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April 3rd, 2006, 16:50 Posted By: wraggster
Ensemble Studios, the powerhouse RTS developer behind the Age of Empires series has revealed a new direction for future titles, saying its going to be concentrating on the world of MMO and also branching out into the previously unexplored world of console gaming.
It was a move which was first hinted at in our interview with Ensemble's Bruce Shelley last year, but speaking in an interview with Next-Gen.biz, Ensemble's Executive Patrick Hudson said of the MMO market, "It's always been a risky kind of market to look at, and then you see WoW come out, and turn the industry on its head, and you start to re-evaluate."
However while a new MMO is certainly a target and the company already has a prototype, Hudson adds, "We haven't settled on anything, it's safe to say we won't be chasing the fantasy genre. It seems like there are so many coming out. [We're] still pretty far out from even thinking of taking that prototype to a greenlight phase."
However while Ensemble has traditionally been a PC developer, it certainly will be branching out onto next generation consoles, having solved some of the major control issues which have always been seen as a real barrier. Ensemble's CEO Tony Goodman said, "We're giving RTS games on the console a shot, we actually spent a whole year just trying to reconstruct how the controls would work on an RTS game."
"Because we wanted to focus on just controls alone, we just took a straight port of Age of Empires and worked on that first. Now, the game we're doing for our console has a lot of different gameplay elements, too."
Now Goodman believes Ensemble has cracked the central control issue saying: "Yeah, and we got there. Our gamepad people could beat our mouse people. The last thing we wanted was to start on a game before we solved that problem. We put in so much time, and effort, and made a series of little breakthroughs, and got it."
So looks like we might have to add MMORTS to our list of MMO acronyms and, with Ensemble at the helm, we look forward to some interesting developments. Ensemble certainly seems to have invested a lot of time and effort into honing that interface and, with a wealth of PC experience behind it, we could well be in for an intriguing new online genre on next-gen. We'll keep you updated as we hear more.
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March 31st, 2006, 17:57 Posted By: wraggster
Though there's little data to back it up, the following conjecture makes a lot of sense: World of Warcraft sops up so much player free time that it's killing demand for other games. Gamers who were previously churning through title after title are now playing WoW (gasp!) monogamously.
Everquest and WoW both certainly had this effect on me and the people who played these MMOs with me. These massive virtual worlds are so immersive and entertaining that they are crowding out (or cannibalizing) some portion of sales of other games. But how much?
Let's take a quick poll: have you stopped buying new games as a result of WoW? Have you avoided a console purchase as a result? How has WoW affected your gaming consumption habits?
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March 31st, 2006, 17:51 Posted By: wraggster
Rise of Nations, released in 2003, allowed gamers to build a civilization based on real history, it was a critical success, and it won GameSpot's best PC game that year. So what does lead designer Brian Reynolds do with the sequel? He takes it to a whole new world, literally.
Rise of Nations: Rise of Legends abandons its predecessor's history book content in favor of a fantasy world. Instead of Shermans and jeeps, players will duke it out with dragons and genies, among others. The game also incorporates many sci-fi elements, including so-called "steampunk" technology.
The real-time strategy game may not be in stores until May 9, but GameSpot readers will be able to see how the new fantasy-laden Rise of Nations sequel fares on Friday. The game's single-player demo will premiere on GameSpot and be available for download at 9 a.m. PST.
http://www.gamespot.com/promos/2006/...g=rol_psbox_dl
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March 31st, 2006, 17:30 Posted By: wraggster
Massive Entertainment's World in Conflict remains unannounced, officially, but word on the latest game from the Ground Control developer has slipped into the public domain courtesy of the current edition of our good chums PC Zone magazine - which has surprised us with what it highlights as its core gameplay: a multiplayer-focussed PC RTS that, in the words of Massive CEO Martin Walfisz, "borrows heavily from first-person shooter games like Counter-Strike and Battlefield".
The developer is eschewing the sci-fi theme of the Ground Control series for its new project and presenting us with a setting a little more contemporary - the late 1980s and the Cold War. But Massive has opted to pen a fictional scenario for the new title, according to which the Soviet Union has remained intact and staged an invasion of US soil. Massive apparently decided on the setting partly because it "felt the Cold War era really hadn't been explored in strategy games before", according to Walfisz, and that it wanted to ensure the setting is "really accessible and understandable from the beginning - basically, World in Conflict is something that people recognise right away".
Elaborating on the core multiplayer gameplay, current info on World in Conflict has revealed that the plan is to support up to 8-player versus 8-player battles, players selecting to fly the combat flag for one of two teams in a hot zone and then assuming a specific role within that team. You might, for example, choose to command infantry, and once that's been decided, you buy units, deploy them in a designated deployment zone in a map and then command them in the ensuing fight.
Age-old RTS staples resource and base management have been avoided - as such, the focus is purely on the heat of battle. The objective of combat teams in the field is to take control of, and hold, the greatest number of command points that exist in a map. Massive says that each map in the game has a time limit attached - say 20 minutes - with players also able to drop in and out of bouts at will, much like in online FPS games.
Great, but what if you'd rather stick a pitchfork in your eyes than engage in RTS combat with other players? Well, there's good news for those who fall under that bracket as Massive Entertainment is including a single-player campaign. Details are a little scant on this, but hopefully more will be revealed when the game is officially announced - which will be by Vivendi, just in case you were wondering.
World in Conflict's destined to be visually striking judging by the early screenshots we've seen (which we're unable to publish here unfortunately - we'd be flogged, burnt at the stake, chopped into little pieces and sold off as cat food if we did), and the game's combat should be an explosive eye-feast, the developer promising an entirely destructible environment that has a real-time dynamic effect on combat and strategies.
It's an intriguing sounding game, and one that we hope Massive Entertainment can pull off. If you're hungry for more gameplay details, further word from the developer and - yes! - first screenshots, then go pick up issue #167 of PC Zone magazine, on sale now, as it features extensive coverage of World in Conflict.
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March 29th, 2006, 21:19 Posted By: wraggster
No doubt, the writing was on the wall at Wolfpack Studios two weeks ago when parent company Ubisoft dropped the monthly subscription fee for Shadowbane. Today, the publishing giant announced they are closing the Austin-based developer, in order to refocus their efforts on next gen game production. All 25 employees at Wolfpack are getting the axe, and the future of the 3-year-old MMORPG could be in jeopardy.
If Ubisoft pulls the plug on Shadowbane, it would be more of a blow to Mac users who have fewer MMO options. It would also signal the sad destruction of another gaming world. Remember Asheron's Call 2?
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March 29th, 2006, 17:55 Posted By: wraggster
Forming an online community that mimics real-life interactions has always been one of World of Warcraft's strengths. However, it's been missing one of society's most basic icebreakers--discussions about the weather.
Now, adventurers around Azeroth can finally ask each other canned conversation starters such as, "Some weather we're having, eh?" and "Hot enough for ya?" The latest patch for Blizzard's popular massively multiplayer online role-playing game brings weather to several of the game's realms, as well as other features for high-level players.
In addition to experiencing meteorological effects, gamers will be able to grab some shiny new duds previously unavailable in the game. By battling new bosses and taking on new quests, players can acquire new, rare epic armor sets.
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March 28th, 2006, 22:41 Posted By: wraggster
Blizzard has decided to "indefinitely postpone production" on StarCraft: Ghost, its action-oriented StarCraft spin-off for consoles, "while evaluating opportunities for utilising the additional power of the new and upcoming console systems".
In a press release sent out late on Friday, Blizzard said it was announcing plans "to focus the company's console-development efforts on the next generation", but given Ghost's history the news can also be seen as acknowledgement of the game's long-running problems.
President and co-founder Mike Morhaime said the developer has "been impressed with the potential" of stuff like Xbox 360 and PlayStation 3, and, "In addition to allowing us to determine the best course for StarCraft: Ghost, this review period will help us lay the groundwork for our future console games."
Any further plans for Ghost "as well as platform and release information" will follow at some point in the future. Judging by the release, Blizzard is still keen to do something StarCraft-related on consoles; it just won't be Ghost in its current state.
Originally unveiled at the Tokyo Game Show in 2002, StarCraft: Ghost had been in development at Nihilistic Software, only for Blizzard - notoriously protective of its games' quality - to announce in July 2004 that the firm had "completed its contribution", with development handed to Swingin' Ape Studios (who Blizzard later acquired outright) around the same time.
Despite its much publicised problems and delays, Ghost development continued - and it even featured at Blizzard's inaugural convention, BlizzCon, last October in playable form.
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March 28th, 2006, 19:00 Posted By: wraggster
Just as the murky cloud cover finally breaks - kind of - over Ye Olde London Town and sunshine beams down upon our heads from a very great height, Blizzard has decided to bury us under a harsh weather deluge of sand storms, blizzards and torrential downpours in World of Warcraft. Cheers chaps, for the 1.10 patch for the MMORPG which will be finally released for European WoW punters tomorrow.
Blizzard's 1.10 WoW update features plenty of additional content - including a new high-level amour set aimed at the more casual player and a Priest talent overhaul - but it's the weather stuff that has us polishing our wands in anticipation. Why does it have us so excited? To be honest, we're not sure, but when it was originally announced that weather would be part of the 1.10 update, we couldn't stop talking about it for at least 5 hours, 33 minutes and 42 seconds.
In related news, Blizzard has recently revealed a little more on Hellfire Citadel, a new instance that features in expansion The Burning Crusade. Accompanying a couple of in-game screenshots (which we've uploaded here) is word that the instance is a five-man dungeon located in Outland on Hellfire Peninsula. Apparently, it's one of the first dungeons players will encounter in the expansion and is aimed at characters in the low 60 levels
Features of the dungeon include, Blizzard has stated, three complete dungeon wings, an exciting raid encounter, all-new monsters, including highly scripted boss encounters, plus never-before-seen items for players to discover.
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March 28th, 2006, 11:01 Posted By: wraggster
Makers of the wildly popular "World of Warcraft" online game now face a lawsuit from an eBay seller who claims he was improperly barred from selling copies of his own unofficial gaming guide.
Filed Thursday in a California federal court, the complaint alleges that Blizzard Entertainment, its parent company Vivendi Universal, and the Entertainment Software Association (ESA) were wrong to order eBay to terminate auctions of "The Ultimate World of Warcraft Leveling & Gold Guide," a book penned by 24-year-old Brian Kopp of Bronson, Florida.
The multiplayer online game of wizards, warriors, and monsters has now attracted a following of 6 million subscribers worldwide since it debuted in 2004--among them, active virtual guilds.
During several months beginning last August, Kopp sold several hundred copies of his guide, which contains tips on playing the game and accumulating experience, at roughly $15 apiece. Weeks after his first auction went live, Blizzard, Vivendi, and the ESA began sending repeated takedown notices under the Digital Millennium Copyright Act (DMCA), asking eBay to yank the auctions because of copyright and trademark infringement concerns. The auction giant's general policy is to halt auctions when it receives such complaints and to suspend a user's account after it racks up a certain number of warnings.
Kopp filed counternotices protesting the infringement claims. Because the companies did not respond to the documents within 14 days, eBay was free under the DMCA to reinstate his auctions, which it did. But by November, eBay had accumulated enough takedown warnings from the companies to warrant suspending Kopp's account. He restarted his sales under a new username, which quickly earned suspension, too.
The companies went on to threaten copyright and trademark infringement action against Kopp. In one message quoted in the complaint, a Blizzard executive said Kopp could not lawfully sell a guide that "attempts to trade off the substantial goodwill and recognition that Blizzard has built up in connection with its World of Warcraft product." He also dismissed Kopps' claims that his book was solely meant for "educational" value, saying it clearly had a commercial purpose.
Kopp's complaint argues that his book does not infringe on any of the companies' copyrights for several reasons: The book presents a disclaimer on its first page about its "unauthorized" nature, contains no copyrighted text or storylines from the game, and makes "fair use" of selected screenshots under copyright law, the complaint said.
In effect, if the video game industry's actions are upheld, "then selling a how-to book about Microsoft Word would infringe Microsoft's copyright, especially if the book contained one or more screenshots of Word's user interface," said Paul Levy of the public-interest advocacy group Public Citizen, which joined in filing the suit on behalf of Kopp. "We think this cannot be the law."
The suit seeks three major forms of relief: monetary compensation to cover, among other things, profits lost from the halted sales; an injunction preventing the entities from interfering with Kopp's book sales; and a judgment that his book is protected by the First Amendment and doesn't interfere with intellectual-property rights.
Kopp has continued to sell the product through a personal Web site and plans to continue doing so indefinitely, according to the complaint.
Representatives from Blizzard, Vivendi, and the ESA did not immediately respond to interview requests Friday.
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March 28th, 2006, 02:10 Posted By: wraggster
David Nikdel (a.k.a. Violent Playground's Ogapo, a Level 60 Gnome Warlock) has developed a World of Warcraft UI mod that makes it possible to use the PC-compatible (wired) Xbox 360 controller. The mod utilizes a combo editor, so that users can store and execute spells using 1 to 4 button combinations. So does Nikdel's mod suggest WoW is possible on the Xbox 360? Perhaps. But don't count on Blizz
Screen Via Comments
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March 28th, 2006, 02:00 Posted By: wraggster
Next Generation confirms that Sony Online Entertainment will retain the Star Wars license for for their Massive title Star Wars Galaxies. From the article: "LucasArts and SOE have no plans to 'sunset' Star Wars Galaxies. The two companies will continue to work together as partners in making Star Wars Galaxies the ultimate online Star Wars experience. As has been announced several times previously, LucasArts and SOE are 100% committed and determined to continue to support Star Wars Galaxies together, especially with our renewed focus on improving the game for existing players through robust publish and content offerings in 2006.
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March 28th, 2006, 01:58 Posted By: wraggster
Sony Online Entertainment hopes to recruit more players to its aging MMOFPS title Planetside with the launch of its new play-for-free version Planetside: Reserves. According to a story in Gamasutra, 'The freeplay option limits players to a "battle rank" of six, with higher ranks only available to those with a paying account. PlanetSide is already part of the Massive in-game advertising network, and has been running billboard and other adverts since August 2005, presumably helping to fund the game's continued operation via this alternative model.'
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March 27th, 2006, 20:12 Posted By: wraggster
Ideazon Inc. today announced its new custom Keyset, designed specifically for Electronic ArtsTM (NASDAQ: ERTS) highly-anticipated The Lord of the RingsTM, The Battle for Middle-earthTM II, PC title that shipped to North American retailers on February 28th, 2006.
Ideazon, designer and developer of the ZboardTM, the world's first keyboard designed for PC gamers, has partnered with EA to bring gamers a custom keyset that will dramatically enhance the The Lord of the Rings,The Battle for Middle-earth II playing experience. Ideazon's The Lord of the Rings, The Battle for Middle-earth II keyset lets players explore the strategic depths of this strategy game using a customized control layout.
"Whenever we talk to Zboard owners, they tell us that they can get into game strategy faster with a Limited Edition Keyset," says Chris Rathgeber, President of Ideazon Inc. "We've worked closely with EA to create the The Lord of the Rings,The Battle for Middle-earth II Keyset for Zboard and we know gamers will love it."
The Lord of the Rings,The Battle for Middle-earth II keyset shortens the learning curve allowing the gamer to play the game rather than focusing on memorizing game commands.
The Lord of the Rings,The Battle for Middle-earth II Limited Edition Keyset for Zboard includes:
35 dedicated labeled key commands grouped intuitively, to enhance the quest;
Stunning keyset graphics from official movie assets that immerse you into the action;
10 camera controls grouped together for optimal visibility during battle; and,
Compatibility with the original The Battle for Middle-earth game with the press of a single key,
The Zboard Gaming Keyboard comes equipped with the following components and features:
Gaming Keyset for FPS and Action games;
15 popular shooter and action commands labeled on keys;
Eight distinct "command zones" for ease of use;
Ergonomic "Butterfly" directional keys for maximum comfort
Instant remapping capabilities;
Standard Keyset with Windows & Internet Explorer commands labeled on keys; and,
USB base with two extra USB peripheral ports.
The Zboard and The Lord of the Rings, The Battle for Middle-earth II Limited Edition Keyset are available now at GameStop.com and at other retailers and online sites. For a full list of retail and online partners visit our site at www.zboard.com. The suggested retail price for the Zboard is $49.99 (U.S.) and for the The Lord of the Rings, The Battle for Middle-earth II Keyset $19.99 (U.S.).
Consumers can enter The Lord of the Rings,The Battle for Middle-earth II keyset sweepstakes for a chance to win one of thirty Zboards and The Lord of the Rings, The Battle for Middle-earth II keysets. To learn more about the keyset and sweepstakes visit www.zboard.com/bfme2 for more details.
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March 27th, 2006, 17:25 Posted By: wraggster
Connectivity to the massively-multiplayer online role-playing game World of Warcraft servers and web site appears to have had some difficulties over the past week. Their hosting is provided by AT&T." That includes my raid's dying twice in MC due to 4000 latency, and also a soft reset of MC. Good work, AT&T.
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March 25th, 2006, 12:41 Posted By: wraggster
In a press release which you can view after the jump, Blizzard has stated that it has indefinitely postponed production on StarCraft: Ghost while it evaluates "opportunities for utilizing the additional power of the new and upcoming console systems." In other words Blizzard wasn't happy with Ghost being released for current-gen consoles just as they were about to be replaced by bigger and better next-generation machines.
Recently Ghost made number 5 on Wired's list of top ten vaporware products (alongside such vaporware legends as Duke Nukem' Forever and the Phantom game console) so it's good to hear any news about Ghost, even if the news is that it'll be delayed even further.
Blizzard Entertainment(R) Focuses Console-Development Plans on Next-Gen Platforms IRVINE, Calif. (BUSINESS WIRE) March 24, 2006
Blizzard Entertainment Inc. today announced plans to focus the company's console-development efforts on the next generation of console platforms. As part of this shift in focus, Blizzard(R) will indefinitely postpone production on StarCraft: Ghost(TM) while evaluating opportunities for utilizing the additional power of the new and upcoming console systems.
"Like many in the industry, we've been impressed with the potential of the new consoles, and we're looking forward to exploring that potential further," stated Mike Morhaime, president and cofounder of Blizzard Entertainment. "In addition to allowing us to determine the best course for StarCraft: Ghost, this review period will help us lay the groundwork for our future console games."
In the months ahead, Blizzard will further evaluate the next-gen console technology and determine the best plan of action for offering a StarCraft(R) console-gaming experience that meets the company's expectations and those of its players. Further specifics on plans for StarCraft: Ghost and Blizzard's future console games, as well as platform and release information, will be revealed at a later date.
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March 25th, 2006, 00:44 Posted By: wraggster
Of all the Star Wars games, Galaxies has been the most controversial. After releasing it to mixed reviews in 2003, Sony Online Entertainment was criticized for completely overhauling the massively multiplayer online role-playing game's combat system in Spring 2005. The publisher drew even more criticism last November when it implemented a series of allegedly buggy new game enhancements that eliminated several character classes.
Given Galaxies' bumpy ride, and the fact that many game contracts expire after three years, it is not inconceivable that LucasArts, holder of all Star Wars rights, might want to shop around the license. According to informed sources in the industry, that's exactly what the company is doing. Two shops have been mentioned as talking with LucasArts--Cryptic Studios, home to MMORPG City of Heroes, and Canada-based BioWare, maker of the action RPG Jade Empire.
Of the two, BioWare appears the more likely candidate. Besides the fact it developed the critically acclaimed and wildly popular Star Wars: Knights of the Old Republic, the developer just founded a new studio in Austin, Texas--home of SOE's Austin branch--which employs several ex-SOE staffers. The shop's sole project is an unidentified MMORPG set in a science fiction universe, just as Star Wars: Galaxies is.
What's the official line on all this? "The SWG license stuff is completely untrue," was a SOE spokesperson's terse response. "LucasArts and SOE have no plans to 'sunset' Star Wars Galaxies," said a LucasArts rep, referring to the practice of gradually phasing out a game. "It's had its fair share of hurdles, but it has also had its share of successes in its own right, so we aren't interested in abandoning it and focusing on the future."
However, what the LucasArts rep said next raised another interesting possibility--that another Star Wars MMORPG could be in the works. "We have had several developers approach us expressing interest in developing a future Star Wars online game," said the rep. (emphasis in the original.) However, if any such game is in the works, it will be a long time until it surfaces. "As of right now, it hasn't gone anything beyond that (that is, no conversations, no serious talks, no pitches, etc.)," assured the rep.
Despite the official denials, there is still much talk of all not being well at SOE Austin. Though potentially biased, a contact within another studio claims to have been peppered with resumes from SOE developers. The source claims that "over half of the [SOE Austin] coders and artists are scrambling for the lifeboats" because "they all seem to know they will be losing SWG." The studio has already seen one major departure--chief creative officer Raph Koster left this week "to pursue development interests outside of the company."
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March 25th, 2006, 00:43 Posted By: wraggster
Gamespot reports that Raph Koster, chief creative officer for Sony Online Entertainment, has left the company. While Gamespot seems to confirm this news, there are a number of MMOG-related rumours swirling at GDC. Mythic may be in EA's sights for acquisition, and Sony Online may soon be losing the rights to the Star Wars license. IE: No more SWG.
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March 25th, 2006, 00:42 Posted By: wraggster
Wired is running an interesting article on the realization of past predictions with regards to online gaming and where we are headed for the future. The author predicts that the separation between online worlds like Ultima Online and World of Warcraft may be headed out of style, making your in-game persona as pervasive as an email address. From the article: "Because the current metaverse evolved largely out of videogames, it makes sense that it should be composed of fiefdoms - after all, you wouldn't expect a Grand Theft Auto crack dealer to drop in for a barbecue with the Sims. But there is reason to believe that the divided metaverse is merely a transitional phase, and that its component worlds will coalesce.
http://www.wired.com/wired/archive/14.04/collide.html
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March 24th, 2006, 17:01 Posted By: wraggster
BigWorld, the leading provider of Massively Multiplayer Online Game (MMOG) platform, today launched 'BigWorld Mobile', providing developers the tools required to bring MMOs and persistent casual games to mobile devices (handheld gaming devices and cellphones).
The BigWorld Technology Suite is an integrated set of tools, software and systems that provides all of the underlying technology and content development tools required to produce an MMOG or persistent casual game. BigWorld Mobile is the latest integrated module that enables wireless connectivity to BigWorld powered games. BigWorld Mobile is available as: an adjunct to the BigWorld Technology Suite, a standalone mobile MMO or a persistent casual game platform.
"Developers are looking to offer a more connected experience to Gamers", noted CEO John De Margheriti, "BigWorld Mobile offers the flexibility of direct communication between players, including direct interaction in established online MMOs, and even the development of a mobile only MMO or multiplayer casual game. I look forward to seeing how developers apply this technology to new and innovative game spaces".
"Persistent worlds have been well received," said Robert Spencer, Strategic Business Manager of BigWorld, "We are now taking this to the next level with pervasive availability of online games. Gamers are now able to participate in their favorite IP, anywhere they have a wireless or mobile connection".
BigWorld Technology Suite provides operators and studios with a lower total time-to-build and cost of ownership through several innovations. The BigWorld Server architecture allows operators to run several games on a single server cluster, dramatically reducing the cost of running the game, while the enhanced Content Creation Pipeline reduces the time and cost of building and filling out the complex worlds required in next-generation games.
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March 24th, 2006, 17:00 Posted By: wraggster
BigWorld, the leading provider of Massively Multiplayer Online Game (MMOG) technology today announced the integration of DiamondWare's 3D VOIP client into the BigWorld Technology Suite.
The BigWorld Technology Suite is an integrated set of tools, software and systems that provides all of the underlying technology and content development tools required to produce an MMOG. "The next generation of MMO and persistently casual games invite new methods of communication between players and the worlds they inhabit. We have enabled 3D positional voice communication in our platform to further extend the options for our Developers," commented Gavin Longhurst, Director of Business Development for BigWorld, "Developers and gamers alike are looking for more immersive and transparent gaming experiences – this is what DiamondWare's technology offers when integrated into a game".
"DiamondWare is excited to bring its real world, military proven technology to the BigWorld MMOG space. The importance of 3D voice is that it provides a tactical awareness and control, enabling greater cohesion and coordination in complex team play," said Keith Weiner, CEO of DiamondWare. "For the first time, voice can be used to create new social relationships between people meeting in an online game," he added.
BigWorld Technology Suite provides operators and studios with a lower total time-to-release and cost of ownership through several innovations. The BigWorld Server architecture allows operators to run several games on a single server cluster, dramatically reducing the cost of running the game, while the enhanced content creation pipeline reduces the time and cost of building and filling out the complex worlds required in next-generation games.
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