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  • Rob Pardo leaves Blizzard

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.03.2014

    In a rather surprising move, Blizzard's Executive Producer Rob Pardo announced today that he is leaving the company. At this time he has announced no immediate career plans or subsequent goals, although he mentions a desire to spend the summer with his family and consider his next move. Pardo's forum announcement thanks the design teams for all of their hard work and notes that he has immensely enjoyed his time with the company; he expresses great satisfaction at the growth of the company and all of the changes that have come about during his tenure there. Pardo mentions that he began working with the studio during development of the original StarCraft, having since worked on titles including Diablo III, World of Warcraft, and Heroes of the Storm. He has promised fans that he will attempt to be communicative about his next move via Twitter. [Thanks to Dystopiq for the tip!]

  • Longtime Castlevania producer Koji Igarashi leaves Konami

    by 
    Mike Suszek
    Mike Suszek
    03.17.2014

    Koji Igarashi, longtime producer of the Castlevania series, announced his departure from Konami over the weekend. Igarashi's last day at the publisher was March 15, and marked the end of a career at Konami that spanned over 20 years. "I've decided to break out on my own to have the freedom to make the kind of games I really want to make - the same kind I think fans of my past games want as well," Igarashi said in a statement to Polygon. The man affectionately called "IGA" by fans began his time with the dark action-adventure series as assistant director of Castlevania: Symphony of the Night on PlayStation. His involvement in the series has since dwindled, as developer Mercury Steam took it over with 2010's Castlevania: Lords of Shadow. "Leaving Konami was a big decision, and not one I took lightly - I've spent my entire career there, made many friends, and had a lot of great opportunities - but I hope all the gamers and fans who have supported me in the past will join me in being excited about what comes next. Wish me luck," he added. Igarashi will present "There and Back Again: Koji Igarashi's Metroidvania Tale" at the Game Developers Conference this week in San Francisco, tracing the "experiences and methodology" of the series over the last 15 years. [Image: Konami]

  • Dean Hall is leaving behind DayZ and Bohemia Interactive

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2014

    Games are a bit like children. You work with other people to craft them, to help them go from little more than a twinkle in your eye to something capable of surviving without you. Dean Hall created DayZ, but he's jumping ahead to the part where he metaphorically kicks it out of the house and tells it to get a job. Or he's kicking himself out of the house... the metaphor is a bit tortured, but the important point is that he's leaving DayZ behind. Why leave a game that's still early in testing and doing well? As Hall puts it, keeping him on the project could eventually lead to his being someone who tells others how things are done rather than adapting along with a changing game and culture. Instead, he's heading to New Zealand with plans of opening a different studio. The changeover is not happening immediately but should take place before the end of the year. [Thanks to Zipzopboobidybop for the tip!]

  • Chillingo founders cut the rope from Electronic Arts

    by 
    Mike Suszek
    Mike Suszek
    01.06.2014

    Chillingo founders Chris Byatte and Joe Wee have left Electronic Arts, MCV reported. The co-founding duo had a hand in launching the first Angry Birds and Cut the Rope games. EA purchased Chillingo in October 2010 for $20 million. The LinkedIn profiles for both Byatte and Wee corroborate the news, noting that the founders left their positions at Electronic Arts in December 2013. Neither profile indicates the future of the developers. The news follows the departure of Criterion Games Vice President Alex Ward and Studio Director Fiona Sperry as well as PopCap CEO David Roberts and Co-Founder Jason Kapalka, both of which were reported last week. Kapalka will remain a creative consultant for PopCap. We've reached out to EA to confirm that Byatte and Wee left the company, and will update as we learn more.

  • Storyboard: Why am I still here?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.06.2013

    Sometimes, the biggest problem you face isn't whether or not you can find dramatic roleplaying but whether or not your character has a reason to keep subjecting herself to it. I ran into the problem recently in Final Fantasy XIV. As a player, I enjoyed what was going on with one of the many organizations my character belongs to. The problem is that she wasn't enjoying it, and she didn't have any reason to keep subjecting herself to it. She didn't like most of these people, she didn't need money or resources from them, and she wasn't really deriving any benefit from it any longer. Obviously, I wanted her to stick around. But every so often you find yourself in situations where your character isn't happy and wants to leave... and has both reason and opportunity to do so. Two weeks ago I talked about getting someone out of your life; now it's time to talk about keeping a character in the mix.

  • Storyboard: Now I only want you gone

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2013

    Roleplaying friendships are like any other sort of friendship. The person you started roleplaying with at the launch of the game may not be someone you want to keep roleplaying with through the whole of your time with the game. The question isn't whether or not this will happen; it's when it will happen and what you're going to do when you realize that you don't want to play with this person any longer. What sounds like the simplest thing in the world becomes much harder due to the simple fact that none of us likes telling someone else, "I don't want to interact with you any longer." That means you've got to read the signs and derive a lesson -- and also learn the way that your signals are going to be read, even if you don't mean it that way. So what signs do you get, what signs do you send, and what do you do?

  • The Daily Grind: How do you leave a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.26.2013

    Everyone leaves an MMO eventually. Sometimes it's a low-key affair; you realize you haven't logged on to Lord of the Rings Online in forever, you cancel your subscription if you have one, and you move on. Sometimes it's done in the heat of the moment, with one failed World of Warcraft raid leading directly to a cancelled subscription and the angriest uninstall you can manage. Sometimes it's even a planned absence, like a month-long vacation from The Secret World just to keep your interest going. That's not even getting into the question of whether you keep the client around or not (on the basis that you might go back some day) or if you get in touch with your in-game friends to let you know. There are a lot of ways to leave, in other words. So how do you leave a game? Do you tend to quit in a huff or just slowly drop off? 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!

  • Destiny Design Director Joseph Staten leaves Bungie after 15 years

    by 
    Mike Suszek
    Mike Suszek
    09.24.2013

    Joseph Staten, Destiny's writer and design director, is leaving Bungie. According to an announcement posted to Bungie's official site, Staten is "leaving to tackle new creative challenges." For his sake, we hope those challenges don't include real-life hostile aliens. During Staten's 15-year stay at Bungie, he was both creative lead and writer for the Halo series, and he spent the last four years on Destiny. Destiny, published by Activision, is slated to launch in 2014, and while Staten won't be around to see it ship he noted that he will be cheering on the rest of the development team when it does. Read Staten's full goodbye note below.

  • The Daily Grind: Do you feel bad about leaving a good MMO?

    by 
    Jef Reahard
    Jef Reahard
    08.07.2012

    Sometimes you're just not into it, you know? That said, I always feel a mite guilty when I cancel a sub for one of my favorite MMOs. Yes, I know, subs are a rarity these days, but I nearly always spring for the "premium" membership tier on games that have gone free-to-play, both for the goodies and to support the development team. These games aren't evergreen, though, and eventually you need to step away for a time to avoid burnout, messy breakups, or both. For today's breakfast topic, we want to know if leaving a game is a tough decision, or if you shrug it off and move on. Do you feel bad about leaving a good MMO? 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!

  • Star Trek Online's Dan Griffis departing Cryptic (again)

    by 
    Justin Olivetti
    Justin Olivetti
    06.26.2012

    Star Trek Online Content Designer Dan "Gozer" Griffis announced that he'll be leaving his position at Cryptic Studios to head for another final frontier. The news leaked onto the forums after Griffis told a few friends over the weekend, and the subsequent mood by players has not been pretty. Griffis put it bluntly: "Yes, I will be leaving if a few weeks for a new opportunity. That's pretty much all of it. It has nothing to do with PvP, STO, or Cryptic. It's just time for me to do something different. I had planned on telling everyone on the forums at some point, but probably closer to when I was actually leaving (I'll be here for a few more weeks)." He says that PvP will be transferred to another developer, and he's not going to talk about what's in store for that part of STO. Griffis previously left Cryptic in 2010 but returned shortly thereafter. [Thanks to Don for the tip!]

  • Storyboard: One hundred moments and done

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.20.2012

    All good things must come to an end. Roleplaying is all about creating a shared space for your character to inhabit with other characters. It's about crafting trials and challenges that can be overcome through narrative means; it's about building a set of experiences together. And all of the columns I've written up to this point have been entirely about making that work well and creating a shared environment that's fun for everyone. But it can end. One day, you may log in to find that the people you've been roleplaying alongside are no longer there -- that the friends you once had have left, the allies you once charished have moved on, and your universe has narrowed by degrees until it's just you. After all of the roleplaying you've done, it tuns out that your group of fellow roleplayers has slowly drifted away until the only person who remembers these stories is you. And it seems fitting, for the 100th column, to talk about what happens when you're left remembering a universe that never was.

  • BioWare lead writer Drew Karpyshyn leaves BioWare

    by 
    Ben Gilbert
    Ben Gilbert
    02.17.2012

    Beyond his brief stint in 2000 as a Jeopardy contestant, BioWare lead writer Drew Karpyshyn has spent the last 12 years of his life serving as a story lead on various BioWare franchises. From heading up writing on Jade Empire to creating the world of Mass Effect, Karpyshyn has shaped arguably the most important aspect of BioWare's legacy in the game industry -- its stories. And now, after finishing up work on his latest project, Star Wars: The Old Republic, Karpyshyn is taking his leave."I'm leaving to focus more time and energy on my novels and other non-video game related projects," Karpyshyn wrote in a blog post on his personal site. Though he won't say where he's going just yet (if anywhere), he promised continued work on an upcoming SWTOR companion novel (like his work on the Mass Effect books).To help assuage concerns about BioWare's writing post-Karpyshyn, he points out that, "The story and dialog in any BioWare game is the result of an entire team of writers working together, and I often felt I received an excessive amount of the credit for the games we created." He cites Mass Effect 3 and Dragon Age 2 as proof that "BioWare can get along just fine without me." And though he apologizes to those who will miss his work in the gaming world, he promises that he'll finally put the finishing on his own "original fantasy series," should you wish to keep up with his fantastical worlds.

  • The Soapbox: The best complaint is an empty seat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. This is a public service announcement for you. Yes, you, with the post open for the message board and your finger hovering over the "post" button. I can't see what you've got written there, but I'm willing to bet some form of "turning the game into World of Warcraft" is there if you're posting about another game. Or possibly FarmVille. Hopefully I'm getting warm. Look, the point is that I now you're about to post this hateful diatribe about threatening to leave. But I've got a better suggestion for you. How about you delete that post, unsubscribe, and then head outside for a walk with some friends. Play a different game, maybe an offline one, for a couple of days. Don't whine and just leave.

  • The Daily Grind: What tells you it's time to quit?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2011

    Sometimes it's an encounter that just rubs you the wrong way. Sometimes it's the breakup of a guild, and sometimes it's just one or two friends who leave. And sometimes it's just a matter of realizing after a week-long break that you no longer look forward to logging into the game. From Lord of the Rings Online to Champions Online to EVE Online, whatever your game of choice or playstyle, there comes a point when you know that it's time to stop playing. Maybe not forever, but at least for now. In all likelihood, you're not playing the same game now that you started with. It's quite possible you've started and stopped many different games by this point. So what convinces you that it's time to stop with a game for at least the moment? Losing friends? Endgame structures? Or do you just plan to head off for another game when it launches, with the expectation that you'll return if your new haunts don't hold up? 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!

  • The Daily Grind: Does absence make the heart grow fonder?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.10.2011

    Single-player games have at least one distinct advantage over MMOs -- they don't go anywhere. You can spend months not playing one, and if you're behind at all, it's just a matter of not having bought all the DLC as it became available. Not so with online games, where a few months off can leave you behind the curve in both gear and incremental changes to your class of choice, making it almost easier to just start over. Even in a game like Guild Wars, where your character is never going anywhere and returning to the game just requires a login, losing some in-game time can leave you out in the cold. For some players, of course, this is what makes taking some time off attractive in the first place. The progression itself is enjoyable, not the end goal, and it's more fun to come back to World of Warcraft every few months to earn up new equipment rather than keep playing with the equipment you've got. So what about you? Are you more or less likely to return to a game as time passes? Do you get turned off by thinking of how much catching up you'll need to do, or is that the part of the game that really excites you anyway? 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!

  • The Daily Grind: When have you said goodbye?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.30.2010

    Spend enough time in any game, and you're bound to form connections. It's the structure of MMOs, after all -- they aren't meant to be played all alone. And yet as time wears on, no matter how close a friend you've found in another player, you will find yourself going in different directions. There comes a point when either you or your best friends in-game are leaving, and you have to say your goodbyes. Even though you never mean to lose touch with your friends from an old favorite, it's hard to maintain a friendship when your point of common interest is gone. Sometimes you can manage it, but frequently you have to accept that the good memories of the past are just that. So when have you had to say goodbye to your friends from a game? Was it a friendship that came back in a later game down the road, or do you look back wistfully at the good times you had? 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!

  • Anti-Aliased: End of line

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.27.2010

    Yeah, it's exactly what you think it is. It's one of those columns where the writer announces that she's packing up and moving out. It's a column where the writer talks about how she's been here for two years and 199 days, and has written over 1,018 posts that have included over 534,580 words. It's a column where the writer says goodbye, wishes that she wasn't moving on, but knows that she must. Guys and gals, it's been an amazing two and a half years and it has been nothing but an honor to write for all of you. I know sometimes we all disagree, and I know I say some really insane stuff that leaves people going, "Wow, she really said that aloud?" But, I'm glad that all of you still come back to discuss gaming here on my column, despite some of our disagreements. Anti-Aliased has remained one of the most popular columns here on Massively throughout these two years and I am very grateful for your readership. As I prepare to leave Massively and say goodbye, I'd like to take one final look at the MMO genre as a whole. Plus, I have a surprise announcement to make at the end! Yay surprises!

  • CEO Jeff Zucker leaving NBC following Comcast merger, exit stage left

    by 
    Ross Miller
    Ross Miller
    09.24.2010

    Comcast's acquisition of NBC isn't quite in the bank just yet, but that doesn't mean the upcoming change isn't already dealing an impact. Current CEO and President Jeff Zucker announced today he plans to leave the company sometime following the takeover -- but also noting his final day might not be for another six months from now. "Comcast will be a great new steward, just as GE has been, and they deserve the chance to implement their own vision," he said. We wonder what exactly that new vision might be and how it pertains to the shift in online offerings -- for his part, Zucker's made a few headlines over the years that seem to suggest hesitation / aversion to the current digital transition. No successor has been named, but again, that could very well be half a year away -- as they say, stay tuned. Update: And now it gets juicy. The New York Times is reporting that Zucker's departure wasn't exactly his call. Interesting, indeed.

  • Storyboard: Exit, pursued by a bear

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2010

    Roleplaying is not a universal activity, sadly. What happens among a group of characters winds up being canon in a very limited sense for that group of characters. Sure, you know the relationships between your fellow adventurers intimately, but you can still admit that anyone outside of your circle of roleplaying may have no idea who these people are. It's essentially a shared illusion, one that is easily broken when someone lets out the dread incantation of "sorry, guys, I'm quitting." It's bad enough when you're suddenly asked to accept the vagaries of television, trying to convince us that two clearly different actors are the same person, or that a character we've enjoyed is just "on a trip" that's lasted for the better part of two years. It's even worse than the entire illusion of events that requires you to accept that someone has gone missing from a major storyline. How do you accommodate a player leaving without too much damage to the shared illusion?

  • Eyonix leaving Blizzard

    by 
    Michael Sacco
    Michael Sacco
    04.02.2010

    It's sad news for the World of Warcraft community today as longtime Blizzard community manager Eyonix has announced that he's leaving the company. He announced his departure in a simple and direct post on the official forums: "For nearly six years, we've shared our thoughts with one and other, we've laughed, we've argued, and we've cried -- the crying part was just me wasn't it? Those times, I'm afraid must come to an end as I've made the decision to explore opportunities outside of Blizzard. It has very honestly been a huge pleasure, and I thank you all for allowing 'Eyonix' to always remain a very fond memory as I move on." My perspective might be a little different than some readers' due to my employment history, but I've always felt for the plight of the community manager, especially at Blizzard. Become emotionally detached, they say you're not passionate. Become emotionally invested, they say you take it too personally. Eyonix has generally managed to strike that particular balance -- no mean feat for a community manager, especially one for a community so inherently unmanageable. He was one of the good guys. We'll likely never know what caused his departure, especially given that there was definitely no horrible public meltdown accompanying this particular exit, but I hope that the move is a positive and fortuitous one for him. Even when I might've disagreed with the Community team at large, I always supported Eyonix. Godspeed, little whelp.