Evening Q&As [Feb 24, 2006, 10:30 pm ET] – Post a Comment
Guild Wars The
Q&A with Arena.net's Jeff Strain on GamesIndustry.biz discusses the
success of Guild Wars and the future of the multiplayer RPG: "So our goal is
to create this game, create this business model, have a large and thriving
community - and then sell content directly to them. Really, if you think
about it, if I make two games a year and I do a good job, make sure that
they're really cool and really strong, and that you want to buy them; that's
about the same as what I would get if I was paying a subscription fee for
one game over that year. You're right, it's a little bit less - but
fundamentally, it's in the same ballpark. So, that's our goal - make sure
that we make enough content, that it's cool enough, fun enough, and released
on a regular schedule, so that we're just as profitable and can support the
game to the same degree that a traditional MMO can." There is
another Q&A with Jeff on TotalVideoGames. Thanks
Guild Wars Slovenija.
EverQuest II: Kingdom of Sky RPG
Vault's EverQuest II: Kingdom of Sky Q&A talks with Senior Producer
Scott Hartsman about SOE's newly released MMORPG expansion: "This expansion
is very much about freedom and adventure. Freedom to build your character's
gameplay style in a direction that suits you via Achievements. Freedom to
climb mountains and hills in these isles in the sky. Freedom to jump off of
said islands to your death without "safety" collision getting in the way.
Free to scale up and down rock faces to discover hidden areas. Very free,
very consistent world behaviors. In our ideal world, if it seems like an
action is something your character should be able to do, you should be able
to do it." Also,
MMORPG.COM's EverQuest II Bi-Weekly Q&A #3 is another conversation with
Scott.
Vanguard: Saga of Heroes Sigil’s
Brad McQuaid and Jeff Butler chat about creating Vanguard Saga of Heroes on
GameZone is a Q&A with Sigil about their upcoming MMORPG: "Like every
massively multiplayer game, you can get into a situation where there is 40
people on your screen. Every massively multiplayer game is going to cost you
in terms of performance. But in Vanguard, proportionally, it is going to
cost you less because from the neck down, every one of those people that is
being rendered is really the same person. It’s like having 20 iterations of
the same barrel on your screen and having the same barrel rendered over and
over again as opposed to having 20 separate objects which is a whole lot
more processing power."