MMO News |
- EverQuest Next & The Holy Grails
- Sony Online Entertainment Reveals Everquest Next
- Wargaming Marks 15 Years in Gaming with Big Announcements
- Hunted Cow Releases Eldevin Founder Packs
- Reach the Top of the Tower of Babel in Uncharted Waters™ Online
- Dragon’s Prophet Official Release Date Announced
| EverQuest Next & The Holy Grails Posted: 02 Aug 2013 06:32 PM PDT EverQuest Next & The Holy Grails By JamesBl0nde Today marks the day the EverQuest developers and the entire team at SOE can stop burying their excitement about the highly anticipated EverQuest Next, a game they say will reset the way MMORPGs work… again! Dave Georgeson, Director of Development for EQ, EQII, and now EQNext explained how EverQuest Next has been in development since 2009. The game had been scrapped two times, the first scrap was because they felt like, "Once again we are remaking our same game, using our own original template." They decided they need a fresh start but still incorporate all of the passion, lore, and feeling of Norath, into something similar to what J.J. Abrams did with Star Trek that will provide players with EQ nostalgia but with new stories, player driven stories. "EverQuest Next is not the continuation of a familiar story. It represents the fundamental reimagining of the characters, lore and environments of the EverQuest universe," said Georgeson Yeah sure, every MMORPG wants to be the grand master so you're probably wondering, "What makes them think they can be any different than anyone else?" Well that's where Georgeson's Holy Grails come into play and put a better understanding on why it's called EverQuest Next instead of EQIII. Holy GrailsThe first Holy Grail will offer players complete freedom of play style through Multi – Classing where players start with a distinct class (over 40 at launch) and change that class into a more individualized version through specialized weapon skills and multi-tiered abilities. Each of the characters abilities change based around the weapon of choice and even tweaks to those weapons via crafting. This first Grail ties into the next Grail, A Life of Consequence. This grail has a lot to do with the sand box aspect, (reminds me of ArcheAge). Players will not follow a pre-determined path as their characters but instead seek adventure as they wish. (Players might approach an NPC out of curiosity for quests) This system tracks the choices and actions made by the players and naturally continues to reintroduce opportunities back onto the player. For example if you like building walls and the game can see that, well you might expect you needing to repair walls in an epic battle a few months down the road. This next one is a big one, something we haven't seen in an MMORPG before and that's 100% Destructible Environments. Using a deeply modified version of the Forgelight Engine (same as PlanetSide 2) they've made the world entirely out of tiny blocks called Voxels that not only make the world really unique from a creative aspect (we'll talk more about that later) but lets everything be destroyed. The best part about this is players have the abilities to literally tear the place to bits, creating huge holes, (imagine TNT in MineCraft) break down walls, and even use several abilities to create structures (physical ice walls as example, ones that enemies have to use abilities to break through). On top of the destructible environments you have another element in the game that moves away from the single surface areas and allows for a truly layered game world, and what I mean by that is you may be fighting an enemy and come across and area with a thin layer of ground and fall through that layer only to land in a subterranean environment or you might have the urge to explore and pick up a pickax and start exploring only to find several huge caverns to explore. (Again think exploring in minecraft, even the randomly generated worlds part). This next Grail is my absolute favorite aspect of the game so far (It's the epic within the awesome) this is a completely new approach on PVE AI, called Emergent AI. This completely eliminates the need for spawn camps and players knowing exactly where NPCs (enemies included) will be in the world. The do this by constantly polling the world and tagging everything in the world for what it is (Sorta like putting tags in a YouTube video). Then all of the creatures and NPCs have special interests, likes, dislikes, etc. that coincide with the tags in the environment. Example: Orcs may have specific likes and dislikes, they may like to camp alongside roads were they know that only a few adventurers travel and are looking for their gold. They don't like cities due to the guards, and they don't like highly populated areas where they get their faces smashed in constantly. Well what this means is, these creatures get introduced into the world and they go out and find areas that they like and fit their needs. Their likes and needs maybe right next door to your village or it might be somewhere you're not. If these various creatures are becoming a threat or problem it's up to player to find means of pushing them away by changing the area so that these intruders no longer like the area they're in. Hence they pick up camp and find a new area they like. This creates an AI environment where players have a much harder time predicting what they may face next. The final Holy Grail is, from what I can assume, developmentally scary. This one is none other than Permanent Change. This gives players a world where they can influence, literally, permanent change in the world around them and in very dramatic and dynamic ways. Screw just having dynamic events, based on this concept they want the dynamic events to forever make an impact on the world and players experience forever. To do this the setup rallying calls that may have players setup a camp, as an example (similar to public quests, just to start things off, but the rally call may take months to complete) hundreds to thousands of quest opportunities present themselves during these rally call because on event might trigger another or one event may start another. This is a little hard to explain without direct examples but it's designed to create numerous dynamic quest opportunities that have permanent change on the world. (Hopefully I'll be able to explain this better as I learn more). So that's the fundamental elements that make up EverQuest next but there is more… a lot more. After the development team worked with the very elaborate, yet intuitive tools to make the environments in EverQuest Next, they decided why not give these tools to the players so that they could truly help make the game they want to play. Well they did just that with EverQuest Next Landmark, a new title we can expect to see by the end of this year that lets player build on plots with specific biomes, collecting resources similar to Minecraft and make amazing structures that plan to be incorporated into the launch of EQNext and going forward. Not only will players be able to create their original content for the game but the developers will direct players into building what they need help building. Just like CEO John Smedley said last year with Player Studio, "You guys can design some assets even better than we can!" Just like Player Studio, if creations by players get submitted they receive a cut of the revenue made off that item but in this case, for example, if someone makes a tower and someone else comes along and makes a castle out of 8 of those towers, that tower creator gets loyalties based on a percentage that the tower was used in the castle. And yeah, this may be a way of having the players do all the work for them, but I suppose the healthy way of looking at it is, these guys are dedicated and that only tells me that it will allow them to focus on all the new features that truly make the game unique. I know I only touched on this overwhelming title briefly, there is so much more to know and ask, all in all the game has some very interesting elements that spark a warm feeling inside for modern MMORPGs so we defiantly have something worth the wait so far and a huge new contender for the Next generation of MMORPGs. |
| Sony Online Entertainment Reveals Everquest Next Posted: 02 Aug 2013 03:39 PM PDT Fourteen years ago, Sony Online Entertainment (SOE) changed the way people play games together online with the introduction of the original EverQuest™. Today, SOE offers a new vision for the future of online games with the worldwide debut of EverQuest Next (EQN). “With EverQuest Next, we’re going back to our roots — a space we defined with the EverQuest legacy — and ushering in a new era of MMOs: The Emergent Era,” said John Smedley, President, Sony Online Entertainment. “Today, many MMOs fail because players consume content faster than developers can create it. With EverQuest Next, we’re creating a living world that players are part of and empowering them to produce new content alongside the development team. What does the future hold for EverQuest Next and Sony Online Entertainment? It’s in the players’ hands, and we like it that way.”
“EverQuest Next is not the continuation of a familiar story. It represents the fundamental reimagining of the characters, lore and environments of the EverQuest universe,” said Dave Georgeson, Director of Development for the EverQuest Franchise, Sony Online Entertainment. “Make no mistake; while great care has been taken to respect the extraordinary influence that EverQuest has had in this industry and with our player community over the years, this is a boldly different game unlike anything that has come before.” EverQuest Next has been in development since 2009. Nearly two years ago, SOE made the decision to rethink core creative and technical aspects of the design and start from the ground up to build a new kind of game. As a result, EQN is different from all of the MMOs that have been made before in very important ways, including:
Multi-Classing - EQN will offer players the ability to explore and interact with the world according to their individual style of play. There are no levels in EQN, but there will be more than 40 distinct classes (or professions) at launch, with multi-tiered abilities and specialized weapon skills to collect and master. Players will even mix and match abilities from each class, creating truly custom characters that feel distinct and powerful. Destructible Environments – No modern MMO has successfully implemented destructible environments that stretch across an entire seamless game world — this changes forever with EQN. Every piece of the world is fully destructible and players will have the ability to manipulate almost all of it. They will interact with and explore the world in amazing ways; venturing down into the deep bedrock beneath the surface and using powerful combat abilities to blow gaping holes into the ground. The EQN world will extend far into the heavens and deep into the procedurally-generated earth through 10,000 years of known lore and history.
Permanent Change – Players will also have the ability to cause the world to change around them, permanently, in dramatic ways. Through the concerted effort of the world’s inhabitants, including players, creatures, and non-player characters (NPCs), city walls will be built and destroyed, large-scale wars will be fought and won, and epic stories will unfold over months and years. Emergent AI – In EQN, NPCs will have specific motivations and preferences that direct behavior in nuanced and unpredictable ways. Players will find themselves in a world where NPC decisions are based on core values, not dictated by static spawn points. For example, Orcs may attack opportunistically because they want an adventurer’s gold, not simply because a careless hero wanders into an attack radius.
A Life of Consequence – Finally, each character in EQN will have a unique story; they will not follow a predetermined path. Instead, they will seek out adventure, fame and fortune in a constantly changing sandbox world. The game will remember every choice and action that players make and will organically deliver increasing opportunities to do more of the things players like to do … from crafting armor and exploring the wilderness to purging goblins from the forests. “We believe that the bold choices the team is making with EQN will result in a product that provides players with an absolutely new kind of game experience,” said Laura Naviaux, Senior Vice President of Global Sales and Marketing, Sony Online Entertainment. “However, there is something even more important to us. As an organization, we are dedicated to partnering with our community to give them a voice in the games we create. With EQN, we are taking this idea even further and offering our players the opportunity to actively build EQN with us.”
INTRODUCING EVERQUEST NEXT LANDMARK This winter, SOE will introduce EverQuest Next Landmark ™ (Landmark). Essentially, Landmark will combine the powerful and intuitive building tools SOE is using to create the fully destructible world of EQN with all of the social functionality expected from a modern MMO. The game will feature huge persistent worlds that each support thousands of other players and varied terrain inspired by the environments of EQN. Most importantly, Landmark will provide anyone who wants to participate with the opportunity to actually build structures, and eventually create other types of content, to be considered for inclusion in EQN. Landmark will enable players to:
Create Amazing Things
Share Your Imagination with Friends
Build EQN with SOE — Using the Same Tools
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| Wargaming Marks 15 Years in Gaming with Big Announcements Posted: 02 Aug 2013 03:12 PM PDT Wargaming, the award-winning videogame developer and publisher, has announced a new business unit in North America and shed light on future plans for its projects and IPs ahead of the celebration marking the company’s 15th anniversary. The newly opened office in Austin, Texas will be home to Wargaming’s Producing Center, Central Technology and Global Business Intelligence Groups. Responsible for the coordination, analysis, management and support of the company’s design and production processes, the office will help streamline communication between its teams and global studios. Along with continuing its global expansion, Wargaming has also officially announced the acquisition of the Total Annihilation and Master of Orion IPs. "Total Annihilation and Master of Orion are strategy game classics," said Wargaming CEO Victor Kislyi. "Although it's too soon to disclose any details, we are more than willing to give a new lease of life to these games most of us grew up playing. It's exactly where our major focus will be."
It has been also revealed that the company's flight combat MMO action game World of Warplanes will get British aircraft before the launch. "British engineers built many iconic military aircraft that are a must for any flight combat game," said Vlad Belozerov, World of Warplanes’ Director of Global Operations. "Flying legends like the Spitfire, the Blenheim F and the Javelin warplanes will add a considerable amount of depth to the game and more immersion for players." |
| Hunted Cow Releases Eldevin Founder Packs Posted: 02 Aug 2013 03:06 PM PDT Hunted Cow announced today that its Founder Packs are now available for Eldevin, its highly anticipated browser-based massively multiplayer online roleplaying game. Supporters and beta testers of the game are able to get some great deals on digital and physical rewards if they wish to help support the game’s development. Amongst the in-game items are exclusive pets, vanity items and a unique emote for all Founders. Certain packs also include physical merchandise such as a t-shirt, a full colour hardback art book, a stylish chrome keyring and a large canvas map of Eldevin Kingdom. Eldevin has also just hit another major milestone on the way to the game’s release. This new version of the game is live as of yesterday and includes support for multiple characters as well as a brand new Gem system for upgrading equipment. Hunted Cow have also rolled out, two new PvP game-modes and more than three hundred new achievements.
John Stewart, the Producer of Eldevin, said “We’re pushing forward at great speed with Eldevin and we’re excited to have reached two major milestones today! We’re hoping to increase the level cap for the game again later this month and follow soon after with Open Beta Weekends where we’re including even more game content. We’ve added some new features at players’ requests and are continuing to improve the game based on their feedback. Our beta testers have been great and we’ve had fun hanging out with them on the forum!” |
| Reach the Top of the Tower of Babel in Uncharted Waters™ Online Posted: 02 Aug 2013 03:03 PM PDT Uncharted Waters Online, the historical massively multi-player online role-playing game (MMORPG), introduces a new game update, the Tower of Babel, increasing the game’s maximum level cap for three classes to 75, totaling a maximum level of 225. Players pioneer where no one has gone before with new ships, quests and items. Interested players can check out the game on Netmarble or Steam for free, where they can immediately embark on a nautical adventure on the high seas.
The Tower of Babel game update includes: Increased Level Cap – Players who achieved the current maximum class level, 70, can start on a journey to reach level 75. Each class of Adventure, Battle and Trade requires different path, which can be found here: http://uwo.netmarble.com/expansion/towerofbabel.asp Faster… Bigger… and More Adventurous Ships – Three brand new ships and two sunken vessels are available to help the players with their exploration. Freshly added ships include the Norske Love, a powerful ship out of Northern Europe worthy of bearing the name of the Norwegian Lion that will give players competitive edge during naval battles and the Cargo Clipper, a fast ship designed to balance excellent cruising performance and loading capacity, which trader class will find useful;
More Places to Discover and New Decorative Items – Players will have plenty to survey with new quests such as Enuma Elish and Statue of Inanna. Dresses, hats, and more are among some of the equipment included in the game update not only are pleasing to the eyes, but also provide functional benefits. Vemillion Dress, a vivid burgundy colored outfit boosts player stats, including crafts trading and gunnery skills. New ornaments including bronze vessels with elaborate inlays, a yellow rose from the fields of Persia and a sacred flower in the Orient will keep players’ curiosity for culture engaged; Improvements to the Gameplay Experience – Gameplay has never been better. Small ships are the big beneficiary receiving new Optional Skills and other adjustments. Also, more players can embark on journeys with larger ships, as the required level cap has been adjusted. |
| Dragon’s Prophet Official Release Date Announced Posted: 02 Aug 2013 08:52 AM PDT
Sony Online Entertainment LLC (SOE) and Infernum Productions AG announced last night at the annual SOE Live fan event that the free-to-play massively multiplayer online role-playing game (MMORPG), Dragon’s Prophet, will launch in North America and Europe on Sept. 18, 2013. Developed by Runewaker Entertainment, Dragon’s Prophet allows players the opportunity to capture, train, ride and fight hundreds of unique dragons while unlocking their unique skills and abilities. Currently in Open Beta, players have journeyed through the beautiful, vast realm of Auratia to see if they have what it takes to become the next Dragon’s Prophet. At launch, players will also be able to participate in intense player-versus-player (PvP) siege matches with the introduction of the Frontier System. “Dragon’s Prophet has brought together what every fantasy-MMO player looks for in a new game: intense, action-based combat, a compelling end-game siege system, and more dragons than any other MMO to play and interact with like never before,” said John Smedley, President of Sony Online Entertainment. “Open Beta continues to provide us with valuable player feedback, and working closely with Runewaker and Infernum, we have already made major strides in improving the game’s performance. We will continue to integrate feedback and make refinements to the game to ensure that Dragon’s Prophet delivers a high-quality, meaningful online experience at launch and beyond.”
“Thanks to the help of thousands of passionate beta testers and the tireless efforts of everyone involved, we are now close to the next milestone in Dragon’s Prophet,” said Andreas Weidenhaupt, CEO at Infernum Productions. “Almost three months after the open beta started, we have already made huge progress! After we revisited the existing gameplay systems on a huge scale and delivered new content to Dragon’s Prophet, we will now continuously improve the performance, address balancing issues and rework all zones as well as the 30 dungeons we already released. When the game launches, we will deliver an additional zone as well as the long-awaited Frontier System with its epic cross-server PvP battles. Gaming has never been this diverse and thrilling — and you’re experiencing it on the back of a mighty dragon!” The Frontier System will allow players to partake in alliance siege matches featuring multiple guilds, as they fight for control of citadels in Auratia. Once they are in command, players will have to continuously upkeep their kingdom and defend the city walls from enemy guilds. In addition to the Frontier System and guild alliance battles, Dragon’s Prophet will introduce a host of fresh content and features at launch, including a new adventuring zone with four dungeons, increased level cap, and more.
“Since entering Open Beta earlier this year, SOE and Infernum have created a strong, engaging relationship with their respective Dragon’s Prophet player communities,” said Tony Tang, founder and vice president of business development, Runewaker Entertainment. “From their years of experience in delivering innovative, engrossing games, both companies have provided us with expert advice during the development of Dragon’s Prophet. We are confident that Dragon’s Prophet will see global success at launch.” |
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