asherons-call

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  • Directing the devs for a day in Asheron's Call

    by 
    Bree Royce
    Bree Royce
    09.12.2011

    Turbine may be best-known to modern MMO gamers for its F2P games Lord of the Rings Online and Dungeons and Dragons Online, but veteran gamers know that the company has a tiny little subscription sandbox game operating a bit outside of the limelight: Asheron's Call. Yes, AC is still chugging along, thanks in part to the devs' interaction with their small but faithful community. In fact, to reward that community, the development team has in the past asked its players for ideas on how to enhance the game. The catch is that said enhancement has to be something the devs can do in a single day. Today, Turbine has posted up the best of the best ideas from the recent round of submissions from the playerbase, and apparently, AC players want their team working on everything from casino tweaks to tailorable undergarments (really!). Check out the whole list of itty-bitty incoming enhancements on the official forums.

  • The Perfect Ten: Non-vanilla server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2011

    I've always thought that rulesets are a golden opportunity for MMO developers to get creative with their products and try something fresh and exciting. Unfortunately, most every MMO these days, new and old, adheres to the four "vanilla" rulesets that have been in place since Pong. You have your default PvE, your same-as-PvE-except-we-have-a-naming-policy PvE-RP, and the two player vs. player variants: PvP and PvP-RP. Those are all well and good, but... y'know... couldn't rulesets be used to create fascinating variations on these games? It turns out that yes, yes they can. While the vanilla rulesets are the vast majority, there does exist a group of fringe rulesets that dared to walk the different patch, er, path and made versions of MMOs that are a bold and refreshing flavor. Like blue! Sometimes these new rulesets were whipped up to inject new life into an aging title, giving players a valid reason to come back and see the game from a different perspective. In this week's Perfect Ten, we're going to check out just how wild 'n' wacky server rulesets can get!

  • Some Assembly Required: Is the sandbox dead?

    by 
    Jef Reahard
    Jef Reahard
    09.02.2011

    Let's face it, folks, 2011 has been a fairly bad year for sandbox MMORPGs. Whether we're talking about the premature (and, ahem, forced) demise of Star Wars Galaxies, EVE Online's public relations disasters and its capitulation to the cash-shop-in-a-sub-based game fad, or Earthrise's rough launch, there hasn't been a lot to celebrate for fans of non-linear MMO gameplay in quite a while. I've even had several friends ask me point blank: Is the sandbox dead? The short answer is not just no, but hell no. Join me after the cut for a few bright spots as we look to the future, take stock of the present, and try to forget about the past.

  • MMObility: More new games and news from mobile MMOs

    by 
    Beau Hindman
    Beau Hindman
    08.09.2011

    Finding mobile MMOs for smartphones, slates, and browsers is not easy. I will often lump games that can run on a basic laptop into this column, but the specific games for those wonderful mobile devices are still rare. Yes, there are quite a few games in the Mafia Wars-style, but I have been scouring the internet to find games that actually resemble "real" MMOs -- you know, the ones that have persistent worlds and interaction with large numbers of players. They're out there, but the faucet is at a slow drip. It must be hard to make mobile games, especially MMOs, especially in a market that is not only new but such a niche. Granted, titles like Order and Chaos Online and Pocket Legends have shown that great success is possible, but in this columns, I like to highlight the little guys and the hidden gems. So click past the cut and I'll share with you a few updates on some of my favorite lesser-known mobile MMOs.

  • Looking for the hit formula: NCsoft's Jeremy Gaffney on creating successful MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2011

    Jeremy Gaffney knows MMOs, having spent a great portion of his life working at Turbine and NCsoft, so when he speaks about building successful games, he's not just spitballing -- he's got experience in his back pocket and forward-thinking in the palm of his hand. Speaking with Develop, Gaffney gave clear, practical advice about how MMO studios can pull ahead and succeed in this cutthroat market. Like many gamers, Gaffney is concerned with the growing aversion to risk-taking that studios exhibit as MMO gaming's gone more mainstream. "I worry, for example, that mass market equals mass budget equals risk aversion equals conservative design. The great thing about the early MMOs – games like Asheron's Call, Ultima Online, EverQuest and Lineage – was the fact they experimented; they weren't afraid to take different directions," he says. Even so, Gaffney is excited for the possibilities in the industry, simply because there are so many of them. Whether studios choose to develop for the mainstream or niche, console or mobile markets, using free-to-play or subscription business models, he sees avenues for success in all of them: "The common denominator will always be the gamer. And with gamers comes diversity, especially now." Gaffney's Carbine Studios is hard at work on an as-of-yet unnamed MMO which will be revealed at Gamescom later this month.

  • The Game Archaeologist and the What Ifs: Ultima Worlds Online: Origin

    by 
    Justin Olivetti
    Justin Olivetti
    06.28.2011

    Two months ago, we heard a rumor (which has since gone quiet) that a new Ultima Online sequel might be in the oven in Electronic Art's kitchen. As with any rumor, it was important to take it with a grain of disbelief, although a pinch of hope seems appropriate in this case as well. After all, Ultima Online's been begging for a sequel ever since the hit MMO started facing stiff competition in the form of 3-D worlds like EverQuest and Asheron's Call. For some of us gamers, word of a UO sequel feels like deja vu, and rightly so. This wouldn't be the first time that EA embarked on a project to make a more modern Ultima Online, nor would it be the second time. Indeed, the saga of Ultima Online's canceled sequels is as torrid as it is steamy and lusty. Ignore the words in the previous sentence, as those are just to up the hits on search engines. In our continuing series on the "what ifs?" of axed MMOs, we're going to head into a two-parter full of savage truth, dangerous decisions, and full-frontal nerdery. Ladies and gentlemen, I present to you the saga of Ultima Online 2.

  • MMObility: Fifty games for the mobile lifestyle

    by 
    Beau Hindman
    Beau Hindman
    06.21.2011

    I like lists. Lists help keep my candy-coated brain functioning. I see so many games, devices, and developers that I need to write things down periodically or become lost. Not so long ago I made a list of 25 games for your shiny new laptop, but I wanted to update it with other devices as well. I'd like to clarify the devices I have, though, especially since it was brought to my attention that a lot of players use laptops as their primary gaming machines. When I refer to a laptop, it is far from a gaming machine and could not run games like EverQuest II or Age of Conan. So here are some stats: I have an HTC Inspire, an iPhone 3GS, an iPad, a Phenom Triple-core PC desktop with an Nvidia 9800 card, six gigs of ram and onboard sound. My laptop is an HP G62 with an AMD Athlon II P340 dual core processor, three gigs of ram and an AMD graphics chip built in. I also have a more powerful gaming PC, but that is often referred to as "the wife's machine" around here, and it is so packed with her items that I rarely touch it. So most of these games can be run on their native devices, and if they are meant for PC, probably on netbooks as well. When I'm playing on netbooks, resolution is often the major issue. Some games just will not fit on the tiny screens without some slight modding. Anyway, click past the cut to see the list. The first 11 are my favorites, the ones that I play often, if not every day. The rest are in no particular order, so keep that in mind as well. Remember that this year is going to be an incredible one for mobile, thanks to the new games I found at E3. So this list will change!

  • Asheron's Call teases May event

    by 
    Justin Olivetti
    Justin Olivetti
    05.05.2011

    While Asheron's Call players have a while yet to wait to get their hands on new playable races, Turbine has a bright shiny ray of good news to share: The May event is tentatively set to hit the servers on May 17th. According to the site, this event includes a new hunting area, a pair of additional dungeons, more quests, and "a couple of surprises." The Asheron's Call team boldly states that this will be "one of the most exciting updates" that players will see this year. The May event announcement ends with a sneak preview of sorts: two pictures showing off new sand textures surrounding a desert town. We've known for a while now that Turbine's been working on updating the game's graphics, so this is a welcome sight indeed. You can read the full article over at Asheron's Call.

  • The Road to Mordor: Four more years, four more years!

    by 
    Justin Olivetti
    Justin Olivetti
    04.22.2011

    While four years is not a nice round number -- or even a halfway number like five -- it's a substantial milestone for any MMORPG. Debuting in early 2007, Lord of the Rings Online introduced something we'd never seen before: a fully realized 3-D virtual Middle-earth where we could not only enjoy a deep MMO but explore the lands and meet the people we'd only read about before. It might not be a universal truth that all LotRO players are big Tolkien fans, but I'm sure enough that it's a sizable chunk of the playerbase. There's something special about the IP that gives a weight and richness to the game, especially when a long-time reader of the books is given leave to actually go on adventures through Eriador, Moria and Mirkwood. It's a giant sight-seeing tour of lore, a thrill with every brush one has with the source material. It's heady to consider that four years ago we were but starting on this journey, feeling out the mechanics of combat, crafting and pie-running. Four years later, LotRO has emerged to be one of the most significant MMOs of the past decade, growing strong with no signs of slowing down. Hit the jump as we reminisce about the ups, the downs, and the off-the-beaten-path hikes of our beloved game as it celebrates its fourth anniversary.

  • EverQuest becomes ever after: A talk with Linda Carlson of SOE

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.14.2011

    When it comes to getting involved with community, Sony Online Entertainment's Director of Global Community Relations Linda Carlson knows it well. Most often seen tromping around conventions dressed as her beer-craving Dwarven alter-ego Brasse, Carlson was a fixture at SOE's Fan Faire events and author of her own gaming comic long before she ever started working for the studio. As we had the chance to find out recently, this was due at least in part to EverQuest changing her life many, many years prior. While these days meeting up with someone you've met online is considered fairly commonplace, when you look back to the earliest days of MMO gaming, it generally was not something many people did. Even if you did meet someone from "on the computer," they tended to be folks from one or another BBS -- local connections that were easily made and just as easily dismissed. The idea of not only meeting someone online in a romantic fashion but leaving the country you live in to see him/her was considered completely insane. "What if you don't get along? Or what if he/she is a murderer?" your friends might ask, since this was all really new territory and nobody quite knew what would happen. Still, some early MMO gamers like Carlson gathered up their courage and took that gamble. In honor of Valentine's Day, we interviewed Carlson about how her EverQuest connection became an "ever after" -- join us after the break!

  • Rise and Shiny recap: Asheron's Call

    by 
    Beau Hindman
    Beau Hindman
    01.30.2011

    This is going to sound like I'm whining, but here goes: Sometimes I get tired of playing games. Yes, yes, I know -- this is a wonderful job, and anyone who enjoys playing games and talking to developers would love it. But once in a while, when I am feeling particulary tired, have a headache, or am just plain not feeling it, the last thing I want to do is log into a game that is either too challenging or too grindy. Normally I just skip it for a few hours and come back to it later. This last week was busy for me, though, so when I had time to play, I really needed to play. So I would load up Turbine's Asheron's Call, sigh, and log in. Even though I was having a great time from the start of my trial, I was having a blah week. Almost as soon as I saw the famous teleportation tunnel graphic, though, I just felt better. There was, in fact, not a moment of drudgery during my time with the game. It helped that I was hanging out with some of the top players in the game, but the easy-to-learn hard-to-master systems worked like modelling clay: Almost anyone can make something out of it, but if you take your time, you can make something truly unique. Click past the cut and I'll let you in on some of my experiences. They weren't perfect, but they were fun. %Gallery-115338%

  • The Perfect Ten: Best non-traditional MMO fantasy races

    by 
    Justin Olivetti
    Justin Olivetti
    01.13.2011

    Elves. Dwarves. Humans. Halflings. Gnomes. Hobbits. Dark elves. High elves. Half-elves. Wood elves. Keebler elves. Elvish impersonators. Are you as tired as I am of the endless regurgitation of stock fantasy races in our MMOs? It seems inconceivable (I do not think that means what you think it means) for a new fantasy title to come out without most of the above races infesting the character creation screen with moldy unoriginality, putrescent stank, and dusty boredom. That's why today I'm standing up to praise 10 MMOs that dare to go above and beyond the stale by offering mostly unique and different races than the rest of the market. Hopefully future games will learn from their example and throw off the yokes of generic oppression to give us something bold and refreshing!

  • The Game Archaeologist and the NeverEnding Quest: The vets

    by 
    Justin Olivetti
    Justin Olivetti
    01.11.2011

    We just had to start 2011 in style, didn't we? I knew that by invoking the sacred name of EverQuest, I'd be opening the door for thousands of collective years' worth of memories, opinions, frustrations, nostalgia, gushing and blocky screenshots. But the Game Archaeologist fears not even the greatest mountain in MMO legend; it had to be climbed sooner or later. And of course, who better to guide you up the mountain than a few EQ Sherpas who know the way? Sure, they might try to steal the idol and not throw me the whip in the end, but that was a very real risk I was willing to take to get the full story. So today I'd like to introduce you to three EverQuest veterans who are all now world-famous bloggers. If you sense a connection between these two facts, I will only hint at the possibility of a secret society in SOE's headquarters that bestows great blessings upon its faithful fans. Hit the jump to meet this EQ trio and hear what they had to say about the MMO that profoundly affected their playing careers!

  • The Game Archaeologist and the NeverEnding Quest: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2011

    To many veteran MMO players, the opening horns of EverQuest's score are enough to trigger vivid memories, violent hallucinations, and an unstoppable desire to leap through the computer screen to return to Norrath. It all depends, of course, on which MMO you first cut your teeth, and while many gamers would claim titles like World of Warcraft as their first, there is a large contingent who will confess that EQ was their first MMO lover. In fact, before WoW came on the scene in 2004, EverQuest was the gold standard of MMOs for a half-decade -- it was insanely popular, perfectly addictive, and absolutely revolutionary. It was a giant that roamed the virtual lands of those days, a giant that continues to forge new grounds well over a decade from its inception. It was 1995 when John Smedley realized the potential for online gaming and roped in Brad McQuaid and Steve Clover to start putting together an online RPG for SOE. What began as a small project ballooned into a crazy endeavor as the growing team created a monster RPG the likes the world had never seen before -- a game that would forever shape the MMO genre. This month, the Game Archaeologist is going after one of the biggest treasures of recorded history as we unearth the secrets to EverQuest's popularity, legacy, and longevity. The first step on our journey is to look at some of the highlights that made EQ what it is today.

  • Asheron's Call rolls out December content update

    by 
    Jef Reahard
    Jef Reahard
    12.01.2010

    Turbine may be the king of freemium themeparks these days, but once upon a time it actually developed sandbox MMORPGs. It did them so well, in fact, that even though once upon a time was 1999, Asheron's Call remains open for business to this day. Not only that, but the title keeps rolling out the content updates, with the latest adding a new playable race (the Olthoi), a new magic school, a new hunting area, new quests, etc. That's a lot of new for an 11-year-old game, wouldn't you agree? Oh, and there's also the new luminance mechanic, designed for endgame folks above level 200 and meant to improve everything from critical hits to crafting. Check out all the details at the official website, and hit up our new gallery below while you're at it. %Gallery-108616%

  • The Game Archaeologist and the Asheron Recall: Fond memories

    by 
    Justin Olivetti
    Justin Olivetti
    10.26.2010

    Has October blown by already in a rush of leaves, wind and high-fructose corn syrup candies? Are we already staring down the grim specter of November, AKA "The Middle Child of Holidays"? I suppose so -- and because of that, it must mean that we are in the final week of our Asheron's Call retrospective. I know I say this every month, but I've really gained a whole new level of respect for Asheron's Call. It may have not been a massive blockbuster, but it persevered, it built up a solid playerbase, and it helped Turbine become one of the best-known MMO development houses in the world. Plus, I totally love the fact that the devs placed such a priority on developing an ongoing and ever-changing story, which is something that more MMOs could certainly use these days. So after counting down the top eight highlights of the game, talking to a couple AC vets, and interviewing Turbine's Andy Cataldo, all that's left is to open the floor to the rest of the AC crowd. We asked readers to pipe up and share their favorite experiences, as well as some of their best screenshots that have been lurking on the dustier parts of hard drives. Let's finish this month in style, as AC rides once more!

  • The Game Archaeologist's chat with Andy Cataldo

    by 
    Justin Olivetti
    Justin Olivetti
    10.19.2010

    There are only a handful of people in the world who can boast that they're working on an MMO that dates back to the '90s. As community lead for Asheron's Call, Turbine's Andy Cataldo is a member of that exclusive club, going from an avid player of the game to part of the AC crew. Don't tell him that his game is old in the joints and unstable going down stairs; to Andy, Asheron's Call is still one of the most exciting MMOs on the market, and he is not shy in sharing his passion for it. In our third week of looking back at the esteemed history of Asheron's Call, the Game Archaeologist got in touch with Mr. Cataldo to ask him why AC has yet to go the free-to-play route, what the team is planning for AC's 11th anniversary, how the graphics update is coming along, and whether it's still possible to party like it's 1999. Let us clasp our hands together attentively and read! The Game Archaeologist: Please introduce yourself, your role on the team, and how long you've been working on Asheron's Call. Andy Cataldo: My name is Andy Cataldo. I am currently the Community Lead for the Asheron's Call franchise. My focus is helping communicate between the players and various teams here in Turbine, and vice versa. I also do most of the website and launcher updates, as well as any community events. I have been working on Asheron's Call now for over six years.

  • The Game Archaeologist and the Asheron Recall: Player sagas

    by 
    Justin Olivetti
    Justin Olivetti
    10.12.2010

    It's an odd thing to realize how far MMOs have come right in front of our eyes in a relatively short span of time. After all, 1999 wasn't that long ago, despite what Prince and Y2K would have you believe. One day we'll be telling our children -- if we aren't already -- about the primitive MMOs that didn't feature RealGore™, motion sensor-linked emotes, and mostly nude elves dancing for tips on mailboxes. They may gasp and sputter in disbelief, but you'll assert that it is true: You experienced an era when polygons were blockier than LEGO pieces, people logged in over dial-up connections, and the community was small enough for GMs to host personal live events. There's been a lot of love flowing into my email inbox and Twitter since posting the first Game Archaeologist on Asheron's Call, enough to tell me that this title is a dear old friend to many a seasoned gamer out there (including a few on the Massively staff who won't stop writing epic haikus about AC in its honor this month). As a result, I got in touch with two die-hard fans of the game, and they agreed to scribe their memories of this MMO for future generations to discover, generations who will undoubtedly marvel at the hardship and perserverence that such scrappy gamers showed in being part of the first wave of MMO players. Without further ado, please give a warm round of applause to Amanda and Jon. No, nobody can hear you clap over the internet, but it's the thought that counts.

  • The Game Archaeologist and the Asheron Recall: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    10.05.2010

    It's hard being the youngest child -- you get the hand-me-downs, suffer through swirlies by older siblings, and eventually develop such a neurosis that it requires seven different brands of horse tranquilizers to make it through the day. Not that I would actually know, being an oldest child and all. But I suppose it would be a hard-knock life. In a couple ways, Asheron's Call was the youngest of the three MMO siblings that comprised the first major MMO generation. Ultima Online, the big brother, had prestige and legacy behind it, and middle child EverQuest quickly became the most popular at school. And then there was Asheron's Call, poking its head on the scene in late 1999 as a cooperative project between developer Turbine and publisher Microsoft. AC never got the recognition of Ultima Online nor the numbers of EverQuest, but this scrappy title became a fan favorite and endured even to this day -- beyond its own sequel, believe it or not. Instead of plowing through a stale history report of Asheron's Call today, I thought it'd be fun to come up with a list of the eight most unique aspects of this fairly innovative 11-year-old MMO. Ah lists, how I adore thee -- let me count the ways. Eight ways, to be precise!

  • Carve pumpkins to win Halloween prizes from Turbine

    by 
    Rubi Bayer
    Rubi Bayer
    10.05.2010

    If you're a fan of any of Turbine's games -- be it Lord of the Rings Online, Dungeons and Dragons Online, or Asheron's Call -- the Halloween season is going to hold the potential for some extra treats. Turbine's annual pumpkin-carving contest is on again, and the prizes are as good as ever. Carve a pumpkin in the theme of your favorite Turbine game and send in a digital photograph. There will be one winner for each game. The winning DDO and LotRO pumpkin carvers will receive 3,000 Turbine Points each and a special forum title. The winning Asheron's Call pumpkin will receive 60 days of free game time, a special pumpkin golem, an in-game title, and a forum title. One runner-up in each category will receive a special forum title. It's a pretty good deal for having a little Halloween fun afk, so check out all the details and get to carving!