paizo-publishing

Latest

  • An interview with Pathfinder Online's Ryan Scott Dancey

    by 
    Shawn Schuster
    Shawn Schuster
    12.13.2012

    Pathfinder Online is an ambitious new sandbox MMO that is making quite a stir lately. The development team at Goblinworks began its spotlight rampage with an initial Kickstarter project raising money for a tech demo and is currently running a new Kickstarter project to raise enough money to make the game bigger and better with a faster release date. Of course, it helps that the Pathfinder IP has enjoyed wild success through its Pathfinder RPG, but a massively multiplayer online version is an interesting concept. Add to that the fact that Goblinworks is made up of a few industry vets like Ryan Scott Dancey, Mark Kalmes, and Lee Hammock, and you've got yourself a winner. We sat down with Goblinworks CEO Ryan Scott Dancey to discuss the project, the game, the IP, and more. [Update: Clarified that the second Kickstarter project isn't to complete the game. Wowza, people.]

  • Pathfinder Online will let players run the kingdom

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.15.2012

    If you've played the Pathfinder tabletop game that Pathfinder Online is based upon, you know that you need to have grouping. After all, the former is all about bands of adventurers exploring the wilds. So it's fitting that the most recent developer blog is all about the game's methods of managing groups and playing in different numbers. And this isn't just a matter of parties or solo play -- at the high end, players can be running entire kingdoms as a social unit. Solo play is meant to be somewhat discouraged, as the blog notes it will be a much more difficult road for a dedicated lone wolf. Parties will be the next step up, holding an undetermined number of players (the working target has about 24 players at the high end). Above those are chartered companies, settlements, and as mentioned, entire new player-run kingdoms. It's going to produce some interesting dynamics to have player organizations in such abundance, but the developers seem to have some confidence in their initial designs.

  • Pathfinder Online promises to let players stumble into adventure

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2012

    Pathfinder Online is still too early in the development process to do much more than talk about principles, but said principles are certainly of interest to fans. The most recent development blog about the project discusses that game's PvE arm, which is meant to be an important part of the game without being the sole driving force. Instead of the game being driven by players going, gathering quests, and then going out to kill monsters, the development team hopes to create an environment where players go out to do something and then find themselves in the midst of a quest. Four basic types of interconnection are outlined, ranging from wandering monsters to potential beasts attracted by overharvesting an area. (Cut down too much wood in an area and wood-dwelling creatures my start attacking lumberjacks... or some nasty flying monsters might decide the cleared area would make for an excellent nest.) It's certainly an interesting set of principles going into design, making the entry well worth a read for sandbox enthusiasts.

  • Pathfinder Online takes a look at death

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.18.2012

    No matter what happens, sooner or later you're going to die in an MMO. It's pretty much a given. So it's probably for the best that the fourth developer blog on Pathfinder Online is all about death -- what happens when you die, what happens when another player kills you, and what you can do about it. The death system is reminiscent in some ways of what would happen on death in EverQuest. You respawn at a predetermined location, and while you keep any equipment you were wearing, the rest of your inventory is on your soulless husk of a body. Retrieve it first and you get everything back. If someone else loots your body first, though, he or she gest a random assortment of items from your inventory and the rest are destroyed. The blog entry also covers the issue of bounties, player-killing, and attempting to dissuade others from killing players in lawful regions. Players can set bounties on their killers, potentially refreshing the bounty each time said killer is successfully killed in retaliation, making a bounty hunter or group of same very rich indeed. Those interested in Pathfinder Online should check out all the details and keep watching as the game moves through development.