Win a Samsung 22-inch LCD monitor from Joystiq!

Massively explores a world of capes and tights in DC Universe Online

When Jim Lee stepped onstage at the Sony press conference Tuesday, it was the first reminder in some time of Sony Online Entertainment's upcoming super-hero MMO DC Universe Online. The title, meant to bring the world of Batman and Superman to fans of the massively multiplayer genre, has been under a communications blackout and in development for years. E3 2008 is the first substantial chance the gaming press has had to learn about the title, and our friends at Massively were naturally attracted by the smell of grouping mechanics and instanced content.

To kick things off, they've got a description of the extensive trailer that was the core of the SOE presentation. That wasn't enough for the MMO-addicted writers, so they followed that up with an exhaustive Q&A session. Follow along as DCUO Creative Director Chris Cao and SOE-Austin VP of development John Blakely explore how the game will interact with the PlayStation 3, tie-ins between DC Universe Online and the actual DC comics, and an interesting aside about how the developers are already acting like the game is 'released' inside the company. The Massively crew also has a few choice pieces of concept art from the game, from the mind of comic legends like Jim Lee - take a look below.

E3: EA previews new social networking model in Nucleus/Rupture

Just a few months after Electronic Arts' purchase of the Rupture social networking site, it looks like file-sharing legend Shawn Fanning now has his moment in the sun. Fanning appeared during EA's E3 press conference today, introducing the new and improved Rupture service. It, along with the Nucleus offering, will offer new ways for players to collaborate on and compare their in-game successes. Nucleus sounds like an EA-game-specific Xbox Live-style tag. Gamers will be able to carry around their 'EA tag' around from game to game and across systems. Whether you're playing on the Wii or PC, your information will be safely stored in a central locale.

Rupture, Fanning's project, will carry this collaboration forward with an ability to track and challenge friends across games and platforms. Rupture will be open to any game developer that wants to make use of EA's API. They've already set up an informational site for developers on the Rupture website. They're also planning to extend the functionality of their in-development MMOs - a tantalizing possibility for WoW-weary MMO players.

Continue reading E3: EA previews new social networking model in Nucleus/Rupture

Massively plays conference-wide MMO bingo



AoC is Huge!

Firefly MMO News

No BioWare MMO News

MMOs the Future of PC Gaming

Red 5 Announces Their Game

Consoles are the Future of MMOs

"We're not after WoW Numbers"

Animal Crossing: the MMO

Free Realms
Info

Microtransactions - Future of MMOs

Guild Wars 2 Info

Cryptic's Star Trek Online

Free Space

The Agency Info

Secret World Info

DirectX 10 Compatible!

Social Tools the Future of MMOs

Champions Online Info

APB Info

DCUO Info

Free to Play the Future of MMOs

Valve MMO Announced

38's Copernicus Unveiled

Carbine's Game Announced

Turbine's Next Project
In anticipation of next week's E3 Media and Business Summit, we've prepared bingo cards for each of the big press conferences and some general topics. All are filled with some likely (and some not-so-likely) predictions for what the console makers and genre developers are going to be rolling out at this year's trade show.

Massively multiplayer games are bigger than ever, and so the folks at Massively.com have put together this handy guide to what we might see ... and what we might not see. This card reads like a 'who's who' of upcoming MMOs, so if you don't know who Red 5 Studios are, or didn't know that Curt Schilling's game is code-named Copernicus this is the bingo card for you. Click on through the images for their full predictions.

(Also: check out all our press conference bingo cards, including some for Nintendo, Microsoft and Sony!)

Massively.com's exhaustive coverage of Warhammer Online

All week long, Massively.com has been offering up feature after feature on EA Mythic's in-development MMO, Warhammer Online: Age of Reckoning. The Massively goes to WAR feature series takes you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of Warhammer.

Continue reading Massively.com's exhaustive coverage of Warhammer Online

Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness

penny arcade
The unique experiment of Penny Arcade Adventures has already begun in earnest. The long-term question in the making -- "Can game comic-makers make a videogame?" -- is moot. On the Rain-Slick Precipice of Darkness is now available via Xbox Live and the Greenhouse website (with demos here: Windows, Mac and Linux). The question now becomes: What do the creators think of their spawn? We sat down with Jerry "Tycho" Holkins, Penny Arcade's writer-in-residence, to get some perspective on that very issue.

We had the chance to discuss a number of the game's elements -- from the origins of the Startling Developments Detective Agency to the foul creation of the evil bums. Mr. Holkins also shed a dim light on future episodes in the series as we discussed the music and writing that surround the overarching story. We also clarified that for Penny Arcade, as a creative team, there is no rest. Mike Krahulik and Jerry Holkins are not celebrating today, they're not patting themselves on the back. Instead, they're returning to what they do best: working.

Read on to find out why these guys are driven to mine the funny for your benefit.

Continue reading Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness

BioWare founders: 'We're not done yet'

Right after our demo of the PC version of Mass Effect, we had the chance to sit with BioWare founders Ray Muzyka and Greg Zeschuk for a quick catch-up on recent events. The two men were overjoyed to talk about Mass Effect's success and critical reception, as well as the uplifting effect the EA buyout has had on the company.

The impression the two give are of guys who have just been given a chance at the brass ring. Their comments, intimating that BioWare itself is now a micro-publisher, praising their new co-worker's common sense, hint at a new era of opportunity for the company. We've already posted the audio from the interview, but for a full transcript of our discussion just read on below the cut. You can get a better sense of Ray and Greg's cheery outlook, see them again discuss the reason Mass Effect on the 360 had the UI it did, and watch them stonewall on a question about their in-development MMO title.

The bottom line, unsaid in the interview itself, is a clear message: "Fans shouldn't worry. We're not, and neither should you." Here's hoping that they've got the right of it.

Gallery: Mass Effect (PC)

Continue reading BioWare founders: 'We're not done yet'

Halo 3 outtakes: Full Metal Jacket & ranting lesbian space marine

The audio track of GDC is an under-appreciated gem of the conference. Though many of the sessions are highly technical in nature -- discussing the use of software tools and compositional elements -- enjoying the music and the auditory experience of gaming hardly takes a degree. I sat in on one of these sessions, "Halo 3: An Audio Postmortem", and was rewarded greatly. Not only did I have the chance to listen to Jay Weinland, C. Paul Johnson, Mike Salvatore and Marty O'Donnell speak on the process of composing for Bungie's titles, but the audio team brought hilarious outtakes for us to listen to.

Read on below the break for a few words on composing audio for the series, Adam Baldwin's Halo-style take on Full Metal Jacket, and comedienne Debra Wilson's take on a angry, ranting, foul-mouthed, lesbian marine. Even better: the Wilson outtakes have apparently never been made available outside of Bungie's studio before.

Gallery: Halo 3

Continue reading Halo 3 outtakes: Full Metal Jacket & ranting lesbian space marine

GDC08: BioWare's last Neverwinter Nights patch, live team explained


Earlier today Derek French, a member of the Live Team at BioWare, gave a talk on the process of supporting the company's hit roleplaying games. He explained what exactly a Live team is, and marked some of the BioWare success stories that can be tracked back to that group; initiatives like the Premium modules were developed entirely in this little-known area of the company. He also hinted at some fascinating future plans for the team, like the potential of an interactive website not unlike the World of Warcraft 'Armory' site.

In the process of talking about the team, French offhandedly mentioned the end of an era. The upcoming patch to the original Neverwinter Nights game, 1.69, will be the last the company releases. After seven years of tweaks and corrections, official support will be ending for this venerable game title. Beta patch notes for the 1.69 patch are available on the official forums. Though this is hardly news for the vibrant community still playing this game, it's worth noting the passage of one of BioWare's landmark titles.

Read on for more on the BioWare Live team - including a lesson in why you should never post to forums angry.

Continue reading GDC08: BioWare's last Neverwinter Nights patch, live team explained

GDC08: Jonathan Coulton scores 95% vocals on Rock Band's Still Alive

It's hard not to love Jonathan Coulton (or JoCo), especially if you're a fan of Valve's Portal. The recent news that Still Alive will be coming to Rock Band as downloadable content was accompanied by JoCo's appearance at Valve's party on Wednesday. Mr. Coulton posted to his personal blog about the experience yesterday, noting that he 'only' got 95% vocals on the song he created. The question we've been asking ourselves is: who is singing the song on the track - Coulton or GLaDOS?

He also noted that Portal snagged the Game of the Year, Best Game Design, and the Innovation Award nods from the GDCAs. Coulton observed that BioShock had won the GDCA award for Best Writing, a merit he thinks should have gone to Chet Faliszek and Erik Wolpaw's work on that quirky game about tests, thinking, and cake. Luckily for Wolpaw and Faliszek, they're the first winners of the (soon to be coveted) Jonathan Coulton award; maybe the GDCAs should rename the prize for Best Audio?

Overheard@GDC: Ken Levine on Steamworks

Throughout his discussion of BioShock's story on Wednesday, Ken Levine referenced the folks at Valve and the top notch work they had done on games like Half-Life 2. Before the talk started we overheard him talking about the Steamworks announcement, and when we joined a large discussion of attendees after the event ended we asked the man himself what he thought.

What do you think of the Steamworks announcement?

"I think the great thing about Valve is they understand you don't have to make every penny off of everybody every second to make the big dollar. Google has a similar approach. You don't feel like you're being constantly fleeced - Valve has a very sophisticated model, they're very smart guys, and I think it's really exciting. It's great for developers. It's great for Valve, it's great for everybody else, and it's great for people making games.

How much do you think Steam helped BioShock?

"I think one of the great things about Valve is that they are developers. I've worked with some big companies, and as developers they're professional, they're on the ball, I can't think of a single mistake that they made. They're taking it very seriously."

GDC08: The future of MMOs



Earlier today fans of Massively Multiplayer Online Games were given a rare treat: a look into the future of the genre. Five veteran members of the gaming industry debated the finer points of MMO game creation as it exists today, and how the games of tomorrow will be bolted together. Participants included Cryptic Studios' Jack Emmert, NCsoft's Matt Miller, BioWare's Ray Muzyka, Nexon's Min Kim, and Blizzard's Rob Pardo. Each designer brought their own unique points of view to the conversation, and their visible conflicts made for a not only entertaining but informational dialogue.

The biggest point of contention during the discussion was the subject of Microtransactions; while Nexon's business model is based entirely on that concept, Cryptic's Emmert was a staunch opponent of the practice in general and as a "magic bullet" in specific. Mr. Emmert also dug several times at Blizzard and Rob Pardo, cracking jokes like "Isn't it true that Blizzard is going to buy the entire continent of Africa?" and essentially stating that the Massive gaming industry is deeply sick as a result of WoW's success.

The entire liveblog of the discussion is available over at Massively, and is well worth a look.

GDC08: The eight best stories in gaming


Tuesday afternoon four well-known games industry writers and designers got together to discuss the best storytelling gaming has to offer in a panel entitled "Stories Best Played: Deconstructing the Best Interactive Storytelling." Each of the authors brought a pair of games that they viewed as some of the narratively strongest yet made. Prior to the panel all four men played the ten titles, and came prepared to talk about the strengths and merits of each. Panelists Richard Rouse (Paranoid Productions), Steve Meretzky (Blue Fang), Marc Laidlaw (Valve Software), and Ken Rolston (Big Huge Games) offered up, in essence, a 'top eight' list for gamers looking to get more from exposition than explosions.

Read on for views from a panel of expert opinions on the likes of Loom, BioShock, Phoenix Wright and the legendary Planescape: Torment.

Continue reading GDC08: The eight best stories in gaming

GDC08: Early, pre-Little Sisters BioShock footage


Yesterday morning we had the chance to listen to Ken Levine speak on the storytelling process behind his hit title, BioShock. The quick Zero Punctuation video got big laughs, but there was another video during the presentation that more accurately represented what Ken was talking about. Above is a picture of a stage in the development of the Little Sisters, a hint at other (stranger?) versions of Rapture and its denizens. You can catch other stages in the Sisters development in our gallery of photos from the talk.

Like the Little Sisters concept, the video itself shows an early version of Rapture. The beautiful art-deco world we know and love is an ugly, boxy, warehouse of a place. Check it out below the cut for raging Big Daddies, worm-like Little sSsters, and one of the quickest "time to crate" experiences in gaming.

Continue reading GDC08: Early, pre-Little Sisters BioShock footage

GDC08: Audio of BioWare founders talking EA, Mass Effect PC



Just after lunch we had the chance to sit in on a demo of the PC version of Mass Effect. It was a great opportunity to check out the changes and tweaks to the Xbox 360 title we all know and love. Add-ons like the improved equipment UI (pictured above), more deliberate squad commands, and a great-looking new 'hacking' mini-game spoke volumes about BioWare's commitment to keeping PC gamers happy.

Afterwards we spoke briefly with Ray Muzyka and Greg Zeschuk, the driving minds behind BioWare, about Mass on the PC. They expounded on their background with the WASD crowd, hopes for the future of the Mass Effect franchise, and offered a few words on what it's like to work for EA. We even asked them about their upcoming Massively Multiplayer Online Game ... and got shot down. You have to ask, right?

We're going to have full writeup of the interview on the site soon, but in the meantime you can listen to the full audio of our conversation with The Doctors below the cut.

Continue reading GDC08: Audio of BioWare founders talking EA, Mass Effect PC

Zero Punctuation's BioShock Opening


Ken Levine gave an amazing talk this morning on the process of crafting BioShock's story. There were two video presentations during the course of the talk and one of them was a hilarious mile-a-minute clip from Ben "Yahtzee" Croshaw - the twisted mind behind the Escapist's Zero Punctuation. We have a video of the clip, which was introduced by Levine as "their original idea for how to start BioShock", below the cut.

Continue reading Zero Punctuation's BioShock Opening

Next Page >

    Other Weblogs Inc. Network blogs you might be interested in: