Rigging Raph to make him say what I want to say

Continuing on the line of immersion, mechanics and metaphors.

From “A Theory of Fun” (the actual book, not the site – Chapter 4 – What Games Teach Us):

Formal training isn’t really required to become a game designer.

I went to school to be a writer, mostly. I believe really passionately in the importance of writing and the incredible power of fiction. We learn through stories; we become who we are through stories.

If games are essentially models of reality, then the things that games teach us must reflect on reality.

Sadly, reflecting mathematical structures is also the only thing many games do.

The “coordination” between mechanics and metaphors is all there. Those are the reasons that justify why they ARE distinct, but they SHOULDN’T be thought as disctinct. Hence why I find the distinction not as a useful one (and why I backed off on the discussion about “what is what”).

It’s all there. We learn through stories and those stories are myths and symbols. This part is cultural, so arbitrary and much more “powerful” than the strict mathematical, functional level. It’s that impact and viscerality that makes this part stronger and much more effective. It communicates better. Hence why I said that this is where even this medium is going. We are in for the stories. In games: to be part and live those stories. Living stories = immersion. Be there. No interfaces or filters. So the simulation as: direct tie between mechanics and metaphors. A transparent experience.

The mathematical structures are worthless if they get in the way of the communication. The sphere of the emotional impact.

We are back at the essential premise that games are about learning. And the ethical problem about what we teach. So learning is still essentially about communication. Communicating something about us. That we have in common, that we can recognize, that we can share. And the best communication, the most convincing and even honest, most direct one is through the emotions.

Games are like drugs because we are addicted to the emotions. In every form. Even in the form of an artificial drugs.

But it’s not the “pornography” of the emotions to be the strongest element. It’s not the “image”, it’s the “idea”. What the form suggests us, what we carry within and that we can recognize outside. A desire, a wish, a symbol.

So games are essentially “worlds of ideas” that are replicated through a “form”.

Raph:
I suppose you’d say I come down on the ludological side, because I do grant a certain sort of primacy to mechanics. That’s why I tend to call everything else “the dressing” — it’s the stuff that orbits the nucleus, which is the game mechanics.

When Raph says that, he becomes a pornographer.

He reveals the explicit image and forgets about the idea. He sets that hierarchy that he wanted to avoid. He denies the symbolic and, then, emotional level.

Creditgate

Taken directly from F13:

Psychochild:
More recently, I was told by a former developer that Turbine will not be including the names of people who left before launch to the credits of Dungeons & Dragons Online. If true, this is a really sleazy move on Turbine’s part. Some of the developers had put a lot of effort into early development, and had worked on the project for the majority of its development. To leave them out is to try to deny their role in the game. No matter how the game turns out, they should have the right to have their names associated with the project. Obviously, information like this gets out so the people won’t be completely forgotten, but it’s nice to have your name on the project “officially”.

Ken Troop:
You (this is a global you) may think the plan was ungenerous, or needlessly stringent, but I’m amazed there was a furor over this. I doubt strongly that the people who left care as much about whether they get an Acknowledgement credit than some of the people still here apparently do, *mostly people who are not even on the D&D team currently* (this is the part that really amazes me).

And if some of those people who had left did care that strongly, if it was or is that important, *to them*, to get a credit…they could have stayed and finished the game. A fairly simple calculation.

As a final note, and something that seemed to go unremarked during all this melodrama — I applaud giving full Design credit to Phillip Speer, Brent Walton, Ryan Schaffer, Ian LaBrie, Tim Lang, and Thatcher Risom. 6 people who came to us for a few months from QA and made a critical difference when it counted in helping this game make it. More than anything else, I’m glad they were recognized for it.

Jason booth:
This morning I had an interesting realization about my roles over the years at Turbine. I flirted with the Creative Director position several times, but each time backed away from the role at some point, sometimes after having the role for a while. For me, it was a naturally attractive position. I’m the type of person who not only has and recognizes good ideas from others, but am someone who can get them implemented either through my own perspiration or the inspiration of others. I always seemed to have the teams ear, and I think it was primarily because they had mine as well.

But what I realized this morning is that in this particular environment the management of the company was more interested in my ability to sell things to the team than my ability to rationalize the correct answer from the team. In fact, there was a repeating pattern of behavior that showed as much. What they wanted out of a CD was someone to sell whatever shlock was tossed down from high above on the mountain regardless of if it made sense or not; a yes man with the teams ear. A CD in this environment would be part used car salesmen, part fall guy. To be able to sell it, they’d need to be someone who had credentials with their team; but inevitably, it would be their credentials which would act as fuel, burned away on a given task. And thus, with each flirtation, an uncompromising position would be forced, and I’d back away from the position rather than compromise my beliefs or relationship with my team.

Now; DDO has shipped. It is what it is, but what it isn’t is a game with a proper credits list. In management’s infinite wisdom, it was deemed that anyone who was not with the company at the moment of ship would have their credit on the game revoked, regardless of if they wrote like half the game code or not. Quite a few of us bailed on that project due to a wide range of very valid reasons, as for myself, I was interviewing with Harmonix while being offered the CD position at Turbine, and when I backed away from the position yet again quickly turned in managements eyes. I was not willing to tote a line of action I didn’t believe in.

The only rational reason for not giving people their rightful credits is that those involved are acting out of petty and spite. In fact, Ken’s post on the matter seems to confirm it. You can reason the whole thing here, but I’ll pull out the poignant part for you:

“And if some of those people who had left did care that strongly, if it was or is that important, *to them*, to get a credit…they could have stayed and finished the game. A fairly simple calculation.”

It’s sad, because many of the people who were not credited were incredibly talented individuals who I loved working with (and some I currently work with again at Harmonix). Many of the things which made that game work at all can be directly attributed back to these people, who worked their asses off for the company. Crediting them doesn’t diminish the credits of those still hard at work on the game.

Perhaps they see it as a way to scare employees into staying, but I think this type of treatment speaks to the type of environment and executives that make someone want to leave a company in the first place, don’t you?

I wonder how old is Ken Troop. Looks like fourteen at best to me.

Lum also makes a good point:

It also means the uncredited people involved are screwed over when looking for work; many companies won’t recognize that you’ve worked on the game if you’re not in the printed credits. Obviously, yes, you can say “I worked on Whamadoodles Online for 4 years on the network client-server architecture” but without a printed credit an employer could ask why, and generally you don’t want to have the whole “my supervisors were buttheads” conversation during a job interview.

It’s not the first time I bring up the problem of authorship. It reminds me the lawsuits in the comics industry against DC and Marvel. The whole thing between Alan Moore vs DC, Neil Gaiman, the creation of Image by McFarlane, Jim Lee & co. and all the rest. Even in these cases the companies felt free to use the work belonging to those authors as they wanted and without even paying them.

I think there’s a twofold problem here. The problem of authorship itself and the fact that there’s way too much bunny hopping between the projects to avoid commitment and responsibilities.

And I’m criticizing both sides here.

EDIT: A comment from Stormwalts, in the same thread:

I sincerely doubt the decision was Troop’s to make. He’s a very decent guy, and he works hard to make sure his people are happy and respected. He practically gave the ACDM team bonuses out of his own pocket when MS refused to. Of the various people I worked under at Turbine, I was happiest under him.

I can’t say much more, although I will note that such a decision is entirely consistent with the management strategy of Certain People in the upper echelons of the company. Who are, incidentally, the reason I am no longer there myself.

Shadowbane runs naked in public! Eww!

Shadowbane is naked. Shadowbane is free.

“Free” as completely free. Free to log in again and play if you canceled long ago, free to create brand new accounts. Free.

Existing users can now open up their Account Manager and their accounts will now be working, allowing them to play Shadowbane for free! This does include those who had previously canceled accounts!

In addition, those who wish to try out Shadowbane for the first time will also be able to. All you have to do is create a new ubi.com account and then click on Add a Subscription, and you will have free access to the lands of Aerynth! This is not a Free-Trial subscription and it will not run out in 15-days. This is completely free!

No longer will players, existing and new alike, be charged to adventure in the lands of Aerynth!

This means that from now Wolfpack stopped completely to receive any form of income from the players. It’s quite obvious that this is only one half of the “news”. With the other half probably following in the next few days as Sachant anticipates:

The announcement Ashen put up is not the official one we’ve been waiting for. That announcement will have more information for people. You’ll just have to be patient and put your curiosity on ice for now and be happy with free access.

So Shadowbane is free, but it’s the other part of the news to be significant. It’s quite obvious that da money need to come from somewhere and I really cannot imagine what’s their plan. Advertising wouldn’t work, micropayments in a game heavily competitive wouldn’t work. Selling exp pack and chasing Guild Wars? I’m not sure it’s viable. Wolfpack is mirroring Mythic and already working on some sort of sequel. I don’t believe they are going to waste resources on Shadowbane when along these years the support has always been bland.

Or maybe it will be as a bridge to a “Shadowbane 2”? It’s unlikely considering that whatever Wolfpack is cooking should be still in early development, so more in need of founding than empty hype.

I’m curious. Where’s the trick?

(hmm, I wonder where I put the box.. Maybe I should wait to see what’s the deal.)

EDIT: From Ashen Temper, no ads. Still no other half of news, though:

Funny thing is, a player posted about putting in-game ads into the game. Made me think of putting them on the death tunnel (the graphic you see when you are teleported to your bind spot when you die). It could be something like:

This Death has been brought to you by Coke!
While you wait to respawn, now would be a good time to get a Coke and a smile!

Of course, we could then go the Richard Prior version of advertising Coke :D

But to answer your question, no, there are no in-game ads of any sort.

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DAoC needs a lead designer

I was sleeping, then I woke up and I remembered that there were two things I forgot to write:

1- DAoC needs a lead designer. I don’t care who he is or from where he comes. I don’t care if he is hired from outside or recycled within Mythic but there’s the need for one. One person. One that fills just that role. I don’t care if the position is already somewhat covered by a producer or a content lead. DAoC need someone that does just that. Someone that is responsible for the whole game, that follows and studies it, that is fully, exclusively committed to it and nothing else, that plans and directs both the expansion and the live patches. Someone responsible of a “vision” and where the game goes in the long term, not just from month to month. Someone accountable for the game, who has the duty to understand the game, its weaknesses, its strengths. Someone that keeps track of every element in the game, its systems and revise, reconsider them and decide what new ideas should go in. Someone that talks with the community and dialogues constantly with it, someone whose duty is EXCLUSIVELY this one. Not to write quests, not to write code, not to produce. Just live and breathe game design full time and in the name of this single game. That and only that. Not a group of guys, just one. A pure lead designer. Someone committed and accountable of what the game is and will be. Someone at the wheel who has the duty to understand what is going on and that is responsible of his decisions.

2- No, the Herald Feedback doesn’t work. Using the Herald Feedback is like digging an hole in the ground, put your face into it and talk. Have you seen “In the Mood for Love” of Wong Kar-Wai? It’s the same thing, like telling a secret that will never be told.

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DAoC speaks for itself, you just need to listen to it

I fixed my UI and logged in to look at the situation.

My usual server (Lamorak) is dying so I decided to get on one of my oldest characters on Merlin (a wizard) to see if I was able to do something. This server has always been the most popular and now also on the bigger cluster so I thought it was easier to join a group and do some RvR. I didn’t have any particular expectations, I just wanted to do something and have some fun.

I expected it would take a lot more time to reconfigure the quickbars and get used again to the character but my wizard is still quite limited as I remembered it, so I just needed slots for the two bolts, a direct damage and AOE. That’s pretty much all I can do beside the occasional buffs and situational realm skills like “Purge” or “Mystic Crystal Lore”. But getting used was also the smaller problem.

There were quite a bit of characters moving around the border keep, so I started to look for a group to join. I flagged myself in the LFG window for RvR and broadcasted in both the border keeps “wiz LFG” and even joined the frontier battlegroup (which remained completely silent and realtively deserted for all the time I was there). Well, the result is that I sat there doing nothing for two hours. Not a biggie since I was watching TV (elections in Italy are at the beginning of April and I’m following the debates), I didn’t try so hard to get a group but I still used all the functionalities I had available still with no luck.

After the two hours I was finally able to get in a random group that sat there beside me at least half an hour before inviting me and we waited there another 10+ minutes for a cleric. In the meantime a random Mid player ran in while we were all half AFK and started spamming pbaoe attacks, killing me and some other players before we could even blink. Then the cleric finally arrived and we moved. We took a boat and traveled to the Mid land, lost people in the process, waited for everyone to regroup and reached a Mid tower with the silly idea to try to take it.

We killed a few guards and dropped a ram. A couple of minutes later I see all at the sudden some explosions on myself and I wasn’t even able to turn that I was already hugging the ground dead, with the rest of the group joining me shortly after. We release, other two drop out of the group ranting against Mythic favoring Mid and Hibs and I decide as well that I had enough boredom for the day and quit.

That’s all that happened in two hours and twenty minutes I passed logged in, and I say this because it isn’t exactly a special case, even if not one of the best. Early today I played as well, I was able to find a group relatively quickly and there were 2+ groups chatting and fairly organizing, working to attack one of hibs keep from an alb tower. It was still rather boring but at least we were doing something, killed some guards and threw some fireballs to random target even if I didn’t see any Realm Points. I also passed a bunch of time playing tennis with a trebuched, shooting at the Hib keep wall.

I believe these experiences say a lot about the game and shouldn’t be dismissed. You can even laugh at me and how incompetent I am about the game. In nearly five hours I passed logged in I think I’ve got less than 1k of realm points. But I believe this is instead something that even other players experience and at the end there’s a problem if you log off bored and frustrated. It’s not something that should dismissed and it should be instead examined attentively to figure out if there is a problem, where it is and if it’s possible to mitigate it or even solve it. Or this is what I would do if I had an executive power on the game.

Because what matters is that beside special cases I continue to see a trend in what I have described that remains constant for every day I play, or try to play the game. The RvR moves slowly, the actual fights are less than 10% of the time you spend in the game and nearly always are resolved in a matter of seconds without even giving you the time to figure out what happened, even less to react or plan a strategy. Of course the game is frustrating when you wait so much time for an encounter and then die even before figuring out what happened. The rest of the time is passed reforming, waiting for people, sitting in the keep, repairing stuff or waiting repairs, killing guards and shoot keeps/towers with siege engine, which is another form of rather boring grind when it goes on for a long time with no actual change.

Without trying to polemize too much I believe that the responsibility is half of the players and half of Mythic. I really cannot understand why everyone decides to sit in front of a keep for more than half an hour, I would still prefer to be steamrolled ten times in a row than just sit there doing nothing. There are radical problem in the community, this is sure. It’s not acceptable to have to remain lfg for hours, this is a symptom of a serious problem for a game, in particular for one that promotes and is focused in a social activity like the RvR in DAoC. The more time passes the more the community closes on itself and implodes. No more groups organizing together, but just single groups independent one from the other, completely closed to the outside and extremely specialized.

This is the evolution of DAoC. Smaller, consolidated groups with lot of experience in the game but that only stick to the exact same type of gameplay. Rinse and repeat. Isolated from everything else. This is a community that doesn’t welcome returning veteran players, even less brand new players that may give the game a try. It’s an old, isolated and stagnant community that appears to be able to only lose players and slowly crumble. Inverting this negative trend doesn’t seem possible and in fact Mythic is building the graal of the “new world”, Warhammer, that will magically fix every problem.

The community is just too closed, specialized, used to the consolidated routine. It doesn’t welcome or integrates new players and as it always happen with stagnant water it can only start to smell and slowly dry out. The advantage is that the group of players that are still there is so used to the game that it will hardly leave it. They have their roots in the game, these roots are deep and it is actually surprising how well DAoC is “holding” if you factor all these elements together.

This makes sense if you see what happened with the “classic servers”. They were a success at launch but not as successful as I expected. They address some fundamental problems and, still, the players didn’t accepted them in the long term and they are slowly dribbling out. The idea didn’t “catch” as I expected. Why? I believe as a result of what I wrote above: the community is so self-absorbed, so tight that what drives the game further is not anymore the worth of game itself, but the “habit”. DAoC became the symbol of that immobility. The community inherited and mirrored the identity of the game, it became its face and expression.

The point is that the community isn’t truly responsible and aware of its form. Instead I see this more like a process of adaptation to the game that now reflects it. A mask that shows the exact same features of the face behind. Two levels overlapping. The community carries the “message”, but the message comes from the game. The community only adapted and voiced it. It expresses it, but it wasn’t really responsible of it.

This is why the polls aren’t going to work with DAoC. What the community is expressing runs deeper than that and requires a more attentive observation to really understand what it is going on. It isn’t an easy situation at all because now countering this negative trend would mean try to eraticate and go against a mindset.

So we go back at the last year AGC. What Jeff Hickman says makes sense if you look at it in the perspective of what I said:

For whatever reason, we make a change and it alienates people.

This is true. Particularly true in DAoC, the classic servers are an example. There is nothing wrong in them. They were a brilliant idea, maybe late, but a positive one. The players still didn’t fully accepted it. I believe we could all agree to ascribe the reasons of that “failure” to the fact that DAoC’s consolidated playerbase just didn’t want to leave its ties behind to restart from scratch on a new server and adapt and reform to it. They didn’t accept “change” even if it represented a significant improvement of the game. The game was just less important than what was consolidated, the background of the community.

I always think about what could have happened if the situation was reverted. If the consolidated servers were the classic ones and the new ones were the ToA-enabled. My bet is that it would have been a complete disaster and that wouldn’t be enough players even to keep one server up. To this Mythic reacted fairly well, as they saw that the classic servers were also stagnating, they decided to address the ToA problems directly everywhere instead of nourishing the split (which was always a bad idea. Alternate ruelesets just don’t work).

Now we have a community that is “intolerant” to everything. Good changes, bad changes. Whatever Mythic does is wrong. If Mythic does nothing it’s also wrong. So what? The point is that the community is expressing a discomfort that needs to be interpreted (as my weak attempt here). Really solving the problem isn’t easy at all, again because the real issues are buried deep. Extremely deep, to the point that you are risking a lot if you try to reach them and solve them. And why Mythic should afford this risk? Because it pays back if they do it properly and have the will to do so.

I don’t know. I can just observe and explain my point of view. “Fear change” is something that the community IS expressing, but I don’t believe it’s an absolute rule. It’s just a consequenece of many factors, the consequence of how the game developed along these years.

Mythic already decided to support the game without sudden shifts or revolutions. They understood that the players are still there not for the game itself, but for a nostalgic value and for the consolidated, isolated community that doesn’t accept any intrusion or disruption, even if it is finalized to an improvement. I quoted Lum a million of times when he writes how much more important is the community compared to the game. DAoC is reflecting this. Even the good changes are refused. But Mythic here could make a terrible mistake that is probably going to repeat with Warhammer since it’s independent from the game: the communities are portable. If the people are there for the people and not for the game, they’ll also leave eventually and will never come back. When these solid ties break they cannot be anymore reformed because the returning veterans will always find a cold community that doesn’t recognize and accept them anymore. Again the stagnating water can stay there for a long time, but it can only dry up.

Sadly I’ve learnt how Mythic observes, thinks and acts along these years. I often attacked them because it’s since when Dave Rickey left that they keep stabbing the game, unable to interpret correctly it needs and weeps. I was always there, partly weeping along, partly trying to support it the best I could. I have many ideas about how to invert the negative trend, in particular I think that it needs to pass through a reorganization of the PvE. The community needs to be stimulated again, made active and interested again, not just ranting and passively suffering along. Part of this process would take place outside the game because it’s also there that Mythic killed its community with a lack of involvement and discussion. The non-communication between the parts that brought directly to just too many misunderstandings and incomprehensions. Inverting this trend would be about having a precise plan, not just feeding the players a buch of polls and working on the patches like in a slapfight. The game needs a direction, a “will”. Ideas, discussions. It needs to draw again the interest. Enthusiasm. Creativity. It needs to be reactive, learn quickly, gain dynamism and life.

But then I know this won’t happen. Mythic is betting everything and then more on Warhammer. It’s their way to somewhat wipe the disaffection of the community. It’s a way to negate it happened. It’s a way to avoid to acknowledge the responsibilities and start anew. With the illusion that everything will be different and that they can rise a new DAoC and be praised again. Return at the center of the attention. But the truth is that avoiding those problems means making them even stronger and have them run back over with a stronger intensity. Deeply enrooted problems don’t go away if you look elsewhere and think you can ignore them. They will undermine every new project, no matter how much money you throw at it. No matter of the shiny new brand and virginal community to fool.

What I see, and I wrote many times, is that Mythic is not learning nor able to observe and interpret correctly the needs of their games. They just keep garbling the messages they receive and react inappropriately. It’s a company that was too complacent about their original success and now too arrogant and blind to figure out the next step.

It’s a pity because DAoC deserves much, much, much more. It’s a wonderful game and it’s completely unacceptable to see it sinking as a nicher product than Eve-Online. It has the potential to compete with the best and instead it is moving more and more toward the smaller. It’s like throwing away one of the best games in this genre that still has a lot to say. In particular when Warhammer is exhibiting the exact same mistakes, the same arrogance.

Lum is gone, when he was at Mythic at least I had some faith. He wasn’t there at the wheel but I’m more than sure that he had a very important and positive influence on everyone. I can put my hand on a fire and say that he contributed with far more than some lines of codes on the server, even if his title didn’t attest this. When he was there I still had the small hope that there was someone reading my rants. It meant nothing, of course, but at least I could believe in an implicit, tacit dialogue, agreeing, disagreeing. With him gone I just feel like talking, still a lot, but to a wall.

In short:
– Too much time passed idling or waiting in RvR compared to the actual action that is resolved in a matter of seconds (or less)
– Difficulty to join groups and play the game, hinting that there are deeper problems
– A stagnant, highly specialized community that remains relatively impermeable to both new players and veterans
– The “fear change” expressed by the community is a mask and the expression of a discomfort that needs to be interpreted
– Mythic’s inability to observe and interpret correctly the signs that both the game and the community are sending
– Warhammer, inesorably, will exhibit these problems right from the start, risking another false step
– Lum is gone and took the faith that was left with him

DAoC in fullscreen, finally

One of the things I hate in DAoC is the client. It has been always the biggest weakness of the game with all its limitations and odd behaviours.

The most annoying problem is that there is no way to properly resize the client when playing in windowed mode and if you set it at your screen resolution the game window goes out of the screen and even prevents you to use the taskbar. The only choice is then to set the client resolution to be smaller than your screen, but this is also so annoying because you cannot use all the space available and you have to stare at the desktop or another window behind the client window.

No, Mythic didn’t suddenly wake up to work on the client as they should from a long time, but I discovered a program that at least overrides the client window and allows to play with it covering the whole screen without covering the taskbar at bottom.

Unfortunately the program still cannot remove the borders of the client window, nor it can dynamically resize actual resolution but it can at least automatically move it so that the borders aren’t shown, allowing you to play with the game at the same resolution of the screen. The program is quite simple, you just select the DAoC window from a menu listing all the running programs and then select the fullscreen option and “trigger it”.

It isn’t perfect but a huge improvement for me. Mythic should really start to learn how much are important these basic functionalities that they have ignored for far too long. You know, something like a better mouse sensibility or the possibility to change server without having to quit and restart. But I guess they are too busy on Warhammer to care about an acient game that when it comes to basic systems didn’t improve at all (controls, options, interface, pathing code, casting interrupts, ghosting issues, lagcasting, lagjumping, surface/dive in the water, steep terrain, the possibility to relong on a lag disconnect without having to restart and so on for a very long list that just keeps growing).

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Big news: Bioware stepping in

From IGN:

Acclaimed role-playing game developer BioWare announced today its first venture into the world of online role-playing with the revelation that the company has begun work on a massively multiplayer online roleplaying game (MMORPG) title at is newly-opened studio in Austin, Texas. The Austin studio is the company’s second studio and the first to be located outside of BioWare’s home in Edmonton, Canada.

According to the company, the new studio, called BioWare Austin, has “recruited some of the top talent in MMO and RPG development…to develop a game that combines the best of BioWare’s great past games with a compelling persistent online experience.”

Joining the Austin team as lead designer is James Ohlen, BioWare’s Creative Director, whose previous credits include lead or co-lead design roles on Star Wars®: Knights of the Old Republic(TM), Neverwinter Nights(TM), Baldur’s Gate(TM) and Baldur’s Gate II(TM). Also leading the BWA team are MMO veterans Richard Vogel and Gordon Walton. Richard Vogel brings 15 years of experience to BioWare Austin, previously serving as VP of Product Development for Sony Online Entertainment’s Austin studio, as well as launching Ultima Online(TM) as a senior producer at Origin. Gordon Walton recently served as VP, studio manager and executive producer at Sony Online Entertainment as well as VP and Executive Producer at Electronic Arts.

We’ll see, we’ll see. This industry moves at a glacial speed so it will take a while before we’ll see the results.

This is the second studios after Blizzard that has proven its worth before stepping in the mmorpg genre.

I’ll avoid to make jokes about bunnyhopping but I wouldn’t be surprised if those guys will jump on a new company even before the first product is released.

Incestuous industry, what it will breed this time?

EDIT: It’s a fantasy game. Lietgardis spotted the job ads:

Familiarity with fantasy role-playing games is a must.

From J.:

Walton’s been working in games since the 1970s, and was studio head at Kesmai in the mid-90s (Air Warrior, Legends of Kesmai) just before EA took them over and shut them down. After UO2 got cancelled, EA moved him out to California to work for Maxis, but he came back to Austin soon after The Sims Online launched, and he’d probably rather forget all about that now.

Vogel produced Meridian 59 for 3DO before he went to Origin.

Mark Jacobs getting on my nerves

Now tell me if he isn’t irritating:

Mark Jacobs:
– We don’t care about getting 5M users and we are not going to even try. If we wanted to do that we would have to fundamentally change the design of this game and throw a heck of lot more money at it. Neither of which appeals to GW or Mythic. Look, neither GW nor Mythic are stupid, we both know that if we wanted to appeal to the crowds that are playing WoW, WAR would have to be a very different game and neither of us want to do that. If that was a priority for Mythic & GW, we could make it happen but we have no interest in that. What we are going for is the “sweet spot” in creating a game that is Warhammer but not as dark, dank and depressing as it could be nor as light and fluffy as it would need to be in order to get the 5M+ crowd. Our decision to make this game about war should tell you that.

– As far as hoping we will attract DAoC players (former or current), yeap, we expect we will do that as well as other players who are looking for more than PvE. We want to do for RvR what WoW did for PvE. If we can accomplish that, we will be very successful and very happy.

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Just saying

Wow, just wow.

Eve-Online just reached 26.665 accounts logged in at the same time. No crashes nor complaints about the lag on the forums.

Impressive. This game is flourishing.