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Recent Vault Network Features
Action Vault Motor City Online Interview - January 21
2001 Action Vault Awards - January 18
Action Vault Jedi Knight II: Jedi Outcast Intelligence Report - January 17
Action Vault Call of Cthulhu Developer Diary, Part 3 - January 15
Action Vault AquaNox Review - January 14
Action Vault Ace of Angels Interview - January 8
Biting The Hand With Jessica Mulligan: The History Of Online Gaming
An interesting new Biting the Hand column has been written this week, offering an interesting history of online gaming. It begins with this:
Ive been meaning to write this column for a couple years but, somehow, just never got around to it. I intended to do it back in early 1999, when the game press started quoting MMOG publishers referring to EverQuest and Ultima Online as "first generation massively-multiplayer games." I was somewhat offended by this attitude, as it implied the industry had sprung fully grown from somebodys navel in 1997, like they hadnt been using ideas already in use in other games for years. It ignored all the work that had gone on for thirty years, in fact. What about Kesmai with all their games starting in 1982, Mythic (nee AUSI) with several games starting in 1984, or the original Bartle/Trubshaw MUD1 in 1978? What about MPG-Net with Kingdom of Drakkar, or ImagiNation Network with Shadow of Yserbius? Or the original AD&D;: NeverWinter Nights on AOL? For goodness sake, what about the DIKU MUDs that inspired Brad McQuade and crew to develop EverQuest?
Jessica's journey begins in 1969, which is considerably earlier than most people consider online gaming having existed. The article's definitely worth a look, as it's quite informative.
1:57 PM - Pipeline
Disciples II: Dark Propecy Ships
In a follow-up to last week's gold announcement, developer/publisher Strategy First has posted a brief press release noting that Disciples II has now shipped. Here it is, without the usual company information:
Disciples II ships to stores nationwide
Special Collector's Edition also available
Montreal, Quebec. January 24, 2002 -- Strategy First is pleased to announce that their highly anticipated Disciples II: Dark Prophecy has shipped and will be available in stores nationwide in the days to come.
Players can expect to see many additions and improvements made since the original game's release in 1999. The sequel includes new features, such as an event and trigger system, neutral unit AI, a paper doll system, new units and spells, hot seat play and multiplayer support through Gamespy Arcade over Lan and Internet.
The game is already receiving accolades from members of the gaming press and is said to be one of the most highly anticipated turn-based fantasy/strategy games of 2002. A special collector's edition has also shipped to stores today. It includes 5 extra scenarios and a 120-card game developed by the Lead Designer of the Disciples series.
For information on the game, log onto www.disciples2.com or www.strategyfirst.com.
Suggested retail price: Disciples II: Dark Prophecy $39.99US; Disciples II Collector's Edition $49.99US.
Disciples II follows the path of four factions as they war for control over lands and resources. The game allows players to build armies of various creatures and characters who gain experience and levels as the action progresses.
12:09 PM - Pipeline
TES Construction Kit Preview At Voodoo Extreme
Over at Voodoo Extreme, there's a new preview of the TES Construction Kit, the editing tools that will ship with Morrowind. Unlike many recent previews of the kit, this one isn't too granular, which means it offers an excellent overview of the product:
The Construction Kit basically works of a module system for add-ons and plug-ins. Say you download this new island that a friend of yours made. How do you make sure it doesn't overwrite the current settings and landscape of Morrowind? All you have to do is put a checkmark next to the data file you wish to open in the editor and it is automatically loaded into the main data file and compiled together. Don't like new island? Just uncheck it, and viola, it's gone. This modularity makes it so that you never have to worry about severely messing up the core game beyond all repercussions, and so that you can load up whatever level or MOD you wish to at any given time.
Elder Scrolls: Morrowind is being developed and published by Bethesda Softworks. The third game in the popular series will arrive in stores for both the PC and Xbox.
10:03 AM - Pipeline
Dungeon Siege Interview With Chris Taylor At PC Game Central
Yesterday at PC Game Central an interview with Chris Taylor was posted. The founder of Gas Powered Games had this to say about the Siege Editor, the tool that will be included with Dungeon Siege:
The Siege Editor is a very powerful tool, and is the exact same tool we used to make the game. Having said that, it will take some time for people to learn how to make complex worlds, but it won't take long to create simple ones. The Siege Editor is used to make so many different things... terrain, monster placement, story sequences, traps, and special situations like a monster ambush. It all depends on the complexity of what someone is trying to create. What we have found is that once someone is up to speed on using the editor, they can create fairly large worlds in a short period of time. We will release documentation that will help those who are just getting started.
Dungeon Siege is slated for an April 2002 release from publisher Microsoft. Spotted at our Dungeon Siege Vault, a great source for news on the soon-to-be-released game.
10:02 AM - Pipeline
Correction Notice: Project Entropia Development Report #6
It has come to our attention that our editing of Tuesdays Project Entropia Development Report #6 resulted in a statement that is likely to be interpreted incorrectly. In reference to participants in the upcoming Commercial Trial phase of beta testing receiving the client CD, the sentence "In other cases, we know some testers have simply not confirmed getting it until we asked them." suggests all testers were asked to confirm, which is not the case. It should have said "In other cases, we know from spot checks that some testers have simply not confirmed getting it until we asked them." The article has been corrected accordingly. We accept full responsibility and offer our sincere apology to MindArk, the testers and our readers for any confusion caused by our poor editing.
Addendum: For the sake of clarity, this section of the article has now been updated with wording provided by MindArk. We have through spot checks realized that a fairly large number of testers are still waiting for their CDs.
9:53 AM - Jonric
Morrowind Infobits
The Morrowind General Discussion Forum remains a popular place with the Morrowind Development team, as team members Douglas "affamu" Goodall, Mark "BlueDev" Nelson, "MrSmiley FaceDude", and Gary "WormGod" Nelson, have all visited in recent days:
affamu on Daggerfalls spellcasting "trick": 1. It is harder to do that than it used to be. 2. But it is still possible. I figure if you're the kind of person who like to push a single button over and over, go for it. 3. One reason this was popular in Daggerfall was that spells raised so slowly compared to other skills. This has also changed.
one-handed vs. two-handed weapons: I'm testing House Telvanni and the Morag Tong and the moment so I have an Assassin and a Battlemage. The Assassin has a shortblade and a shield and is quite effective. The Battlemage has a two-handed axe and a lot of summoned Daedra which is also quite effective.
BlueDev on multiplayer: *takes off dev hat* Personally, I'm a big fan of multiplayer games. I like the ability to get on and just hack and slash, trade stuff, go on a quest, whatever, given the time I have. I still like to play single-player RPGs, but I've found there are interesting communities that grow up around MMORPGs. Wish I had more time to play.
*puts dev hat back on* Ack. Nightmare in design. However, I'd like to do it one day. I, of course, have no say in this matter, but I'd like to do an Elder Scrolls MMORPG. If done well (and having learned lessons from other games), it could be a great challenge. Extending the political intrigue and faction play that's already present in ES games could be a lot of fun. Since the story is so important traditionally for our games, I'd think an evolving storyline (a la Asheron's Call) could be a blast to work with. But, this is just my daily incoherent rambling. I've gotta get my Morrowind stuff working first.
MrSmileyFaceDude answering multiple questions: [vampires] Nope. Vampires are NPC's with special abilities.
[soul gems] Several different soul gem types with different capacities. You can have only one soul in a soul gem, but when you cast Soul Trap & kill the target creature, its soul will automatically be placed in the smallest empty soul gem in your inventory. Any remaining capacity is unused and unrecoverable. No, the enchanting effects should cost much less in terms of magicka than the total spell points available from the trapped soul. That way you can cast the enchantment more than just once. For example if a soul gives you 200 spell points, and your enchantment ends up costing 20, you can cast the enchantment 10 times before it runs out of charge.
[draining enchanted items power into soulgems] Nope.
becoming blind: Blindness isn't all or nothing -- it's a percentage. If you're 100% blind, you can't see anything -- the screen is blank (except for the interface). If you're 50% blind, there's a 50% opaque "sheet" over your view of the world. This is true for both first and third person. In addition, you get a penalty against hitting things in combat and aiming projectiles based on the percentage blindness. NPC's get that too, plus a penalty on detection. So how blind you or an NPC get is dependent on the magnitude of the blindness spell. As far as I know, the Boots of Blinding Speed are at 100%
WormGod updating on his condition: Surgery was a little over a week ago. Wrnt off without a hitch, but I have been bed ridden since then. I ended up with 8 screws and a plate in my foot. I am suffering from a badly sprained ankle and 3/4 of my foot is paralyzed at the moment. Hopefully, most of this is temporary, but time will tell. The pain is something that is hard to deal with. I am on many meds and they all have intense side effects. I have been in and out of the hospital many times in the past 2 weeks for complications, but all is fairly well. I am still off my feet, and 90% bed ridden, but have been able to get up and about (around the house) on crutches. It's nice getting back to my computer desk at home so I can at least check email and such. I see the surgeon again this Friday and hopefully he will have some good news. I am keeping my fingers crossed. Hopefully, the stitches are coming out and I can move on to the next stage of recovery. Most everyone at work has been very supportive also, and this is extremely appreciated. The phone calls and gifts cheer me up and make me push myself to recovery, simply so I can get back on my feet and back to work. I miss work and the crew. The Gameboy Advance was a lifesaver and became my best friend while trapped in my bed for all those weeks. Thanks. And for the collective of fans who showed their care for my situation, I extend my appreciation to you also. It's a long hard road I am travelling, but your kind words and thoughts soften the trip. Thanks.
I hope to catch you all soon, from the comforts of my ZeniMax cell block.
Morrowind is the next game in Bethesda Softworks Elder Scrolls saga. The game is scheduled for a Spring 2002 release date for both the PC and the Xbox. Reported by The Grey Man.
7:19 AM - Pipeline
Freedom Force Interview With Ken Levine At HomeLan
HomeLan Fed has had a chance to interview Ken Levine, the Executive Producer of Freedom Force. While the game will include plenty of pre-built characters, it will also allow plenty of customization:
A crazy, sick amount.
You purchase super powers for you characters. You can either choose from a list of over a hundred pre-built powers or build your own. Yes, build your own super powers. Here's where the whole thing gets nuts. Let's give you an example...Say I want to create super power called Hellfire, which is a projected explosive. First, you get to choose what type of power it is: Melee, projectile, beam, area, direct, active defense, or special. Hellfire will be a projectile. The projectile power type offers up 9 fields to set: Here's what we did for Hellfire:
Damage type: Heat Damage Amount: Medium (setting it to higher would make the power more expensive) Energy Point Cost: Very high (we could make it cheaper for the character to use the power in action, but that would make the power more expensive to buy!) Stun: Medium chance to stun Knockback: High Swiftness: Slow Radius: Medium Range: Medium Accuracy: Very low (again, you could make all of these better, but it would the power muy expensive).
Then you can set the type of attack: Chained, grenade, homing, proximity, and Ground Targets only. For instance, Chained attacks hit a first target and then go on to others.
There, you've got your power. Following that you can set the visual effect for the attack and the attack animation. I spent a whole afternoon creating my own superheroes while I was supposed be doing real work last week. It was geek heaven.
Freedom Force is being developed by Irrational Games, principally at the company's Australian facility. It is expected for release in the next few months.
7:16 AM - Pipeline
Morning Visuals
Duality - A couple of new screenshots have been posted at the official site of Trilobyte's upcoming action RPG. Atriarch - A few days ago, our Atriarch Vault scored a new screenshot of the world of Unarra, although on behalf of developer World Fusion it should be noted that it's still a work in progress.
7:15 AM - Pipeline
Fighting Legends Review At GameSpot
A pretty negative review of Fighting Legends went up yesterday at GameSpot. Here's a look:
It doesn't work out that way. For starters, the real-time strategy aspects are just trappings. Bases are usually deployed temporarily for the specific purpose of recruiting troops for a squad or to resurrect your avatar. Once this is done, you can tuck away the buildings with the click of a button. Base construction is also extremely expensive. You need 400 resource points to build an average structure, yet slaying the typical enemy in the early stages of the game nets you no more than two or three. It takes a very, very long time to get to the point where you can deploy most of the base huts and raise a significant army. The first dozen or so hours see you mainly wandering Exisle in search of monsters to kill for cash and experience points. This quickly gets tedious. Aside from the clunky third-person combat system, the planet is vast and sparsely populated. More time is spent running across North Dakota-sized plains than battling enemies. Other human players are also absent. It's nearly impossible to find another person playing Fighting Legends. The lone saving grace here is that most people won't get far enough into the game for their hermitlike status to become a cause for complaint.
Maximum Charisma's RPG/strategy/action hybrid is given a score of 4.0 out of 10. The game features warring among various clan armies that players have a chance to build and advance.
7:14 AM - Pipeline
Gothic Review At GameSpy
GameSpy has posted a positive new Gothic review today. Aside from offering plenty of melee opportunities, the fantasy RPG includes a magic system:
Magic does play a part in the game, as you can use various spells as the game progresses. The spells vary based upon the circle of mages that created them--the Circle of Fire focuses, as you would guess, on fire-based magic. The Circle of Water relies on atmospheric magic (Freezing Lightning, etc..), and the Brotherhood specializes in mental energy (Fear, Sleep, etc...). You cast spells using either scrolls (one-time use) or runes (permanent as long as you have the rune), and the ever-popular Mana is used as the energy to cast all spells. The magic implementation is fairly typical, but the spell effects are nice, and it does add an interesting aspect to the later stages of the game.
Gothic is offered a total score of 83%. Piranha Bytes' game was released in Germany relatively early last year, but only recently shipped to stores in North America.
7:11 AM - Pipeline
RPG Vault Role Call: Hail and Farewell
As you saw if you read last nights final news story, yesterday was the final day on the job for our stalwart Senior Editor, Dan TruthSword Sullivan who has decided it is time to explore new adventures. I cant and wont allow this occasion to pass without thanking him publicly for the tremendous contribution he made to help shape and grow the Vault Network during his tenure.
At his departure, Dan ranked fourth among all our staff in terms of length of service, but this fact only begins to tell the story. Starting off as a volunteer RPG news reporter, Dan became News Editor and doubled up by writing occasional feature articles. He then took on an even greater level of responsibility when he became our first ever Senior Editor, starting up our second genre hub site, Action Vault and running it almost single-handedly. The whole of Vault Network benefited greatly from Dans dedication, initiative, hard work and all-around positive attitude. Without him, I can safely say our little corner of the Internet would not have evolved the way it has. So thanks Dan, and may the winds always blow fair and at your back.
Thought of the Day Todays thought is a question. Message boards have been an integral part of Vault Network since before I joined the staff. Theyre important enough that we have our own system, created from scratch. Ive always found it interesting how they differ from one another, not just in measurable ways such as their levels of activity, but in qualitative ones like how positive or negative they are, how on- or off-topic, friendly or closed, thoughtful or impulsive, etc. Frankly, its something I find curious because I dont have satisfactory reasons to explain why they are so. Do you?
11:11 PM - Jonric
Toontown Online Site Update: Beta Closing Announcement
On the Toontown Online site, theres an announcement that was posted prior to noon Pacific time today. It talks about ending the current phase of beta testing and provides a way to be notified about future tests:
Toontown Beta Complete Thank you for being part of the Toontown Online beta. If you would like to be part of future Toontown Online tests, please join the Fan Club.
The server will be taken offline on Wednesday, January 23, 2002, sometime after lunch, Pacific Standard Time.
We offer you our sincere gratitude for your involvement in the Toontown Online beta. Your e-mail, bug reports, and web postings have been very helpful, and a lot of fun.
Including characters such as Mickey and Minnie Mouse, Donald Duck and Pluto as NPCs, Toontown Online is aimed at kids from age seven up. It is being developed by Walt Disney Imagineering - VR Studio.
10:59 PM - Jonric
Neverwinter Nights Infobits
BioWare's David Gaider, Designer for Neverwinter Nights, visited the official forums today and revealed some of the placeable objects that might make it into the game as well discussing how you can use tables with an inventory and dialog:Placeable objects: As far as placeable objects goes, the complete list would be well over 200 items long. So naturally I'm not going to list them all, here. The list would probably change before release, anyway, as items are added or deleted. They are split up into several categories, though, which are currently such:
Battlefield: corpses, rubble, destroyed & burning stuff Containers & Switches: chests, boxes, levers, buttons, pull ropes, pressure plates, etc. Military: siege equipment, torture stuff, cages Miscellaneous: hmmm...whole bunch, here...campfires, wagons, garbage, lamp-post, pillars, statues, etc. Miscellaneous Interior: even more stuff...beds, chairs, floor designs, tables, rugs, woodpiles, oven, etc. Parks & Nature: butterflies, plants, stones, trees Penants & Signs: flags, shingles, headstones, signposts, etc. Trades & Academic & Farm: anvil, forge, hay bundle, lecturn, sacks, etc. Visual Effects: dust plume, flames, magic sparks (var. colors), shaft of light (var. colors), portal, etc.
Like I said, though, this list is by no means final. And while I'd like to go over the emotes, I haven't seen them all, personally, so on the side of caution I'll just put aside commenting on them for now.
Tables: If you gave the table an inventory, then someone clicking on it could access it, yes. All containers are lockable, but they don't have to be. If you didn't 'lock' the table, players could just click on it and get whatever was supposed to be 'on' it. You could also assign dialogue to the table. Imagine this:
"The table is filled with an inordinate amount of junk. Scraps of metal and large volumes of paper abound. Some useful items could be contained within, but it would take some time to search through it all." 1. Search the table. 2. I don't have time for this.
Selecting 1 could lead to a script where you do a Search check, perhaps, and either get the response "You find nothing of value." or, on a success, give access to the table's inventory.
Eh? Eh? How about that?
Otherwise, yes, you can just treat the object as a regular container. If you so choose, any placeable object can be made into a container...dead body, potted plant, statue, dust plume, pile of rocks, whatever. Visit Neverwinter Vault for all your Neverwinter Nights community news including additional posts by David about starting points as well as posts by Neverwinter Night's Community Manager on cursors, buildings on stilts and a BioWare website update. Finally writer Bob McCabe discusses the feel of the game as well as how BioWare's pen and paper sessions influence NWN.
9:26 PM - Maximus
Earth and Beyond Online Press Release: Oscar Winner Doug Chiang Joins the Team
While there may not be dozens of Academy Award winners working in game development, we know now that theres at least one, Doug Chiang, now a member of the Earth and Beyond Online team at Westwood Studios. The main body of press release we received is below along with three concept drawings by Doug:
STAR WARS DESIGN DIRECTOR DOUG CHIANG JOINS EARTH AND BEYOND ONLINE TEAM Artist to design space ships for Westwood's persistent world online game
LAS VEGAS (Jan. 23, 2001) - Westwood Studios announced today that Academy Award Winner Doug Chiang, Design Director for Star Wars Episodes I and II has joined the Earth and Beyond Online team as a consultant and will be providing concept art for all of the player space ships in the game. Earth and Beyond Online is Westwood's first massively-multiplayer game and will be published under the EA GAMES brand this summer. Westwood is a wholly-owned subsidiary of Electronic Arts (NASDAQ: ERTS).
"We are absolutely thrilled to have an artist of Doug's caliber working on our project," said Craig Alexander, online vice president and executive producer of Earth and Beyond Online. "Doug has done amazing work on the Star Wars movies and we can't wait to show the world what he has in store for Earth and Beyond Online."
Doug Chiang, whose film credits include Back to the Future II, Death Becomes Her, Terminator 2, and Forrest Gump, was the Design Director for Star Wars Episode I - The Phantom Menace, and is currently finishing work on Episode II - Attack of the Clones. Chiang will work with the Earth and Beyond Online team to develop the look of the player ships.
"Working on Earth and Beyond Online is great fun and presents some interesting challenges," Chiang said. "Each of the three Earth and Beyond Online cultures needs to have a distinct style and personality to their ships. The warrior Progen have dangerous-looking, well-armed fighters that need to look intimidating, while the scientific Jenqui are more partial to graceful curves and fluid lines. Meanwhile, the Terran tradesman have large cargo holds for holding loot, but being enthusiastic capitalists at heart, still like to travel in style. I'm having a great time experimenting with these personalities and designs."
Earth and Beyond Online is a massively multiplayer online role-playing game set in a persistent galaxy. The game is set in the future, when star travel is in its earliest stages, and humans are just starting to breach the boundaries of the solar system.
Westwood Studios is currently holding a public stress test for Earth and Beyond Online. Anyone wishing to apply to be a tester should visit www.earthandbeyond.com and fill out an online application.
More information about Earth and Beyond Online, Doug Chiang's work on the project, and the public stress test can be found at www.westwood.ea.com For more information on Chiang's other projects, visit www.dchiang.com
If you click on the thumbnails above, youll be taken to images that have been reduced to 600 pixels in height so they will load relatively quickly. For the full-sized versions of the Jenquai Explorer (720 kb), Progen Fighter (209 kb) and Terran Trader (865 kb), use these links instead.
6:33 PM - Jonric
NCsoft & Sony Press Release: EverQuest in Asia
According to a press release we received a bit earlier today, the leading online world developers in Asia and North America are joining forces to bring EverQuest to the Asian market. Minus the corporate and legal statements, here is the announcement:
SONY ONLINE ENTERTAINMENT AND NCSOFT JOIN FORCES TO EXPAND THE WORLD OF EVERQUEST IN ASIA -Sony Online Continues Global Expansion with Strategic Partnership in Korea, Taiwan and Hong Kong-
SAN DIEGO, CA and SEOUL, KOREA - January 23, 2002 - Sony Online Entertainment Inc., a worldwide leader in massively multiplayer online gaming, and NCsoft Corp., the world's largest independent online game company, announced today a strategic partnership to bring EverQuest, to the burgeoning Asian market. As part of the agreement, NCsoft will host EverQuest on its game servers in Korea, maintain a robust customer service department and work with SOE on marketing initiatives focused on the Korean market. The two companies expect the game to be available during the summer of 2002 and plan to bring the service to other Asian territories including Taiwan and Hong Kong in the future. Terms of the agreement were not disclosed.
"One of our main goals at Sony Online is to expand the online gaming community by making great games like EverQuest readily available to consumers around the globe," said Kelly Flock, president, Sony Online Entertainment. "NCsoft is the perfect partner given its knowledge of the Korean game market, its own success with Lineage, and its direct access to millions of gamers from day one."
Over the past twelve months, SOE has actively expanded its international presence, deploying an EverQuest game server in Europe and developing translation software to allow players from all over the world to communicate in real-time using their native languages.
"The Korean market is ready and waiting for a game like EverQuest," said Richard Garriott, executive producer at NCsoft's Austin, Texas subsidiary. "We have seen incredible success with Lineage and we are excited to introduce a new genre of massively multiplayer online gaming to the exploding Asian market."
More than 22 million Koreans go online every day with 57 percent of those regularly visiting gaming sites, according to NetValue Korea, which monitors four Asian markets, including Korea. EverQuest continues to grow with top-selling expansions The Ruins of Kunark and The Scars of Velious and most recently, EverQuest: The Shadows of Luclin with new player features and improved graphics, EverQuest: The Shadows of Luclin is the latest and most extensive expansion pack yet offered. During peak periods, more than 98,000 adventurers and dragon slayers have explored the world of Norrath simultaneously. EverQuest currently has more than 410,000 subscribers.
Lineage lays claim to more than four million active subscribers, mostly in the Far East, but most of these do not pay a flat monthly subscription fee and play at home. Instead, they purchase blocks of time and play in the thousands of gaming rooms that have become extremely popular, especially in Korea.
6:32 PM - Jonric
MMORPG Documentary Film Project Interview with Tracy Spaight at UnknownPlayer
Tracy Spaight, producer of the MMORPG Documentary Film Project is the subject of an interview posted on Sunday at UnknownPlayer. Conducted prior to January 11, apparently on IRC, it includes these words about the real-life violence sometimes associated with online games in Korea:
Good question. I saw an article about this in Time magazine back in June. We would very much like to film in Korea, and are currently exploring this as a possibility. The big hurdle of course is funding, since it would be an expensive undertaking to travel to Seoul and film. But given the fact that fully 5% of South Korea's population is playing Lineage, I'd really like to do it, if we can. One of the focuses of the film is the boundary between the real and the virtual world, and how players negotiate that boundary. For example, are real world and virtual friendships the same? What happens when violence crosses entirely out of the game space, and creeps into every day life because someone got PKed in game? There was an incident involving a young man who killed some Korean gang member's character ... then found himself beat up in real life. Evidently, they take the game pretty seriously over there. :)
Like a number of games in the category, it appears the MMORPG Documentary Film Project is currently unfounded. Should you wish to know more about it, just follow this link to visit its website.
6:31 PM - Jonric
RPG Vault Feature: Black Moon Chronicles Developer Profile: François Leblanc
Based on a popular European series of comic-like graphical novels, Black Moon Chronicles – Winds of War will set players in the expansive fantasy-based world of Lhynn where the Empire has ruled for decades, promoting the values of law and order. An Oracle has foreseen the impending downfall of its current leader, Emperor Hagendorf, giving rise to an intricate and far-reaching web of machinations as various groups and individuals seek to position themselves and their interests. The Priesthood of the Black Moon represents the most evident threat. It values chaos, conquest and corruption, welcoming the unsavoury, reprehensible, disreputable and into its ranks while its leader, the powerful Haazel Thorn, plots in darkness, waiting for just the opportune moment to usurp the throne
Led by Fratus Sinister, the Order of Light is an elite group of fanatic religious warriors. It serves the Empire, as do the Knights of Justice who stand for honor, devotion and dedication under their Leader, Parsifal. The situation is not as simple as it seems, however; each member of the alliance has its own values, which sometimes diverge. Since the Black Moon Chronicles series dates from 1989, it provides a rich, complex backdrop for Vircom’s upcoming online world. The development team still faces the substantial challenge of using it as the foundation for a compelling, fun game, and one in which all the various elements comprising it actually function, as they should. In our new Black Moon Chronicles Developer Profile: François Leblanc, we meet another member of the team, a veteran Programmer who previously played a major role in developing another online world, The 4th Coming.
3:58 PM - ChrisLTD
Lineage Interview with David Swofford & Kyuho Kim at Elecplay
Communications director David Swofford and COO Kyuho Kim of NCsoft are featured in a Lineage Interview posted yesterday at the Electric Playground. David does most of the talking, including the following when asked about challenges facing the team:
I think the biggest challenge has been to get people to look beyond the surface. The game's been out three years, and they look at the graphics. Look deeper and see what is the core of the game. Why are three million people playing it one country? What's the deal there?
It's not a 3D game, so maybe it doesn't have the whistles and bells that some of these later games have, but at its core it's an incredible experience if you get into the game. This whole idea of the blood pledges, the alliances and getting into the socializing and testing your social skills... Seeing how you are at forming alliances and keeping people on your side, then taking this group and taking them on a castle siege. Winning the castle, fixing the taxation rates. Trying to do what you can to keep those alliances going so you can keep your castle for your blood pledge. It's an incredible experience, if you give it a chance.
People in this country have a perception of what these games should look like. The challenge here is to get people deep enough into the game. Once you've broken past that barrier, you can't put it down. You've got to keep playing.
A localized version of Lineage the Bloodpledge was released in North America last year, and is said to be experiencing slow but steady growth. The fantasy-based game features guild-based combat between groups called blood pledges.
2:43 PM - Jonric
Helbreath Interview with Thorsten Burkard at GameSpyDaily
At GameSpyDaily yesterday, we spotted a Helbreath interview in which Thorsten Burkard, Marketing Manager Europe /Intern, answers carious questions about Siementechs online world. This is how he describes it overall:
Helbreath is very much unlike a classic MUD. Actually, I wonder why it even calls itself one. Instead, Helbreath is an expansive world filled with clear, colourful 3D and 2D graphics, which bring each distinct character, other life forms, including the grotesque creatures you must battle, and the landscape itself to life. It is a level based multi - player online game, with some RPG content, but I wouldn't compare it with classical RPGs either.
Said to be named for Hel, the Nordic god of darkness, HelbreathThe Crusade is currently in beta, but plans for a North American release are apparently not confirmed. Since the interview doesnt seem to include a link to the official site, you can find it right here.
2:42 PM - Jonric
THQ Press Release: Summoner 2 Announced
Publisher THQ and developer Volition sent out a press release today announcing Summoner 2, the follow-up to its PS2 and PC RPG. Unfortunately for PC gamers, the sequel will be a console-only title. In our usual manner, here is the main text:
THQ AND VOLITION UNVEIL SUMMONER 2 EXCLUSIVELY FOR PLAYSTATION 2 Sequel to Top-Selling Role Playing Game Scheduled to Release Fall 2002
CALABASAS HILLS, Calif. - January 23, 2002 - THQ Inc (NASDAQ NMS: THQI) today unveiled Summoner 2 exclusively for the PlayStation 2 computer entertainment system. Developed by THQ's studio, Volition, creators of Red Faction, Summoner 2 is the sequel to one of the top-selling role-playing games for PlayStation 2. Featuring an enhanced game engine, stunning graphics and a compelling storyline, Summoner 2 is scheduled for release in fall 2002.
"Summoner 2 is a truly balanced adventure that concentrates equally on game play and storyline in order to deliver a true role-playing experience," said Mike Kulas, president, Volition. "Designed from the ground up to take advantage of PlayStation 2, Summoner 2 features expansive environments detailed with refined graphics, an all new real-time combat system, and a cast of distinctive party members to choose from, each with their own abilities and attributes."
About Summoner 2 In Summoner 2, players guide Pava, Queen of the Halassar, and a host of unique party members through an original fantasy universe inspired by literature, folklore and mythology. Players travel to more than 30 exotic and imaginative locales, from the tropical isle of Teomura to the bizarre and dreamlike City of Masks. Players may fully customize their party with their own set of skills and spells. A sequel to the top-selling role-playing adventure and PlayStation 2 launch title, Summoner 2 features a complex, character-driven storyline, hundreds of skills and spells, and an all new, real-time combat system that breaks the mold for traditional RPGs. For more information and artwork visit www.summoner2.com.
The website, which states that it opened on January 8, offers quite a bit of information on various aspects of the game plus some very attractive screenshots and more. Follow the link above to check it out. Since Summoner 2 is a console-only title, please note that it will not be covered regularly here.
2:42 PM - Jonric
Dungeon Siege Interview With Chris Taylor At CGO
At Computer Games Online, you'll find an interview with Chris Taylor that focuses on the delays surrounding the release of Dungeon Siege. In this response, Chris explains some of the reasons for the wait:
Believe it or not, "general polish," which I could be more specific and call it two things - tuning and balancing, and playtesting the game - takes up the big chunk of it. But, because you do pay a price for moving a game out, there's a lot of reorganization that takes place, you may as well go back and revisit your feature list. We always took care of the single-player stuff first before we went on and worked on multiplayer, so this gave us a chance to put all the love onto it and really work on the process of getting all the technology really, really smooth. So, if you're playing a game with your friend and someone else comes along and joins that game in progress - in days gone by, this wouldn't be a tough piece of technology to create. But because our worlds are so huge and their content is so rich and dynamic, something like join-in-progress is really complicated technology. This gave us a chance to say, "lets get this in there and get it working really well." That was a big one.
Dungeon Siege is currently slated for an April 2002 release from publisher Microsoft. You can find out more about Gas Powered Games' upcoming action/RPG with a visit to our Dungeon Siege Vault.
9:12 AM - Pipeline
EVE: The Second Genesis Interview With Sigurdur Olafsson At Gamers Pulse
There is an interview with Sigurdur Olafsson at Gamers Pulse today, offering a conversation regarding the upcoming game EVE Online. The piece gives an excellent overview of the game's features, as is evidenced in this response:
This is a space-themed game, taking place in an unknown part of the universe in the far future. All races are human-based, i.e. there are no aliens. There are five main npc empires that divide the known space among them; players can create characters from 4 of these races at the start. These characters are all space captains, but players can take a lot of different paths in playing and advancing their character, such as traders, miners, pirates, bounty hunters, smugglers or corporate magnates.
EVE Online is a space sim with plenty of RPG and action aspects being developed by Crowd Control Productions. While testing hasn't started yet, you can stop by the official site to apply for the beta test.
9:11 AM - Pipeline
Freedom Force Q&A; With Ken Levine At VE
Voodoo Extreme has posted a brief Q&A; with Irrational Games' Ken Levine today. As the game is in its final development stages, one of the most important aspects being worked on is balance:
The biggest problem with balancing Freedom Force MP is the ability for people to create not only custom characters but also new custom powers. So we have to try to develop a scoring system for these characters and powers that doesn't allow people to create unstoppable or unbeatable characters. Since the number of combinations of possible powers is astronomical this is extremely difficult. The main way we can stop the whole thing just collapsing though is through the rock/paper/scissors nature of the combat. There is always a counter to any defence so you should be able to beat opponents who keep building the same kinds of characters even if they have discovered some cost anomaly.
Ken also reveals that the game's first gold master candidate is due next month, which means the game can probably be expected to ship by second quarter. Freedom Force will be co-published by Crave Entertainment and Electronic Arts.
9:11 AM - Pipeline
Morning Visuals
Earth and Beyond Online - Seven new screenshots of the upcoming space-based game from Westwood have been posted at the official site. Freedom Force - You'll find lots of new visuals showing off Irrational Games' Freedom Force at GameSpyDaily.
9:10 AM - Pipeline
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