Evening Q&As

  • Splash Damage
    Frags to Riches: An Interview with Splash Damage's Paul Wedgwood on Gamasutra discusses the past and future of the developer: "We knew about class-based combat, but RTCW just had so many innovations. Having everybody spawn together in spawn waves, with a spawn timer, meant that everyone arrived together and you had a higher chance of co-ordinating the team. It also had charge bars that allowed them to balance various classes strengths and weaknesses. People rapidly accepted the idea that charge bars controlled how often you could fire something, rather than depending on some kind of reload. The combination of spawn waves and charge bars meant you could have asymmetrical maps that worked, something that you would never have thought from playing games like Team Fortress."
  • S.T.A.L.K.E.R.
    The S.T.A.L.K.E.R. Q&A on FiringSquad discusses S.T.A.L.K.E.R.: Shadow of Chernobyl with GSC Game World's Oleg Yavorsky: "Another tough task was to combine the story content and the A-life. The story events are necessarily the part of the game the player needs to see, while the A-life is a dynamic system which is constantly on the move, both visible and invisible. In the long run, we found a comfortable solution when the story events are placed within the A-life, but these places are inaccessible to the A-life until the player has interacted with it. As soon as the player has passed the story event the area opens up to the A-life. Hence, when you are back on the level for the next time, every time there will be new A-life content and new secondary tasks."
  • Age of Conan
    The Age of Conan Q&A on Computer and Video Games talks with Erling Ellingsen about Funcom's upcoming MMORPG: "We knew we didn't want to make a massively multiplayer online game that stuck to the established standards of the genre. We had to do something different with elements that have always been done in a certain way with MMOs - elements such as combat - so we immediately set out to come up with new ways of handling these gameplay features. There's no point in re-inventing the wheel for the sake of it. We want to depict Conan's world as it was described in Robert E. Howard's novels, so we set out to create a violent world filled with war and conflict, a world that was a far cry from the typical fantasy this genre is known for. It's truly a brutal and very mature universe and I would definitively say we're realising these goals."
  • Lord of the Rings Online
    The Lord of the Rings Online Q&A on MMORPG.COM is an article-format Q&A with Jeff Anderson about Turbine's coming MMORPG: "When we looked at building a game, we wanted to make sure that we had the ability not to tell a part of the story, but to tell the whole story and to go beyond the words that were in the book to the spirit of Tolkien and be able to create and epic adventure around the books. To do that, we needed the literary rights so that we can tell about things that he alluded to, make things more clear and explain the [ins and outs] of the world of Middle-Earth."
  • City of Heroes
    City of Heroes Q&A on MMORPG.COM talks with Matt Miller about Issue 9 of Cryptic's MMORPG: "Well out the gate we have some new costume pieces that you can find the recipes for. We’ve got a bunch more wings for characters to make. The wings we introduced in Issue 8 with Veteran Rewards were really well received and having more wings that are available to everyone has been a popular request. We hope these new wings will make a lot of players happy. And since recipes are tradable, you can give the wing recipe and the salvage needed to make it to a 1st level character so they can have their super-special wings at the start of their careers."
  • EverQuest II
    The EverQuest II Q&A on WarCry chats up Scott Hartsman about the future of the MMORPG sequel: "As briefly as I can be: Offer interesting and entertaining live updates, that periodically including new zones and increases in the world space, while continuing down the path of exciting, high-fantasy high-quality expansions. Faydwer raised the bar for us, and now we have to continue to live up to, and hopefully surpass, that level of quality in the future."
  • NWN2: The Black Hound
    The Black Hound Q&A on GameBanshee talks with Josh Sawyer of Obsidian about The Black Hound, an upcoming NWN2 module, and the history of a project that at one time was going to be Baldur's Gate 3: "The Black Hound catches the central character in the wrong place at the wrong time. In this case, the wrong place is south of White Ford, Archendale and the wrong time is the night when a woman tracks down and kills a black hound. The protagonist is a witness to this strange event and becomes entangled with the woman, May Farrow, through association. Many people and groups want information on May and they believe that the protagonist can help them get what they want."
  • Gamecock
    The Mike Wilson Q&A on The Hollywood Reporter talks with the cofounder of the Gamecock Media Group about this new entry into the game publishing field: "No, I'm saying it doesn't work at a public company because Wall Street wants a publisher to own the IP, it wants them to control everything, it wants them to have huge headcounts and their own distribution. That's what Wall Street wants these companies to look like, and I think that maybe people are just now starting to realize that that might not be the best idea. I really think there's room for more of a relationship-based model where we don't need to own the developers or their IP; we just publish their games. GoDGames didn't fail because of its business model. It just came down to money; we didn't have enough funding to get all the way through our business plan. And it was really frustrating for us because we knew we had all these great games coming out that eventually did come out and did incredibly well for Take-Two."
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No subject
Feb 13, 2007, 22:24
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No subject Feb 13, 2007, 22:24
Feb 13, 2007, 22:24
 
Sounds great, but..... Firefly Studios?

These are the guys who gave us Stronghold and CivCity. GREAT concepts, really horrible execution. Does this mean we can expect more games with insane amounts of bugs and AI's that can't path right much less respond to the player?

I'm bitter because I would so like to love Firefly, but it seems like they don't even know how to spell 'QA'.

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 1.
Feb 13, 2007Feb 13 2007
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Feb 14, 2007Feb 14 2007