Arcanity in Limbo

The staff at Brick House Trading Co. made a recent announcement that the upcomming MMORPG Arcanity has been shelved indefinitly. Siting time constraints and technical complications, the team decided to postpone further development of Arcanity while they begin work on other projects. We here at Allakhazam's wish the Arcanity team good luck on their future projects.
Many of you already have an idea of what's been going on at Brick House, most of you don't though. The Arcanity team was made up of only 5 guys- 3 part-timers and 2 80-hour-a-week guys, Rich and Rolfe (that's me). Early on in the project, Rich was signed up to start at a consulting firm making uber bank for a fresh out of college newb and he bailed out last minute in favor of Arcanity. I dropped out of business college senior year to do Arcanity. The rest of the team (Todd White, Lamont Gilkey, Scott Brewer) also made sacrifices. Arcanity was a dream we all put a lot into. In January 2002, the team sprung a leak. I recruited Lee Stark, Kevin Zarins, and Hal Bonin, to try and keep the project alive. To shorten a long story, Arcanity is going on the back burner for a while. We're all busy in paid projects, gaining experience. In the meantime, we're considering many things. We have a much smaller project we've been kicking around that's friendlier to our new found time constraints, the thought of releasing the Arcanity Beta0 client as a free 3D chat client has crossed our minds, and even the possibility of releasing Arcanity as open source has come to topic once or twice. The members on the Arcanity message boards have mostly been Saints. We've made some good friends among you. I've been putting off this "dreaded final post" for quite some time now partly because I feel so bad letting so many of you down. No matter how disappointed you are, I can assure you that we're far moreso. We all loved being part of the team and there's a very good chance we'll come together in the future again to pick up the pieces of Arcanity. Check the message boards for more info

Q’s Query #20 – Fun Factor in Systems

This was up on the Official SWG Boards earlier today, but for some reason or another the thread got eaten by the "Forum Monster." However, Q caught the dastardly beast and made him spit out his Query for this week.
Looks like the Forum monster got my first thread. Let's try this again. In today’s Q’s Query, let’s discuss a little bit of the “fun factor” of a Massively Multiplayer Role Playing Game. I’m not asking for the good times you’ve had hanging out with friends online, nor am I asking for a wish list of things that you think would be fun. I want specific details about something a game did that caused you to have fun. It could be something to do with challenging AI, pleasing sounds, worthwhile reward vs risk, ownership of something important, satisfying skills, etc.
  • Give no more than 3 specific instances where a game mechanic caused you to have fun? Feel free to name the game and why it pleased you. Remember this is about your personal experience. For the sake of this thread we are not discussing player to player interaction. It is game to player interactions and how they are fun. Please no “firsts” this is a debate topic. -Kevin O'Hara Community Relations Manager

  • The topic is quite lengthy, but he reads them all, I promise! You can add your thoughts HERE

    EVERQUEST(r) ONLINE ADVENTURES(tm) FOR THE PLAYSTATION(r)2 COMPUTER ENTERTAINMENT SYSTEM GOES GOLD

    GameZone.com posted this on their website:
    EVERQUEST(r) ONLINE ADVENTURES(tm) FOR THE PLAYSTATION(r)2 COMPUTER ENTERTAINMENT SYSTEM GOES GOLD -Prequel to Hugely-Popular Massively Multiplayer Online PC Game EverQuest Brings the Unique Fantasy Universe of EverQuest to a PlayStation 2 Near You- SAN DIEGO, CA - January 24, 2002 - Sony Online Entertainment (SOE) Inc., a worldwide leader in massively multiplayer online gaming, announced today that EverQuest(r) Online Adventures(tm), its massively-multiplayer online role-playing game exclusively for the PlayStation(r)2 computer entertainment system, has gone gold. EverQuest Online Adventures gives console gamers access to a vast living game world filled with exciting combat, quests and unparalled character development as they embark on the adventure of a lifetime with people from across the North American continent. EverQuest Online Adventures has a suggested retail price of $49.99 and is scheduled to be available at North American retail stores on February 12. "In just a few short weeks, PlayStation 2 owners will get to experience the magical world of EverQuest, which is one of the most amazing fantasy universes ever created," said John Smedley, president of Sony Online Entertainment. "With nearly endless replayability in a living, changing game world, the likes of which have never been seen before on a console, people from all across North America will find the adventure and community they seek in EverQuest Online Adventures." About EverQuest Online Adventures EverQuest Online Adventures gives you the power to unleash the unique adventurer within and personalize your in-game character from 10 races, 14 player character classes, and a number of hair styles and facial characteristics. As you progress in the game completing quests, interacting with new friends, and discovering items, your character grows and develops as the world evolves. EverQuest Online Adventures also features:
  • * Fast and tactically rich combat, with each monster posing a unique challenge for the player
  • * An enormous gameworld offering gamers more than 323 square miles to explore
  • * A universe filled with compelling quests and intriguing subplots
  • * Thousands of non-player characters with which to interact
  • * Hundreds of spells and special abilities
  • * Thousands of items For a monthly subscription fee of $9.99 per person, hundreds of thousands of PlayStation 2 gamers can enter the EverQuest Online Adventures universe and have the chance to experience unlimited adventures in the "virtual" land of Tunaria with hundreds of thousands of other console gamers from the "real" world. Sony Online Entertainment is developing a variety of payment options to accommodate the demand from gamers everywhere. Using the PlayStation 2 system's Network Adaptor, EverQuest Online Adventures connects seamlessly via modem or broadband to the Internet, directing players to dedicated EverQuest Online Adventures servers. Gamers simply insert the disc and the adventures of Tunaria are just a few button pushes away.

  • PS2 players now have even more info to keep them satiated until they too can get their EQ fix. -Kenti

    Dallas Market Research on MMORPG's

    This was posted up on Everlore today:
    Freddi Wayne sent us the following regarding a MMORPG market research study being conducted in Dallas Texas. If you would like to participate, here's how:
    Fieldwork Dallas, a market research company is conducting focus groups with males (18+ years) who play Role Playing Games (RPG's) and or Massively Multi-Player Online Role Playing Games (MMORPG's) online. The groups will be held the 1st week of February. If you qualify, you will be paid $75-$100 for coming in to our office and participating in a 1.5 hour focus group discussion. This is a rare opportunity to have some input into these games. Please contact us a.s.a.p. for more info
    I've sent off an email for more info, so hopefully I'll be there! Feel free to drop me a line if you're going (click my name on any post, it'll bring up the email client), I'd love to meet some of you! -Kenti

    Friday FAQ Update

    Friday is FAQ day, and in today's installment we have concrete information concerning the default control settings that are available. These by no means are the only settings you can choose, as every key will be mappable to your every need and want, but these are just the four defaults that you can choose from. Basically, they took them from existing games to help with the learning curve (or so I'm lead to believe). Here's the addition:
    FAQ Updates - January 24th, 2003 11.21 What are the default controls? Although you will be able to remap any key and mouse button, we have set up what we consider to be the most requested styles. We feel the game is best played in the default SWG style, but we are aware that some players will be more comfortable with some established styles. Our 4 defaults:
    • SWG style - uses type to talk and mouselook for movement. It maps most things to CTRL keys, supports a free and chase cam toggle, and has hotkeys bound to the Function keys.
    • MMORPG style - uses ENTER to talk and has a cursor up so uses the keyboard for movement. The left and right keys turn, not strafe. It maps the whole keyboard, and you can drop into mouselook if you want.
    • FPS style - is mapped almost exactly like the MMORPG style, except the left and right keys strafe not turn, and movement is controlled via mouselook.
    • ISOMETRIC style - is based on UO. It's type to talk, but assumes a cursor up all the time. Its mappings are just like the SWG style. We'll have the ability to drive with the mouse while the cursor is up.

    Thanks guys! -Kenti

    Q's Query #18: Advancement

    Q-3PO has presented the player populous with another chance to become the Developers for SWG, and asked them how they would like the advancement to be handled. How long should advancement through the different professions take, as well as what the community see as the best way to cater to the casual players as well as the powergamers. Many great suggestions were made, and can be viewed HERE. LONG LIVE THE SHRUB!! -Kenti

    New SWG Screens!

    For those of you who can't get enough of SWG, there are new Screen Shots of the game on the SWG Official Page. Many of them give us some beautiful depictions of the lush terrain and scenery. The pictures can be seen HERE -Kenti

    HomeLanFed interviews Haden Blackman

    HomeLan had the incredible opportunity to interview Haden Blackman yesterday. They really picked his brain on the more technical side and stuff that really didn't concern the content. Basically about the hype, scheduling, and the technology of the game... Here's the entire article:
    If you are a serious PC gamer, then Star Wars Galaxies doesn't need much of an introduction. The long awaited massively multiplayer RPG from Sony Online Entertainment and LucasArts is arguebly the most anticipated game in this genre since, well, Ultima Online. HomeLAN got a chance to chat with LucasArts' Haden Blackman to get the latest on Star Wars Galaxies. HomeLAN - Some people are calling Star Wars Galaxies the most anticipated PC game that will ship for 2003 . How does the development team at Sony Online and LucasArts feel about all the attention the game has received and will receive this year? Haden Blackman - We're happy that people are excited about the game. I'm sometimes floored by the attention that we're getting, and flattered by the positive buzz. Most of all, I'm grateful for the loyalty of our community and the beta testers - they've stuck with us through every controversial decision, through early beta tests, and through schedule delays. I can't say enough about our community, really. Obviously, we know that expectations are high and we're doing everything we can to meet those expectations. At the same time, we also realize that the game can't be everything to all people. Right now, we're just trying to launch an engaging game with a stable feature set and plenty of room to grow; not everything we wanted in at launch will be there, but what we do include will hopefully be polished, balanced, and fun. The great thing about an MMO is that it can grow over time, evolving to meet the needs and wishes of the community, and we already have plans for feature additions and expansions. HomeLAN - Why did LucasArts wish to team with Sony Online to develop the game, rather than develop the game completely in-house? Haden Blackman - It's a pretty simple answer: Sony has built and hosted a successful MMO. They have a proven track record. Building an MMO is a complex and risky proposition; we can mitigate some of that risk by partnering with people who have already been successful in that arena. We use this same logic whether we're building an MMO or a first-person shooter. In actuality, the core Star Wars Galaxies team is composed of veterans from several MMOs, including EverQuest, Ultima Online, and Meridian 59. And guys like Raph Koster, the creative director on the project, have been working on MUDs forever - the experience they bring to the design table is priceless. HomeLAN - Besides being set in the classic Star Wars universe, what other gameplay elements will set Star Wars Galaxies apart from the rest of the massively multiplayer RPG on the market? Haden Blackman - At the moment, developing MMOs is largely an iterative process. We've tried to improve upon the things that worked in past MMOs, and either ditched or (hopefully) fixed what didn't work. I do think that there are areas where we will be set apart, though, and perhaps setting new bars. Ranged combat is the focus of combat in Star Wars Galaxies, which is new and different for MMOs in general. Previously, you basically just had bows and arrows, but the focus was still melee combat; all of our characters are armed with blasters, which are rapid fire, ranged weapons. It changes the whole dynamic of combat, especially combat with creatures. In general, combat feels really dynamic because people are moving constantly, which is different than the "stand and smash your enemy" approach in other MMOs. I also feel that Star Wars Galaxies will be set apart by its accessibility. We know that there are many Star Wars fans who will be drawn to Star Wars Galaxies, but who haven't played an MMO before. Getting into the game and finding something to do is really easy. There are areas like crafting that will appeal to the hardcore players, but areas like combat are easy to grasp. HomeLAN - Based on reviewing community response to the game, what playable races and professions in the game are proving to the the most popular? Haden Blackman - In terms of species, I think that humans are actually one of the most popular because of all the customization options available, with Zabrak a close second. But, honestly, we see pretty even distribution right now - but that could be due to the fact that we're encouraging players to test various Profession/Species combos. We're just now getting into balancing Professions, focusing first on Marksman and Brawler (two of our starting professions). I would expect that most players will be drawn to these two Professions initially, just because they are the most combat-oriented. But, as we've seen in every other MMO, there are (fortunately) those players who also want to be "healers," which bodes well for our Medic and Entertainer Professions. And Artisans stand to make a lot of in-game money. Explorer-types will be drawn to the Scout. HomeLAN - What classic Star Wars locations will be featured in Star Wars: Galaxies? Haden Blackman - Virtually every major Tatooine location - Mos Eisley, Jabba's Palace, the Sarlacc Pit... We also have Yavin 4, which is where the Rebels set up their base prior to attacking the Death Star. The cool thing about having a location like Yavin 4 in our time period (shortly after the Death Star's destruction) is that we get to update the planet - we established an Imperial presence on the planet, for example. We also have Endor, including Ewok villages and such. Star Wars is a great license to use for an MMO because there is so much material from which to draw. We are including Prequel stuff, in the form of Naboo, for example. We've also drawn from the novels to include Corellia (Han Solo's home planet), and have populated Endor with creatures from the old Ewoks cartoons and movies (updated to fit our visual style, of course). We even drew from other video games, using the planet Lok from the Starfighter series. HomeLAN - In terms of the game's ongoing storylines and quests, will players be able to work classic Star Wars characters and participate in events in and alluded to in the movies and Expanded Universe? Haden Blackman - Yes, you'll be working with and for various "named" characters. Jabba and his cronies hand out a number of missions, for example. We also plan to hold live events that tie into the film storylines, stories from various comics, games, and novels, and plots that we invent. HomeLAN - What are some of the more important aspects of the game's graphics and network engine? Haden Blackman - I think the most important thing about all our technology is that it's expandable and can grow as the community grows and as technology improves. Right now, our graphics engine is very scaleable. You can scale back all the options if you're on a lower-end machine, but can scale up to really get the most out of your rig. All of our highest graphics settings are actually calibrated beyond what current machines and video cards can handle - but, as new technology emerges, we'll be able to take advantage of those highest settings to hopefully keep the game visually competitive. HomeLAN - Since Star Wars: Galaxies will likely have people who have never played this type of PC game before, what is Sony Online and LucasArts doing to make the game easy to get into and enjoy? Haden Blackman - First, we'll have a pretty thorough newbie tutorial. We're also trying to ensure that the controls are intuitive - nearly everyone knows how to use a mouse, so the mouse if your primary means of interacting with the world (though we have default configurations for various playstyles). We put in mission terminals to allow you to grab a mission and just go adventure. We hope that, on the surface, the UI is simple and elegant; all the complexity is hidden until you need it. Maybe most importantly, we're encouraging advanced players to interact with new players - anyone can group with anyone else fruitfully; we have an apprenticeship system that requires advanced players to teach skills to new players; and new players craft components that advanced players use. HomeLAN - You have just started a limited beta test of the game. So far how is the beta test progressing? Haden Blackman - Very well. We're just now reaching the point where we can have the beta servers running all day long. Early on, we received a ton of very valuable focus feedback; we're still doing focus tests for balancing, but we've also moved into load testing, which means we're progressing on the sever side. We'll hopefully be supporting a representative population soon. HomeLAN - The game is scheduled for public release by April 15. Is the team still confident that they will be able to make that release date? Haden Blackman - The release date is April 15th. We're on schedule to hit that date. We wanted to take the time to do the game right, and we're comfortable with our progress thus far. HomeLAN - Many people are wondering what stance Sony Online and LucasArts will have in selling player accounts and property in Star Wars Galaxies. Can you give us any indications on how you will address this issue? Haden Blackman - We don't condone it. HomeLAN - What can you tell us about the network backbone that will be set up for the launch of the game? Haden Blackman - We're still working out some of the configuration details, but we will have two server centers (one west coast, one east coast), each with several dozen clusters (or "Galaxies") and access to the game databases. HomeLAN - Many people are excited about the prospect of the space flight expansion pack for the game. Can you give us a status of what will be included in the expansion and when it will be released? Haden Blackman - We're shooting for a year after release of the core produce for the launch of the space expansion. We're planning to allow you to own and even craft your own starships, which you can fly between planets. Obviously, there will be space combat We're hoping that you'll be able to have multiple characters manning different portions of the same starship, and to include larger starships (like Star Destroyers), but there are technical and design challenges with these features that we're still wrestling with. HomeLAN - Finally is there anything else you wish to say about Star Wars: Galaxies? Haden Blackman - Just that we can't wait for the launch. We're all really excited to see how the community shapes up and what elements are the most popular with players.

    Thanks to HomeLan for getting us yet another viewpoint on this highly anticipated game! -Kenti

    SWG Weekly Beta Update #28

    Q-3PO posted his Weekly Wednesday Beta Update over on the SWG Discussion Forums. Q-3PO stated that the Beta testing has been going well, and that the developers are beginning to move from getting things working to "focusing on the fun factor." He also included some patch notes not yet seen even by the Beta testers themselves. Some players reacted with sadness upon hearing that a supposed "bug" which caused female characters to slowly scoot off their chairs while sitting had been fixed. Several players asserted that the bug should have been allowed to remain, though whether for the purposes of lewdness or humor could not be ascertained at presstime. Check out Q-3PO's entire post at the SWG Forums.

    Earth and Beyond Kicks Off New Storyline

    Armies gather and move out as leaders are drawn into conflict. Weapons capable of massive destruction strike fear into every day people. Soldiers kiss their loved ones as their commanders prepare for war. No, we're not talking about Iraq. Earth and Beyond, a sci-fi MMORPG by Electronic Arts has sent out a press release explaing that the game universe is about to undergo some drastic changes. As new alliances form, technology evolves, and secret agreements are forged in blood and steel, these developments kick off the start of Earth and Beyond's story line which will continue to evolve over the months to come. Even non subscribers will be able to participate, via a 1.2 GB, five day free demo. The following days should provide enormous interest for Earth and Beyond followers.
    Starting this week, the Earth & Beyond galaxy will never be the same. A mysterious alien race is deploying around the galaxy. The warrior faction starts construction on a massive defense shield in preparation for war. The tradesmen begin building a new long-range stargate, in preparation of potential profitable trade agreements with the aliens. Most explorers are obsessed with the acquisition and decoding of more than 50 encoded data fragments. All these developments are part this month's update of Earth & Beyond, the online role-playing game published by Electronic Arts (NASDAQ:ERTS) under the EA GAMES(tm) brand. These historic galactic events can be experienced by all gamers, subscribers and non-subscribers, thanks to the Earth & Beyond 5-day demo program. The 1.2 GB demo can be downloaded from www.fileplanet.com/enb, www.gamespot.com/enb, www.fileshack.com, www.gigex.com and www.happypuppy.com . Westwood will also mail the two-disc demo set to anyone in North America who fills out the online form at http://www.earthandbeyond.ea.com/home/market_demodisc.jsp. The two disc set will be mailed within three to six weeks, postage free. The offer is limited to one per person. The demo disc is also on sale for $1.99 at participating Electronic Boutique and GameStop stores. Players should contact their local store for availability. With this month's game update, Earth & Beyond's developing story officially starts, and players will see the galaxy change, and take on missions that uncover key plot details. Each month, new content and events will develop the story, a story of invasion, politics, greed, sacrifice and ultimately, the survival of the human race. This month's game update includes 15 new missions, most of which deal with the ongoing story. Other enhancements in this week's update include: