paul-sage

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  • The Soapbox: Translating Elder Scrolls Online dev speak

    by 
    Jef Reahard
    Jef Reahard
    05.15.2012

    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. Language is a pretty fascinating thing, and studying a second one is something I've long intended to do. Aside from entertaining thoughts of learning Korean to play ArcheAge, though (seriously, I looked into it), I haven't gotten around to much beyond college-level Deutsch. But as I watched last week's interview with The Elder Scrolls Online creative director Paul Sage, I realized that I already have some pretty good second-language skills. I'm fluent in both English and MMO dev-speak, so as a public service, I'm going to translate some of what Sage said into the former.

  • Elder Scrolls creative director: We want to make a good game first

    by 
    Jef Reahard
    Jef Reahard
    05.08.2012

    The recently announced Elder Scrolls MMO has a lot to live up to. If the initial fan reaction is any indication, it's not doing as well as you might expect in the court of public opinion. Creative director Paul Sage recently stepped in front of the camera to talk at length about the project, and some of what he has to say probably isn't going to sit well with fans who are concerned that ZeniMax is making a generic themepark MMO out of the much-loved single-player sandbox series. "We have to make our own game," he tells Game Informer. "We want to make a good game first. Not a good MMO, not a good Elder Scrolls game, we want to make a good game first, a great experience for the player."

  • 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.

  • TR's Feedback Friday throws us all a curveball

    by 
    Shawn Schuster
    Shawn Schuster
    05.02.2008

    In this week's installment of Tabula Rasa's Feedback Friday, we get quite a shock. It seems the game's lead designer, Paul Sage will be relocating within the company to a new project. This promotes Tom Potter to a new rank as Lead Designer, and this announcement is our first glimpse into his visions for the future of TR.To be quite frank, most of what he tells us is what we've been hearing for a long, long time. We'll have PAUs, we'll have Clan-owned Control Points, we'll have better AI, and crafting, and truly balanced classes, etc. We just wonder if this change of the guard is going to end up being good or bad for the game. It seems change would be a good thing at this point, considering the level of disappointment we hear from players in the major forums, but are Tom Potter's ideas going to be enough?

  • Paul Sage gives pep talk on 'elder game'

    by 
    Chris Chester
    Chris Chester
    04.11.2008

    In a welcome change for Tabula Rasa's Feedback Friday, we got a little pep talk and look at the future from lead designer Paul Sage. The stately Sage ruminated about many common points of interest for Tabula Rasa players, including clan-owned CPs, personal armor units, and multi-squad instances. From the tone of the discussion, we get the vibe that none of these things are going to see the light of day in patch 1.7, as we might have hoped, but they're still being worked on internally. It's definitely required reading if you're a fan.One thing we were really surprised to see was that attack and defend tokens as they currently exist are going to be merged together and expanded to be used as a reward for a whole array of different achievements. The principles will likely remain the same, with certain respec and crafting rewards available for purchase with a certain number of tokens, but you'll soon be rewarded for new things like certain missions, killing certain world bosses, or even just reaching a full experience modifier.

  • Tabula Rasa racial hybrids in motion, with QA from Sage

    by 
    Chris Chester
    Chris Chester
    01.29.2008

    At this point, you've probably heard of Tabula Rasa's racial hybrids. They're something that we called for in our 2008 wishlist, we pointed them out when they appeared in the 1.4 patch notes, and we pointed you to the best resources in the Tabula Rasa community to see what they looked like when they first appeared on the public test server. So when Destination Games crew released a new video through MMORPG.com this morning showing the racial hybrids in motion, we were decidedly underwhelmed. Somehow, showing the new hybrids in motion seems to just reinforce the notion that they're just skins slapped onto the same old gameplay. They don't really note the differences in base stats, which, as of patch 1.4, will make a much more profound difference than mere skin color.Attached to the video is a Q&A with lead designer Paul Sage, which provides a few new details. Sage explains how they're planning to add some new assets into the game, such as armor designed with specific racial hybrids in mind, though he doesn't give much of a time frame. From there, he says how the team is focused on improving PvP, enhancing the enemy AI, and adding more veteran content. Conspicuously absent is any mention of crafting, but we're willing to let that slide if they can actually go ahead and kick-start the quest hubs between levels 30 and 50. We hope assume that's what he means by "veteran content."

  • TR attribute changes unveiled, coming in 1.4

    by 
    Chris Chester
    Chris Chester
    12.14.2007

    The indispensable Paul Sage has released another Feedback Friday update over on the official site, and we're pleased to report that they're ushering in another big change that will change the way people play Tabula Rasa. As most people well know, the big ability changes that came with patch 1.3 were not accompanied by the tweak to attributes as originally planned. Instead, they were bumped to the next patch, 1.4. The only snag was, they never really expounded on what these changes were going to be. That is, of course, until today.The basic rundown is that attributes have been given new utility, to allow people to tweak their builds for their own personal goals. Points in Body will add addition armor for those concerned with survivability, points in Mind will bump up the damage of Logos abilities, and points in Spirit will increase the likelihood of delivering a critical hit. In addition, the health levels for all characters is being bumped up to better emphasize the role of healing in combat. The way it works currently, if your armor is stripped away, you're basically dead in the water -- it only takes a few good hits to deplete all of your health. By making the health bar bigger, healers actually have a chance to apply their skills before their buddies wipe.1.4 isn't on the PTR just yet, but Sage is encouraging people to try it out while it's still being tweaked so they can get some good feedback on it.

  • Paul Sage promises changes for Specialist classes

    by 
    Chris Chester
    Chris Chester
    12.06.2007

    Hey all you Specialists out there! Feeling a bit down? Tired of your Soldier friends flaunting those fancy chainguns and graviton armor while you run through the Plains in motor assist? Sick of throwing heals at pick up groups who forget you're even there? Well hang in there friends, because Paul Sage has the answer for you! According to the erstwhile Tabula Rasa designer, many of the changes in patch 1.3 are aimed at shoring up some of the weaknesses in the Biotech and Medic trees, including an AE damage/heal for the Biotech and a big debuff ability in Disease for Medics.Perhaps more importantly, Sage revealed that they're going to be tweaking the significance of attributes to try and make Health a more meaningful statistic, instead of its utility now, which is basically just a rough estimation of how long it will be until you die once your armor is worn down. These changes won't be coming until 1.4, so they may be over a month away, but it's reason enough to go back to level 5 and retry that Specialist clone again, if you haven't already.

  • The itemization bug bites Tabula Rasa

    by 
    Chris Chester
    Chris Chester
    11.28.2007

    As you should already well know, Destination Games is hard at work on patching up some common complaints in their new sci-fi epic Tabula Rasa. Though the most significant part of the patch for most players was Rage getting whacked with the nerf bat and the promise of a free respec, that wasn't all that Paul Sage and crew had in mind. An easily overlooked part of the patch notes says, and here I quote, "We have also fixed another problem where item rarity was not affecting damage bonuses on the items. Now green weapons will do more damage than their white counterparts of the same level. Blues will do more than greens." Itemization is getting tweaked, and it's going to have huge ramifications.As things of this nature usually do, the change has spawned a heated discussion within the TR community, with some feeling that the difference in itemization (which, if you'll note, is called a "fix" not a "change") is going to have profound implications for the way players approach equipment and the game in general. As the game exists now, damage is entirely independent of item quality, and the only advantages conferred by rare items (which follows the popular rarity scheme of white < green < blue < purple) are that they have their mod slots filled. In most cases an item bought at a vendor is basically equal to a purple of the same level that you can get either as a rare drop or as a quest reward. Why is that a problem?

  • Tabula Rasa Rage nerf, free respec for all

    by 
    Chris Chester
    Chris Chester
    11.27.2007

    After Tabula Rasa forums and general chat have been flooded with rumors of an impending nerf to the Soldier's Rage ability. The discrepancy between the buff to damage Rage gives in practice, what it says in the tooltip, and what the designers originally intended has been the cause of a lot of speculation and debate. As it exists, you get a 105% buff to damage on the first pump alone, an extraordinary boost to damage for one paltry ability point. Destination Games' lead designer Paul Sage has finally put the conversation to rest today, announcing that an impending patch will be put on the PTR soon that will nerf Rage back into the realm of reality.The fix will make Rage a fast cast ability (it currently has a two second casting time) and has modified the buffs as follows: Rage 1: 30% damage self buff Rage 2: 30% damage buff w/squad members Rage 3: 40% damage self buff – 10% resist bonuses Rage 4: 40% damage buff w/squad members Rage 5: 50% damage buff w/squad members – 10% resist bonuses Players will all receive a free respec in accordance with the change. Needless to say, we're quit excited to see how this change will work out when it goes live. Maybe we'll see more specialists!

  • Starr Long talks Personal Armor Units

    by 
    Louis McLaughlin
    Louis McLaughlin
    11.20.2007

    Destination Games have been talking quite a bit recently about what's to come in Tabula Rasa, but the main focus is on ... giant robots! TenTonHammer have a sneak peek up, talking to Starr Long, discussing the Personal Armor Units -- no screenshots or concept art, unfortunately, but there's decent descriptions.Personal Armor Units, as they're known, are TR's version of mounts. The names of five are known so far -- Angel, Ghoul, Grendel, Shiva, and Spectre. According to Paul Sage, Lead Designer of TR, you'll get access to your PAU at level 40. All we know so far is that Grendel is Grenadier only, Spectre seems to be Spy only, and that you can fight in them. These ain't no horses!There's some details about other end-game content in TR, though whether that will come in the same update as PAUs is anyone's guess.

  • Tabula Rasa lead developer stops to thank beta players

    by 
    Michael Zenke
    Michael Zenke
    11.02.2007

    Tabula Rasa lead developer Paul Sage took some time out at the end of last week to reflect on the long road the game has taken to reach launch day. In an open letter to the TR community, he talks about his favorite class, the best thing about the game (in his opinion), some of the title's little-known secrets, and thanks a bunch of the folks involved in bringing the game to store shelves. Most of all, though, he wanted to get across his thanks to the players who saw the game through the long and sometimes painful beta process.I want to thank every beta player out there: the grumpy ones, the indifferent ones, and the blissfully playing ones. Seriously, we make games so people will have fun. One of my biggest thrills is watching someone have a good time in the game. I love it when people taunt the Bane and cheer when they take over a control point. I very actively listen in general chat, read the boards, and listen to what you are saying, even when you think I'm not. Beta testing isn't like playing a game. Yes, you get a sneak peek, but sometimes you also get to stand on a carpet and have it ripped out from under you. I understand that can be frustrating. So for that, let me again say "thank you."