• Hero's Hall Interview with Tracy Butler

    Hero's Journey fansite Hero's Hall has posted an interview with Tracy Butler, Art Director at Simutronics Corporation. She is currently focused on the development of Hero's Journey.

    Hero's Hall: This is Ben Overmyer, for Hero's Hall. Could you introduce yourself?

    Tracy Butler: My name is Tracy Butler. I'm the art director at the Simutronics Corporation, currently focused on the development of our latest MMO, Hero's Journey.

    Check out the rest of this interview at Hero's Hall.

    Features, Interviews
    Tue, Jun 27, 2006
  • FiringSquad.com Talks to Paul Whipp

    FiringSquad.com had a chance to talk to Paul Whipp. Australian developer Auran introduced their upcoming fantasy MMORPG Fury at last month's E3. See what the game's producer had to say...

    FiringSquad: First, how did the idea for Fury come about?

    Paul Whipp: For some time I had been wishing that I could play a game where I would customize my role play characters more freely and prove them in an FPS style arena combat. When I met the guys at Auran games who were already talking about making a sword oriented multiplayer combat game, I knew we could work together to build a great MMO game that would fulfill my dream.

    Learn more about Fury at FiringSquad.com

    Features, Interviews
    Tue, Jun 27, 2006
  • Gameplay Preview #8 - Spellweaving

    The official site for Funcom's Age of Conan offers a look at spellweaving. Keep reading to see what you can expect from this forthcoming MMO.

    This week we take a look at the dark and arcane arts that are part of the magic system in Age of Conan, and in particular our unqiue spellweaving system!

    In Age of Conan we wanted the magic to reflect the world in which the game is based. Dealing with the arcane arts and siphoning the power of ancient gods is not something to be taken lightly. Just like our melee system, our magic system will also call upon the skills of the player. The player learning to balance their lust for powerful affects with the dangers that calling upon such extraordinary magic incurs.

    Head over to the Age of Conan site to read the rest of this preview!

    Features, Previews
    Mon, Jun 26, 2006
  • Indepth Interview With David Bowman at Skotos

    Shannon Appelcline had a chance to sit down with CEO and Creative Director for Tulga Games, David Bowman.

    Shannon Appelcline: Tell me a bit about your background in the online gaming industry.

    David Bowman: I started with Bungie as a designer for Myth II. When Microsoft started conversations with Bungie about acquisition I went to Turbine. Asheron's Call had just launched and they were hiring designers. MMOs are the next great evolution in entertainment and I knew where I wanted to be working. I became the Vice President of Production at Turbine and led the AC live team until July of 2001. Artifact Entertainment hired me then and I've been with Horizons: Empire of Istaria through the launch and Tulga Games' acquisition of the project and team.

    I'm now the CEO and Creative Director for Tulga Games. Because we have a small team focused on Horizons, I wear multiple hats in addition to those titles. I provide the Live team with world building, quest creation and data entry whenever it's needed. It can make for long weeks, but for a small company it's essential that the leader of the company understand the product, service and audience.

    Read the rest of the interview at Skotos.

    Features, Interviews
    Sat, Jun 24, 2006
  • Chris Klug Talks to RPG Vault

    RPG Vault had a chance to talk with Creative Director Chris Klug, Director of Technology Colin McLaughlan and Lead Community Manager Katie Postma.

    Jonric: When and how did the Stargate Worlds project get started? Why is the property an attractive one for an online world, and are its creators involved in your game?

    Chris Klug: The project started when a big fan of the show had the idea for doing an MMORPG based on the TV show. He doggedly pursued the idea, rounded up the money, and convinced MGM to license the product to us...

    Read the rest of this interview with the developers of Stargate Words.

    Features, Interviews
    Sat, Jun 24, 2006
  • What Does Classic Mean To You?

    MMORPG.com has an interview posted with Chris Lena, a Producer on EverQuest. In this interview questions are answered regarding the new "progression" server and how it will bring the classic feel back to old school and newer players alike.

    Carolyn Koh quizes the folks behind the brand new EverQuest "Progression Server", which lets players play EverQuest the way it was originally presented to the players. We talk to Chris Lena, a Producer on EverQuest, about this.

    MMORPG.com: There’s been a lot of interest in the Progression Server and I’m going to ask the $64 dollar question. Why? Why did you think that such a concept would work?

    Chris Lena: There are a lot of reasons for this server idea, but for me it was a fairly simple solution to a problem EverQuest has had for a long time. People always say to me that they would love to try EverQuest or that they used to play and would like to get back into it but they feel overwhelmed because of all of the content that has been added. They feel like they could never catch up and just lose their gumption. The Progression Server is a way for all of those people to get on this new server at level 1 and progress through all the content together. The amount they have to learn when they start is bite-sized. But the Progression Server has become a lot of things to a lot of people and you can find dozens of different reasons on our forums as to why players are interested in this concept.

    Read the rest of this interview at MMORPG.com

    Features, Interviews
    Thu, Jun 22, 2006
  • Mythic CEO Talks About EA Acquisition

    Gamespot has posted an interview with Mark Jacobs, CEO of Mythic Entertainment, and Owen Mahoney, EA SVP of corporate development. This interview offers a look at the recent deal between these two compaines and what it may mean for the future.

    Electronic Arts bolsters its foundation with the acquisition of MMO specialists Mythic Entertainment. We talk to the company's CEO, and the EA exec who cut the deal.

    Head over to Gamespot to read the full interview.

    Features, Interviews
    Thu, Jun 22, 2006
  • Still In Beta But Holds Promise...

    Silkroad Online is a recently translated Asian MMO that is currently in beta. GameZone posted their preview of this interesting title.

    The Silkroad was the major cultural and economic trading route connecting ancient China with Islamic and European civilizations. It was a hazardous byway, often haunted by thieves, merchants and those who would protect the merchants from the thieves.

    In an increasing trend, yet another Asian massively multiplayer online game has been translated over to English and is in the testing phase. Silkroad Online does carry some Asian influences, and some of the combat styling could be likened to KOEI’s Dynasty Warriors franchise (in a tiny way), but the game also carries some of the influences of other Asian-generated MMOs, like Lineage II.

    Read the full preview at GameZone.

    Features, Previews
    Thu, Jun 22, 2006
  • Damon Grow Talks About Making an MMO While Being Followed By Cameras

    Mixing the development of a MMO with the rigors of making a reality TV show is sure to make for interesting times. Damon Grow and a team of volunteer developers are trying to do just that as they work to make Kaos War. The TV show is called...you guessed it...Creating Kaos. Recently he sat down to talk to the folks at Firing Squad.

    FiringSquad: How hard is it to develop an MMOPG with an all volunteer development team?

    Damon Grow: It is unbelievably hard. What made it extremely difficult from the beginning is that we are spread all over the world. We have to deal with time zone differences, the inability to work face-to-face, and many have daytime jobs to pay the bills while they work on the game. We lessen the hardships as a virtual company by using tools such as email, instant messenger, Voip programs like Teamspeak and Ventrilo, and passing data along by FTP and Sourcesafes such as Subversion. Many of our developers are currently on their way to our headquarters in San Francisco, which reduces the obstacles significantly.

    On top of all that we are not just building a small game. Kaos War is an epic AAA MMO title and at this time an MMO game is simply the hardest and most time intensive game to develop. This means that without further funding, we’d need 100’s of industry quality volunteers to get enough work done to actualy finish the game. Getting financial backing is essential for a game like this.

    Check out the rest of this intriguing interview and stay tuned for updates on Kaos War.

    Features, Interviews
    Thu, Jun 22, 2006
  • RPG Vault Concludes Fury Series

    RPG Vault has posted part two of their interview with Lead Programmer Michael Petrou, Lead Designer Adam Carpenter, Producer Paul Whipp and Senior Designer Joseph Hewitt.

    Jonric: Since you previously mentioned trials, which seem to be Fury's version of quests, would you care to tell us how they function?

    Adam Carpenter: As Fury is pure competitive gaming, we don't have quests in the classic PvE sense. Instead, we have trials, which are our PvP equivalent to quests. In them, players are required to use a specific set of abilities in order to achieve the trial's goal. The more efficiently a player uses the avatar's abilities, the faster it will complete each trial.

    Read the full interview at RPG Vault.

    Catch up on the series by reading part one here.

    Features, Interviews
    Thu, Jun 22, 2006
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