World of Warcraft + Ultima Online + EverQuest Features

  • Soon EQ will start yelling at the kids to get off its lawn.

    The EQVault at IGN has an interesting article about aging MMOs up that's worth a look.

    Tue, Jul 31, 2007
  • Dungeons are good. Voice chat might be bad.

    WarCry shares their impressions of the upcoming WoW changes from E3.

    To say that World of Warcraft has a deathgrip on the MMO genre is an understatement. Quite honestly, they transcend it. This week they announced their 9 millionth subscriber worldwide. As a sign of their dominance, they were able to bring a content patch to E3 and get significant ink. The show afforded us the chance to see Zul'Aman, the new 10 man raid dungeon.

    Features, Previews
    Wed, Jul 25, 2007
  • Kill trolls! The power of Zul compels you.

    What tricks did Blizzard have up its sleeve for World of Warcraft at E3 2007? Ethec and Shayalyn toured the upcoming 10-person raid instance of Zul'Aman with WoW's Associate Producer, Robe Foote, and learned about some of the clever dynamics that should make this raid both challenging and fun.

    Features, Previews
    Wed, Jul 18, 2007
  • Seriously, Blizzard... another troll instance? Just what WoW needs... ::eyeroll::

    IGN has a preview of the upcoming WoW dungeon Zul'Aman, located in the Blood Elf starting area of the Ghostlands.

    Along with fully integrated voice chat and guild vaults, the World of Warcraft team over at Blizzard will be adding a new outdoor 10-man dungeon called Zul'Aman in an upcoming patch. It's located in the south-east corner of the Ghostlands, an area ruled by Zul'jin and his Forest Trolls.

    Read the full preview at IGN.

    Features, Previews
    Thu, Jul 12, 2007
  • Interview with WoW's Lead Designer Jeffrey Kaplan

    WarCry has posted this interview today with World of Warcraft's Lead Designer Jeff Kaplan.
    WarCry: The complication and difficulty of getting keyed and attuned for many instances has risen quite a bit. What is the reason for increasing the complication for attunements and keys?

    Features, Interviews
    Fri, Jun 29, 2007
  • Gods & Heroes at SOE's Gamer Day

    Though the development team behind Gods & Heroes is in polish
    mode with no new breakthroughs to report announce since the advent of
    the Nomad class and tinted armor last month, Ten Ton Hammer is on hand
    to see the first public demo of the game's instancing system. The
    Volcanic Vents, a level 15 instance, and the swampy Numidian Delta
    were the focal point of Perpetual's showing at SOE Gamer Day, and Ten
    Ton Hammer was on-hand to report!

    Features, Previews
    Thu, May 10, 2007
  • Interview with Blizzard Entertainment Audio Director & World of Warcraft: The Burning Crusade Lead Composer Russell Brower

    Music 4 Games has updated their site with this interview with Lead Composer Russell Brower.

    Russell Brower is is a Composer and three-time Emmy-winning Sound Designer, with over 25 years of experience creating and producing sound and music for television, film, theme parks and video games. After scoring his first interactive game in 1981 for Disney's Epcot, Russell’s career highlights include: Sound Supervisor and Mixer for Warner Bros. Animation (Animaniacs; Batman the Animated Series), Media Designer and Musical Director for Walt Disney Imagineering (DisneyQuest Virtual Reality Games; Tokyo DisneySea theme park), among many others.

    Don't miss out. Get clicking to read more.

    Features, Interviews
    Sat, Apr 21, 2007
  • Shane Dabiri Interview posted an interview today with the Lead Producer of World of Warcraft.

    Has the game evolved in ways that you didn't expect when it was first released?

    In some ways it has, but the great advantage of working on an online game is that we can sometimes make some pretty broad changes as needed. One example that comes to mind was the original PvP Honor System. We thought players would enjoy the challenge and accomplishment of achieving the highest rank, but after receiving good feedback from the community we decided to change the system to better fit the play style of our customers.

    Read the rest of this answer and more with just a click.

    Features, Interviews
    Wed, Mar 14, 2007
  • Allen Rausch takes a look at Ultima Online: Kingdom Reborn over at GameSpy.

    "The game also sports a brand new user interface based on both player feedback and the lessons learned by UO's modern-day competitors. Speech and spell text for example, will no longer be displayed in a pseudo-"Olde English" font that takes up huge amounts of screen space, but in a more sensible font presented in a way that no longer obscures the play field. Inventory has been re-organized into stackable and scrollable lists rather than the confusing bag system that actually had items block other items. Even things as simple as hotbars will be new to the game."

    For the full course, just click here.

    Features, Previews
    Fri, Feb 02, 2007
  • WarCry Q & A With Aaron Cohen

    Warcry posted this interview with the Producer of Ultima Online, Aaron Cohen. Keep reading to see what they were able to learn.

    WarCry Network: What is the progression curve like on UO at this time? Back in the day, people could get to some decent skill levels rather quickly. Is that still the case?

    Aaron Cohen: Yes, you can get to 700 skill points and max out several skills in a few weeks to a month or so. The fun of UO isn't about working your character up to the highest level, it's choosing what skills you want to perfect and how to spend those 700 skill points across more than 50 different skills. Tweaking your character and finding the right mix for your style of play is what makes UO different from level-based games where the point is to get the highest rank.

    Get clicking to read more.

    Features, Interviews
    Thu, Jan 25, 2007
RSS feed

News from around the 'Net