Post by pause on Jun 18, 2005 20:45:04 GMT -5
Battlefield 2
The Battlefield 2 Q&A on GameSpot discusses DICE's imminent shooter sequel with Ben Smith: "Technologically, we feel that Battlefield 2 is a revolution in comparison to Battlefield 1942. The new rendering engine really does amazing things graphically and also manages to support 64 simultaneous players at the same time. In terms of gameplay, we think that we've kept the core of what made Battlefield 1942 so amazing when it first shipped but have taken it to the next level in terms of team play enhancements (integrated voice-over IP, squads, commander mode). As far as feedback, we always take fan feedback into account in terms of adding features to products postship, like the buddy lists and the voting interface in 1942, or tunnels in Battlefield Vietnam. Obviously, we learned a lot about what people liked and didn't like in the previous Battlefields from interacting with fans and forums, and we had these in mind constantly as we developed and tested Battlefield 2."
World of Warcraft
The World of Warcraft Development Team Q&A on WorldofWar.net talks with the folks at Blizzard about their MMORPG: "We are working on dynamic Web content that will allow guilds to manage their players and recruit new ones much easier. In-game we are working on improved raid UI to help guilds organize raids better. Of course we continue to look for new features to add to improve the guild experience, and feedback from the players helps us in focusing our efforts. We have not announced any plans for housing, but large systems like that are most suitable for an expansion. As for the ticketed event system, it was unfortunately something we did not get around to implementing, as the need for new dungeons, raid encounters, PvP systems, quests, items, live events, and bug fixes has taken precedence."
Fantastic Four
Art Director Damon Conn talks about bring the Fantastic Four to videogame life on GameZone is online, and Game Chronicle's Fantastic Four Q&A (thanks Frans) talks with Lewis Peterson, president of 7 Studios, about their upcoming superhero game: "The look is a mixture of the movie and Ultimate as well as some new stuff that we’ve designed working with Fox. Any character in the game that is also in the movie we tried to stay close to that, designing the characters so they look just right. The costumes follow the Ultimate series that has recently come out. Anything that wasn’t in the movie or the comics, we worked very closely with Marvel to make sure they fit within the overall design. The overall story is hinged on the movie story but we also branch out a lot into different areas we thought were cool and that match with certain powers of the Fantastic Four. Also, you’ll get to meet enemies like Diablo and Mole Man."
Age of Conan: Hyborian Adventures
RPG Vault's Age of Conan: Hyborian Adventures Q&A Part 1 chats with Funcom's Gaute Godager about their upcoming Conan game: "Age of Conan - Hyborian Adventures is not an ordinary online world. One of the things that sets it apart is the appearance of a 'single-player game' at the beginning. We have chosen this terminology despite the play being online even during this segment to underline that this is not only a tutorial, or a sheltered starting area. This is story-driven, solo-centric, character focused gameplay. This will become multiplayer and finally massive multiplayer - and in all honesty, we do hope players will spend more time in the multiplayer universe than in the single-player gameplay. This is where the game truly becomes alive."
Sparta: Ancient Wars
The Sparta: Ancient Wars Q&A on Strategy Informer discusses the upcoming RTS game with its developers at World Forge: "Our main effort was to create a believable game inspired by historical facts. Of course, due to game play reasons and a cool storyline, it will not be absolutely identical to what really happened. But in comparison to other RTS games, the events of 'Sparta – Ancient Wars' are based on known facts. The plot will be introduced with the in game engine to take the player totally into that era and all campaigns will be connected to each other and not take place totally separately."
Rising Kingdoms
RPG Vault's Rising Kingdoms Team Peek #2 converses with Alexander Savchovsky, programmer on the RTS game: "Personally, I like the opportunity to have a Revealer whenever I need one, to be able to significantly raise the power of my units - like, say, the way Disciples are upgraded - to be able to play either with ranged units, strong melee units like Fanatics, or the invisible Apostles. The idea of taking back half the price of a unit when it is killed is also appealing, since I really hate to lose units in battle."
The Battlefield 2 Q&A on GameSpot discusses DICE's imminent shooter sequel with Ben Smith: "Technologically, we feel that Battlefield 2 is a revolution in comparison to Battlefield 1942. The new rendering engine really does amazing things graphically and also manages to support 64 simultaneous players at the same time. In terms of gameplay, we think that we've kept the core of what made Battlefield 1942 so amazing when it first shipped but have taken it to the next level in terms of team play enhancements (integrated voice-over IP, squads, commander mode). As far as feedback, we always take fan feedback into account in terms of adding features to products postship, like the buddy lists and the voting interface in 1942, or tunnels in Battlefield Vietnam. Obviously, we learned a lot about what people liked and didn't like in the previous Battlefields from interacting with fans and forums, and we had these in mind constantly as we developed and tested Battlefield 2."
World of Warcraft
The World of Warcraft Development Team Q&A on WorldofWar.net talks with the folks at Blizzard about their MMORPG: "We are working on dynamic Web content that will allow guilds to manage their players and recruit new ones much easier. In-game we are working on improved raid UI to help guilds organize raids better. Of course we continue to look for new features to add to improve the guild experience, and feedback from the players helps us in focusing our efforts. We have not announced any plans for housing, but large systems like that are most suitable for an expansion. As for the ticketed event system, it was unfortunately something we did not get around to implementing, as the need for new dungeons, raid encounters, PvP systems, quests, items, live events, and bug fixes has taken precedence."
Fantastic Four
Art Director Damon Conn talks about bring the Fantastic Four to videogame life on GameZone is online, and Game Chronicle's Fantastic Four Q&A (thanks Frans) talks with Lewis Peterson, president of 7 Studios, about their upcoming superhero game: "The look is a mixture of the movie and Ultimate as well as some new stuff that we’ve designed working with Fox. Any character in the game that is also in the movie we tried to stay close to that, designing the characters so they look just right. The costumes follow the Ultimate series that has recently come out. Anything that wasn’t in the movie or the comics, we worked very closely with Marvel to make sure they fit within the overall design. The overall story is hinged on the movie story but we also branch out a lot into different areas we thought were cool and that match with certain powers of the Fantastic Four. Also, you’ll get to meet enemies like Diablo and Mole Man."
Age of Conan: Hyborian Adventures
RPG Vault's Age of Conan: Hyborian Adventures Q&A Part 1 chats with Funcom's Gaute Godager about their upcoming Conan game: "Age of Conan - Hyborian Adventures is not an ordinary online world. One of the things that sets it apart is the appearance of a 'single-player game' at the beginning. We have chosen this terminology despite the play being online even during this segment to underline that this is not only a tutorial, or a sheltered starting area. This is story-driven, solo-centric, character focused gameplay. This will become multiplayer and finally massive multiplayer - and in all honesty, we do hope players will spend more time in the multiplayer universe than in the single-player gameplay. This is where the game truly becomes alive."
Sparta: Ancient Wars
The Sparta: Ancient Wars Q&A on Strategy Informer discusses the upcoming RTS game with its developers at World Forge: "Our main effort was to create a believable game inspired by historical facts. Of course, due to game play reasons and a cool storyline, it will not be absolutely identical to what really happened. But in comparison to other RTS games, the events of 'Sparta – Ancient Wars' are based on known facts. The plot will be introduced with the in game engine to take the player totally into that era and all campaigns will be connected to each other and not take place totally separately."
Rising Kingdoms
RPG Vault's Rising Kingdoms Team Peek #2 converses with Alexander Savchovsky, programmer on the RTS game: "Personally, I like the opportunity to have a Revealer whenever I need one, to be able to significantly raise the power of my units - like, say, the way Disciples are upgraded - to be able to play either with ranged units, strong melee units like Fanatics, or the invisible Apostles. The idea of taking back half the price of a unit when it is killed is also appealing, since I really hate to lose units in battle."