WarCry™ Network
Login:
 

Tagged News: interview

Wednesday, April 2nd
Interviews

In the second half of our interview, we focused on Book 13. Yesterday, it was all about The Mines of Moria expansion pack. Today, we look at the next patch, in this transcription of Jeffrey Steefel's conversation with our own Jordan Deam.

image

WarCry: Going back to "biomes" for a bit, I understand in Book 13 you will be debuting a new zone [Forochel] which will be the first to feature open water. Will that be significant to the gameplay in this zone?

Jeffrey Steefel: It's extremely cold water; when you go into it, it's going to have a very bad effect on you very quickly. And so in terms of ... if your question is "are we going to be embarking on missions on ships in Forochel," the answer is "no." It's the first exposure of players to the edges of the continent and seeing that there are oceans out there, that there are opportunities in the future to venture out into them. But in the case of Forochel, it's really meant to be ... more aesthetic than anything. And obviously some of the creatures that reside there and some of the atmospheric effects happen to result from it being near ocean. But being in the water is not a major part of the gameplay in Forochel. Other than dying.

Read more after the jump.

Tuesday, April 1st
Interviews

Lord of the Rings Online will launch its first expansion pack in the coming months and they're starting big in the Mines of Moria. We spoke to Executive Producer Jeffrey Steefel about this expansion in the first half of an epic interview, which we have now transcribed for your pleasure.

Check back tomorrow for Book 13 and general updates.

image

WarCry: Talking about the actual zone of Moria, how do you plan to differentiate sub-zones within the Mines to give players a sense of variety?

Jeffrey Steefel: This is where we get into that "we're still a long way away from launch," and we don't want to let all the cats out of the bag at the same time, so we're obviously going to be talking about all the different zones and how to differentiate them from each other. But what I can say is that you're spot on. We're creating a deep, giant, huge underground environment ... and one of the things we've talked about is how are [players] not going to feel like they've been treading through rock, you know, forever ... treading through dark passages and rock. As cool as Moria is, that would get kind of boring. And the truth is that Moria wasn't like that; Moria was an entire world underground, so there will be different biomes - "biome" is what we use to describe a type of environment in the world, so like "forest" is a biome, or "swamp" is a biome, or, you know, "snowy, icy" ... the Misty Mountains is a biome. There will be many biomes inside of Moria that are being being created as new that are very specific to Moria, and very distinct from each other.

Read it all after the leap.

Thursday, March 27th
Interviews

Warhammer Online has been delayed from Q2 of this year until the fall. We had a chance to interview EA Mythic General Manager Mark Jacobs about the delay, the reasons for it and what that means for the future of WAR.

image

"If we had tried to force the game out in the 2nd Quarter, as we had originally planned to release it," said Jacobs. "We could have but it would have meant pretty much no time for polishing the game. The decision was to continue to iterate and reserve polish time."

The main area that requires further attention, according to Jacobs, is class balance. He explained how the classes of Warhammer Online do not necessarily fall into specific boxes as they do in many MMOs. Most classes are multi-faceted hybrids of several traditional RPG classes and this means they need to rethink some of the conventions of MMO balance. "If you don't release it right from the beginning with classes at least pretty much balanced, where they're all fun, you're not going to be in good shape in an [Realm vs. Realm] game."

Read more after the jump.

Tuesday, March 25th
Interviews

CCP's Pétur Óskarsson recently spoke to WarCry about EVE Online's experiment in game development democracy, the Council of Stellar Management. In this interview, we talk about the genesis of the idea, timing, scope and more.

image

WarCry: Are there any limits to how many times a player can be on the Council?

Pétur Óskarsson: Yes, everyone is limited to two terms of six months each. This can be concurrent terms or two terms in total over their lifetime. We want to keep the program a bit more inline with most Democratic states.

As I said before, the first year is going to be hard but we still believe it's worth the effort and worth the time. We really want EVE to become better and hopefully this council will become an essential part of EVE in the future. We're really kind of flying blind here and don't really know what to expect but no guts, no glory.

Read it all after the jump.

Monday, March 24th
Interviews

Our Jordan Deam recently spoke to The Matrix Online Producer Dan Myers about the movie-inspired MMO that recently turned three. After a shaky start, MxO was snapped up by SOE and has since gone on to carve out its own niche as part of the larger SOE family of MMOs. We find out how they've found their footing and where they're headed in this update.

image

Unlike most MMOs, The Matrix Online has primarily been about linear story development rather than providing a sandbox-style environment for unlimited player choice. The game picks up where the movies left off, and the developers are very serious about preserving that continuity while giving players an opportunity to keep the plot moving in new and interesting directions. When I slipped up and mentioned Neo in passing to Myers, he was quick to admonish me.

Read more after the jump.

Friday, March 21st
Previews

JR "Razor" Sutich recently attended Codemasters Connect 08 in England and on site he got the first chance to play Jumpgate Evolution. A veteran of the original game, Sutich offers a unique perspective on how the remake has come.

He also sat down with Producer Hermann Peterscheck for some old fashion Q&A.;

image

The controls felt good and I had heard that there were some concerns that joysticks might not be able to take full benefit of the lateral thruster mechanics, but using the left hat switch on the X52's throttle seemed to work great. For those that want to have a flight model similar to the original, you can turn off the "dampeners" that determine the amount of effect the flight physics have on your movement. Just for the record, real pilots don't need any stinking dampeners.

Read more after the jump.

Wednesday, March 19th
Interviews

At GDC 2008, we spoke to David Perry about Top Secret, the community driven and developed MMO project he's directing for Acclaim. He brings us up to date on the competition:

The game revolves around beast racing as an MMO. Players ride a variety of creatures in competitive online races as they advance their characters. It is a rather unique but scalable idea, which is good for a small MMO. At times, Perry mentioned, the design would just get too big, and they had to work hard to make sure the community stuck to the core themes.

Originally, they had simply hoped to hire a development team to produce the final design document, but the idea became so unique that they felt it just wouldn't work.

Read more after the jump.

Tuesday, March 18th
Previews

WarCry had the chance to meet with Technical Director George Petrov and Art Director Nikolay Stoyanov of Masthead Studios during our trip to the Game Developers Conference. We discussed Earthrise, their upcoming skill-based sci-fi MMO. Here is what we learned:

image

"[Earthrise is] a game that is about freedom," said Technical Director George Petrov. "[It is] not the usual fantasy MMO."

Their vision is most definitely a throwback to an era when there were many schools of thought in the MMO genre. Since World of Warcraft, companies have gravitated towards level based games that closely direct the player's experiences and they're almost universally fantasy. Earthrise rewinds the clock and is clearly inspired by Ultima Online, which rose to prominence a decade ago with a completely open skill-based system where players improve through using individual skills, rather than experience earned by killing monsters and completing quests.

Read it all after the click.

Monday, March 17th
Previews

Pirates of the Burning Sea introduces Patch 1.2 to the live servers tomorrow morning and our own Jordan Deam got Flying Lab Software Producer Joe Ludwig into a headlock to find out what's in store for seafarers. Here is what we learned:

image

The refined UI is one big way they've made it easier for new players in 1.2, but the developers have gone a step further in the refinement of the tutorial system. Realistic naval combat has a skill-set that is unique to Pirates, and Flying Lab found that these skills weren't necessarily impressed on players strongly enough when they were introduced to the game. To remedy this, 1.2 features unique tutorials for each nation that should help players get a feel for the game's core, unique mechanics.

Read it all after the jump.

Thursday, March 13th
Interviews

Earlier today, Sony announced that SOE would move under the Sony Computer Entertainment (aka their game division) corporate banner. We wanted to find out what, if anything, that meant to SOE. So, we got on the horn and got some reaction from SOE President John Smedley. Here is what we learned:

image

"Nothing has changed inside SOE at all," Smedley said. "It's nice to be part of the Playstation group; we're excited about it."

Practically speaking, this is apparently a simple change in who Smedley calls boss. Previously, SOE had been under the Sony Pictures corporate umbrella and its President Yair Landau. Now, SOE is under the SCEI group, which is the corporate name for the Playstation or gaming division, and its President Kazuo Hirai.

Read more after the jump.