Monthly Archives: July 2009

Masters of Belial Interview: The Game So Far

Questions by Vincent Haoson (Vincenthaoson), OnRPG Journalist
Answered by Argi Baltzi, Game Creator

Masters of Belial is one of those MMOs that have taken a different path in both its storyline and its game system. This separation from the norms is one of the game’s main attraction and has in fact intrigued us here in Onrpg.

To answer some of our lingering questions about the game’s development and future we were given an opportunity to talk to Argi Baltzi, Masters of Belial game creator.


Onrpg:  It’s been a year since you launched Masters of Belial, How has the game fared?
The game had a very warm welcome so far, players are pleased with the concepts, themes and general game direction and eagerly wait what’s in store for them in the coming months.


Onrpg:  What were the difficulties that you faced during game development?
I think I can write an essay about the challenges we had so far but I will try to be brief. The first major problem we had was to make a very high quality game with the budget we had. I think we spend somewhere around 45.000 -60.000$ to get to this point. Second biggest challenge was to find skilled artists to work part time for less money and produce better art than they have before. Third and most difficult challenge was for me to manage and code the game part time.


Onrpg:  What was the solution you took for it?
The only place I was going to get workforce that is skilled and cheap was in the Far East. I spend a lot of time in forums looking for people and thankfully I hooked up with guy who helped me make connections with freelancers in china. Next was the coding of the game and it’s safe to say it would be impossible to achieve this quality in the constraints we had if we didn’t use C# and XNA to create all our tools and engine to power Masters of Belial. XNA was the key for our company to develop the game and I am surprised so few companies are using this new technology.


Onrpg:  What was the reason for you taking this different approach in the angels and daemons concept?
In western civilizations most kids grow up with the idea of angels being good and daemons being evil. I was no exception to that but as I grew up realized that angels and daemons aren’t as good and evil as they told us so… I was fortunate enough to meet with some highly spiritual people in my travels and that helped a lot in getting ideas in my head about the story of this game.

Spirit Gate


Onrpg:  Don’t you think that the changing the concept on angels and daemons would put the game in a bad light?
A lot depends on how is it presented in game and I think they way we have it increases the interest of players  as you are longer bound by traditional ideas in one of the most popular concepts. Our main emphasis with the story is that there are almost as many evil angels as there are good ones. Look out for the Evil Angel hero in 1.2..!


Onrpg:  What was the response you received with the story concept?
Lots of people I talked to seemed hooked just by reading a few sentences of the story in the website. They look at some of the heroes and the story and they are like who would have thought there could be good daemons and bad angels. I did get a couple of odd hate email from some people labeling me an evil Satanist and that I would burn in hell for doing this game…


Onrpg:  What were the things you considered as you created the gameplay system of Masters of Belial?
The main goal was to make an online game that people can play against each other and also be able play together to defeat challenging AI Encounters with each session lasting anywhere from 15 to 60 minutes. We looked at World of Warcraft PvP Battlegrounds and Raid Instances and we realized that is something similar to what kind of gameplay we want to do. So the next step was to isolate that experience and enhance it in order to make a stand alone game. Other games we looked at was in the FPS genre like Unreal Tournament and Counterstrike, what is great about those games is how competitive they are, how short matches can be and how easy they are to get into. Final and most important game I looked at was Dota Allstars. After I played a few sessions it seemed clear to me how all these ideas would come to play together and create deep, satisfying gameplay experience.


Onrpg:  Why do you think that current third person perspective gameplay is the most suited style of play for the game?
Masters of Belial is a very competitive game and you need to have a good overview of the area around your hero. Third person is a very good choice for these kinds of games and couple that with the fact we are big fans of isometric games it was an easy choice to make.

Masters of Belial Interface


Onrpg:  What do you think would attract players to the game? Why?
One of the biggest attractions is the PvP we have implemented in the game in unlike any other PvP you have experienced before. We focus a lot on adding strategy behind player’s actions, so everything is designed with that in mind. Another big thing is the frequency of updates and refinements being added to the game. It’s quite hard to balance and perfect games like this so updating the game often is a key element to success.


Onrpg:  Why did you include an offline training system to the game?
Due to the competitive nature of the game lots of people want to try out things in their own time and plan strategies out. That’s the main reason we added that and offline mode. Although the game is primary online the game mechanics and AI are good enough that provide a decent offline experience.


Onrpg:  What’s the most used hero in the game? Why do you think players prefer that hero among the others?
The most popular here in the game is the Angel of Death followed by the Prince and Horseman of the Apocalypse. I can’t recall a game where you could actually play a creature such as the angel of death or the horseman and I think that’s a big factor why people like these heroes.


Onrpg:  Will you be adding more storytelling elements to the game as it progresses?
One of the games biggest features which we didn’t have time to work on yet is the online campaign mode, which is a series of cooperative story based missions. The main focus of the game so far was PvP combat as it is a lot easier to establish the core game ideas and implement them well. With the next version we will have two different style maps, PvP and Cooperative Story-based AI missions. Story elements will be one of the main attractions in those missions.

Masters of Belial


Onrpg:  How is the development of Masters of Belial 1.1? Do you think it would be released anytime
soon? Why?
Masters of Belial 1.1 will be released around September. We were initially looking to release it around May-June but we decided to delay a bit to ensure the game is completely bug-free and online connectivity is robust. Beta testing for the new version is underway and players can join the beta by applying in the forums in the game’s website.


Onrpg:  Would you include more game features when 1.1 is released? Can you give us an idea of what
you have in store for 1.1?
Absolutely, our plan is to keep releasing a major version with new content every few months. In this version we took a dramatic step forward with the game.  We added dedicated servers, 3 new maps, Hero Bot AI, Ladder, Player Profiles, new gameplay mechanics, widescreen support, new shadow and lighting engine and lots more!


Onrpg:  What’s in store for Masters of Belial in the months ahead?
We are taking part in Microsoft’s Dream-Build-Play competition with an Xbox360 version. One of the greatest things about XNA is that it works straight out without any changes on both Windows and Xbox360. Once this version is out of the door we will begin working on the next major version which I can’t say too much about other than it will have new heroes, a game changing new spell system mechanic and will see the first few maps of our online campaign mode. So stay tuned for an Xbox360 version and soon after Masters of Belial 1.2!


Onrpg: Thanks for your time!
 

WoW Movie To Be Directed By Sam Raimi

Blizzard Entertainment, Inc. and Legendary Pictures announced today that Sam Raimi has signed on to direct the eagerly-anticipated major motion picture based on Blizzard Entertainment®’s award-winning Warcraft® universe. Raimi has, in the course of his career, clearly demonstrated a genius for developing and adapting existing fictional universes for mainstream audiences while staying true to the spirit of the original content.
Raimi directed the Spider-Man trilogy, which has broken box-office records around the world and garnered five Academy Award® nominations. Known for his imaginative filmmaking style, richly drawn characters and offbeat humor, Raimi wrote and directed the cult classic, The Evil Dead and produced 30 Days Of Night. He most recently wrote and directed the supernatural thriller, Drag Me To Hell.
“At its core, Warcraft is a fantastic, action-packed story,” said Raimi. “I am thrilled to work with such a dynamite production team to bring this project to the big screen.”
Charles Roven’s producing talents were recently seen with last summer’s blockbuster The Dark Knight, which grossed in excess of $1 billion, was nominated for eight Academy Awards® and won two. His body of work also includes the widely acclaimed Batman Begins and the sci-fi classic 12 Monkeys. Roven, with Atlas producing partner Alex Gartner, will be producing with Legendary Pictures CEO Thomas Tull, Legendary’s Chief Creative Officer Jon Jashni, Raimi and Raimi’s producing partner Joshua Donen. Raimi’s partner, Robert Tapert, will be an Executive Producer and Blizzard Entertainment’s Senior Vice President of Creative Development, Chris Metzen, a Co-Producer.
“Partnering with Sam Raimi exemplifies Legendary’s mandate of marrying the highest quality intellectual property to world-class filmmakers” said Legendary’s Tull. “Sam’s passion for ‘Warcraft’ is undeniable and we know that he will create an incredible film worthy of Blizzard’s phenomenal franchise. We look forward to collaborating with our partners at Warner Bros. and continuing our successful relationship with Chuck in bringing this rich new world to the screen.”
“Blizzard Entertainment and Legendary Pictures have a shared vision for this film and we searched at length to find the very best director to bring that vision to life,” said Paul Sams, chief operating officer of Blizzard Entertainment. “From our first conversation with Sam, we could tell he was the perfect choice. Sam knows how to simultaneously satisfy the enthusiasts and the mainstream audience that might be experiencing that content for the first time. We’re looking forward to working with him to achieve that here.”

Mabinogi: New Content

Nexon America has announced the release of a new content update for Mabinogi, its massively multiplayer online role playing game, adding number of never-before-seen features to the game including flying mounts, a new jungle zone and a set of new skills.
 
 
The update, titled “The Ancient Secrets of Irinid,” includes a flying mount for the first time in the history of Mabinogi. The first mount, available through July 23, is the beautiful Thunderbird. There will be other flying mounts offered to players in the coming weeks. The Thunderbird and other flying mounts will offer a great new way to travel throughout the game’s two continents and assist players during ground battles.
The flying mounts deliver great assistance navigating the game’s new zone, Courcle. This new land is filled with wild, untamed areas – including lush jungles, boggy swamps, grassy savannahs, and roaring rivers. Travelers must look out for a variety of deadly enemies, monsters, and animals – including elephants, and hyenas. Two new boss monsters, an enormous giant alligator and regal lion occupy Courcle and require supreme efforts to defeat.
“The Ancient Secrets of Irinid expansion literally offers Mabinogi players a new way to experience the game with the flying mounts,” said Min Kim, Nexon America’s vice president of marketing. “Flying mounts and the new land mass add many more opportunities for adventure and fun in Mabinogi. Players have new offensive and defensive skills which they’ll need in order to defeat the boss monsters and beasts in the new zone. In addition, the new metallurgy and refining skills illustrate the depth of gameplay provided by Mabinogi.”
The Ancient Secrets of Irinid offers additional features for new and old players. Players will discover the value in honing a new metallurgy skill in Courcle. A new river rafting feature puts up to eight people on a raft, for what could be a peaceful journey or may require fighting enemies off while traveling through Courcle. Mabinogi has also added two skills to help adventurers under attack with the “charge” skill, which allows players to rush an opponent, and the “magic shield” skill, which allows players to protect themselves and their party from assaults with attack-specific protective bubbles.

Florensia: Content Updates

Burda:ic, a leading publisher of online games worldwide, today released a major content update to celebrate the first birthday of their fantasy MMORPG, Florensia. Most importantly, the Production System has been updated to include a number of new cooking recipes and eight mysterious new weapons that can be crafted from special drops. Players wielding one of these unique artifacts, from the Queen of Hate rapier to the two-handed Agi-Rang-i blade, will surely become an unstoppable force on the fields of Florensia!
Florensia’s Guilds also have good reason to celebrate, as the birthday festivities include a significant update to the entire Guild System. Emblems can now be changed at any time, and guilds that collect the necessary ingredients can grow in power from grade five to grade one. Reach the top tier and you’ll be able to accept more than 60 members at a time, meaning you’ll never have to worry about having enough people for a dungeon crawl again!

Wind Slayer New Pets

Growing steadily in popularity, Wind Slayer, has just released a new pet system. There are four different adorable pets, each with their own emotes and styles. All of these pets can level up evolve into three different stages, each stage helping you out more in your adventures. These pets are permanent, life long partners that stick with you until the end.


Dragon Oath: 2nd Pre-CB Key Giveaway

After launching Pre-Closed Beta of Dragon Oath on July 9th, we have received unbelievable expectations and interests from many MMORPG players!  Therefore, Dragon Oath Team officially announces that there will be a grand the 2nd official Dragon Oath Pre-CB Key Giveaway starting from July 28th through our official partners! 
The total quantity of keys cannot be announced at this moment, therefore please keep a close attention on the official website of Dragon Oath for the further announcement!
In addition, along with the 2nd Pre-CB Key Giveaway, there will be a large change in Dragon Oath; therefore Dragon Oath Team hereby announces new additions that will be available for all Pre-CB participants starting from July 28th!
* There will be 12 “Great Events for All” starting from July 27th!  All prizes will be carried onto Closed Beta phase!
* All players above level 10 will be able to whisper without any limitation.
* Players will have to simply answer one question when they encounter with the 1st Q&A at Dragon Chien in Da Li.
* There are many changed the description of several titles, quests and scenes.
* “Get the reward” option has been added to the list of Tender Gong in Da Li for players’ convenience to receive their rewards.
* The server selection and launcher interface have been upgraded.
* There are modifications on some questions of the Funny Quizzes and the 1st Q&A.
* Spacing will not be available in naming pest, stalls, characters, guilds, alliances, guild cities, player shops and customized guild titles.

Allods Europe

Fantasy meets Space Opera in the first AAA free-to-play MMORPG, by the makers of Heroes of Might and Magic V !
Adventurers will have to choose between six races and eight character classes before choosing their allegiance between the two warring factions: the League and the Empire!
Allods Online features a deep storyline, extensive questing, intense player-versus-player combat, grand exploration, in-depth character development and plenty of social interaction. In the Astral space, players will have the chance to put their wits and brawn to the test in larger-than-life Astral battles, the game’s giant fights between competing ‘Astral ships’ manned by multiple players.

Wonderking Preview: WonderKing? Or a peasant in kingÂ’s clothing?

By Shahrin Chowdhury (Sahat), OnRPG Journalist

[Preview] WonderKing? Or a peasant in king’s clothing?

NDoors, publisher of the famous and rather revolutionary turn-based 3D fantasy game based Atlantica, tries their luck with the 2D sidescroller Wonderking. This game has had a major hype following in various sites, forums, and the general mmorpg masses. Many christened it MapleStory 2.0 due to its obvious similarities to the infamous MapleStory. Others just called it a reskinned MapleStory. But does it really stand up to its gigantic predecessor? Or is it just another failed hyped game to join the list of failed hyped games?

…Nah, it is a keeper. The game is as different from MapleStory as Transformers are from Gundams. They may both be giant robots but they’re robots of a different kind entirely and popular in their own way. Wonderking has features MapleStory wishes it had, setting it on a different route from the casual mmo giant.

Starting out..

Before we even get to the game portion, let’s remember to disable our anti-viruses, load up our UC- err I mean, check that we have gameguard as an exception to our firewall. Especially if you’re running a Vista 64 bit because at the time of writing this, gameguard has been causing major problems with vista users. Crashing, restarting, and refusing to run is just the tip of the ice berg.

So with that done, starting up the launcher I noticed the settings tab. One of the great features that WK has over other 2D sidescrollers is the ability to run in a window mode without forcing a window mode using third party programs (you guys know exactly what I’m talking about).

Harhar wise guy, log in already.

There are four archetypical classes, mage, scout, swordsman, and thief which then split into two subclasses.  I’ll get into that later.

Customization, sadly, is very limited for a sidescroller. Most 2D sidescroller games give at least 3-4 hair choices and colors with the same for eyes and face but all WK offers is hair and eye color change. Meaning until premium hair and eyes come out, everyone is going to look pretty much the same.

The tutorial covers everything from double jumps to dashing. Both of which are few of the selling points of the game. Jump-dash and double jump-dash are some techniques used both in pvp and pve to avoid attacks. I recommend finishing all the tutorial quests because the last reward is a weapon of your choice with stats high enough to last 5-10 levels. Another thing the tutorial goes over is the stat system.

Stats in WK are the stereotypical strength, dexterity, intelligence, wisdom and yadda yadda yadda. Same ones in every game with little to no changes. Except for one. Stats did not affect equipment requirements. This is a big change from games like MapleStory where all classes had a cookie cutter build and if you did not follow it then your character would be super gimped and unable to wear equipment their level (remember the Dex must be 2x character level and the rest in Str formula?). Or like Latale where the stats would be auto assigned and the player would have no control over them what so ever. In WK stats can be freely added to wherever the player wishes to choose with no strings attached. Equipment requirements are only class, sex, and level thus allowing for more creative builds such as the Tank Rouge or the Luck Warrior or heck, even the Str Wizard (highly NOT recommended).  As for skills, all characters had a shared skill tree where they would learn skills like Rest (makes your character sit and heal), passive skills that increased the amount Rest would heal, and skills that increased maximum MP and HP (but it does not stack upon level meaning that maxed HP-UP would only add 20HP and that’s it). Along with two passives that increased critical attack on physical and magical damage respectively.

WonderKing

I wanna know about dem classes!

Mage

Mage was my first character and evidently it was the worst choice to start out with. Don’t get me wrong here, mages are great in general but they always start out slow. WK was no exception, it was actually worse in this case. Mages had the mp regeneration speed of every other class and hardly any way to speed it up except for ranking useless skills that would not recover much anyway. MP-UP, the skill that most guides from players who played the foreign version recommended to get, was completely broken and did not stack upon level i.e. it only gave 20 or so max mp and that’s it, not increasing max mp by 20 per level. So what does this mean? It means that mages are going to be mp pot addicts.

Mages branch off into two subclasses : Wizards and Priests. Wizards are the guys that go around summoning fireballs, icestorms, and the random bolts of lightning to smite their enemies. Priests are the self explanatory healer class with buffs, especially buffs. They get a nifty speed buff which is almost addicting as mp pots.

Scout

Scout was my second character, after I gave up on my priest out of pure frustration and lack of funding for his needs.  While most games make you level till second job or for 80 levels before even giving the option of letting you even touch a gun (yes, I am looking at you Latale), Scouts can get their first spiffy looking rifles at level  5 and a pack of 1k bullets for 400g. Yea, 1k for 400g. Huzzah for cheap lead. Scouts can also use bows but remember the old saying “sticks with pointy ends can break my bones but bullets can definitely kill me”? It pretty much summed up my thought process. Also bows had a tendency to shoot two arrows consecutively and the second one was almost always not registered as a hit.

Leveling a scout was extremely easy. Sit and shoot. You could just sit on a platform, tape down the attack button, and go watch a movie. Nothing is going to get to you to hurt you, it’ll be pumped full of lead (or pointy sticks if you choose bow). Scouts are the masters of kill-stealing with their ridiculously long range and rapid fire skills. Their damage is not that bad either. Only down side to a scout is that they’re too easy to play, if you consider that a downside anyway.

Scouts branch off into either Gunners or Archers. Archers get nifty little hawk/bird summons which terrorizes the enemy and Gunners get destructive firearms and traps (which are defective during this CB).

Thief

Thieves in this game are the definition of an action packed class. Well dagger thieves are anyway. Their normal attack is a swift 3 strike hit that is actually pretty fun to spam around and use. More so than spamming skills. Their secondary weapon is a glove that throws stars … very slowly. I much prefer to use twin knives. The only thing stars have over knives is the range and a bit higher max damage but the knives make up for it with extremely speedy attacks and the general awesomeness that is associated with dual wielding sick looking daggers.

Most of the thief’s skills deal with either sending enemies in the air, kicking them while they’re in the air, or just roundhouse kicking them away. The skill trees do not specify which tree is for range and which is for melee as their skills are all melee.

The thief subclasses are: Assassin and Rouge. Assassin being the one who wields ninja stars and the Rouge is the one with twin knives. Assassins get the really cool ninja armors and such while Rouges get stuck looking like a tacky cowboy from the black lagoon with lime green pants. Don’t let the pants deter you though; I assure you the apparel looks better as time goes on.

Swordsman

Your typical “beat the crap out of this thing with a stick” class. They start out strong and they keep getting stronger.  Because of WK’s stat system, it is possible to go pure Str and create a damage build swordsman (as if they didn’t hurt already). The swordsman can only use swords and those come in two varieties, one-hand or two-handed. Two-handed swords are stronger, one-handed swords allow for a shield to be equipped.

The skill trees are more defined than the other classes (much more than thief) as one skill tree leads to an obvious increase in defense and defensive buffs while the other leads to offense and offensive buffs., presumably setting the stage for the swordsman’s subclasses: warrior and knight.

Warriors are the offensive class that tear through everything and anything in their path with mighty two-handed swords while the Knights are the sleeker looking defender class that may not do as much damage as a warrior, still manage to hold their own with their insanely high defense.  

WonderKing Online

Past the tutorial, past the characters, on to the gameplay!

Not much to say about the gameplay itself as it is pretty straight forward. You kill things and level up. Leveling nets you five stat points and two skill points to use at your leisure. You can spend your skill points as you see fit or you can save them until second job and use them there. The routine killing of all moving things and some inanimate ones is backed up by quests … which involve killing more things.

Okay so the questing and killing is pretty much standard in 2D sidescrollers, it is one of the reasons people play the game. Some of the quests are pretty unique however, such as the racing quest in one of the dock towns. The player and two npc’s face off in a straight line race, jumping past obstacles, dodging monsters, trying not to fall into gaps. It’s quite fun and I must really suck at it because I have yet to beat the darn npc and get the reward (4th time going at it while I’m writing this, hopefully I’ll beat them!). Mission quest are dauntingly long and any attempts at soloing them will surely chip away at anyone’s sanity.  Partying is highly recommended as the party system pools the collective experience together and distributes it by paying Party Points.

Aside from fighting, there is a crafting system in place to create weapons and juices. Weapons require minerals and certain monster parts, the minerals are gained from mining (equip a hoe from the mole npc) and the monster parts are easily gained from killing things. Crafted weapons have higher stats than normal ones but certain dropped weapons have higher stats than both (sometimes even both combined). Throughout the game various fruits will drop from monsters, ranging from grapes to apples, with which people can make juice from. Juices can do a few things from healing to stat boosting or both at once.

There is a pvp system in place where a player is able to challenge another player and then teleport to a map of his or her choice and duke it out there. But the bugs in the game make it rather hard to do so. Many a times the server will bug up when you challenge someone and instead of teleporting to the chosen map, both players are stuck unable to move or use skills but they can still jump. This makes the pvp experience a little unsatisfactory but it is sure to be fixed soon and hopefully before Castle Battles come out.

As an added bonus to slaughtering monsters, they drop epic loot. Now this loot can be a weapon, armor, grapes, or even a door. Yes, a door. Wonder Doors are rare drops that open a portal to bonus game of sorts. It takes the player into a room full of chests and mimics and lets them loot to their heart’s content or until the timer runs out, whichever comes first. As if the door itself was not rare enough, the chests also contain rare items if you’re lucky enough. Mostly though, they drop juices, pots, hoes, and the occasional silk materials.

Writer’s Awesome Opinions (WAO)

As it stands right now, WonderKing is a long way away from challenging its more successful and highly populated rival MapleStory. The game is overridden with bugs and server stability and syncing issues. Bugs are expected in a CB of course and it is our job to find them before release but the server issues should have been caught before the game ever launched into CB. Or when they delayed CB by a good week.

The game has a problem with detecting the hits of others. So two players could be hitting the same monster and the monster would react differently on the players’ screens. One player could have sent the critter flying but It would still look as if the creature was ground abound on the other guy’s screen. You cannot see other people’s damage either. So if a scout was shooting something, all I would see is the shooting animation and the target dying, nothing else, no damage, no hit animations, nothing. After a while, this gets pretty annoying.

Many of the skills in the game are broken in more ways than one. Skills that replace the normal attack for example, do not work. Other skills that send monsters flying work a little too well. If a monster is on the ledge and a thief uses their Flash Kick skill on it (or any skill that sends the target in the air), 8 out of 10 times, the monster is going to be sent flying straight up and depending on whether or not you’re lucky, it probably is not coming back. The complete opposite of this bug is when you send a monster down through a floor. Or when you trip and go through the bottom of the floor. The monster usually will not come back if it falls through the bottom of the cartoon world but the player should respawn as if nothing had happened.  Sometimes even dropped loot falls through the ground; I should know I lost a set of twin knives that way.

In lieu of all these bugs, I still think this is a great game. NDoors has yet to be lazy with their games (Atlantica is still going strong!) and will no doubt have the clinks worked out before release. I am looking forward to the game and the new features (PVP CASTLE WAR) that are promised to be released sometime this year. Plus I am a complete sucker for crisp 2D sprite graphics and colorful backgrounds and this game, if nothing else, is very colorful.