News from the Net From our reporter, Alex van Kaam @~Hi and welcome to this issue of the news. @~The first news today is related to last issue's news about Looking @~Glass. It seems Thief 3 ( I just started Thief 2 and it is very @~good!) might still see the light of day: --o0o-- Thief 3 Official Press Release This is it, the good news we have all be waiting for. Here is official word that Thief 3 is now in production: Eidos Interactive To Continue Critically Acclaimed Thief Franchise For The PC and PlayStation* 2 Computer Entertainment System 'Ion Storm's Warren Spector To Oversee Future Of Series' SAN FRANCISCO, August 08, 2000 - Eidos Interactive, a leading worldwide developer and publisher of interactive software products, announced today the purchase of the immensely popular Thief franchise. Eidos Interactive plans on continuing the series for PC CD-ROM and the PlayStation* 2 Computer Entertainment System. Eidos Interactive is pleased to report that further iterations of the Thief franchise will be developed in the Austin, Texas offices of Ion Storm and will be led by Warren Spector, who contributed on the original Thief: The Dark Project. Warren has also produced other highly praised titles including System Shock, Ultima Underworld, and most recently, Deus Ex. Several members of the original Thief team have already signed on with Ion Storm to continue working on the series and more announcements are expected soon. Warren Spector states, "With Thief, LookingGlass Studios created an entirely new kind of game and, in so doing, changed the face of gaming forever. We here in the Austin office are thrilled, proud and a bit humbled at the prospect of continuing and building on the work of the talented men and women who made Thief and Thief 2. Several of us cut our teeth working with those folks, our design philosophies were developed in collaboration with them and, plain and simple, we're fans ourselves. To all the other fans out there, we say: Rest easy. We respect the Thief tradition and we'll do everything in our power not only to live up to everyone's justifiably high expectations but to surpass them." "This is great news for all fans of the Thief series," states Eidos' Vice President of Development, Nick Earl. "Warren has proven his game design talents time and time again. The next Thief will undoubtedly be the greatest to date." No release date has yet been set for the tentatively titled "Thief 3." Eidos Interactive, Inc. is a leading developer and publisher of interactive entertainment products for the PC, PlayStation* game console, PlayStation* 2 computer entertainment system, Sega Dreamcast(tm), Nintendo* Game Boy* Color. Eidos Interactive is part of London-based Eidos plc (NASDAQ: EIDSY) with additional offices in San Francisco, Paris, Hamburg, and Tokyo. For more information on Eidos Interactive's product line visit http://www.eidos.com And there you have it! Cheers to Warren Spector and Eidos! Come join the celebration with your fellow taffers in TTLG's official Thief chatroom, #thief on the starchat network (irc.starchat.net, polaris.starchat.net, stargate.starchat.net, and others). --o0o-- @~Another message I found on the web is a post by someone at Origin @~(also mentioned in last news - LB leaving) on why they are better @~then others: Why Origin? On the UWOO@egroups.com mailing list, Damocles asks what makes Origin "better"; here's what Gaffer had to say in reply: Damocles asks a great question here, and he quotes a weighty few paragraphs from Myschyf. To summarize for those not reading below: "Origin has to compete with games that have been out for years, with lots of stuff added on - that's tough, isn't it? And how are games of the future going to compete when the bar keeps raising, after all, it takes millions of dollars just to make the game, never mind having to add all the features a Live group has added over the course of years?" Because this is a complex question that deserves a good answer, I'm going to respond from an analytical standpoint and not a Origin-just-R0xx0rs kinda way. It's long, though, so hit "next" if yer bored - it's ok, we'll post more easily digestible posts too. In my opinion, there are two hurdles to cross to be the killer app in the online industry. It could be argued that whoever crosses them first may be the last to cross them - because it'll be VERY difficult to catch up. Those hurdles are: recruiting enough players to control a big chunk of the market, and retaining them so that they don't jump to other games. Seems simple, neh? The route to doing these two things in my mind involves being interesting/fun enough to grab a big market base, and well-written enough to be expandable into the foreseeable future. I'd take this route in part because I'd argue that these hurdles haven't been crossed yet - those games that are fun aren't expandable enough, and those that are expandable aren't fun enough. The reason I'd pick those two routes (fun and expandability) past the hurdles of recruiting/retention? Those two barriers can be crossed by number of other ways- Recruiting: marketing, 3D flashiness, word of mouth from players who enjoy your game, etc. Retention: clever pricing schemes, perceived support of your game going forwards (i.e. do players expect expansion packs, or do they think a game is abandoned?), GM Events, player driven content, etc. Despite the options (and there are more than listed) I would argue that the tactics to take for us (the Origin team) are fun and expandability. Why? Because fun is, while toughest to nail down in an analysis, the one thing that as gamers we can really judge and control. In my case, I'm a gamer, and I have a bias (which is not always borne out by reality, sadly) that Good Games Sell, and I like good games - I know when I play one. I can't evaluate marketing better than the next guy, 3D flashiness is cool but easily duplicated, word of mouth can be fickle (how many rants have you seen about games that haven't come out? How often has public opinion formed around nothing tangible?). Good gameplay, though, we can recognize and attain. For retention...well, just about all the things listed after retention are helped by expandability. If someone else comes up with a clever idea, and you're stuck with an unchanging system, all you can do is watch them beat you. Expandability of your game is like the clauses in the Constitution which allows for changes (amendments) as new situations come up - it keeps your game from being static and beatable in the online arena. A game which focused on something other than expandability as its main way of keeping playable over the years is doomed to have someone else think of something better which they can't do in their engine. Of course, we like winning, so we'll try and hit every strategy above - marketing, events, cool 3D, all that. But the key ones IMO are a fun game out of the box and expandabilty. So, when asked "Why is Origin going to kick ass vs. all the other games" you may not want to hear a dry, high level analysis like the above. Why do I think we are different/better IMO? * Well of the stuff we've announced already (always best to hold some back:): * We have cool game systems that haven't been done before in a big MMP and address lots of the issues that other MMPs didn't face well (with skill trees, f'rinstance) * We have lots of depth to the trees so there are tons of new strategies to try * We focus on non-combat things to do as well as combat (for when you get tired of just fighting) * We have the ability to add lots of new stuff month after month * We have the ability to cleanly add tons of new content, skills, spells, and systems * We have cool combat that is fun in its own right with lots of variation * We have very solid AI. Tough to do that in an MMP, btw. * We have the Ultima universe to build on and a very unique setting * We have a world where you can PK or NPK as you desire - be safe while you're young, and have the same character PK when they get bored later and more. If you read the first bit of this, though, you'll have thought "hmmm, fun fun fun expandability expandability fun fun fun fun" or "recruit retain retain retain recruit/retain recruit/retain recruit retain". And you're right (though you're very anal to have noticed) - we try to craft every aspect of the game thinking in those kinds of terms. If it ain't going to bring people into the game or keep you there, why do it? If we wanted to cram in as much as possible at start at the cost of not doing things solidly and generally, we'd pay a price paid by many games out there. We're doing the right thing long term by not adding 3 features but using that time to not keep us from permanently being able to add 100. But . we're committed to being fun out of the box, so if it isn't fun when we want to ship, we won't ship til it IS fun. That's the balance to get just right. Expandability is a bit harder to have than fun (IMO) cause it takes longer for less apparent benefit when you ship - not everyone in the market or in your company necessarily Gets It. Everyone gets when a game is fun (well, hopefully). Of course, the tricky bit is that when you've take a long while to put in expandability, you're not always then given time to add fun stuff on top of it . we get the need for the balance, however. Will any game be unbeatable in the online space? It's unlikely - in part because there is a tendency over time for games to become less accessible by adding in all the different systems which is part of the strategy for retention. (As an example, many MUDs add so much stuff for their elder players that new players can't ramp up through all the trading systems, party systems, dragon-riding, business simulations, complex magic systems, etc. - it's just too confusing). This tendency means you can always come up with something simpler but expandable to get your foot in the door and then capitalize on the new players you were able draw away from the existing game. The industry won't have to worry about that for a few years yet though, and I'd like to be the one they're trying to use that strategy to beat :) Thanks! --o0o-- @~After playing EQ for a few months now (well not last week, I was @~working on MBM5, honest !!) he might have a few valid points but I @~do feel that it's not the graphics or engine but the game/its @~balance/its story that will keep the real RPG freak hooked. And I @~think balance is something that comes with updates, it's to hard @~to get it right out of the box.... @~Talking about EQ, a new expansion pack is coming out, check out @~http://www.zdnet.com/gamespot/stories/news/0,10870,2611264,0 @~0.html or simply read this: More EverQuest This Winter Sony Online reveals new details on the upcoming expansion to the massively multiplayer RPG. Sony Online Entertainment announced today that The Scars of Velious, the second expansion for the extremely popular online role-playing game, EverQuest, will be released this winter. According to the announcement, The Scars of Velious will have significant new gameplay elements and updated graphics. The expansion will include Norrath's frozen continent of Velious, a huge new land that will consist of over 16 new zones to explore, such as frozen ice caves, ancient towers, and more. Velious will also be home to an all new set of dangerous monsters, including storm giants, snow gnolls, and a race of "vicious ottermen." In addition, the Velious gameworld will offer three times the polygons and larger textures than the existing zones in the game. @~I definitely need to get my DE past level 20 (he is 19 right now) --o0o-- @~Once again there is an interview with the makers of Wizardry, this @~time it's at @~http://www.wizards.com/licensed/ruins_interview_8_7.asp, here is a @~small extract: Wizards of the Coast: When the new D&D game releases on August 10th, will it be a relief to you and your staff not to keep the new rules under wraps? Jonathan Kromrey: In a word . . . yes. We've enjoyed playtesting the new rules so much that it has been very difficult not to spill all the details on the new rules as they pertain to Pool of Radiance: Ruins of Myth Drannor. Once the rules are released to the public, we can finally start to fill in some of the "gaps" that players have been asking about, most notably the Skills and Feats section of the game, along with possibly some cool new spells and such. Wizards: What was the biggest surprise you found when you first saw the D&D rules? Jon: I would have to say that the biggest surprise came from the class system. After 2nd Edition's race/class segmented system and how they handled multiclassing, it was a breath of fresh air to see all races being able to be any class in the game. Also, the ability to choose your classes, skills, and stats as you increase in level made a lot more sense to us and seemed to really give the players the ability to sculpt their characters the way they wanted Wizards: How closely does the artwork in Pool of Radiance: Ruins of Myth Drannor mirror the art style in the Player's Handbook? Jon: We originally presented Wizards with model art before Todd Lockwood and Sam Wood began their concept sketches for the PH and Monster Manual, and everyone at Wizards was impressed with our submissions. After adding more 3rd Edition model classes and functionality to the game (earlier this year) we revised conceptual and final design based on some of the new looks, many of which appear in the new Player's Handbook, as reference materials when creating our models for the game. Although it is difficult to tell exact details from the beautiful portrait art that exists in the PH, our models were made to fit size, shape, and general look requirements to match the game as closely as possible --o0o-- @~Sierra (yes, yes, they still make games....) have a new one coming @~up called Throne of Darkness: @~http://www.sierrastudios.com/games/throneofdarkness/, for your @~pleasure (?) here is the official info for the game: Japanese mythology and fast-paced action make Throne of Darkness a must-have title for action-oriented RPG fans. Ben Haas and Doron Gartner, founders of Click Entertainment and Diablo team alumni, have taken action-oriented role-playing to a new level, invigorating the genre with a new visual style, groundbreaking multiplayer capability, and advanced martial tactics. Guide your seven unique samurai as they seek to overthrow the evil that has overtaken the kingdom and avenge their slain Daimyo. From the gates of the clan citadel to the spire of the Dark Warlord's castle, you'll face more than 30 varieties of fantastic creatures from Japanese myth, including legions of undead warriors, fearsome demons, and giant dragons - all animated in breathtaking 16-bit color. Ten unique levels and dozens of side quests combine to create a truly original combat experience. Throne of Darkness introduces an innovative multi-character control interface that allows for the simultaneous command of up to four characters through a series of tactical "plays," or formations. Each play is designed to combine the unique strengths of each samurai - such as the ranged attacks of the archer and the two-sword technique of the berserker - into a distinct tactical advantage. Play calling allows for a high level of control and co-ordination between the player and computer- controlled samurai never before seen in the genre. In Throne of Darkness' multiplayer mode, up to 35 simultaneous players vie for the mantle of Dark Warlord in a king-of-the-hill style competition. Through competition and co-operation, four clans of seven samurai challenge the Dark Warlord, his seven lieutenants, and his countless minions, all of which can be controlled by a human player. Once the Dark Warlord is defeated, the conquering team becomes the new warlord. Action-oriented role-playing game with intense single-player campaign Play as seven samurai character types, each with distinct abilities and attributes Control up to four characters at once via a unique "play-calling" feature. Excecute more than 20 advanced tactical commands (or "plays") via simple keystrokes. Explore ten huge environments inhabited by more than 30 varieties of creatures More than 80 spell-types are at your disposal Create and name your own magical weapons and armor Character and level design inspired by Japanese mythology Full multiplayer support for 35 simultaneous players, Internet play powered by Flipside Three types of multiplayer gaming for both cooperative and competitive play Full 16-bit color and 800x600 resolution --o0o-- @~Not sure what to think of it myself... but I am sure what I @~thought about the movie "The Mummy", although it was fun to watch @~it was not the best I ever saw , so I doubt the following news @~will result in a great game, although I could be wrong of course: Rebellion's Next Movie-Based Title Revealed With one major movie licensed title already under their belt in the form of Alien vs. Predator, GA-Source has learned that Oxford- based developer Rebellion is now working on their second movie-based game. Originally developing games for the Atari Jaguar, Rebellion's first major success came in October 1994, with the release of Alien vs. Predator, a first-person 3D shooter based on the two major movie licenses. Released on the ill-fated Atari Jaguar console system, many gamers felt it was one of the best games developed for the system. Alien vs. Predator also set a new standard for movie licensed games by incorporating intense action, with a real movie atmosphere and sounds taken straight from the films. Now Rebellion hopes to take their experience one step further with a third-person action/adventure game based on last year's hit movie, The Mummy. The developers hope to fill The Mummy with the same terrifying visual and sound effects of the movie, while placing the fate of the film's heroes in the hands of gamers as they battle the living dead and ghostly residents of Hamunaptra, City of the Dead, in search of treasures and victory over the guardian Mummy. The Mummy is being co-developed by Universal Interactive and published by Konami for the PC, PSX, DC, and GBC. Expect this title in Q4 2000 --o0o-- @~On GA source I found this news for the Adventure SynTaxers among @~us: Adventure at the Chateau d'Or Coming Karma Labs is currently working on an impressive looking adventure game entitled, Adventure at the Chateau d'Or. The princess heir has chosen you as her hero and you lead the quest to unlock the secret of the fabulous Chateau d'Or. Search for powerful magic artifacts and find hidden treasures. You must seek out and summon the spirit of the lost Duke. Answer his cryptic questions and unravel the mysteries of his palace. Explore a luxurious palace and gather clues from tales of the loves, creations and conflicts of heroes from the 2000 year history of Paris as you play the role of a scholarly adventurer. Death and deception are ever-present. You must call upon your intelligence, intuition and newfound knowledge to survive and bring the princess safely to her goal. Features: Photo-realistic graphics - Experience the Chateau d'Or in all its glory. Beautifully rendered photorealistic 3D screens and animated sequences create an immersive world for this fantastic adventure game. Three levels of gameplay - You will be presented with three successive challenges which must be solved in order to win the game. Match wits with the illustrious Duke, unlock the secret of the sensory focal devices, then use them to help the princess reach the ultimate treasure. Dozens of enigmatic questions - Find the key information about Paris that is hidden in the palace and answer the Duke's mysterious questions in order to win his help. Adventure at the Chateau d'Or is currently in closed beta testing and is scheduled for a September 2000 release. Check out the official website for more screenshots, a movie trailer, and music. @~The official site can be located at: @~http://www.adventurechateau.com/ and I must say the screenshots do @~look very nice indeed !! I have include one for Sue to put in the @~image section of this issue. --o0o-- @~Eurogamers have posted (as many others) another preview of BG II @~at http://www.eurogamer.net/features.php3?name=p_baldurs2 Here is @~some small background info for those of you from outer space who @~have no idea what BG II is: Shadows Of Amn picks up where the original Baldur's Gate left off, although several months have now passed since you defeated Sarevok, saved the city of Baldur's Gate, and discovered the dark secret of your own identity. The game is once again set in the Forgotten Realms, this time in the southern country of Amn, and will take in everywhere from the Underdark and one of its many drow (dark elf) cities to the astral plane along the way. Other popular vacation spots to be brought to life in Shadows Of Amn include the Cloudpeak mountains, the Tethir forests, and of course Athkatla, the capital city of Amn. Details of the game's story are still somewhat vague at this point, but what we do know is that your character wakes one morning to find himself in a cage, and that things rapidly go downhill from there on in, as you face a powerful new villain and have to choose between the lesser of two evils in order to defeat him. Expect another epic struggle for survival, sanity and justice, with an endless succession of plot twists to keep you guessing as to who or what is behind it all. In all, the main plot should keep you busy for around fifty hours, and as in the original there are also a veritable plethora of sub- plots to distract you from your mission along the way, adding up to as much as another 200 hours of gameplay according to the developers! This is truly the mother of all role-playing games. --o0o-- @~Http://www.escapemi.com/ is one of the Escape from Monkey Island @~sites, lots of news and info there. At @~http://www.galactus.org/rants/MonkeyIsland/index.html is a nice @~article on the game and how 3D will impact the game... it's a good @~read: Now, in the up and coming Escape from Monkey Island, I have no doubt the odd puzzles, humor, characters, exotic locations, and the idea behind Monkey Island won't be there. Lucas Arts has shown us they can deliver on those in the past 3 games. However, with this transition to 3D, I feel that the game loses that Monkey Islandish feel. I am going to quote Ian Malcolm from Jurassic Park by saying "They were so preoccupied with whether or not they could, they didn't stop to think if they should." Those are my exact feelings towards moving to 3D graphics with the next Monkey Island. I don't feel 3D is the ultimate form of visual graphics available to computer game companies. It's by far the newest, but also by just as far, not the best in every case. In the case of the new Monkey Island I don't feel that 3D graphics can transfer the needed atmospheric feel of the classic MI games. --o0o-- @~Now for those of you who have Shogun (I do but still have not @~installed it) check out @~http://www.gamespot.co.uk/news/2000/06/6943.html, it's a good tool @~to get some info on playing and understanding the game a little @~bit better. --o0o-- @~On another note, a new version of WinSTon is out, check out @~http://ourworld.compuserve.com/homepages/winston_emu/winsto @~n.html, I just love this ST emulator !!! --o0o-- @~And finally I want to close with this link: @~http://www.cdmag.com/Home/home.html?article=/articles/029/022 @~/reda2_preview.html A preview of Red Alert II: Red Alert 2 is built on the Tiberian Sun engine, but with a difference. Having identified Red Alert's fast pace as what set it apart, the developers have modified the engine to recapture that pace. In accord with their philosophy that they want half-hour multiplayer games, not three-hour games, they have increased the speed at which units move and at which units and structures are created. By dividing the interface into separate tabs, they have increased the speed at which you can build, and by balancing buildings and units "high", meaning in essence that all units have both exaggerated strengths and exaggerated weaknesses, they ensure that battles will resolve themselves quickly. Although the design team emphasizes that they view rushing as a legitimate tactic that is a mainstay of real-world warfare, they have provided plenty of defenses against tank rushes, such as Terror Drones and garrisoned infantry. If rushes fail to bear consistent fruit, a turtle shell approach will be even more discouraged by the presence of superweapons that can be targeted anywhere on the map. You may build an impenetrable base defended by all of your units, but if your opponent builds a Nuclear Silo, Chronosphere, or Weather Control Device, you will quickly pay for your over- concentration. Another area in which Westwood is trying to adopt a bolder approach is in the game's graphics. In contrast to the post- apocalyptic look of Tiberian Sun, Red Alert 2 uses bright, vivid colors, including green grass and trees galore. Furthermore, its structures and units have been resized and are now 25-30% larger. The Soviet structures are especially bulky and forbidding, while Allied structures are more refined. To make the graphics more interesting, the single-player mission maps will feature real world locations with lots of recognizable landmarks. Among the US maps you'll find Washington DC, New York, Chicago, Colorado Springs, San Antonio, Hawaii, the Virgin Islands, and the Florida Keys, and among the foreign maps you'll find the North Pole, the Urals, Moscow and Paris. Alex - o -