non-instanced-housing

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  • Some Assembly Required: A Greed Monger interview

    by 
    MJ Guthrie
    MJ Guthrie
    11.26.2012

    With so many games out there and in development for the themepark and PvP crowds, you had to be wondering when a different demographic would start feeling the developer love. I'm talking about crafters! Of course, the brains behind Some Assembly Required love crafters and all they represent; after all, this column is a celebration of all things player-generated, and what's more player-generated than in-game crafted goods? So trust me when I say we are always on the lookout for games that focus on crafting. And one such upcoming game is Greed Monger. We first heard about Greed Monger when the crafting-focused game appeared on Kickstarter. And we aren't the only ones keeping our eyes on this game; fan support has helped the game not only reach its initial Kickstarter funding goal but exceed many of the stretch goals as well. From the campaign page, we know some small details about the game. Joining the ranks of games like Xsyon, Greed Monger will boast a world that's nothing but what you make it. It's a blank slate with no NPCs, no buildings, and no quests -- players will build this free-to-play game from the ground up, crafting everything as they go. Of course, we were interested in learning even more, so we chatted with Jason Appleton, the game's producer and project lead, to get the scoop.

  • Crafting-focused sandbox Greed Monger launches Kickstarter campaign

    by 
    MJ Guthrie
    MJ Guthrie
    11.05.2012

    Perhaps it's from Kickstarter gaining in popularity, but MMORPG addicts... er, fans... are seeing a surge in the number of indie games in development, especially sandboxes. And joining the crowd of crowd-funding is Greed Monger, a new title that heralds its primary focus as crafting. According to the Kickstarter page, Greed Monger is being developed for both PC and Mac. Other features include non-instanced housing, no global chat, a player-driven economy, no predefined skill trees, community events, and animals that only drop crafting materials. On top of that, every finished item that exists in game is player-crafted. The game will be free-to-play, with the team's future development funds coming from purchases of land parcels, not cash shop micro-transactions. Check out a basic demo video after the cut. For more details, as well as screenshots depicting housing and a video showing off a castle that the highest contributors can acquire, check out the game's campaign page. [Thanks to Bryan for the tip!]

  • SOE Live 2012: Dragon's Prophet invigorates sandbox hopes

    by 
    MJ Guthrie
    MJ Guthrie
    10.26.2012

    While I can't exactly say that the best report was saved for last (there was so much awesome at SOE Live 2012), I will say the Dragon's Prophet announcement was the most unexpected exciting news of the weekend. A new sandbox game, with dragons! I'll admit -- I should have seen the writing on the breakfast table. When I sat down for the meal that first day, my table-mate John Smedley, CEO of Sony Online Entertainment, mentioned that the others seated with us were making a dragon game. He then introduced them as developers of Runes of Magic. It was only later when the press learned a new game would be introduced that evening that the connection clicked! After the official announcement, I looked forward to learning even more about the new dragon-laced world. I was pleased to sit down with Smedley and those members of the Runewaker team again -- namely, CEO John Tang and VP of Business Development Tony Tang -- this time to discuss the new partnership and the upcoming free-to-play game.%Gallery-169367%

  • Pathfinder Online measures up player housing

    by 
    Justin Olivetti
    Justin Olivetti
    03.01.2012

    To live up to the claim of being an extensively player-built game world is a significant challenge for the Pathfinder Online team, but to the devs' credit, it seems as if they have a few elegant ideas to make it work. In the latest developer blog post, CEO Ryan Dancey discusses how the team is approaching player-built structures in the game world. While there will be three NPC settlements, player structures will be a significant presence in Pathfinder Online, Dancey says. Not only will a player be given the ability to create a persistent structure, but that structure will be vulnerable to destruction as well if not protected. Dancey says that the idea right now is for the world to have special spots that signify a suitable building location; this is to keep the density from growing out of control and also to put buildings near desirable sites or resources. Once a structure is built by a group of players, it can be transferred to new ownership, built up, or attacked. Some of the structures that the team is kicking around include hideouts, inns, watchtowers, forts, and settlements. Dancey also mentioned that players may be able to improve roads and docks in order to facilitate faster travel. The one downside to the logistics of this feature is that players might not be able to go inside these structures; instead, they'll to access housing abilities via menus. This could be changed after launch, Dancey says, but the demand on system resources would make it a difficult task.