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The Week in RPG News - May 16th 2014

General -  Column

Welcome to the first edition of the RPG Files: Week in Review! Each week we round up the biggest RPG stories from around the web, making it our mission to catch you up on all that's happening in the world of roleplaying games. With our own brand of color commentary, of course. Ready to gather your party and venture forth? Then check your inventory, grab a potion or two, and let's dungeon crawl our way through the week's news!Posted May 16, 2014 by Christopher Coke

Redux - Enter: Season 5

Grand Chase -  Developer Journal

Hey Gang, GM Moshup here with all the juicy details about Season 5, the biggest content release in Grand Chase history! With the implementation of Season 5 comes an innovation upshot that combines updates on many aspects of the Grand Chase world and the actual game design itself. This update brings a fresh, vibrant attitude to GC; a streamlined game experience that both veteran and new players alike will truly enjoy. And, the MMORPG guys and girls get all the deets in advance.Posted May 16, 2014

Water and Steam

Landmark -  Column

Hi folks! I was down last week with an illness so I couldn’t get to making a column for last week, and it seems this week the folks at Sony Online Entertainment have wildfires and safety issues they need to contend with. Let’s wish them all well and hope they get through this time without any trouble.Posted May 16, 2014 by Victor Barreiro Jr.

Some Notes on Crowdfunding

General -  Column

Last week in this space I talked about a project that failed to get funded on KickStarter and has since had a weird journey. In the comments on that article and the comments of a news post we had on yesterday about Origins of Malu one thing became painfully clear, there are still a lot of questions and misinformation about crowdfunding and how some of these sites work. Hopefully I can help answer some of those questions for you this week and maybe get you thinking about some new ones.Posted May 15, 2014 by Robert Lashley

The Music of Nexus

WildStar -  Column

Taking a break from high-energy combat and deep lore, Gareth Harmer takes a closer look at the music soundtrack that will accompany our adventures in Nexus. Posted May 15, 2014 by Gareth Harmer

The Future of Raiding? A Place for Everyone

World of Warcraft -  Editorial

It’s the fall of 1999 and my Paladin is sitting on a pyramid in the eastern commonlands of Norrath waiting on the start of a raid. Our raid leader is barking instructions, to the extent one can bark in a /shout channel. Fairly soon 30-odd player characters take a trip up to the Plane of Hate to fight the minions of a god. Posted May 15, 2014 by Ryahl Smith

Marvel and the Unfortunate State of ‘Social Games’

General -  Column

Even with the F2P model now popular in the West, social game developers continue to take the consumer hostile approach with their games, monetizing anything they possibly can. The games themselves, on the other hand, have been evolving. Games like Playdom’s Marvel Avengers Alliance are actually well crafted experiences full of content and nuanced gameplay. Posted May 14, 2014 by Michael Bitton

Implants are the New Hotness

PlanetSide 2 -  Interview

Implants are the new hotness coming to Planetside 2 tomorrow, the big new itemization and crafting update that’s been long awaited in SOE’s blockbuster MMOFPS. We caught up with the folks on the design team to chat about Implants and what effect SOE hopes they’ll have on the long-term progression system for the MMO. Posted May 14, 2014 by William Murphy

Block Story: One to Keep an Eye On

General -  General

Voxel-based sandboxes are everywhere in PC gaming right now. They have generally low system requirements because of their retro looks, they take the burden of making assets off of the game developers and on the players, and players get to exercise ingenuity and creativity with fairly simple tools. Since the market for these games is getting a bit crowded, developers are going to have to come up with some interesting twists to keep things fresh.Posted May 14, 2014 by Pete Schwab

Player Driven Cities

Albion Online -  Developer Journal

Although much of Albion is wild and untamed, with monsters – and other players – free to roam and attack as they wish, there are also a number of towns and cities, which function as safe spots for players to stock up and reequip themselves. They are protected from the wilderness, and have established economies with a series of buildings available for player use, such as crafting stations and merchants. Posted May 14, 2014

Cars and Gliders and Boats, Oh My

ArcheAge -  Column

Here we are yet again, another day, another column, another post to discuss ArcheAge! My last column was mostly to discuss the news on Founder's Packs and a few other in-game experiences. Since then we've had one new blog post from Trion Worlds that discusses, “Traversing the World”. Let's leap into discussing that first and see where it goes.Posted May 14, 2014 by Jeffrey Lerman

InnoGames: A New Home for the Future

General -  General

It’s certainly not a household name, but indie developer Innogames has certainly chalked up some impressive numbers – over 120 million players have signed up for their free-to-play MMORTS games. Gareth Harmer was recently invited to the grand opening of their new offices in Hamburg, and spoke to developers and investors alike.Posted May 13, 2014 by Gareth Harmer

New Roadmap, Adjusted Timeline, PTS Goodies

Star Wars: The Old Republic -  Column

Last week, Star Wars: the Old Republic's Senior Producer Bruce Maclean published his revised roadmap for the Summer of SWTOR. Couple that with his previously-published Producer Letter announcing the delay of the Galactic Strongholds expansion and the reasons for it, we have an overall message that they believe players would rather see a much bigger up-front expansion rather than trickling new features and updates along the road piecemeal. Posted May 13, 2014 by Jean Prior

Battlegrounds - Do We Need Them?

Elder Scrolls Online -  Column

Battlegrounds are something that The Elder Scrolls Online community has been asking for since the game was first announced. During a recent interview Brian Wheeler (Lead PvP Designer) commented on Battlegrounds in ESO. Are battlegrounds a required feature for ESO or can it strive without them?Posted May 13, 2014 by Ryan Getchell

Making Raids Matter Again

WildStar -  Interview

Raids. They’re the hardcorest of the hardcorest parts of WildStar. Mike Donatelli, Design Director at the studio, took some time out late last week to give us the lowdown on one of WildStar’s biggest flagship features: the raiding elder game.Posted May 13, 2014 by William Murphy

Rising Generals Revealed

General -  Interview

Known for its collection of historical MMORTS games, Hamburg-based InnoGames is trying something new. Currently in development, Rising Generals is a modern warfare strategy MMO that’s built for smartphones and tablets as well as browsers. At their recent office housewarming, Gareth Harmer took a sneak peek before interviewing producer Christoph Schmidt.Posted May 13, 2014 by Gareth Harmer

Chatting All Things ‘Hizzy’ with Jimmy Whisenhunt

H1Z1 -  Interview

When SOE finally unveiled H1Z1, it was easy to simply pass it off as ‘DayZ the MMO’, but there’s more to this zombie apocalypse MMO than meets the eye. We recently had a chance to chat all things ‘Hizzy’ (as SOE calls it internally) with the game’s senior designer, Jimmy Whisenhunt.Posted May 12, 2014 by Michael Bitton

We Must Stop Poisoning the Well

General -  Column

MMORPGs have come a long way from the time when choices were few and the announcement of a new game was something people generally got excited over. These days, it seems like the announcement of a game in development is opening the gates for an mass game of ‘let’s predict what will go wrong with this project before it even launches’. While there’s nothing wrong with discussion, the rise in social media granting voices to the community seems to have also led to a sour edge to it all. Posted May 12, 2014 by Christina Gonzalez

The Future of WvW

Guild Wars 2 -  Column

One of the reasons I was drawn to WvW was the fact that I could become stronger by gaining ranks. Now this feature wasn’t in the game at launch, but was of one of the biggest changes made in WvW. Just like the rest of Guild Wars 2, WvW receives updates and changes to make the experience more enjoyable. The last update introduce a whole new battleground for armies to conquer. I love the changes that have been made to the play type, but there are still some things missing.Posted May 12, 2014 by David North

Nosgoth: Design Director Talks Alpha, Siege Mode & More

General -  Interview

Nosgoth caught our attention at PAX East and we had the opportunity to chat with Design Director Corey Davis about the game, its features and more. Check it out before heading to the comments to chat.Posted May 12, 2014 by Christina Gonzalez