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World of Warcraft
To shard or not to shard

Filed under: Sci-fi, EVE Online, Jumpgate Evolution, Forums, Game mechanics, New titles

As massive as we like our MMOs to be, the realities of modern networking have made sharding, the creation of identical game worlds hosted on separate servers, a practical necessity. Last week, Awen, Jumpgate Evolution community manager, elaborated on why the NetDevil team was looking at sharded server architecture. Understandably, players maintain that the ideal MMO minimizes sharding to allow players to interact with the greatest possible population of other users.

As Awen explains, this isn't exactly possible with Jumpgate Evolution. While their spaceserver architecture--which is similar to EVE Online in that different regions of space can be hosted on different hardware and scaled to the server load--is technically capable of handling most of the challenges of going unsharded, the central-state server on which all the non-combat activity is managed, does have a physical limit. In a game that is focused on real-time space simulation, their focus is on minimizing latency, and that's why they're going to use sharding.

Source

World of WarcraftWorld of Warcraft
Player Consequences: The Need for Speed

Filed under: World of Warcraft, Age of Conan, EVE Online, Jumpgate Evolution, Game mechanics, Opinion, Blackstar, Player Consequences

Traveling has always been one of the least popular parts of playing a MMO. It doesn't matter if you are marching through the lengthy Connall's Valley in Age of Conan or travelling across the galaxy in EVE Online. It can be tedious no matter what the setting. Nice visuals and guild chat can occupy you part of the time, but you still check the map every other minute. We're lucky that MMO design has come a long way since the early days, where the only option was to hit the road on foot. Most games now give us vehicles, mounts, and in some cases mechanical ostriches to speed up the pace a bit. After all, if it's the journey and not the destination that matters then you definitely want to travel in style.

There is one underlying reason why travel times continue to be prevalent in MMOs today and it's directly related to player expectations of virtual worlds. Developers are very sensitive to the issue of making their games seem like a real world and not a collection of three dimensional video game levels. Any MMO that has too many instances and separate zones often gets complaints for breaking the feel of a seamless world. This can actually turn players away from the game. As a result, the most successful games are often those with an over-world where players don't find themselves constantly having to load data as they zone. Just look at how World of Warcraft, Lord of the Rings Online, and EVE Online handle their world design.

Continue reading Player Consequences: The Need for Speed


JGE gets new site design, re-apply for closed beta spots

Filed under: Betas, Sci-fi, Jumpgate Evolution, Forums, New titles


The MMO gods giveth and they also taketh away. As the NetDevil team moves ever-closer to turning Jumpgate Evolution into a marketable retail product, they've undergone a fairly extensive site re-redesign, bringing them under the umbrella of publisher Codemasters. According to community manager Awen, the change was necessary in order to consolidate user information in one place in anticipation of the upcoming beta and retail releases. Unfortunately, this had the unintended side-effect of rendering the old JGE forums (and ostensibly the old beta applications) obsolete.

If you want to get your name back in contention for the beta, you have to sign up for CodeM account, which can be done on the beta sign-up page. The forums are slightly more complicated, and require logging into the Codemaster forums first to get a display name. We'll be honest here, it's a bit of a cumbersome system, and we're not surprised in the least that JGE's dedicated community didn't take kindly to the change. Still, you gotta do what you gotta do if you want your launch to go smoothly, and they clearly thought this was a necessary step.

Source

Jumpgate's Peterscheck talks shop, massive battleships

Filed under: Sci-fi, Jumpgate Evolution, Game mechanics, Interviews, New titles

Hermann Peterscheck is the producer of NetDevil's Jumpgate Evolution. He has a lot of experience working on MMOs -- including the original Jumpgate. For those reasons, Ten Ton Hammer decided he would be a great subject for an interview about the process of developing an MMO. You can read the result now.

Apart from the revelation that the game will feature four kilometer-long battleships (cool), the interview was a little bit light on JGE details. But if you're interested in learning how and why games are made, that's okay, because there's a lot of content on that subject.

We thought it was particularly interesting when Peterscheck explained the philosophy behind NetDevil's decision to make JGE. "It is very difficult to steal people away from other MMOs so you are much better off going after an underserved market," he said. He also suggested that every single big MMO succeeded because it (to some extent) created a new market instead of converting users in an existing one.

Source

Jumpgate Evolution dev chat to commence June 9th

Filed under: Sci-fi, Jumpgate Evolution, New titles, News items


At 5:00 PM EST on Monday, June 9th, Stratics will host a live chat with several members of the Jumpgate Evolution team -- including producer Hermann Peterscheck, concept artist Kirk Lunsford, community manager Nicole Hamlett, and UI programmer Josh Stefanski. Stratics will also be giving away a beta key and a limited edition print to two lucky participants.

The chat will take place in the #straticshoc channel on Stratics IRC. You can use your own IRC client or the Java one provided by the site. A list of servers and ports is included along with further instructions in the announcement, in case you're not a regular.

Source

Massively interviews JGE producer Hermann Peterscheck

Filed under: Betas, Sci-fi, Jumpgate Evolution, Business models, Game mechanics, Interviews, New titles, PvP, Endgame, PvE, Massively Interviews


Ever since ION 2008, the fine folks at NetDevil have been slightly more forthcoming with details from their sci fi opus-in-development, Jumpgate Evolution. First there was the interviews that writer Keith Baker did about the game's three factions, filling us in one some of the background lore that's being plugged into the game. More recently, they did an interview on the more technical aspects of the game's development. Not wanting to miss out on the action, we caught up with Jumpgate Evolution producer Hermann Peterscheck, who, as you might recall, is awesome.

Check below the cut for some insights into NetDevil's perception of the recent mergers in the MMO industry, their approach to integrating PvP and PvE into the same game, and some information about Jumpgate's capital ships.

Continue reading Massively interviews JGE producer Hermann Peterscheck


The devils of NetDevil offer insight into Jumpgate Evolution

Filed under: Sci-fi, Jumpgate Evolution, Interviews, New titles

Interviews conducted at this month's ION 2008 conference continue to emerge, painting a broader picture about the industry as a whole. Yesterday MMORPG.com posted a discussion with the minds behind NetDevil's Jumpgate Evolution. Scott Brown and Hermann Peterscheck offered a taste of the game up to the site's Carolyn Koh, who includes in her writeup that the game almost looks like 'moving concept art'. Their discussion is of a more technical nature, focusing on the game's progress so far. Brown states that the devils have been treating the title 'like a live game', with testers and developers in-world almost from the start. They've already had a very notable public exhibition of the game's new user experience, at the March Connect 08 event.

Brown goes on to say that they're currently focusing on the title's infrastructure: auction houses, mining, and mail. Other topics include the role of PvP, the importance of player-created goods in the game's economy, and the many options you'll have on how to control your ship. If you're wondering about power structure, Mr. Peterscheck offers the word that the game will use a very traditional system: "Levels are a symbol of your progress ... Everything you do gives you whether it is crafting or running missions and that builds your level. It will not make you a better pilot or give you more life. You have to build your ship, get better weaponry and shields, get your licenses."

Source

JGE writer talks shop in a pair of interviews

Filed under: Sci-fi, Jumpgate Evolution, Interviews, Lore, New titles, Races

In their on-going efforts to win over the hearts and minds of gamers everywhere, the NetDevil team have been out on the prowl, sending out lead writer Keith Baker out to conduct a a pair of interviews to keep Jumpgate Evolution at the top of every gamer's mind.

The first interview over at TTH focuses mostly on the Solrain Empire, the premier mercantile power in the JGE universe. Baker explains the choices players have within the faction and the general voice and tone that the team was going for in developing these hardened profiteers. The other interview over at Vault focuses on more general information like the link between Jumpgate Classic and Jumpgate Evolution, and gives an explanation for the context of the larger universe. You can tell that Baker is excited about his work and that excitement is sort of contagious.

Source

Photoshop a JGE dev, get a closed beta spot

Filed under: Betas, Sci-fi, Jumpgate Evolution, Contests, Culture, Forums, Humor


In one of the more bizarre contests in recent memory, the NetDevil boys are submitting the hair of two of their developers to the whims and amusement of the larger Jumpgate Evolution community. In order to participate in the contest, you just Photoshop whatever freaky color you think would look good on either of the pair of developers, and the two that most amuse the team will earn the winners a signed Jumpgate Evolution print and a guaranteed closed beta spot. Oh, and did I mention they're actually going to follow through and dye their hair that color as well?

Now, this is pure speculation, but this blogger has a sneaking suspicion that this contest may have been the product of some heavy drinking. In any case, entries must be submitted on the official forums by May 20. So get cracking!

Source

Meet and greet the JGE boys at ION

Filed under: Sci-fi, Jumpgate Evolution, Events, real-world, MMO industry, New titles

For those who have never had the pleasure of doing, meeting one's favorite developers can be a really world-changing experience. Having the names and faces that you read so much about on the internet turn into real living, breathing human beings is surreal, but quite rewarding. It's something we have the pleasure of doing quite frequently, but we have a feeling they enjoy seeing fans more -- since they don't ask so many probing questions.

Those attending to the ION Conference next month, or even just those in the Seattle area, might be interested to know that NetDevil's Hermann Peterscheck and Scott Brown will be holding a Meet and Greet for fans on May 14th. We're told that space is limited, so much sure and RSVP on their official forums ASAP if you're interested in a spot. Their website was down at the time of writing this, but hopefully it'll be back up again soon.

Source

NetDevil's Hermann Peterscheck is awesome

Filed under: Sci-fi, Video, Jumpgate Evolution, Economy, Game mechanics, Interviews, New titles, PvP, PvE

We like the NetDevil guys. Nay, we love them. They always exude an aura of earnestness and child-like enthusiasm that stands out even amongst an industry full of people who work 60 hour weeks for a case of Diet Mountain Dew. That, and almost everybody in the Massively offices is a complete geek for sci-fi, which makes their upcoming Jumpgate Evolution quite the attractive prospect indeed.

This is why we couldn't help but link to this video interview that JGE Producer Hermann Peterscheck did with the Gaming Radio Network. The interview is a little old, coming from back during Connect 08, but it's still pretty amusing. Peterscheck just radiates passion for the project, and by the end of the interview you'll find it hard not to buy what he's selling. It helps that the game sounds terrific too.

Source

Jumpgate Evolution in fifteen minutes

Filed under: Sci-fi, Jumpgate Evolution, Game mechanics, New titles, Previews, Hands-on


If a game doesn't grip the player after the first fifteen minutes, he is lost forever. At least, that's the theory according to Jumpgate Evolution producer Scott Brown. Kotaku recently took a look at JGE's first fifteen minutes, and reported on their impressions in a brief, though somewhat insightful piece about this pivotal aspect of NetDevil's sci-fi MMO in-progress.

While their writer's comparisons with World of Warcraft seemed a bit forced (is it really fair to compare NetDevil's small team with the multi-billion dollar Irvine, CA juggernaut?), his impressions of the first few missions are pretty interesting. It seems like their efforts to craft a game that appeals to sci-fi aficionados scared off by EVE Online's uncompromising complexity may be bearing fruit. We hope to see more hands-on looks on the title as it continues to crawl its way through the development process.

Source

Jumpgate Evolution Limerick Contest

Filed under: Sci-fi, Jumpgate Evolution, Contests, Forums, New titles

A limerick is a five-line poem originally popularized by English writer Edward Lear. Limericks are usually witty or funny, and often laced with humorous obscenities.

Well, if you can take out the swear words then NetDevil wants to see what you got. Submissions for the Jumpgate Evolution Limerick Contest will be judged based on humor and originality. There is no length requirement, but entries must be PG-rated and based on the Jumpgate Universe. Submissions deemed inappropriate will be instantly obliterated by giant laser beams.

But the prize is worth the effort. The top three winners will receive a guaranteed slot in the upcoming closed beta. All submissions must be posted in their forums and must be in by April 22, 2008, 3:00PM MST.

Source

NetDevil talks about a car wreck and how it evolved Jumpgate

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Business models, Game mechanics, Interviews, MMO industry, New titles


No matter what anyone says, some of us here at Massively actually enjoyed the short lived post-apocalyptic car fragging MMO, Auto Assault. As with everything in life though, sometimes you win and sometimes you lose. But as long as you can learn something from each experience, and grow from it... it was worth the ride.

Apparently the gang at NetDevil learned a lot about their experience with AA. Herman Peterscheck talked freely and at length about these lesson; lessons that are being applied across the board to all the games they are currently developing, including Jumpgate Evolution.

Probably the most important one is to polish the game early and not at the end just before launch. A time when everyone on the team is in full on "fire fighting" mode. Chaos almost always leads to poor execution and ruin. Another is that if you don't have a great looking game that runs well out of the gate it's nigh impossible to evaluate how good it actually is. According to Peterscheck, "The 'law,' if you will, is there's no such thing as a good game with a bad frame rate."

Continue reading NetDevil talks about a car wreck and how it evolved Jumpgate


Source

The story behind the original Jumpgate

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Business models, Game mechanics, Interviews, New titles

To this blogger, the cult of celebrity which has risen up in the rest of the gaming community has never really seemed to touch the MMO sphere with quite the same fervor. Sure, we've got a handful of highly-regarded sage figures, whose names alone are often used to sell products, but those are really the exception, and many fans of MMOs casually move from game to game with no concept of the history that underpins every new release. While a lot of it is really extemporaneous to the experience, it can sometimes illuminate design decisions that would otherwise seem alien.

It's with this in mind that Kieron Gillen recently reposted an old interview with NetDevil design director Ryan Seabury to shed some light on the company's past projects in light of the of the impending release of Jumpgate Evolution. Some of the things talked about are the trials of developing with a small team, the lessons learned in terms of making a game accessible, and what Jumpgate did well that (hopefully) will translate directly to Jumpgate Evolution.

Source

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