Skip to Content

Filed under: Interviews

Creative staff discuss the story setting of The Elder Scrolls Online

Filed under: Fantasy, Video, Interviews, Lore, News items, Sandbox, The Elder Scrolls Online

Right now, this pretty much qualifies as concept art.
MMOs in an existing franchise always present certain issues: You need enough conceptual space to advance a game's storyline, but you may not want to be locked in to never doing another title in the franchise. So The Elder Scrolls Online has to be set in just the right time period for the game to work. In a recent video interview, creative director Paul Sage and content designer Rich Lambert sat down to talk about the why behind the when.

Sage and Lambert explain that the real draw to this particular time period was the fact that there's neither a great deal of recorded in-game history nor a lot of huge events that might affect future titles -- it's a time when almost anything can happen without derailing future events in the universe. The duo also discusses keeping the game aligned with existing lore and ensuring that nothing gets thrown off by mistake. Those looking forward to the game will want to watch the full interview, which goes into more details regarding specifics of lore and setting.

SWTOR patch 1.3 bringing group finder, legacy perks

Filed under: Sci-fi, Video, Interviews, Patches, Previews, Star Wars: The Old Republic

SWTOR
A long time ago on a server far, far away, the Imperial forces BioWare prepared a Star Wars: The Old Republic update to rule the online world: patch 1.3. Called Allies, patch 1.3 will usher in a group finder, character transfers, and legacy perks.

The group finder will aid in banding together interested adventurers to tackle operations and flashpoints. Lead Designer Daniel Erickson said that the time is ripe for the feature, as players are spread out in levels and are rolling plenty of alts. Saying that BioWare wants to "respect the communities" that have formed, Erickson reports that the group finder will not be cross-server.

He also revealed some of the other key features for patch 1.3. Additional perks to the Legacy system will allow players to customize their experience; we'll see new ports, earlier access to mounts, and bonus XP modifiers for PvP. The patch will also change social gear to fit the armor type of the class using it, server transfers, and the ability to add augments to any crafting items. Looking past 1.3, Erickson promises a "return to big content" with patch 1.4.

If you're a fan of the SWTOR novels, you'll also be delighted to hear that Drew Karpyshyn announced that his next novel, Annihilation, is scheduled for November 13th.

You can watch the patch 1.3 preview video after the jump!

ArenaNet: Guild Wars 2 a 'reaction' to sluggish MMO design

Filed under: Betas, Fantasy, Interviews, MMO industry, Guild Wars 2

Guild Wars 2
Do you believe that the MMO genre has been stuck in a rut over the past few years? So does Christopher Lye, the global brand director for ArenaNet, who publicly denounced the post-World of Warcraft trend in the industry as stagnant.

In an interview with Gamasutra, Lye stated that Guild Wars 2 is walking the walk when it comes to genuinely challenging the status quo in the industry. "Honestly, I think the problem is that there's been a lack of change in MMO design and that Guild Wars 2 is a reaction to that," he said. "People will call this risky, but we think it's riskier just to churn out the same MMO that everyone has played before."

Lye pointed to Guild Wars 2's scaling dynamic event system and its action combat as examples of how ArenaNet is forging its own path. Observing that player consumption of content is "virtually insatiable," Lye said that the team has developed tools to allow it to implement changes and additions to dynamic events in hours, not weeks.

Is this industry stagnation coming to an end? Lye says yes: "We're finally seeing a point where companies realize that they're not going to create the next great MMO by just copying what's come before."

Order and Chaos Online developer discusses server-linking and more

Filed under: Fantasy, Interviews, News items, Mobile, Community Q&A

Order and Chaos
In honor of the game's paper anniversary, Order & Chaos: Online producer Arnaud Bonnard took the time to do some Q&A with user-submitted questions about what is one of the biggest mobile MMOs available.

Arnaud shared some of the toughest parts of development, which were the pressure of creating a world vast enough to entertain players for months (and now years) and ensuring that everything was as stable and functional as possible from a technical point. He followed up by reliving the joy of a successful launch and the success that the game met with over time. He talked a bit about updates and DLC, which come out every one or two months and are generally still drawn from the original design document for Order & Chaos: Online, given that the world design was much bigger than could possibly fit into the game originally.

Bonnard also addressed the server separation between Android, iOS, and Mac devices: Not only would it be time-consuming to link all the operating systems, but such a system would mean that patches could only be deployed once every device was supported, which would be tricky and cause too many extra delays. As far as Order and Chaos' future is concerned, he's optimistic. There are new graphic features coming down the pipe as well as "lots of ideas for the game" as the company looks forward to another fantastic year thanks to fan support.

Catch all the intricacies of Bonnard's answers for yourself over at Gameloft.

MMObility: An exclusive look at the Runespan in RuneScape

Filed under: Fantasy, Game mechanics, Interviews, Patches, News items, Opinion, Free-to-play, Browser, Mobile, Hands-on, Casual, Miscellaneous, MMObility, Crafting

RuneScape screenshot
Jagex, developer of the ever-popular browser-based game RuneScape, is known for its rapid development schedule. Heck, I fully expect that this article will be outdated by the time I finish its rough draft. Players of the Jagex flagship MMO can log in to find new items, places to explore, and quests to do almost weekly. I tend to poke my nose into the game several times a week, so I know that a more casual player has endless amounts of content to run through. I might level up my construction skill and then switch to something completely different. I just recently spent an afternoon playing with just the new bonfire skill.

Of course, those pesky developers are at it again: giving me more content to go through even though my highest skills hover around only the level 40 mark. This time it's the Runespan, a brand-new area that helps players level runecrafting by offering them a one-stop shop that is more casual and non-competitive than the normal runecraft experience.

I got the chance to call up some of the lead developers on the phone and ask not only about the Runespan but about the new FPS improvements, so be sure to check that out!

Age of Empires developers talk about free-to-try and free-to-play

Filed under: Historical, Business models, Interviews, News items, MMORTS, Age of Empires Online

Age of Empires Online
Gas Powered Games is aiming to take Age of Empires Online out of DLC-supported free-to-play and into a truly free model. That means moving away from what Systems Design Lead Eric Williamson described as "more of a free to try" model and implementing a system through which players can earn points to unlock anything that could be more quickly bought with money. In anticipation of this change, PC Gamer sat down with Williamson and Design Lead Steve Bauman for a chat about some of the philosophy behind the change.

Williams said that their hope is that people who were previously turned off by the imperative that they spend money for full in-game advantage will be willing to give it another go. Players will now be able to earn enough points to unlock a premium civilization in "as short as two or three weeks of daily play," so those who spend the most time in-game will reap the greatest reward. Empire points, the purchase resource that will be gained by either money or in-game achievement, will be earned by players as they complete specific campaign quests, level up, and participate in Alliance Contests.

Matt Firor on The Elder Scrolls Online's '100% solo' personal story

Filed under: Fantasy, Interviews, New titles, News items, The Elder Scrolls Online

Screenshot -- The Elder Scrolls Online
Games in the Elder Scrolls series have always been about giving players the opportunity to become the game's hero, and it looks like The Elder Scrolls Online will be no different. The title's game director, Matt Firor, has announced that each character's main storyline in the game will be "100% solo."

Firor points back to the previous entries in the series, stating that "in The Elder Scrolls games, you're always the hero... The last thing you want to do is have the final confrontation with Mehrunes Dagon as he's stomping across the Imperial City, and you see like 15 guys behind you waiting to kill him." While it's a good point, we can't help but wonder what kind of an impact this design will have on the social aspect of the MMO, but at this point all we can do is wait and see. Firor's full interview over on Game Informer has plenty of extra information as well, so if you're jonesing for more details, just head on over and check it out for yourself.

The Firing Line: World of Warplanes producer talks matchmaking, progression

Filed under: Betas, Historical, Game mechanics, Interviews, MMO industry, New titles, News items, War, Free-to-play, Massively Interviews, World of Warplanes, The Firing Line

The Firing Line - World of Warplanes producer interview
Last week I talked a bit about a couple of flight sim shooters coming soon to a PC near you. One of them is World of Warplanes, the followup title to Wargaming.net's ubiquitous World of Tanks hit.

The World War II action MMO masters are slipping the surly bonds of earth with a new lobby-based battler that's currently flying through the early phases of its global alpha test. I had a few burning questions for the devs, including specifics on the matchmaking system, progression, and the possibility of historical scenarios. Producer Anton Sitnikau was gracious enough to answer those and more, so head past the break to see what he had to say.

Some Assembly Required: I saw the wilds of Salem (and lived to tell about it)

Filed under: Betas, Fantasy, Economy, Game mechanics, Interviews, MMO industry, New titles, Previews, PvP, News items, Opinion, Free-to-play, Hands-on, Massively Hands-on, First Impressions, Some Assembly Required, Sandbox, Crafting

Some Assembly Required - Salem dev tour
I spent an hour romping through the woods of Salem last Friday with Seatribe head honcho Bjorn Johannessen. The tiny indie company (current dev population: two) is hard at work on its followup to Haven and Hearth, an acquired taste of a sandbox game notable for its no-holds barred approach that includes permadeath and the ability to summon (and kill) criminal characters -- even while their lulz-loving puppet-masters are offline.

Publisher Paradox bills Salem as "the crafting MMO," and boy it's not kidding. Over the course of this particular dev tour, I saw crazy amounts of tradeskill functionality, all kinds of cool world-building stuff, and ultimately, more than enough reasons to spend time with the game when it launches later this year.

Exclusive Interview: Going global with Fallen Earth's PvP

Filed under: Sci-fi, Fallen Earth, Interviews, Patches, PvP, Free-to-play, Massively Interviews, Post-Apocalyptic

Fallen Earth
Two of the biggest cornerstones of Fallen Earth have always been crafting and PvP, and its these cornerstones that GamersFirst is enriching come patch 2.4. The patch, called Global Territory Control, is taking these elements and firing them up in ways that any PvPer or crafter should find exciting.

We hopped on the phone with Associate Producer Asa Reed, Director of Operations Joe Willmon, and Senior Game Designer Marie Croall to talk about why 2.4 will be the patch that will change the wasteland forever -- and why you should anticipate it, whether you're a crafter or a player-killer.

The Anvil of Crom: Age of Conan turns four, taps SWG for crafting inspiration

Filed under: Fantasy, Age of Conan, Game mechanics, Interviews, MMO industry, News items, Opinion, Free-to-play, The Anvil of Crom, Crafting

The Anvil of Crom - Age of Conan turns four, looks to Star Wars Galaxies for inspiration
The last time I did an anniversary retrospective for Age of Conan, we had a recent expansion, some new dungeon content, and several class revamps fresh on our minds. The year before that, we had the earth-shaking combat and itemization changes. This past year, the major development was, of course, the switch to a freemium business model, followed closely by the game's first adventure pack.

Join me after the break for a quick rundown on the last 12 months as they happened in Hyboria, as well as an anniversary interview with game director Craig "Silirrion" Morrison that sheds a bit of light on the crafting revamp.

Guild Wars 2 writers talk (at length) about MMO story

Filed under: Betas, Fantasy, Game mechanics, Interviews, MMO industry, New titles, News items, Guild Wars 2

Guild Wars 2 - Human concept art
What's it like to pen the narrative for one of the most anticipated MMORPGs, well, ever? It's quite different from writing a novel or a screenplay, according to ArenaNet's Angel McCoy. She joins Guild Wars 2 lead writer Bobby Stein and Peter "The Explorer" Fries for an MMO story-flavored sit-down with fan site Under the Pale Tree.

The interview is a lengthy one (who knew that writers could be so wordy?), and it covers a bunch of ground including the megalithic sprawl of GW2's narrative, the challenges inherent in writing particular races, and the differences between in-game dialogue and cutscene exposition. There's more to it, of course, but honestly the thing is so huge that we're going to go finish reading it after we've jotted down this here news post.

Swashbucklers, ships, and high seas hijinks: KingsIsle talks Pirate101

Filed under: Interviews, MMO industry, New titles, Free-to-play, Family, Pirate101

Pirate101
Recently, KingsIsle announced that the world of the Spiral was going to branch out into the high seas in the studio's newest MMO, Pirate101. There are many things about Pirate101 that will feel familiar to Wizard101 fans, but the game has several features that definitely make it stand apart as more than just a sequel. Combat is not card-based; it's more like a tactical board game. Companions, rather than trading cards, play a key role in the pirate arsenal, and of course, players will be traveling (and fighting!) on their very own pirate ships.

Massively had a chance to talk with Pirate101's Lead Creative Designer Sam Johnson to hear more about what players will see from KingsIsle's upcoming MMO. So grab your cutlass, don your tricorne, and read on for more details!

Hyperspace Beacon: SWTOR's James Ohlen shares the formula behind PvP nerfs

Filed under: Sci-fi, Classes, Game mechanics, Interviews, Patches, PvP, Massively Interviews, Star Wars: The Old Republic, Hyperspace Beacon

Hyperspace Beacon: SWTOR's James Ohlen shares the formula behind PvP nerfs
When Update 1.2 launched for Star Wars: The Old Republic, most players witnessed some major changes to their classes. In my opinion, these changes weren't game-breaking, but they did require that some players re-evaluate how they played. Some classes were changed so drastically in this patch players claimed they felt as if they were truly playing a completely different class.

Major changes like this do not happen without reason, and from my time spent with SWTOR developers, I know that they are passionately interested in making their game the best it can be. So I asked Game Director James Ohlen some questions about these mechanical changes. In true James Ohlen fashion, he was more than happy to answer in intricate detail, and I'm excited to bring you those answers here in the Hyperspace Beacon.

Storybricks demo and interview with Brian 'Psychochild' Green and Kelly Heckman

Filed under: Betas, Interviews, Previews, Virtual worlds, Miscellaneous, Sandbox

Screenshot -- Storybricks
Namaste Entertainment's upcoming MMO-narrative-building toolset, Storybricks, is quickly picking up steam among the massively multiplayer gaming community. The quirky title recently released a public alpha client to coincide with the project's Kickstarter campaign, and I had the opportunity to sit down with Namaste's Brian "Psychochild" Green and Kelly Heckman for a tour of the client as well as a short interview on what the future holds for the toolbox-cum-MMOG project.

Follow on past the cut and join me as I try to pinpoint Namaste's goals for the future of Storybricks.

Massively Features

Events Calendar

Name Date
Cataclysm Launch
Dec 7, 2010
DCUO Launch
Early 2011

Massively Staff

Name Title
Shawn Schuster
Editor-in-Chief
Brianna Royce
Senior Editor
Rubi Bayer Community Manager
Brendan Drain Contributing Editor
Eliot Lefebvre Contributing Editor
Jef Reahard Contributing Editor
Justin Olivetti Contributing Editor
Krystalle Voecks Contributing Editor
Larry Everett Contributing Editor
Beau Hindman Columnist
Edward Marshall Columnist
Greg Waller Columnist
Jeremy Stratton Columnist
Karen Bryan Columnist
MJ Guthrie Columnist
Patrick Mackey Columnist
Ryan Greene Columnist
Lisa Poisso Columnist
More about the Massively staff

Massively Podcast

New episodes every Tuesday. Now playing:
Episode 123, for Wednesday, November 10th, 2010.



Archive | RSS | iTunes | Zune

Featured Galleries

One Shots
Born to Fire
CMA: City of Heroes
The Secret World - Press Beta (Templars)
Aion housing
Aion: Ascension
TERA PAX 2012
Neverwinter
LotRO - Update 6: Shores of the Great River