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Filed under: Sandbox

Embers of Caerus launches Kickstarter campaign

Filed under: Fantasy, MMO industry, News items, Sandbox

Concept Art -- Embers of Caerus
It looks like Forsaken Studios is piling onto the Kickstarter bandwagon to help raise funds for its upcoming sandbox title, Embers of Caerus. The studio has set a funding goal of $25,000 US to "fuel the development and production of [the studio's] prototype, bring [the game] to the attention of the major players in the industry, and help put Embers of Caerus firmly on the MMORPG map."

The 25 grand will specifically be used "to cover software licenses and development costs," and the studio vows that "every single cent pledged will be put toward this goal." Of course, as with any successful Kickstarter campaign, Forsaken Studios is putting forward a number of nifty bonuses for its backers, ranging from beta access to dinner with the devs and a tour of the Forsaken Studios office. If you want to help the studio reach its funding goals, you've got until Tuesday, June 19th, to head over to the Kickstarter page and chip in.

EVE Online releases 17th expansion, Inferno

Filed under: Sci-fi, Trailers, Video, EVE Online, Expansions, Game mechanics, MMO industry, Patches, News items, Sandbox

EVE Online - incoming missiles
CCP is a pretty polarizing topic in MMO circles these days. Whether you love or hate the studio's flagship EVE Online title and the community that surrounds it, one thing you can't say is that the devs lack a work ethic. Today marks the release of EVE's 17th expansion, and when we say expansion, we don't mean a glorified content patch that's been dipped in PR sauce.

Inferno boasts a reworked war declaration system, substantial faction warfare updates, a new mercenary marketplace, enhanced graphics, new missile and launcher effects, and a host of other features focusing on everything from inventory to new modules and ship balancing.

CCP has also released a slick new Inferno trailer, which we have for you right after the cut.

[Source: CCP press release]

CCP releases Welcome to New Eden video for DUST 514

Filed under: Betas, Sci-fi, Video, Game mechanics, MMO industry, New titles, News items, Free-to-play, MMOFPS, DUST 514, Dev Diaries, Sandbox

DUST 514 - one universe, one war
CCP has released a new DUST 514-focused developer video. The clip is titled Welcome to New Eden, so if you're looking for any new tidbits about the upcoming sci-fi MMOFPS, you probably won't find them here.

If you're a DUST newb, on the other hand, this one's for you, as it gives you a rundown on what sets the game apart from its legions of FPS competitors. In a nutshell, the difference-maker is EVE Online and the way that DUST integrates with a pre-existing game, economy, and playerbase on a scale that is basically unheard of.

As producer Thomas Farrer puts it, "DUST is different pretty much by virtue of what it really is. DUST is a persistent FPS on PlayStation 3. Not only is it directly linked to EVE Online, a PC MMO, it's set directly within the EVE Online universe." Warp past the cut for a look at the full clip.

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.

EVE Evolved: Preparing for the Inferno expansion

Filed under: Sci-fi, EVE Online, Economy, Expansions, Game mechanics, Patches, PvP, Opinion, EVE Evolved, Guides, Sandbox, Crafting

EVE Evolved title image
The Inferno expansion is set to launch on Tuesday May 22nd, promising a complete revamp of EVE Online's war declaration system and a whole host of new modules. If you're in a wardec corp, you'll need to make a few adjustments to the way you operate when the patch goes live. The minimum war fee will increase to 50 million ISK even if you're declaring war on a small corporation, making very small corps less-appealing targets. The fee increases based on the number of members in the target corp, but it doesn't start increasing until around the 130-member mark. If you want to get your money's worth, you'll be best off picking a target corp with 100-150 members or selecting very high-value small targets.

Be very wary of wardeccing large alliances after the patch. While the previous war system swung in favour of the attacker, the new system has gone to the opposite extreme. Large corps and alliances are now significantly more costly and dangerous to declare war on, especially as the defender can now call mercenaries into the war at any time. Players have complained that the increasing war costs could be abused by getting all alliance members to add alts to the corp, but this would be a logistical nightmare to apply in practice and would increase fees by only a few hundred million ISK. If alt padding becomes a problem, CCP will undoubtedly step in and revise the fee structure.

In this week's EVE Evolved, I look at the new modules and gameplay changes coming in Tuesday's Inferno expansion and give some tips on preparing for the patch.

Perpetuum expansion coming May 30th, bringing terraforming, new land masses

Filed under: Sci-fi, Video, Expansions, Game mechanics, MMO industry, Patches, News items, Perpetuum, Sandbox

Perpetuum robot duel
A couple of weeks ago, we told you about Perpetuum's new player-build settlements functionality and its new test server. Now, the devs at Avatar Creations have even more exciting news: an expansion!

It's called Gamma Frontier, and Avatar calls it the biggest expansion since the game went live over 18 months ago. Player corporations will be able to build home bases, launch industrial projects, and colonize the new Gamma islands (not to mention defend them from invasion-minded players).

The expansion also features extensive new terrain-shaping abilities. Avatar has given players full control over the land, including the ability to form hills, dig holes, and level the surrounding terrain as they see fit. Due to complications with pre-existing systems and landmasses, the terraforming capabilities are available only on the new Gamma islands (24 in total). Click past the cut to see a brief video of terraforming in action, then head to the Perpetuum website to read all the expansion details.

[Source: Perpetuum newsletter]

EVE Insider gets into the nitty gritty of the new ally system

Filed under: Sci-fi, EVE Online, Game mechanics, News items, Dev Diaries, Sandbox

Evil Pair of Ducks v. Pair of Ducks: FIGHT
In a never-ending effort to facilitate the spread of war and destruction, the good folks at CCP have cooked up an Ally System for EVE Online's upcoming Inferno expansion -- a system that will enable players to put their services on hire or find a buddy to join them in a war. In a dev diary update today, the system was brought out into the light and displayed in detail.

Wars you're engaged in will show up in the Our Wars tab (under the Wars tab, under the Corporation tab in your Neocom), as will any wars that you're an ally in. If you're a CEO or Director, you can list yourself as Open For Allies and decide whether or not to accept offers for help -- which you should expect, naturally, to come at a price. Negotiation of prices can be carried out through normal communication channels, as the current UI allows you only to accept or decline the offer.

If trouble hasn't found you and you want to spice things up, the All Wars tab is the place for you: It's a list of, well, all active wars, with information like who's asking for an ally and wars with one or more allies. By default, the list shows the 50 most recent wars, but it's also searchable by corporation/alliance. There's an "Assitance requests only" box that you can check to speed up the sword-selling process. Once you've made an offer, possibly done some negotiating, and been accepted, you'll be counted as an ally, although you'll have to wait 24 hours to start fighting.

The purpose of this system is to give more options to defenders, introduce some risk for attackers, and provide ways for mercenaries to support themselves. There's a whole list of extra rules and explanation over on the blog proper, so be sure to check it out.

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.

PlanetSide 2 video features night ops, 23 minutes of alpha gameplay

Filed under: Betas, Sci-fi, Video, Game mechanics, MMO industry, New titles, PvP, News items, Free-to-play, PlanetSide 2, Sandbox

PlanetSide 2 - cockpit view
Curious about the current state of PlanetSide 2? TotalBiscuit recently traveled to Sony Online Entertainment's San Diego headquarters for some hands-on time with the upcoming MMOFPS. What he saw was pretty impressive (we know this because we saw it too, thanks to his video, which we've embedded after the break).

While the game is still in early alpha, we think there's plenty to be excited about, judging by the 23-minute clip. We get a good look at night-fighting, ground and air combat, and an interesting tank vs. foot-soldier matchup that doesn't turn out like you might expect.

New Embers of Caerus website boasts extensive sandbox feature list

Filed under: Fantasy, Game mechanics, MMO industry, New titles, News items, Sandbox

Embers of Caerus concept art
Forsaken Studios has taken the wraps off a new website for its Embers of Caerus MMORPG. The fantasy sandbox has quite an extensive feature list, which includes level- and class-free advancement, a seamless game world that measures 44,000 square kilometers, and player-controlled markets and political/legal systems.

Backstory is a big deal to the devs as well if the new site's lore section is anything to go by. There's plenty of reading material about the world, its factions, and a bit of story to pass the time while you're waiting for the game.

[Thanks to everyone who sent this in!]

The Daily Grind: Do you judge all MMOs by the same standard?

Filed under: Fantasy, Culture, Game mechanics, MMO industry, Opinion, The Daily Grind, Xsyon, Sandbox

Xsyon - player-created temple
One of the challenges facing sandbox developers is the fact that recent themepark MMORPGs have raised the bar in terms of smooth launches and relatively bug-free experiences. Aside from EVE Online, most of the current sandboxes on offer are small indie affairs known as much for their rough-around-the-edges implementation as for their feature innovations.

And yet, many so-called sandbox fans seem to expect games like Xsyon, Darkfall, and others to be as polished as World of Warcraft, RIFT, and other themeparks with fewer features and several times the budget.

For today's Daily Grind, we'd like to know how much (if any) slack you cut developers of sandbox and/or indie MMOs. Do you hold these games to the same standard that you hold a triple-A themepark?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Soapbox: Translating Elder Scrolls Online dev speak

Filed under: Fantasy, Game mechanics, MMO industry, New titles, Opinion, The Soapbox, Sandbox, The Elder Scrolls Online

The Elder Scrolls Online - Giant orchid monster thing
Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

Language is a pretty fascinating thing, and studying a second one is something I've long intended to do. Aside from entertaining thoughts of learning Korean to play ArcheAge, though (seriously, I looked into it), I haven't gotten around to much beyond college-level Deutsch.

But as I watched last week's interview with The Elder Scrolls Online creative director Paul Sage, I realized that I already have some pretty good second-language skills. I'm fluent in both English and MMO dev-speak, so as a public service, I'm going to translate some of what Sage said into the former.

Xsyon welcomes back former players, gears up for totem decay

Filed under: Fantasy, Game mechanics, MMO industry, News items, Xsyon, Promotions, Post-Apocalyptic, Sandbox

Xsyon - Totem decay
Notorious Games is working overtime to highlight all of the changes it's made to its Xsyon sandbox. The company ran a 10-day welcome back promotion late last month, and it's doing so again starting this Friday. Previous subscribers will receive a free 10-day pass, while current players will get two additional weeks of game time on the house.

The dates for the 10-day passes vary, according to Notorious' latest press release. If you're a previous subscriber, check your email over the next few days to see where your game time falls within the larger five-week promotional window.

Also noteworthy for dedicated Xsyon players is the fact that the game's totem system will enter something called a decay phase once these trial periods are over. Totems represent land claimed by a particular guild, and those without any actively subscribed players will become abandoned in short order. Abandoned totems will then decay and free up the land for other players, while also leaving any buildings, resources, and containers free for the taking.

[Source: Notorious Games press release]

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.

The Daily Grind: Must MMO housing be open-world to be good?

Filed under: Game mechanics, MMO industry, Opinion, The Daily Grind, Miscellaneous, Sandbox

ArcheAge
Whenever the Great MMO Housing debate rears its head, the "of course MMOs ought to have housing" players usually drown out the curmudgeons who lack decorating skills and prefer to live out of their banks and sleep on a bedroll on the public streets (you know who you are!). And then, inevitably, the housing fans turn on each other over which type of housing is best.

Some of us are resigned to the belief that, at best, themepark MMOs willing to take a stab at housing are forever going to implement the instanced variety a la EverQuest II and Lord of the Rings Online, so we may as well get used to it. But sandbox zealots (a term I'm intending affectionately) insist that housing must be open-world, that players should be able to walk up to their own unique spaces within a game and build their abodes from foundation to rooftop. Instanced housing, they say, is just pointless when other people can't easily see what you've created.

What do you think -- is MMO housing just a waste of dev resources if it isn't open-world?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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