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All Posts by Exar_Kun - 198 found

7/20/08 9:20 PM
Viewed 741, Replies 39

I really do not see wtf is wrong with sharing some details with there loyal fan base. They have been working on this IP since FEB 2006. I know they have something to show for all their hard work and effort. The cat is out of the bag now, why not embrace the mob?

7/12/08 2:34 PM
Viewed 149, Replies 3
7/05/08 1:21 AM
Viewed 1793, Replies 33

Originally posted by huxflux2004
Originally posted by Enforcer71

 

Gotta love this questions answer in the FAQ.

 

What inspired the game? 

 

Our inspiration for creating Crusades evolved through experience playing MMO's.  Playing along with friends and guild mates, we wanted to re-incorporate features that were no longer available or had been removed or nerfed in other games.  Players invest allot of time into their characters and in-game experience.  We will not be nerfing anyone and we will stand by the design constitution we have committed to.

 

Hmmm, I wonder if that gives anyone any idea as to what game they may be referring to.

 

Sorry to say that but that sounds like cheap talk to me. What will they do if they release the game and realize that a particular skill or spell, or whatever they call it, is five times more powerful as it should due to a bug. Leave it like that? Because if they fix it, the players will perceive that fix as a nerf.


 

Not true...

They could do several things to fix the problem with out a "nerf".

1) Bring every other skill up to match the power of the rogue skill.

2) Create an item or skill that will  counter, and/or, off set the rogue skill.

 

"nerfs" can always be avoided, but it takes work!

7/04/08 11:37 AM
Viewed 2202, Replies 48

Old news pal...seen this one over a year ago.

DARKFALL = FAIL!

7/02/08 7:13 AM
Viewed 1325, Replies 37

IT'S A TRICK...SEND NO REPLY!

They are attempting to up their SUB numbers for the Month of July. DO NOT login. SOE is trying to save the game with this tactic. This is their final act of trickery. They are close to shutting down and will do anything to keep it going.

DO NOT LOGIN!...LET THIS GAME DIE IN PEACE!

6/29/08 8:07 PM
Viewed 3037, Replies 101

Let us assume all this is true...are they even gonna have a BETA *red-flag* Before launch? I mean the Fall is just a few months away and no word on BETA...wtf!

6/29/08 5:18 PM
Viewed 1793, Replies 33

It looks like a very cool SANDBOX mmorpg. ...WORTH 3 to 5 years of dev time if it does all it says it can.
http://www.vizualfxstudios.com/crusades ... e&Itemid=1

*Own Ships, Cities, and even Planets

*Seamless 'planetary-to-space and beyond' Travel.

*Open ended Leveling System.

*Versatile "Be What You Want To Be" Role Playing with an open ended Storyline.

*Vast Array of Conquest and Immersion potential in a persistently expanding Universe.

*Spherical (non-linear) World Maps.

*Player-built and run Outposts, Cities, and Planets.

*8 Races, with 6 combat classes, 5 support classes, and 15 professions (subject to change).

*PvE anywhere, and PvP on specific continents and out of Homeworld Solar Systems.

*Unlimited Exploration Potential.

*Extensive Crafting System.

*13 Vehicle Classes, ranging from Anti-Grav Boards to Battle-Cruisers and Carriers.

*"Pay to Play" Standard & Enhanced Subscription Tiers.

6/16/08 6:20 AM
Viewed 865, Replies 24

Originally posted by hubertgrove
Originally posted by Exar_Kun

Killing a 4 man Bounty Hunter Gank Squad who jumped me as I was loading into the MOP on DANT.

 

He he, I could never win if there were more than three but, by the end, I could handle two, even if they were pretty good and well-equipped. In one glorious incident, I was with my Guild attacking rebs in Anchorhead when, out of the blue, a pair of BHs attacked me - they must have been stalking me for a while and chosen a moment for their attack when they thought I might be distracted. I made short work of them both, killing the last one with a saber throw as he tried to flee up the hill behind the Shuttle Port. And all the while my Guild was cheering me on offering suggestions. Good times. All gone now.


 

Hehe...Two words...Divide and Conquer

6/16/08 6:08 AM
Viewed 865, Replies 24

Killing a 4 man Bounty Hunter Gank Squad who jumped me as I was loading into the MOP on DANT.

6/16/08 2:13 AM
Viewed 185, Replies 3

Originally posted by Sunrider

I remember hearing tid-bits about streambase a little while ago in a digital forensics class... it seemed like interesting stuff.

with these kinds of features the ability to take a single-player RPG style game and turn it into an MMO without it losing its sheen or luster is quite possible. It keeps the world moving, new things happening, etc. That could be hot... riding down the road or in a building or something and you hear over the radio that such and such is taking place, you go there, take care of it and that it for that, and move on to something else.

hot stuff indeed.


 

Bioware's MMO to Launch in 2009

Kotor It might be Knights of the Old Republic Online, or it might be something else entirely. But the MMO in development at Bioware's Austin, TX studio is most assuredly a big deal, according to a report by Information Week published today:

Bioware has not announced the name or described the nature of its online game, but [Bioware Technical Director Tim Dalton] said it will be launched in 2009. Dalton said his firm wants to do more than match the state of the art represented by such online games as World of Warcraft.

This tidbit was hidden in a story about the event processing engine that the studio will use in its upcoming MMO. So there you have it: 2009. It's not that long of a wait, is it?

BioWare Adapts Complex Event Processing To Online Gaming World [Information Week]

6/16/08 2:02 AM
Viewed 192, Replies 2

  • Ray Muzyka: BioWare Austin MMO To Innovate On WoW

  • Talking to Gamasutra as part of a new feature on life at BioWare following its acquisition by Electronic Arts, founder and CEO Ray Muzyka has said its highly classified MMO project will bring as much polish and quality as Blizzard's WoW, but will innovate on a number of fronts.

    BioWare's Austin studio was founded in March of 2006, and since that time has been working on a 'mystery project' that many have speculated could be Star Wars related. While Muzyka still left the project undetailed, he did say of the title:

    It's going to feel like a BioWare game. It's going to have the best of breed of MMO features, and some new innovations that when we reveal them, hopefully they'll be impactful for people.

    Speaking on Blizzard's massively successful World of Warcraft, and of the lack of equitable competition that's followed, Muzyka added:

    It's not a slight at all on Blizzard. I think they've done a great job. But the fact that people want to play that kind of game is an opportunity to really deliver that level of polish and quality, and innovate in a few key areas, while they continue to innovate in a few key areas, too.

    I got to sit next to Rob Pardo for like three hours yesterday at this dinner I was at with a bunch of other studio leaders, and I just talked in admiring terms of how much I love their games, and how I've played every single one of them and finished every one of them.

    And he's played all of our games, and we were debating the merits of different design philosophies, and he's telling me how they built GUIs, and I was telling him how we built GUIs and hired people and approached design concepts. It's just awesome, right? We're very different from them, and yet it's a very similar starting point and end point, in terms of the quality we give our fans.


    Electronic Arts is currently working hard to shed its image of choking the life out of its studio acquisitions. But does that match up with the truth?

At GDC, Gamasutra had the chance to speak with Ray Muzyka, founder and CEO of BioWare, which was acquired by the megalithic publisher late last year. Have things really changed? And what does the future hold for this unique development studio?

 

I last spoke with you right after the announcement of the EA buyout, but things have become clearer. I saw John Riccitiello speak at DICE about the city-state model. When I first heard you guys went to EA, I thought that it must mean that EA is changing. Then when I saw that speech...

Ray Muzyka: John knows us really well. We worked with him for two years, and he knows what Greg and I are like, and Andrew and Josh and Greg. We know what he's like, because we worked with him directly beforehand for three years. He was our CEO at VGH, at Pandemic.

I think he knows we're pretty passionate about what we do, and he knows that we fit into it in a certain way. We're good at something, and we really strive to make good games. We care about our fans and our employees, and we're not going to abandon those values. I think his talk... I found it pretty inspirational, too. I don't know what you were going to say about it, but...

I was impressed. But I know that I did talk to some developers afterward and they were like, "Yeah, right."

RM: The proof's in the action. I see myself... I've got to take a leadership role in order to show that we can be successful within that framework, and BioWare can continue to be successful within the framework. I'm excited about that opportunity.

I think the proof is out there. As he said himself, if you look at what happened with Westwood and Origin, I think those are sad stories. And Bullfrog. But if you look at what happened with Maxis...

RM: Or DICE. We've heard very good success stories. And Criterion as well. They're all making great games, and they have great people, and they're doing really well. They've actually got unique brands, as well. They're starting to make something and resonate with the fans. It's what it's about, right?

You guys are very plugged in to your fan base. Absolutely, I think. Many developers are, but I think you guys... Matt Atwood was talking about in the demo [before this meeting] how you're plugged into the fact that you have to make sure Mass Effect is a PC game when it ships on PC.

RM: Yeah. We want to tune it and customize it and really spend the time. A lot of the time, that's about making the control system better. Actually, it's fun when you hear the demo teams getting really excited about the demo, because over the next three days, they're getting more and more excited about playing it and trying different tactics out.

The upcoming PC version of BioWare's Mass Effect

The run-and-gun combined with the better squad controls enables new types of tactics to be done in battles, so actually it's almost like playing a brand new game, which in many ways it is, because it's higher graphics, and we're trying to improve a lot of things.

But trying to make these improvements, sometimes they have exponential effects and multiple effects when they work together. You can really see it. Because the tactical infrastructure stuff is already there, and there's the opportunity for really interesting tactical battles, which I think PC fans love. The fact that you can run-and-gun it down the center while your guys are deployed on the side of the squad individually is a subtle enhancement, but it's a huge impact on the gameplay in a good way. 

This was originally a project on the Xbox with Microsoft, but it's now with EA on PC. That isn't a prelude to saying, "Come to PS3," because that's your business, and I know you know what you're doing, but have you guys worked with the PS3 at all? Or have you studied it as a development platform and whether it's worth moving into, whether it's for this project or another?

RM: We haven't announced any future plans on Mass Effect, as to what the future holds. We're just focused on PC, in terms of what we're talking about. But we're working actively with the PS3 now, yeah, and the 360 as well. And we're exploring Wii, and the DS we're rapidly working on as well.

That's right. You're working on Sonic for DS.

RM: We are actually working on PS3 stuff. I think we said that before a bunch of times. That's something we're rapidly exploring. We haven't said what we're working on, but we're excited about the platform. I think it's a great platform. The 360 is a great platform, and I think the PC is a great platform. So are the Wii and the DS.

I don't just say that because I have to say it. I believe it. I've played games on all the systems. If the fans are there and you can make great games, maybe a little different for each one, maybe... there are opportunities on all of them to make different things that stand out for what BioWare is known for, with narrative and emotion, and apply it in a different way in terms of the platform. That's what we're trying to do with the PC. You can do something pretty amazing.

When it comes to Austin, I believe there are basically no details -- except for the fact that you have a studio in Austin.

RM: Yeah. I agree. People are working away on something there that we're really proud of. It's a good game. It's going to feel like a BioWare game. It's going to have the best of breed of MMO features, and some new innovations that when we reveal them, hopefully they'll be impactful for people.

I hope so. I think it's a genre that's ripe for innovation. I think that WoW was the last landmark title, and of course it still drives success, but it's probably time for someone to step up and do something.

RM: I agree. And it's not a slight at all on Blizzard. I think they've done a great job. But the fact that people want to play that kind of game is an opportunity to really deliver that level of polish and quality, and innovate in a few key areas, while they continue to innovate in a few key areas, too.

I got to sit next to Rob Pardo for like three hours yesterday at this dinner I was at with a bunch of other studio leaders, and I just talked in admiring terms of how much I love their games, and how I've played every single one of them and finished every one of them.

And he's played all of our games, and we were debating the merits of different design philosophies, and he's telling me how they built GUIs, and I was telling him how we built GUIs and hired people and approached design concepts. It's just awesome, right? We're very different from them, and yet it's a very similar starting point and end point, in terms of the quality we give our fans.

That reminds me of your conversation with Ken Levine and Greg LoPiccolo at DICE.

RM: I have huge respect for those guys.

They were obviously three very different games, but you all had a similar quality tier. You guys maybe had different philosophies about how to get from point A to point B of development, but...

RM: It's key to pick your systems and structures and processes and hire the right people that map to your culture and values, and if you structure it right and everything's in alignment, then a good idea and a great product can result in a number of different configurations.

Valve's very different from us, but they make amazing games. Epic is very different from us, but they make amazing games. Blizzard is an amazing company, and they have very different processes and structure than we have. Harmonix, obviously, and Irrational, or 2K Boston and Australia, are very different from us, but they make amazing games. I think it's exciting.

It's an amazing opportunity for the industry, because if you know all the guys and are good friends with those people, you can collaborate and come up, be really collegial, and exchange best practices, and we'll pick and choose some things that we've seen that we're excited about at Blizzard or Valve or Epic or Harmonix or Irrational, or 2K Boston and Australia.

Ken's GDC badge said 2K Boston-slash-Irrational, so I think you can still call it Irrational if you want.

RM: I prefer Irrational, myself.

A little more personality?

RM: Yeah.

And you're not EA Edmonton.

RM: No. Nor will we be.

That's great. Speaking of sharing and looking at things you can share, and I know this was central to the city-state metaphor, that this is the way that EA's being run, but... is there a sharing or something in common that you see? You said that you respect the guys at DICE, and I agree with you that it's a great studio, so do you have conversations with them about that?

RM: Yeah. Actually I hadn't met Patrick Söderlund before, but I got to meet him at a global publishing marketing meeting about month ago, and it was really exciting, because I'm a big fan of their stuff. So we chat a bit and continue the conversation in the longer term.

So actually it was like with Pandemic, but on a bigger scale. We really have the option to always exchange ideas, but it's never forced, right? Part of BioWare and Pandemic... the Elevation investors never forced it. "You guys do whatever's organically right for you, and the best ideas will win." We'd send people out to Pandemic for a few days, and they'd send people up to us, and we'd actually have a lot of ideas, and collaboration, and technology sharing. But it was all very much team-generated.

It's the same way with EA, now. It's not forced in any way. It's very open. It's very transparent. It's very, "There's some guys doing some cool stuff over there. You might want to talk to them." "Okay, I'll pick up the phone and talk to them. That's awesome." So yeah, we talked to a whole bunch of different GMs. I had dinner with Alain Tascan from EA Montreal and said, "You're doing some really cool stuff." So we're figuring out different ways.

RM: I'm more excited than ever, because of a whole bunch of things. One is where we point at the nexus of change. I see 30 years in the past and 30 years in the future, and it's like, "Holy crap, look at all the things that have happened in just the last few years, let alone compared to 10 or 20 years ago in video games. Where are we going in five or 10?"

Another thing I'm excited about is being part of a larger company. It's like this big toy box where there's this cool tech over there and interesting ideas and smart, nice people that are willing to share and collaborate on a bunch of things from different studios. But none of it's forced. It's as much as we can enable. It's up to us, as BioWare. It's part of that.

It's part of EA. We are EA. BioWare is a publisher now. It's a weird thing to say, but it's true, and that's not a bad thing. It's all about how you approach it. Are you oriented around your design, and your fans and long-term goals, not just short-term goals?

It's going to be a very healthy thing, because being a publisher actually really is about having a closer connection to your fans, in some ways. You're selling things to them, so if you're listening to them, you can take that stuff and bring it in and make your games better, which is our philosophy. And I think it's the philosophy of the new EA as well.

I hope so. The way I looked at EA, is that EA is like the weather of the industry. First of all, you can't get out of it if it's raining. You're sort of stuck. But also where EA goes, it kind of pushes the industry in some ways. So if it's sunny weather for us, it's good for everyone.

But to wrap up, story based games are your thing. It's part of your... I saw you speak at the IGDA Leadership Forum earlier. I feel like, watching Mass Effect, there's still a little bit of the Uncanny Valley thing going on. How do you feel about perfecting that?

RM: We can always improve. I think we can always get better. The good news is that we're not done yet. We have a long way to go still, and we continue to get better over time. I'm excited about that. I think we've built a really great foundation of people and teams, and they're really passionate and ambitious. They can fuel great things, because you actually can listen to feedback and improve.

I don't know. For us, our mission may building the best story or narrative-driven games in the world, but I see narrative -- and I talked about this in the [DICE] panel -- as being very broad. I think you'll see more and more of that coming in BioWare games. It's the narrative of the explorer, and the narrative of the combatant and the hero's journey. It's the narrative of the story, characters, and the social space.

Maybe there's some different ways to look at narrative. There's more than one way to tell a great story. But I think beyond that, our vision is emotion. So yeah, we're going to be pushing it hard to make you feel really compelled by the game as we deliver it. And if we need to deliver more compelling characters, we're going to be doing that

6/15/08 6:18 PM
Viewed 921, Replies 21
6/13/08 3:54 AM
Viewed 1931, Replies 44

 

Originally posted by skeaser

Not saying Ralph wouldn't do a good job, but come on. Do you seriously think that there is no one at all out there other than him that has the ability to break the mold? You think that only one man in the billions of people on this blue marble has the ability to be creative? There are games in development right now that have so much potential to break the mold, we can only hope that their investors don't rush them to push out crap and that they stick to their intentions and vision regardless of pressure from the whiny ass flamers. Darkfall has potential, but I fear that it will, indeed, fail in the end. It's been way to long and too little information is to be had. I think I would actually catagorize them as vaporware at the moment, I only hope they prove me wrong.

In the other corner we have Mortal online. This is from some old school UO fanboys who want to bring back full loot, FFA PvP and a non level, non gear based sandbox system. They have a whole truck load of potential, but I've never heard of the company and I don't know if they have the resources or know how to pull it off.

So there, I've shown you two other projects that Ralph isn't working on that have potential to break the theme park grindfest that's out there right now.


If he isn't the only one...

 

Then why, after all this time has NO ONE stepped up to create the kind of masterpieces he makes? As for DARKFALL...I wish it were true but everyone knows that game is a Myth fresh from the pit of Vaporware Hell.

6/13/08 3:40 AM
Viewed 1931, Replies 44

Agree!

Raph if you can hear us, PLEASE build a new game. Come on man you know you want to. You are the best DEV that ever lived!!!!

BUILD IT AND THEY WILL COME...EVERYONE!

6/13/08 3:37 AM
Viewed 7667, Replies 134

Originally posted by kefkah

 

We were working in parallel, maintaining old code on the off chance that we would pull the plug on the implementation.

http://rubenfield.com/?p=86

 

 

 


I'm not sure it matters if the Code is still around. I mean, if you can't access it what's the damn point? This game is DEAD DEAD DEAD!!!

6/13/08 12:59 AM
Viewed 1569, Replies 41

 

Originally posted by zymurgeist

No porn flick ever grossed $1,835,300,000.  Nice try.

Best selling  adult  movie would be Deep Throat at about 100,000,000 before video destroyed the market for adult film features.

 

FAIL

We aren't comparing single films here. You spoke of Sci-Fi and "Chick-Flicks". Those are genres and that is what we are talking about in this case. Porn is also a genre and it kicks the crap out of Romantic Comedy. The Porn outsells all other genres hands down.

Has a single porn film ever made a billion dollars?...NO...but as a whole, the genre is the most popular in the world. It's universal and everyone has it or wants it. Regardless, the numbers don't lie. Porn is king of the Genres.

I will now retire back to the topic at hand and speak no more of this issue. Now, I'm sure you will comeback with some quick post about how I don't know what I'm talking about and how TITANIC is the best movie ever made. Regardless, I am right on this topic.

Also in the future please post some source links to back up your arguments. When it comes to Movies, I recommend IMDb for information. It's pretty accurate most of the time and the information is easy to find with the search feature.

SOURCE

http://www.foxnews.com/story/0,2933,245638,00.html

6/13/08 12:08 AM
Viewed 1569, Replies 41

Originally posted by zymurgeist

Uh no. The highest grossing films are not Sci-Fi.  They're, oddly enough,  historical romantic dramas (commonly referred to as chick flicks)

Companies hire developers for their talents not to copy their previous failures.

It's very unlikely Bioware will recreate WoW with lightsabers.

It's equally unlikely Bioware will use any elements unique to SWG .

The Bioware MMO may not even be Star Wars related.

 

 


From one Filmmaker to another...it's Porn , in point of fact. Porn is the  worldwide leader in overall sales and distribution in the motion picture industry. The simple fact is I can take $10k and turn it into $75k in the span of Three to Five (5) weeks. All it takes is a weekend, a Hi-Def Camera 720p to 1080p, a well lit location with willing participants....ok it requires a bit more than that, but the buget and profit margin remain the same.

What you need to know that Hollywood Productions are labor intensive and require a good deal of overhead to complete a project. Porn has little of either and a huge demand for new product. The Tallent gets paid almost nothing and the crew will work for food. It's that simple. If a studio has a theatrical release they are already 30% in the hole due to the advertising budget...30% that must be made up elsewhere. Porn doesn't need such a budget to be successful.

Porn outsells Hollywood

Although the vagaries of entertainment accounting have become legendary, it is universally acknowledged that the U.S. adult-film industry, at around $12 billion in annual sales, rentals, and cable charges in 2006, is an even grander and more efficient moneymaking machine than legitimate mainstream American cinema (the latter's annual gross came in at $9 billion for 2006).

During this yea