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  • SGW dev interrogated by Jaffa, reveals combat secrets

    by 
    Samuel Axon
    Samuel Axon
    11.27.2007

    Stargate Worlds' combat is mostly ranged, is more action-oriented than the combat in other MMORPGs, and utilizes a cover system. Before today, that was all we knew. Cheyenne Mountain's Josh Kurtz (a familiar face, now) wrote up a developer journal describing Cheyenne's ambitions for cover-based combat. The journal is humorously presented in the form of an interrogation by a Jaffa. Stargate SG-1 geeks will smile.Most objects in the world will act as cover, and players will be extremely vulnerable in open spaces like grassy fields or desert dunes. Kurtz described a scenario in which a player in Faction #1 might sit in an ambush position, waiting for a player in Faction #2 to wander into the open. If the player from Faction #2 is dumb enough to do that in a PvP area, he or she is likely to get ganked. On the other hand, he or she could move around in the woods nearby; it would take longer, but it would be stealthier and more secure.Kurtz also said that humanoid NPCs will be the most common enemies, and since humanoids will build structures and trenches and stick near them, most combat will be in cover-rich areas

  • Cheyenne releases 11 new Stargate Worlds images

    by 
    Samuel Axon
    Samuel Axon
    11.23.2007

    The slow but steady trickle of Stargate Worlds stuff continued today when Cheyenne Mountain Entertainment published 11 new concept art and screenshot images for the game in the gallery at its official website. The images include a screenshot of the Ancient planet Agnos, concept art for a Goa'uld player character, and screenshots and concept art for various buildings. It's not much, but we did say it was a "trickle," didn't we?It looks like Cheyenne is making pretty good use of the Unreal engine but these screenshots don't seem very game-play-ish so it's tough to say for sure. The concept art is definitely worth a look, though.

  • Yet another Stargate Worlds interview, this time with actual details

    by 
    Samuel Axon
    Samuel Axon
    11.15.2007

    There have been a couple talks with Stargate Worlds devs or reps this past week. There was the live chat last Friday, and then there was the Kevin Balentine interview at WarCry that we wrote about yesterday. Some vague revelations were made, but both instances were light on details.Well, there was another interview this week, this time at MMOsite.com, and we were pleasantly surprised by the amount of information contained within. Kevin Balentine listed several of the races and classes and explained character advancement and combat a little bit. For example, Goa'uld characters include "the classic Goa'uld with minions, the stealth-oriented Ashrak and a combat-oriented Goa'uld." The floodgates of information still aren't completely open, though; the rest of the interview was the same fluff we've been seeing time and again.Oh, and Balentine assures us that beta time is "rapidly approaching." So that's kind of exciting.

  • Stratics interviews Stargate Worlds' Kevin Balentine

    by 
    Samuel Axon
    Samuel Axon
    11.14.2007

    When Cheyenne Mountain Entertainment revealed back in March that it would be outsourcing some of its game design jobs for Stargate Worlds, a lot of people took that as a bad sign. Outsourcing game design? That's kind of like the Conan O'Brien sketch in which Conan absurdly outsourced the show's writing to India (though, if the WGA strike keeps going for too long, you never know what might happen).Stratics interviewed Kevin Balentine this week, and he defended the decision to outsource design by saying that it cuts back on a lot of the detail-oriented busywork that consumes lead designers' time, so that time can be spent designing more unique, story-based missions or quests. Maybe that will alleviate some people's fears. The interview is fairly short, but Balentine also talks about instancing, squad-based combat, and a couple of other things.

  • Stargate Worlds dev chat is not entirely without new info

    by 
    Samuel Axon
    Samuel Axon
    11.09.2007

    Information about Stargate Worlds is oh-so-sparse. That's why we were excited to hear that MMORPG.com was to host a live chat with several of the developers behind the game. The chat happened yesterday and we did get some juicy details on a few things. Player quests will be tied into the story line. We're guessing they'll be similar Lord of the Rings Online's quests. Also, quests can be acquired through means other than talking to NPCs. The game's puzzle system allows archaeologists and scientists to level up in their fields outside of combat.And yes, it's been confirmed that the character advancement is level-based. A fan asked whether it was level or skill-based and the developer didn't even understand what the fan meant by "skill-based." If only the MMO industry could remember the days before EverQuest! The developers consistently dodged questions like "what makes Stargate Worlds better or unique compared to competing games" by either saying "it's Stargate" or, well ... that's pretty much it. Even when they were asked a question along the lines of "what makes this game special, and don't say anything about it being Stargate," they still sneakily fell back on "it's Stargate."They did say that the combat system is unique because it's influenced by squad-based shooters, but even that sounds strangely familiar. Hopefully we'll see some more promising info come up as Cheyenne gets further along in SGW's development cycle. In the mean time, read the vagueness that is the chat log or the summary article.