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- City of Villains
The
City of
Villains Q&A on MMORPG.COM is a publisher-distributed Q&A with Cryptic's
Matt Miller on the one-year anniversary of the launch of City of Villains:
"We have plans for a co-operative zone where both sides band together under
a common flag to combat a mutual threat. While Villains and Heroes obviously
do not get along with each other, there are times when the enemy of my enemy
becomes a friend, no matter who they are."
- EVE Online
The
EVE Online Q&A on MMORPG.COM talks with Magnus Bergsson about CCP's
MMORPG: "Medals and awards can use any metric or accomplishment to give it
to you. We want it to be a very flexible system which we can use with most
areas of EVE gameplay. It should use the metrics we already gather of
everything within EVE and of course be useable for our future addition to
EVE. We see uses with it in regard to the loyalty point system in general,
such as offers require a certain certificate to be offered it, corporations
creating Contracts which require a certain rank or medal within their
corporation and so forth."
- EverQuest: The Serpent's Spine
RPG
Vault's EverQuest: The Serpent's Spine Team Q&A asks group questions of
the team at SoE about the MMORPG expansion, discussing the new race,
enemies, and locations.
- Penumbra: Overture
The
Penumbra: Overture Q&A on Computer and Video Games gets their hands on
Thomas Grip to discuss Frictional Games' upcoming action game: "The first
and main goal with Penumbra was to make a horror game without any violent
action as the main gameplay feature. Games like Silent Hill and Resident
Evil all rely on the player shooting/bashing enemies to take up most of the
gameplay time. We believe that going away from this design will create a
scarier game since monster encounters will be a lot more lethal. It also
forces us to think in new directions when coming up with the gameplay ideas.
It was with this goal in mind that the physical interaction mechanics was
born. This is a feature that can make mundane tasks like opening doors and
pulling levers a lot more fun and satisfying."
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Copyright © 1996-2016 Stephen Heaslip. All rights reserved.
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