Gamasutra offers some insight from Richard Garriott during the 2007 Independent Game Conference. Richard was asked about the marketing of Tabula Rasa. While he feels the marketing was “fine,” he points out the real problem was himself and the development team by saying what hurt the game was the invitation of too many beta testers before the game was fun enough to be worth playing.
“We burned out some quantity of our beta-testers when the game wasn’t yet fun,” he said, adding, “As we’ve begun to sell the game, the people who hadn’t participated in the beta became our fast early-adopters.â€
He continued, “And the people who did participate in the beta, we’ve had to go back to and say ‘look, look, we promise: we know it wasn’t fun two months ago, but we fixed all that. Really, come try it again.’ We’ve had to go out and develop free programs to invite those people back for free before they go buy it. So the beta process, which we used to think of as a QA process, is really a marketing process.â€
Filed under PC News on November 13th, 2007
World of Warcraft patch 2.3.0 has been released, updating v2.2.3 of the game to v2.3.0. The 281mb download introduces a new level 70 instance called Zul’Aman, over 50 new quests to Dustwallow Marsh, Guild Banks, changes and bug fixes, while also adding new gear and items for PVP Arena Season 3.
Offline Download:
Full Patch Notes After The Jump:
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NCsoft announces they have taken sole ownership of the City of Heroes intellectual property they previously co-owned with developer Cryptic Studios. They also announce the hiring of some former Cryptic employees, including designer Matt Miller, to open a new studio in California to create further sequels and expansions for the MMO superhero franchise:
AUSTIN, Texas, Nov. 6, 2007—NCsoft® Corp, the world’s leading developer and publisher of online computer games, today announced the formation of a new development studio in Mountain View, California. The announcement comes as the company begins a renewed push to further develop the City of Heroes® property, which is now 100 percent owned by NCsoft. Previous to today, ownership of the intellectual property (IP) was split between NCsoft and Cryptic Studios, the original developer of the project.
The new studio will be built around key members of the City of Heroes team from NCsoft and Cryptic Studios including the art, programming and design team leads.
“We’re happy to announce that NCsoft has acquired full ownership of the City of Heroes IP,†said Brian Clayton, NCsoft executive producer and manager of the new studio. “Our plans are clear. We are now in a position to make a major reinvestment in the City of Heroes product line. With our existing Cryptic and NCsoft team as the core, we will be able to run our current service without any interruption to our players, expand our studio to deliver triple-A content, and take City of Heroes to new heights.â€
NCsoft will soon be announcing formal plans for the City of Heroes IP, which will include expansions and sequels to the popular comic-book inspired massively multiplayer online (MMO) game.
Matt Miller, Lead Designer on the City of Heroes project and formerly with Cryptic Studios said, “We’re thrilled to be bringing the CoH franchise to the next level. And we couldn’t be more pleased to be working completely under the NCsoft banner. We feel that City of Heroes’ best days are in front of it.â€
Filed under PC News on November 1st, 2007
Dam you EA! Dam You Mythic! What is a ex-World of Warcraft player looking for a crack fix going to do? During EA’s financial conference call today they revealed yet another delay for Mythic’s long-awaited MMORPG, Warhammer: Online, pushing back its release from Q1 of 2008 to quarter two (at best). PLEASE! I do not want to play WoW anymore I need a new Fix!
During their financial conference call today with investors, Electronic Arts execs announced yet another delay for Warhammer Online, the long awaited fantasy MMO title from their EA Mythic studio. The game, originally set for release this fall and then delayed to the first quarter of 2008, has now been pushed back to sometime in EA’s fiscal 2009 year (which begins on April 1 2008). During the conference call, EA execs said that they now expect the game to ship sometime in the first half of 2008, explaining that Mythic’s head Mark Jacobs asked for an extension beyond March 2008 due to the team missing part of a milestone in the game’s development.
Here is what the VP and General Manager, EA Mythic, Mark Jacobsa had to say in the Warhammer online newsletter.
In 2005, when Mythic signed the licensing agreement for Warhammer, I promised Games Workshop that we would create a great and glorious game. When Electronic Arts acquired us a year later, I told them the same thing. Now, a year after that acquisition, nothing has changed: we still intend to deliver the next great MMORPG. As many of you may have heard, we have extended WAR’s development cycle until the 2nd quarter of 2008. The reason is simple; we will not release Warhammer Online until it is the game we set out to create two years ago.
Our goals for Warhammer Online are not easily met. The game includes many new and innovative ideas, a feature set that is going to blow players away, and, most importantly, the best RvR system in MMORPG gaming. These things take time to implement and test properly. During the last phase of beta testing, we received valuable feedback from our testers that will help make these features even better. When we looked at our options, two paths lay before us: 1) Ship the game on time with fewer features and less polish, or 2) Extend the development cycle and spend the needed time and money to make WAR great. We chose the latter path - to invest additional time and effort in implementation and polish to make WAR great. Fortunately, we have the resources and support of EA behind us to extend our development cycle; time that will be used to make sure the game is everything we want it to be. WAR is coming, and it will be glorious.
One of the “popular†topics of discussion regarding EA Mythic this past week has been the subject of layoffs within the studio. While we did let several people go from the Warhammer Online team, the number was *quite* small and their loss had no impact on our development schedule. These layoffs were part of our normal studio operations and a necessary step for EA Mythic to ensure that we have a focused and committed team working on WAR going forward.
On the Beta front, we will begin a new phase of testing in December, and we look forward to getting even more people involved in WAR by the end of the year. We are approaching a half a million registrants, and, to my knowledge, this could be the most signups ever for a Western MMORPG beta. I am very proud of this as it is a testament to the strength of the community, the popularity of the Warhammer license, and the outstanding work the team at EA Mythic is doing on the game. When we open the beta in Asia, we expect the numbers to continue to climb as we’d like to see one million players signed up to test the game. At that point, we will be well on our way to bringing about the second part of the double entendre of our motto as WAR really will be everywhere.
Over the next few months in Beta, our players will find all-new content to experience, careers to play and cities to siege. Our Capital City team continues to push the envelope by creating the next generation of living cities in MMORPGs and Altdorf is simply breathtaking. New Community systems will be in place and we look forward to getting many existing guilds into the beta to try them out.
In addition, we’ll be making changes to the RvR (open field RvR FTW!) and Server Rule Set Systems. These changes bring WAR a step closer to fulfilling the promise that “War is Everywhere†while ensuring a great play experience for those that do not choose to engage in RvR 24×7. This is another example of how EA Mythic talks to the community, listens to what they have to say, and takes action. We will continue this process over the next three quarters as we continue to develop, expand and improve WAR.
As I often quote from movies, one line particularly leaps to mind right now: “Creation is an act of sheer will,†said John Hammond in Jurassic Park. Unlike his creation in that film, however, what EA Mythic creates will be great and glorious, and nobody will get eaten by giant reptiles. That is, until we bring Lustria to life and then all bets are off.
As always, we thank you for your patronage, support and interest.
Mark Jacobs
VP and General Manager, EA Mythic
Filed under PC News on November 1st, 2007
Chapter 7: A Collection of Heroes is the newest chapter for Star Wars Galaxies, an update for SOE’s MMORPG that’s due for launch today. The update includes a new level 70 town, high-level “heroic encounters,” collection achievements, a chapter 7 gift, and more.
(Does Anybody still Pay this game? Full List of New Update Notes Read More) Full Story »
LucasArts and BioWare reveal today that they signed an agreement to create an “interactive entertainment product.” More is expected to come on the web site LucasArtsBioWare.com. Keep your lightsabers in your pants people; I have never seen a press release that says nothing at all, better than this one.
(Pssssttt!! I would wager you my mint condition Vintage Star Wars Toy Collection that it’s going to be an MMOG set in the Star Wars: Knights of the Old Republic universe.)
SAN FRANCISCO, CA and EDMONTON, CANADA — October 30, 2007 — LucasArts and BioWare Corp. today announced that they have entered into an agreement to create an interactive entertainment product. The product, details of which will be unveiled at a later date, will be developed and published by BioWare and LucasArts, and will push the boundaries of the gaming market by utilizing the strengths of both companies to deliver an innovative, high-quality experience.
“LucasArts has a deep commitment to developing compelling stories and characters for the unique medium of interactive entertainment, and we have been searching for a developer that shares this value. We found this in BioWare,†said Jim Ward, president of LucasArts. “Through our previous collaborations, we know that BioWare has an impressive ability to blend gripping stories with technological advancements, and we believe that our upcoming product will deliver an experience that will span the traditional boundaries of video game entertainment.â€
“BioWare’s mission is to deliver the best story and character-driven games in the world, delivering powerful emotional experiences to our fans.†said Ray Muzyka, chief executive officer, BioWare Corp. Added Greg Zeschuk, president of BioWare Corp., “The collaboration with LucasArts allows us to combine our passion for creating high quality and innovative experiences with those of a company dedicated to bringing only the finest games to market.
The Hellgate: London Website speaks out about the new about the Hellgate Adware EULA with an explanation of why it’s worded the way it is. To me it sounds like they are trying to put out fires with very weak excuses on why they did what they did.
We want to make something very clear. We are in no way scanning your computers for your personal information or taking any personal information without your knowledge. The only time that Flagship or Ping0 would collect your personally identifiable information is when you actually decide to give it to us. Examples are when you create an account for Hellgate: London online or when you provide us your personal information when you enter a contest. The language in the portion of the EULA that has been cited is actually fairly standardized language that is used in the vast majority of EULAs for recent on-line software. It was unfortunately also somewhat broad in scope and potentially ambiguous in nature in an attempt to keep the legalese at a minimum.
This catch-all statement was included so that we have the ability to determine if someone is using hacks, unauthorized mods or other abusive applications while playing the game which spoils the gameplay for everyone else. We also use this catch-all to protect other parties offering technical support, such as our online provider, Ping0. This is a completely legitimate function and other leaders in the MMO space do it in an effort to stop hackers and provide better technical support. In order to stop hacks and cheats, as well as attempts at outright fraud, we may need the ability to scan our player’s computers for applications running at the same time as our game. This paragraph was designed to be able to allow for such functionality. It is also important to point out that EA does not determine what we do in regards to online and offline for our game security.
Also, this has nothing specifically to do with advertisements. EA has nothing do with Massive or potential ad-serving in Hellgate: London. First and foremost, any in-game advertising that would be in Hellgate: London is there to simulate how London looks in the real-world. Ads that represent this have been in the entirety of the beta, and in fact, have been shown in the game for well over a year. The fact is that we did not agree to potentially have ads in the game just to make more money. If we did not work with Massive, we would have to get individual approvals from every single company that we want to feature in the Underground stations. This is simply too time consuming and it’s much better to have the experts to do it, allowing us time to focus on making Hellgate: London better and better while getting a realistic portrayal of London in the process.
Should we elect to serve ads, they must be approved by us, Flagship Studios. We would demand that they be in-context with the game world - aged, weathered, only shown in appropriate areas, just as the static posters you see in the Stations are now. We have no interest in putting giant, bright-white billboard in the middle of your battles or having you wield swords of Brand X Cola.
Finally, Hellgate: London and all of the online play and components are controlled by Flagship Studios and Ping0. We’re all gamers here, and we’re as sensitive to protecting our personal information as you are. This is why we have spent the past six months becoming a member of the ESRB Privacy Online certification program. This means that we’re meeting the most rigorous standards in the industry for protecting your privacy and the information that you provide us.

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