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  • Chris Roberts returns with open-world Star Citizen sandbox

    by 
    Jef Reahard
    Jef Reahard
    10.10.2012

    It's a good day to be a hardcore gamer, folks, particularly if you grew up playing Wing Commander, Freelancer, or any number of similar PC-exclusive space sims. Genre heavyweight Chris Roberts has finally unveiled his new project, and it looks to be a sprawling open-world title called Star Citizen. Roberts has released an 11-minute video detailing various aspects of the ambitious game (it's been in development for a year now), which include a co-op fighter pilot campaign and a huge Freelancer-style cosmos that allows players to pursue their own goals. Wanna be a pirate? Go ahead. A trader? Sure thing. Oh, you want absurdly immersive details like full working cockpits, flightsuit wrinkles, and physics-based spaceflight too? You got 'em. "I'm building the game, and a universe, that I would like to play, so it's for gamers like myself," Roberts explains. "I wouldn't say that I'm a social, casual gamer who plays Farmville. I like sophisticated experiences." Roberts goes on to explain why he's chosen the route of PC-exclusive in an era when consoles and mobile platforms are all the rage, and he also touches on the subject of crowd-funding. His goal is a relatively modest $2 million, and he's aiming to achieve it directly on the game's own website rather than via a third-party intermediary like Kickstarter. He's also got quite a bit of in-engine footage to show already, and you can see it in the clip after the cut. Is Star Citizen an MMO, though? That's hard to say at this juncture. We know it's massive in scale, and we know it's multiplayer, but thus far we don't know much about the server setup or how many concurrent users are in the cards. [Thanks to Scott for the tip!]

  • The Elder Scrolls Online hosts lore limerick contest

    by 
    Justin Olivetti
    Justin Olivetti
    08.20.2012

    There once was a High Elf from Tamriel / whose foppishness the villagers did tell / she had many fears / about bees flying in her ears / and thus plugged them with honey so well. Think you can do better? Bethesda is hoping you can, which is why the studio is hosting a "lore limerick" contest for potential players of The Elder Scrolls Online. Fans can submit a single limerick about Elder Scrolls lore to the team by August 31st. Winning warrior poets will receive several different TESO prizes, including canvased and signed concept art, t-shirts, and a mention on the official TESO Facebook page. The contest is restricted to US and European residents who are 18 or older.

  • The Elder Scrolls Online's Matt Firor on moving the franchise online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.17.2012

    There's a lot of pressure on Matt Firor these days as he heads production on The Elder Scrolls Online. Fans of the franchise have a lot of expectations about what the game will look like when it finally launches, but as Firor explains in a recent interview, his main concern is making the best possible game for the widest possible audience. Thus, rather than marketing specifically to everyone who loved Skyrim, the team is concerned with making the best possible overall game for a wider audience. Firor also elaborates on the fact that the success of the game does not determine the future of the franchise. Bethesda and ZeniMax are different studios with different priorities, and the success of either helps the other. If you're interested in the production values behind the upcoming title, take a look at the full interview. It's light on game details, but it's an interesting glance behind the scenes.

  • The Soapbox: BioWare, meet ZeniMax; ZeniMax, this is BioWare

    by 
    Jef Reahard
    Jef Reahard
    07.17.2012

    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. Once upon a time, a group of decision-makers at a big AAA studio set out to brave the wilds of the MMORPG. This studio had several hugely successful single-player RPGs under its belt, and it also had quite a bit of consumer goodwill in the bank thanks to its pre-MMORPG efforts. The studio spent a ton, and I do mean a ton, of money recreating an MMO that already existed in dozens of different games. It also spent a ton of money trying to convince gamers and gaming press that it wasn't making a retread and was instead adding another pillar of awesome to the standard MMO formula. This studio was, of course, BioWare. Unfortunately for Elder Scrolls fans, it's also ZeniMax.

  • CCP: It's 'deeply wrong' to assume that repetition is the way forward

    by 
    Jef Reahard
    Jef Reahard
    06.25.2012

    CCP's got opinions. This isn't news. The Icelandic developer behind EVE Online isn't afraid to share its opinions, which is also par for the course. MMO developers rarely comment on other games, though, and so we read lead EVE designer Kristopher Touborg's thoughts on The Elder Scrolls Online with some interest. PC Gamer provides the setup, in which the magazine shares a quote from TESO's Matt Firor with Touborg. "At this point in the evolution of MMOs, every MMO has tried something at one point or another that you're going to do in your game. There aren't any more truly innovative features," Firor said. Touborg's response was lengthy and fills out most of the source article listed below. "It's kind of waving a white flag. Like, yeah. I don't like that statement. Because I think that's part of why there's such an attrition with MMOs. People go in and play an MMO for a month and they just want to throw up because they've leveled to 60 in ten different titles," Touborg says before going on to express his hopes that developers try something new. "Otherwise the same [MMOs] are just going to continue on the trend we see every time, where they sell a load of boxes and people play it for three months and then they go somewhere else. There has to be something else out there."

  • The Daily Grind: Do you need to be the hero?

    by 
    Bree Royce
    Bree Royce
    06.18.2012

    "In the Elder Scrolls games," Matt Firor says, trying to make the case for solo story in The Elder Scrolls Online, "You're always the hero, whether you want to [be] or not, in some cases." That declaration was news to me; I've been playing cutpurses and scapegraces in the Elder Scrolls series since Daggerfall. In fact, I think the best part of sandbox RPGs (online or not) is that I don't have to be the hero -- I can ignore the main quest line and play my own way or even just lend some firepower to the actual hero NPC, as in Oblivion, which Firor seems to have forgotten. What about you? Is ZeniMax going the wrong route by insisting that everyone be the hero in his own little sliver of the world? Do you need to be the hero in an 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!

  • ZeniMax: The Elder Scrolls Online's real-time combat 'is all pretty much new'

    by 
    Jef Reahard
    Jef Reahard
    06.15.2012

    If ZeniMax seems a bit defensive about The Elder Scrolls Online, you can hardly blame the company. Since its announcement this spring, the upcoming MMO has been met with a steady chorus of fan disapproval due to perceived similarities with other themepark fantasy MMOs. In a new interview with Kotaku, ZeniMax head honchos Matt Firor and Paul Sage attempt to accentuate the positive and differentiate TESO from its genre competitors. "When people sit down and play it, they'll realize it's different. Like our whole real-time combat system of blocking and dodging is all pretty much new," Firor explains. Firor also comes out swinging vis-à-vis the notion that TESO is nothing more than a World of Warcraft analog. "Making an MMO is making an MMO. I worked in the industry before World of Warcraft, so I can tell you that World of Warcraft had a lot of influences from a lot of games. Our priority is to make a great game and not to make a clone of anything," he says.

  • The Soapbox: This fantasy is far from fantastic

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2012

    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. "More innovation!" is the common rallying cry of the disgruntled MMO player. Push forward the genre, build awe-inspiring giant statues instead of sixth grade art projects, do that one magic thing that nobody can agree on to make this genre as fresh and great and interesting as it was. You know, as it was when you first got into these games, that is. For all of the "more innovation!" speeches that I've seen, I never see the one that touches on the most irksome areas of stagnation in the industry, and that is how incredibly lame most MMO fantasy worlds are. Cut 'n' paste, mix and match elements between any two fantasy MMOs, and I guarantee you that nobody would really notice. The truth is that for all their desire to be seen as unique and special, most of these games feature a world carbon copied from each other with minor Mad Lib deviations. Case in point: Have you ever realized just how many of these MMO worlds share almost the same name? Start with T, usually end with A, there you go. Telara. Telon. Tyria. Atreia. Taborea. It doesn't stop there, but it really should. MMO designers need to realize that fantasy is more than just D&D and Tolkien derivations and explore the unlimited scope of what the genre could be.

  • E3 2012: Matt Firor takes fans inside The Elder Scrolls Online

    by 
    Matt Daniel
    Matt Daniel
    06.08.2012

    This year's E3 is winding down, but we're not quite done yet. In addition to Joystiq's interview with ZeniMax's Nick Konkle, we had the chance to join Matt Firor as he gave a preview showing of The Elder Scrolls Online. While he didn't reveal anything earth-shattering that we didn't already know, he did provide some insight into the upcoming title's development. Many fans of the Elder Scrolls series are up-in-arms over TESO's lack of resemblance to earlier entries, but Firor assures us that the studio is doing its best to implement features that will help the game retain its Elder Scrolls flavor. For instance, the game will feature the time-honored resources of health, magicka, and stamina, and as in other Elder Scrolls titles, players will be able to sneak, block, sprint, and so forth regardless of character class. In addition, despite the studio's choice to use often-derided action-bar-centric combat, ZeniMax is still attempting to give combat a more visceral "action-RPG" feel to keep it more in-line with the general type of frantic combat players have come to expect from the series.

  • E3 2012: Talking with Nick Konkle about The Elder Scrolls Online's design

    by 
    Justin Olivetti
    Justin Olivetti
    06.06.2012

    Our fellow feathered friends at Joystiq visited the Elder Scrolls Online booth at this week's E3 and caught up with Lead Gameplay Designer Nick Konkle about the game's look and feel. Konkle made the point that each of the Elder Scrolls game had its own aesthetic, and TESO will carry on in this tradition: "Every province has its own look, but we aim for the realistic -- for the cool." Konkle dives into what will make TESO its own unique creature. One of the mechanics he explained was the game's hotbar. The first two buttons are dedicated to whatever weapon you're wielding, the next three are chosen abilities from your class, and the last button is an ultimate skill derived from your class. "In addition to those six things, everyone has these skills that are always available: sprinting, ducking, and blocking," he said. What is ZeniMax doing to ease those familiar with the lore but not MMOs into the game? "From the very beginning, we didn't set out to make a really big, standard MMO," Konkle said. "Nor did we set out to make a Skyrim clone and just put it online. We set out to make a great game. So we don't just have the standard MMO controls, abilities, and rotations like you're used to." You can watch the 11-minute interview after the jump for more information on TESO's combat and social systems.

  • E3 2012: The Elder Scrolls Online previews characters, more in new trailers [Update]

    by 
    Matt Daniel
    Matt Daniel
    06.05.2012

    We're expecting big things out of The Elder Scrolls Online during this year's E3, and to kick things off, Bethesda and ZeniMax have unveiled a new teaser trailer that shows off a small sampling of the characters players can look forward to taking control of when they get their hands on the game. While it's not exactly gameplay footage, perhaps the new video will assuage fans who are uncertain about the game's art direction. That, or it will enrage them further. At any rate, the sample characters run the gamut of what you would expect from The Elder Scrolls: big bearded dude with an axe, sultry elven spellcaster, cloaked assassin -- you get the idea. The video's short and doesn't serve as much except for eye-candy, but if you're voracious for new TESO tidbits, it's definitely worth a look. Just head past the cut for the full trailer, and be sure to check back later this week for a chat with the folks behind the upcoming title. [Update: We've also added another video, this one an interview of TESO's game director discussing and showing off the game, and the official site has updated with a new look and FAQ. Thanks to Paul for the tips!]

  • ZeniMax devs 'unapologetic' about making Elder Scrolls MMO

    by 
    Jef Reahard
    Jef Reahard
    06.01.2012

    ZeniMax Online recently called in to the Game Informer podcast to talk up its Elder Scrolls Online title. Game director Matt Firor and creative director Paul Sage were the devs of record, and the 30-minute chat featured some interesting tidbits. Firor mentions that the game will release simultaneously on PC and Mac, but ZeniMax has no plans for a console version. Sage talked a bit about the progression system, which, while level-based, does feature skill-based advancement as well. In the current build, characters gain experience in skills that are slotted. Sage also mentions that you do get better with weapons as you wield them, though the gain is not 100 percent usage-based. There's also a bit of discussion about art style, camera modes, and the decision to MMOify the Elder Scrolls IP. "We're making an MMO; we're unapologetic about that. This is the Elder Scrolls MMO. It's not Skyrim. Skyrim already exists, and you can go play Skyrim. We're making the MMO version of the Elder Scrolls, and with that comes some conventions that are different from a console RPG," Firor says.

  • Elder Scrolls Online art director talks MMO limitations and stylistic influences

    by 
    Jef Reahard
    Jef Reahard
    05.31.2012

    What's up with the stylized visuals on display in The Elder Scrolls Online's recent screenshot and video reveals? It's all about marrying various takes on Tamriel with the limitations of MMORPGs, according to ZeniMax Online art director Jared Carr. "We're not really at the technical state with MMOs to be able to pull off photorealism," Carr explains. He goes on to say that the target is 200 characters on screen for the game's massive battles, and he also notes that despite concessions to tech limits and travel times, TESO is heavily influenced by previous Elder Scrolls games, particularly Oblivion and Morrowind. Head to Game Informer for the full video dev diary.

  • The Elder Scrolls Online designers talk combat and PvP in a new video

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.30.2012

    For all the talk about the latest entries in The Elder Scrolls series being single-player MMOs, there are some pretty big issues translating the mechanics of the single-player games over to The Elder Scrolls Online. For starters, there's the simple fact that the combat in single-player entries is built around the idea that you can pause and pick out your abilities at a slower pace if necessary. A new interview with designers Brian Wheeler (lead PvP designer), Maria Aliprando (creature combat designer), and Nick Konkle (lead gameplay and combat designer) discuss how the team overcame these issues and what players can expect from the game's battles. In PvE, players will find that each given monster has a very unique set of behaviors that players can react to, as well as elements that play off one another in the environment. Rather than rewarding players simply for defeating monsters, players will be rewarded with a rating called "finesse" for how the monster is defeated, with greater rewards coming to players with high finesse scores. The goal is to make combat less a matter of winning or losing and more about defeating enemies skillfully. But that only scratches the surface of the full interview, so click on past the break for the full 17-minute discussion.

  • Elder Scrolls Online devs talk questing and public dungeons

    by 
    Jef Reahard
    Jef Reahard
    05.30.2012

    There are a couple of new Elder Scrolls Online features on tap at Edge. First on the agenda is a piece about the game's public dungeons, which game director Matt Firor says haven't been seen in an MMO since EverQuest. "When you think back to the fun MMOG moments in the first generation, it's standing there, terrified, in an enclosed space, waiting for someone to come along and save you. We can't do that punitive gameplay that they did in those days, but we can put people together in places where they want to work with others," Firor says. The other feature centers on the game's questing mechanics, and it finds Firor and creative director Paul Sage talking at length about what makes a good quest as well as various high-level creative approaches taken by the dev team.

  • The Elder Scrolls Online embraces solo story, traditional MMO format

    by 
    Justin Olivetti
    Justin Olivetti
    05.29.2012

    Ever since Game Director Matt Firor announced that Elder Scrolls Online would have a 100% soloable main story, we've been wondering just how much this will impact the game's appeal and approach. Firor spoke with PC Gamer to elaborate on TESO's format, saying that it was essential to make the story solo in order to establish the player as a hero. While portions of TESO's endgame and its PvP experience require grouping, Firor said that the core of the game will be played alone: "The way we do that in Elder Scrolls Online is there are parts of the game that you just do solo and you just do in a story instance. So the main backbone story of the game, which is your interaction with Molag Bal, one of the Daedric princes, you're the hero in that story, so you experience that only yourself." Firor also addressed the team's decision to eschew the skill-based system seen in newer Bethesda titles in favor of returning to systems seen in earlier Elder Scrolls games. "What we had to do to make it an MMO is to kind of evolve over to the multiplayer side and there are some things that come with that," he admitted. "Since we have a PVP component to our game, it's very difficult to make a skill-based game like in Skyrim."

  • The Elder Scrolls Online using HeroEngine 'as a whiteboard'

    by 
    Jef Reahard
    Jef Reahard
    05.26.2012

    Fan outcry over the announcement of The Elder Scrolls Online was long and loud, not just for the presumed MMOification of a beloved single-player franchise but for the toolset chosen by ZeniMax Online Studios to bring the world of Tamriel to its new audience. Game Informer confirms that ZeniMax is using the HeroEngine, which also powers Star Wars: The Old Republic and which has come under fire from some in the MMO fan community. Game director Matt Firor says that the firm isn't using the engine as you may expect, though. "Think of HeroEngine as a whiteboard for us –- a great tool to get some ideas in the game and start looking at them while the production engine was in development," he explains. [Thanks to Austin for the tip!]

  • Discussing the design of quests in The Elder Scrolls Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.23.2012

    The Elder Scrolls Online has certain player expectations going in, such as an expectation of the sort of quest structure you usually find in the series. More specifically, it's the sort of structure in which you start off on some simple quest and wind up wandering off into some completely unrelated point of interest. A recent interview with creative director Paul Sage and lead content designer Rich Lambert reveals that the team is aiming for just that sort of model in the game. As Lambert explains, the team wants to move away from the usual hub design in favor of several points of interest, each of which provides a little snippet of content and story. The points aren't meant to be structured as an A-to-B affair; instead, you have several points of interest in a given region which build into a large overarching story. Take a look at the full interview for more information about how quests will work in the game and how players will be guided through objectives as they play.

  • The Elder Scrolls Online Ebonheart Pact faction profiled

    by 
    Elisabeth
    Elisabeth
    05.18.2012

    The flashlight of knowledge has already been directed at two of The Elder Scroll Online's three main political factions, and now the third is getting a little time in the light. We've already told you about the Daggerfall Covenant and the Aldmeri Dominion, and today Game Informer is closing out ouroboros with the third faction, the Ebonheart Pact. The alliance that makes up the Ebonheart Pact was first forged after an Akaviri invasion, when the Nords and Dunmer banded together and then cut the Argonians in on the friendliness in order to find safety in numbers. While the Aldmeri Dominion is bent on conquering and ruling, the Ebonheart Pact is really just an attempt to stay alive in a world of invasions and power struggles. The Dunmer, also called Dark Elves, call the familiar lands of Morrowind home. Skyrim, which a few folks may have heard of thanks to a rather underground game that came out last year, is home to the militant and cold-resistant Nords. The reptilian Argonians, or Saxhleel as they like to call themselves, come from the Black Marsh, also known (by way of total coincidence, I'm sure) as Argonia. They share the area with the Hist, a race of sentient trees, and all matter of poisonous and malicious critters and plants. If you need help keeping all the names straight (the Nords are also referred to as children of the sky, by the way, although apparently that's an informal title), be sure to read the full profile.

  • Matt Firor on The Elder Scrolls Online's '100% solo' personal story

    by 
    Matt Daniel
    Matt Daniel
    05.18.2012

    Games in the Elder Scrolls series have always been about giving players the opportunity to become the game's hero, and it looks like The Elder Scrolls Online will be no different. The title's game director, Matt Firor, has announced that each character's main storyline in the game will be "100% solo." Firor points back to the previous entries in the series, stating that "in The Elder Scrolls games, you're always the hero... The last thing you want to do is have the final confrontation with Mehrunes Dagon as he's stomping across the Imperial City, and you see like 15 guys behind you waiting to kill him." While it's a good point, we can't help but wonder what kind of an impact this design will have on the social aspect of the MMO, but at this point all we can do is wait and see. Firor's full interview over on Game Informer has plenty of extra information as well, so if you're jonesing for more details, just head on over and check it out for yourself.