lead-designer

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  • SWTOR's Daniel Erickson 'actively looking for new opportunities'

    by 
    Justin Olivetti
    Justin Olivetti
    09.11.2012

    Is Star Wars: The Old Republic's lead designer and creative director looking to move on from the studio? This is the question that comes from reading Daniel Erickson's LinkedIn profile, in which he includes the phrase "actively looking for new opportunities" in his header. Erickson has been with BioWare for well over seven years at this point. We're cautious about deducing too much from a single blurb on LinkedIn, but then again, he puts it right up front and center. What do you think: Is Erickson looking to move on from BioWare, and if so, what impact will this have on SWTOR? [Thanks to Soeren for the tip!]

  • Apple lead designer Jonathan Ive knighted for the New Year, how's your 2012 looking?

    by 
    Richard Lawler
    Richard Lawler
    12.31.2011

    Apple Senior VP Jonathan (or Jony) Ive has been credited with fueling the company's resurgence alongside Steve Jobs with products like the iMac, iPhone and iPad, and for these successes has been made a Knight Commander of the British Empire as a part of the New Year's Honour's List. Aside from having a much better NYE celebration than yours, he'll be tapped on the shoulders by the Queen's sword and that will forever be Sir Jony to you, commoner (we'll see if he can make it through the ceremony without suggesting some tweaks for better balance and usability -- you can see his passion above as he eats an invisible sandwich pontificates about new iMacs). It's a bump up from his previous title of Commander of the British Empire and keeps the cycle going, as he released a statement appreciating the benefit of a "wonderful tradition in the UK of designing and making". [Thanks to everyone who sent this in]

  • Massively's guide to RuneScape's wilderness and free trade

    by 
    Brendan Drain
    Brendan Drain
    03.11.2011

    Back when the open-world PvP of Ultima Online was more than just a memory for most people, it just seemed natural for a game to let players beat each other to death. Having open-world PvP in an MMO checked off another item in the list of things that attracted people to the genre. RuneScape's wilderness area was Jagex's compromise between letting players smash each other's heads in and not alienating players who don't want their heads smashed in. While most of the game remained PvP-free, the wilderness to the north was an open PvP bloodbath complete with corpse-looting and rude language. PvP was removed from this area several years ago as part of a major effort to beat the RMT business. At the same time as wilderness PvP was removed, limitations were placed on the amount of gold a player could gain or lose in player-to-player trades every 15 minutes. Trading was migrated largely to a new Grand Exchange system with built-in price limits. This all but killed the game's emergent trading professions, severely limiting the scale of shops and making life harder for the wheelers and dealers out there. Both the trade and PvP restrictions were lifted just over a month ago, and players are quickly learning to take advantage of all that's been brought back to the game. Skip past the cut for Massively's look at how you can take advantage of free trade and wilderness PvP and how RuneScape's community has reacted to the revival of these long-lost features.

  • Massively's exclusive interview with RuneScape's lead designer Mark Ogilvie

    by 
    Brendan Drain
    Brendan Drain
    01.24.2011

    Last month, Jagex did the unexpected when it opened up a major game-changing decision on its popular MMO RuneScape to a public vote. As part of RuneScape's 10th anniversary this year, Jagex gave players the chance to vote on whether they want PvP in the wilderness and free trade between players to be restored. These are two key features that were removed from the game around three years ago as part of an anti-RMT campaign. Over 1.2 million votes were cast in the public referendum, with over 90% of them asking for the revival of wilderness PvP and free trade. The much-loved game mechanics should be returning to RuneScape in early February. At Massively, we took the opportunity to interview RuneScape's lead designer Mark Ogilvie on the upcoming changes and what the future has in store for this popular browser MMO. Massively: When you initially put out a vote on the restoration of wilderness PvP and free trade, did you expect the response to be as overwhelming as it turned out to be? Mark Ogilvie: We really weren't sure. I spend a lot of time talking to my players, but you often find that PKers are a vocal minority. We wanted to run a referendum to see what the truth was, but we really weren't sure what was going to happen. We had a bit of a friendly sportsman's bet to see where the percentages would be, and I'm quite proud to say my guess was pretty spot on. I was really pleased when my bosses said, "let's ask the players and see what they think." Taking the risks to do something like that, putting a decision that big in our players' hands -- that's quite brave. Skip past the cut to read the rest of our exclusive interview with RuneScape's lead designer Mark Ogilvie.

  • Sparkplay Media secures more funding, may introduce new projects outside Earth Eternal

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.17.2010

    Sparkplay Media, the team behind the browser/client hybrid free-to-play title Earth Eternal, has just wrangled up an additional 2.8 million dollars in investments, according to a filing within the SEC. The team is certainly showing growth, as noted in a recent interview with the new lead designer on Earth Eternal when he asks for more members on his team, but VentureBeat believes that Sparkplay is experimenting on more projects outside of Earth Eternal. Currently their job page speaks otherwise, as Sparkplay is looking for more developers to be placed onto the Earth Eternal team. But, even if the company isn't working on new projects, more investments are only good news as it means more ambitious updates will likely be coming to Earth Eternal in the coming year, thanks to more people working on the project. [Thanks for the tip, Ripper!]

  • Star Trek Online developers discuss Away Team game mechanics

    by 
    James Egan
    James Egan
    08.16.2009

    Cryptic's upcoming Star Trek Online is boldly going where numerous Star Trek PC games have failed before. Only now, for the first time, the Star Trek IP meets massively multiplayer online games, and we're hoping that Cryptic Studios will release a solid sci-fi title that balances Trekkie canon bliss with gameplay that keeps MMO fans happy. A number of Star Trek fans following along with STO's development clearly have high hopes for the game, and so do we at Massively. What's also unique about Star Trek Online is that it's one of the few sci-fi MMOs that has both starship combat and terrestrial gameplay. Of course, there are many questions that remain about Star Trek Online, particularly when it comes to beaming down to the surface of planets. Have you ever wondered about when you beam down with your Away Team, if you'll visit the planets that are prominent in Star Trek canon, or will these be new worlds? For that matter, will your starship be left defenseless without you there on the bridge? And if you do Away Missions only with other player characters, will your Bridge Officers still level up with you?

  • Champions Online dev chat answers questions from the fans

    by 
    James Egan
    James Egan
    08.02.2009

    The superhero MMO Champions Online is slated for a launch very soon, right around the corner in September. Cryptic Studios has continued to hold dev chats leading up to the game's release, which can be a good source of info about Champions Online, particularly if you haven't had a chance to check out the game's beta tests. The latest dev chat let the Champions fan base pose questions to the developers, including Lead Designer Randy Mosiondz and Reward Systems Designer Cormac Russell, among other devs working on the game. The dev chat addressed a range of questions and concerns, such as what Champions Online will bring to MMORPGs and the superhero game genre that we don't already have. The title's creators also explained the extent of Champions Online's crafting system, including how players will be able to craft Techniques, essentially items that impart abilities. There's also plenty more about unlockable costumes and how the game is designed to prevent players from creating (overly) godlike custom Power Frameworks. You can check out what the Cryptic devs have to say about Champions Online over on the game's official forums.

  • Meet the Sparkplay Media team: Part One

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.23.2009

    Here at Massively we recently got the chance to sit down with a couple members of the Sparkplay Media team and pick their brains about their upcoming MMO, Earth Eternal. However, these guys had a lot to say to us! So much so that we couldn't fit it into one of our standard interviews!So that's why we're bringing you "Meet the Sparkplay Media Team," a two part feature article with all of the info and answers that we've been exposed to. Today and tomorrow you're going to get to know the lead designer, a concept artist, lead writer (and moonlighting CEO), and one of the programmers behind Earth Eternal.Today we're sitting down with Greg Chapman, the lead designer, and Alex Madrigal, one of the concept artists. If you wish to comment on today's interviews, please do so on page two of our interviews. Otherwise, hit that continue reading button and come on in!

  • All Points Bulletin players to help determine game's evolution

    by 
    James Egan
    James Egan
    06.28.2009

    The team at Massively is pretty happy to see that Realtime Worlds has broken radio silence with All Points Bulletin, first with the E3 2009 announcement and a video podcast, and now with some in-depth interviews about the urban crime game. Gamasutra's Christian Nutt recently spoke with APB lead designer EJ Moreland about some of the elements that could make this game different from most anything else presently on the market. The game is clearly a departure from some of the conventions and game mechanics typical of an MMO. The game's emphasis is on dynamic action; Moreland describes APB as "an online action game with persistence." And, of course, there's that incredible potential for customization they've shown off.

  • Facebook MMO is the Warcraft killer, says EverQuest's lead developer

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.17.2009

    Ryan Barker, the lead designer of EverQuest, is a man who believes in the power of Facebook and social networking. In an interview with The Escapist, Barker is quoted as saying that a Facebook MMO might have the power to eclipse the MMO market much like World of Warcraft has already done some years back.Barker's reasoning behind declaring a Facebook MMO as a champion is due to the ease of playing with your friends. Facebook has the power to remove many of an MMO's social blocks, such as a lack veteran players, ease of access, a lack of servers, and the ease of playing with your friends, and turn those stoppages into forward momentum for a game and its community.

  • EVE Online developer Noah Ward on player drama in the sandbox

    by 
    James Egan
    James Egan
    03.04.2009

    There's been no shortage of player-driven drama in EVE Online over the past few months. The things players can do within the game is a testament to EVE's sandbox design, but also to the developers who allow the players accomplish whatever their devious little hearts desire. It's true that most who play the game don't embezzle virtual currency from player-run banks, engage in spycraft or turn double agent, much less publicly assassinate another player during a PvP tournament, but all players in the game benefit from the risk these activities inject into the game. It all becomes part of the game's setting and ultimately makes New Eden a gritter place. This is a topic of discussion over at MTV Multiplayer this week. EVE Online's lead game designer Noah Ward (aka CCP Hammerhead) sat down with MTV Multiplayer's Tracey John, to discuss some of the potential within the EVE sandbox. The interview focuses on CCP Games' hands-off approach to what the players are doing in the game. As long as players aren't spouting racial epithets or making real-life threats against one another, EVE's gamers can basically do whatever they choose on an individual or collective level.

  • 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.

  • SWTOR lead designer discusses combat and world design

    by 
    Kyle Horner
    Kyle Horner
    12.03.2008

    In the the second part of their two-part interview with Star Wars: The Old Republic lead designer James Ohlen, IncGamers extracted a little more information about combat and world design. While Ohlen remains cheekily ambiguous about how the combat system works, he does mention that he thinks it's not entirely comparable to anything else out there. We're interested to see if that remains to be true once BioWare has revealed the system in the future.As for world design, one of the big aspects of the Star Wars universe is that it has tons of planets covered by one geological feature -- you've got desert planets, water planets, city planets and so on. Ohlen wouldn't provide an answer on whether or not BioWare was going to break this tradition, but he did say to expect a mix of old and new, which isn't exactly a no or a yes. In the end it probably doesn't matter, as places like Tatooine or Coruscant can be turned into a singlular zone. BioWare has finally unveiled Star Wars: The Old Republic, their new MMO! Massively's got you covered on all the details -- from liveblogging the announcement to screenshot galleries and more. Join us in the Galaxy far, far away!

  • The CSM speaks, will CCP Games listen?

    by 
    James Egan
    James Egan
    08.13.2008

    EVE Online's delegates elected to the Council of Stellar Management (CSM) have made headlines in recent weeks, both in the gaming press and mainstream news. Amidst all the media attention, EVE players have been debating to what extent the CSM will be able to work with CCP Games on changing the game to better accommodate the playstyles of the subscribers. An article at The Escapist called 'Politics in a Vacuum' explores this interaction between the CSM and CCP Games, focusing on the Council summit in Reykjavik. CSM delegate Alison Wheeler (aka Inanna Zuni in EVE) told The Escapist: "I'm not totally sure yet how much agreement there is between CCP management and CCP development teams. They've opened this can of worms that said, 'These people get elected by other pilots and players, they have the right to say, "We want this to happen; please make it so!" Predictably, this could lead to some problems where the expectations of EVE's players, conveyed through the CSM, are unrealistic in terms of what CCP can deliver on.

  • EverQuest's new lead designer on the future of SOE's venerable MMO

    by 
    Michael Zenke
    Michael Zenke
    06.28.2008

    Ryan Barker is the newly-dubbed lead designer for SOE's venerable EverQuest, and recently sat down with the folks at Curse to talk the state of the game - and even a bit about the game's future. Barker again confirms the team's pleasure at having more times to work on expansion packs, a subject covered well in our discussion with previous EQ lead designer Travis McGeathy. They also note their heavy enthusiasm at seeing players return for the Living Legacy event, something we've also discussed on the site.Without a doubt the most interesting segment is the design team's reflection on their favorite encounter in the game's history. Barker and several members of the design group point out their favorite moments from the nine years worth of content the game has on offer. Says Barker, "For me it was definitely Lord Nagafen back in original release. I was part of the first raid that killed him on Rallos Zek. It was such a rush going back through the fire giant castle and seeing that dragon for the first time. I think I seriously jumped out of my chair the first time he stuck his head through the door and bit me."Your turn, then: What's your favorite encounter/quest/monster from EverQuest?

  • TR's lead designer answers your questions

    by 
    Shawn Schuster
    Shawn Schuster
    06.18.2008

    How often do you get the opportunity to ask a big-time developer a question and actually hear their answer? Unless you travel to a gaming conference and stand in line for an hour, this isn't likely to happen, but on the next episode of TabulaCast, the hosts John and Matt will be interviewing Tom Potter, the leader designer for Tabula Rasa. They will be asking him questions submitted by the listeners regarding the game and his new role in the lead designer seat after taking over for Paul Sage last month. Of course, not all questions will be on the show, but only the very best will be chosen. This is a very exciting interview for the folks at TabulaCast who have previously interviewed some of the "leaders" in the Tabula Rasa player community including PlanetTR's main admin DeadRinger, Ten Ton Hammer's TR lead Tony "Radar X" Jones as well as both Community Coordinators: Amy "Critters" Crider and Tia "Avatea" from NCsoft Europe.

  • Another interview with TR's new lead designer

    by 
    Chris Chester
    Chris Chester
    05.27.2008

    When it was announced that designer Paul Sage was stepping away from Tabula Rasa to pursue other projects within NCsoft, many players in the community were understandably concerned. So much so, this blogger observed, that many didn't even pause to reflect on the ideas of the new guy in the lead designer hot seat - Tom Potter. Perhaps mindful of this, their PR squad appears to be shopping him around to various sites so players can get comfortable with the man and his ideas.In his latest interview, Potter doesn't step out of the box terribly much. After describing his history in the game industry, he pretty much toes the existing line of restrained enthusiasm for features already announced (like the clan-controlled CPs we've heard about for months), without really giving any concrete facts or ideas for us to chew on. Potter said that with unlimited time and budget, he'd love to implement things like space stations and Bane motherships. While this is a neat idea, it's something we were sort of expecting from future expansions anyway, and not something that would be liable to bring TR off of life-support. Perhaps we're asking too much, but we just want to be excited about the game again.

  • Rethinking archetypes in Champions Online

    by 
    Kyle Horner
    Kyle Horner
    05.24.2008

    When it comes to the subject of game design evolution the lead designer for Champions Online Randy "Arkayne" Mosiondz has some very interesting things to say. He recently posted his thoughts in the newest developer blog over on the Champions Online official website and the results are quite compelling. His write-up starts out as a general discussion on the topic of initial game design and how -- even why -- it always progresses into something different along the march to completion. After a bit of pontificating on that subject, Arkane moves onto how this all ties into Champions Online, which in turn dovetails into the subject of archetypes in Cryptic's game.It all ends up with the revelation that archetypes in Champions Online won't be playing the role they were originally intended for. The reason for the somewhat rug-tugging change comes from the community reaction to how archetypes were originally planned to function. A good developer always communicates with their players, so this is nothing new to Cryptic Studios.

  • GameSpy speaks with Jeff Kaplan about Wrath of the Lich King

    by 
    Mike Schramm
    Mike Schramm
    05.09.2008

    In addition to all the other info dropping today (apparently Blizzard held an event this last week at their HQ to show off some new Wrath information), GameSpy got to chat with Jeff Kaplan, WoW's Lead Designer, about Death Knights and what they're going to be for in the next expansion. Apparently Kaplan says Blizzard has designed "zero" raid bosses for the next expansion yet, so he isn't sure where they'll fit among Pallies, Druids, and Warriors as tanks. DKs will have a disease-based DoT, as well as the creature and ghoul summons we've posted about previously As we heard before, Death Knights will serve as a "Fury Warrior" type of tank -- damage based rather than protection based. Blizzard hasn't determined exactly whether there will be faction differences in the epic class quests, but they won't be too different for races or factions, just because the stories, he says, should be the same Finally, Kaplan clarifies again that Death Knights will be available to all races, and that Arthas himself became not Undead, but Scourge In case, maybe, Arthas wants to come back? We'll let you read the rest into what Kaplan said -- he unfortunately didn't tell us too much new information, but he did clarify a few points we already knew about Death Knights. And the news about Blizzard's nonaction on raid bosses so far is interesting -- has Blizzard really not made any raid bosses yet, or are they just not ready to tell us about them?

  • Meet the lead designer for Champions Online

    by 
    Kyle Horner
    Kyle Horner
    02.28.2008

    The first of many Q&A sessions with team members from Cryptic's upcoming superhero MMO Champions Online has gone up. The first subject to field questions happens to be lead designer Randy "Arkayne" Mosiondz, who seems like a pretty nice guy from up north. As far as new information goes, the article doesn't really reveal anything that we didn't already know. However, it does give us a very good look at the man in charge, which is arguably new information unto itself.Most people have been assuming that former City of Heroes lead designed Jack Emmert would be taking the helm on Champions Online -- which wouldn't have been a problem since it seems like he's learned a lot since his first massively game. Our guess is that Jack is busy with more than just CO, since we know Cryptic definitely has some other interesting projects behind their veil of secrecy.