pathfinder-online

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  • Pathfinder Online begins second Kickstarter project

    by 
    Shawn Schuster
    Shawn Schuster
    11.27.2012

    Earlier this year, the folks at Goblinworks created a Kickstarter project for the tech demo version of their fantasy sandbox MMO Pathfinder Online. Not only did the team crush their initial goal of $50,000, but they went on to raise over $300,000 to create the demo. The Kickstarter bug seems to still be biting because the studio has announced another Kickstarter project for the completion of the game. With a new goal of one meeeellion dollars, Goblinworks hopes to expand from their tech demo and utilize the new team to make the very best Pathfinder Online possible. The new design crew consists of former developers from CCP, Cryptic, Zenimax, Turbine, and more, so you can see why this is an exciting project for MMO fans. [Thanks to everyone who sent this in!]

  • Pathfinder Online blog on designing in the game and on the table

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2012

    Pathfinder Online's Kickstarter project hits its goal this Friday, and that means the staff has been hard at work designing the game. That design includes both the world for players to explore and the module being released to Kickstarter backers. A new developer blog discusses designing the city of Thornkeep, both in the eponymous book and as a starting point for characters coming into the world of Pathfinder Online. According to writer Rich Baker, the first problem encountered during design was the fact that the book is written with Thornkeep as a somewhat lawless place, while Thornkeep in the MMO will be a starting point for new players. As a result, Thornkeep has a strong central leader with a capricious streak, enough to convey the sense of lawless air while still keeping things sufficiently safe for new entrants. The blog also discusses dungeon design for the book and the tech demo. If either one sounds interesting to you, you've still got a couple of days to jump on the Kickstarter wagon to help fund the development team.

  • New Pathfinder dev blog talks contract, questing mechanics

    by 
    Jef Reahard
    Jef Reahard
    05.23.2012

    The latest Pathfinder Online dev blog is all about contracts. It's also about 20,000 pages long, so reading it starts to feel like reading a real contract after about the 10,000 page mark. OK, it's not all that bad. Heck it's actually pretty interesting stuff, since most MMOs these days go out of their way to segregate players from each other and from decisions that have lasting gameplay implications. Not so in Pathfinder, thanks to its contract mechanics, which Ryan Dancey says are like "a questing system hidden in plain sight." While some of what you'll read in this particular blog is theoretical (and as such, it carries the standard subject-to-change disclaimers), the system as it stands right now is broken down into four in-game tools: escrow, reputation, alignment, and the law. Contracts themselves are sub-divided into assassination, auction, bounty, guard, loan, purchase, sale, and transportation flavors. It sounds somewhat complex, but there's definitely a method to Goblinworks' madness. "Ideally, most of the commercial, diplomatic, and adventuring activities in the game will develop through player-to-player contracting," Dancey writes. "If somebody offers you a reward for bringing them 10 rat tails, it will be because another player needs 10 rat tails for some reason, not just because an NPC has an exclamation point bobbing over his head."

  • Pathfinder Online kicks off a Kickstarter video series

    by 
    Elisabeth
    Elisabeth
    05.16.2012

    Pathfinder Online's Kickstarter page got a video update today: the start of a promised "behind the scenes" glimpse of the goings-on at Goblinworks. The video is all about Mark Kalmes, Goblinworks' Chief Technology Officer. Kalmes is introduced as something of an industry veteran, having his hands in the City of Heroes, Champions Online, and World of Darkness pots as he progressed through his career. It was during the WoD years that he met Goblinworks CEO Ryan Dancey, and... well, you can hear the story for yourself in the video. Along with talking a little bit about himself and how he became part of the Pathfinder Online team, Kalmes says a bit about the company's goal (to "go into beta as quickly as possible, start getting a few people in the game, and then start building the game that they enjoy") as well as his hopes for the game and its development. This video is the first in a series of introductions to team members and their roles within Goblinworks. Keep tabs on the project's Kickstarter page (where if you're especially passionate, you can still donate even though the team has reached its goal and then some) for further updates!

  • Pathfinder Online's technology demo gets soundly kickstarted

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.10.2012

    Two days ago, we announced that Pathfinder Online was starting a Kickstarter project to fund a technology demo for the game. Yesterday, the project went live. Today, the project has already hit its $50,000 goal and exceeded it, meaning that the game's demo will most definitely be funded when June 8th rolls around. There are still another 29 days left in the project, so if you're interested in the game, there's still more time for you to throw in your support. But maybe you're one of the backers already. If you're still eager for more information on the game, the weekly developer blog has gone live, discussing the rationale behind the Kickstarter project and some of the future steps of the game's production. You can also take a peek at details behind the upcoming tabletop book available for backers, which might help motivate you to donate if you haven't already. [Thanks to Nick for the tip!]

  • Pathfinder Online puts together a Kickstarter project [Updated]

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.08.2012

    Kickstarter has been getting a lot of attention from the gaming industry of late after a number of high-profile successes. It's even gained the attention of the team behind Pathfinder Online, the upcoming sandbox MMORPG based on the eponymous tabletop system. So instead of trying to secure venture capitalist funding for the project, the development team is reaching out directly to the fans via a new Kickstarter project to assemble a tech demo for the game. It's important to note that the project is only for funding a demo of the game, enough to show bigger investors that the interest in the game does exist. However, the development team has still assembled a number of bonuses for prospective players, including special forum membership, specialized tabletop game products, and promotional posters. If you're interested in seeing the game continue in development, it's well worth dropping by the Kickstarter page and dropping in some money when it goes live soon. [Update: The Kickstarter page is now live!]

  • Pathfinder Online goes diving into dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.27.2012

    For those of you unfamiliar with the Pathfinder game system, what you need to know is that it's based on the core rules of Dungeons & Dragons 3rd Edition. Needless to say, dungeons feature pretty heavily in the tabletop game. So Pathfinder Online has presented itself with a bit of a conundrum: How can it combine the traditionally instanced format of MMO dungeons with the open-world approach of the game? As detailed in the latest development blog, the team is aiming at something between the normal instancing methodology and more sandbox-style open regions. In short, while dungeons themselves won't be instanced, the entrances will be hidden in various locations. When a dungeon is generated, a player who finds the entrance will have that dungeon locked to him or her until the dungeon is cleared, at which point it will despawn and be replaced by another dungeon. It's an interesting idea, and it's well worth reading the full blog for a look at how this system might work in practice.

  • Pathfinder Online developer blog outlines the path of production

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2012

    Everything comes from somewhere. That's one of the axioms underpinning Pathfinder Online -- almost every single object that players see will have been produced by a player. In the most recent development blog, the process for gathering and producing items is outlined, and it bears all of the detailed hallmarks of the game's other systems. This isn't a game in which players grab a pickaxe and swing at the nearest rock face for ore; instead, you construct a camp and start up an entire mining operation. The game has a basic three-tiered structure to its non-combat operation, starting with harvesting the resource, moving on to processing and refining the items in question, and finishing with crafting a usable item. And as an outgrowth of the game's open systems, these elements work in multiple directions. Starting a camp to harvest resources, for example, can generate a lot of commotion and attract hostile monsters, necessitating that players deal with the fallout or find someone else willing to do so. No one can accuse the designers of making crafting activities a secondary goal with this degree of detail involved.

  • Cash rules everything around Pathfinder Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.28.2012

    The latest in the series of Pathfinder Online developer diaries has just recently gone live, and this time it's covering something near and dear to the heart of many gamers: money. Even if you don't play an MMO specifically for the size of your bankroll, everyone likes having cash to spend and money in the bank. The diary explains that the heart of the game's economic system will be a currency known simply as coin, which is meant to be the driving force behind the virtual economy in-place. Beyond the basics of the game's economic theory, however, the entry also reveals something of the game's business model, explaining that players will also be able to spend real money to purchase Skymetal Bits. These Bits work as microtransaction currency, running the gamut of the usual microtransaction services (skill training, cosmetic items, special content, and so forth). If you've been following the game along thus far, you'll probably want to see what information the latest entry is providing.

  • Pathfinder Online goes time-traveling in latest dev blog

    by 
    Matt Daniel
    Matt Daniel
    03.14.2012

    According to the venerable Hitchhiker's Guide to the Galaxy, time is an illusion, and lunchtime doubly so. MMO time is perhaps even more illusory, and that's the exact topic of today's Pathfinder Online dev diary. It's always tricky deciding on the ratio of real-world to in-game time. On the one hand, if time moves too quickly, it can be immersion-breaking; on the other hand, if time moves too slowly, it can lend a sense of stagnance, especially if other gameplay mechanics rely on the day/night cycle (such as mobs that only come out at night). In light of this, Goblinworks has decided on a 4:1 game-to-earth-time ratio. This means that four in-game minutes will pass in the span of one real-world minute, one in-game day will pass in the span of six real-world hours, and so forth. This will also influence the rate of travel within the game. The team is operating under the assumption that the average human moves at three miles per hour. In-game hexes are about three-quarters of a mile from edge-to-edge, which means that it would take a real person about 15 minutes to traverse one hex. When you take into account the game's chronological dilation, though, the same journey will take an in-game character less than four minutes (assuming he can travel in a straight line), which the team says passes a basic "sanity test when considering the travel times required to cross the zones in other MMOs." The full dev blog is chock-full of even more information than we can cram into this article, including details on how different variables (such as mounts, magic, and difficult terrain) will affect travel time and the perceived scale of the world, so if you're in the mood to have your brain addled by MMO chronomancy, head on over and give it a read.

  • 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.

  • 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.

  • Pathfinder Online looks to Crusader Road

    by 
    Matt Daniel
    Matt Daniel
    12.21.2011

    Goblinworks' upcoming Pathfinder Online was only just announced last month, but already the team is giving fans a look at what to expect from the online iteration of the popular pen-and-paper title. In a new post on Goblinworks' official site, players are given a glimpse of where their adventures will be taking place within the world of Pathfinder Online. According to the post, the entirety of Pathfinder Online at launch will take place in a 133-square-mile region known as the Crusader Road area. To get an idea of how absurd this is, look at this post's header image. See that little red box? That's the Crusader Road area. And the remainder of the map that it's shown on is only a small fraction of the entire Pathfinder world (as an image on the blog post shows), so players should likely expect a lot of exploration in a massive-scale world. For the full details on Crusader Road, head on over to the Goblinworks official site and take a look.

  • The Perfect Ten: The upcoming long-shots

    by 
    Justin Olivetti
    Justin Olivetti
    12.15.2011

    In coming up with a follow-up list to my previous Upcoming MMO Contenders list, I found myself almost paralyzed by more choices than I could shake a wireless mouse at. Pointing at the sure bets is one thing, but narrowing down a field of dozens and dozens of interesting -- yet more far-flung -- prospects is far more difficult. It's one thing to have a good idea; it's another to say whether or not this game will actually make it to launch, and if it does, that it'll pull the idea off well. That said, I've lost some hair and two pounds sweating out this list, and I feel sleeker for it. Today's Perfect Ten is all about the long-shots, the titles that may not have the huge budget, big name studios, or anything solid to show for it, but could still become contenders in their own right if everything is played just right. Deep breath -- let's give it a go!

  • Goblinworks CEO: 'There's a whole new way to make MMOs affordably'

    by 
    Jef Reahard
    Jef Reahard
    12.08.2011

    Pull up a chair, sandpark fans, and while you're at it you might want to grab a large cup of your favorite caffeinated beverage. Goblinworks has published the first in a series of dev blogs designed to give starving sandbox fans a peek into the world of Pathfinder Online, and it's quite a lengthy read. Goblinworks CEO Ryan Dancey introduces key members of the Pathfinder team (including industry veterans who have worked on titles including City of Heroes and World of Darkness) before moving on to a high-level view of Pathfinder's business plan. Three main strategies emerge from the wall o' text, and Dancey cites the use of field-tested middleware, sandbox design elements, and most interestingly, a hard cap on the number of new players allowed into the game each month as the factors that will make Pathfinder stand apart from the gaggle of themepark clones currently blotting out the sun. "Making a game that starts with 4,500 players and grows to 16,500 players [after seven months] is much, much easier and vastly less expensive than making a game designed to accommodate a million players on day one," Dancey explains. He goes on to say that Pathfinder aims to emulate EVE Online's model of starting small and gradually building a larger playerbase over time while avoiding "a huge themepark mortgage" in terms of development and infrastructure costs.

  • Goblinworks announces Pathfinder Online

    by 
    Matt Daniel
    Matt Daniel
    11.22.2011

    For pen-and-paper RPG players, Pathfinder remains a perennial favorite game setting. Those players may find themselves excited to know, then, that Goblinworks has announced Pathfinder Online. This MMORPG adaptation of the extremely popular system will be a "hybrid sandbox/theme park-style MMO roleplaying game." The title will feature a "robust trading system [that] puts players in control of the world's economy," which should be wonderful for players who like to work the market. Characters can also establish settlements and expand them into full kingdoms while raising an army to help defend their turf. The announcement boasts randomly generated events, as well, stating that "as settlements develop, the surrounding wilderness develops more complex and challenging features." The goal appears to be not just to create a game, but in fact to bring to life a real, evolving world. Pathfinder fans should keep their eyes on Goblinworks' official site, where further development updates will be posted.