producer

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  • NCsoft names new producer for Aion

    by 
    Rubi Bayer
    Rubi Bayer
    01.15.2010

    NCsoft announced this evening that they have named a new producer for Aion. Chris "Kinslon" Hager left his Associate Producer position to make the step up to Aion Producer. Kinslon has been with NCsoft since the fall of 2005, working on Guild Wars and Lineage II as well as Aion. Andrew "Tamat" Beegle welcomes Kinslon: "We're all very excited to follow our new Producer forward. His intricate knowledge of Aion and deep history with the game and NCsoft are invaluable as we move forward. Needless to say, there is plenty to be excited about that we have yet to announce." The team at Aion has spoken very often about changes and new content coming in 2010, and this is presumably the first of many to come. Along with the rest of the Community team, as well as the fans, we wish Kinslon the best of luck in his new position.

  • EQII's producer discusses the next update and scrapped features

    by 
    William Dobson
    William Dobson
    12.07.2009

    The latest EverQuest II producer's letter has shed some light on what the next game update, Will of a Tyrant, is likely to contain when it is released on the 9th of December. Senior producer Alan Crosby freely admitted that the patch will not bring as much new content as players might be used to getting; instead, the focus for this round of updating has been to fix lots of little bugs, some of which have been mildly irritating folks since EverQuest II's launch. Crosby said that this approach was chosen to give the game a nice clean slate for the coming expansion, Sentinel's Fate. The letter goes on to discuss a couple of features (that may or may not have once been considered a part of the Will of a Tyrant update) that have been scrapped altogether. The Item Ratings system was abandoned, at least partially due to feedback from the player base, and the Fighter revamp that was in the works has been considerably scaled back. Both of these negatives do have a silver lining though -- the developers are looking at alternative ways to enhance gear, and Fighters will still see some tweaks, albeit "small changes, rather than sweeping revamps". Crusaders will be among the first Fighter classes to be looked at -- see the full letter for some early details. While the producer's letter makes Will of a Tyrant sound overwhelmingly lacklustre, keep in mind that it doesn't go into some previously announced events that should give players something new to do for at least a little while. Hopefully the decision to squash all those bugs pays off with a smooth launch for Sentinel's Fate in February.

  • Square Enix: FFXI players may be able to keep their names in FFXIV

    by 
    James Egan
    James Egan
    08.31.2009

    Good news for Final Fantasy XI players looking to make the jump into Final Fantasy XIV in 2010 -- you may be able to keep your existing FFXI character names in the upcoming title. At least, you will if Square Enix Producer Hiromichi Tanaka has his way. Tanaka and FFXIV Producer Sage Sundi were interviewed by the PlayStation Blog's Chris Morell at GamesCom 2009, when they were asked if name transfers between the Final Fantasy MMOs will be possible. Tanaka said, "It hasn't been confirmed yet, but we would like to give incentives to the players. First of all, FFXI has 32 worlds, and they may have the same name across different worlds [...]. However, when we have FFXIV, we still don't know how many worlds there's going to be yet, but players might have the same name if they all move to the same world, so there may be conflicts."Square Enix's solution, if implemented, is to have a surname system where players can keep their original name but pair it with something else unique in a surname. While the ability to import character names into FFXIV isn't confirmed, it's still good news that Square Enix is considering offering this to their long-time fans in Final Fantasy XI. [Via Joystiq]

  • Namco's iPhone division considering... Tekken?

    by 
    Mike Schramm
    Mike Schramm
    08.05.2009

    Actually, I'd play that. Namco recently announced that they were forming an Apple Games division to head up game development for Apple platforms like the iPhone, and in this interview, a producer for them who used to work for Apple says that they're excited to work on bringing great games to the handheld device. Like, for example, Pac-man, Galaga, and... Soulcaliber and Tekken. You heard that right -- fighting games haven't exactly made a splash on the iPhone, as they're primarily a button-based genre, and the iPhone, of course, has no buttons.But that won't stop Namco's guy from putting the old head gears into motion: "It's just the controls that are a challenge. We are thinking about that." Think away, crazy man -- I'd love to pull out Yoshimitsu for a few rounds while waiting at a bus stop. Obviously, the easiest way to try and port these would be to put overlaid buttons on the screen, but that doesn't leave a lot of room for the fighting (and not having the tactile feedback would probably be a problem as well). Maybe some gesture-based accelerometer movement? Sky's the limit, right?. Your call, Namco -- can't wait to see what you come up with.[via Joystiq]

  • Blackjack game may decide producer of Resident Evil 6

    by 
    Griffin McElroy
    Griffin McElroy
    07.24.2009

    Curious about the direction the next entry in the Resident Evil will follow? By the sound of things, so are the franchise's tried-and-true creators. During Capcom's San Diego Comic Con panel, Resident Evil 5 producer Jun Takeuchi responded to a fan's query about the possibility of a series reboot with a startling answer -- he's apparently playing a long-running game of Blackjack with fellow RE5 producer Masachika Kawata to see who will be in charge of the next Resident Evil title. Seriously.We're not sure if Takeuchi's response was sincere -- after all, he later explained that "it doesn't appear as though either of us is going to be in charge." Still, we wouldn't be surprised if he was telling the truth. There's certainly precedent for this kind of thing. Remember when Satoru Iwata won the presidency of Nintendo from Hiroshi Yamauchi in a high-stakes Cribbage game?

  • Cryptic's Bill Roper on balancing powers in Champions Online

    by 
    James Egan
    James Egan
    07.08.2009

    When news came in of the Champions Online launch being delayed to September, a few of the writers at Massively were despondent. It's always better for a game to launch once it's solid rather than release in a buggy state, though. While we wait for the re-scheduled September 1st launch, we're keeping up with the news and interviews surrounding the upcoming superhero title. In fact, we've just come across an MMOCrunch interview with Bill Roper, executive producer of Champions Online you might be interested in. Roper gets into how some of the game mechanics in Champions Online will play out, and explains a bit about how travel powers like flight and teleportation can be countered by those without such capabilities. (For example, how does a ground-based melee character engage a kiting opponent in flight?) He also touches upon the game's sidekick system, which will allow newer players to temporarily boost their powers to keep up with higher level friends. Alternately, the sidekick system will give advanced characters the ability to tone their powers down to the level of their appallingly weak lower level buddies.

  • Jumpgate Evolution economy changing to player-driven system

    by 
    James Egan
    James Egan
    07.05.2009

    Some gamers were disheartened when NetDevil opted to delay the Jumpgate Evolution launch in order to refine some aspects of gameplay, but we're hoping the extra time they've bought for themselves will equate to a more polished release. One of those aspects of the game they're improving is Jumpgate Evolution's economy, which is the subject of an interview that producer Hermann Peterscheck gave to JGERadio's "Tikigod."Throughout the interview, Peterscheck emphasizes that Jumpgate Evolution's economy should, by design, function in ways similar to a real world economy (but hopefully with a lot less fail) -- a far more dynamic system than one driven by NPC vendors. Peterscheck says, "I actually think the changes make the economy more alive. What we have done is moved away from an AI-based economy to a player-driven economy."

  • Massively interview: Thom Terrazas in his new role as EverQuest's producer

    by 
    William Dobson
    William Dobson
    05.27.2009

    Thom Terrazas just recently replaced Clint Worley as the producer for EverQuest, and we were lucky enough to get the chance to speak to him about the move. Among other things, we found out what's in store for the current playerbase in the future, why EverQuest newbies should try the game, and learned that although the 51/50 server type won the latest poll, we should hold out hope for other new types too -- maybe even a "Classic" server. We snuck in a few questions about Vanguard and PlanetSide as well. To get Thom's take on these things and more, click through and read the full interview.

  • NetDevil producer Hermann Peterscheck on Jumpgate Evolution's ship design

    by 
    James Egan
    James Egan
    05.16.2009

    Fast, dynamic, joystick-style space combat is coming to MMOs soon with Jumpgate Evolution from NetDevil. Jumpgate Evolution producer Hermann Peterscheck has written a dev blog for MMORPG.com titled "Iteration on Ship Design", which focuses on a crucial aspect of creating the game -- defining the roles that ships should fill and how they should handle in performing these tasks. He explains how NetDevil went from having 'a multitude' of ships with different capabilities but with minor differences between them, to a more complete system where ships have clearly defined roles, but don't lock a player into that role, as a class-based system would. However, this clearer separation between ships entailed scrapping some of the designs they'd created.

  • Thom Terrazas takes over EverQuest producer role

    by 
    William Dobson
    William Dobson
    05.13.2009

    For the last few years Thom Terrazas has been the producer for Vanguard -- we interviewed him in that role only a couple of months ago. Now, with EverQuest's former producer Clint Worley moving on, Terrazas has stepped up and taken the reigns. Although some might already be familiar with him, he has introduced himself properly over at the EQ Dev Blog, where he explained that this won't be his first involvement with the venerable EverQuest. He was one of the first GMs on the Tunare server way back in the day, so he certainly has some old-school credibility.Most people would agree that Terrazas has done a fantastic job at improving Vanguard, and he will probably continue to perform well in his new position. This does leave one big question though: who is taking over as producer of Vanguard? We haven't heard any news from the Vanguard team about their producer departing. Is it possible that Terrazas is doing some uber multi-tasking?

  • Interview with AoC Live Producer

    by 
    Brooke Pilley
    Brooke Pilley
    04.18.2009

    MMORPG.com sat down with Age of Conan Live Producer, Henning Solberg to chat about various aspects of his job, recent positive reviews the game has been getting, and new things coming down the pipe. In case the second point in the previous sentence is surprising to you, here's some proof!Henning has been with Funcom since 1995 and has worn many different hats during his tenure, including: QA Manager, Designer, Lead Designer, Lead Scripter, Director of Online Services, Associate Producer, and now finally Producer. His current job has him planning, organizing, setting overall priorities, and staffing for the various development teams. "The team makes the game, the producer helps make it happen!"In terms of new things he's working on, Henning mentions the RPG overhaul that will make gear more valuable to players and the new Tarantia Common District, two items that have been in development for a long time. In order to figure out what to update next, Henning lists various sources such as playing the game themselves, reports containing detailed player feedback, and the QA team.For an expansion of these details and much more, head on over and check out the full Henning Solberg interview.

  • Avoid getting beaten up by funding Boll's next film

    by 
    Griffin McElroy
    Griffin McElroy
    02.14.2009

    We've all said more than a few not-so-kind words about the collected works of the German film-mangler known as Uwe Boll -- a fact that divides the gaming community into two different groups: The Punched, and The Soon To Be Punched. Sorry, gang. It's an inevitable conclusion. You messed with the Boll, and now you're gonna get the horns.Maybe, just maybe, he'll take you off his list if you help pay for his next film -- he's currently asking his supporters (and his bizarrely dedicated detractors) to help him foot the $18.5 million bill required to produce Blackout, his potentially upcoming "terrorist disaster epic". We assume he's talking about the plot of the film there, and not just previewing the buzzwords reviewers will use when critiquing the picture.Kookily enough, avoiding pending pummeling isn't the only thing contributors have to gain from their donations -- hundreds will be chosen from the pool of would-be producers and rewarded with small roles in the film, as well as cash prizes ultimately equaling half of the amount Boll is asking people to donate. Also, at the end of next year, Boll will hold another raffle in which over 300 contributors will receive 20 percent of the film's annual profits; or, in simpler terms, absolutely nothing.

  • Got PotBS questions? Ask Rusty!

    by 
    William Dobson
    William Dobson
    01.29.2009

    Flying Lab Software's CEO Russell "Rusty" Williams has been fairly vocal about his company's game Pirates of the Burning Sea in the past, doing the rounds with media outlets and spreading the word. His latest project has just been announced on the PotBS official site, and will allow him to maintain his parlance with the game's community; a new podcast series called "Ask Rusty" will be featured on the site on a regular basis, and players will have the chance to do as the name would suggest and Ask Rusty questions about PotBS.For the first podcast, questions were taken from the old "Ask an FLS developer" forum, but in the future, the questions will come from submissions to community AT flyinglab DOT com (make sure to use "Ask Rusty!" as the subject line). Russell is joined by lead designer Kevin Maginn and producer Michelle Williams in this first installment. There is a direct link to the podcast for those looking to download it or listen in their browser, and there is also an RSS feed that can be subscribed to if you like what you hear.

  • Aion producer Brian Knox interviewed

    by 
    William Dobson
    William Dobson
    01.14.2009

    Aion: The Tower of Eternity has been kicking ass over in its local territory of Korea, and we're sure that there's a growing throng of folks out in the rest of the world that are dying to try it out. Massive Gamer Magazine recently had an interview with Brian Knox, a producer for the game, and what he said didn't give us much hope for betas outside of Korea -- at least not in any meaningful form. He says (correctly) that gamers are quick to judge a title on its beta, and that they would prefer to have "exclusive preview events" to show off the game at its best instead. Having said that, Korea did have a beta before launch, and hopefully we will too.A lot of the interview is spent discussing Aion's high level of customization. Knox claims that the character creation system is so robust that it would be possible to "literally create your own race within a race" by tweaking the sliders. As players level up, they will have the chance to equip stones that will change existing skills or grant new ones, further adding to character uniqueness. The other aspect of the game that Knox seemed very keen to talk about is the flying mechanic. Far from being tacked on, flight is intended to be integral to the gameplay in Aion, and its strategic use will be of the utmost importance in combat. To find out more, check out the full interview, which is now available online.

  • Could there be such a thing as life without the Lich King?

    by 
    David Bowers
    David Bowers
    10.11.2008

    In response to one player's question, "After Arthas, what's left to kill?" Bornakk has revealed a surprising tidbit about the future of World of Warcraft. The answer is: Murlocs! That's right. After we kill Arthas, "instead of adding new creatures or new continents it will be just one area of endlessly spawning murlocs." Amazing fun! This is what I've been wishing for ever since I saw my first murlocs on the shores of Darkshore. Perhaps we'll be able to collect endless varieties of Murky pets, too! They could go by all sorts of cute names like Lurky, Quirky and Turky.Ah... to dream. Anyways, later in the same thread, Nethaera stops by too and adds her own meditation on the possible death of Arthas, reminding us of a most ancient question regarding trees falling in the woods without anyone to hear them: "If Arthas dies, does the Lich King also die?" This seems to be a pretty clear indication that the death of Arthas will not mean the death of the Lich King, and that the story of the Living versus the Dead will go even after the big bad prince bites the dust.Arthas and the Lich King has been a pretty huge part of the Warcraft story ever since before most of us were even familiar with it, and for some of us it feels strange that he might one day no longer be a part of it. In our interview with WoW's lead producer, he noted that both the Maelstrom and the Emerald Dream were once considered as possibilities for WoW's second expansion, but they chose Northrend and Arthas to come before them because it seemed like the strongest idea. But how strong is Arthas really? Could he ever compare to murlocs?No, but seriously, do you think the Lich King is just way too cool not to perpetuate indefinitely as the ultimate villain? Would you like to see Arthas get killed in one patch, while the Lich King returned in another, kind of like Kael'thas showed up twice in The Burning Crusade? Or do you think we're going to get our fill of Lich Kinginess -- so much so that once Arthas is dead, the Lich King and all the Scourge should just die for good along with him?

  • Producer & game director for Age of Conan resigns from Funcom

    by 
    Kyle Horner
    Kyle Horner
    09.17.2008

    Some big shake-ups seem to be happening over at Funcom today as Gaute Godager resigns from his position at the company as producer and game director for Age of Conan. His replacement is Craig Morrison, who's held the same position with Anarchy Online for several years prior to this change. While most (or more than half) will agree that Age of Conan is in a very dissatisfying state, this news still comes as a shock. Gaute Godager was one of the founders of Funcom and is leaving the company and the games industry after 16 years. He was also a part of Age of Conan's development since its conception. Incoming producer/director Craig Morrison stepped fully into the Conan community to greet the players today, as well. You can read his address to the faithful on the official forums. Follow the break for Godager's parting words and reasons for leaving Funcom.

  • Mark Jacobs responds to 'magic show' accusations

    by 
    Chris Chester
    Chris Chester
    07.08.2008

    Earlier today, we posted a link to an article over at Warhammer Alliance that accused Mythic of conducting a "marketing magic show" on their fan-base by refusing to come forward with many of the juiciest, most controversial details about Warhammer Online yet to be released. Judging by the comments on that post, the disagreement about the quality of Mythic's efforts to date is stark indeed.In a demonstration of class and forthrightness, Mythic co-founder and designer Mark Jacobs stepped forward on the WHA forums today to address the editorial directly, taking apart the argument piece by piece. He outright rejects the notion that the marketing department is calling the shots when it comes to the release of details, saying that the flow of information begins and ends at his desk. He further disputes the notion that the game is unfinished or lacking in the fun department, citing the imminent guild beta as proof of the confidence they have in their product.Given the volume of information we were allowed to show off in our Massively goes to WAR coverage, we're inclined to side with Mark. For a site whose message of the day for many moons now has been, "The suspense is terrible. I hope it will last," we hope the writers and posters over at WHA regain their patience.

  • Producer talks about what to expect from de Blob

    by 
    David Hinkle
    David Hinkle
    07.01.2008

    With de Blob's release getting closer and closer (September), we're starting to see more and more media on the title. This, to us, is a good thing. And informed public is a good public. Also, we want to see stuff get all painted up. This latest bit of media is an interview with Nick Hagger, the game's producer. He talks about the sinister corporation that's sucked all of the color out of Chroma City, the way Blob can acquire color and roll about, as well as his gang of cohorts. It's an insightful look at THQ's upcoming game and we suggest you check it out.%Gallery-17709%

  • Star Wars Galaxies' new producer hints at future content

    by 
    Michael Zenke
    Michael Zenke
    06.28.2008

    Just yesterday we noted that Star Wars Galaxies has a new producer, as long-time friend of the game Lorin Jameson moves into a directorship position for SOE-Austin. The new producer, Christopher "Dotanuki" Field, sat in with the forum-goers last night to answer a number of their resulting questions. Here are some highlights: They are aware of player concerns over server population, and have something in the works right now to address it. Hoth (coming in Chapter 11) is planned as a strictly PvE experience, and at the moment they don't plan on space combat to be a part of the instance. More on Hoth: It will be both indoors/outdoors, and "There are going to be things in Hoth that you've not seen before in Star Wars Galaxies." Droid Commander is right now slated for Chapter 12. They're already at work on a new holiday for the year, something we haven't seen before. A fan asks if the Hoth battle means they're advancing the gameworld's timeline, to which Field responds: "We're not changing the timeline. It's going to be very self-contained and not linked to the game world like our other Heroics." Spy additions/changes are planned for Game Update 6, as are issues with the City system. Five year veteran rewards will be coming with Game Update 5 (coming next week to TC). They're working on some more new weapon models for the game, especially welcome given the new Weaponsmithing system coming in GU5. Before signing off, Field answers a fan who asks what SWG should offer players: "SWG should offer players compelling Star Wars content that makes them feel like they're part of the Star Wars universe. Most of all, it should be a fun game to play. I would hope that SWG has something to offer for all play styles. Whether you enjoy leveling up, Heroics, crafting, casual play, etc... it should always be enjoyable."

  • Massively interviews JGE producer Hermann Peterscheck

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    Ever since ION 2008, the fine folks at NetDevil have been slightly more forthcoming with details from their sci fi opus-in-development, Jumpgate Evolution. First there was the interview that writer Keith Baker did about the game's three factions, filling us in one some of the background lore that's being plugged into the game. More recently, they did an interview on the more technical aspects of the game's development. Not wanting to miss out on the action, we caught up with Jumpgate Evolution producer Hermann Peterscheck, who, as you might recall, is awesome.Check below the cut for some insights into NetDevil's perception of the recent mergers in the MMO industry, their approach to integrating PvP and PvE into the same game, and some information about Jumpgate's capital ships.