CCP is ‘reviewing the status’ of the World of Darkness IP

WoD In the aftermath of World of Darkness' cancellation and the layoffs at its Atlanta studio, CCP said that it is taking time to "review" the White Wolf IP.

"We believe that the World of Darkness IP is very valuable and will be reviewing the status of it in the coming weeks and months, but we have no specific plans under consideration at this time," a CCP spokesperson said to CVG.

In the search to understand why World of Darkness got shuttered, players might turn to last December's financials for CCP. In these, the studio lodged a loss of $21 million for the year despite increasing revenue year-over-year. This was mostly due to a "massively increased R&D budget" that was feeding into projects such as WoD.

MassivelyCCP is 'reviewing the status' of the World of Darkness IP originally appeared on Massively on Tue, 15 Apr 2014 15:00:00 EST. Please see our terms for use of feeds.

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Darkfall clarifies vision to get ‘back on track’

Darkfall Aventurine admitted today that it has faltered on its core vision for Darkfall due to "compromises" but is rededicating itself to restoring its focus.

"We are committed to our original vision of a politically and economically driven sandbox PvP MMO where risk dictates the reward, leading to meaningful massive battles," the studio posted.

As such, Aventurine revealed that it will be introducing mix-and-match custom roles, rebalancing the economy, adding in siege engines, and conjuring a quest system to beef up the new player experience. On the way out are timed events and "the purpose of safe zones."

MassivelyDarkfall clarifies vision to get 'back on track' originally appeared on Massively on Tue, 15 Apr 2014 14:30:00 EST. Please see our terms for use of feeds.

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Star Citizen tops $42 million, adds towels

Star Citizen's damaged towel The Star Citizen money train is still chugging along, as Chris Roberts' latest chairman letter makes clear. What's the occasion? The crowdsourced space sim sandbox just passed $42 million in funding, which unlocked several "celebratory goals" including an updated observist guide, an explorer-class mobiGlas rig for backers, a new Squadron 42 fighter craft called the Gladius, and most crucially, a towel for your hangar that comes complete with its own damage state.

Roberts says that the SC team is back at work on the dogfighting module after its PAX East hiatus, and he also provides a poll for choosing the next stretch goal reward.

MassivelyStar Citizen tops $42 million, adds towels originally appeared on Massively on Tue, 15 Apr 2014 11:00:00 EST. Please see our terms for use of feeds.

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The new player experience in EverQuest Next and Landmark

EQN In this week's EverQuest Next roundtable video, Senior Brand Manager Omeed Dariani and Lead Designer Darrin McPherson tackle the new user experience in Landmark and EQN. The pair say they recognize that developers don't always see the game the same way players do and that players need to be caught early by the game, especially a free-to-play game, or they'll leave.

"In both games, we won't have a lock-step approach to a tutorial... we definitely want to have something more free," McPherson explained. Learning the game will be a set of achievements. For example, when you equip an axe, the game will tell you you can chop wood with it, and when you chop wood, the game will tell you how to craft, granting achievements along the way without forcing players to complete any one element of gameplay to proceed.

Enjoy the full dev video after the break.

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MassivelyThe new player experience in EverQuest Next and Landmark originally appeared on Massively on Mon, 14 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

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PAX East 2014: Erin Roberts on Star Citizen’s development

It's a game about space shooters shooting space in space. Star Citizen's backers have been waiting to see the game's dogfighting module in action for quite some time now, and it finally happened just before PAX East 2014. Unfortunately, it also wound up having some technical difficulties right at the beginning, which wasn't exactly what anyone had in mind when showing off the whole thing in action. It wasn't quite as bad as having the computer running the module burst into flames and die, but it was bad.

Do the developers regret it? Not a chance. We got a chance to sit down and talk to Squadron 42 producer Erin Roberts and were told, in no uncertain terms, that even hitting technical hiccups like that don't make a more private development cycle feel better. In a way, having the development cycle be so public actually makes technical hurdles less problematic for the company when they're encountered because the language is in place to keep a meaningful dialogue going with the fans.

Continue reading PAX East 2014: Erin Roberts on Star Citizen's development

MassivelyPAX East 2014: Erin Roberts on Star Citizen's development originally appeared on Massively on Mon, 14 Apr 2014 15:30:00 EST. Please see our terms for use of feeds.

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World of Darkness Cancelled

World-of-Darkness-MMO-Revealed

CCP has officially announced that World of Darkness has been cancelled. Some of you may remember that, last month, CCP’s annual financial report stated that the company had written off a piece of software as no longer having any value. It looks like that property was World of Darkness. In his note accompanying the announcement, Hilmar Veigar Pétursson states that the team was unable to deliver the experience that they wanted, and as a result development has ceased and some 56 employees have been laid off.

The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make. I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible.  To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make.  We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short.  One day I hope we will make it up to you.

To those of you keeping a magnifying glass on World of Darkness, this news should not come as a shock. Between multiple layoffs and comments that World of Darkness was very low priority for CCP, with nothing to show for so long, it was only a matter of time before CCP cut their losses and moved on.

(Source: CCP)

Darkfall Unholy Wars: Interview with Tasos over the latest Tournament Burning Ember Rumble

PAX East 2014: The Repopulation’s Josh Hall on the future of the game

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Are you not entertained?
If you're looking for Kickstarter success stories, The Repopulation definitely qualifies. While the game hasn't yet been released, it's managed to run not one but two successful campaigns looking to fans for funding, and it's managed its development carefully to keep itself on track for release. The game feels like a well-managed professional affair. And it's been a bit more quiet, but that comes down largely to the focus on getting the game out of its current alpha state and into its first beta.

At this year's PAX East, I sat down to talk with Josh Hall, one of the core team members on the project, about where the game is in development and what it's heading for in the next few months. While the final alpha stage has taken slightly longer than originally planned, the team is on track for launching the first beta phase at some point over the summer, and it's eyeing further release plans.

Continue reading PAX East 2014: The Repopulation's Josh Hall on the future of the game

MassivelyPAX East 2014: The Repopulation's Josh Hall on the future of the game originally appeared on Massively on Sat, 12 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

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PAX East 2014: Landmark’s current tools and future crafts

Any pun based on the sky being the limit will sound cheesy, but eh. We've all seen what gamers are capable of making in Minecraft. A quick search online turns up replicas of everything imaginable, sublime works of art, even inexplicable cat fountains. According to Dave Georgeson, this is exactly what led to the creation of Landmark, and by his own admission the development team owes Notch a Christmas card solely because of that. Without that limitation, Landmark wouldn't be what it is now, nor would it be developing into what it will eventually be.

At this year's PAX East, Georgeson explained to me that as much fun as Minecraft is, it lacks something crucial: a way for players to see all of these creations. Landmark, by contrast, is designed from the ground up not just to allow that sort of interaction but to actively encourage it. And that's only the beginning; the game's current status as a sort of super-Minecraft is the simplest core expression of the game's promise. By the time it's done, the whole point is to make a game that can be anything, a game for all seasons and tastes.

Continue reading PAX East 2014: Landmark's current tools and future crafts

MassivelyPAX East 2014: Landmark's current tools and future crafts originally appeared on Massively on Sat, 12 Apr 2014 11:00:00 EST. Please see our terms for use of feeds.

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Camelot Unchained discusses resource systems, BOP gear, and housing

Camelot Unchained The Camelot Unchained devs have just released issue seven of their Piercing the Veil series, blog posts dedicated to answering player questions about the upcoming PvP sandbox. The highlights?
  • Not every tree in the game will be harvestable, but the devs are considering (not promising!) a dynamic resource ecosystem.
  • There will be expandable storage, but inventory management annoyances will be downplayed.
  • The team isn't planning NPC cities beyond the starter cities. The players will be creating that part of the world.
  • Bind-on-pickup gear "does not make good sense for [the] game given that all but the starter gear will be crafted, rather than dropped."
  • Housing will differ in format based on whether it's in the open world or safe zones, and you won't need to be a crafter to set up a basic home yourself.
  • Non-stat player clothing will be in the game.
  • The devs will most likely put limits on guild sizes.
  • Solo play will probably be a viable option.
You can read the complete Q&A on the official site.

MassivelyCamelot Unchained discusses resource systems, BOP gear, and housing originally appeared on Massively on Fri, 11 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

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Smedley talks H1Z1′s map size, population density

H1Z1 SOE CEO John Smedley's not done talking about zombie sandbox survival MMO H1Z1. Earlier this afternoon on Reddit, Smed posted a lengthy comment addressing questions about the game's map size. Rather than summarize it for you, I'll just go ahead and leave the whole thing here.

I've seen a bunch of people asking questions about the map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple -- we're building the core of "anywhere USA". When we first open it up to users the map will be huge, but nowhere near as big as it's going to be in short order. Our map editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On PlanetSide 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter.

When we open up the early access there will be a massive map for players to enjoy. Over time (very quickly) they'll magically just be able to keep going further than they've gone before. It's a very unique way of doing it, but we actually think this is a better way to go.

So not to worry. Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super-crowded. We want remote... haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse.

So how many players per server? Who knows. As we add more land the number of people we can hold on a server goes way up. So we're excited. We have a ton of zombies for you to fight too. You'll be seeing hordes, oh yes you will.

MassivelySmedley talks H1Z1's map size, population density originally appeared on Massively on Fri, 11 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

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CSM8 – Second Summit Minutes

The 8th Council of Stellar Management (CSM8) and CCP had their second scheduled summit in the middle of January, 2014. A wide variety of topics were discussed during the summit in Reykjavik, and the table of contents is listed below. The full meeting minutes can be found here.

Update: The updated release version of the minutes can be found here.

Table of Contents:

Session 1: Tournaments

Session 2: Localized Communities

Session 3: Ship Skins and A New In-Game Store

In-Game Store

Ship Skins

Session 4: Team SuperFriends

Session 5: Game of Drones

Session 6: Nullsec

Session 7: Multi-Topic Session

NDA’d Minor Feature Discussion

Starbases and Future Starbase Replacements

Wormhole-related topics

Smaller unrelated topics

Session 8: Veteran Topic

Session 9: Ship Balancing

Session 10: Science and Industry

Session 11: Early Concept Discussion

Session 12: UI

Session 13: Marketing

Session 14: Community

EULA/TOS

Canning Gates

Naming Policy

Live Events

Third Party Support

Session 15: Future of Big Fights

Session 16: Team Space Glitter

Session 17: New Player Experience

Session 18: Art

Some notes:

CCP would like to thank the CSM for their tireless work in this endeavor and for the considerable effort put into preparation for the summit and communication of its results.

Please feel free to place your comments in the related thread. It will be monitored both by CCP and the CSM.

The few sessions that are covered by the NDA will be released as the projects that were discussed during them are announced. The main document will be updated accordingly.

New Logo!

Additionally, it wouldn't be a real Dev Blog without a pretty picture. So, I'm proud to announce the new official CSM logo. This is the CSM9 version, in celebration of the CSM9 Elections which start on Tuesday the 8th.

Make sure to get out and vote in the CSM9 Elections from April 8-22!

-CCP Dolan

New to EVE? Start your 14-day free trial today.

Returning pilot? Visit Account Management for the latest offers and promotions.

PAX East 2014: Star Citizen and the DFM are ‘more than just PvP’

Star Citizen: We're more than just PvP! Chris Roberts took the stage at a backer-only pre-PAX event in Boston last night to show off some of Star Citizen's alpha dogfighting footage. Despite a few technical glitches, fans were able to get an extended glimpse of the game's first playable module, which Roberts said will likely release in a month or so.

The dogfighting module will be presented as part of the in-universe fiction and thus will take the form of a space sim called Arena Commander which released to gamers in the year 2944. Players will load into the DFM through their pre-existing hangar module where they'll choose between five alpha game modes: Free Flight, Battle Royale, Squadron Battle, Capture the Core, and Vanduul Swarm (basically a horde mode). Cloud Imperium is including leaderboards and plenty of stats which will show up both on Star Citizen's web-based player and organization profiles as well as in the finished game.

The upcoming module will also feature co-op capabilities along with PvE AI. "At the end of the day, for me, it's not all about combat," Roberts explained, "so if [combat's] not your thing you don't have to worry about it."

Click past the cut to watch the full livestream.

Continue reading PAX East 2014: Star Citizen and the DFM are 'more than just PvP'

MassivelyPAX East 2014: Star Citizen and the DFM are 'more than just PvP' originally appeared on Massively on Fri, 11 Apr 2014 10:00:00 EST. Please see our terms for use of feeds.

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Perpetuum announces April 23rd Steam launch

Avatar Creations' sci-fi sandbox Perpetuum might have a few years under its belt now, but that doesn't mean it's too proud to set up shop on Steam, and on April 23rd, that's exactly what it will do. In a dev blog posted today, the studio outlined what the Steam launch and gamma reset will mean for the existing playerbase:
Those who already own the game are now able to link their Perpetuum and Steam accounts on our website and receive a free copy of the game on Steam. We have set up a new Account connections section under account management where you can do this. [...] Future purchases of Perpetuum on our website will not mean that you will also get a Steam key. Since Steam is not a requirement to access the game and will not give players any in-game benefits, we will still be offering Perpetuum through our own store as well.
Perpetuum already dropped its subscription fee earlier this month in preparation for the relaunch.

MassivelyPerpetuum announces April 23rd Steam launch originally appeared on Massively on Thu, 10 Apr 2014 21:00:00 EST. Please see our terms for use of feeds.

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Xyson Launches PvE Server

The apocalyptic fantasy sandbox MMORPG, Xsyon is now available on two aptly named servers: War and Peace. War is the original and PvP server, Peace is the newly launched PvE server. With this highly requested and anticipated move, Xsyon reaches out to wider audience catering to players who enjoy fantasy sandbox games both with and without player conflict.

The new Peace (PvE) Server does not allow player versus player combat or looting and encourages players who wish to build a new society in a friendly atmosphere. The original server, now the War (PvP) Server continues to allow player versus player combat and looting and will encourage risk and conflict.

Data from the original main world has been duplicated to both servers, allowing players the choice to play on either or both servers. New players can maintain a character on both servers as well.

Get more news from their official site.