Trending Games | Elder Scrolls Online | WildStar | Guild Wars 2 | Rift

  Network:  Gamertube FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game

Newsroom

Newsroom

Filter Week Filter Game
RSS

Shot Online : Guild Tournament

Posted Jul 28, 2005 by Dana Massey

OnNet has sent word of their first ever Guild Tournament for the golf MMORPG "Shot Online". Here are the details:

The 1st Shot-Online Guild Tournament Brings Gamers Together For Competition

(Sunnyvale, CA - July 28, 2005) - Continuing Shot-Online's hot streak of first-evers for that massively multiplayer online golf game, OnNet has begun registration for the 1st Shot-Online Guild Tournament. This tournament is unique from Shot-Online's other tournaments, because it involves only the game's guilds and their members and not solo play competition. The guild system is a new addition to Shot-Online since the start of fully-featured service a month ago on June 28th. Now, with the guild system and this tournament Shot-Online's virtual golfers have a chance to experience not only the thrill of victory but with friends as well!

Registration for the tournament has begun July 27th and ends on August 3rd. Preliminary match dates are from August 8th to the 10th, followed by final selection play on August 13th, where five selected guild members will duel with another guild's members for supremecy on the links. Preliminary matches will be carried out on the challenging but dazzlingly tropical "Forneus" course, while final selection play will be engaged on the even more demanding desert-themed "Rufus Arena" course.

Prizes include a whopping 10,000,000 NG, the in-game currency, and 500,000 guild experience points for the winning guild; 3,000,000 NG and 200,000 guild points for the second-placed guild and a million NG; and for a lucky randomly selected guild, 1,000,000 NG and 50,000 guild points.

[ expand press release ]

General : Endless Saga Screen & Art

Posted Jul 28, 2005 by Dana Massey

Webzen released a brand new glimpse inside Endless Saga, the exciting Unreal 3 driven MMORPG in development for the Playstation 3. They also included a piece of concept art.

Thank you to Webzen for sending these along. It definitely looks interesting.

WWII Online: Battleground Europe : Expansion Website Opens

Posted Jul 28, 2005 by Dana Massey

The official website for "Battleground Europe" has opened. Here are the details:

The web site for World War II Online: Battleground Europe launched. http://www.battleground-europe.com/. Battleground Europe is the first retail add-on for World War II Online, which originally sold in 2001. It is currently scheduled for release this September and will be free to existing players.

Dark Solstice : Q&A with Frank Ross

Posted Jul 27, 2005 by Dana Massey

Frank Ross, the President of Black Masque Games, sat down to answer some questions from Staff Writer Jon Wood recently. Within, Wood probes to find out more about this unique looking MMORPG.

MMORPG.com: Your game is being presented in 2.5D. What does this mean?

Frank Ross: With most of the gaming world trying to outdo each other with their wide variety of 3D looks, we chose to return to the “classic” look made famous in some of the Disney epics. We wanted our graphics positioned somewhere between cartoons and photo-realistic. We think we have achieved that goal, and from the early critiques, it appears we have appealed to a broad spectrum of players.

By definition there is no actual 2.5D, but we differentiate in that the scenes are all rendered in “vanishing point perspective” as opposed to the more common isometric perspective. This means that characters, objects, critters, and landscape are scaled dependent on the distance from the foreground and they use the correct perspective for accurate portrayal. Landscape items and other permanent objects can be walked around and behind. The game is room based and the camera view is always 3rd person.

We suspect that if successful, someone will come out with a 2.6D version. :)

Take a look at the full Q&A here.

RYL: Unforgiven Wars : Three Guides

Posted Jul 26, 2005 by Dana Massey

We have added three brand new guides to our resources section for Risk Your Life. These three PDF downloads come directly from Planetwide Games. Thank you to Planetwide Games for providing these items.

Over the next few weeks you will notice a great influx of guides and other submissions. If you want to contribute, please click on the link in the appropriate game's "resources" tab.

RYL: Unforgiven Wars : Exclusive Double-Header Contest!

Posted Jul 26, 2005 by Craig McGregor

MMORPG.com is proud to announce yet another contest for our members!  We are holding a first-ever double header contest sponsored by PlanetWide Games.  The details of each contest is below

CONTEST #1: Win 1 of 10 Copies of RYL: Path of the Emperor
This contest will be a random drawing for 1 of 10 copies of RYL: Path of the Emperor.  You will receive a box version of the game via mail delivery.  This contest will end on August 25, 2005 @ 9PM EST!

CLICK HERE TO ENTER CONTEST 1!

CONTEST #2: Win 1 of 100 Beta Accounts For "Battle Lohan"
PlanetWide Games is developing a new expansion for RYL titled "Battle Lohan".  This new update will instantly drop players into the PvP action without the normal wait.  This prize will grant you access to the early "invite only" beta phase!  We will randomly select 100 winners from entries.  This contest ends August 15, 2005 @ 9PM EST!

CLICK HERE TO ENTER CONTEST 2!

As with all of our contests, the more you login to MMORPG.com - the greater your chances of winning (see contest rules for more details).  Good luck to you all!

Hero's Journey : Q&A #4 & Screens #14

Posted Jul 26, 2005 by Dana Massey

Today we carry two new exclusive screenshots and our fourth Q&A with Hero's Journey. As she does every other week, Melissa Meyer answers a mix of fan and editor questions.

MMORPG.com: In any game that relies heavily on instanced missions, keeping up with the demand is often an issue. How many GMs do you have producing content at this time and how many missions do you think you’ll have at launch?

Melissa Meyer: Actually, even a game without instances missions has the same issue: quantity of content! Whether it’s quests, hunting areas, creatures to hunt, or whatever. The thing that makes Hero’s Journey different is that we use a large team of GameMasters and give them the tools to constantly enhance and expand the content of the game.

We are currently working with a core team of 30 GMs. In the next few weeks we’ll be expanding the team to about 50. Then over the next year we’ll be hiring at a rapid rate to well over 100 development GameMasters. We are hiring; so if you have level design experience or programming experience and you would like to get your foot in the door of the gaming industry, send in an application. Applications are available at: http://www.play.net/hj/info/apply/home.asp.

Our unique and innovated GameMaster system, as well as our ability to update game content dynamically will enable us to update the game on a daily basis with new content and additional Quests. Hero’s Journey development does not stop when the game goes live. It’s only the beginning!

You can read the full Q&A here.

Irth Worlds : Company Website Hacked

Posted Jul 26, 2005 by Dana Massey

The official website for Magic Hat Software has been the victim of some cyber crime this afternoon as someone calling themselves "muie" - with the help of "shadow - defaced the site with several profanity laced tirades, pornography and other unwanted changes. The site has since been taken down by the company.

"I have to laugh to be honest," said Alan Chipura of Magic Hat Software. "Some people do not have enough better things to do than deface a public website."

The game's website was not impacted by the hacker who proclaimed a possible motivation, on the site itself, to be: "I HATE YOU ALL THE MOMENT I SAW THIS".

General : Star Trek Online Dev Blogs

Posted Jul 26, 2005 by Dana Massey

The official Star Trek Online website carries two new developer blogs from Daron Stinnett of Perpetual Entertainment. In the two posts he discusses the general progress of the game and an upcoming Star Trek convention they plan to attend.

Though we're still early in development, I have to say that we're starting to make some exciting progress. One of the keys to that progress has been the addition of Ian Pieragostini, our Client Lead. Ian comes to us from EA where he headed up the XBOX 360 graphics team on Godfather, and before that Microsoft working on Combat Flight Sim among other titles. Ian's graphics background and experience with large scale development methodologies are a perfect match for STO. He's getting our tech effort up and running so we can start trying out some of our ideas on screen. Moreover, Ian is a big Star Trek fan and a dedicated MMO player. I really can't imagine a better addition to the team.

We're also making solid progress on the design front. Glen (STO Lead Designer) has put much of the design into focus - at least most of the major pieces. We've been running the key design points through our internal review process and the feedback has been largely positive. Two of the most difficult and important design tent-poles remain though: combat and player ships. We've been doing a lot of thinking on both of these topics, but I can't say that we've gotten either to a stable place yet. The debate boils down to how much action to put into away mission combat vs. more traditional turn/rules based models. And on the ship front: how and when we give players access to ships, including the issue of supporting both solo and group oriented players. Though I think we're close to solving the ship issue and I'm hoping that we can start sharing some of our ideas with the community soon.

You can read them all here.

Anarchy Online : In-Game Ads Move Forward

Posted Jul 25, 2005 by Dana Massey

Funcom has sent word that a new era for advertisement in-game has begun in Anarchy Online. Here are the details:

New Era for Advertisement in Games begins with Anarchy Online

Funcom once again brings innovation to the games industry with the introduction of video ads within its blockbuster hit “Anarchy Online”.

Durham, USA — July 25, 2005— Funcom, developer and publisher of top video game titles like Anarchy Online and The Longest Journey, has once again broken away from the pack to bring a bold new direction for advertisement in videogames. By working in conjunction with Massive Incorporated, creator of the world’s first video game advertising network, Funcom is now offering dynamically delivered video ads in Anarchy Online. The new advertising elements accompany the dynamic billboard ads introduced earlier this spring.

In Anarchy Online the video and audio ads start playing on billboards or other appropriate locations when gamers enter select areas or zones within the game. This ground-breaking new advertising element has two distinct applications; it can be used to dynamically deliver television equivalent 15-second advertising spots, as well as audio messaging. The advertisements, using a combination of code created by Massive Incorporated and Funcom coders and utilizing technology licensed from RAD Game tools, do not increase latency, interrupt gameplay or gather personal information from players. Like the prior advertisements, those opting for the entirely free version of Anarchy Online will see the videos as a natural part of the city environments, while paying subscribers may opt in to view the content. The first video ads were unveiled to players at the four year anniversary for Anarchy Online in June, and brought fictional video advertisements from the warring factions in the game. Now the first paid video advertisements are in, with Panasonic and Channel 4 being the first companies to kick-start the new era for advertising in games.

[ expand press release ]

Istaria : Dev Profile: David Bowman

Posted Jul 25, 2005 by Dana Massey

Our series of developer pofile Q&As continues today with one of the most polarizing figures in this genre: David Bowman. The lead creative force behind Horizons answers some questions on his past, present and future.

MMORPG.com: David, you are a well known name in the industry and obviously quite controversial in some circles. What reaction do you have to those who react strongly against you?

David Bowman: Critics exist in every entertainment industry. I personally listen to them but do not let them sway me from what I need to do in order to make entertaining worlds happen. I have made mistakes, and I'm sure I will make mistakes again in the future. Every decision that I have made has been based on a desire to build these worlds with a talented team. I have successfully launched these worlds while others have tried and failed. My contributions to them have made them more entertaining. I have often had people who did not know who I was mention their favorite experience in Horizons or Asheron's Call and they were elements that would not have existed if I had not kept moving forward. One lesson that I'm still working on, is to not prematurely share my excitement about some aspect of Horizons until it has had enough testing to make sure it will reach the audience.

You can read the full article here.

Dark Age of Camelot : "The Island"

Posted Jul 25, 2005 by Dana Massey

On the Camelot Herald, DAoC Executive Producer Jeff Hickman has introduced an upcoming addition to their Realm vs. Realm combat system that they hope players will enjoy. They call it "the island", as it will be a central location that physically connects the three RvR zones.

Q: Will the Island be connected to the “regular” game?

A: No and yes. This is supposed to be a fun, central point where people can fight for the heck of it. There are no keeps, control of the island doesn’t count on a scoreboard, and no targets to fight over. It’s like a battleground, but with one key difference: if your realm should come under attack, you’re only a run/swim away from defending it, and it will take very little coordination to switch from informal play on the island to serious siege warfare on the frontier. We wanted to leave the keep warfare immediately accessible, but as we all know, some nights it’s hard to coordinate a war and you’d just rather kill people.

You can read about it here.

Lord of the Rings Online : Dev Journal: RP vs. G

Posted Jul 22, 2005 by Dana Massey

"Floon Beetle", the Lead Production Artist and UI Designer on Lord of the Rings Online, has penned the company's latest developer journal on the official website where he examines "RP vs. G".

It's odd how "role-playing games" will have "normal" and "role-playing" servers: it's an admission that there is a fundamental tension between the "RP" and the "G" in the genre. Being a game means that there are a priori rules that govern success and failure within the game environment. Conversely, there are no rules governing what makes for good role-playing: role-playing takes place entirely between players, who determine for themselves the quality of the role-playing experience. Without formal rules, role-playing is essentially not a game: it is performance, and the world and systems we design need to recognize that distinction.

Should a game attempt to cater to role-players via dedicated game rules or systems? I am of the opinion that games should not. For one thing, any game distinction between "role-players" and "typical players" is often a magnet for griefers. RP chat channels, visual indicators of RP or Non-RP players, RP "ranking" systems, and RP banning policies all introduce more problems than they solve for RPers, for they are all accessible to people who like to disrupt them. Even RP servers generally fulfill their roles with mixed success: many players join them solely to interfere with the serious role-players, or often simply for network latency or server population reasons.

Give it a read over on their official website.

World of Warcraft : New North American Realms

Posted Jul 22, 2005 by Dana Massey

Blizzard crept closer to one-hundred North American realms (or servers) today with the introduction of Moonrunner, a PvE realm, and Kelecgos, a PvP realm.

We're pleased to announce the launch of two new US realms: Moonrunner (PvE) and Kelecgos (PvP)! The addition of Moonrunner and Kelecgos increases the total number of US realms to 99. We hope you enjoy these two new opportunities for a fresh start on Azeroth. On the realm-selection list, the two new realms will be tagged with a "New" label to make them easy to spot. Happy adventuring, and see you online!

You can read about it and more on their community site.

General : Webzen Announces PS3 MMO

Posted Jul 22, 2005 by Dana Massey

Webzen has joined forced with Sony to develop and publish Endless Saga, an MMORPG for the PlayStation 3.

WEBZEN ANNOUNCES DEVELOPMENT OF NEW MMORPG FOR PLAYSTATION®3

Global Online Games Leader Joins Ranks of Top Game Companies to Publish for Next-Gen Console

TOKYO – July 22, 2005 – WEBZEN Inc. (NASDAQ: WZEN), a leading global online entertainment developer, publisher and operator, today announced the company has started development of Endless Saga™, a new massively multiplayer online role-playing game (MMORPG) for the PlayStation®3 (PS3) computer entertainment system. WEBZEN unveiled a first look at the colorful new MMORPG at the Annual PlayStation Meeting hosted by Sony Computer Entertainment Japan (SCEJ). Produced by WEBZEN’s D-Studio, Endless Saga is slated for release in 2007 for both PS3 Online and PC Online.

“WEBZEN is honored to be among the select group of third-party publishers invited to participate at this year’s Annual PlayStation Meeting,” said Nam Ju Kim, CEO, WEBZEN, Inc. “We’re excited about being one of the first publishers to bring a new online game to the PS3. We look forward to working closely with Sony Computer Entertainment Japan throughout the development cycle to ensure this new fantasy game appeals to MMORPG and PS3 fans everywhere.”

[ expand press release ]

Tactica Online : Mini Q&A #7

Posted Jul 22, 2005 by Dana Massey

The seventh installment of our Tactica Online Q&A series runs today with four more questions and answers from Luke Carruthers, the head of Imaginary Numbers, which develops the title. Tactica Online mixes RPG and turn based tactical PvP combat into one unique title and is poised to take the shelves by storm this winter.

MMORPG.com Since most of Tactica’s content revolves around player vs. player encounters, how will you deal with issues like people quitting or timing out at key moments?

Luke Carruthers: Disconnects are the bane of every online game, and that’s even more true for one that revolves around direct competition between players. You have to allow for them, because sometimes people do legitimately have network problems, but there’s no real way to distinguish between a legitimate disconnect and a player deliberately trying to avoid a loss.

The only real solution is to allow those who have been disconnected a few minutes in which they can reconnect without penalty. If they don’t reconnect within that time, then they automatically lose the match.

You may read the entire article at this link.

Seed : Website Launched

Posted Jul 22, 2005 by Dana Massey

Runestone, the developers of "Seed", have announced that the official website for their upcoming MMORPG product has officially launched at SeedTheGame.com.

Runestone Launches Seed Website

The website for the upcoming massive multiplayer online role-playing game Seed is now online at www.seedthegame.com.

Seed is being developed by Runestone Game Development and is estimated for release next year. The game will feature interactive stories and advanced artificial intelligence techniques to create a unique gaming experience. Furthermore, the game is presented in a comic book-like graphical style.

"The graphical style from the game is reflected in the website. We want to give people a taste of the visual theme and atmosphere," Jan Roed, art director on Seed, says.

Seed takes place in a distant future in a colony tower on a planet far from Earth. The colony should have expanded to the planet surface long ago, but the terraforming process has come to a halt. The players take the roles of colonists and it is up to them to decide the future and fate of the colony.

The new website holds information of game features and game play elements. Later, a story section will go in details with the setting and background story.

"We will frequently add sections and subsections to the site. We are looking forward to presenting much more detailed information about the game than we have been able to on our forums so far," community manager Morten Juul says.

The website also holds a press section containing answers to frequently asked questions by the media.

Asheron's Call : Our AC: TOD Contest!

Posted Jul 22, 2005 by Craig McGregor

MMORPG.com is proud to present another contest just for our great community!  As many of you are already aware, Turbine Entertainment unveiled the latest expansion for Asheron's Call title "Throne of Destiny" - we are helping celebrate this with a giveaway contest!  We are giving away the following prizes in our latest Asheron's Call: Throne of Destiny Giveaway:

  • (10) Signed box copies of AC: Throne of Destiny
  • (15) Signed AC: TOD T-Shirts
  • (5) Free 1 Year accounts for AC: TOD

Registered members of MMORPG.com can enter this contest at this link.

Auto Assault : Roadhouse #4

Posted Jul 21, 2005 by Dana Massey

Laura Genender took part in the fourth Roadhouse session for Auto Assault earlier this week. Her in game tour left her with the following article to close out the series:

After three weeks of teleconferences and a week of play testing, the final AutoAssault roadhouse, an in game tour, was a bitter sweet occasion — on one hand, I was getting an awesome tour by the makers of the game… but on the other, this was the last of the roadhouse sessions.

The NetDevil team split into three groups, one of each race, and met us to convoy up at the exits of our race’s starting towns. As a Biomek Agent I started out in Fort Logan, the militaristic Biomek starter town. Here I met up with Hanlin, Lead Content Designer for the Biomeks and Booker, Lead Systems Designer and “crafting prince.”

You can read her entire article here.

Auto Assault : Currency Recon

Posted Jul 21, 2005 by Dana Massey

NetDevil has released a new "recon" for their upcoming MMORPG Auto Assault. This week they focus on currency.

As the world plummeted to chaos, the various monetary systems that fueled national economies crumbled as quickly as the countries that used them. Then came the Genesis Solution, which made any semblance of currency obsolete.

However, the wasteland survivors continued to hoard bits and pieces of their past, and fights over old-world remnants were not uncommon. Over time, these things acquired value in the minds of the survivors of the apocalypse, and INC helped standardize the currency trade by accepting the items in exchange for various services such as storage facilities and airlifts. Hence the new post-apocalyptic currency system was born.

Check it out on their website.

Our RSS 2.0 News Feed

Special Offer