closed beta

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  • Sign up for the EverQuest: Seeds of Destruction beta test

    by 
    Samuel Axon
    Samuel Axon
    08.11.2008

    Players of the venerable EverQuest take note: SOE has put up a new expansion beta sign-up page. Feel free to sign up to test the Seeds of Destruction expansion right now! The sign-up process works a little differently now than it did before. You won't have to camp out looking for a very narrow window of opportunity during which to sign up. Now the beta application will always be online.Last month, Senior Producer Clint Worley promised that the beta would start in August. It looks like everything is still on track. Seeds of Destruction will be EverQuest's fifteenth expansion. The word is it'll be more of the same -- lots and lots of faction grinding! Whatever floats your boat, man.

  • WAR NDA (probably) ends next week, CE pre-orders to join closed beta

    by 
    Samuel Axon
    Samuel Axon
    08.07.2008

    Mythic's Mark Jacobs wrote a post-announcement update on the Vault Network boards today. The purpose of the post was to clarify some of the details about the release date, pre-orders, and the beta test. Warhammer Online fans should definitely read the post. Most of what he said was clarification about known information, but there were a couple big reveals.Jacob hopes that the nondisclosure agreement (NDA) that prevents current WAR beta testers from publicly discussing their experiences will end next week. He noted that three issues have been preventing the team from taking that step so far, but that progress has been made and resolutions are imminent.The other big news: folks who pre-ordered the Collector's Edition of the game will soon be invited to participate in the closed beta test. This is probably only a small win for those folks, given the rumors that the open beta is a couple weeks away. Jacobs declined to confirm a date for the open beta, saying that the announcement will come when the game is 100% ready. Not committing is a wise move in light of the problems Age of Conan had in its open beta event. Did you enjoy this? Make sure to check out all of our previous Warhammer Online features, and don't miss any of our ongoing coverage as Massively goes to WAR!

  • Gaia Online's MMO is actually called zOMG! (and it's in beta now)

    by 
    Samuel Axon
    Samuel Axon
    07.29.2008

    The closed beta test of Gaia Online's much-anticipated MMO has officially begun. Here's the kicker: it has a name! And that name is zOMG!. No, really. The name of the MMO is actually zOMG!. Previously, it was called Gaia Battle. That was rather generic, so this is probably a step up. The name was chosen out of hundreds of submissions from Gaia regulars. Said Senior Producer Dave Georgeson to Wired: "it captures the spirit of our users." Those users are mostly teens. Until now, Gaia Online has simply been a casual games portal and forum community. zOMG! is an MMO built on that foundation.If you're not familiar with Gaia Battle -- err, we mean zOMG! -- it's a browser-based game that will run on any computer that plays nice with Flash. Gameplay involves combat -- which centers around upgradable magic ring items -- and minigames. Social networking type stuff is laced in as well.%Gallery-27139%

  • New Atlantica screenshots display more diverse units

    by 
    Akela Talamasca
    Akela Talamasca
    07.22.2008

    Atlantica Online is currently in closed beta, but don't let that stop you from dreaming about the turn-based strategic action to be found in this great-looking title. NDOORS Interactive has sent us new screenshots that show more characters involved in combat, including the awesome Chinese monk type you see in the shot above.Check out all the new shots in our Gallery, and expect the First Impressions very soon!%Gallery-25535%[Thanks, Katrina!]

  • E308: Black Prophecy debuts with trailer, closed beta registration

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.20.2008

    Reakktor Media, the brains behind the cyberpunk MMO shooters Neocron and Neocron 2, have recently recently a brand new movie-esque trailer for their new game, Black Prophecy.The game is a futuristic space combat game, a la Jumpgate, in design. By the look of the trailer, there's going to be dogfights, explosions, pretty planets, huge ships, and pretty much everything else you could expect. The game world has also been penned by Michael Marrak, a German science-fiction author, so we can also expect a full plotline and deep world. If the text in the trailer is to be believed, it looks like all of life might be nearing a universal apocalypse?More importantly, Reakktor has also opened the registration for the Black Prophecy closed beta on their website, so if you're interested in flying around and blowing stuff up, you might want to stop over and drop your name in the hat. There's currently no word as to when the closed beta will start up, but we'll keep our ears to the ground for you and will post up the information as we receive it.But while you're drooling, waiting for the beta, you can also look at the trailer on the Black Prophecy website, plus a couple of screenshots, to keep you guessing until the game falls into your hands. Or, maybe go check out Reakktor's other work, Neocron 2, perhaps?

  • Perfect World International's closed beta starts August 19th

    by 
    Samuel Axon
    Samuel Axon
    07.16.2008

    The official English version of the Chinese-developed MMO Perfect World has been announced. It's called Perfect World International, and the closed beta will begin on August 19th, according to the new teaser website.The game was originally subscription-based, but later moved to a microtransaction model. The publisher asserts that this "established a level of quality not found in other free-to-play titles." Visually, that seems to be the case, although we haven't spent too much time exploring the gameplay. We have spent a little, though; check out our first impressions from way back when if you're curious.Features include most of the usual MMO trappings -- crafting, quests, world PvP. Chinese mythology-inspired setting. We don't get enough of that setting in microtransaction MMOs, do we? Oh, and apparently the game has like, a crapload of mounts.[Via MMORPG]

  • WoTLK Friends and Family Alpha now over, say sources

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.15.2008

    Various tipsters and sources from around the web are reporting that the WotLK Friends and Family Alpha is now over. Deathknight.info reports that Eyonix has posted the official notice on the closed alpha boards, thanking everyone for participating. There is, of course, no date given for the start of the beta, he only says that the team is hard at work preparing it. All alpha testers will be invited back for the beta, and will even be allowed to keep their characters after a short lockout period to allow new testers to catch up. A poster at Wotlkwiki.info claims to have information from an alpha tester who is a member of a developer's family. The source says that they believe that Blizzard is rushing to meet an arbitrary deadline, as the game doesn't seem ready for beta testing -- this part, at least, is a bit hard for me to believe, since Blizzard has always marched to the beat of their own drum when it comes to release dates and deadlines. They also predict that we may need to wait until August to see the beta actually begin. Regardless, it looks like beta will be upon us swiftly -- or at least soon. If you haven't opted in, now is a good time to do so. Once you've done that, keep checking WoW Insider. We'll let you know what we know as soon as we know it.

  • Atlantica begins closed beta

    by 
    Akela Talamasca
    Akela Talamasca
    07.12.2008

    Avast, mateys! Atlantica Online, the turn-based strategy MMO, has announced that its closed beta test begins on Friday the 18th, with registered FilePlanet users getting the goods three days earlier, on the 15th. Additionally, MMO sites MMOABC, MMOSITE, MMORPG and onRPG are giving away a limited number of account keys on a first-come, first-served basis.More information about this title and its beta program can be found at its home site. We have new screenshots to show in the Gallery below, and expect some exclusive content in the weeks to come!%Gallery-25535%

  • Bornakk doesn't outright deny the July 3rd rumor

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.02.2008

    Of course, he hasn't confirmed it, either. Ever since that German CM apparently hinted at a July 3rd start date for the WoTLK Beta at the Worldwide Invitational, people have been searching for further confirmation or denial of the rumor. Bornakk, in true Blizzard style, has been staying mum, saying only that a date for the beta test has yet to be announced. When someone expressed fear that we'd only hear about the beta at Blizzcon, Bornakk assured them that Blizzcon is not the only place to release information, but reiterated that there's no actual start date for the beta announced yet. On a later thread, when someone said that the WoTLK Beta would start this week, he linked back to that same thread, once again not outright denying it, but saying only that it had not yet been announced. So what does this mean, exactly?

  • Rumor: Wrath of the Lich King closed beta to start on July 3rd

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.30.2008

    July 3rd, 2008. This will either be a blessed day for a lot of us WoW addicted folk, or one of some major disappointment. According to the German site allvatar, they spoke with Blizzard's German assistant community manager Gnorog. He reportedly said that the community managers now had permission to announce the Wrath of the Lich King closed beta as starting on July 3rd.Now before you go and tell your friends and family what really is important to you (because lets be honest, WotLK beta > 4th of July, right?) you need to consider that this is nothing more than a big ol' rumor.This information came from Gnorog when he was at the World Wide Invitational in Paris this past weekend. I know that Gnorog exists and is a German community manager, but I can't confirm that he was at the WWI (although I'm sure he would have been). We get a good amount of beta and release rumors every day here at WoW Insider, and half the time they refer to people that aren't even real. So this rumor gets +10 for referring to a real person.

  • A non-tester's visit to PS3's Home

    by 
    William Dobson
    William Dobson
    06.26.2008

    Stephen Totilo (guest-editing at Kotaku this week) recently had a chance encounter with a Playstation 3 running the beta of Home, and managed to spend a short amount of time taking a look around. From his findings, it sounds like there haven't been any earth-shattering updates to the beta, and the areas he visited sound just like the previews from quite a while ago.Probably the key quote from Totilo is his closing note: "Whatever it needs to make it a hit, I don't think it's in there - yet." It's unlikely that having some other Home residents to hang out with would have made a big difference to his opinion, because really, a few rounds of rudimentary bowling and holding hands while watching trailers doesn't sound like very much fun. We're sure there will be other features by the time open beta kicks off, but it sounds as though progress is pretty slow right now.

  • Turn-based strategy MMO Atlantica to enter closed beta in July

    by 
    William Dobson
    William Dobson
    06.24.2008

    A new MMORPG by the name of Atlantica Online is set to enter its closed beta phase this July. The game will reportedly employ a turn-based strategy combat system, and developer Ndoors Interactive hopes that this will help it to stand out from other MMOs. Players are able to form groups of up to 3 people and wage war across ancient lands. There will be a heavy focus on long term planning and strategy, with players having to manage both cities and countries, keeping factors like industry, commerce, and culture in mind.Visiting Atlantica's official website, we found a handful of screenshots, a teaser video (with no gameplay unfortunately) and a simple form to enter just an email address to register for the closed beta. Turn-based strategy games tend to divide gamers, but fans of the genre could really get into such a title taken to the level of complexity that MMOs can offer -- if done well. We'll report back when we find out more.[Via Worlds in Motion]

  • Ubisoft extends more EndWar beta invitations

    by 
    Xav de Matos
    Xav de Matos
    06.24.2008

    Feeling down because you weren't selected to participate in Ubisoft's closed beta of Tom Clancy's EndWar? Well, pucker up soldier! Today Ubisoft has released more beta codes to gamers who have yet to hear back regarding the test, which ends on July 7. Still shrouded behind a curtain of NDA mystery, the RTS console title began initial online testing of its multiple modes and three multiplayer maps on June 17 with a rumored 15,000 players. No word on whether Ubisoft plans to release a third wave of codes for the beta or if the NDA will lift prior to the end of the test. Tom Clancy's EndWar is scheduled to release fall.[Thanks to everyone who sent this in]

  • Closed beta registration for German version of Stone Age 2 begins

    by 
    William Dobson
    William Dobson
    06.23.2008

    Joining the English Stone Age 2 closed beta that we saw earlier in the month, a German version of the prehistoric free-to-play MMOG now also has a registration page for a closed beta. The registration can be completed at a newly launched German website for the game -- which is being handled by company Frogster Interactive in this territory, as opposed to Aeria Games -- where you can also find a community forum and a desktop wallpaper. At this stage it doesn't look as though there will be any significant differences between the German and English versions of SA2 -- well, apart from that really obvious one (duh) and the fact that they seem to prefer to leave out the spaces in the German title, making it StoneAge2.

  • Neth expounds on beta criteria to test WotLK

    by 
    Michael Gray
    Michael Gray
    06.17.2008

    We're all understandably hyped for Wrath of the Lich King, and a lot of us are watching the leaked alpha testing information closely. Forum-goer Zaggaroth is looking a little more forward. He's asking the question: How do you get into the closed beta testing?Nethaera steps in to answer his question, and shed some candlelight. Blizzard pulls its beta testers from "many places." Some folks win a contest, others are random, while still others are the result of specific targeting -- they want that particular demographic of player represented in the testing. They don't pick only the most experienced players, which makes sense when you consider the game's for everyone and not just the elitest of the elite.Neth wraps up her posting by saying Blizzard's not yet determined if there'll be some kind of application for the beta, and that it'll all depend on what the developers want when that time comes around. I'd guess they've done some thinking on this subject. But in some vocabularies, alpha testing just means "a development phase." We're probably still a little ways off from the closed beta.Edit: Added a link to the thread in question, in addition to the Source link below.

  • Wakfu in closed beta, sports new screenshots

    by 
    Akela Talamasca
    Akela Talamasca
    06.11.2008

    We've said it before, and we're saying it again: Wakfu looks fantastic. The art style, while maintaining the look of its progenitor, Dofus, ramps up to new levels with Wakfu. To prove this, simply check out the screenshots page on their site, newly updated with pictures of new areas and characters to gawk at.In other news, as of the 6th, Wakfu is now in closed beta! Those of you lucky enough to have received your beta keys in e-mail will already know if this title lives up to its hype; the rest of us will just have to wait. Until it opens up, peruse the screens, read the Dev Blogs, and dream of Xelor time powers.[Via GamersHell]

  • Dreamlords: The Reawakening now in public beta

    by 
    Akela Talamasca
    Akela Talamasca
    06.05.2008

    Dreamlords: The Reawakening has been in closed beta since April, and according to a new press release has entered "public beta". At the time of this writing, the official website has not been updated with any information relating to this update. Do we dare assume that "public beta" means "open beta"? While at the site, however, notice the latest news regarding the server move on the 9th of June to "prepare for launch". So, we might be in open beta right now, and we might be seeing a full launch of the game fairly soon. We can't take this tension! When we know anything for sure, we'll let you know.[Thanks, Marcus!]

  • Massively interviews JGE producer Hermann Peterscheck

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    Ever since ION 2008, the fine folks at NetDevil have been slightly more forthcoming with details from their sci fi opus-in-development, Jumpgate Evolution. First there was the interview that writer Keith Baker did about the game's three factions, filling us in one some of the background lore that's being plugged into the game. More recently, they did an interview on the more technical aspects of the game's development. Not wanting to miss out on the action, we caught up with Jumpgate Evolution producer Hermann Peterscheck, who, as you might recall, is awesome.Check below the cut for some insights into NetDevil's perception of the recent mergers in the MMO industry, their approach to integrating PvP and PvE into the same game, and some information about Jumpgate's capital ships.

  • Massively interviews JGE producer Hermann Peterscheck - Part two

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    We read recently that you were against the idea of separate servers for players who want to PvP and players who want to PvE. How do you plan to allow the two groups co-exist and still fulfill both groups' desired play-style? I'm actually not opposed to that at all. I think it depends on what kind of game you have. The issue of PvP versus PvE is a hotly contested issue in the core gamer circles and the game development industry. Outside of that, it's not nearly as hot a topic. It's like every other almost religious debate, like capital punishment or abortion or whatever. You're never going to convince people that are believers in one versus the other that the other is correct. If I hate PvP, you're never going to convince me that it's a good thing. You have to build the game in such a way that you acknowledge that both of those positions are valid and that you give both sides something to do. That being said, the way you implement it into your game is largely dependent on the kind of game you want to make. So if you look at a game like World of Warcraft, which is a largely kill-collect, progress-based game, you see the Battlegrounds and Arenas and stuff like that. They've acknowledged that both are important. The way I see it working in a game like Jumpgate is that the large PvP space battles are largely going to be done by the people who represent a large minority of players. Maybe something like twenty percent. They're going to log in every day and want to engage in massive battles. Those people are being fed by the player-run economy, which is being contributed to by another minority of players. And the rest of the people are in the middle, and are probably going to mostly hang out in the safe areas. Every once in a while though, they'll venture out and see what PvP is all about. You basically just divide the space. This area of space is safe, this area of space is not safe. But you have to make sure that there is opportunity for fun on both sides. If you make a sort of situation where the first 30 levels are PvE and the second 30 levels are PvP, you're going to make everybody hate you. The PvE players are going to quit at level 30, and the PvP players are going to wonder why they have to grind through all this crap to get to the fun part. "I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed." So by bifurcating the experience, we tell players, 'Go PvP, and you'll get X rewards. Go PvE and your rewards are Y.' There's no bias towards one or the other and you can easily flip between the two. That's kind of how I imagine Jumpgate being. That said, I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed. So I love the idea of having a server where everything is open PvP, and you can kill anybody at any time, and that's it. We'll see how that pans out, but that's how I imagine the Jumpgate universe working in regard to that. How does that translate to an end-game. Obviously, PvP players can just continue with their huge battles, what would be the PvE equivalent of that? That's already reasonably well-established. PvP would be something similar to Battlegrounds, where you have instanced PvP and also open, epic PvP between organizations. And then on the PvE side you have things like really, really tough creatures that you have to band together with a bunch of people and there's limited access to. Those are the things that give you the best rewards in the game. Personally, I like both. I like engaging in big battles against other players and I also like cooperative battles operating with others people against some giant boss that nobody's every taken out before. So we try and do both of those things. We've read on your forums that you're knocking around the idea of including capital ships, how big are these battles going to get? We've been knocking the idea of capital ships around for a while. It's sort of the consequence of the way that we approach iterative development. If you think about space fiction, one of the things that always comes to mind is blowing up the Death Star, basically, or the equivalent in other fiction. It's the huge base that a bunch of people take out. So we've had this idea for a space station. And there's all these reasons why we thought we wouldn't be able to do it. We didn't have time, maybe it's something that we can do after release, but it kept coming up. So we decided that we have to look at this. So we actually made a battlestation. And it turns out that fighting a huge battlestation with a bunch of people is really really fun. The natural progression of that is to have some sort of large ship that flies around . My expectation at this point is that they won't be player-flyable. One of the problems we had is that since Jumpgate is a skill-based game and if you have this giant battleship that you're flying and you have turrets on it -- now you have to balance it against you and your ship with aiming. It's tricky. We've thought about things like having other players man the turrets and then one person is the pilot, which games like Battlefield have done, so there's a possibility for that. But for now, when we're talking about battleships, on the PvP side they would be largely AI controlled and player-friendly and on the other side, they'd be either giant things you attack or things that fly with you when you attack. You as a pilot would still be controlling your personal ship. That being said, it's really cool to fly around and get that sort of Battlestar Galactica thing going. You see the huge ship that's sort of hulking along, around it are the little Corvettes that are a little bit faster, and then around that are the sort of quick-moving individual craft. We want to create that sort of experience. How do you take something like mining for minerals or hauling cargo and make that as fun as a giant space battle? I don't know, I think it just sort of works out. I spend many hours in EVE just mining. In fact, right now I'm trying to get my isk bars because I want to do that. So I'm happy to spend lots and lots of time just mining, learning how that system works, and just making money in doing that kind of stuff. They have this other kind of stuff there that drives the economy . So it's a different kind of economy. The way we've implemented mining, for example, is to make it a sort of Easter Egg hunt. You're flying around amongst the asteroids, looking for that rare thing. And then you go and find it and it's like a slot machine, and you mine at it and it might drop something rare. Then you can go sell it and make a certain amount of money, and there's an anticipation and reward for that in the same way that there's a reward for taking out a new tough enemy that you've never taken out. I think it's all about giving people a path to achieve something. And you can do that with any number of different verticals -- you can do the same thing with crafting, which we call manufacturing. It's all about putting in time and effort to make progress, and getting rewarded for that is fun. To me the whole point is that different people like to do different stuff, and those same people like to do many different things instead of just one. I think many successful MMOs have alternative activities that you can do so you don't get bored. As fun as it might be to just blow something up, after you do it two hundred times, you might want to do something else too. Going back to the PvP, we've heard Jumpgate described as a skill-based game. How much is skill going to weigh in relative to the amount of time invested in player versus player engagements? We're somewhere between World of Warcraft and Quake. In WoW, equipment arguably matters more than skill (although this tends to change as you get further and further into the arenas), but if you look at a game like Quake, equipment is irrelevant because everybody has access to all the weapons. So we're somewhere in between there. A rank 1 guy coming in with beginning equipment whose the best pilot in the game is unlikely to take out the guy in the most powerful battleship and the best equipment. Our game, however, gives a much larger range where you can participate in PvP. So whereas in WoW if I'm level 65 and you're level 68 and have much better equipment, it's unlikely I'll be able to beat you. But in our game, that's not the case. If you're a much better pilot, you'll probably take me out, even if I'm in better equipment. It's that sort of subtly that I have to balance. So we have to be careful balancing that. Of course, it's very unlikely that somebody whose played the game for hundreds of hours and has accumulates a bunch of equipment is not to be a better pilot within the rules of the game than somebody who just logs in one day. So it's likely that the people who spend the most time will be the most skilled AND have the best equipment. Positioning yourselves as a skill-based game, do you plan to use client-side hit detection or server-side? We're similar to first-person shooters, where we have to trust the client to some degree, but we have a check on the server to make sure that people aren't cheating. In a game that's more turn-based, you can do something where you say you want to hit, and the server says, "OK, now you're swinging" and plays the animation. We can't do that. We have to verify and authenticate and trust more than a lot of MMOs do. But it's really no different than games like Quake and Counterstrike, and those kind of games have. You just have to solve for the cheating using the game style that you have. Anybody that's developed an MMO before knows that a certain percentage of your resources goes to the eternal battle against people trying to cheat. Every game has it, and it runs the gambit. It's hacking the client, it's trying to break into the servers, it's contacting customers and trying to steal their accounts, it's hacking memory, it's exploiting weaknesses in the system. I can't think of any MMO that doesn't have a constant war between their tech people and groups of people that are trying to exploit the game. The funny thing is that most of the people trying to exploit the game aren't doing it for any other reason than it's a challenge for them to do so. Without giving away too much, we have to be clever in a way that corresponds to the style of game we have, expecting of course that it'll be an on-going scenario. Maybe it's too early for you to talk about, but have you decided on a subscription model for Jumpgate? Will it show up on the shelves at Gamestop, or will you use digital delivery or what? It is too early to say, yes. That doesn't pose much hope for this question, but we'll ask anyway. How close are we to the closed beta? Let me put it this way, I want to release a game as soon as I possibly can, which means I want a beta as soon as I possibly can. However, I won't do it until it's necessary. The way I see it, you should go into beta when internally you can't make decisions about where your game is without it. Not just to prove some point. A lot of MMOs go into beta way too early, because they have some schedule that says, 'OK, beta here.' I think what happens when you do that is that, you have these players who are really excited about your game, and we have lots of these kinds of people. And then you release them a pile of crap doesn't work and then they say, 'Hey, why did you give us a pile of crap that barely works?' and they tear you apart. Then you close the beta, go back into development, and work on something else, and maybe it's better, but you've already burned all those people. So yeah, people ask that question all the time, and I think a lot of the time they think I'm being coy or something, but I really don't know. It's not tomorrow! And there's some period of time where I know it's not, but I don't know, because game development is a tricky thing. You don't really know when a game is going to be fun, you don't know what thing is going to make it work, and you also don't really know what major probably could be lurking just around the corner. So to know more than a few weeks or months in advance for something like a beta is just guess-work. You can beta when you're ready or beta before you're ready, but that doesn't change when it's ready. I guess the simplest answer is: as soon as we can.Thanks Hermann, we appreciate it.No problem.

  • Wakfu enters closed beta

    by 
    Akela Talamasca
    Akela Talamasca
    06.04.2008

    We've been anticipating the release of Wakfu, the 2D MMO from the makers of Dofus. Good news for those of you waiting with us: Wakfu is now in closed beta! Even better, we have an official release window of Q4. And what's more, new details regarding gameplay have emerged.Apparently there will be no NPCs in Wakfu. Instead, the management of the world will rely upon player-appointed (and presumably player-run) governors to handle the chores of running the world. Ecology will also play an important part in keeping Wakfu's environments alive and well, though it's unclear what the players will have to do to keep things going smoothly. More news as it's revealed![Thanks, Sergio!]