Sunday, November 06, 2011
Thursday, November 03, 2011
Phase 3 of Pre-Launch Guild System Opens
Last month we expanded our Pre-Launch Guild Program with the implementation of Phase 2: Alignment, where guilds could designate other guilds as allies or adversaries. Now, as Star Wars™:
The Old Republic™ moves ever-closer to launch, we are excited to
announce that we have initiated the first part of Phase 3: Deployment!
Phase 3: Deployment will see any guild that meets the pre-designated criteria be transferred into the game for launch. Before we begin this process, though, we want to give all of you who are in guilds the opportunity to make sure your guild meets the following requirement for transfer:
To help clear up any confusion as to whether or not your guild is ready for deployment, we have now given each guild page a small status indicator. This indicator will show you the number of people in your guild who have pre-ordered the game, and will inform you whether or not your guild meets the criteria for deployment into the game.
Now is the time to make sure that your guild meets the criteria to be transferred into the game so visit the Guild HQ now! Make sure to secure your copy of Star Wars: The Old Republic by visiting our Pre-Order page, and then redeem your Pre-Order Code at the Code Redemption Center to ensure that your guild is among the first to explore The Old Republic!
To learn more about guilds in The Old Republic, check out the Guilds Game System page for details and visit the Guilds FAQ for answers to commonly asked questions.
Phase 3: Deployment will see any guild that meets the pre-designated criteria be transferred into the game for launch. Before we begin this process, though, we want to give all of you who are in guilds the opportunity to make sure your guild meets the following requirement for transfer:
- Four members of the guild must have pre-ordered the game and redeemed their Pre-Order Code at the Code Redemption Center.
To help clear up any confusion as to whether or not your guild is ready for deployment, we have now given each guild page a small status indicator. This indicator will show you the number of people in your guild who have pre-ordered the game, and will inform you whether or not your guild meets the criteria for deployment into the game.
Now is the time to make sure that your guild meets the criteria to be transferred into the game so visit the Guild HQ now! Make sure to secure your copy of Star Wars: The Old Republic by visiting our Pre-Order page, and then redeem your Pre-Order Code at the Code Redemption Center to ensure that your guild is among the first to explore The Old Republic!
To learn more about guilds in The Old Republic, check out the Guilds Game System page for details and visit the Guilds FAQ for answers to commonly asked questions.
Monday, October 31, 2011
Upcoming: World Events & Faction Territory Control
Greetings everyone!
So Free2Play happened, which was awesome.
Even while we sorted through the server issues, lots of fun things that get industry types in suits get excited about like "concurrent users" and "unique logins" and whatnot all decided to climb high enough to set some records. Then when we finished sorting through the server issues they went up (of course). But I'm sure you're not here to read about that! You're probably interested in what's next content-wise.
To that end, guest posters AFFA and Neverender have decided to drop some knowledge on y'all re: World Events and Faction Territory Control that should be coming soon (once we have a PTS up). From here on out divest yourself of all but your scrollin' finger and your sense of amazement, because they're all you'll need!
World Events
Hey, it's AFFA, and I'm here to talk about World Events.
Have you ever seen waves of rotters attack Kristo's Rest?
Have you ever protected Chemtown from a CoG invasion?
Have you ever seen El Cadejo escape from Brigg's Point and go rampaging across the wastes?
Well, as Microsoft used to say: you will.
Types of World Events
The World Event system is Fallen Earth's answer to dynamic content. The system itself is very robust. We can create an event anywhere in the game and we have several types of events that can be combined to do almost anything.
There are currently three basic kinds of World Events: Node, Attack, and Effect. Node events spawn harvest nodes at a random location. Attack events can spawn a creatures in a random area or creatures that attack a specific point. They can spawn creatures in waves, as regular generators with a respawn time, or all at once. Effect events can apply an effect to all players, all NPCs, or just certain NPCs. This could be used to temporarily lower merchant prices in a town (Social debuff on merchants), start a disease spreading, or give all players in an area a buff.
We also have a more advanced World Event which we call Goal events as each one can have five separate goals that players must complete. The good news is that these Goal events can do almost anything. And if they can't do something yet, it is very easy to add new features. They are limited only to things available in the Scripting API, which is not much of a limit. The bad news is these events are extremely complicated and time-consuming to set up, and we don't have as many of these in the game yet as we'd like. In addition to spawning nodes, spawning creatures, and applying effects, these events can create objects, create buildings, change NPC behaviors, add new mission givers, and much more.
World Map Icons
The ability to draw on the world map, called the Objectives system internally, is something we've wanted for a long time but were only recently able to implement. World Events require map icons since they can occur at random, but there are other systems in the game that will benefit from the ability to draw on the world map, such as Conflict Towns, Progress Towns, and Town Events. We have plans to add more systems that make use of this feature, such as Territory Control (keep reading!).
All players in the game receive the icon, name, and position for every Objective on the map. All players should be able to see at a glance which faction owns a Territory Control keep, where a random boss has spawned, or where additional resource nodes are. You can see all the Objectives in the game on the map, not just the ones for your current sector. If you mouseover any Objective icon, a more detailed description will pop up.
Rewards
World Events track player participation. When a World Event succeeds, all players who have participated get a mission that instantly completes itself and offers rewards. The rewards can be anything a mission can give you: experience, items, AP, faction, chips, defense tokens, etc. The rewards are scaled based on your participation. Someone who killed 50 rotters will get a larger reward than someone who killed just 1. If you stop participating for too long or go offline, you may not get any reward. And of course there is no reward for failure.
Future Possibilities
Any World Event can chain to another World Event on creation, on success, or on failure. With this capability, we can eventually build chains of events and make Fallen Earth a much more dynamic game. Currently the event for Kristo's Rest above is just waves of rotters. But in the future, if you kill all the rotters, perhaps that will chain to a World Event to fix the LifeNet pod. And if you fail, perhaps that will chain to a World Event that makes all the NPCs go indoors and rotters roam freely in the town. There are a few examples of this working internally, but they are minor. For instance, if you finish one of the Papermill World Events, it chains to a Node event that spawns crates of paper as part of the reward.
The World Events we have written so far are very modest and don't use the full capability of the system. We also have some additional work to do before we can make mission givers, merchants, and other town NPCs react to World Events. The first batch of World Events will be mostly random harvest nodes and creatures attacking a single town, but we have big plans for this system in the future.
Territory Control
Hey guys, Neverender here. I've been busy working on the upcoming Territory Control system. Here in the office we've started to have some early play tests of some of the mechanics, and I think it's going to be a lot of fun. I have to say, the area looks amazing. Our artists have done some excellent work and I am pumped for this stuff to go Live so I can run around and kick some ass in this war zone they've created. You probably want to hear some more about the mechanics of Territory Control, so I thought I'd share a few things.
Territory Control Area
When Territory Control goes Live, we will introduce a new area north of Blaine where everything--at least initially--will take place. We plan on expanding Territory Control after that, but to give you an idea of the size I'd say the whole area is around the size of Terminal Woods. The area can be reached by taking the road north from Blaine. Once there, you'll be able to activate a Fast Travel point at your respective Faction camp along the outskirts of the area.
Control Points
The Territory Control area has 13 control points that Factions can hold. These control points work a lot like the existing Faction Control system, but with some nice additions. Six of the points are out in the open and will be harder to defend and maintain control of. The other seven points are actually inside of keeps (including one bad-ass huge keep in the middle of the area) that will provide much better defense, as well as some other nice perks.
Keeps
The keeps will feature destructible doors and walls with defenses that can be upgraded and reinforced once your Faction has taken control. The keeps also come equipped with some out-of-service LifeNet pods, but don't worry-- you can fix those too! You may want to protect them though, as they might make a nice target for any attackers that have their hearts set on taking over your keep. There will also be Faction NPC guards and bosses that help add some extra defense.
The barriers and LifeNet pods can be upgraded by spending Death Toll. Some perks for holding a keep (on top of the much better defensibility) will include vaults, a mailbox, a crafting facility, and more. Players from the faction that currently controls the keep will be able to use a re-purposed LifeNet Pod to teleport themselves inside.
Rewards
If your faction holds any of the 13 control points in the area, you'll get a nice buff that will improve based on the number of points you control. That improvement will max out at 4 control points. The buff will increase death toll, faction, and experience earnings and will also give a nice boost to the major offensive combat skills.
And then there's what you're all really fighting over: resources. When you control a point, you'll have the ability to create and place your own harvesters that will generate some nice resource nodes in the area surrounding your control point. Be sure to defend your area though, because if another faction moves in and takes over you'll lose your hard work!
Capture Mechanic
Currently the capture mechanic works a lot like Faction Control Points. The control points each have a flag. If there are Faction NPC guards or bosses defending the flag, you'll need to take them out before you can attempt to take control. If the control point is inside of a keep, you'll need to breach the keep's door(s) before you can even do that. Whenever you take control of one of these points away from another Faction, your flag will be immune to attacks for a short while. We also plan to add exciting new ways to take control of an area in the near future.
Each control point will have an icon on the strategic map representing the Faction that currently controls it, as well as what state it is in. The 3 states that the icon will indicate are Controlled, Under Attack, and Immune to Attack. Each faction has 3 icons that represent each of those states, so players anywhere will be able to see how their Faction is doing at all times.
Well, that covers most of the basics. I'm excited to see all of this in action. Thanks for reading!
So Free2Play happened, which was awesome.
Even while we sorted through the server issues, lots of fun things that get industry types in suits get excited about like "concurrent users" and "unique logins" and whatnot all decided to climb high enough to set some records. Then when we finished sorting through the server issues they went up (of course). But I'm sure you're not here to read about that! You're probably interested in what's next content-wise.
To that end, guest posters AFFA and Neverender have decided to drop some knowledge on y'all re: World Events and Faction Territory Control that should be coming soon (once we have a PTS up). From here on out divest yourself of all but your scrollin' finger and your sense of amazement, because they're all you'll need!
World Events
Hey, it's AFFA, and I'm here to talk about World Events.
Have you ever seen waves of rotters attack Kristo's Rest?
Have you ever protected Chemtown from a CoG invasion?
Have you ever seen El Cadejo escape from Brigg's Point and go rampaging across the wastes?
Well, as Microsoft used to say: you will.
Types of World Events
The World Event system is Fallen Earth's answer to dynamic content. The system itself is very robust. We can create an event anywhere in the game and we have several types of events that can be combined to do almost anything.
There are currently three basic kinds of World Events: Node, Attack, and Effect. Node events spawn harvest nodes at a random location. Attack events can spawn a creatures in a random area or creatures that attack a specific point. They can spawn creatures in waves, as regular generators with a respawn time, or all at once. Effect events can apply an effect to all players, all NPCs, or just certain NPCs. This could be used to temporarily lower merchant prices in a town (Social debuff on merchants), start a disease spreading, or give all players in an area a buff.
We also have a more advanced World Event which we call Goal events as each one can have five separate goals that players must complete. The good news is that these Goal events can do almost anything. And if they can't do something yet, it is very easy to add new features. They are limited only to things available in the Scripting API, which is not much of a limit. The bad news is these events are extremely complicated and time-consuming to set up, and we don't have as many of these in the game yet as we'd like. In addition to spawning nodes, spawning creatures, and applying effects, these events can create objects, create buildings, change NPC behaviors, add new mission givers, and much more.
World Map Icons
The ability to draw on the world map, called the Objectives system internally, is something we've wanted for a long time but were only recently able to implement. World Events require map icons since they can occur at random, but there are other systems in the game that will benefit from the ability to draw on the world map, such as Conflict Towns, Progress Towns, and Town Events. We have plans to add more systems that make use of this feature, such as Territory Control (keep reading!).
All players in the game receive the icon, name, and position for every Objective on the map. All players should be able to see at a glance which faction owns a Territory Control keep, where a random boss has spawned, or where additional resource nodes are. You can see all the Objectives in the game on the map, not just the ones for your current sector. If you mouseover any Objective icon, a more detailed description will pop up.
Rewards
World Events track player participation. When a World Event succeeds, all players who have participated get a mission that instantly completes itself and offers rewards. The rewards can be anything a mission can give you: experience, items, AP, faction, chips, defense tokens, etc. The rewards are scaled based on your participation. Someone who killed 50 rotters will get a larger reward than someone who killed just 1. If you stop participating for too long or go offline, you may not get any reward. And of course there is no reward for failure.
Future Possibilities
Any World Event can chain to another World Event on creation, on success, or on failure. With this capability, we can eventually build chains of events and make Fallen Earth a much more dynamic game. Currently the event for Kristo's Rest above is just waves of rotters. But in the future, if you kill all the rotters, perhaps that will chain to a World Event to fix the LifeNet pod. And if you fail, perhaps that will chain to a World Event that makes all the NPCs go indoors and rotters roam freely in the town. There are a few examples of this working internally, but they are minor. For instance, if you finish one of the Papermill World Events, it chains to a Node event that spawns crates of paper as part of the reward.
The World Events we have written so far are very modest and don't use the full capability of the system. We also have some additional work to do before we can make mission givers, merchants, and other town NPCs react to World Events. The first batch of World Events will be mostly random harvest nodes and creatures attacking a single town, but we have big plans for this system in the future.
Territory Control
Hey guys, Neverender here. I've been busy working on the upcoming Territory Control system. Here in the office we've started to have some early play tests of some of the mechanics, and I think it's going to be a lot of fun. I have to say, the area looks amazing. Our artists have done some excellent work and I am pumped for this stuff to go Live so I can run around and kick some ass in this war zone they've created. You probably want to hear some more about the mechanics of Territory Control, so I thought I'd share a few things.
![]() |
Territory Control area, with large central keep (left) |
![]() |
One of six smaller keeps |
When Territory Control goes Live, we will introduce a new area north of Blaine where everything--at least initially--will take place. We plan on expanding Territory Control after that, but to give you an idea of the size I'd say the whole area is around the size of Terminal Woods. The area can be reached by taking the road north from Blaine. Once there, you'll be able to activate a Fast Travel point at your respective Faction camp along the outskirts of the area.
Control Points
The Territory Control area has 13 control points that Factions can hold. These control points work a lot like the existing Faction Control system, but with some nice additions. Six of the points are out in the open and will be harder to defend and maintain control of. The other seven points are actually inside of keeps (including one bad-ass huge keep in the middle of the area) that will provide much better defense, as well as some other nice perks.
Keeps
The keeps will feature destructible doors and walls with defenses that can be upgraded and reinforced once your Faction has taken control. The keeps also come equipped with some out-of-service LifeNet pods, but don't worry-- you can fix those too! You may want to protect them though, as they might make a nice target for any attackers that have their hearts set on taking over your keep. There will also be Faction NPC guards and bosses that help add some extra defense.
The barriers and LifeNet pods can be upgraded by spending Death Toll. Some perks for holding a keep (on top of the much better defensibility) will include vaults, a mailbox, a crafting facility, and more. Players from the faction that currently controls the keep will be able to use a re-purposed LifeNet Pod to teleport themselves inside.
Rewards
If your faction holds any of the 13 control points in the area, you'll get a nice buff that will improve based on the number of points you control. That improvement will max out at 4 control points. The buff will increase death toll, faction, and experience earnings and will also give a nice boost to the major offensive combat skills.
And then there's what you're all really fighting over: resources. When you control a point, you'll have the ability to create and place your own harvesters that will generate some nice resource nodes in the area surrounding your control point. Be sure to defend your area though, because if another faction moves in and takes over you'll lose your hard work!
Capture Mechanic
Currently the capture mechanic works a lot like Faction Control Points. The control points each have a flag. If there are Faction NPC guards or bosses defending the flag, you'll need to take them out before you can attempt to take control. If the control point is inside of a keep, you'll need to breach the keep's door(s) before you can even do that. Whenever you take control of one of these points away from another Faction, your flag will be immune to attacks for a short while. We also plan to add exciting new ways to take control of an area in the near future.
Each control point will have an icon on the strategic map representing the Faction that currently controls it, as well as what state it is in. The 3 states that the icon will indicate are Controlled, Under Attack, and Immune to Attack. Each faction has 3 icons that represent each of those states, so players anywhere will be able to see how their Faction is doing at all times.
Well, that covers most of the basics. I'm excited to see all of this in action. Thanks for reading!
Wednesday, October 26, 2011
Expansion Named, New Class & Race Included
- Race: New playable Pandaren race
- Class: Monk
- Pet battle system
- PvE scenarios
- New talent system
- New continent
- Level cap increase to 90
- Challenge mode dungeons
- The WoW Insider/Wowhead reader meetup The now-famous annual party, co-hosted with Wowhead, Members of ZAM Network, TankSpot and WoW Interface, smashed previous attendance records (and, we're told, the Annabella Hotel's liquor supply). We were a little the worse for wear the day after, but not so much so that we couldn't bring you a gallery of the night's debauchery.
- Liveblogs If you aren't at BlizzCon and don't have the livestream, fear not: We've got you covered. The Opening Ceremonies, the Mists of Pandaria Preview panel, the Class Talent System panel, and the Dungeons and Raids panel are here in all their liveblogged glory.
- World of Warcraft: Those Crazy Bastards Did It Technically the next expansion's name is World of Warcraft: Mists of Pandaria, featuring -- what else? -- a new race, the Pandaren, and a new class, the monk. So who gets Pandaren, Alliance or Horde? Turns out it'll be both. Not only do we have the first trailer for you, but we also got an early peek at their racials, and Joe Perez played through the Pandaren starting area for a bit. By the way, it turns out the Pandaren started with a picture that Samwise Didier drew for his daughter.
- What to expect in the next expansion Quite a lot, as it turns out. Of interest to all players will be the WoW annual pass (giving a free digital copy of Diablo 3 and a new mount, Tyrael's Charger), an overhaul of the talent system (with pictures of all the new talents for each class), new PvE scenarios, an adios to melee weapons for hunters and the ranged slot for everyone else, dungeon and raid changes, and -- let's not forget -- WoW's version of Pokemon. On which I believe our commenters Cyanea and Arcanum have had the final and best words on.
- Fun, games, and random news We've already got one slot knocked off our BlizzCon bingo cards. Check out the last batch of readers' predictions in the few hours before the convention started here. We got some great shots of the cosplayers running around the convention. In a pleasant surprise for everyone, Murkablo (the special pet awarded to BlizzCon attendees and purchasers of the livestream) is available early. And don't forget Blizzard's auction of server blades to benefit St. Jude Children's Research Hospital.
- Liveblogs If you aren't at BlizzCon and don't have the livestream, fear not: We've got you covered. The Classes, Items, and Professions Q&A, Open Q&A, and Lore Q&A panels were all faithfully liveblogged for you. Brace yourself for the aforementioned angry players in the former two.
- News tidbits from the panels There were a surprising of changes either announced, confirmed, or clarified during the Saturday panels. To answer the question that we've gotten more than any other, yes -- Blizzard is working on new character models for the older races! Enchanters will go back to creating wands (don't forget, wands can be primary weapons for casters in Mists of Pandaria). For all those of you who loved Scholomance and the Scarlet Monastery during classic, heroic versions of these dungeons are also being designed for the next expansion. We got a peek at the art going into Pandaren and their starting zone, and a preview of the Pandaria dungeons. In more immediate news, the guild transfer and guild name-changing services should go live in about two weeks, and Blizzard plans to publish both a graphic novel and a four-part novella concerning the Pandaren.
- People, interviews, and events G4 got some professional studio pictures of some of BlizzCon's most famous cosplayers, and we have a gallery of Friday night's costume contest. Episode 216 of the WoW Insider Show was recorded from the convention and features 7 staffers discussing the Friday announcements. Lisa interviewed a couple honeymooning at BlizzCon, and Gray made the rounds on the floor show with a camera. New to BlizzCon? Sue, the convention center's nurse, has some good advice for you.
- Commentary In which Rossi turns out to have been slightly psychic, Blizzard weighed in on the Guardian Cub controversy, and readers shared their thoughts on the Friday announcements.
Friday, October 21, 2011
World of Darkness - Development to Continue at a Slower Pace
Yesterday, CCP Games, the developer and publisher of spacefaring MMO EVE Online announced major layoffs -- cutting its staff by 20 percent. For a company of 600, this means roughly 120 were let go: big numbers.
The layoffs primarily hit the Atlanta studio, but occurred across the entire CCP organization globally, Gamasutra has confirmed.
"This is a major thing, and it's something which it is my responsibility to avoid," CEO Hilmar Petursson told Gamasutra in a phone interview from the CCP Atlanta offices. His voice was quavering with emotion during this part of the call, in which he pondered his responsibilities to these displaced staff.
CCP merged with tabletop role playing game publisher White Wolf in 2006 and announced intentions to create an MMO based on its flagship pen-and-paper property, World of Darkness.
That project is "moving forward in a slower pace, and also more decoupled from the overall development roadmap for CCP," Petursson told Gamasutra today.
The World of Darkness MMO is in development at its studio in Atlanta, Georgia; CCP has also opened a Shanghai, China-based studio to spearhead development of Dust 514, a PlayStation 3 shooter which ties into EVE. Gamasutra recently spoke to EVE creative director Torfi Frans Olafsson about that project.
"We have good people remaining here, which are going to advance World of Darkness on a much slower pace. So we still very much have an operation here in Atlanta, but it's much smaller than it was before. It's about 100 people that are here remaining, working on customer support and World of Darkness, but they are also adding value to EVE Online this winter, and there will also be a team here working on Dust as well."
As for the affected staff, Petursson told Gamasutra that the company is making efforts to help place them with new industry jobs.
"We're doing a lot of things," he said. "I've personally been contacted by many CEOs in the industry which have offered to help with finding employment for the people who are leaving, and that's a great thing to see. So we are connecting people with our industry friends, we are helping them with their resumes, we are helping them to make contacts, and things like that."
Petursson said that "even EVE players from the community [are] offering assistance," which is less surprising when you consider the tight connection the developer has traditionally had with its players. EVE lead designer Noah Ward was recruited from the community, for example.
While the layoffs deeply affected the future of World of Darkness, said Petursson, they are "also relating to the restructuring of EVE. There were people in Iceland, and people globally, that were affected. Because this... is really around the company restructuring around fewer priorities, so it was effected throughout the company."
The decision comes after "soul searching" on the part of Petursson, who recently wrote a heartfelt letter to the EVE Online community detailing the ways in which CCP had failed them with its Incarna expansion and the introduction of virtual items to EVE.
CCP associate producer Ben Cockerill delivered a speech last week at GDC Online which detailed the company's failure to execute on virtual goods. In July, the company was forced to convene an emergency meeting of its EVE player government, the Council of Stellar Management, to resolve the virtual goods issue.
Developing these new EVE initiatives alongside a full-scale World of Darkness MMO in Atlanta and Dust 514 in Shanghai took its toll on the company, Petursson told Gamasutra.
"A lot of coordination needed to occur, and it was very straining for the company to have to focus on so many fronts," he said. This layoff is not just a layoff; it marks a full reprioritization for the company: on making sure EVE Online, its core product, is what it needs to be.
"Now we're super focused on adding value to EVE Online and getting Dust to market next year," he said.
Development of World of Darkness will continue, and the game will launch in a less ambitious form, he said -- and will be driven, as EVE has been, by its community, not by internal initiatives.
"We lost focus on taking care of EVE, and it became more important for us to battle-test features in our strategic roadmap by adding them to EVE, rather than adding value to EVE," Petursson admitted to Gamasutra.
"At some point we were just spreading ourselves too thin, and we were not focused enough on EVE Online, for sure."
"It's a trap which we basically fell into -- where we thought we could achieve three impossible things at the same time," he said.
"Now we really have to focus as a company on just really showing our commitment to EVE Online, and giving the game the love from CCP which people claim we have lost," he said. He also said that plans to add out-of-ship play to EVE via Incarna "will now not be a big priority for us; the biggest priority is EVE Online, the spaceship game."
Meanwhile, he said, "Dust is on its way to open up private trials at the beginning of January, where we will have a sort of trial phase on the PlayStation Network, in collaboration with Sony." This "sort of a closed beta" will be an important proof for the CCP Shanghai-developed shooter, which is an attempt tp "broaden the kind of experiences we can offer players in New Eden," producer Thomas Farrer told Gamasutra in a recent interview.
The layoffs primarily hit the Atlanta studio, but occurred across the entire CCP organization globally, Gamasutra has confirmed.
"This is a major thing, and it's something which it is my responsibility to avoid," CEO Hilmar Petursson told Gamasutra in a phone interview from the CCP Atlanta offices. His voice was quavering with emotion during this part of the call, in which he pondered his responsibilities to these displaced staff.
CCP merged with tabletop role playing game publisher White Wolf in 2006 and announced intentions to create an MMO based on its flagship pen-and-paper property, World of Darkness.
That project is "moving forward in a slower pace, and also more decoupled from the overall development roadmap for CCP," Petursson told Gamasutra today.
The World of Darkness MMO is in development at its studio in Atlanta, Georgia; CCP has also opened a Shanghai, China-based studio to spearhead development of Dust 514, a PlayStation 3 shooter which ties into EVE. Gamasutra recently spoke to EVE creative director Torfi Frans Olafsson about that project.
"We have good people remaining here, which are going to advance World of Darkness on a much slower pace. So we still very much have an operation here in Atlanta, but it's much smaller than it was before. It's about 100 people that are here remaining, working on customer support and World of Darkness, but they are also adding value to EVE Online this winter, and there will also be a team here working on Dust as well."
As for the affected staff, Petursson told Gamasutra that the company is making efforts to help place them with new industry jobs.
"We're doing a lot of things," he said. "I've personally been contacted by many CEOs in the industry which have offered to help with finding employment for the people who are leaving, and that's a great thing to see. So we are connecting people with our industry friends, we are helping them with their resumes, we are helping them to make contacts, and things like that."
Petursson said that "even EVE players from the community [are] offering assistance," which is less surprising when you consider the tight connection the developer has traditionally had with its players. EVE lead designer Noah Ward was recruited from the community, for example.
While the layoffs deeply affected the future of World of Darkness, said Petursson, they are "also relating to the restructuring of EVE. There were people in Iceland, and people globally, that were affected. Because this... is really around the company restructuring around fewer priorities, so it was effected throughout the company."
The decision comes after "soul searching" on the part of Petursson, who recently wrote a heartfelt letter to the EVE Online community detailing the ways in which CCP had failed them with its Incarna expansion and the introduction of virtual items to EVE.
CCP associate producer Ben Cockerill delivered a speech last week at GDC Online which detailed the company's failure to execute on virtual goods. In July, the company was forced to convene an emergency meeting of its EVE player government, the Council of Stellar Management, to resolve the virtual goods issue.
Developing these new EVE initiatives alongside a full-scale World of Darkness MMO in Atlanta and Dust 514 in Shanghai took its toll on the company, Petursson told Gamasutra.
"A lot of coordination needed to occur, and it was very straining for the company to have to focus on so many fronts," he said. This layoff is not just a layoff; it marks a full reprioritization for the company: on making sure EVE Online, its core product, is what it needs to be.
"Now we're super focused on adding value to EVE Online and getting Dust to market next year," he said.
Development of World of Darkness will continue, and the game will launch in a less ambitious form, he said -- and will be driven, as EVE has been, by its community, not by internal initiatives.
"We lost focus on taking care of EVE, and it became more important for us to battle-test features in our strategic roadmap by adding them to EVE, rather than adding value to EVE," Petursson admitted to Gamasutra.
"At some point we were just spreading ourselves too thin, and we were not focused enough on EVE Online, for sure."
"It's a trap which we basically fell into -- where we thought we could achieve three impossible things at the same time," he said.
"Now we really have to focus as a company on just really showing our commitment to EVE Online, and giving the game the love from CCP which people claim we have lost," he said. He also said that plans to add out-of-ship play to EVE via Incarna "will now not be a big priority for us; the biggest priority is EVE Online, the spaceship game."
Meanwhile, he said, "Dust is on its way to open up private trials at the beginning of January, where we will have a sort of trial phase on the PlayStation Network, in collaboration with Sony." This "sort of a closed beta" will be an important proof for the CCP Shanghai-developed shooter, which is an attempt tp "broaden the kind of experiences we can offer players in New Eden," producer Thomas Farrer told Gamasutra in a recent interview.
Week of the Dragon!
That's right, it's the WEEK OF THE DRAGON!
Throughout the week, all eyes will be on the chaotic and secretive
Dragon society, one of the three secret societies players can join in The Secret World.
We'll be releasing new screenshots, artworks, information, and a video. We will also be hosting an exclusive Q&A session on our Facebook page at the end of the week where we'll only answer questions related to the Dragon!
To start off the week we just released six new Dragon screenshots, all of which you can find in the Media section.
The Dragon is perhaps the most mysterious of the three in-game secret
societies; based in Seoul, the focus of the Dragon is to orchestrate
change through chaos.
“Revealing new things about the Dragon is exciting for us, as
the very nature of the Dragon is to stay hidden and create chaos behind
the scenes to reach their ultimate goal,” Says Ragnar Tørnquist, Senior
Producer and Director for ‘The Secret World’.
“Not only is this a great opportunity to shed some light on the Dragon,
but for a huge number of people who have already joined the Dragon
through our initiation test, it’s an opportunity to find out more about
their chosen secret society.”
All of you Illuminati and Templars out there -- don't fret --
you'll get your week later. For now, keep your eyes on the this website
and learn to know your enemy!
Chris Higgins - Jedi Consular: Beta Impressions
"The Consular class does not focus on lightsabers like a Jedi Knight. You use telekinesis and throw objects at your opponents. One of the attacks you get pulls objects from under the ground and hurls them at your enemy. The objects vary and can be anything from droid bodies to boulders. Consular also uses also stun attacks for which work well for mob control while fighting.Once you get to level ten you can choose a specialization and can be a Sage or Shadow consular. Shadow seemed to have stealth capabilities which allowed you avoid combat. However I chose Sage for healing. Sage's have force healing which can be used on you or other players. It was very easy to find a group when being a healing sage. The great thing was while I was the normally the groups healer I could still fight while healing so I did not feel like I was just there to keep people alive.Reading in game chat there were ways to use Sage as a DPS class but I did not explore this option so this class seems to be very versatile for any game play style. I was bummed Sages got one-handed lightsabers while Shadow Consular's got double-bladed lightsabers but it does make sense based on the specialization descriptions. "
Read more of Chris Higgins' Jedi Consular beta impressions from MMORPG.com here!
Garrett Fuller - Jedi Knight: Full Beta Preview
"You start with a basic attack and also a powered up strike. The fun really starts with the Force Leap ability which is similar to a Warrior charge in Warcraft except with a lot more visual flare. It also has a pretty solid range to it and allows you to jump into combat quickly. Each attack generates enough Focus for the Jedi to unlock additional attacks on their bar. After another level goes by you can also get Force Blast which allows you to stun multiple opponents when you land and basically pick your target to attack. They don’t stay stunned for too long, but it is long enough to help you finish them off. These abilities alone are amazing for the class and make the Jedi Knight a force early on in the game. From there combat continues with a bunch of different lightsaber attacks which help you max damage and generate combos on your hot bar. The combat is pretty straight forward. I will say that Bioware has done an amazing job with the animations on combat. Just doing a basic attack is not a one hit kind of move. It carries with it some great animations that really make you feel like you are in a sword fight. So really right from the beginning you are leaping around dropping foes with your training blade.At this point you are probably wondering how a Jedi deals with shooting attacks. This is a critical element to the class and something I had several questions about as well. Jedi do make the moves to block shots or attacks as you go, however, you also get a Force Shield ability in early levels. This ability has a longer cooldown but grants the player a bubble around their character that can minimize or deflect shooting attacks. Use it wisely young Jedi, it is worth its weight in credits once you go up against larger groups of foes. The real story behind close combat and ranged combat or the inevitable debate of Han Solo and Obi Won with blaster vs. lightsaber will play out once the game launches. In the early beta there is no real way to tell how this balance will play out, at least not with the starting areas. For now the Jedi combat is fun and the animations really do enhance the click and target MMO game play we have all gotten used to. Combat is fun and fast paced. You also get combat music which with Star Wars is never a bad thing."
Read more of Garrett Fuller's MMORPG.com beta preview here!
Michael Bitton - Trooper: Full Beta Preview
"The game opened up a lot more once I left Ord Mantell (where I only saw other Troopers and Smugglers) and made my way to Coruscant. Before arriving on Coruscant, I traveled to the Carrick space station in the midst of the Republic fleet. This is the Republic social hub shown off during the TOR main panel at New York Comic-Con last week. The station is indeed filled with vendors, a cantina, class and crafting trainers, and a jump off point to launch Flashpoints. It was a pretty neat spot, but felt sort of inorganic. It almost felt like a bit of a shopping mall in space. Everything is neatly placed and organized in an intelligent and convenient fashion, which is great for gameplay purposes but really not much else.In order to head to Coruscant, I could opt to take a basic shuttle straight from the station to the planet or a VIP ship called The Esseles, which is a Flashpoint that would eventually bring me to Coruscant at the end. The basic story behind the Esseles is that an important Republic Ambassador is on board and one of the Sith Empire’s top brass is keen on capturing her. As members of the Republic, we’re obviously not interested in giving her up that easily (well, maybe), so this prompts the Imperial Moff to launch a boarding attack on the ship. The result is a fairly awesome dungeon crawl set up for four players to run through, participate in dialogue, and make important choices that directly affect the way certain parts of the Flashpoint play out. The Flashpoint was peppered with all manner of cinematic set pieces, especially the last boss fight, which was absolutely epic to say the least. It was a real hoot to play through it alongside other players."
Read more of Michael Bitton's review on MMORPG.com here!
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