kieron-gillen

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  • Aventurine: MMORPGs are not casual games

    by 
    Jef Reahard
    Jef Reahard
    06.29.2010

    Aventurine, the indie developers behind the free-for-all PvP sandbox known as Darkfall, recently sat down with Rock, Paper Shotgun for a revealing question and answer session. Lending their voices to the discussion were lead developer Tasos Flambouras and RPS' Kieron Gillen. The interview touches on everything from the game's new 14-day trial, to the extensive changes since launch, to changes in the MMORPG genre. "It's pretty amazing to us how little the MMO genre has changed over time. It seems to be the same successful basic recipe with little variation. Don't get me wrong, there are a lot of good games, but they don't really bring many new things to the table. Everyone wanted to make the Everquest killer and now they want to make the World of Warcraft killer. To do that they probably have to make a variation on the theme rather than innovate and dare to be different," Flambouras says. He also comments on the unique nature of MMORPGs as well as the ideal Darkfall player. "When you play any MMOG, you're making an investment, these are not casual games and they continuously evolve," he says. Check out the full interview at Rock, Paper Shotgun.

  • Jagex lets out a small bit of information on their upcoming title, Mechscape

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.07.2009

    Getting Jagex to even speak the name Mechscape is hard enough in itself, but Kieron Gillen was able to glean some facts from the Jagex staff at the recent DEVELOP conference in Brighton.While Gillen's Rock, Paper, Shotgun piece centered mostly on Jagex's newest website, FunOrb, and their dedication to retro gaming, he was able to sneak in a few questions and learn a few key facts about Jagex's next browser-based MMO. Mechscape is not Runescape in space, but more of an evolution of "How can we avoid past mistakes?" One of the mistakes that many developers make is putting fantasy MMO mechanics into a sci-fi setting according to Henrique Olifiers, the head of Mechscape."The reason why many Sci-fi MMOs haven't worked is because they're fantasy games dressed up to look like Sci-fi games," said Olifiers to Gillen.To this end, Mechscape has turned to sci-fi titles such as Ascendancy and Masters of Orion for inspiration in regards to their game mechanics. In addition, Mechscape will not be featuring experience points or levels, much like another game we just talked about.Olifiers has stated that Mechscape is in the final polishing phases of development, but he will not put a date down on the game just yet, citing the age-old, "It will be done when it's done."

  • WAR's Creative Director waxes nostalgic about games journalism

    by 
    Akela Talamasca
    Akela Talamasca
    06.26.2008

    The interview between Rock, Paper, Shotgun's Kieron Gillen and EA Mythic's Paul Barnett is a bit of meta-ness that doesn't bear directly on MMO news, but it's an interesting look into the mind of one of the architects behind the upcoming Warhammer Online. The take-away from the interview is that games journalism can be played many different ways, but in Barnett's mind it ought to stand for critical examination, the way movie critics write. Part of this means a no-bias account, and part of it means offering alternatives to gameplay that the writer feels doesn't work. We bloggers here at Massively do our best to provide our readers with the straight stuff, and we hope that comes through. The interview is merely the first in a series, with much more content from that evening's get-together on its way. We'll keep our eyes out for interesting tidbits.

  • Why APB's customization options might be a big deal (or not)

    by 
    Samuel Axon
    Samuel Axon
    06.17.2008

    There's a clip over at GameVideos (embedded above) that depicts All Points Bulletin's character customization system. We say "customization" instead of "creation" because we doubt all the exhibited features will be available to new players. We learned at GDC (in the very same session this video originated from, actually) that visual customization options will be among players' rewards for successful play.Rock, Paper, Shotgun's Kieron Gillen was nevertheless impressed with all the options. He commented on the exhibit, and posited that APB has that Grand Theft Auto je ne sais quoi. The culprit: the art style, which when combined with creativity will give the game a human quality that transcends the mechanics of the game. Because of that, Gillen is looking forward to APB more than he is to any other MMO.He took a jab at World of Warcraft, saying that because each item of clothing in WoW has critical stats tied to it, no one expresses him or herself through clothing. Stats are more important than self-expression in WoW society, right? Gillen prefers the City of Heroes approach, which he believes APB shares. But does it? We don't really know yet, do we? Maybe your clothing style affects your skills. That's something to wonder about. We'll see.

  • The story behind the original Jumpgate

    by 
    Chris Chester
    Chris Chester
    04.04.2008

    To this blogger, the cult of celebrity which has risen up in the rest of the gaming community has never really seemed to touch the MMO sphere with quite the same fervor. Sure, we've got a handful of highly-regarded sage figures, whose names alone are often used to sell products, but those are really the exception, and many fans of MMOs casually move from game to game with no concept of the history that underpins every new release. While a lot of it is really extemporaneous to the experience, it can sometimes illuminate design decisions that would otherwise seem alien.It's with this in mind that Kieron Gillen recently reposted an old interview with NetDevil design director Ryan Seabury to shed some light on the company's past projects in light of the of the impending release of Jumpgate Evolution. Some of the things talked about are the trials of developing with a small team, the lessons learned in terms of making a game accessible, and what Jumpgate did well that (hopefully) will translate directly to Jumpgate Evolution.

  • Kieron Gillen on TR, betas, and free trials

    by 
    Louis McLaughlin
    Louis McLaughlin
    11.25.2007

    Kieron Gillen of Rock, Paper, Shotgun has a great retrospective up about Tabula Rasa, its launch, and where Destination Games should go from here.Kieron talks about how he actually likes TR, but how the game has been damaged -- maybe ruined -- by an ill-advised Beta test. Which is spot on, really. Loads of serious MMO fans played the Beta at one time or another, and it was missing so many features that made it into the final game it's not even funny -- in fact, it's still missing some even now, hence the rush for patches and new content. The solution? Kieron recommends TR gets a free trial. Not the refer a friend scheme going around at present -- a real free trial so Beta testers can reevaluate the game as it stands.The quality of a Beta influences how successfully a game sells much more than publishers seem to believe, and similarly, free trials. It's always struck me as foolish that every MMOG doesn't have a free trial to begin with. Whilst retail sales is something publishers will always hate to lose, surely if subscriptions are increased in the long-term it's a wise investment?

  • The Making of City of Heroes

    by 
    Michael Zenke
    Michael Zenke
    10.30.2007

    The blog Rock, Paper, Shotgun has been delighting PC gamers since July of this year with spot-on interviews, commentary, and diatribes on everything from FPSes to MMOGs. This week they have up an interview done by journalist Kieron Gillen talking with designer Jack Emmert about City of Heroes. The topic? Nothing less than how the world of Paragon City came to be.The interview is from back in 2004, so some of the comments are a bit dated, but it's a great look back at the concepts the designers were tossing around all the way back at the game's origin. One of Jack's most interesting comments is on the desire to get the game's scope as tight as it could be, as early as possible: "You can only do so much well," Jack insists, "It was just a decision we made in January/February of 2003. We just said that "We really should start focusing on what this game is going to be". We wanted it to be everything, but it wasn't realistic. We'd run into too many issues. We thought it was better to have a really stable, fun game and then add to it. The essence of a superhero is combat, so that's what we did, knowing we could grow the game over time and add more through patches. And to be honest, it's a mistake many MMOs make, is that they try to be everything that Everquest does... forgetting that Everquest wasn't Everquest when it released."