WizKids' Pirates of the Spanish Main has it all: an interesting theme, fun mechanics, and most importantly, that addictive quality that somehow makes you shell out hundreds of dollars for little toy ships. However, it came as a surprise when SOE--best known for their MMOG lineup--picked up the game and decided to digitize it. I spoke with Kyle Heuer, an associate producer at Sony Online Entertainment-Denver, about transitioning the tabletop pirate game to an online format.
Q&A with the movers and shakers of the videogame industry. The writers and editors of The Escapist leave no stone unturned searching for the unvarnished truth about the modern game industry.
In a world of MMOG clones, Lockpick Entertainment's Dreamlords is a curious standout, an MMO-RTS hybrid. Players use the game's website to build their fledgling empires, then log into a fully-fledged 3D engine to fight monsters and other players with the armies they've assembled. In this interview, we talked with Jon Selin, Lead Designer of Dreamlords, to talk about the unique design choices he made when putting together the game.
Fans of the perpetually-puzzling Myst series were disappointed when the online installment Myst Online: Uru Live shut down in February, 2004. Recently, Turner Broadcasting System's Gametap service relaunched the world of Uru. The Escapist spoke with Ricardo Sanchez, VP of Content for GameTap, about bringing back this long-lost world.
Looking Glass Studios was one of the most influential developers of the 1990s, and even if you didn't play Thief, you've played one of the titles from Looking Glass' roster of distinguished alumni. I spoke with Ken Levine, formerly of Looking Glass and currently one of the founders of Irrational Games, about the influential studio and his upcoming game BioShock, which some are calling the spiritual successor to Looking Glass and Irrational's cult favorite System Shock 2.
When the announcement about the formation of Gamecock went out, the first question asked around the world was, "Gamecock?" However, I was intrigued by the return of the G.O.D. ethos. I talked to Mike Wilson, their CEO and Head of Marketing, Harry Miller, President and Head of Development, and Rick Stults, their Head Financial Officer, about the name and about Gamecock's drive to put the kickass back in game development.
On Monday we published Part One of the portion of our recent interview with Cheyenne Mountain's Joe Ybarra, focusing on Stargate Worlds, the company's upcoming MMOG set in the Stargate universe. Here, for your continued enjoyment, is the conclusion.
Last September I had the pleasure to sit down with some of the senior staff at Cheyenne Mountain, the team behind the upcoming Stargate Worlds MMOG, and Joe Ybarra, VP of Product Development at Cheyenne was kind enough to sit down with me again for an interview for this week's The Escapist, Issue 87, publishing tomorrow, Tuesday, March 6.
Most of that interview centered on his long, successful career as a game designer and producer, and why he's one of what we would call "The Rainmakers." Some of it, however, was about Stargate Worlds.
Needless to say, Joe and I talked for a good long while, and we just couldn't fit all of what he had to say in one article. Here, therefore, in two parts, is a portion of that interview which didn't make it into the weekly magazine.
In continuation of our coverage on the lawsuit Blizzard filed against MDY, creators of WoW Glider, a popular World of Warcraft botting program, we were able to sit down with Marcus "Markee Dragon" Eikenberry, owner of MarkeeDragon.com and friend of Michael Donnelly, owner of MDY. Marcus has been reporting about the lawsuit, acting in Donnelly's stead, as Donnelly hasn't spoken about the case publicly.
It's been about six months since we visited the mysterious world of Perplex City. The time for an update was nigh, so I ventured into the jungle once more, to find the temple where Andrea Phillips and the rest of the Puppetmasters dwell, so we might catch up on the City and its players.
I just spoke to Kugutsumen as he was posting an update on his site, in which he reveals an email from a Lead GM Grimmi, who amended the reasons he was originally banned.
In a continuation of our first story, we have a Q&A with Remedial, CEO of GoonSwarm, a rival corporation to BoB, as a matter of providing some player perspective to the general public.
In Part 1 of our Q&A, we touched on the basics and talked all about eSim Games and how they make their pro-level tank sim, Steel Beasts. In this installment, we'll discuss the ethical issues eSim faces, their sales pitch, and where they stand in the "game" versus "simulation" debate.
Continuing with this issue's theme of Serious Games, I talked to Nils Hinrichsen of eSim Games about their flagship product, Steel Beasts. While Steel Beasts looks like a hardcore tank game on the surface, it is intended to be a simulation, a military training tool for use in teaching the tanking trade to the soldiers of tomorrow. Their clients include the Scandinavian countries, Denmark, Spain, Australia, New Zealand, and the U.S. Military Academy at West Point, along with a dedicated civilian fan base that produces maps, mods, and scenarios with all the fervor of the true believer. In Part 1 of our interview, Nils talks to us about eSim, the development process, who uses Steel Beasts, and why they use it.
The Ship is one of my favorite Half-Life 2 mods, a mixture of 1930s detective flavor, The Sims need management, and frantic stabbing with a variety of hilarious weapons. When I saw the announcement that Merscom was going to be publishing The Ship, I had a few questions...
Russ Pitts speaks to John Enricco, an artist at Pandemic Studios, about the process of making art into a game and a game into art.