developer-diary

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  • WildStar Wednesday examines redundancies in quest text

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.29.2012

    Can you really produce a meaningful set of quests while keeping each snippet of text down to 140 characters? The team developing WildStar certainly thinks so. In a previous installment of the regular WildStar Wednesday feature, fans were introduced to the concept, but this week's developer diary is all about explaining how you keep all of the flavor of a quest while trimming it down to the bare minimum necessary. It's not about stripping out flavor -- it's about exactly the opposite. Senior narrative designer Cory Herndon explains by example that a lot of quest text winds up repeating unnecessary facts or stating something that should be immediately clear. Herndon starts with a longer example of quest text and steadily pares it down to the most important bits of information, keeping all of the flavor while posting each bit of communication in quick and comprehensible bursts. Combined with the discussion of adding further bits of quest dialogue after important objectives are completed, the diary shows just how you can get a lot of flavor into the quests without quite as many fancy words.

  • Lord of the Rings Online offering PvMP players some Commendation

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.16.2012

    Lord of the Rings Online has always had an interesting system of PvP, with players facing off against a specially designated group of players in the guise of monsters. It's also a system that's historically had some problems, ones that the developers are hoping to alleviate the new Commendation system coming with Update 6. While it won't fix everything, the new system outlined in today's developer diary should ensure that players will be able to focus their PvMP efforts toward PvMP rewards, making rewards more straightforward without forcing players into PvE to advance. The diary explains how Destiny, the previously intended PvMP currency, wound up being bloated and failed to serve its proper purpose. Commendations will be hard-capped at 100,000, and spending this currency will allow players to advance Creeps and acquire new equipment. The preliminary numbers are also included with the diary, with the understanding that there will be some tweaking after the system goes live. While players might be a bit miffed at having to use their Destiny quickly before it goes away, the new reward system will hopefully make advancing via PvMP far more viable.

  • Alan Wake's American Nightmare illuminated in latest dev diary

    by 
    Ben Gilbert
    Ben Gilbert
    02.06.2012

    When Alan Wake makes his second appearance on the Xbox 360 this year in Alan Wake's American Nightmare, he's bringing more than just his flair for writing and a new set of clothes to the fight. He'll have ... umm ... a nail gun, too!

  • Ninja Gaiden 3 dev diary reasserts seriousness of ninja game development

    by 
    Ben Gilbert
    Ben Gilbert
    01.23.2012

    Worried that the now Itagaki-less Team Ninja isn't still super, super serious about making a Ninja Gaiden game? The latest dev diary for Ninja Gaiden 3 should more than suffice at changing your mind.

  • Massively Exclusive: WindSlayer 2's dungeon diary

    by 
    Justin Olivetti
    Justin Olivetti
    01.10.2012

    What separates MMO avatars from we mortals in the real world? Other than a surprising tolerance for 60-pound shoulder armor, we'd have to say, "the near-suicidal tendency to continually dive into long-forgotten caves, castles, and other dungeons of doom," although perhaps there's a few of you who do pull off the side of the road while driving in order to run into an open sewer pipe. We don't know. What we do know is that MMOs wouldn't be the same without the classic dungeon dive, and WindSlayer 2 is on board with that concept. In the latest exclusive developer diary from Ignited Games, the team talks about the advantages of forming adventuring parties to go danger spelunking and what the risks and rewards might come out of such actions.

  • Namaste Entertainment trumpets upcoming Storybricks beta

    by 
    Justin Olivetti
    Justin Olivetti
    12.14.2011

    If you're part of the crowd that grouses at unoriginality in the MMO genre and are craving a fresh breath of minty innovation, then you might have been intrigued at the ideas put forth by Namaste Entertainment's Storybricks toolset earlier this year. But when would this become reality? Turns out the answer is sooner than you'd think. Namaste announced that Storybricks' beta is scheduled for February next year, and if you want to check it out, all you need to do is sign up for the newsletter and you'll be on the list. The beta will be a "skeletal version" of the toolkit without the associated game, but it should allow players to fiddle around with creating their own MMO scenarios and worlds. During the beta process, the devs will be actively creating Storybricks content and releasing it for testing as well. To cement the good news, Lead Designer Stephane Bura and MMO Architect Brian "Psychochild" Green have put forth their first developer diary talking about the lead-up to beta and what is planned for early next year. Feast your eyeballs and eardrums on the excitement after the jump!

  • Stephen D'Angelo promises 'one more surprise' for Star Trek Online in December

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    Star Trek Online's Stephen D'Angelo is one of the game's biggest cheerleaders, and it shows in his latest developer diary. "December has been an amazing month," he begins, citing the release of Season 5, new starships, and the Duty Officer system. He highlights the game's first holiday, Q's Winter Wonderland, and the minigames and activities in which the players can participate to get the most out of this whimsical event. Of course, it's not all fun and games when serious prizes, like a holographic bridge officer or a Jem'Hadar Attack Ship, are on the line. D'Angelo also says that a Duty Officer mini-event is on the docket for the month, as will "one more fun surprise." He concludes his letter by sharing the news that the team is now focusing on February's Dominion Episodes and ground skills/UI improvements.

  • New Star Trek Online developer diary explores the abandoned Jem'Hadar ships

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.07.2011

    The Dominion is, in many ways, the opposite of the Federation in Star Trek Online. Rather than being composed of several races cooperating freely for shared exploration, the Dominion features multiple races honed into single-purpose tools by the Founders. One of those tools is the Jem'Hadar, the warriors of the organization and the pilots behind the fast scarab-like attack vessels players are no doubt familiar with. And as the latest developer diary outlines, the Jem'Hadar ships are turning into a mystery -- because they're turning up empty and unharmed in the middle of Federation and Klingon space. In game terms, the ship is small and quick and mounts a heavy offensive arrangement of officers and equipment. In lore terms, however, the presence of the ships could easily be the subject of an entire set of missions (and may be in the future, in the Foundry if not from the development team). It's an interesting fictional read as well as an interesting look at a new ship type in the game, both of which should appeal to fans of Star Trek Online

  • Get into a RIFT Instant Adventure faster than watching this promo video

    by 
    Justin Olivetti
    Justin Olivetti
    12.07.2011

    "Players are in for good surprises," Trion Worlds' devs promise. "It's like nothing you've ever seen in an MMO before." What's all this about? Why, it's the upcoming Instant Adventure feature for RIFT, where players can jump right into massive group content without having to sit in a queue or worrying about group composition. This "nonstop excitement" is hyped via a new video diary in which the feature is quickly demonstrated while the devs hit all the talking points in less than a minute. Instant Adventures are designed to deliver quick group quests without having to pull together specific roles or wait for world events to occur. By clicking on the Instant Adventure button, players are brought to either Stillmoor or Shimmersand and a special encounter is launched that scales up and down with your group's size. Give it a look and see if this is as good as the devs' word -- the adventures start (instantly) after the jump.

  • LotRO dev diary details the Instance Finder

    by 
    Matt Daniel
    Matt Daniel
    12.06.2011

    In today's Lord of the Rings Online developer diary, game systems engineer Leo "Ransroth" Zelevinsky takes some time to provide players with information on the Instance Finder coming with Update 5. In a nutshell, it works like this: The tool exists in order to allow players to easily find instance parties and to reward them for participating in random content. Joining and completing an instance or skirmish using the Instance Finder, which can be done with or without an existing fellowship, will grant players instance currency, which can then be redeemed for spiffy loot. For the full details on how the Instance Finder works, head on over to the official dev blog.

  • Volume III, Book 5 diary available for Lord of the Rings Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.23.2011

    One of the challenges facing the storyline in Lord of the Rings Online is that it has a very definite deadline to contend with. While the story runs in parallel to the events in the books, it also has to line up in terms of what's taking place, which is why players will be parting company with the Grey Company starting in the next installment. Instead, as outlined in a new developer diary, Book 5 of Volume III will see players working with Prince Théodred, heir to Rohan, as he works to organize the defense of his country's borders. The diary also gives a firm date to mark story progress by; according to the book's timeline, Frodo should reach Mount Doom in about a month. Players will find this book to be a bit shorter than the previous installment, but it should still be a vital component as the game approaches the climax of the trilogy. They'll also receive a cosmetic set of equipment at the beginning of Book 5 to help them look like a Ranger, which is appropriate considering the story progress up to this point.

  • Massively Exclusive: WindSlayer 2 dev diary talks in-game events

    by 
    Jef Reahard
    Jef Reahard
    11.15.2011

    Hello 2-D sidescrolling fans, and welcome to another exclusive Windslayer 2 developer diary. We've partnered with Ignited Games to bring you a series of first looks at the title as it moves through beta and toward its official release. So far we've covered a basic introduction, ranged class mechanics, and PvP. Today we're shifting gears a bit to focus on in-game events. Ignited is currently focusing on both scripted events and GM-driven events, and both are designed to add a bit of flavor and give players an interesting diversion from everyday gameplay. See what's in store after the break.

  • New Guild Wars 2 demo build brings changes to UI, character creation, and more

    by 
    Rubi Bayer
    Rubi Bayer
    11.10.2011

    ArenaNet has had an exciting week -- the developer is in attendance at G-Star in Korea to show off the demo of Guild Wars 2. As with any game in development, GW2 is in a constant state of change as the team continues testing and improving. G-Star attendees were treated to the very latest build, and some of the ArenaNet developers put together some information about that build for those unable to attend the convention. Eric Flannum, joined by Character Artist Team Lead Aaron Coberly and UI Artist Vicki Ebberts, ran down the changes in the newest ArenaNet blog entry. Character customization and creation got some improvements, and Aaron provides a detailed video to show them off. Vicki talked over the new "big beefy UI" as a response to feedback the team has received, and Eric wrapped up with some exciting details about changes to skill acquisition. Weapon skills will continue to be unlocked by using the weapon, but healing, utility, and elite skills will now be unlocked with skill points. "Skill points can be acquired by undertaking what we call a skill challenge. There are 200 skill challenges in the game, and they range from defeating tough opponents, to answering riddles, to drinking a particularly potent drink." There are many more details -- and the promise of more to come tomorrow -- at the ArenaNet blog, so head there for the full blog entry!

  • RIFT Ember Isle developer diary talks art and lore

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    "1.4 was a big patch, 1.5 was an bigger patch... 1.6 is going to blow them away," declares Trion Worlds' Hal Hanlin in this most recent dev diary for RIFT's upcoming From the Embers patch. RIFT's Design Producer is joined by developers Morgan Lockhart, Michael Daugherty, Mike Chang, Jason Colombo, and Berenger Fish to discuss the newest endgame zone, Ember Isle, the largest the team's undertaken to date. But it wouldn't be a proper dev diary without some gushing about the lore, art, locations, and mechanics of the zone, and that's all included too. Sweeping musical score included free of charge! Hit the break to review the video in all its green glory.

  • Massively exclusive: WindSlayer 2 PvP dev diary

    by 
    Justin Olivetti
    Justin Olivetti
    11.03.2011

    The fount of information about Ignited Games' WindSlayer 2 continues to gush forth, as the studio continues to release developer diaries about its upcoming title. We've already heard about WindSlayer 2's economy, ranged classes, and melee classes, not to mention an overview of the game proper. Today it's all about the brutal, cutthroat element of PvP combat. Hit the jump to read our exclusive dev diary on the subject!

  • Captain's Log: Every day I'm tribbleing

    by 
    Brandon Felczer
    Brandon Felczer
    10.27.2011

    Captain's Log, Stardate 65322.9... Hello, computer (and players)! For the past several weeks, Star Trek Online players have been checking out the latest F2P beta builds on the Tribble test server. While there have been a few patches on other days, more for stability fixes and minor tweaking, Thursdays seem to be the designated day for us to receive the largest pushes of new content. The latest round of updates has brought further economy changes, new events and ships, and even more heated debates. Since we seem to be a ways out from the seeing the updates ported to the Holodeck live server, there is still plenty of time to check it all out and provide your feedback to the devs. I would like to dedicate this entry to those who are helping test the changes. This week's Captain's Log serves as a checklist of sorts on what new content you can test and where you can provide feedback about it. As you read through, I suggest that you read a particular section, jump into game to check out the particular change, formulate an opinion, and head to the linked forum where you can leave your feedback. No matter what you think, it's important to let the devs know -- they will make changes based upon a collective opinion. Ensign, warp 10! It's time to create our own party rock anthem...

  • TERA exalts its game testing team

    by 
    Justin Olivetti
    Justin Olivetti
    10.27.2011

    "You'll probably never see our names until you read the credits, but we have one of the most important jobs in game publishing," writes Scott James Magner. He heads up the "unsung heroes" of the TERA development team -- the game testers -- and he's written up a few fun insights into the behind-the-scenes process that is helping to refine this MMO as it heads to launch. According to Magner, the En Masse QA team's been flooded with requests to join the testing and feedback process as they continually poke and prod at all of TERA's systems and content. "At this point," he says, "we've played every class and race multiple times, but no one is tired of coming to work." The team is currently testing fights against "Big-Ass Monsters" in the Celestial Hills, and Magner says he's still learning new combos and techniques even after a full year of testing. While the testing team usually is far out of the spotlight, he says that its job is crucial to the game's success and that all of the testers are "you" at heart -- passionate gamers who want the best for this title. [Thanks to Joseph for the tip!]

  • Massively exclusive: Introducing WindSlayer 2

    by 
    Justin Olivetti
    Justin Olivetti
    10.07.2011

    One of the things we Massively writers love to do is to be the conduit between you and hidden gems in the MMO world. While high-profile games may get all the hubbub, it's just as important to bring to you the scrappy upstarts that are looking to make a name for themselves. With that in mind, we'd like to introduce you to WindSlayer 2, a 2-D side-scrolling title that keeps the action fast and furious. Ignited Games is understandably excited to show off WindSlayer 2 as it enters closed beta and is prepared to woo you with a series of developer diaries showing off this fun little sequel to WindSlayer. So gird your loins, hold on to your butts, and hit that jump to see what WindSlayer 2 is all about!

  • SWTOR dev diary comments on companion control

    by 
    Larry Everett
    Larry Everett
    10.07.2011

    A couple of weeks ago, BioWare began a diary outlining the Star Wars: The Old Republic companion. In the second part of the companion developer's diary released today, Senior Game Designer William Wallace tackles the intricate mechanics of companion control. MMO players' opinions vary on how pets should be handled in combat situations. If not handled well, companions can overpower a group sometimes and completely ruin it at others. Wallace admits that BioWare's vision for companions has been augmented based on how players actually used the NPCs during gameplay. The team added passive and active controls over companions. In fact, if a player only wishes to control some companion actions but not others, BioWare provided ways to do that, too. We also know that sometimes groups can be split up. Wallace explains how SWTOR works around that: If a player leaves the group or its proximity, to travel to a vendor for instance, he is able to summon his companion for the journey. Upon reentering proximity of the group, the companion is automatically dismissed. The remaining group can temporarily substitute the missing player with one of their companions if desired. Companions are a staple in BioWare games. Developers promise to continue to make the companion gaming experience better -- meeting or exceeding your expectations.

  • Captain's Log: Testing out the future

    by 
    Brandon Felczer
    Brandon Felczer
    10.06.2011

    Captain's Log, Stardate 65264.3... Hello, computer (and players)! As you have must have seen by now, open beta testing of Star Trek Online's new F2P model is well underway; the developers have been posting dev diaries about the impending changes for the last couple of days. Because testers on the Tribble test server were required to start new characters, and because character transfers will not be an option for at least a few weeks, many players have begun a mad dash to level up their test characters in order to test out some of the retooled endgame content. Since testing, especially in this manner, can be confusing, I have decided to dedicate this week's Captain's Log to those who are willing to take on the challenge. Past the jump, you will find a checklist of sorts that you can use while testing (or, ultimately, playing) the new content and updates. I suggest reading each section and then checking it out in-game. While some recommendations may seem less interesting than others, I suggest you give each a fair shot so you can provide feedback on what can make the game better. Ensign, warp 10! Let's give our dedicated Tribbleites some structure to their testing time...