• An interview for a game you can almost play!
    has a Dungeons and Dragons Online interview from OGaming.

    Turbine's Justin Quimby has been interviewed at D&D Online. Here's a
    bit on authenticity:

    OGaming: How true to the source material – rule books, player's guides,
    novels, etc. – will the title be?
    Justin Quimby: Consider this. Every time you attack in our game, you see
    a d20 pop up on screen that tells you what you rolled. We've gone to incredible
    lengths to be as true to the pen and paper experience as we can. Arrows do
    1d6 damage. We have spells like fireball and magic missile. You could print
    your character sheet out and with very few modifications be able to play the
    tabletop version. We have all the ability scores, skills, feats… it
    all works the same way it does in the original version. That's one of the
    great things about having the Dungeons & Dragons license too. You don't
    have to come up with some random name like "magic bolt" for the
    incantations your wizard casts… you get to call it by the name D&D
    fans recognize.

    Features, Interviews
    Mon, Dec 19, 2005
  • Heroes Journey is like the little caboose that could. Set up against the mega hits like WoW and EQ2, it keeps on trucking to bring about some seriously rockin' features. interviewed Producer, Melissa Mayer. Also featured are two new exclusive shots of the action. The world of Hero’s Journey is still a mystery to many. Can you talk about the backstory of your game, both from a fictional point of view and what logistical efforts are being put into developing it?
    Melissa Meyer: Our backstory is developed by an in-house team of designers. Among them are some of the people that developed the extensive backstories for our IFE games, DragonRealms and GemStone. We have also included our Art Director – not only for her amazing capacity at developing creative fiction, but also for her power to assist us in visualizing the world of Elanthia, past and present.

    Outside of a few documents, our history is mostly in notes and scribbles at the moment, but we’re slowly working to flesh those out into comprehensible written word. And now that our GameMaster team has begun to mature, we have begun to involve them in assisting us in fleshing out the details.

    Our objective is to integrate the history of the world into the game and gameplay to such a degree that people will be inspired to seek it out, read it and enjoy it.

    In prior interviews we explained that the world was destroyed hundreds of years ago by the ruling factions, and they are now attempting to put it back together. Beyond that, it is hard to describe in only a few paragraphs. Our history is detailed and in-depth … and discovering all the little details will be an engaging part of gameplay. A backstory of that degree would require many of it’s own Weekly Q&As to begin to unveil.

    This is one that looks really good. I can hardly wait to get my hands on it!

    More News and Info on Heroes Journey Here!

    Features, Interviews
    Wed, Dec 14, 2005
  • All of these Mythic interviews, and nothing on Warhammer! /sigh
    GamerGod speaks with the Community Relations folks at Mythic. What ensues is a whole lot of background info on Mythic and some mythifying comments on PvP in other games...

    Jeff: It seems like, Worlds of Warcraft for example, they put PvP in, but the best way to do it Mythic has already done so they end up reinventing the wheel so to speak. In my opinion, and I shouldn’t comment on WoW, I don’t mean to catch you that way-

    Sanya: But that game was not designed as a PvP game from the ground up. That was designed as a PvE game that they added PvP to as a separate system. With ours the whole game was designed from the beginning to be about RvR. When you try to add anything on after the fact, it is always going to be, well not awkward but it won’t be as seamless.
    They do what they do very well, and I think we do what we do very well.

    Check out part I of the Mythic interview series at GamerGod.
    Other links of interest:

    Features, Interviews
    Tue, Dec 13, 2005
  • For once, we don't put real life on hold... talks to Mark Jacobs of Mythic about the social impact of MMOGs today and in the future In Asia we see players who are literally playing themselves to death, and there are numerous cases in the States of players with mental health conditions.

    Mark Jacobs: And in America, we have people who become so obsessed with stars (and the characters that they are portraying) that they become stalkers. Should we ban actors/actresses, because they are so good in their roles that people forget they are simply players and not the real thing? Should we stop making films because some people get so upset over them that they cry or become depressed? One of the beautiful things about America is that we are a country where people get to express their artistic, creative, personal, political, etc., opinions/works and other people are free to agree/disagree/participate or ignore them. Nobody forces anyone to buy a video game any more than a person is forced to buy a book or watch a television program. I'm all for Rating systems that work to satisfy the legitimate concerns of parents but at the same time I also believe in the ability of individuals/companies to create great entertainment no matter whether it is a book, game, movie, etc. People do terrible and tragic things everyday. Should we ban cars because some drunken fool kills somebody else? Should we prevent all the elderly from driving because some elderly people aren't fully capable of handling a car? Should a pharmaceutical company stop making a drug because somebody decided that taking 30 of the pills instead of one was a good idea? Should we ban all high school sports because some parents and kids become so "addicted" to winning that they throw common sense, decency and fair play right out the window? A wise person once said, "people are broken" and sadly, we see the truth in that statement play out every day in the news.

    Check out the Q&A with Mythic's Mark Jacobs, one of the true long-timers in the industry.

    Features, Interviews
    Tue, Dec 13, 2005
  • They're calling it a "kinder, gentler game". I call it something completely different. Seriously! What happened to the game I played at launch? It's an entirely different game at this point and Smedley tells us why in this GameSpot interview.

    GS: How does the internal team participate?

    JS: One of the things that we do is that everybody, literally everybody in the company, from our legal department to our finance department to our development group, gets into the game.

    GS: And what did you find out after all that playing with the game?

    JS: Star Wars never hit that excitement level around here. It never got--there never was a critical mass of people here that wanted to play it. So we knew we could do way better. And I guess as much out of a love for making these kinds of games, even though that sounds corny, though it's true, we wanted to make this game better.

    I see.. I see.. And so you're going to make the game more enjoyable to play..Riiiight

    Get Your Fill of Star Wars Galaxies News and Info Here!

    Features, Interviews
    Mon, Dec 12, 2005
  • OGaming has a fluff piece up with Heather Graham, SOE's Antonia BayleShe's like.. kind of a gamer.. but like.. not really.. cause like.. she has better things to do..

    "It was an amazing experience to take part in. I was really pleased by how good of a fit it was, too."OGaming: Do you actually play the game now that it’s out and in the public eye?

    HG: Once in a while. And if I do, it’s under an anonymous character, the same way that anybody else would. That’s part of the fun: getting to not be yourself for at least a little while…

    Looks like she really tries to be nice about the whole gaming issue throughout the interview. SOE must still be paying her to do press.

    For More on EQ2 Visit Our Community Site!
    Another Place To Go For EverQuest 2 Info

    Features, Interviews
    Mon, Dec 12, 2005
  • has an Interview with Nick Witcher of Redbedlam Studio, the developer of MMORPG Roma Victor. The interview is bundled with 8 exclusive screenshots of the game. Graphically, Roma Victor does not have the flash of some other games. What do you say to those who seem to like your game concepts, but are critical of your visuals?
    Nick Witcher: A critical response is understandable but I think a little unfair. We have only ever released candid live screenshots of real players and NPC's within the test. We don't release screenshots that are more concept art over a true in-game experience. The graphics settings are set low for testing reasons, but as the test progresses, we'll be turning those up, but not before we're ready. Tech issues first; eye candy second.

    Mmm... eye-candy... But I digress.

    Read More About Roma Victor

    Features, Interviews
    Wed, Dec 07, 2005
  • GameCloud Has an interview with famed author Peter S. Beagle up about his new gig over at Tulga Games.

    Gamecloud - What exactly will you be doing with the Horizons team for the game?

    PSB: I’m still figuring the details of that out. But basically I’ll be working on new text and dialog, I’ll be creating new quests, planning all the details of that out, collaborating with the Tulga team on new short-term and long-term events. I’ll even get to add in at least one new race — of sentient monsters! That ought to be fun.

    I want to know where the unicorns were when I played! Can Beagle breathe some life into the floundering game? Read More to find out.

    Here is some more information and news on Horizons

    Features, Interviews
    Tue, Dec 06, 2005
  • Paying $15 a month not to play a game.
    TGDaily has chatted with a World of Warcraft bot programmer. You too, can pay not to play a game.

    " Mercury told us that the primary purpose of WoWglider is to allow busy people to "level up" their characters. When he first started playing WoW, Mercury felt left behind because his friends were already at level 60 and he had little time to catch up. "I also wanted to get to 60 to come along on the instance runs, but I had no time to grind it out between work and social life." Many areas of the game are only available to higher level characters, so Mercury wrote WoWglider to accelerate his game. "

    Features, Interviews
    Tue, Dec 06, 2005
  • Are you a Dofus or do you just play one in a game?
    RPGVault talked with Ankama Studios about the trials and tribulations of releasing Dofus.

    " Created by a small team using Flash technology, the game is bright and colorful, with cartoon-like art direction. It takes place in a world with locations ranging from the tropical Moon Island to the strange Darkness Forest, the arid Barrens of Sidimote and more. In these areas, travelers will encounter a wide variety of creatures to battle as they seek the lost eggs. Of course, there's treasure to be found too, as well as various materials that can be used to craft various items. With the international version having launched, we were interested to learn more about the project. The three co-founders of Ankama who filled us in are Artistic Director and Game Designer Anthony "Tot" Roux, Lead Programmer Camille "Kam" Chafer and Sales and Marketing Director Emmanuel "Manu" Darras, with Level Designer Mathieu "Lichen" Bourgain also adding some comments. "

    Features, Interviews
    Tue, Dec 06, 2005
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