Evening Q&As

  • id Software
    John Carmack And Todd Hollenshead Speak on Game Informer is part one of a two-part series that catches up with two of id Software's co-owners during CES 2007 to discuss a variety of topics, including progress in their new IP: "Yes, the in-house development project that we’ve been working on is all new technology. It still has some roots in the Doom 3 technology, but almost everything is new in there. We’re still not talking about exactly what the project is, but it’s a new IP, it’s diverting a little bit from the standard id formula and it’s not just a first-person shooter. Technically, it’s build around an advancement over the MegaTexture technology from Quake Wars. Where that was applied just to the terrain, the version of the new technology applies it into everything, so we can have that level of rich detail on all the surfaces on the entire world. That’s the push that we’re making with graphics technology. The gameplay is somewhat different from anything that we’ve of done before. The company is pursuing Wolfenstein, Doom and Quake franchises with other partner developers and all, but we’re trying to develop a brand-new franchise with this new one. Hopefully, we’ll be talking about that sometime this year, and we’ll be able to go ahead and come out of our own little cone of silence about it."
  • Hellgate: London
    The Hellgate: London Online Q&A on Shacknews offers the promised conversation with Bill Roper of Flagship Studios (even though he still says "we" when referring to Blizzard) on multiplayer Hellgate: London, demonstrating why he gave them the impression there will be subscriptions involved: "We'll probably have some kind of detail in the next month or two as to our pricing model, but the design is both a standalone as well as an MMO, so we want to be able to hit both markets just like we did with the Diablo titles. There are a lot of people that in some instances actually can't get online, and there are also people who are online but for gaming they aren't sure if they want to make that commitment to pay the monthly fee and go online. They can get the game and play the standalone, and get 30 or 40 hours' worth of gameplay. If they like that, they can go online and we'll have a good ramp of some kind for them to go online and check out some of the services. Exactly how we handle that, whether it'll be a trial or whether they can check out some of the game for free, we're still hammering out the final details. Then beyond that it will be pay to play, and again we're about a month out from announcing more on that. But what you're getting with that service is you're getting 24/7 customer service, secure servers, databases, and the biggest thing is that you're getting continuing content. We'll have a full dev team that's on the project from day one. Actually, right when you buy the game, when it launches there will already be content available that you can't get in the single-player--additional monsters, areas, all the community and economy things, you'll be able to form guilds, auction houses, all those things you expect from MMOs."
  • EverQuest II
    The EverQuest II Q&A on EverQuest 2 WarCry is an article-format conversation with SOE's Scott Hartsman about the future of their MMORPG sequel.
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So what is "continuous content" defined as exactly? Is this patches and support or extra game content? And I have no idea what he's talking about with this need to "derive revenue in some way to support a full team of content developers post-launch". Can't they just do what everyone else does and release an expansion pack later? Atleast then I'm not paying in advance for some mysterious content which could possibly materialize at some unknown time in the future that I may or may not enjoy. Expansion packs work much better for me - These are the features you are paying for and if you want them go buy this actual product that really exists.

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