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  • Pathfinder Online's Ryan Dancey on crowdforging a 'minimum viable product'

    by 
    Bree Royce
    Bree Royce
    03.03.2014

    In response to our recent editorial questioning whether we are in fact in the middle of a sandbox renaissance, Goblinworks CEO Ryan Dancey has penned a Massively-exclusive dev blog to explain why his game, Pathfinder Online, is indeed at the center of such a renaissance. Pathfinder was specifically mentioned in our article as a possible example of those pseudo-sandboxes that rely too heavily on creating a space for players to butcher each other without bothering to create the mechanics for anything else. Dancey hopes to clarify his game's outlook today. Read on for his dev blog, in which he discusses what he means by "minimum viable product," distances Pathfinder from the cripplingly expensive graphical arms race plaguing the industry, and elaborates on just how Goblinworks plans to roll out this "crowdforged" MMO.

  • The Elder Scrolls Online explores the creation of its music

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2014

    Music plays a major role in setting the mood of any game. Sure, it might not be what makes or breaks The Elder Scrolls Online, but it would be difficult to get into the feel of epic adventure if the game's soundtrack were played entirely on harmonicas and vuvuzuelas. The latest development blog on the official site explains how the game's music was developed, how it was recorded, and what you can expect from the experience. Brad Derrick and Rik Schaffer handled the composition of the in-game score, experimenting with a variety of different methods for delivering the songs. At one point the game featured a system that changed the soundtrack measure by measure based on context cues, but that proved unworkable in the long run; instead, the music shifts to a variety of pieces depending on gameplay, weather, and the like, with unifying themes in each environment. Click on past the break for a sample of the orchestral recording, as well as one of the bardic songs performed by the singer Malukah.

  • Massively Exclusive: Camelot Unchained armor dev blog, part 2

    by 
    MJ Guthrie
    MJ Guthrie
    02.26.2014

    Monday, we brought you the first installment of an exclusive three-part series about Camelot Unchained's armor development. Today, City State Entertainment co-founder Mark Jacobs and Lead Artist and Animator Scott Trolan continue the discussion by introducing the looks of two more races. Where part one delved into the details of the Vikings, part two focuses on the Tuatha Dé Danann and the Arthurians. These two groups have very different approaches to armor and distinct looks, as seen in the included images by Lead Concept Artist Michelle Davies and Concept Artist and Animator Sandra Pavulaan. Read up on the ideas behind the art and see the sketches in part two of the CU armor dev blog series.

  • Massively exclusive: Camelot Unchained dev blog discusses armor, part 1

    by 
    MJ Guthrie
    MJ Guthrie
    02.24.2014

    Currently in internal testing, work on the fantasy PvP sandbox Camelot Unchained continues rolling forward. But even with the plethora of news out there, there are still plenty of details unknown about the game. In the first of a new three-part series, creator Mark Jacobs reveals the artistic vision for CU's armor system with the help of Lead Artist and Animator Scott Trolan, Lead Concept Artist Michelle Davies, and Concept Artist and Animator Sandra Pavulaan. If you are hoping for dental floss-inspired metal bikinis, you're going to be disappointed; Jacob's vision espouses realistic ensembles befitting warriors who depend on their armor for survival. Read the team's vision and see some of the concept art right here in this first installment of this series, exclusively on Massively.

  • Wakfu announces plans for crafting revamp

    by 
    Matt Daniel
    Matt Daniel
    02.17.2014

    Ankama Games' quirky, cel-shaded, turn-based title Wakfu is tearing down its old crafting system and rebuilding it into something totally new. While the dev blog on the topic makes it clear that the final version of the crafting revamp is still subject to many changes, the basic idea behind it is to recreate crafting as a time-based system in which players assign crafting tasks to their (NPC) workers, with each task taking a variable amount of time to complete. Players can continue their adventures as usual while their workers complete a task, so there's no need to park your character and go make a sandwich while he crafts. Each crafting task occupies a craft slot, with each character beginning their crafting career with a single slot. Players can unlock additional task slots (allowing more crafting tasks to be completed simultaneously) by completing crafting achievements, up to a maximum of nine slots. In addition to this new crafting system, the revamp will also introduce a contract system that will allow buyers to place orders with their crafters of choice, complete with the tools for price negotiation and the ability for buyers to supply the required materials to the crafters. When a contract is completed, the item is delivered directly to the buyer's inventory upon its completion, making for a hassle-free shopping experience. All the finer details on Wakfu's proposed crafting revamp can be found in the full dev blog on the game's official site. [Thanks to Avaera for the tip!]

  • SOE teases Landmark development plan, polls build contests

    by 
    Mike Foster
    Mike Foster
    02.12.2014

    Sony Online Entertainment director of development Dave Georgeson has posted a new update over on the official EverQuest Next Landmark forum outlining the team's plans for moving forward and asking players for opinions on possible upcoming build contests. In the post, Georgeson notes that SOE's first order of business with Landmark is focusing on communications, rating systems, and ways for players to better cooperate with one another. Teams will also be working on systems like combat, AI, and water. Additionally, Georgeson revealed that SOE is going to start running Landmark building contests. The first contest revolves around designing a landmark for island hubs, but future contests are left up to a poll in the post. Choices include homages to buildings in previous EverQuest games, new architecture for Norrath, and genre-specific contests that center on modern, sci-fi, or fantasy designs. You can vote for your preference on Georgeson's forum post.

  • Star Wars: The Old Republic highlights the strengths of strike fighters

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.06.2014

    With all of the other ship classes in Star Wars: The Old Republic's latest addition, you can be forgiven for thinking that Galactic Starfighter kind of gives the eponymous fighters short shrift. After all, gunships can snipe with railguns, scouts are darting and disabling beasts, and bombers are tanks with wings. What can the strike fighter do that all of its contemporaries can't? Oh, right. It can eat other ships alive by blowing past shields and ripping enemy hulls apart. The new development blog highlighting the strike fighter discusses how strike fighters are generally the targets of all the other defensive mechanisms -- sure, a gunship can snipe things, but if it gets caught within weapons range of a strike fighter, it's in big trouble. The strike fighter might not have the speed of the scout or the armor of gunships and bombers, but it's maneuverable, nimble, and built for dogfighting. Check out the full development blog for more details on the lynchpin of the fighter squadrons.

  • Elite: Dangerous moves into multiplayer alpha

    by 
    Justin Olivetti
    Justin Olivetti
    02.05.2014

    Elite: Dangerous has jumped into the second stage of its alpha, adding in multiplayer elements for the first time. With Alpha Phase 2.0, Elite: Dangerous players can try out four multiplayer scenarios, including free-for-all, two-team melee, co-op defense, and an advanced pirates and bounty hunters mode with "fluid choices and roles." Players who engage in these scenarios can earn credits for better ship loadouts. But don't just read about Alpha Phase 2.0 here; watch the dev video with all of the stunning highlights after the break! [Thanks to Peteris for the tip!]

  • Star Wars: The Old Republic takes you to the gun(ship) show

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.05.2014

    Space is not the final frontier in Star Wars: The Old Republic. Frankly, space is pretty mundane. There's plenty of it, and both the Republic and the Empire have spent a lot of time flying around in it with machines meant to blow the snot out of other machines. The Gunship is the target of the latest development blog, and it's not just designed to blow up other space machines (or "starfighters," if you will) -- it's designed to do so from long range and with extreme prejudice. Gunships all possess a Railgun of some kind, characterized as a long-range sniping weapon with an emphasis on charge time and careful aim. They also feature engines that allow pilots to close distance with a target quickly and others that allow gunships to dart away whilst crippling enemy thrusters. Take a look at the development blog for more details, and if you missed it yesterday, check out the the trailer for Galactic Starfighter just past the cut.

  • Star Trek Online updates Klingon War episodes

    by 
    Justin Olivetti
    Justin Olivetti
    01.16.2014

    As we heard yesterday, part of Star Trek Online's Season 8.5 will be devoted to revamping a dozen early episodes from the game in order to bring them up to par with later efforts. Cryptic Designer Jesse Heinig wrote a dev blog explaining what these changes will entail for the Federation's Klingon War story arc. "Rather than turn one or two more episodes into feature episodes, though, we've chosen to go through and make noticeable improvements on all of them," Heinig explained. "The stories remain the same and much of the gameplay is still there, but we've tweaked the missions to be faster, more dynamic, and more visually interesting." The revamped episodes will take advantage of better encounter pacing, removal of unneeded encounters, accomodation for player ships with cloaks, additional art and environments, cleaned-up dialogue, career-specific options and rewards, and fly-out messages from NPCs to enhance storytelling.

  • Hearthstone promises fewer card changes in open beta

    by 
    Justin Olivetti
    Justin Olivetti
    01.16.2014

    All CCG and TCG players fear "the big nerf" that will change a beloved card, and in turn, an entire deck. However, such changes and tweaks are part of any card game, and in a blog post today, Lead Designer Eric Dodds explained the team's philosophy behind keeping Hearthstone balanced. Dodds said that such changes need to be made when cards cause non-interactive games, are frustrating to play against, are causing confusion, aren't intuitive enough, are too strong compared to other cards with a similar cost, or are too weak. "Hearthstone is at its most fun when you're solving an interesting puzzle each turn," he wrote. "Your opponent's minions, your minions, and the cards in your hand are all pieces to this puzzle, and when your opponent removes parts of the puzzle, it can be less fun to play." Even with these reasons, Dodds promised that the team plans to make "very few card changes" when Hearthstone goes into open beta. "Giving you confidence in your cards and the play environment is very important to us, and each card change we make potentially undermines that confidence," he said.

  • Star Trek Online's Season 8.5 coming January 30th

    by 
    Justin Olivetti
    Justin Olivetti
    01.15.2014

    Newly promoted Executive Producer Stephen D'Angelo penned a dev blog today giving players a heads up regarding Season 8.5 and the fourth anniversary of Star Trek Online. D'Angelo said that 8.5 will be arriving on January 30th, which should kick off the game's anniversary event as well. When this happens, players will have an opportunity to earn one or more new "hybrid" starships that use Dyson technology, explore a brand-new featured episode with a Star Trek actor, and enjoy 12 revamped Federation episodes. Other changes coming include the elimination of the hourly event calendar, the ability to swap between starships and builds on the fly, more slots for ships, and an "easy equip" feature to outfit ships painlessly.

  • Age of Conan director's letter talks achievements and PvP

    by 
    Mike Foster
    Mike Foster
    01.07.2014

    Age of Conan senior designer Matthew Bennett stepped in to author the game's most recent director's letter, and in doing so offered updates on AoC's long awaited achievement system as well as some valuable intel on the state of PvP items. According to Bennett, the Age of Conan team has a rough design in place for achievements that centers on broad categories like PvE, exploration, and dungeons, with sub-categories being designed for each. Bennett also explained that the dev team is taking a hard look at Tier 3 PvP gear by working to re-balance stats on key items to make them more useful and up their damage output to an appropriate level. The PvP team is also working on Tier 4 PvP items. Finally, Bennett reminded players that starting in February, Portents will return to their normal cycle of starting on the first Wednesday of the month and lasting until the following Tuesday. As for the big things like The Palace of Cetriss raid and Age of Conan's new tradeskill system? While not the focus of this particular letter, those key game elements are still in development.

  • Neverwinter state of the game talks player feedback and future expansions

    by 
    Mike Foster
    Mike Foster
    12.23.2013

    Neverwinter fans may want to pop over to the game's official site and read lead producer Andy Velasquez's state of the game post, which outlines challenges faced by the dev team, successes it has seen this year, and hopes it has for the future of the game. Velasquez noted the Shadowmantle expansion as a high point for the game, praising his team for being able to "get it done so quickly while maintaining a high-quality product." Velasquez also explained that it is Cryptic's goal to get future expansions live on the test server earlier in the development process, thus allowing for deeper testing and the collection of more player feedback. According to Velasquez, player feedback is invaluable in helping the Neverwinter team understand which changes to implement. Other small successes were celebrated; Neverwinter has launched a Russian shard and the team is hard at work on the next content update.

  • Star Trek Online getting another expansion 'late in 2014'

    by 
    Jef Reahard
    Jef Reahard
    12.16.2013

    Star Trek Online fans, you've got a new expansion coming your way in 2014. So says the latest STO dev blog. The entry is basically a year-end recap, and it offers up plenty of thanks for making 2013 "the best year ever for STO." It also says that "your enthusiastic support has put another expansion on the schedule for late in 2014." Unfortunately there are no other details as of yet, but hey, feel free to give the whole thing a read via the links below. [Thanks Grand Nagus!]

  • Guild Wars 2 dev blog explains WvW matchup system changes

    by 
    Matt Daniel
    Matt Daniel
    12.12.2013

    There's been a small (but not insignificant) change to the way Guild Wars 2 determines world-vs.-world matchups. The official dev blog on the matter explains that, in the beginning, WvW matchups were chosen "by sorting all worlds in order of their Glicko rating, then counting off sets of three." As a result, matchups were often between the same three worlds, so ArenaNet introduced matchup variance to counter that problem. However, it appears that the devs have made an adjustment to the matchup variance formula that causes the range of worlds with which a given server can be matched to be "greatly reduced." The idea behind the new formula is that "There will be fewer matches where one or two worlds are potentially steamrolled, though it comes at the cost of seeing more of the same worlds." That's all that the average GW2 player needs to know, but if you're interested in the math and statistics behind the change, check out the full post at the game's official site.

  • Elder Scrolls Online Ask Us Anything details character progression

    by 
    Matt Daniel
    Matt Daniel
    12.09.2013

    The latest installment of ZeniMax's "Ask Us Anything" question-and-answer feature is all about progression in The Elder Scrolls Online. Players from ESO's French and German fansites, Game-guide.fr and TESOnline.de, have submitted a great deal of questions which are added to the usual variety of inquiries culled from the many corners of the internet, so this entry is particularly lengthy and packed full of information. Throughout the slew of questions and answers, the ESO devs reveal that players will be able to re-spec their characters' attribute and skill points for an unspecified sum of gold and that in addition to the standard skill lines, there will also be two skill lines "designed to be particularly useful" in PvP. On top of that, the devs delve into detail on ability morphing, the potential addition of future skill lines, the role of attributes in character progression, racial traits and skills, and much more. If you're looking to find out more, just head over to the Elder Scrolls Online official site.

  • EVE dev blog explores balancing player load

    by 
    Mike Foster
    Mike Foster
    12.03.2013

    CCP has posted yet another incredibly detailed and highly technical dev blog over on the official EVE Online community site, this one relating to how the studio balances the player load across the node-based single shard on which New Eden exists. The post begins by explaining that an increase in players with this year's Odyssey expansion led to extreme CPU load in empire space, which in turn created scenarios where EVE's time dilation technology had to kick in even for systems that weren't experiencing some sort of mass fleet battle. The blog walks through how CCP identified the problem and also explains the solution, which basically comes down to rebalancing which systems share nodes by performing multiple splits of the existing universe. If you're an EVE player or love exceptionally granular, detailed breakdowns of the though process behind server-side changes, the full post is worth a read.

  • Line of Defense approaches beta test phase

    by 
    Justin Olivetti
    Justin Olivetti
    12.02.2013

    After a few months of silence, Derek Smart is back with a Line of Defense update. He reports that the title is preparing to transition from alpha to beta testing, even with "setbacks" due to switching the game engine. The team transitioned the game from an internal engine to the Havok Vision engine, which oversees the 25 middleware engines that handle aspects like the AI, atmospheric effects, networking, and more. He says that optimizing the game has been "touch and go for the most part," however. Smart predicts that next year should be interesting for Line of Defense. "All things being equal, we should be rolling in awesomeness by Q2 2014," he writes. "Prepare to have your mind blown. Guaranteed."

  • Trion Worlds overhauls RIFT's Iron Pine Peak

    by 
    Mike Foster
    Mike Foster
    11.27.2013

    Mid-level RIFT players have a new place to adventure after the game's 2.5 update; Iron Pine Peak has been completely redesigned. According to Trion Worlds, the zone has been rebuilt from the ground up with the challenges inside being tweaked to accommodate players from levels 27-35 instead of 40-48. The questing content has been reworked, with main story arcs being marked more clearly and providing greater rewards. Additionally, kill quests have been converted to Carnage quests and paths through each set of quests have been streamlined to reduce repetition. Trion explained that the zone's level requirements were reduced so that RIFT players would encounter the Storm Legion storyline earlier in their RIFT careers, and so that give mid-level players more freedom in how and where they level. Trion originally planned to rework Iron Pine Peak before RIFT's initial launch but put the plan on the backburner due to the risk of changing so many things so close to release.