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5/26/07 10:28 AM
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Viewed 19918, Replies 416
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I have been saying this since BioWare Austin was first formed: FalloutOnline.com is registered to Gordon Walton. Amongst all the crazy speculation, that has remained the strongest evidence for anything that I have seen about this whole ordeal. Just saying. |
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5/26/07 10:22 AM
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Viewed 1148, Replies 32
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Indeed, I am still suspecting Fallout Online. Bethesda may be making Fallout 3, but FalloutOnline.com is registered to Gordon Walton of BioWare Austin. |
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5/26/07 10:18 AM
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Viewed 1148, Replies 32
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I apologise if I am way off the mark, but doesn't the franchise belong to Obsidian? Did I miss BioWare reacquiring it? |
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5/24/07 10:43 PM
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Viewed 1303, Replies 10
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Spellborn has long caught my eye, certainly. It ranks third in visual appeal for me behind Vanguard and Climax's would-be Warhammer Online. Originally posted by -Inferno- Hehe. That's not concept art, but a caricature of Romano. |
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5/19/07 7:07 AM
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Viewed 11302, Replies 283
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Originally posted by Kokushibyou
You cannot develop anything as artistic as a modern MMO with the expectations laid out by Microsoft. This is clearly not Microsoft's field. Mythica was cancelled because Microsoft lost interest, considering it a lower priority than their other concerns. When Microsoft decides to cut funding from -- or stop funding -- something that was relying upon them, that thing suffers. They were dedicated to competing with the lucrative genre, but changed their minds when the Xbox 360, a technological rather than artistic project, looked more lucrative. Sigil's own mistake was partnering with Microsoft in the first place. I believe they should have anticipated that a company awfully inexperienced with MMOs or other maximally artistic projects would not have sufficient understanding of what such development can and cannot entail. But Vanguard needed Microsoft's riches, and of course passion and necessity outweighed caution and compromise. They were faced with the decision of either risking a partnership with Microsoft for their money and technology or lessening what the project could be, and choosing the former backfired. One cannot blame Microsoft for their apparent incompatability with the genre, but that is what happened and I doubt that a Microsoft representative would say differently after the experience. There were individuals who were so enthralled by Vanguard that they left Microsoft to work with Sigil when the split occurred, if that tells you anything about what agreement might be found. |
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5/19/07 6:17 AM
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Viewed 11302, Replies 283
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I am cut by your razor-sharp wit. |
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5/19/07 5:00 AM
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Viewed 11302, Replies 283
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Originally posted by Nikoz78
What I experienced in Beta 1 and Beta 2 was beautiful. The interface was completely different (about a dozen different interchangeable interfaces designed by Tom King!), there were more innovative game mechanics (wounds, spellbooks, a wider range of body customisation, et cetera), the graphics were more to my liking (dark nights, non-overbright days, tastefully magical spell effects, subtler weapon effects, more hair-like and mediaeval hair meshes, et cetera), and the rate of development was blindingly fast and very efficient. Communication with the public community and the beta testers was amazingly frequent, detailed, helpful, even personal and entertaining. Sigil didn't move on to the next milestone until the current target milestone was perfected. Microsoft's money was being put to good use. Come the regime change at Microsoft, development slowed, the servers suffered, and Sigil generally seemed to lack the support they once had from Microsoft. Come SOE, the interface became EverQuest II's interface, wounds were scrapped, spellbooks were scrapped, body customisation was limited, nights grew brighter, days grew brighter, cities became more like 'storybook' fantasy, animations became more comical, spell effects became floating icons, weapon effects went Final Fantasy, hair turned to EQ2-wax, and by Beta 4 the implementation of classes was visibly becoming a rushed affair. During Beta 4 and 5, milestones were being either tossed in haphazardly or dropped. Sigil had planned Vanguard with Microsoft's funding in mind. Microsoft had been funding Sigil with the money they needed to realise their goals, but when Microsoft replaced Sigil's Microsoft associates with folks in charge of the Xbox 360, it inevitably suffered a lack of 'attention' from Microsoft. While Microsoft had initially been a match made in Heaven, Microsoft had changed and now they needed a new partner. When the deal with SOE was made, Sigil was stuck with a half-completed game which had been designed from the ground up with Microsoft's immense financial backing in mind. They now had more time and a more experienced partner, but significantly less funding. More than Microsoft's latter-day funding, but less than Microsoft's initial funding. They were indeed 'screwed' by Microsoft in favour of the console market, and SOE was willing to try catching that fall, which was valiant, but the money still couldn't compare to what Microsoft cut. This change begot many changes. Some, I mentioned above. Others are only becoming apparent after release as patches layer in. Some elements of the initial vision made it in. Others have yet to come. Some seemed to be overridden by the influence of SOE's backing, despite claims to the contrary, or simply by the loss of a great deal of initially available funding. Others seemed to be overridden by the outcries of the late waves of unfocused beta testers with their heads stuck up their Azeroth. The comments on Brad McQuaid's 'ego' strike me as absurd, coming as they do from anonymous players who believe they know better than a person who has made this their life -- especially a person such as Brad who spent an unprecedented amount of time on the official forums during development, with many other members of the team, interacting with the community on a very honest and human level like no major developer has ever done before. Some people are balking at how he supposedly blames Vanguard's financial quake on its players, while I must be blind to have seen no such blame being placed -- as justified as I am irritated enough to believe it would partially be. Having met and been in discussions with McQuaid and other members of the team personally, I found him an extremely down-to-earth man with whom it was a pleasure to speak with on any subject. If Sigil seems confident about Vanguard, it is passion, not ego. Ego is the MPOGD.com writer saying that Sigil has 'finally seen the light'. Ego is an MMORPG.com forumite taking pleasure in a dream like that of many would-be designers among us being dragged through a new financial Hell as if to prove that only mediocre toy-like projects 'succeed'. I feel much worse for the throng of lost employees than I do for Brad McQuaid, of course, which is saying a great deal, because I respect and admire Brad more than any single developer anywhere. I hope every former member of Sigil, from CEO to iguana, can pull through this without being dragged down to the current regressive shtick of certain other existing and upcoming MMOs: disregard for immersion, disregard for applicability, disregard for fascinating experiences, insultingly farcical art direction, uglily proportioned characters, et cetera. Don't abandon your principles. Keep up the good work. Fight the good fight. Let the Vision be seen. Both McQuaid and Koster are truly, damnably ahead of this industry's nervous rate of progression and are saddeningly inhibited by corporations and audiences who fail to acknowledge the perspicacity of entertainment, the applicability of fantasy, the power of interactivity therein, or to give a fuck about where we are going. |
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5/15/07 8:08 AM
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Viewed 901, Replies 16
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This is one of many good examples of why I respect the game more than any other: A few moments ago, a level 22, rank 3, Siren Enchantress swam up to me in the water, mesmerised me, snickered at me, then swam away. |
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5/15/07 8:05 AM
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Viewed 1987, Replies 56
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Originally posted by Wolflaynce Good gods, yes. As much as I love Vanguard, I think I agree with that more than the people who hate it. I cringe whenever an NPC speaks. Hearing a High Elf speak with a Californian 'Valley Girl' accent is painful beyond expression. |
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5/15/07 7:03 AM
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Viewed 1987, Replies 56
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Uh-huh. Great. Lovely. Thank you. |
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5/15/07 6:41 AM
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Viewed 1987, Replies 56
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Hardcore is the what now? I don't know if you have ever met or conversed with McQuaid, or otherwise paid attention to his ruminations, but your perspective of his mindset is strange and I have no idea where you are seeing these 'penalties' for not being 'hardcore', 'elite' or whatever people are saying these days. |
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5/15/07 5:51 AM
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Viewed 1987, Replies 56
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This talk of 'failure' is disheartening. I play Vanguard because it is the only MMO thus far that does not disgust me to the point of complete disinterest. Because it has power and dignity. Because it feels less 'sterile' than the others. Because it has some soul. It could have been better, of course. Much better. It disappointed me plenty. But there is nothing better for me, yet. I needed a world I could immerse myself into with my friends and loved ones, and all the other MMOs seemed to fail to take themselves seriously in terms of actually creating even a slightly immersive world of any reasonable size, beauty, atmosphere -- they fail to be anything poignant to me, while Telon is a piece of artwork I liken to any decent novel, piece of music, or worthwhile dream. Vanguard is as close to EVE in pure mood and emotion that mediaeval fantasy has come at the moment, and unlike EVE it does not hinge on hypercapitalism. Sorry for the, erm, 'fanboy' attitude, but I am being sincere. |
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5/11/07 9:39 AM
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Viewed 2652, Replies 56
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In 1999, I played EverQuest about 4-5 hours on the average day, but there were certainly several weekends I chose to play 14-16 hours a day. |
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5/05/07 2:23 PM
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Viewed 1456, Replies 18
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I'm quite certain I've seen each of those on the site. Note that they are listed alphabetically, not chronologically, so you shouldn't be just looking at the last page. |
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5/04/07 1:08 PM
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Viewed 2018, Replies 61
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Having beta tested 54 games since 1997 and played 19 released MMOs not including Vanguard, I consider it a godsend. Is it the perfect game for me? No, I would have done many things differently. At the very least, I would have not changed since Beta 2 as much as Sigil did. Perhaps that is why I am not making games. Yet I feel it was exactly what the genre needed from my perspective -- a small but very necessary step towards finally pushing fantasy MMOs forward. It is suffering financially, but in the current market, I am not surprised. Like EVE, it was ahead of its time and is likely to see a large increase in subscribers as the market matures. Whether it can survive long enough to benefit from this process is another matter. Hopefuly, Sigil will stick it out. |
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4/28/07 11:32 AM
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Viewed 1967, Replies 22
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Those aren't even 'outlandish costumes'. They're cheap Halloween stuff. I have to tell you, I'd much sooner blast people for drinking alcohol at a party than for dressing up for it. It would help if they dressed appropriately for their body, though. The disease of LARPs everywhere is obese elves with eyeglasses. |
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3/11/07 10:42 PM
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Viewed 1490, Replies 53
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If EverQuest's generation was the first and Dark Age of Camelot's generation was the second, I don't see how Vanguard isn't third-generation. Works for me. It is difficult for me to take Gods and Heroes, Spellborn, Tabula Rasa, or SUN seriously. Following Vanguard, I consider the next great titles to be: Lord of the Rings Online, Age of Conan, and Warhammer Online, though I consider the latter to be lagging back in the second generation. |
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3/08/07 6:00 PM
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Viewed 4646, Replies 69
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That Sacagawea strongly resembles an early Romulan Bird of Prey, Federationised. |
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2/11/07 10:10 AM
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Viewed 2128, Replies 57
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Cryptic Studios ran into the same problem with their project, obviously. But if CCP sticks with their expertise in building such large playing spaces as in EVE (which, yes, would be much more difficult given the density of content that would need to be in the World of Darkness as opposed to New Eden), it could work. It would be quite easy to make supernaturals the vast minority among hosts of NPC mortals in a sufficiently large space. Something the size of Vanguard's world may work if the population is capped at something less than 1500. Fill it with NPC mortals with AI routines similar to those in Bloodlines and have at it. |
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2/10/07 10:12 PM
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Viewed 793, Replies 17
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If you did not install the game via retail discs, then you are downloading the entire game through the launcher. Of course it will be large. |
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