News from the Net From Alex van Kaam RPG planet over at http://www.rpgplanet.com/ac2/features/interviews/mfqa.shtml have a nice Q&A up with the Matthew Ford, the program manager for Asherons Call 2: WoD: Asheron's Call 1 was known for its many dungeons, and plenty of fighting spots. Will AC2 follow the same design, or is Turbine aiming at less but larger, fullscale dungeons like UO? Matt: In my opinion, AC1 has an embarrassment of riches when it comes to dungeons. We don't intend to top that. We may not have quite so many dungeons, so we can concentrate on making each of them really special, distinctive, and attractive to a clear range of players. Players will still spend a lot of time in dungeons if they like that kind of fighting-- which will have a pace and tactical style very different from the landscape. Then there are the Vaults, which are a kind of uber-dungeon that ties into our Vault Campaign quest system. We'll reveal a lot more about that later. Suffice to say that working your way through a Vault will be a climactic experience, with a big payoff. At the same time, we will use a few clever ideas to make sure that the Vaults are not full of campers, so you'll feel like a real hero as you and your party fight your way to the bottom. As for giving you plenty of fighting spots, our philosophy is simply to give the players what they want. If you want to feel like you've got a hunting spot all to yourself, you can have that. If you want a bustling place full of the mayhem other players can provide, you can have that too. We don't want to force you to only have one type of experience. EQ Caster's Realm have the news up about EQ, so head over to http://eq.castersrealm.com/viewarticle.asp?Article=4245 if you want to read it all: The world of EQ2 is set some time into the future from the current EverQuest world. There will be only three continents however at release. 50% of the zones will be entirely new, and 50% will be rebuilt areas of the traditional Norrath. But the world has changed. The article describes how Freeport has been taken over by the corrupt Freeport militia and the remnant paladins isolated in a new area known as Marr. The Iksar still roam, but the Vah Shir have disappeared (Kerrans are however playable). Talking about EQ, BBC news has a funny article about Nortath being richer then Bulgaria http://news.bbc.co.uk/hi/english/sci/tech/newsid_1899000/1899 420.stm Eurogamer has some more about Tale in the Desert, the one Sue is trying out I think, so head over to: http://www.eurogamer.net/content/i_deserttale @~I've downloaded the demo but STILL haven't installed it! ... @~Sue I played the demo of Arx Fatalis, it had a few bugs so they delayed the game a month or two, but it sure was nice, reminded me very much of Ultima Underworld. The controls are a bit more tricky but once I got used to it I had a great time, so head over to http://www.slcentral.com/articles/02/3/arxfatalis/ and read up on it: Arx Fatalis' roots come from the Ultima Underworld series, which was developed right around the same time as Doom. Comparing the 3D engines, Underworld was capable of much more complex geometry than Doom was, but Underworld had to be displayed in a window for it to run efficiently on a then-powerful 486. UW, like many other follow-up games by Looking Glass Studios (R.I.P.), was very versatile in how you could solve your problems. You could take the world on by force, negotiate your way through problems, or just be a cunning sneak Another game by Fish Tank (like Arx) is Call of Cthulhu, head over to http://www.computerandvideogames.com/r/?http://www.comput erandvideogames.com /previews/previews_story.php?id=27410 for a preview: 28 Apr 02 In an old barn in a windswept field on the outskirts of darkest Sutton Coldfield, something sinister is lurking. It is a thing of unspeakable terror, the result of man's perverted need to turn technology to his own foul purpose. As yet inchoate but with the potential to leave every mind it touches hideously scarred and twisted, it calls itself... Call Of Cthulhu: Dark Corners Of The Earth. Scared yet? Well, if not, we're pretty confident you will be when this first-person mind-wrench gets hold of you come summer. In fact, those of a delicate humour may want to give it a wide berth, as it could just be the most disturbing and frightening game ever made. "It's not about shocks and thrills (although there are a few of these) but about a gradually building atmosphere of despair and hopelessness. People should play this game and not be able to sleep afterwards thinking about all they've seen and heard." Gamespy had a nice RPG week going from the tabletop RPG to the future, start at http://www.gamespy.com/articles/april02/rpgweek/rpg1/ for the whole deal The first true role-playing game came from an unlikely place indeed: Lake Geneva, Wisconsin. In the 1960s, E. Gary Gygax created a medieval wargame called Chainmail. Chainmail was a minor success, and soon Gygax and friends were hosting a small local convention called "Gen Con" in support of it. (At that time, Gen Con attracted 100-500 attendees. Last year the venerable convention hosted over 21,000). The gathering attracted a Minnesotan named David Arneson, who had modified Chainmail to a 1:1 scale (one figure equals one character). Gygax reportedly liked the immediacy and the threat of instant death having a single 'character' added to his game; soon the two were working together. On that day, Dungeons & Dragons was born. http://www.bardslegacy.com/main.html has a few more updates about their bards tale game... still fun to see, hope it will be fun to play (we all are spoiled these days so....) http://www.complexgames.com/index.htm is all about the game Dungeon, still a bit low on info but none the less interesting and promising Exuit (Ultima 7 remake) has some new stuff online, so once again head towards http://exult.sourceforge.net/ http://www.ferrago.co.uk/column.asp?id=9 have up a great article about MMORPGs read it, even if you don't play them... maybe things he says are very very true. Those of you reading this who have a lot of experience with online gaming will know what I mean. The first major online RPG was Ultima Online. Conventions that exist on the today's generation of online games were invented on UO. Back then they didn't know how people would act in a game. They just presumed they'd act the way the designers wanted them too. But if there is one cardinal rule in online gaming, it is this - people are totally unpredictable, and if there is a way to screw up game balance then someone out there will find it for you. In UO, they screwed it up big time. People hacked their characters to make them invincible, and went on killing sprees murdering every man and beast in sight. These virtual psychopaths banded together and almost brought the game to a standstill - you couldn't leave town without being ganked by a twenty strong gang of computer highwaymen. UO's designers at this point were frantic, and desperate to reclaim the game from those that were ruining the enjoyment of a great many players - and many changes were introduced. In the end, however, what saved the game was the ingenuity of the players themselves. The normal players began to fight back. They formed vigilante guilds whose sole purpose was the annihilation of the grief killers. Other guilds formed that specialised in the protection of other players - online bodyguards. Players travelled from town to town in convoys. Major roads and other routes were patrolled. Players adopted tactics from the real world - tactics they had probably never learned about, but which seemed like the sensible thing to do in such a situation. I have played pretty much all of the online RPGs out there, and UO holds a special place in many people's hearts. Perhaps the main reason for this is the sense of struggle that the game created. The grief killers were actually sincerely hated - and this gave the game an extra dimension that subsequent games could not quite replicate. It really was a case of good versus evil. A bit of an old link, but GameSpy have made a list of the 30 most influential people in gaming: http://www.gamespy.com/articles/march02/top30/3025/ some old, some unknown, some very well known..... Sticking with GameSpy, a dev diary of Atriarch, another MMOG: http://www.gamespy.com/devdiary/april02/atriarch8/ : In Atriarch, we approach player-derived content from many angles. Probably the best example of Atriarch player-content lies in our player construction building system. Ok, so you are thinking to yourself, what is so special about player housing anyway? Everyone will eventually have it, right? At the gates. First, player housing barely scratches the surface of what Atriarch can do. This is a construction system, not just a housing system. If you want to build a secret fortress of doom, then go for it. Second, imagine every building you own, including your house, can be unique in size, shape, and appearance from every other player if you want. Third, now imagine that you could care less about taking the time to design a building and just want a place to store your loot. You can buy and trade blueprints and layouts of structures that other player-characters design for you. Of course, this all happens in-game and is very much a part of the world culture, economy, politics, and story. Some more GameSpy at http://www.gamespy.com/interviews/april02/shadowbane/, all about Shadowbane, the MMORPG that is PvP GameSpy: What does Shadowbane bring to fantasy MMORP gaming that hasn't been done before? Scott Herrington: We think of Shadowbane as the next evolution of MMORPG gaming. Shadowbane is the first MMO to combine RPG and strategic elements to allow for city management, army creation, siege warfare, and economic development. Shadowbane is also the first MMO to offer a "Dynamic World Model" in which player's actions directly affect the politics, history, and landscape of the game. This means the Shadowbane story arc will evolve over time as players build guilds, start wars, and create political systems. This is a completely new level of interactivity for MMO gaming. Based on our innovative server architecture, Shadowbane will also be the first MMO to allow players to explore every world in the game. With all these elements combined, we hope to create a MMO experience that will continue to evolve and capture the attention of players long after the first few months Lord B has another interview over at http://www.frictionlessinsight.com/Articles/RichardGarriott/Ric ha rdGarriottI nterview.htm At what point did you know that computer gaming was going to become a career rather than just a hobby? It was a ways into it. Once the Apple II came out I wrote DND28b (which became Akalabeth) and even after that one sold I was like, "Wow! I can make money at this!? Well, let me make one which is intended for public consumption," which became the first Ultima. It really wasn't until somewhere between Ultima II and Ultima III, where I began to flunk out of school. The first class I failed was a programming class that was even on a processor that was related to the Apple II processor, but since it wasn't quite the same I would make errors in my school coding even though I was coding on a sister machine processor at night. Then I made a very difficult decision - I either had to finish school, or go do games. The money I was already making in games was hundreds of thousands of dollars a year, so there was no question even from a family standpoint. Everybody was like, "Oh, yeah ... go do the games." But everyone still thought it was a hobby. Everyone thought, "When this windfall goes away, 'cause this is an aberration, surely, you'll go back to school and finish your degree and get a real job." It wasn't until a few years after that that I finally began to reflect and go, "This industry's not going away. My company's probably not going away, but even if it did, I'm now a senior member of this new industry. The knowledge I have is very valuable to anyone and everyone in this industry. I'm not ever going back to school. This is not a hobby anymore." That didn't really happen until Ultima IV or V. Now for all ADVENTURE PLAYERS, HomeLAN has an interview with the creators of Syberia at http://www.homelanfed.com/index.php?id=6337 Microids is getting close to completion on their ambitious PC adventure game Syberia, which is based the work of comic book author Benoit Sokal. HomeLAN got a chance to chat with the project manager of the game, Marie-Sol Beaudry, to find out more about their plans for Syberia. HomeLAN - How did the idea for Syberia come about? Marie-Sol Beaudry - The main idea comes from Benoit Sokal's (comic book author) imagination. There has never been a definite starting point to the conception of Syberia. There was never a "pop-up" idea about Kate Walker and Hans Voralberg. HomeLAN - What was the inspiration for the storyline and themes in Syberia? Marie-Sol Beaudry - BenoŚt Sokal is a storyteller. He has been creating some stories for the past 25 years and the creation process for Syberia has been similar to its other projects. But for sure, there have been a few critical moments in terms of inspiration. Sokal has travelled across Europe a few times and has also visited the ex USSR and other ex-communism countries. There is no doubt these trips have marked his imagination. Starting from there, Sokal just built the Syberia universe, line after line, helped by two designers who brought other dimensions to the story. HomeLAN - What types of environments will be seen in the game? Marie-Sol Beaudry - Basically, the environments are 3D pre- rendered and are not limited to a bubble-type exploration. Syberia's action takes place in four different worlds made out of a fantastical conception of last century's reality. Some real European regions and countries inspired the creation of all the four worlds, which are also related to some historical events that took place between 1900 and 2000. HomeLAN - Having a solid user interface is essential for an adventure game. How is the UI being handled in Syberia? Marie-Sol Beaudry - We believe the most important characteristic of an interface should be the quality of its integration in the game's environment. It has to be simple, while efficient and obviously user-friendly. From the cursor to the menus, we really worked on integrating every aspect of the interface in the game design. In Syberia, everything is mouse-controlled, including the UI. HomeLAN - What sorts of puzzles will be featured in the game? Marie-Sol Beaudry - We pretty much tried to integrate as much as possible the puzzles into the scenario to give them a logical sense. We didn't want the player to face some puzzles unrelated to its previous actions. Obviously, we do not want to give the solution to some of the puzzles but one sure thing is that the players will have to resolve puzzles like they never imagined they'd have to in an adventure game. I also added a screenshot or 2 for Sue to post. They're in the screenshot section. And some more Syberia can be found at http://www.microids.com/english/Gamesyberia.html Sticking with the adventure games there is another one out there, this time coming from Russia, so head over to http://www.gamespy.com/previews/march02/jazzfaust/ and read about Jazz and Faust PC gamers have come to expect that every year or so a particular genre will be labeled "dead" by the general consensus. One of the latest styles of PC gaming to be labeled dead and buried, or at least seriously comatose, has been the traditional adventure game -- but this could be due in part to the new trends in action-adventure and even the resurgence of role-playing games. At any rate, if you even thought that adventure games were dead you can think again, and thank the Russians for it. Making its debut in America is Russian software maker 1C Company, a publisher that has been previously unheard of in the Western Hemisphere. That could change when 1C releases Jazz and Faust, a new adventure game from developer Saturn+. The spring-scheduled title will engross players into a rich and innovative storyline, and while adventure games of this type might not have been seen in a while, this upcoming title should satisfy the call of the quest with its impressive graphics. Jazz and Faust may even change the perception of straight adventure for those that have wanted more action in their action/adventure fare. What could further interest gamers is the unique storyline; or rather storylines as players choose to take the role of one of the game's title characters. While this determines your character model and abilities, it is important to note that unlike many games that feature dynamic duos, Jazz and Faust aren't connected at the hip, nor will they experience the same events. Whichever character you ultimately choose, the game will begin in the city of Er-Elp, which features a Middle Age Eastern European feel, and each will involve piecing together clues to a grisly murder while tying to uncover more information about the strange happenings in this port of call. The overall arc of the game has both Jazz and Faust involved but the paths from beginning to end are supposedly very independent. As a result the characters' paths will cross throughout the story, but depending on which you play you'll experience events from very different perspectives. Even as the pair will travel together this type of gameplay promises that there will be quite a bit of re-playability, especially if you want to try every puzzle and discover every secret the game has in store. Again I added screenshots for Sue to post... hope she has room as these look cool as well For all you card player there now is Magic the Gathering Online http://www.gamespy.com/previews/march02/magiconline/ And finally a fun link: http://www.computer-archiv.de/ the computer ABC, if you can't find it there...... Alex - o -