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Filed under: Massively Interviews

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.

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.

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.

Wizard101 fansite owner hired to be Pirate101's community manager

Filed under: Fantasy, Interviews, New titles, Massively Interviews, Wizard101, Family

The Friendly Necromancer logo
Tom Purdue, admired owner and operator of The Friendly Necromancer blog and Wizard101 fansite, has announced today that he will be KingsIsle Entertainment's new community manager for the upcoming Pirate101 MMO.

As that transition from fan to employee is always a fascinating transformation, we recognize that it's not an easy decision. Massively itself has raised a handful of MMO community managers, so this news is particularly of interest to us. For that reason, we tracked Tom down and asked him some questions about his new role at KingsIsle. Follow along below for the complete interview.

Captain's Log: Interview with Star Trek Online's Executive Producer, Daniel Stahl

Filed under: Sci-fi, Interviews, Opinion, Star Trek Online, Free-to-play, Massively Interviews, Captain's Log

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Next in this series of interviews conducted on my visit to Cryptic Studios in Los Gatos, California, last month is a chat with Daniel Stahl, Executive Producer of Star Trek Online.

I first asked Stahl to give me an overview of his responsibilities as Executive Producer, as there are many people who are either new to STO (or even to gaming overall) who may not have a clear understanding of his role entails.

He stated his job is "similar to making movies." He has several direct reports, the first being the software person or the person responsible for the team of people who actually create the code for the game. The second is the Content Lead, who is responsible for new missions, new features, and anything to with player experience. Finally, the Quality Assurance team also reports to him.

The Tattered Notebook: Skyshrine, mercs, Qeynos, and shields that roar

Filed under: Fantasy, EverQuest II, Game mechanics, Patches, Previews, Free-to-play, Massively Interviews, Community Q&A, The Tattered Notebook

Withered Lands Giant
For those gamers who have been patiently waiting to hear about GU63, the past few weeks have been a treat. We've shown off a few trailers on Massively, the official site has hosted a couple of team interviews, and even the SOE Twitch TV channel has been focused on EverQuest II. In fact, the recent webcast was the second part of a featured series on the update, and this one took a closer look Skyshrine and also answered a few fan questions. EQII Producer Holly "Windstalker" Longdale, Lead Designer Akil "Lyndro" Hooper, and SOE Executive Producer Dave "SmokeJumper" Georgeson sat down to preview what's coming to a server near you. In this week's Tattered Notebook, we'll look at the highlights and analyze what it means to both new players and old. Read on for the skinny!

Champions Online's On Alert launches, we interview Rob Overmeyer

Filed under: Super-hero, Interviews, News items, Free-to-play, Massively Interviews, Champions Online

Champions Online screenshot
There's been a big buzz for the latest update to Champions Online. The entire game is undergoing a significant overhaul for the newest expansion, On Alert, which has just gone live today. The developers are adding in talent trees for player heroes as well as a dramatic overhaul of the way equipment works.

We sat down with Rob Overmeyer, executive producer for Champions, and asked him a few questions about the update and what it will mean for Millennium City's superhero population. Naturally, he had a lot to say!

Captain's Log: Interview with Cryptic's Al Rivera, part three

Filed under: Sci-fi, Business models, Events, real-world, Interviews, Opinion, Star Trek Online, Free-to-play, Massively Interviews, Captain's Log

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Today Captain's Log continues with the third and final installment of my interview with Al Rivera, Star Trek Online's Lead Designer at Cryptic Studios!

Rivera and I picked up the conversation and talked briefly about the Why I Play STO column that I wrote several weeks ago. I informed him that because of that column, I had received a few emails from brand-new MMO players who expressed frustration over the fact that as new free-to-play players, they weren't immediately allowed into the parts of the game that would give them access to the community, especially fleets, right off the bat.

PAX East 2012: Menace of the Underdark brings big changes to Dungeons and Dragons Online

Filed under: Fantasy, Dungeons and Dragons Online, Classes, Expansions, Interviews, Lore, Previews, Free-to-play, Massively Interviews, Massively Event Coverage

Dungeons and Dragons Online concept art
Dungeons and Dragons Online players are in for a whole new world of adventure when Menace of the Underdark launches this summer. The expansion, due to release on June 25th, will send players into the Forgotten Realms to fight against the Queen of Spiders, Lolth. Executive Producer Fernando Paiz and Senior Producer Eric Boyer welcomed us into their lair... er, Turbine's booth... to talk about the upcoming expansion at this year's PAX East. Read on for our preview!

PAX East 2012: World of Warplanes impressions

Filed under: Historical, Galleries, Screenshots, Events, real-world, New titles, Previews, Opinion, Free-to-play, Hands-on, Massively Interviews, Massively Hands-on, Massively Event Coverage, Miscellaneous, World of Warplanes

This is a game about basketball.
Much like its predecessor, World of Warplanes is not a game with an ambiguous title. This is a game about planes, and not the sort that flies cargo from one point on the globe to another. If flying around and getting into aerial dogfights sounds like an unappealing concept to you, well, you can pretty much just exit stage left when you hear the name.

But the lack of subtlety in the name, however noteworthy, doesn't really say much about the game itself. Is it fun to play? Does it succeed in what it sets out to do? Really, is it just World of Tanks up in the air? I can't speak to the last one, but I can say that it definitely delivers on its stated design goals. This is a game all about maximizing the rush of an aerial fight and striking a balance between crafting an in-depth flight simulation and providing accessibility to those new to the genre.

Wings Over Atreia: An interview sheds light on the new BlackCloud

Filed under: Fantasy, Aion, Expansions, Interviews, Free-to-play, Massively Interviews, Wings Over Atreia

Aion
Information is like gold 'round these parts, and I've been out prospecting, sifting, and searching in the hopes of at least finding a few flakes if not hitting pay dirt. But even with Aion Ascension just around the corner, finding many nuggets of information on the new BlackCloud Marketplace hasn't panned out. Until now. Eureka!

Welcome to the Massively Gold Rush. OK, so maybe a "rush" is a bit of an overstatement, but I have discovered a few golden nuggets about Aion's renovated cash shop and impending 3.0 expansion. I had the chance to catch up with Producer Adam Christensen and learn a bit more about what Daevas will find in the BlackCloud Marketplace as well as get some details about various new upcoming features like housing, mounts, and the level 60 Daevanion armor.

And with the BlackCloud Marketplace finally opening its doors, Daevas can check out the selection for themselves and pre-purchase items to be delivered at Ascension's Launch.

Captain's Log: Interview with Cryptic's Al Rivera, part two

Filed under: Sci-fi, Interviews, Endgame, Opinion, Star Trek Online, Free-to-play, Races, Massively Interviews, Captain's Log

Today Captain's Log continues with part two of my interview with Al Rivera, Star Trek Online's Lead Designer at Cryptic Studios.

Last week I received a bit of feedback regarding the state of Rivera's desk. I withheld taking pictures of the interior of the office space for fear of inadvertently capturing information that I wasn't free to share. Happily, though, Rivera himself decided to tweet a few photos of the ships and Trek paraphernalia that graced our visit to his office. Yes, it also included a picture of what I had described in my last column as a "funky purple monster." Apparently my comic book naiveté has kept me from recognizing what Rivera informed me is The Maxx.

Sorry, but it will always be that funky purple monster to me.

Some Assembly Required: Revisiting Origins of Malu

Filed under: Fantasy, Economy, Game mechanics, Guilds, Interviews, New titles, PvP, PvE, Massively Interviews, Some Assembly Required, Sandbox, Crafting

Some Assembly Required
Many moons ago when the air just started to cool from summer's heat (aka, last September), Some Assembly Required had the opportunity to talk shop with a new outfit that is developing a promising new sandbox MMORPG, Origins of Malu. And you know me: Sandbox is the magic word! As skeptical as I knew I should be, I still came away from that interview with renewed hope that a game with some of the features for player-generated content could exist again.

Back then, Burning Dog Media made the bold statement that it would absolutely release its flagship game in 2012, with a target of early 2012 to boot. But as the first quarter of the year quickly drew to a close with scant information available, it became pretty clear the game is still a ways off. In the realm of games, no news is not necessarily good news... and we definitely hit a drought in news.

Now that drought has ended. In our second exclusive interview, we spoke with Michael Dunham, Producer, Jason Mitchell, Senior Developer, and Dave Cruikshank, Art Director, to learn what's been going on behind the scenes and get the scoop on more details about those very features that have sandbox lovers salivating.

SOE answers Vanguard free-to-play questions

Filed under: Fantasy, Business models, Interviews, Vanguard, Free-to-play, Massively Interviews

Vanguard screenshot
With the recent announcement from Sony Online Entertainment that Vanguard: Saga of Heroes will be going free-to-play sometime this summer, questions immediately began to surface. How will it effect current players? Will it be anything like the other free-to-play titles that SOE runs? Well, we were as curious as anyone else, so we fired off a few questions to SOE in the hopes of snagging some more insight into the transformation.

We received our answers from Andy Sites, Director of Development, and the ever-familiar Salim Grant, Creative Director.

It's an exciting time to be a Vanguard player, but will putting a free title on a game that has struggled in the past make any difference? Time will tell. In the meanwhile, click past the cut to check out what SOE had to say!

Captain's Log: Interview with Cryptic's Al Rivera, part one

Filed under: Sci-fi, Events, real-world, Interviews, Opinion, Star Trek Online, Free-to-play, Massively Interviews, Captain's Log

Cryptic Studios
Last week, I headed to Cryptic Studios to meet with several of the folks responsible for the development of Star Trek Online. Over the course of the next few weeks, I will be sharing what I learned from those individuals and from the team on the whole!

This week, I will begin my coverage of a lengthy interview with Al Rivera (@CaptainGeko), the lead designer for STO.

If I had any doubts about the team's love or understanding of our beloved franchise, those doubts were dispelled the moment I walked into the STO work area.

Massively Features

Events Calendar

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Cataclysm Launch
Dec 7, 2010
DCUO Launch
Early 2011

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