WarCry™ Network
Login:
 

Interviews

Q&As and interviews with the people behind these games.

Tuesday, May 20th
Editorials

Since we are dealing with computer-generated cyber worlds that are more than likely not our own creations, there are certainly roadblocks and speed bumps in these games that challenge roleplayers to improvise and adapt. These game mechanics come with the nature of the beast, and many are very necessary to the operation of the games, and are often so obvious as to threaten to pull a roleplayer out of character. While they may not be pleasant to experience during roleplay, their effect in-game can be at least lessened through the lens of imaginative roleplaying.

Monday, May 12th
Editorials

As game worlds become more and more advanced, they also grow larger and larger. The by-product of this improvement is the long distances that must be traveled between locations. For some reason, with this increase in world size, there is not a corresponding improvement in traveling systems. Indeed, there seems to be almost a perverse joy in sending players on quests that involve running back and forth between two distant points with no other objective but carrying a bickering message between a pair of NPCs.

Tuesday, May 6th
Editorials

Jim Moreno tackles the difficult task of roleplaying a merchant in this edition of RoleCraft: "Even roleplayers are known to struggle with this cookie cutter gameplay, and with keeping their characters from looking and acting just like every other character in game. What to do? One sure way to avoid the pitfalls of routine is to realize that there are many other classes in game besides adventurer. It's time to become a professional roleplayer!"

Wednesday, April 30th
Editorials

Sean Bulger's periodic community column today looks at the concept of Open PvP (player vs. player) and what it does to games and their communities.

A while back we talked about conflict between players and what sort of a role that it can play in a game and for communities. During this, it was noted that player competition can be implemented in numerous different ways. This week, I would like to revisit this discussion and talk about one of those particular methods: the open PvP world.

Open PvP is one of the more controversial topics in MMO circles and plenty of people have fairly strong opinions one way or the other on the subject. That said, I would like to explore both the positive impacts and negative ones on the player community. Open PvP has the potential to help bond a community fairly tightly, but it also has the potential to truly tear it apart as well.

Read more after the leap.

Monday, April 28th
Editorials

Last week, Jonathan Steinhauer's column looked at the design of outdoor areas in The Dangerous Wilderness, Part 1. In Part 2, he continues his thoughts on the basic challenge most every MMO faces.

The easiest solution, though it avoids the root of the problem, is to disperse the ground spawns to a more realistic population level. There are areas where one would expect to encounter monsters, and that is where the heavy concentrations should be. Hard core hunting should occur in the fortresses and camps of the various villains, monsters, and animals that are the bane of the adventurer, not every time you step off the path. This opens up the wilderness for travel and casual hunting while giving players the kind of combat that exist in epic stories: battle in the lairs.

Read more after the leap.

Tuesday, April 15th
Editorials

Jim Moreno looks at the biggest question for the modern MMO roleplayer: how do you keep in character in an instance? They're here to stay, so it's time to learn how to deal with them.

Hear me now and believe me later, there is no reason why roleplayers cannot and should not engage in the same high quality RP within an instance as without. Personally, I'm not at all knowledgeable as to where the notion started from, but I absolutely aim to crush it here and henceforth. More than that, I want to share with fellow roleplayers why I think instances are the best places for RP, and provide some tips on how to take on these adventures with RP in mind. I hope they help!

Read more after the leap.

Monday, April 14th
Editorials

In a new editorial, columnist Jonathan Steinhauer embarks into "The Dangerous Wilderness". He looks at the concept of pf the wild and how it's presented in MMOs.

As I've wandered through the wilds of various games, I've been stunned by the panoramic vistas that have opened out before me. Trees sway in the light breeze, their leaves rustling softly through my speakers. A stream trickles by, the sunlight gleaming of the whorls and eddies of the current while in the distance, purple mountains capped with white glaciers scrape the billowing clouds. The imagery is so detailed, I could almost believe it is real.

Read more after the leap.

Thursday, March 13th
News

A post over at StarTrekGames.com shows more evidence that Cryptic Studios is the unannounced new developer on Star Trek Online. A forum member has posted that Timothy J. Harris, Esq. c/o Morrison & Foerster LLP is listed among the contact information on the official website for Cryptic's Champions Online, and this is the same law firm that contacted them representing the new Star Trek Online developers.

You can see the post over at StarTrekGaming.com
You can see where Mr. Harris contacted them earlier claiming to represent the Star Trek Online developers here.

Wednesday, March 12th
News

If you have missed the Star Trek Online soap drama, the Hailing Frequency released a comprehensive timeline of events since P2/Perpetual Entertainment announced they were seizing Star Trek Online development:

In January 2008, San Francisco based P2 Entertainment announced that they were cancelling their Star Trek Online project after almost four years in development.

This news brought about speculation throughout the entire community with regards to the circumstances surrounding P2 Entertainment's cancellation of Star Trek Online and the subsequent closure of the company.

Accusations of money swindling and fraud have been common place, with some people claiming that P2 never even produced more than basic renders and screenshots.

Hailing Frequency has been working very hard to investigate these claims, and we are happy to say that we have been unable to uncover the true chain of events that led to the closure of Star Trek Online...

Check the rest at the Hailing Frequency.

Thanks NeoWolf!

Discussion

This week, we were treated to the tantalizing prospects of a Grand Theft Auto IV MMO, a BioWare-produced KOTOR MMO, and the resurrection of Star Trek Online. But there are plenty of other possible titles and franchises out there that could use the MMO treatment. For this week's discussion, we want to know:

What game, series or fictional world would you like to see become an MMO?

I'll cast my vote for an MMO based on EA's skate. How about you?