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.”

Am interesting, positive Vangaurd preview

From Tom Chick on Yahoo Games, a preview that anticipates some interesting bits from Vanguard:

This is the tough-guy MMO with complicated tactical combat, mandatory group harvesting, extended dialogue trees, grueling corpse retrieval runs, prohibitive death penalties, and metal clamps that send a shock to your nipples when you take damage.

Group harvesting isn’t mandatory in the sense that everyone will have to do it, but it will be used as a way to “control 3D space”, as Butler puts it. For instance, there’s a cave-in at one end of a dwarven city. It opens the way to mines beneath the city where there are unique quests. But getting through the cave-in will require a certain amount of mining skill, not to mention specially crafted tools. And even if you do get through here, you’ll have to develop your relationship with a powerful but secretive dwarven family to unlock the associated quest.

This is an example of how some of Vanguard’s content is locked behind separate layers of gameplay. If you want to access that content, you’ll need to engage in harvesting, crafting, diplomacy, and combat.

The combat in Vanguard is arguably where the game most deserves a “hardcore” tag. For example, there are rules for wound locations. Head wounds can slow mana regeneration, leg wounds will reduce movement speed, a serious chest wound can cause hit point drain, right arm damage can be an offensive debuff, and left arm damage can be a defense debuff. How’s that for hardcore?

There’s a system of counters, chains, and cooperative attacks that are built into the interface. This is where you can really get a sense for how the combat is distinct. There are four tiny windows along the bottom of the screen, designated for chains, counters, rescues, and sympathies. Whenever you have the opportunity to use one of your abilities in the appropriate situation, its icon appears in the related window.

There are no facades or skyboxes. McQuaid mentions “integrated ground, air, and water pathing”, which means that you’re not going to get away from that drake you see overhead by simply putting a river between you and it.

McQuaid rides a dragon into the sky to show off the volumetric clouds. He has a programmer show us the weather systems they’ve built that will sweep across the world. Clouds build up and darken as a storm rolls in. The idea is that this will even have an effect on gameplay. A druid, for instance, might have spells that only work when it’s raining. Imagine what this might then do for weather prediction spells, or even cooperative spells that can summon rain. Like so many things in Vanguard, there’s a cascading set of interrelated systems being carefully pieced together.

This preview hands out more concrete informations than all the steam that emerged through the beta along these months.

Some of the principles, on the general level, are valid. We still have to see how much of this will reveal to be consistent and not just vapid. Vanguard is really the only mmorpg that I cannot figure out. I just cannot anticipate if it will be a big success or a tremendous failure.

I remain skeptical for now, but the plan to give the game world more consistence and integrate different systems together has potential.

Brad may actually be able to create a virtual world and a sandbox by just improving the same, stale patterns we have seen till now. Focusing on the “adventure” and giving back relevance to all the parts that have been frustrated in the more recent games (travel, inventory managment, environment, exploration, interaction and so on).

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Vanguard’s combat mechanics, more dangerous than appropriate

“I’m not writing anything, but I do it well”

A couple of days ago an article describing Vanguard’s combat mechanics was linked on FoH’s boards. You could go read it like I did but you can also spare your time: it says nothing. (btw, after the restyle Silky Venom is probably the best looking and well designed fansite I’ve seen)

I think this is a perfect example demonstrating how some words put together can fool everyone without actually saying anything. In particular on the catass guild forums, the players are easily fooled by some vapor instead of actual solid ideas. That’s the power of the hype, everything is blurred and you can define what is still isn’t the way you like. Instead of looking at the actual game you are just looking at your dreams about it. And the dreams are usually prettier than what you’ll get through the compromises of the reality. This is why I think that the most important conclusion about that article and the following reactions is that the players really want to “believe”. Like Fox Mulder. They really want to be confident and anticipate a game that will be great. What is sure is that the audience is there and that the expectations are high.

But here I’m too jaded to get fooled by some steam. I like the hype but I need something solid to support it or you won’t convince me. That article in particular is rather silly. It says nothing at all. It actually delves in the mechanics and explains them in detail, but you could take the article and replace “Vanguard” with “WoW” or “DAoC” and it would be still correct. The purpose would be to describe how great is Vanguard’s gameplay compared to other games but the result, if you look through the mist, is that it describes everything BUT what sets Vanguard apart. Well, beside the fancy figures.

General Statement: If EQ’s gameplay is considered a leisurely stroll, and WoW’s is a healthy jog, Vanguard’s gameplay feels like ice skating. It is smooth.

If you give the article a quick glance you’ll notice it starts from the “autoattack”. You would expect him to claim that Vanguard has no autoattack, in particular considering how it starts: “Prior games used autoattack.” Prior games. That means that Vanguard is obviously different. Haha, you fool. Vanguard’s autoattack not only is there, but it is also EXACTLY IDENTIC to the one in every other game. You know, weapons have a swing speed and, if you don’t press any special style, the character will keep swinging the weapon at that speed. Truly revolutionary compared to prior games. Indeed. Probably the most interesting point here is that the swing speed can be as slow as six seconds. A particularly dull wack-a-mole. But let’s glide on this for now.

The second paragraph is about “Special Attacks”, because it’s obvious, the game isn’t just about a slow or fast autoattack, sometimes you can also press some buttons for a special action. Even here you’ll try to figure out what’s different in Vanguard. In this case the claim is about having in the game not only offensive styles that increase the damage or apply effects, but also defensive styles that will require the player to pay attention (oh noes!). Well, I don’t know if this can be considered as a different trait. My warrior on WoW seems to have quite a few defensive styles. I can switch to defensive stance, the Demoralizing shout is a defensive debuff, then I have Disarm, Shield Block, Shield Bash to break spells, the Sunder Armor can also be considered a defensive style, the Thunder Clap slows down attacks, the Intimidating Shout makes multiple mobs flee and I finally also have the Shield Wall for the special occasions. I guess that’s already a fair range of defensive tools available at the right time. Or not?

But the real distinctive trait isn’t that one. It’s the fact that these special attacks… have cooldowns. Oh nice. Now if only I could remember one game where the styles DO NOT HAVE the cooldowns, it could be a nice argument. But I cannot. DAoC’s skills have cooldowns, EverQuest’s skills have cooldowns and the same for WoW. In fact all these games are designed around the good timing of these skills and in fact they all, even if in different proportions, require some strategy and timing to play your class effectively. That’s what really set the difference between a poor game and a good one. The balance with which these skills are planned, the variety of the tools you can use, the synergy with the other classes, the complexity of the multiple encounters. That’s what matters, because at the origin ALL these games reply the exact same mechanics: there are autoattacks, there are specials, some specials are defensive and they all have cooldowns. There’s really *nothing* different at this level to distinguish one from the other.

Late edit: There’s an ideal link here to something Darniaq wrote recently:

If someone stopped looking at the systems once they noted the similarities, they may not truly be able to assess the success and relevance of one over the other, nor understand where future success could be had.

/end of the late edit

On the forums someone was arguing about these points:

Imagine that in Vanguard every creature in the game has the ability to do a deathtouch, but it is easy to counter. There is nothing like that in WoW and so I don’t see how you can possibly think that reacting to something after it has happened is the “exact same thing functionally” as mitigating it with abilities.

So WoW doesn’t have that?

Just the first examples I could think:
In Zul’Gurub there’s one of the mobs who has a powerful life leech that splits and links multiple targets. If you don’t Shield Bash or stun the attack as it starts, you wipe.
In Gnomeragon there are those alarm things. If you aren’t fast to kill them, they call for some elite mobs than can easily wipe the group if you are already fighting (and if you were in beta you’ll remember how hard it was to spot them since they had no sound). This is something slightly different but that still follows the same pattern.

And there are plenty of examples like this one. If you see your target with the sparkles on the hands, you know that it is going to cast a spell. And you can stop it before it happens. All the crowd control skills are again examples of “mitigating skills”. They let you control and solve a situation. They are tools that require a proper and competent use if you want to go through some of the harder instances where you have to deal with multiple mobs. And even WoW is nowhere “new” compared to other games, it just relies more on those tools and developed more patterns to figure out and solve. The original design is basically unaffected. The difference is simply about how much a system uses these tools.

A sharp armchair designer out there may say “oh great, so we will just be spamming defensive specials,” but that is not the case either…because of special ability cool-downs and the timing of autoattack, if you simply spam your defensive specials, you will not have them available for use when “the big one” occurs, because you may have “wasted” it on a lesser attack used to fake out the warrior.

And how’s this different? These games not only have the same cooldowns used by Vanguard on these specials, but they also rely on endurance or “rage”. If you waste what you have without some planning, you won’t be able to use the most useful skills when they are most needed (and I really do know this since I’m lazy and tend to reuse over and over those few skills that I can easily reach with my fingers and as soon they light up, even when I should plan my attacks more carefully).

Finally we arrive at the last paragraph, where there’s a description of something that could possibly define a difference in Vanguard. Or not. Basically Vanguard will have pop-up icons that will let you anticipate what type of attack the mob will use in the “next turn”. This means that you’ll be able to plan your tactics and the use of those specials described above considering the attacks that will come in the next turn and reacting to them in the best way possible. This is how Brad justified the slow pace of the combat since, otherwise, you just wouldn’t have enough time to see these icons and plan your reaction before the turn is over. And this is also why you’ll have to “pay attention”.

Which brings to my conclusion. All this makes sense. I’m not saying that Vanguard’s mechanics, as described, are particularly flawed (but I’ll delve even about this point below). But for sure they don’t add anything new. At all. See, these combat mechanics, in every game, work on abstractions. This is also why in Vanguard you are able to anticipate the target’s next attack, it’s an abstraction. This is why we see levels, hitpoints, statistics, icons and so on. Reacting to an icon becoming active (WoW) or reacting to an icon popping up (Vanguard) is essentially the same thing. From the player’s perspective there’s absolutely no difference. Already in WoW I cannot watch the action to figure out if my target dodges so that I can use the “Overpower”. The action on screen can be too confused and the only thing I really do is watch the icon lighting up and press it before I miss the opportunity. We play the quickbars. Still today what is going on in the graphical window is almost irrelevant. Our eyes are still locked on the quickbar and the health bars. That’s your game. It’s true that we react to what happens, but to what happens on the quickbar. The gameplay is all in the UI, this is why they are so important to make a game fun and successful. The graphical window is almost an optional, you need it to deal with the aggro and keep your character facing the target, but then you play the quickbar.

If we consider Vanguard, the underlying mechanics remain unaffected. Instead of looking at an icon lighting up as a “reaction” to an event like in WoW, you’ll see an icon popping up to which you have to react. How’s this different for the player? In one case he racts to an icon that becomes active, in the other he reacts to an icon popping up. These systems work on abstractions and these abstractions are modeling the exact same thing. Preemptive attacks or reactives are like two different skins for the same model. They don’t define a different approach, they just give a different superficial shape to the same mechanic. They are UI themselves.

What would actually matters is what in that article isn’t written: whether Vanguard relies more on these reactives or not. Because from the functional point of view those systems are IDENTIC.

The only difference is that WoW models and mixes different patterns instead of hardcoding and repeating just one. It models reactives as well as some preemptive skills and spells. Using them when they make more sense. It makes sense to see the sparkles of a spell and stop it before it is casted, and it makes sense to react to a dodge or a block after it was executed. The only thing I can see is that Vanguard’s combat is even more abstract and unrealistic. It’s more heavy on the UI to the point that we are really playing just an expensive MUD. If you can see what a mob will do BEFORE it does it, the graphical representation of the action truly becomes completely irrelevant. Why would you look at the models when the icons already describe and foretell whatever is going to happen? And I wouldn’t be surprised if Vangaurd UI will take much more space on screen compared to other games. Some players described this perfectly, it’s a direct copy of EQ2 crafting system. One of the most abstract and absurd ever created.

I already wrote at length (some ideas also here) how these games should move toward *removing* the UI as much as possible and try to simulate a realistic experience where you react to a more direct feedback instead of just to a quickbar, an health bar or a text string in a chat window. That’s what sets a graphical game apart from a MUD. That’s where its specific and untapped qualities are. That’s what would be an actual evolution. Instead Vanguard moves to rely even more heavily on the UI to the point that what happens on the screen isn’t anymore relevant. The combat mechanics become so abstract and detached that they live on their own isolated level. They are emancipated from the rest and they require a type of knowledge that is nowhere immediate and direct. Which probably fits with the “hardcore” target audience of the game but that goes right against the intuitive, accessible and smooth mechanics that made WoW successful.

I won’t argue about the goals of a mmorpg. But I still believe that the success of these fantasy worlds is more cultural than functional. It’s about their myths and what they evocate. It’s about the immersion into a believable and self-consistent world. It’s in everything BUT the overcomplicated and abstract rulesets that eradicate that immersion to show you that the game is just about math formulas, numbers and preplanned algorithms. We like what we see on the curtain, not what’s behind.

This is my opinion. These tools that Brad is developing are still abstract and a lot will depend on the final implementation. But they are more dangerous than appropriate.

Can’t you see that these games are much more than formal systems?

Vanguard enters Beta 1

As posted on the official forum by Cindy Bowens, Sigil will send today invitations to ALL the board members to apply for the beta 1 of Vanguard:

Sigil Games Online has entered Phase 1 of our Beta Program! And, as promised, our Community Members will have the first opportunity to apply for it!

We will begin sending out emails today to everyone that has registered on our forum through today with an invitation to apply for Beta 1. Follow the instructions in the email and you are on your way!

Once you have submitted your application, your name will be added to our list of potential Beta participants. Qualified applicants will be selected for the program and added gradually, as we need more and more players throughout the course of Beta.

Please remember that this is an invitation to apply for Beta. If you qualify and are selected at any stage, you will be notified.

So check your email and submit your application! I am sure I will see many of you in Beta soon! We have been looking forward to this for a long time! :)

The last application I sent was for WoW and I was able to enter in March (someone may remember this, no other title revealed to be more appropriate, heh…). Before that one I only cared for “Wish” (I still have pages of posts saved, probably the beta test I cared the most about and that went right into the toilet). I’m definitely not one of those submitting applications for every beta they see. They aren’t worth my time.

After all I wrote for WoW I told myself I’d never join again another beta where to waste my time (because I really try to do my best and spend tons of time analyzing, discussing, suggesting. And I don’t like when I clearly see that what I do is simply useless). In this case I’d gladly do an exception if it happens and even if I know that all I’ll do will be, once again, useless. These games enter beta tests, the most important phase, when they are already running out of time. When there isn’t anymore time for serious discussions, attention to the detail, polish and all the rest. They are just rushing out and beside huge exploits, major instabilities and complete fuckups, nothing really matters. I will probably hate Vanguard but I respect Brad and he demonstrated me that he is able to hold a discussion. I added a category on this site for the game long ago and despite you only find superficial critics on it (but I could only comment what I got, which was vapor, in fact) the reason why it was added it’s because I’d have high expectations about it and because on the horizon there simply isn’t another equally interesting game for this genre. Whether it will reveal as a colossal disaster or a success.

This is another of those games and companies with a great potential, and I hate when I see a potential wasted. This is why I had and still have so many doubts about it. I’m terribly sceptical about it and I hate when I feel deluded about something I cared about and maybe spent so many hours in beta. Still, I have to see beta tests that actually matter. Those I joined just made me feel just another connection to stress test the servers and nothing else. Like with the “community” in general, a beta test is a huge and precious resource and I’ve never seen it used properly.

If anything I could help them taking screenshots that do not suck.

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Shopping HARDCORE!

Hahah, I like reading Brad:

Just for more clarity, I don’t want search abilities, etc. because I want price differences. Not just differences between regions, but probably within a city. To me, that creates an exciting player economy. Yes, one could argue it’s more work to have to go shopping as opposed to just bringing up a nifty screen that does all the work for you. But the shopping is the gameplay. It may not be for everyone, but neither is it necessary for a player to participate in this part of the economy and game.

Even the shopping will be hardcore in Vanguard!

See, I live here in Italy in a small town and every Thursday there’s a market. On the road, in the center of the town. I think over there you have something similar, but modern, called “supermarket”. Once again the reality surpasses the game and there isn’t really anything to learn from scratch or discover. You just have to simulate in the game what already exists. In the most natural way possible.

There are very good reasons why other games have practical search functions. Maybe they push the possibility too further but the same happened in the real life. Just in different forms. A supermarket or a commercial area in a city are structured and planned accordingly. This because it’s the seller that is going to meet the buyer, not the opposite. Without any form of structure to identify and categorize the shops, the “gameplay” will just turn out incredibly frustrating and pointless. The result is that noone will participate simply because it’s nowhere playable or usable. As in the real world, we tried to overcome these limits.

In the case of the town market above the most important trait is that the market, the same market, will be in another town the day after. This defines the job of people that search the goods for you and then bring them to you. It’s the seller that travels and makes available. It’s the seller to represent the “search function” we have today in other forms. You “browse” what they bring to you.

The whole problem is rather complex and includes even the role of the crafting (I explained some of my ideas here). In general the idea to bring back the vendor system in Ultima Online, where the limits represent a depth, may be interesting but we shouldn’t forget that it worked in that case because pretty much everyone had the possibility to mark runes and port everywhere, cutting out the problem of the travel and distance.

In the case of a new game like Vanguard it could be interesting to experiment something new and I wouldn’t renounce to give an usable and accessible shape to those ideas even if we really want to go back at the roots. Each village could still have a commercial center where the players could send their vendors. Deciding if to pay a fee to the village to take advantage of the common marketplace or keep the vendors at home avoiding the fee but without the benefit of the exposition.

A system that would be near to what happens in SWG. Giving a decent and usable structure to the market and still retaining all the original qualities that Brad doesn’t want to lose (and coherence with the setting).

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“Betrayal at Krondor” twelve years later

There isn’t much to say about Vanguard that isn’t about poking fun at the screenshots (orginal version here):

The first image is from Vanguard, the other four from “Betryal at Krondor”, one game (although extremely successful and loved at the time) introducing rudimental 3D environment with horrible rendered character images made of edited real pictures “splatted” on the screen.

That’s pretty much the same feeling you can have by looking at Vanguard’s screenshots today. The light of the world acts in a completely different way from the light of the characters, like if they mixed together two completely different engines. The result is that those models seem cut and pasted into the screenshot. There’s no depth in the figures and they really resemble to 2D rendered images. If you add to this the unnatural and unexpressive (albeit sort of realitic) faces you can see how all this looks like a patchwork of parts that don’t really belong one to the other.

And yes, the animations are essential as much as the models and textures. FFXI is a demonstration of this. You can give a completely different feel about a character just with the way it moves. The animations give personality and uniqueness. That particular feel and magic that only FFXI seems to have and that motion capture sessions will NEVER be able to offer, especially when everyone in the game will move *in the exact same way*.

P.S.
See the last screenshot? The mountains have no textures and seem artificially added as in Vanguard, along with the 2D trees.

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Brad isn’t even close to finish the first that already thinks about the SECOND

OMG, this is retarded:

If you read all the info available about Vanguard, I think it has quite a few features that make it different than previous MMOGs. That said, it was our intent from the beginning to make another fantasy MMOG as opposed to changing theme or genre. Some designers don’t like to do this, but it’s where our passion was and is. On a side note, our second unannounced MMOG that we’re just beginning work on is pretty different.

What the fuck?!

These guys will never learn. Stick to something. Do your best. Mmorpgs aren’t stuff you throw away and forgot, I still have never seen a company that is able to support more than one mmorpg. This one (Sigil) is planning a sequel when the first chapter is still for the most part vaporware.

I pass the last two days discussing how dissipating the resources between different projects is killing these worlds and now I find that this company is already splitting the work when they are still far away from releasing something concrete with the first project.

I guess Vanguard feels already too tight for Brad’s ego.

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Vanguard’s Senior Designer resigns

Filed mostly for my “migratory fluxes” category since I don’t know this guy and so not able to provide any kind of commentary.

Vanguard loses John “Kendrick” Capozzi

The rumors have been confirmed, John Capozzi is no longer a senior game designer for Sigil Games.

At Sigil he was one of the original core senior designers working on the Asian themed continent, Kojan.

More interesting informations provided by Krones, who had spared kind words, and AFKGamer, who is slightly more skeptical and dubious about the myth.

Those news are the most important even if they are often unnoticed or even hidden. Games are built by people, not by brands.