developer-diary

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  • Assassin's Creed 2 dev diary delves into the backstory of Ezio Auditore Da Firenze

    by 
    Xav de Matos
    Xav de Matos
    07.07.2009

    In the first of a series of developer diaries for Assassin's Creed 2, Ubisoft Montreal team members delve into the backstory of Ezio -- the game's newest assassin. Originally from a family of wealth and opportunity, Ezio is pushed into a vengeful quest when his family is threatened by people they once called friends. Set against the backdrop of a 15th Century Italy, Ezio continues the original title's story of exploring the bloodline of Desmond -- a man in the modern world forced to jump into the bloodied shoes of his ancestors through the use of a machine known as the Animus. We're walking into Assassin's Creed 2 with a lot of questions (namely, will it stay fresh between assassinations?), but we're excited to find out the answers. Sadly, we may have to wait much longer than we anticipated for some of our queries to be addressed.%Gallery-49869%

  • LotRO dev diary looks at this year's Summer Festival

    by 
    William Dobson
    William Dobson
    06.25.2009

    Now that the Summer Festival has begun in Lord of the Rings Online, a new developer diary has been posted that tells us a bit about some of the events, and what's different from previous festivals. This year, party invitations have been sent to each player's mailbox. This is more than a formality -- handing in the invitation will net you a Summer Festival Guide and Fishing Guide, to help with your enjoyment of the festivities and to make sure that you don't miss out on anything that's going on. There should also be an extra little present along with the two guides.The developer diary goes on to talk about two big events that are taking place during the Festival, The Keg Races at Thorin's Hall and The Taste of Hobbiton. Each of these events has four contestants, and you can learn a lot more about them at the diary. Lastly, it unfortunately looks like the Festival Run Horse Races won't be held this year. However, it's not all bad news: "The festival run token is still being offered as a reward to those who can generate a sizeable quantity of barter tokens. This means the Lithe horse and pony will still be available to those who look forward to owning this eye-catching mount."

  • Champions Online is open with its missions, that are open

    by 
    Kyle Horner
    Kyle Horner
    06.21.2009

    If you're like us, then you always appreciate it when game developers open up and share their design process. And while this latest Champions Online developer diary on Open Missions may not have the most crunchy pieces of information -- or really any new stuff, for that matter -- it does a great job illustrating how Cryptic formulates their open missions.You may be more familiar with Warhammer Online's original concept, Public Quests. Although it probably does both games a disservice to compare the two mechanics all too much, because they do different things for different settings.What's presented here for Champions Online has us very curious to see how creative Cryptic can get with zones that are set underwater and even potentially in space. That's of course assuming there's a moon zone or something -- but why wouldn't there be something that awesome in the game?

  • LotRO dev diary looks at Bree-land overhaul in Volume 2: Book 8

    by 
    William Dobson
    William Dobson
    06.11.2009

    One of the features of the next Lord of the Rings Online update, Volume 2: Book 8, is a revamping of some of the game's low to mid-level quests. The latest developer diary on the official site elaborates on the methods through which this will be achieved. A great deal of the overhauling will focus on the Bree-land zone, including Bree-town. Come Book 2.8, the area will be changed to be of more use to players between the levels 14-22, and we're promised two distinct questing paths that will lead to different places in the zone, and hopefully highlight some of the bigger storylines of Bree-land.As Bree-land will become more commonly used by Tier 2 players, the crafting nodes in the area will also be changed to their Tier 2 versions. New repeatable "bounty quests" will be available, and existing quest rewards have been completely revised to ensure their usefulness for players in the adjusted level range. To learn more about all of the above changes, make sure to read the full dev diary.

  • Fallen Earth Developer Diary: New Flagstaff University

    by 
    Shawn Schuster
    Shawn Schuster
    06.11.2009

    Massively is proud to host a brand new five-part developer journal from the Fallen Earth team which will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This fourth one takes us through New Flagstaff University, and was written by Wes Platt, Content Team Lead for Fallen Earth.Higher education's never been quite so deadly as it is in New Flagstaff University.The campus was established by GlobalTech in the Northfields section of the Grand Canyon Province soon after the megacorp took over the national park from the federal government. A prominent and well-funded university, NFU provided top-notch scientific research and experimentation programs. In the century since the Fall, the school-like the great city that yielded its name-has crumbled into disrepair. However, it still contains equipment that's useful for scientific tinkering.

  • Fallen Earth Developer Diary: Exploring the Cult of the Dead lair

    by 
    Dev Blogger
    Dev Blogger
    06.04.2009

    Massively is proud to host a brand new five-part developer journal from the Fallen Earth team which will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This third dev journal from Grace Hagood leads us into Sunset Cemetery, the lair of The Cult of the Dead. There is no peace for the dead at Sunset Cemetery. Vile cultists have desecrated the graves, while their vampiric masters lurk in the dank mausoleums. Beware, stranger, or you may join the mouldering corpses there.Sunset Cemetery, also known as the Cult of the Dead lair, is a small instance available to players in the Northfields area of Fallen Earth. Unlike the massive Old Kingman Prison instance or the sprawling Hoffa Bunker level, the Cult of the Dead lair provides a linear experience. The tone of the story and instance design represents a departure from earlier gameplay.

  • City of Heroes senior designer Bruce Harlick on return of The 5th Column

    by 
    James Egan
    James Egan
    05.29.2009

    Massively mentioned yesterday that City of Heroes Issue 15: Anniversary has gone into open beta testing. Along with that announcement and an overview of the Issue 15 features, Paragon Studios senior designer Bruce Harlick has written a developer diary titled "A Circle of Fifths: Designing the Ultimate Fifth Anniversary Task Force and Strike Force" Harlick writes that when Paragon Studios was hashing through ideas for the game's strike force and task force for the City of Heroes 5th Anniversary, bringing the 5th Column back to Paragon City seemed the right thing to do. It also lets them bring The Reichsman into the game, leading to some interesting mission arcs. Harlick writes, "I didn't want the two arcs to be simple mirrors of each others, with the villains doing something and the heroes stopping it." He adds, "I wanted the villains to succeed with their plan and to deal with the consequences, and I wanted the heroes to deal with an emerging big problem." Have a look at Bruce Harlick's developer diary on City of Heroes Issue 15: Anniversary, for more about what he describes as "a story that's worthy of the return of one of the biggest threats to ever hit Paragon City and the Rogue Islands."%Gallery-64392%

  • Fallen Earth Developer Diary: Exploring Hoffa Bunker

    by 
    Shawn Schuster
    Shawn Schuster
    05.28.2009

    Massively is proud to host a brand new five-part developer journal from the Fallen Earth team which will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This second one takes us through Hoffa Bunker, and was written by Wes Platt, Content Team Lead for Fallen Earth. In the rugged hills of Toro Bend, far north in the Plateau region of the Grand Canyon Province, slouches a fenced town called Trailer Park. It's comprised of big-rig trailers and cargo containers left over from before the Fall. The inhabitants are mostly castoffs who can't fit in anywhere else – and in a mad world after the apocalypse, that's saying a lot.Billy Bob Swayhill, a shopkeeper in town, talks a great deal. However, not much of it makes much sense. Beyond preaching the glory of soup, Swayhill mostly rants about the treasures waiting to be found in the Hoffa Bunker. He claims that's the final resting place of the treasures owned by Jimmy Hoffa, an assassinated President of the United States, who managed to get his hands on Al Capone's cash, the gold from Fort Knox, and Andy Warhol's soup supply.

  • Developer Diary: Exploring Levels in Fallen Earth

    by 
    Dev Blogger
    Dev Blogger
    05.21.2009

    Starting today, Massively is proudly hosting a brand new developer journal from the Fallen Earth team. This five-part series will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This first one takes us through Kingman Prison, and was written by Grace Hagood.From high on a hilltop, gray prison walls cast a bleak shadow over the town of Old Kingman. Designed to keep society safe, Old Kingman Prison's purpose has been perverted. The tyrannical Casta Gaunt has captured the stronghold, and now leads his raiders from the safety of its cell blocks and guard towers.Old Kingman Prison is the first major instance available to players in Fallen Earth. The level offers a compelling end to one of the early overarching plotlines in the game, and provides interesting group gameplay through a structured series of encounters. When we created the prison instance, we agreed on a few rules for our design. We wanted players to contribute directly to furthering the plot. We wanted the instance to be easily accessible. And of course, it had to look great and have enjoyable fights.

  • A diversity of worlds in newest The Old Republic developer video

    by 
    Kyle Horner
    Kyle Horner
    05.01.2009

    There are already many diverse worlds in Star Wars: The Old Republic, and so it's probably fitting that this newest developer dispatch video is named just that: Diverse Worlds. Tython is the ancient forgotten home of the Jedi, full of forests and mystery. Korriban is similarly the home of the Sith, but its lands are thematically angular, painful, deadly and dry. Hutta is a literal swamp of filth and decay, while Ord Mantell is almost a paradise in some places and yet a living volcanic hell in others.And that's without getting into the story of each world and what choices can be made by the players.With four planets revealed, we've begun to wonder how many more BioWare is keeping close to their chest. It's a big galaxy out there, so we wouldn't be surprised to find that less than half of the game's worlds have been touched upon. To see Star Wars: The Old Republic's developers get all chatty about their work, check out the video in its entirety after the break.

  • Champions Online dev diary by comic book writer John Layman

    by 
    James Egan
    James Egan
    05.01.2009

    The next major superhero MMO to be released will be Champions Online, based off of the pen-and-paper RPG system and in development at Cryptic Studios, slated to be released in mid-July 2009. To add even more superhero cred to the game, Cryptic has hired writers well-versed in the comics industry like John Layman, of both Marvel and Wildstorm fame. IGN is hosting a Champions Online developer diary written by Layman that focuses on his work at Cryptic Studios. Layman introduces what he does,"I'm the writer-guy for Champions Online, a comic book writer imported specifically to write a comic book themed game. And, just like writing comics, coming up with the right words, concepts, and plots is the very first part of a very long chain of work." He writes about the process of hashing out the best ideas with other Cryptic notables like Jack Emmert, Randy Mosiondz, and Brian Gilmore, and then working to tailor those concepts to 'comic book-ese' that works for Champions Online.

  • The Old Republic shows potential for more than good versus evil

    by 
    Kyle Horner
    Kyle Horner
    04.27.2009

    BioWare has been touting their focus on story with Star Wars: The Old Republic, and many a jaded MMO fan have scoffed and or rolled their eyes each and every time. Ord Mantell's developer diary concerning the planet's creation gives a glimmer of hope that there truly is a blurry line between the forces of the Galactic Republic and Sith Empire.Instead of making Ord Mantell an Empire controlled planet with Republic rebels attempting to overthrow it, the development team went the other direction, sort of. They made the choice of keeping the planet under Republic control, but making many of the leaders less-than-honorable types. The locale has also been malnourished by its caretakers, as the Republic is seemingly only concerned with Coruscant after the war.

  • Further weapon balance blogging for Fallen Earth

    by 
    Kyle Horner
    Kyle Horner
    04.24.2009

    Realtime guns, knives, grenades, pipes and all sorts of other weapons tend to make for an interesting challenge when it comes to balancing them, which is exactly what the most recent Fallen Earth developer diary discusses. It appears to have been a long road for the developers, but after much play testing and some clever re-categorizing they seem to have come upon a good method.Smart choices like allowing everyone to use grenades (thus giving melee-focused characters a little range) mark a very well thought-out system. Insuring that an sandbox style MMO still have a good sense of structure and meaning is imporatant, because without it everyone simply opts for the winning weapon. It's developer diaries like this that make us excited for upcoming games, which wasn't really necessary for Fallen Earth but helps nonetheless.

  • More Land of the Dead details emerge from WAR dev

    by 
    Brooke Pilley
    Brooke Pilley
    04.12.2009

    We've been hearing a slow trickle of details from Mythic these past few months about the new Land of the Dead zone in Warhammer Online. In his recent developer diary entry, Gabe Amatangelo, Senior Designer, Dungeons & Encounters Lead, shares new information about and inspirations behind the new Tomb Kings area.We learn that Gabe was given the go ahead to conceptualize the zone in September 2008, shortly after launch and that it will come in two forms: The Necropolis desert, which is an open, non-instanced zone and The Tomb of the Vulture Lord dungeon.Control over this dungeon will depend on a new Expedition Resource system, which will come as a blend of zone control and open RvR kills. Not only will you fight over the new dungeon, you will fight in it as well and the only safe spot will be the zone-in spot. The dungeon will have instanced encounters, but players will actually be able to storm instances and chase after enemies.As a PvE expansion to their newly announced RvR token system, monsters in The Necropolis desert will also drop tokens, which can be used to purchase powerful gear and crafting materials. If any of this sounds interesting to you, keep your eyes peeled for the April newsletter.

  • Fallen Earth dev diary focuses on introducing new players to PvP

    by 
    James Egan
    James Egan
    04.07.2009

    Fallen Earth is one of three post-apocalyptic massively muliplayer online games currently in development that are a far cry from the fantasy titles which have proven most popular in the MMO world. IGN scored an exclusive two part developer diary from Fallen Earth writer and content developer Wes Platt who discusses creating the PvP starter town of Terance. Namely, he explains how and why the Fallen Earth team has been putting so much work into Terance and the challenges and pitfalls faced in differentiating the PvP-centric area from other more standard towns in the game. The first part is "Building the Town of Terance". It paints a picture of a post-apocalyptic aftermath setting where a psychotic artificial intelligence, long since sealed away underground by its corporate progenitors and forced into a century of dormancy, is woken with dire consequences. Now powered up, the AI -- TETRAX -- prepares once again to work towards the extermination all human beings in its vicinity. Human beings in Terance may find themselves on the run, hunted by AI-directed zombies called Diggers, as well as mutants and vermin.

  • Secondary class balance is the focus of this month's Guild Wars dev blog

    by 
    Shawn Schuster
    Shawn Schuster
    02.11.2009

    This month's skill balance for Guild Wars provides a refocus to a few aspects of the game: namely Guild vs Guild battles and the importance of secondary professions. For GvG, ArenaNet has decided to ditch the additional health bonus given to Guild Lords during a morale boost. They've also tweaked the Amulet of Protection to reach maximum damage at around 12 minutes instead of 22 minutes. These changes were put in place to steer GvG gameplay away from rushing the Guild Lord immediately and balance the action throughout the match.The secondary profession balance is mostly set up with skill usage in mind. Since there are literally hundreds of thousands of skill combination choices available in the game, the developers thought it necessary to take measures to enforce primary profession choice. This is certain to change the way energy pools are managed and Elite skills are used. You can view the detailed developer diary for February to get more details on this month's changes.

  • Discover the wizardry of game design with WAR's Brian Wheeler

    by 
    William Dobson
    William Dobson
    01.19.2009

    Gather around folks, get comfortable; we've got a tale of fantasy, kings and wizards to share with you. As seems to be the norm with our friendly neighborhood Mythic developers, Brian Wheeler has done his best to avoid bringing us a boring and straightforward Dev Diary, instead opting to explain his role of Senior Designer for Warhammer Online through a short story.It turns out that game designers are not unlike the great wizards Merlin and Gandalf (coincidentally, these two exist in the same space in Wheeler's fantasy world, and often enjoy a pint together) in that they come up with multiple ideas and solutions for a single problem, and present them all to the king to decide which will be used. They aren't necessarily ideas that the king couldn't figure out on his own, but the wizards can afford to spend all their time researching every possible strategy, giving the king the freedom to attend to other business. That's the short version -- to read Wheeler's longer and much more entertaining take, visit the latest WAR dev diary.

  • Bruce Maclean's WAR dev diary is crazy but awesome

    by 
    William Dobson
    William Dobson
    12.21.2008

    The latest Warhammer Online developer diary is up on the official site, and we've got to say, Bruce Maclean's eccentricity is infectious. The subject of this dev diary is an explanation of Mythic's patching schedule, which could well have been a very boring topic, but if you visit the page you'll soon see that Bruce is just brimming with AWESOME! HOT! FIXES! and SEXY! COOL! NEW! FEATURES! that he simply must share with the WAR-playing world.It sounds like Community Coordinator Missy Hatch had a hard time getting Bruce to cough up his input to the dev diary series -- she'd been chasing it up for the better part of two months -- and perhaps it is because he and his team were working non-stop to bring that sexy content out, improving WAR for current and future subscribers. He mentioned that, without including smaller things like server maintenance, there have been ten proper patches since the game's launch, which really wasn't that long ago. We've got no idea how Bruce got so zany, but if this is one of the secrets behind Mythic's patching schedule then we hope that he stays that way.

  • LotRO dev diary looks back at creating the Warden class

    by 
    Kyle Horner
    Kyle Horner
    10.16.2008

    Turbine's posted a new developer diary that exposes the creative and mechanical processes of designing the Warden, one of the new classes coming in Mines of Moria. There's something for everyone in the diary from the inspiration of the Warden to its gambit combat mechanic. We don't get an in-depth look at gambits and instead get a more introductory look at how they function. Thankfully we didn't come out of the read-through confused, in fact we felt like Turbine did a good job of laying the groundwork for understanding the class even before it hits retail.Anyone who's watched movies like 300 or Troy is definitely going to fall in love with the Warden. Not that the class is exactly like the Spartan soldier led by Leonidas -- it evokes that imagery a bit, though. We can't wait to see the Warden in action on our monitors in just a months time.

  • Producer talks about what to expect from de Blob

    by 
    David Hinkle
    David Hinkle
    07.01.2008

    With de Blob's release getting closer and closer (September), we're starting to see more and more media on the title. This, to us, is a good thing. And informed public is a good public. Also, we want to see stuff get all painted up. This latest bit of media is an interview with Nick Hagger, the game's producer. He talks about the sinister corporation that's sucked all of the color out of Chroma City, the way Blob can acquire color and roll about, as well as his gang of cohorts. It's an insightful look at THQ's upcoming game and we suggest you check it out.%Gallery-17709%