- CCP is ‘reviewing the status’ of the World of Darkness IP
- Darkfall clarifies vision to get ‘back on track’
- Star Citizen tops $42 million, adds towels
- The new player experience in EverQuest Next and Landmark
- PAX East 2014: Erin Roberts on Star Citizen’s development
- World of Darkness Cancelled
- 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
- PAX East 2014: Landmark’s current tools and future crafts
- Camelot Unchained discusses resource systems, BOP gear, and housing
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- Darkfall Unholy Wars
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"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.Permalink | Email this | Comments
"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."Permalink | Email this | Comments
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.Permalink | Email this | Comments
"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.Permalink | Email this | Comments
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.Permalink | Email this | Comments
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.
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.Permalink | Email this | Comments
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.Permalink | Email this | Comments
- 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.
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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.
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
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
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
Third Party Support
Session 15: Future of Big Fights
Session 16: Team Space Glitter
Session 17: New Player Experience
Session 18: Art
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.
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!
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Returning pilot? Visit Account Management for the latest offers and promotions.
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.Permalink | Email this | Comments
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.Permalink | Email this | Comments
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.