheron's Call and EverQuest, games that still shine despite their age. Of course the next logical question is, "If these games are still so good, why aren't more of us still playing them?" There's an easy answer, really. First of all, we don't spend time sitting around listening to our favorite albums or watching our favorite movies constantly, but we still appreciate them, possibly more than we did when we first found them. Next, all games are finite for us as individuals. There is no MMO that offers endless content if we take away the endless player-made content that comes from roleplay or exploration. No matter how good a game like Dark Age of Camelot was and still is, many of us have already experienced it quite a bit. It's only human to become slightly bored with something we've played with time and again. But once again, I've spent a week in a game that shows it's always a good thing to check back on our favorites. They just might surprise you all over again.

  • Hailan Rising raises funds for 'love-child of DAoC and CoD'

    by 
    Justin Olivetti
    Justin Olivetti
    10.19.2012

    MMO Kickstarter projects are coming out of the woodwork now, and each one has to sell its concept to would-be donors or else face possible extinction. Today's scrappy contender is Hailan Rising, the "love-child of Dark Age of Camelot and Call of Duty," according to the devs. Hailan Rising is a fantasy PvP MMO that ditches classes and levels for a more level (but not equal) playing field. It features instant action, strategic territory control, randomized loot, and over four billion possible character builds. The game is built on the Unity 3-D engine. The project is being worked on by a couple of MMO studio vets: Adam Smith (Knight Online) and Jess Mulligan (Asheron's Call, Ultima Online). Mulligan said he was attracted to the title's unique PvP mechanic, adding that "this is the fastest and most competitive PvP environment I've ever seen in an MMO." The team's Reloaded studio is looking to raise $275,000 to finish the game for a potential 2013 launch on Mac and PC. If the stretch goal is met, the developers are eyeing mobile platforms as well. Hailan Rising has been in development since 2010. [Additional source: Reloaded press release]

  • Project: Gorgon hits Kickstarter

    by 
    Elisabeth
    Elisabeth
    10.03.2012

    Touted as "an indie MMO by industry veterans," Project: Gorgon has launched a bid for public affection (and donations) on Kickstarter. The effort is being spearheaded by Eric Heimburg and Sandra Powers, who've worked on titles like Asheron's Call, Asheron's Call 2, EverQuest II, and Star Trek Online. Project: Gorgon is meant to promote and reward exploration and remove constrictions on gameplay. Its creators are calling it a "thoroughly modern MMO" with a "quirky, old-school feel." The details of the game's cost and possible subscription fees haven't been finalized yet, but the rewards that have been set out seem to be hinting to a free-to-play model paired with subscriptions for extra access and goodies. Rewards include alpha and beta access, game time, special items (including a vial of -- we kid you not -- "wolf spit"), and the opportunity to vote on game features in beta and shortly after launch. Hit up the Kickstarter page to let the team speak for itself, or skip below the cut to see some pre-alpha footage of the game.

  • MMObility: Mobile devices might breathe new life into older MMOs

    by 
    Beau Hindman
    Beau Hindman
    09.28.2012

    One of the greatest things about the mobile market is the reappearance of older, single-player titles that are now being introduced to a new generation. Tablets and smartphones are quickly becoming go-to gaming devices offering not only more powerful processors and bigger screens but access to the internet and huge stores of digital goodies. Recently, I've been playing through titles I've missed, like Broken Sword, a point-and-click adventure game from 1996. Touch devices are proving to be perfect for many older-style games. We're simply replacing the mouse with the finger, and the move feels natural. When I interviewed the Ultima Online team during a livestream this week, I asked Producer Bonnie Armstrong about a mobile version of the game. After all, I've played games, like Conquer Online, that look almost identical to Ultima Online, so I know it can be done. Her answer? I would love to, personally. I think it would be pretty cool. I think somebody kind of joked around and said you know when somebody's 90 years old, they're going to be in an old folk's home playing UO on their phone. [...] That kind of sums us up. There are many MMOs that I could see offering a mobile version. Would it be better or worse for these classic titles?

  • Leaderboard: MMO most worthy of resurrection

    by 
    Justin Olivetti
    Justin Olivetti
    09.24.2012

    I had an interesting revelation this past week. While it seems that we've had so many MMOs shutting down over the year, when I look at the big picture of all of the major titles that have been released, the vast majority of them are still in operation. It made me realize just how resilient and strong this industry is. Yet there are those games that have seen their final days and exist now only in our memories and dusty screenshot folders. Some might be good riddance to us; others are still painful wounds. We've all harbored fantasies of MMOs coming back from the great beyond for a second lease on life, but if you had to choose just one, what would it be? That's the topic for today's poll, so look at the following list and think long and hard about your choice. Resurrection isn't something that happens every day in MMOs, after all.

  • The Game Archaeologist: Is Ultima Online 2 a doomed prospect?

    by 
    Justin Olivetti
    Justin Olivetti
    09.04.2012

    When it comes to classic MMOs that have strong nostalgic pull with veterans, the topic does arise from time to time what a sequel to any given game would look like and how it would be received in the current gamer climate. We've already talked about updating graphics here in The Game Archaeologist, but I'm talking about more than a new coat of paint -- I'm talking about a new game entirely. A Star Trek: The Next Generation to the classic Star Trek. A One Direction to the New Kids on the Block. A Madden '13 to a Madden '12. I'm stretching here. In a recent franchise producer's letter, Mythic's Jeff Skalski gave fans of Ultima Online a teeny tiny glimmer of hope that Ultima Online 2 might one day be a reality. Depending on your read of it, it could've just been a "stop asking about UO2 already" plea, a shameless way to promote Ultima Forever, or one fan talking to another about something that could happen if both parties work toward a common goal. Considering the troubled past of Ultima Online's sequels, we have to wonder: Is this more false hope than real hope? Is there any conceivable way that this 15-year-old MMO could one day be granted the same honor as EverQuest, Asheron's Call, Guild Wars, and PlanetSide by getting a sequel that actually launches? I have some thoughts on all this, which is good because otherwise there would be a whole lot of white space after the jump.

  • MMO Blender: Bree's big-budget sandbox

    by 
    Bree Royce
    Bree Royce
    07.27.2012

    Writing MMO Blender feels like getting three wishes from a magical lamp and having to think very, very carefully about what you ask for. You have to word it just right and ponder the consequences of each wish on the others because you just know that Genie's going to screw with you. If I were stronger, I'd reject the wishes (here, the 1000 words) outright, knowing they're a trap, but I just can't resist a turn at this column. I want a new sandbox. A good one, not one made by gank-obsessed fanboys on a shoestring budget. I don't think sandboxes are dead; I just know it takes money to make money, and modern indie sandboxes are forgetting that rule. Fortunately, I don't need money for this column. I'll take my MMO Blender wishes and build a sandbox that's more than just a pile of sand and an empty box.

  • MMO Blender: Matt's immersive cyberpunk monstrosity

    by 
    Matt Daniel
    Matt Daniel
    07.20.2012

    Let's take a look at the acronym MMORPG for a moment. If you're reading this site, you surely know what it stands for: massively multiplayer online role-playing game. Ever since World of Warcraft hit the big-time, MMOs have been cropping up left and right in more shapes and sizes than many would have ever guessed. Swords and sorcery: check. Spreadsheets and spaceships: check. Roman orgies: coming soon. But somewhere along the line, game developers have forgotten something. Before there were MMORPGs, there were just RPGs, played by folks gathered around the kitchen table armed with nothing more than pencils, paper, and their trusty dice. I'm not going to pretend that "I was there, man" because -- being a '90s kid -- I didn't get into pen-and-paper games until my teens in the 2000s. But even I know that those games put an emphasis on the "RP" part of RPG in a way that MMORPGs simply don't, and in some ways, can't. But I'm sure that I can't be the only one who still wants to escape to another world, to become fully immersed in that world and in my character. So in my Frankenstein's monster experiment today, I'm going to try my best to meld modern MMO features into an immersive fantasy roleplaying world. Won't you join me?

  • The Perfect Ten: Amazing amateur MMO cosplay

    by 
    Justin Olivetti
    Justin Olivetti
    07.05.2012

    I find the whole cosplay subculture at conventions to be both foreign and fascinating. On one hand, I deeply admire the dedication and time it takes to put together a complex outfit and then spend all day wearing this custom-made sweatsuit. On the other hand, it does tend to bring out some folks' narcissism and unnecessary cleavage. While many facets of geek and video game culture are adequately represented by those crazy cosplayers, I don't see as much when it comes to MMORPGs. Was it truly underrepresented, I wondered, or have I just never looked? Consider the following 10 costumes the result of an afternoon or two combing through so much amateur cosplay that it vastly exceeded the recommended amount as set by the American Medical Association. I'm glad to make the sacrifice for you, and besides, you just know those doctors are the ones in these outfits, anyway. (Please note that if you're looking for more skin than skill, this will not be the list for you!)

  • The Game Archaeologist: Will classic MMOs survive without free-to-play?

    by 
    Justin Olivetti
    Justin Olivetti
    06.19.2012

    It's amazing to me how quickly the industry has shifted to where we don't just welcome free-to-play as a business model in MMOs -- we downright expect it. Take a look in the comments of any new MMO that dares to launch with a subscription-only model: People will be tripping over each other in an attempt to predict just when said game will break down and admit that it needs F2P. Whether or not BioWare's admission that it's looking into F2P for Star Wars: The Old Republic surprised you or not, it's a sign that no game is immune to the allure, dollar signs, and downright necessity of the popularity and flexibility of this model. I think this brings a pressing question to bear in the field of classic MMOs: Will they survive without free-to-play? It's a pretty important question for a few reasons. One, a surprising majority of remaining sub-only MMOs are older ones; two, people now expect free in games they try; and three, players aren't exactly flocking to classic MMOs anyway. This week I want to explore the conundrum that these games are in and why some players may have blinders on when it comes to the fate of their favorite games.

  • The Soapbox: This fantasy is far from fantastic

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. "More innovation!" is the common rallying cry of the disgruntled MMO player. Push forward the genre, build awe-inspiring giant statues instead of sixth grade art projects, do that one magic thing that nobody can agree on to make this genre as fresh and great and interesting as it was. You know, as it was when you first got into these games, that is. For all of the "more innovation!" speeches that I've seen, I never see the one that touches on the most irksome areas of stagnation in the industry, and that is how incredibly lame most MMO fantasy worlds are. Cut 'n' paste, mix and match elements between any two fantasy MMOs, and I guarantee you that nobody would really notice. The truth is that for all their desire to be seen as unique and special, most of these games feature a world carbon copied from each other with minor Mad Lib deviations. Case in point: Have you ever realized just how many of these MMO worlds share almost the same name? Start with T, usually end with A, there you go. Telara. Telon. Tyria. Atreia. Taborea. It doesn't stop there, but it really should. MMO designers need to realize that fantasy is more than just D&D and Tolkien derivations and explore the unlimited scope of what the genre could be.

  • The Daily Grind: Should games bother innovating guild systems?

    by 
    Bree Royce
    Bree Royce
    06.11.2012

    In-game support for MMO guilds has come a long way in the last 15 years. Ultima Online launched without guilds at all, let alone chat, so we tacked our guild abbreviations onto our character names. EverQuest's early months required guild leaders to petition GMs to form guilds. In fact, it wasn't until Asheron's Call that an MMO tried to break away from the "unofficial online shooter clan" mold and provide something different: a monarchy system that encouraged players to form official but dynamic allegiances, which provided an in-game benefit to patrons and vassals alike. But the genre didn't iterate on Asheron's Call's invention, instead preferring to bolster in-game guilds with perks like guild vaults and achievements -- cool stuff, but layered over a static, military style of guild structure with generic ranks. Most MMOs don't allow you to join multiple groups, either (Guild Wars 2 being a notable exception). So today I'm wondering whether you think there's room for innovation in MMO guild mechanics. Should studios design unique and flexible guild systems, or should they just get out of the way and let players decide how to organize themselves like we had to Back In The Day? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!