kevin-maginn

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  • Got PotBS questions? Ask Rusty!

    by 
    William Dobson
    William Dobson
    01.29.2009

    Flying Lab Software's CEO Russell "Rusty" Williams has been fairly vocal about his company's game Pirates of the Burning Sea in the past, doing the rounds with media outlets and spreading the word. His latest project has just been announced on the PotBS official site, and will allow him to maintain his parlance with the game's community; a new podcast series called "Ask Rusty" will be featured on the site on a regular basis, and players will have the chance to do as the name would suggest and Ask Rusty questions about PotBS.For the first podcast, questions were taken from the old "Ask an FLS developer" forum, but in the future, the questions will come from submissions to community AT flyinglab DOT com (make sure to use "Ask Rusty!" as the subject line). Russell is joined by lead designer Kevin Maginn and producer Michelle Williams in this first installment. There is a direct link to the podcast for those looking to download it or listen in their browser, and there is also an RSS feed that can be subscribed to if you like what you hear.

  • Pirates of the Burning Sea launches their avatar combat redesign

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.30.2008

    Avatar combat was always the stepchild system in Pirates of the Burning Sea. Where ship combat was polished, intense, and very different from your standard MMO combat fare, avatar combat just seemed plain weak and added in at the last moment. In fact, it was one of the last things added to the game, as lead designer Kevin "Isildur" Maginn tells us in his developer blog.But as of today, with the new "Clash of Steel" patch, avatar combat has gotten a complete redesign. Thar' be a major update, mateys! Kevin has been working on the avatar combat system for months now under the radar, telling us at Massively about it with Flying Lab CEO Russel Williams at his side back during DragonCon."I liked the avatar combat system, we had a good base system, but things just seemed off," said Kevin Maginn about the new revisions. "I was playing Dynasty Warriors 6 a lot, and I think the new system reflects that. I wanted a system that allowed players to move through combat quickly and have fun with missions instead of killing one man, waiting, killing another, and waiting."With today's patch we finally get to see the fruits of the development team's long labor. Even if you're not a subscriber to Pirates of the Burning Sea, you can still jump on a free trial and check out the new system along side plundering the sparkling seas of precious booty!

  • Be heard this week with EQII and PotBS IRC chats

    by 
    William Dobson
    William Dobson
    06.17.2008

    Stratics is going to play host to some more "House of Commons" IRC chats later in the week, for both EverQuest II and Pirates of the Burning Sea, giving fans a chance to pose some questions to the teams behind these two games. On Wednesday the 18th at 5PM PDT/8PM EDT, the PotBS chat will take place, and will feature producer Joe Ludwig, lead game designer Kevin Maginn, lead world designer Cory Herndon, community relations director Troy Hewitt and community specialist Tom Atkinson-Edwards. Full details on how to join in on this chat can be found here.The EQII chat will take place a day later, on Thursday the 19th at the same time slot of 5PM PDT/8PM EDT. Representing the game in the chat will be Josh Kriegshauser and Greg Spence from EQII Engineering; Kyle Vallee, designer of "Runneye: The Gathering"; Nathan McCall, designer of the Void Storm quest series; and Tiffany Spence and Aaron Bisnett from the community relations team. You can find out how to join this chat at this page, and don't forget that we here at Massively will be speaking to the EQII team this week as well, so you can also drop any questions you might have in today's Daily Grind for us to bring to them.

  • Pirates of the Burning Sea's Kevin Maginn answers questions at GameSpot

    by 
    William Dobson
    William Dobson
    02.11.2008

    GameSpot UK recently had an interview with Pirates of the Burning Sea lead designer Kevin Maginn, in which they fired off a series of questions that looked to flesh out the game's concept for anyone not yet familiar with it. As well as name-dropping the guys from Talk Like a Pirate Day, some of Maginn's answers reveal a lot of the reasoning behind some of the important design choices that make the game what it is today.One of these is the mainly solo-oriented mission structure in PotBS. In this case, it comes down to what Maginn himself preferred to have in an MMO -- he said that he enjoys group content, but wanted to have the ability to log on and achieve things on his own without needing to sink time into group setup. This brought about the system we see in PotBS now, with most missions aimed at a single player, but there are a few group missions that are much more elaborate than a regular quest and are repeatable, to satiate group cravings on a permanent basis.Maginn also says that, apart from updates on a roughly monthly basis, a major content update should hit every few months. One aspect of the game not mentioned in the interview is the interesting economy and crafting system, surely one of the game's big selling points. Check out the rest of the interview at GameSpot.

  • Lead designer of Pirates of the Burning Sea Q & A interview

    by 
    William Dobson
    William Dobson
    11.20.2007

    The Warcry Network recently had a chance to ask Pirates of the Burning Sea lead designer Kevin Maginn a round of questions about the upcoming Jack-Sparrow-simulator. The interviewer poses queries about launching with both land and ship aspects already in-game (as opposed to a game like EVE which is only now looking to add land-based play), system requirements for the masses, the beta and stress test processes, population balancing and the user interface.Of most interest is the question on populations, regarding the different factions in the game. Players can choose to be English, Spanish, French, or the swashbucklin' Pirate. Maginn notes that, during various phases of the beta, the numbers have remained roughly the same -- 35% choose Pirates, nearly as many choose the English, and then the French and Spanish each take 15%. On this he says, "we are working on some population balancing tools, with two goals: make the game more fair if your nation is underpopulated, and make underpopulated nations more appealing, particularly to large PvP guilds". If the incentives for one race are good enough, it might swing the population the other way entirely. We'll have to wait and see what countermeasures will be employed before the game releases, as the difference in numbers so far sounds fairly staggering.

  • Pirates dev: PvP and crafting are "different parts of the same system"

    by 
    Mike Schramm
    Mike Schramm
    10.26.2007

    Female-Gamer keeps up their great Pirates of the Burning Sea coverage with an interview with dev Isildur, aka Kevin Maginn. It's an excellent read, especially if you're excited about the economic possibilities in Pirates. It sounds like they've been through a few iterations of the system, and Maginn seems pretty happy with what they've landed on. It's actually closer to EVE than crafting in games like World of Warcraft, in that player craft are actually necessary in a war-driven economy, and PvP will definitely affect how and where crafting gets done. Maginn goes so far as to say trading and PvP are different parts of the same system, in that to make the best items in the game, you'll have to fight other players to get to them.He also says the beta is currently going through an expansion, so if you haven't been invited yet, your chance may be just around the corner. But even if not, there's only a few months left to wait before we all start shipbuilding and sailing the high seas.