137 Search results
Todd Coleman’s new project at King’s Isle decloaks: A don’t mention H***y P****r tween-friendly title called Wizard 101.
Which is a key to Wizard 101: It’s pitched as the game for players between Club Penguin and World of Warcraft.
This may be the first hardcore MMOG aimed at the “tween” demographic. Coleman admits, “It’s not what people expect from the Shadowbane team,” but adds that the game does feature PVP, a trademark of the pioneering work the same team did at Wolfpack Studios.
(Edit: story’s gone from Warcry. My guess is, given the lack of coverage elsewhere, someone jumped the gun on posting the announcement! I’m leaving this note up because, well, um, being a competitor and all no one sends me anything.)
Shadowbane says gg, next map plz
The Shadowbane Team decided that it would be best for the longevity of the game to reset all server and character data and start from scratch.
I can understand why they’re doing this, but… wow. There’s some implications there.
It’s nice to know that the rabid hardcore still exist, and still hate you.
So how do these games become more accessible to the drooling masses? Easy! Just implement grinding, level treadmills, restrict any and all competition whatsoever. These systems are intentionally in place to prevent anyone from over-achieving or failing. I recently saw a WoW ad that said “Come join 8 million heroes!” Suddenly every single player is automatically a hero? Essentially, most MMOs are designed so anyone can hop on a game, gain levels and pay $15 US per month for their instant hero status.
These designers don’t want to reward players for their achievements. They just want to make every mouth-breather who logs on think that they’re special, for fear that they’ll quit playing at any sign of disappointment. And even worse, they expect us all to be morons.
Ah, for the days when games violently punched you in the throat and dared you to keep paying them money.
The problem with hardcore PvP games is, as has been often said by myself and others, that while many think they are of the hardcore, few actually are. And while the spectre of being killed repeatedly with no recourse, your home sowed with salt and your guild banners used for tablecloths for the meal of human jerky you kindly donated to may sound nice at first, the bloom tends to fade from the rose when you realize that no, you’re probably never going to be the guys carving the jerky.
Which isn’t to say that Darkfall won’t TOTALLY ROCK YOUR FACE, because honestly I haven’t a clue. But the rhetoric from their fans sure looks familar!
Finally, a revenue model for the still-actually-up-and-running Shadowbane:
The Test Server has been updated with a new patch. This patch includes the first update of Ubisoft’s new revenue model which contains an advertisement video when you log onto the game, log out of the game, and during the teleportation from death (resurrection screen). The advertisement video will not show more than once every 10 minutes so if you die a few times in a row within 10 minutes, you’ll only view one on the first death and then not till your next death that is 10 minutes or more from the last viewing.
“Feeling a little fatigued after your untimely gank? Try Ireikei Energy Drinks!”
Note: saw this on F13… can’t find any official confirmation but it seems legit.
J. at Warcry has provided us with a lovely bait-the-staffer-and-watch-him-post article. His spotlight brought the post to my attention, and I think it’s a good summation of some of the interesting dynamics of Shadowbane. The heart of the matter is conquerable player-defined territory, and its effect on the psyche of the players as they choose whether to apply force, diplomacy, espionage or any other technique to try and increase their influence on the world.
The key aspect that Vosx brings out is the way in which the new paradigm frees the “good” personality type from the restrictions that were imposed by the good/evil models of other games. Just the very fact that “evil” tactics were punished by the game code meant that “good” players had lost the ability to employ ruthless means toward a higher purpose or in ambiguous situations or against anonymous targets. “Evils” could attack and profit from anyone, goods could only attack evils. In an environment with no geographic accountability this was an equation that looked something like this:
Good = Suck
That is until the devs cranked up the evil penalties so high that it made playing “evil” a truly annoying choice. In which case the equation became:
Game = Suck
Anyway, check out J’s article and the post – they’re cool n stuff.
The False Prophet
Gratuitous RP Signature
No hysteria, no boobs, no biased reporting, no fan bouys, no lesbian pr0n, no mass-firings, no collapsing ad networks, no CS abuses that are so trite now that we’re all bored reading about them, no caffeine, no Cupid Stunts, no ranters-gone-to-the-dark-side, no lost publishers, no new publishers, no failed technology on game launch, no refunds, no shoes, no shirt, no service, no way, no how, no who-what-where-when-and-why because I’m not a fucking journalist, no human interest, no cat-ass, no no, no yes.
Just good… clean… fun. Otherwise known as a slow news day – because EVERYTHING is a slow news day to someone. Check your “jaded” meter reading to determine whether this qualifies as a slow news day for you.
The False Prophet
(Gratuitous RP Signature)
(P.S. Now isn’t the fact that jaded.com was registered but never developed into a web site just crunchy? I love that. I really do. I guess there’s no fighting ennui.)
Here it is. I have done you the favor of putting all the outrageous fabrications in italics for you.
Ubi Soft announces deal to publish Shadowbane as part of an aggressive strategy to enter the online gaming market
Ubi Soft Entertainment, one of the top 10 video game publishers in the world, announced its plans to enter the massively multi-player online (MMO) gaming market with a deal to publish Shadowbane in North America. Already the publisher of another well-known MMO in Europe, this agreement will mark the first foray of Ubi Soft into the North American MMO market. Ubi Soft will use its renowned marketing and distribution network to publish the boxed version of the game, while its new online division will play host to the intricate worlds of Shadowbane. The highly anticipated game is being developed by Wolfpack Studios, based in Austin, Texas.
Shadowbane is expected to launch online commercially in the first half of 2002. Ubi Soft targets to attract several hundred thousand players and to generate in excess of 40 million dollars over the first 2 years of operations. Ubi Soft\’e2\’80\’99s online division will handle all back-end support for the game including network and server infrastructure, billing, customer service and in-game support. Wolfpack Studios will continue to play an essential role after the game\’e2\’80\’99s release by developing updates and ongoing episodic content that will feed the game and its players for years to come.
Shadowbane is the first persistent world massively multiplayer online game to combine the fantasy role-playing and strategy genres. In addition, Shadowbane is the first such product to embrace a dynamic world design model, in which players can physically affect the history, politics and landscape of the game itself. In Shadowbane, you can build castles, raise armies, and lay siege to vast areas of virtual terrain. These kingdoms remain even as players come and go– the game simply continues evolving over time. Early buzz about the game has been phenomenal, with \’e2\’80\’9cPC Gamer\’e2\’80\’9d fans repeatedly voting Shadowbane as the most anticipated game in the \’c2\’ab Waiting Is The Hardest Part \’c2\’bb poll, most recently in the August 2001 issue.
Ubi Soft\’e2\’80\’99s new online division will concentrate on the most profitable area of online gaming: pay-to-play games, including MMOs such as Shadowbane. The MMO market is a fast-growing sector in which current games have pulled in $40 to $50 million dollars annually, with 350,000+ subscribers playing an average of 20 hours a week per person.
Gilles Langourieux, General Manager of Ubi Soft\’e2\’80\’99s online division, stated, \’e2\’80\’9cShadowbane is an extraordinary opportunity for us to further strengthen our online presence. According to Datamonitor, 80% of all online game revenues in 2000 were generated by subscriptions or transactions. Ubi Soft intends to make its presence known in this market, and working with Wolfpack Studios gives us a chance to grow with a quality development team and an excellent product in order to do just that .\’e2\’80\’9d
Josef Hall, President and Co-Founder of Wolfpack Studios added, “Ubi Soft is the perfect partner for us in North America. Not only are they enthusiastic about the potential of Shadowbane, but they also have a strong understanding of the online marketplace, and are a leader in product promotion and distribution.”
For more information about Shadowbane, along with the latest screen shots and info about the next beta test, check in regularly at www.ubisoft.com or www.shadowbane.com.
About Ubi Soft
Ubi Soft Entertainment is a global developer, publisher and international distributor of interactive entertainment products. A leading company in the industry, Ubi Soft\’e2\’80\’99s strong and diversified lineup has grown considerably over the past couple of years. As well as developing original properties, Ubi Soft has recently acquired several high-profile game companies and blockbuster titles. The company has offices in 18 countries including the United States, Canada, France, Germany and China and sells its products in a total of 52 countries. For more information about Ubi Soft, please visit http://www.ubisoft.co.uk
About Wolfpack Studios
Founded in early 1999, Wolfpack Studios, Inc. is dedicated to servicing the Internet gaming marketplace. Focused on pushing the boundaries of Internet technology, the Woflpack Studios develops products and services for a worldwide customer base with the mission of establishing a new standard in the areas of virtual 3D environments and persistent world gaming. For more information on Wolfpack Studios\’e2\’80\’99 upcoming titles, please visit the company’s World Wide Web site at http://www.shadowbane.com.
PS: some have asked for an explanation of the italicized text. ShadowBane is not the first to introduce strategy and landscape alteration to the MMOG market. It may (or may not) take these elements further than before, but sorry boys – that is still a stretch. Second, Ubisoft, if I am to believe our discussion board, takes boxes of EverQuest, puts them on trucks, and drives those trucks to European shopping centers where people can then purchase those EverQuest boxes. Technically, that means they publish it, but you and I both know that all it really means is that they drive crates full of EQ boxes from the airport over to the shopping center. I would have looks harder at this release for more questionable claims but I’m dizzy from the spinning.
From the first time I\’e2\’80\’99d heard of Shadowbane, I was a firm believer in its failure. For one thing, the first time I\’e2\’80\’99d heard of it happened to be on the Everquest newsgroup two years ago; at that time, the PvE-oriented Everquest, in which the \’e2\’80\’98reds\’e2\’80\’99 on the non-Zek servers were already marginalized and on their way to extinction, was on its way to reigning supreme in the online gaming world and leaving the only mass market truly PvP-enabled game, Ultima Online, in the dust. For another, the game was too ambitious, promising almost anything and everything the fanboys wanted (and the fanboys themselves were so rabid that they turned many people away from the game by themselves.)
Most importantly, though, I felt that the \’e2\’80\’98griefer influence\’e2\’80\’99 would be too much in such a game, overwhelming all else, and that it would eventually turn out to be some sort of Diablo 1-style cheat filled, win at all cost slaughterhouse. Based on UO (still without Trammel at that point), the gankfest that Rallos Zek was rapidly becoming, and my own experiences as a PK and anti on some text MUD\’e2\’80\’99s, I believed that the mass market would destroy SB in one way or another- if the d00ds didn\’e2\’80\’99t get it, one uberguild or another would. The end result would be the same either way; the game would be a wasteland filled with the bodies of new players and anywhere from one to several dominant guilds, teeming with 24/7/365 powergamers, per world.
The next two years didn\’e2\’80\’99t really change my opinion. I\’e2\’80\’99d logged onto both Tallon and Vallon Zek, played briefly on both, and, even discounting the inherent flaws in EQ\’e2\’80\’99s horribly unbalanced afterthought of a PvP system, found them both lacking- the zone ganking, the naked mages (fortunately, now confined to Rallos), the bind rushing, and other grief tactics reinforced my opinion that the mass market could not support a PvP game. Asheron\’e2\’80\’99s Call\’e2\’80\’99s Darktide, the major alternative, was even worse; since shortly after the server came up, it has been almost impossible to start a new character on Darktide and get him into a PvP-ready state without knowing anyone, and even allowing for the exodus caused by the previous rampant cheating problems on Darktide, the community has slowly cannibalized itself.
So, why am I suddenly enthusiastic about the game?
Two words: Sullon Zek.
For the last week, I\’e2\’80\’99ve been playing exclusively on Everquest\’e2\’80\’99s answer to Shadowbane and DAoC- the newest PvP server, Sullon. My first few days\’e2\’80\’99 experiences, as well as the overall political state of the server, can be found here (and for those unfamiliar with EQ or its PvP system, the server rules can be found here); while the specific conditions will differ for almost everyone playing on Sullon, I believe that I\’e2\’80\’99ve managed to convey the \’e2\’80\’98feeling\’e2\’80\’99 of the server pretty well.
What I\’e2\’80\’99ve seen while playing on Sullon is a world that, while being incredibly flawed, has a lot of potential- and, more importantly, a lot of the flaws have to do with Everquest, not the server\’e2\’80\’99s concept of \’e2\’80\’98accountable, full scale PvP\’e2\’80\’99 itself. The teams are incredibly unbalanced- but that doesn\’e2\’80\’99t have to be built into a new game, and probably won\’e2\’80\’99t be. The powerlevelers still dominate PvP encounters- but Everquest is by far the most level dependent game on the market or close to release, and this will clearly not be the case elsewhere. PvP between characters or groups of similar level is still dependent on class (although the \’e2\’80\’98vital\’e2\’80\’99 classes shift from the cleric/warrior mindset of high end PvE) and resist equipment almost as much as skill- but that can be fixed, too (in fact, DAoC, whose beta I\’e2\’80\’99ve been in for several months, has been doing a great job of that thus far. Here\’e2\’80\’99s to Lum\’e2\’80\’99s and Tweety\’e2\’80\’99s success\’e2\’80\’a6)
Meanwhile, the server almost viscerally reminds me of the information publically available about Shadowbane every time I log on. There is no real zone control, in the sense that Freeport is always Freeport no matter which team owns it- but because it is the only place in the game where many evil deity/good race/class combinations can train in relative safety, it\’e2\’80\’99s a very good thing for the evil team that they hold it, because a neutral takeover of it would be devastating. There is a sense of accountability- the jerks and assholes who are busy training the newbie zones are already on so many players\’e2\’80\’99 lists that it\’e2\’80\’99s almost guaranteed that they will never find a decent guild, and with one character per account this is actually a punishment; this represents the first time in the history of the Big Three (Big Five, now\’e2\’80\’a6) that player justice may actually work, which bodes very well for SB. There are zones that are almost entirely safe from PvP and zones that are virtual graveyards; there are strategic chokepoints (mostly zonelines) which one or the other team keeps a watch on at all times; there are even vital resources, such as specific leveling areas, zones with quest components, or places with the best loot, that will (at least at first) be claimed by one team and defended from the other two. It\’e2\’80\’99s not Shadowbane- but the usual clueless newbies who inhabit the various Sullon web sites have already posted \’e2\’80\’98Wouldn\’e2\’80\’99t it be cool if there was a big rock in the center of Freeport you could touch to flip it to \’e2\’80\’98only evil can spawn here\’e2\’80\’99?\’e2\’80\’99 no less than half a dozen times. The feelings it invokes are pretty damn close.
Will I continue to play on Sullon after a month or two? Perhaps, but probably not, for a number of reasons. First, I\’e2\’80\’99ve been playing lizard shamans almost exclusively, and in this case, that leaves me very far away from any PvP (and just as far away from my guild, where I need to train and buy spells, should I decide to go anytime soon anyway). Second, being a newbie in Everquest for roughly the 8\’e2\’80\’99th time is only slightly preferable to being in a car accident, no matter what the server. Third, as I\’e2\’80\’99ve said, Everquest PvP itself is badly in need of a complete overhaul; the server rules go a little way towards solving it, but a full fix will probably need to wait for the sequel. Finally, because the server is so new, no one knows what the guild situation will turn out to be; every major \’e2\’80\’98see you in Shadowbane\’e2\’80\’99 guild, encompassing everyone from NWN\’e2\’80\’99s KAAOS to Vallon Zek\’e2\’80\’99s Shanks, is playing on Sullon, and because of Everquest\’e2\’80\’99s reliance on level in general and dependence on the high level game in particular, it\’e2\’80\’99s almost a guarantee that two or three uberguilds on each side will in fact wind up all but controlling the server. (This could, however, be solved in a future game such as Shadowbane or DAoC by reducing dependence on equipment and/or increasing the size of the world.)
Will I now give Shadowbane a try? Absolutely- because, no matter what Sullon\’e2\’80\’99s flaws are or how bad it will be six months from now, the first week has been among the most fun most people playing on it have had in a while.
It seems that maybe, just maybe, it CAN work after all.