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Posts with tag robert-e-howard

Exclusive interview with AoC Senior Dialog Writer Aaron Dembski-Bowden

Filed under: Fantasy, Age of Conan, Interviews, MMO industry, Massively Interviews

Age of Conan has received acclaim from all quarters, especially for the quality of the Tortage quests, dialog and voiceover acting. The credit for a bewilderingly vast amount of this material goes to Aaron Dembski-Bowden, a young British writer already known for his work in the tabletop roleplaying field. We tracked him down and managed to secure an interview. Despite the look in his eyes above, which is the sort of thing you see immediately before your character's arms and head are cut off, he proved a very approachable guy...


Let's start with your background, your work to date, what position you held in the AoC team, and what responsibilities that entailed.


I've done a bunch of pen 'n paper RPG work (primarily for White Wolf on their World of Darkness game lines) and Mongoose Publishing's various Fantasy genre licences. I'm currently alternating between videogame work and writing Warhammer 40,000 novels for the Black Library, Games Workshop's publishing house.


Also, in the few moments of clarity that reach me through the haze of over-coffeed sleepless nights, I still cling to the shreds of useful lore I picked up from my writing degree.


This is the part where I should say I've always wanted to be a writer. That's not entirely true. I wanted to be a writer in my teens, when I realised I was too much of a coward to be a paramedic. All that lifesaving sounded like hard work, y'know? And before I wanted to be a paramedic, my only ambition was to be one of the kids that got to hang out with Optimus Prime. In my defence, I was about 4 at the time.

Continue reading Exclusive interview with AoC Senior Dialog Writer Aaron Dembski-Bowden

Interview with AoC dialog writer Aaron Dembski-Bowden, part 2

The original Conan stories had some fairly racist dialog. How did you reconcile a hero who makes a point of never abandoning a fellow 'white man' with the gamers of the 21st century?


I just didn't present that aspect of him. That links into a later question, actually...


Inter-cultural enmity is very much a part of Conan's world, though. Some AoC servers now have 'cultural PvP' where you can attack anyone who's not your countryman. Obviously, much of Howard's original inspiration came from real-world cultures, so stuff like the 'dusky' Stygians being treacherous and decadent is that much closer to the knuckle than, say, a more fantasy-based setting with elves and orcs and so on. How did you feel writing for a world with such a lack of inter-cultural tolerance?


Honestly, I didn't feel bad about writing this world for two reasons: one personal, one professional.


Firstly, maybe I should have felt bad about it on a personal level, but I never did. That's because I have such little respect for Howard as a person, it was easy to dismiss his attitudes as those of a bastard and not feel bad about it all by ignoring them. I have immense and total respect for his skills as a writer and a storyteller, I know his writings very well, but the guy himself was racist, sexist and the reasons for his suicide always unnerved me. I think there should be room in the world to say 'I love Guy X's work, but I don't want a cup of tea with him' without being fired or sued.


Secondly, and far more importantly, because all quests had to be generic for The Player instead of race/class combos, the only intercultural intolerance in the game itself comes from dialog. I did a huge bunch of nation-based dialog options to try and squeeze in the variety wherever I could. That felt great, because it was fun as hell.


Just focus on aspects of the culture that aren't linked in any way to today's cultural climate. Stygians have fewer rights than snakes in their homeland. Aquilonians and Cimmerians can mock that instead of calling a Stygian all manner of names because he happens to have dark skin. And those aspects of the cultures are by far the most interesting and relevant parts of the lore, anyway. The Cimmerians believe their god doesn't even answer prayers. A Stygian in the thrall of Set-worship, who sees his god as all-powerful, would focus heavily on cultural differences like that.


Mentioning that stuff was cool, and was the main way I missed out on the open racism inherent in Howard's work.


On a similar subject, as a dialog writer, how did you tackle the characterization of women in Conan's world? We couldn't help but notice that the second NPC you encounter is a hapless prostitute chained across your path, who begs you for your help!


Yeah. A lot of Hyboria as written by Howard was sexist and racist up to 11. A lot of people who've dealt with Conan in the past use the excuse that Howard was from a different era – a product of a different age. It's something even people on the project have said.


There's an obvious truth to that, but I don't really accept that as an entirely valid justification. I'm of the mind that the year you were born doesn't really excuse you for being a bastard.


I also wasn't overly keen on the way some aspects of the game pander to it. F'rex, calling the whorehouse 'the Bearded Clam' still grinds my gears just a little. The 'boobs and blood' marketing never sat well with me, to be perfectly honest. But then, that's Howardian through and through. Just amped up even further to get attention.


I tried very hard to present Howardian writing in both technical form and getting the spirit right. 'Boobs and blood' marketing has never worked on me overmuch, and I tried my best to resist it in the dialog. Game direction did repeatedly say no to explicit sex, which I always thought was a strange touch given other attitudes on display.


I dealt with it as best I could. Several characters (like the mistress of the Tortage whorehouse; the barmaid Alyssa; Countess Albiona) have dialogue relating to sex. I tried to make it thematic and cool without being gratuitous or sounding like something from Beavis & Butthead. The conversation you can have with Sancha in Tortage, when you can question why the whores are complaining about not being paid for their 'pleasurable job', is some of the stuff I'm proudest of. I feel like Sancha's reactions in that conversation tree bring some of the game's attempted maturity to the fore.


You make it sound as if there were 'creative differences', as the boy bands put it, between yourself and the game's directors.


Not so much. I mean, on a project this size there'll always be differences, but it was actually pretty smooth sailing. Game direction never stamped on any of my pretty-pretty-princess dreams.


However, to explain better: the inspirational quote on our internal homepage, for every day of the project, was 'Combat, combat, combat – the game in a nutshell'.


That's fine; that's what sells copies of the game more than anything. Let's just say that I was always made very aware that the writing on the project was considered overall as something of a side consideration. More like polish, really.


Game direction as regards to the writing was very loose. The strictures I mentioned (no race/class quests, and no sex) were in place, and that was pretty much that. No dream-stamping in view. Besides, I'm sure anyone on any project can point to things they wished they could do differently.


Saddur is supposed to be a eunuch, right?


Yeah. I really dig his voice, too. Before I heard it, I'd always imagined he'd sound like the narrator in Baldur's Gate. You know the one I mean. That guy.


'You must gather your party before venturing forth.'


I put that line in AoC, by the way. And it was freaking worth it, tells ya.


How do you feel about writing for a backstory that the player has no choice in? In a shared world, it seems weird that every single Age of Conan character washed up on the same beach with the same Acheronian mark on their breast. Would you have liked to give players more freedom?


I'd have loved to do more with it. I've got two things to say to that, I guess.


One would be that, well, it's an MMO. We tried hard with the story, but the fact it's an MMO was severely limiting in that regard. It's the same with WoW – you need to suspend your disbelief because the world is populated by a thousand other versions of people on the same story as you. Every Horde character that levels in Eversong Woods and the Ghostlands is 'that one character' responsible for bringing in Dar'Khan's head and getting the Blood Elves involved with the Horde.


Same deal here. We wanted the story to be a personal one, but the necessities of the MMO format mean you've got to...hand-wave a little.


The second thing I'd say is that we've got a dedicated Live team, which (ahem) I happen to be part of. I genuinely have zero idea what the future holds in this score, but if someone ever said I had to do dialog for more starter areas in future patches, I'd not be stunned. Tortage has been incredibly well-received, after all. Most reviews I've seen pin Tortage, its dialog and its varied quests as the high quality point of the game.


I stress, again, that I have no idea. I just wouldn't be surprised at more starter areas in X years. That's not insider info; it's just something I think would be cool.


AoC has had a spectacular reception so far, with editions selling out all over the place. Did you expect this much success?


Honestly, I did. I don't think it's a disservice to say that the main appeals of the game are the GFX (including the blood 'n guts fatalities elements) and the PvP play style. That was always going to sell the game well, and the boobs 'n blood marketing style was hardly a hindrance.


I make no claims to being some erudite, highbrow genius that rules above such things, but the focus on certain aspects of the game meant I was sure it would sell well. I still find the concept of an 18+ game apparently selling game-time cards hilarious, though. What, you have a gaming rig capable of AoC, electricity bills, an ISP, and you buy game cards?) but...whatever. Let's not fight, dear.


What has pleased me is that beyond the incredible GFX and the PvP, a lot of other jazz is getting praised, too. And yeah, sure I mean my work – but also the VO quality, the quest system, the music that's beyond awesome, and a thousand other touches that make the game whole.


Thanks again, Aaron, and congratulations on the ongoing success of Age of Conan!

MMO MMOnkey: What to do when the Age of Conan servers are down

Filed under: Sci-fi, Age of Conan, Culture, Guides, Lore, Raiding, Server downtime, Comics, Roleplaying, MMO MMOnkey

Art by Gary Gianni from The Bloody Crown of Conan
Your Tempest of Set has been set down and your Dark Templar's gone dark. You've really gotten into this whole Conan thing but the Age of Conan servers are down for maintenance. Now what are you going to do? Well, you're sitting at your computer so you could check out the wealth of online forums, fansites, wikis, whatever, that are devoted to the game. But if you really want to dig into Conan and his world you're in luck because there has never been a better time to immerse yourself in Hyboria.

Of course, the best way to learn about Conan is to read the stories written by Robert E. Howard. Howard completed 21 Conan stories between 1932 and his suicide in 1936. Although his writing style may sound somewhat stilted and some of the cultural attitudes about women and non-Europeans prevalent when he lived may be offensive to the modern reader, his work holds up remarkably well. Howard was an exceptionally evocative and imaginative writer with a marked ability to bring his extravagant settings to life. There's a reason why the creation of a pulp fiction author living in a small rural Texas town has not only survived for decades but has become so well known that it's the basis for a best-selling MMO from a game company based in Norway. The original Conan stories are well written and exciting. The problem has been finding them.

Continue reading MMO MMOnkey: What to do when the Age of Conan servers are down

Consume even more Age of Conan beta coverage

Filed under: Age of Conan, New titles, News items


You've probably seen all the coverage of Age of Conan around the net -- we have quite a bit here at Massively, too -- but if you're looking for even more information about the world of Hyboria than Gamespy has a nice roundup of all their coverage. Everything from more beta impressions to the artistry of the Age of Conan is discussed. So if you haven't had enough exposure to the game yet or you're just looking to know all there is to know about Funcom's Age of Conan before release, check it out.

If you're a big fan of Robert E. Howard's world and want to know how Funcom brought it to life, then definitely check out Gamespy's discussion with members of the development team about how they brought Conan's world to life.

Stephen King goes batty about video games

Filed under: MMO industry, News items, Opinion, Politics, Humor


Stephen King is "the man." He's one of my favorite authors and a very big reason why I'm a writer today. I've followed the ebb and flow of his career, from his meteoric rise (and eventually perpetual stay) on the New York Time's Best Seller list to the the mostly abysmal adaptations of his books to film. Anytime he talks, I tend to listen.

So you can imagine my intrigue when King, a man who has never tested the virtual waters (F13 doesn't count) with his magnificent worlds - how great would an MMO set in the world of The Dark Tower be? - voiced his opinion about the proposed Massachusetts bill to ban the sale of "violent" video games to anyone under the age of 18.

Continue reading Stephen King goes batty about video games

A chat with AoC's Shannon Drake

Filed under: Fantasy, Age of Conan, Game mechanics, Interviews, New titles


Age of Conan's launch date is fast approaching, so it's always nice to read news from the developers to get us psyched up for it! In a recent Q&A, Shannon "Pharamond" Drake, Funcom's Community Manager, answered 15 questions submitted by the community members themselves.

In this Q&A, we find out some interesting information regarding what Funcom has planned for launch versus what they plan to implement further along in the game. For instance, player housing will not be out at launch, but it is a possibility in the future, much as was done with LotRO. There is also word that the game will pull its lore from not only the original Robert E. Howard books, but also from the movies, the Dark Horse comics and everything else associated with the Conan name.

A mighty barbaric Friday AoC update

Filed under: Fantasy, Age of Conan, Game mechanics, New titles, PvP, News items


Six seems to be the magic number this week for Age of Conan. A few days ago our own Kyle Horner brought you six reasons to be excited about the barbaric MMO(one that was not mentioned in that splendid article was the game's drunken PvP brawling, which some of us here at Massively are drooling over!). Now the gang at Funcom has dropped their Friday roundup... which includes six updated topics!

AoC will offer a hoary host of "pick up and play" PvP minigames (such as the aforementioned Drunken Brawling) including Capture the Skull and Team Annihilation. Players join one of two teams with the sole objective of killing everyone on the other team.

Thoth-Amon is the big, bad villain of the game. He's the Earth's most powerful sorcerer and leads the snake god's cult of wackos in Stygia. You would do well to know your enemy before you set out to try strike him down (good luck with that by the way!).

Continue reading A mighty barbaric Friday AoC update

The Lions of Kheshatta eat people

Filed under: Age of Conan, Lore, News items

As with all things in Age of Conan, the lions of Kheshatta are not to be taken lightly -- or in otherwords don't mess with these cats. They're big, mean and have no issue with turning your body into a bloodied, mangled, vulture magnet. Should you decide to confront one of these lions, it would be a good idea to keep in mind that they hunt in packs -- or prides -- and will generally fight in numbers. Fair? No, but who said anything about primal beasts being good sports?

We're pretty big on lore here at Massively, it's something of a passion for us -- especially when it's Robert E. Howard related lore. So to say we get a kick out of reading these new lore bits is like saying dragons are kind of popular among fantasy fans.

TTH talks with Funcom about Barbarians

Filed under: Fantasy, Age of Conan, Classes, Interviews, New titles


Barbarians. Love 'em or hate 'em, but it's likely going to be the most played class when the gates finally open to Age of Conan: Hyborian Adventures. This adult themed, head-lopping affair may be an MMORPG where you can play several archetypes, but without Barbarians there would be no Conan. Thankfully, Funcom knows this and are making sure it lives up to what every fan of Howard's legendary literary lout would expect. TenTonHammer's Cody "Micajah" Bye sat down with Evan Michaels (Funcom System Designer) and talked about this classic class.

While most people think of Barbarians as savage and brutal, Funcom has labeled them under the "Rogue" archetype in AoC. According to Michaels, Barbarians are by nature roguish in that they are very individualistic, much like Rogues. They are unequaled melee fighters. When asked how they'll be balanced compared to other "tank" characters Michaels stated that Soldiers will specialize in wearing down their opponent and last longer in a prolonged battle, while a Barbarian would rely on pure aggression to dispatch their foes. Another interesting tidbit that Michaels revealed was that Barbarians will be more effective when the odds are stacked against them. Barbarians have several different abilities that can hit multiple targets, so they become more effective when surrounded.

Yep, look for Eli the Barbarian when AoC lets loose the dogs of war in late March. And be sure to read the entire interview if you plan on partaking in your own Hyborian Adventure.

World of Warcraft
Age of Conan artwork for your drooling pleasure

Filed under: World of Warcraft, Fantasy, Galleries, Screenshots, Age of Conan, Game mechanics, Lore, Previews, Wallpapers, News items, Hands-on, Races


To follow our earlier post about the Age of Conan press event, here is a Gallery full of artwork given to us by the AoC artists themselves. We're talking screenshots, renders, and concept art, all of which look outstanding. It's clear that one of the mandates for the art direction was to go for a core of realism in all things, from building design to creature physiognomy. Certainly the fantastical elements are in force, but they're tempered by a solid aesthetic that really appeals to those who aren't into the cartoony, oversaturated palette of World of Warcraft and the like.

And, in fact, I'd be willing to bet that the artists took some inspiration directly from the pulp novels themselves. There's an almost indefinable quality here that hearkens back to those great old covers. This is a well-executed strategy that will keep players fully immersed in the world, and it's all absolutely gorgeous. Without further ado, have at it!

Age of Conan Product Developer interview, with gameplay video

Filed under: Betas, Fantasy, Video, Age of Conan, Anarchy Online, Events, real-world, Game mechanics, Interviews, Lore, Previews, Hands-on, Massively Interviews, Massively Hands-on

On December 5th, I was invited to the Eidos/Funcom Age of Conan press event, where I was privileged enough to be granted access to both the game itself and the development team. I was able to play the opening area, leading into the first town. I sussed out the combat and the conversation interface. I spoke with Jørgen Tharaldsen, the Product Developer, and he let drop a metric ton of knowledge upon my fevered noggin. I reprint here our conversation, interspersed with my handheld-shot video pieces, the first of which is shown above, which is where the game starts, with you as a survivor of a shipwrecked slaver ship. I'd like to thank Jørgen and the entire Eidos/Funcom team, all of whom I found to be gracious, witty, and enthusiastic about their game, which is refreshing to see. My take? The game looks incredible, and it's extremely immersive from the get-go. They say they're on schedule for an early 2008 release, so this is something to anticipate indeed.


More videos and the interview after the jump!

Continue reading Age of Conan Product Developer interview, with gameplay video

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