shadowbane

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  • Crowfall details starting, finishing, and resetting by Hunger

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.02.2015

    The latest development blog from Crowfall establishes a problem. The nature of any sort of permanent game is to fall into stagnation. Eventually, the most powerful players control everything and there's no room for new people to come in. You want room for new people to come in. But you also want to have long-term effects to what takes place in the game rather than just resetting everything as the game approaches a static state. What's to be done? According to the aforementioned development blog, you reset... but by pieces. At the center of Crowfall's design lies a cycle of birth, corruption, and demise. Characters remain, but as they participate in individual campaigns of the game there's space for players to make a lasting impact on the game world. But the continual destruction of each campaign as certain players "win" ensures that there's always space for something new to happen, that no one ever becomes unassailable in every sense. Take a look at the full post for a clearer picture of how the game intends to keep players engaged by periodically wiping the board clear of pieces.

  • Crowfall's Legionnaire is a four-legged powerhouse

    by 
    Justin Olivetti
    Justin Olivetti
    01.27.2015

    Today's a series of firsts for Crowfall reveals. It's the first glimpse of the game's second announced class, the Legionnaire. It's the first look at a character who is other than human -- and is in fact a Centaur. And it's the title's first in-game environment screenshot. Crowfall has also posted a handy FAQ that goes into depth about the character creation process, teases Mac support, and eschews traditional MMO levels as a means of progression.

  • Raph Koster is collaborating on Crowfall [Updated with video]

    by 
    Bree Royce
    Bree Royce
    01.22.2015

    So here's a funny story: Yesterday, the Massively writers were shooting the breeze in team chat when the subject of sandbox devs who were not also closet-gankers came up. "When do you think Raph Koster will finally make a new sandbox?" I asked, half kidding and half wistful. "Never," Jef answered. Then we commiserated for a bit. It turns out we were remarkably prescient because that day is... today. ArtCraft, the studio working on the nebulous PvP MMO Crowfall, announced today that Koster, the backbone of sandbox legends Ultima Online and Star Wars Galaxies, has been collaborating with the Crowfall team on the game's design for a year already as a "formal advisor and design consultant." "Raph and I have been working together for about a year on the design architecture for Crowfall," ArtCraft's J. Todd Coleman wrote. "At the heart of this game, we have two core systems: dynamic territorial conquest and a player-driven economy. Marrying these two concepts is the holy grail of MMO development, and Raph is arguably the best person in the world to help us solve this puzzle." Koster gets a blurb of his own in the PR: "There isn't anything on the market like Crowfall, and it has been a long time since some of these design ideas were explored. There's a very specific audience out there waiting for a game like this -- the conflict, the real economy -- that has been looking for new steps beyond the games of ten years ago." Your move, MMO genre.

  • New studio ArtCraft creating MMO with 'real skill, real risk, and real consequence'

    by 
    Justin Olivetti
    Justin Olivetti
    12.23.2014

    Heads up, MMO fans -- there's a new player on the scene. Industry vets J. Todd Coleman and Gordon Walton have come together to form ArtCraft, a studio that's making a mystery MMO with "real skill, real risk, and real consequences." "We're building something completely different, completely unique. We believe the MMO industry has grown stale. It's time to create something new," Coleman stated. Coleman and Walton have worked on many MMOs, including Shadowbane, Wizard101, Ultima Online, and Star Wars Galaxies, and they say they are building an "all-star" team for this new project. The teaser website for the game asks, "Where did we go wrong?" with the MMO industry and vows to take chances with this new game. There's a countdown timer on the site (62 days as of the writing of this article) and a sign-up for the beta. [Source: ArtCraft press release]

  • EVE Evolved: Designing EVE Onland, part 1

    by 
    Brendan Drain
    Brendan Drain
    12.29.2013

    When I'm not playing or writing about EVE Online, I can usually be found huddled over my computer typing lines of code into a compiler and chipping away at bugs that make varying degrees of sense. Designing my own hardcore space game is a really fun challenge and very fulfilling work, but I have a dirty little game dev secret: I've actually always wanted to make a fantasy game. While the budget and personnel required to take on a project the scale of an MMO remain quite far outside my grasp for the moment, it's still fun to think about how I might design such a game if the opportunity arose. The MMO genre seems to be heading for a sandbox revolution this year, and there's no bigger sandbox than EVE Online, but could all of EVE's gameplay translate to a fantasy game? EVE is probably the most atypical MMO out there, maintaining a subscription-based single-shard PvP sandbox in a genre that's typically headed in the exact opposite direction. There are several new sci-fi sandboxes on the way that may or may not qualify as massively multiplayer titles, but the vast majority of MMO gamers still prefer to keep their feet on the ground in fantasy lands. I often find myself wondering how much of EVE Online's core gameplay is possible only because of its setting -- and how much could actually be applied to a fantasy MMO. Not only should it be possible to adapt most of what makes EVE great to a modern land-based game, but many of the mechanics sandbox gamers now attribute almost solely to EVE actually started life in classic fantasy MMOs like Ultima Online. In this week's unusual EVE Evolved, I'd like to start a game design thought experiment as I delve into the hypothetical world of EVE Onland.

  • The Game Archaeologist's top MMO stories of 2012

    by 
    Justin Olivetti
    Justin Olivetti
    12.29.2012

    As another gaming year spins to a close, we here at the Institute for Digital Interactive Entertainment have been holding our archaeological department hostage with a trained buffy-tufted marmoset until it delivered a final report. After hours of begging and infected monkey bites, the head of that department, Prof. Justin Olivetti, Ph.D., handed us a scrap of urine-soaked paper with the following article inscribed. While the Institute strongly suggests that you ignore this report and instead work on your button-mashing exercises, the board of directors stated that all such papers must be posted for the public to see. This report is presented in the Yetbari typeface and contains a sequential series of items that number between 11 and 13.

  • The Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    12.01.2012

    This week we continue our interview with Steve Nichols, one of the original lead developers on The Realm Online. After his work on this pioneering title, Nichols expanded his MMO resume with projects such as the never-seen Middle-earth Online (MEO), the seminal Freelancer, the PvP-centric Shadowbane, and the cult classic Dungeon Runners. These days, Nichols is with Retired Astronaut Collective, continuing to create games for all of us nutty players to enjoy. In this riveting conclusion to our talk on The Realm Online, Nichols discusses the difficulties of the game's promotions, lessons learned from his time on the project, and the sundry secrets of hanky-panky in this early MMO.

  • Meet Heroes of Evermore, Dungeon Runners' spiritual successor

    by 
    Justin Olivetti
    Justin Olivetti
    11.20.2012

    Almost three years ago, a quirky and charming MMO died. It was NCsoft's Dungeon Runners, a Diablo-like action title that had a wicked funny streak running through it. We were genuinely sad to see it go away, but perhaps not as sad as its producer, Steve Nichols. In fact, Dungeon Runners was such an influence on his life that when he moved on to a new studio, he brought with him the idea of creating another MMO in the same vein. Today we caught up with Nichols to talk about that project, called Heroes of Evermore. Heroes of Evermore is currently in pre-alpha but is pushing hard to make strides in 2013 toward release. What would the spiritual successor to Dungeon Runners look like? You're about to find out!

  • Leaderboard: MMO most worthy of resurrection

    by 
    Justin Olivetti
    Justin Olivetti
    09.24.2012

    I had an interesting revelation this past week. While it seems that we've had so many MMOs shutting down over the year, when I look at the big picture of all of the major titles that have been released, the vast majority of them are still in operation. It made me realize just how resilient and strong this industry is. Yet there are those games that have seen their final days and exist now only in our memories and dusty screenshot folders. Some might be good riddance to us; others are still painful wounds. We've all harbored fantasies of MMOs coming back from the great beyond for a second lease on life, but if you had to choose just one, what would it be? That's the topic for today's poll, so look at the following list and think long and hard about your choice. Resurrection isn't something that happens every day in MMOs, after all.

  • The Game Archaeologist: When dead MMOs come back to life

    by 
    Justin Olivetti
    Justin Olivetti
    05.01.2012

    Maybe I'm alone in this, but my jaw just dropped when I came home this past week to see that Massively posted the news that Shadowbane is coming back to life. Granted, it's only going to happen in China, but still, that's pretty incredible. Shadowbane's been in the ground for three years now, and if I had to pick an MMO that deserved resurrection, this particular one would be farthest from my mind (no offense if you liked the game; it's just that there are so many others that are even more worthy). But how can this not give you hope? Many of us have lost an MMO we loved or at least had a decked-out character populating the character select screen, and the thought of that game coming back against all odds is a goosebump-rising one. It may also smack of justice served, as some MMOs fail not because of faulty gameplay but because of mismanagement by the studio, complex legal wrangling, or bad marketing. Today let's look at a few examples of dead MMOs that were brought back to life and what this may mean for the future of the industry. Zombie MMOs! Not, you know, MMOs with zombies.

  • ChangYou plans to bring Shadowbane back in China

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.23.2012

    MMOs die. It's a very sad reality, but a reality just the same. And more often than not, there's no chance for a revival. But every so often the stars align just right and fans get lucky, which is almost the case with Shadowbane. Nearly three years after the game's shutdown, it looks like it'll be getting a new lease on life... as the basis for a new title developed by ChangYou. There are no firm details on what the new game will look like, although it appears to have been in development for roughly a year at this time. Preliminarily titled World of Shadowbane, the game is still too far in the future for any sort of launch information, much less discussion of whether or not the game will see an American release. Still, it's closer to a chance at revival than the game has had in the past three years, and that's something.

  • The Game Archaeologist seals up 2011

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2012

    You know what I love about the end of each year? The lists. Man, but I'm a sucker for lists, especially when they come in "best of" varieties. In the lull between Christmas and New Year's, there typically isn't a lot happening in the world of entertainment, so it's a good time to look back before we head forward. And so it is for The Game Archaeologist. 2011 marks the second year I've been doing this column, and it's been one of my personal favorite series to write. Every week I'm learning more and more about the history of the MMO genre, and I'm encouraged to see just how much passion and interest there are for the titles that started it all and got us to where we are today. So before we head into 2012, let's take one last glimpse back at the road we've traveled. If you've missed out on any of these columns or want to revisit your favorite classic MMO, I've compiled a huge list of everything I talked about this year, from histories to interviews to player stories. There's also a special request for you (yes, you) at the end of this column, so do me a favor and hit that jump!

  • GDC Online 2011: KingsIsle's Sara Jensen Schubert talks RPG math

    by 
    Karen Bryan
    Karen Bryan
    10.12.2011

    I'm sure many of us have wondered how game developers decide upon item stats, experience amounts, damage per second, and all of the other numbers that we come across in our favorite games. Actually, it might sound more like, "Why the heck is my uber sword of uberness only doing X amount of damage?!" At GDC Online this week, Sara Jensen Schubert gave a rare glimpse into the math behind MMORPGs. She has worked on games like Shadowbane and DC Universe Online and is now a lead designer at KingsIsle Entertainment. Her background and focus is a traditional RPG viewpoint, and she builds from there to go through the process of designing and building stats, character attributes, experience rewards, the leveling curve, and itemization. While her talk is aimed at those in the industry, it offers a unique perspective into what goes into those stats behind our gear and why it takes us so long to level up. Read on for highlights from the presentation.

  • The Perfect Ten: Non-vanilla server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2011

    I've always thought that rulesets are a golden opportunity for MMO developers to get creative with their products and try something fresh and exciting. Unfortunately, most every MMO these days, new and old, adheres to the four "vanilla" rulesets that have been in place since Pong. You have your default PvE, your same-as-PvE-except-we-have-a-naming-policy PvE-RP, and the two player vs. player variants: PvP and PvP-RP. Those are all well and good, but... y'know... couldn't rulesets be used to create fascinating variations on these games? It turns out that yes, yes they can. While the vanilla rulesets are the vast majority, there does exist a group of fringe rulesets that dared to walk the different patch, er, path and made versions of MMOs that are a bold and refreshing flavor. Like blue! Sometimes these new rulesets were whipped up to inject new life into an aging title, giving players a valid reason to come back and see the game from a different perspective. In this week's Perfect Ten, we're going to check out just how wild 'n' wacky server rulesets can get!

  • The Game Archaeologist uncovers Shadowbane: Talking with Josef Hall and Todd Coleman, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2011

    Don't miss the first part of this interview with the makers of Shadowbane, which we posted last week! And now for the thrilling conclusion... The Game Archaeologist: What was the reason behind the free-to-play switch in 2006? Did this help the game's population any? Josef Hall: Todd and I left Wolfpack shortly after it was acquired by Ubisoft, so we don't really have insight into the decision-making process behind the switch. Todd Coleman: From what I have heard, it had a very positive impact on the size of the player population -- but yeah, I have no idea what it meant to the game monetarily.

  • The Game Archaeologist uncovers Shadowbane: Talking with Josef Hall and Todd Coleman, part 1

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2011

    After a couple of weeks of talking with players about their favorite experiences in Shadowbane, I decided it was high time to flip the discussion from those who played it to those who made it. Today we're going to kick off a two-part interview with the makers of Shadowbane, Josef Hall and Todd Coleman. It's interesting to realize that while MMOs come and go, many developers remain in the industry, moving between projects in surprising ways. In this case, both Hall and Coleman went from the brutal lands of cutthroat PvP to a colorful kids title: Wizard101. It's hard to imagine two MMOs being more different, but that goes to show you that developers, like gamers, don't always like being pigeonholed into specific roles. The duo were extremely eager to talk about Shadowbane, as you'll see from this interview. Buckle up -- you're in for a treat! The Game Archaeologist: Can you introduce yourself to us and explain how you became involved with Shadowbane? Josef Hall: I'm Josef Hall, co-founder of Wolfpack Studios, the creator of Shadowbane. Currently, I'm the Vice President of Development at KingsIsle Entertainment, creator of Wizard101. Todd Coleman: And I'm Todd Coleman, co-founder of Wolfpack. I'm currently the VP of Production and Creative for KingsIsle. Josef and I still work together; we were the two first people brought in start the dev studio for KingsIsle here in Austin. Hall: In fact, Wizard101 was our idea, which is a bit odd, given that we were also the first two people to come up with the core idea behind Shadowbane.

  • The Game Archaeologist uncovers Shadowbane: Your journeys

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    Every time I tackle a new game for this column, I keep rediscovering a key truth: that there are the bare facts of an MMO that you can research and process, and there are the memories and experiences that transcend the features bullet points on the back of the box. It's always terrific to see players come out of the woodwork and say things like, "You know what really made this game special...?" Shadowbane is proving an interesting case study as well. Because it flew so very low on my personal radar during the entirety of its operation, I naturally assumed it wasn't that good for the few souls who did play it. It turns out that I was wrong, considering just how many testimonies we've had from people who admit that if you could get past the graphical limitations and technical issues, there was a helluva game experience waiting for you. So to follow up from last week's interview with a blogger, this week we're going to hear from Massively readers who took the time to send in their favorite memories of Shadowbane so that they could be preserved in the hallowed Game Archaeologist vaults. Let's do it!

  • The Game Archaeologist uncovers Shadowbane: The battle-scarred blogger

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2011

    I've long since enjoyed doing this column because, to me, it feels like the next best thing to having been there back in the day, playing these games. No one MMO player can occupy all titles at once, so experiences are bound to pass us by. Fortunately, the gamers who were there have long memories and are often more than willing to share a story or two if given half the chance. After last week's initial foray into our Shadowbane retrospective, I fished around for a hearty veteran of the minotaur wars who was willing to step up and answer a few questions without succumbing to post-traumatic stress disorder. Within a minute, my good friend Grimnir bit into the topic, and I reeled him in as he flopped and gasped for air. At some point, this metaphor got away from me, but no worries. Hit that jump and let's cast our nets down memory river and see what we can dredge up!

  • The Game Archaeologist uncovers Shadowbane: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2011

    Way back when I used to haunt the corridors of Gamestop and not shun the place due to its stinky evil, I remember being enticed with these fancy-pantsy "MMORPG" boxes when I'd see them on the shelf. I must have picked up Shadowbane a dozen or so times to check out the blurbs on the back, mentally weighing whether or not this would be the one to introduce me to online gaming, but ultimately it was not to be. It's probably for the best, considering that Shadowbane was primarily PvP and I'm a PvE guy at heart. Plus, the title never really took off the way that publisher Ubisoft had hoped, spending most of its six years of operation lurking in the background of the MMO industry instead of sharing the spotlight. But still, six years! That's far longer than any of the titles we've been talking about these past couple months, and considering that Shadowbane won last week's poll to become this month's topic, there are obviously strong feelings lurking among you. What did Shadowbane try to do differently, how did it stay alive as long as it did, and what was its downfall? Hit the jump to find out!

  • PAX East 2011: Massively interviews Wizard101's Fred Howard

    by 
    Karen Bryan
    Karen Bryan
    03.16.2011

    There was a lot of game news to come out of PAX East this past weekend, and KingsIsle definitely arrived with some very big announcements. Wizard101 fans can look forward to a brand-new world called Wintertusk, which completes the epic storyline of Grizzleheim. Both high- and low-level players will have new places to explore and quests to complete. Highlights include brand-new areas for high-level Wizards to discover and explore, new spells, level 58 class pets for each primary school, a revamped underwater introduction zone for lower-level characters (continuing the story of the Crab King), and the ephemeral "more." Massively had the chance to talk with KingsIsle Vice President Fred Howard about Wizard101 and the rapid growth of MMOs aimed at younger players. Read on for his thoughts on player security, the importance of story, and a curious Crab King with a penchant for rock.