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--From godsandheroes.com
Friends, Romans, Countrymen, lend me your ears...
Loyal and faithful community members and Beta testers, thank you for your support, help, and understanding during the Gods & Heroes: Rome Rising development process.
The development team established some very lofty and ambitious goals when the initial work was started on Gods & Heroes. Recently, we took a step back to evaluate the competitive landscape, the game's current state, and the overall goals for our organization. And while we are truly proud of and pleased with what we have created in Gods & Heroes, we also realize that achieving the level of quality and polish that we are committed to will take a significant investment.
The Perpetual team is faced with a unique challenge of simultaneously developing both Gods & Heroes and Star Trek Online in addition to growing our Online Game Platform business. After assessing all of Perpetual's opportunities, we have made the decision to put the development of Gods & Heroes on indefinite hold.
I want to express my overwhelming gratitude to the community, engineers, designers, artists, animators, and the game services team for the support and effort that has gone into Gods & Heroes.
Moving forward, we're shifting our collective focus, resources and development efforts to Perpetual's Platform Services division and Star Trek Online, thereby ensuring that the game lives up to the high level of expectation set by the dedicated Star Trek fan base.
Again, I would personally like to thank all of the Gods & Heroes supporters who have been with us from the beginning. Hopefully, your continued support will be as valuable to our future endeavors as it was with Gods & Heroes..
Vade in pace,
Chris McKibbin |
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Star Trek Online New Devlog |
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DevLog
Entry 1.0 - Hailing Frequencies Open
(a.k.a. "The Coolest Thing")
Stardate 60998.6 (July 14, 2007)
Welcome to the first edition of the STO DevLog, a periodic behind-the-scenes look into the development of Perpetual Entertainment's Star Trek Online. During the months before we're ready to roll out STO in a big, BIG way, we hope you'll make the DevLog the place to go for informative, entertaining, and intriguing peeks into the making of the most ambitious Star Trek game in the history of the galaxy.
I'm your host and STO Story Lead, Mike Stemmle. I'm also, as my friends, family, and coworkers can attest, an unabashedly rabid Trekkie. How rabid? Let's just say that music from Star Trek: The Motion Picture was played during my wedding ceremony and leave it at that, okay?
As a big ol' Star Trek fan, you'd think that the coolest part of my job is working with Gene Roddenberry's fabulous creations. And make no mistake, wiling away one's days adding to the legends of Kirk, Picard, and Sisko (among hundreds of others) is an exceptionally spiffy way to make a living.
But it's not the coolest thing.
The coolest thing about working on a project like Star Trek Online is the host of unexpected little surprises that emerge as the game takes shape. Because STO is such a large undertaking ("massive," even), it's pert-near impossible to keep one's eyes focused on every single aspect of its development at all times. A fortuitous consequence of this phenomenon is that sometimes I don't get a look at a lot of the really keen stuff going on in the game until it's nearly fully-formed.
Exhibit A: Recently, I was absolutely floored by a demonstration of how we'll be crafting our exotic alien environments. For years, the process of constructing believable landscapes (alien or otherwise) has been a grueling, painful endeavor. But these days technological advances have come along to help designers and "world builders" rapidly assemble huge environments that look like they were shaped by natural forces, while simultaneously providing all the necessary gameplay "Points of Interest" laid out by the design team. Here's how it more or less works:
See the entire article here with screenies! |
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Posted by ferrin on Saturday, July 21, 2007 (04:10:22) (462 reads)
comments? | | Score: 0 |
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Eve Online Revelations II |
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Revelations II sets the stage for the third chapter of Revelations to be released later this year and will feature enhancements for the most experienced players to the newest. It will introduce major challenges and complexities to the game, enabling players to engage in even more strategic warfare, providing significantly expanded content for exploration and offering more possibilities for sophisticated corporation and alliance management. In addition, it will include enhancements to EVE Online’s core technology to improve the player experience as part of CCP’s ‘Need for Speed’ initiative that addresses server and client performance issues through optimization of existing features and content. As with all previous expansions, CCP offers Revelations II as a free download to subscribers.
In particular, Revelations II enables greater opportunities for strategic operations between fixed structures in space by encouraging siege-type gameplay, enabling attrition warfare, opening up new tactical opportunities for smaller attack groups, improving the economic vitality of outposts and allowing individual outpost services to be attacked with precision strikes. New starbase tactics, for example, will be introduced that allow players to perform localized scanning for ships, jump between starbases owned by the same corporation and quickly bring capital ships into a battlefield – or prevent them from coming in. Players will also have direct command of starbase weapons, allowing them to control individual assets such as turrets and missile batteries.
The new Chapter also gives players more sophisticated tools for managing their corporations and alliances while providing transparency to ensure effective governance. Corporations will be able to take control of their finances using divisional wallets to categorize corporate budgets and a transaction log for each wallet. They will be able to search corporate hangars and remotely manipulate assets. There will also be detailed shareholder reports which list individual member ownership of corporation-issued stock.
For new players, Revelations II includes a fully revamped New Player Experience, which allows them to immerse themselves in the game and acclimate more quickly. The revised tutorial begins directly in space in Revelations II, within a private environment accessible only to the new player. For more seasoned players, the Chapter introduces Level 5 Agents, offering the most challenging Player versus Environment (PvE) encounters ever, designed for capital ships or small gangs, and involving facing major adversaries which require significant firepower to take down.
In addition to numerous general improvements that support and enhance the performance of EVE Online, this release also sets the initial groundwork to provide full Vista support for future expansions.
“With Revelations II, players can explore new frontiers of EVE Online, experience new challenges, benefit from a significantly expanded array of tools and tactics and really test their skills to the limit,” said Nathan Richardsson, Executive Producer of EVE Online. “We believe these are some of the more advanced strategic, military and economic elements seen in a MMOG and hope it will enable our pilots to enjoy a higher level of immersive, competitive gameplay.”
This article and more at Gamer's Temple
Get a Special Bria's Forsaken 14 day trial for Eve Online Today! |
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Posted by ferrin on Thursday, June 28, 2007 (00:51:09) (201 reads)
comments? | | Score: 0 |
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WESTWOOD, MA and CHICAGO, IL – April 12, 2007 -- Turbine, Inc. and Midway Games Inc. (NYSE: MWY) today unveiled the Special Edition of The Lord of the Rings Online™: Shadows of Angmar™. This Special Edition of the highly anticipated massively multiplayer online game provides fans with exclusive items, including the “making of” DVD, a soundtrack of the game, and a special in-game item. The Lord of the Rings Online is scheduled to launch on April 24th in the U.S. and Canada and the Special Edition of the game is now available for pre-order at select retailers nationwide.
LOTRO™ is an incredible game. It’s very unique in many ways. PVP is called “Monsterplay”. A kind of arena instance thing, where you can play as a monster, beast, other pc’s. This definitely reduces network lag and area congestion. Since beta 1 the auction house and mail system have undergone several reworks, additions, and fixes. Towards the end of the final beta it seemed to be working at 100% efficiency. All in all I’d say they had this game up to 98% bug free before the final beta finally closed.
Even with its incredible architecture and great graphics though, I found it hard to play without other people/friends. Most of the quests beyond the lower levels require the aid of others. There is a regional chat so you can request a fellowship invite or start your own, but it’s quite a chore as well as time consuming to get a full fellowship going. When it comes to the high end content you may find yourself waiting two or three days to finally get a good group together that is capable of completing the quest.
Is it a World of Warcraft™ clone? I’d have to say, not exactly. There are some aspects that you would say resemble WoW, but they are done differently enough to put in its own class. Mounts unfortunately, cannot be obtained till level 35, but you can train the skill at level 15. There are Taxi’s, (well ok they’re horses) that travel on a set path from one major city the next (griffins?). Yes it’s like Griffins but as a low level character, it’s the quickest way to travel, so be thankful they’re there.
I have a bad feeling that this game is going to be very hot, but for a very short time period. After 6 months we may see the subscription numbers drop dramatically. I may be wrong, but the fun just doesn’t seem to last for much more than that. All in all I give Lord Of The Rings Online™ a B-. I like the originality, I like the graphics. I definitely like that they worked out as many bugs as they could before release date. I didn’t like spending hours or even days, trying to find groups. If my only choices of games to play this year were Vanguard™ and Lord of the rings online™, I’d pick LOTRO™. |
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STO: much anticipated, much debated |
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As I sit here debating what I can post for my friends that will be interesting, eating chocolate, and drinking hot tea, I'm surfing the net sites about different games. Those out already, and those coming out.
I notice the much anticipated Star Trek Online Site and decide "What the hey, haven't logged in for a while, let’s see what's up."
What I found was a community in turmoil.
With games like WoW, Eve, etc soaking up a lot of the player base, the crew at STO has to figure out a way to satisfy the ST fans, their target players, and get the game out in less than another century, while making it practically playable.
The announcement, made after internal testing, was that during combat, playing from an External View was more of an advantage than playing from an internal view.
The announcement was made that, in view of this, the internal views of player controlled ships was being eliminated.
Switch to a view of the STO universe from a distance. Huge mushroom cloud.
The fans went ballistic.
Debate over this simple announcement has raged ever since. Not that the fans don't want external views, or that they want only internal views, they want the option similar to what SWG has in POB ships.
Surprisingly, this even isn't what is behind the debate. The main message that I get from reading the posts is that poeple are afraid that PE is going to become too much like SOE in their customer relations. Still, the posters seem to be willing to give PE a chance. 40 % of those answering the polls want internal views, or they consider leaving the game an option. The breakdown shows that the other 60% is devided between "Don't care" and "Important, but we'll see". Others expressed the view that they were afraid STO would end up a WoW in space, or another rip off.
So far, PE seems to be holding back on follow up comments, afraid to say anything else for fear of making it worse.
The conclusion that I draw is that PE and STO are at a dangerous juncture...they have to do something, but if they knuckle under now, they may become slaves to the Forum Posters, if they don't, they run the risk of sinking the game well before launch.
-Tzhar Khune |
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Posted by ferrin on Monday, April 16, 2007 (21:45:56) (243 reads)
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