iron-age

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  • How Wargaming.net launched itself to the top

    by 
    Elisabeth
    Elisabeth
    09.17.2012

    Wargaming.net got its real start the day IBM's Deep Blue supercomputer beat Garry Kasparov at chess. Viktor Kislyi, Wargaming.net's CEO, came to the conclusion that civilization had moved on and that computers were the future. His first game, made over the course of two years with his brother and played by only two other people on the planet, was Iron Age, a turn-based strategy game in the traditions of Risk and Civilization. After that, Kislyi worked on translating the miniature wargame De Bellis Antiquitatis to the virtual (but still historically accurate) world. After the success of DBA, Kislyi and those around him created the Massive Assault games, Galactic Assault, and Order of War. After that, development for World of Tanks began, although in the early days, it was a drastically different game. The game began as a "fantasy arena style battle game," but circumstances intervened, and eventually World of Tanks as we know and love it was born. Want to brush up on your history? PC Gamer has the full details of the rise of Wargaming.net. There'll be a quiz.

  • Champions Online 'ambitiously' re-itemizing the game

    by 
    Justin Olivetti
    Justin Olivetti
    02.03.2012

    As the groundhog pops up to see his shadow, so too do the devs of Champions Online pop up with their monthly UNTIL Field Report, dishing out the plans and proposed future updates for the game. This month's report is rather lengthy and kicks off with a promise about upcoming "ambitious" re-itemization of all items and rewards in Champions. Currently in testing and on deck for the near future is a '90s Iron Age costume set, alerts, zone balancing, and a look at why them women folk walk so dang funny (apparently arms and legs are moving out of sync on female characters). Players also have a new travel power -- Distortion Acrobatics -- and specialization trees to look forward to. There's also some good information in the report as to why some features and concerns have yet to move from low to high priority, such as the "lukewarm" feedback of team duels and the difficulties of balancing XP gifting. As the next update for Champions Online nears, Cryptic promises a more in-depth series of dev diaries detailing the changes.