Former Daybreak CEO John Smedley may have been a polarizing figure to MMO gamers, but several high profile devs have spoken up in the wake of Smedley’s resignation announcement. Former PlanetSide 2 creative director Matt Higby says that he and many other devs owe Smedley a great deal, and he also says that if you’re a gamer, Smedley is exactly the sort of “maverick, passionate, risk-taking leader you want running a company” as opposed to many industry CEOs who prefer “insipid reliably-profitable clones.”
Jacobs has explained that the senior programmer hired in June was essentially poached two days after his arrival. While CSE has since hired yet another new programmer, he won’t begin until September, making the August beta impossible. Jacobs told Massively OP that the beta could be delayed into next year, but he won’t set any date until the refreshed programming team is back on course.
He has, however, assured backers that the game’s “spending is below projections,” so the budget is good shape. CSE will continue to issue a refund to any crowdfunder who requests it.
We spoke to Jacobs prior to the official announcement to ask a few questions about the delay and its impact on the development of the game. Read on for the full Q&A and the Twitch stream.
This week in MMO crowdfunding news, Derek Smart reminded everyone that he exists. Not that he’s crowdfunding an MMO or anything, but he did have plenty to say about Star Citizen and its chances for realizing the lofty goals set by developer Cloud Imperium.
And of course MassivelyOP commenters had plenty to say about Star Citizen and Derek Smart. Some other news happened as well, and you’ll find a roundup of it just past the break.
Camelot Unchained’s Mark Jacobs returns with the game’s latest Friday update. He says that it’s a short one on account of a monster update coming next week, but there’s still plenty of reading for fans of the crowdfunded RvR fantasy title.
The recent 72 hours of alpha went “exceptionally well,” Jacobs writes, as there wasn’t a single server crash to be found during the whole event. He also mentions that there was no rubber-banding until 1700 backers and bots were crammed into a single small zone, which sounds even better given that the team hasn’t really begun the optimization process yet.
You can follow the link below to read all about CU user stories, swag updates, and more.
The MMO genre has immense sticking power in terms of tenure, staying relevant to players for decades despite such fluid and rapid development in the larger gaming industry and particularly in relation to online gaming. With such an extensive back catalogue of games in the genre, it’s not surprising to see so many recycled mechanics being employed in new releases due to the significant financial risks associated with MMO development. The latest batch of promising indie developments, however, has me sitting on the edge of my seat in anticipation — moderated with a heavy dose of trepidation, of course — for what new, reimagined, or creatively employed mechanics we’ll see in the MMOs of tomorrow.
In this edition of MMO Mechanics, I’ll break down the mechanics under the work-in-progress bonnets of some of the indie and fledgling offerings that have captured my attention for all the right reasons. I’ll look at what each game proposes to do differently and why that makes me excited for its release.
Hope you like reading — and since you’re reading this, we’ll assume you do — because Camelot Unchained has another one of its Stephen King novel-sized newsletters for you to devour. The big topic of discussion this time around? How awesome it is to be able to blow up buildings.
The team is digging into the physics engine, creating new ways to cause havoc on existing structures. “Our internal testers are playing with the early passes on buildings that can be blown up, destroyed, crumbled, and razed,” the newsletter says.
The newsletter teases dragons, talks about how pretty the game’s skies have become, and reveals the new tools the team is using to meld procedural terrain with hand-crafted design. In fact, you can check out the terrain tool in action in a video after the break!
It’s Friday, which means there’s probably a Camelot Unchained update floating somewhere around my inbox. Yep, here it is. Let’s see. Head honcho Mark Jacobs says that CityState has made “significant progress” on the rubberbanding and performance issues that have been focused on for the past few weeks.
There’s also a blurb about procedurally generated terrain, which is “moving along nicely.” Jacobs also mentions that an official beta announcement is coming “within the next two weeks,” so that’s pretty exciting news for fans of fantasy PvP sandboxes in general and Camelot Unchained in particular. There’s much more to this afternoon’s update, too, but you’ll need to click through the link below to read all of it!
Mark Jacobs is back with a Friday afternoon update for Camelot Unchained. In it, he says that players will soon be able to destroy structures with spells, after which they will break and fall apart (the structures, that is, not the spells or the players).
Jacobs also says that the dev team hit 58 items on CU’s user stories page, including 15 new cards. A full list of changes and improvements is available via the source link below, along with more information about hirings, a tease for the next stretch goal, tidbits about the game’s UI, and some new art.
Camelot Unchained’s next stretch goal is going to take the Realm Honors concept to the next level, according to the game’s website. In a nutshell, this means that the dev team will be adding “a whole bunch of cosmetic-only things to the game which will not be for sale in a cash shop.”
Rewards include items that may be displayed in your CU house, on your avatar, or in your C.U.B.E. creations. The stretch goal will be completed by launch, City State says, as it will be outsourced with a minimal amount of in-house oversight, which falls in line with the firm’s long-standing policy of not allowing stretch goals to affect launch.
The 10th issue of Camelot Unchaineds Unveiled newsletter is filled with tidbits on lore, design, the community, patch notes, and more. There’s even mention of a dragon and screenshots of a village created in C.U.B.E. It’s a pretty lengthy read, so if your time is limited, here’s a sampling of what you’ll find.
There’s plenty of talk about archers alongside designs showing the models of the giant races. The update section includes notes on the addition of modifier components, heavenly bodies (we’re talking about the sun, moon, and stars in the sky here!), and colored lights in C.U.B.E. as well as the implementation of global values to player speed on hills, maximum hit and stamina points, and falling damage. Ambiance enthusiasts might enjoy perusing this month’s developer spotlight that falls on Daniel Beck; he discusses the creation process for CU’s music and sounds. And the proffered lore is a rewriting of a Becoming story, entitled The Becoming – Hamadryads.
We warned you it was a mouthful! Hungry for even more details? For that, you’ll need to read the full newsletter for yourself.
Mark Jacobs has posted Camelot Unchained’s traditional Friday update. In it, he thanks a couple of backers for their gifts to the team, and he also talks a bit about the “39 new completes and four new adds” to the user stories section of CU’s website. These include everything from the ability crafting system and the combos that result from it to the ability to destroy structures in the game world.
“Blowing, blasting, and otherwise reducing the hard work of your opponents draws ever closer,” Jacobs notes. He also hints at some good news on the hiring front in the near future.
Finally, the blurb features some updated golem art assets and it mentions Jacobs’ appearance on this Monday’s Twitch stream.
I imagine that most of us have a future bucket list of MMOs that we wish would get here already. It wasn’t but a couple of years ago that I was salivating over several major up-and-coming releases, including Star Wars: The Old Republic, Guild Wars 2, and WildStar. My list of most-anticipated never seemed to get smaller, it seemed.
Flash-forward to 2015 and it feels as though we’re in a different era all of the sudden. Games are still being made, to be sure, but there seems like there are fewer blockbuster-wannabes on the horizon. I’m really happy playing what we already have, although I miss that feeling of “ooh, I can’t WAIT!” that used to drive my excitement.
Even so, there are several titles in development that have my attention to varying degrees. Maybe some of these aren’t the big-budget extravaganzas I was used to and maybe a couple are long shots, but as it stands, here are 10 future MMOs I can’t wait to play.
As promised, buy-to-play indie PvP sandbox Das Tal has begun a Kickstarter campaign today to coincide with the launch of the German wing of the Kickstarter platform. Das Tal isn’t a new game for many of you as we’ve been covering it on Massively OP and Massively-that-was, but the pitch puts the game’s development goals in focus:
Das Tal is the world’s first Open World Battle Arena. It is the love-child of a Sandbox MMORPG and a fast-paced PvP Arena. Our goal is to make MMOs fun again for PvP fans. No more grind. No more pay-to-win. No more tab-targeting. We are creating a game designed to be compatible with the busy life of an adult gamer.
Das Tal’s devs have already been working on the game for several years and have plenty of game footage to show for it. The title is due to launch next year; the alpha is expected in the next few months. The Kickstarter, they say, is specifically intended to pay artists to flesh out the world.
I spoke with Fairytale Distillery Managing Director Alexander Zacherl last week to pick his brain on the PvP MMO market, the B2P model, graphics snobbery, and the apparent contradiction in the game’s hardcore-but-not-entirely design. We’ve got a fresh Kickstarter video as well. Read on for all of it!