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You're in a desert, walking along in the sand, when all of a sudden you look down and see a tortoise. It's crawling toward you. You reach down and you flip the tortoise over on its back. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can't. Not without your help. But you're not helping. Why is that? Why are you not helping?

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RPG Codex Interview: Colin McComb on Writing for Torment: Tides of Numenera

Interview - posted by Crooked Bee on Sat 18 May 2013, 13:32:06

Tags: Colin McComb; InXile Entertainment; Planescape: Torment; Torment: Tides of Numenera

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To this day, Black Isle's Planescape: Torment is widely regarded as video gaming's most finely crafted narrative. It goes without saying, then, that it won't be easy for InXile's spiritual successor to Torment, Torment: Tides of Numenera, to live up to its predecessor's reputation. On the other hand, Planescape: Torment's amazing story came packaged alongside a fair share of problems, such as weak combat and a number of poorly designed areas. In this interview, esteemed community member grotsnik talks to Torment 2's creative lead, Colin McComb, about the approach Colin takes in designing and writing for the game so it can live up to the hype, as well as in addressing the weaker parts of Torment: Tides of Numenera's illustrious predecessor. Have a snippet:

It’s often argued that PS:T suffers from a drop in quality from Curst through to Carceri, when the player’s no longer free to explore the hubs of Sigil but instead has to work their way through a succession of smaller, wilder locations with a far higher number of hostile creatures. As a writer, how exactly do you go about trying to pace a game where the player can leap from world to world and spend longer inside one conversation tree than an entire dungeon?

A large part of this is defining our base storyline and the behavior of our NPCs within those modules. Right now we’re establishing our constraints and briefs for area design, and we’re planning of the relative size, in terms of gameplay, for each section of the game. We’re also working on character and Mere placement and number and size of dialogues. At some point, even the most completionist of players are going to decide they’ve wrung every bit of reactivity out of an area and move on. But some choices are mutually exclusive, and we don’t see it as a possibility that you’ll be able to experience the entirety of the game in a single playthrough. In fact, I don’t think you’ll get it on two.

Now, I should mention that we don’t see it as our job to make sure people move along at the pace we’ve dictated. We’re designing the story so that people can progress through the mainline at their own pace, while trying to keep the sense of urgency on the story.

But the real answer to the question is that we’re designing the game so that you can go back to areas and explore at your own pace, though you’ll start to have difficulties if you stagnate too long in one place. I see that’s the next question, though, so I’ll save further discussion for that question.

It's often held that the combat in PS:T left a great deal to be desired not only in its mechanics, but also in the sense of (to air videogame theory's most impressive-sounding new buzzphrase) ludonarrative dissonance; in that whether you were murdering your way through the Tenement of Thugs just to get to the alleyway on the other side or bashing entire swarms of mindless critters in the Weeping Catacombs or Curst Underground, fighting frequently came across as arbitrary obstacle-placing, rather than relevant to what the player character was trying to achieve in the game's narrative. Without delving into the undecided technical side of things, how would you want to go about ensuring that the combat never feels disjointed from the story?

Combat should be a part of the story, whether to indulge or to avoid. It should always serve the purpose of moving your understanding of your character ahead, and that’s one of the ways we fell down on PST. Kevin, Adam, and I have talked about this fairly extensively, and we agree that our combats should serve a narrative purpose, and that avoiding those combats will help reveal more about your character as well—whether you talk your way out of fighting or flee from your foe, you’ll create a picture of who you are in this game.

So trash mobs won’t be prevalent in Torment. No random gangsters deciding that you look like a prime target. No killing rats for XP. I’m not saying that we won’t have any mindless fights, just that trouble won’t always come looking for you to ruin your non-combat playthrough. In Numenera as well, you don’t get XP for killing monsters, so combat becomes optional – your XP comes from telling a story, from solving problems, from being clever players. We are enjoying exploring in that vein.

Read the full interview: RPG Codex Interview: Colin McComb on Writing for Torment: Tides of Numenera

There are 164 comments on RPG Codex Interview: Colin McComb on Writing for Torment: Tides of Numenera

Tue 21 May 2013
Ultima and Wizardry Retrospectives by Reggie Carolipio

Editorial - posted by Infinitron on Tue 21 May 2013, 01:19:39

Tags: Reggie Carolipio; Ultima; Wizardry

So, it turns out that over the past three months, Reggie Carolipio, the guy who wrote that cool article about the Wizardry IP for VentureBeat, has written very thorough retrospective articles for almost every game in both the Ultima and the Wizardry series. You can find them at his blog, World 1-1, together with a treasure trove of retrospective articles for tons of other games, both RPG and non-RPG. It's great stuff - I wish I'd found out about this site before today.

Actually, it seems that Mr. Carolipio has been writing articles like these for years now - we covered some of his articles about the roots of the CRPG genre way back in 2010. We'll be paying closer attention to you from now on, Reggie.

There are 2 comments on Ultima and Wizardry Retrospectives by Reggie Carolipio

Mon 20 May 2013
Feargus Urquhart talks about the decline of AAA and the future of Obsidian at KRI 2013

Company News - posted by Infinitron on Mon 20 May 2013, 22:28:59

Tags: Allods Team; Feargus Urquhart; Obsidian Entertainment; Skyforge

Many of you have probably heard by now about the unexpected news that Obsidian Entertainment would be collaborating with Russian developer Allods Team in the development of their upcoming MMORPG, Skyforge. GamesIndustry was one of the first sites to break the news:

Mail.ru has annnounced that Obsidian Entertainment and Allods Team are teaming up to develop Skyforge, a new MMORPG for PC. The partnership was announced today at KRI 2013, the Russian Game Developer's Conference.

"Skyforge is very interesting and promising project. I am glad that Obsidian Entertainment is involved in working on this game," said Obsidian CEO Feargus Urquhart. "I am confident that the cooperation with the Allods Team will be a great experience for all of us."

Skyforge was first announced back in May 2012 under the development of Allods Team. The game is expected to launch on PC in 2014.

We don't know yet exactly what role Obsidian will play in the development of Skyforge, but the following video from the KRI 2013 Russian Game Developers Conference may shed light on their motives for entering this new and unknown market. The first half of the video is a half-hour presentation by Obsidian CEO Feargus Urquhart about the state of the AAA gaming industry and Obsidian's plans for the future.


Takeaways from the presentation:
  • Feargus feels that developing AAA games for the next generation of consoles will not be a feasible prospect for independent developers like Obsidian. Most if not all future AAA games, he says, will be developed by wholly owned subsidiary developers of large publishers.
  • As such, Obsidian plans on transitioning into the PC and tablet space, as well as becoming a developer that develops "parts of games" for larger studios. Feargus wants to try to bring a more serious, hardcore type of RPG to mobile platforms. He also implies that Obsidian will keep on using Kickstarter in the future.
  • A possible exception to this rule is the development of same-engine spinoffs like Fallout: New Vegas, which Feargus says had a much lower budget than many people might assume. He implies that Bethesda-style sandbox games are relatively cheap to develop compared to the "cinematic cutscene corridor" model of most contemporary AAA titles.
  • The biggest news from the presentation is the announcement that Obsidian's Onyx engine will be scrapped. Feargus says it's simply too costly to maintain compared to using existing third party engines like Unreal, CryEngine and especially Unity. However, the auxiliary tools that Obsidian has developed for use with Onyx, such as their dialogue editor, will be kept and adapted for use with other engines.
So, is this the beginning of a new era for Obsidian, or is Feargus just hyping things up to impress his new Russian partners? Only time will tell.

There are 128 comments on Feargus Urquhart talks about the decline of AAA and the future of Obsidian at KRI 2013

Matt Chat 194: Neal Hallford on Dungeon Siege, Champions of Norrath, and Chris Taylor

Interview - posted by Infinitron on Mon 20 May 2013, 15:14:42

Tags: Champions of Norrath; Chris Taylor; Dungeon Siege; Gas Powered Games; Matt Barton; Matt Chat; Neal Hallford; Snowblind Studios; Wildman

The final part of Matt Barton's interview with Neal Hallford is about Neal's career after the collapse of Cavedog Entertainment. He describes his work on Dungeon Siege, and his contribution to the Everquest spin-off Champions of Norrath, where he collaborated with none other than Chris Avellone. Most of the interview, however, is dedicated to tales of Neal's long-term association with Gas Powered Games and Chris Taylor, with the intention of promoting the now-cancelled Wildman project, which is a bit sad.


Neal also has a bit to say about the state of the gaming industry, and about his plans going forward, though I'm not sure how relevant those are now.

There are 1 comments on Matt Chat 194: Neal Hallford on Dungeon Siege, Champions of Norrath, and Chris Taylor

Fri 17 May 2013
Torment Q&A: Colin McComb flies, talks about dialogue systems

Game News - posted by Infinitron on Fri 17 May 2013, 20:37:30

Tags: Colin McComb; InXile Entertainment; Torment: Tides of Numenera

In a new episode of "Ask Torment" released today, Colin McComb answers another question from the Torment: Tides of Numenera forums. This one's about the game's dialogue system, and how it will evolve from PS:T's. Colin decided to answer this question during his flight to the Torment closing party, so the format is rather unusual.


Oh Colin, you so wacky. The upload speeds must have been pretty bad though because it took you over a month to upload this. :smug:

There are 3 comments on Torment Q&A: Colin McComb flies, talks about dialogue systems

Legends of Eisenwald Greenlit by Steam

Game News - posted by Infinitron on Fri 17 May 2013, 00:54:35

Tags: Aterdux Entertainment; Legends of Eisenwald; Steam Greenlight

I'm pleased to announce that Codex pet project Legends of Eisenwald has been Greenlit by the Steam community. Here's the official announcement:

In continuing with smaller, more frequent batches, we've just Greenlit six more games.

These titles were selected on the same criteria we have been using in the past: Votes in Greenlight give us a hugely valuable point of data in gauging community interest along with external factors such as press reviews, crowd-funding successes, performance on other platforms, and awards and contests to help form a more complete picture of community interest in each title.

Here are the latest titles advancing through Steam Greenlight, and being offered worldwide distribution via Steam.
  • Bleed
  • Game Dev Tycoon
  • The Legend
  • Legends of Eisenwald
  • RIOT
  • Stardew Valley
As with past batches, these titles will be released independently in the weeks or months ahead, as they complete development and integrate with any of the Steamworks features they are interested in utilizing.

Keep up the voting and help your favorite games get the attention they deserve. Also, be sure to join the Steam Greenlight Official Group for the latest news and announcements.

Congratulations to the folks at Aterdux Entertainment! I know you guys were afraid it would never happen - I'm glad you were wrong! You can read the Aterdux team's own comments about this in Legends of Eisenwald's latest Kickstarter update.

Legends of Eisenwald is scheduled to be released sometime around September this year.

There are 26 comments on Legends of Eisenwald Greenlit by Steam

Wed 15 May 2013
Brian Fargo interviewed for "Kickstarted" documentary

Interview - posted by Infinitron on Wed 15 May 2013, 19:49:45

Tags: Brian Fargo; InXile Entertainment; Kickstarter; Torment: Tides of Numenera; Wasteland 2

Brian Fargo has been interviewed for Kickstarted, an upcoming "original documentary film about the crowdfunding revolution". Here's a sample from the interview:


If you're interested, Kickstarted will itself be Kickstarted on May 21st.

There are 28 comments on Brian Fargo interviewed for "Kickstarted" documentary

Dead State Kickstarter Update #28: Team Q&A Video

Game News - posted by Infinitron on Wed 15 May 2013, 19:11:05

Tags: Annie VanderMeer Mitsoda; Brian Mitsoda; Dead State; DoubleBear Productions; Oscar Velzi

This month's Dead State Kickstarter update delivers the team Q&A session that was promised back in March. Check it out:


You can read the answers to a few additional questions here.

There are 28 comments on Dead State Kickstarter Update #28: Team Q&A Video

Project Eternity Kickstarter Update #53: More on Monsters

Development Info - posted by Infinitron on Wed 15 May 2013, 17:25:34

Tags: Obsidian Entertainment; Project Eternity

This week's Project Eternity Kickstarter update, written by designer Bobby Null, is all about monster design. It presents Obsidian's design goals for Project Eternity's monsters, describes the pipeline for adding a new monster to the game's bestiary, and introduces a new monster from the game - the Cean Gúla ("Blood Woman"). Check it out:

One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process on Project Eternity.
  • Creature Variety - The goal is to have a large library of creatures to use for the final game. Thus far, we're on track to meet this goal. The concept artists, modelers and animators have been tearing through the bestiary and delivering quality assets at a rapid pace.
  • Recognizable is Good - We don't want to try to reinvent the wheel with every single monster. As we've shown in an earlier update, we feel some classic monsters, like the ogre, are essential to capture the adventuring feel we are aiming for. Moving forward, we are committed to including monsters that we feel fans will appreciate, while giving the beasties flavor appropriate to the world of Project Eternity.
  • Different if Cool - We've already shown one of the unique creatures for Project Eternity in an earlier update, the skuldr. We will continue to create other unique, and often times bizarre, creatures to populate our world, but unique doesn't always need to feel bizarre. Different because it's cool is the goal.
So now that I've briefly discussed our high level goals, let's talk about a new creature: The Cean Gúla (KEN GOO-lah, "Blood Woman", Glanfathan), and the pipeline we use to get it through the concept phase.
  • The creature idea is added to our bestiary document.
  • Members of the team can comment on the document and share their thoughts/concerns on any given creature.
  • The bestiary is updated based on feedback from the team. Some creatures get the thumbs up, while others get cut.
  • An approved creature is then assigned to a concept artist. In the case of the cean gúla, Polina Hristova was in charge of this crucial step.
  • The concept artist does a first pass, creating a series of thumbnail sketches (image below).
  • The leads of the project review the thumbnails, choose a favorite, and provide the artist with feedback.
  • The artist creates a final concept based on the feedback received (image below).
Once approved, the creature continues down the pipe as it is now ready to be modeled by one of our character artists. We'll save the rest of the creature pipeline for another update.

The update also contains an endorsement of Full Control's Jagged Alliance: Flashback Kickstarter, which is a pretty BRO move by Obsidian.

There are 8 comments on Project Eternity Kickstarter Update #53: More on Monsters

Anvil of Dawn Released on GOG

Information - posted by Crooked Bee on Wed 15 May 2013, 04:31:34

Tags: Anvil of Dawn; GOG

The newest addition to GOG.com's catalogue is the 1995 first person real-time RPG Anvil of Dawn.

Anvil of Dawn, a classic DOS-era dungeon crawler with first-person perspective, sprite graphics, a vast and rich world to explore, and dozens of hours of great and motivating gameplay, is available on GOG.com for only $5.99

Every fantasy land needs a hero, it seems. There's always an evil entity of some sort that menaces the realm and its people. Surprisingly, the people never stand up to it. They prefer to wait for a group of adventurers, or even just one champion who knows the importance of wearing leg armor around archers. Inevitably someone comes to the rescue and saves the realm one spider-infested cellar at a time. Schematic as it may sound, we love to relive those adventures over and over again. Even if one dungeon looks pretty much the same as any other, you still get this rush of excitement when making your first steps on its dusty floor. It's not about originality of the concept. It's about the involving gameplay, that lets you forget about the world around you. Here's a perfect game to do just that!

Anvil of Dawn has everything you ever loved about 1990s role-playing games. It presents you with a large and diverse gameworld, full of monsters and enemies to slay, riches and powerful items to loot, quests to carry out, weapons to wield, spells to cast, and an evil overlord to challenge. It was praised for its great pacing allowing to keep the gamer entertained and intrigued, always presenting him with something new to do and achieve. The imaginative sprite-based graphics, solid gameplay mechanics, and many classic gameplay ideas make this title a shining example of well executed cRPG design that makes us call its period "the good old times". Highly recommended!

Interestingly, Anvil of Dawn was designed by Thomas Holmes and Christopher Straka, the co-founders of Event Horizon who had been behind such games as Veil of Darkness, The Summoning, and DarkSpyre -- and yet Anvil of Dawn doesn't seem to be anywhere near as good as those titles. Or maybe it is? You can find out for just $5.99.

There are 31 comments on Anvil of Dawn Released on GOG

Mon 13 May 2013
The Witcher 2 Toolkit Released

Game News - posted by Crooked Bee on Mon 13 May 2013, 19:58:35

Tags: CD Projekt Red; REDkit; The Witcher 2

CD Projekt RED have released the REDkit toolset for The Witcher 2. Eurogamer reports:

The REDkit toolset was used to create The Witcher 2 and is now freely available online, currently in an open beta. You can download yourself a copy now from thewitcher.com/redkit.

Players can use the tools to develop their own mods for the game - or alternatively create a new RPG altogether.

CD Projekt has designed REDkit to be used by modders of all skill levels. It includes a powerful array of tools to build terrain, invent quests, design characters and weave non-linear stories.

"For CD Projekt RED, RPGs are all about telling amazing stories. We want to give players the power to tell the same kind of non-linear, branching stories that made The Witcher games so popular," CD Projekt RED boss Adam Badowski said.

"Our fans have helped us for years to make our games the best they can be, and REDkit is part of embracing our community as a partner in game development."

There is also a trailer accompanying the release:


[Insert jab at The Witcher 2 here.]

There are 65 comments on The Witcher 2 Toolkit Released

Shadowrun Returns Interview at VG24/7

Interview - posted by Crooked Bee on Mon 13 May 2013, 19:51:33

Tags: Harebrained Schemes; Jordan Weisman; Shadowrun Returns

VG24/7 offers a short "narrative interview" with Jordan Weisman about Shadowrun Returns, discussing the "tabletop vibe" of the game, as well as the editor, lack of hand-holding, and open-ended gameplay. Have a snippet:

“Call it respect for the audience or call it old-school gamer mentality but we’re honestly not hand-holding people through a bunch of training on the mechanics,” he said. “Once upon a time, there was fun in exploring and experimenting. We hope to give players enough info to get them rolling and understanding the basics.”

Watching the team’s alpha gameplay demo made it clear that combat will take an open-ended approach. There is great scope to adapt to threats the way you feel is best. Do you take a frontal assault approach and stick your team to cover, or do you try hacking and using alternate routes to gain the upper hand?

The possibilities are vast, and Weisman explained that by combining skills and character types you can really hit your enemies hard, “Our mindset is that you don’t need to balance your team’s skills but there are certainly benefits in doing so. For example, a Street Samurai might have a decent chance of hitting an enemy but if the enemy were slowed by a spell, he would be at a greater advantage.

“Then a Decker might be able to hack the building’s defences and take control of their weapon turrets allowing a Rigger to manoeuvre his drone into an alcove to retrieve a lab specimen while taking minimal damage.”

While the gameplay mechanics are complex, Weisman’s team wanted to ensure there was a strong ‘around the table’ vibe flowing throughout Shadowrun Returns, as a way of capturing the pen and paper vibe of tabletop role-playing. I asked him if it was a tricky aesthetic to capture in a game setting.

“As for the ‘around the table vibe’ that we’ve talked about – that’s something we’ve played with and yes, it’s tricky,” he confirmed. “For awhile, we toyed with the voice of the Game Master talking directly to you and telling you to do a skill check. We also thought about showing dice rolls.

“Ultimately, we decided that it would be interesting but not necessarily compelling or immersive. However, when we release our editor, player-GMs can try this type of experiment out for themselves. Who knows, they may hit on the right way to do it.”

[...] “We approached the design of the story and individual runs the way we used to approach our tabletop gaming sessions by asking, What is the player trying to do here? How will players learn the info they need to learn? What obstacles/resistance/puzzles would be fun here?

“Yes, it’s tricky and it’s challenging, and it’s different from how a lot of computer role-playing games approach development. But from the beginning, we weren’t trying to create a standard CRPG with the look and feel of Shadowrun. We were trying to make a tactical-RPG that felt like the Shadowrun tabletop game, influenced by the SNES and SEGA games”.

Full article here.

There are 22 comments on Shadowrun Returns Interview at VG24/7

The Digital Antiquarian on Ultima III and the founding of Origin Systems

Editorial - posted by Infinitron on Mon 13 May 2013, 17:41:54

Tags: Origin Systems; Richard Garriott; The Digital Antiquarian; Ultima; Ultima III: Exodus

After a long hiatus from the topic, the Digital Antiquarian is back with a new retrospective article about the dawn of the CRPG genre. It's a continuation of last year's Ultima I and II retrospectives, covering Richard Garriott's departure from Sierra On-Line, the founding of Origin Systems, and the release of Ultima III: Exodus. Like all of the Digital Antiquarian's articles, it's very long and very interesting. Here's an excerpt:

Given its flagship status, Garriott felt compelled to try to remedy some of the shortcomings of his earlier games. In particular, he was obviously eying the Wizardry series; for all of the Ultima series's stellar reviews and sales, the first two Wizardry games had garnered even better and more of both. Much of what's new in Ultima III is there in the name of addressing his series's real or perceived failings in comparison with Wizardry. Thus he replaced the single adventurer of the early games with a full party which the player must manage; added a new strategic combat screen to make fights more interesting; added a full magic system with 32 separate spells to cast to replace the simplistic system (which the player could easily and safely ignore entirely) of his previous games; added many new class and race options from which to build characters; made some effort to bring some Wizardry-style rigorousness to the loosy-goosy rules of play that marked his earlier games.

Notably, however, Ultima III is also the first Garriott design that doesn't simply try to pile on more stuff than the game before. Whether because he knew that, what with his family and friends all counting on him, this game needed to be both good and finished quickly or just because he was maturing as a designer, with Ultima III he for the first time showed an ability to edit. Garriott was never going to be a minimalist, but Ultima III is nevertheless only some 60% of the geographical size of Ultima II, the only example of the series shrinking between installments prior to everything going off the rails many years later with Ultima VIII. Also gone entirely is the weird sub-game of space travel, as well as — for the most part — the painful stabs at humor. Yet it's safe to say that Ultima III will take the average player much longer to finish, because instead of leaving huge swathes of game — entire planets! — dangling uselessly in the wind Garriott this time wove everything together with an intricate quest structure that gives a reason to explore all those dungeons. In fact, there's a reason to visit every significant area in the game.

Viewed from the vantage point of today, Ultima III is perched on a slightly uncomfortable border, right between the simple early Ultimas that predate it and the deeper, richer works that make up the heart of Ultima's (and Richard Garriott's) legacy today. I don't know if any other game in the series sparks as much diversity of opinion. To some it's just a long, boring grind, while a small but notable minority actually name it as their favorite in the entire series. Personally, I can appreciate its advances but take issue with many aspects of its design, which strike me as cruel and rather exhausting. My favorite of the early Ultimas, the one that strikes me as most playable today, remains Ultima I. But I'll talk about Ultima III at much greater length in a future post. For now let's just note that it gave CRPG players of 1983 exactly what they wanted — a big, convoluted, epic experience that pushed the technology even further than had the previous game — without the bugs and other issues that had plagued Ultima II.

[...] Ultima III began shipping in late August for the Apple II. Versions for the Atari 8-bit line and the Commodore 64 soon followed. Both ports were done by Chuck Beuche, whose role as a creative and technical force with Origin during these early days was almost as significant as Richard's. The game was a huge hit across all platforms; Ultima III became the first Ultima to top 100,000 units in sales, a mark that all of the following titles would surpass with ease. Indeed, this moment marks the point where Ultima pulled ahead of the Wizardry series once and for all to become simply the premiere CRPG series of its era. Despite the occasional worthy competitor like the Bard's Tale series, it would not be really, seriously challenged in that position until the arrival of the officially licensed D&D games that SSI would start releasing at the end of the decade. Happily, Ultima and Richard Garriott would prove worthy of their status; the next Ultima in particular would be downright inspiring.

The Antiquarian intends to follow this article up with a retrospective playthrough of Ultima III, and also with a writeup that will "set the record straight about another one of those persistent myths that dog fan histories of Ultima". What could he be referring to?

There are 17 comments on The Digital Antiquarian on Ultima III and the founding of Origin Systems

Codex raises over 11 grand for Larian Studios

Community - posted by DarkUnderlord on Mon 13 May 2013, 01:29:24

Tags: Codex Original Sin KickStarter Campaign; Divinity: Original Sin

Thanks to the pissing contest between RPG Codex and RPG Watch, our recent Divinity: Original Sin campaign raised a whopping $11,327.70 making it the largest amount the Codex has ever raised for a KickStarter vapourware project.

We also beat the Watch's miserable $10,140 by a full $1,187.70 meaning we're over a whole one-thousand dollars more superior than them.

Nyah-nyah nyah-nyah, nyah.

This superiority will no doubt be reflected in the reference to us which ends up getting stuffed into the game.

[IMG]

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Note the payment was done in two parts because PayPal only allow me to send a maximum $10k in a single payment.

If you donated to this campaign, make sure you contact Angthoron and let him know if you want out of any of the raffles or other cool stuff that's been offered.

There are 158 comments on Codex raises over 11 grand for Larian Studios

Sun 12 May 2013
Matt Chat 193: Neal Hallford on Cavedog and Swords & Circuitry

Interview - posted by Infinitron on Sun 12 May 2013, 22:31:09

Tags: Cavedog Entertainment; Elysium; Matt Barton; Matt Chat; Neal Hallford

Today's episode of Matt Chat once again features Neal Hallford. In this episode, Neal talks about his years at Cavedog Entertainment, where he worked on the never-released "episodic fantasy adventure" Elysium. Most of the interview, however, is about his acclaimed book on CRPG design, Swords & Circuitry.


In the latter part of the interview, Neal gradually shifts to more general topics, describing his philosophy of game design, and also his view of the gaming industry today, which is that it's in terrible shape. I think we can agree with that.

There are 8 comments on Matt Chat 193: Neal Hallford on Cavedog and Swords & Circuitry

Fri 10 May 2013
Expeditions: Conquistador has a release date - May 30th

Game News - posted by Infinitron on Fri 10 May 2013, 16:41:46

Tags: bitComposer; Expeditions: Conquistador; Logic Artists

The drama-filled saga of Expeditions: Conquistador is reaching its final conclusion. A Kickstarter update published today reports:

Hello again backers and welcome to one of the very last project updates for Expeditions: Conquistador. The long awaited and speculated release is finally at hand, and we are very eager to deliver our release build to you all, but first, the update news:

What?

The full version of the game Expeditions: Conquistador, this very Kickstarter project is on the last leg of its amazing journey! But some of you may not know that we did a fair bit more than we promised for this game in our original goals here on KS, so you are in for an even grander gaming experience than you might be expecting!

For starters we achieved our first two stretch goals, even though we didn’t reach the stretch pledge numbers. So every time a player promotes one of their expedition members they can select from 30+ passive abilities to boost the unit in combat. Our second stretch goal also was reached, we created greater variations in character models, and further boosted the quality of the character animations as well.

We also implemented two concepts that came out of KS Backer suggestions: the Player Fortress-- which you as the player can capture and improve, and the detailed camping system which also includes ‘tinkering’ a skill in which the unit can build equipment or research expeditionary improvements.

We also implemented something that we really wanted to do as well, a Multi-player skirmish mode. And while we got some negative feedback for it, if you enjoy the game, and enjoy the combat, you will most likely also enjoy the PvP. It is available in two modes oldschool Hot-seat (taking turns on the same computer, like back in the days before the internet), and TCP/IP which will allow you to play with a friend on a different computer, whether you are on Windows, Mac, or Linux system.

It has been a long and exciting road, we want to thank you for being such helpful and supportive backers, it is with your shared thoughts and feedback that we’ve been able to complete this project. Expeditions: Conquistador is something we are very proud of and we hope you enjoy it.

When?

The long awaited release date: May 30, 2013 (Which is before the end of Q2 by a whole month!). Once the game is up on the various distribution sites we will be able to generate the redeem codes for each of you based on the platform you chose already in the survey.

Official Website

Some of you backers were concerned about the official Website for Expeditions: Conquistador, it is now up and available in all of its shining glory! (www.conquistadorthegame.com).

Great news. Expeditions: Conquistador is set to be released on GOG, Desura, GamersGate and (thanks to bitComposer) Steam. Let's just hope there aren't any more last minute surprises.

There are 28 comments on Expeditions: Conquistador has a release date - May 30th

Thu 9 May 2013
Obsidian Hoping To Make A New Star Wars Game With EA

Game News - posted by Jaesun on Thu 9 May 2013, 18:35:25

Tags: Electronic Arts; Obsidian Entertainment

With recent news of EA sealing a deal with Disney to make future Star Wars games (from developers DICE, Visceral and BioWare) Obsidian are hoping to make a new Star Wars game with EA as well reports Rock Paper Shotgun:

You’ll remember, however, that Star Wars: Knights of the Old Republic II developer Obsidian also has a rather ambitious idea floating around, and – last we heard – it was about to lay it before the greatest Sith Lord of them all: Mickey Mouse. So then, what happened there? And where does Obsidian’s new Star Wars RPG end up now that EA’s pulling the strings? I got in touch with Obsidian CEO Feargus Urquhart to find out.

“As for Disney, we didn’t end up talking with them directly, since we were waiting to see what might happen with the license as a whole,” Urquhart explained to RPS.

Now, however, all the pieces have fallen into place, and Urquhart’s ready to see if there’s room for Obsidian in EA’s master plan.

“We are certainly going to try,” he said. “We would love to work on another Star Wars game, and if it was possible for us to hook up with BioWare and EA to do so, that would be pretty amazing.”

Read the full article here.

There are 55 comments on Obsidian Hoping To Make A New Star Wars Game With EA

Matt Chat Special: Neal Hallford on Thief of Dreams

Interview - posted by Infinitron on Thu 9 May 2013, 13:38:27

Tags: Betrayal at Krondor; Matt Barton; Matt Chat; Neal Hallford; Thief of Dreams

Matt Barton has followed up his two part interview with Neal Hallford with a one hour bonus interview, which is all about Neal's Thief of Dreams novel. Neal reveals various details about the original Betrayal at Krondor sequel Thief of Dreams over the course of the interview, and explains how the novel will relate to his plans for that game. Oh, and he also mentions the Codex. Several times.


The Thief of Dreams Kickstarter campaign ends in three days and has raised $10,449 out of its total $24,000 funding goal.

There are 54 comments on Matt Chat Special: Neal Hallford on Thief of Dreams

Wed 8 May 2013
Wizardry's Wild Ride from West to East: VentureBeat on the fate of the Wizardry IP

Editorial - posted by Infinitron on Wed 8 May 2013, 14:27:48

Tags: Reggie Carolipio; Sir-Tech; Wizardry

Sir-Tech Software's Wizardry series was one of the first great Western CRPG franchises. After Sir-Tech's final collapse in 2003, the series disappeared in the West, but confusingly, Wizardry games continue to be released in Japan to this day. Over at VentureBeat, there's an excellent article attempting to sleuth out just what happened to the Wizardry IP. Here's what the author discovered:

Though the Jagged Alliance rights found a home in 2002, Wizardry’s rights were still up in the air. That is until 2006 when the mystery company holding onto those rights finally offloaded Wizardry’s trademarks to an unexpected suitor. On November 28, 2006, Wizardry’s trademark and associated assets were signed over by Norman Sirotek to a Japanese company by the name of Kabushiki Kaisha Aeria IPM. Or, more simply, Aeria IPM.

In Japan, a Kabushiki Kaisha (or K.K.) is the equivalent of a stock company or a corporate entity over here. It’s also the most common form of company in Japan. For example, Konami Digital Entertainment Co., Ltd. is also referred to as Kabushiki Kaisha Konami Digital Entertainment.

Aeria IPM didn’t have a long history. It didn’t seem to exist at all until a month before it had apparently acquired the Wizardry rights, but half of that partnership, Aeria, had actually been around for a good while.

There’s not a lot of information on exactly who IPM is; although, the “Aeria” part would eventually be dropped in 2008. As to who Aeria was, a strangely isolated page dedicated to IPM seems to point to them as Aeria, Inc., one of the largest MMO game companies in Japan that is also known as Aeria Games. If the information is accurate, it also shows that Aeria IPM was formed a month before Wizardry’s rights were signed over. Aeria Inc. has been around since 2002 and, according to their history, founded Aeria Games & Entertainment in the United States in 2006.

In 2008, Gamepot became the majority stakeholder in IPM, changing the name of the company by simply dropping the “Aeria.” Gamepot had also become a wholly owned subsidiary of the So-Net Entertainment Corporation in the same year, a company that also happens to be a subsidiary of Sony. And in coming full circle, IPM would also be hearing back from their former bosses. Last year, Aeria Games and Gamepot announced a merger in December which brings parent company, Aeria Inc., back into the picture.

All through this, Wizardry continued to enjoy plenty of success in Japan well before the ink had dried between Norman Sirotek and Takahiro Shinozaki in 2006. While Wizardry has “eight” formal chapters, nearly double that (including Wizardry Online) have come out in Japan after Sirtech Canada closed in 2003. Sadly, aside from Wizardry Online, most of those would never make it back to the West in the way that Wizardry: Tales of the Forsaken Land for the PS2 did back in 2001.

IPM, Inc. is still holding onto Wizardry. It’s still referred to as the trademark holder, licensing Wizardry out to Gamepot, which you can see mentioned right at the bottom of Wizardry Online’s English homepage. In a very roundabout and indirect way, it’s also in Sony’s hands — as strange as that sounds. Not only is Sony backing Gamepot, but it’s also a part of Wizardry Online, too, which you can see prominently displayed on the same page.

There are still a number of questions without many answers — some of which might still be buried in an unclaimed storage unit somewhere in Ogdensburg, waiting to be discovered by an antiquities dealer just as a cache was found late last year and put up for auction on eBay (most of which eventually ended up mysteriously canceled). Or they may never be found, which leaves only rumors and speculation,such as that surrounding the whereabouts of the Sword of Ultimate Sorcery from Atari’s Swordquest series.

But, for now at least, that’s the end of Wizardry’s wild ride … and one of the strangest journeys of survival and success for a Western CRPG.

Thanks to evdk for inspiring me to find this article!

There are 90 comments on Wizardry's Wild Ride from West to East: VentureBeat on the fate of the Wizardry IP

Project Eternity Kickstarter Update #52: All About Monks

Game News - posted by Infinitron on Wed 8 May 2013, 11:35:25

Tags: Obsidian Entertainment; Project Eternity

This week's Project Eternity Kickstarter update is all about the game's Monk class. Those of you who have been following Josh Sawyer's posts on the Obsidian forums may be familiar with this information, but there are lots of new details. I quote:

Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.

The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include:
  • Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate.
  • Turning Wheel - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect.
  • Clarity of Agony - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds.
Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take.

And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so.

So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?!

This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger.

The update also has this nice piece of concept art demonstrating the looks of people from Project Eternity's various cultures:

[IMG]

There are 69 comments on Project Eternity Kickstarter Update #52: All About Monks

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