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Tuesday, May 20, 2008

Magma Caverns PC game - developers diary


Lead World Designer, Michael Hutchison and Mission Designer, Jason Ford, Talk About the Latest Design Changes to Magma Caverns

NCsoft reveals two developer diaries highlighting the latest development updates to the highly acclaimed, Richard Garriott’s Tabula Rasa. These insights focus on the reconstruction of the Magma Caverns with its brand new map layout and entirely new missions. Lead World Designer, Michael Hutchison looks into the physical design changes within the game from a world-building perspective, while Mission Designer, Jason Ford views the same instance from the game mechanics point of view.

Jason Ford, Mission Designer:
We’re working hard to add brand new maps and missions to Tabula Rasa, but we are also taking the time to polish and add exciting new content to our existing maps and missions as well. The re-work we’ve done for Magma Caverns is a little bit of both of these things combined, so we thought it might be interesting to talk about the revamping of Magma Caverns.

For several reasons, we decided to completely re-do the level design and create brand new missions for Magma Caverns. The current live version will be replaced in the Deployment 8 update with this newly redesigned version. While the ideas in the original were good, we felt that the implementation was not realizing its own potential.

First, a little bit of background. Magma Caverns is currently built for players around level 45, and the level of the instance will remain the same in the reworked version (level 44 – 46). You can access the instance by traveling to the Western edge of Torden Abyss on Planet Arieki. Both the original instance and the new version are based on an ethical parable where the players are given a choice that affects the mission line and story progression for the rest of the map. Initially, the players were instructed to enter Magma Caverns to find a renegade science team and bring them back for court martial, or execute them if they resist. The player was then given the choice to either fight or help them. When we redesigned the map, we ripped out all of the old missions and designed entirely new missions from scratch, including a brand new type of choice mission for groups. As a result, the new storyline is differs slightly from the original.

Magma Caverns was originally designed in such a way that players were unable to play through a large portion of the instance, because only certain areas of the map were available depending on the choice players made near the beginning of the map. For example, the spawning of creatures in the map was dependent upon the choice players made in the choice mission previously mentioned. If a player skipped this part of the mission for any reason, there wouldn’t be anything for players to fight against. Also, since the choice mission wasn’t repeatable players couldn’t try the other choice, and there would be nothing left for players to do if they chose to revisit the map after completing it the first time. Lastly, if a group of players went into Magma Caverns together, the choice in this mission would be decided by the first player to make a decision, regardless of the opinions of his/her group. All in all, we felt that there were fundamental issues in both the mission and level design that needed to be addressed.

Our solution to this problem involved keeping a lot of the original ideas behind the design of Magma Caverns. For instance, we really liked the idea of having a choice mission at the beginning of the map that resulted in playing the map in one of two different ways. In rethinking Magma Caverns and choice missions, one of our designers, Berenger Fish, came up with a brand new way to script together a choice mission in Tabula Rasa. It allows members of a group to vote for a choice in this mission and reach a decision for the group based on the majority vote (solo play is also available). The result was a choice mission appropriately titled “Consensus.” Like the original choice mission, “Consensus” gives players a choice to side with either the Rebels or the Penumbra , the two warring factions in this map.

We also added two new factions created specifically for the missions in Magma Caverns. With the redesign, players can join either the Rebel or the Penumbra faction. Rather than spawning the map with either Rebel or Penumbra as a result of players’ choices, we spawned the map with both, and players’ factions are changed according to their choice or their group’s choice during the “Consensus” mission. With the new faction system in play on Magma Caverns, the Rebels and Penumbra are either hostile or friendly to players, and always against each other. This way we could create a real battle that players could choose which side to support.

If players choose to side with the imbedded Rebels, they will defend against Penumbra assaults and eventually take part in an attack on the Penumbra’s landing zone. On the other hand, if they side with Penumbra, players will participate in the assaults against the Rebels, eventually attempting to take over the Rebel Camp and run the Rebels out of Magma Caverns.

Regardless of which side of the battle players are on, they will have the option to call in reinforcements to help them in the battle if it gets tough. Also, special Penumbra or Rebel waypoints and hospitals will become available to players depending on which side they choose. There are even bonus objectives in the missions for both Rebels and Penumbra. Players will have the opportunity to earn extra experience points and credits depending upon how well they defend certain key points in the map for both factions.

Since “Consensus” is a repeatable mission, players will be able to re-visit Magma Caverns any time they please. They can return at a later time to side with the faction they didn’t go with before and experience the other half of the missions for this map. There is also a side mission to defeat a giant Magmonix that’s hostile to both factions known as “Ember.” Players can experience this mission regardless of the side they choose.

We hope players enjoy the brand new look and feel in Magma Caverns, and we’re working hard every day to bring them exciting and new experiences in Tabula Rasa. Hopefully the work we’ve done in Magma Caverns will be seen as a good example of what players can expect to see as we continue to grow and enhance Tabula Rasa altogether.

Michael Hutchison, Lead World Designer:
The rework of Magma Caverns was undertaken as part of our team’s efforts to make each area of the game as consistent as possible with the other areas of the game. We’re always looking at ways to make the players’ entire experience in Tabula Rasa feel as polished as possible, and to improve upon areas that might not hold up as well as others. With Magma Caverns, we felt we had a really great opportunity to make dramatic improvements to map flow, mission design, visual interest, and overall quality of presentation. I am here to talk about my perspective on what Magma Caverns was and what it will be, with Deployment 8, coming up soon.

As we considered the area more, we got excited by some new ideas, and the prospects of making some notable improvements to the map and its missions for the players. We were motivated by a few main concerns, which guided our criteria for the re-work. Among them: that the instance should offer more level-appropriate content, that it should have a tone in keeping with the storyline, that its conclusion should be more satisfying, and that the visual points of interest should be highlighted in more dramatic ways.

The layout of the previous version of Magma Caverns didn’t allow for a direct flow through the space, in keeping with the sequence of events in the missions. In fact, it was even possible to miss entire sections of the map depending on the path you took within the instance. So, the map just wasn’t being fully utilized. Of course, changing this was important so that no player would feel cheated out of content and visuals. Plus, as developers, we just want to make sure players get to see all of the things that we spend so much time creating! All of this prompted us to look at how the map was built from the ground up, and identify ways to drive players to each area of the map regardless of the choices they made, while also eliminating any backtracking. Essentially, we ended up giving Magma Caverns a complete overhaul.

In looking at the world design of the previous map, there were areas that I thought were very well done, some areas that I felt had greater potential, and some locations we felt needed to be added in order to support the story and backdrop of Torden Abyss. We added a new location called the “Arkhara Research Station,” which is an abandoned Brann research station that monitored the seismic and volcanic forces at the nearby “Agni’s Cauldron” caldera. We placed this new location at the entrance to the map, and it is there that the player will make the choice of whether to align himself with Penumbra or the Rebels. This choice will lead to one of two locations beyond: via teleporter to the Rebel Camp, or through an adjacent cavern to the Agni’s Cauldron point of interest. Either choice will send the player on a mission chain which will lead them on a path through the entirety of the Magma Caverns instance.

Agni’s Cauldron is one area that was left virtually unchanged from the previous version of Magma Caverns, although players will now enter it from a new location which makes a stronger first impression. Agni’s Cauldron was a cool and unique area already; I simply added additional polish through some new visual effects and lighting, and tuned the sky a bit to make it feel like it is part of a much bigger environment above.

In a remote corner of the previous map, there was a small, but well done location where some raintree seeds had been able to take root via some small holes in the cavern ceiling. This small grotto provided a contrasting glimpse of life in an otherwise hostile underground. I really liked this concept and wanted to expand it into a full blown point of interest and make it into one of the signature locations of Magma Caverns. And so was born the “Sakra Oasis,” where a caved-in cavern ceiling has allowed a grove of raintrees to enter from above. This creates a parallel to the Ruins of Tampeii area on the Torden Abyss shared map, where the same thing can be seen happening; so this was a nice way to tie the instance in with what the player already knows about the environment surrounding Abyss.

Another place where I took a previous idea and expanded on it is at the Magmonix Grounds, where a Magmonix graveyard is caught in the middle of the struggle between the Rebels and Penumbra. The original map had a small cave, somewhat off the main path, which had some Magmonix remains tucked away inside. Again, I liked this concept and wanted to expand it into a larger, more unique, and fully realized location. So, I created a cave section off of the Magmonix Grounds to create the graveyard. Adding this location served a few purposes. First, it provided an area with more level ground, which, due to their size, works better for these creatures’ movements. It also makes engaging in combat with them easier, since the player has more space in which to move around. Having Magmonix in the map is important because they add more indigenous life to the Magma Caverns, therefore helping to present a more complete ecosystem. Lastly, just having the location there tells a story about Magmonix, how and where they live, and what they do when they die. It’s a small way to enrich the fictional backdrop of the game and its settings.

All in all, we’re very satisfied by the work we did to improve this instance, and hope that those players who have seen the previous version will agree. For those who have not yet seen the Magma Caverns, I hope they’ll find its visuals unique, and its replay-ability exciting.

City of Heroes - City of Villians developers diary


Senior Art Lead, Ken Morse, Details the Process that took the new Cimerora Area from Concept to Completion

NCsoft’s Senior Art Lead, Ken Morse gives an insight into the process that took the Cimerora area, inspired by Greece and Rome, from concept through to completion for the forthcoming release of Issue 12: Midnight Hour for City of Heroes/City of Villains.

As the Senior Art Lead, it’s my job to figure out how to turn Positron and the rest of the team’s ideas into visual realities. Coming from both a film and environment art background, I am always excited when the opportunity to create new settings for the game presents itself. A Task Force inspired by ancient Greece and Rome, however, was genre-stretching territory we’d never ventured into before, and presented some serious challenges.

Could Heroes and Villains of every imaginable variety fit into an ancient, fantastic setting? Would Cimerora feel as connected to the Hero and Villain experience as Atlas Park or Mercy Island? Would it be exciting to see super powered battles between leather and bronze clad warriors in sandals versus Heroes and Villains in tights? I’d like to give you a glimpse into the process that took Cimerora from concept to completion!

Creating Cimerora: The Process

1 – Genesis of the Idea
Creating Greek and Roman inspired mission content was something that we wanted to do with Issue 11: A Stitch in Time. It was always a goal of ours for that Issue to really make you feel like a time traveler by going back to ancient times and interacting with the locals there. Unfortunately, when all the art tasks for Issue 11 were estimated, it became apparent that we would not be able to complete it for that Issue. We did, however, start work on several assets that we knew we would need once we got the content underway.

2 – Mission/Zone Concept
For Issue 12, Positron (Matt Miller) and Hero 1 (Joe Morrissey) had a time traveling Task Force in mind with several fairly epic missions. It quickly became clear that in order to truly support the Task Force content, Cimerora would need to become a place of its own.

Taking Heroes and Villains to ancient times was a huge challenge conceptually and visually, and we felt that providing a persistent area for players to explore, team up in, and even resurrect if needed, would help make the experience feel more natural.

Another key conceptual goal for Cimerora was to make it feel like a real place, rather than just a play space. To make this a reality, we decided that all mission and zone content should be interconnected, forming a more continuous geographical area for players to explore.

3 – Asset Concept and Creation
While Hero 1 retreated to his cave to design the mission and story content of the zone, I drew up a rough map of the spaces we’d need and the environment artists began gathering reference and prototyping assets for the zone.

For signature architecture and locations we turned to our fantastic concept artist, Carolina Tello Alvarado, who illustrated all of the key architecture and iconography for Castellum Quarter and the Oracle’s Island . These illustrations, along with the advance work we did during Issue 11, helped the environment team work quickly and effectively to create and refine literally thousands of new visual assets encompassing everything from cliffs and terrain to buildings and fortresses.

4 – Environment Layout and Prototyping
Once the library of Cimeroran assets had begun to take shape, Don Pham and Ryan Roth of our environment team worked closely with Hero 1 and War Witch (Melissa Bianco) to create the map layouts you’ll find in Cimerora. Reveals and vistas were carefully planned and “white boxed” in order to ensure that the story was revealed visually as intended. “White boxing” is the process of using an easily changeable, temporary layout to make sure game play, “pathing” and overall flow is working properly.

5 – Revision
White boxed zones often change daily based on play testing, story modifications; or simply because some ideas sound great on paper, but don’t work so well in game. This was the case with the Castellum Quarter mission map for the Time’s Arrow Task Force. The original design of Castellum Quarter called for a high class temple district with beautiful gardens, but when the environments were created in the editor, it became apparent that the mood just wasn’t sinister and epic enough to sell the story content. The white boxed level was torn down, and a new Castellum Quarter was born as a huge fortress atop craggy cliffs , connected by soaring bridges.

6 - Population, Revision and More Revision
As the Art and Design teams reached consensus on the layouts for Cimerora and its associated missions, War Witch began drawing on the fantastic Greek and Roman inspired characters and costumes Jay Doherty created as well as the spectacular new animations and FX that Back Alley Brawler (Chris Bruce) and the animation team supplied to populate each map with dynamic spawns and NPCs.

Shortly after the maps were populated and missions were hooked up, it was time for play testing, and inevitably, more revisions!

7- Polish and Release
During the final days before release, feedback from internal play tests as well as from closed and open beta testing is examined. Game play is tweaked, geometry holes are plugged, and textures, scene settings, music and audio are all finalized for release. By the time you set foot in Cimerora, its final content will have been contributed to by almost every member of the Art and Design teams.

Final Words
Cimerora is one of my favorite places in the CoH/CoV universe, and is a truly unique zone that has allowed us to push the game’s visuals and level design in new, more focused and immersive directions. I hope Heroes and Villains alike find their travels in Cimerora to be as exciting and memorable as it has been for the team to create this new zone!

Worlds most advanced puzzles


Leading logic puzzle supplier Conceptis announces a new website today dedicated to logic puzzle enthusiasts. Promised to be the most advanced puzzle website ever created, conceptispuzzles.com aims to change everything about how we play logic puzzles on the Internet.

read more | digg story

BMW Racing game come to your mobile - cellphone


Hands-On Mobile, the world's leading developer of connected games and applications, today announces that it has entered into a licensing agreement with BMW AG and Nürburgring GmbH, owner of the Nürburgring Nordschleife track, to bring the game BMW Racing to mobile phones this summer. Developed by independent UK studio FinBlade, BMW Racing features the latest high performance BMW cars and allows players to experience the thrills of racing round the world-famous Nürburgring circuit.

BMW Racing will feature six officially licensed cars, including the M3, M5, M6 and the current season Formula One racer BMW Sauber F1.08, with each car featuring realistic car handling that feels different for each vehicle. Players will race in one of two different modes – 'Challenge' and 'Time Trial' – around the Nürburgring Nordschleife, which at 20.8 kilometres long is considered to be the longest, toughest and most demanding purpose-built race track in the world.

"Brand extensions are a great way for companies to reach new markets and the ubiquity of the mobile phone means mobile brand extensions in particular have the potential to reach huge numbers of consumers," said Greg Robinson, General Manager of Hands-On Mobile EMEA. "In the past we have worked with brands such as Marvel and World Poker Tour and have delivered top selling mobile games and content across the globe and we are looking forward to doing the same for BMW Racing."

BMW Racing will be launching on carriers across Europe, APAC and Latin America this summer.

Metal Gear Solid Konami's first N-GAGE mobile game


KONAMI to develop products for NOKIA's mobile game service N-GAGE

METAL GEAR SOLID MOBILE marks first title for release this summer

KONAMI will begin provisioning of METAL GEAR SOLID MOBILE for NOKIA's mobile game service, N-Gage scheduled to start in late June, 2008. METAL GEAR SOLID MOBILE is original content created exclusively for the mobile platform and based on the METAL GEAR series.

3D graphics and camera work were used to reproduce the "Infiltrate without being seen by the enemy" tension that is characteristic of the "METAL GEAR" series. "METAL GEAR SOLID MOBILE" utilizes the handset's camera to incorporate gameplay that can only be experienced on the mobile platform. The camera function is used to change the color of the character's suit as well as provide an optional control for a portion of the game. The N-Gage release of the game supports five languages: English, French, Italian, Spanish and German.

"METAL GEAR SOLID MOBILE" was developed in conjunction with Ideaworks3D utilizing their Airplay 3.5 SDK.

"METAL GEAR SOLID MOBILE" received top honours at the 2007 International Mobile Gaming Awards (IMGA), taking both the Grand Prix and Operator’s Choice Awards.

NOKIA's "N-Gage" is a mobile game service that began in April 2008 and is supported on "N-Gage" compatible handsets that are available worldwide. Users can compete with players from around the world and also participate in the "N-Gage Arena" game community.

In providing content for the "N-Gage" service, KONAMI will offer a new gaming experience to mobile phone users around the world.

PC Game - Art of Murder coming to America


City Interactive, one of Poland’s largest games developers and international multi-format publishers, announced today the appointments of Gabriel Del Castillo to the position of CEO Americas and Lisa Rivera as Vice President Sales North America as part of the company’s plans to expand into North and Latin American markets. The company will launch its first U.S. titles, the critically acclaimed PC adventure game Art of Murder: FBI Confidential and Code of Honor 2, a first-person shooter for the PC, later this summer.

“City Interactive is pleased to have such a great team in place to spearhead our expansion,” said Marek Tyminski, CEO and Founder, City Interactive. “Because Art of Murder is one of the best-selling adventure games in Europe and the best-selling game in the history of our company, it’s a natural product for our North American and Latin American launches.”


City Interactive Americas is headed by Gabriel Del Castillo, who has extensive experience working for IBM, Price Waterhouse, Andersen Consulting and others.

“City Interactive’s culture of adapting to each market segment and capitalizing on the economies of scale that our own globalization allows, gives us the edge to successfully compete in these important markets,” said Del Castillo. “We are starting with PC games, but we will soon establish the company as a multiplatform publisher. With our global know-how and great game content, we’re set to make an impact from the start.”


Lisa Rivera, who has worked for such noted video game companies such as Take Two Interactive, Nintendo of America, Inc. and GT Interactive, brings twenty plus years of video game industry sales and marketing experience to City Interactive’s team of experts.

“City Interactive has a great team of people dedicated to making great games,” said Rivera. “I am so excited to be a part of the team launching the company in the U.S. and Canada. Our flagship title Art of Murder is sure to be a hit with adventure gamers, and this is just the start of the great games the company will offer.”


Based in Warsaw, Poland, City Interactive debuted on the Warsaw Stock Exchange in November 2007 with much success. City Interactive aims to offer affordable games for casual and special interest gamers with a wide range of titles for the PC, Handhelds and Next-Gen consoles.

Penny Arcade Adventures - On the Rain-Slick Precipice of Darkness, Episode One on Xbox LIVE Arcade


Discover the mysteries of New Arcadia with Gabe and Tycho in “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One,” available on Xbox LIVE Arcade this Wednesday 21st May, 2008 at 09.00.

The first episodic RPG-Adventure game to grace Xbox LIVE Arcade, “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” is the result of a collaboration between Hothead Games and Penny Arcade. The first episode sends players to a deranged 1920s comic-book-meets-pulp-horror universe called New Arcadia. Armed with unconventional weaponry, players join forces with Gabe and Tycho of the Startling Developments Detective Agency to make war on bizarre enemies and solve the mysteries hidden deep in the sinister heart of New Arcadia.

“Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” offers players the ability to design their own customisable character, a dynamic turn-based combat system and the ability to transfer your customised character’s stats and inventories to future episodes, or start fresh with each episode. Fans of Penny Arcade will appreciate the authenticity of the game, which features distinctive artwork and characters designed by Mike “Gabe” Krahulik and a story and dialogue written by Jerry “Tycho” Holkins.

Where can I get this game from?
Developed by Hothead Games, “Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One” will be available for 1600 Microsoft Points.

UK release dates for computer games in May 2008


  • FINAL FANTASY XI: 2008 Edition - PC and Xbox 360 - 21 May
  • Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness - Mac , PC, Xbox 360 (online) - 21 May
  • Rock Band - Xbox 360 - 22 May
  • Battle of the Bands - Wii - 23 May
  • Early Years of Flight - PC - 23 May
  • Haze - PlayStation 3 - 23 May
  • Let's Ride: Silver Buckle Stables - PlayStation 2 - 23 May
  • TrackMania United Forever - PC - 23 May
  • Hannah Montana: Music Jam - Nintendo DS - 29 May
  • Commando: Steel Disaster - Nintendo DS - 30 May
  • Enemy Territory: Quake Wars - PlayStation 3 and Xbox 360 - 30 May
  • LOL - Nintendo DS (online) - 30 May
  • Monster Jam - Nintendo DS, PC, PlayStation 2, Nintendo Wii and Xbox 360 - 30 May
  • Race Driver: GRID - PC, PlayStation 3 and Xbox 360 - 30 May
  • Crazy Machines 2 - PC - 31 May

DEKARON - The most anticipated F2P MMO opens its item shop


Hear the war drums: the open beta stage of the famous MMO DEKARON is now ending on May 19th and goes commercial.

The merciless gamers are now able to enter the Dekaron item shop to equip their character and face epic adventures in the world of Trieste.

In the shop you’ll be able to buy:
- new costumes to customize your character,
- pets and mounts to assist you during your journeys
- items such as potions to increase your power, heal yourself, regenerate your mana, extra inventory slots to store your valuable loots and many more!


Enter in it and have a look to all the inventory!

Surprises are not finished! GameTribe will reserve a special gift to all players that have created a character during the closed beta phase and also a new one between the 1st of April up to May 25th!

Dekaron is a fusion-fantasy 3D MMORPG set in a Middle Ages based scenery. Its realistic environment and explosive adventure make this extraordinary game much like watching a fast-paced action movie. You must journey into this magical world with hundreds of other adventurers and explore perilous dungeons and fantastical cities in the world of Trieste.

Are you ready to join the war lasting for millennia?

Run to register to GameTribe! The battle is waiting for you!

PopCap Launches Mystery P.I. – The Vegas Heist Game


New Hidden Object Mystery from SpinTop Studio Jets Players to Las Vegas

SpinTop Games, a division of leading casual game developer and publisher PopCap Games, today announced the immediate availability of Mystery P.I. – The Vegas Heist, a new “hidden object” puzzle game with a Las Vegas storyline. A sequel to the popular Mystery P.I. – The Lottery Ticket launched last year, Mystery P.I. – The Vegas Heist challenges players to solve the crime of the century by exploring dozens of “crime scenes” and other locations for hidden “clues.” Mystery P.I. – The Vegas Heist carries a retail price of US$19.95, and a free trial of the deluxe version is available now for download at www.popcap.com and www.spintop-games.com. The game will also be available on other leading game portals, including RealArcade.com, MSN Gaming Zone and Yahoo! Games, later this quarter.
“There’s no better place than Las Vegas to solve a multibillion-dollar theft via hidden object puzzles – from deep inside a casino’s vault, to the Vegas Strip, hotels, limousines and exclusive country clubs, the locations were all created to transport players to this amazing city,” stated Duncan Magee, co-director and co-founder of SpinTop. “Our entire team rallied behind bringing the visual excitement of Vegas to a casual game. In addition to creating more than two dozen intriguing locations, we focused our efforts on making Mystery PI Vegas a game for all those arm chair detectives out there – players must spot clues and solve riddles to find the money!”

In Mystery P.I. – The Vegas Heist, the theft of the century has just happened! Over $4 billion in cash has been stolen from the state’s newest casino the day before its grand opening, and the casino has hired you to find the money – fast. Your fee will be $50 million if you succeed. Investigate 25 intriguing Vegas locations to find over 2,300 cleverly hidden objects. As your investigation skills improve, your P.I. rank increases. Strive for a Perfect Investigation every time to earn bonus points. The game offers two addictive ways to play: in Vegas Heist mode, you must find clues and piece the clues together to discover the location of the money and return it before the casino’s grand opening. In the unlockable Unlimited Seek & Find mode, you can search for every hidden object in every scene with no time limits.

Key features of Mystery P.I. – The Vegas Heist include:
• Find over 2,300 cleverly hidden objects.
• Investigate 25 lushly rendered Vegas locations to locate and return the stolen money.
• Play 5 unique mini-games: Word Search, Tile Rotation, Tile Swap, Jigsaw and a unique crime-solving puzzle.
• Locate the secret keys and poker chips to unlock Unlimited Seek & Find game mode.
• Go for a Perfect Investigation and speed bonuses to become a Master P.I.