|

News
Archives
Interviews
Mini Interviews
Intelligence Reports
Previews
First Impressions
Reviews
Designer's Den
Developer Profiles
Specials
Editorials
Poll Archive
Media
Chat
Chat Logs
Staff
Submit News

Forum Index
- Computer RPGs
- Online RPGs
- Anachronox
- Anarchy Online
- Arcanum
- Asheron's Call
- Atriarch
- BigWorld
- Camelot
- Dark Zion
- Deus Ex
- Dungeon Siege
- Elemental Saga
- EverQuest
- Gothic
- Hero's Journey
- Horizons
- Middle-Earth
- Neverwinter Nights
- The 4th Coming
- Revenant
- Shadowbane
- Star Wars
- Star Wars RPG
- Ultima Online
- UWO: Origin
- Vampire
- Wizards & Warriors
- Wizardry 8

Movies
· FilmForce
· DVD
Sci-Fi
· Comics
· Anime
· TV
Wrestling
ForMen
· Babes
· Cars
· Gear
· Dating
IGNtv

Videogames
· GameCube
· N64
· PS2
· PSX
· Dreamcast
· Handhelds
· Xbox
PC games
· Action Vault
· RPG Vault
Codes
Guides

IGN.com
Affiliates
Feedback
Link to Us
Site Map
Site FAQ
Staff

Log In/ Register
Email
Newsletter
Chat
Voice Chat
Boards
|
|
Recent Vault Network Features
Neverwinter Vault Town of Haven Project - July 20
Horizons Vault Dryad Character Model - July 20
Neverwinter Vault Scripting Lesson Reference - July 20
Neverwinter Vault Scripting a Bounty Hunter, Part 2 - July 19
Camelot Vault Beta Journal - July 19
Horizons Vault Developer Journal: Lead Concept Artist Douglas Shuler - July 18
Anarchy Online Vault AO Journal - July 18
Action Vault Half-Life: Blue Shift Review - July 18
Asheron�s Call Vault Edited Developer Chat Log - July 18
Shadowbane Vault Economy FAQ - July 17
Camelot Vault Hibernia Races Gallery - July 17
Neverwinter Vault Scripting Course, Part 7 - July 17
Horizons Vault Skeleton Model Images & Movie - July 16
Horizons Vault Artifact Entertainment Poll on Teleportation - July 16
Neverwinter Nights Infobits
Several BioWarians visited the official forums yesterday, as they have been since its opening. The visitors included Rob Bartel, Bob McCabe, Aidan Scanlan, Derek French and a new face: Derrick Collins, who's in charge of QA:
Aidan on scripting: I'm using NWScript to design an encounter of a displaced family of Halflings who are trying save their remaining possessions from an encroaching enemy. More I can not say. I'm listening to Dire Straits.
Derrick on his current task: What I'm doing: Getting ready to head home after a full day of testing, (playing around with), the NWN Toolset. I finally got my test script for drawing numbers with Snow Leopards working today!
What I'm listening to: Portal - 'A Taste of Things to Come'. A local band from Edmonton that have a neat 'Toolish' Metal meets Electronica sound. The Metal is what I dig about it.
Visit Neverwinter Vault to check out the rest of the posts on topics such as CD or DVD, wielding two weapons, Lady Airbeth, Ravenloft, and more.
12:10 PM - Pipeline
RPG Vault Feature: This Week’s Poll Results
In many RPGs, your characters begin as relatively ordinary beings, then find themselves caught up in events that call for extraordinary measures while in other games, they are already heroic and merely undertake further adventures. In this past week’s RPG Vault poll, we explored your preferences in this regard:
Which type of RPG characters do you prefer to play? Ordinary characters thrust into extraordinary circumstances - 51.2% No real preference - 31.2% Larger than life characters whose reputations precede them - 17.4%
Total Votes 1069 100%
If you’re interested in the results of past polls, take a look at our Poll Archive, which has now been updated with several questions from 1999. And as always, we invite you to take part in the new poll in the usual box.
10:44 AM - Jonric
Pool Of Radiance Interview With Mark Buchignani At WOTC
A new interview with Mark Buchignani, the Lead Designer of Pool of Radiance: Ruins of Myth Drannor, has been posted at Wizards of the Coast. Conducted by Associate Producer, Chuck Yager, Mark gets asked about the challenge of developing the game:
The sheer scope. As players will see when they get into the game, the entire experience is huge, even though the actual portion of Myth Drannor we created is relatively small. There are tons of encounters and even more details to manage, and the game comes across as a dense slice of life in present-day Myth Drannor. No matter where you turn, there is something going on, and making sure everything fits together correctly and actually works has required tremendous effort on everyone's part.
Be warned that the interview does close with some spoilers, so you may want to stray away from the last question. Pool of Radiance: Ruins of Myth Drannor is being developed by Stormfront Studios.
8:33 AM - Pipeline
Arcanum Edited Chat Log At The Troika Connection
After last night's chat, The Troika Connection has posted an edited log of the proceedings. A lot of the questions were actually humourous rather than informative, although in this excerpt the team reveals what RPGs they've enjoyed:
Steve[Troika] - I'm really looking forward to buying Torn when it comes out. wartoy - i bought Darklands cmoore - BG2 -Crap. IWD - Crap. D2 - Crap shellman - Arcanum... RULES shellman - No... we're not biased. TimCain - I like EQ dammit! But it aint much of an RPG... cmoore - I'm only biased against crappy games. Like Deus Ex leonX - I didn't think there had been any RPGs since Fallout TimCain - I liked the Ultima Underworlds, those were great
For those who like to wade through the entire log, you can find an unedited version at Terra Arcanum. Thanks Merlina of Dimensions of Arcanum for spotting this.
8:32 AM - Pipeline
Diablo II: Lord Of Destruction Review At FiringSquad
A review of Lord of Destruction, the Diablo II expansion, has been served up at FiringSquad. It's quite positive, as you'll see in this excerpt from the conclusion:
We clearly love the additions Blizzard made to the game, if not the changes. Even for players who like to play Diablo II by themselves, the Druid, Assassin and Act V will offer a good 40+ hours of play (should you complete the game with both classes). Those who plan on starting or re-starting on battle.net will be offered even more fun time with the difficulty and skill balance changes. Hell is no longer a walk in the park for the right character; indeed, few characters will be able to take it all on by themselves. Tried-and-true specialization paths like Whirlwind Barbarians and Cold Sorceresses will no longer be the only way to play and win. Immunities, for all their lack of creativity, are going to force different skill choices among players.
Lord of Destruction receives a score of 86%. The expansion adds various items to the game, and also alters some of the balance, making some areas more difficult.
8:32 AM - Pipeline
Pool Of Radiance Infobits
Producer Garrett Graham has been quite active at the official Pool of Radiance forum over the last few days, commenting on a number of subjects:
on open-endedness: The game is pretty open. For example, very early in the game you find your way into the Dwarven Dungeons. From your initial entry, the corridors quickly branch out and there's no one right way to go. There are four or five stairways out, some going up, some going down. Again, you can go any way you like. The more you explore, the better equiped you'll be to face the later encounters. Plus you'll meet more of the NPCs. Also, some of the encounters change depending on who you've talked to, and what actions you've taken.
the critical path: Actually, the odds of finding the path of least resistance (the critical path) are very small. The dungeons are not even remotely linear and the above ground areas are similarly open. And to top it off, we've balanced the game assuming that some wandering is going to occur. You don't have to worry about being too strong for the end, you only have to worry about not being strong enough.
Additionally, you have the option to add two NPCs into your party (there are more that can join, but you can only have two at a time). If you take the NPCs, you have a larger party, but if you don't take the NPCs, your party will have 3-4 extra levels (each), from not dividing the experience between as many characters. Each choice has its advantages and disadvantages.
character creation: You create the first four characters in your party, so you are not dependent on NPCs to round out your party. In fact, the game can be played without ever picking up an NPC, although this is more difficult. Also, 3E multi-classing rules are pretty generous, so you can always splash in a class to round out the party some more.
a large status report: The other game I'm working on is in its final stages and doesn't need nearly as much attention, so I'll now have more time to devote to the boards and the website. To recap for those of you who are new: when Ubi Soft bought us (SSI), we lost the services that were being provided to us by our former employers, including their web team. We also lost a bunch of our producers, so some of us (me) are working on multiple titles. Chuck, the Associate Producer, is only working on PoR, but it takes all his time, so I'll be working the forum.
So, on to the part you care about - the game *is* coming out and its going to happen in time for Christmas. We have poured way too much blood, sweat and tears into this to not have it see the light of day. For the last couple of months we have been doing nothing but bug fixing. We've worked the kinks out of the pathfinding, we've enhanced the performance, we've checked and re-checked the hundreds of permutations of the dialog and we're currently focused on multiplayer. A game this size is incredibly difficult to test thoroughly and we want to make sure we do a good job of it.
Slipping a game is not something that is ever done lightly. We know it pisses off the fans and it costs both us and the developer (Stormfront) a lot of money. It also gets me a lot of angry calls from Marketing. *But*, I think it is far worse to turn out a buggy game. Believe me, everyone on this end wants the game out asap, but we're not going to do it until we have a game we can be proud of.
As for the incomplete implementation of 3E rules, well, I'm not happy with that either. But at this point, there's nothing we can do about that. When WotC let us know that they were coming out with new rules, the Producer at that time made the decision to change over. Then we were trying to program in the new rules while they were changing every week. Eventually, we had to stop changing and just go with one set. I know a lot of people have written in to say that the changes can still be made, but programming skill isn't the problem. The problem is that more programming = more time and more money.
We're in the final stretch now and the game will go out this year, in plenty of time for Christmas. I'll give a more exact date when I have one that I know isn't going to change.
showing the game at GenCon: PoR II will be showing at Gen Con. Unfortunately, neither Chuck or I will be there due piles of work. Still, you can get a good look at the game and possibly play through some of it. I went last year to show it - ironically, before I was working on it.
Pool of Radiance: Ruins of Myth Drannor has been through several publisher changes, but is now being released through UbiSoft. It is in development at Stormfront Studios. Thanks goes to John for spotting the posts.
5:42 PM - Pipeline
Charr: The Grimm Fate Site Update: New Art And Descriptions
The official Charr: The Grimm Fate site has been updated today with some new pieces of art and description. Here's what was added:
New race art and description: Troll New Church description: Church of the Constant New Bestiary art: Grimm Carver
Charr is being developed by Toronto's Fate Studios, another entrant into the ever-growing world of MMORPGs. It is projected for release in 2003.
5:41 PM - Pipeline
Evening Visuals
Elder Scrolls: Morrowind - Three new screenshots and a new piece of wallpaper have been posted at Bethesda's official site. Paradise Cracked - Four shots of Paradise Cracked, the sci-fi RPG being developed by MiSTland, are up at Freelancer.
5:41 PM - Pipeline
RPG Vault Feature: Heart of Winter: Trials Of The Luremaster Review
It’s a long journey to Icewind Dale. The hidden valley lies in the distant north of the great continent of Faerun, far beyond the towering, snow-capped mountains that form the Spine of the World, in an inhospitable area where the only vestiges of civilization are the small settlements known collectively as the Ten Towns. This harsh, frozen region of forbidding glaciers and desolate peaks is populated by hardy, nomadic barbarian tribes and by imposing creatures such as Frost Giants and the huge ice worms called Remorhaz. It is an untamed expanse calling for great exploits and even greater heroes such as the dark elf Drizzt Do'Urden, the barbarian Wulfgar and the dwarf Bruenor whose legendary adventures will fuel the songs and stories of bards until the end of time.
It has been a long journey for Icewind Dale as well. Black Isle Studios originally envisioned the game as a quick project that might be completed in as little as six months, but this proved to be rather on the optimistic side as it ended up taking about a year - still quite a short time by current standards. It was received favorably, and some eight months later, the Heart of Winter expansion pack followed, also eliciting a positive reaction. A couple of weeks ago and another four months later, the team released a free downloadable dungeon pack that adds a substantial new side quest to the expansion. In our Heart of Winter: Trials of the Luremaster Review, we return to the adventure and take a look at what’s new since our last visit.
4:03 PM - ChrisLTD
Sirtech Canada Announces Layoffs
We received a press release from Sirtech Canada earlier today announcing layoffs in their development teams:
Sirtech Canada Announces Layoffs
Ottawa, Ontario July 20. On July 19, Sirtech Canada announced layoffs affecting its Jagged Alliance and Wizardry development teams. Development work on both Jagged Alliance 3 and Wizardry 9 has halted, effective immediately.
Reasons cited for the layoffs included difficulties in obtaining timely funding for Jagged Alliance 3 and Wizardry 9, as well as failure to receive royalties due from the European publishers of Jagged Alliance 2 and Jagged Alliance 2: Unfinished Business.
Sirtech Canada is still seeking funding for Wizardry 9 and Jagged Alliance 3. Obtaining funding within the next four to eight weeks is crucial if work on these projects is to go forward.
Wizardry 8 is complete, and measures are being taken to ensure that it is released to market. It is expected that it will be released by the end of the year and a playable demo will be available before the game hits store shelves. Further announcements will be made with regard to these dates. Wizardry 8 has already undergone an extensive beta-testing process. However, Sirtech Canada has made arrangements with key staff to produce a patch if one proves necessary. Sadly, this may be the last Wizardry to be produced by Sirtech Canada should future funding be unobtainable.
International versions of Wizardry 8 are unaffected by this announcement. Other international versions are being produced, and Sirtech Canada is providing all necessary localization materials to its licensees. Materials are being retained to provide to any new licensees interested in localizing a Sirtech product.
Everyone at Sirtech Canada would like to express our gratitude to all the faithful fans who supported us throughout the years. You have our heartfelt thanks for making Sirtech a legendary name in the gaming industry.
Concerned fans wishing to help out can demonstrate their support by pre-ordering Wizardry 8 at a major retailer such as Electronics Boutique.
Sirtech has already secured a Russian publisher for Wizardry 8 in the form of Buka Entertainment. Efforts to find a North American publisher have apparently been fruitless so far, although we do wish them the best of luck in their efforts.
2:39 PM - Pipeline
Thief 3 Infobits
Thief 3 Project Leader Randy Smith paid a visit to the Thief series board at the Through the Looking Glass fansite on Wednesday to post a lengthy message updating fans on additions to the team and progress in general, and also to post several visuals:
update: Hello Thief fans,
This is Randy, Project Director on Thief 3, at (what is currently known as) ION Storm Austin. Holy cow, its been a long time since I posted to the fan sites. The team has made a whole lot of progress in the 7 months since the last update, so let’s jump in and tell you all about it. First of all, here’s a roster update:
Sergio Rosas – Lead Artist – Serge has been making video games for many years, and most recently was an Art Director at Digital Anvil. Serge is a strong art director, a great manager, and a very talented artist who really gets the Thief vibe.
Alex Chrisman – Programmer – Alex comes from Konami where he worked on secret projects he can never reveal. He’s been on point for interface and player movement programming, which for Thief 3 involves some cool, innovative stuff which I will not expound upon yet.
Jeremy Graves – Designer – The guy who hit Warren’s car and a master of UnrealEd. His level work will make you weep with envy.
Raby Hampton – Artist – Raby comes to us from Retro Studios, where he worked on environments, characters, and animations. We think he is the subject of a graffiti sticker found around Austin entitled “Who is Raby?”, the origins of which are a mystery.
Frank Teran – Artist – Frank is our on-staff concept artist. He’s originally from the comics industry, and he’s the one that made those spiffy illustrations you may have seen in PC Gamer’s August ’01 edition. Having Frank’s concept art for all the spaces and characters is a wonderful blessing.
David Riegel – Designer – Known to TTLG as “Sledge,” David is the only person from the fan community hired to work on Thief 3 (so far, anyway). Congratulations to him and to us, since he’s ours now, bwa ha ha ha!
John Harries – Programmer – John is a game programming veteran from way back who has worked at Kinesoft and Digital Anvil. Right now he’s hacking at complicated engine revisions, after which he’s going to recreate the engine’s lighting model from the ground up.
Brian Sharp - Programmer - Brian comes to us fresh from college, during which he worked for CogniToy and 3dfx and wrote for Game Developer Magazine. He just started a couple of weeks ago, but he's already working hard on engine revisions, after which he'll be building us a Thief-caliber sound engine.
William Wallace – Audio – At 16, William is the youngest developer in the games industry (maybe). He’s a summer intern doing some great work helping out in the audio department and fighting for freedom.
..we also hired a couple of Mikes to help out with the PS2 version of Deus Ex 1. The long term plan is for these guys to join the Thief 3 team after that ships. They are artists, and their names are Mike Dean and Mike Washburn. I’ll tell you more about them when they join the team officially.
..and here’s a quick review of the team members you already knew about:
Nate Blaisdell - Designer Alex Brandon – Audio Terri Brosius - Designer Kevin Daugherty - Artist Ian Dunlop – Lead Programmer Rob Kovach - Artist Lulu Lamer - Producer Terry Manderfeld - Artist Emil Pagliarulo - Designer Randy Smith – Project Director Warren Spector – Studio Director Paul Tozour – Programmer
So, let’s see. What have we been up to?
Well, the programming effort has long since switched from planning to implementing. In addition to the usual engine enhancements and tool modifications, we’ve made a ton of progress on interface, player movement, and AI. That’s right, Thief 3 already features guards who patrol, see and hear, search for you when they detect you, and say “must have been rats” afterwards. Paul, the AI guy, is clearly wasting no time. Furthermore, you can be Garrett in the game already; you can sneak him around, hide in shadows, and even shoot arrows. It’s not quite right yet, of course, but since we have so much of a headstart, we’ll be able to tune it to within an inch of its life before ship, which is great.
Three missions are currently close to the end of their first development pass. These missions are a testament to the value of our R&D; efforts, since they look spectacular. They have just the right Thief vibe, but rendering-technology-wise, they look many years ahead. This is due in part to our level-building workflow, which pairs artists and designers together to handle aesthetics and gameplay, respectively. Once these three missions wrap up, we’re starting the next four.
Story writing and mission planning have come a long way. We know the game’s story, and we have a list of missions to go along with it. We won’t reveal any of this stuff just yet, but some later releases may contain low-key spoilers, the kind you’d find on the back of the box. I know there are some hardcore types out there who prefer to go into a game knowing nothing about the story, so be warned.
You may have seen our press release about the Unreal engine. We’re very psyched to be working with it, since Unreal’s renderer is a crucial ingredient to the polished quality of the mission development we’ve done so far. Starting with Unreal has saved us countless programmer-months which we get to spend implementing Thief gameplay instead. The Dark Engine, which was used to create Thief and Thief 2, was also a wonderful piece of technology, but its renderer was far too dated to be used again. Unreal isn’t perfect for us right out of the box, but we’re making all the changes it takes to make Thief 3 a great game. One thing to keep in mind is that engines are all tools, and they can often be used fairly interchangeably, especially when you have the luxury of making lots of modifications, which we do. The real value of a game engine is in how efficient of a tool it is, and Unreal is a superb tool, especially for creating missions.
If you’re interested, check out the “Thief 3 Screenshots” post in Thief Series General Discussion, where I show some more screenshots and talk more about the PC Gamer stuff and Unreal stuff.
To wrap it up, Thief 3 is going really well. The team is full of very talented developers and is still growing. Pre-production went great, development is on-track, code is being written, missions are being built. It’s still very early in the process, but you can see the new Thief game starting to emerge, which is totally cool. This office is a great place to be, and collaborating with and watching the Deus Ex 2 guys in action is pretty exciting, too. Stay tuned, and we’ll give you more updates in the future!
screenshots: Here we go (I hope!), sorry again for the delay... -----------------------
Hey there. I wanted to discuss the Unreal and PC Gamer stuff a bit more, but I didn’t want to make the post to “Developer’s Announcements” too big. So I put it here instead.
First of all, I mentioned that engines are fairly interchangeable. Check out the side-by-side screenshots of Dromed and Unreal for an example of what I mean.
Rendering-wise, Unreal can do whatever the Dark Engine could do. The biggest difference between these shots is lighting, and we’re rebuilding Unreal’s lighting to be perfect for Thief 3. Now check out this screenshot of a Thief 3 bedroom.
Unreal also has power to render some stuff that the Dark Engine could never have hoped to render. The environments in Thief 3 are going to feel like you can reach out and touch them, thanks to Unreal. This is an actual, in-game, Unreal screenshot from a Thief 3 level currently in production. In this bigger version, you can see the details better. The poly counts are about right, but the texturing and lighting is very placeholder. Put the cathedral shot (see below) and the bedroom shot together in your mind to envision what Thief 3 will ultimately look like. For more Unreal stuff, check out: http://www.epicgames.com/UnrealEngineNews.html and http://www.unreal2.com/gallery.html and stuff like that.
Here are some quick answers to questions about the PC Gamer screenshot stuff. First of all, this cathedral
is a piece of R&D; Serge made in Lightwave, the goal of which was to test some new rendering technology. The vibe isn’t quite right (this isn’t intended to be a Hammer church, for example), but we expect the world in Thief 3 to be rendered to basically that level of fidelity. That’s all realtime 3D with tiny details when you get up close. You may gape now. I told you our stuff looks good.
This dude:
is not Garrett but rather one of the Keepers. These dudes: http://209.39.200.200/images/paganimage3night.jpg (link used instead of image because i can't have more than 8 images in a post. :( )
are Tricksterites / Pagans who play a role again in Thief 3. This:
is concept art of a secret Keeper meeting in progress. The Pagan concept art was done by Frank Teran; the Keeper concept art was done by Dan Thron, the artist who created the cutscenes from Thief and Thief 2.
Lastly, I’d like to show you the transition from concept art to in-game art. Working with a concept artist is great, and I’m really impressed by how well our guys work together to create a common vision.
One of these is Garrett concept art from PC Gamer, and one of these is an Unreal screenshot from a mission in-progress. Can you tell which is which? Yea, sure you can, but they are pretty close, huh?
Anyway, that’s about it. Enjoy!
The second post above contains a total of eight images that you can check out in his original message. Like many other members of the ION Storm Austin team, Randy previously worked on the Thief series at Looking Glass Studios before its demise.
1:54 PM - Jonric
Arx Fatalis Infobits
During the past few days, team leader Raphael Colantonio has been stopping in at the Arx Fatalis forum that opened at RPGDot earlier this week. Here’s what he has had to say in response to various questions:
his home and the game engine: I don't live in spain sorry but I understand spanish a little bit. Regarding the engine: it is our own engine, and yes,it is time consuming to develop it for sure. It is also a lot of stress and long hours debugging and implementing features... But, the effort is REALLY worth it because we can get what we want with it instead of 'bending' the game design to get it to fit with the usual licensable engines. It's also a good way to have a game with a different look, I think it's cool to have a game that everybody can recognize at the first look. I'm a bit nostalgic of the times when every game had its own engine The engine isn't totally finished yet, because it needs some optimisations and some fast loading game format, but it's really almost all there and we're very satisfied with the result so, we don't regret anything !!!! To be honest, when we started, if we knew it was that hard to do, we wouldn't have done it. Being 'naive' and not listening to other developer's advices helped us a lot in that regard...
travel within the gameworld: There are about 20 different areas to load and to travel to. There will be some travel back and forth needed, and there will be some kind of teleporting system to go directly to the important areas.
monster respawns and casting spells: Respawn : scenarically only, this means that some monsters will appear at different times of the game, but it's not the same monsters who 'resurect'.
Casting spells: You're correct, you hold a key as you draw to tell the system you're casting. Therefore, You can move while drawing. The backfire stuff is a tricky one, currently we removed it as casting a spell is challenging enough.
drawing runes to cast spells: Yes, casting a spell in emergency is kind of stressing, and tends to lead to casting failure, but this is somehow part of the fun, I must say that even we (the developers) loose control when we are in front of a lich Also, don't forget you can use scrolls. There are 2 ways to answer your question: 1/This system might be stressing, but at least it adds some realism to magic... and after all, some may say, just play as warrior or thief if you can't do magic 2/Because we're not that nasty, we plan to put a 'precasting system', allowing the player to store a few spells as clickable icons. But I must say this will be submited to a lot of testing, because I personnaly believe it ruins the fun.
Arx Fatalis is Arkane Studios’ upcoming first-person RPG inspired by the Ultima Underworld games. For more, you might want to check out our E3 2001 Arx Fatalis Report and E3 2001 Arx Fatalis Gallery as well as Raphael’s Arx Fatalis Development Report #3, all posted in May.
1:53 PM - Jonric
Anarchy Online Site Update: Daily Update
The official Anarchy Online site has received the latest Daily Update today, bringing with it news of a bug, and some merchandise concerns:
Daily Update 20th July
Topics today will be a very strange bug affecting patching and also something regarding Anarchy Online merchandise ...
We have found a bug that we can not explain at this time, but we are looking into it. A lot of people have reported that they are unable to patch. It seems this problem only happens when you start Anarchy Online from the start menu. Please try the following procedure, as it has been a reported success for many people. If you have had problems when patching Anarchy, try to start anarchy.exe in the folder you installed Anarchy to. This is just a temporary workaround, and we are working on a fix for this.
We have also been asked our marketing team for some input to what kind of merchandise they should produce. Have a look at the two polls we have put out here
We will be back later with more information and also some comments on the issues from the Bulletin Boards.
Have a nice weekend.
Anarchy Online is an online RPG that takes place in the far future on a world called Rubi-Ka. To find out more about Funcom's recent release, there's no better place than our Anarchy Online Vault.
9:45 AM - Pipeline
Neverwinter Nights Infobits
Trent Oster, Producer for Neverwinter Nights and Rob Bartel, the Co-Lead Designer, discussed the toolset porting at the official forums yesterday:
Rob on the toolset: Hi all! Wow, that should teach me for taking a coupla days off, huh? Yikes! Okay, here's the skinny:
As Trent explained, the nature of our development cycle has required us to build the toolset using Borland Builder, an environment that speeds up development time by providing programmers with a lot of pre-built components (scrollbars, text fields, radio buttons, and so forth - the standard Windows schtuff). Basically, it keeps you from having to constantly reinvent the wheel. Without a product such as Builder, the Neverwinter Toolset would probably take about 5 years to build (and that's just for a Windows version).
So the big question in everyone's minds seems to be "Why did you wait this long to tell us that the toolset is Windows-only?" That's a fair question and the honest answer is that we didn't know, we still don't know. As Brent mentioned, we haven't ruled out Mac and Linux versions of the toolset yet although they do seem unlikely at this point. The truth is that we want our toolset to be available on all platforms... Unfortunately, we don't always get what we want, either.
In his post, Trent explained that Borland did have plans for a Linux version of Builder and we had been pinning a lot of our hopes on that (and who knows, it still might happen). Sadly, their development seems to have stalled somewhere along the line whereas we need to keep moving forward. Likewise, we had been in discussions with Macintosh about getting a third-party developer to port the toolset as either a simultaneous or a subsequent release but that discussion seems to have dried up as well. Now all of these things may still happen but we have to look at the situation realistically. Neverwinter is really starting to solidify and take shape right now and, while that's a really good thing, it unfortunately means that some of these outstanding issues need to be put to rest, at least for the time being. We'd rather tell you now and have to retract it later (Yay! Toolsets for everybody!) than keep it under wraps any longer and give you this kind of a shock on the day your pre-order arrives.
So if you really feel that not having a native Linux or Mac toolset kills Neverwinter for you, then I apologize. We would have loved to have you as part of our community, we would have loved to have a toolset there for you, we'll definitely miss you and all of the creativity that you would have brought to bear. Ultimately, however, you've got some tough choices you have to make, just like we do.
Welcome to game development...
I wish you the best...
Visit Neverwinter Vault to check out the rest of the posts from Trent on the porting issue as well as Bob McCabe on controlling animations.
6:54 AM - Pipeline
Morrowind Designer Diary At Voodoo Extreme
The latest of Voodoo Extreme's Morrowind Designer Diaries has gone up today, featuring a day in the life of Lead Level Designer G.T. "WormGod" Noonan. Apparently, his mornings go something like this:
10:45 am - I crank up 3D Studio Max and pick up on my work from Saturday. Turns out I am working on the last level of Morrowind now and I have to design a cavern/ruin and create an animation sequence to bring it all together and make it worth the player's time. I pull and prod on some vertices here and there, reapply some textures that needed some work, and animate a key sequence that appears in the game. I have to keep in mind that, although I would like to create a handful of new textures, I should look in the texture dir that already exists to see if there is something I can already use. This keeps down the size of the texture dir, thus creating shorter load times and hopefully fewer than 45 CDs to ship the game.
Elder Scrolls: Morrowind is being developed and published by Bethesda Softworks, and will be the sequel to the critically-acclaimed RPGs Daggerfall and Arena. For more on the game, check out our recent Morrowind Q&A;.
6:53 AM - Pipeline
Neverwinter Nights Adventure Creation Guide Part III At GameSpy
Abbot Fenthick Moss has returned for the third part of GameSpy's Neverwinter Nights Adventure Creation Guide today. This installment deals with designing maps to be interesting:
Adventure areas should be exciting, filled with challenges and the opportunity to explore, and they should have a definite direction in which you want the action of your story to flow. That action might have multiple paths or it might have lots of twists and turns along the way but, for the most part, you'll typically require two fundamental locations: a starting point and an ending point. Of course, there should be some space in-between these two points, space filled with the various elements that make for an entertaining tale -- we'll discuss this topic in a later conversation. But it is important to note that your adventurers should rarely, if ever, have to backtrack through spaces they have already explored. Unless the previously explored territory has somehow been made new and exciting, such backtracking tends to make your adventure seem stale and monotonous. For this same reason, I would urge you to use mazes sparingly.
Neverwinter Nights is a D&D-based; RPG that takes place around the city of Neverwinter. Aside from the single-player game, it will include a toolset that will allow players to create new adventures, and act as Dungeon Masters in multiplayer games.
6:53 AM - Pipeline
Anachronox Review At ActionTrip
A new review of Anachronox has been posted at ActionTrip. As you'll see from this excerpt, several aspects of the game really impressed the writer:
After some playing time, it becomes obvious that the consistent story, attention to detail when it comes to character development and expressive voice acting are in fact Anachronox's biggest advantages. I'm quite sure that the game took so long, because Tom and the gang wanted to have a consistent story and obviously really, really wanted to stay true to the game's original concept. And I find that HIGHLY commendable, especially when the results are as positive as they are in this case. One can easily get immersed by the appeal of the unknown alien worlds and colorful characters, and that's what true adventure games are all about. ION has done an excellent job in those regards, and I could easily see this game turned into a decent sci-fi series. Besides the engaging plot and professionally done acting, the game features some excellently directed scenes. In terms of the pure direction value, Anachronox ranks almost (not quite) as high as Undying, and everyone knows that this aspect of game design is one of the building blocks of an immersive gaming experience. The only problem I had with the voice acting is that there simply isn't enough of it. Yeah, I realize the game is dialogue-heavy (and it would take a lot of resources), but you'd expect to see voiceovers done for all the conversations, and not just the ones in the cut-scenes. Shame really, because the voice acting is really good, and it's completely complimentary to the certain skillfully directed game scenes.
The console-inspired RPG receives a score of 82%. Anachronox was developed by Ion Storm, a studio that designer Tom Hall has since left.
6:52 AM - Pipeline
Morning Visuals
Thief III - Several screenshots and pieces of concept art from Ion Storm's upcoming sequel have been posted at Thief Underground. Disciples II: Dark Prophecy - A trio of new screenshots of Strategy First's soon-to-be-released turn-based game have been posted at GameSpot.
6:52 AM - Pipeline
News generated by NewsPro. |
|