Also für Hardware Anforderungen und wenn es dann mal draussen ist,... also in etwa 2-4 Jahren ^^
Direct MMO Stuff:
- the game has been in development for approximately 3 years.
- This has been slowed by keeping up with EVE
- Preparing to develop 'Carbon technology' framework for what should provide state-of-the-art character customizations, unlike any seen in any game before, for the MMO.
- They are particularly psyched about the customization framework. They claim they have in fact, hired a fashion consultant, to help make the system more realistic and stylish.
- Another 1.5 years has been spent preparing the actual gameplay
- They have increased their staff by 6 times the previous head count
- They've put 629K man-hours into this MMO -- so far.
Regarding Coffee House, Sandbox and Themeparks that we've discussed on the forum, Burgermeister writes; "From what they said, these three spheres should be closely tied and interconnected together, essentially running the economy of blood in the game. "
The four overall themes they intended to have in the game are:
- Mystery
- Romance
- Power
- Danger
"For concrete facts, we learned that the game will be ready, by earliest, 2012. The game will be based on Vampire: the Masquerade. Specifically, in the initial release of the game, there will only be vampires as supernatural, playable characters. There will however, be elements from Werewolf, Changeling, etc., likely in the form of environmental content, and NPCs."
-One of their criterias for success is to make the game as accessible as possible. Specifically they want to get women involved in the game, as well as casual players. Also, they want to maximize the amount of human interaction that happens in the game.
-They confirmed that the game will not be combat intensive (unless you choose as such). Knowing, influencing the correct people is arguably more important than being the biggest brawler.
-They will not be catering to immaturity in the game, however, they would like to see these types of offenses policed by players, rather than in-game mechanics.
"I personally offered up one of the board's suggestions of Permanent Death as a solution to controlling an otherwise glut of Kindred population within any one area. This was one of the suggestions that got applause from the audience. I also couldn't help but notice two of the content developers smirking -- I think permanent death is a serious possibility in the MMO. A lot of other fans made the same or similar suggestions. This remark also drew out a comment from the panel, suggesting that the game world would consist of one server rather than multiple servers, after someone else suggested that some servers offer this permanent death option while others did not. (His response "Servers? What servers?") "
-They confirmed that factions and territories will almost certainly be a big part of the game.
-They confirmed that the game will definitely contain gay clubs. This is an excellent angle to cater to the gay and lesbian audience.
-They again, did confirm, that starting off there would only be Vampires, but one of the other developers also confirmed that there would be playable human classes -- although nothing specific. I only can assume he means the likes of ghouls and hunters.
-The game will be fully PvP, i.e. there may be Elysium areas, but nothing like the flagging system, as seen in PvE WoW servers.
-In regards to the development cycles, some disciplines simply will not be included because they are way too complicate to implement well -- specifically, Temporis.
In regards to the development cycles, some disciplines simply will not be included because they are way too complicate to implement well -- specifically, Temporis.Wuzz? Wie koennen die nur?! Die Zeit zu manipulieren sollte doch das einfachste der Welt sein! xD
Das heisst wenn man da seinen Charakter kompliziert zu recht fitten muss und er dann vielleicht direkt auch noch drauf geht wuerde das die Leute welche die WoD wegen des duesteren gothicresken Storytelling Ansatz schaetzen doch imho eher verschrecken.
Ganz ehrlich: Ich hoffe das genau das passiert.
After the Grand Masquerade
DateSeptember 27, 2010
So, with the Grand Masquerade at its conclusion and the debut of some news and an art-driven animatic, word is now out that the WoD MMO is going to be based on the Masquerade, built on three spheres of playstyle (cofeeshop, sandbox, and themepark), and highlight the ideals of Danger, Power, Romance, and Mystery. One of the panels at the Grand Masquerade offered players a chance to tell the devs what they wanted to see. I took notes like a diligent designer should, and here's the summary:
* Not a lot of quests. Org versus org. Player-driven faction content and conflict.
* Not a WOW clone. Repetitive quests are boring and unfulfilling.
* Concerns over how mental or social influence powers are handled. How to do this well and meaningfully? Players uncomfortable with a loss of control over avatar.
* Players want to control other characters, however.
* Territory control. An adult-only play space. Roleplayers want a space where the integrity of the setting colors the conversation. Don't want to suffer through Chuck Norris jokes and other immersion-breaking chatter.
* Content that reinforces themes that are the cornerstones of the WoD. "Shivers up the spine."
* An exploration of who a new character is, so that he's not just dropped tabula rasa into the world. Random backgrounds, connections to the world, hooks into world participation.
* Powers that cleave closely to the powers that exist in the game, but also expand into new directions for appropriate Disciplines. Making them work in tandem with the system, so that they make sense in the world.
* Finite numbers of the supernatural critter types.
* Permadeath. Server type preference?
* Allow social powers to be socially versatile. A character can be successful socially; not all advancement is tied to combat or traditional "leveling."
* Factional control of regions or assets. Benefits to controlling key areas or establishments.
* Live team events built upon a foundation of existing world lore. Real-time events, historical Masquerade characters, GM NPCs who can be interacted with or pull players into stories.
* Influences, boons, hallmarks of the social origins of vampires.
* Accessible to casual players. Low-intensity tasks to just pick up and do so players don't have to sit there idly.
* Playable Sabbat.
* Creation, building visible things that can be added to game. Ex. Toreador art, Nosferatu caverns. Some kind of crafting system.
* One big world with a dynamic power system that allows different factions to thrive.
* Stay true to the adult content. Blood, gore, darkness, tits.
* Present the themes of the World of Darkness as playable elements. Let the players participate in the things that make Vampire what it is.
* Allow players to participate meaningfully as casual and part-time players.
* Image and customization consultation -- players helping other players create their looks.
* Playable neonate-ancilla-elder model with meaningful play, all with impact on the in-world vitae economy.
* Status system -- how to represent and elder concept. Players that can participate as setting, a piece of the environment.
* Unique and empowering via rarity.
* Rarity of combat unless it's a character's focus.
* Severity and fearsomeness of combat.
* World that responds to the actions of the characters. Dynamic, changing, adapting to how players use the world.
* A system to allow players to form groups of their own design as opposed to just sharing commonalities like clan and Disciplines.
* GLBT friendly content.
* Rewards for advancement tied to tiered mastery of ability or chance rolls.
* Final Death.
* Bloodline characters. Seeing the effects of actions the players have taken in character selection.
* Use relationships with fan organizations to allow players to play their LARP characters and vice versa.
* Crafting +1 but not materials farming.
* Immersion as a priority. Reward the long-time player who's been into Vampire as opposed to the sillier players who are aggravating elements in other MMOs. Jumping goofball players break the mood.
* Non-unique names as a matter of character identity.
* Other WoD critters. The whole panoply of supernatural creature types.
* Cherry pick the strong parts of Requiem.
* Mortals, participate in the Embrace, etc. X2 X3
* Embrace. X2
* Diablerie.
* Ability to flag self for PvP allowability.
* Communication needs. Make communication happen in a way that's not as as intrusive as "global chat UI".
* Politics outside clan and sect. City politics, for example. Domains and territories?
* A sense of history imparted to elder characters. Flashback sequences, historical instances, etc.
* Narrative that's not wholly reliant on players to facilitate the content.
* Control the rate of character progression and provide content so that casual and time-constrained players can still participate meaningfully.
* Personal spaces like havens. Ability to damage or conspire against havens. Or help cultivate them.
* Torpor as a clone-type mechanic as a backup.
* Casual player rewards and impetus.
Ich habe schon viele Diskussionen über ein „narrativistisches MMO“ oder dergleichen verfolgt und ich glaube, die Beteiligten lügen sich dabei regelmäßig selbst in die Tasche.Ich nicht, ich glaube es funktioniert genauso gut wie Storyteller V:tM.
Permadeath ist doch Schwachsinn. Es ist völlig ohne Zweifel, dass jede Möglichkeit, einem anderen eins reinzuwürgen, in einem MMO inflationär genutzt werden wird.Permdeath ist etwas das in dem Fall von den Spielern gewuenscht wird.
Unterschätze niemals die unglaubliche Penetranz der Ganker. Siehe z.B.hier (http://tanelorn.net/index.php/topic,47259.msg935708.html#msg935708). Permadeath = Einladung für die armseligen Kleingeister dieser Welt, sich selbst zu erhöhen, indem sie grundlos ihnen völlig unterlegene Spielercharaktere töten. Punkt. Thema erledigt.Zumindest in Eve klappt es weitesgehend ohne diese Probleme.
Romance? Gelächter. Ja, als Kontaktbörse für Spieler vielleicht. Aber das ist WoW ja schon lange. ;DWohl eher in Richtung von Second Life in duester ^^;
Ich meine, spielbare Sabbat? Diablerie? Möglichkeiten, die Zuflucht eines anderen zu schwächen? Wem wollen die was vormachen?Ich bin mit am meisten auf das Balancing gespannt :D
Nun oder in Werbe Terms die ueberaus vollkommene Spielerfreiheit bei Fable und Black&White.
Sind die nicht Single-Player?Ja, aber beide wurden mit Versprechen hinsichtlich der Spielmechanik / Freiheit angekuendigt die sie so nicht vollkommen halten konnten.
Ultimative Freiheit bei Single-Player ist ja schön und gut. Ultimative Freiheit und Open PvP bei MMO führt aber zu ganz anderen Dynamiken. Wobei das V:tM MMO ja offenbar kein Open PvP werden soll.Naja dort steht das selbst Elysien eher politisch / sozial schuetzen sollen anstelle das es nicht moeglich waere einander dort zu killen wenn man wollte.
Mal sehen, vielleicht fällt denen ja was Elegantes ein. Aber man sollte niemals die Fähigkeit der Spieler unterschätzen, einen gut gedachten Spielmechanismus zu pervertieren. ;)
Was ich interessant finde, ist der Gedanke von "private rooms". Je nachdem was für Möglichkeiten derjenige, der so einen private room einrichtet, bekommt, könnte man damit möglicherweise die positiven Eigenschaften von RP-Freeshards in ein MMO einbinden. Glaube aber nicht, dass das so weit gehen wird.Also bei Private Rooms denke ich eher an Sim Einrichtungsorgien, anstelle an eigene Server mit selbst geschriebenen Arealen und ggf. gescripteten MMO Abenteuern [Was es bei Redemption als Moeglichkeit gab]
Permdeath ist etwas das in dem Fall von den Spielern gewuenscht wird.Klingt für mich nach einem Wunsch von Leuten, die keine MMOs spielen. Unfreiwilliges PvP mit Permadeath? Sorry, aber sowas funktioniert nicht. Und mit funktionieren meine ich: Die Leute haben an dem Spiel über längere Zeit Spass. Ein einziges angepisstes Arschloch mit einem Bruchteil an mörderischer Kreativität kann bei so einer Grundlage 2 Dutzend Leuten (und +) nicht nur den Tag sondern mal eben den kompletten Spass an so einem Spiel versauen. Und DAS ist von Entwicklerseite definitiv nicht gewünscht. ;)
Schliesslich spielt es ja in einer Welt der Dunkelheit.
Ich frag mich wie das mit dem MMO überhaupt gehen soll. Die mir bekannten MMOs basieren alle auf grinding, farming, instanzierten Bosskämpfen, oder meinetwegen auch einem freien Wirtschaftssystem (EVE Online?). Wie psst das mit dem Vampirehintergrund zusammen?Eine spontanen, vielleicht etwas boesartigen Theorie: Genauso gut wie V:tM zum Storytelling passt. >;D
Es könnte aber auch so laufen wie im New Bremen Chat (davon war ich mal längere Zeit ziemlich angefixt), da entstand sehr viel durch eine Koordination des Inputs von SpielerInnen und STs (=privilegierte SpielerInnen). Ich weiß nicht ob CCP darauf zurück greift. Wäre schade, wenn nicht.Die Beschreibung des New Bremen Chat (http://whitewolf.wikia.com/wiki/New_Bremen) im White Wolf Wiki klingt, offen gestanden, nach einem gewoehnlichen World of Darkness Chat (http://www.thegrandmasquerade.com/events/world-of-darkenss-chats).
Vielleicht ist mein Fangirl-Gen auch noch im Morgen-Muffeligkeits-Halbschlaf.Zumindest bin ich erstaunt, dass du mit den Infos vom EVE Fanfest 2012 so scharf umgehst. ;)
Zumindest bin ich erstaunt, dass du mit den Infos vom EVE Fanfest 2012 so scharf umgehst. ;)Vielleicht kommt die Begeisterung noch wenn ich das Video und das Panel mal mit Ton ansehe ^^
Toll waere es ja wenn es vom startweg Giovanni gaebe. Aber nuechtern gesehen, die drucksen bei der Frage nach den Startclans doch nicht rum weil sie noch die ganzen coolen oben drauf legen,..
Ich hätte gerne eine akustische Wiedergabe des Pulses bei PvP gehabt. ;DVampire haben doch gar keinen Puls? @.@
Das ist zwar ein unrealistisches Feature und nicht ganz ernst gemeint, aber sowas in der Art würde gut zu Vampire passen.
Vampire haben doch gar keinen Puls?
Wer weiß?! ;)Die sind so sehr auf Menschlichkeit das sie einen haben... oder muessen vorher Blut pushen :D
Die sind so sehr auf Menschlichkeit das sie einen haben... oder muessen vorher Blut pushen :D
Gebt mir den Pfad des Blutes in einem Sandbox MMO >;DDann kannste aber net kaempfen weil du auf Pfad ja keinen Puls vortaeuschen kannst ~;D
PC Gamer: Are we all vampires? Can I just play as a human and not turn?
Reynir Hardarson: Yes.
PC Gamer: Will I be able to compete though? Will I be as powerful as the vamps?
Reynir Hardarson: No. Not as a non-immortal. Part of the transformation is that immediately you become a lot more powerful in different ways…
PC Gamer: So it’s a decision that players can make? “I’m don’t want to roll with those guys?”
Reynir Hardarson: Yes. The game begins when you die.
“It’s biased towards close range combat. World of Darkness is not a shooter; you will be able to use guns but they’re mostly used for defence,” explains Reynir. “Guns are not effective against vampires, they can take bullets easily. Secondly it’s much more powerful using your own abilities. Guns are toys. It’s a fashion item, a fashion accessory.” We’ll have more on World of Darkness soon.
Live-Stream von 16.01.2013
Episode #0 of the WoDCast! Bringing you a taste of what's to come.
Check out the show's curating website: http://www.wodnews.net
Also visit the websites of our participants:
http://darker-days.org
http://www.gaminglady.com/
World of Darkness development shown at EVE Fanfest 2013 (http://massively.joystiq.com/2013/04/26/world-of-darkness-development-shown-at-eve-fanfest-2013/)
by Brendan Drain (http://massively.joystiq.com/editor/brendan-drain) on Apr 26th 2013 9:00AM
Fantasy (http://massively.joystiq.com/category/fantasy/), Events (Real-World) (http://massively.joystiq.com/category/events-real-world/), MMO Industry (http://massively.joystiq.com/category/mmo-industry/), New Titles (http://massively.joystiq.com/category/new-titles/), Previews (http://massively.joystiq.com/category/previews/), News Items (http://massively.joystiq.com/category/news-items/), Opinion (http://massively.joystiq.com/category/opinion/), Events (Massively's Coverage) (http://massively.joystiq.com/category/massively-event-coverage/), World of Darkness (http://massively.joystiq.com/category/world-of-darkness/), Dev Diaries (http://massively.joystiq.com/category/dev-diaries/), Sandbox (http://massively.joystiq.com/category/sandbox/), Crafting (http://massively.joystiq.com/category/crafting/)
71 (http://massively.joystiq.com/2013/04/26/world-of-darkness-development-shown-at-eve-fanfest-2013/#)(http://www.blogcdn.com/massively.joystiq.com/media/2012/06/xwod-mcdonough-epl-607.jpg.pagespeed.ic.-ywxHaL83D.jpg) (http://massively.joystiq.com/2013/04/26/world-of-darkness-development-shown-at-eve-fanfest-2013/)When the World of Darkness (http://massively.joystiq.com/category/world-of-darkness/) MMO was first announced in November 2006 (https://en.wikipedia.org/wiki/World_of_Darkness#World_of_Darkness_MMORPG), it was just an idea and we knew that it wouldn't be released any time soon. The chance to play a sandbox game set in the Vampire: The Masquerade universe nevertheless made fans of the series go nuts, but now over six years later we haven't seen much progress on the game. At EVE Fanfest 2013 today (http://massively.joystiq.com/2013/04/26/what-to-expect-from-eve-fanfest-2013-world-of-darkness-eve-key/), CCP (http://massively.joystiq.com/tag/ccp) laid the current state of development bare for all to see and showed some plans for the coming year. There are now 70 people on the WoD team, and they've spent the past week working on everything from art tools and server infrastructure to vampire powers and social options.
"You're a powerful, immortal lord of the night. You don't want to stitch a shirt."
Development plans for 2013 include working on out-of-game web-based social tools, clothing systems, and PvE game environments. There are also plans to work on item creation, but direct crafting is probably not on the cards. As the presenter put it, "You're a powerful, immortal lord of the night. You don't want to stitch a shirt." Though the game is still in the pre-production stage, CCP was keen to show off the tools it's made to speed up the development process. "Some of these videos are a bit dry and technical," joked the presenter, but it came across as more real and honest than another trailer or musings on theoretical gameplay.
CCP showed some interesting tools that it will use to rapidly develop procedural content like buildings and cityscapes. It's not the gameplay fans were eager to see, but it was an honest look at the state of the game and it shows that development really is still ongoing. We saw a building going through the entire development system from basic block shapes to the graphically impressive final results, with plenty of eye candy to go around. As an indie game developer who specialises in shader programming, I can say that the video they showed of shader tech was genuinely impressive. Whenever World of Darkness finally does release, it's going to look amazing.
Developers also showed video footage of their own internal visual targets running in the WoD engine but were adamant that we not film it since it's not actual gameplay footage and may give a false impression of how far along development is (http://massively.joystiq.com/2013/02/28/ccp-employees-losing-themselves-in-world-of-darkness-playtests/). The animations were clearly unfinished and much of the graphical detail was added in post-processing, but the video clearly showed the direction the game is heading and it looks like it'll be worth the wait.
Eve Fanfest 2013: World of Darkness video shows hunting, parties and parkour – “you can’t make your vampire sparkle” (http://www.pcgamer.com/2013/04/27/eve-fanfest-world-of-darkness-target-footage-shows-hunting-parties-and-parkour/)
11 Comments (http://www.pcgamer.com/2013/04/27/eve-fanfest-world-of-darkness-target-footage-shows-hunting-parties-and-parkour/#comments)Tom Senior (http://www.pcgamer.com/author/tomsenior/) at 05:18pm April 27 2013
(http://media.pcgamer.com/files/2013/04/World-of-Darkness-1-610x346.jpg) (http://media.pcgamer.com/files/2013/04/World-of-Darkness-1.jpg)
CCP’s vampire MMO World of Darkness has been hiding from the light for the last twelve months, but behind the scenes a gear has shifted. The 70 strong team that formerly split its time between World of Darkness, Eve and Dust are now pursuing World of Darkness full-time.
It’s nowhere near finished, however. Today’s World of Darkness presentation at the Eve Fanfest in Reykjavik focused closely on the level design tools and shaders that CCP are using to build their next big sandbox MMO, but they did show a video. Built from World of Darkness assets, the “target footage” was designed by CCP artists to illustrate what life as an urban vampire will hopefully look and feel like in the finished game. Filming was strictly prohibited, the session wasn’t part of the Fanfest livestream and CCP aren’t likely to show it publicly any time soon, so instead I will use words to try and paint pictures in your head. I will also use actual pictures drawn with my hands. Here’s what happened.
The video opens in a dim alleyway in the middle of a dark, wet city. The player character is an impossibly slender female. The dark, skintight trousers and splayed, spiked cuffs of her short, dark jacket are ostentatious enough to immediately mark her as a vampire, even before she approaches a man loitering in the alleyway and – after a seductive exchange – bites his throat out.
(http://media.pcgamer.com/files/2013/04/World-of-Darkness-11-610x390.jpg) (http://media.pcgamer.com/files/2013/04/World-of-Darkness-11.jpg)
These drawings in no way reflect the styles and fashions of World of Darkness. Obviously.
As she snacks bloodily on her victim (an NPC, McDonough confirmed later), a dozen vampires bound past the window lights of a distant rooftop, the player character tracks them for a moment as they vault over rooftops and vanish into the darkness, and then darts sideways and mounts a 12 foot brick wall with the speed and ferocity of a turbo-charged Ezio.
She quickly scales another rooftop and suddenly finds herself in an open bar. Dozens of other players mill about, chatting and drinking, dressed in sumptuous outfits. This is a representation of what CCP call the “paper doll” aspect of World of Darkness. They want fashion to be an important part of vampire society, one that could provide plenty of incentive for trade. Earlier in the presentation, McDonough suggested that vampire players will be able to hire or “manipulate” others into creating items for them.
Beyond the warm glow of the party, the troupe of vampires sail back into view. They’re just silhouettes on the skyline, but their movements are quick and feral. The player character walks slowly through the party, keeping an eye on the hunting pack from afar. There’s a strong gothic urban wilderness vibe to this bit. When I mention this to McDonough later he says that the scenes showing vampires leaping across rooftops from afar are inspired by scenes from CCP’s internal quarterly playtests. He says that staying constantly alert to the environment outside safe zones is wise. 3360 kills were recorded during CCP’s January test.
(http://media.pcgamer.com/files/2013/04/World-of-Darkness-22-610x410.jpg) (http://media.pcgamer.com/files/2013/04/World-of-Darkness-22.jpg)
Anyone caught filming was threatened with Final Death, so we’re stuck with these.
The player reaches the rail at the edge of the party, hopes over and then leaps the street beyond in one go. She clambers up onto the roof, cloaks and then makes her way through a mass of hissing air conditioning units. Emerging, crouched into an open stretch of rooftop she sees another vampire standing on the edge of the drop. The vampire spots her translucent form and adopts a fighting stance. As he spreads his arms a strange golden dust distortion appears around him. Before he has a chance to cast whatever spell he’s weaving the player dashes forward twelve feet and punches him off the roof. She leaps after him and lands perfectly near his body (there’s an obligatory CRASH of thunder here). Then she steps forward, opens his throat with a back-handed swipe and then drinks the blood from the wound. CCP aren’t shying away from the violence of the vampire underworld. As she drinks, three other vampires drop down from the rooftops. She stands up to face her aggressors and the video ends.
The footage was rendered in the World of Darkness engine. McDonough admits that the working client doesn’t run at the video’s framerates, and postprocessing has been used to add additional lighting effects that they’re planning to implement as they unlock DirectX11 features further into development. I wasn’t taken with the spindly early character models, but the city – dark, brooding, soaking wet – was detailed and evocative. The window shaders CCP are building show interiors that shift depending on your perspective, giving depth to the multi-storey facades. Fans whirr in their sockets, steam rises from the drains. Everything glistens. I want to put on a trench coat, tip my hat against the rain and explore.
That wouldn’t be smart. Players in World of Darkness start out mortal, but will be quickly tuned. Or so CCP expect. There will be players who try to last as long as they can in human form. Initially, it won’t be a fully fleshed out way to exist. “We’re not putting a huge amount of functionality into the mortal game,” McDonough says. The other races that fill the World of Darkness universe like werewolves and mages won’t be in at launch either, but CCP “consider this to be future expansions.”
(http://media.pcgamer.com/files/2013/04/World-of-Darkness-3-610x463.jpg) (http://media.pcgamer.com/files/2013/04/World-of-Darkness-3.jpg)
No I don’t know why his arms are like that.
You can be permanently killed in World of Darkness, but it will be a difficult process. Being slain in combat won’t do it, for example. McDonough said that a handful of players were perma-killed during the January CCP playtest, but wouldn’t be drawn on exactly how. In the World of Darkness pen and paper RPG (the game is very much based on the pre-2004 classic World of Darkness setting) “final death” occurs when you run out of blood points. Interestingly, in the RPG, executions can be ordered by the Prince (a lordly mega vampire who rules the city). CCP have already confirmed that there will be player-elected Princes in the MMO. Will they have the power to single out enemies for complete destruction?
It’s impossible to say at this stage because CCP are reluctant to give any specifics on systems they’re in the middle of designing. They do mention that World of Darkness will run on one “shard” that will likely be supported by multiple server clusters to handle the added load of all that free-running. There will be multiple cities to travel between. Your character’s movement is tied to the WASD keys. CCP also mentioned that they’re planning to reflect the Masquerade – the pact that requires vampires to hide their existence from humans, though how is a mystery. In the video vampires were jumping freely around the city, visible to anyone who happens to look up.
(http://media.pcgamer.com/files/2013/04/World-of-Darkness-4-610x382.jpg) (http://media.pcgamer.com/files/2013/04/World-of-Darkness-4.jpg)
Sorry sorry sorry sorry sorry.
The World of Darkness team are also wrestling with a desire to maintain the grim, gothic tone of the classic World of Darkness settings. “We’ve banned the names Edward and Bella and you can’t make your vampire sparkle,” McDonough joked, crushing the dreams of a million Twilight fans. I’m curious to see how CCP will stop players from voting in a brutal vampire Prince called Joe McLovelyface55. They’ve already made important tweaks to preserve the seriousness of the setting. “In the first internal playtest you could loot clothes. everyone was always naked, all the time. it was fun and beautiful.”
World of Darkness isn’t coming out this year. It’s not coming out next year. It may take longer than that. CCP have held back from showing too much in case people start expecting with years of development left to run. The cat is out of the bag, however. The cat has crossed the sea. The cat has an apartment in New York and is trying to make it as an artist. I can’t wait to see more in the years to come.
Ich fürchte, dass werden sie MÜSSEN, wenn sie auf dem großen Markt bestehen wollen. Die kleine Pen & Paper Gemeinde kann ein MMO sicherlich nicht alleine stemmen...da sind die "R0xx0r Kiddies" leider nötig ;) Und die stehen auf Klischees dieser Art.
"Boooah! Guck ma die Titten, 41d4!"
Layoffs at CCP's Atlanta office confirmed: World of Darkness development affected (http://massively.joystiq.com/2013/12/11/layoffs-at-ccps-atlanta-office-confirmed-world-of-darkness-dev/)
by Brendan Drain (http://massively.joystiq.com/editor/brendan-drain) on Dec 11th 2013 4:25PM
Fantasy (http://massively.joystiq.com/category/fantasy/), Culture (http://massively.joystiq.com/category/culture/), Events (Real-World) (http://massively.joystiq.com/category/events-real-world/), MMO Industry (http://massively.joystiq.com/category/mmo-industry/), News Items (http://massively.joystiq.com/category/news-items/), World of Darkness (http://massively.joystiq.com/category/world-of-darkness/), Miscellaneous (http://massively.joystiq.com/category/misc/), Sandbox (http://massively.joystiq.com/category/sandbox/), MMORPG (http://massively.joystiq.com/category/mmorpg/)
31 (http://massively.joystiq.com/2013/12/11/layoffs-at-ccps-atlanta-office-confirmed-world-of-darkness-dev/#)(http://hss-prod.hss.aol.com/hss/storage/adam/4d2af4bc9446e117c400da27b0b9bd94/wodheader.jpg) (http://massively.joystiq.com/2013/12/11/layoffs-at-ccps-atlanta-office-confirmed-world-of-darkness-dev/)Rumours began circulating just a few hours ago about layoffs at CCP Games (http://'http://massively.joystiq.com/tag/ccp-games')' Atlanta office. It was reported that an unknown number of staff working on the World of Darkness (http://'http://massively.joystiq.com/category/world-of-darkness') MMO had been unexpectedly laid off right before the Christmas holidays. The originally unconfirmed tipoff came from several posts on Twitter (https://twitter.com/Stevie_SG/status/410847050931007488), and GameBreaker later reported (http://www.gamebreaker.tv/news/rumor-massive-layoffs-hitting-ccp-atlanta-world-darkness-team-affected/) that an anonymous source named the layoffs as Level Designers and various other Producers and Designers on World of Darkness.
Massively reached CCP Games for comment and received the official statement below confirming that the layoffs are real and that they are from the World of Darkness team:
"CCP today made strategic adjustments to the staffing on the team working on the World of Darkness project in Atlanta that resulted in the elimination of approximately 15 positions at the company. The change was due to our evaluation of the game's design and ongoing development needs. While this was a difficult decision, CCP remains committed to the franchise and our promise to make a compelling, rich, and deep World of Darkness experience."
Official EVE website (http://eve-online.com)
Ich seh schon, wenn das dann doch noch erscheint wird das so ein F2P Rohrkrepierer.
aber EvE ist doch seit jahren auf dem markt ? die plege kann doch niecht so viele leute erfordern?
Es ist in den Aussagen der CCP-Leute eigentlich sehr deutlich geworden, dass es bei der Entwicklung des WoD-Spiels zu sehr hin und her ging, rein konzeptuell.Mein Eindruck ist auch das sie am Ende keine Ahnung mehr hatten wie das eigentliche Konzept aussieht.
Der Guardian hat im Gespräch mit einer Person analysiert wieso das World of Darkness MMO nach gut 9 Jahren Entwicklung den Bach runtergegangen ist:Wow, das ist hart. :o
World of Darkness - the inside story on the death of a game (http://www.theguardian.com/technology/2014/jun/05/world-of-darkness-the-inside-story-mmo-ccp-white-wolf)
Ich persönlich bin doch durchaus etwas schockiert. o_O;