interview

The MOP Up: Warface celebrates its birthday in Chernobyl (October 22, 2017)

The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!

Maybe you’ll discover a new game in this space — or be reminded of an old favorite! This week we have stories and videos from World of TanksStarfall TacticsMu LegendOverwatchFFXIVEVE OnlineMu OnlineWakfuPath of ExileAionWarfaceMechWarrior OnlineElder Scrolls OnlineRevelation OnlineArena of ValorPaladinsConquer OnlinePortal KnightsElite: Dangerous, and Dauntless, all waiting for you after the break!

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Brian Green on Meridian 59: ‘It was its own special thing for the time’

Veteran MMO developer Brian Green is perhaps best known for his stewardship over Meridian 59, one of the oldest and long-running online RPGs in the genre. While he’s moved on to other projects, Green took some time recently to be interviewed about his time overseeing Meridian 59 and the legacy that it established.

“It set the standard for the flat rate subscription fee that MMOs and other games used for years afterward,” Green said. “I think that Near Death Studios was also an early pioneer in indie game development; we were just a bunch of developers trying to figure things out. We showed what was possible for a small, motivated team to do; this was important, especially since MMOs were seen as giant monstrosities requiring huge teams when we started Near Death Studios.”

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Jukebox Heroes: Elder Scrolls Online’s Morrowind soundtrack

Lately I’ve felt the need to get into gear and cover a lot of the more recent MMO soundtracks that have released alongside their launches and expansions in 2017. If I’m going to get through these by the end of the year, I best start now!

And so our next soundtrack for examination is the rather excellent Elder Scrolls Online: Morrowind OST by Brad Derrick. I haven’t hidden my disappointment in the base game’s soundtrack, as it didn’t quite live up to the expectations established by previous Elder Scrolls titles. Therefore, I’m happy to say that Morrowind really stepped up to deliver a much more memorable and moving soundtrack with plenty of nostalgic elements.

For more on the making of this score, read Derrick’s interview on the main site: “For The Elder Scrolls Online, the music has to bridge the gap between the familiar and the new, satisfying player expectations while still having a unique identity. This means making sure the music is ‘Elder Scrolls-y’ enough to sound like it’s from the same universe as the other games, but at the same time different enough so that it’s clearly ESO music, belonging to the time and spaces of our game.”

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Chronicles of Elyria picks up former Revival lead developer

Has enough time gone by to start erasing memories of Revival, that ambitious but troubled horror MMO that was canceled back in March 2016? While the project is dead, its developers have forged on — and one has made the jump to another indie MMORPG.

Chronicles of Elyria announced this past week that it picked up Adam Maxwell to become the game’s new lead designer. Previously, Maxwell worked on RIFTStar Citizen, World of Tanks, and Revival (in addition to almost a dozen other titles). Hopefully this new berth will be a good fit for him and Soulbound Studios.

Maxwell says that it was an easy jump from Revival to Elyria: “Half my fun getting to know everyone here has been in asking questions like, ‘So how did you all handle…’ and then randomly picking a feature from Revival. Weather, NPC memory, narrative dynamics… every answer is different from Revival, but they always hit the same mechanical goal. I feel like the two projects are siblings separated at birth. It’s both awesome and eerie at the same time.”

Source: Press release, Chronicles of Elyria. Thanks to everyone who sent this in!

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IGN has apparently bought up the Humble Bundle company

IGN has just announced that it’s scooped up a pretty sweet acquisition: It now owns the company behind Humble Bundle, known best for its cheap game bundle deals and originally famed for its charity work (reportedly over $100M for charity since 2010).

In an interview with Gamasutra, the top men of both Humble and IGN say they have no grand plans to change anything about the platform.

“We want to stick to the fundamentals in the short term. We don’t want to disrupt anything we’re doing right already,” Humble’s John Graham reportedly said. “Because of the shared vision and overlap of our customer bases, there’s going to be a lot of opportunities.”

No doubt.

Source: Gamasutra. With thanks to TJ and OneEyeRed.

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Legends of Aria awakens something nasty during its final alpha

Something evil and sinister has awakened in Legends of Aria, but that is actually pretty exciting news for alpha testers seeking new challenges and content to conquer. Wednesday’s alpha patch activated “Dragon’s Den awakening spawn” that provide access to Tier III prestige abilities and loot when defeated.

The update also made crafting armor and weapons easier than before, with decreased difficulty in making them and an increased spawn rate for resources. Stealthing around is now a little more difficult but also less random, with players not being able to suddenly hide while in plain sight of others.

If you’re curious about this indie fantasy sandbox as it wraps up its alpha and eyes beta testing, check out our recent podcast interview with Lead Developer Derek Brinkmann as he gives the inside scoop into all things Legends of Aria!

Source: Patch notes

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Massively OP Podcast Episode 139: Catching up with Legends of Aria

On this week’s show, Legends of Aria’s Derek Brinkmann returns for another interview about how the indie MMORPG is shaping up as it goes through its “final” alpha and heads toward beta and launch. We also dig deep into the mailbag to gripe about gambling!

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

Listen to the show right now:

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Riot employee fired over toxic chat comments says he deserved it

Last week, news that Riot Games Lead Experience Designer Aaron “RiotSanjuro” Rutledge had insulted a banned League of Legends streamer in a public chat under the Riot tag, calling him a “humunculus” and remarking, “[H]e’ll die from a coke overdose or testicular cancer from all the steroids.. then we’ll be gucci.” Following the circulation of the comments on Reddit, Rutledge initially appeared to deflect criticism and defend his comments before being digitally strung up by the community and dressed-down by Riot. And while the target of the slurs, so-toxic-he-was-already-banned Tyler1, dismissed the insult, saying he had no hard feelings, within a few days Rutledge announced he was no longer with the company.

That’s apparently because Riot, a massive online gaming studio ostensibly at the forefront of the push to reduce toxicity in gaming, fired him. In fact, in an interview with Rolling Stone’s Glixel blog, Rutledge says he respects Riot’s decision to boot him, saying he’d have done the same in the studio’s position and noting he’s since checked himself into rehab, as “too many whiskeys” contributed to his lapse in judgment (and to what he now refers to as his “spectacularly stupid” defense).

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The Daily Grind: Do MMORPGs still need traditional guilds?

In the game’s design docs and our interviews, Camelot Unchained’s Mark Jacobs is positively adamant that multiguilding (that is, being able to join more than one guild at a time on the same character) is harmful and will not be possible in the game. Specifically, the doc argues that multi-guilding is “one of the things that has hurt the viability and attractiveness of guilds in modern MMORPGs” and that “multi-guilds have contributed to the decline of meaningful guilds in MMORPGs.”

My subsequent questions, you probably noticed, fought back against the idea that multiguilding is a problem. That’s because I’ve been a guild leader for a very long time, from hardcore to casual, and I’ve seen how strict and inflexible lines between guilds can actually cause massive rifts in communities and friendships, outstripping their potential for stickiness or society-building, and I’ve seen how blurring the lines, making the unit of play smaller teams or even larger factions or player cities, brings people together in ways structured, hierarchical guilds do not. Making people choose between my guild and somebody else’s was a friendship mistake, one I’d rather not be forced to make again.

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Exclusive Guild Wars 2 interview on Path of Fire’s launch and philosophy

Spurred on by my excitement for Guild Wars 2‘s second expansion, Path of Fire, I reached out to ArenaNet shortly before release to secure a post-launch interview to ensure all my most burning questions could be answered. I drafted my questions not long after launch, and while I most definitely wished to discover whether the initial launch hiccups affected the immediate uptake of the expansion, beyond that I sought more information on the development of such a decisively different expansion than Heart of Thorns was.

This launch diary installment will share ArenaNet’s responses to my PoF questions: Mounts, elite specializations, and the new maps were huge topics of discussion aside from the more general launch and development questions I had. Read on!

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Indie space sandbox MMO Dual Universe launches pre-alpha with a fresh trailer

Happy pre-alpha, Dual Universe! The ambitious indie space sandbox MMORPG kicked off the pre-alpha over the weekend, bringing 2500 backers in to test. You’ll recall that it was the alpha that was meant to start this fall, but studio Novaquark didn’t believe it was ready enough, hence the birth of a pre-alpha to “honor [the studio’s] commitment to [its] backers.” This particular round of testing is open to “gold founders” and up who contributed to the game ahead of September 7th.

In today’s press release, Novaquark CEO Jean-Christophe Baillie talks up both the game’s funding ($7.4M to date) and single-shard tech. “Our proprietary CSSC (Continuous Single-Shard Cluster) and voxel engine technologies are now benchmarked for the first time with real players and not just bots,” he says. “It is truly amazing to think that when you see a moon in the sky, it’s actually there, you can fly to it with a proper spaceship. And you could carve out half of it, given enough time, as the world is entirely editable. Everyone will see it. This kind of giant continuous world experience has never been seen before in gaming. We can’t wait to see what people are going to build over the next weeks.”

The studio has a brand-new trailer out today in honor of the pre-alpha; you can watch it down below, and then when you’re done, take a peek at our demo and interview with Baillie from PAX West, after which MJ dubbed it “Landmark in space but better.”

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Massively OP Podcast Episode 138: Mystery MMOs and the mobile revolution

On this week’s show, the amazing duo of Bree and Justin look at another beefy Camelot Unchained interview, talk about several new mystery games in development, and boggle over the mobile MMO revolution that has arrived.

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

Listen to the show right now:

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Brad McQuaid: MMO devs are ‘making the very, very early foundations of the Holodeck’

Pantheon and MMOs like it are bringing our dream future one step closer (or at least, Lt. Barclay’s dream future), Brad McQuaid suggests in a new interview this week. MMORPG veterans know McQuaid as a pioneer of the genre, first with EverQuest, then with the stalled and now sunsetted Vanguard, and now with the upcoming MMO Pantheon: Rise of the Fallen.

“I want to be immersed, I want to escape into a fantasy or sci-fi world. [MMO developers are] making the very, very early foundations of the Holodeck. Letting people recreate the 1930s or build new virtual worlds – that’s what MMOs are, they’re the genesis of that. Because they involve real people and that social aspect, because they’re so immersive – and will be even more so in the future, with VR coming – I lose myself in them. I don’t sit there thinking I’m playing a game; I’m really there. And that’s what interests me.”

McQuaid says the MMO is not dead and that he’s working to change that perception by catering to an “underserved” audience of virtual world gamers and “abandoned MMO fans.”

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