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  • PAX Prime 2014: The Repopulation's Josh Halls on beta, fishing, and houses

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    Above & Beyond Technologies Lead Developer Josh Halls has been on a very long journey with The Repopulation, a journey that began back in 2009 and isn't even close to being over yet. I met with Halls at PAX Prime to talk about where this sci-fi sandbox has been and where it's going as it angles for beta testing. The Repopulation released its Alpha 3 build this past April and will be sticking with that for the duration of alpha testing. Halls told me that there's a pretty dedicated group of testers in the game, with around 1,500 having picked up the title so far and around 20 to 40 playing at any given moment. Those numbers are primed to increase when the game transitions into beta and Steam Early Access later this year. While it's not terribly sexy, bug tracking and fixing is vital to the development process and foremost on the team's mind. Player feedback during the alpha has helped to refine the game in other ways, such as to make gathering less of a click-fest and more of a community effort. Right now a group of players can work together to enhance a region in order to gather better materials. Other big to-do items include putting in a fishing minigame and opening the doors (so to speak) for open-world housing. Fishing will pave the way for other possible minigames, and open-world housing is the next step from the game's existing instanced homes. Halls said that the dozen or so members of the team are hard at work to prepare The Repopulation for the larger gaming public and that the studio is currently operating in the black.

  • PAX Prime 2014: PlanetSide 2 meets the PlayStation 4

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    PlanetSide 2 is waging a war for your attention on two platforms these days. The big push by SOE as of late is to prepare the title for its testing and release on the PlayStation 4. At this year's PAX Prime, the team said that the MMOFPS should be going into a beta later this year after the devs finish refining the UI for use on the controller. The PlayStation 4 version won't be sharing the same server as the PC, although SOE predicts that it will become the more popular edition due to the number of first-person shooter fans on the console. Great effort is being made to keep the game as fast and responsive as other FPS titles on that platform. As in many other FPS games on the PS4, voice chat will be a must-have for squads. The team will be attempting to keep the updates for the PS4 edition as close as possible with the release of the PC title. Because of the approval process by Sony, it won't be possible for the devs to assure a same-day release across platforms. We asked whether PlanetSide 2 could be coming to the PlayStation 3 as well, but the studio said that the older hardware simply can't handle the title without a serious compromise in game quality. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: H1Z1's bears will end you

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    In most MMOs, bears are chunky cannon fodder: good for lowbie XP and a sad scrap of a pelt as loot. In H1Z1, bears are possibly more terrifying than zombies and gankers combined. At PAX Prime this weekend, Senior Game Designer Jimmy Whisenhunt explained that in this game, a bear attacked will run you down as fast as it does in nature and make a plaything of your skull. It's a good thing that they're relatively rare and give a warning roar before charging, otherwise the zombies would be coming to you for help. Expanding the role of nature is essential to the immersion of H1Z1's survival aspect. Wolves, deer, and bear roam the countryside, getting into the occasional tiff with each other and the undead. They're useful if you can take them down quickly, since the harsh elements (such as rain and snow) will soon be programmed to degrade your well-being and those animal pelts could be made into clothes. Whisenhunt walked us through the four essential stats to staying alive in this world. Stamina is for sprinting and attacks, and while it regenerates quickly, neglecting it will ensure your body will draw from your hydration and energy levels instead. Your health is also constantly ticking down and replenished by the food and water you drink, meaning that you'll always need to be looking for more to scarf up and quaff in your journeys. Stashing your food in your backpack is a good option, although the team is still tinkering with the style of inventory to make the limited storage another survival factor. When H1Z1 goes into early access later this year, there will be one "vanilla" server on which no punches will be pulled (this is doubly true as all players will start with only their fists as weapons). Other types of servers, such as player-only or PvE rulesets, are possibilities once the team assesses how players are engaging the game in beta.

  • PAX Prime 2014: Paying a premium for Pathfinder Online

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    Would you pay to get into an alpha test? Well, would you continue to pay a monthly subscription to keep on playing a title that's not yet launched? If you've answered "yes" to these questions plus the special one that I ask at the end of this article, then you're one of the folks that Pathfinder Online hopes to recruit for early enrollment come September 15th. I sat down with Goblinworks CEO Ryan Dancey and Game Designer Stephen Chaney at PAX Prime yesterday to talk about this next big step for the game. Pathfinder Online is still far from feature complete, but the team considers it done enough that it can monetize the game in the form of a monthly sub. The 20,000 or so folks who will be admitted into early enrollment play (a number that includes the 7,000 Kickstarter backers) are expected to pay $15 a month as the team continues to develop the title. In exchange, characters and progress will not be wiped, and players will get to see the game take shape around them. Goblinworks' philosophy is to have a robust game design first and then wrap the rest of the game around it afterward. Dancy said that the monetization is necessary to keep the lights on and the development rolling. The budget for a finished Pathfinder Online is $5 million (89% of which is salaries), but only $1.4 million has been raised so far. Being only passingly familiar with Pathfinder Online, I asked why the MMO with its territory control seems so different from the small party, adventure-oriented tabletop game. The reason for this is that the pen-and-paper game doesn't completely translate to software boundaries, plus it draws from an adventure pack that Paizo tested a while back that went on to become one of its best-selling products. In both versions of Pathfinder, the long game is to rule the land and establish a legacy, not merely fill up a bag with XP and loot. So is it worth it to you to pay a full subscription price for a half-finished game? That's up to you.

  • PAX Prime 2014: RIFT's Nightmare Tide expansion launches October 8th; Trove's closed beta begins September 25th

    by 
    Jef Reahard
    Jef Reahard
    08.29.2014

    Trion made a bunch of ArcheAge fans happy earlier this evening, so now it's time to do the same for followers of RIFT, Defiance, and Trove. RIFT's Nightmare Tide expansion officially launches on October 8th, while Defiance will get "a massive end-of-September" update called Aftermath that includes new missions and events. Last but not least, Trove will enter closed beta on September 25th. Massively's Justin Olivetti learned today on the show floor that this phase of beta will not be wiped prior to launch. Players who have purchased currency will receive half again as much back. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: ArcheAge is launching on September 16th

    by 
    Jef Reahard
    Jef Reahard
    08.29.2014

    And lo, a new MMO came upon them, and the glory of non-linear gameplay surrounded them, and they were sore afraid. Actually, they weren't afraid. They were exuberant. They sang "funk yeah!" -- their voices an angelic choir -- because frickin' finally, four years after discovering ArcheAge and three years after initially playing it, they received a western launch date. That date, as we learned tonight at PAX Prime, is Tuesday, September 16th. Other dates to bear in mind are September 12th (the Founder head-start) and September 4th through September 8th (the open beta). Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: State of Decay takes steps toward something larger

    by 
    Justin Olivetti
    Justin Olivetti
    08.29.2014

    Down at Undead Labs' new studio in Seattle, there is evidence of one low-tech approach to development. It's a very large, flat table that designers use to playtest pen-and-paper games that they create on the spot. By playing back and forth, organic brainstorming occurs and allows for refinement to the systems before precious time is wasted on coding failed ideas. It's this kind of iterative approach that led the team to refining its hit title State of Decay. Today, Undead Labs announced that it will be releasing a new version of the game, called State of Decay: Year-One Survival Edition in the spring of next year on the Xbox One and Steam. Not only will this package in the original game and all of its DLC, but it will benefit from a jump to 1080p visuals, better animations, and immersive environmental effects. Additionally, characters from the Lifeline DLC will be made playable in the original content. It's not the MMO announcement that we might be hoping for on Massively, but it's not a dismissal of that either. The team made a strong point of saying that this was the first step into the next generation and that this edition of the game would be laying down the foundation for the future of the franchise. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: Hands-on with Undead Labs' Moonrise

    by 
    Justin Olivetti
    Justin Olivetti
    08.29.2014

    One of the maxims of Undead Labs is that the team is composed of "gaming omnivores" who don't want to get stuck in a rut of doing the exact same game and genre over and over again. When this was explained to me, it helped ease the shock that was caused by the realization that a studio best known for its gory zombie survival bent is also making a colorful Pokémon-like title called Moonrise. In Moonrise, you play as a Warden who is tasked with saving a wide variety of cute critters called Solari by -- of course -- enslaving them and making them fight other Wardens and their pets. Instead of striving to overcome its Pokémon heritage, the team admits that the game is specifically targeted at older teens and younger adults who grew up with those games and want to experience a slightly more mature and full-featured iteration. I got to spend some quality time curled up on a couch with a lap full of Moonrise on the iPad at PAX Prime this week. Is this due to be the next "catch 'em all" fad or a strange blip in the company's portfolio? Read on, and I shall make my guess.

  • The Daily Grind: What do you hope to hear at this year's PAX Prime?

    by 
    Bree Royce
    Bree Royce
    08.29.2014

    PAX Prime is the last major Western multi-game tradeshow of the year relevant for MMO enthusiasts, making it the last big wave of mass studio announcements until PAX South's debut in January. Massively's Justin Olivetti will be on the PAX Prime show floor for us this year, checking out Warlords of Draenor, Landmark, ArcheAge, H1Z1, WildStar, The Repopulation, Pathfinder Online, Hearthstone, Trove, Shroud of the Avatar, and other MMOs and not-so-MMOs both big and small. But sometimes game announcements come out of nowhere during conventions, and we discover something we weren't expecting at all. What do you hope to see from this year's PAX Prime? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • TERA introduces Kickstarter-esque BAM Killer event

    by 
    MJ Guthrie
    MJ Guthrie
    08.26.2014

    Instead of asking for cash, TERA has taken to crowdfunding to solicit manpower. Using a fake Kickstarter page, En Masse invites players to help combat the out-of-control population explosion of BAMs -- or Big Ass monsters -- throughout TERA before they invade our world. How dire is the situation? Watch the video below to see! From now until September 16th, players can contribute to the BAM kill count and work toward the ultimate goal of 5 million BAMs dead in 21 days. Each day players log in during the event they will receive a special loot box that will contain five federation bills and a chance to drop bronze, silver, or gold BAM tokens -- tokens that can be exchanged for costumes, accessories, and even weapons exclusive to this event. For a look at all the possible rewards, check out the BAM Killer program. [Source: En Masse press release]

  • 360iDev: Onboarding and the first 60 seconds

    by 
    Steve Sande
    Steve Sande
    08.25.2014

    One of the most critical parts of any app is the onboarding process -- what it takes to get you interested in, educated about, and logged into an app or service. Developer Ben Johnson of Raizlabs provided a look at first impressions in apps in a 360|iDev 2014 presentation this morning titled "Onboarding and the first 60 seconds". Johnson notes that as humans, we're all pre-programmed to have first impressions based on a single quick glance at another person or thing, and the same is true when we're working with apps. Most developers devote a ton of time to the app and totally ignore the onboarding process, but the first impressions of an app are always important as many users will delete it if it appears confusing or has a difficult signup process. The first impression starts even before the app ls loaded onto a device -- as Johnson demonstrated, the App Store icon, screenshots, and even the messages used in screenshots are very important in terms of capturing potential customers and establishing branding. Users "window shopping" for apps often make their decision based on what happens when they first launch an app and see what Johnson referred to as the "Why should I care?" screens. Johnson used the IFTTT app's description screens as a positive example of how to describe what the app does before even asking a user to sign up for an account. A "skip" button is very important at this point, since some users may know already what an app does and don't care about the description. Johnson suggests that developers "ask nicely" when something is going to happen, referring to this as "The Pretty Please Prompt". More users tend to accept permissions if you let them know why you're going to be doing so. For example, if you want users to be able to share something with friends, ask them for permission to use the address book when they actually try to perform that function and not before. Tell users why the app needs permission and then actually ask for the permission, and they'll be much more likely to give the approval. Johnson also suggests that login pages be delayed as long as possible after launching the app or be made optional. If you really need for users to log in, don't throw it at them right up front. He'd also like to have developers standardize on a single format for login screens to keep them from confusing users. It would be much easier for people to log into a variety of different apps if each used the same basic user interface and labels. Sign In, Register, and Forgot Password are really the only functions that need to be used, and Johnson has gone on record as wanting all developers to adopt those labels. It's also important to do a "dress rehearsal" of app functions or gestures, but only if you need it. In other words, if you have a very intuitive user interface in your app, don't take users through all of the the different steps. Only 42 percent of paying users of the first version of Johnson's Free-Time app ($2.99) made it all the way through six pages of descriptions. Johnson said that they're not providing that "how to" in the next version of the app. Mailbox is an app that requires users to actually go through the gestures to learn them, which Johnson lauded as a great way to get people used to using the app's unique gesture UI. In other words, users actually use the app to learn their way around the UI. Johnson then displayed some examples of good, bad, and ugly onboarding processes. The ugliest was the iTunes U app, which he considered one of the worst because it appears to switch to another app during onboarding and requests permissions without describing why it's doing so. For the "bad" example, he chose ChitChat (see image at the top of this post). This free app makes a lot of requests for permissions, displays screens with no prompt except for a circled check mark, and forces a user through 11 pages of tutorial screens -- without a "skip" button. For the example of a good onboarding process, Johnson selected NPR One. The app launches with a "play" button that plays an audio introduction while showing potential users what's going on. All of this happens before requesting permissions and a signup. The first few seconds of using an app is very important to users, and Johnson suggests that you obsess about how to grab a user and get them to use the app. This is one case where user testing can really make a difference in how your app is perceived by your target audience. Be sure to visit TUAW tomorrow for more news about this year's 360|iDev conference.

  • 360iDev 2014 starts off with a bang

    by 
    Steve Sande
    Steve Sande
    08.25.2014

    Denver has been a host city for the 360|iDev conference for a number of years, and this year's event for developers is currently underway in the Mile High City. TUAW is at the conference to see what the best brains in iOS development are up to. Although there were some conference sessions yesterday, the event started in earnest today, and it launched with a bang with a keynote address that was definitely out of the ordinary. Surya Buchwald took the stage this morning for the opening keynote, and in case that name isn't ringing a bell, perhaps you know him better as Momo the Monster, VJ for deadmau5, the Glitch Mob, and Wolfgang Gartner. He's the director of innovation for Helios Interactive, creating immersive experiences for events and retail outlets. So what does this have to do with iOS development? Buchwald's keynote was ostensibly a talk about the creation of a generative art performance app, but quickly transformed into an amazing performance by Colorado-based art/music duo Polar Vortex. Buchwald has several fun visualization apps in the App Store that were demonstrated during the keynote and performance: MakeSpaceShip (US$0.99) and FiddlyBits (Free). This year's conference is being attended by 380 developers and app business types, most of whom were at the keynote this morning. As you'd also expect at a conference full of nerds, every name badge is equipped with an iBeacon that works with the official conference app. Want to know who's in a session with you? Just fire up the app and you get a full rundown on everybody in the room... or at least it's supposed to happen that way when the feature gets turned on. Let's just say the iBeacon functionality appears to be in currently in development, as it should be for a developer conference. We'll be back with more coverage of 360|iDev 2014 over the next few days.

  • Apple Timer helps you count the minutes until the next Apple event

    by 
    John-Michael Bond
    John-Michael Bond
    08.25.2014

    It's not easy waiting on good news. We're coming up on the next big Apple event. The company is expected to announce the iPhone 6 on September 9, 2014 and fans are already waiting with baited breath. Sure, you know what the event is, but how will you count down to it? Apple Timer is a new project born out of the success of last year's WWDCTimer. The website provides a simple countdown clock for each upcoming Apple event, down to the second. Currently the site lists the September 9 iPhone event and next year's WWDC, but more events will be added as they become available. If you're wondering, we're currently 286 days away from WWDC (as of this writing). You're already probably sitting in front of your computer, counting down the seconds until we get a look at the iPhone 6. Now you have an easier way to keep track of how close we really are.

  • Marvel Heroes now featuring Operation Omega

    by 
    Jef Reahard
    Jef Reahard
    08.23.2014

    Operation Omega is going on right now in Marvel Heroes. In fact, it's a week-long event that started yesterday, so it will be going on for some time. It features 24 percent server-wide boosts to XP, SIF, and RIF as well as harder enemies and more loot. Oh, and don't forget to collect those Omega access files and trade them in to Dum Dum Dugan for exclusive items and artifacts!

  • The Think Tank: The desirability of world-changing game events

    by 
    Bree Royce
    Bree Royce
    08.21.2014

    World-changing events can have a huge impact on MMORPGs, both positive and negative. Guild Wars 2's living story, which laid waste to Lion's Arch and face-lifted several other areas in the game, is well-known for its permanent plot-based world changes, but EverQuest II, World of Warcraft, and many older games have also dabbled with brazen alterations to the landscape... and players aren't always happy about it. For today's Think Tank, I asked the Massively writers what they think about such content: Are we fans of permanent, comfortable, unchanging worlds, or do we prefer game worlds to change over time and in our absence, even if that means virtual places we once loved can no longer be visited?

  • The Daily Grind: Do you adjust your in-game routine for events?

    by 
    Jef Reahard
    Jef Reahard
    08.11.2014

    I coughed my way through a couple hours of Star Wars: The Old Republic gameplay this weekend. When I say gameplay, what I mean is standing at the AH and playing the market while waiting for my companions to finish crafting. And since BioWare's rakghoul plague event is currently a thing, I contracted the exploding green goo glowy eyes disease multiple times courtesy of the people who love to pass it around on Fleet. Eventually I wised up and acquired a stack of those anti-infectants, but not before I thought "hey, I can probably turn this into a Daily Grind!" So, here you go. Do you stop your normal themepark routine to participate in in-game events? Which ones are your favorite? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Warlords of Draenor: Updates to Darkmoon Faire

    by 
    Sarah Pine
    Sarah Pine
    08.05.2014

    The Darkmoon Faire has come to the beta servers, and with it, a bunch of updates and additions including games, pets, and vanity items. There are new ways to earn Darkmoon tickets, new ways to spend them, and new discoveries to be made on the mysterious Darkmoon Island. Our friends over at Wowhead have tested out the new games, and they seem like a ton of fun. The first is the Firebird's Challenge, where you have to fly through rings of fire in the air. If you miss, you lose the debuff that keeps you aloft. There are a series of achievements for staying aloft, and earning the last and most difficult of them rewards you with the Blazing Wings, a vanity item that gives you a pair of fiery but non-functional wings for an hour. The second game is a racing game around the island, with a series of quests to go with it. You have to make it to certain markers along the western part of the Faire, while zeppelins shoot at you to slow you down. There are a number of power-ups to be had along the way, from simple sprint shoes to a sack of bunnies that will distract a zeppelin from shooting at you. In addition, there is a new pet trainer--Cristoph VonFeasal--and a new pet you can win in the bag of goodies you get for defeating him. There are a bunch of new vanity items, including both skirt- and pants-set versions of NPC clothing items found only in Gilneas. Sadly, these clothing items are white-quality, which means they cannot be transmogged. Finally, there are, as ever, a whole set of new epic-quality Darkmoon deck trinkets--the Iron Deck, Moon Deck, Visions Deck, and War Deck--which I'm sure will be hot commodities come WoD. I'm glad to see the Faire getting an update, it's one of my favorite regular events, and new things to do there are always welcome.

  • World of Warcraft announces the release date of the release date of Warlords of Draenor

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.04.2014

    Good news, World of Warcraft fans! Warlords of Draenor doesn't have a release date yet, but we now have a release date for its release date. Yes, Blizzard is hosting a big event on August 14th to unveil the game's opening cinematic, which will also reveal the date when Warlords of Draenor is releasing. The whole event will be streaming for free online, or if you're in Los Angeles, you can head down to the Ace Theater and view it in person. In the event that you make the trek out to the theater, you'll be duly rewarded with a beta key for Warlords of Draenor and you'll get to enjoy sitting in the same room with the minds behind the expansion. Doors open on location at 8:30 a.m. PDT, with streaming starting at 12:30 p.m. EDT (9:30 a.m. PDT). Then you can enjoy the release... of the release.

  • NIS America to pay agreed pledge for GaymerX2 [Update]

    by 
    Mike Suszek
    Mike Suszek
    07.29.2014

    Just yesterday, NIS America stepped away from its $3,000 pledge to cover costs for the GaymerX2 convention held in San Francisco on July 11 through July 13. According to the LGBTQ-focused event's founder Matt Conn, the situation between both parties is currently being resolved, and will result in NIS America agreeing to pay the full amount it promised to the event holders. "After talking with their team, [NIS America] have apologized for the misunderstanding and offered to make right and pay the full amount that they agreed upon," Conn told Joystiq via email. "We have apologized for escalating it to a public level so quickly and we are pleased with how quickly they offered to resolve the situation and make right on their promise, and we harbor no ill will towards them."

  • Marvel Heroes celebrates Guardians of the Galaxy

    by 
    Jef Reahard
    Jef Reahard
    07.25.2014

    Marvel's Guardians of the Galaxy film hits theaters on August 1st, and Marvel Heroes is counting down with its 10 Days of Guardians of the Galaxy in-game event. Players can complete three shared quests once per day to max out their allotment of Planet X Bark, which can then be redeemed for loot boxes with varying levels of unique rewards. There's also a daily login reward, so head to the official Marvel Heroes website to read all about it!