DICE seeking thesis student to implement Oculus Rift support in Frostbite

DICE has put out a call for a master thesis student capable of implementing support for the Oculus Rift SDK in the Frostbite Engine, meaning the much-hyped VR headset is at least in the developer's periphery.

SDK in the Frostbite Engine, meaning the much-hyped VR headset is at least in the developer's periphery. It also answers the question: "Can university life become even further removed from reality?"

The unpaid position requires association with a university's master thesis program, and will also task the student with "modifications to better fit first person games," "reducing latency," and whatever the catch-all problem of "stereoscopic issues" entails.

Aside from Battlefield 4, Dragon Age III: Inquisition and an unnamed Mass Effect game will use the Frostbite Engine, though lack of a first-person perspective probably rules them out of potential support. Most of those who've tried the Rift—myself included—have been impressed, but I worry that the novelty may have a negative effect on performance in a competitive shooter. Nevertheless, plenty of future games will likely use Frostbite, and support from the Big Guys is more good news for Oculus' VR dreams.

Trion Worlds hit by lay-offs

Gamasutra are reporting that 40 members of the Rift development team - around one third of the game's staff - are being laid off.

are reporting that 40 members of the Rift development team - around one third of the game's staff - are being laid off. Trion Worlds have confirmed job cuts in a statement, but haven't commented on how many roles are being lost, or which teams are affected.

"As a response to market conditions, product timelines and the natural evolution of our company," Trion writes, "we have made some organizational changes, which include a workforce reduction. This was a difficult decision and we wish the best for those affected by these changes. At Trion, we remain focused on delivering top quality online game experiences, and are committed to supporting RIFT and launching our highly anticipated new titles Defiance, Warface, and End of Nations in 2013."

Trion Worlds launched the ace Storm Legionexpansion only last month. While the MMO has retained its subscription status, despite a free light edition covering levels 1-20 and a Storm Legion trialfor returning players, the company has never divulged any information on how many subscribers it was serving.

This news follows on from the 19 lay-offsat Petroglyph, who were working on End of Nations before Trion moved its developmentin-house.

Trion Worlds wants former players to try Rift: Storm Legion for free

If you've let your Rift account lapse even though the recent Storm Legion expansion has piqued your interest, well here's good news: between December 14 and 18 former Rift players will be able to play Storm Legion for free.

If you've let your Rift account lapse even though the recent Storm Legion expansion has piqued your interest, well here's good news: between December 14 and 18 former Rift players will be able to play Storm Legion for free. The bonus will be ushered in by the latest game update 2.1: Endless Eclipse, which goes live tomorrow. In their announcement Trion Worlds assured that "former subscribers can dive deep into Storm Legion with no restrictions, while anyone, including RIFT Lite players, can celebrate a huge new Fae Yule World Event and build in private or public, personal or guild Dimensions."

It's worth giving a go if you've got even the vaguest interest in Rift, with our reviewof the recent expansion promising that "the vast amount of content added makes it practically essential for Rift fans."

Heroes of the Dorm finals were a success story for esports

The scale of the Heroes of the Dorm grand finals shocked me.

Heroes Of The Dorm

grand finals shocked me. When I entered the Shrine Auditorium in Los Angeles this weekend, I wasn’t sure what to expect. On one hand, Blizzard was running a collegiate tournament, which historically garner less excitement than major esports events, and it was for Heroes of the Storm, a free-to-play game that hasn’t even left closed beta yet. On the other, the final match was set to be shown live on ESPN 2, the first time an esport has ever been broadcast on a major American television network, and the first place prize was massive—free tuition for the rest of the winning team's college career. Unsure of how high to set expectations, I found myself blown away by the production values, but more skeptical about ESPN’s involvement, though I appreciate the attempt to broaden the esports audience.

Heroes of the Dorm was on par in scale with most other esports events I’ve been to, including the League of Legends' Season 2 World Championships, and the auditorium was completely packed. What took Riot Games two years and the creation of the LCS to build up to, Blizzard put together for a weekend tournament for an unreleased game. At its core, the event was a marketing campaign to drum up interest for Heroes of the Storm before its full launch on June 2nd, but I think the implications are much larger.

Regardless of what you think of Heroes of the Storm—and many current MOBA players have already billed it 'the one for casuals'—ESPN broadcasting it live, right next to the NBA playoffs, is an important moment for esports. ESPN tested the waters late last yearby showing Dota 2’s The International on ESPN 3, its live streaming service, but giving an esport actual broadcast air time is a big step. To a certain degree, Heroes of the Storm’s more casual nature actually worked in its favor, given the need to appeal to an audience not necessarily familiar with the genre's conventions. Or, more likely, competitive gaming entirely.

Heroes Of The Dorm 2

At the event I spoke to one of the game’s Technical Designers, John Hodgson, who felt the choice to make it a collegiate event was also beneficial. “It certainly helps to have something recognizable. If you’re going to put something on TV and say ‘this is Team Liquid versus Cloud Nine, people don’t really know who those people are, but people know who Berkeley is. That’s a college. People know who ASU is.” And it isn’t something that only works for those unfamiliar with esports; I found myself rooting for one school over another based solely on my own alma mater. If nothing else, the Heroes of the Dorm tournament made me hungry for more high quality collegiate esports.

Unfortunately, in all the excitement over the genuine progress esports made yesterday, the average gamer might have been left in the lurch. A common complaint over the course of the entire tournament was the reduced spectator UI used for every match. “Honestly it was a requirement of the ESPN folks,” Hodgson told me. “They need the UI to fit within a certain screen space.” But regardless of the UI size, key features like experience bars, respawn timers, and—perhaps most egregiously—the minimap weren’t displayed during matches.

That, coupled with the shoutcasters’ frequent restating of the rules, made the game less intimidating for those unaccustomed to watching video games, but hid vital information from gamers interested in higher level strategy. “We’ve learned so much from [this tournament]. We’ve learned what’s necessary to show, and what’s not,” said Hodgson. “We’ve gotten a lot of feedback about the minimap, for example. We kind of took it for granted when it was in the corner and you’re playing with it, right? But without it, you needed that excitement to see the players moving around, to see there’s always stuff going on. So we’re going to continue to work on that.”

Heroes Of The Dorm 3

Blizzard clearly understands that sacrifices needed to be made in order to ensure Heroes of the Dorm appealed to the ESPN crowd, but I don’t like the idea of leaving behind the hardcore to make that happen. When the finals went live on ESPN 2, they shut off the online stream. That meant fans of the game who didn’t have access to ESPN missed seeing the finals live. If you lived outside of the United States, you had even less of a chance of catching it, and VODs of the finals have yet to be posted online. [ Update: VOD's are now uploaded to the Heroes of the Storm Youtube channel.] ESPN seemed to be happy with how the broadcast performed with its audience, so this could potentially be a necessary sacrifice in bringing esports to a wider demographic of viewers, but is it really worth completely abandoning the core group of people who have supported and engaged with Heroes of the Storm to appeal to a group who has no idea what it is?

That said, I was hugely impressed with how engaging Heroes of the Storm was in a high stakes live event. All the griping about it being too casual seemed to melt away when there were so many exciting moments happening so quickly, and the roar of the crowd was as enthusiastic as any other esport. I’m unsure if any MOBA will be able to go toe-to-toe with League of Legends or Dota 2 in the immediate future, but Heroes of the Storm took an important first step for esports that will help open more doors for all three games. As long as we don’t lose too much in translation, I’m happy to welcome the newfound ESPN audience, and to see what television coverage can do to strengthen the popularity of all competitive gaming.

Video: Why Romero, Spector and other AAA legends became educators

"With freedom to fail comes tremendous freedom to experiment, and to innovate." - Brenda Romero highlights the value of teaching and practicing game design in educational institutions, away from the vicissitudes of the industry.

Brenda and John Romero, Richard Lemarchand, and Warren Spector shared their thoughts on the trials and triumphs of moving from game design to education in a panel discussion hosted by USC's Sam Roberts during the Education Summit at GDC 2014.

The central focus of the discussion was on why and how these experienced developers made the jump to teaching, but the group also spoke at length about the challenges of teaching something as unconventional as game design within traditional academia, the new trend of veteran developers becoming professors, and what that might mean for the future of the game industry.

It's a great talk that's worth watching for industry veterans and neophytes alike. We've taken the liberty of embedding the free video of "AAA Academics: Superstar Designers in Academia" above, but you can also watch it hereon the GDC Vault.
About the GDC VaultIn addition to this presentation, the GDC Vaultoffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Rift: Storm Legion releases today, trailer celebrates with giant monsters

Rift's first expansion, Storm Legion, will finally land today, so Trion are marking the occasion in the traditional fashion, with a trailer full of massive beasts getting royally duffed up.

Rift's first expansion, Storm Legion, will finally land today, so Trion are marking the occasion in the traditional fashion, with a trailer full of massive beasts getting royally duffed up. The new expansion trebles the size of the game world and fills it full of gargantuan critters, many of whom can be seen being accosted by wandering adventurers in the screenshots below.

Storm Legion promises to add not one, but two new continents, raise the level cap to 50, add four new souls (Rift's sub-classes) and offer players and guilds the chance to settle their own dimension as a form of housing.

We'll have a review of Storm Legion ready for you soon, but in the meantime you can take a look at our Rift: Storm Legion previewto learn what you can expect tonight. Otherwise enjoy the (carefully posed) screenshots below.

Heroes of the Dorm 2016 registrations are now open

Blizzard has announced that registrations are now being taken for the 2016 edition of Heroes of the Dorm , the Heroes of the Storm competition that pits student gamers from across the US and Canada against one another in “the ultimate collegiate esports tournament.” More than $500,000 in tuition and prizes are up for grabs, and the action will once again be broadcast live on ESPN .

“Last year's Heroes of the Dorm was an amazing experience for the students playing and everyone watching, and we're excited to again offer college athletes an epic opportunity to team up and compete for scholarships in 2016,” Blizzard CEO Mike Morhaime said. “It's inspiring to see players from last year's championship team, the UC Berkeley Golden Bears, now thriving in pro esports careers—we look forward to seeing how this year's competitors shape the future of competitive gaming.”

Heroes of the Dorm registrations will be open until February 18, with online qualifiers beginning on February 20 and running until March 6. The first tournament stage, featuring the top 64 teams, will take place on March 19, followed by the “Round of 32” on March 20, the “Round of 16” on March 28, and the “Round of 8” on March 27, all of them broadcast live on Twitch, YouTube, and ESPN3. The Heroic Four will run on April 9, leading into the Grand Finals on April 10, both of which will be carried exclusively on ESPN2. ESPN coverage will also be available through the WatchESPN mobile app.

Non-students will be able to get in on the action as well by predicting the outcomes of the tournament in the Heroes of the Dorm Bracket Challenge. Full bracket rules and prize details will be announced closer to the beginning of the Round of 64, but the most accurate bracket will claim a top prize of $10,000. Signup links for Blizzard's 2016 Heroes of the Dorm esports tournament and other details can be found at heroesofthedorm.com.

Rift: Storm Legion open beta kicks off November 2

A four day open beta for Rift's massive Storm Legion expansion is set to start on November 2.

A four day open beta for Rift's massive Storm Legion expansion is set to start on November 2. Trion say that "all expansion content will be available during the open beta period to those who create a RIFT account and download the client from www.stormlegion.com/beta." Storm legion's new lands "more than triple" the size of the game world, the level cap has been sproinged up by ten levels and players can customise their skills further with the help of four new souls.

Storm Legion also adds player housing, seven extra dungeons, three raids and lots more. Gavin's had a poke around the new areas. Read his thoughts in our Rift: Storm Legion hands-on, and check out the latest screenshots of the expansion below. Storm Legion will be released fully on November 13.

Seven is a Thief-inspired RPG from former Witcher 3 devs

This is a very exciting opening paragraph for a game announcement:
"Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller.

Seven

"Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller. You’re going to explore a nonlinear, sandbox world ."

Already, I am into that. I don't even really know what it means, or how well Thief-like stealth would work in an isometric game, but my interest is piqued.

"Classic isometric gameplay is going to be redefined with parkour climbing system that gives you the ability of free-traversing obstacles on any height horizontally and vertically."

Okay, so the second paragraph is equal parts intriguing and confusing. Isometric parkour? How does that work? Whatever, I am still into this.

"Quest line set in a 'beyond post-apocalyptic' environment is created by minds behind The Witcher 3: Wild Hunt. You can expect branching choices with moral consequences. More to come soon."

I am digging the terseness with which this information is being delivered. Post-post-apocalypse? Check. Moral choices? Check. Is being made by ex-CD Projekt RED developers? Check. It's certainly a good pedigree, and gives me some confidence that its makers—IMGN.PRO and Fool's Theory—may be able to craft these seemingly disparate elements into something cohesive.

Aside from those few short sentences, and some longer flavour text about "this beautiful shithole called Peh," there really isn't any more information about Seven—not even a release date. There's a newsletter on the game's official site, should you want to be kept abreast of its progress.

IMGN.PRO got in touch to say that, while the release date isn't fixed, they're hoping to release in the second half of next year.

PC Gamer's best features of 2012

You needn't see out the last few days of 2012 wallowing in a figgy pudding-induced sugar-crash: perk yourself up with this collection of the great features we've put up on the site this year.

You needn't see out the last few days of 2012 wallowing in a figgy pudding-induced sugar-crash: perk yourself up with this collection of the great features we've put up on the site this year. We've got informative how-to guides, insightful retrospectives, polemics, play-throughs, 'making of' stories and much more. Bookmark it now while you're still compos mentis and you're sure to find something in here to jolt you back to life or, at the very least, help to annul the post-Crimbo indigestion.


Minecraft Renders

PCG UK's handsome and hirsute editor Graham Smith teaches you how to pull out equally handsome (but not especially hirsute) renders from Minecraft, while marvelling at the astonishing feats of architecture to be found on the PCG UK server.


10 best Portal 2 co-op maps

Phil Savage grabs a buddy and puts the community's best Portal 2 maps to the test, or possibly vice versa. Convection funnels, laser death and no small amount of inter-player bickering ensues.


Skyrim: Week of Madness

The name does not lie: Rich Cobbett's Skyrim diary, in which he installs 100 randomly selected mods is an experiment in genuine derangement. Not entirely safe for work, unless your workplace encourages inarticulately rendered BDSM.


Making of Minecraft

I wrote this! And I got in trouble for quoting Notch's swearwords. Sorry, everyone who bought the magazine for their kids. Still, once you get past the F-word opener, it settles into a heartwarming tale of indie devs done good, a triumph born from equal parts serendipity and smarts.


Old friends: an ode to Defense of the Ancients

Cara Ellison recalls the original DotA. “Some people think that gaming is a solitary hobby. But for me, DotA was a way to connect with my real life friends through an experience that didn't include a darkened room serving overpriced alcohol we couldn't afford.”


The indies guide to game-making

Tom Francis hunts down the world's premier indie devs, unfurls his needle-thin proboscis, plunges it into their brains and slurps out every last drop of advice from them. Then he squirts it all back out here. Drink deep, budding indies, for the advice is good!


Hearthfire: the beginner's guide to homesteading and mass murder

All Chris Livingstone wanted was a home to call his own. Things don't go to plan. “The air fills with the screams of the dying and the streets run crimson with the blood of the dead.” Oops!


12 year war: rise of wargaming

World of Tanks is now one of the biggest games on the planet, and its curators at Wargaming.net are, shall we say, rather comfortable. How did they find themselves with such phenomenal wealth? Tom Senior finds out.


Crapshoot 2012

It would be unfair to pick just one of Rich Cobbett's terrific retrospectives (which we run every Saturday dontchaknow), so here's his top three picks for this year: Hard Time, Les Miserablesand Shadow President.


Flash of greatness

Rich McCormick stares enviously at the bright lights of the pro-gaming scene, and charts the ascendancy of Lee Young Ho, known to the Star Craft scene as Flash. Wipe your chin, McCormick!


Sim-plicity 2012

Chris Livingston has retired from videogame heroism. Instead, every Sunday, he embarks on a career of more modest proportions: driving buses, cutting wood and occasionally igniting entire airports in a deadly maelstrom of flame.


Day z photo diary

Evan Lahti charts an epic journey through Chernarus in this excellent two-parter: “He was a survivor with one life to live. His backpack: filled with beans. His world: filled with zombies. These are his tales, and the tales of his inconsistently-brave friends. And the tales of the woman played by a man who loved him.” Part two is here.


The best Skyrim mods

Whether you're looking for new looks, new loot, homesteads or fulsome quests, Tom Hatfield's compilation of the finest mods should see you good.


The Elder Strolls

Chris Livingston once again proves that the most valiant path is often the most humble: “My name is Nordrick. I'm not a hero, I'm an NPC, and I'm here not to play Skyrim, but to live in it.”


Inside the final hours of Star Wars: Galaxies

When Star Wars: Galaxies shut down its servers, it was as if millions of headline writers trotted out the same Obi Wan quote and were suddenly silenced. Our very own Imperial agent Chris Thursten was there to watch the mighty MMO's light wink out.


An Illusionist in Skyrim

Tom Francis is a coward. Not in real life, of course, where he is bold and manly and frequently wrestles giant salamanders with his bare hands. But when he wants to get away from it all, he settles into Skyrim: “This is the diary of me attempting to play Skyrim using only Illusion magic: I'm not allowed any weapons, armour, or magical items, and I can't attack anyone directly.”


The E3 2012 press conference PC gamers deserve

Graham Smith imagines an alternative E3 - the one we deserve. “The first parties were more concerned with propping up their platforms with lifestyle buzzwords than making great games. Even the big publishers, EA and Ubisoft, seemed lost in the tall grass, offering almost nothing other than the expected sequels. I can't help but think we could do it better.”

Shadow Warrior 2 video is 12 minutes of violence and Wang jokes

Shadow Warrior was a great source of gratuitous comedic violence and phallic wordplay, and its sequel looks set to continue that tradition.

Shadow Warrior was a great source of gratuitous comedic violence and phallic wordplay, and its sequel looks set to continue that tradition. Tyler saw Shadow Warrior 2at PAX East last weekand came away very impressed, and based on the 12 minutes of new footage embedded above, it's easy to see why. Movement is faster and more fluid, and the enemies are grotesque and plentiful.

If it's gameplay footage you're after, there's a tonne of it for Shadow Warrior 2: here's a good 15 minute chunk from E3 2015, and Tyler's hands-onis peppered with it too. Shadow Warrior 2 is expected to release some time in 2016.

Q&A: Wickerman explores what tabletop games can teach video game devs

Chris Hardwick and Dan Cordell met while working on The Witcher 3 , and decided to start their own game design studio.

, and decided to start their own game design studio. The two UK devs launched Wickerman Gameswith the promise of capturing the sprit of paper and pencil tabletop games they love, like D&D and Shadow. They promise a commitment to explore player freedom, dynamic storytelling, and a transparent design process.

Hardwick and Cordell were nice enough to answer some questions about their new endeavor.


How did you get into tabletop roleplaying and how did that lead you to work on videogames?

I first got into tabletop games a while back. At first, it was a skirmish game called Mordheim which itself has some RPG-like elements where your characters gain experience between matches. Eventually that lead me onto other Games Workshop games such as 40k and Warhammer itself. I really loved the whole modeling and painting part, and eventually that lead me to become a 3D artist.

When I was around 14 or 15 years old, a friend of mine who I met through this hobby gave me the opportunity to play a game of AD&D. The whole idea was so novel to me that I’ve been playing and running various pen and paper games since. Eventually, with my slowly developing 3D art skills, I worked on a few mods for various games with some friends before I realized that it might be fun to actually do this as a full-time job and in many ways I guess I am where I am thanks to that.

I had a kind of backwards route into tabletop gaming, I got into playing tabletop because of the video games I played when I was younger. Shining in the Darkness on the Megadrive/Genesis, was the first CRPG I ever played. Then eventually I played numerous other titles on the Amiga and PC. Eye of the Beholder , Megatraveller , and Ultima Underworld soaked up hundreds of hours of my formative years.


"I had a kind of backwards route into tabletop gaming. Shining in the Darkness on the Megadrive was the first CRPG I ever played. "

I was making computer games long before I’d even played a tabletop RPG. Oddly enough, I’d been aware of Dungeons & Dragons since I was a teenager, and I’d soaked up the rules from the Eye of Beholder instruction manual. It was Baldur’s Gate , though, that changed my entire perspective on what role-playing games could be. I’m not ashamed to say that if it hadn’t been for the first Baldur’s Gate game, along with the subsequent Infinity Engine titles that I was playing 16 years ago that completely dragged me back into the world of gaming, I probably wouldn’t be here now. It was that game specifically that inspired me to get back into video games - I’d stopped playing anything at all from the age of about 15 - 18, I was off making music and trying to be “cool.”

It wasn’t until I spent some time in the USA when I was 19 that I actually started getting into pen and paper. A then-girlfriend's stepfather ran an AD&D session, and I started to collect 3rd edition D&D books, which I read obsessively. So at the age of 21, I decided to do a computer science course, as I’d been programming since I was 6, I simply went from there. I ran some sessions when I was at University, and from that point I simply continued to run or play sessions as I was able to.


Tabletop and videogames have a lot in common. Why are they treated as separate entities?

Chris and Dan: We wouldn't say that all genres of videogames were inspired by tabletop games. Certainly RPGs, MUDs [ Multi-User Dungeons], text adventures and even point and click games probably were to some degree.

The biggest thing that tabletop and videogames share is that they’re an abstraction of reality, in a pen and paper game you can get relatively close, things just have to make sense in the real world. But teaching that to a computer is a lot harder. We get a lot of the very “videogamey” mechanics being born from that difficulty.

There are a lot of video games designers that have never had any experience with pen and paper games - at least that’s what our experience tell us; there are obviously plenty that have.

Using the infamous “door” example, it's very rare in a videogame that you are able to do much more than pick a lock on a door to bypass it or, more commonly, you need some sort of key. In a pen and paper game, you could do a whole multitude of things ranging from kicking down a door to pouring acid in the lock to even driving a semi-truck through the wall next to it to make another hole. The point being that a game is limited by the mechanics that the designer envisions coupled with the time to implement such a feature, and the fact that natural language processing is incredibly difficult.

In a pen and paper game, you have all the flexibility of what you can imagine and what makes sense from your experience in the real world to draw upon, along with what the game's ruleset allows you to do.


What can videogame developers learn from tabletop? And what are you bringing to the table with Wickerman that we should be excited by? Are you hoping to bridge the gap between the two communities?

Chris and Dan: We think video game developers certainly can learn a lot from tabletop games. They’re often just mathematical abstractions of reality, a certain element of chance is introduced via the die rolls, and usually in a pen and paper game the result of that die roll determines how well the task went. For example, if I rolled a natural 20, the lock basically fell apart in front of me. Perhaps I rolled one less than the target number, but the GM has decided to allow me to open the lock, at the expense of losing my lock picks because they’re now broken.

We’d like to bring this sort of fuzziness into a video game. Typically, when you attempt a skill challenge like this, you either succeed or fail without any of those grey areas in between. What we’d do is take the character's skill into account and generate a minigame based off of that when compared to the target lock, the minigame would introduce player skill, based off the performance of the player in that mini-game, the result would be generated from that. For example, if the player partially succeeds then we’d allow the lock to open, but at the expense of a lock pick, or perhaps some at the loss of some hit-points, indicating the player injured themselves while attempting the lock.

In many ways these are the sorts of things we want to try and bring from tabletop games to videogames, the idea is to layer a lot of these small changes on top of each other across many mechanics.

One mechanic, which has puzzled us for some time, is that an antagonist is usually seeking some sort of implied goal, usually this is just scripted in a way that the “big bad” achieves all of their goals only to be thwarted by the player at the very end. We feel that the Antagonist would be bound by the same rules as the player and should seek a specific goal; it's then down to the player to attempt to intercede. This is the one thing we’re attempting to bring to the table that is new and exciting - you can lose, and not die, and thus have to deal with the consequences.

Ultimately we may or may not manage to bridge the gap between the two communities, that's really for the players to decide. We will never be able to have the flexibility of a pen and paper game, but we can bring a few things over from them that we like, hopefully making a better experience overall.


In your sort-of manifesto for Wickerman you emphasize a "warts and all" approach to transparency during development. It actually puts me in the mind of the sometimes-messy way that a pen and paper roleplaying session unfolds; you stammer, you make mistakes, you burst out laughing, you have to bend the rules or create house rules on the fly in order to make everything work. It seems like a lot of fun; why do you think this is a good way to develop a videogame and how will that affect the role of, say, any community managers you hire?

Chris and Dan: We aren’t really trying to develop the game to be played in the same way a pen and paper game would be played. In our experience, to do so would be to invite madness and the gnashing of teeth usually seen only in a horror flick. But what we do want to do is make a game where these sorts of chaotic things can happen and be considered part of the experience.

When it comes down to it, making games is a really messy process. What we are attempting to show with our “warts and all” development is exactly this. The general public has what we feel is a pretty poor idea of how games are actually developed. In some ways, that's our fault as developers and this is our attempt to redress this.

Sometimes crazy bugs happen during development. In a few of the companies we have worked at, there would be a folder on the network drive with videos and screenshots of all of these bugs - things like buildings having rigid body physics applied to them and character skeletons imploding or using the wrong animation set. Ever seen a person walking like a horse? In many ways we want to show this off because in all honesty, it's pretty funny. But on a practical level we feel it's a good way to keep us honest and allows people, and us to learn from our mistakes which when it comes down to it is the best way to learn anything.

We think that it's certainly possible that this might make a community manager's life difficult by giving the public the wrong impression. But we feel that really it's probably just better to be honest anyway, it helps us sleep at night.


And finally, for fun, name a time when a tabletop gaming session taught you something important about life, the universe, and everything.

Dan: There was a game of Traveller that Chris ran during our time at CDPR, and he had so many people wanting to play that we had to introduce a permadeath hardcore mode to an already notoriously difficult game. If your character died, you sat out the next few sessions until enough people on the list had died and you could come back. There are unspeakable things that happened in that game when people realized it would take several months for them to come back and be able to play. It really invoked a sense of self-preservation above all, and demonstrated to me how far some people were willing to go in character to make sure they would stay alive.

I still have nightmares about what happened.

Chris: Tabletop gaming sessions have taught me a lot about people, and the consequences of their actions when a person is playing with their imagination.

They’ll commit acts that are hideous and unthinkable. I mean, genuinely dark horrible things, mostly - it’s because it’s understood as people playing make believe, and there are no real world consequences. The introduction of a perma-death element to our pen and paper game turned this on its head.

There was genuine upset when people lost their characters because they’d made poor decisions. The amount of distrust that was had towards NPCs often resulted in murder being a viable option, and there was one case of a chainsaw and an alien that still to this day leaves me shocked, appalled and deeply disturbed.

They know who they are; they will never live it down. Oddly I never looked at them the same way afterwards. It really made me think about what could potentially happen if society fell apart, and the extreme lengths that people would go to in order to survive.

Inside the final hours of Star Wars: Galaxies

24 hours before closure, Star Wars Galaxies does something few MMOs get a chance to: declare a winner.

Star Wars Galaxies Hyperspace Jump

24 hours before closure, Star Wars Galaxies does something few MMOs get a chance to: declare a winner. Like the world's longest game of Battlefield, Imperial and Rebel control is assessed city by city, planet by planet. For years, players aligned to either faction have fought for this territory: now, at the end, it all boils down to a percentage.

On Starsider, the SWG server where I spent nearly three years, the breakdown is Imperials 28%, Rebels 72%.

As I log in, I receive a transmission from Mon Mothma, the redhead Rebel with a bowl cut. “The forces of freedom have finally overthrown the tyranny of the Galactic Empire,” she says, sounding a little like George W. Bush on an aircraft carrier. “Today will mark the first day of the new Galactic Republic.” It's also, for thousands of players across the world, the first day of The Old Republic.

For these final hours, though, SW:TOR discussion is conspicuously absent from the streets of SWG. The focus is on enjoying the variously daft and climactic events laid on by Sony Online Entertainment, on visiting old haunts before they vanish forever, and on saying goodbye to friends.

As was ever the case with SWG, the end is defined partly by what the developers have planned and partly by what the players themselves have created. Jumping the time period forward another notch (SWG began between A New Hope and The Empire Strikes back, and crawled all the way to the Battle of Hoth over the course of its 8-year life) SOE set up a PVP battleground on the forest moon of Endor. Rebels and Imperials battle to destroy the shield generator protecting the in-construction second Death Star, clashing on the ground and in the air over a small section of jungle.

In the last few months, the SWG dev team have thrown everything at the wall. This includes the long-awaited addition of atmospheric flight, where players can take their ships from a planet's surface all the way to orbit with only a single loading screen when they reach the upper atmosphere. It's rough around the edges - the engine struggles to load in scenery fast enough, and the narrow draw distance ensconces everything in fog - but it works, and it provides the slightest glimpse at what could have been achieved if SWG's development had more focus and fewer dramatic U-turns.

Player ships jostle for space in the skies above Mos Eisley as the end approaches. Ceaseless fireworks fill the sky with lag-inducing particle effects and players run about in garish costumes, or their underwear, or both. There's dancing, and crowds of veterans giving away their rarest, most valuable gear to whoever wants to play with it. A fifty-foot-tall Jedi stands in the corner, motionless, unexplained. Players break off to scrap with the increasingly ridiculous monsters thrown at them by the developers: a super-sized reptilian Krayt dragon, and a massive spear-toting Ewok known as the Megawok.

In a player-built city nearby, a member of the old guard has built a museum to the players of Starsider and their stories. Custom weapons are mounted on descriptive plaques, each describing the character who wielded them. Most of these people left the game years ago, but it's hard to wander through it without wondering at the dedication with which these memories are preserved. It's a touching and human counterpoint to the spectacle of SOE's official farewell.

The death of a player-driven MMO like SWG is different to that of a more prescriptive game. What is being lost is not just the accumulated experience and credits of thousands of players, but the cities and sculptures that the advanced object manipulation system allowed players to create. Pod-racers created from hundreds of tiny parts; a custom starport built from the ground up. Unless Sony open the game up to the community, all of these are gone forever, beyond the reach of archeology.

The defeated Empire lashes out in Coronet, the capital of Han Solo's homeworld Corellia. A to-scale Star Destroyer squats over the metropolitan skyline as players scrap (and dance, and put on hats, and spam each other) in the streets below. A few old friends and I head up in our fighters to face it, successfully whittling the monster vessel down to 50% shields before one of our X-Wings gets caught in the cross-fire and explodes dramatically. Back on the ground, the bombardment is causing everybody's frame-rates to plummet. With twenty minutes left on the clock, we decide to see the game out somewhere quieter.

We head up in a YT-2400 freighter, a Millennium Falcon-style multiplayer vessel that can hold a whole group of players and be decorated like any other building. Slipping up through the peach-orange atmosphere of Correllia, we jump out to the space zone beyond. There, we disengage from our various stations and meet in the customised lounge. There are four of us, and our collective time with the game runs to many thousands of hours. Player-crafted space brandy is handed out, and we talk about our experiences and memories of the game. At sixty seconds to go a count-down begins, flashing across the UIs of every player still connected. We take our seats in the cockpit.

“Been fun, folks,” the pilot says. “Here we go.”

He times the hyperspace jump to coincide with the final shutdown. As the seconds tick down, the hyperdrive calculation rises to 100% complete. Autopilot kicks in, banking the ship sharply along a pre-programmed trajectory. The timer hits zero, and tiny points of light begin to streak across the windows then freeze, arrested in time. The moment hangs, the game unresponsive, one of the most iconic images in Star Wars halted before it can fully play itself out.

“You cannot connect to that Galaxy at this time. Please try again later.”

Astroneer challenges you to get rich or die alone in the cold void of space

Astroneer, as it's described on its website, is an interstellar recreation of the Klondike Gold Rush.

Astroneer, as it's described on its website, is an interstellar recreation of the Klondike Gold Rush. Humanity has, for reasons unknown, very suddenly developed technology that enables fast, cheap travel to the stars, and now the giant conglomerate Exo Dynamics is offering flights to anyone daring enough to explore and exploit distant worlds as an Astroneer.

The site is actually quite thin on detail, but it does carry a number of lovely screens, and an intriguing reveal trailer as well. There's a faint Lifeless Planetvibe to it at first, but the action starts to take a different, and seemingly deeper, direction around the 30 second mark. There's some terraforming, and some base-building, and then what appears to be a spot of dying cold and alone, and then a storm whips up and everything goes to hell. And then a friend shows up! And there's a spaceship, and a dune buggy, and it starts to feel again like everything's going to be alright.

Speaking of a lonely death far from home, the Astroneer site has a certain portentous tone to it, too. "As an Astroneer, you must find a way to dig out a life on one of a multitude of harsh new worlds. Blast through the terrain to uncover precious artifacts and materials you can use to fuel your quest to become a wealthy baron in the stars. Along the way, discover oddities, raise questions, and uncover mysteries," it says. "Perhaps not all is as it seems."

The Astroneer blogoffers a bit more detail about what's going on. Planets will range from small asteroids to huge worlds with atmospheres and landscapes, each one procedurally generated and unique. You'll have to "excavate and deform the land, uncover precious resources, jury-rig equipment to suit your taste and needs, create industrial scale extraction and manufacturing facilities, and locate rare items and artifacts," either alone or as part of a small team. In either case, you'll be "insufficiently trained and equipped by unscrupulous outfitters," but get rich or die trying, right? Probably more of the latter, if we're being honest with ourselves, but best not to dwell on that.

Astroneer is being developed in Unreal Engine 4, and is expected to go into Early Access release in the first quarter of 2016. For now, you can subscribe to the mailing list at Astroneer.space.

Thanks, Rock, Paper, Shotgun.

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Astroneer

Astroneer

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Zelda boss Aonuma: Don't rule out Majora's Mask 3D

With Ocarina of Time 3D having returned the 13-year-old game to public attention, it's only natural to wonder whether more reinvented Zeldas could become available on the 3DS. The obvious contender for a remake would be Ocarina's sequel, Majora's Mask, though with its unique time mechanic and creepy deviation from series convention, is by no means a sure thing. Still, says series producer Eiji Aonuma

Star Wars Galaxies closure detailed by Sony Online Entertainment

Sci-fi MMO Star Wars Galaxies' servers will close on 15 December at 9PM PST (1PM GMT), according to a post on the game's official forum , and reported by VG247 .

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. The Galactic Civil War will end 24 hours earlier, with various battles and events ocurring during the morning of 15 December.

It's been a grand intergalactic journey for Star Wars Galaxies - the game's been up and running since 2003, and eight years certainly isn't a bad lifespan for an MMO. In that time it's had three expansions, a spin-off trading card game and a novelisation. It also survived the Sony Online Entertainment mega-hackthat occurred earlier this year.

Part of its closure is undoubtedly down to BioWare and EA's upcoming Star Wars MMO, The Old Republic. The fact that Star Wars Galaxies has been online for such a long time casts doubt on Activision head Bobby Kotick's claims that The Old Republic won't be able to sustain its Lucasfilm licence fees.

No microtransactions for The Division says Ubi, confusion follows

In response to my inquiries about the state of DLC and microtransactions in The Division, Ubisoft issued a statement saying that Phoenix Credits, the game's currency, are "purely an in-game mechanic" and cannot be purchased with real money.

The Division Turret

"In Tom Clancy's The Division, there is no in-game currency that you can buy with real-world money," it said. "There will be DLC packs available through first party stores containing customization items, but these are optional and limited to items that have no influence on gameplay. An example of this are themed outfits for the agent's customization slots."

It still sounds like a rose by any other name to me: If you can drop a buck or two on a new outfit, hairstyle, or horse armor, then that's a microtransaction, and it really doesn't matter whether you're making it within the game using "credits," or in an external online store with your credit card.

Original story: With just over a week to go until The Divisionbrings its instanced take on the end of the world to your PC, there's still confusion about whether or not the game will offer microtransactions. Ubisoft Community Manager Natchai Stappers recently took to Twitter to state that it will not, but his wording seems to have raised more questions than it answered.

@Tovarisc_ There will be no microtransactions, and definitely no P2W February 26, 2016

It seems odd to me that he would emphasize the absence of “pay to win,” since that should go without saying if there are no microtransactions, and thus nothing to pay for in the first place. Muddying the waters even further, Ubisoft told Eurogamerin mid-January that “there will be no microtransactions at all. Not even for vanity items. Vanity items will be sold as DLC, through the regular first-party stores.”

So it's clear that Ubisoft will offer separately purchasable content for The Division, which gives this “no microtransactions” claim the appearance of Riddler-like quibbling over words: When is DLC not a microtransaction? I've asked Ubisoft for clarification and will update if I receive a reply. Otherwise, we'll find out next week: The Division comes out on March 8.

...

Jump to Section: Best Price Comments Pros The initial rush of nostalgia Competing for high scores on the leaderboards Rediscovering the perfect line Cons Wonky new physics The lack of your favorite levels Next to no customization options Some games just weren’t meant for HD revivals. Tony Hawk’s Pro Skater HD attempts to rejuvenate one of the early 2000’s most popular franchises - the herald of skating

Star Wars Galaxies to end with epic player-driven final battle between good and evil

It's always sad when an MMO closes down, but there's often a good side to it: amazing end-of-game events.

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Star Wars Galaxiesis going out with a bigger bang then most, with September 15th kicking off an all-out civil war between Empire and Rebels. For the next three months, both sides will be gathering points, which will be tallied up at some point on December 15th. Winners will be given a glorious celebration in honour of their victory. The entire losing faction will be fed to the Sarlacc.

Well, the bit about the winners, anyway.

To take part, you need a Galaxies account in good standing, though there's good news if you're a returning player - a 30 day pass will let you keep playing until the servers go down - and existing game passes won't be billed any more after September 15th. All Access Pass holders of course will continue to be billed as normal. According to Sony, the results should be more interesting than simply a pop-up saying "Empire Wins: FATALITY", affecting how the game ends and how its final moments play out. After December 15th, the war ends one way or the other, clearing the way for The Old Republic.

Check here for the full details here, with a Q&A happening in this thread.

The Division DLC will launch on Xbox 30 days earlier than other platforms

Depending on where in the world you live, The Division is either arriving very soon or you're playing it already.

The Division

is either arriving very soon or you're playing it already. That's exciting, especially since Ubisoft has promised to support the game throughout 2016. There is a slight catch though: the first two paid expansions will come to Xbox One a whole 30 days before the PC and PS4, a new post on the Ubisoft blogconfirms.

That doesn't affect any of the free updates that will roll out during the year, and nor does it include the third and final paid expansion (there may be more expansions, but three have only been announced thus far). While it's a little bit annoying, this practice is par for the course for the Call of Duty series, with PC players usually left to wait as a result of some no doubt lucrative business deal.

"Underground and Survival – will have 30-day exclusivity on Xbox One, starting from the day of their respective launches," the post reads. "Underground, the first paid expansion, puts Agents in New York’s labyrinthine underworld of tunnels and subways to track down groups of dangerous enemies. Survival, the second paid expansion, tests players’ ability to survive and gather crucial supplies in an incredibly hostile environment."

Meanwhile, the free updates will kick off with Incursions, which introduces a new end-game activity and will feature lots of valuable loot. That will be followed by Conflict, which updates the game's Dark Zone. If you played the beta and wonder what changes have been made between then and launch, here are details on the day one patch.

...

Jump to Section: Best Price Comments Pros The initial rush of nostalgia Competing for high scores on the leaderboards Rediscovering the perfect line Cons Wonky new physics The lack of your favorite levels Next to no customization options Some games just weren’t meant for HD revivals. Tony Hawk’s Pro Skater HD attempts to rejuvenate one of the early 2000’s most popular franchises - the herald of skating

SOE closes three studios, lays off 205 employees, cancels the Agency - live games unaffected

Rumors have been swirling about possible layoffs at all of SOE's studios.

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about possible layoffs at all of SOE's studios. We contacted SOE directly to get the official word on what's happening, and it's a mix of good and bad news for gamers. Read on for the full report.

The big highlights:

SOE is closing it's Denver, Seattle and Tucson studios. 205 employees are being let go. The remaining employees at those studios will be moved to San Diego to work on Planetside Next and an upcoming Everquest game. The Agency has been canceled. None of the layoffs affect live games--such as DCUO, EQ and SWG--most of which are maintained by the Austin studio.

SOE's full official statement:

"As part of a strategic decision to reduce costs and streamline its global workforce, SOE announced today that it will eliminate 205 positions and close its Denver, Seattle and Tucson studios. As part of this restructuring, SOE is discontinuing production of The Agency so it can focus development resources on delivering two new MMOs based on its renowned PlanetSide and EverQuest properties, while also maintaining its current portfolio of online games. All possible steps are being taken to ensure team members affected by the transition are treated with appropriate concern.

This strategic decision will have no impact on SOE's current portfolio of live games; additionally SOE will transition development efforts for the Denver and Tucson studios' suite of products to its San Diego headquarters. This strategic alignment of development resources better positions SOE to remain a global leader in online gaming and deliver on its promise of creating entertaining games for players of all ages, and servicing the 20 million players that visited SOE servers in just the past year."

We send our best wishes to those affected by the layoffs, and hope that they find new positions quickly.

Screenshot Weekly – Laser-Loving Underwater Artists

Welcome back to Screenshot Weekly !

! Every Tuesday, IGM brings you exclusive looks at upcoming games in various stages of development. The featured image introducing each game will always be original, and made especially for IGM, so you’ll see them for the first time right here! Without further ado, let’s take a look at this week’s screenshots (remember to click the pictures to appreciate them in all their fully-sized glory):

Awaken: Underwater Odyssey

Awaken: Underwater Odyssey is especially unique in that it is a shmup with a detailed narrative. Taking place on Neptune decades after humans have begun to colonize the watery planet, everything is smooth sailing until a colony outpost loses contact with one of its remote mining sites. When what should be a routine mining operation seems to have hit a roadblock, the outpost sends out a Leviathan-class mothership to investigate, which then, upon arrival at the mining site, deploys a Kraken squad to descend beneath the planet’s cloudy surface in search of the lost miners. What they find is a secret no one is prepared for. Awaken: UO features upgradeable ships, three distinct weapon types, and a secondary assist function on a cooldown timer, allowing the player to call in much-needed backup. The game is scheduled for release on PC in September, with solo developer Pavel Hurkahoping to port it to Android soon afterwards.

The Virtual Laser League

I never really did anything fun as a child, but if How I Met Your Mother taught me anything, it’s that Laser Tag is one of the great American pastimes all children should try. (And also that the longer a story goes on for, the less likely it is to have a satisfying ending. But I digress…) Anyway, if you’re looking to rekindle a lost love for Laser Tagging, or you just wish you could get into a competitive sporting event that doesn’t require too much physical exertion, Virtual Laser League might be the answer. According to the devs, “the game has great potential to bring eSport games to the next level.”  Oh, and it’s also got Oculus Rift support, if you really want to feel like your back at the mall playing Laser Tag. The development team at Clockwork Game Studio is currently running a Kickstarterfor the game, and hopes to be able to develop the project for both Mac and PC. Maybe lasers are just what the FPS genre needs to spice things up a bit.

Artisan: Going Home Again

Do you ever wish games were more down to earth? No aliens, no weight of the world on your shoulders, no “chosen one” nonsense? Artisan: Going Home Again does, and the two-lady team at UnseenKingdom Studiosis doing something about it. Sisters Amy and Melissa Lester told me that, “The story is very much a slice of life tale. The hero is faced with the news that her parents are selling their rental property; her childhood home. She decides to try and buy it from them, which means leaving her job at their diner and trying to make her way at the only thing she considers herself good at: Art. I really wanted to make a game where the adversary wasn’t something evil, but rather, a natural part of everyone’s life.” One of the outfits in the game is based on the works of Stan Sakai, known for the Usagi Yojimbo indie comic, of which Amy takes inspiration from. (Amy does the art while Melissa codes. THey share writing duties.) She even donated a painting to an auctionhosted by CAPS, in support Mr. Sakai’s ailing wife.

That’s it for this week’s Screenshot Weekly . Be sure to come back next week to see more exclusive looks of the latest indie games in development! Let us know in the comments section what upcoming indie games you’d like to see featured in a future installment. As for any indie developers who would like to see their screenshots featured in an upcoming segment, feel free to send an email to IGM at editors@indiegamemag.com with the Subject Line: “Screenshot Weekly”. Or, if you’d like to be part of our Magazine’s Screenshot Monthly segment, include that in the email as well!

Star Wars: Galaxies servers to close on December 15th. SOE: "It's the right time for the game to end"

Venerable MMO Star Wars Galaxies will shut it's doors on December 15th of this Christmas after eight long years.

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of this Christmas after eight long years. Bowing out at the same time another Star Wars themed MMOtakes centre stage.

Details on the closure within.

Speaking with MassivelyPresident of Sony Online Entertainment John Smedley said that the closure was a "Mutual business decision" and that "The contract would be running out in 2012 anyway, so we feel like it's the right time for the game to end."

Smedley denied the recent hackingof Sony Online Entertainment had anything to do with the closure had anything to do with the decision, saying; "We have been in talks with LucasArts for a while about this, and we've just been trying to figure out the exact timing for a while now. None of that stuff had anything to do with this."

He also said that the game's cancellation was not due to low population numbers, saying the "Populations have stayed pretty steady for a long time now" but that fans would not be allowed to access the source code in order to run their own servers post closure. He remained upbeat, saying: "The game's been running for a long time now, and it's been a great run. We're glad to have done it."

In game events leading up to the closure seem likely, with Sony planning to detail them in upcoming weeks, subscribers will also get the chance to play some other Sony Online Entertainment games for free in towards the end of the MMO. Anyone wanting to participate in those final events will need to be a subscriber 'in good standing' by September 15th.

Star Trek Online reunites the Voyager crew for Delta Rising expansion

I guess the first order of business should be to establish that Star Trek Online is in fact still online.

is in fact still online. It's been awhile since we last talked about it— May 2013, actually—but the Star Trek-based MMO is still boldly going, albeit to where no one seems to notice. Today, however, Arc Games announced some pretty big news: It's getting the band back together.

"The band," unfortunately, is not Kirk and Spock, or Picard and Data, or even Worf and Wesley. It's Seven of Nine, Neelix, the Doctor, Harry Kim and Tuvok, who you may or may not recognize as supporting members of the Star Trek: Voyager cast. A minor disappointment, perhaps, but also to be expected, since the Star Trek Online: Delta Rising expansion takes place 32 years after the events of that show.

The in-game characters will be voiced by the actors who originally portrayed them—Jeri Ryan, Ethan Phillips, Robert Picardo, Garrett Wang and Tim Russ—although how they'll be integrated into the action hasn't been revealed. The announcementsays only that the Delta Quadrant is now "easily accessible" through an Iconian gateway, and that players will "fight alongside legendary crew members of U.S.S. Voyager to investigate an unknown enemy presence."

It's fun, in a nerdy way, to note that everyone in the "group photo" looks more or less the same as they did in the television show except for poor Harry, the lone human in the bunch. I might also venture the opinion that he's the least interesting character among them too, but let's be honest, none of these guys are exactly Scotty or Bones. Arc says a more in-depth look at the expansion is on the way.

Titan cancellation may have cost Blizzard more than $50 million

Industry analysts say the decision to pull the plug on Titan cost Blizzard a lot more than just seven years of time: The studio may have sunk $50 million or more into its development before finally deciding that it simply wasn't going to work.

cost Blizzard a lot more than just seven years of time: The studio may have sunk $50 million or more into its development before finally deciding that it simply wasn't going to work. But in spite of that eye-popping price tag, the consensus is that it really didn't have much of a choice.

Blizzard CEO Mike Morhaime said yesterday that despite putting the better part of a decade into Titan, it "didn't find the fun" in the game, which eventually led to the decision to kill the project completely. It was an "excruciating" decision, Blizzard's Chris Metzen added, and probably not just because it represented the end of a long and ultimately unfulfilled creative endeavor.

Industry analyst Billy Pidgeon estimated that the development cost of Titan may have topped $50 million, while Michael Pachter of Wedbush Security went even higher. "My guess is 100 to 200 people at $100,000 per year, so $70 to 140 million sunk cost," he told GamesIndustry International. "It's pretty sad that it took so long to figure out how bad the game was. I expect them to go back to the drawing board."

Another analyst, David Cole of DFC Intelligence, said the decision was likely prompted by the need for a subscription-based MMO to be "out-of-this-world unbelievable" in order to succeed in a market dominated by free-to-play games, which includes Blizzard's own Hearthstone. "I am expecting to see them continue to focus on high quality products but also focus on products with shorter development cycles and less cost," he said. "The market is just not in a place where you can have games with seven-plus year development. It is changing too fast."

Blizzard, of course, is one of the few game companies in the world that can absorb that kind of hit, and it's not a complete loss: Pidgeon noted that the benefits of the Titan experience "can include invaluable training, IP and technology that can be applied to other games." Even more interesting from the perspective of gamers, a Blizzard-connected source told Kotakuthat "a good handful" of the Titan development team is still together despite the game's cancellation. Titan is dead, but it clearly isn't going to be forgotten anytime soon.

Gaming's most fiendish anti-piracy tricks

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Cryptic announces that hackers stole account info in 2010

Cryptic, the dev studio behind Champions Online, Star Trek Online and the upcoming MMO Neverwinter, has just released a notice that some of their servers that contain users' personal information were hacked in 2010 and that the encrypted data had been compromised.

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Cryptic, the dev studio behind Champions Online, Star Trek Online and the upcoming MMO Neverwinter, has just released a notice that some of their servers that contain users' personal information were hacked in 2010 and that the encrypted data had been compromised. But the good news is that if you follow good internet practice and have changed your passwords sometime in the last two years, you probably don't have to be worried by the bleak letterthat just appeared on Cryptic's website, or the cautionary email you may have just received.

In their letter and the email (which I received because my account was one of those compromised--thanks, hackers!), Cryptic stresses that they only have evidence that account names, handles, and passwords were stolen. They do not believe that billing addresses, email addresses, date of birth, or credit card information was compromised. All affected accounts have had their passwords reset--so that might be why you're having trouble logging in right now.

If you have a Crpytic account, make sure to check your junk mail inbox for a warning to see if your account information was stolen. And even if it wasn't, it's a good idea to change up your passwords--especially if you're still using the same one you did in 2010.

Blizzard CEO on new MMO: "Sometimes you break the mold, sometimes you have to start over”

Blizzard CEO, Mike Morhaime has discussed the existence of an upcoming MMO while talking to the press in Vegas.

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"We have some of out most experienced MMO developers, people who spent years working on the World of Warcraft team, working on the project. We're really trying to leverage all the lessons we've learned throughout the years. Some of which we were able to address in World of WarCraft and others that maybe because of the design decisions we've made, you just can't address. So we're kind of taking a step back with all that knowledge to make something that's completely new and fresh. We're not trying to make a WoW sequel." In fact, he explained that the two titles will co-exist in the future... to break the mold, sometimes you have to start over"

Towards the end of last year, a leaked Blizzard memoconfirmed the existance of "Titan," rumoured to arrive in later 2013.

Read our review of World of Warcraft: Cataclysm here. Tim really, really likes it.

(via arstechnica)

Rhianna Pratchett, Randy Pitchford, and Todd Howard will take to the stage at D.I.C.E. 2016

The Academy of Interactive Arts & Sciences has confirmed 11 addition speakers for next month's Vegas-based D.I.C.E.

The Academy of Interactive Arts & Sciences has confirmed 11 addition speakers for next month's Vegas-based D.I.C.E. Summit, which will run from Feb 16-18 at the Mandalay Bay Convention Center.

Setting the stage during the opening conference keynote will be Penn Jillette, one half of magical duo, Penn and Teller, and his friend, Randy Pitchford, co-founder of Gearbox Software.

Pitchford and Jillette - who are working together on a virtual reality Desert Bus sequel- will kick things off with a presentation entitled "Assumptions and Expectations with Interactivity and Magic."

Rhianna Pratchett, writer, narrative designer, and lead writer for the Tomb Raider reboot, will be taking to the stage to discuss "a career in the narrative trenches."

Joining Pratchett on the Summit stage will be Ubisoft's new IP editorial director, Tommy Francois, who'll be mulling over the ins and outs of engaging open world design.

The new speakers will bolster a strong line-up that already includes Niccolo de Masi, CEO at Glu Mobile; Todd Howard, Bethesda's game director and executive producer; Sid Meier, co-founder and director of creative development at Firaxis Games; and Bruce Shelley, who helped develop the Age of Empires series.

The full speaker list, including all the new additions, is available on the D.I.C.E. website. You can also find out who's in the running at the 19th Annuel D.I.C.E. Awards right here.

Star Trek Online season four kicks off on Saturday, the Jem'Hadar are back

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Star Trek Online's following up on its recent relaunch as a free-to-play MMO with a new episode titled "the 2800," which will start on Saturday.

titled "the 2800," which will start on Saturday. The new season of story quests will kick off with the reappearance of a Dominion fleet of genetically engineered super-soldiers called the Jem'Hadar at Deep Space 9.

The remaining four episodes will be released every Saturday after that until the season finale on March 10, in which the [glowing light/sparkly cloud/space amoeba] you thought was god turns out to be [an advanced alien lifeform/a satellite that's reached the edges of space and evolved into a troll] who can only be stopped using [a really big missile/ a discombobulated tachyon energy pulse/ true love].

You can play Star Trek Online for free by signing up and downloading the client from the Star Trek Online site. As well as the trailer above, there are these four screenshots featuring wormholes and space-walking.

Dota 2's latest roster drama isn't the end of the world

Photo credit: ESL/Steffie Wunderl.

Arteezy Universe Dota 2 Steffie Wunderl

Three Lane Highway

A column documenting Chris' complex ongoing relationship with Dota 2. To read more Three Lane Highway, click here.

It's been a dramatic week. The arrival of this year'shas been roundly overshadowed by the professional scene's most recent rosterpocalypse. If you were trying to figure out the optimal conditions for dramageddon ahead of the Manila Major, you could do worse than: Arteezy and Universe out of EG; Arteezy and Universe to Secret; w33haa and Misery teamless with days to go.

EG and Secret have been close to the centre of the western scene's drama and politicking for the last two years, and this week's news ensures that they'll stay that way through this year's International at least. As with any situation like this one, it can be hard to find the line between truth and narrative. What we have is certainly a concerted effort by Secret to build the squad they believe has the best chance of winning The International. It's tempting to additionally frame this as a nefarious plot by Puppey to dismantle a key opponent at a crucial juncture, but that's dramatising the facts.

These decisions don't get made overnight, after all, and nobody has been kidnapped. There are players, captains and managers who believe that upsets like this are necessary in order to safeguard their futures, and so upsets like this happen. Dota 2 is a high-stakes game, and tough decisions get made when there are millions on the line.

As David 'LD' Gorman pointed out on Twitter, the Major system was supposed to make the scene more stable. It clearly hasn't. I'm not sure that it's made the scene less stable, however—the impact of these roster lock periods seems to be to cram what would have otherwise been months of roster drift into a few dramatic days. The changes are more shocking thanks to a system that gives drama a deadline, but I'm not convinced that the system itself is responsible for those changes. The western Dota 2 scene was relatively stable until The International 2014, and then became incredibly unstable in its aftermath—a full year before the Major system was introduced. The aftershocks of that period are still being felt: after all, many of the same teams and players are involved.

It's not the same all over. OG have an air of that old-school Dota stability about them, and in the immediate aftermath of the Frankfurt Major n0tail explicitly credited their victoryto the strength of the bond between all five players. If you're a spectator looking for a power-of-friendship narrative in modern Dota, you can find it there. You could also find it in Alliance, who have reformed the old guard after a few years of experimenting with abruptly dropping people.

The point isn't that these teams are doing it 'right' where Secret are doing it 'wrong': it's that there are multiple philosophies about how to build and manage a championship-winning team in modern Dota. Is this a bad thing? I'm not so sure. It's certainly the seed for a lot of great contests in the year to come. If Secret win this year's International, then the grand experiment will have worked—and you'll have, in Puppey and Universe, the world's first two-time champions. If they lose (particularly if they underperform like they did last year) then the apparent ruthlessness of this week's reshuffle will have laid the foundation for a tale of hubris and tragedy. It's a story to tell either way.

I wonder if, in some way, a lot of this drama stems from unreconciled disappointment with the death of 'classic' Dota 2 after TI4. There'll always be people who see Puppey as part of that original Na'Vi dynamic and who struggle to accept a new scene where he's heading up a machine built to win Internationals. There's been a loss of innocence, a shift from heart to brain. That's what happens when you put $18m on the table.

Short of a massive and unimaginable change, I don't think those days are coming back. Dota 2 isn't going to move to $1m prize pools and salaried season play. It's not going to become League of Legends, no matter how many range indicators Valve adds to the game. Dota 2 is now a game where stability exists alongside serious volatility, and where both of these approaches deliver results with enough frequency to ensure that neither of them goes away.

There are certainly improvements to be made. Even if I don't think the Major system has forced roster changes that wouldn't otherwise have happened, it has played a role in making those changes more painful for the players involved. If some of the best players are left stranded by a last-minute reshuffle prior to a hard deadline, then the entire scene suffers: including the lower-tier teams who should be benefiting from mobility among the top talent. In effect the opposite has happened—it seems more or less certain now that these sudden changes to Secret and EG have caused a power vacuum that has ripped Digital Chaos apart while w33ha and Misery remain teamless. These are issues of player welfare that require serious practical consideration.

Even so, I've spent much of this year being struck by the health of the international Dota 2 scene and this week's upsets haven't changed that. This is still a scene that allows fresh talent to transition from pubs and win championships. It's still a scene with meaningful regional diversity, and unless the rise of MVP presages total Korean dominance of the game, which it probably doesn't, then they are a perfect example of how dynamic Dota 2 can be from year to year.

The standard of play has never been higher, the stakes have never been higher, and the scene has retained these qualities regardless. That is a good reason to remain, or become, a fan. But a consequence of volatility is change, and change makes it hard to be a fan of just one specific thing. The more of the big picture you take in, however, the better everything looks.

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Star Trek Online season four kicks off on Saturday, the Jem'Hadar are back

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Star Trek Online's following up on its recent relaunch as a free-to-play MMO with a new episode titled "the 2800," which will start on Saturday.

titled "the 2800," which will start on Saturday. The new season of story quests will kick off with the reappearance of a Dominion fleet of genetically engineered super-soldiers called the Jem'Hadar at Deep Space 9.

The remaining four episodes will be released every Saturday after that until the season finale on March 10, in which the [glowing light/sparkly cloud/space amoeba] you thought was god turns out to be [an advanced alien lifeform/a satellite that's reached the edges of space and evolved into a troll] who can only be stopped using [a really big missile/ a discombobulated tachyon energy pulse/ true love].

You can play Star Trek Online for free by signing up and downloading the client from the Star Trek Online site. As well as the trailer above, there are these four screenshots featuring wormholes and space-walking.

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