Monthly Archives: September 2007

Richard Garriott to keynote the 2007 Independent Game Conference

AUSTIN, Texas, September 26, 2007 – The Independent Game Conference is delighted to announce that Richard Garriott, the creator of Ultima Online and Richard Garriott’s Tabula Rasa®, has agreed to make a Keynote presentation at the event.

Garriott blazed a trail in the computer gaming industry by co-founding Origin Systems with brother Robert and producing one of the most successful, longest-running game series of all time, Ultima. In 1992, Origin was acquired by Electronic Arts. Richard stayed with Origin until April of 2000, when he started a new company called Destination Games™. Destination Games became a part of NCsoft® Corporation in 2001. Richard is launching his first title for NCsoft, Richard Garriott’s Tabula Rasa, October 19, 2007.

“We’re thrilled to have Richard speaking at IGC this year.” said Mark Chuberka, Director for ICG Austin, “As one of the preeminent independent thinkers in the game industry, he has been able to push the envelope in game development and create successful companies as well as highly evolved games. His experience heading up independent studios as well as his success in developing his own world-renowned brands will let the conference participants gain insight into how independent developers can be successful in this industry.”

“I’ve been in the shoes of independent game developers a couple times, so I’m looking forward to speaking to this group,” said Garriott. “Though the games industry has become a huge business, there are still plenty of opportunities for independent game makers to make a name for themselves and to create successful, innovative titles today, especially in the online space. The Independent Game Conference is a great place for those developers and designers to learn the steps to success.”

Voyage Century: Hidden Classes

Grab free iPhone Touch, keep eyes on Triple Surprise event (http://top.igg.com/triple). Voyage Century (http://vc.igg.com) is a 3D navigation game which contains 17 skills and 3 classes. The three classes are Wrestler, Merchant, and Militarist. Along with the change of versions, the fourth and fifth classes have successively turned up.

1. Digger

In order to know more about this class, you need to know about the Treasure System before. Players can obtain 4 kinds of fragments of the Treasure Map, then they can exchange enough fragments for a treasure map in Barcelona which records the secrets of treasure worldwide.

Since the Treasure Map System has been added to the game, and players need some items among the treasure, a new class has emerged, called the "Digger". They are good at exploring and digging treasure, because they make a living by selling these treasures. This is a very demanding class that not only needs patience and wisdom but also risks lives sometimes.

2. Zealot

Player can usually bump into some advanced players who are wearing flashy clothes in Lisbon, Stockholm and Seville, the only dream in their life is to obtain the top equipment, so it’s a very common to see a bunch of people waiting around the spawn venue of bosses in order to obtain treasure by killing bosses; sometimes you can see over 10 players fighting against only one boss, which will definitely amaze you. You have to admire how high their willpower is!

With the continuing update of "Voyage Century", more and more hidden "special classes" will be released. These new classes will definitely enrich the contents of the game, and the game market will be completed gradually.
For more about VCO, please visit the Official Website: http://vc.igg.com.

Tales of Pirates Mid-Autumn Day Celebration

Grab FREE iPod Touch to click here (http://top.igg.com/triple) and paste the code (onrpgcom) for triple surprise. Tales of Pirates (http://top.igg.com) is planning to hold another exciting activity—the TOP Mid-Autumn Day Celebration!

Regarding this festival, we’d be very pleased to introduce it and share the happiness with all friends here. For those of you unfamiliar with Mid-Autumn Day, it is an important traditional festival among Southeast Asian nations, including China, Japan, Korea, Vietnam, Malaysia and Singapore. The Festival falls on the 15th day of the 8th month on the lunar calendar. At this time, the moon is at its fullest and brightest, marking an ideal time to celebrate the abundance of the summer’s harvest. Traditionally, on this day, family members and friends will gather to admire the bright mid-autumn harvest moon, and share their happiness with tea and traditional sweets known as moon cakes. It is always one of the most joyful days for the people of this region!

This time, TOP would like to invite players to enjoy the festival together – during the activity time plenty of moon cakes will be given away totally FREE by GMs! And after eating the special cakes, players will be able to gain 30 Exp instantly!

Detailed activity information is available at http://top.igg.com.

GodsWar Online Quest Preview

Since GodsWar Online—http://gw.igg.com official site has released a series of preview contents, including background, class system and some other characteristic system. Here GodsWar online is pleased to present the quest system.

In GodsWar, players can experience the Greek Mythology world through a primary quest and given quests.

Primary Quest
It tells the story of a Titan Conspiracy; the players of Athens and Sparta will go through two epic stories differently. The two stories have many joints that let players of different factions realize Titan Conspiracy from different perspectives.

Given Quest
Players can obtain money, experience and reputation by completing the given quests and uncovering the mystery gradually. Furthermore, players can also complete the given quests in the form of a team. Most given quests are based on the famous stories of Greek Mythology. While playing, players can get a further understanding of Greek Mythology and enjoy GodsWar Online better as well.

All kinds of quests will help players understand the game worldview, learn the operations and improve themselves. Want to know more, please pay close attention to our official site at
http://gw.igg.com

Zu Online Main Scene Preview

Zu-online—http://zu.igg.com, an IGG published game, has been warmly welcomed by a vast amount of players due to its’ unique theme and traditional Chinese features. All the fantastic and fabulous in-game scenes are based on the original descriptions set out in the novel and the movie. The misty clouds, the long mountain ranges, the floating megaliths and the majestic buildings are totally different from the realistic scenery of many MMORPG games.
Actually “Zu Mountain” is not the name of a certain place, instead it stands for the universe where human beings, Demons, and Gods reside. Zu Mountain can be divided into 5 zones including Sky, Ground, Mountain, Sea, and Ice.

Sky——Heavenly Palace
Heaven Palace is the most holy place in Zu-mountain, only mighty beings can claim to have spent time here. No one knew when the holy buildings of Heaven Palace had been constructed, or whose hand had held the hammer and chisel. Another lingering mystery is the exotic architecture. People who reside here are those who have exalted status and extraordinary wisdom. As for the war between Justice and Evil, they simply watched it quietly. Few people could get there so people knew little of their world. People who had been there were not willing to talk about it either.

Ground—–Desert City
Like the name, Desert City is a totally barren continent with no life. However, you can see exotic scenery everywhere: the reversed megalith, the refluent river, and the weird red clouds that make the sky look as though it has burst into flames………………The Summoners reside there, they are very talented and usually immerse themselves in research of various spells and unique magic. Maybe someone will ask why the place is so desolate. The reason is that “Desert City” is situated at the border between Justice Territory and Evil territory; at the west of Desert city is the entrance to the Evil territory, Death World. Various monsters and diseased animals have come out of this entrance, and gradually Desert city has turned into a barren continent. Although the Summoners are relatively mighty, along with the increased number of monsters they are gradually becoming weaker while the monsters have gradually become stronger then, the Sun Warriors have been asked to help the Summoners with the trouble.

Mountain——Holy City
Holy City is the hometown of the Swordsmen. It is located on a mysterious mountain which is made up of two giant rocks and is an impressive sight to behold. The bottom of the mountain is perpetually immersed in thick clouds, so when people visit for the first time, they will believe that the body of the mountain is floating in the air. Not far from the east of Holy City, there is a lake called Sky Lake; a respectable master called Saint Maid resides at the bottom of the lake. The powerful Bead Fairy is just the disciple of Saint Maid. The Bead Fairy has been asked to help the Swordsmen fight against the Evil factions in Holy City.

Sea—— Ziin Palace
Ziin Palace is a very mysterious palace, which was built at the bottom of the sea. The Moonmaidens used to reside here, however the Evil factions had seized this place and expelled Moonmaidens from they’re rightful home. In order to get their revenge, the Moonmaidens joined the Justice Army to fight against the Evil.
Ziin Palace is very vast and beautiful. You can see all kinds of flowers, exotic plants and life-forms of all kinds everywhere. It is said that tons of treasures have been hidden and stored here over the years, so some refer to it as “The Heaven in the sea” which is not an exaggeration at all.

Ice——Northern Ice Field
The Northern Ice Field is a giant iceberg which is floating in the air at the North Pole. There is no sunlight here year round, the whole place is perpetually blanketed with darkness. All the mountains here are made up of ice, not stone. You can imagine how cold it would be traveling here, plus some kinds of snow demons have taken up residence here. It is a dangerous place to be avoided, or if you must, travel in groups.

“Taking Forever” Official Announcement on Their Forum

Downtime has been veritably *forever* and we sincerely apologize. As such we do and don’t ask a few things:

We Do Ask:
-You know Drasil is still in development.
-You check up on us every now and then.

We Don’t Ask:
-That you have to visit and post daily.
-That you forgive us for our lack of updating you, and Drasil.

We’ve been re-evaluating where we’re going. The BETA was fun, but design-wise, that was really all the game was going to be until we got a little farther with mechanics. So fret not, that was the first BETA of many. It shows you all where we got to, and where we’re going.

Remember that most of the content in the BETA was thrown together in about a month’s time. The rest of the time was spend on developmental, coding and graphical aspects of the game.

We always post about how we’re adding "Politics, Religion and Economy." As fun and easy as these features are to you all, they are quite difficult for all of us! We have to stat, balance and code each design function and formula. Bug-fixing and shipping the features is taking longer than we thought.

Drasil is heavily designed to be a community-oriented game, after release the entire game will veritably be controlled by players, and new items will be created by players as well in addition to patch content updates. They will create new weapons, wage wars and stabilize economies. But creating a world with this much depth is no easy feat, and as such, we just had the very base of Drasil completed in the prior BETA.

The next BETA test will be a test of merit for us, as it will showcase in function (But perhaps not form :mrgreen:) the beginning of player-controlled dominance of the game. Please remember that all BETA characters are wiped after the BETA is closed.

The next BETA, Drasil Age 2, will have Drasil Age 1’s features and areas polished and complete. We will be interjecting major game play elements. Namely, Athena, the capital and major political city of Drasil as well as Dungeons for level ranges 11-21 and 21-31. Drasil Age 2 will be testing the game’s balance for game content. It will last three weeks.

The beta following Drasil Age 2 is, you guessed it, Drasil Age 3. DA3 will feature minor additions to game areas, with no great enhancements to game areas. It will be a test of the game’s community features. DA3 will include Religion and Politics for player testing, as well as the new content. This will show us how to tweak the community features. As with Drasil Age 2, it will last for three weeks.

Drasil Age 4 will include new areas, polished politics and religion, as well as the framework for player economy, item creation, distribution, jobs and taxes. Drasil Age 4 will be the final Drasil BETA before release. We will test the game play thoroughly, fix glitches and errors and add voice acting to NPC’s. DA4 will last for three weeks.

After DA4, Drasil will be officially released and tested, as well as thoroughly advertised, as oppose to DA1’s advertisement, which was to gather testers.

We apologize for our lack of updating. As such, we don’t blame our forum members for their recent anger with Drasil. We are aware that Drasil has literally taken *forever* to get going. It’s really not our intention, we’re just all busy people. 😡 We will try hard to update you from now on with our progress.

As for recent progress, we have completed a soundtrack for Drasil’s wilderness that can be heard here: http://www.brandonabley.com/Music/Drasil/Wasteland.mp3

We’re Still Here.
~Sandopan

Aeria Games Opens the Closed Beta of Project Torque to the Public

California, U.S.A. (September 21, 2007) – Aeria Games announced today that the closed beta for Project Torque has been opened up to the public. Over the past few weeks, the team has worked very hard to add a large variety of new and exciting game features such as new cars, tracks, and game modes.
To register and play for FREE, please visit us at http://project-torque.aeriagames.com/
Project Torque is one of the first MMORGs (Massively Multiplayer Online Racing Game) to hit North America. This game embodies the essence of competition, as well as delivers all the fun of casual gaming. Tune your car, personalize it, and then show it off to everyone at the track. But it’s not all about the car. Each individual driver must earn experience and pass licensing tests so they may unlock higher level items.
Major features of Project Torque are:

  1. MMORG (Massively Multiplayer Online Racing Game)
  2. Cutting Edge 3D Graphics
  3. Several Types of Game Modes
  4. 8 Player Races (Expanding to 30 Players per Race with Stock Car Mode)
  5. Advanced Experience and Licensing System
  6. Online Community features, such as Chat and Email within the Client
  7. Shop and Item Mall for Upgrades and Car Customization
  8. Fantasy and Real tracks from around the world
  9. Online Rankings
  10. Tournaments

Upcoming Features:

    • Race Teams / Race Clubs
    • Fully Customizable Avatars and Race Girls
    • New Cars (Fantasy and Licensed)
    • New Tracks
    • New Modes of Play (Tag, Police Chase, Bomb, Drag Strip, Demolition, and many more!)

Trickster Community Interview

Questions by Onrpg Community
Answered by Trickster Online

The community wanted to know more about Trickster Online so we asked the makers more information on the game. Here is what they had to say!

elazulblack: Are all of the non-gacha towns and areas implemented already, or will there be more added on later to make the Caballa Island larger?
At this point not all of the regions that make up the geography of Trickster Online Revolution have been released. There are still brand new areas coming up, including Mirage Island, which is a completely new land that will be added to the game. What’s more? The current ‘land’ for Tricksters is being upgraded, with no section or map left unturned. This is what the Revolution content and Eclipse events are all about. The Revolution content itself will greatly enhance and update the game, including: new and updated monsters, NPCs, Quests and Events, which should bring a more streamlined and immersive experience. These changes are more than just additions and map changes. This is only one of the many steps that we are taking to ensure that players get the best and most captivating experience possible from the beginners all the way up to the high leveled veterans.

BuffaIo: Can you please explain to us how the real dungeon system and card battle league will work? Also how will the real dungeon system differ from an ordinary dungeon? Many people (including myself) have been eager to hear any information on that.
First of all, let’s start with the Dungeons. As of right now, all the dungeons work as regular extensions of the maps in which they relate to. Basically, they’re the same as the other maps throughout Caballa Island. For the new system, Dungeons will become more dynamic by incorporating actual status changes to the area such as having a Fire/Water based component to the entire Dungeon that effects all Players within it. Also, monsters have been updated with improved AI, but the truly dynamic element lies in the implementation of moveable objects that require direct interaction in order to progress through the Dungeon itself. This means that there could be hidden doors that must be found by moving statues and giant rocks, or leaping over fire pits to get to the next portion. This is all to better the experience for the players, and to make the Dungeons much more of their own creature in comparison to the maps. Also, to go along with the changes to the actual Dungeons themselves, a new Dungeon Quest system is being developed as well. This will tie in directly to the dynamic topographical additions and status attributes, which work to add more of an action element to the game. Currently, these changes are still being developed, so it is entirely likely that more or different changes may be made before it’s actually released. I’m sure that you would agree that these are very exciting, I know that I’ excited about them!

Now, with the Dungeon question out of the way, here’s the answer to your second question about the Card Battle League. The Card Battle League is directly related to the current Card Battle system already in the game. Now, what the League does is provide a ranking system for everyone who participates in Card Battles. We will be running a test of this, slated for October, and if everything goes well, we will be adding it as soon as possible. The League will have monthly rankings that show who the best Card Battlers are. The top competitors will be rewarded with special items and incentives. To make it fair, and give everybody a chance to win, the rankings will reset every month. We will also be adding a new NPC to introduce the Card Battle system and explain it, as well as a new area specifically set aside for competitors to meet up and enjoy some friendly Card Battles together. Before we actually introduce the in-game League, we also plan to release a new, free, flash mini-game on the website that replicates the in-game Card Battle system. But before all of this can be put in the game, we have to test it to make sure that it functions properly and is on par with the Trickster Online Revolution standard.

While there are no set dates right now, more specific details will have to wait until the release. You can trust that we are working diligently to bring these new features to all of the Tricksters out there as quickly as possible.

Jackthereaper: What can we expect from Trickster Online (Global) five years from now?
Right off the bat, you can expect more Episodes Quests, more content, more Jobs, more Skills, better Dungeons, more Worlds, more items, NPCs and enhanced systems for current content already in the game. Overall, you can definitely expect to see changes to the game that will make Trickster Online Revolution a more cohesive online experience.

DEFF: Will there EVER be some sort of NPC to redeem your old MyShop items for special items or even get a percentage of myshop back because I’m sure that everyone sooner or later grows out of their lowers levels so it’s just money well wasted :/
This is a concern that we not only understand, but share, and are currently reviewing the best possible way to tackle this issue. We listen very carefully to the concerns of our players, and we are always willing to change or update the game to make it better for their experience. The game is nothing without its players.

SoulBlazeK: Why not open a suggestion or translation errors thread? Ya know, let us players find all these grammar errors and help you correct them.
This is actually something that we try to pay close attention to. It is similar to something that we are planning to add, but in the meantime we are, and have always been, focusing on the feedback from the players. We’re also working to make corrections for grammatical and localization purposes throughout the game, however, the game is large. In fact it is so large that this is an ongoing process and not an overnight fix. But, we’ll keep at it!

ShadowFoxie: How exactly does Compound Master skill help with Mature Compounding?
It directly affects the probability of the final outcome of Compounding itself. Now, that’s pretty easy to say, but the actual breakdown is a bit more complex (actually the mathematics of the formula is a lot more complex). The fact is that Compounding and Mature Compounding, in general, are both tasks of chance. While there are elements and variables such as the Compound Master Skill that directly and thoroughly affect the formula and the outcome of the task, it is still one of chance. The skill itself directly influences the probability of the favorable outcome of the Mature Compounding process. What it doesn’t do, is guarantee a particular outcome for the Mature Compounding itself. Because of this, the direct correlation of the skill to the task might not always be perceptible, but it is definitely there.

lars8ulrich: Will we have a story quests…Story quests that will continue why the players are in Caballa island…(Based on the Site) because every character has a reason why they went to Caballa island right?
The simple answer is… Yes. They are in development, so it should be coming. We also are working on incorporating the backstory for the setting of the game such as: the Cavalier Fortune, the monsters, and the island, all of which should be coming out in the Episode quests. So, stay tuned to the website and the game as more and more of the Episodes are added. Only through completing the Episodes, will all of the mysteries be revealed.

k0n: What is life like inside the office of the GMs?
Noisy, smelly, with little to no light, and a constant dank odor akin to that of caverns inhabited by large colonies of bats… Actually, no, it’s nothing like that. It’s an office! Aleister Gilgrim refers to it as, “the Megalo Fortress” in his webcomics and commentaries. In reality, it’s a place that we all get together to work on a video game, which basically means a lot of fun! Luckily, everyone is really helpful, nice, professional and highly skilled, so even though there is a lot of work to do, the time flies by and a lot of work gets done. Our daily Mario Kart tournaments can get pretty fierce as well.

Meiling: I’m all up to my neck in items. My storage is full too. Will there be an option to expand item storage in the future? Perhaps a MyShop item that lets you do so? It would be incredibly useful so I don’t have to drag around extra items all the time. (this is in addition to the already purchasable item from the item mall –Onrpg)
There is, in fact, a My Shop item that expands the number of storage spots available, as well as a My Camp item that holds a ton of stuff, both of which are already in place. They are called ‘Store-More-Permit’ and ‘My Camp Storage.’ I hope that they can help to lighten your load some.

QwertyKnight: Will there be a system where by people who help others in some way or another be given special points or cash (example maybe 150 points) which can be used to buy some myshop items?? Because not everyone has a credit card and it can also be an incentive for helpful people.
Rarely, Cash Points have been given out for Events. During the summer, there were several Events that gave out Cash Points, but these were quite limited. While the game is free for everyone to play and enjoy, the way that the game is able to exist is because of My Shop purchases. We are looking for new and better ways to expand the options for purchasing Cash Points so that everyone who wishes to enjoy My Shop can. So far, we’ve been able to add PayPal, Click & Buy, and direct Money Orders as purchase options. We always take into consideration the needs of our players, and we’re always looking for ways to not only enhance the game experience itself, but also to provide our players with as many suitable and easy to use options as possible to enjoy My Shop.

ONRPG Interviews Fallen Earth

Questions by Brian Perry Jr. 
Answered by Lee Hammock, Lead Game Designer

Onrpg: How would you describe Fallen Earth to those who have never heard of it?
Fallen Earth is a post-apocalyptic massively multiplayer online game with a first person shooter style combat mechanic. Fallen Earth uses a mixture of first person shooter and role playing game systems, relying on player skill to remain on target but using a more role playing game style system to determine weapon damage and effects. 

Onrpg:  What is the setting for the game?
Fallen Earth is set one hundred and fifty years in the future and one hundred years after the fall of civilization due to a biological and nuclear holocaust. The game takes place in the southwest United States, specifically in the region around the Grand Canyon. The game world is over 7,000 square kilometers in size and is based on real topographical maps of the Grand Canyon. This region is some of the last habitable land in North America, so it is a heavily contested area. Numerous factions fight for control of food, minerals, and other supplies. The players can choose to join these factions or go it alone. 

Onrpg: According to the website the background mentions that you are near Hoover Dam. Will the entire game, or at least what is available at launch, take place in this area?
Hoover Dam looms large in the background of the setting, but it will not be part of the initial release. The area used in the initial release material is close to Hoover Dam, but it won’t appear until later expansions. 

Onrpg: Fallen Earth features several factions. How will players interact with them and will they be able to be a part of one?
Players will be able to join the six main factions, gaining ranks and access to missions, equipment, and special training. Players will be able to earn points with their factions by completing PvE or PvP missions and can help their factions control towns and territory through PvP activities. Each of the six main factions has two allied factions, two that are enemies, and one archenemy. Each time you gain points with your faction you gain half as many points with your allies, lose an equal amount with your enemies, and lose twice as much with your archenemy. Because of this it is impossible to remain friends with everyone. Players can choose to remain neutral and eventually do some missions with the minor support factions in the game, such as the Banker’s Guild or Franklin’s Riders, but characters who remain neutral will not see the same depth of content as players who choose to join a faction.

Onrpg: What will the gameplay be like?
Fallen Earth uses the standard WASD controls for movement and the mouse is used to interact with objects in the world and to aim when in combat. Attacking a target requires a placing a targeting reticle over the target and clicking the mouse or activating a special attack, so if players are not able to keep their target in their sights they won’t hit. The effect such attacks have on the target is determined using a role playing game style system where the attacker’s weapon and skill are compared to the defender’s armor and skill to determine how much damage is done. Because of this structure, players will have to constantly adjust and move in combat, especially in PvP conflict. Players can choose to play in first or third person. Fallen Earth concentrates on combat, crafting, exploration, and mission-oriented play. We have a huge environment for players to run around in and a massive amount of content for them to experience, so players will be able to find something to their liking.

Onrpg: Will there be crafting in the game?
Yes, it is one of the primary activities in the game. 95% of the items in Fallen Earth are craftable by players, and all the best equipment is made by players. Players can develop ten different tradeskills, from Ballistics and Armorcraft to Cooking and Science that allow them to harvest resources, refine resources, and use them in constructing items. Players must find recipes for items that they wish to make, which can be found through missions, purchased from merchants, found on enemies, or learned from other players. Crafting in Fallen Earth has a real time component, so making a gun may take a few hours. This time passes regardless of what you do, including logging off, and you can queue up a number of items to build if you are going to be offline for a significant amount of time. This limits the number of items a player can build without getting in the way of their play experience.

Onrpg: How will players get around in the game? Will there be transportation of any sort?
Players can use underground trains, mounts, and cars for transportation, though these all must be found in the game and may be very expensive or very resource intensive. Initially players will have to rely on their own two feet.

Onrpg: Can we expect a large amount of the game to focus on PvP?
About a third of the content is oriented toward PvP, the core of which is conflict towns which players can claim for their faction through PvP activities. Our PvP conflict is zone-based so if you enter a PvP zone you are a target, and players can shoot anyone except members of their group so members of the same faction can attack each other. Players can avoid PvP by staying out of PvP zones.

Onrpg: Tell us a little about some of the teammates over at Icarus Studios.
Fallen Earth is actually a separate company from Icarus Studios, though we’re using their tools for making the game. The other top folks at Fallen Earth are Colin Dwan, the Lead Game Engineer, and Steve Coyle, who is the Art Director both of whom are a joy to work with. Within my own department, Content, which handles all the writing and game balance issues, we’ve got a mixture of computer game writers, old school table-top writers, comic book writers, scriptwriters, MUSH runners, and LARP staff. It’s quite an eclectic bunch.

Onrpg: Do you have a rough idea of when we can get our hands on the game?
While we are making excellent progress, we’re not ready to set a release date. Thanks for letting us talk with OnRPG readers!