David Allen? This name sounds familiar…

Or he is back or this is a case of homonymy.

Noone remembers David Allen? Come on, there was much drama around him. He is the guy who started Horizon before he quit and was replaced by the other clueless guy (David Bowman). Then he went to start another company without any concrete foundation (Pharaoh), planned big and failed again. I think in the meantime he only delivered a crappy “Eye of the Beholder” clone. More or less on the same level of the Glitchless guys and Dawn.

I went digging old links and stuff but got bored quickly. You can find some legendary stories here, though. The internet is rich if you have time to waste.

Summarizing, this is part of the golden age of mmorpgs when everyone thought you could homebrew one in a garage with a bunch of amateurs. I thought this age was long over and that we didn’t believe anymore on fairy tales.

Instead he is back. At least for a laugh.

“As a group of dedicated gamers, we feel that the design of Crusade marks the direction we would like to see the industry go,” said David Allen, co-founder and CEO of QOL. “The MMOG subscriber base is growing at a rate that the current quality of products cannot keep up with. We must raise our vision of what is held as innovative and learn from what has been successful. Stay grounded while reaching for the stars. That is what Crusade is about – taking MMORPGs to the next level.” David continued, “we are also working to establish a strong player-developer relationship that allows the player base to actively participate in the ongoing development of the game by interacting with our team members to provide detailed feedback on what is important to gamers. Evolving the core concept and design of Crusade during development based on player feedback is key to developing a successful product.”

Yeah, sure. /yawn

I’m sure he can see the stars.

Some people REALLY never learn. It seems time didn’t pass at all, they took him back out of the wardrobe and he’s still saying the same stuff with the same confidence.

Just the other day I was writing how we really don’t need another mmorpg. In particular amateurish ones that are dead before even entering the very first day of development. The day of brand new companies who pretend to do a mmorpg as their very first project are over. If you want to be in the industry and have a talent to offer, join one of the companies who are already out there and do your best to make things as good as possible. As I wrote, all these game worlds have huge potential and they only need resources, execution and good ideas.

There’s so much to do. And noone needs another pretentious shoebox sold as a mmorpg.

You can be sure he won’t go anywhere, but you can be also sure he’ll try again. How sweet.

Time to backfire on CCP?

My mmorpg commentary is like biorhythms. Up and down with no apparent reasons. But there ARE reasons. I’ve praised CCP and Eve-Online for a long time. It looks like things could start to change.

To begin with, the biggest delusion I could hear from them:

GamersInfo.net: What is your position with CCP?

Kjartan Pierre Emilsson: I have been Lead Game Designer of EVE Online these last 5 years, overseeing general design of the game, but in the near future I am gearing up for upcoming projects within CCP, so I will pass that flag along to be able to concentrate on those.

GamersInfo.net: Upcoming projects?

Kjartan Pierre Emilsson: No comment.

Now don’t just go start the alarms. It seems that “LeKjart” is still with Eve, but moving out to follow and lead the launch of the game in China, where CCP has huge expectations (and even the fancy plan to bring the two worlds together):

(see still the dev blog feed)
Following the alpha, Serenity will go into closed beta running on the brand new hardware that Optic has invested in to run the game. If that goes smoothly, it will go into open beta just before the launch itself, scheduled for some time this summer.

All of this has obviously tied up some resources within CCP, but we have also nearly doubled our staff over this last year. This parallel development will actually be beneficial for all EVE players. The code base between Serenity and Tranquility will be strictly in synch, so that any new development will be distributed to everyone. The main new addition that we had to do for the China cluster is converting the whole of EVE to Unicode, as well as putting in place a whole new back-end system to enable localization of each and every aspect of the game’s content and UI. This means that TQ players can expect to be able to choose their native language like German, French or Russian for the UI in the near future. This will only help TQ grow more and more, and make it culturally more diverse.

I will personally move to Shanghai for a while, to monitor the launch and the first critical months of Serenity, passing the torch of Lead Game Designer for EVE to TomB, who I am sure will wield it masterfully. Shanghai is a trend-setting city that leaves no one unmoved, and it’s futuristic Blade Runner-like atmosphere can only be inspirational for things to come in EVE. I certainly intend to soak in as much of its culture and atmosphere. In my opinion, this whole Chinese endeavor will influence CCP and EVE in multiple positive ways for everyone during the coming years.

This should reassure me that CCP isn’t following the stupidity of every other mmorpg companies working on sequels or clones, but they should still focusing and reinvesting exclusively on Eve. I hope this is true because mmorpgs life cycles aren’t about the “age” of a product, they are exclusively about the full support of their companies. A mmorpg always dies when devs move to new projects. Always.

Anyway. TomB is now the lead designer and I see this as a bad sign (putting my hands forward). I disliked him since early beta and my opinion never really changed. I’m not passing out judgements already, but I’m not really confident in what he can do. I’ll gladly change my opinion, though.

As you might have read in last week’s blog that Kjartan posted, we have had some changes in the design department of CCP. Since last year, my presence on the Ship & Module forum has diminished because of increased responsibility. Kjartan is now moving to our Shanghai based office for the EVE release in China and I have been promoted to EVE Lead Designer. Before, I have been known as the evil bas%#@d that ruins everything you love, but that’s not all there is to me. As a result, I thought it time to share some of the road that brought me to where I am now.

(full story + ‘badass’ claims still in the dev blog feed)

For me he’s always been the symbol of the hardcore mentality in Eve. Him taking the lead of the game could easily become the first nail in the coffin of a highly promising game that was just now starting to flourish.

Of course these are all early claims with no substance. Yet. But mmorpgs are long term projects and the shit that happens *today* is crucial for tomorrow. When everyone will have already forgot what happened and what brought the change of pace.

What you see as just mmorpg “gossip” is what really moves things in the background and determines if projects fail or succeed.

We’ll see.

P.S.
I’ll just throw this idea in there: the worst game designers seem always to come from QA, have you noticed?

DDO: Rumors of implosion

There’s a thread on Q23.

Here I know really nothing, so I don’t have a clue about what’s relevant, what isn’t, what’s true, what’s false. That DDO was doomed was already pretty obvious long before release, exactly as it was obvious for AC2. Just wait. Remember that AC2 was a major failure and STILL resisted for how long? Three years?

The news is that Ken Troop leaves Turbine to move to Wizard of the Coast. No clue about what this means. Here some quotes from the comments on Jason Booth website:

Anonymous 1:
I worked with Jason Booth at Turbine for almost 9 years. I can honestly say that he would always tell it like it is. Many times managment would not like to talk about the big white elephant in the room, but Jason would shine a light on it. Many managment folks resented him for that, but he was always right.

Anonymous 2:
Jason was just uncouth about how he approached things. That’s what led to his being fired from Turbine.

I recall when he told Robert Blackadder (the senior producer at the time) to “fuck off, I do what I want and answer only to Jeff Anderson” when Rob tried to schedule him for tasks. Or when the time he and Dan Ogles threw a fit when it was announced that Wizards wanted to change the combat system so it was more in line with traditional MMOs. Or when Jason walked out of a meeting as a form of “protest”.

Things like that don’t belong in a professional environment on any level.

Jason Boot:
clearly you have a nack for re-writting history; I never told Rob ‘fuck off, I only listen to Anderson’. I think I only talked to Jeff about 4 times that year, so he’s hardly the person I would be responding too.

Yes, I was always a controversial figure at Turbine. Love me or hate me, agree or disagree, I was going to let people know what I thought. But if we all just kissed ass and said things were great when they clearly were not then you wouldn’t have a place in this world; and that wouldn’t be good, now, would it?

Anonymous 2:
The point was not that you expressed a differing opinion. It was how you expressed it. Be professional about it, for God’s sake.

Funny how Rob himself told several of us one day that you yourself told him to “fuck off”. Why would he make that up?

Bottom line though is that I agree with you about the credits. People who worked on the game, especially those who worked on it for as long as you did, obviously contributed and therefore should have received credit. You were robbed.

Troop, btw, left to go to Wizards of the Coast. He can now fuck things up over there. Go go gadget ignorance!

Jason Boot:
Getting things done at Turbine required extreme measures. At harmonix, you simply have to state a reasonable case and someone will give you a reasonable answer and rational. But lets face it, whoever you are, you know that isn’t the case at Turbine. Someone up high gets a whim, and suddenly everything is pulled out from under you. That doesn’t make for good development, or good company health. You sit waiting for the axe to fall, because you know it will. There’s a reason DDO shipped and MEO hasn’t, and ignoring the problems was a big reason why.

Now, I will readily admit to some evil enjoyment in certain cases, but I am much happier not having to come down with a nuclear warhead when some bone headed move comes down the pipe. Those are the exact types of things that managers are supposed to filter out in advance, and that company heriarchy is supposed to protect people from. Instead, the filter seemed to work in the oposite direction. I shouldn’t have to deliver the mail to show management that they are wasting money by not hiring an intern to do the task. That having every developer on the project sift through a giant box looking for thier mail each day is a really bad use of resources. These things should be obvious, and if they are not, it should be easy to point them out and not require theatrics.

As for Ken, as I told him at GDC, I think he makes a lot more sense there than at a video game company.

Back from Q23:

Rumours peg DDO subscription numbers around 40000-50000. Concurrent connections around 15000.

Engineering Director Justin Quimby also has bailed for Maxis.

The low number of concurrent users is also having a strong negative and active impact on the players since it brings to serious LFG problems. How surprising, huh?

Rumors of gloom and doom are being weakly restrained on the official forum:

DDO is not coming to an end. We are still seeing steady growth in our subscriptions every day.

Another random quote, as an unreliable source:

By March 14th they had between 20k and 40k sales (30k +/- 10k). Now, you are saying that DDO has increased it’s playerbase to 160k, or more specifically, 800% since the 20k pre-release that were avail on day one and through all of this has not had to open 1 extra server? really??? no, seriously… I mean it? You are saying that?

Not only that but you are saying a game with a playerbase of 160k only manages to have 150-250 players online during peak play hours (Between 3PM and 9PM PST) on normal pop servers and the 3 highest servers garner 300-450 during those same hours?

Remember the Golden Rule of the mmorpg industry: the more you fuck up the higher you will be promoted.

Come on, prove me wrong.

Vanguard’s Senior Designer resigns – Part 2

EDIT- Since I noticed Joystiq linked here, these are the devs who quit we know about:

Lawrence “Myrlokar” Poe
Steve “Akkirus” Burke
John “Kendrick” Capozzi

These three being all senior designers.


Whenever I hear about some dev quitting Vanguard I go check Krones, he always knows more, and never deludes me:

Another epic Vanguard beta leak has recently surfaced and the news is unfortunate. Myrlokar is the moniker of Lawrence Poe who held a senior design position with Sigil for at least two years. Considering Vanguard is still in the crucial stages of beta development this is a tremendous loss for “the vision”. Lawrence Poe was assigned particularly to: mechanics, combat formulas, contest formulas, build the rulesets for the way spell effects scale throughout the levels, item point system, etc. Basically all the formulas and math on the design side of things — In addition to designing the spell/ability tool and the item tool.

He brings along with him his wife, who apprarently worked at Sigil as well as AI/pathing coder.

Quitting job is popular these days! Join the bandwagon!

On the FoH’s forum where the rumor leaked there’s now a post from Brad, flaming someone for spreading bad hype (which seems to be a norm, recently. Your beta testers suck).
Cutting out the flames:

Boats, player owned ships, pirates, ever increasing AI complexity, etc. are all going in right now or have been in. I demo’d player owned ships to testers and at Fanguards (read: the public) MONTHS ago — who pray tell are you to come here and post that they are likely going to be cut when they’re already in-game? Did I nerf your class or an item back in the early EQ days or something? Enough already.

Right now we’re adjusting wind speeds, tweaking travel time between Thestra and Qalia, fixing a few bugs when ships travel between server regions, etc. Tweaking and smashing bugs, not implementing core systems.

I’ve watched beta testers sail up and down the river outside of Tursh. I’ve seen the AI using water pathing to move an NPC driven boat (e.g. pirates) displayed to me by the programmer working on it. Under no circumstances are they going anywhere but into this game by launch (and not just by launch, but people will be sailing them between continents and through archipelagos in the next phase of beta).

Lastly, flying mounts are something we plan to do for sure after launch, but may possibly get in before launch, but no promises. I have been crystal clear about managing these expectations on our message boards and elsewhere. To what end would you lump in a possible feature with something we’ve committed to, like player owned ships?

You exhibit a fundamental misunderstanding here between implementing a system and then later tweaking it based on feedback from beta and completely starting from scratch and throwing out everything that existed before. It seems as if there is no in-between for you, that a system is either implemented perfectly the first time or if that fails, a completely new system must be created from scratch to replace the old. This is patently false.

The tweaks we are doing to balance, to make combat more proactive yet still reactive when it needs to be, the adjusting of formulas and experience curves, making sure casual content is viable, etc. are simply that: tweaks. And not all of them unexpected — much of the data we needed to make these more final decisions could only be gained through beta testing. MMOGs are so complex, with so many variables interacting with each other, that until you have at least hundreds of people using multiple systems at the same time, you cannot simulate much of the feedback you really need (despite attempts to use automation, bots, etc. to help with some of these issues). Others still require thousands and a full server/world/shard.

Minimal work is being re-done from scratch, but rather the bulk tweaks and formula adjustments. In fact, many of the changes are made in the database – they are data driven and don’t even require coding changes. The biggest loss of time has probably been the UI, which should be ahead of where it’s at, and does require re-work as opposed to tweaking. That is something we are pushing hard to get into the game before the next phase of beta. Like I said, the combat tweaks, or at least the next round of them, will go in in a few weeks and then we’ll see how they play out, and then make tweaks again if necessary: classic beta testing 101. Did it in EQ, and doing it in Vanguard.

We’ve always advocated long betas and are involved in one right now. EverQuest was in beta 9 months. We have better tools now and are more experienced, yet Vanguard is a more complex game. So I don’t know when we’ll launch exactly, but both Sigil and Microsoft are committed to shipping a solid game.

Will that mean that the game is ‘done’? It depends on how you look at it. To me, the beauty of MMOGs is that you can always add to them, both content and features. So from that standpoint an MMOG is never done. Rather, an MMOG should be launched when you feel you have enough content and features and balance to provide a compelling game to those players who are your target audience. Additionally, when planning an MMOG early on, now that we know they can be commercially viable for 5, maybe even 10 years, MMOG developers should also do as much as possible to architect their engine, tools, and content plans such that adding both features and content to the game post-launch is as easy as possible. We didn’t do the greatest job with EQ in this regard, because we had no idea it would last so many years. With Vanguard, however, we have features and content planned for at least 4-5 expansions already. And much of that planning was done at the high level very early on so when we architected our technology and tools, the coding was done keeping in mind not just what the game might be like, or look like, or play like at launch, but far after launch. Player controlled flying mounts is a great example. We already have them in from a technology standpoint – I can enter beta right now, mount a drake, and fly several km into the air and look down at our largest city with negligible fps impact. I can fly around, traverse the entire world, swoop up and down, etc.

Why won’t I commit to launching with player flying mounts then? Because such a feature requires more then the tech that is its foundation, but also justifies some cool game mechanics to accompany being able to fly about where you will, as well as some logical restrictions. And so that may be added post launch as a freebie or part of an expansion or any number of ways. So yes, under that scenario, we would be using subscription revenue to finish player driven flying mounts.

The key, however, is that we never promised player driven flying mounts as a component of Vanguard that would be available by launch. So an MMOG is not only done when there is enough content and features and balance to make a compelling and fun game for your target audience at launch, but also when you’ve done your best to manage expectations… have done your best to make sure the features you felt were truly necessary are indeed there at launch and that while you’ve talked about future features or content, that if you are unsure as to when they’ll realistically be ready, that you are up front with your future playerbase about those items well before launching the game.

Well, it’s long but it doesn’t really says anything worthwhile. What about telling why the game’s suffering all these devs leakage instead?

The third paragraph I quoted sounds like this:

“I’ve seen things you people wouldn’t believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time, like tears in rain.
Time to die.”

Ring a Ring O’Roses

Gamespot confirmed the rumor. As Shild said, “I like my post more”.

Interesting bits:

Raph Koster, chief creative officer of Sony Online Entertainment, and one of the leaders behind the development of Star Wars Galaxies, has left the company, SOE reps confirmed today.

“Although his current interests take him into areas that don’t match SOE’s strategic goals, we wish him the best of luck in his future endeavors.”

Koster’s departure wasn’t the only piece of scuttlebutt making the rounds today, but it was perhaps the most accurate. There was also a rumor circulating that SOE would soon lose the rights to the Star Wars license–and suffer the fate of having to delete or otherwise retire the “Star Wars” component of its Galaxies MMORPG title; SOE called that speculation “completely untrue.”

Three cheers for “creative divergences”! First time that it is stated quite clearly.

That the whole SWG wouldn’t have switched hands in a week was already quite obvious. It’s not like the game is full property of Lucasart and I’m not sure that SOE will sell lightheartedly the whole code and infrastructure to whoever is going to take over. I’m pretty sure that right now noone knows how things will go, not even those involved. SOE is probably pissed off beyond what you can imagine. They are going to fight over this, it won’t be all smileys anymore.

That things are going to change is obvious. SWG went through the last revolution (NGE – Neon Genesis Evangelion) not because it was overly successful to the point that they wanted to burn some money, but because the previous situation wasn’t commercially viable. It wasn’t satisfactory. Well, if it wasn’t satisfactory back then you can bet that they aren’t overly pleased right now.

The countdown started. Things will blow up. There will be fireworks.

“Ring around the rosey
Pocket full of posies
Ashes, ashes
They all fall down”

Let’s just hope that the “winners” won’t be the same people responsible, swapping sides and wearing new masks. Because those who lose are always the players.

Always.

SOE: Tinfoil hats

So, I sleep four hours and the place blows up. Krones is already on it.

Kotaku jumpstarted the rumor machine:

It’s no secret that things at Sony Online Entertainment haven’t been gumdrops and lollypops. While EverQuest has been a bonafide success, Star Wars Galaxies has been an enormous screw up. The massively-multiplayer online version of the popular George Lucas films has been a fiasco, costing SOE players and money.

A mole sends us word that Raph Koster has left SOE to start up a new games studio. Cindy Armstrong, head of Business Development, has taken an offer to become the new USA honcho for Webzen. Moreover, Lucas Arts is not extending their Star Wars license. Yikes.

The rot has started to set in, and the mole implies that it’s only a matter of time before SOE’s prez. John Smedley is sent packing. “Place has been falling apart for a while,” writes our mole. “Smedley is not long in his job.” May the force be with you, John.

The follow-up to the rumor is that Raph should have joined his mates at the new Bioware Austin studios. Which would mean that Raph will have to move since he was in the SOE studio of San Diego.

For what? The “Star Wars Galaxies” of the future, whose licence is suposedly being revoked to SOE and given to the Bioware studio. I doubt that Bioware can use SOE’s code if this is true.

This while Raph is happily blogging about the GDC and looking even too giddy.

Beside these rumors, nothing else official. Not even a hint or a confirmation from other sources if not players’ speculations. The only thing that comes close to an official comment doesn’t say much:

Our new sister studio, BioWare Austin, has yet to state what stance they will be taking. I would refrain from assuming anything, one way or the other, until they’ve released more information.

You can find more consolidated version of the rumors here and here.

Now. Here’s the part where I say I’m highly skeptical, but it’s confirmed. Shild confirmed it openely. I’m going to believe him.

Yea, it’s not a rumor. I already confirmed it. Discuss, or something.

Edit: I’m not posting sources or anything, but let’s just say it’s probably not a secret at SOE or even GDC by now.

I’m refraining to comment past this.

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.

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.

Odd findings

You know the Census UI mod for World of Warcraft? Well, it was written by someone called Ian Pieragostini.

Today I discover that this guy is also the Lead Client Engineer working on Star Trek Online.

Along with the first few screenshots of the spaceship interiors.