Pool of Radiance Infobits
Associate Producer Chuck Yager dropped in at the Pool of Radiance message board to share a few thoughts:
on fighting deities: Sammaster is the one the Cult of the Dragon worships guys. As for the deities theory, don't you think there'll be enought to deal with taking on drow, undead slave hordes, the Cult, and perhaps some large undead dragon thing ([cough]..dracolich...[cough, cough])?
customizing models: The reason we didn't have the ability to customize your models in Pool is because of the use of single mesh textures. This design elemtn allows up to make the models take on more detail and look a hell of a lot sharper to the viewer. However, the setback is that you can not adjust or amend your model for color or style since that would destroy the mesh. We allowed for there to be different types of models to choose from to add variety and a certain amount of individuality in multiplayer. Overall, we thought the trade off for a superior looking model design was better than a certain amount of customization. But we feel your pain and hope you will think the trade off is worth it as well.
joinable NPCs: Actually it is only 8 joinable NPCs with a host of others that are not joinable but will forward the story.
Expected for release before Christmas, Pool of Radiance: Ruins of Myth Drannor is being developed by Stormfront Studios. It is being published by the same company that produced the original game, Mattel Interactive/SSI.
6:09 PM - Pipeline
Arcanum Infobits
On the weekend, Artist and Office Manager Sharon Shellman followed up at the Arcanum Inn on the recent announcement regarding the licensing of the Arcanum game engine:
bringing folks up to speed: You guys have guessed correctly. Wizards of the Coast and Fluid have licensed part of Arcanum's editor to use in their upcoming Wizards' Dungeons & Dragons Master Tools. We are really excited that they were impressed enough with our editor to choose us! :o)
Currently we have no future plans to create a D&D title. All that we can see in the future is Arcanum. :o)
answering some concerns: Not to worry guys... this isn't taking us down at all, nor is it the reason for the delay of the game. Fluid received the editor without support, to use it in the new DM tools that they are creating.
For information on *exactly* how they are going to use Arcanum's editor, you would have to contact Fluid.
Arcanum: Of Steamworks & Magick Obscura is scheduled for release in February 2001, from publisher Sierra.
6:09 PM - Pipeline
Wizards & Warriors Infobit And Preview At Gamers Central
Heuristic Park staffer Chris Appel made this post today at our Wizards & Warriors message board:
Gamers Central just posted a preview that explains character development pretty well. Stats, Skills, Traits and advanced roles are all discussed
Following Chris's advice, you can check out the new preview, which offers an overview of the game's features. Here's an excerpt in which the various statistics are described:
The core attributes of each character are strength, intelligence, spirituality, dexterity, will, presence and fortitude. Each class furthermore has certain abilities, such as Backstab or Deathstrike available to them that may be developed, and are opened up as a character gradually gains experience and decides to branch out to other classes. All in all there are thirty skills and fifty traits available to choose from. Of great interest is the ability to enchant items, which allows the customisation of inventory weapons and tools, to probably instill them with certain forms of magic and ability enhancing bonuses.
Wizards & Warriors is due out this fall, and will be published by Activision. To get a closer look at the game's magic system, today we posted the latest edition of our Wizards & Warriors Spells Gallery, featuring a glimpse at Stone spells.
6:08 PM - Pipeline
Arcanum Preview At GameSpot UK
GameSpot UK has put up a preview of Arcanum. Here's a snippet:
Like all true roleplaying games, character interaction is a very important part of Arcanum. Reactions from other people and creatures will depend on your outward appearance first and foremost, then your reputation and charisma, as well as your perceived balance of good evil and evil. If you're a dwarf or orc, for instance, other races might treat you with initial suspicion. If, however, you've prioritised upgrading your charisma stats, their opinion will change and they will open up more in conversation. Of course, if you're too ugly or too evil they might not talk to you at all. In which case, you can always kill them.
Accompanying the article is a gallery with lots of screenshots. Arcanum is being developed by Troika Games.
6:07 PM - Pipeline
Neocron Chat Log At NeoTERM
We got word earlier today that NeoTerm has posted a log of the recent chat with Neocron developers. In this response, Lead Designer Joerg Schwiezer describes the impact of violence on a character's soullight:
Well, I wouldn't consider a soullight getting dark as a penalty. It's more like 'a way of living'. If you decide to use violence, it will influence your soullight one way or the other. I guess there'll be a couple of guys who don't even buy weapons. They don't need to be scared that their soullight gets darker.
Neocron is billed as a RPG/e-community hybrid in which characters can lead both normal and adventurous lives. It is being developed by Reakktor Media.
6:07 PM - Pipeline
Ask AE At Horizons Vault
A new edition of Ask AE is up at our Horizons Vault. One of the answers given concerns dragons and concerns of overpopulation with respect to guilds:
We are building the world... not trying to force a lot of rules and restrictions on the players.... if it is destroying the game integrity fine.... we have to evaluate it... if not... dont screw with it if its not broke. That will be our general philosophy to the game... we want to spend more time on dynamics and less time on restricting the existing world, like other titles on the market. Just a different philosophy of game playing.
Simply follow the link to check out more. Horizons: Empires of Istaria is Artifact Entertainment's massively multiplayer venture led by President David Allen.
4:48 PM - TruthSword
Neverwinter Nights FAQ At Neverwinter Vault
Our Neverwinter Vault has compiled an Unofficial FAQ covering a wide range of topics on what's currently known to date. Here's a sample:
Will characters be able to wear robes and cloaks?
(Trent Oster - official message board) The issue with robes has to do with our approach to character modeling. Our characters are actually composed of a series of independent parts. Given this system it is very difficult to create robes which don't look like clown pants. Our approach is to try and create a special model part which is mesh animated to represent robes. This is going to be an area of research later on in the project so it doesn't interrupt the art development tools until most of the content is completed and robes can be added in a second pass. Look for an answer in late 2000/early 2001
In development by BioWare for publisher Black Isle Studios, Neverwinter Nights a project where gamers will be able to adventure together in multiplayter modules. Stick to our Neverwinter Vault for the most comprehensive coverage on the net.
4:47 PM - TruthSword
World War II Online Interview
While various fantasy-based worlds provide the settings for the majority of massively multiplayer games currently in development, some companies are looking in other directions. Science fiction and space are the most common choices, but not the only ones. Texas-based Cornered Rat Software is one studio that has a different vision altogether, having selected modern history as the basis for its project. The upcoming World War II Online is an Internet-based simulation of combat during that global conflict. Combining player-controlled aircraft, tanks, naval vessels and individual soldiers, it promises a dynamic and persistent environment in which players will be able not only to relive major battles of World War II, but also to rewrite their outcomes.
Players can create personae from individual countries on either the Axis or Allied side, and then advance through a ranking system, all the way up to commanding an entire theater, by completing missions and gaining experience in one or more services. Since the concept is an unusual one, we’ve been interested and keeping an eye on World War II Online for some time now. With development currently at the closed beta stage, it seemed like an appropriate time to find out more about the game and particularly about its RPG layer. To this end, we contacted its Producer at Cornered Rat, Chris “Mo” Sherland, who was kind enough to give us time for this extensive World War II Online Interview.
1:51 PM - ChrisLTD
Wizards & Warriors Spells Of The Week Wizards & Warriors is set in an enchanted medieval land known as the Gäel Serran which is endangered by an immensely powerful evil Pharaoh named Cet Ude D'wa Kahn. He has been awakened accidentally from years sleep enforced upon him by a now-broken magical curse, and has set out to renew his earlier plan for domination of a world that seems powerless to defend itself against him. Only the Mavin Sword, a legendary blade forged from two metals, one cursed and one divine, has the power to bring about his defeat. Unfortunately, it has been lost, and not seen in a century.
Wizards & Warriors is a huge, classic-style 3D RPG being crafted by a team under the leadership of acclaimed designer D.W. Bradley. Among its many announced features is a selection of 100 or more spells in six themed groups or schools of magic: Sun, Moon, Spirit, Vine, Fiend and Stone. This week, thanks to developer Heuristic Park and publisher Activision, we're able to introduce four Stone spells and show you their visual effects. Level 3 Elemental Blast hurls a ball of elemental energy at the target, doing 8 - 20 points of damage to any nearby monsters, while Level 4 Meteor launches a sizzling meteor at the target, exploding with 9 - 30 points of damage to any nearby monsters. Merlin's Shield is a Level 5 spell that creates a magical barrier around the target that blocks or reduces any magic spells that would otherwise affect the target. It's cumulative, with a duration of one minute. And at the same level, Lightning casts a powerful bolt of ightning that inflicts up to 48 points of damage to the target.
As Wizards & Warriors continues to advance towards its projected completion and release this fall, be sure to watch for more on the game and its spell system over the weeks to come. And if you missed any of the three previous weeks' spells, you can find them right here.
1:50 PM - ChrisLTD
Tim Cain On Arcanum Editor Licensing For D&D
Late last week, it was revealed that Troika Games had reached a licensing agreement for the Arcanum World Editor to be used by Fluid Entertainment in a utility for use with the 3rd Edition D&D Rules. Today, Troika co-founder Tim Cain was kind enough to provide some additional intormation:
The agreement is actually between Troika and Fluid, although we stayed in constant contact with WotC and Sierra to make sure everyone was happy. The Fluid guys saw the Arcanum editor at E3 and really liked it, so we talked with them about using it in a utility they were going to make for WotC. Several of the Fluid and WotC guys are ex-Interplayers like myself, so I had worked with them in the past and it was easy to arrive at an agreement. As for the exact use they plan to make of it, I know they want to make a tool that lets you lay out dungeons, towns, forests and the like for use with the new 3rd edition D&D rules. Our editor looked very close to what they wanted to make, so by using it they get quite a jumpstart on the utility.
The great thing about this agreement is that it didn't occupy much time at all for us, so it didn't impact the making of Arcanum. But we were happy to help Fluid, and it is kind of cool to be associated with the new D&D system.
For a good look at the Arcanum World Editor, you might want to have a look at our Arcanum Editor Week & FAQ feature from last month. The game is slated for beta testing next month, with release projected for February.
10:51 AM - Jonric
Freedom Force Interview With Ken Levine At CheckOut
An interview with Ken Levine, Creative Director for Freedom Force, has been served up at CheckOut. Among the topics discussed is Ken's vision for how a Freedom Force series would progress:
When I wrote the original treatment of the game, it occurred to me that there was so much from that period of history (both real history and comics history) that everybody's familiar with but nobody's ever put in a game. Superheroes have become so dark that I thought it would be refreshing to turn to a more innocent time. I've also always been in love with the period in terms of the comic's storytelling style back then and the first baby steps into breaking the myth of the perfect, flawless hero archetype. Also, sidekicks! Nobody does sidekicks anymore. Wait till you meet the patriotic Minute Man, with his stalwart boy sidekick Liberty Lad!
Later games in the series will reflect the deepening and sophistication of comic book storylines and chraracters. The second game will take place in the '70s, and the third game will explore the darker heroes that we've come to know today. The interesting thing will be to see how our "traditional" characters will react to the new heroes coming in.
Freedom Force will use the NetImmerse game engine to bring superheroes and villains to your screen. The game is being developed by Irrational Games Australia, for expected release in late 2001.
8:37 AM - Pipeline
Horizons Interview With David Allen At RPG Planet
RPG Planet has let us know that an interview with David Allen, the head of Artifact Entertainment, has gone up today. As one might expect, the interview answers some questions about Artifact's upcoming MMORPG, Horizons. Here's a response in which David describes the motivation behind giving players a family:
We wanted a new player to feel like they were part of something off the bat - not just 'thrown' into a world that they had to figure out. Using the family model, the player has siblings and parents to help them out not only in learning, but in surviving. This is a model that has never been used before, but once experienced through HORIZONS, will probably be adopted by future games.
Horizons: Empires of Istaria is the focus of our Horizons Vault, so feel free to stop by if you'd like to learn more about the game.
8:33 AM - Pipeline
MMORPG Newbie Editorial At RPG Planet
Also spotted at RPG Planet is an editorial about "newbies", those players new to a game who often become victims of veterans' ire. The writer submits the notion that many newbies grow into abusive players:
Eventually a newbie will get the hang of the game, even if no one shows him the ropes. He'll learn what's cool, and what's not, where the bank is, and in which dungeon Tkah's Golden Horn is buried. All in all, he'll be like every other self-supporting player. He'll likely be a little argry about the lack of help he got when starting out, but no big deal, right? Maybe, but a lot of times these players become the biggest newbie-abusers around. They often become engaged in debates with people who help newbies, arguing that there's no need for people to waste time helping them, often saying things like "Look at me, I didn't get an ounce of help, and I did just fine." I don't agree with this point of view at all. I'm not saying newbies need to be breast fed until they're high-level, killing machines, but it doesn't hurt to give a few tips here and there, or lend an impoverished newbie some dough.
Of course, "newbie-abuse" is a hot topic of conversation in nearly every MMORPG, as tales of exploitation and manipulation are posted daily on message boards everywhere. Whether you agree or disagree with the editorial, it's definitely worth a look.
8:32 AM - Pipeline
Caeron3000 Site Update
The President of Magique Productions, Thomas Scott, dropped us a line to tell us that the Caeron3000 site has been completely revamped. Here is the announcement that appears at the site:
Welcome to the new Caeron3000 web-site. We've worked really hard to bring you the kind of site you've demanded. Some areas are still under construction so be patient as we add them over the next couple of weeks. Some areas we look to improve are as follows:
1. A revised and expanded FAQ page 2. More species information including pics for those that don't have one 3. More story information 4. Alpha Zone
and more
Caeron3000 is a sci-fi online RPG that was the subject of a recent interview right here at the RPG Vault.
8:31 AM - Pipeline
Throne Of Darkness Screenshots At GA-RPG
After getting their hands on an early version of the game, the folks at GA-RPG have offered up some screenshots of Throne of Darkness. The nine shots depict a wide variety of settings from Click Entertainment's feudal Japan-based game. Last week we posted a Throne of Darkness Gallery as well, which focused on the different spells and characters of the game.
8:30 AM - Pipeline
August 13, 2000
Black Isle Designer Notes At dirty.org
Designer Scott Warner of Black Isle Studios graciously let us know that new Designer notes have been added to his dirty.org website. It focuses on the recent departure of Adam Heine and how his presence and contributions will be missed:
Adam Heine
Last Wednesday was Adam Heine’s last day here at Black Isle Studios. Often times when people turn in their two weeks in this industry, it’s because the grass on the other side in question conjures up perceived opportunity, the promise of more creative freedom, ego stroking, and/or the almighty extra buck or two. In Adam’s case, however, his departure from our halls had nothing to do with “the usual”, for he absolutely loved his job here at Black Isle (or at least, that’s what he TOLD us). Rather, Adam left so that he could commit more time to his friends, family, and wonderful new wife Cindy. Adam had been commuting from San Diego to Irvine on a daily basis for almost a year and a half, and it occurred to him that he was losing two hours of life on the road. Both his tenacity in dealing with that commute and his subsequent recent decision to leave something he truly enjoys to be closer to the people he loves paint the clearest picture of what it was like to work with this man. He is one of the most remarkable people I’ve ever met, and I know that I speak on behalf of everyone that has worked with Adam here at Black Isle when I say that he will be truly missed and never properly replaced.
Adam loves games, and he injected his passionate enthusiasm for them into the recent Black Isle releases. He, like many of us, devoted (and still devotes) a large portion of his free time to the fantastic world of electronic escapism. His favorites were the excellent adventure games of LucasArts (along with strong interest in all things console) and it delighted Adam that he could work for a development team that also enjoyed focusing a large portion of design on storytelling. He graduated from the University of California at San Diego in 1999 with a degree in Computer Science, while then serving as an intern for Team Torment, and quickly demonstrated that not only was he a formidable programmer in his own right, but that he had ideas flowing out of his mind from a lifetime spent enjoying those of others. Working with Adam quickly changed your mindset from “This is probably impossible considering our current limitations” to “I bet Adam can figure out a way to do this” (and if he couldn’t, he almost always had an alternative design and implementation that made you forget about your own silly idea anyhow!) In fact, because of Adam, lim-lims became pets, cutscenes executed with fantastic character, the Brothel teemed with interaction rather than people just standing around, Carceri’s chaos kept the player on their toes at all times, and… you get the idea. Over the course of 2000, Adam has served more a designer for our new project, rapidly belting one clever idea after another (prompting lead designer Dave Maldonado to write “Adam Heine’s Black Isle Project! He wasn’t here for crunch time, but boy he thought of all the good stuff!”)
We are an industry of kids who refused to grow up, and there are times when because of that, it’s seemingly impossible for any of us to act “professionally”. It’s not uncommon to feel beaten down by the silly cynicism, ego, and pettiness that is exhibited by some individuals on a regular basis. Adam came and showed us how EVERYONE should approach this industry, and he has left an undeniable mark upon everything we do. I can only hope that life one day allows Adam to balance his personal and professional time in such a manner that it reopens the door to our industry, because losing him isn’t just a detriment to Black Isle Studios, it’s a loss to the entire gaming community. You are an amazing guy Adam, and we are all better people for having worked with you.
Sincerely,
Scott Warner, Designer, Black Isle Studios swarner@blackisle.com
Note - Sometime in late September, www.dirty.org will be having a MAJOR facelift that will also include these pages. The Team Torment page will undergo a metamorphosis into a “Project Diary” page of a new section of the dirtysite called ‘Interrupt’. ‘Interrupt’ will be a forum on the future of electronic entertainment, hosted by the dirtysite and accessible via the front page of the website. The URL will change at that point, and I will let you know in advance what the new one will be so you can update your links.
We certainly hope that Adam Heine, whose past contributions include entries in the Designer notes itself, has a glorious future ahead. Considering the mark he left at Black Isle, we have no doubt that this will be the case.
2:12 PM - TruthSword
Shadowbane Screenshots At Shadowbane Vault
Our Shadowbane Vault recently obtained two screenshots from developer Wolfpack Studios illustrating the interface, specifically the summary information window for guilds. The first image can be viewed here and the second here. Shadowbane is a strategy-oriented RPG which takes place in a perpetual online world, with Gathering of Developers serving as publisher. Tune in regularly to our Shadowbane Vault for the latest on this title geared towards PvP conflict.
2:11 PM - TruthSword
Wizards & Warriors Screenshots At RPG Planet
RPG Planet has made available eight Wizards & Warriors screenshots from a pre-release copy. Led by designer D.W. Bradley of Wizardy fame, Wizards & Warriors is a classic-style RPG which is set in a fantasy universe. Heuristic Park is developing the title for publisher Activision. For more images, check out our Wizards & Warriors Start-Up Gallery and Spells Gallery from this past week.
2:10 PM - TruthSword
Gen Con Article At CGO
Computer Games Online has posted an article detailing the highlights of Gen Con, the convention where the new 3rd Edition D&D rule set was officially released. Here are some observations:
Probably the biggest highlight of the convention, and the topic about which most seminars, lectures and discussion groups are centered this year, is the release of the D&D Third Edition ruleset. Just about everyone in the place is toting and avidly devouring the new D&D Player's Handbook, and two lucky winners each day will go home with a pre-release copy of the highly awaited Dungeon Master's Guidebook. Much as I tried to get my hands on one, they seem to be hidden and highly guarded. Although there might really only be eight on the premises, it's doubtful, but it's pretty certain that only a precious few will walk out the door with covetous fans.
When Wizards of the Coast acquired TSR, its first order of the day was to revamp the old set of rules. It's taken over three years to complete the overhaul, and the result is a set of streamlined, flexible rules with more character options. Creator Gary Gygax highly approves of the changes, and provided much input throughout the development process.
Pictures of the event are included at the article's end. Gen Con opened its doors to the public on Thursday, with today being the final day of events.
2:10 PM - TruthSword
Pirates Of The Western Sea Update
After a two-month hiatus, Tom Proudfoot returned to supply an update to his Pirates of the Western Sea website with the following words:
Where the hell have I been? At least, that's what I imagine people asking... Well, I've been working for another company for a couple of months, working on making their wargame Steel Panthers: World at War multiplayer. The company is called Matrix Games, and if you want to visit their site, it is http://www.matrixgames.com. Anyway, this is eating up a lot of my time, but it helps pay the bills, which POWS unfortunately does not.
However, I better get POWS done by October, as a pirate RPG called Sea Dogs is coming out, from Bethesda! Sea Dogs appears to be set in historical times, though, as opposed to a fantasy world. Why all my game ideas appear concurrently at other companies is beyond me... I seem to be slightly out of sync with the rest of the gaming world considering how long I work on each project. Next thing you know, a new Master of Magic and an Old West tactical wargame will come out...
Shareware RPG fans will likely remember Tom best for his orcish game of revenge, Natuk, his previous project.
2:08 PM - TruthSword
Fallout: Tactics Interview With Chris Taylor At ModernEmpire
We were just informed that an interview with Chris Taylor, Senior Game Designer of Fallout: Tactics, has been kicked up at ModernEmpire. Here's an excerpt:
It's a brand-new engine. We now let you control everyone in your squad - full complete control. We've added elevations, so height is important (bombs away!). The LOS (line of sight) model was revamped. Your characters can crouch and go prone. Force fire targeting (to drop a grenade between two enemy scum). We added some character tabs to the main interface bar, so you can see the status of your squad in a single glance and select characters from there. Trading between characters is revamped. The "click-and-hold" interface from the two previous Fallout games has been changed around, it's a lot easier to use. The text display area has been revamped to hold a mini-map as well.
Not truly a sequel to Fallout 2 because of its heavy strategy slant, Fallout: Tactics gives players control of a squad up against the remains of the mutant army from the first Fallout. 14° East is working with Micro-Forte to develop Fallout: Tactics, and Interplay will handle the publishing.
7:14 AM - Pipeline
Baldur's Gate II Preview At FiringSquad
FiringSquad has offered up a preview of Baldur's Gate II today, based on an early build of the game. As you can see, the writer is quite impressed:
Baldur's Gate was a light, fluffy story compared to what Baldur's Gate II is cooking. It's like Star Wars to Empire Strikes Back. Baldur's Gate still dealt with understandable forces - politics, economy, manipulation, and personal glory. The sequel is more about discovering the nature of your captor through your own experiences, and seeing what he can tell you about your character. Your godly heritage isn't approached like it was in the original. Yes, it is why the Badass (don't worry, you'll find out his name soon enough) captured you, but you become more concerned with him than yourself as the game progresses.
Last last month Jonric visited the BioWare studios, where he got a chance to check out the game as well as talk to its developer. You can take a look at his thoughts by clicking here.
7:13 AM - Pipeline
There are other things I can point to, if you want specifics. Most text-based games are using the same technology you would have found ten years ago. We have tried to expand upon the basic MUD interface. You can drag and drop objects in order to pick them up, equip, trade, etc. We have created a system that allows you to see the world through the eyes of your character; what one player sees as a fountain pen, another character may recognize as a micro-flamethrower. Another excellent example of this is the flaw Paranoid - if your character is paranoid, you will occasionally receive messages like 'Dick just tried to pick your pocket', 'Jane is following you', 'Spot concentrates for a moment'. They may actually be doing these things - or you may be imagining it. To represent the paranoia of your character, we make you paranoid...
The game is currently in its public beta phase, which you can sign up for right here. Crossroads is being developed by VR-1, which also developed Microsoft Fighter Ace.
7:13 AM - Pipeline