• Towards New Horizons

    At Tulga's studio in Phoenix, Arizona, we discovered a diehard team dedicated to the success and long life of Horizons: Empire of Istaria. Discover why CEO / Creative Director David Bowman and his team never gave up on the historically troubled MMO, and learn what invigorating improvements Tulga has in store for Istaria.

    "The rest of the staff present in the Horizons live team area this Friday before E3 were nearly as textbook-standard developer office as the stygian lighting; focused and intent on their work, avoiding eye-contact as they traded stabs of wry humor. A game of Axis and Allies was well underway on a nearby table, and dry erase boards covered with arcane messages were as numerous as kung fu posters, examples of game art, and the other incurious scenery of a workaday studio.

    Anyone would be impressed by the team's dedication, but why did they stick with the troubled title, rather than packing it in and focusing the team elsewhere? The answer is refreshing: the Tulga team, especially Bowman, is in love with the game's community, and they believe strongly in the game's future."

    Get the scoop from our visit to Tulga Games and our extensive interview with David Bowman in the preview section of our TenTonHammer E3 2006 coverage.

    Features, Interviews
    Tue, May 09, 2006
  • Eurogamer talks Tabula Rasa with Richard Garriott

    The father of MMOs, Lord British himself, discusses what Tabula Rasa has to offer players in today's gaming market. Garriott promises something entirely different from what MMO gamers have seen before.

    What games do you see as your direct competitors?

    Richard Garriot: Well, that's hard to say, because we feel we appeal to MMO players and Shooter players alike. So in a sense we compete with games like Medal of Honor and Battlefield, but in the MMO space, we don't see another product attempting to do what we are doing. We believe we have a unique strategy that will bring lots of new gamers to MMOs.

    Richard Garriott's Tabula Rasa interview continues at Eurogamer.

    Features, Interviews
    Tue, May 02, 2006
  • Nice shootin', Tex!

    This month, Auto Assault - TenTonHammer brings you a community interview featuring a clan that you might know about, the Backseat Drivers. We pull up next to their leader, Tex Johnson, and discuss Auto Assault, the guild, and the guild’s goals.

    I had the pleasure this week to interview Tex Johnson, of the Backseat Drivers. If you frequent the official forums then you will probably see plenty of insightful posts from this fine fellow. He's a college student by day and a freelancer by night – patrolling the vast wasteland of Auto Assault with his friends and clan mates.

    Join us as we discuss the game at Auto Assault - TenTonHammer!

    Features, Interviews
    Mon, Apr 24, 2006
  • What does it take to run a WoW raiding guild?

    With CEOs consulting with World of Warcraft guild leaders , WoW-TenTonHammer's Messiah sought out one of these paragons of leadership advice for an interview. He spoke with Bind, a guild master for "Visions of Anarchy" on the Dragonblight server. Visions of Anarchy is a large and successful Horde raiding guild.

    Messiah: I hear a lot of "we" in your responses, what exactly is the guild structure and how do you break up duties?
    Bind: The guild is basically me and a band of dedicated officers. We all pitch to get all the work done. Between running a raid, and doing the points, all officers get pretty beat up after a long week of raiding. I refer to we since it is really a big team effort with all of use doing a ton of work to keep things running smoothly.

    Check out Messiah's interview at WoW - TenTonHammer.

    Features, Interviews
    Mon, Apr 24, 2006
  • E3 Expectations: An Interview with John "Boomjack" Hoskin

    TenTonHammer is gearing up to bring you the finest E3 content on the Interweb, and as the excitement builds, we'll be talking to each member of our "dirty dozen" E3 team about what they're anticipating most from the mother of all game conferences May 9th-12th in LA. A leader by example, TenTonHammer Editor-in-Chief (and the man behind our acclaimed daily "Loading..." column) leads off with his E3 expectations.

    Ethec: I've been to a few gaming conferences, but nothing as monstrous as E3. You're a veteran of E3 many times over. For my benefit, and that of the equally-unedumacated readers, could you describe E3 in your own words?

    John "Boomjack" Hoskin: Tough one. E3 is like a gigantic Shriner’s circus, complete with fire breathing midgets and tiny vehicles that careen through pathways crammed tight with humanity. It is the loudest, most obnoxious convention that you are ever likely to experience. It’s always hot and the funk in some of the interviews can be overwhelming, not from the developers, but from the other press. Developers should hand out deodorant as swag. Some of the press could use it. 99.9% of the people at the show are male, which means that attractive women wearing next to nothing are placed strategically at many of the booths.

    Read our E3 interview with TenTonHammer's own Boomjack, and stay tuned to TenTonHammer for all your E3 MMOG coverage needs!

    Features, Interviews
    Mon, Apr 24, 2006
  • Raiding as a lost art...

    In EverQuest II, they're called hard core, uber, or elite, but most of us just refer to them as raiders. Raiders are a special breed of players who exhibit skill, dedication, and motivation escaping the average player. Former raider Kiara, chats with a couple who raided and finds out the details on what raiding is all about.

    We all know that EQ2 was designed to be a little more friendly towards the casual gamer than EQ. There are a lot of people out there who are grateful for this particular development. I know I'm one of them. Coming from a hard core rading guild in EQ, and having done my time in a hard core raiding guild in EQ2, I rejoice in the more laid back family oriented guild that I'm currently torturing.

    Read the rest of this interesting interview at EQ2 - TenTonHammer.

    Features, Interviews
    Sun, Apr 23, 2006
  • Last year Ten Ton Hammer had the chance to visit the Gods & Heroes booth at E3 and since then, we've been on the edge of our seats waiting for the latest and greatest information that they have to offer. With two highly anticipated games, they've broken into the industry big time with not only Gods & Heroes: Rome Rising but also Star Trek Online.

    I had the chance to talk with Stieg Hedlund, the Design Director for Gods & Heroes: Rome Rising. Stieg is very passionate about the game and the information that he gave me was "epic".

    They want to make sure Gods & Heroes is easy yet complex. With that said, there is such a thing as too easy. We've been grousing lately about the lack of adrenaline and the lack of "epic" proportions to games since we played EverQuest. Because Gods & Heroes is set in such an epic backdrop, I wanted to see how Perpetual was dealing with this issue.

    "Without revealing too much, our game is geared toward that and the whole reason that we wanted to pursue the players having minions with them is to really get to a level of grand scale warfare. So with a group of five players with 8 minions each, that's a bunch of guys in a group. If you get together a group like that, it's already equivalent to a raid group. It will get much larger as you level."

    You can read the entire interview here.

    You can also see the two screenshots we got along with the interview here.

    More news on Gods & Heroes: Rome Rising.

    Features, Interviews
    Tue, Apr 18, 2006
  • Bill Cosby need not apply.
    GameSpot threw a Q&A at Kijong Kang and Kijong Kang threw it right back, chock full of Huxley information.

    "Online role-playing games are easily the rage right now, especially considering that a game like World of Warcraft has more than 6 million subscribers. However, online first-person shooters are an entirely different story. We're not talking about conventional shooters that can be played online with 16, or even 64, players. Rather, we're talking about online shooters that allow thousands of players to interact online and potentially hundreds to battle it out among one another. While there have been a handful of attempts to date to make an online first-person shooter, none have taken off. However, there's a new game on the horizon from South Korea's Webzen that has captured a lot of attention. Huxley is an online first-person shooter that has an unusual name, as well as some amazing visuals, judging from the early screens released thus far. Based on Unreal Engine 3 technology, Huxley looks to meld first-person shooter gameplay with the scale and scope of an online game. For details, we turned to Kijong Kang, the producer in charge of the Huxley team at Webzen."

    You can read the Huxley Interview with Kijong Kang at GameSpot.

    Features, Interviews
    Tue, Apr 18, 2006
  • EQ2 TenTonHammer Sits Down with Larry Elmore...

    Larry Elmore! If you don't know what Dragonlance is or you've never seen EverQuest cover art, you're going to be clueless. Fear not! We'll explain. Coyote, from our EQ2 - TenTonHammer team, interviews this legendary artist and manages to complete sentences despite being in total awe of him!

    I've met a number of “celebrities” or “famous” individuals in my life, and around everyone of them I was proud at my composure and nonchalant manner. With a practiced apathy and casual demeanor, I was the epitome of cool. However, when I met Larry Elmore at the SOE Fan Faire, I have to admit that I was more than a bit “star struck”.

    Read the rest of this nifty exclusive interview at EverQuest 2 - TenTonHammer

    Features, Interviews
    Tue, Apr 18, 2006
  • A Critical Hit?

    Though reviews of Dungeons & Dragons Online: Stormreach have been guardedly positive, many in the industry are wondering how well certain game elements (e.g. "forced" grouping to make much real progress, a short yet very steep climb to the 10th and highest level) were translating into pageviews. According Tom Nichols, Turbine's VP of Marketing, business is "rolling" along.

    Nichols couldn't disclose the number of people that have bought the game and are currently subscribing, but he did confirm that the game was the largest in Turbine's history. "We expected success for Dungeons and Dragons Online: Stormreach (DDO) because it represents a new paradigm for the MMO genre with unique features including party-based quests, integrated voice chat, real-time action combat, and award winning graphics that recreate the essence of the classic pen-and-paper roleplaying experience," said Nichols. "The response to the game has been terrific."

    Enjoy the rest of this interesting DDO interview (it's not all business!) at GameDaily BIZ.

    Features, Interviews
    Thu, Apr 13, 2006
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